diff --git a/.DS_Store b/.DS_Store
deleted file mode 100644
index 59af1182f2..0000000000
Binary files a/.DS_Store and /dev/null differ
diff --git a/13th Age Glorantha/translations/fi.json b/13th Age Glorantha/translations/fi.json
new file mode 100644
index 0000000000..1bf16b91d5
--- /dev/null
+++ b/13th Age Glorantha/translations/fi.json
@@ -0,0 +1,95 @@
+{
+ "Name": "Name",
+ "Race": "Race",
+ "Class": "Class",
+ "Level": "Level",
+ "AbilityScores": "AbilityScores",
+ "STR": "STR",
+ "Strength": "Strength",
+ "CON": "CON",
+ "Constitution": "Constitution",
+ "DEX": "DEX",
+ "Dexterity": "Dexterity",
+ "INT": "INT",
+ "Intelligence": "Intelligence",
+ "WIS": "WIS",
+ "Wisdom": "Wisdom",
+ "CHA": "CHA",
+ "Charisma": "Charisma",
+ "Base": "Base",
+ "+Misc.": "+Misc.",
+ "+Item": "+Item",
+ "Mod": "Mod",
+ "Total": "Total",
+ "Basic Melee Attack": "Basic Melee Attack",
+ "Basic Ranged Attack": "Basic Ranged Attack",
+ "Defenses": "Defenses",
+ "Attack": "Attack",
+ "Damage": "Damage",
+ "Miss": "Miss",
+ "Ability": "Ability",
+ "Misc.": "Misc.",
+ "Weapon": "Weapon",
+ "Item": "Item",
+ "On Miss": "On Miss",
+ "AC": "AC",
+ "PD": "PD",
+ "MD": "MD",
+ "Basic melee": "Basic melee",
+ "Basic ranged": "Basic ranged",
+ "Situational Attack Modifier": "Situational Attack Modifier",
+ "Damage on hit": "Damage on hit",
+ "Damage on miss": "Damage on miss",
+ "Escalation die value": "Escalation die value",
+ "Attack result": "Attack result",
+ "Hit Points": "Hit Points",
+ "HP": "HP",
+ "Recoveries": "Recoveries",
+ "Recovery": "Recovery",
+ "Recovery Value": "Recovery Value",
+ "Current": "Current",
+ "Max.": "Max.",
+ "Rec. Die": "Rec. Die",
+ "Temp.": "Temp.",
+ "Initiative": "Initiative",
+ "One Unique Thing": "One Unique Thing",
+ "Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
+ "Class Features": "Class Features",
+ "Talents": "Talents",
+ "Powers & Spells": "Powers & Spells",
+ "Feats": "Feats",
+ "At-Will": "At-Will",
+ "Battle uses left": "Battle uses left",
+ "Daily uses left": "Daily uses left",
+ "Show Description": "Show Description",
+ "Show Macro": "Show Macro",
+ "Usage": "Usage",
+ "Type": "Type",
+ "Points": "Points",
+ "Icon Relationships": "Icon Relationships",
+ "Icon": "Icon",
+ "positive": "positive",
+ "conflicted": "conflicted",
+ "negative": "negative",
+ "Background": "Background",
+ "Backgrounds": "Backgrounds",
+ "Roll": "Roll",
+ "Attribute": "Attribute",
+ "Check": "Check",
+ "Description": "Description",
+ "Macro": "Macro",
+ "Magic Items": "Magic Items",
+ "Equipment": "Equipment",
+ "Coins": "Coins",
+ "Qty": "Qty",
+ "Incremental Advances": "Incremental Advances",
+ "4th / 7th / 10th Level": "4th / 7th / 10th Level (+1 to 3 abilities)",
+ "abilities": "abilities",
+ "Extra Magic Item": "Extra Magic Item",
+ "Ability Score Bonus": "Ability Score Bonus",
+ "Skills": "Skills",
+ "Power/Spell": "Power/Spell",
+ "Feat": "Feat"
+}
+
+
diff --git a/13th Age Glorantha/translations/tr.json b/13th Age Glorantha/translations/tr.json
index 6c7b6984fe..ab642a8f0a 100644
--- a/13th Age Glorantha/translations/tr.json
+++ b/13th Age Glorantha/translations/tr.json
@@ -17,8 +17,8 @@
"CHA": "KAR",
"Charisma": "Karizma",
"Base": "Temel",
- "+Misc.": "Çeşitli",
- "+Item": "Eşya",
+ "+Misc.": "+Çeşitli",
+ "+Item": "+Eşya",
"Mod": "Mod",
"Total": "Toplam",
"Basic Melee Attack": "Temel Yakın Dövüş Saldırısı",
@@ -34,33 +34,33 @@
"On Miss": "Iska",
"AC": "AC",
"PD": "PD",
- "MD": "doktor",
+ "MD": "MD",
"Basic melee": "Temel yakın dövüş",
"Basic ranged": "Temel menzilli",
- "Situational Attack Modifier": "Durumsal Saldırı Değiştirici",
- "Damage on hit": "Vurma Anında Hasar",
- "Damage on miss": "Iskalama Anında Hasar",
+ "Situational Attack Modifier": "Durumsal Saldırı Bonusu",
+ "Damage on hit": "Vurma hasarı",
+ "Damage on miss": "Iskalama hasarı",
"Escalation die value": "Tartışmalı ölüm oranı",
"Attack result": "Saldırı sonucu",
- "Hit Points": "Can Değeri",
- "HP": "PV",
- "Recoveries": "Arda Kalanlar",
+ "Hit Points": "Can Puanı",
+ "HP": "HP",
+ "Recoveries": "Geri Kazanılanlar",
"Recovery": "Yenilenme",
"Recovery Value": "Yenilenme Değeri",
- "Current": "Şu An",
+ "Current": "Mevcut",
"Max.": "Maks.",
- "Rec. Die": "Rec. Die",
+ "Rec. Die": "Ölüm Kaydı",
"Temp.": "Geçici",
- "Initiative": "Initiative",
+ "Initiative": "İnisiyatif",
"One Unique Thing": "Eşsiz Bir Şey",
- "Describe your characters one unique thing ...": "Karakterlerlerinizde ki benzersiz bir şeyi tanımlayın ...",
+ "Describe your characters one unique thing ...": "Karakterlerinizi benzersiz bir şeyle tanımlayın ...",
"Class Features": "Sınıf Özellikleri",
"Talents": "Yetenekler",
"Powers & Spells": "Güçler ve Büyüler",
"Feats": "Başarılar",
"At-Will": "İsteğe Bağlı",
- "Battle uses left": "Battle uses left",
- "Daily uses left": "Daily uses left",
+ "Battle uses left": "Kalan savaş hakkı",
+ "Daily uses left": "Kalan günlük kullanım",
"Show Description": "Açıklamayı göster",
"Show Macro": "Makroyu Göster",
"Usage": "kullanım",
@@ -82,7 +82,7 @@
"Equipment": "Teçhizat",
"Coins": "Madeni Para",
"Qty": "miktar",
- "Incremental Advances": "Incremental Advances",
+ "Incremental Advances": "Artan İlerlemeler",
"4th / 7th / 10th Level": "4. / 7. / 10. Seviye (+1 ila 3 yetenek)",
"abilities": "yetenekleri",
"Extra Magic Item": "Ekstra Büyülü Eşya",
diff --git a/13th Age by Roll20/translation.json b/13th Age by Roll20/translation.json
new file mode 100644
index 0000000000..bae8fecaf0
--- /dev/null
+++ b/13th Age by Roll20/translation.json
@@ -0,0 +1,140 @@
+{
+ "Conflicted": "Conflicted",
+ "Negative": "Negative",
+ "Positive": "Positive",
+ "ac-u": "AC",
+ "action": "Action",
+ "assassin": "Assassin",
+ "at-will": "At-Will",
+ "attack": "Attack",
+ "backgrounds": "Backgrounds",
+ "base-ac-from-class": "Base AC from class",
+ "base-hp-from-class": "Base HP from class",
+ "base-md-from-class": "Base MD from class",
+ "base-pd-from-class": "Base PD from class",
+ "battle-cry": "Battle Cry",
+ "bck-u": "BCK",
+ "cha-u": "CHA",
+ "charisma": "Charisma",
+ "charisma-based": "Charisma based",
+ "class": "Class",
+ "con-u": "CON",
+ "constitution": "Constitution",
+ "constitution-based": "Constitution based",
+ "copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
+ "critical-success-u": "CRITICAL SUCCESS",
+ "current-hp": "Current HP",
+ "custom": "Custom",
+ "custom-1": "Custom 1",
+ "custom-2": "Custom 2",
+ "custom-3": "Custom 3",
+ "daily": "Daily",
+ "damage-on-melee-miss": "Damage on Melee Miss",
+ "damage-on-ranged-miss": "Damage on Ranged Miss",
+ "death-save": "Death Save",
+ "death-save-u": "DEATH SAVE",
+ "details": "Details",
+ "dex-u": "DEX",
+ "dexterity": "Dexterity",
+ "dice-u": "DICE",
+ "domain": "Domain",
+ "easy-6": "Easy (6+)",
+ "effect": "Effect",
+ "encounter": "Encounter",
+ "engaged": "Engaged",
+ "equipment": "Equipment",
+ "escalation-die": "Escalation Die",
+ "failure-u": "FAILURE",
+ "far-away": "Far Away",
+ "feature": "Feature",
+ "final-verse": "Final-Verse",
+ "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-initiative-mod": "Flat Initiative Mod",
+ "flat-recovery-mod": "Flat Recovery Mod",
+ "flexible-action": "Flexible Action",
+ "free-action": "Free Action",
+ "hard-16": "Hard (16+)",
+ "help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
+ "hit": "Hit",
+ "icon-relationships": "Icon Relationships",
+ "improved": "Improved",
+ "initiative": "Initiative",
+ "initiative-u": "INITIATIVE",
+ "int-u": "INT",
+ "intelligence": "Intelligence",
+ "intelligence-based": "Intelligence based",
+ "intercepting": "Intercepting",
+ "level": "Level",
+ "line-of-sight": "Line of Sight",
+ "lvl-u": "LVL",
+ "magic-item": "Magic Item",
+ "max": "Max",
+ "max-hp": "Max HP",
+ "md-u": "MD",
+ "melee-basic-attack": "Melee Basic Attack",
+ "melee-basic-attack-based-on": "Melee Basic Attack Based On",
+ "melee-str": "Melee(STR)",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
+ "miss": "Miss",
+ "mod-u": "MOD",
+ "modifiers": "Modifiers",
+ "move-action": "Move Action",
+ "name": "Name",
+ "nearby": "Nearby",
+ "normal-11": "Normal (11+)",
+ "one-creature": "One Creature",
+ "one-enemy": "One enemy",
+ "one-unique-thing": "One Unique Thing",
+ "opening-sustaining-effect": "Opening-Sustaining-Effect",
+ "options": "Options",
+ "orc-lord": "Orc Lord",
+ "pd-u": "PD",
+ "power": "Power",
+ "quick-action": "Quick Action",
+ "race": "Race",
+ "racial": "Racial",
+ "range": "Range",
+ "ranged-basic-attack": "Ranged Basic Attack",
+ "ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
+ "ranged-dex": "Ranged(DEX)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
+ "rapier": "Rapier",
+ "rec-u": "REC",
+ "recharge": "Recharge",
+ "recharge-rate": "Recharge Rate",
+ "recovery": "Recovery",
+ "save": "Save",
+ "save-u": "SAVE",
+ "show-hide-options": "Show/hide options",
+ "special": "Special",
+ "spell": "Spell",
+ "staggered": "Staggered",
+ "standard-action": "Standard Action",
+ "step-toward-death": "Mark a step toward death!",
+ "str-u": "STR",
+ "strength": "Strength",
+ "success-u": "SUCCESS",
+ "sustain": "Sustain",
+ "talent": "Talent",
+ "talents-and-features": "Talents & Features",
+ "target": "Target",
+ "temp-hp": "Temp HP",
+ "trigger": "Trigger",
+ "type": "Type",
+ "unknown-u": "UNKNOWN",
+ "use-recovery": "Use a recovery!",
+ "use-recovery-action": "Use a recovery and take an action!",
+ "uses": "Uses",
+ "vs": "vs",
+ "vs-u": "VS",
+ "weap-u": "WEAP",
+ "wis-u": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-based": "Wisdom based"
+}
\ No newline at end of file
diff --git a/13th Age by Roll20/translations/ca.json b/13th Age by Roll20/translations/ca.json
new file mode 100644
index 0000000000..094a1e321a
--- /dev/null
+++ b/13th Age by Roll20/translations/ca.json
@@ -0,0 +1,140 @@
+{
+ "Conflicted": "En conflicte",
+ "Negative": "Negativa",
+ "Positive": "Positive",
+ "ac-u": "AC",
+ "action": "Action",
+ "assassin": "Assassin",
+ "at-will": "At-Will",
+ "attack": "Attack",
+ "backgrounds": "Backgrounds",
+ "base-ac-from-class": "Base AC from class",
+ "base-hp-from-class": "Base HP from class",
+ "base-md-from-class": "Base MD from class",
+ "base-pd-from-class": "Base PD from class",
+ "battle-cry": "Battle Cry",
+ "bck-u": "BCK",
+ "cha-u": "CHA",
+ "charisma": "Charisma",
+ "charisma-based": "Charisma based",
+ "class": "Class",
+ "con-u": "CON",
+ "constitution": "Constitution",
+ "constitution-based": "Constitution based",
+ "copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
+ "critical-success-u": "CRITICAL SUCCESS",
+ "current-hp": "Current HP",
+ "custom": "Custom",
+ "custom-1": "Custom 1",
+ "custom-2": "Custom 2",
+ "custom-3": "Custom 3",
+ "daily": "Daily",
+ "damage-on-melee-miss": "Damage on Melee Miss",
+ "damage-on-ranged-miss": "Damage on Ranged Miss",
+ "death-save": "Death Save",
+ "death-save-u": "DEATH SAVE",
+ "details": "Details",
+ "dex-u": "DEX",
+ "dexterity": "Dexterity",
+ "dice-u": "DICE",
+ "domain": "Domain",
+ "easy-6": "Easy (6+)",
+ "effect": "Effect",
+ "encounter": "Encounter",
+ "engaged": "Engaged",
+ "equipment": "Equipment",
+ "escalation-die": "Escalation Die",
+ "failure-u": "FAILURE",
+ "far-away": "Far Away",
+ "feature": "Feature",
+ "final-verse": "Final-Verse",
+ "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-initiative-mod": "Flat Initiative Mod",
+ "flat-recovery-mod": "Flat Recovery Mod",
+ "flexible-action": "Flexible Action",
+ "free-action": "Free Action",
+ "hard-16": "Hard (16+)",
+ "help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
+ "hit": "Hit",
+ "icon-relationships": "Icon Relationships",
+ "improved": "Improved",
+ "initiative": "Initiative",
+ "initiative-u": "INITIATIVE",
+ "int-u": "INT",
+ "intelligence": "Intelligence",
+ "intelligence-based": "Intelligence based",
+ "intercepting": "Intercepting",
+ "level": "Level",
+ "line-of-sight": "Line of Sight",
+ "lvl-u": "LVL",
+ "magic-item": "Magic Item",
+ "max": "Max",
+ "max-hp": "Max HP",
+ "md-u": "MD",
+ "melee-basic-attack": "Melee Basic Attack",
+ "melee-basic-attack-based-on": "Melee Basic Attack Based On",
+ "melee-str": "Melee(STR)",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
+ "miss": "Miss",
+ "mod-u": "MOD",
+ "modifiers": "Modifiers",
+ "move-action": "Move Action",
+ "name": "Name",
+ "nearby": "Nearby",
+ "normal-11": "Normal (11+)",
+ "one-creature": "One Creature",
+ "one-enemy": "One enemy",
+ "one-unique-thing": "One Unique Thing",
+ "opening-sustaining-effect": "Opening-Sustaining-Effect",
+ "options": "Options",
+ "orc-lord": "Orc Lord",
+ "pd-u": "PD",
+ "power": "Power",
+ "quick-action": "Quick Action",
+ "race": "Race",
+ "racial": "Racial",
+ "range": "Range",
+ "ranged-basic-attack": "Ranged Basic Attack",
+ "ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
+ "ranged-dex": "Ranged(DEX)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
+ "rapier": "Rapier",
+ "rec-u": "REC",
+ "recharge": "Recharge",
+ "recharge-rate": "Recharge Rate",
+ "recovery": "Recovery",
+ "save": "Save",
+ "save-u": "SAVE",
+ "show-hide-options": "Show/hide options",
+ "special": "Special",
+ "spell": "Spell",
+ "staggered": "Staggered",
+ "standard-action": "Standard Action",
+ "step-toward-death": "Mark a step toward death!",
+ "str-u": "STR",
+ "strength": "Strength",
+ "success-u": "SUCCESS",
+ "sustain": "Sustain",
+ "talent": "Talent",
+ "talents-and-features": "Talents & Features",
+ "target": "Target",
+ "temp-hp": "Temp HP",
+ "trigger": "Trigger",
+ "type": "Type",
+ "unknown-u": "UNKNOWN",
+ "use-recovery": "Use a recovery!",
+ "use-recovery-action": "Use a recovery and take an action!",
+ "uses": "Uses",
+ "vs": "vs",
+ "vs-u": "VS",
+ "weap-u": "WEAP",
+ "wis-u": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-based": "Wisdom based"
+}
\ No newline at end of file
diff --git a/13th Age by Roll20/translations/de.json b/13th Age by Roll20/translations/de.json
index 0be3272f3b..242f93a4f4 100644
--- a/13th Age by Roll20/translations/de.json
+++ b/13th Age by Roll20/translations/de.json
@@ -1,54 +1,54 @@
{
- "Conflicted": "Conflicted",
- "Negative": "Negative",
+ "Conflicted": "Widersprüchlich",
+ "Negative": "Negativ",
"Positive": "Positiv",
- "ac-u": "AC",
- "action": "Action",
- "assassin": "Assassin",
- "at-will": "At-Will",
- "attack": "Attack",
- "backgrounds": "Backgrounds",
- "base-ac-from-class": "Base AC from class",
- "base-hp-from-class": "Base HP from class",
- "base-md-from-class": "Base MD from class",
- "base-pd-from-class": "Base PD from class",
- "battle-cry": "Battle Cry",
+ "ac-u": "RK",
+ "action": "Aktion",
+ "assassin": "Assassine",
+ "at-will": "Frei",
+ "attack": "Angriff",
+ "backgrounds": "Hintergründe",
+ "base-ac-from-class": "Basis RK durch Klasse",
+ "base-hp-from-class": "Basis TP durch Klasse",
+ "base-md-from-class": "Basis MD durch Klasse",
+ "base-pd-from-class": "Basis PD durch Klasse",
+ "battle-cry": "Kampfschrei",
"bck-u": "BCK",
"cha-u": "CHA",
"charisma": "Charisma",
- "charisma-based": "Charisma based",
- "class": "Class",
- "con-u": "CON",
- "constitution": "Constitution",
- "constitution-based": "Constitution based",
- "copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
- "critical-success-u": "CRITICAL SUCCESS",
+ "charisma-based": "Basiert auf Charisma",
+ "class": "Klasse",
+ "con-u": "KON",
+ "constitution": "Konstitution",
+ "constitution-based": "Basiert auf Konstitution",
+ "copyright": "2015 Pelgrane Press Ltd. Herausgegeben von Pelgrane Press Ltd. unter Lizenz von Fire Opal Media. The 13th Age ist ein Warenzeichen von Fire Opal Media, Inc.",
+ "critical-success-u": "KRITISCHER ERFOLG",
"current-hp": "aktuelle TP",
- "custom": "Custom",
- "custom-1": "Custom 1",
- "custom-2": "Custom 2",
- "custom-3": "Custom 3",
- "daily": "Daily",
- "damage-on-melee-miss": "Damage on Melee Miss",
- "damage-on-ranged-miss": "Damage on Ranged Miss",
- "death-save": "Death Save",
- "death-save-u": "DEATH SAVE",
+ "custom": "Benutzerdefiniert",
+ "custom-1": "Benutzerdefiniert 1",
+ "custom-2": "Benutzerdefiniert 2",
+ "custom-3": "Benutzerdefiniert 3",
+ "daily": "Täglich",
+ "damage-on-melee-miss": "Schaden bei Nahkampf Misserfolg",
+ "damage-on-ranged-miss": "Schaden bei Fernkampf Misserfolg",
+ "death-save": "RW gg. Tod",
+ "death-save-u": "RW gg. TOD",
"details": "Details",
- "dex-u": "DEX",
- "dexterity": "Dexterity",
- "dice-u": "DICE",
- "domain": "Domain",
- "easy-6": "Easy (6+)",
- "effect": "Effect",
- "encounter": "Encounter",
- "engaged": "Engaged",
+ "dex-u": "GES",
+ "dexterity": "Geschicklichkeit",
+ "dice-u": "WÜRFEL",
+ "domain": "Domäne",
+ "easy-6": "Leicht (6+)",
+ "effect": "Effekt",
+ "encounter": "Begegnung",
+ "engaged": "Beschäftigt",
"equipment": "Ausrüstung",
- "escalation-die": "Escalation Die",
- "failure-u": "FAILURE",
- "far-away": "Far Away",
- "feature": "Feature",
+ "escalation-die": "Eskalationswürfel",
+ "failure-u": "FEHLSCHLAG",
+ "far-away": "Weit weg",
+ "feature": "Merkmal",
"final-verse": "Final-Verse",
- "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-hp-mod-from-magic-items": "Pauschaler TP MOD durch Magische Gegenstände",
"flat-initiative-mod": "Flat Initiative Mod",
"flat-recovery-mod": "Flat Recovery Mod",
"flexible-action": "Flexible Action",
@@ -69,15 +69,15 @@
"lvl-u": "LVL",
"magic-item": "Magic Item",
"max": "Max",
- "max-hp": "Max. TP",
+ "max-hp": "Max HP",
"md-u": "MD",
"melee-basic-attack": "Melee Basic Attack",
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
"melee-str": "Melee(STR)",
- "melee-weapon-1": "Nahkampfwaffe 1",
- "melee-weapon-2": "Nahkampfwaffe 2",
- "melee-weapon-3": "Nahkampfwaffe 3",
- "melee-weapons": "Nahkampfwaffen",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
"miss": "Miss",
"mod-u": "MOD",
"modifiers": "Modifiers",
@@ -89,21 +89,21 @@
"one-enemy": "One enemy",
"one-unique-thing": "One Unique Thing",
"opening-sustaining-effect": "Opening-Sustaining-Effect",
- "options": "Optionen",
+ "options": "Options",
"orc-lord": "Orc Lord",
"pd-u": "PD",
- "power": "Macht",
+ "power": "Power",
"quick-action": "Quick Action",
"race": "Race",
"racial": "Racial",
"range": "Range",
"ranged-basic-attack": "Ranged Basic Attack",
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
- "ranged-dex": "Ranged(DEX)",
- "ranged-weapon-1": "Fernkampfwaffe 1",
- "ranged-weapon-2": "Fernkampfwaffe 2",
- "ranged-weapon-3": "Fernkampfwaffe 3",
- "ranged-weapons": "Fernkampfwaffen",
+ "ranged-dex": "Fernkampf (GES)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
"rapier": "Rapier",
"rec-u": "REC",
"recharge": "Recharge",
@@ -111,7 +111,7 @@
"recovery": "Recovery",
"save": "Save",
"save-u": "SAVE",
- "show-hide-options": "Anzeigen/Verbergen Einstellungen",
+ "show-hide-options": "Show/hide options",
"special": "Special",
"spell": "Spell",
"staggered": "Staggered",
@@ -124,9 +124,9 @@
"talent": "Talent",
"talents-and-features": "Talents & Features",
"target": "Target",
- "temp-hp": "Temp TP",
+ "temp-hp": "Temp HP",
"trigger": "Trigger",
- "type": "Typ",
+ "type": "Type",
"unknown-u": "UNKNOWN",
"use-recovery": "Use a recovery!",
"use-recovery-action": "Use a recovery and take an action!",
diff --git a/13th Age by Roll20/translations/es.json b/13th Age by Roll20/translations/es.json
index 3a9ad94dc3..bae8fecaf0 100644
--- a/13th Age by Roll20/translations/es.json
+++ b/13th Age by Roll20/translations/es.json
@@ -1,140 +1,140 @@
{
- "Conflicted": "En conflicto",
- "Negative": "Negativo",
- "Positive": "Positivo",
- "ac-u": "CA",
- "action": "Acción",
- "assassin": "Asesino",
+ "Conflicted": "Conflicted",
+ "Negative": "Negative",
+ "Positive": "Positive",
+ "ac-u": "AC",
+ "action": "Action",
+ "assassin": "Assassin",
"at-will": "At-Will",
- "attack": "Ataque",
- "backgrounds": "Trasfondos",
- "base-ac-from-class": "CA base de Clase",
- "base-hp-from-class": "HP base de Clase",
- "base-md-from-class": "DM base de Clase",
- "base-pd-from-class": "DF base de Clase",
- "battle-cry": "Grito de Batalla",
+ "attack": "Attack",
+ "backgrounds": "Backgrounds",
+ "base-ac-from-class": "Base AC from class",
+ "base-hp-from-class": "Base HP from class",
+ "base-md-from-class": "Base MD from class",
+ "base-pd-from-class": "Base PD from class",
+ "battle-cry": "Battle Cry",
"bck-u": "BCK",
- "cha-u": "CAR",
- "charisma": "Carisma",
- "charisma-based": "Basado en Carisma",
- "class": "Clase",
+ "cha-u": "CHA",
+ "charisma": "Charisma",
+ "charisma-based": "Charisma based",
+ "class": "Class",
"con-u": "CON",
- "constitution": "Constitución",
- "constitution-based": "Basada en Constitución",
+ "constitution": "Constitution",
+ "constitution-based": "Constitution based",
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
- "critical-success-u": "ÉXITO CRÍTICO",
- "current-hp": "PV Actuales",
+ "critical-success-u": "CRITICAL SUCCESS",
+ "current-hp": "Current HP",
"custom": "Custom",
"custom-1": "Custom 1",
"custom-2": "Custom 2",
"custom-3": "Custom 3",
- "daily": "Diario",
- "damage-on-melee-miss": "Daño en fallo CaC",
- "damage-on-ranged-miss": "Daño en fallo a distancia",
+ "daily": "Daily",
+ "damage-on-melee-miss": "Damage on Melee Miss",
+ "damage-on-ranged-miss": "Damage on Ranged Miss",
"death-save": "Death Save",
"death-save-u": "DEATH SAVE",
- "details": "Detalles",
- "dex-u": "DES",
- "dexterity": "Destreza",
- "dice-u": "DADO",
- "domain": "Dominio",
- "easy-6": "Fácil (6+)",
- "effect": "Efecto",
- "encounter": "Encuentro",
+ "details": "Details",
+ "dex-u": "DEX",
+ "dexterity": "Dexterity",
+ "dice-u": "DICE",
+ "domain": "Domain",
+ "easy-6": "Easy (6+)",
+ "effect": "Effect",
+ "encounter": "Encounter",
"engaged": "Engaged",
- "equipment": "Equipo",
- "escalation-die": "Dado de Incremento",
- "failure-u": "FALLO",
- "far-away": "Muy lejos",
- "feature": "Proezas",
+ "equipment": "Equipment",
+ "escalation-die": "Escalation Die",
+ "failure-u": "FAILURE",
+ "far-away": "Far Away",
+ "feature": "Feature",
"final-verse": "Final-Verse",
- "flat-hp-mod-from-magic-items": "Mod PG de objetos mágicos",
- "flat-initiative-mod": "Mod Iniciativa",
- "flat-recovery-mod": "Mod Recuperación",
- "flexible-action": "Acción flexible",
- "free-action": "Acción libre",
- "hard-16": "Difícil (16+)",
+ "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-initiative-mod": "Flat Initiative Mod",
+ "flat-recovery-mod": "Flat Recovery Mod",
+ "flexible-action": "Flexible Action",
+ "free-action": "Free Action",
+ "hard-16": "Hard (16+)",
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
- "hit": "Golpe",
- "icon-relationships": "Relación con Icono",
- "improved": "Mejorada",
- "initiative": "Iniciativa",
- "initiative-u": "INICIATIVA",
+ "hit": "Hit",
+ "icon-relationships": "Icon Relationships",
+ "improved": "Improved",
+ "initiative": "Initiative",
+ "initiative-u": "INITIATIVE",
"int-u": "INT",
- "intelligence": "Inteligencia",
- "intelligence-based": "Basado en Inteligencia",
- "intercepting": "Interceptar",
- "level": "Nivel",
- "line-of-sight": "Línea de Visión",
+ "intelligence": "Intelligence",
+ "intelligence-based": "Intelligence based",
+ "intercepting": "Intercepting",
+ "level": "Level",
+ "line-of-sight": "Line of Sight",
"lvl-u": "LVL",
- "magic-item": "Objeto mágico",
+ "magic-item": "Magic Item",
"max": "Max",
- "max-hp": "PV máx",
+ "max-hp": "Max HP",
"md-u": "MD",
- "melee-basic-attack": "Ataque básico CaC",
- "melee-basic-attack-based-on": "Ataque básico CaC basado en",
- "melee-str": "CaC (FUE)",
- "melee-weapon-1": "Arma CaC 1",
- "melee-weapon-2": "Arma CaC 2",
- "melee-weapon-3": "Arma CaC 3",
- "melee-weapons": "Armas CaC",
- "miss": "Fallo",
+ "melee-basic-attack": "Melee Basic Attack",
+ "melee-basic-attack-based-on": "Melee Basic Attack Based On",
+ "melee-str": "Melee(STR)",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
+ "miss": "Miss",
"mod-u": "MOD",
- "modifiers": "Modificadores",
- "move-action": "Acción de movimiento",
- "name": "Nombre",
- "nearby": "Cercano",
+ "modifiers": "Modifiers",
+ "move-action": "Move Action",
+ "name": "Name",
+ "nearby": "Nearby",
"normal-11": "Normal (11+)",
- "one-creature": "Una criatura",
- "one-enemy": "Un enemigo",
- "one-unique-thing": "Peculiaridad única",
+ "one-creature": "One Creature",
+ "one-enemy": "One enemy",
+ "one-unique-thing": "One Unique Thing",
"opening-sustaining-effect": "Opening-Sustaining-Effect",
- "options": "Opciones",
- "orc-lord": "Señor Orco",
+ "options": "Options",
+ "orc-lord": "Orc Lord",
"pd-u": "PD",
- "power": "Poder",
- "quick-action": "Acción rápida",
- "race": "Carrera",
+ "power": "Power",
+ "quick-action": "Quick Action",
+ "race": "Race",
"racial": "Racial",
- "range": "Rango",
- "ranged-basic-attack": "Ataque básico a distancia",
- "ranged-basic-attack-based-on": "Ataque básico a distancia basado en",
- "ranged-dex": "A distancia (DES)",
- "ranged-weapon-1": "Arma a distancia 1",
- "ranged-weapon-2": "Arma a distancia 2",
- "ranged-weapon-3": "Arma a distancia 3",
- "ranged-weapons": "Armas a distancia",
- "rapier": "Estoque",
+ "range": "Range",
+ "ranged-basic-attack": "Ranged Basic Attack",
+ "ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
+ "ranged-dex": "Ranged(DEX)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
+ "rapier": "Rapier",
"rec-u": "REC",
- "recharge": "Recargar",
- "recharge-rate": "Velocidad de recarga",
- "recovery": "Recuperación",
- "save": "Guardar",
- "save-u": "GUARDAR",
- "show-hide-options": "Mostrar/ocultar opciones",
- "special": "Especial",
- "spell": "Hechizo",
+ "recharge": "Recharge",
+ "recharge-rate": "Recharge Rate",
+ "recovery": "Recovery",
+ "save": "Save",
+ "save-u": "SAVE",
+ "show-hide-options": "Show/hide options",
+ "special": "Special",
+ "spell": "Spell",
"staggered": "Staggered",
- "standard-action": "Acción estándar",
- "step-toward-death": "¡Un paso más hacia la muerte!",
- "str-u": "FUE",
- "strength": "Fuerza",
- "success-u": "ÉXITO",
+ "standard-action": "Standard Action",
+ "step-toward-death": "Mark a step toward death!",
+ "str-u": "STR",
+ "strength": "Strength",
+ "success-u": "SUCCESS",
"sustain": "Sustain",
- "talent": "Talento",
- "talents-and-features": "Talentos y Proezas",
- "target": "Objetivo",
- "temp-hp": "Temp PV",
+ "talent": "Talent",
+ "talents-and-features": "Talents & Features",
+ "target": "Target",
+ "temp-hp": "Temp HP",
"trigger": "Trigger",
- "type": "Tipo",
- "unknown-u": "DESCONOCIDO",
- "use-recovery": "¡Usa una recuperación!",
- "use-recovery-action": "¡Usa una recuperación y realiza una acción!",
- "uses": "Usa",
+ "type": "Type",
+ "unknown-u": "UNKNOWN",
+ "use-recovery": "Use a recovery!",
+ "use-recovery-action": "Use a recovery and take an action!",
+ "uses": "Uses",
"vs": "vs",
"vs-u": "VS",
- "weap-u": "ARMA",
- "wis-u": "SAB",
- "wisdom": "Sabiduría",
- "wisdom-based": "Basado en Sabiduría"
+ "weap-u": "WEAP",
+ "wis-u": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-based": "Wisdom based"
}
\ No newline at end of file
diff --git a/13th Age by Roll20/translations/fi.json b/13th Age by Roll20/translations/fi.json
new file mode 100644
index 0000000000..bae8fecaf0
--- /dev/null
+++ b/13th Age by Roll20/translations/fi.json
@@ -0,0 +1,140 @@
+{
+ "Conflicted": "Conflicted",
+ "Negative": "Negative",
+ "Positive": "Positive",
+ "ac-u": "AC",
+ "action": "Action",
+ "assassin": "Assassin",
+ "at-will": "At-Will",
+ "attack": "Attack",
+ "backgrounds": "Backgrounds",
+ "base-ac-from-class": "Base AC from class",
+ "base-hp-from-class": "Base HP from class",
+ "base-md-from-class": "Base MD from class",
+ "base-pd-from-class": "Base PD from class",
+ "battle-cry": "Battle Cry",
+ "bck-u": "BCK",
+ "cha-u": "CHA",
+ "charisma": "Charisma",
+ "charisma-based": "Charisma based",
+ "class": "Class",
+ "con-u": "CON",
+ "constitution": "Constitution",
+ "constitution-based": "Constitution based",
+ "copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
+ "critical-success-u": "CRITICAL SUCCESS",
+ "current-hp": "Current HP",
+ "custom": "Custom",
+ "custom-1": "Custom 1",
+ "custom-2": "Custom 2",
+ "custom-3": "Custom 3",
+ "daily": "Daily",
+ "damage-on-melee-miss": "Damage on Melee Miss",
+ "damage-on-ranged-miss": "Damage on Ranged Miss",
+ "death-save": "Death Save",
+ "death-save-u": "DEATH SAVE",
+ "details": "Details",
+ "dex-u": "DEX",
+ "dexterity": "Dexterity",
+ "dice-u": "DICE",
+ "domain": "Domain",
+ "easy-6": "Easy (6+)",
+ "effect": "Effect",
+ "encounter": "Encounter",
+ "engaged": "Engaged",
+ "equipment": "Equipment",
+ "escalation-die": "Escalation Die",
+ "failure-u": "FAILURE",
+ "far-away": "Far Away",
+ "feature": "Feature",
+ "final-verse": "Final-Verse",
+ "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-initiative-mod": "Flat Initiative Mod",
+ "flat-recovery-mod": "Flat Recovery Mod",
+ "flexible-action": "Flexible Action",
+ "free-action": "Free Action",
+ "hard-16": "Hard (16+)",
+ "help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
+ "hit": "Hit",
+ "icon-relationships": "Icon Relationships",
+ "improved": "Improved",
+ "initiative": "Initiative",
+ "initiative-u": "INITIATIVE",
+ "int-u": "INT",
+ "intelligence": "Intelligence",
+ "intelligence-based": "Intelligence based",
+ "intercepting": "Intercepting",
+ "level": "Level",
+ "line-of-sight": "Line of Sight",
+ "lvl-u": "LVL",
+ "magic-item": "Magic Item",
+ "max": "Max",
+ "max-hp": "Max HP",
+ "md-u": "MD",
+ "melee-basic-attack": "Melee Basic Attack",
+ "melee-basic-attack-based-on": "Melee Basic Attack Based On",
+ "melee-str": "Melee(STR)",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
+ "miss": "Miss",
+ "mod-u": "MOD",
+ "modifiers": "Modifiers",
+ "move-action": "Move Action",
+ "name": "Name",
+ "nearby": "Nearby",
+ "normal-11": "Normal (11+)",
+ "one-creature": "One Creature",
+ "one-enemy": "One enemy",
+ "one-unique-thing": "One Unique Thing",
+ "opening-sustaining-effect": "Opening-Sustaining-Effect",
+ "options": "Options",
+ "orc-lord": "Orc Lord",
+ "pd-u": "PD",
+ "power": "Power",
+ "quick-action": "Quick Action",
+ "race": "Race",
+ "racial": "Racial",
+ "range": "Range",
+ "ranged-basic-attack": "Ranged Basic Attack",
+ "ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
+ "ranged-dex": "Ranged(DEX)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
+ "rapier": "Rapier",
+ "rec-u": "REC",
+ "recharge": "Recharge",
+ "recharge-rate": "Recharge Rate",
+ "recovery": "Recovery",
+ "save": "Save",
+ "save-u": "SAVE",
+ "show-hide-options": "Show/hide options",
+ "special": "Special",
+ "spell": "Spell",
+ "staggered": "Staggered",
+ "standard-action": "Standard Action",
+ "step-toward-death": "Mark a step toward death!",
+ "str-u": "STR",
+ "strength": "Strength",
+ "success-u": "SUCCESS",
+ "sustain": "Sustain",
+ "talent": "Talent",
+ "talents-and-features": "Talents & Features",
+ "target": "Target",
+ "temp-hp": "Temp HP",
+ "trigger": "Trigger",
+ "type": "Type",
+ "unknown-u": "UNKNOWN",
+ "use-recovery": "Use a recovery!",
+ "use-recovery-action": "Use a recovery and take an action!",
+ "uses": "Uses",
+ "vs": "vs",
+ "vs-u": "VS",
+ "weap-u": "WEAP",
+ "wis-u": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-based": "Wisdom based"
+}
\ No newline at end of file
diff --git a/13th Age by Roll20/translations/fr.json b/13th Age by Roll20/translations/fr.json
index 916e247d85..bae8fecaf0 100644
--- a/13th Age by Roll20/translations/fr.json
+++ b/13th Age by Roll20/translations/fr.json
@@ -1,140 +1,140 @@
{
- "Conflicted": "Conflictuelle",
- "Negative": "Négative",
- "Positive": "Positif",
- "ac-u": "CA",
+ "Conflicted": "Conflicted",
+ "Negative": "Negative",
+ "Positive": "Positive",
+ "ac-u": "AC",
"action": "Action",
"assassin": "Assassin",
- "at-will": "À Vol.",
- "attack": "Attaque",
- "backgrounds": "Concepts",
- "base-ac-from-class": "CA de classe de base",
- "base-hp-from-class": "PV de classe de base",
- "base-md-from-class": "DM de classe de base",
- "base-pd-from-class": "DP de classe de base",
- "battle-cry": "Cri de Guerre",
- "bck-u": "CPT",
+ "at-will": "At-Will",
+ "attack": "Attack",
+ "backgrounds": "Backgrounds",
+ "base-ac-from-class": "Base AC from class",
+ "base-hp-from-class": "Base HP from class",
+ "base-md-from-class": "Base MD from class",
+ "base-pd-from-class": "Base PD from class",
+ "battle-cry": "Battle Cry",
+ "bck-u": "BCK",
"cha-u": "CHA",
- "charisma": "Charisme",
- "charisma-based": "Charisme",
- "class": "Classe",
+ "charisma": "Charisma",
+ "charisma-based": "Charisma based",
+ "class": "Class",
"con-u": "CON",
"constitution": "Constitution",
- "constitution-based": "Constitution",
- "copyright": "2015 Pelgrane Press Ltd. Publié par Pelgrane Press Ltd. sous licence de Fire Opal Media. The 13th Age est une marque de Fire Opal Media Inc.",
- "critical-success-u": "RÉUSSITE CRITIQUE",
- "current-hp": "PV courants",
- "custom": "Personnalisé",
- "custom-1": "Personnalisé 1",
- "custom-2": "Personnalisé 2",
- "custom-3": "Personnalisé 3",
- "daily": "Quotidien",
- "damage-on-melee-miss": "Dégâts échec Mêlée",
- "damage-on-ranged-miss": "Dégâts échec Distance",
- "death-save": "Sauvegarde contre la Mort",
- "death-save-u": "JS vs MORT",
- "details": "Détails",
+ "constitution-based": "Constitution based",
+ "copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
+ "critical-success-u": "CRITICAL SUCCESS",
+ "current-hp": "Current HP",
+ "custom": "Custom",
+ "custom-1": "Custom 1",
+ "custom-2": "Custom 2",
+ "custom-3": "Custom 3",
+ "daily": "Daily",
+ "damage-on-melee-miss": "Damage on Melee Miss",
+ "damage-on-ranged-miss": "Damage on Ranged Miss",
+ "death-save": "Death Save",
+ "death-save-u": "DEATH SAVE",
+ "details": "Details",
"dex-u": "DEX",
- "dexterity": "Dextérité",
- "dice-u": "DÉ",
- "domain": "Domaine",
- "easy-6": "Facile (6+)",
- "effect": "Effet",
- "encounter": "Rencontre",
- "engaged": "Engagé",
- "equipment": "Équipement",
- "escalation-die": "Montée en Puissance",
- "failure-u": "ÉCHEC",
- "far-away": "Au Loin",
- "feature": "Talent",
- "final-verse": "Verset final",
- "flat-hp-mod-from-magic-items": "Modificateur de PV",
- "flat-initiative-mod": "Modificateur d'Initiative",
- "flat-recovery-mod": "Modificateur de Récupération",
- "flexible-action": "Action Flexible",
- "free-action": "Action Libre",
- "hard-16": "Difficile (16+)",
- "help-options": "Ce sont les valeurs chiffrées de base nécessaires au fonctionnement pour des calculs automatiques ci-dessous. Après avoir saisi ces valeurs, cliquez sur l'icône en forme d'engrenage dans le coin supérieur droit pour masquer cette section.",
- "hit": "Réussite",
- "icon-relationships": "Relations aux Icônes",
- "improved": "Amélioré",
+ "dexterity": "Dexterity",
+ "dice-u": "DICE",
+ "domain": "Domain",
+ "easy-6": "Easy (6+)",
+ "effect": "Effect",
+ "encounter": "Encounter",
+ "engaged": "Engaged",
+ "equipment": "Equipment",
+ "escalation-die": "Escalation Die",
+ "failure-u": "FAILURE",
+ "far-away": "Far Away",
+ "feature": "Feature",
+ "final-verse": "Final-Verse",
+ "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-initiative-mod": "Flat Initiative Mod",
+ "flat-recovery-mod": "Flat Recovery Mod",
+ "flexible-action": "Flexible Action",
+ "free-action": "Free Action",
+ "hard-16": "Hard (16+)",
+ "help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
+ "hit": "Hit",
+ "icon-relationships": "Icon Relationships",
+ "improved": "Improved",
"initiative": "Initiative",
"initiative-u": "INITIATIVE",
"int-u": "INT",
"intelligence": "Intelligence",
- "intelligence-based": "Intelligence",
- "intercepting": "Interruption",
- "level": "Niveau",
- "line-of-sight": "Ligne de Vue",
- "lvl-u": "NIV",
- "magic-item": "Objet Magique",
+ "intelligence-based": "Intelligence based",
+ "intercepting": "Intercepting",
+ "level": "Level",
+ "line-of-sight": "Line of Sight",
+ "lvl-u": "LVL",
+ "magic-item": "Magic Item",
"max": "Max",
- "max-hp": "PV Max",
- "md-u": "DM",
- "melee-basic-attack": "Attaque de base (Mêlée)",
- "melee-basic-attack-based-on": "Attaque de base (Mêlée)",
- "melee-str": "Mêlée(FOR)",
- "melee-weapon-1": "Arme de Mêlée 1",
- "melee-weapon-2": "Arme de Mêlée 2",
- "melee-weapon-3": "Arme de Mêlée 3",
- "melee-weapons": "Armes de Mêlée",
- "miss": "Échec",
+ "max-hp": "Max HP",
+ "md-u": "MD",
+ "melee-basic-attack": "Melee Basic Attack",
+ "melee-basic-attack-based-on": "Melee Basic Attack Based On",
+ "melee-str": "Melee(STR)",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
+ "miss": "Miss",
"mod-u": "MOD",
- "modifiers": "Modificateurs",
- "move-action": "Action de Mouvement",
- "name": "Nom",
- "nearby": "Proche",
+ "modifiers": "Modifiers",
+ "move-action": "Move Action",
+ "name": "Name",
+ "nearby": "Nearby",
"normal-11": "Normal (11+)",
- "one-creature": "Une Créature",
- "one-enemy": "Un ennemi",
- "one-unique-thing": "Particularité",
- "opening-sustaining-effect": "Ouverture-Maintien-Effet",
+ "one-creature": "One Creature",
+ "one-enemy": "One enemy",
+ "one-unique-thing": "One Unique Thing",
+ "opening-sustaining-effect": "Opening-Sustaining-Effect",
"options": "Options",
- "orc-lord": "Le Seigneur Orc",
- "pd-u": "DP",
- "power": "Pouvoir",
- "quick-action": "Action Rapide",
+ "orc-lord": "Orc Lord",
+ "pd-u": "PD",
+ "power": "Power",
+ "quick-action": "Quick Action",
"race": "Race",
"racial": "Racial",
- "range": "Distance",
- "ranged-basic-attack": "Attaque de base (Distance)",
- "ranged-basic-attack-based-on": "Attaque de base (Distance)",
- "ranged-dex": "À distance (DEX)",
- "ranged-weapon-1": "Arme à distance 1",
- "ranged-weapon-2": "Arme à distance 2",
- "ranged-weapon-3": "Arme à distance 3",
- "ranged-weapons": "Armes à distance",
- "rapier": "Rapière",
- "rec-u": "RÉC",
- "recharge": "Rechargement",
- "recharge-rate": "Vitesse de rechargement",
- "recovery": "Récupération",
- "save": "Sauvegarde",
- "save-u": "SAUVEGARDE",
- "show-hide-options": "Afficher/masque les options",
- "special": "Spécial",
- "spell": "Sort",
- "staggered": "Chancelant",
- "standard-action": "Action Standard",
- "step-toward-death": "Progressez vers la mort !",
- "str-u": "FOR",
- "strength": "Force",
- "success-u": "RÉUSSITE",
- "sustain": "Maintien",
+ "range": "Range",
+ "ranged-basic-attack": "Ranged Basic Attack",
+ "ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
+ "ranged-dex": "Ranged(DEX)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
+ "rapier": "Rapier",
+ "rec-u": "REC",
+ "recharge": "Recharge",
+ "recharge-rate": "Recharge Rate",
+ "recovery": "Recovery",
+ "save": "Save",
+ "save-u": "SAVE",
+ "show-hide-options": "Show/hide options",
+ "special": "Special",
+ "spell": "Spell",
+ "staggered": "Staggered",
+ "standard-action": "Standard Action",
+ "step-toward-death": "Mark a step toward death!",
+ "str-u": "STR",
+ "strength": "Strength",
+ "success-u": "SUCCESS",
+ "sustain": "Sustain",
"talent": "Talent",
- "talents-and-features": "Talents & Prouesses",
- "target": "Cible",
- "temp-hp": "PV Temp",
- "trigger": "Déclencheur",
- "type": "Genre",
- "unknown-u": "INCONNU",
- "use-recovery": "Utilisez une Récupération !",
- "use-recovery-action": "Utilisez une Récupération et agissez !",
- "uses": "Utilisations",
+ "talents-and-features": "Talents & Features",
+ "target": "Target",
+ "temp-hp": "Temp HP",
+ "trigger": "Trigger",
+ "type": "Type",
+ "unknown-u": "UNKNOWN",
+ "use-recovery": "Use a recovery!",
+ "use-recovery-action": "Use a recovery and take an action!",
+ "uses": "Uses",
"vs": "vs",
"vs-u": "VS",
- "weap-u": "ARME",
- "wis-u": "SAG",
- "wisdom": "Sagesse",
- "wisdom-based": "Sagesse"
+ "weap-u": "WEAP",
+ "wis-u": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-based": "Wisdom based"
}
\ No newline at end of file
diff --git a/13th Age by Roll20/translations/hu.json b/13th Age by Roll20/translations/hu.json
new file mode 100644
index 0000000000..a3ec5509ab
--- /dev/null
+++ b/13th Age by Roll20/translations/hu.json
@@ -0,0 +1,140 @@
+{
+ "Conflicted": "Conflicted",
+ "Negative": "Negatív",
+ "Positive": "Positive",
+ "ac-u": "AC",
+ "action": "Akció",
+ "assassin": "Bérgyilkos",
+ "at-will": "At-Will",
+ "attack": "Támadás",
+ "backgrounds": "Háttér",
+ "base-ac-from-class": "Base AC from class",
+ "base-hp-from-class": "Base HP from class",
+ "base-md-from-class": "Base MD from class",
+ "base-pd-from-class": "Base PD from class",
+ "battle-cry": "Battle Cry",
+ "bck-u": "BCK",
+ "cha-u": "CHA",
+ "charisma": "Charisma",
+ "charisma-based": "Charisma based",
+ "class": "Class",
+ "con-u": "CON",
+ "constitution": "Constitution",
+ "constitution-based": "Constitution based",
+ "copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
+ "critical-success-u": "CRITICAL SUCCESS",
+ "current-hp": "Current HP",
+ "custom": "Custom",
+ "custom-1": "Custom 1",
+ "custom-2": "Custom 2",
+ "custom-3": "Custom 3",
+ "daily": "Daily",
+ "damage-on-melee-miss": "Damage on Melee Miss",
+ "damage-on-ranged-miss": "Damage on Ranged Miss",
+ "death-save": "Death Save",
+ "death-save-u": "DEATH SAVE",
+ "details": "Details",
+ "dex-u": "DEX",
+ "dexterity": "Dexterity",
+ "dice-u": "DICE",
+ "domain": "Domain",
+ "easy-6": "Easy (6+)",
+ "effect": "Effect",
+ "encounter": "Encounter",
+ "engaged": "Engaged",
+ "equipment": "Equipment",
+ "escalation-die": "Escalation Die",
+ "failure-u": "FAILURE",
+ "far-away": "Far Away",
+ "feature": "Feature",
+ "final-verse": "Final-Verse",
+ "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-initiative-mod": "Flat Initiative Mod",
+ "flat-recovery-mod": "Flat Recovery Mod",
+ "flexible-action": "Flexible Action",
+ "free-action": "Free Action",
+ "hard-16": "Hard (16+)",
+ "help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
+ "hit": "Hit",
+ "icon-relationships": "Icon Relationships",
+ "improved": "Improved",
+ "initiative": "Initiative",
+ "initiative-u": "INITIATIVE",
+ "int-u": "INT",
+ "intelligence": "Intelligence",
+ "intelligence-based": "Intelligence based",
+ "intercepting": "Intercepting",
+ "level": "Level",
+ "line-of-sight": "Line of Sight",
+ "lvl-u": "LVL",
+ "magic-item": "Magic Item",
+ "max": "Max",
+ "max-hp": "Max HP",
+ "md-u": "MD",
+ "melee-basic-attack": "Melee Basic Attack",
+ "melee-basic-attack-based-on": "Melee Basic Attack Based On",
+ "melee-str": "Melee(STR)",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
+ "miss": "Miss",
+ "mod-u": "MOD",
+ "modifiers": "Modifiers",
+ "move-action": "Move Action",
+ "name": "Name",
+ "nearby": "Nearby",
+ "normal-11": "Normal (11+)",
+ "one-creature": "One Creature",
+ "one-enemy": "One enemy",
+ "one-unique-thing": "One Unique Thing",
+ "opening-sustaining-effect": "Opening-Sustaining-Effect",
+ "options": "Options",
+ "orc-lord": "Orc Lord",
+ "pd-u": "PD",
+ "power": "Power",
+ "quick-action": "Quick Action",
+ "race": "Race",
+ "racial": "Racial",
+ "range": "Range",
+ "ranged-basic-attack": "Ranged Basic Attack",
+ "ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
+ "ranged-dex": "Ranged(DEX)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
+ "rapier": "Rapier",
+ "rec-u": "REC",
+ "recharge": "Recharge",
+ "recharge-rate": "Recharge Rate",
+ "recovery": "Recovery",
+ "save": "Save",
+ "save-u": "SAVE",
+ "show-hide-options": "Show/hide options",
+ "special": "Special",
+ "spell": "Spell",
+ "staggered": "Staggered",
+ "standard-action": "Standard Action",
+ "step-toward-death": "Mark a step toward death!",
+ "str-u": "STR",
+ "strength": "Strength",
+ "success-u": "SUCCESS",
+ "sustain": "Sustain",
+ "talent": "Talent",
+ "talents-and-features": "Talents & Features",
+ "target": "Target",
+ "temp-hp": "Temp HP",
+ "trigger": "Trigger",
+ "type": "Type",
+ "unknown-u": "UNKNOWN",
+ "use-recovery": "Use a recovery!",
+ "use-recovery-action": "Use a recovery and take an action!",
+ "uses": "Uses",
+ "vs": "vs",
+ "vs-u": "VS",
+ "weap-u": "WEAP",
+ "wis-u": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-based": "Wisdom based"
+}
\ No newline at end of file
diff --git a/13th Age by Roll20/translations/ko.json b/13th Age by Roll20/translations/ko.json
index 8d8490dd63..bae8fecaf0 100644
--- a/13th Age by Roll20/translations/ko.json
+++ b/13th Age by Roll20/translations/ko.json
@@ -1,140 +1,140 @@
{
- "Conflicted": "양가적",
- "Negative": "부정적",
- "Positive": "긍정적",
- "ac-u": "장갑",
- "action": "액션",
- "assassin": "암살자",
- "at-will": "상시",
- "attack": "공격",
- "backgrounds": "출신",
- "base-ac-from-class": "클래스 기본 장갑",
- "base-hp-from-class": "클래스 기본 HP",
- "base-md-from-class": "클래스 기본 마방",
- "base-pd-from-class": "클래스 기본 신방",
- "battle-cry": "전투의 외침",
+ "Conflicted": "Conflicted",
+ "Negative": "Negative",
+ "Positive": "Positive",
+ "ac-u": "AC",
+ "action": "Action",
+ "assassin": "Assassin",
+ "at-will": "At-Will",
+ "attack": "Attack",
+ "backgrounds": "Backgrounds",
+ "base-ac-from-class": "Base AC from class",
+ "base-hp-from-class": "Base HP from class",
+ "base-md-from-class": "Base MD from class",
+ "base-pd-from-class": "Base PD from class",
+ "battle-cry": "Battle Cry",
"bck-u": "BCK",
- "cha-u": "매력",
- "charisma": "매력",
- "charisma-based": "매력 기반",
- "class": "클래스",
- "con-u": "건강",
- "constitution": "건강",
- "constitution-based": "건강 기반",
+ "cha-u": "CHA",
+ "charisma": "Charisma",
+ "charisma-based": "Charisma based",
+ "class": "Class",
+ "con-u": "CON",
+ "constitution": "Constitution",
+ "constitution-based": "Constitution based",
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
- "critical-success-u": "대성공!",
- "current-hp": "현재 HP",
- "custom": "커스텀",
- "custom-1": "커스텀 1",
- "custom-2": "커스텀 2",
- "custom-3": "커스텀 3",
- "daily": "매일",
- "damage-on-melee-miss": "근접 공격 빗나감 피해",
- "damage-on-ranged-miss": "원거리 공격 빗나감 피해",
- "death-save": "죽음 극복",
- "death-save-u": "죽음 극복",
- "details": "세부 정보",
- "dex-u": "민첩",
- "dexterity": "민첩성",
- "dice-u": "주사위",
- "domain": "영역",
- "easy-6": "쉬움(6+)",
- "effect": "효과",
- "encounter": "인카운터",
- "engaged": "접전중",
- "equipment": "마법 물품",
- "escalation-die": "고조 주사위",
- "failure-u": "실패",
- "far-away": "원거리",
- "feature": "특성",
- "final-verse": "마지막 소절",
- "flat-hp-mod-from-magic-items": "마법 아이템 고정 HP 수정치",
- "flat-initiative-mod": "고정 우선권 수정치",
- "flat-recovery-mod": "고정 회복 수정치",
- "flexible-action": "유연한 행동",
- "free-action": "자유 행동",
- "hard-16": "어려움(16+)",
- "help-options": "이것은 아래의 자동 계산을 위해 필요한 기본 숫자들입니다. 이 숫자들을 입력한 후 오른쪽 위의 기어 버튼을 클릭해 이 부분을 숨기면 좋습니다.",
- "hit": "명중",
- "icon-relationships": "표상 관계",
- "improved": "강화",
- "initiative": "우선권",
- "initiative-u": "행동순서",
- "int-u": "지능",
- "intelligence": "지능",
- "intelligence-based": "지능 기반",
- "intercepting": "간섭 행동",
- "level": "레벨",
- "line-of-sight": "시야 내",
- "lvl-u": "레벨",
- "magic-item": "마법 아이템",
- "max": "최대",
- "max-hp": "최대 HP",
- "md-u": "정방",
- "melee-basic-attack": "근접 기본 공격",
- "melee-basic-attack-based-on": "근접 공격 기반은",
- "melee-str": "근접(근력)",
- "melee-weapon-1": "근접 무기 1",
- "melee-weapon-2": "근접 무기 2",
- "melee-weapon-3": "근접 무기 3",
- "melee-weapons": "근접 무기",
- "miss": "빗나감",
- "mod-u": "수정치",
- "modifiers": "수정치",
- "move-action": "이동 행동",
- "name": "이름",
- "nearby": "근거리",
- "normal-11": "보통(11+)",
- "one-creature": "적 하나",
- "one-enemy": "단일 적",
- "one-unique-thing": "한 가지 특별한 것",
- "opening-sustaining-effect": "시작 및 지속 효과",
- "options": "옵션",
- "orc-lord": "오크 두령",
- "pd-u": "신방",
- "power": "파워",
- "quick-action": "짧은 행동",
- "race": "종족",
- "racial": "종족",
- "range": "범위",
- "ranged-basic-attack": "원거리 기본 공격",
- "ranged-basic-attack-based-on": "원거리 공격 기반은",
- "ranged-dex": "원거리(민첩)",
- "ranged-weapon-1": "원거리 무기 1",
- "ranged-weapon-2": "원거리 무기 2",
- "ranged-weapon-3": "원거리 무기 3",
- "ranged-weapons": "원거리 무기",
- "rapier": "레이피어",
+ "critical-success-u": "CRITICAL SUCCESS",
+ "current-hp": "Current HP",
+ "custom": "Custom",
+ "custom-1": "Custom 1",
+ "custom-2": "Custom 2",
+ "custom-3": "Custom 3",
+ "daily": "Daily",
+ "damage-on-melee-miss": "Damage on Melee Miss",
+ "damage-on-ranged-miss": "Damage on Ranged Miss",
+ "death-save": "Death Save",
+ "death-save-u": "DEATH SAVE",
+ "details": "Details",
+ "dex-u": "DEX",
+ "dexterity": "Dexterity",
+ "dice-u": "DICE",
+ "domain": "Domain",
+ "easy-6": "Easy (6+)",
+ "effect": "Effect",
+ "encounter": "Encounter",
+ "engaged": "Engaged",
+ "equipment": "Equipment",
+ "escalation-die": "Escalation Die",
+ "failure-u": "FAILURE",
+ "far-away": "Far Away",
+ "feature": "Feature",
+ "final-verse": "Final-Verse",
+ "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-initiative-mod": "Flat Initiative Mod",
+ "flat-recovery-mod": "Flat Recovery Mod",
+ "flexible-action": "Flexible Action",
+ "free-action": "Free Action",
+ "hard-16": "Hard (16+)",
+ "help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
+ "hit": "Hit",
+ "icon-relationships": "Icon Relationships",
+ "improved": "Improved",
+ "initiative": "Initiative",
+ "initiative-u": "INITIATIVE",
+ "int-u": "INT",
+ "intelligence": "Intelligence",
+ "intelligence-based": "Intelligence based",
+ "intercepting": "Intercepting",
+ "level": "Level",
+ "line-of-sight": "Line of Sight",
+ "lvl-u": "LVL",
+ "magic-item": "Magic Item",
+ "max": "Max",
+ "max-hp": "Max HP",
+ "md-u": "MD",
+ "melee-basic-attack": "Melee Basic Attack",
+ "melee-basic-attack-based-on": "Melee Basic Attack Based On",
+ "melee-str": "Melee(STR)",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
+ "miss": "Miss",
+ "mod-u": "MOD",
+ "modifiers": "Modifiers",
+ "move-action": "Move Action",
+ "name": "Name",
+ "nearby": "Nearby",
+ "normal-11": "Normal (11+)",
+ "one-creature": "One Creature",
+ "one-enemy": "One enemy",
+ "one-unique-thing": "One Unique Thing",
+ "opening-sustaining-effect": "Opening-Sustaining-Effect",
+ "options": "Options",
+ "orc-lord": "Orc Lord",
+ "pd-u": "PD",
+ "power": "Power",
+ "quick-action": "Quick Action",
+ "race": "Race",
+ "racial": "Racial",
+ "range": "Range",
+ "ranged-basic-attack": "Ranged Basic Attack",
+ "ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
+ "ranged-dex": "Ranged(DEX)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
+ "rapier": "Rapier",
"rec-u": "REC",
- "recharge": "재충전",
- "recharge-rate": "충전 속도",
- "recovery": "회복량",
- "save": "극복",
- "save-u": "극복",
- "show-hide-options": "옵션 표시/숨기기",
- "special": "특수",
- "spell": "주문",
- "staggered": "비틀거림",
- "standard-action": "일반 행동",
- "step-toward-death": "죽음으로의 발걸음에 표시하세요.",
- "str-u": "근력",
- "strength": "근력",
- "success-u": "성공",
- "sustain": "유지",
- "talent": "재능",
- "talents-and-features": "재능과 특기",
- "target": "대상",
- "temp-hp": "임시 HP",
- "trigger": "발동 조건",
- "type": "종류",
- "unknown-u": "알려지지 않은",
- "use-recovery": "회복을 사용하세요!",
- "use-recovery-action": "회복하고 행동을 취하세요!",
- "uses": "사용",
+ "recharge": "Recharge",
+ "recharge-rate": "Recharge Rate",
+ "recovery": "Recovery",
+ "save": "Save",
+ "save-u": "SAVE",
+ "show-hide-options": "Show/hide options",
+ "special": "Special",
+ "spell": "Spell",
+ "staggered": "Staggered",
+ "standard-action": "Standard Action",
+ "step-toward-death": "Mark a step toward death!",
+ "str-u": "STR",
+ "strength": "Strength",
+ "success-u": "SUCCESS",
+ "sustain": "Sustain",
+ "talent": "Talent",
+ "talents-and-features": "Talents & Features",
+ "target": "Target",
+ "temp-hp": "Temp HP",
+ "trigger": "Trigger",
+ "type": "Type",
+ "unknown-u": "UNKNOWN",
+ "use-recovery": "Use a recovery!",
+ "use-recovery-action": "Use a recovery and take an action!",
+ "uses": "Uses",
"vs": "vs",
"vs-u": "VS",
- "weap-u": "무기",
- "wis-u": "통찰",
- "wisdom": "통찰",
- "wisdom-based": "통찰 기반"
+ "weap-u": "WEAP",
+ "wis-u": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-based": "Wisdom based"
}
\ No newline at end of file
diff --git a/13th Age by Roll20/translations/pt.json b/13th Age by Roll20/translations/pt.json
index 2b9d1e2a8e..bae8fecaf0 100644
--- a/13th Age by Roll20/translations/pt.json
+++ b/13th Age by Roll20/translations/pt.json
@@ -1,140 +1,140 @@
{
- "Conflicted": "Conflitante",
- "Negative": "Negativa",
- "Positive": "Positiva",
- "ac-u": "CA",
- "action": "Ação",
- "assassin": "Assassino",
- "at-will": "à vontade",
- "attack": "Ataque",
- "backgrounds": "Antecedentes",
- "base-ac-from-class": "CA Básica da Classe",
- "base-hp-from-class": "PV Básico da Classe",
- "base-md-from-class": "DM Básica da Classe",
- "base-pd-from-class": "DF Básica da Classe",
- "battle-cry": "Brados de Guerra",
+ "Conflicted": "Conflicted",
+ "Negative": "Negative",
+ "Positive": "Positive",
+ "ac-u": "AC",
+ "action": "Action",
+ "assassin": "Assassin",
+ "at-will": "At-Will",
+ "attack": "Attack",
+ "backgrounds": "Backgrounds",
+ "base-ac-from-class": "Base AC from class",
+ "base-hp-from-class": "Base HP from class",
+ "base-md-from-class": "Base MD from class",
+ "base-pd-from-class": "Base PD from class",
+ "battle-cry": "Battle Cry",
"bck-u": "BCK",
- "cha-u": "CAR",
- "charisma": "Carisma",
- "charisma-based": "Base Carisma",
- "class": "Classe",
+ "cha-u": "CHA",
+ "charisma": "Charisma",
+ "charisma-based": "Charisma based",
+ "class": "Class",
"con-u": "CON",
- "constitution": "Constituição",
- "constitution-based": "Base Constituição",
+ "constitution": "Constitution",
+ "constitution-based": "Constitution based",
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
- "critical-success-u": "ACERTO CRÍTICO",
- "current-hp": "PV Atuais",
- "custom": "Personalizado",
- "custom-1": "Personalizado 1",
- "custom-2": "Personalizado 2",
- "custom-3": "Personalizado 3",
- "daily": "Diária",
- "damage-on-melee-miss": "Dano por Erro Corpo-a-Corpo",
- "damage-on-ranged-miss": "Dano por Erro À Distância",
- "death-save": "Teste Contra a Morte",
- "death-save-u": "Teste Contra a Morte",
- "details": "Detalhes",
- "dex-u": "DES",
- "dexterity": "Destreza",
- "dice-u": "DADO",
- "domain": "Domínio",
- "easy-6": "Fácil (6+)",
- "effect": "Efeito",
- "encounter": "Encontro",
- "engaged": "Engajado",
- "equipment": "Equipamento",
- "escalation-die": "Dado de Intensidade",
- "failure-u": "Falha",
- "far-away": "Distante",
- "feature": "Proeza",
- "final-verse": "Verso-Final",
- "flat-hp-mod-from-magic-items": "Mod. de PV de Itens Mágicos",
- "flat-initiative-mod": "Mod. do meio Iniciativa",
- "flat-recovery-mod": "Mod. do meio Recuperação",
- "flexible-action": "Ataques Flexíveis",
- "free-action": "Ação Livre",
- "hard-16": "Difícil (16+)",
- "help-options": "Estes são números de base necessários para os cálculos automáticos abaixo. Depois de inserir esses números, recomendamos que você clique no ícone de roda dentada no canto superior direito para ocultar essa seção.",
- "hit": "Dano",
- "icon-relationships": "Relacionamento com os Ícones",
- "improved": "Melhoramento",
- "initiative": "Iniciativa",
- "initiative-u": "INICIATIVA",
+ "critical-success-u": "CRITICAL SUCCESS",
+ "current-hp": "Current HP",
+ "custom": "Custom",
+ "custom-1": "Custom 1",
+ "custom-2": "Custom 2",
+ "custom-3": "Custom 3",
+ "daily": "Daily",
+ "damage-on-melee-miss": "Damage on Melee Miss",
+ "damage-on-ranged-miss": "Damage on Ranged Miss",
+ "death-save": "Death Save",
+ "death-save-u": "DEATH SAVE",
+ "details": "Details",
+ "dex-u": "DEX",
+ "dexterity": "Dexterity",
+ "dice-u": "DICE",
+ "domain": "Domain",
+ "easy-6": "Easy (6+)",
+ "effect": "Effect",
+ "encounter": "Encounter",
+ "engaged": "Engaged",
+ "equipment": "Equipment",
+ "escalation-die": "Escalation Die",
+ "failure-u": "FAILURE",
+ "far-away": "Far Away",
+ "feature": "Feature",
+ "final-verse": "Final-Verse",
+ "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-initiative-mod": "Flat Initiative Mod",
+ "flat-recovery-mod": "Flat Recovery Mod",
+ "flexible-action": "Flexible Action",
+ "free-action": "Free Action",
+ "hard-16": "Hard (16+)",
+ "help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
+ "hit": "Hit",
+ "icon-relationships": "Icon Relationships",
+ "improved": "Improved",
+ "initiative": "Initiative",
+ "initiative-u": "INITIATIVE",
"int-u": "INT",
- "intelligence": "Inteligência",
- "intelligence-based": "Base Inteligência",
- "intercepting": "Interceptando",
- "level": "Nível",
- "line-of-sight": "Linha de visão",
- "lvl-u": "NVL",
- "magic-item": "Item Mágico",
+ "intelligence": "Intelligence",
+ "intelligence-based": "Intelligence based",
+ "intercepting": "Intercepting",
+ "level": "Level",
+ "line-of-sight": "Line of Sight",
+ "lvl-u": "LVL",
+ "magic-item": "Magic Item",
"max": "Max",
- "max-hp": "PV Max",
- "md-u": "DM",
- "melee-basic-attack": "Ataque corpo-a-corpo",
- "melee-basic-attack-based-on": "\nAtq. corpo-a-corpo baseado em",
- "melee-str": "Ataque corpo a corpo(FOR)",
- "melee-weapon-1": "Armas corpo a corpo 1",
- "melee-weapon-2": "Armas corpo a corpo 2",
- "melee-weapon-3": "Armas corpo a corpo 3",
- "melee-weapons": "Armas corpo a corpo",
- "miss": "Erro",
+ "max-hp": "Max HP",
+ "md-u": "MD",
+ "melee-basic-attack": "Melee Basic Attack",
+ "melee-basic-attack-based-on": "Melee Basic Attack Based On",
+ "melee-str": "Melee(STR)",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
+ "miss": "Miss",
"mod-u": "MOD",
- "modifiers": "Modificadores",
- "move-action": "Ação de Movimento",
- "name": "Nome",
- "nearby": "Próximo",
+ "modifiers": "Modifiers",
+ "move-action": "Move Action",
+ "name": "Name",
+ "nearby": "Nearby",
"normal-11": "Normal (11+)",
- "one-creature": "Uma criatura",
- "one-enemy": "Um inimigo",
- "one-unique-thing": "Singularidade",
- "opening-sustaining-effect": "Efeito-sustentação-aberto",
- "options": "Opções",
- "orc-lord": "Senhor dos Orcs",
- "pd-u": "DF",
- "power": "Poder",
- "quick-action": "Ação Rápida",
- "race": "Raça",
+ "one-creature": "One Creature",
+ "one-enemy": "One enemy",
+ "one-unique-thing": "One Unique Thing",
+ "opening-sustaining-effect": "Opening-Sustaining-Effect",
+ "options": "Options",
+ "orc-lord": "Orc Lord",
+ "pd-u": "PD",
+ "power": "Power",
+ "quick-action": "Quick Action",
+ "race": "Race",
"racial": "Racial",
- "range": "Alcance",
- "ranged-basic-attack": "Ataque Básico à Distância",
- "ranged-basic-attack-based-on": "Atq. à Distância baseado em",
- "ranged-dex": "À distância(DES)",
- "ranged-weapon-1": "Armas de Longa Distância 1",
- "ranged-weapon-2": "Armas de Longa Distância 2",
- "ranged-weapon-3": "Armas de Longa Distância 3",
- "ranged-weapons": "Armas de Longa Distância",
- "rapier": "Rapieira",
+ "range": "Range",
+ "ranged-basic-attack": "Ranged Basic Attack",
+ "ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
+ "ranged-dex": "Ranged(DEX)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
+ "rapier": "Rapier",
"rec-u": "REC",
- "recharge": "Recarga",
- "recharge-rate": "Taxa de Recarga",
- "recovery": "Recuperação",
- "save": "Resistência",
- "save-u": "RESISTÊNCIA",
- "show-hide-options": "Mostrar/Esconder opções",
- "special": "Especial",
- "spell": "Magia",
- "staggered": "Cambaleante",
- "standard-action": "Ação Padrão",
- "step-toward-death": "Marque um passo em direção à morte!",
- "str-u": "FOR",
- "strength": "Força",
- "success-u": "SUCESSO",
- "sustain": "Sustentar",
- "talent": "Talentos",
- "talents-and-features": "Talentos & Proezas",
- "target": "Alvo",
- "temp-hp": "PV Temp",
- "trigger": "Gatilho",
- "type": "Tipo",
- "unknown-u": "DESCONHECIDO",
- "use-recovery": "Use uma recuperação!",
- "use-recovery-action": "Use uma recuperação e faça uma ação!",
- "uses": "Usos",
+ "recharge": "Recharge",
+ "recharge-rate": "Recharge Rate",
+ "recovery": "Recovery",
+ "save": "Save",
+ "save-u": "SAVE",
+ "show-hide-options": "Show/hide options",
+ "special": "Special",
+ "spell": "Spell",
+ "staggered": "Staggered",
+ "standard-action": "Standard Action",
+ "step-toward-death": "Mark a step toward death!",
+ "str-u": "STR",
+ "strength": "Strength",
+ "success-u": "SUCCESS",
+ "sustain": "Sustain",
+ "talent": "Talent",
+ "talents-and-features": "Talents & Features",
+ "target": "Target",
+ "temp-hp": "Temp HP",
+ "trigger": "Trigger",
+ "type": "Type",
+ "unknown-u": "UNKNOWN",
+ "use-recovery": "Use a recovery!",
+ "use-recovery-action": "Use a recovery and take an action!",
+ "uses": "Uses",
"vs": "vs",
"vs-u": "VS",
- "weap-u": "ARMA",
- "wis-u": "SAB",
- "wisdom": "Sabedoria",
- "wisdom-based": "Sabedoria base"
+ "weap-u": "WEAP",
+ "wis-u": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-based": "Wisdom based"
}
\ No newline at end of file
diff --git a/13th Age by Roll20/translations/sl.json b/13th Age by Roll20/translations/sl.json
new file mode 100644
index 0000000000..bae8fecaf0
--- /dev/null
+++ b/13th Age by Roll20/translations/sl.json
@@ -0,0 +1,140 @@
+{
+ "Conflicted": "Conflicted",
+ "Negative": "Negative",
+ "Positive": "Positive",
+ "ac-u": "AC",
+ "action": "Action",
+ "assassin": "Assassin",
+ "at-will": "At-Will",
+ "attack": "Attack",
+ "backgrounds": "Backgrounds",
+ "base-ac-from-class": "Base AC from class",
+ "base-hp-from-class": "Base HP from class",
+ "base-md-from-class": "Base MD from class",
+ "base-pd-from-class": "Base PD from class",
+ "battle-cry": "Battle Cry",
+ "bck-u": "BCK",
+ "cha-u": "CHA",
+ "charisma": "Charisma",
+ "charisma-based": "Charisma based",
+ "class": "Class",
+ "con-u": "CON",
+ "constitution": "Constitution",
+ "constitution-based": "Constitution based",
+ "copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
+ "critical-success-u": "CRITICAL SUCCESS",
+ "current-hp": "Current HP",
+ "custom": "Custom",
+ "custom-1": "Custom 1",
+ "custom-2": "Custom 2",
+ "custom-3": "Custom 3",
+ "daily": "Daily",
+ "damage-on-melee-miss": "Damage on Melee Miss",
+ "damage-on-ranged-miss": "Damage on Ranged Miss",
+ "death-save": "Death Save",
+ "death-save-u": "DEATH SAVE",
+ "details": "Details",
+ "dex-u": "DEX",
+ "dexterity": "Dexterity",
+ "dice-u": "DICE",
+ "domain": "Domain",
+ "easy-6": "Easy (6+)",
+ "effect": "Effect",
+ "encounter": "Encounter",
+ "engaged": "Engaged",
+ "equipment": "Equipment",
+ "escalation-die": "Escalation Die",
+ "failure-u": "FAILURE",
+ "far-away": "Far Away",
+ "feature": "Feature",
+ "final-verse": "Final-Verse",
+ "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-initiative-mod": "Flat Initiative Mod",
+ "flat-recovery-mod": "Flat Recovery Mod",
+ "flexible-action": "Flexible Action",
+ "free-action": "Free Action",
+ "hard-16": "Hard (16+)",
+ "help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
+ "hit": "Hit",
+ "icon-relationships": "Icon Relationships",
+ "improved": "Improved",
+ "initiative": "Initiative",
+ "initiative-u": "INITIATIVE",
+ "int-u": "INT",
+ "intelligence": "Intelligence",
+ "intelligence-based": "Intelligence based",
+ "intercepting": "Intercepting",
+ "level": "Level",
+ "line-of-sight": "Line of Sight",
+ "lvl-u": "LVL",
+ "magic-item": "Magic Item",
+ "max": "Max",
+ "max-hp": "Max HP",
+ "md-u": "MD",
+ "melee-basic-attack": "Melee Basic Attack",
+ "melee-basic-attack-based-on": "Melee Basic Attack Based On",
+ "melee-str": "Melee(STR)",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
+ "miss": "Miss",
+ "mod-u": "MOD",
+ "modifiers": "Modifiers",
+ "move-action": "Move Action",
+ "name": "Name",
+ "nearby": "Nearby",
+ "normal-11": "Normal (11+)",
+ "one-creature": "One Creature",
+ "one-enemy": "One enemy",
+ "one-unique-thing": "One Unique Thing",
+ "opening-sustaining-effect": "Opening-Sustaining-Effect",
+ "options": "Options",
+ "orc-lord": "Orc Lord",
+ "pd-u": "PD",
+ "power": "Power",
+ "quick-action": "Quick Action",
+ "race": "Race",
+ "racial": "Racial",
+ "range": "Range",
+ "ranged-basic-attack": "Ranged Basic Attack",
+ "ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
+ "ranged-dex": "Ranged(DEX)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
+ "rapier": "Rapier",
+ "rec-u": "REC",
+ "recharge": "Recharge",
+ "recharge-rate": "Recharge Rate",
+ "recovery": "Recovery",
+ "save": "Save",
+ "save-u": "SAVE",
+ "show-hide-options": "Show/hide options",
+ "special": "Special",
+ "spell": "Spell",
+ "staggered": "Staggered",
+ "standard-action": "Standard Action",
+ "step-toward-death": "Mark a step toward death!",
+ "str-u": "STR",
+ "strength": "Strength",
+ "success-u": "SUCCESS",
+ "sustain": "Sustain",
+ "talent": "Talent",
+ "talents-and-features": "Talents & Features",
+ "target": "Target",
+ "temp-hp": "Temp HP",
+ "trigger": "Trigger",
+ "type": "Type",
+ "unknown-u": "UNKNOWN",
+ "use-recovery": "Use a recovery!",
+ "use-recovery-action": "Use a recovery and take an action!",
+ "uses": "Uses",
+ "vs": "vs",
+ "vs-u": "VS",
+ "weap-u": "WEAP",
+ "wis-u": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-based": "Wisdom based"
+}
\ No newline at end of file
diff --git a/13th Age by Roll20/translations/uk.json b/13th Age by Roll20/translations/uk.json
new file mode 100644
index 0000000000..bae8fecaf0
--- /dev/null
+++ b/13th Age by Roll20/translations/uk.json
@@ -0,0 +1,140 @@
+{
+ "Conflicted": "Conflicted",
+ "Negative": "Negative",
+ "Positive": "Positive",
+ "ac-u": "AC",
+ "action": "Action",
+ "assassin": "Assassin",
+ "at-will": "At-Will",
+ "attack": "Attack",
+ "backgrounds": "Backgrounds",
+ "base-ac-from-class": "Base AC from class",
+ "base-hp-from-class": "Base HP from class",
+ "base-md-from-class": "Base MD from class",
+ "base-pd-from-class": "Base PD from class",
+ "battle-cry": "Battle Cry",
+ "bck-u": "BCK",
+ "cha-u": "CHA",
+ "charisma": "Charisma",
+ "charisma-based": "Charisma based",
+ "class": "Class",
+ "con-u": "CON",
+ "constitution": "Constitution",
+ "constitution-based": "Constitution based",
+ "copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
+ "critical-success-u": "CRITICAL SUCCESS",
+ "current-hp": "Current HP",
+ "custom": "Custom",
+ "custom-1": "Custom 1",
+ "custom-2": "Custom 2",
+ "custom-3": "Custom 3",
+ "daily": "Daily",
+ "damage-on-melee-miss": "Damage on Melee Miss",
+ "damage-on-ranged-miss": "Damage on Ranged Miss",
+ "death-save": "Death Save",
+ "death-save-u": "DEATH SAVE",
+ "details": "Details",
+ "dex-u": "DEX",
+ "dexterity": "Dexterity",
+ "dice-u": "DICE",
+ "domain": "Domain",
+ "easy-6": "Easy (6+)",
+ "effect": "Effect",
+ "encounter": "Encounter",
+ "engaged": "Engaged",
+ "equipment": "Equipment",
+ "escalation-die": "Escalation Die",
+ "failure-u": "FAILURE",
+ "far-away": "Far Away",
+ "feature": "Feature",
+ "final-verse": "Final-Verse",
+ "flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
+ "flat-initiative-mod": "Flat Initiative Mod",
+ "flat-recovery-mod": "Flat Recovery Mod",
+ "flexible-action": "Flexible Action",
+ "free-action": "Free Action",
+ "hard-16": "Hard (16+)",
+ "help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
+ "hit": "Hit",
+ "icon-relationships": "Icon Relationships",
+ "improved": "Improved",
+ "initiative": "Initiative",
+ "initiative-u": "INITIATIVE",
+ "int-u": "INT",
+ "intelligence": "Intelligence",
+ "intelligence-based": "Intelligence based",
+ "intercepting": "Intercepting",
+ "level": "Level",
+ "line-of-sight": "Line of Sight",
+ "lvl-u": "LVL",
+ "magic-item": "Magic Item",
+ "max": "Max",
+ "max-hp": "Max HP",
+ "md-u": "MD",
+ "melee-basic-attack": "Melee Basic Attack",
+ "melee-basic-attack-based-on": "Melee Basic Attack Based On",
+ "melee-str": "Melee(STR)",
+ "melee-weapon-1": "Melee Weapon 1",
+ "melee-weapon-2": "Melee Weapon 2",
+ "melee-weapon-3": "Melee Weapon 3",
+ "melee-weapons": "Melee Weapons",
+ "miss": "Miss",
+ "mod-u": "MOD",
+ "modifiers": "Modifiers",
+ "move-action": "Move Action",
+ "name": "Name",
+ "nearby": "Nearby",
+ "normal-11": "Normal (11+)",
+ "one-creature": "One Creature",
+ "one-enemy": "One enemy",
+ "one-unique-thing": "One Unique Thing",
+ "opening-sustaining-effect": "Opening-Sustaining-Effect",
+ "options": "Options",
+ "orc-lord": "Orc Lord",
+ "pd-u": "PD",
+ "power": "Power",
+ "quick-action": "Quick Action",
+ "race": "Race",
+ "racial": "Racial",
+ "range": "Range",
+ "ranged-basic-attack": "Ranged Basic Attack",
+ "ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
+ "ranged-dex": "Ranged(DEX)",
+ "ranged-weapon-1": "Ranged Weapon 1",
+ "ranged-weapon-2": "Ranged Weapon 2",
+ "ranged-weapon-3": "Ranged Weapon 3",
+ "ranged-weapons": "Ranged Weapons",
+ "rapier": "Rapier",
+ "rec-u": "REC",
+ "recharge": "Recharge",
+ "recharge-rate": "Recharge Rate",
+ "recovery": "Recovery",
+ "save": "Save",
+ "save-u": "SAVE",
+ "show-hide-options": "Show/hide options",
+ "special": "Special",
+ "spell": "Spell",
+ "staggered": "Staggered",
+ "standard-action": "Standard Action",
+ "step-toward-death": "Mark a step toward death!",
+ "str-u": "STR",
+ "strength": "Strength",
+ "success-u": "SUCCESS",
+ "sustain": "Sustain",
+ "talent": "Talent",
+ "talents-and-features": "Talents & Features",
+ "target": "Target",
+ "temp-hp": "Temp HP",
+ "trigger": "Trigger",
+ "type": "Type",
+ "unknown-u": "UNKNOWN",
+ "use-recovery": "Use a recovery!",
+ "use-recovery-action": "Use a recovery and take an action!",
+ "uses": "Uses",
+ "vs": "vs",
+ "vs-u": "VS",
+ "weap-u": "WEAP",
+ "wis-u": "WIS",
+ "wisdom": "Wisdom",
+ "wisdom-based": "Wisdom based"
+}
\ No newline at end of file
diff --git a/13th Age by Roll20/translations/zu.json b/13th Age by Roll20/translations/zu.json
index 5b36dffb29..2a07bdf189 100644
--- a/13th Age by Roll20/translations/zu.json
+++ b/13th Age by Roll20/translations/zu.json
@@ -1,140 +1,140 @@
{
- "Conflicted": "crwdns130054:0crwdne130054:0",
- "Negative": "crwdns130056:0crwdne130056:0",
- "Positive": "crwdns130058:0crwdne130058:0",
- "ac-u": "crwdns130060:0crwdne130060:0",
- "action": "crwdns130062:0crwdne130062:0",
- "assassin": "crwdns130064:0crwdne130064:0",
- "at-will": "crwdns130066:0crwdne130066:0",
- "attack": "crwdns130068:0crwdne130068:0",
- "backgrounds": "crwdns130070:0crwdne130070:0",
- "base-ac-from-class": "crwdns130072:0crwdne130072:0",
- "base-hp-from-class": "crwdns130074:0crwdne130074:0",
- "base-md-from-class": "crwdns130076:0crwdne130076:0",
- "base-pd-from-class": "crwdns130078:0crwdne130078:0",
- "battle-cry": "crwdns130080:0crwdne130080:0",
- "bck-u": "crwdns130082:0crwdne130082:0",
- "cha-u": "crwdns130084:0crwdne130084:0",
- "charisma": "crwdns130086:0crwdne130086:0",
- "charisma-based": "crwdns130088:0crwdne130088:0",
- "class": "crwdns130090:0crwdne130090:0",
- "con-u": "crwdns130092:0crwdne130092:0",
- "constitution": "crwdns130094:0crwdne130094:0",
- "constitution-based": "crwdns130096:0crwdne130096:0",
- "copyright": "crwdns130098:0crwdne130098:0",
- "critical-success-u": "crwdns130100:0crwdne130100:0",
- "current-hp": "crwdns130102:0crwdne130102:0",
- "custom": "crwdns130104:0crwdne130104:0",
- "custom-1": "crwdns130106:0crwdne130106:0",
- "custom-2": "crwdns130108:0crwdne130108:0",
- "custom-3": "crwdns130110:0crwdne130110:0",
- "daily": "crwdns130112:0crwdne130112:0",
- "damage-on-melee-miss": "crwdns130114:0crwdne130114:0",
- "damage-on-ranged-miss": "crwdns130116:0crwdne130116:0",
- "death-save": "crwdns130118:0crwdne130118:0",
- "death-save-u": "crwdns130120:0crwdne130120:0",
- "details": "crwdns130122:0crwdne130122:0",
- "dex-u": "crwdns130124:0crwdne130124:0",
- "dexterity": "crwdns130126:0crwdne130126:0",
- "dice-u": "crwdns130128:0crwdne130128:0",
- "domain": "crwdns130130:0crwdne130130:0",
- "easy-6": "crwdns130132:0crwdne130132:0",
- "effect": "crwdns130134:0crwdne130134:0",
- "encounter": "crwdns130136:0crwdne130136:0",
- "engaged": "crwdns130138:0crwdne130138:0",
- "equipment": "crwdns130140:0crwdne130140:0",
- "escalation-die": "crwdns130142:0crwdne130142:0",
- "failure-u": "crwdns130144:0crwdne130144:0",
- "far-away": "crwdns130146:0crwdne130146:0",
- "feature": "crwdns130148:0crwdne130148:0",
- "final-verse": "crwdns130150:0crwdne130150:0",
- "flat-hp-mod-from-magic-items": "crwdns130152:0crwdne130152:0",
- "flat-initiative-mod": "crwdns130154:0crwdne130154:0",
- "flat-recovery-mod": "crwdns130156:0crwdne130156:0",
- "flexible-action": "crwdns130158:0crwdne130158:0",
- "free-action": "crwdns130160:0crwdne130160:0",
- "hard-16": "crwdns130162:0crwdne130162:0",
- "help-options": "crwdns130164:0crwdne130164:0",
- "hit": "crwdns130166:0crwdne130166:0",
- "icon-relationships": "crwdns130168:0crwdne130168:0",
- "improved": "crwdns130170:0crwdne130170:0",
- "initiative": "crwdns130172:0crwdne130172:0",
- "initiative-u": "crwdns130174:0crwdne130174:0",
- "int-u": "crwdns130176:0crwdne130176:0",
- "intelligence": "crwdns130178:0crwdne130178:0",
- "intelligence-based": "crwdns130180:0crwdne130180:0",
- "intercepting": "crwdns130182:0crwdne130182:0",
- "level": "crwdns130184:0crwdne130184:0",
- "line-of-sight": "crwdns130186:0crwdne130186:0",
- "lvl-u": "crwdns130188:0crwdne130188:0",
- "magic-item": "crwdns130190:0crwdne130190:0",
- "max": "crwdns130192:0crwdne130192:0",
- "max-hp": "crwdns130194:0crwdne130194:0",
- "md-u": "crwdns130196:0crwdne130196:0",
- "melee-basic-attack": "crwdns130198:0crwdne130198:0",
- "melee-basic-attack-based-on": "crwdns130200:0crwdne130200:0",
- "melee-str": "crwdns130202:0crwdne130202:0",
- "melee-weapon-1": "crwdns130204:0crwdne130204:0",
- "melee-weapon-2": "crwdns130206:0crwdne130206:0",
- "melee-weapon-3": "crwdns130208:0crwdne130208:0",
- "melee-weapons": "crwdns130210:0crwdne130210:0",
- "miss": "crwdns130212:0crwdne130212:0",
- "mod-u": "crwdns130214:0crwdne130214:0",
- "modifiers": "crwdns130216:0crwdne130216:0",
- "move-action": "crwdns130218:0crwdne130218:0",
- "name": "crwdns130220:0crwdne130220:0",
- "nearby": "crwdns130222:0crwdne130222:0",
- "normal-11": "crwdns130224:0crwdne130224:0",
- "one-creature": "crwdns130226:0crwdne130226:0",
- "one-enemy": "crwdns130228:0crwdne130228:0",
- "one-unique-thing": "crwdns130230:0crwdne130230:0",
- "opening-sustaining-effect": "crwdns130232:0crwdne130232:0",
- "options": "crwdns130234:0crwdne130234:0",
- "orc-lord": "crwdns130236:0crwdne130236:0",
- "pd-u": "crwdns130238:0crwdne130238:0",
- "power": "crwdns130240:0crwdne130240:0",
- "quick-action": "crwdns130242:0crwdne130242:0",
- "race": "crwdns130244:0crwdne130244:0",
- "racial": "crwdns130246:0crwdne130246:0",
- "range": "crwdns130248:0crwdne130248:0",
- "ranged-basic-attack": "crwdns130250:0crwdne130250:0",
- "ranged-basic-attack-based-on": "crwdns130252:0crwdne130252:0",
- "ranged-dex": "crwdns130254:0crwdne130254:0",
- "ranged-weapon-1": "crwdns130256:0crwdne130256:0",
- "ranged-weapon-2": "crwdns130258:0crwdne130258:0",
- "ranged-weapon-3": "crwdns130260:0crwdne130260:0",
- "ranged-weapons": "crwdns130262:0crwdne130262:0",
- "rapier": "crwdns130264:0crwdne130264:0",
- "rec-u": "crwdns130266:0crwdne130266:0",
- "recharge": "crwdns130268:0crwdne130268:0",
- "recharge-rate": "crwdns130270:0crwdne130270:0",
- "recovery": "crwdns130272:0crwdne130272:0",
- "save": "crwdns130274:0crwdne130274:0",
- "save-u": "crwdns130276:0crwdne130276:0",
- "show-hide-options": "crwdns130278:0crwdne130278:0",
- "special": "crwdns130280:0crwdne130280:0",
- "spell": "crwdns130282:0crwdne130282:0",
- "staggered": "crwdns130284:0crwdne130284:0",
- "standard-action": "crwdns130286:0crwdne130286:0",
- "step-toward-death": "crwdns130288:0crwdne130288:0",
- "str-u": "crwdns130290:0crwdne130290:0",
- "strength": "crwdns130292:0crwdne130292:0",
- "success-u": "crwdns130294:0crwdne130294:0",
- "sustain": "crwdns130296:0crwdne130296:0",
- "talent": "crwdns130298:0crwdne130298:0",
- "talents-and-features": "crwdns130300:0crwdne130300:0",
- "target": "crwdns130302:0crwdne130302:0",
- "temp-hp": "crwdns130304:0crwdne130304:0",
- "trigger": "crwdns130306:0crwdne130306:0",
- "type": "crwdns130308:0crwdne130308:0",
- "unknown-u": "crwdns130310:0crwdne130310:0",
- "use-recovery": "crwdns130312:0crwdne130312:0",
- "use-recovery-action": "crwdns130314:0crwdne130314:0",
- "uses": "crwdns130316:0crwdne130316:0",
- "vs": "crwdns130318:0crwdne130318:0",
- "vs-u": "crwdns130320:0crwdne130320:0",
- "weap-u": "crwdns130322:0crwdne130322:0",
- "wis-u": "crwdns130324:0crwdne130324:0",
- "wisdom": "crwdns130326:0crwdne130326:0",
- "wisdom-based": "crwdns130328:0crwdne130328:0"
+ "Conflicted": "crwdns122814:0crwdne122814:0",
+ "Negative": "crwdns122816:0crwdne122816:0",
+ "Positive": "crwdns122818:0crwdne122818:0",
+ "ac-u": "crwdns122820:0crwdne122820:0",
+ "action": "crwdns122822:0crwdne122822:0",
+ "assassin": "crwdns122824:0crwdne122824:0",
+ "at-will": "crwdns122826:0crwdne122826:0",
+ "attack": "crwdns122828:0crwdne122828:0",
+ "backgrounds": "crwdns122830:0crwdne122830:0",
+ "base-ac-from-class": "crwdns122832:0crwdne122832:0",
+ "base-hp-from-class": "crwdns122834:0crwdne122834:0",
+ "base-md-from-class": "crwdns122836:0crwdne122836:0",
+ "base-pd-from-class": "crwdns122838:0crwdne122838:0",
+ "battle-cry": "crwdns122840:0crwdne122840:0",
+ "bck-u": "crwdns122842:0crwdne122842:0",
+ "cha-u": "crwdns122844:0crwdne122844:0",
+ "charisma": "crwdns122846:0crwdne122846:0",
+ "charisma-based": "crwdns122848:0crwdne122848:0",
+ "class": "crwdns122850:0crwdne122850:0",
+ "con-u": "crwdns122852:0crwdne122852:0",
+ "constitution": "crwdns122854:0crwdne122854:0",
+ "constitution-based": "crwdns122856:0crwdne122856:0",
+ "copyright": "crwdns122858:0crwdne122858:0",
+ "critical-success-u": "crwdns122860:0crwdne122860:0",
+ "current-hp": "crwdns122862:0crwdne122862:0",
+ "custom": "crwdns122864:0crwdne122864:0",
+ "custom-1": "crwdns122866:0crwdne122866:0",
+ "custom-2": "crwdns122868:0crwdne122868:0",
+ "custom-3": "crwdns122870:0crwdne122870:0",
+ "daily": "crwdns122872:0crwdne122872:0",
+ "damage-on-melee-miss": "crwdns122874:0crwdne122874:0",
+ "damage-on-ranged-miss": "crwdns122876:0crwdne122876:0",
+ "death-save": "crwdns122878:0crwdne122878:0",
+ "death-save-u": "crwdns122880:0crwdne122880:0",
+ "details": "crwdns122882:0crwdne122882:0",
+ "dex-u": "crwdns122884:0crwdne122884:0",
+ "dexterity": "crwdns122886:0crwdne122886:0",
+ "dice-u": "crwdns122888:0crwdne122888:0",
+ "domain": "crwdns122890:0crwdne122890:0",
+ "easy-6": "crwdns122892:0crwdne122892:0",
+ "effect": "crwdns122894:0crwdne122894:0",
+ "encounter": "crwdns122896:0crwdne122896:0",
+ "engaged": "crwdns122898:0crwdne122898:0",
+ "equipment": "crwdns122900:0crwdne122900:0",
+ "escalation-die": "crwdns122902:0crwdne122902:0",
+ "failure-u": "crwdns122904:0crwdne122904:0",
+ "far-away": "crwdns122906:0crwdne122906:0",
+ "feature": "crwdns122908:0crwdne122908:0",
+ "final-verse": "crwdns122910:0crwdne122910:0",
+ "flat-hp-mod-from-magic-items": "crwdns122912:0crwdne122912:0",
+ "flat-initiative-mod": "crwdns122914:0crwdne122914:0",
+ "flat-recovery-mod": "crwdns122916:0crwdne122916:0",
+ "flexible-action": "crwdns122918:0crwdne122918:0",
+ "free-action": "crwdns122920:0crwdne122920:0",
+ "hard-16": "crwdns122922:0crwdne122922:0",
+ "help-options": "crwdns122924:0crwdne122924:0",
+ "hit": "crwdns122926:0crwdne122926:0",
+ "icon-relationships": "crwdns122928:0crwdne122928:0",
+ "improved": "crwdns122930:0crwdne122930:0",
+ "initiative": "crwdns122932:0crwdne122932:0",
+ "initiative-u": "crwdns122934:0crwdne122934:0",
+ "int-u": "crwdns122936:0crwdne122936:0",
+ "intelligence": "crwdns122938:0crwdne122938:0",
+ "intelligence-based": "crwdns122940:0crwdne122940:0",
+ "intercepting": "crwdns122942:0crwdne122942:0",
+ "level": "crwdns122944:0crwdne122944:0",
+ "line-of-sight": "crwdns122946:0crwdne122946:0",
+ "lvl-u": "crwdns122948:0crwdne122948:0",
+ "magic-item": "crwdns122950:0crwdne122950:0",
+ "max": "crwdns122952:0crwdne122952:0",
+ "max-hp": "crwdns122954:0crwdne122954:0",
+ "md-u": "crwdns122956:0crwdne122956:0",
+ "melee-basic-attack": "crwdns122958:0crwdne122958:0",
+ "melee-basic-attack-based-on": "crwdns122960:0crwdne122960:0",
+ "melee-str": "crwdns122962:0crwdne122962:0",
+ "melee-weapon-1": "crwdns122964:0crwdne122964:0",
+ "melee-weapon-2": "crwdns122966:0crwdne122966:0",
+ "melee-weapon-3": "crwdns122968:0crwdne122968:0",
+ "melee-weapons": "crwdns122970:0crwdne122970:0",
+ "miss": "crwdns122972:0crwdne122972:0",
+ "mod-u": "crwdns122974:0crwdne122974:0",
+ "modifiers": "crwdns122976:0crwdne122976:0",
+ "move-action": "crwdns122978:0crwdne122978:0",
+ "name": "crwdns122980:0crwdne122980:0",
+ "nearby": "crwdns122982:0crwdne122982:0",
+ "normal-11": "crwdns122984:0crwdne122984:0",
+ "one-creature": "crwdns122986:0crwdne122986:0",
+ "one-enemy": "crwdns122988:0crwdne122988:0",
+ "one-unique-thing": "crwdns122990:0crwdne122990:0",
+ "opening-sustaining-effect": "crwdns122992:0crwdne122992:0",
+ "options": "crwdns122994:0crwdne122994:0",
+ "orc-lord": "crwdns122996:0crwdne122996:0",
+ "pd-u": "crwdns122998:0crwdne122998:0",
+ "power": "crwdns123000:0crwdne123000:0",
+ "quick-action": "crwdns123002:0crwdne123002:0",
+ "race": "crwdns123004:0crwdne123004:0",
+ "racial": "crwdns123006:0crwdne123006:0",
+ "range": "crwdns123008:0crwdne123008:0",
+ "ranged-basic-attack": "crwdns123010:0crwdne123010:0",
+ "ranged-basic-attack-based-on": "crwdns123012:0crwdne123012:0",
+ "ranged-dex": "crwdns123014:0crwdne123014:0",
+ "ranged-weapon-1": "crwdns123016:0crwdne123016:0",
+ "ranged-weapon-2": "crwdns123018:0crwdne123018:0",
+ "ranged-weapon-3": "crwdns123020:0crwdne123020:0",
+ "ranged-weapons": "crwdns123022:0crwdne123022:0",
+ "rapier": "crwdns123024:0crwdne123024:0",
+ "rec-u": "crwdns123026:0crwdne123026:0",
+ "recharge": "crwdns123028:0crwdne123028:0",
+ "recharge-rate": "crwdns123030:0crwdne123030:0",
+ "recovery": "crwdns123032:0crwdne123032:0",
+ "save": "crwdns123034:0crwdne123034:0",
+ "save-u": "crwdns123036:0crwdne123036:0",
+ "show-hide-options": "crwdns123038:0crwdne123038:0",
+ "special": "crwdns123040:0crwdne123040:0",
+ "spell": "crwdns123042:0crwdne123042:0",
+ "staggered": "crwdns123044:0crwdne123044:0",
+ "standard-action": "crwdns123046:0crwdne123046:0",
+ "step-toward-death": "crwdns123048:0crwdne123048:0",
+ "str-u": "crwdns123050:0crwdne123050:0",
+ "strength": "crwdns123052:0crwdne123052:0",
+ "success-u": "crwdns123054:0crwdne123054:0",
+ "sustain": "crwdns123056:0crwdne123056:0",
+ "talent": "crwdns123058:0crwdne123058:0",
+ "talents-and-features": "crwdns123060:0crwdne123060:0",
+ "target": "crwdns123062:0crwdne123062:0",
+ "temp-hp": "crwdns123064:0crwdne123064:0",
+ "trigger": "crwdns123066:0crwdne123066:0",
+ "type": "crwdns123068:0crwdne123068:0",
+ "unknown-u": "crwdns123070:0crwdne123070:0",
+ "use-recovery": "crwdns123072:0crwdne123072:0",
+ "use-recovery-action": "crwdns123074:0crwdne123074:0",
+ "uses": "crwdns123076:0crwdne123076:0",
+ "vs": "crwdns123078:0crwdne123078:0",
+ "vs-u": "crwdns123080:0crwdne123080:0",
+ "weap-u": "crwdns123082:0crwdne123082:0",
+ "wis-u": "crwdns123084:0crwdne123084:0",
+ "wisdom": "crwdns123086:0crwdne123086:0",
+ "wisdom-based": "crwdns123088:0crwdne123088:0"
}
\ No newline at end of file
diff --git a/13th_Age-neovatar/translations/ca.json b/13th_Age-neovatar/translations/ca.json
index 7c8ff59606..7ddab10fb2 100644
--- a/13th_Age-neovatar/translations/ca.json
+++ b/13th_Age-neovatar/translations/ca.json
@@ -26,7 +26,7 @@
"Defenses": "Defenses",
"Attack": "Atac",
"Damage": "Mal",
- "Miss": "Erres",
+ "Miss": "Fallada",
"Ability": "Característica",
"Misc.": "Varis",
"Weapon": "Arma",
diff --git a/13th_Age-neovatar/translations/fi.json b/13th_Age-neovatar/translations/fi.json
new file mode 100644
index 0000000000..1bf16b91d5
--- /dev/null
+++ b/13th_Age-neovatar/translations/fi.json
@@ -0,0 +1,95 @@
+{
+ "Name": "Name",
+ "Race": "Race",
+ "Class": "Class",
+ "Level": "Level",
+ "AbilityScores": "AbilityScores",
+ "STR": "STR",
+ "Strength": "Strength",
+ "CON": "CON",
+ "Constitution": "Constitution",
+ "DEX": "DEX",
+ "Dexterity": "Dexterity",
+ "INT": "INT",
+ "Intelligence": "Intelligence",
+ "WIS": "WIS",
+ "Wisdom": "Wisdom",
+ "CHA": "CHA",
+ "Charisma": "Charisma",
+ "Base": "Base",
+ "+Misc.": "+Misc.",
+ "+Item": "+Item",
+ "Mod": "Mod",
+ "Total": "Total",
+ "Basic Melee Attack": "Basic Melee Attack",
+ "Basic Ranged Attack": "Basic Ranged Attack",
+ "Defenses": "Defenses",
+ "Attack": "Attack",
+ "Damage": "Damage",
+ "Miss": "Miss",
+ "Ability": "Ability",
+ "Misc.": "Misc.",
+ "Weapon": "Weapon",
+ "Item": "Item",
+ "On Miss": "On Miss",
+ "AC": "AC",
+ "PD": "PD",
+ "MD": "MD",
+ "Basic melee": "Basic melee",
+ "Basic ranged": "Basic ranged",
+ "Situational Attack Modifier": "Situational Attack Modifier",
+ "Damage on hit": "Damage on hit",
+ "Damage on miss": "Damage on miss",
+ "Escalation die value": "Escalation die value",
+ "Attack result": "Attack result",
+ "Hit Points": "Hit Points",
+ "HP": "HP",
+ "Recoveries": "Recoveries",
+ "Recovery": "Recovery",
+ "Recovery Value": "Recovery Value",
+ "Current": "Current",
+ "Max.": "Max.",
+ "Rec. Die": "Rec. Die",
+ "Temp.": "Temp.",
+ "Initiative": "Initiative",
+ "One Unique Thing": "One Unique Thing",
+ "Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
+ "Class Features": "Class Features",
+ "Talents": "Talents",
+ "Powers & Spells": "Powers & Spells",
+ "Feats": "Feats",
+ "At-Will": "At-Will",
+ "Battle uses left": "Battle uses left",
+ "Daily uses left": "Daily uses left",
+ "Show Description": "Show Description",
+ "Show Macro": "Show Macro",
+ "Usage": "Usage",
+ "Type": "Type",
+ "Points": "Points",
+ "Icon Relationships": "Icon Relationships",
+ "Icon": "Icon",
+ "positive": "positive",
+ "conflicted": "conflicted",
+ "negative": "negative",
+ "Background": "Background",
+ "Backgrounds": "Backgrounds",
+ "Roll": "Roll",
+ "Attribute": "Attribute",
+ "Check": "Check",
+ "Description": "Description",
+ "Macro": "Macro",
+ "Magic Items": "Magic Items",
+ "Equipment": "Equipment",
+ "Coins": "Coins",
+ "Qty": "Qty",
+ "Incremental Advances": "Incremental Advances",
+ "4th / 7th / 10th Level": "4th / 7th / 10th Level (+1 to 3 abilities)",
+ "abilities": "abilities",
+ "Extra Magic Item": "Extra Magic Item",
+ "Ability Score Bonus": "Ability Score Bonus",
+ "Skills": "Skills",
+ "Power/Spell": "Power/Spell",
+ "Feat": "Feat"
+}
+
+
diff --git a/13th_Age-neovatar/translations/tr.json b/13th_Age-neovatar/translations/tr.json
index 81d58ce76d..43d45b3ef6 100644
--- a/13th_Age-neovatar/translations/tr.json
+++ b/13th_Age-neovatar/translations/tr.json
@@ -1,51 +1,51 @@
{
"Name": "İsim",
- "Race": "Race",
- "Class": "Class",
- "Level": "Level",
- "AbilityScores": "AbilityScores",
- "STR": "STR",
- "Strength": "Strength",
- "CON": "CON",
- "Constitution": "Constitution",
- "DEX": "DEX",
- "Dexterity": "Dexterity",
- "INT": "INT",
- "Intelligence": "Intelligence",
- "WIS": "WIS",
- "Wisdom": "Wisdom",
- "CHA": "CHA",
- "Charisma": "Charisma",
+ "Race": "Irk",
+ "Class": "Sınıf",
+ "Level": "Seviye",
+ "AbilityScores": "Yetenek Puanı",
+ "STR": "GÜÇ",
+ "Strength": "Güç",
+ "CON": "DAY",
+ "Constitution": "Dayanıklılık",
+ "DEX": "ÇEV",
+ "Dexterity": "Çeviklik",
+ "INT": "ZEK",
+ "Intelligence": "Zeka",
+ "WIS": "BİL",
+ "Wisdom": "Bilgelik",
+ "CHA": "KAR",
+ "Charisma": "Karizma",
"Base": "Temel",
- "+Misc.": "+Misc.",
- "+Item": "+Item",
+ "+Misc.": "+Çeşitli",
+ "+Item": "+Eşya",
"Mod": "Mod",
- "Total": "Total",
- "Basic Melee Attack": "Basic Melee Attack",
- "Basic Ranged Attack": "Basic Ranged Attack",
- "Defenses": "Defenses",
- "Attack": "Attack",
- "Damage": "Damage",
- "Miss": "Miss",
- "Ability": "Ability",
- "Misc.": "Misc.",
- "Weapon": "Weapon",
- "Item": "Item",
- "On Miss": "On Miss",
+ "Total": "Toplam",
+ "Basic Melee Attack": "Temel Yakın Dövüş Saldırısı",
+ "Basic Ranged Attack": "Temel Menzilli Saldırı",
+ "Defenses": "Savunmalar",
+ "Attack": "Saldırı",
+ "Damage": "Hasar",
+ "Miss": "Iskalamak",
+ "Ability": "Yetenek",
+ "Misc.": "Çeşitli",
+ "Weapon": "Silah",
+ "Item": "Eşya",
+ "On Miss": "Iska",
"AC": "AC",
"PD": "PD",
"MD": "MD",
- "Basic melee": "Basic melee",
- "Basic ranged": "Basic ranged",
- "Situational Attack Modifier": "Situational Attack Modifier",
- "Damage on hit": "Damage on hit",
- "Damage on miss": "Damage on miss",
- "Escalation die value": "Escalation die value",
- "Attack result": "Attack result",
- "Hit Points": "Hit Points",
+ "Basic melee": "Temel yakın dövüş",
+ "Basic ranged": "Temel menzilli",
+ "Situational Attack Modifier": "Durumsal Saldırı Bonusu",
+ "Damage on hit": "Vurma hasarı",
+ "Damage on miss": "Iskalama hasarı",
+ "Escalation die value": "Yükseltilmiş ölüm değeri",
+ "Attack result": "Saldırı sonucu",
+ "Hit Points": "Can Puanı",
"HP": "HP",
- "Recoveries": "Recoveries",
- "Recovery": "Recovery",
+ "Recoveries": "Geri Kazanılanlar",
+ "Recovery": "Geri kazanma",
"Recovery Value": "Recovery Value",
"Current": "Current",
"Max.": "Max.",
diff --git a/24XX/translations/fi.json b/24XX/translations/fi.json
new file mode 100644
index 0000000000..ac1c948ffc
--- /dev/null
+++ b/24XX/translations/fi.json
@@ -0,0 +1,16 @@
+{
+ "disaster": "Disaster",
+ "gear": "Gear & Upgrades",
+ "hindrances": "Hindrances",
+ "luck": "Luck",
+ "name": "Name:",
+ "notes": "Notes",
+ "origin": "Origin:",
+ "setback": "Setback",
+ "skills": "Skills",
+ "specialty": "Specialty:",
+ "stress": "Stress",
+ "sublogo": "LO-FI SCI-FI RPG",
+ "success": "Success",
+ "special": "Special"
+}
\ No newline at end of file
diff --git a/5eShaped/5eShaped.css b/5eShaped/5eShaped.css
index d59c8d514b..7565fcca96 100644
--- a/5eShaped/5eShaped.css
+++ b/5eShaped/5eShaped.css
@@ -1 +1,3200 @@
-button[type=roll]{background-image:none;border:0;box-shadow:none;text-align:left;text-shadow:initial}button[type=roll].btn{font-size:inherit;margin:0;white-space:normal}button[type=roll].btn:not(.sheet-visible-button){background-color:transparent;padding:0}button[type=roll].btn:not(.sheet-visible-button):hover{color:#3f88e6!important}button[type=roll].btn:not(.sheet-visible-button):hover .sheet-light-label,button[type=roll].btn:not(.sheet-visible-button):hover input,button[type=roll].btn:not(.sheet-visible-button):hover span{color:#3f88e6!important}button[type=roll].btn:not(.sheet-visible-button):hover h3{color:#3f88e6!important}button[type=roll].btn.sheet-visible-button{background-color:#3f88e6;border-radius:4px;box-shadow:0 2px 5px 0 rgba(0,0,0,.3);color:rgba(255,255,255,.87);font-size:.9em;padding:1px 3px}button[type=roll].btn.sheet-visible-button:active{box-shadow:0 4px 8px 0 rgba(0,0,0,.3)}button[type=roll]:hover{background-position:initial}button[type=roll]::before{content:''!important;font-family:inherit!important}button[type=roll]:active{box-shadow:none}button.repcontrol_add,button.repcontrol_edit{color:#000;font-size:.8em;margin-top:2px;padding:0 2px}button.repcontrol_del{color:#591209;font-size:1.1em;padding:0 2px 1px;position:relative;z-index:8}button.repcontrol_add,button.repcontrol_del,button.repcontrol_edit{background:#fff;border:1px solid #000;border-radius:4px}.btn.repcontrol_move{background:#fff;border:1px solid #000;font-size:1.2em;font-weight:700;line-height:.875;padding:0 2px;position:relative;z-index:8}p{margin:0}ol,ul{margin:0 0 0 15px}.repcontrol::after{clear:both;content:' ';display:block;font-size:0;height:0;visibility:hidden}.sheet-no-controls .repcontrol{display:none}label{font-size:1em;font-weight:400;margin-bottom:0;padding-right:0;text-align:inherit;width:auto}.repcontrol_add{float:left}*,.sheet-rolltemplate-5e-shaped *{box-sizing:border-box;line-height:initial;word-wrap:break-word}.sheet-wrapper{font-size:11px;margin-left:-10px;margin-right:-10px;min-width:870px}.sheet-left,.sheet-rolltemplate-5e-shaped .sheet-left{text-align:left!important}.sheet-center,.sheet-rolltemplate-5e-shaped .sheet-center{text-align:center}.sheet-right,.sheet-rolltemplate-5e-shaped .sheet-right{text-align:right!important}.sheet-clear{clear:both}.sheet-flex-grow{flex-grow:1}.sheet-no-shrink{flex-shrink:0}.sheet-inline,.sheet-rolltemplate-5e-shaped .sheet-inline{display:inline}.sheet-inline-block,.sheet-rolltemplate-5e-shaped .sheet-inline-block{display:inline-block}.sheet-block{display:block}.sheet-pre-line{white-space:pre-line}.sheet-relative,.sheet-rolltemplate-5e-shaped .sheet-relative{position:relative}.sheet-absolute{position:absolute;top:0}.sheet-absolute-top-right{position:absolute;right:0;top:0}.sheet-z-index-1{z-index:1}.sheet-positive-z-index{z-index:5}.sheet-fixed{position:fixed}.sheet-mar-t-sm{margin-top:2px}.sheet-pad-t-sm{padding-top:2px}.sheet-mar-t-smd{margin-top:4px}.sheet-pad-t-smd{padding-top:4px}.sheet-mar-t-md{margin-top:6px}.sheet-pad-t-md{padding-top:6px}.sheet-mar-t-lg{margin-top:8px}.sheet-pad-t-lg{padding-top:8px}.sheet-mar-t-xl{margin-top:16px}.sheet-pad-t-xl{padding-top:16px}.sheet-mar-t-xxl{margin-top:20px}.sheet-pad-t-xxl{padding-top:20px}.sheet-mar-r-sm{margin-right:2px}.sheet-pad-r-sm{padding-right:2px}.sheet-mar-r-smd{margin-right:4px}.sheet-pad-r-smd{padding-right:4px}.sheet-mar-r-md{margin-right:6px}.sheet-pad-r-md{padding-right:6px}.sheet-rolltemplate-5e-shaped .sheet-mar-r-md{margin-right:6px!important}.sheet-rolltemplate-5e-shaped .sheet-pad-r-md{padding-right:6px!important}.sheet-mar-r-lg{margin-right:8px}.sheet-pad-r-lg{padding-right:8px}.sheet-mar-r-xl{margin-right:16px}.sheet-pad-r-xl{padding-right:16px}.sheet-mar-r-xxl{margin-right:20px}.sheet-pad-r-xxl{padding-right:20px}.sheet-mar-b-sm{margin-bottom:2px}.sheet-pad-b-sm{padding-bottom:2px}.sheet-mar-b-smd{margin-bottom:4px}.sheet-pad-b-smd{padding-bottom:4px}.sheet-mar-b-md{margin-bottom:6px}.sheet-pad-b-md{padding-bottom:6px}.sheet-mar-b-lg{margin-bottom:8px}.sheet-pad-b-lg{padding-bottom:8px}.sheet-mar-b-xl{margin-bottom:16px}.sheet-pad-b-xl{padding-bottom:16px}.sheet-mar-b-xxl{margin-bottom:20px}.sheet-pad-b-xxl{padding-bottom:20px}.sheet-mar-l-sm{margin-left:2px}.sheet-pad-l-sm{padding-left:2px}.sheet-rolltemplate-5e-shaped .sheet-mar-l-sm{margin-left:2px!important}.sheet-rolltemplate-5e-shaped .sheet-pad-l-sm{padding-left:2px!important}.sheet-mar-l-smd{margin-left:4px}.sheet-pad-l-smd{padding-left:4px}.sheet-rolltemplate-5e-shaped .sheet-mar-l-smd{margin-left:4px!important}.sheet-rolltemplate-5e-shaped .sheet-pad-l-smd{padding-left:4px!important}.sheet-mar-l-md{margin-left:6px}.sheet-pad-l-md{padding-left:6px}.sheet-rolltemplate-5e-shaped .sheet-mar-l-md{margin-left:6px!important}.sheet-rolltemplate-5e-shaped .sheet-pad-l-md{padding-left:6px!important}.sheet-mar-l-lg{margin-left:8px}.sheet-pad-l-lg{padding-left:8px}.sheet-rolltemplate-5e-shaped .sheet-mar-l-lg{margin-left:8px!important}.sheet-rolltemplate-5e-shaped .sheet-pad-l-lg{padding-left:8px!important}.sheet-mar-l-xl{margin-left:16px}.sheet-pad-l-xl{padding-left:16px}.sheet-rolltemplate-5e-shaped .sheet-mar-l-xl{margin-left:16px!important}.sheet-rolltemplate-5e-shaped .sheet-pad-l-xl{padding-left:16px!important}.sheet-mar-l-xxl{margin-left:20px}.sheet-pad-l-xxl{padding-left:20px}.sheet-rolltemplate-5e-shaped .sheet-mar-l-xxl{margin-left:20px!important}.sheet-rolltemplate-5e-shaped .sheet-pad-l-xxl{padding-left:20px!important}.sheet-no-pad{padding:0}.sheet-col-01,.sheet-rolltemplate-5e-shaped .sheet-col-01{width:1%}.sheet-col-02,.sheet-rolltemplate-5e-shaped .sheet-col-02{width:2%}.sheet-col-03,.sheet-rolltemplate-5e-shaped .sheet-col-03{width:3%}.sheet-col-04,.sheet-rolltemplate-5e-shaped .sheet-col-04{width:4%}.sheet-col-05,.sheet-rolltemplate-5e-shaped .sheet-col-05{width:5%}.sheet-col-06,.sheet-rolltemplate-5e-shaped .sheet-col-06{width:6%}.sheet-col-07,.sheet-rolltemplate-5e-shaped .sheet-col-07{width:7%}.sheet-col-08,.sheet-rolltemplate-5e-shaped .sheet-col-08{width:8%}.sheet-col-09,.sheet-rolltemplate-5e-shaped .sheet-col-09{width:9%}.sheet-col-10,.sheet-rolltemplate-5e-shaped .sheet-col-10{width:10%}.sheet-col-11,.sheet-rolltemplate-5e-shaped .sheet-col-11{width:11%}.sheet-col-12,.sheet-rolltemplate-5e-shaped .sheet-col-12{width:12%}.sheet-col-13,.sheet-rolltemplate-5e-shaped .sheet-col-13{width:13%}.sheet-col-14,.sheet-rolltemplate-5e-shaped .sheet-col-14{width:14%}.sheet-col-15,.sheet-rolltemplate-5e-shaped .sheet-col-15{width:15%}.sheet-col-16,.sheet-rolltemplate-5e-shaped .sheet-col-16{width:16%}.sheet-col-17,.sheet-rolltemplate-5e-shaped .sheet-col-17{width:17%}.sheet-col-18,.sheet-rolltemplate-5e-shaped .sheet-col-18{width:18%}.sheet-col-19,.sheet-rolltemplate-5e-shaped .sheet-col-19{width:19%}.sheet-col-20,.sheet-rolltemplate-5e-shaped .sheet-col-20{width:20%}.sheet-col-21,.sheet-rolltemplate-5e-shaped .sheet-col-21{width:21%}.sheet-col-22,.sheet-rolltemplate-5e-shaped .sheet-col-22{width:22%}.sheet-col-23,.sheet-rolltemplate-5e-shaped .sheet-col-23{width:23%}.sheet-col-24,.sheet-rolltemplate-5e-shaped .sheet-col-24{width:24%}.sheet-col-25,.sheet-rolltemplate-5e-shaped .sheet-col-25{width:25%}.sheet-col-26,.sheet-rolltemplate-5e-shaped .sheet-col-26{width:26%}.sheet-col-27,.sheet-rolltemplate-5e-shaped .sheet-col-27{width:27%}.sheet-col-28,.sheet-rolltemplate-5e-shaped .sheet-col-28{width:28%}.sheet-col-29,.sheet-rolltemplate-5e-shaped .sheet-col-29{width:29%}.sheet-col-30,.sheet-rolltemplate-5e-shaped .sheet-col-30{width:30%}.sheet-col-31,.sheet-rolltemplate-5e-shaped .sheet-col-31{width:31%}.sheet-col-32,.sheet-rolltemplate-5e-shaped .sheet-col-32{width:32%}.sheet-col-33,.sheet-rolltemplate-5e-shaped .sheet-col-33{width:33%}.sheet-col-34,.sheet-rolltemplate-5e-shaped .sheet-col-34{width:34%}.sheet-col-35,.sheet-rolltemplate-5e-shaped .sheet-col-35{width:35%}.sheet-col-36,.sheet-rolltemplate-5e-shaped .sheet-col-36{width:36%}.sheet-col-37,.sheet-rolltemplate-5e-shaped .sheet-col-37{width:37%}.sheet-col-38,.sheet-rolltemplate-5e-shaped .sheet-col-38{width:38%}.sheet-col-39,.sheet-rolltemplate-5e-shaped .sheet-col-39{width:39%}.sheet-col-40,.sheet-rolltemplate-5e-shaped .sheet-col-40{width:40%}.sheet-col-41,.sheet-rolltemplate-5e-shaped .sheet-col-41{width:41%}.sheet-col-42,.sheet-rolltemplate-5e-shaped .sheet-col-42{width:42%}.sheet-col-43,.sheet-rolltemplate-5e-shaped .sheet-col-43{width:43%}.sheet-col-44,.sheet-rolltemplate-5e-shaped .sheet-col-44{width:44%}.sheet-col-45,.sheet-rolltemplate-5e-shaped .sheet-col-45{width:45%}.sheet-col-46,.sheet-rolltemplate-5e-shaped .sheet-col-46{width:46%}.sheet-col-47,.sheet-rolltemplate-5e-shaped .sheet-col-47{width:47%}.sheet-col-48,.sheet-rolltemplate-5e-shaped .sheet-col-48{width:48%}.sheet-col-49,.sheet-rolltemplate-5e-shaped .sheet-col-49{width:49%}.sheet-col-50,.sheet-rolltemplate-5e-shaped .sheet-col-50{width:50%}.sheet-col-51,.sheet-rolltemplate-5e-shaped .sheet-col-51{width:51%}.sheet-col-52,.sheet-rolltemplate-5e-shaped .sheet-col-52{width:52%}.sheet-col-53,.sheet-rolltemplate-5e-shaped .sheet-col-53{width:53%}.sheet-col-54,.sheet-rolltemplate-5e-shaped .sheet-col-54{width:54%}.sheet-col-55,.sheet-rolltemplate-5e-shaped .sheet-col-55{width:55%}.sheet-col-56,.sheet-rolltemplate-5e-shaped .sheet-col-56{width:56%}.sheet-col-57,.sheet-rolltemplate-5e-shaped .sheet-col-57{width:57%}.sheet-col-58,.sheet-rolltemplate-5e-shaped .sheet-col-58{width:58%}.sheet-col-59,.sheet-rolltemplate-5e-shaped .sheet-col-59{width:59%}.sheet-col-60,.sheet-rolltemplate-5e-shaped .sheet-col-60{width:60%}.sheet-col-61,.sheet-rolltemplate-5e-shaped .sheet-col-61{width:61%}.sheet-col-62,.sheet-rolltemplate-5e-shaped .sheet-col-62{width:62%}.sheet-col-63,.sheet-rolltemplate-5e-shaped .sheet-col-63{width:63%}.sheet-col-64,.sheet-rolltemplate-5e-shaped .sheet-col-64{width:64%}.sheet-col-65,.sheet-rolltemplate-5e-shaped .sheet-col-65{width:65%}.sheet-col-66,.sheet-rolltemplate-5e-shaped .sheet-col-66{width:66%}.sheet-col-67,.sheet-rolltemplate-5e-shaped .sheet-col-67{width:67%}.sheet-col-68,.sheet-rolltemplate-5e-shaped .sheet-col-68{width:68%}.sheet-col-69,.sheet-rolltemplate-5e-shaped .sheet-col-69{width:69%}.sheet-col-70,.sheet-rolltemplate-5e-shaped .sheet-col-70{width:70%}.sheet-col-71,.sheet-rolltemplate-5e-shaped .sheet-col-71{width:71%}.sheet-col-72,.sheet-rolltemplate-5e-shaped .sheet-col-72{width:72%}.sheet-col-73,.sheet-rolltemplate-5e-shaped .sheet-col-73{width:73%}.sheet-col-74,.sheet-rolltemplate-5e-shaped .sheet-col-74{width:74%}.sheet-col-75,.sheet-rolltemplate-5e-shaped .sheet-col-75{width:75%}.sheet-col-76,.sheet-rolltemplate-5e-shaped .sheet-col-76{width:76%}.sheet-col-77,.sheet-rolltemplate-5e-shaped .sheet-col-77{width:77%}.sheet-col-78,.sheet-rolltemplate-5e-shaped .sheet-col-78{width:78%}.sheet-col-79,.sheet-rolltemplate-5e-shaped .sheet-col-79{width:79%}.sheet-col-80,.sheet-rolltemplate-5e-shaped .sheet-col-80{width:80%}.sheet-col-81,.sheet-rolltemplate-5e-shaped .sheet-col-81{width:81%}.sheet-col-82,.sheet-rolltemplate-5e-shaped .sheet-col-82{width:82%}.sheet-col-83,.sheet-rolltemplate-5e-shaped .sheet-col-83{width:83%}.sheet-col-84,.sheet-rolltemplate-5e-shaped .sheet-col-84{width:84%}.sheet-col-85,.sheet-rolltemplate-5e-shaped .sheet-col-85{width:85%}.sheet-col-86,.sheet-rolltemplate-5e-shaped .sheet-col-86{width:86%}.sheet-col-87,.sheet-rolltemplate-5e-shaped .sheet-col-87{width:87%}.sheet-col-88,.sheet-rolltemplate-5e-shaped .sheet-col-88{width:88%}.sheet-col-89,.sheet-rolltemplate-5e-shaped .sheet-col-89{width:89%}.sheet-col-90,.sheet-rolltemplate-5e-shaped .sheet-col-90{width:90%}.sheet-col-91,.sheet-rolltemplate-5e-shaped .sheet-col-91{width:91%}.sheet-col-92,.sheet-rolltemplate-5e-shaped .sheet-col-92{width:92%}.sheet-col-93,.sheet-rolltemplate-5e-shaped .sheet-col-93{width:93%}.sheet-col-94,.sheet-rolltemplate-5e-shaped .sheet-col-94{width:94%}.sheet-col-95,.sheet-rolltemplate-5e-shaped .sheet-col-95{width:95%}.sheet-col-96,.sheet-rolltemplate-5e-shaped .sheet-col-96{width:96%}.sheet-col-97,.sheet-rolltemplate-5e-shaped .sheet-col-97{width:97%}.sheet-col-98,.sheet-rolltemplate-5e-shaped .sheet-col-98{width:98%}.sheet-col-99,.sheet-rolltemplate-5e-shaped .sheet-col-99{width:99%}.sheet-col-100,.sheet-rolltemplate-5e-shaped .sheet-col-100{width:100%}.sheet-auto-expand-wrap{display:inline-block;position:relative}.sheet-auto-expand-wrap input,.sheet-auto-expand-wrap select,.sheet-auto-expand-wrap textarea{left:0;position:absolute}.sheet-auto-expand-wrap textarea~.sheet-auto-expand-text{margin-right:4px}.sheet-auto-expand-wrap input[type=number]:not(.sheet-no-spin)~.sheet-auto-expand-text{margin-right:17px}.sheet-auto-expand-text{display:block;min-height:1em;min-width:11px;padding:0 1px;visibility:hidden;white-space:nowrap}.sheet-auto-expand-text.sheet-min-2-rem{min-width:2rem}.sheet-auto-expand-text.sheet-min-3-rem{min-width:3rem}_:-moz-tree-row(hover),select + .sheet-auto-expand-text{margin-right:7px}.sheet-1-rem{width:16px}.sheet-2-rem{width:32px}.sheet-3-rem{width:48px}.sheet-4-rem{width:64px}.sheet-5-rem{width:80px}.sheet-6-rem{width:96px}.sheet-7-rem{width:112px}.sheet-8-rem{width:128px}.sheet-9-rem{width:144px}.sheet-10-rem{width:160px}.sheet-11-rem{width:176px}.sheet-12-rem{width:192px}.sheet-13-rem{width:208px}.sheet-14-rem{width:224px}.sheet-15-rem{width:240px}.sheet-16-rem{width:256px}.sheet-17-rem{width:272px}.sheet-18-rem{width:288px}.sheet-19-rem{width:304px}.sheet-20-rem{width:320px}.sheet-21-rem{width:336px}.sheet-22-rem{width:352px}.sheet-23-rem{width:368px}.sheet-24-rem{width:384px}.sheet-25-rem{width:400px}.sheet-26-rem{width:416px}.sheet-27-rem{width:432px}.sheet-28-rem{width:448px}.sheet-29-rem{width:464px}.sheet-30-rem{width:480px}.sheet-1-5-rem{width:1.5rem}.sheet-3-5-rem{width:3.5rem}.sheet-height-100{height:100%}.sheet-wrapper-button{width:100%}.sheet-no-overflow{overflow:hidden;text-overflow:ellipsis;white-space:nowrap}.sheet-overflow-hidden{overflow:hidden}.sheet-white-space-nowrap{white-space:nowrap}.sheet-hidden,.sheet-srd-hidden{display:none!important}.sheet-visibility-hidden{visibility:hidden!important}input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-visibility-hidden-in-presentation{visibility:hidden!important}input.sheet-toggle-edit-mode:not([value='1'])~div .itemcontrol{display:none!important}.sheet-ammo .repcontainer,.sheet-equipment .repcontainer,.sheet-features .repcontainer,.sheet-flex,.sheet-offense .repcontainer,.sheet-rolltemplate-5e-shaped .sheet-shaped-row,.sheet-section-npc .sheet-skills .repcontainer,.sheet-shaped-row,.sheet-spells .repcontainer,.sheet-utility .repcontainer{display:flex;flex-wrap:wrap}.sheet-ammo .repcontainer.sheet-column,.sheet-equipment .repcontainer.sheet-column,.sheet-features .repcontainer.sheet-column,.sheet-flex.sheet-column,.sheet-offense .repcontainer.sheet-column,.sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-column,.sheet-section-npc .sheet-skills .repcontainer.sheet-column,.sheet-shaped-row.sheet-column,.sheet-spells .repcontainer.sheet-column,.sheet-utility .repcontainer.sheet-column{flex-direction:column}.sheet-ammo .repcontainer.sheet-center,.sheet-equipment .repcontainer.sheet-center,.sheet-features .repcontainer.sheet-center,.sheet-flex.sheet-center,.sheet-offense .repcontainer.sheet-center,.sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-center,.sheet-section-npc .sheet-skills .repcontainer.sheet-center,.sheet-shaped-row.sheet-center,.sheet-spells .repcontainer.sheet-center,.sheet-utility .repcontainer.sheet-center{justify-content:center}.sheet-ammo .repcontainer.sheet-space-around,.sheet-equipment .repcontainer.sheet-space-around,.sheet-features .repcontainer.sheet-space-around,.sheet-flex.sheet-space-around,.sheet-offense .repcontainer.sheet-space-around,.sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-space-around,.sheet-section-npc .sheet-skills .repcontainer.sheet-space-around,.sheet-shaped-row.sheet-space-around,.sheet-spells .repcontainer.sheet-space-around,.sheet-utility .repcontainer.sheet-space-around{justify-content:space-around}.sheet-ammo .repcontainer.sheet-space-between,.sheet-equipment .repcontainer.sheet-space-between,.sheet-features .repcontainer.sheet-space-between,.sheet-flex.sheet-space-between,.sheet-offense .repcontainer.sheet-space-between,.sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-space-between,.sheet-section-npc .sheet-skills .repcontainer.sheet-space-between,.sheet-shaped-row.sheet-space-between,.sheet-spells .repcontainer.sheet-space-between,.sheet-utility .repcontainer.sheet-space-between{justify-content:space-between}.sheet-ammo .repcontainer.sheet-justify-flex-end,.sheet-equipment .repcontainer.sheet-justify-flex-end,.sheet-features .repcontainer.sheet-justify-flex-end,.sheet-flex.sheet-justify-flex-end,.sheet-offense .repcontainer.sheet-justify-flex-end,.sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-justify-flex-end,.sheet-section-npc .sheet-skills .repcontainer.sheet-justify-flex-end,.sheet-shaped-row.sheet-justify-flex-end,.sheet-spells .repcontainer.sheet-justify-flex-end,.sheet-utility .repcontainer.sheet-justify-flex-end{justify-content:flex-end}.sheet-ammo .repcontainer.sheet-align-flex-start,.sheet-equipment .repcontainer.sheet-align-flex-start,.sheet-features .repcontainer.sheet-align-flex-start,.sheet-flex.sheet-align-flex-start,.sheet-offense .repcontainer.sheet-align-flex-start,.sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-align-flex-start,.sheet-section-npc .sheet-skills .repcontainer.sheet-align-flex-start,.sheet-shaped-row.sheet-align-flex-start,.sheet-spells .repcontainer.sheet-align-flex-start,.sheet-utility .repcontainer.sheet-align-flex-start{align-items:flex-start}.sheet-ammo .repcontainer.sheet-align-center,.sheet-equipment .repcontainer.sheet-align-center,.sheet-features .repcontainer.sheet-align-center,.sheet-flex.sheet-align-center,.sheet-offense .repcontainer.sheet-align-center,.sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-align-center,.sheet-section-npc .sheet-skills .repcontainer.sheet-align-center,.sheet-shaped-row.sheet-align-center,.sheet-spells .repcontainer.sheet-align-center,.sheet-utility .repcontainer.sheet-align-center{align-items:center}.sheet-ammo .repcontainer.sheet-align-flex-end,.sheet-equipment .repcontainer.sheet-align-flex-end,.sheet-features .repcontainer.sheet-align-flex-end,.sheet-flex.sheet-align-flex-end,.sheet-offense .repcontainer.sheet-align-flex-end,.sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-align-flex-end,.sheet-section-npc .sheet-skills .repcontainer.sheet-align-flex-end,.sheet-shaped-row.sheet-align-flex-end,.sheet-spells .repcontainer.sheet-align-flex-end,.sheet-utility .repcontainer.sheet-align-flex-end{align-items:flex-end}.sheet-ammo .repcontainer.sheet-no-wrap,.sheet-equipment .repcontainer.sheet-no-wrap,.sheet-features .repcontainer.sheet-no-wrap,.sheet-flex.sheet-no-wrap,.sheet-offense .repcontainer.sheet-no-wrap,.sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-no-wrap,.sheet-section-npc .sheet-skills .repcontainer.sheet-no-wrap,.sheet-shaped-row.sheet-no-wrap,.sheet-spells .repcontainer.sheet-no-wrap,.sheet-utility .repcontainer.sheet-no-wrap{flex-wrap:nowrap}.sheet-vert-align-top{vertical-align:top}.sheet-ammo .repcontainer,.sheet-equipment .repcontainer,.sheet-features .repcontainer,.sheet-offense .repcontainer,.sheet-rolltemplate-5e-shaped .sheet-shaped-row,.sheet-section-npc .sheet-skills .repcontainer,.sheet-shaped-row,.sheet-spells .repcontainer,.sheet-utility .repcontainer{flex-direction:row}.sheet-outer-side{width:45px}.sheet-gm-info-block,.sheet-gm-info-flex,.sheet-gm-info-inline-block,.sheet-rolltemplate-5e-shaped .sheet-gm-info-block,.sheet-rolltemplate-5e-shaped .sheet-gm-info-flex,.sheet-rolltemplate-5e-shaped .sheet-gm-info-inline-block{background-color:#f2f5d3!important;display:none}input.sheet-toggle-filter-condense[value='1']~div .sheet-condense,input.sheet-toggle-filter-content:not([value='1'])~div .sheet-content{display:none}.sheet-equipment .repcontainer,.sheet-features .repcontainer,.sheet-offense .repcontainer,.sheet-spells .repcontainer,.sheet-utility .repcontainer{width:100%}.sheet-equipment .repcontrol,.sheet-features .repcontrol,.sheet-offense .repcontrol,.sheet-spells .repcontrol,.sheet-utility .repcontrol{width:100%}.sheet-equipment .repitem,.sheet-features .repitem,.sheet-offense .repitem,.sheet-spells .repitem,.sheet-utility .repitem{width:100%}::-webkit-scrollbar{height:6px;width:6px}::-webkit-scrollbar-button{height:0;width:0}::-webkit-scrollbar-thumb{background:#708090;border:0;border-radius:0}::-webkit-scrollbar-thumb:hover{background:#5e6b77}::-webkit-scrollbar-thumb :active{background:#4c565f}::-webkit-scrollbar-track{background:rgba(0,0,0,.12);border:0;border-radius:0}::-webkit-scrollbar-track:active,::-webkit-scrollbar-track:hover{background:rgba(0,0,0,.12)}::-webkit-scrollbar-corner{background:0 0}hr{background-image:linear-gradient(to right,transparent,rgba(0,0,0,.75),transparent);border:0;height:1px;margin:5px 0}.sheet-no-background{background-color:transparent!important}.charsheet{background:#fff;margin-top:-10px;padding:1px 2px!important}.sheet-wrap-box{background-color:#fff;border:1px solid #000;border-radius:4px;padding:2px}.sheet-heading{font-weight:700}.sheet-ability-name,.sheet-wrap-box-label,.sheet-wrap-box-title{text-transform:uppercase}.sheet-ability-name,.sheet-wrap-box-title{font-weight:700}.sheet-wrap-box-title{font-size:8px;margin-top:2px;text-shadow:-1px 0 #fff,0 1px #fff,1px 0 #fff,0 -1px #fff}.sheet-wrapper-button .sheet-wrap-box-title{margin-top:1px}.sheet-wrap-box-label{font-size:9px}.sheet-light-label{color:#a7a7a7}.sheet-bold,.sheet-rolltemplate-5e-shaped .sheet-bold{font-weight:700}.sheet-italic,.sheet-rolltemplate-5e-shaped .sheet-italic{font-style:italic}.sheet-capitalize,.sheet-rolltemplate-5e-shaped .sheet-capitalize{text-transform:capitalize!important}.sheet-lowercase,.sheet-rolltemplate-5e-shaped .sheet-lowercase{text-transform:lowercase!important}.sheet-rolltemplate-5e-shaped .sheet-uppercase,.sheet-uppercase{text-transform:uppercase!important}.sheet-border-bottom{border-bottom:1px solid #ccc!important}.sheet-border-top{border-top:1px solid #ccc}.sheet-border-right,.sheet-rolltemplate-5e-shaped .sheet-border-right{border-right:1px solid #000}.sheet-border-left,.sheet-rolltemplate-5e-shaped .sheet-border-left{border-left:1px solid #000}.sheet-pictos{font-family:Pictos;font-size:12px}.sheet-rolltemplate-5e-shaped .sheet-zebra,.sheet-zebra{background-color:#e6fff9;border-bottom-left-radius:4px;border-bottom-right-radius:4px}.sheet-zebra-rows .sheet-shaped-row:nth-child(even){background-color:#e6fff9}.sheet-zebra-rows input{background:0 0}.sheet-rolltemplate-5e-shaped .sheet-small-label,.sheet-small-label{font-size:10px}.sheet-rolltemplate-5e-shaped .sheet-small-label input,.sheet-small-label input{font-size:10px!important}.sheet-small-font{font-size:9px}.sheet-small-font input{font-size:9px!important}.sheet-input-like{display:inline-block;padding:0 1px;white-space:nowrap;width:21px}.sheet-big-text{font-size:16px;line-height:16px}.sheet-big-font{font-size:15px}.sheet-giant-font{font-size:22px}.sheet-white-space-no-wrap{white-space:nowrap}.sheet-wrap{word-wrap:break-word}.sheet-medium-checkbox{-webkit-transform:scale(.9);transform:scale(.9)}.sheet-small-checkbox{-webkit-transform:scale(.8);transform:scale(.8)}.sheet-checkbox-label,.sheet-checkbox-label-md,.sheet-checkbox-label-sm{cursor:pointer}.sheet-checkbox-label-sm{font-size:10px}.sheet-checkbox-label-sm input[type=checkbox]{margin-top:-1px;-webkit-transform:scale(.6);transform:scale(.6)}.sheet-checkbox-label-md{font-size:85%}.sheet-checkbox-label-md input[type=checkbox]{margin-top:-1px;-webkit-transform:scale(.7);transform:scale(.7)}.sheet-pseudo-button-wrapper,.sheet-round-checkbox-wrapper{cursor:pointer}.sheet-pseudo-button-wrapper input,.sheet-round-checkbox-wrapper input{display:none}.sheet-round-checkbox-wrapper input:checked+.sheet-pseudo-circle{background-color:#879a6a}.sheet-round-checkbox-wrapper .sheet-pseudo-circle{border:1px solid #000;border-radius:50%;display:block;height:9px;width:9px}.sheet-pseudo-button-wrapper{display:inline-block;margin:0 1px}.sheet-pseudo-button-wrapper.sheet-space-below{margin-bottom:1px}.sheet-pseudo-button-wrapper input:checked+span{background-color:#51624b}.sheet-pseudo-button-wrapper.sheet-page input:checked+span,.sheet-pseudo-button-wrapper.sheet-page input:checked+span+span{background-color:#416696!important}.sheet-pseudo-button-wrapper.sheet-page .sheet-pictos{padding-bottom:1px}.sheet-pseudo-button-wrapper>span{background-color:#a7a7a7;border-radius:4px;color:#fff;overflow:hidden;padding:0 3px;text-align:center}.sheet-section-npc .sheet-pseudo-button-wrapper>span{font-size:11px}.sheet-pseudo-button-wrapper.sheet-visible-button>span{background-color:#3f88e6!important;box-shadow:0 2px 5px 0 rgba(0,0,0,.3);color:#fff;padding:1px 3px}.sheet-pseudo-button-wrapper.sheet-visible-button:active>span{box-shadow:0 4px 8px 0 rgba(0,0,0,.3)}.sheet-gray-bg{background:#dedede}.sheet-connected-bubbles-label{font-size:8px;text-transform:uppercase}.sheet-bubble-radio,.sheet-bubble-radio-clear{opacity:0;position:relative;z-index:6}.sheet-bubble-radio-clear:checked~.sheet-bubble-radio+.sheet-bubble,.sheet-bubble-radio:checked~.sheet-bubble-radio+.sheet-bubble{background-color:#fff}.sheet-bubble-clear,.sheet-bubble-radio-clear{left:-13px;position:absolute}.sheet-bubble-radio-clear:checked+.sheet-bubble-clear{opacity:0}.sheet-bubble-clear{border:0;color:#980000;font-size:15px;line-height:15px}.sheet-bubble,.sheet-bubble-radio{height:13px;width:13px}.sheet-bubble-radio:not([value='1']){margin-left:5px}.sheet-bubble{background-color:#922610;border:1px solid #000;border-radius:50%;display:inline-block;margin-left:-13px;position:relative;vertical-align:middle;z-index:5}.sheet-connected-bubbles-hr,.sheet-connected-bubbles-hr-second{background-image:none;left:0;margin:0;position:absolute;width:100%}.sheet-connected-bubbles-hr{border-bottom:2px solid #000;top:4px}.sheet-connected-bubbles-hr-second{border-bottom:1px solid #000;top:7px}.sheet-warning{color:red!important}button,input[type=number],input[type=text],select,textarea{border:0;border-radius:0;box-shadow:none;margin-bottom:0!important}button:focus,input[type=number]:focus,input[type=text]:focus,select:focus,textarea:focus{outline:0}input,select,textarea{background-color:transparent;color:#000;font-size:11px;padding:0}input[type=number],input[type=text],select,textarea{width:100%!important}select{-webkit-appearance:none;-moz-appearance:none;appearance:none;height:inherit}input[type=number]{text-align:center}.sheet-pseudo-input{display:block;min-height:13px;padding:0}input[type=number].sheet-no-spin{-moz-appearance:textfield}input[type=number].sheet-no-spin::-webkit-inner-spin-button,input[type=number].sheet-no-spin::-webkit-outer-spin-button{-webkit-appearance:none;appearance:none;margin:0}textarea{height:150px;resize:both}.sheet-one-line-textarea,.sheet-xs-textarea{height:1.273em}.sheet-two-line-textarea{height:2.4em}.sheet-max-two-line-textarea{max-height:2.4em}.sheet-three-line-textarea{height:3.4em}.sheet-four-line-textarea{height:4.5em}.sheet-five-line-textarea{height:65px}.sheet-six-line-textarea{height:7em}.sheet-twenty-line-textarea{height:206px}.sheet-thirty-line-textarea{height:392px}input.sheet-ability-check-toggle:not(:checked)~.sheet-ability-check,input.sheet-ability-score-toggle:not(:checked)~.sheet-ability-score,input.sheet-ac-toggle:not(:checked)~.sheet-ac,input.sheet-attack-ammo[value='']~.sheet-ammo-per-use,input.sheet-attack-second-damage-condition[value='']~.sheet-damage,input.sheet-attack-toggle:checked~.sheet-attack-reverse,input.sheet-attack-toggle:not(:checked)~.sheet-attack,input.sheet-attack-type[value=MELEE_SPELL_ATTACK]~.sheet-range,input.sheet-attack-type[value=MELEE_WEAPON_ATTACK]~.sheet-range,input.sheet-attack-type[value=RANGED_SPELL_ATTACK]~.sheet-reach,input.sheet-attack-type[value=RANGED_WEAPON_ATTACK]~.sheet-reach,input.sheet-damage-toggle:not(:checked)~.sheet-damage,input.sheet-death-saving-throw-chances:not([value='5'])~div .sheet-5-death-saving-throws,input.sheet-distance-system:not([value=FEET])~div .sheet-feet,input.sheet-distance-system:not([value=METERS])~div .sheet-meters,input.sheet-heal-toggle:checked~.sheet-heal-reverse,input.sheet-heal-toggle:not(:checked)~.sheet-heal,input.sheet-other-damage-toggle:checked~.sheet-other-damage-reverse,input.sheet-other-damage-toggle:not(:checked)~.sheet-other-damage,input.sheet-other-second-damage-condition[value='']~.sheet-damage,input.sheet-recharges[value='']~.sheet-uses-max,input.sheet-saving-throw-second-damage-condition[value='']~.sheet-damage,input.sheet-saving-throw-toggle:checked~.sheet-saving-throw-reverse,input.sheet-saving-throw-toggle:not(:checked)~.sheet-saving-throw,input.sheet-show-attacks-vs-target-ac:not([value='1'])~div .sheet-attacks-vs-target-ac,input.sheet-show-crit-range:not([value='1'])~div .sheet-crit-range,input.sheet-show-dice-modifiers:not([value='1'])~div .sheet-dice-modifier,input.sheet-show-extra-on-a-crit:not([value='1'])~div .sheet-extra-on-a-crit,input.sheet-show-uses:not(:checked)~.sheet-show-uses,input.sheet-show-weight:not([value='1'])~div .sheet-weight,input.sheet-special-effects-toggle:not(:checked)~.sheet-special-effects,input.sheet-spell-points-name:not([value=KI])~div .sheet-ki,input.sheet-spell-points-name:not([value=MANA])~div .sheet-mana,input.sheet-spell-points-name:not([value=PSI])~div .sheet-psi,input.sheet-spell-points-name:not([value=SORCERY])~div .sheet-sorcery,input.sheet-spell-points-name:not([value=SPELL_POINTS])~div .sheet-spell-points-word,input.sheet-spell-toggle:not(:checked)~.sheet-spell,input.sheet-toggle-custom-class-name:not([value='1'])~.sheet-custom-class-name,input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-edit,input.sheet-toggle-edit-mode[value='1']~div .sheet-presentation,input.sheet-toggle-hd-d10[value='']~div.sheet-hd-d10,input.sheet-toggle-hd-d12[value='']~div.sheet-hd-d12,input.sheet-toggle-hd-d20[value='']~div.sheet-hd-d20,input.sheet-toggle-hd-d2[value='']~div.sheet-hd-d2,input.sheet-toggle-hd-d4[value='']~div.sheet-hd-d4,input.sheet-toggle-hd-d6[value='']~div.sheet-hd-d6,input.sheet-toggle-hd-d8[value='']~div.sheet-hd-d8,input.sheet-toggle-honor:not([value='1'])~div .sheet-honor,input.sheet-toggle-honor:not([value='1'])~input.sheet-toggle-luck:not([value='1'])~input.sheet-toggle-sanity:not([value='1'])~div .sheet-honor-or-luck-or-sanity,input.sheet-toggle-icon-settings:not(:checked)~div .sheet-details,input.sheet-toggle-icon-settings:not(:checked)~div.sheet-details,input.sheet-toggle-luck:not([value='1'])~div .sheet-luck,input.sheet-toggle-luck:not([value='1'])~input.sheet-toggle-sanity:not([value='1'])~div .sheet-luck-or-sanity,input.sheet-toggle-sanity:not([value='1'])~div .sheet-sanity,input.sheet-toggle-use-custom-saving-throws:not([value='1'])~div .sheet-custom-saving-throw,input.sheet-toggle-use-custom-saving-throws[value='1']~div .sheet-default-saving-throw,input.sheet-toggle-warlock-slots:not([value='1'])~div .sheet-has-warlock-slots,input.sheet-weight-system:not([value=KILOGRAMS])~div .sheet-kilos,input.sheet-weight-system:not([value=POUNDS])~div .sheet-pounds{display:none}input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-cost[value='']~.sheet-show-cost,input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-recharge[value='']~.sheet-show-recharge,input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-uses[value='']~.sheet-has-uses-max[value='']~.sheet-has-recharge[value='']~.sheet-show-uses-recharge,input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-uses[value='']~.sheet-has-uses-max[value='']~.sheet-show-uses{display:none}.sheet-show-uses{text-indent:initial}.sheet-textarea-checkbox{padding-right:9px}input[type=checkbox].sheet-content-toggle,input[type=checkbox].sheet-higher-level-toggle{position:absolute;right:-2px;top:-1px}input[type=hidden].sheet-content-toggle:not([value='1'])~button .sheet-content{display:none}input[class^=sheet-toggle-],span[class^=sheet-toggle-]{height:12px;vertical-align:top}input[class^=sheet-toggle-]{cursor:pointer;opacity:0;position:relative;z-index:7}input[class^=sheet-toggle-]:active+span[class^=sheet-toggle-].sheet-button{box-shadow:0 4px 8px 0 rgba(0,0,0,.3)}span[class^=sheet-toggle-]{background-color:#a7a7a7;border-radius:4px;color:#fff;cursor:pointer;display:inline-block;font-size:10px;overflow:hidden;position:relative;text-align:center}input[class^=sheet-toggle]:checked+span[class^=sheet-toggle]{background-color:#51624b}input[class^=sheet-toggle-edit-mode]:checked+span[class^=sheet-toggle-edit-mode],input[class^=sheet-toggle-icon]:checked+span[class^=sheet-toggle-icon]{text-shadow:-1px 0 #000,0 1px #000,1px 0 #000,0 -1px #000;background-color:transparent;color:rgba(255,255,1,.95)}.sheet-toggle-icon-settings{position:absolute!important;right:-1px;top:1px;width:15px}input.sheet-toggle-icon-settings,span.sheet-toggle-icon-settings{height:12px;margin-top:-1px}span.sheet-toggle-icon-settings{font-size:12px}span.sheet-toggle-edit-mode,span.sheet-toggle-icon-settings{text-shadow:-1px 0 #000,0 1px #000,1px 0 #000,0 -1px #000;background-color:transparent;color:#909090}input.sheet-toggle-edit-mode,span.sheet-toggle-edit-mode{height:20px}input.sheet-toggle-edit-mode.sheet-negative-mar-t-six,span.sheet-toggle-edit-mode.sheet-negative-mar-t-six{margin-top:-6px}span.sheet-toggle-edit-mode{font-size:20px}input.sheet-toggle-edit-mode[value='1']~div input,input.sheet-toggle-edit-mode[value='1']~div select,input.sheet-toggle-edit-mode[value='1']~div textarea{background-color:#eefaff}input.sheet-toggle-edit-mode:not([value='1'])~div .repcontrol{display:none}input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-item-shown[value='']+.sheet-item-to-show,input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-item-shown[value='0']+.sheet-item-to-show{display:none}input.sheet-toggle-dice-system:not([value=d20])~div .sheet-d20{display:none}input.sheet-toggle-dice-system:not([value='2d10'])~div .sheet-2d10{display:none}input.sheet-toggle-dice-system:not([value='3d6'])~div .sheet-3d6{display:none}label[class^=sheet-slide-toggle-]{background-color:#fff;border:1px solid #d9d9d9;border-bottom-color:#e6e6e6;border-radius:2px;box-shadow:inset 0 .1em .03em rgba(0,0,0,.3),inset 0 .1em .3em rgba(0,0,0,.3),0 0 2em rgba(255,255,255,.6);box-sizing:border-box;display:inline-block;font-size:10px;font-weight:400;margin-bottom:0;padding:0;-webkit-perspective:300px;perspective:300px;position:relative;text-align:left;-webkit-user-select:none;-moz-user-select:none;-ms-user-select:none;user-select:none;vertical-align:top}label[class^=sheet-slide-toggle-] .sheet-slide-cover{background-color:#f5f5f5;box-shadow:.1em 0 .2em rgba(0,0,0,.3);color:#fff;display:inline-block;margin-right:-1px;margin-top:-1px;position:absolute;right:0;text-align:center;top:0;transition:all .2s ease-in-out;transition-duration:.13333s;transition-timing-function:cubic-bezier(.52,-.41,.55,1.46)}label[class^=sheet-slide-toggle-] span[class^=sheet-slide-toggle-]{display:inline-block;text-align:center;transition:all .2s ease-in-out}input.sheet-slide-input-pc,label.sheet-slide-toggle-pc{height:12px;width:80px}label.sheet-slide-toggle-pc{margin-left:-80px;line-height:12px}label.sheet-slide-toggle-pc .sheet-slide-cover{width:40px;box-shadow:0 .12em .01em #394535,0 .12em .3em rgba(57,69,53,.6),0 .12em 2em rgba(0,0,0,.3),-.12em .15em .2em rgba(0,0,0,.3);height:12px}input[type=checkbox].sheet-slide-input-pc+label.sheet-slide-toggle-pc .sheet-slide-cover{background-color:#51624b;text-shadow:0 .05em 0 #455440}input[type=checkbox].sheet-slide-input-pc+label.sheet-slide-toggle-pc span[class^=sheet-slide-toggle-]{width:50%;color:#51624b}input[type=checkbox].sheet-slide-input-pc:checked+label.sheet-slide-toggle-pc .sheet-slide-cover{background-color:#591209;margin-right:40px;border-bottom:.03em solid #871b0e;box-shadow:0 .12em .01em #2b0904,0 .12em .3em rgba(43,9,4,.6),0 .12em 2em rgba(0,0,0,.3),.12em .15em .2em rgba(0,0,0,.3);text-shadow:0 .05em 0 #2b0904}input[type=checkbox].sheet-slide-input-pc:checked+label.sheet-slide-toggle-pc span[class^=sheet-slide-toggle-]{color:#591209}.sheet-slide-input-pc:not([value='1'])~.sheet-npc,.sheet-slide-input-pc:not([value='1'])~div .sheet-npc,.sheet-slide-input-pc[value='1']~.sheet-pc,.sheet-slide-input-pc[value='1']~div .sheet-pc{display:none}input[class^=sheet-slide-input-]{cursor:pointer;display:inline-block;margin:0;opacity:0;position:relative;vertical-align:top;z-index:5}.sheet-rolltemplate-5e-shaped .sheet-tooltip-position-wrapper,.sheet-tooltip-position-wrapper{position:absolute;right:1px;z-index:6}.sheet-tooltip-position-wrapper{bottom:1px}.sheet-rolltemplate-5e-shaped .sheet-tooltip-position-wrapper{top:1px}.sheet-rolltemplate-5e-shaped .sheet-tooltip,.sheet-tooltip{position:relative}.sheet-rolltemplate-5e-shaped .sheet-tooltip:focus [class*=sheet-tooltip-content],.sheet-rolltemplate-5e-shaped .sheet-tooltip:hover [class*=sheet-tooltip-content],.sheet-tooltip:focus [class*=sheet-tooltip-content],.sheet-tooltip:hover [class*=sheet-tooltip-content]{visibility:visible;z-index:9}.sheet-rolltemplate-5e-shaped .sheet-tooltip-toggle-text,.sheet-tooltip-toggle-text{background-color:#000;border-radius:50%;color:rgba(255,255,255,.87);font-size:9px;font-weight:700;height:10px;width:10px}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-bottom,.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left,.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right,.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top,.sheet-tooltip-content-bottom,.sheet-tooltip-content-left,.sheet-tooltip-content-right,.sheet-tooltip-content-top{background-color:#000;border-bottom-left-radius:4px;border-bottom-right-radius:4px;color:rgba(255,255,255,.87);opacity:.9;padding:4px;position:absolute;text-align:left;visibility:hidden;width:280px;z-index:9}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-bottom::after,.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left::after,.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right::after,.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top::after,.sheet-tooltip-content-bottom::after,.sheet-tooltip-content-left::after,.sheet-tooltip-content-right::after,.sheet-tooltip-content-top::after{content:'';margin-top:-8px;position:absolute;top:9px}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left::after,.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right::after,.sheet-tooltip-content-left::after,.sheet-tooltip-content-right::after{border-bottom:8px solid transparent;border-top:8px solid transparent}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-bottom::after,.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top::after,.sheet-tooltip-content-bottom::after,.sheet-tooltip-content-top::after{border-left:8px solid transparent;border-right:8px solid transparent}[class*=sheet-tooltip-content]{margin-top:-15px}.sheet-rolltemplate-5e-shaped .sheet-tooltip-small,.sheet-tooltip-small{width:80px}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left,.sheet-tooltip-content-left{border-top-left-radius:4px;right:100%}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left::after,.sheet-tooltip-content-left::after{border-left:8px solid #000;right:-8px}.sheet-tooltip-content-left{margin-right:12px}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left{margin-right:20px}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right,.sheet-tooltip-content-right{border-top-right-radius:4px;left:100%}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right::after,.sheet-tooltip-content-right::after{border-right:8px solid #000;left:-8px}.sheet-tooltip-content-right{margin-left:12px}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right{margin-left:20px}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top,.sheet-tooltip-content-top{border-top-left-radius:4px;border-top-right-radius:4px;top:38px}.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top::after,.sheet-tooltip-content-top::after{border-bottom:8px solid #000;top:0}.sheet-grid-box{align-items:stretch;-webkit-backface-visibility:hidden;backface-visibility:hidden;bottom:0;display:grid;justify-items:stretch;left:0;position:absolute;right:0;top:0}.sheet-box-inner{position:relative}.sheet-box-middle{background-color:#fff}.sheet-boring-box-wrapper{-webkit-backface-visibility:hidden;backface-visibility:hidden;margin-bottom:8px;min-height:51px;padding:4px 10px;position:relative}.sheet-boring-box{grid-template-columns:19px auto 19px;grid-template-rows:15px auto 36px}.sheet-boring-box-bottom-left,.sheet-boring-box-bottom-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxBottomCornerWhite.svg) no-repeat}.sheet-boring-box-top-left,.sheet-boring-box-top-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopCornerWhite.svg) no-repeat}.sheet-boring-box-expand-left,.sheet-boring-box-expand-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxSideExpandWhite.svg) repeat-y}.sheet-boring-box-expand-bottom,.sheet-boring-box-expand-top{background:#fff url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopBottomExpandWhite.svg) repeat-x}.sheet-gray-background-wrapper{-webkit-backface-visibility:hidden;backface-visibility:hidden;background-color:#dedfdf;min-height:80px;min-width:266px;padding:14px 8px;position:relative}.sheet-gray-background{grid-template-columns:133px auto 133px;grid-template-rows:40px auto 40px}.sheet-gray-background-bottom-left,.sheet-gray-background-bottom-right,.sheet-gray-background-top-left,.sheet-gray-background-top-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/f048e9832c8b305ffe641eac3057aa5ef75e453f/grayBackgroundCorner.svg) no-repeat}.sheet-indented-box-wrapper{-webkit-backface-visibility:hidden;backface-visibility:hidden;min-height:46px;min-width:82px;padding:6px;position:relative}.sheet-indented-box{grid-template-columns:6px auto 6px;grid-template-rows:21px auto 21px}.sheet-indented-box-bottom-left,.sheet-indented-box-bottom-right,.sheet-indented-box-top-left,.sheet-indented-box-top-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxCorner.svg) no-repeat}.sheet-indented-box-expand-left,.sheet-indented-box-expand-right{background:#fff url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxTopExpand.svg) left repeat-y}.sheet-indented-box-expand-bottom,.sheet-indented-box-expand-top{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/c548c72bb93c1714ccce980a4760792968b2aa75/indentedBoxMiddle.svg) center top no-repeat,url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxSideExpand.svg) top repeat-x,#fff}.sheet-indented-box-horizontal-rounded-wrapper,.sheet-indented-box-horizontal-wrapper{-webkit-backface-visibility:hidden;backface-visibility:hidden;min-height:46px;min-width:46px;padding:6px 8px;position:relative}.sheet-indented-box-horizontal{grid-template-columns:21px auto 21px;grid-template-rows:6px auto 6px}.sheet-indented-box-horizontal-bottom-left,.sheet-indented-box-horizontal-bottom-right,.sheet-indented-box-horizontal-rounded-bottom-left,.sheet-indented-box-horizontal-rounded-bottom-right,.sheet-indented-box-horizontal-rounded-bottom-top-left,.sheet-indented-box-horizontal-rounded-bottom-top-right,.sheet-indented-box-horizontal-top-left,.sheet-indented-box-horizontal-top-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/20116ef2a3614f12b67ad3014dbab74ed93c1372/indentedBoxHorizontalCorner.svg) no-repeat}.sheet-indented-box-horizontal-expand-left,.sheet-indented-box-horizontal-expand-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/f98ed472d55dc8ba868dc5aa67e40ef64d0cba9f/indentedBoxHorizontalMiddle.svg) center left no-repeat,url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxTopExpand.svg) left repeat-y,#fff}.sheet-indented-box-horizontal-expand-bottom,.sheet-indented-box-horizontal-expand-top,.sheet-indented-box-horizontal-rounded-bottom-expand-bottom,.sheet-indented-box-horizontal-rounded-bottom-expand-top,.sheet-indented-box-horizontal-rounded-expand-bottom,.sheet-indented-box-horizontal-rounded-expand-top{background:#fff url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxSideExpand.svg) top repeat-x}.sheet-indented-box-horizontal-rounded{grid-template-columns:21px auto 21px;grid-template-rows:15px auto 6px}.sheet-indented-box-horizontal-rounded-bottom-bottom-left,.sheet-indented-box-horizontal-rounded-bottom-bottom-right,.sheet-indented-box-horizontal-rounded-top-left,.sheet-indented-box-horizontal-rounded-top-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/0f74e809b3fdc0e6f8e8a8c5d637bf72bf44e737/indentedBoxHorizontalRoundedTopCorner.svg) no-repeat}.sheet-indented-box-horizontal-rounded-bottom-expand-left,.sheet-indented-box-horizontal-rounded-bottom-expand-right,.sheet-indented-box-horizontal-rounded-expand-left,.sheet-indented-box-horizontal-rounded-expand-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/f98ed472d55dc8ba868dc5aa67e40ef64d0cba9f/indentedBoxHorizontalMiddle.svg) left no-repeat,url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxTopExpand.svg) left repeat-y,#fff}.sheet-indented-box-horizontal-rounded-bottom{grid-template-columns:21px auto 21px;grid-template-rows:6px auto 15px}.sheet-pointy-end-box-wrapper{-webkit-backface-visibility:hidden;backface-visibility:hidden;min-height:48px;min-width:144px;padding:20px 10px;position:relative}.sheet-pointy-end-box{grid-template-columns:72px auto 71px;grid-template-rows:24px auto 24px}.sheet-pointy-end-box-bottom-left,.sheet-pointy-end-box-bottom-right,.sheet-pointy-end-box-top-left,.sheet-pointy-end-box-top-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/87d2fd7562fdd634963d661f67c7debe459168fe/pointyEndBoxCorner.svg) no-repeat}.sheet-pointy-end-box-expand-left,.sheet-pointy-end-box-expand-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/77eb4c69f16a390107db3bdf2d48b59caeb76851/pointyEndBoxSideExpand.svg) left repeat-y}.sheet-pointy-end-box-expand-bottom,.sheet-pointy-end-box-expand-top{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/77eb4c69f16a390107db3bdf2d48b59caeb76851/pointyEndBoxExpandTop.svg) repeat-x}.sheet-very-boring-box-wrapper{-webkit-backface-visibility:hidden;backface-visibility:hidden;margin-bottom:8px;min-height:32px;padding:4px 10px;position:relative}.sheet-very-boring-box{grid-template-columns:14px auto 14px;grid-template-rows:17px auto 17px}.sheet-very-boring-box-bottom-left,.sheet-very-boring-box-bottom-right,.sheet-very-boring-box-top-left,.sheet-very-boring-box-top-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/48cc706f4838f6677babdfe157729839d7dc25bb/veryBoringBoxCorner.svg) no-repeat}.sheet-very-boring-box-expand-left,.sheet-very-boring-box-expand-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/5ff74ee6eaab7555fae61e1f31a2144f702c6bba/veryBoringBoxLineExpand.svg) repeat-y}.sheet-very-boring-box-expand-bottom,.sheet-very-boring-box-expand-top{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/5ff74ee6eaab7555fae61e1f31a2144f702c6bba/veryBoringBoxLineBottomExpand.svg) repeat-x}.sheet-very-styled-box-wrapper{-webkit-backface-visibility:hidden;backface-visibility:hidden;min-height:75px;padding:8px 10px 4px;position:relative;width:153px}.sheet-very-styled-box{grid-template-columns:153px;grid-template-rows:minmax(37px,60px) auto minmax(37px,60px)}.sheet-very-styled-box-bottom,.sheet-very-styled-box-top{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/d514b2e7f7fbd5dfb6ffb6636a9c0bced95c67ad/tallVeryStyledBoxTop.svg) no-repeat}.sheet-very-styled-box-expand{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/d514b2e7f7fbd5dfb6ffb6636a9c0bced95c67ad/tallVeryStyledBoxExpand.svg) repeat-y}.sheet-gray-background-bottom-right,.sheet-indented-box-bottom-right,.sheet-indented-box-horizontal-bottom-right,.sheet-indented-box-horizontal-rounded-bottom-bottom-right,.sheet-indented-box-horizontal-rounded-bottom-right,.sheet-pointy-end-box-bottom-right,.sheet-very-boring-box-bottom-right{-webkit-transform:scale(-1,-1);transform:scale(-1,-1)}.sheet-boring-box-bottom-right,.sheet-boring-box-expand-right,.sheet-boring-box-top-right,.sheet-gray-background-top-right,.sheet-indented-box-expand-right,.sheet-indented-box-horizontal-expand-right,.sheet-indented-box-horizontal-rounded-bottom-expand-right,.sheet-indented-box-horizontal-rounded-bottom-top-right,.sheet-indented-box-horizontal-rounded-expand-right,.sheet-indented-box-horizontal-rounded-top-right,.sheet-indented-box-horizontal-top-right,.sheet-indented-box-top-right,.sheet-pointy-end-box-expand-right,.sheet-pointy-end-box-top-right,.sheet-spell-level-title-background-left-no-number,.sheet-very-boring-box-expand-right,.sheet-very-boring-box-top-right{-webkit-transform:scaleX(-1);transform:scaleX(-1)}.sheet-boring-box-expand-bottom,.sheet-gray-background-bottom-left,.sheet-indented-box-bottom-left,.sheet-indented-box-expand-bottom,.sheet-indented-box-horizontal-bottom-left,.sheet-indented-box-horizontal-expand-bottom,.sheet-indented-box-horizontal-rounded-bottom-bottom-left,.sheet-indented-box-horizontal-rounded-bottom-expand-bottom,.sheet-indented-box-horizontal-rounded-bottom-left,.sheet-indented-box-horizontal-rounded-expand-bottom,.sheet-pointy-end-box-bottom-left,.sheet-pointy-end-box-expand-bottom,.sheet-very-boring-box-bottom-left,.sheet-very-boring-box-expand-bottom,.sheet-very-styled-box-bottom{-webkit-transform:scaleY(-1);transform:scaleY(-1)}.sheet-processing{background-color:rgba(0,0,0,.75);color:#f5f5f5;display:none;height:100%;left:0;padding:2px;position:absolute;top:0;width:100%;z-index:99999}.sheet-show-processing:not([value=''])~.sheet-processing{display:block}.sheet-processing .sheet-processing-names{color:red}.sheet-character-header{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/855cdd0e1e8789f15ce03908b82ca584580aad05/topRibbonBackground.svg) no-repeat;display:flex;flex-wrap:nowrap}.sheet-character-header .sheet-shaped-version{margin-right:10px;margin-top:3px;text-align:right}.sheet-name-ribbon-wrapper{-webkit-backface-visibility:hidden;backface-visibility:hidden;margin-right:-4px}.sheet-character-name{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e22ac446a0abb681c535a704abc4a6f7244df2ed/nameRibbon.svg) no-repeat;height:68px;max-width:310px;min-width:170px;padding:12px 8px 12px 20px}.sheet-character-name input{font-size:22px;font-weight:700;overflow:hidden;padding:4px;text-overflow:ellipsis;-webkit-transform:rotate(1deg);transform:rotate(1deg);white-space:nowrap}.sheet-character-name .sheet-wrap-box-label{margin-left:35px;margin-top:10px}.sheet-header-info{flex-grow:1}input.sheet-toggle-edit-mode[value='1']~div .sheet-header-info{margin-top:-14px}.sheet-header-info-inner{align-items:center;display:flex;flex-direction:column;height:100%;justify-content:center;padding:4px 8px;position:relative;z-index:9}.sheet-header-info-inner .sheet-shaped-row{width:100%}.sheet-classes-select-wrapper{background:#fff;min-height:27px}.sheet-classes-select-wrapper .repcontainer{display:flex}.sheet-classes-select-wrapper .repitem+.repitem{border-left:1px solid #000;margin-left:8px;padding-left:8px}.sheet-right-ribbon-wrapper{align-items:center;-webkit-backface-visibility:hidden;backface-visibility:hidden;display:flex;margin-left:-4px}.sheet-right-ribbon{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e22ac446a0abb681c535a704abc4a6f7244df2ed/rightRibbon.svg) no-repeat;height:57px;width:27px}.sheet-nav{position:relative;z-index:10}input.sheet-toggle-page:not([value=character]):not([value=spells])~div.sheet-section-character,input.sheet-toggle-page:not([value=character]):not([value=spells])~div.sheet-section-npc,input.sheet-toggle-page:not([value=settings])~div.sheet-section-settings{display:none}input.sheet-slide-input-pc:not([value='1'])~div.sheet-section-npc,input.sheet-slide-input-pc[value='1']~div.sheet-section-character{display:none!important}input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-character-details,input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-left-column,input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-right-column{display:none}input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-center-column{width:100%}input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-center-column>div:not(.sheet-spells-wrap){display:none}input.sheet-toggle-page[value=spells]~.sheet-section-npc .sheet-left-column{display:none}input.sheet-toggle-page[value=spells]~.sheet-section-npc .sheet-right-column>div:not(.sheet-spells){display:none}input.sheet-toggle-edit-mode,span.sheet-toggle-edit-mode{width:23px}span.sheet-toggle-edit-mode{margin-left:-23px}div[class='repcontainer editmode']~div[class^=repcontrol] button[class='btn repcontrol_add']{display:inline-block!important;visibility:hidden}.sheet-abilities{margin-bottom:8px;margin-right:6px}.sheet-abilities-background{align-items:center;background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cd2ad2aa714f30a9245728a510fbe4ddfa5701a6/abilityBackgroundEnd.svg) center top no-repeat,url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/ab9629dfca660db313c02bd0b8f3f80dd7714e87/abilityBackgroundEndBottom.svg) center bottom no-repeat,#dedfdf;display:flex;flex-direction:column;padding-bottom:16px;padding-top:26px;width:81px}.sheet-ability-wrapper{-webkit-backface-visibility:hidden;backface-visibility:hidden;background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/a9f61604d33622b4509ac65928fe2423754c14b3/ability.svg) no-repeat;display:flex;flex-direction:column;height:83px;margin-bottom:12px;padding:5px;position:relative;width:71px}.sheet-ability-wrapper .sheet-ability-score-wrapper{border-radius:50%;bottom:2px;font-size:12px;height:24px;left:0;margin-left:auto;margin-right:auto;padding:2px;position:absolute;right:0;width:40px}.sheet-ability-wrapper .sheet-ability-score-wrapper input{background:0 0;border-radius:5px}.sheet-ability-name{display:block;font-size:8px;margin-top:1px}.sheet-ability-modifier{font-size:28px;padding-top:6px}input.sheet-toggle-edit-mode[value='1']~div .sheet-ability-modifier{line-height:22px}.sheet-inspiration{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/9e301f3bdf16cfb73e0caf91998eaa317cbd783a/inspiration.svg) no-repeat;height:38px;width:153px}.sheet-inspiration .sheet-shaped-row{height:100%}.sheet-inspiration .sheet-wrap-box-title{margin-left:14px;margin-top:0;padding:0}.sheet-inspiration-left{height:100%;width:38px}.sheet-inspiration-right{flex-grow:1;height:100%}.sheet-inspiration-label{height:100%}.sheet-inspiration-label [type=checkbox]{display:none}.sheet-inspiration-label [type=checkbox]+span{cursor:pointer;display:block}.sheet-inspiration-label [type=checkbox]:checked+span{background:url(https://i.imgur.com/m5WFImZ.png) center center no-repeat}.sheet-inspiration-label span{height:100%;width:100%}.sheet-inspiration-multiple{height:100%;padding:5px 4px}.sheet-inspiration-multiple input{height:100%}.sheet-inspiration-multiple-toggle[value='1']~div .sheet-inspiration-label{display:none}.sheet-inspiration-multiple-toggle:not([value='1'])~div .sheet-inspiration-multiple{display:none}.sheet-proficiency-bonus{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/9e301f3bdf16cfb73e0caf91998eaa317cbd783a/proficiencyBonus.svg) no-repeat;height:46px;width:153px}.sheet-proficiency-bonus .sheet-shaped-row,.sheet-proficiency-bonus .sheet-wrapper-button{height:100%}.sheet-proficiency-bonus .sheet-wrap-box-title{margin-left:8px;margin-top:0;padding:0}.sheet-proficiency-bonus-wrapper{align-items:center;display:flex;height:100%;justify-content:center;padding:5px 4px;width:43px}.sheet-proficiency-bonus-wrapper input{height:100%}.sheet-skills select{padding:0}input.sheet-toggle-passive-skills:not([value='1'])~div .sheet-passive-skill{display:none}.sheet-skill-roll-select{width:7px}.sheet-skill-name{overflow:hidden}.sheet-skill-ability{color:#ccc;font-size:10px}.sheet-saving-throw,.sheet-skill{margin-bottom:4px}.sheet-skills-ability-selector{background:0 0}.sheet-section-character .sheet-skills-ability-selector{color:#909090}.sheet-skill-ability-size{font-size:.9em!important;padding:0}.sheet-skill-ability-expand-text{font-size:.825em!important}.sheet-parenthesis-wrapper{color:#909090;font-size:9px}.sheet-parenthesis-wrapper input{padding-left:3px;padding-right:3px}.sheet-skill-proficiency[value=proficient]+span{background-color:#879a6a}.sheet-skill-proficiency[value=expertise]+span{background-color:gold}.sheet-ac{margin-top:-6px}.sheet-shield{align-items:center;background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/7cd31246e95b8c773cb40f6cbf59764db0cc2bcd/ac.svg) no-repeat;display:flex;flex-direction:column;height:74px;justify-content:center;width:64px}.sheet-shield .sheet-wrap-box-title{width:40px}.sheet-hit-dice-container{align-items:center;display:flex;flex-direction:column;font-size:13px;height:100%;justify-content:center}.sheet-hit-dice-container input{font-size:13px}.sheet-heart{align-items:center;background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/467445dc8cfd7e13bdaab72e650c5eb656d00025/heart.svg) no-repeat;display:flex;flex-direction:column;height:66px;justify-content:center;margin-left:-2px;margin-top:-6px;position:relative;width:70px}.sheet-heart .sheet-wrap-box-title{margin-bottom:2px;margin-top:-2px;width:40px}.sheet-hp-wrapper{width:50px}.sheet-hp-wrapper input{border-radius:12px}.sheet-hp-wrapper input::-webkit-input-placeholder{font-size:14px}.sheet-hp-wrapper input:-ms-input-placeholder{font-size:14px}.sheet-hp-wrapper input::-ms-input-placeholder{font-size:14px}.sheet-hp-wrapper input::placeholder{font-size:14px}.sheet-temp-hp-position{position:absolute;right:-4px;top:-2px}.sheet-temp-hp-wrapper{font-size:13px}.sheet-temp-hp-wrapper input{font-size:13px}.sheet-max-hp-wrapper,.sheet-temp-hp-wrapper{background-color:#fff;border:1px solid #000;border-radius:12px;padding-left:2px;padding-right:2px}.sheet-max-hp-wrapper input,.sheet-temp-hp-wrapper input{border-radius:6px}.sheet-max-hp-position{align-items:center;bottom:2px;display:flex;justify-content:center;left:0;margin-left:auto;margin-right:auto;position:absolute;right:0}.sheet-speed-hover-toggle:not([value='1'])~.sheet-speed-hover-display{display:none}.sheet-other-speeds:not([value='1'])~.sheet-speed.sheet-other{display:none}.sheet-sense-blind-beyond-toggle:not([value='1'])~.sheet-sense-blind-beyond-display{display:none}.sheet-death-saving-throws{position:relative}.sheet-death-saving-throws-proficiency-wrapper{bottom:1px;left:-3px;position:absolute}.sheet-death-saving-throws-proficiency-wrapper .sheet-round-checkbox-wrapper span{background-color:#fff}.sheet-death-successes .sheet-bubble{background-color:#879a6a}.sheet-death-failures{margin-top:2px}.sheet-currency-wrap{flex-shrink:0;margin-left:-16px;width:73px}.sheet-currency{height:30px;padding:2px 3px 3px 2px}.sheet-currency-border[value=COPPER]~.sheet-currency{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/copper.svg) no-repeat}.sheet-currency-border[value=SILVER]~.sheet-currency{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/silver.svg) no-repeat}.sheet-currency-border[value=ELECTRUM]~.sheet-currency{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/electrum.svg) no-repeat}.sheet-currency-border[value=GOLD]~.sheet-currency{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/gold.svg) no-repeat}.sheet-currency-border[value=PLATINUM]~.sheet-currency{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/platinum.svg) no-repeat}.sheet-currency-acronym{flex-shrink:0;font-size:8px;margin-top:1px;width:15px}.sheet-currency-button{text-align:center!important}.sheet-currency-name{white-space:nowrap}.sheet-currency-value-wrap{margin-left:4px;margin-right:4px}.sheet-currency-value-wrap input{border-radius:12px}.sheet-weight-total{margin-right:-12px}.sheet-background-text{display:block;max-height:75px;min-height:28px;overflow-x:hidden;overflow-y:auto}.sheet-personality-traits{border-bottom-left-radius:0;border-bottom-right-radius:0}.sheet-bonds,.sheet-ideals{border-radius:0}.sheet-flaws{border-top-left-radius:0;border-top-right-radius:0}.sheet-conditions-wrapper-wrapper{align-items:center;display:flex;flex-direction:column;margin-bottom:8px;margin-right:6px}.sheet-conditions-wrapper{width:100%}.sheet-conditions-wrapper .sheet-round-checkbox-wrapper input:checked+.sheet-pseudo-circle{background-color:#922610}.sheet-conditions{display:grid;grid-template-columns:auto auto}.sheet-condition{align-items:center;display:flex;flex-wrap:nowrap;margin-bottom:4px}.sheet-condition:nth-child(odd){margin-right:2px}.sheet-exhaustion-wrapper{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/triangeFlag.svg) no-repeat;height:46px;margin-top:-1.833px;width:120px}.sheet-exhaustion{margin-top:8px}.sheet-artificer-class-features:not([value='1'])~.sheet-artificer-class-features-toggle{display:none}.sheet-barbarian-class-features:not([value='1'])~.sheet-barbarian-class-features-toggle{display:none}.sheet-bard-class-features:not([value='1'])~.sheet-bard-class-features-toggle{display:none}.sheet-cleric-class-features:not([value='1'])~.sheet-cleric-class-features-toggle{display:none}.sheet-druid-class-features:not([value='1'])~.sheet-druid-class-features-toggle{display:none}.sheet-fighter-class-features:not([value='1'])~.sheet-fighter-class-features-toggle{display:none}.sheet-monk-class-features:not([value='1'])~.sheet-monk-class-features-toggle{display:none}.sheet-paladin-class-features:not([value='1'])~.sheet-paladin-class-features-toggle{display:none}.sheet-ranger-class-features:not([value='1'])~.sheet-ranger-class-features-toggle{display:none}.sheet-rangerua-class-features:not([value='1'])~.sheet-rangerua-class-features-toggle{display:none}.sheet-rogue-class-features:not([value='1'])~.sheet-rogue-class-features-toggle{display:none}.sheet-sorcerer-class-features:not([value='1'])~.sheet-sorcerer-class-features-toggle{display:none}.sheet-warlock-class-features:not([value='1'])~.sheet-warlock-class-features-toggle{display:none}.sheet-wizard-class-features:not([value='1'])~.sheet-wizard-class-features-toggle{display:none}.sheet-section-character.sheet-pc .sheet-left-column{flex-shrink:0;margin-right:2px;width:242px}.sheet-section-character.sheet-pc .sheet-center-column{flex-grow:1;flex-shrink:0;width:320px}.sheet-section-character.sheet-pc .sheet-right-column{flex-grow:1;flex-shrink:0;margin-left:4px;width:302px}.sheet-section-character.sheet-pc .sheet-initiative,.sheet-section-character.sheet-pc .sheet-saving-throws,.sheet-section-character.sheet-pc .sheet-skills,.sheet-section-character.sheet-pc .sheet-speed{margin-bottom:8px}.sheet-first-rows{margin-bottom:8px;margin-left:4px;margin-right:4px}.sheet-gray-background-bottom{bottom:0;-webkit-transform:scaleY(-1);transform:scaleY(-1)}.sheet-gray-background-top{top:0}.sheet-gray-background-expand{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cee44ae0240cc9d1e4823e4964356427c54dcb62/firstRowsBackgroundExpand.svg);bottom:43px;right:0;top:43px}.sheet-death-saving-throws,.sheet-hit-dice,.sheet-initiative,.sheet-rest,.sheet-speed{align-items:center;background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/5d6c848acb8934d340368d0786ccafea5c53fdda/box.svg) no-repeat;display:flex;flex-direction:column;height:66px;justify-content:flex-end;margin-left:6px;padding:4px 6px;width:70px}.sheet-death-saving-throws .sheet-giant-font,.sheet-hit-dice .sheet-giant-font,.sheet-initiative .sheet-giant-font,.sheet-rest .sheet-giant-font,.sheet-speed .sheet-giant-font{padding:5px 3px}.sheet-death-saving-throws{padding:2px 6px}.sheet-equipment{margin-left:4px;margin-right:4px}.sheet-languages-wrap,.sheet-resistances-wrap,.sheet-senses-wrap{margin-right:2px}.sheet-character-details{border-top:4px solid #000;padding-top:4px}.sheet-modifier-wrapper-box{margin:-16px -12px -2px}.sheet-modifier-wrapper{align-items:center;display:flex;flex-direction:column}.sheet-modifier,.sheet-modifier-long,.sheet-modifier-short{height:30px;margin-bottom:2px;padding:2px 3px 3px}.sheet-modifier{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/7ad132c535dad034e73695193ef3ae3981a978fd/modifier.svg) no-repeat;width:60px}.sheet-modifier-long{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/02668ef9fd839d986c83dcfaec139dda5bb9dbf0/modifierLong.svg) no-repeat;width:70px}.sheet-modifier-short{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/02668ef9fd839d986c83dcfaec139dda5bb9dbf0/modifierShort.svg) no-repeat;width:50px}.sheet-modifier-value-wrap{align-items:center;display:flex;height:100%;justify-content:center;margin-left:4px;margin-right:4px}.sheet-modifier-value-wrap input,.sheet-modifier-value-wrap select{border-radius:12px}input.sheet-toggle-edit-mode:not([value='1'])~div input.sheet-toggle-skill:not([value=true])~.sheet-skill-wrapper,input.sheet-toggle-edit-mode:not([value='1'])~div input.sheet-toggle-skills:not([value=true])~.sheet-skills,input.sheet-toggle-innate-spellcasting:not([value='1'])~div .sheet-innate-spellcasting,input.sheet-toggle-spellcasting:not([value='1'])~div .sheet-spellcasting,input.sheet-toggle-spells:not([value='1'])~.sheet-toggle-innate-spellcasting,input.sheet-toggle-spells:not([value='1'])~.sheet-toggle-spellcasting{display:none}.sheet-section-npc .sheet-left-column{flex-shrink:0;margin-right:2px;padding-right:4px;width:300px}.sheet-section-npc .sheet-right-column{flex-grow:1;flex-shrink:0;margin-left:2px;position:relative;width:380px}.sheet-section-npc input,.sheet-section-npc select,.sheet-section-npc textarea{padding-bottom:0;padding-top:0}.sheet-section-npc .sheet-bar{background:#e69a28 repeating-linear-gradient(15deg,#e69a28,#ca8929 5px,#ca8929 5px,#e69a28 10px);border:1px solid #563300;height:5px;position:relative;z-index:1}.sheet-section-npc .sheet-npc-content-wrap{background:url(https://i.imgur.com/hggz0ed.jpg) repeat;box-shadow:0 0 1.5em #867453;font-size:14px;margin-left:2px;margin-right:2px;padding:3px}.sheet-section-npc .sheet-npc-content-wrap input,.sheet-section-npc .sheet-npc-content-wrap select,.sheet-section-npc .sheet-npc-content-wrap textarea{font-size:14px}.sheet-section-npc .sheet-shaped-version{font-size:12px}.sheet-section-npc .btn[type=roll],.sheet-section-npc .sheet-npc-content-wrap,.sheet-section-npc .sheet-npc-content-wrap input,.sheet-section-npc .sheet-npc-content-wrap select,.sheet-section-npc .sheet-npc-content-wrap textarea{font-family:'Noto Sans','Myriad Pro',Calibri,Helvetica,Arial,sans-serif}.sheet-section-npc .sheet-creature-name{color:#3a0e06;font-family:Lora,'Calisto MT','Bookman Old Style',Bookman,'Goudy Old Style',Garamond,'Hoefler Text','Bitstream Charter',Georgia,serif!important;font-size:28px!important;font-variant:small-caps;font-weight:700;letter-spacing:1px;line-height:28px}.sheet-section-npc .sheet-h3-wrap{border-bottom:1px solid #3a0e06;margin:0 0 5px}.sheet-section-npc h3{color:#3a0e06;font-size:1.3em;font-variant:small-caps;font-weight:400;line-height:110%}.sheet-section-npc .sheet-top-stats{color:#3a0e06;padding-top:2px}.sheet-section-npc .sheet-top-stats button,.sheet-section-npc .sheet-top-stats input,.sheet-section-npc .sheet-top-stats textarea{color:#3a0e06}.sheet-section-npc .sheet-divider{border-bottom:3px solid transparent;border-left:300px solid #922610;border-top:3px solid transparent;margin:4px 0}.sheet-section-npc .sheet-skills .repitem:last-child .sheet-comma{display:none}.sheet-section-npc .sheet-skills-wrapper{width:100%}input.sheet-toggle-edit-mode[value='1']~.sheet-section-npc .sheet-skills .repcontainer{display:grid;grid-template-columns:50% 50%}.sheet-section-npc .sheet-custom-saving-throw:last-child .sheet-comma{display:none}.sheet-actions .repitem:not(:last-of-type),.sheet-class-features .repitem:not(:last-of-type),.sheet-equipment .repitem:not(:last-of-type),.sheet-feats .repitem:not(:last-of-type),.sheet-lair-actions .repitem:not(:last-of-type),.sheet-legendary-actions .repitem:not(:last-of-type),.sheet-modifiers .repitem:not(:last-of-type),.sheet-offense .repitem:not(:last-of-type),.sheet-racial-traits .repitem:not(:last-of-type),.sheet-reactions .repitem:not(:last-of-type),.sheet-regional-effects .repitem:not(:last-of-type),.sheet-traits .repitem:not(:last-of-type),.sheet-utility .repitem:not(:last-of-type){margin-bottom:4px}.sheet-actions .sheet-heading,.sheet-class-features .sheet-heading,.sheet-equipment .sheet-heading,.sheet-feats .sheet-heading,.sheet-lair-actions .sheet-heading,.sheet-legendary-actions .sheet-heading,.sheet-modifiers .sheet-heading,.sheet-offense .sheet-heading,.sheet-racial-traits .sheet-heading,.sheet-reactions .sheet-heading,.sheet-regional-effects .sheet-heading,.sheet-traits .sheet-heading,.sheet-utility .sheet-heading{font-style:italic}.sheet-actions,.sheet-lair-actions,.sheet-legendary-actions,.sheet-reactions,.sheet-regional-effects{margin-top:7px}.sheet-ammo .repitem{padding-left:6px;padding-right:6px}.sheet-has-carried{text-indent:13px}.sheet-has-carried-margin{margin-left:13px}input.sheet-toggle-filter-condense,span.sheet-toggle-filter-condense{width:48px}span.sheet-toggle-filter-condense{margin-left:-48px}input.sheet-toggle-filter-content,span.sheet-toggle-filter-content{width:39px}span.sheet-toggle-filter-content{margin-left:-39px}input.sheet-toggle-filters,span.sheet-toggle-filters{width:28px}span.sheet-toggle-filters{margin-left:-28px}input.sheet-toggle-filter-prepared,span.sheet-toggle-filter-prepared{width:46px}span.sheet-toggle-filter-prepared{margin-left:-46px}input.sheet-toggle-filter-ritual,span.sheet-toggle-filter-ritual{width:26px}span.sheet-toggle-filter-ritual{margin-left:-26px}input.sheet-toggle-filter-concentration,span.sheet-toggle-filter-concentration{width:82px}span.sheet-toggle-filter-concentration{margin-left:-82px}input.sheet-toggle-concentration,span.sheet-toggle-concentration{width:67px}span.sheet-toggle-concentration{margin-left:-67px}input.sheet-toggle-filter-verbal,span.sheet-toggle-filter-verbal{width:13px}span.sheet-toggle-filter-verbal{margin-left:-13px}input.sheet-toggle-filter-somatic,span.sheet-toggle-filter-somatic{width:13px}span.sheet-toggle-filter-somatic{margin-left:-13px}input.sheet-toggle-filter-material,span.sheet-toggle-filter-material{width:14px}span.sheet-toggle-filter-material{margin-left:-14px}input.sheet-toggle-spell-vsm-v,span.sheet-toggle-spell-vsm-v{width:13px}span.sheet-toggle-spell-vsm-v{margin-left:-13px}input.sheet-toggle-spell-vsm-s,span.sheet-toggle-spell-vsm-s{width:13px}span.sheet-toggle-spell-vsm-s{margin-left:-13px}input.sheet-toggle-spell-vsm-m,span.sheet-toggle-spell-vsm-m{width:14px}span.sheet-toggle-spell-vsm-m{margin-left:-14px}input.sheet-toggle-filter-time-reaction,span.sheet-toggle-filter-time-reaction{width:41px}span.sheet-toggle-filter-time-reaction{margin-left:-41px}input.sheet-toggle-filter-time-bonus,span.sheet-toggle-filter-time-bonus{width:34px}span.sheet-toggle-filter-time-bonus{margin-left:-34px}input.sheet-toggle-filter-time-action,span.sheet-toggle-filter-time-action{width:33px}span.sheet-toggle-filter-time-action{margin-left:-33px}input.sheet-toggle-filter-time-longer,span.sheet-toggle-filter-time-longer{width:34px}span.sheet-toggle-filter-time-longer{margin-left:-34px}input.sheet-toggle-spells-filter-level-0,span.sheet-toggle-spells-filter-level-0{width:40px}span.sheet-toggle-spells-filter-level-0{margin-left:-40px}input.sheet-toggle-spells-filter-level-1,span.sheet-toggle-spells-filter-level-1{width:11px}span.sheet-toggle-spells-filter-level-1{margin-left:-11px}input.sheet-toggle-spells-filter-level-2,span.sheet-toggle-spells-filter-level-2{width:11px}span.sheet-toggle-spells-filter-level-2{margin-left:-11px}input.sheet-toggle-spells-filter-level-3,span.sheet-toggle-spells-filter-level-3{width:11px}span.sheet-toggle-spells-filter-level-3{margin-left:-11px}input.sheet-toggle-spells-filter-level-4,span.sheet-toggle-spells-filter-level-4{width:11px}span.sheet-toggle-spells-filter-level-4{margin-left:-11px}input.sheet-toggle-spells-filter-level-5,span.sheet-toggle-spells-filter-level-5{width:11px}span.sheet-toggle-spells-filter-level-5{margin-left:-11px}input.sheet-toggle-spells-filter-level-6,span.sheet-toggle-spells-filter-level-6{width:11px}span.sheet-toggle-spells-filter-level-6{margin-left:-11px}input.sheet-toggle-spells-filter-level-7,span.sheet-toggle-spells-filter-level-7{width:11px}span.sheet-toggle-spells-filter-level-7{margin-left:-11px}input.sheet-toggle-spells-filter-level-8,span.sheet-toggle-spells-filter-level-8{width:11px}span.sheet-toggle-spells-filter-level-8{margin-left:-11px}input.sheet-toggle-spells-filter-level-9,span.sheet-toggle-spells-filter-level-9{width:11px}span.sheet-toggle-spells-filter-level-9{margin-left:-11px}input.sheet-toggle-spells-filter-level-all,span.sheet-toggle-spells-filter-level-all{width:15px}span.sheet-toggle-spells-filter-level-all{margin-left:-15px}span.sheet-toggle-filter-time-action,span.sheet-toggle-filter-time-bonus,span.sheet-toggle-spells-filter-level-1,span.sheet-toggle-spells-filter-level-2,span.sheet-toggle-spells-filter-level-3,span.sheet-toggle-spells-filter-level-4,span.sheet-toggle-spells-filter-level-5,span.sheet-toggle-spells-filter-level-6,span.sheet-toggle-spells-filter-level-7,span.sheet-toggle-spells-filter-level-8,span.sheet-toggle-spells-filter-level-9{border-radius:0}span.sheet-toggle-filter-time-longer,span.sheet-toggle-spells-filter-level-all{border-bottom-left-radius:0;border-top-left-radius:0}span.sheet-toggle-filter-time-reaction,span.sheet-toggle-spells-filter-level-0{border-bottom-right-radius:0;border-top-right-radius:0}input.sheet-show-materials:not(:checked)~.sheet-show-materials,input.sheet-toggle-filters:not(:checked)~[class^=sheet-toggle-filter-],input.sheet-toggle-filters:not(:checked)~[class^=sheet-toggle-spells-filter-],input.sheet-toggle-filters:not(:checked)~div [class^=sheet-toggle-filter-],input.sheet-toggle-filters:not(:checked)~div [class^=sheet-toggle-spells-filter-],input.sheet-toggle-prepared-matters:not([value='1'])~div .sheet-prepared-matters,input.sheet-toggle-prepared-matters:not([value='1'])~div .sheet-toggle-filter-prepared,input.sheet-toggle-prepared-matters[value='1']~div .sheet-show-when-prepared-doesnt-matters,input.sheet-toggle-ritual:not([value=Yes])~div .sheet-show-ritual,input.sheet-toggle-spell-points:not([value='1'])~.sheet-spell-points,input.sheet-toggle-spell-points:not([value='1'])~div .sheet-spell-points,input.sheet-toggle-spell-slots:not([value='1'])~.sheet-spell-slots,input.sheet-toggle-spell-slots:not([value='1'])~div .sheet-spell-slots,input[type=hidden].sheet-toggle-spells:not([value='1'])~.sheet-spells,input[type=hidden].sheet-toggle-spells:not([value='1'])~div .sheet-spells,input[type=hidden].sheet-toggle-spells:not([value='1'])~input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-spells-wrap{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-0:not(:checked)~div .sheet-spell-level-0{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-1:not(:checked)~div .sheet-spell-level-1{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-2:not(:checked)~div .sheet-spell-level-2{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-3:not(:checked)~div .sheet-spell-level-3{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-4:not(:checked)~div .sheet-spell-level-4{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-5:not(:checked)~div .sheet-spell-level-5{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-6:not(:checked)~div .sheet-spell-level-6{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-7:not(:checked)~div .sheet-spell-level-7{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-8:not(:checked)~div .sheet-spell-level-8{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-9:not(:checked)~div .sheet-spell-level-9{display:none}input.sheet-toggle-filters:checked~input.sheet-toggle-filter-concentration:checked~div input.sheet-toggle-concentration[value=Yes]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_M]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_S_M]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_M]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S_M]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-prepared:checked~div input.sheet-toggle-prepared:not([value=Yes])~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-ritual:checked~div input.sheet-toggle-ritual:not([value=Yes])~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_S]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_S_M]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S_M]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-action:not(:checked)~div input.sheet-toggle-time[value='1_ACTION']~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-bonus:not(:checked)~div input.sheet-toggle-time[value='1_BONUS_ACTION']~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='10_MINUTES']~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='12_HOURS']~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='1_HOUR']~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='1_MINUTE']~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='24_HOURS']~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='8_HOURS']~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-reaction:not(:checked)~div input.sheet-toggle-time[value='1_REACTION']~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_M]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S]~.sheet-filter-section,input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S_M]~.sheet-filter-section{display:none}.sheet-filter{display:inline-block;font-size:11px}.sheet-spell-level-container{flex-grow:1;min-width:278px}.sheet-spell-level-container select{border-bottom-right-radius:8px;border-top-right-radius:8px}.sheet-section-npc .sheet-spell-level-container,.sheet-toggle-page[value=spells]~div .sheet-spell-level-container{padding-left:2px;padding-right:2px}.sheet-section-npc .sheet-spell-level-container{max-width:50%}.sheet-toggle-page[value=spells]~div .sheet-spell-level-container{max-width:33%}.sheet-spell-level-title,.sheet-spell-level-title-no-number{-webkit-backface-visibility:hidden;backface-visibility:hidden;height:50px;position:relative;width:100%}.sheet-spell-level-title{padding:12px 6px}.sheet-spell-level-title-no-number{padding:12px}.sheet-spell-level-title-background,.sheet-spell-level-title-background-no-number{align-items:stretch;-webkit-backface-visibility:hidden;backface-visibility:hidden;bottom:0;display:grid;grid-template-rows:50px;justify-items:stretch;left:0;position:absolute;right:0;top:0}.sheet-spell-level-title-background{grid-template-columns:42px auto 23px}.sheet-spell-level-title-background-no-number{grid-template-columns:23px auto 23px}.sheet-spell-level-title-background-left{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e624f6a67178ee92ba723b37fff0d805891c1602/spellcastingTitleLeft.svg) no-repeat}.sheet-spell-level-title-background-left-no-number,.sheet-spell-level-title-background-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e624f6a67178ee92ba723b37fff0d805891c1602/spellcastingTitleRight.svg) no-repeat}.sheet-spell-level-title-background-left-no-number{-webkit-transform:scaleX(-1);transform:scaleX(-1)}.sheet-spell-level-title-background-expand{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e624f6a67178ee92ba723b37fff0d805891c1602/spellcastingTitleExpand.svg) repeat-x}.sheet-spell-level{font-size:18px;font-weight:700;margin-right:32px;text-align:center;width:13px}.sheet-spell-title-wrapper{max-height:26px;width:100%}.sheet-spells .sheet-prepared-matters input:checked+span,.sheet-spells input.sheet-toggle-concentration:checked+span.sheet-toggle-concentration,.sheet-spells input.sheet-toggle-ritual:checked+span.sheet-toggle-ritual,.sheet-spells input[class^=sheet-toggle-filter]:checked+span[class^=sheet-toggle-filter],.sheet-spells input[class^=sheet-toggle-spells-filter]:checked+span[class^=sheet-toggle-spells-filter]{background-color:#591209}.sheet-spell-list{align-items:flex-start;display:flex;flex-wrap:wrap}input.sheet-toggle-prepared-matters[value='1']~.sheet-section-character input.sheet-toggle-prepared:not([value=Yes])~div .sheet-spell-name,input.sheet-toggle-prepared-matters[value='1']~.sheet-section-npc input.sheet-toggle-prepared:not([value=Yes])~div .sheet-spell-name{color:#909090}.sheet-prepared-bubble-spaceholder{height:9px;width:9px}.sheet-spell-name{color:#591209;font-family:'Times New Roman',Times,serif;font-size:14px;font-variant:small-caps;font-weight:700}.sheet-tooltip-content-top .sheet-spell-name{color:inherit}input.sheet-toggle-edit-mode[value='1']~div .sheet-spell-name{font-size:16px}.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-1{display:none}.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-2{display:none}.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-3{display:none}.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-4{display:none}.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-5{display:none}.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-6{display:none}.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-7{display:none}.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-8{display:none}.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-2{display:none}.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-3{display:none}.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-4{display:none}.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-5{display:none}.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-6{display:none}.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-7{display:none}.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-8{display:none}.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-3{display:none}.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-4{display:none}.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-5{display:none}.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-6{display:none}.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-7{display:none}.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-8{display:none}.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-4{display:none}.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-5{display:none}.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-6{display:none}.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-7{display:none}.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-8{display:none}.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-5{display:none}.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-6{display:none}.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-7{display:none}.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-8{display:none}.sheet-spell-slot-counter-max[value='5']~.sheet-spell-slot-counter-6{display:none}.sheet-spell-slot-counter-max[value='5']~.sheet-spell-slot-counter-7{display:none}.sheet-spell-slot-counter-max[value='5']~.sheet-spell-slot-counter-8{display:none}.sheet-spell-slot-counter-max[value='6']~.sheet-spell-slot-counter-7{display:none}.sheet-spell-slot-counter-max[value='6']~.sheet-spell-slot-counter-8{display:none}.sheet-spell-slot-counter-max[value='7']~.sheet-spell-slot-counter-8{display:none}.sheet-spell-slot-counter-max[value='8']~.sheet-spell-slot-counter-9{display:none}.sheet-spell-slot-counter-max[value='8']~.sheet-spell-slot-counter-8{display:none}input.sheet-toggle-emote:not([value='1'])~div .sheet-emote,input.sheet-toggle-freeform:not([value='1'])~div .sheet-freeform,input.sheet-toggle-freetext:not([value='1'])~div .sheet-freetext{display:none}.sheet-compendium-drop-target.dropping{background-color:initial!important}.sheet-compendium-drop{background-color:rgba(255,255,255,.87);bottom:0;display:none;left:0;position:absolute;right:0;top:0;z-index:99}.dropping .sheet-compendium-drop{display:block}.sheet-drop-target{align-items:center;border:4px dashed #000;display:flex;font-size:96px;height:400px;justify-content:center;margin:48px}.sheet-rolltemplate-5e-shaped{margin-bottom:-5px;margin-left:-43px;margin-right:-2px}.withoutavatars .sheet-rolltemplate-5e-shaped{margin-left:-13px}.sheet-rolltemplate-5e-shaped .sheet-no-border{border-bottom:0!important}.sheet-rolltemplate-5e-shaped a[href^='!'],.sheet-rolltemplate-5e-shaped a[href^='~']{background-color:transparent;border:0;color:#ce0f69;display:inline;padding:0}.sheet-rolltemplate-5e-shaped .sheet-rt-card{box-sizing:border-box;font-size:11px;overflow:hidden}.sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous,.sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous-header{border-bottom:0;border-bottom-left-radius:0;border-bottom-right-radius:0}.sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous,.sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous-footer{border-top:0;border-top-left-radius:0;border-top-right-radius:0;margin-top:-28px;padding-top:9px}.sheet-rolltemplate-5e-shaped .sheet-rt-content{color:#000}.sheet-rolltemplate-5e-shaped .sheet-rt-content>div{padding:2px 4px}.sheet-rolltemplate-5e-shaped .sheet-rt-content>div:not(:last-of-type){-o-border-image:linear-gradient(to right,transparent,rgba(0,0,0,.75),transparent) 1;border-image:linear-gradient(to right,transparent,rgba(0,0,0,.75),transparent) 1;border-left:0;border-right:0;border-bottom:1px solid #000;border-top:0}.sheet-rolltemplate-5e-shaped .sheet-grid-box{align-items:stretch;-webkit-backface-visibility:hidden;backface-visibility:hidden;bottom:0;display:grid;justify-items:stretch;left:0;position:absolute;right:0;top:0}.sheet-rolltemplate-5e-shaped .sheet-box-inner{position:relative}.sheet-rolltemplate-5e-shaped .sheet-box-middle{background-color:#fff}.sheet-rolltemplate-5e-shaped .sheet-boring-box-wrapper{-webkit-backface-visibility:hidden;backface-visibility:hidden;margin-bottom:8px;min-height:51px;padding:4px 10px;position:relative}.sheet-rolltemplate-5e-shaped .sheet-boring-box{grid-template-columns:19px auto 19px;grid-template-rows:15px auto 36px}.sheet-rolltemplate-5e-shaped .sheet-boring-box-bottom-left,.sheet-rolltemplate-5e-shaped .sheet-boring-box-bottom-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxBottomCornerWhite.svg) no-repeat}.sheet-rolltemplate-5e-shaped .sheet-boring-box-top-left,.sheet-rolltemplate-5e-shaped .sheet-boring-box-top-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopCornerWhite.svg) no-repeat}.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-left,.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-right{background:url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxSideExpandWhite.svg) repeat-y}.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-bottom,.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-top{background:#fff url(https://cdn.rawgit.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopBottomExpandWhite.svg) repeat-x}.sheet-rolltemplate-5e-shaped .sheet-boring-box-bottom-right,.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-right,.sheet-rolltemplate-5e-shaped .sheet-boring-box-top-right{-webkit-transform:scaleX(-1);transform:scaleX(-1)}.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-bottom{-webkit-transform:scaleY(-1);transform:scaleY(-1)}.sheet-rolltemplate-5e-shaped .inlinerollresult{background:0 0;border:2px solid transparent;border-radius:4px;font-size:18px;padding:0 2px}.sheet-rolltemplate-5e-shaped .sheet-output{font-size:13px;margin-top:2px}.sheet-rolltemplate-5e-shaped .sheet-output-label{color:#676767;font-style:italic}.sheet-rolltemplate-5e-shaped .sheet-height-one-em{min-height:1em}.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar{height:6px;width:6px}.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-button{height:0;width:0}.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-thumb{background:#708090;border:0;border-radius:0}.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-thumb:hover{background:#5e6b77}.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-thumb :active{background:#4c565f}.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-track{background:rgba(0,0,0,.12);border:0;border-radius:0}.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-track:active,.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-track:hover{background:rgba(0,0,0,.12)}.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-corner{background:0 0}.sheet-rolltemplate-5e-shaped .sheet-advantage-circle{border:1px solid #000;border-radius:50%;height:11px;position:absolute;right:0;text-align:center;top:0;width:11px;z-index:5}.sheet-rolltemplate-5e-shaped .sheet-advantage-circle.sheet-advantage{background-color:#2fc910}.sheet-rolltemplate-5e-shaped .sheet-advantage-circle.sheet-disadvantage{background-color:#980000}.sheet-rolltemplate-5e-shaped .sheet-rt-title-wrap{margin-right:13px;padding:0 2px}.sheet-rolltemplate-5e-shaped .sheet-rt-title{color:#591209;font-family:'Times New Roman',Times,serif;font-variant:small-caps;font-weight:700}.sheet-rolltemplate-5e-shaped .sheet-rt-title-name{font-size:20px}.sheet-rolltemplate-5e-shaped .sheet-spell-points,.sheet-rolltemplate-5e-shaped .sheet-uses-recharge-cost-wrap{font-size:14px}.sheet-rolltemplate-5e-shaped .sheet-rt-subheader{padding:0 3px}.sheet-rolltemplate-5e-shaped .sheet-rt-subheader div{line-height:1.4em}.sheet-rolltemplate-5e-shaped .sheet-rt-character-name{font-size:1.2em;font-variant:small-caps}.sheet-rolltemplate-5e-shaped .sheet-rt-emote{background-color:#f5e4d3;border-bottom:2px solid #f0c392;border-top:2px solid #f0c392;color:#db831f;font-size:11px;font-style:italic;font-weight:700;padding:3px 4px;text-align:center}.sheet-rolltemplate-5e-shaped .userscript-criterion{margin:2px 0}.sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='!'] .userscript-notselected,.sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='!']:not(.userscript-selected),.sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='~'] .userscript-notselected,.sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='~']:not(.userscript-selected){color:#909090}.sheet-rolltemplate-5e-shaped a[href^='!'].userscript-notselected,.sheet-rolltemplate-5e-shaped a[href^='~'].userscript-notselected{color:#909090}.sheet-rolltemplate-5e-shaped .userscript-section:not(:first-child){margin-top:5px}.sheet-rolltemplate-5e-shaped .userscript-section:not(:last-child){margin-bottom:5px}.sheet-rolltemplate-5e-shaped .userscript-section-heading{font-size:14px;font-weight:700}.sheet-rolltemplate-5e-shaped .userscript-criterion-name{font-style:italic;font-weight:700}.sheet-rolltemplate-5e-shaped .userscript-shaped-config{width:100%}.sheet-rolltemplate-5e-shaped .userscript-shaped-config tr:nth-child(odd){background:#dedede}.sheet-rolltemplate-5e-shaped .userscript-shaped-config table{width:100%}.sheet-rolltemplate-5e-shaped hr{background-image:linear-gradient(to right,transparent,rgba(0,0,0,.75),transparent);border:0;height:1px;margin:5px 0}.sheet-rolltemplate-5e-shaped .sheet-spells-wrapper{font-family:'Times New Roman',Times,serif;font-size:1.1em;font-style:italic;text-transform:lowercase!important}.sheet-rolltemplate-5e-shaped .sheet-prepared-matters .sheet-spell-wrapper:not(.sheet-prepared) a[href^='~']{color:#909090}.sheet-rolltemplate-5e-shaped a[href^='!'].userscript-remove{color:#909090}.sheet-rolltemplate-5e-shaped .sheet-entity-scroller{display:flex;flex-wrap:wrap;justify-content:space-between;max-height:calc(60vh - 170px);overflow-y:auto}.sheet-rolltemplate-5e-shaped .sheet-entity-scroller a{overflow:hidden;white-space:nowrap;width:49%}.sheet-rolltemplate-5e-shaped .sheet-ammo-wrapper .inlinerollresult{font-size:inherit;font-weight:400}
\ No newline at end of file
+button[type=roll] {
+ background-image: none;
+ border: 0;
+ box-shadow: none;
+ text-align: left;
+ text-shadow: initial
+}
+button[type=roll].btn {
+ font-size: inherit;
+ margin: 0;
+ white-space: normal
+}
+button[type=roll].btn:not(.sheet-visible-button) {
+ background-color: transparent;
+ padding: 0
+}
+button[type=roll].btn:not(.sheet-visible-button):hover {
+ color: #3f88e6!important
+}
+button[type=roll].btn:not(.sheet-visible-button):hover .sheet-light-label, button[type=roll].btn:not(.sheet-visible-button):hover input, button[type=roll].btn:not(.sheet-visible-button):hover span {
+ color: #3f88e6!important
+}
+button[type=roll].btn:not(.sheet-visible-button):hover h3 {
+ color: #3f88e6!important
+}
+button[type=roll].btn.sheet-visible-button {
+ background-color: #3f88e6;
+ border-radius: 4px;
+ box-shadow: 0 2px 5px 0 rgba(0, 0, 0, .3);
+ color: rgba(255, 255, 255, .87);
+ font-size: .9em;
+ padding: 1px 3px
+}
+button[type=roll].btn.sheet-visible-button:active {
+ box-shadow: 0 4px 8px 0 rgba(0, 0, 0, .3)
+}
+button[type=roll]:hover {
+ background-position: initial
+}
+button[type=roll]::before {
+ content: ''!important;
+ font-family: inherit!important
+}
+button[type=roll]:active {
+ box-shadow: none
+}
+button.repcontrol_add, button.repcontrol_edit {
+ color: #000;
+ font-size: .8em;
+ margin-top: 2px;
+ padding: 0 2px
+}
+button.repcontrol_del {
+ color: #591209;
+ font-size: 1.1em;
+ padding: 0 2px 1px;
+ position: relative;
+ z-index: 8
+}
+button.repcontrol_add, button.repcontrol_del, button.repcontrol_edit {
+ background: #fff;
+ border: 1px solid #000;
+ border-radius: 4px
+}
+.btn.repcontrol_move {
+ background: #fff;
+ border: 1px solid #000;
+ font-size: 1.2em;
+ font-weight: 700;
+ line-height: .875;
+ padding: 0 2px;
+ position: relative;
+ z-index: 8
+}
+p {
+ margin: 0
+}
+ol, ul {
+ margin: 0 0 0 15px
+}
+.repcontrol::after {
+ clear: both;
+ content: ' ';
+ display: block;
+ font-size: 0;
+ height: 0;
+ visibility: hidden
+}
+.sheet-no-controls .repcontrol {
+ display: none
+}
+label {
+ font-size: 1em;
+ font-weight: 400;
+ margin-bottom: 0;
+ padding-right: 0;
+ text-align: inherit;
+ width: auto
+}
+.repcontrol_add {
+ float: left
+}
+*, .sheet-rolltemplate-5e-shaped * {
+ box-sizing: border-box;
+ line-height: initial;
+ word-wrap: break-word
+}
+.sheet-wrapper {
+ font-size: 11px;
+ margin-left: -10px;
+ margin-right: -10px;
+ min-width: 870px
+}
+.sheet-left, .sheet-rolltemplate-5e-shaped .sheet-left {
+ text-align: left!important
+}
+.sheet-center, .sheet-rolltemplate-5e-shaped .sheet-center {
+ text-align: center
+}
+.sheet-right, .sheet-rolltemplate-5e-shaped .sheet-right {
+ text-align: right!important
+}
+.sheet-clear {
+ clear: both
+}
+.sheet-flex-grow {
+ flex-grow: 1
+}
+.sheet-no-shrink {
+ flex-shrink: 0
+}
+.sheet-inline, .sheet-rolltemplate-5e-shaped .sheet-inline {
+ display: inline
+}
+.sheet-inline-block, .sheet-rolltemplate-5e-shaped .sheet-inline-block {
+ display: inline-block
+}
+.sheet-block {
+ display: block
+}
+.sheet-pre-line {
+ white-space: pre-line
+}
+.sheet-relative, .sheet-rolltemplate-5e-shaped .sheet-relative {
+ position: relative
+}
+.sheet-absolute {
+ position: absolute;
+ top: 0
+}
+.sheet-absolute-top-right {
+ position: absolute;
+ right: 0;
+ top: 0
+}
+.sheet-z-index-1 {
+ z-index: 1
+}
+.sheet-positive-z-index {
+ z-index: 5
+}
+.sheet-fixed {
+ position: fixed
+}
+.sheet-mar-t-sm {
+ margin-top: 2px
+}
+.sheet-pad-t-sm {
+ padding-top: 2px
+}
+.sheet-mar-t-smd {
+ margin-top: 4px
+}
+.sheet-pad-t-smd {
+ padding-top: 4px
+}
+.sheet-mar-t-md {
+ margin-top: 6px
+}
+.sheet-pad-t-md {
+ padding-top: 6px
+}
+.sheet-mar-t-lg {
+ margin-top: 8px
+}
+.sheet-pad-t-lg {
+ padding-top: 8px
+}
+.sheet-mar-t-xl {
+ margin-top: 16px
+}
+.sheet-pad-t-xl {
+ padding-top: 16px
+}
+.sheet-mar-t-xxl {
+ margin-top: 20px
+}
+.sheet-pad-t-xxl {
+ padding-top: 20px
+}
+.sheet-mar-r-sm {
+ margin-right: 2px
+}
+.sheet-pad-r-sm {
+ padding-right: 2px
+}
+.sheet-mar-r-smd {
+ margin-right: 4px
+}
+.sheet-pad-r-smd {
+ padding-right: 4px
+}
+.sheet-mar-r-md {
+ margin-right: 6px
+}
+.sheet-pad-r-md {
+ padding-right: 6px
+}
+.sheet-rolltemplate-5e-shaped .sheet-mar-r-md {
+ margin-right: 6px!important
+}
+.sheet-rolltemplate-5e-shaped .sheet-pad-r-md {
+ padding-right: 6px!important
+}
+.sheet-mar-r-lg {
+ margin-right: 8px
+}
+.sheet-pad-r-lg {
+ padding-right: 8px
+}
+.sheet-mar-r-xl {
+ margin-right: 16px
+}
+.sheet-pad-r-xl {
+ padding-right: 16px
+}
+.sheet-mar-r-xxl {
+ margin-right: 20px
+}
+.sheet-pad-r-xxl {
+ padding-right: 20px
+}
+.sheet-mar-b-sm {
+ margin-bottom: 2px
+}
+.sheet-pad-b-sm {
+ padding-bottom: 2px
+}
+.sheet-mar-b-smd {
+ margin-bottom: 4px
+}
+.sheet-pad-b-smd {
+ padding-bottom: 4px
+}
+.sheet-mar-b-md {
+ margin-bottom: 6px
+}
+.sheet-pad-b-md {
+ padding-bottom: 6px
+}
+.sheet-mar-b-lg {
+ margin-bottom: 8px
+}
+.sheet-pad-b-lg {
+ padding-bottom: 8px
+}
+.sheet-mar-b-xl {
+ margin-bottom: 16px
+}
+.sheet-pad-b-xl {
+ padding-bottom: 16px
+}
+.sheet-mar-b-xxl {
+ margin-bottom: 20px
+}
+.sheet-pad-b-xxl {
+ padding-bottom: 20px
+}
+.sheet-mar-l-sm {
+ margin-left: 2px
+}
+.sheet-pad-l-sm {
+ padding-left: 2px
+}
+.sheet-rolltemplate-5e-shaped .sheet-mar-l-sm {
+ margin-left: 2px!important
+}
+.sheet-rolltemplate-5e-shaped .sheet-pad-l-sm {
+ padding-left: 2px!important
+}
+.sheet-mar-l-smd {
+ margin-left: 4px
+}
+.sheet-pad-l-smd {
+ padding-left: 4px
+}
+.sheet-rolltemplate-5e-shaped .sheet-mar-l-smd {
+ margin-left: 4px!important
+}
+.sheet-rolltemplate-5e-shaped .sheet-pad-l-smd {
+ padding-left: 4px!important
+}
+.sheet-mar-l-md {
+ margin-left: 6px
+}
+.sheet-pad-l-md {
+ padding-left: 6px
+}
+.sheet-rolltemplate-5e-shaped .sheet-mar-l-md {
+ margin-left: 6px!important
+}
+.sheet-rolltemplate-5e-shaped .sheet-pad-l-md {
+ padding-left: 6px!important
+}
+.sheet-mar-l-lg {
+ margin-left: 8px
+}
+.sheet-pad-l-lg {
+ padding-left: 8px
+}
+.sheet-rolltemplate-5e-shaped .sheet-mar-l-lg {
+ margin-left: 8px!important
+}
+.sheet-rolltemplate-5e-shaped .sheet-pad-l-lg {
+ padding-left: 8px!important
+}
+.sheet-mar-l-xl {
+ margin-left: 16px
+}
+.sheet-pad-l-xl {
+ padding-left: 16px
+}
+.sheet-rolltemplate-5e-shaped .sheet-mar-l-xl {
+ margin-left: 16px!important
+}
+.sheet-rolltemplate-5e-shaped .sheet-pad-l-xl {
+ padding-left: 16px!important
+}
+.sheet-mar-l-xxl {
+ margin-left: 20px
+}
+.sheet-pad-l-xxl {
+ padding-left: 20px
+}
+.sheet-rolltemplate-5e-shaped .sheet-mar-l-xxl {
+ margin-left: 20px!important
+}
+.sheet-rolltemplate-5e-shaped .sheet-pad-l-xxl {
+ padding-left: 20px!important
+}
+.sheet-no-pad {
+ padding: 0
+}
+.sheet-col-01, .sheet-rolltemplate-5e-shaped .sheet-col-01 {
+ width: 1%
+}
+.sheet-col-02, .sheet-rolltemplate-5e-shaped .sheet-col-02 {
+ width: 2%
+}
+.sheet-col-03, .sheet-rolltemplate-5e-shaped .sheet-col-03 {
+ width: 3%
+}
+.sheet-col-04, .sheet-rolltemplate-5e-shaped .sheet-col-04 {
+ width: 4%
+}
+.sheet-col-05, .sheet-rolltemplate-5e-shaped .sheet-col-05 {
+ width: 5%
+}
+.sheet-col-06, .sheet-rolltemplate-5e-shaped .sheet-col-06 {
+ width: 6%
+}
+.sheet-col-07, .sheet-rolltemplate-5e-shaped .sheet-col-07 {
+ width: 7%
+}
+.sheet-col-08, .sheet-rolltemplate-5e-shaped .sheet-col-08 {
+ width: 8%
+}
+.sheet-col-09, .sheet-rolltemplate-5e-shaped .sheet-col-09 {
+ width: 9%
+}
+.sheet-col-10, .sheet-rolltemplate-5e-shaped .sheet-col-10 {
+ width: 10%
+}
+.sheet-col-11, .sheet-rolltemplate-5e-shaped .sheet-col-11 {
+ width: 11%
+}
+.sheet-col-12, .sheet-rolltemplate-5e-shaped .sheet-col-12 {
+ width: 12%
+}
+.sheet-col-13, .sheet-rolltemplate-5e-shaped .sheet-col-13 {
+ width: 13%
+}
+.sheet-col-14, .sheet-rolltemplate-5e-shaped .sheet-col-14 {
+ width: 14%
+}
+.sheet-col-15, .sheet-rolltemplate-5e-shaped .sheet-col-15 {
+ width: 15%
+}
+.sheet-col-16, .sheet-rolltemplate-5e-shaped .sheet-col-16 {
+ width: 16%
+}
+.sheet-col-17, .sheet-rolltemplate-5e-shaped .sheet-col-17 {
+ width: 17%
+}
+.sheet-col-18, .sheet-rolltemplate-5e-shaped .sheet-col-18 {
+ width: 18%
+}
+.sheet-col-19, .sheet-rolltemplate-5e-shaped .sheet-col-19 {
+ width: 19%
+}
+.sheet-col-20, .sheet-rolltemplate-5e-shaped .sheet-col-20 {
+ width: 20%
+}
+.sheet-col-21, .sheet-rolltemplate-5e-shaped .sheet-col-21 {
+ width: 21%
+}
+.sheet-col-22, .sheet-rolltemplate-5e-shaped .sheet-col-22 {
+ width: 22%
+}
+.sheet-col-23, .sheet-rolltemplate-5e-shaped .sheet-col-23 {
+ width: 23%
+}
+.sheet-col-24, .sheet-rolltemplate-5e-shaped .sheet-col-24 {
+ width: 24%
+}
+.sheet-col-25, .sheet-rolltemplate-5e-shaped .sheet-col-25 {
+ width: 25%
+}
+.sheet-col-26, .sheet-rolltemplate-5e-shaped .sheet-col-26 {
+ width: 26%
+}
+.sheet-col-27, .sheet-rolltemplate-5e-shaped .sheet-col-27 {
+ width: 27%
+}
+.sheet-col-28, .sheet-rolltemplate-5e-shaped .sheet-col-28 {
+ width: 28%
+}
+.sheet-col-29, .sheet-rolltemplate-5e-shaped .sheet-col-29 {
+ width: 29%
+}
+.sheet-col-30, .sheet-rolltemplate-5e-shaped .sheet-col-30 {
+ width: 30%
+}
+.sheet-col-31, .sheet-rolltemplate-5e-shaped .sheet-col-31 {
+ width: 31%
+}
+.sheet-col-32, .sheet-rolltemplate-5e-shaped .sheet-col-32 {
+ width: 32%
+}
+.sheet-col-33, .sheet-rolltemplate-5e-shaped .sheet-col-33 {
+ width: 33%
+}
+.sheet-col-34, .sheet-rolltemplate-5e-shaped .sheet-col-34 {
+ width: 34%
+}
+.sheet-col-35, .sheet-rolltemplate-5e-shaped .sheet-col-35 {
+ width: 35%
+}
+.sheet-col-36, .sheet-rolltemplate-5e-shaped .sheet-col-36 {
+ width: 36%
+}
+.sheet-col-37, .sheet-rolltemplate-5e-shaped .sheet-col-37 {
+ width: 37%
+}
+.sheet-col-38, .sheet-rolltemplate-5e-shaped .sheet-col-38 {
+ width: 38%
+}
+.sheet-col-39, .sheet-rolltemplate-5e-shaped .sheet-col-39 {
+ width: 39%
+}
+.sheet-col-40, .sheet-rolltemplate-5e-shaped .sheet-col-40 {
+ width: 40%
+}
+.sheet-col-41, .sheet-rolltemplate-5e-shaped .sheet-col-41 {
+ width: 41%
+}
+.sheet-col-42, .sheet-rolltemplate-5e-shaped .sheet-col-42 {
+ width: 42%
+}
+.sheet-col-43, .sheet-rolltemplate-5e-shaped .sheet-col-43 {
+ width: 43%
+}
+.sheet-col-44, .sheet-rolltemplate-5e-shaped .sheet-col-44 {
+ width: 44%
+}
+.sheet-col-45, .sheet-rolltemplate-5e-shaped .sheet-col-45 {
+ width: 45%
+}
+.sheet-col-46, .sheet-rolltemplate-5e-shaped .sheet-col-46 {
+ width: 46%
+}
+.sheet-col-47, .sheet-rolltemplate-5e-shaped .sheet-col-47 {
+ width: 47%
+}
+.sheet-col-48, .sheet-rolltemplate-5e-shaped .sheet-col-48 {
+ width: 48%
+}
+.sheet-col-49, .sheet-rolltemplate-5e-shaped .sheet-col-49 {
+ width: 49%
+}
+.sheet-col-50, .sheet-rolltemplate-5e-shaped .sheet-col-50 {
+ width: 50%
+}
+.sheet-col-51, .sheet-rolltemplate-5e-shaped .sheet-col-51 {
+ width: 51%
+}
+.sheet-col-52, .sheet-rolltemplate-5e-shaped .sheet-col-52 {
+ width: 52%
+}
+.sheet-col-53, .sheet-rolltemplate-5e-shaped .sheet-col-53 {
+ width: 53%
+}
+.sheet-col-54, .sheet-rolltemplate-5e-shaped .sheet-col-54 {
+ width: 54%
+}
+.sheet-col-55, .sheet-rolltemplate-5e-shaped .sheet-col-55 {
+ width: 55%
+}
+.sheet-col-56, .sheet-rolltemplate-5e-shaped .sheet-col-56 {
+ width: 56%
+}
+.sheet-col-57, .sheet-rolltemplate-5e-shaped .sheet-col-57 {
+ width: 57%
+}
+.sheet-col-58, .sheet-rolltemplate-5e-shaped .sheet-col-58 {
+ width: 58%
+}
+.sheet-col-59, .sheet-rolltemplate-5e-shaped .sheet-col-59 {
+ width: 59%
+}
+.sheet-col-60, .sheet-rolltemplate-5e-shaped .sheet-col-60 {
+ width: 60%
+}
+.sheet-col-61, .sheet-rolltemplate-5e-shaped .sheet-col-61 {
+ width: 61%
+}
+.sheet-col-62, .sheet-rolltemplate-5e-shaped .sheet-col-62 {
+ width: 62%
+}
+.sheet-col-63, .sheet-rolltemplate-5e-shaped .sheet-col-63 {
+ width: 63%
+}
+.sheet-col-64, .sheet-rolltemplate-5e-shaped .sheet-col-64 {
+ width: 64%
+}
+.sheet-col-65, .sheet-rolltemplate-5e-shaped .sheet-col-65 {
+ width: 65%
+}
+.sheet-col-66, .sheet-rolltemplate-5e-shaped .sheet-col-66 {
+ width: 66%
+}
+.sheet-col-67, .sheet-rolltemplate-5e-shaped .sheet-col-67 {
+ width: 67%
+}
+.sheet-col-68, .sheet-rolltemplate-5e-shaped .sheet-col-68 {
+ width: 68%
+}
+.sheet-col-69, .sheet-rolltemplate-5e-shaped .sheet-col-69 {
+ width: 69%
+}
+.sheet-col-70, .sheet-rolltemplate-5e-shaped .sheet-col-70 {
+ width: 70%
+}
+.sheet-col-71, .sheet-rolltemplate-5e-shaped .sheet-col-71 {
+ width: 71%
+}
+.sheet-col-72, .sheet-rolltemplate-5e-shaped .sheet-col-72 {
+ width: 72%
+}
+.sheet-col-73, .sheet-rolltemplate-5e-shaped .sheet-col-73 {
+ width: 73%
+}
+.sheet-col-74, .sheet-rolltemplate-5e-shaped .sheet-col-74 {
+ width: 74%
+}
+.sheet-col-75, .sheet-rolltemplate-5e-shaped .sheet-col-75 {
+ width: 75%
+}
+.sheet-col-76, .sheet-rolltemplate-5e-shaped .sheet-col-76 {
+ width: 76%
+}
+.sheet-col-77, .sheet-rolltemplate-5e-shaped .sheet-col-77 {
+ width: 77%
+}
+.sheet-col-78, .sheet-rolltemplate-5e-shaped .sheet-col-78 {
+ width: 78%
+}
+.sheet-col-79, .sheet-rolltemplate-5e-shaped .sheet-col-79 {
+ width: 79%
+}
+.sheet-col-80, .sheet-rolltemplate-5e-shaped .sheet-col-80 {
+ width: 80%
+}
+.sheet-col-81, .sheet-rolltemplate-5e-shaped .sheet-col-81 {
+ width: 81%
+}
+.sheet-col-82, .sheet-rolltemplate-5e-shaped .sheet-col-82 {
+ width: 82%
+}
+.sheet-col-83, .sheet-rolltemplate-5e-shaped .sheet-col-83 {
+ width: 83%
+}
+.sheet-col-84, .sheet-rolltemplate-5e-shaped .sheet-col-84 {
+ width: 84%
+}
+.sheet-col-85, .sheet-rolltemplate-5e-shaped .sheet-col-85 {
+ width: 85%
+}
+.sheet-col-86, .sheet-rolltemplate-5e-shaped .sheet-col-86 {
+ width: 86%
+}
+.sheet-col-87, .sheet-rolltemplate-5e-shaped .sheet-col-87 {
+ width: 87%
+}
+.sheet-col-88, .sheet-rolltemplate-5e-shaped .sheet-col-88 {
+ width: 88%
+}
+.sheet-col-89, .sheet-rolltemplate-5e-shaped .sheet-col-89 {
+ width: 89%
+}
+.sheet-col-90, .sheet-rolltemplate-5e-shaped .sheet-col-90 {
+ width: 90%
+}
+.sheet-col-91, .sheet-rolltemplate-5e-shaped .sheet-col-91 {
+ width: 91%
+}
+.sheet-col-92, .sheet-rolltemplate-5e-shaped .sheet-col-92 {
+ width: 92%
+}
+.sheet-col-93, .sheet-rolltemplate-5e-shaped .sheet-col-93 {
+ width: 93%
+}
+.sheet-col-94, .sheet-rolltemplate-5e-shaped .sheet-col-94 {
+ width: 94%
+}
+.sheet-col-95, .sheet-rolltemplate-5e-shaped .sheet-col-95 {
+ width: 95%
+}
+.sheet-col-96, .sheet-rolltemplate-5e-shaped .sheet-col-96 {
+ width: 96%
+}
+.sheet-col-97, .sheet-rolltemplate-5e-shaped .sheet-col-97 {
+ width: 97%
+}
+.sheet-col-98, .sheet-rolltemplate-5e-shaped .sheet-col-98 {
+ width: 98%
+}
+.sheet-col-99, .sheet-rolltemplate-5e-shaped .sheet-col-99 {
+ width: 99%
+}
+.sheet-col-100, .sheet-rolltemplate-5e-shaped .sheet-col-100 {
+ width: 100%
+}
+.sheet-auto-expand-wrap {
+ display: inline-block;
+ position: relative
+}
+.sheet-auto-expand-wrap input, .sheet-auto-expand-wrap select, .sheet-auto-expand-wrap textarea {
+ left: 0;
+ position: absolute
+}
+.sheet-auto-expand-wrap textarea~.sheet-auto-expand-text {
+ margin-right: 4px
+}
+.sheet-auto-expand-wrap input[type=number]:not(.sheet-no-spin)~.sheet-auto-expand-text {
+ margin-right: 17px
+}
+.sheet-auto-expand-text {
+ display: block;
+ min-height: 1em;
+ min-width: 11px;
+ padding: 0 1px;
+ visibility: hidden;
+ white-space: nowrap
+}
+.sheet-auto-expand-text.sheet-min-2-rem {
+ min-width: 2rem
+}
+.sheet-auto-expand-text.sheet-min-3-rem {
+ min-width: 3rem
+}
+_:-moz-tree-row(hover), select+.sheet-auto-expand-text {
+ margin-right: 7px
+}
+.sheet-1-rem {
+ width: 16px
+}
+.sheet-2-rem {
+ width: 32px
+}
+.sheet-3-rem {
+ width: 48px
+}
+.sheet-4-rem {
+ width: 64px
+}
+.sheet-5-rem {
+ width: 80px
+}
+.sheet-6-rem {
+ width: 96px
+}
+.sheet-7-rem {
+ width: 112px
+}
+.sheet-8-rem {
+ width: 128px
+}
+.sheet-9-rem {
+ width: 144px
+}
+.sheet-10-rem {
+ width: 160px
+}
+.sheet-11-rem {
+ width: 176px
+}
+.sheet-12-rem {
+ width: 192px
+}
+.sheet-13-rem {
+ width: 208px
+}
+.sheet-14-rem {
+ width: 224px
+}
+.sheet-15-rem {
+ width: 240px
+}
+.sheet-16-rem {
+ width: 256px
+}
+.sheet-17-rem {
+ width: 272px
+}
+.sheet-18-rem {
+ width: 288px
+}
+.sheet-19-rem {
+ width: 304px
+}
+.sheet-20-rem {
+ width: 320px
+}
+.sheet-21-rem {
+ width: 336px
+}
+.sheet-22-rem {
+ width: 352px
+}
+.sheet-23-rem {
+ width: 368px
+}
+.sheet-24-rem {
+ width: 384px
+}
+.sheet-25-rem {
+ width: 400px
+}
+.sheet-26-rem {
+ width: 416px
+}
+.sheet-27-rem {
+ width: 432px
+}
+.sheet-28-rem {
+ width: 448px
+}
+.sheet-29-rem {
+ width: 464px
+}
+.sheet-30-rem {
+ width: 480px
+}
+.sheet-1-5-rem {
+ width: 1.5rem
+}
+.sheet-3-5-rem {
+ width: 3.5rem
+}
+.sheet-height-100 {
+ height: 100%
+}
+.sheet-wrapper-button {
+ width: 100%
+}
+.sheet-no-overflow {
+ overflow: hidden;
+ text-overflow: ellipsis;
+ white-space: nowrap
+}
+.sheet-overflow-hidden {
+ overflow: hidden
+}
+.sheet-white-space-nowrap {
+ white-space: nowrap
+}
+.sheet-hidden, .sheet-srd-hidden {
+ display: none!important
+}
+.sheet-visibility-hidden {
+ visibility: hidden!important
+}
+input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-visibility-hidden-in-presentation {
+ visibility: hidden!important
+}
+input.sheet-toggle-edit-mode:not([value='1'])~div .itemcontrol {
+ display: none!important
+}
+.sheet-ammo .repcontainer, .sheet-equipment .repcontainer, .sheet-features .repcontainer, .sheet-flex, .sheet-offense .repcontainer, .sheet-rolltemplate-5e-shaped .sheet-shaped-row, .sheet-section-npc .sheet-skills .repcontainer, .sheet-shaped-row, .sheet-spells .repcontainer, .sheet-utility .repcontainer {
+ display: flex;
+ flex-wrap: wrap
+}
+.sheet-ammo .repcontainer.sheet-column, .sheet-equipment .repcontainer.sheet-column, .sheet-features .repcontainer.sheet-column, .sheet-flex.sheet-column, .sheet-offense .repcontainer.sheet-column, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-column, .sheet-section-npc .sheet-skills .repcontainer.sheet-column, .sheet-shaped-row.sheet-column, .sheet-spells .repcontainer.sheet-column, .sheet-utility .repcontainer.sheet-column {
+ flex-direction: column
+}
+.sheet-ammo .repcontainer.sheet-center, .sheet-equipment .repcontainer.sheet-center, .sheet-features .repcontainer.sheet-center, .sheet-flex.sheet-center, .sheet-offense .repcontainer.sheet-center, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-center, .sheet-section-npc .sheet-skills .repcontainer.sheet-center, .sheet-shaped-row.sheet-center, .sheet-spells .repcontainer.sheet-center, .sheet-utility .repcontainer.sheet-center {
+ justify-content: center
+}
+.sheet-ammo .repcontainer.sheet-space-around, .sheet-equipment .repcontainer.sheet-space-around, .sheet-features .repcontainer.sheet-space-around, .sheet-flex.sheet-space-around, .sheet-offense .repcontainer.sheet-space-around, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-space-around, .sheet-section-npc .sheet-skills .repcontainer.sheet-space-around, .sheet-shaped-row.sheet-space-around, .sheet-spells .repcontainer.sheet-space-around, .sheet-utility .repcontainer.sheet-space-around {
+ justify-content: space-around
+}
+.sheet-ammo .repcontainer.sheet-space-between, .sheet-equipment .repcontainer.sheet-space-between, .sheet-features .repcontainer.sheet-space-between, .sheet-flex.sheet-space-between, .sheet-offense .repcontainer.sheet-space-between, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-space-between, .sheet-section-npc .sheet-skills .repcontainer.sheet-space-between, .sheet-shaped-row.sheet-space-between, .sheet-spells .repcontainer.sheet-space-between, .sheet-utility .repcontainer.sheet-space-between {
+ justify-content: space-between
+}
+.sheet-ammo .repcontainer.sheet-justify-flex-end, .sheet-equipment .repcontainer.sheet-justify-flex-end, .sheet-features .repcontainer.sheet-justify-flex-end, .sheet-flex.sheet-justify-flex-end, .sheet-offense .repcontainer.sheet-justify-flex-end, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-justify-flex-end, .sheet-section-npc .sheet-skills .repcontainer.sheet-justify-flex-end, .sheet-shaped-row.sheet-justify-flex-end, .sheet-spells .repcontainer.sheet-justify-flex-end, .sheet-utility .repcontainer.sheet-justify-flex-end {
+ justify-content: flex-end
+}
+.sheet-ammo .repcontainer.sheet-align-flex-start, .sheet-equipment .repcontainer.sheet-align-flex-start, .sheet-features .repcontainer.sheet-align-flex-start, .sheet-flex.sheet-align-flex-start, .sheet-offense .repcontainer.sheet-align-flex-start, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-align-flex-start, .sheet-section-npc .sheet-skills .repcontainer.sheet-align-flex-start, .sheet-shaped-row.sheet-align-flex-start, .sheet-spells .repcontainer.sheet-align-flex-start, .sheet-utility .repcontainer.sheet-align-flex-start {
+ align-items: flex-start
+}
+.sheet-ammo .repcontainer.sheet-align-center, .sheet-equipment .repcontainer.sheet-align-center, .sheet-features .repcontainer.sheet-align-center, .sheet-flex.sheet-align-center, .sheet-offense .repcontainer.sheet-align-center, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-align-center, .sheet-section-npc .sheet-skills .repcontainer.sheet-align-center, .sheet-shaped-row.sheet-align-center, .sheet-spells .repcontainer.sheet-align-center, .sheet-utility .repcontainer.sheet-align-center {
+ align-items: center
+}
+.sheet-ammo .repcontainer.sheet-align-flex-end, .sheet-equipment .repcontainer.sheet-align-flex-end, .sheet-features .repcontainer.sheet-align-flex-end, .sheet-flex.sheet-align-flex-end, .sheet-offense .repcontainer.sheet-align-flex-end, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-align-flex-end, .sheet-section-npc .sheet-skills .repcontainer.sheet-align-flex-end, .sheet-shaped-row.sheet-align-flex-end, .sheet-spells .repcontainer.sheet-align-flex-end, .sheet-utility .repcontainer.sheet-align-flex-end {
+ align-items: flex-end
+}
+.sheet-ammo .repcontainer.sheet-no-wrap, .sheet-equipment .repcontainer.sheet-no-wrap, .sheet-features .repcontainer.sheet-no-wrap, .sheet-flex.sheet-no-wrap, .sheet-offense .repcontainer.sheet-no-wrap, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-no-wrap, .sheet-section-npc .sheet-skills .repcontainer.sheet-no-wrap, .sheet-shaped-row.sheet-no-wrap, .sheet-spells .repcontainer.sheet-no-wrap, .sheet-utility .repcontainer.sheet-no-wrap {
+ flex-wrap: nowrap
+}
+.sheet-vert-align-top {
+ vertical-align: top
+}
+.sheet-ammo .repcontainer, .sheet-equipment .repcontainer, .sheet-features .repcontainer, .sheet-offense .repcontainer, .sheet-rolltemplate-5e-shaped .sheet-shaped-row, .sheet-section-npc .sheet-skills .repcontainer, .sheet-shaped-row, .sheet-spells .repcontainer, .sheet-utility .repcontainer {
+ flex-direction: row
+}
+.sheet-outer-side {
+ width: 45px
+}
+.sheet-gm-info-block, .sheet-gm-info-flex, .sheet-gm-info-inline-block, .sheet-rolltemplate-5e-shaped .sheet-gm-info-block, .sheet-rolltemplate-5e-shaped .sheet-gm-info-flex, .sheet-rolltemplate-5e-shaped .sheet-gm-info-inline-block {
+ background-color: #f2f5d3!important;
+ display: none
+}
+input.sheet-toggle-filter-condense[value='1']~div .sheet-condense, input.sheet-toggle-filter-content:not([value='1'])~div .sheet-content {
+ display: none
+}
+.sheet-equipment .repcontainer, .sheet-features .repcontainer, .sheet-offense .repcontainer, .sheet-spells .repcontainer, .sheet-utility .repcontainer {
+ width: 100%
+}
+.sheet-equipment .repcontrol, .sheet-features .repcontrol, .sheet-offense .repcontrol, .sheet-spells .repcontrol, .sheet-utility .repcontrol {
+ width: 100%
+}
+.sheet-equipment .repitem, .sheet-features .repitem, .sheet-offense .repitem, .sheet-spells .repitem, .sheet-utility .repitem {
+ width: 100%
+}
+::-webkit-scrollbar {
+ height: 6px;
+ width: 6px
+}
+::-webkit-scrollbar-button {
+ height: 0;
+ width: 0
+}
+::-webkit-scrollbar-thumb {
+ background: #708090;
+ border: 0;
+ border-radius: 0
+}
+::-webkit-scrollbar-thumb:hover {
+ background: #5e6b77
+}
+::-webkit-scrollbar-thumb :active {
+ background: #4c565f
+}
+::-webkit-scrollbar-track {
+ background: rgba(0, 0, 0, .12);
+ border: 0;
+ border-radius: 0
+}
+::-webkit-scrollbar-track:active, ::-webkit-scrollbar-track:hover {
+ background: rgba(0, 0, 0, .12)
+}
+::-webkit-scrollbar-corner {
+ background: 0 0
+}
+hr {
+ background-image: linear-gradient(to right, rgba(0, 0, 0, 0), rgba(0, 0, 0, .75), rgba(0, 0, 0, 0));
+ border: 0;
+ height: 1px;
+ margin: 5px 0
+}
+.sheet-no-background {
+ background-color: transparent!important
+}
+.charsheet {
+ background: #fff;
+ margin-top: -10px;
+ padding: 1px 2px!important
+}
+.sheet-wrap-box {
+ background-color: #fff;
+ border: 1px solid #000;
+ border-radius: 4px;
+ padding: 2px
+}
+.sheet-heading {
+ font-weight: 700
+}
+.sheet-ability-name, .sheet-wrap-box-label, .sheet-wrap-box-title {
+ text-transform: uppercase
+}
+.sheet-ability-name, .sheet-wrap-box-title {
+ font-weight: 700
+}
+.sheet-wrap-box-title {
+ font-size: 8px;
+ margin-top: 2px;
+ text-shadow: -1px 0 #fff, 0 1px #fff, 1px 0 #fff, 0 -1px #fff
+}
+.sheet-wrapper-button .sheet-wrap-box-title {
+ margin-top: 1px
+}
+.sheet-wrap-box-label {
+ font-size: 9px
+}
+.sheet-light-label {
+ color: #a7a7a7
+}
+.sheet-bold, .sheet-rolltemplate-5e-shaped .sheet-bold {
+ font-weight: 700
+}
+.sheet-italic, .sheet-rolltemplate-5e-shaped .sheet-italic {
+ font-style: italic
+}
+.sheet-capitalize, .sheet-rolltemplate-5e-shaped .sheet-capitalize {
+ text-transform: capitalize!important
+}
+.sheet-lowercase, .sheet-rolltemplate-5e-shaped .sheet-lowercase {
+ text-transform: lowercase!important
+}
+.sheet-rolltemplate-5e-shaped .sheet-uppercase, .sheet-uppercase {
+ text-transform: uppercase!important
+}
+.sheet-border-bottom {
+ border-bottom: 1px solid #ccc!important
+}
+.sheet-border-top {
+ border-top: 1px solid #ccc
+}
+.sheet-border-right, .sheet-rolltemplate-5e-shaped .sheet-border-right {
+ border-right: 1px solid #000
+}
+.sheet-border-left, .sheet-rolltemplate-5e-shaped .sheet-border-left {
+ border-left: 1px solid #000
+}
+.sheet-pictos {
+ font-family: Pictos;
+ font-size: 12px
+}
+.sheet-rolltemplate-5e-shaped .sheet-zebra, .sheet-zebra {
+ background-color: #e6fff9;
+ border-bottom-left-radius: 4px;
+ border-bottom-right-radius: 4px
+}
+.sheet-zebra-rows .sheet-shaped-row:nth-child(even) {
+ background-color: #e6fff9
+}
+.sheet-zebra-rows input {
+ background: 0 0
+}
+.sheet-rolltemplate-5e-shaped .sheet-small-label, .sheet-small-label {
+ font-size: 10px
+}
+.sheet-rolltemplate-5e-shaped .sheet-small-label input, .sheet-small-label input {
+ font-size: 10px!important
+}
+.sheet-small-font {
+ font-size: 9px
+}
+.sheet-small-font input {
+ font-size: 9px!important
+}
+.sheet-input-like {
+ display: inline-block;
+ padding: 0 1px;
+ white-space: nowrap;
+ width: 21px
+}
+.sheet-big-text {
+ font-size: 16px;
+ line-height: 16px
+}
+.sheet-big-font {
+ font-size: 15px
+}
+.sheet-giant-font {
+ font-size: 22px
+}
+.sheet-white-space-no-wrap {
+ white-space: nowrap
+}
+.sheet-wrap {
+ word-wrap: break-word
+}
+.sheet-medium-checkbox {
+ -webkit-transform: scale(.9);
+ transform: scale(.9)
+}
+.sheet-small-checkbox {
+ -webkit-transform: scale(.8);
+ transform: scale(.8)
+}
+.sheet-checkbox-label, .sheet-checkbox-label-md, .sheet-checkbox-label-sm {
+ cursor: pointer
+}
+.sheet-checkbox-label-sm {
+ font-size: 10px
+}
+.sheet-checkbox-label-sm input[type=checkbox] {
+ margin-top: -1px;
+ -webkit-transform: scale(.6);
+ transform: scale(.6)
+}
+.sheet-checkbox-label-md {
+ font-size: 85%
+}
+.sheet-checkbox-label-md input[type=checkbox] {
+ margin-top: -1px;
+ -webkit-transform: scale(.7);
+ transform: scale(.7)
+}
+.sheet-pseudo-button-wrapper, .sheet-round-checkbox-wrapper {
+ cursor: pointer
+}
+.sheet-pseudo-button-wrapper input, .sheet-round-checkbox-wrapper input {
+ display: none
+}
+.sheet-round-checkbox-wrapper input:checked+.sheet-pseudo-circle {
+ background-color: #879a6a
+}
+.sheet-round-checkbox-wrapper .sheet-pseudo-circle {
+ border: 1px solid #000;
+ border-radius: 50%;
+ display: block;
+ height: 9px;
+ width: 9px
+}
+.sheet-pseudo-button-wrapper {
+ display: inline-block;
+ margin: 0 1px
+}
+.sheet-pseudo-button-wrapper.sheet-space-below {
+ margin-bottom: 1px
+}
+.sheet-pseudo-button-wrapper input:checked+span {
+ background-color: #51624b
+}
+.sheet-pseudo-button-wrapper.sheet-page input:checked+span, .sheet-pseudo-button-wrapper.sheet-page input:checked+span+span {
+ background-color: #416696!important
+}
+.sheet-pseudo-button-wrapper.sheet-page .sheet-pictos {
+ padding-bottom: 1px
+}
+.sheet-pseudo-button-wrapper>span {
+ background-color: #a7a7a7;
+ border-radius: 4px;
+ color: #fff;
+ overflow: hidden;
+ padding: 0 3px;
+ text-align: center
+}
+.sheet-section-npc .sheet-pseudo-button-wrapper>span {
+ font-size: 11px
+}
+.sheet-pseudo-button-wrapper.sheet-visible-button>span {
+ background-color: #3f88e6!important;
+ box-shadow: 0 2px 5px 0 rgba(0, 0, 0, .3);
+ color: #fff;
+ padding: 1px 3px
+}
+.sheet-pseudo-button-wrapper.sheet-visible-button:active>span {
+ box-shadow: 0 4px 8px 0 rgba(0, 0, 0, .3)
+}
+.sheet-gray-bg {
+ background: #dedede
+}
+.sheet-connected-bubbles-label {
+ font-size: 8px;
+ text-transform: uppercase
+}
+.sheet-bubble-radio, .sheet-bubble-radio-clear {
+ opacity: 0;
+ position: relative;
+ z-index: 6
+}
+.sheet-bubble-radio-clear:checked~.sheet-bubble-radio+.sheet-bubble, .sheet-bubble-radio:checked~.sheet-bubble-radio+.sheet-bubble {
+ background-color: #fff
+}
+.sheet-bubble-clear, .sheet-bubble-radio-clear {
+ left: -13px;
+ position: absolute
+}
+.sheet-bubble-radio-clear:checked+.sheet-bubble-clear {
+ opacity: 0
+}
+.sheet-bubble-clear {
+ border: 0;
+ color: #980000;
+ font-size: 15px;
+ line-height: 15px
+}
+.sheet-bubble, .sheet-bubble-radio {
+ height: 13px;
+ width: 13px
+}
+.sheet-bubble-radio:not([value='1']) {
+ margin-left: 5px
+}
+.sheet-bubble {
+ background-color: #922610;
+ border: 1px solid #000;
+ border-radius: 50%;
+ display: inline-block;
+ margin-left: -13px;
+ position: relative;
+ vertical-align: middle;
+ z-index: 5
+}
+.sheet-connected-bubbles-hr, .sheet-connected-bubbles-hr-second {
+ background-image: none;
+ left: 0;
+ margin: 0;
+ position: absolute;
+ width: 100%
+}
+.sheet-connected-bubbles-hr {
+ border-bottom: 2px solid #000;
+ top: 4px
+}
+.sheet-connected-bubbles-hr-second {
+ border-bottom: 1px solid #000;
+ top: 7px
+}
+.sheet-warning {
+ color: red!important
+}
+button, input[type=number], input[type=text], select, textarea {
+ border: 0;
+ border-radius: 0;
+ box-shadow: none;
+ margin-bottom: 0!important
+}
+button:focus, input[type=number]:focus, input[type=text]:focus, select:focus, textarea:focus {
+ outline: 0
+}
+input, select, textarea {
+ background-color: transparent;
+ color: #000;
+ font-size: 11px;
+ padding: 0
+}
+input[type=number], input[type=text], select, textarea {
+ width: 100%!important
+}
+select {
+ -webkit-appearance: none;
+ -moz-appearance: none;
+ appearance: none;
+ height: inherit
+}
+input[type=number] {
+ text-align: center
+}
+.sheet-pseudo-input {
+ display: block;
+ min-height: 13px;
+ padding: 0
+}
+input[type=number].sheet-no-spin {
+ -moz-appearance: textfield
+}
+input[type=number].sheet-no-spin::-webkit-inner-spin-button, input[type=number].sheet-no-spin::-webkit-outer-spin-button {
+ -webkit-appearance: none;
+ appearance: none;
+ margin: 0
+}
+textarea {
+ height: 150px;
+ resize: both
+}
+.sheet-one-line-textarea, .sheet-xs-textarea {
+ height: 1.273em
+}
+.sheet-two-line-textarea {
+ height: 2.4em
+}
+.sheet-max-two-line-textarea {
+ max-height: 2.4em
+}
+.sheet-three-line-textarea {
+ height: 3.4em
+}
+.sheet-four-line-textarea {
+ height: 4.5em
+}
+.sheet-five-line-textarea {
+ height: 65px
+}
+.sheet-six-line-textarea {
+ height: 7em
+}
+.sheet-twenty-line-textarea {
+ height: 206px
+}
+.sheet-thirty-line-textarea {
+ height: 392px
+}
+input.sheet-ability-check-toggle:not(:checked)~.sheet-ability-check, input.sheet-ability-score-toggle:not(:checked)~.sheet-ability-score, input.sheet-ac-toggle:not(:checked)~.sheet-ac, input.sheet-attack-ammo[value='']~.sheet-ammo-per-use, input.sheet-attack-second-damage-condition[value='']~.sheet-damage, input.sheet-attack-toggle:checked~.sheet-attack-reverse, input.sheet-attack-toggle:not(:checked)~.sheet-attack, input.sheet-attack-type[value=MELEE_SPELL_ATTACK]~.sheet-range, input.sheet-attack-type[value=MELEE_WEAPON_ATTACK]~.sheet-range, input.sheet-attack-type[value=RANGED_SPELL_ATTACK]~.sheet-reach, input.sheet-attack-type[value=RANGED_WEAPON_ATTACK]~.sheet-reach, input.sheet-damage-toggle:not(:checked)~.sheet-damage, input.sheet-death-saving-throw-chances:not([value='5'])~div .sheet-5-death-saving-throws, input.sheet-distance-system:not([value=FEET])~div .sheet-feet, input.sheet-distance-system:not([value=METERS])~div .sheet-meters, input.sheet-heal-toggle:checked~.sheet-heal-reverse, input.sheet-heal-toggle:not(:checked)~.sheet-heal, input.sheet-other-damage-toggle:checked~.sheet-other-damage-reverse, input.sheet-other-damage-toggle:not(:checked)~.sheet-other-damage, input.sheet-other-second-damage-condition[value='']~.sheet-damage, input.sheet-recharges[value='']~.sheet-uses-max, input.sheet-saving-throw-second-damage-condition[value='']~.sheet-damage, input.sheet-saving-throw-toggle:checked~.sheet-saving-throw-reverse, input.sheet-saving-throw-toggle:not(:checked)~.sheet-saving-throw, input.sheet-show-attacks-vs-target-ac:not([value='1'])~div .sheet-attacks-vs-target-ac, input.sheet-show-crit-range:not([value='1'])~div .sheet-crit-range, input.sheet-show-dice-modifiers:not([value='1'])~div .sheet-dice-modifier, input.sheet-show-extra-on-a-crit:not([value='1'])~div .sheet-extra-on-a-crit, input.sheet-show-uses:not(:checked)~.sheet-show-uses, input.sheet-show-weight:not([value='1'])~div .sheet-weight, input.sheet-special-effects-toggle:not(:checked)~.sheet-special-effects, input.sheet-spell-points-name:not([value=KI])~div .sheet-ki, input.sheet-spell-points-name:not([value=MANA])~div .sheet-mana, input.sheet-spell-points-name:not([value=PSI])~div .sheet-psi, input.sheet-spell-points-name:not([value=SORCERY])~div .sheet-sorcery, input.sheet-spell-points-name:not([value=SPELL_POINTS])~div .sheet-spell-points-word, input.sheet-spell-toggle:not(:checked)~.sheet-spell, input.sheet-toggle-custom-class-name:not([value='1'])~.sheet-custom-class-name, input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-edit, input.sheet-toggle-edit-mode[value='1']~div .sheet-presentation, input.sheet-toggle-hd-d10[value='']~div.sheet-hd-d10, input.sheet-toggle-hd-d12[value='']~div.sheet-hd-d12, input.sheet-toggle-hd-d20[value='']~div.sheet-hd-d20, input.sheet-toggle-hd-d2[value='']~div.sheet-hd-d2, input.sheet-toggle-hd-d4[value='']~div.sheet-hd-d4, input.sheet-toggle-hd-d6[value='']~div.sheet-hd-d6, input.sheet-toggle-hd-d8[value='']~div.sheet-hd-d8, input.sheet-toggle-honor:not([value='1'])~div .sheet-honor, input.sheet-toggle-honor:not([value='1'])~input.sheet-toggle-luck:not([value='1'])~input.sheet-toggle-sanity:not([value='1'])~div .sheet-honor-or-luck-or-sanity, input.sheet-toggle-icon-settings:not(:checked)~div .sheet-details, input.sheet-toggle-icon-settings:not(:checked)~div.sheet-details, input.sheet-toggle-luck:not([value='1'])~div .sheet-luck, input.sheet-toggle-luck:not([value='1'])~input.sheet-toggle-sanity:not([value='1'])~div .sheet-luck-or-sanity, input.sheet-toggle-sanity:not([value='1'])~div .sheet-sanity, input.sheet-toggle-use-custom-saving-throws:not([value='1'])~div .sheet-custom-saving-throw, input.sheet-toggle-use-custom-saving-throws[value='1']~div .sheet-default-saving-throw, input.sheet-toggle-warlock-slots:not([value='1'])~div .sheet-has-warlock-slots, input.sheet-weight-system:not([value=KILOGRAMS])~div .sheet-kilos, input.sheet-weight-system:not([value=POUNDS])~div .sheet-pounds {
+ display: none
+}
+input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-cost[value='']~.sheet-show-cost, input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-recharge[value='']~.sheet-show-recharge, input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-uses[value='']~.sheet-has-uses-max[value='']~.sheet-has-recharge[value='']~.sheet-show-uses-recharge, input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-uses[value='']~.sheet-has-uses-max[value='']~.sheet-show-uses {
+ display: none
+}
+.sheet-show-uses {
+ text-indent: initial
+}
+.sheet-textarea-checkbox {
+ padding-right: 9px
+}
+input[type=checkbox].sheet-content-toggle, input[type=checkbox].sheet-higher-level-toggle {
+ position: absolute;
+ right: -2px;
+ top: -1px
+}
+input[type=hidden].sheet-content-toggle:not([value='1'])~button .sheet-content {
+ display: none
+}
+input[class^=sheet-toggle-], span[class^=sheet-toggle-] {
+ height: 12px;
+ vertical-align: top
+}
+input[class^=sheet-toggle-] {
+ cursor: pointer;
+ opacity: 0;
+ position: relative;
+ z-index: 7
+}
+input[class^=sheet-toggle-]:active+span[class^=sheet-toggle-].sheet-button {
+ box-shadow: 0 4px 8px 0 rgba(0, 0, 0, .3)
+}
+span[class^=sheet-toggle-] {
+ background-color: #a7a7a7;
+ border-radius: 4px;
+ color: #fff;
+ cursor: pointer;
+ display: inline-block;
+ font-size: 10px;
+ overflow: hidden;
+ position: relative;
+ text-align: center
+}
+input[class^=sheet-toggle]:checked+span[class^=sheet-toggle] {
+ background-color: #51624b
+}
+input[class^=sheet-toggle-edit-mode]:checked+span[class^=sheet-toggle-edit-mode], input[class^=sheet-toggle-icon]:checked+span[class^=sheet-toggle-icon] {
+ text-shadow: -1px 0 #000, 0 1px #000, 1px 0 #000, 0 -1px #000;
+ background-color: transparent;
+ color: rgba(255, 255, 1, .95)
+}
+.sheet-toggle-icon-settings {
+ position: absolute!important;
+ right: -1px;
+ top: 1px;
+ width: 15px
+}
+input.sheet-toggle-icon-settings, span.sheet-toggle-icon-settings {
+ height: 12px;
+ margin-top: -1px
+}
+span.sheet-toggle-icon-settings {
+ font-size: 12px
+}
+span.sheet-toggle-edit-mode, span.sheet-toggle-icon-settings {
+ text-shadow: -1px 0 #000, 0 1px #000, 1px 0 #000, 0 -1px #000;
+ background-color: transparent;
+ color: #909090
+}
+input.sheet-toggle-edit-mode, span.sheet-toggle-edit-mode {
+ height: 20px
+}
+input.sheet-toggle-edit-mode.sheet-negative-mar-t-six, span.sheet-toggle-edit-mode.sheet-negative-mar-t-six {
+ margin-top: -6px
+}
+span.sheet-toggle-edit-mode {
+ font-size: 20px
+}
+input.sheet-toggle-edit-mode[value='1']~div input, input.sheet-toggle-edit-mode[value='1']~div select, input.sheet-toggle-edit-mode[value='1']~div textarea {
+ background-color: #eefaff
+}
+input.sheet-toggle-edit-mode:not([value='1'])~div .repcontrol {
+ display: none
+}
+input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-item-shown[value='']+.sheet-item-to-show, input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-item-shown[value='0']+.sheet-item-to-show {
+ display: none
+}
+input.sheet-toggle-dice-system:not([value=d20])~div .sheet-d20 {
+ display: none
+}
+input.sheet-toggle-dice-system:not([value='2d10'])~div .sheet-2d10 {
+ display: none
+}
+input.sheet-toggle-dice-system:not([value='3d6'])~div .sheet-3d6 {
+ display: none
+}
+label[class^=sheet-slide-toggle-] {
+ background-color: #fff;
+ border: 1px solid #d9d9d9;
+ border-bottom-color: #e6e6e6;
+ border-radius: 2px;
+ box-shadow: inset 0 .1em .03em rgba(0, 0, 0, .3), inset 0 .1em .3em rgba(0, 0, 0, .3), 0 0 2em rgba(255, 255, 255, .6);
+ box-sizing: border-box;
+ display: inline-block;
+ font-size: 10px;
+ font-weight: 400;
+ margin-bottom: 0;
+ padding: 0;
+ -webkit-perspective: 300px;
+ perspective: 300px;
+ position: relative;
+ text-align: left;
+ -webkit-user-select: none;
+ -moz-user-select: none;
+ -ms-user-select: none;
+ user-select: none;
+ vertical-align: top
+}
+label[class^=sheet-slide-toggle-] .sheet-slide-cover {
+ background-color: #f5f5f5;
+ box-shadow: .1em 0 .2em rgba(0, 0, 0, .3);
+ color: #fff;
+ display: inline-block;
+ margin-right: -1px;
+ margin-top: -1px;
+ position: absolute;
+ right: 0;
+ text-align: center;
+ top: 0;
+ transition: all .2s ease-in-out;
+ transition-duration: .13333s;
+ transition-timing-function: cubic-bezier(.52, -.41, .55, 1.46)
+}
+label[class^=sheet-slide-toggle-] span[class^=sheet-slide-toggle-] {
+ display: inline-block;
+ text-align: center;
+ transition: all .2s ease-in-out
+}
+input.sheet-slide-input-pc, label.sheet-slide-toggle-pc {
+ height: 12px;
+ width: 80px
+}
+label.sheet-slide-toggle-pc {
+ margin-left: -80px;
+ line-height: 12px
+}
+label.sheet-slide-toggle-pc .sheet-slide-cover {
+ width: 40px;
+ box-shadow: 0 .12em .01em #394535, 0 .12em .3em rgba(57, 69, 53, .6), 0 .12em 2em rgba(0, 0, 0, .3), -.12em .15em .2em rgba(0, 0, 0, .3);
+ height: 12px
+}
+input[type=checkbox].sheet-slide-input-pc+label.sheet-slide-toggle-pc .sheet-slide-cover {
+ background-color: #51624b;
+ text-shadow: 0 .05em 0 #455440
+}
+input[type=checkbox].sheet-slide-input-pc+label.sheet-slide-toggle-pc span[class^=sheet-slide-toggle-] {
+ width: 50%;
+ color: #51624b
+}
+input[type=checkbox].sheet-slide-input-pc:checked+label.sheet-slide-toggle-pc .sheet-slide-cover {
+ background-color: #591209;
+ margin-right: 40px;
+ border-bottom: .03em solid #871b0e;
+ box-shadow: 0 .12em .01em #2b0904, 0 .12em .3em rgba(43, 9, 4, .6), 0 .12em 2em rgba(0, 0, 0, .3), .12em .15em .2em rgba(0, 0, 0, .3);
+ text-shadow: 0 .05em 0 #2b0904
+}
+input[type=checkbox].sheet-slide-input-pc:checked+label.sheet-slide-toggle-pc span[class^=sheet-slide-toggle-] {
+ color: #591209
+}
+.sheet-slide-input-pc:not([value='1'])~.sheet-npc, .sheet-slide-input-pc:not([value='1'])~div .sheet-npc, .sheet-slide-input-pc[value='1']~.sheet-pc, .sheet-slide-input-pc[value='1']~div .sheet-pc {
+ display: none
+}
+input[class^=sheet-slide-input-] {
+ cursor: pointer;
+ display: inline-block;
+ margin: 0;
+ opacity: 0;
+ position: relative;
+ vertical-align: top;
+ z-index: 5
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-position-wrapper, .sheet-tooltip-position-wrapper {
+ position: absolute;
+ right: 1px;
+ z-index: 6
+}
+.sheet-tooltip-position-wrapper {
+ bottom: 1px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-position-wrapper {
+ top: 1px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip, .sheet-tooltip {
+ position: relative
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip:focus [class*=sheet-tooltip-content], .sheet-rolltemplate-5e-shaped .sheet-tooltip:hover [class*=sheet-tooltip-content], .sheet-tooltip:focus [class*=sheet-tooltip-content], .sheet-tooltip:hover [class*=sheet-tooltip-content] {
+ visibility: visible;
+ z-index: 9
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-toggle-text, .sheet-tooltip-toggle-text {
+ background-color: #000;
+ border-radius: 50%;
+ color: rgba(255, 255, 255, .87);
+ font-size: 9px;
+ font-weight: 700;
+ height: 10px;
+ width: 10px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-bottom, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top, .sheet-tooltip-content-bottom, .sheet-tooltip-content-left, .sheet-tooltip-content-right, .sheet-tooltip-content-top {
+ background-color: #000;
+ border-bottom-left-radius: 4px;
+ border-bottom-right-radius: 4px;
+ color: rgba(255, 255, 255, .87);
+ opacity: .9;
+ padding: 4px;
+ position: absolute;
+ text-align: left;
+ visibility: hidden;
+ width: 280px;
+ z-index: 9
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-bottom::after, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left::after, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right::after, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top::after, .sheet-tooltip-content-bottom::after, .sheet-tooltip-content-left::after, .sheet-tooltip-content-right::after, .sheet-tooltip-content-top::after {
+ content: '';
+ margin-top: -8px;
+ position: absolute;
+ top: 9px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left::after, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right::after, .sheet-tooltip-content-left::after, .sheet-tooltip-content-right::after {
+ border-bottom: 8px solid transparent;
+ border-top: 8px solid transparent
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-bottom::after, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top::after, .sheet-tooltip-content-bottom::after, .sheet-tooltip-content-top::after {
+ border-left: 8px solid transparent;
+ border-right: 8px solid transparent
+}
+[class*=sheet-tooltip-content] {
+ margin-top: -15px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-small, .sheet-tooltip-small {
+ width: 80px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left, .sheet-tooltip-content-left {
+ border-top-left-radius: 4px;
+ right: 100%
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left::after, .sheet-tooltip-content-left::after {
+ border-left: 8px solid #000;
+ right: -8px
+}
+.sheet-tooltip-content-left {
+ margin-right: 12px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left {
+ margin-right: 20px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right, .sheet-tooltip-content-right {
+ border-top-right-radius: 4px;
+ left: 100%
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right::after, .sheet-tooltip-content-right::after {
+ border-right: 8px solid #000;
+ left: -8px
+}
+.sheet-tooltip-content-right {
+ margin-left: 12px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right {
+ margin-left: 20px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top, .sheet-tooltip-content-top {
+ border-top-left-radius: 4px;
+ border-top-right-radius: 4px;
+ top: 38px
+}
+.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top::after, .sheet-tooltip-content-top::after {
+ border-bottom: 8px solid #000;
+ top: 0
+}
+.sheet-grid-box {
+ align-items: stretch;
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ bottom: 0;
+ display: grid;
+ justify-items: stretch;
+ left: 0;
+ position: absolute;
+ right: 0;
+ top: 0
+}
+.sheet-box-inner {
+ position: relative
+}
+.sheet-box-middle {
+ background-color: #fff
+}
+.sheet-boring-box-wrapper {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ margin-bottom: 8px;
+ min-height: 51px;
+ padding: 4px 10px;
+ position: relative
+}
+.sheet-boring-box {
+ grid-template-columns: 19px auto 19px;
+ grid-template-rows: 15px auto 36px
+}
+.sheet-boring-box-bottom-left, .sheet-boring-box-bottom-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxBottomCornerWhite.svg) no-repeat
+}
+.sheet-boring-box-top-left, .sheet-boring-box-top-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopCornerWhite.svg) no-repeat
+}
+.sheet-boring-box-expand-left, .sheet-boring-box-expand-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxSideExpandWhite.svg) repeat-y
+}
+.sheet-boring-box-expand-bottom, .sheet-boring-box-expand-top {
+ background: #fff url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopBottomExpandWhite.svg) repeat-x
+}
+.sheet-gray-background-wrapper {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ background-color: #dedfdf;
+ min-height: 80px;
+ min-width: 266px;
+ padding: 14px 8px;
+ position: relative
+}
+.sheet-gray-background {
+ grid-template-columns: 133px auto 133px;
+ grid-template-rows: 40px auto 40px
+}
+.sheet-gray-background-bottom-left, .sheet-gray-background-bottom-right, .sheet-gray-background-top-left, .sheet-gray-background-top-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/f048e9832c8b305ffe641eac3057aa5ef75e453f/grayBackgroundCorner.svg) no-repeat
+}
+.sheet-indented-box-wrapper {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ min-height: 46px;
+ min-width: 82px;
+ padding: 6px;
+ position: relative
+}
+.sheet-indented-box {
+ grid-template-columns: 6px auto 6px;
+ grid-template-rows: 21px auto 21px
+}
+.sheet-indented-box-bottom-left, .sheet-indented-box-bottom-right, .sheet-indented-box-top-left, .sheet-indented-box-top-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxCorner.svg) no-repeat
+}
+.sheet-indented-box-expand-left, .sheet-indented-box-expand-right {
+ background: #fff url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxTopExpand.svg) left repeat-y
+}
+.sheet-indented-box-expand-bottom, .sheet-indented-box-expand-top {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/c548c72bb93c1714ccce980a4760792968b2aa75/indentedBoxMiddle.svg) center top no-repeat, url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxSideExpand.svg) top repeat-x, #fff
+}
+.sheet-indented-box-horizontal-rounded-wrapper, .sheet-indented-box-horizontal-wrapper {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ min-height: 46px;
+ min-width: 46px;
+ padding: 6px 8px;
+ position: relative
+}
+.sheet-indented-box-horizontal {
+ grid-template-columns: 21px auto 21px;
+ grid-template-rows: 6px auto 6px
+}
+.sheet-indented-box-horizontal-bottom-left, .sheet-indented-box-horizontal-bottom-right, .sheet-indented-box-horizontal-rounded-bottom-left, .sheet-indented-box-horizontal-rounded-bottom-right, .sheet-indented-box-horizontal-rounded-bottom-top-left, .sheet-indented-box-horizontal-rounded-bottom-top-right, .sheet-indented-box-horizontal-top-left, .sheet-indented-box-horizontal-top-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/20116ef2a3614f12b67ad3014dbab74ed93c1372/indentedBoxHorizontalCorner.svg) no-repeat
+}
+.sheet-indented-box-horizontal-expand-left, .sheet-indented-box-horizontal-expand-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/f98ed472d55dc8ba868dc5aa67e40ef64d0cba9f/indentedBoxHorizontalMiddle.svg) center left no-repeat, url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxTopExpand.svg) left repeat-y, #fff
+}
+.sheet-indented-box-horizontal-expand-bottom, .sheet-indented-box-horizontal-expand-top, .sheet-indented-box-horizontal-rounded-bottom-expand-bottom, .sheet-indented-box-horizontal-rounded-bottom-expand-top, .sheet-indented-box-horizontal-rounded-expand-bottom, .sheet-indented-box-horizontal-rounded-expand-top {
+ background: #fff url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxSideExpand.svg) top repeat-x
+}
+.sheet-indented-box-horizontal-rounded {
+ grid-template-columns: 21px auto 21px;
+ grid-template-rows: 15px auto 6px
+}
+.sheet-indented-box-horizontal-rounded-bottom-bottom-left, .sheet-indented-box-horizontal-rounded-bottom-bottom-right, .sheet-indented-box-horizontal-rounded-top-left, .sheet-indented-box-horizontal-rounded-top-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/0f74e809b3fdc0e6f8e8a8c5d637bf72bf44e737/indentedBoxHorizontalRoundedTopCorner.svg) no-repeat
+}
+.sheet-indented-box-horizontal-rounded-bottom-expand-left, .sheet-indented-box-horizontal-rounded-bottom-expand-right, .sheet-indented-box-horizontal-rounded-expand-left, .sheet-indented-box-horizontal-rounded-expand-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/f98ed472d55dc8ba868dc5aa67e40ef64d0cba9f/indentedBoxHorizontalMiddle.svg) left no-repeat, url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxTopExpand.svg) left repeat-y, #fff
+}
+.sheet-indented-box-horizontal-rounded-bottom {
+ grid-template-columns: 21px auto 21px;
+ grid-template-rows: 6px auto 15px
+}
+.sheet-pointy-end-box-wrapper {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ min-height: 48px;
+ min-width: 144px;
+ padding: 20px 10px;
+ position: relative
+}
+.sheet-pointy-end-box {
+ grid-template-columns: 72px auto 71px;
+ grid-template-rows: 24px auto 24px
+}
+.sheet-pointy-end-box-bottom-left, .sheet-pointy-end-box-bottom-right, .sheet-pointy-end-box-top-left, .sheet-pointy-end-box-top-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/87d2fd7562fdd634963d661f67c7debe459168fe/pointyEndBoxCorner.svg) no-repeat
+}
+.sheet-pointy-end-box-expand-left, .sheet-pointy-end-box-expand-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/77eb4c69f16a390107db3bdf2d48b59caeb76851/pointyEndBoxSideExpand.svg) left repeat-y
+}
+.sheet-pointy-end-box-expand-bottom, .sheet-pointy-end-box-expand-top {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/77eb4c69f16a390107db3bdf2d48b59caeb76851/pointyEndBoxExpandTop.svg) repeat-x
+}
+.sheet-very-boring-box-wrapper {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ margin-bottom: 8px;
+ min-height: 32px;
+ padding: 4px 10px;
+ position: relative
+}
+.sheet-very-boring-box {
+ grid-template-columns: 14px auto 14px;
+ grid-template-rows: 17px auto 17px
+}
+.sheet-very-boring-box-bottom-left, .sheet-very-boring-box-bottom-right, .sheet-very-boring-box-top-left, .sheet-very-boring-box-top-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/48cc706f4838f6677babdfe157729839d7dc25bb/veryBoringBoxCorner.svg) no-repeat
+}
+.sheet-very-boring-box-expand-left, .sheet-very-boring-box-expand-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/5ff74ee6eaab7555fae61e1f31a2144f702c6bba/veryBoringBoxLineExpand.svg) repeat-y
+}
+.sheet-very-boring-box-expand-bottom, .sheet-very-boring-box-expand-top {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/5ff74ee6eaab7555fae61e1f31a2144f702c6bba/veryBoringBoxLineBottomExpand.svg) repeat-x
+}
+.sheet-very-styled-box-wrapper {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ min-height: 75px;
+ padding: 8px 10px 4px;
+ position: relative;
+ width: 153px
+}
+.sheet-very-styled-box {
+ grid-template-columns: 153px;
+ grid-template-rows: minmax(37px, 60px) auto minmax(37px, 60px)
+}
+.sheet-very-styled-box-bottom, .sheet-very-styled-box-top {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/d514b2e7f7fbd5dfb6ffb6636a9c0bced95c67ad/tallVeryStyledBoxTop.svg) no-repeat
+}
+.sheet-very-styled-box-expand {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/d514b2e7f7fbd5dfb6ffb6636a9c0bced95c67ad/tallVeryStyledBoxExpand.svg) repeat-y
+}
+.sheet-gray-background-bottom-right, .sheet-indented-box-bottom-right, .sheet-indented-box-horizontal-bottom-right, .sheet-indented-box-horizontal-rounded-bottom-bottom-right, .sheet-indented-box-horizontal-rounded-bottom-right, .sheet-pointy-end-box-bottom-right, .sheet-very-boring-box-bottom-right {
+ -webkit-transform: scale(-1, -1);
+ transform: scale(-1, -1)
+}
+.sheet-boring-box-bottom-right, .sheet-boring-box-expand-right, .sheet-boring-box-top-right, .sheet-gray-background-top-right, .sheet-indented-box-expand-right, .sheet-indented-box-horizontal-expand-right, .sheet-indented-box-horizontal-rounded-bottom-expand-right, .sheet-indented-box-horizontal-rounded-bottom-top-right, .sheet-indented-box-horizontal-rounded-expand-right, .sheet-indented-box-horizontal-rounded-top-right, .sheet-indented-box-horizontal-top-right, .sheet-indented-box-top-right, .sheet-pointy-end-box-expand-right, .sheet-pointy-end-box-top-right, .sheet-spell-level-title-background-left-no-number, .sheet-very-boring-box-expand-right, .sheet-very-boring-box-top-right {
+ -webkit-transform: scaleX(-1);
+ transform: scaleX(-1)
+}
+.sheet-boring-box-expand-bottom, .sheet-gray-background-bottom-left, .sheet-indented-box-bottom-left, .sheet-indented-box-expand-bottom, .sheet-indented-box-horizontal-bottom-left, .sheet-indented-box-horizontal-expand-bottom, .sheet-indented-box-horizontal-rounded-bottom-bottom-left, .sheet-indented-box-horizontal-rounded-bottom-expand-bottom, .sheet-indented-box-horizontal-rounded-bottom-left, .sheet-indented-box-horizontal-rounded-expand-bottom, .sheet-pointy-end-box-bottom-left, .sheet-pointy-end-box-expand-bottom, .sheet-very-boring-box-bottom-left, .sheet-very-boring-box-expand-bottom, .sheet-very-styled-box-bottom {
+ -webkit-transform: scaleY(-1);
+ transform: scaleY(-1)
+}
+.sheet-processing {
+ background-color: rgba(0, 0, 0, .75);
+ color: #f5f5f5;
+ display: none;
+ height: 100%;
+ left: 0;
+ padding: 2px;
+ position: absolute;
+ top: 0;
+ width: 100%;
+ z-index: 99999
+}
+.sheet-show-processing:not([value=''])~.sheet-processing {
+ display: block
+}
+.sheet-processing .sheet-processing-names {
+ color: red
+}
+.sheet-character-header {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/855cdd0e1e8789f15ce03908b82ca584580aad05/topRibbonBackground.svg) no-repeat;
+ display: flex;
+ flex-wrap: nowrap
+}
+.sheet-character-header .sheet-shaped-version {
+ margin-right: 10px;
+ margin-top: 3px;
+ text-align: right
+}
+.sheet-name-ribbon-wrapper {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ margin-right: -4px
+}
+.sheet-character-name {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e22ac446a0abb681c535a704abc4a6f7244df2ed/nameRibbon.svg) no-repeat;
+ height: 68px;
+ max-width: 310px;
+ min-width: 170px;
+ padding: 12px 8px 12px 20px
+}
+.sheet-character-name input {
+ font-size: 22px;
+ font-weight: 700;
+ overflow: hidden;
+ padding: 4px;
+ text-overflow: ellipsis;
+ -webkit-transform: rotate(1deg);
+ transform: rotate(1deg);
+ white-space: nowrap
+}
+.sheet-character-name .sheet-wrap-box-label {
+ margin-left: 35px;
+ margin-top: 10px
+}
+.sheet-header-info {
+ flex-grow: 1
+}
+input.sheet-toggle-edit-mode[value='1']~div .sheet-header-info {
+ margin-top: -14px
+}
+.sheet-header-info-inner {
+ align-items: center;
+ display: flex;
+ flex-direction: column;
+ height: 100%;
+ justify-content: center;
+ padding: 4px 8px;
+ position: relative;
+ z-index: 9
+}
+.sheet-header-info-inner .sheet-shaped-row {
+ width: 100%
+}
+.sheet-classes-select-wrapper {
+ background: #fff;
+ min-height: 27px
+}
+.sheet-classes-select-wrapper .repcontainer {
+ display: flex
+}
+.sheet-classes-select-wrapper .repitem+.repitem {
+ border-left: 1px solid #000;
+ margin-left: 8px;
+ padding-left: 8px
+}
+.sheet-right-ribbon-wrapper {
+ align-items: center;
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ display: flex;
+ margin-left: -4px
+}
+.sheet-right-ribbon {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e22ac446a0abb681c535a704abc4a6f7244df2ed/rightRibbon.svg) no-repeat;
+ height: 57px;
+ width: 27px
+}
+.sheet-nav {
+ position: relative;
+ z-index: 10
+}
+input.sheet-toggle-page:not([value=character]):not([value=spells])~div.sheet-section-character, input.sheet-toggle-page:not([value=character]):not([value=spells])~div.sheet-section-npc, input.sheet-toggle-page:not([value=settings])~div.sheet-section-settings {
+ display: none
+}
+input.sheet-slide-input-pc:not([value='1'])~div.sheet-section-npc, input.sheet-slide-input-pc[value='1']~div.sheet-section-character {
+ display: none!important
+}
+input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-character-details, input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-left-column, input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-right-column {
+ display: none
+}
+input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-center-column {
+ width: 100%
+}
+input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-center-column>div:not(.sheet-spells-wrap) {
+ display: none
+}
+input.sheet-toggle-page[value=spells]~.sheet-section-npc .sheet-left-column {
+ display: none
+}
+input.sheet-toggle-page[value=spells]~.sheet-section-npc .sheet-right-column>div:not(.sheet-spells) {
+ display: none
+}
+input.sheet-toggle-edit-mode, span.sheet-toggle-edit-mode {
+ width: 23px
+}
+span.sheet-toggle-edit-mode {
+ margin-left: -23px
+}
+div[class='repcontainer editmode']~div[class^=repcontrol] button[class='btn repcontrol_add'] {
+ display: inline-block!important;
+ visibility: hidden
+}
+.sheet-abilities {
+ margin-bottom: 8px;
+ margin-right: 6px
+}
+.sheet-abilities-background {
+ align-items: center;
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cd2ad2aa714f30a9245728a510fbe4ddfa5701a6/abilityBackgroundEnd.svg) center top no-repeat, url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/ab9629dfca660db313c02bd0b8f3f80dd7714e87/abilityBackgroundEndBottom.svg) center bottom no-repeat, #dedfdf;
+ display: flex;
+ flex-direction: column;
+ padding-bottom: 16px;
+ padding-top: 26px;
+ width: 81px
+}
+.sheet-ability-wrapper {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/a9f61604d33622b4509ac65928fe2423754c14b3/ability.svg) no-repeat;
+ display: flex;
+ flex-direction: column;
+ height: 83px;
+ margin-bottom: 12px;
+ padding: 5px;
+ position: relative;
+ width: 71px
+}
+.sheet-ability-wrapper .sheet-ability-score-wrapper {
+ border-radius: 50%;
+ bottom: 2px;
+ font-size: 12px;
+ height: 24px;
+ left: 0;
+ margin-left: auto;
+ margin-right: auto;
+ padding: 2px;
+ position: absolute;
+ right: 0;
+ width: 40px
+}
+.sheet-ability-wrapper .sheet-ability-score-wrapper input {
+ background: 0 0;
+ border-radius: 5px
+}
+.sheet-ability-name {
+ display: block;
+ font-size: 8px;
+ margin-top: 1px
+}
+.sheet-ability-modifier {
+ font-size: 28px;
+ padding-top: 6px
+}
+input.sheet-toggle-edit-mode[value='1']~div .sheet-ability-modifier {
+ line-height: 22px
+}
+.sheet-inspiration {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/9e301f3bdf16cfb73e0caf91998eaa317cbd783a/inspiration.svg) no-repeat;
+ height: 38px;
+ width: 153px
+}
+.sheet-inspiration .sheet-shaped-row {
+ height: 100%
+}
+.sheet-inspiration .sheet-wrap-box-title {
+ margin-left: 14px;
+ margin-top: 0;
+ padding: 0
+}
+.sheet-inspiration-left {
+ height: 100%;
+ width: 38px
+}
+.sheet-inspiration-right {
+ flex-grow: 1;
+ height: 100%
+}
+.sheet-inspiration-label {
+ height: 100%
+}
+.sheet-inspiration-label [type=checkbox] {
+ display: none
+}
+.sheet-inspiration-label [type=checkbox]+span {
+ cursor: pointer;
+ display: block
+}
+.sheet-inspiration-label [type=checkbox]:checked+span {
+ background: url(https://i.imgur.com/m5WFImZ.png) center center no-repeat
+}
+.sheet-inspiration-label span {
+ height: 100%;
+ width: 100%
+}
+.sheet-inspiration-multiple {
+ height: 100%;
+ padding: 5px 4px
+}
+.sheet-inspiration-multiple input {
+ height: 100%
+}
+.sheet-inspiration-multiple-toggle[value='1']~div .sheet-inspiration-label {
+ display: none
+}
+.sheet-inspiration-multiple-toggle:not([value='1'])~div .sheet-inspiration-multiple {
+ display: none
+}
+.sheet-proficiency-bonus {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/9e301f3bdf16cfb73e0caf91998eaa317cbd783a/proficiencyBonus.svg) no-repeat;
+ height: 46px;
+ width: 153px
+}
+.sheet-proficiency-bonus .sheet-shaped-row, .sheet-proficiency-bonus .sheet-wrapper-button {
+ height: 100%
+}
+.sheet-proficiency-bonus .sheet-wrap-box-title {
+ margin-left: 8px;
+ margin-top: 0;
+ padding: 0
+}
+.sheet-proficiency-bonus-wrapper {
+ align-items: center;
+ display: flex;
+ height: 100%;
+ justify-content: center;
+ padding: 5px 4px;
+ width: 43px
+}
+.sheet-proficiency-bonus-wrapper input {
+ height: 100%
+}
+.sheet-skills select {
+ padding: 0
+}
+input.sheet-toggle-passive-skills:not([value='1'])~div .sheet-passive-skill {
+ display: none
+}
+.sheet-skill-roll-select {
+ width: 7px
+}
+.sheet-skill-name {
+ overflow: hidden
+}
+.sheet-skill-ability {
+ color: #ccc;
+ font-size: 10px
+}
+.sheet-saving-throw, .sheet-skill {
+ margin-bottom: 4px
+}
+.sheet-skills-ability-selector {
+ background: 0 0
+}
+.sheet-section-character .sheet-skills-ability-selector {
+ color: #909090
+}
+.sheet-skill-ability-size {
+ font-size: .9em!important;
+ padding: 0
+}
+.sheet-skill-ability-expand-text {
+ font-size: .825em!important
+}
+.sheet-parenthesis-wrapper {
+ color: #909090;
+ font-size: 9px
+}
+.sheet-parenthesis-wrapper input {
+ padding-left: 3px;
+ padding-right: 3px
+}
+.sheet-skill-proficiency[value=proficient]+span {
+ background-color: #879a6a
+}
+.sheet-skill-proficiency[value=expertise]+span {
+ background-color: gold
+}
+.sheet-ac {
+ margin-top: -6px
+}
+.sheet-shield {
+ align-items: center;
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/7cd31246e95b8c773cb40f6cbf59764db0cc2bcd/ac.svg) no-repeat;
+ display: flex;
+ flex-direction: column;
+ height: 74px;
+ justify-content: center;
+ width: 64px
+}
+.sheet-shield .sheet-wrap-box-title {
+ width: 40px
+}
+.sheet-hit-dice-container {
+ align-items: center;
+ display: flex;
+ flex-direction: column;
+ font-size: 13px;
+ height: 100%;
+ justify-content: center
+}
+.sheet-hit-dice-container input {
+ font-size: 13px
+}
+.sheet-heart {
+ align-items: center;
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/467445dc8cfd7e13bdaab72e650c5eb656d00025/heart.svg) no-repeat;
+ display: flex;
+ flex-direction: column;
+ height: 66px;
+ justify-content: center;
+ margin-left: -2px;
+ margin-top: -6px;
+ position: relative;
+ width: 70px
+}
+.sheet-heart .sheet-wrap-box-title {
+ margin-bottom: 2px;
+ margin-top: -2px;
+ width: 40px
+}
+.sheet-hp-wrapper {
+ width: 50px
+}
+.sheet-hp-wrapper input {
+ border-radius: 12px
+}
+.sheet-hp-wrapper input::-webkit-input-placeholder {
+ font-size: 14px
+}
+.sheet-hp-wrapper input:-ms-input-placeholder {
+ font-size: 14px
+}
+.sheet-hp-wrapper input::-ms-input-placeholder {
+ font-size: 14px
+}
+.sheet-hp-wrapper input::placeholder {
+ font-size: 14px
+}
+.sheet-temp-hp-position {
+ position: absolute;
+ right: -4px;
+ top: -2px
+}
+.sheet-temp-hp-wrapper {
+ font-size: 13px
+}
+.sheet-temp-hp-wrapper input {
+ font-size: 13px
+}
+.sheet-max-hp-wrapper, .sheet-temp-hp-wrapper {
+ background-color: #fff;
+ border: 1px solid #000;
+ border-radius: 12px;
+ padding-left: 2px;
+ padding-right: 2px
+}
+.sheet-max-hp-wrapper input, .sheet-temp-hp-wrapper input {
+ border-radius: 6px
+}
+.sheet-max-hp-position {
+ align-items: center;
+ bottom: 2px;
+ display: flex;
+ justify-content: center;
+ left: 0;
+ margin-left: auto;
+ margin-right: auto;
+ position: absolute;
+ right: 0
+}
+.sheet-speed-hover-toggle:not([value='1'])~.sheet-speed-hover-display {
+ display: none
+}
+.sheet-other-speeds:not([value='1'])~.sheet-speed.sheet-other {
+ display: none
+}
+.sheet-sense-blind-beyond-toggle:not([value='1'])~.sheet-sense-blind-beyond-display {
+ display: none
+}
+.sheet-death-saving-throws {
+ position: relative
+}
+.sheet-death-saving-throws-proficiency-wrapper {
+ bottom: 1px;
+ left: -3px;
+ position: absolute
+}
+.sheet-death-saving-throws-proficiency-wrapper .sheet-round-checkbox-wrapper span {
+ background-color: #fff
+}
+.sheet-death-successes .sheet-bubble {
+ background-color: #879a6a
+}
+.sheet-death-failures {
+ margin-top: 2px
+}
+.sheet-currency-wrap {
+ flex-shrink: 0;
+ margin-left: -16px;
+ width: 73px
+}
+.sheet-currency {
+ height: 30px;
+ padding: 2px 3px 3px 2px
+}
+.sheet-currency-border[value=COPPER]~.sheet-currency {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/copper.svg) no-repeat
+}
+.sheet-currency-border[value=SILVER]~.sheet-currency {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/silver.svg) no-repeat
+}
+.sheet-currency-border[value=ELECTRUM]~.sheet-currency {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/electrum.svg) no-repeat
+}
+.sheet-currency-border[value=GOLD]~.sheet-currency {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/gold.svg) no-repeat
+}
+.sheet-currency-border[value=PLATINUM]~.sheet-currency {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/platinum.svg) no-repeat
+}
+.sheet-currency-acronym {
+ flex-shrink: 0;
+ font-size: 8px;
+ margin-top: 1px;
+ width: 15px
+}
+.sheet-currency-button {
+ text-align: center!important
+}
+.sheet-currency-name {
+ white-space: nowrap
+}
+.sheet-currency-value-wrap {
+ margin-left: 4px;
+ margin-right: 4px
+}
+.sheet-currency-value-wrap input {
+ border-radius: 12px
+}
+.sheet-weight-total {
+ margin-right: -12px
+}
+.sheet-background-text {
+ display: block;
+ max-height: 75px;
+ min-height: 28px;
+ overflow-x: hidden;
+ overflow-y: auto
+}
+.sheet-personality-traits {
+ border-bottom-left-radius: 0;
+ border-bottom-right-radius: 0
+}
+.sheet-bonds, .sheet-ideals {
+ border-radius: 0
+}
+.sheet-flaws {
+ border-top-left-radius: 0;
+ border-top-right-radius: 0
+}
+.sheet-conditions-wrapper-wrapper {
+ align-items: center;
+ display: flex;
+ flex-direction: column;
+ margin-bottom: 8px;
+ margin-right: 6px
+}
+.sheet-conditions-wrapper {
+ width: 100%
+}
+.sheet-conditions-wrapper .sheet-round-checkbox-wrapper input:checked+.sheet-pseudo-circle {
+ background-color: #922610
+}
+.sheet-conditions {
+ display: grid;
+ grid-template-columns: auto auto
+}
+.sheet-condition {
+ align-items: center;
+ display: flex;
+ flex-wrap: nowrap;
+ margin-bottom: 4px
+}
+.sheet-condition:nth-child(odd) {
+ margin-right: 2px
+}
+.sheet-exhaustion-wrapper {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/triangeFlag.svg) no-repeat;
+ height: 46px;
+ margin-top: -1.833px;
+ width: 120px
+}
+.sheet-exhaustion {
+ margin-top: 8px
+}
+.sheet-artificer-class-features:not([value='1'])~.sheet-artificer-class-features-toggle {
+ display: none
+}
+.sheet-barbarian-class-features:not([value='1'])~.sheet-barbarian-class-features-toggle {
+ display: none
+}
+.sheet-bard-class-features:not([value='1'])~.sheet-bard-class-features-toggle {
+ display: none
+}
+.sheet-cleric-class-features:not([value='1'])~.sheet-cleric-class-features-toggle {
+ display: none
+}
+.sheet-druid-class-features:not([value='1'])~.sheet-druid-class-features-toggle {
+ display: none
+}
+.sheet-fighter-class-features:not([value='1'])~.sheet-fighter-class-features-toggle {
+ display: none
+}
+.sheet-monk-class-features:not([value='1'])~.sheet-monk-class-features-toggle {
+ display: none
+}
+.sheet-paladin-class-features:not([value='1'])~.sheet-paladin-class-features-toggle {
+ display: none
+}
+.sheet-ranger-class-features:not([value='1'])~.sheet-ranger-class-features-toggle {
+ display: none
+}
+.sheet-rangerua-class-features:not([value='1'])~.sheet-rangerua-class-features-toggle {
+ display: none
+}
+.sheet-rogue-class-features:not([value='1'])~.sheet-rogue-class-features-toggle {
+ display: none
+}
+.sheet-sorcerer-class-features:not([value='1'])~.sheet-sorcerer-class-features-toggle {
+ display: none
+}
+.sheet-warlock-class-features:not([value='1'])~.sheet-warlock-class-features-toggle {
+ display: none
+}
+.sheet-wizard-class-features:not([value='1'])~.sheet-wizard-class-features-toggle {
+ display: none
+}
+.sheet-section-character.sheet-pc .sheet-left-column {
+ flex-shrink: 0;
+ margin-right: 2px;
+ width: 242px
+}
+.sheet-section-character.sheet-pc .sheet-center-column {
+ flex-grow: 1;
+ flex-shrink: 0;
+ width: 320px
+}
+.sheet-section-character.sheet-pc .sheet-right-column {
+ flex-grow: 1;
+ flex-shrink: 0;
+ margin-left: 4px;
+ width: 302px
+}
+.sheet-section-character.sheet-pc .sheet-initiative, .sheet-section-character.sheet-pc .sheet-saving-throws, .sheet-section-character.sheet-pc .sheet-skills, .sheet-section-character.sheet-pc .sheet-speed {
+ margin-bottom: 8px
+}
+.sheet-first-rows {
+ margin-bottom: 8px;
+ margin-left: 4px;
+ margin-right: 4px
+}
+.sheet-gray-background-bottom {
+ bottom: 0;
+ -webkit-transform: scaleY(-1);
+ transform: scaleY(-1)
+}
+.sheet-gray-background-top {
+ top: 0
+}
+.sheet-gray-background-expand {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cee44ae0240cc9d1e4823e4964356427c54dcb62/firstRowsBackgroundExpand.svg);
+ bottom: 43px;
+ right: 0;
+ top: 43px
+}
+.sheet-death-saving-throws, .sheet-hit-dice, .sheet-initiative, .sheet-rest, .sheet-speed {
+ align-items: center;
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/5d6c848acb8934d340368d0786ccafea5c53fdda/box.svg) no-repeat;
+ display: flex;
+ flex-direction: column;
+ height: 66px;
+ justify-content: flex-end;
+ margin-left: 6px;
+ padding: 4px 6px;
+ width: 70px
+}
+.sheet-death-saving-throws .sheet-giant-font, .sheet-hit-dice .sheet-giant-font, .sheet-initiative .sheet-giant-font, .sheet-rest .sheet-giant-font, .sheet-speed .sheet-giant-font {
+ padding: 5px 3px
+}
+.sheet-death-saving-throws {
+ padding: 2px 6px
+}
+.sheet-equipment {
+ margin-left: 4px;
+ margin-right: 4px
+}
+.sheet-languages-wrap, .sheet-resistances-wrap, .sheet-senses-wrap {
+ margin-right: 2px
+}
+.sheet-character-details {
+ border-top: 4px solid #000;
+ padding-top: 4px
+}
+.sheet-modifier-wrapper-box {
+ margin: -16px -12px -2px
+}
+.sheet-modifier-wrapper {
+ align-items: center;
+ display: flex;
+ flex-direction: column
+}
+.sheet-modifier, .sheet-modifier-long, .sheet-modifier-short {
+ height: 30px;
+ margin-bottom: 2px;
+ padding: 2px 3px 3px
+}
+.sheet-modifier {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/7ad132c535dad034e73695193ef3ae3981a978fd/modifier.svg) no-repeat;
+ width: 60px
+}
+.sheet-modifier-long {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/02668ef9fd839d986c83dcfaec139dda5bb9dbf0/modifierLong.svg) no-repeat;
+ width: 70px
+}
+.sheet-modifier-short {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/02668ef9fd839d986c83dcfaec139dda5bb9dbf0/modifierShort.svg) no-repeat;
+ width: 50px
+}
+.sheet-modifier-value-wrap {
+ align-items: center;
+ display: flex;
+ height: 100%;
+ justify-content: center;
+ margin-left: 4px;
+ margin-right: 4px
+}
+.sheet-modifier-value-wrap input, .sheet-modifier-value-wrap select {
+ border-radius: 12px
+}
+input.sheet-toggle-edit-mode:not([value='1'])~div input.sheet-toggle-skill:not([value=true])~.sheet-skill-wrapper, input.sheet-toggle-edit-mode:not([value='1'])~div input.sheet-toggle-skills:not([value=true])~.sheet-skills, input.sheet-toggle-innate-spellcasting:not([value='1'])~div .sheet-innate-spellcasting, input.sheet-toggle-spellcasting:not([value='1'])~div .sheet-spellcasting, input.sheet-toggle-spells:not([value='1'])~.sheet-toggle-innate-spellcasting, input.sheet-toggle-spells:not([value='1'])~.sheet-toggle-spellcasting {
+ display: none
+}
+.sheet-section-npc .sheet-left-column {
+ flex-shrink: 0;
+ margin-right: 2px;
+ padding-right: 4px;
+ width: 300px
+}
+.sheet-section-npc .sheet-right-column {
+ flex-grow: 1;
+ flex-shrink: 0;
+ margin-left: 2px;
+ position: relative;
+ width: 380px
+}
+.sheet-section-npc input, .sheet-section-npc select, .sheet-section-npc textarea {
+ padding-bottom: 0;
+ padding-top: 0
+}
+.sheet-section-npc .sheet-bar {
+ background: #e69a28 repeating-linear-gradient(15deg, #e69a28, #ca8929 5px, #ca8929 5px, #e69a28 10px);
+ border: 1px solid #563300;
+ height: 5px;
+ position: relative;
+ z-index: 1
+}
+.sheet-section-npc .sheet-npc-content-wrap {
+ background: url(https://i.imgur.com/hggz0ed.jpg) repeat;
+ box-shadow: 0 0 1.5em #867453;
+ font-size: 14px;
+ margin-left: 2px;
+ margin-right: 2px;
+ padding: 3px
+}
+.sheet-section-npc .sheet-npc-content-wrap input, .sheet-section-npc .sheet-npc-content-wrap select, .sheet-section-npc .sheet-npc-content-wrap textarea {
+ font-size: 14px
+}
+.sheet-section-npc .sheet-shaped-version {
+ font-size: 12px
+}
+.sheet-section-npc .btn[type=roll], .sheet-section-npc .sheet-npc-content-wrap, .sheet-section-npc .sheet-npc-content-wrap input, .sheet-section-npc .sheet-npc-content-wrap select, .sheet-section-npc .sheet-npc-content-wrap textarea {
+ font-family: 'Noto Sans', 'Myriad Pro', Calibri, Helvetica, Arial, sans-serif
+}
+.sheet-section-npc .sheet-creature-name {
+ color: #3a0e06;
+ font-family: Lora, 'Calisto MT', 'Bookman Old Style', Bookman, 'Goudy Old Style', Garamond, 'Hoefler Text', 'Bitstream Charter', Georgia, serif!important;
+ font-size: 28px!important;
+ font-variant: small-caps;
+ font-weight: 700;
+ letter-spacing: 1px;
+ line-height: 28px
+}
+.sheet-section-npc .sheet-h3-wrap {
+ border-bottom: 1px solid #3a0e06;
+ margin: 0 0 5px
+}
+.sheet-section-npc h3 {
+ color: #3a0e06;
+ font-size: 1.3em;
+ font-variant: small-caps;
+ font-weight: 400;
+ line-height: 110%
+}
+.sheet-section-npc .sheet-top-stats {
+ color: #3a0e06;
+ padding-top: 2px
+}
+.sheet-section-npc .sheet-top-stats button, .sheet-section-npc .sheet-top-stats input, .sheet-section-npc .sheet-top-stats textarea {
+ color: #3a0e06
+}
+.sheet-section-npc .sheet-divider {
+ border-bottom: 3px solid transparent;
+ border-left: 300px solid #922610;
+ border-top: 3px solid transparent;
+ margin: 4px 0
+}
+.sheet-section-npc .sheet-skills .repitem:last-child .sheet-comma {
+ display: none
+}
+.sheet-section-npc .sheet-skills-wrapper {
+ width: 100%
+}
+input.sheet-toggle-edit-mode[value='1']~.sheet-section-npc .sheet-skills .repcontainer {
+ display: grid;
+ grid-template-columns: 50% 50%
+}
+.sheet-section-npc .sheet-custom-saving-throw:last-child .sheet-comma {
+ display: none
+}
+.sheet-actions .repitem:not(:last-of-type), .sheet-class-features .repitem:not(:last-of-type), .sheet-equipment .repitem:not(:last-of-type), .sheet-feats .repitem:not(:last-of-type), .sheet-lair-actions .repitem:not(:last-of-type), .sheet-legendary-actions .repitem:not(:last-of-type), .sheet-modifiers .repitem:not(:last-of-type), .sheet-offense .repitem:not(:last-of-type), .sheet-racial-traits .repitem:not(:last-of-type), .sheet-reactions .repitem:not(:last-of-type), .sheet-regional-effects .repitem:not(:last-of-type), .sheet-traits .repitem:not(:last-of-type), .sheet-utility .repitem:not(:last-of-type) {
+ margin-bottom: 4px
+}
+.sheet-actions .sheet-heading, .sheet-class-features .sheet-heading, .sheet-equipment .sheet-heading, .sheet-feats .sheet-heading, .sheet-lair-actions .sheet-heading, .sheet-legendary-actions .sheet-heading, .sheet-modifiers .sheet-heading, .sheet-offense .sheet-heading, .sheet-racial-traits .sheet-heading, .sheet-reactions .sheet-heading, .sheet-regional-effects .sheet-heading, .sheet-traits .sheet-heading, .sheet-utility .sheet-heading {
+ font-style: italic
+}
+.sheet-actions, .sheet-lair-actions, .sheet-legendary-actions, .sheet-reactions, .sheet-regional-effects {
+ margin-top: 7px
+}
+.sheet-ammo .repitem {
+ padding-left: 6px;
+ padding-right: 6px
+}
+.sheet-has-carried {
+ text-indent: 13px
+}
+.sheet-has-carried-margin {
+ margin-left: 13px
+}
+input.sheet-toggle-filter-condense, span.sheet-toggle-filter-condense {
+ width: 48px
+}
+span.sheet-toggle-filter-condense {
+ margin-left: -48px
+}
+input.sheet-toggle-filter-content, span.sheet-toggle-filter-content {
+ width: 39px
+}
+span.sheet-toggle-filter-content {
+ margin-left: -39px
+}
+input.sheet-toggle-filters, span.sheet-toggle-filters {
+ width: 28px
+}
+span.sheet-toggle-filters {
+ margin-left: -28px
+}
+input.sheet-toggle-filter-prepared, span.sheet-toggle-filter-prepared {
+ width: 46px
+}
+span.sheet-toggle-filter-prepared {
+ margin-left: -46px
+}
+input.sheet-toggle-filter-ritual, span.sheet-toggle-filter-ritual {
+ width: 26px
+}
+span.sheet-toggle-filter-ritual {
+ margin-left: -26px
+}
+input.sheet-toggle-filter-concentration, span.sheet-toggle-filter-concentration {
+ width: 82px
+}
+span.sheet-toggle-filter-concentration {
+ margin-left: -82px
+}
+input.sheet-toggle-concentration, span.sheet-toggle-concentration {
+ width: 67px
+}
+span.sheet-toggle-concentration {
+ margin-left: -67px
+}
+input.sheet-toggle-filter-verbal, span.sheet-toggle-filter-verbal {
+ width: 13px
+}
+span.sheet-toggle-filter-verbal {
+ margin-left: -13px
+}
+input.sheet-toggle-filter-somatic, span.sheet-toggle-filter-somatic {
+ width: 13px
+}
+span.sheet-toggle-filter-somatic {
+ margin-left: -13px
+}
+input.sheet-toggle-filter-material, span.sheet-toggle-filter-material {
+ width: 14px
+}
+span.sheet-toggle-filter-material {
+ margin-left: -14px
+}
+input.sheet-toggle-spell-vsm-v, span.sheet-toggle-spell-vsm-v {
+ width: 13px
+}
+span.sheet-toggle-spell-vsm-v {
+ margin-left: -13px
+}
+input.sheet-toggle-spell-vsm-s, span.sheet-toggle-spell-vsm-s {
+ width: 13px
+}
+span.sheet-toggle-spell-vsm-s {
+ margin-left: -13px
+}
+input.sheet-toggle-spell-vsm-m, span.sheet-toggle-spell-vsm-m {
+ width: 14px
+}
+span.sheet-toggle-spell-vsm-m {
+ margin-left: -14px
+}
+input.sheet-toggle-filter-time-reaction, span.sheet-toggle-filter-time-reaction {
+ width: 41px
+}
+span.sheet-toggle-filter-time-reaction {
+ margin-left: -41px
+}
+input.sheet-toggle-filter-time-bonus, span.sheet-toggle-filter-time-bonus {
+ width: 34px
+}
+span.sheet-toggle-filter-time-bonus {
+ margin-left: -34px
+}
+input.sheet-toggle-filter-time-action, span.sheet-toggle-filter-time-action {
+ width: 33px
+}
+span.sheet-toggle-filter-time-action {
+ margin-left: -33px
+}
+input.sheet-toggle-filter-time-longer, span.sheet-toggle-filter-time-longer {
+ width: 34px
+}
+span.sheet-toggle-filter-time-longer {
+ margin-left: -34px
+}
+input.sheet-toggle-spells-filter-level-0, span.sheet-toggle-spells-filter-level-0 {
+ width: 40px
+}
+span.sheet-toggle-spells-filter-level-0 {
+ margin-left: -40px
+}
+input.sheet-toggle-spells-filter-level-1, span.sheet-toggle-spells-filter-level-1 {
+ width: 11px
+}
+span.sheet-toggle-spells-filter-level-1 {
+ margin-left: -11px
+}
+input.sheet-toggle-spells-filter-level-2, span.sheet-toggle-spells-filter-level-2 {
+ width: 11px
+}
+span.sheet-toggle-spells-filter-level-2 {
+ margin-left: -11px
+}
+input.sheet-toggle-spells-filter-level-3, span.sheet-toggle-spells-filter-level-3 {
+ width: 11px
+}
+span.sheet-toggle-spells-filter-level-3 {
+ margin-left: -11px
+}
+input.sheet-toggle-spells-filter-level-4, span.sheet-toggle-spells-filter-level-4 {
+ width: 11px
+}
+span.sheet-toggle-spells-filter-level-4 {
+ margin-left: -11px
+}
+input.sheet-toggle-spells-filter-level-5, span.sheet-toggle-spells-filter-level-5 {
+ width: 11px
+}
+span.sheet-toggle-spells-filter-level-5 {
+ margin-left: -11px
+}
+input.sheet-toggle-spells-filter-level-6, span.sheet-toggle-spells-filter-level-6 {
+ width: 11px
+}
+span.sheet-toggle-spells-filter-level-6 {
+ margin-left: -11px
+}
+input.sheet-toggle-spells-filter-level-7, span.sheet-toggle-spells-filter-level-7 {
+ width: 11px
+}
+span.sheet-toggle-spells-filter-level-7 {
+ margin-left: -11px
+}
+input.sheet-toggle-spells-filter-level-8, span.sheet-toggle-spells-filter-level-8 {
+ width: 11px
+}
+span.sheet-toggle-spells-filter-level-8 {
+ margin-left: -11px
+}
+input.sheet-toggle-spells-filter-level-9, span.sheet-toggle-spells-filter-level-9 {
+ width: 11px
+}
+span.sheet-toggle-spells-filter-level-9 {
+ margin-left: -11px
+}
+input.sheet-toggle-spells-filter-level-all, span.sheet-toggle-spells-filter-level-all {
+ width: 15px
+}
+span.sheet-toggle-spells-filter-level-all {
+ margin-left: -15px
+}
+span.sheet-toggle-filter-time-action, span.sheet-toggle-filter-time-bonus, span.sheet-toggle-spells-filter-level-1, span.sheet-toggle-spells-filter-level-2, span.sheet-toggle-spells-filter-level-3, span.sheet-toggle-spells-filter-level-4, span.sheet-toggle-spells-filter-level-5, span.sheet-toggle-spells-filter-level-6, span.sheet-toggle-spells-filter-level-7, span.sheet-toggle-spells-filter-level-8, span.sheet-toggle-spells-filter-level-9 {
+ border-radius: 0
+}
+span.sheet-toggle-filter-time-longer, span.sheet-toggle-spells-filter-level-all {
+ border-bottom-left-radius: 0;
+ border-top-left-radius: 0
+}
+span.sheet-toggle-filter-time-reaction, span.sheet-toggle-spells-filter-level-0 {
+ border-bottom-right-radius: 0;
+ border-top-right-radius: 0
+}
+input.sheet-show-materials:not(:checked)~.sheet-show-materials, input.sheet-toggle-filters:not(:checked)~[class^=sheet-toggle-filter-], input.sheet-toggle-filters:not(:checked)~[class^=sheet-toggle-spells-filter-], input.sheet-toggle-filters:not(:checked)~div [class^=sheet-toggle-filter-], input.sheet-toggle-filters:not(:checked)~div [class^=sheet-toggle-spells-filter-], input.sheet-toggle-prepared-matters:not([value='1'])~div .sheet-prepared-matters, input.sheet-toggle-prepared-matters:not([value='1'])~div .sheet-toggle-filter-prepared, input.sheet-toggle-prepared-matters[value='1']~div .sheet-show-when-prepared-doesnt-matters, input.sheet-toggle-ritual:not([value=Yes])~div .sheet-show-ritual, input.sheet-toggle-spell-points:not([value='1'])~.sheet-spell-points, input.sheet-toggle-spell-points:not([value='1'])~div .sheet-spell-points, input.sheet-toggle-spell-slots:not([value='1'])~.sheet-spell-slots, input.sheet-toggle-spell-slots:not([value='1'])~div .sheet-spell-slots, input[type=hidden].sheet-toggle-spells:not([value='1'])~.sheet-spells, input[type=hidden].sheet-toggle-spells:not([value='1'])~div .sheet-spells, input[type=hidden].sheet-toggle-spells:not([value='1'])~input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-spells-wrap {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-0:not(:checked)~div .sheet-spell-level-0 {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-1:not(:checked)~div .sheet-spell-level-1 {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-2:not(:checked)~div .sheet-spell-level-2 {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-3:not(:checked)~div .sheet-spell-level-3 {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-4:not(:checked)~div .sheet-spell-level-4 {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-5:not(:checked)~div .sheet-spell-level-5 {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-6:not(:checked)~div .sheet-spell-level-6 {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-7:not(:checked)~div .sheet-spell-level-7 {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-8:not(:checked)~div .sheet-spell-level-8 {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-9:not(:checked)~div .sheet-spell-level-9 {
+ display: none
+}
+input.sheet-toggle-filters:checked~input.sheet-toggle-filter-concentration:checked~div input.sheet-toggle-concentration[value=Yes]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_S_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-prepared:checked~div input.sheet-toggle-prepared:not([value=Yes])~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-ritual:checked~div input.sheet-toggle-ritual:not([value=Yes])~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_S]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_S_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-action:not(:checked)~div input.sheet-toggle-time[value='1_ACTION']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-bonus:not(:checked)~div input.sheet-toggle-time[value='1_BONUS_ACTION']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='10_MINUTES']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='12_HOURS']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='1_HOUR']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='1_MINUTE']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='24_HOURS']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='8_HOURS']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-reaction:not(:checked)~div input.sheet-toggle-time[value='1_REACTION']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S_M]~.sheet-filter-section {
+ display: none
+}
+.sheet-filter {
+ display: inline-block;
+ font-size: 11px
+}
+.sheet-spell-level-container {
+ flex-grow: 1;
+ min-width: 278px
+}
+.sheet-spell-level-container select {
+ border-bottom-right-radius: 8px;
+ border-top-right-radius: 8px
+}
+.sheet-section-npc .sheet-spell-level-container, .sheet-toggle-page[value=spells]~div .sheet-spell-level-container {
+ padding-left: 2px;
+ padding-right: 2px
+}
+.sheet-section-npc .sheet-spell-level-container {
+ max-width: 50%
+}
+.sheet-toggle-page[value=spells]~div .sheet-spell-level-container {
+ max-width: 33%
+}
+.sheet-spell-level-title, .sheet-spell-level-title-no-number {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ height: 50px;
+ position: relative;
+ width: 100%
+}
+.sheet-spell-level-title {
+ padding: 12px 6px
+}
+.sheet-spell-level-title-no-number {
+ padding: 12px
+}
+.sheet-spell-level-title-background, .sheet-spell-level-title-background-no-number {
+ align-items: stretch;
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ bottom: 0;
+ display: grid;
+ grid-template-rows: 50px;
+ justify-items: stretch;
+ left: 0;
+ position: absolute;
+ right: 0;
+ top: 0
+}
+.sheet-spell-level-title-background {
+ grid-template-columns: 42px auto 23px
+}
+.sheet-spell-level-title-background-no-number {
+ grid-template-columns: 23px auto 23px
+}
+.sheet-spell-level-title-background-left {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e624f6a67178ee92ba723b37fff0d805891c1602/spellcastingTitleLeft.svg) no-repeat
+}
+.sheet-spell-level-title-background-left-no-number, .sheet-spell-level-title-background-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e624f6a67178ee92ba723b37fff0d805891c1602/spellcastingTitleRight.svg) no-repeat
+}
+.sheet-spell-level-title-background-left-no-number {
+ -webkit-transform: scaleX(-1);
+ transform: scaleX(-1)
+}
+.sheet-spell-level-title-background-expand {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e624f6a67178ee92ba723b37fff0d805891c1602/spellcastingTitleExpand.svg) repeat-x
+}
+.sheet-spell-level {
+ font-size: 18px;
+ font-weight: 700;
+ margin-right: 32px;
+ text-align: center;
+ width: 13px
+}
+.sheet-spell-title-wrapper {
+ max-height: 26px;
+ width: 100%
+}
+.sheet-spells .sheet-prepared-matters input:checked+span, .sheet-spells input.sheet-toggle-concentration:checked+span.sheet-toggle-concentration, .sheet-spells input.sheet-toggle-ritual:checked+span.sheet-toggle-ritual, .sheet-spells input[class^=sheet-toggle-filter]:checked+span[class^=sheet-toggle-filter], .sheet-spells input[class^=sheet-toggle-spells-filter]:checked+span[class^=sheet-toggle-spells-filter] {
+ background-color: #591209
+}
+.sheet-spell-list {
+ align-items: flex-start;
+ display: flex;
+ flex-wrap: wrap
+}
+input.sheet-toggle-prepared-matters[value='1']~.sheet-section-character input.sheet-toggle-prepared:not([value=Yes])~div .sheet-spell-name, input.sheet-toggle-prepared-matters[value='1']~.sheet-section-npc input.sheet-toggle-prepared:not([value=Yes])~div .sheet-spell-name {
+ color: #909090
+}
+.sheet-prepared-bubble-spaceholder {
+ height: 9px;
+ width: 9px
+}
+.sheet-spell-name {
+ color: #591209;
+ font-family: 'Times New Roman', Times, serif;
+ font-size: 14px;
+ font-variant: small-caps;
+ font-weight: 700
+}
+.sheet-tooltip-content-top .sheet-spell-name {
+ color: inherit
+}
+input.sheet-toggle-edit-mode[value='1']~div .sheet-spell-name {
+ font-size: 16px
+}
+.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-1 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-2 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-3 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-4 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-5 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-6 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-7 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-8 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-2 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-3 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-4 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-5 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-6 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-7 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-8 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-3 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-4 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-5 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-6 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-7 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-8 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-4 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-5 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-6 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-7 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-8 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-5 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-6 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-7 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-8 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='5']~.sheet-spell-slot-counter-6 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='5']~.sheet-spell-slot-counter-7 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='5']~.sheet-spell-slot-counter-8 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='6']~.sheet-spell-slot-counter-7 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='6']~.sheet-spell-slot-counter-8 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='7']~.sheet-spell-slot-counter-8 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='8']~.sheet-spell-slot-counter-9 {
+ display: none
+}
+.sheet-spell-slot-counter-max[value='8']~.sheet-spell-slot-counter-8 {
+ display: none
+}
+input.sheet-toggle-emote:not([value='1'])~div .sheet-emote, input.sheet-toggle-freeform:not([value='1'])~div .sheet-freeform, input.sheet-toggle-freetext:not([value='1'])~div .sheet-freetext {
+ display: none
+}
+.sheet-compendium-drop-target.dropping {
+ background-color: initial!important
+}
+.sheet-compendium-drop {
+ background-color: rgba(255, 255, 255, .87);
+ bottom: 0;
+ display: none;
+ left: 0;
+ position: absolute;
+ right: 0;
+ top: 0;
+ z-index: 99
+}
+.dropping .sheet-compendium-drop {
+ display: block
+}
+.sheet-drop-target {
+ align-items: center;
+ border: 4px dashed #000;
+ display: flex;
+ font-size: 96px;
+ height: 400px;
+ justify-content: center;
+ margin: 48px
+}
+.sheet-rolltemplate-5e-shaped {
+ margin-bottom: -5px;
+ margin-left: -43px;
+ margin-right: -2px
+}
+.withoutavatars .sheet-rolltemplate-5e-shaped {
+ margin-left: -13px
+}
+.sheet-rolltemplate-5e-shaped .sheet-no-border {
+ border-bottom: 0!important
+}
+.sheet-rolltemplate-5e-shaped a[href^='!'], .sheet-rolltemplate-5e-shaped a[href^='~'] {
+ background-color: transparent;
+ border: 0;
+ color: #ce0f69;
+ display: inline;
+ padding: 0
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-card {
+ box-sizing: border-box;
+ font-size: 11px;
+ overflow: hidden
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous, .sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous-header {
+ border-bottom: 0;
+ border-bottom-left-radius: 0;
+ border-bottom-right-radius: 0
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous, .sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous-footer {
+ border-top: 0;
+ border-top-left-radius: 0;
+ border-top-right-radius: 0;
+ margin-top: -28px;
+ padding-top: 9px
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-content {
+ color: #000
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-content>div {
+ padding: 2px 4px
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-content>div:not(:last-of-type) {
+ -o-border-image: linear-gradient(to right, transparent, rgba(0, 0, 0, .75), transparent) 1;
+ border-image: linear-gradient(to right, transparent, rgba(0, 0, 0, .75), transparent) 1;
+ border-left: 0;
+ border-right: 0;
+ border-bottom: 1px solid #000;
+ border-top: 0
+}
+.sheet-rolltemplate-5e-shaped .sheet-grid-box {
+ align-items: stretch;
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ bottom: 0;
+ display: grid;
+ justify-items: stretch;
+ left: 0;
+ position: absolute;
+ right: 0;
+ top: 0
+}
+.sheet-rolltemplate-5e-shaped .sheet-box-inner {
+ position: relative
+}
+.sheet-rolltemplate-5e-shaped .sheet-box-middle {
+ background-color: #fff
+}
+.sheet-rolltemplate-5e-shaped .sheet-boring-box-wrapper {
+ -webkit-backface-visibility: hidden;
+ backface-visibility: hidden;
+ margin-bottom: 8px;
+ min-height: 51px;
+ padding: 4px 10px;
+ position: relative
+}
+.sheet-rolltemplate-5e-shaped .sheet-boring-box {
+ grid-template-columns: 19px auto 19px;
+ grid-template-rows: 15px auto 36px
+}
+.sheet-rolltemplate-5e-shaped .sheet-boring-box-bottom-left, .sheet-rolltemplate-5e-shaped .sheet-boring-box-bottom-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxBottomCornerWhite.svg) no-repeat
+}
+.sheet-rolltemplate-5e-shaped .sheet-boring-box-top-left, .sheet-rolltemplate-5e-shaped .sheet-boring-box-top-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopCornerWhite.svg) no-repeat
+}
+.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-left, .sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-right {
+ background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxSideExpandWhite.svg) repeat-y
+}
+.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-bottom, .sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-top {
+ background: #fff url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopBottomExpandWhite.svg) repeat-x
+}
+.sheet-rolltemplate-5e-shaped .sheet-boring-box-bottom-right, .sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-right, .sheet-rolltemplate-5e-shaped .sheet-boring-box-top-right {
+ -webkit-transform: scaleX(-1);
+ transform: scaleX(-1)
+}
+.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-bottom {
+ -webkit-transform: scaleY(-1);
+ transform: scaleY(-1)
+}
+.sheet-rolltemplate-5e-shaped .inlinerollresult {
+ background: 0 0;
+ border: 2px solid transparent;
+ border-radius: 4px;
+ font-size: 18px;
+ padding: 0 2px
+}
+.sheet-rolltemplate-5e-shaped .sheet-output {
+ font-size: 13px;
+ margin-top: 2px
+}
+.sheet-rolltemplate-5e-shaped .sheet-output-label {
+ color: #676767;
+ font-style: italic
+}
+.sheet-rolltemplate-5e-shaped .sheet-height-one-em {
+ min-height: 1em
+}
+.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar {
+ height: 6px;
+ width: 6px
+}
+.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-button {
+ height: 0;
+ width: 0
+}
+.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-thumb {
+ background: #708090;
+ border: 0;
+ border-radius: 0
+}
+.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-thumb:hover {
+ background: #5e6b77
+}
+.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-thumb :active {
+ background: #4c565f
+}
+.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-track {
+ background: rgba(0, 0, 0, .12);
+ border: 0;
+ border-radius: 0
+}
+.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-track:active, .sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-track:hover {
+ background: rgba(0, 0, 0, .12)
+}
+.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-corner {
+ background: 0 0
+}
+.sheet-rolltemplate-5e-shaped .sheet-advantage-circle {
+ border: 1px solid #000;
+ border-radius: 50%;
+ height: 11px;
+ position: absolute;
+ right: 0;
+ text-align: center;
+ top: 0;
+ width: 11px;
+ z-index: 5
+}
+.sheet-rolltemplate-5e-shaped .sheet-advantage-circle.sheet-advantage {
+ background-color: #2fc910
+}
+.sheet-rolltemplate-5e-shaped .sheet-advantage-circle.sheet-disadvantage {
+ background-color: #980000
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-title-wrap {
+ margin-right: 13px;
+ padding: 0 2px
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-title {
+ color: #591209;
+ font-family: 'Times New Roman', Times, serif;
+ font-variant: small-caps;
+ font-weight: 700
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-title-name {
+ font-size: 20px
+}
+.sheet-rolltemplate-5e-shaped .sheet-spell-points, .sheet-rolltemplate-5e-shaped .sheet-uses-recharge-cost-wrap {
+ font-size: 14px
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-subheader {
+ padding: 0 3px
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-subheader div {
+ line-height: 1.4em
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-character-name {
+ font-size: 1.2em;
+ font-variant: small-caps
+}
+.sheet-rolltemplate-5e-shaped .sheet-rt-emote {
+ background-color: #f5e4d3;
+ border-bottom: 2px solid #f0c392;
+ border-top: 2px solid #f0c392;
+ color: #db831f;
+ font-size: 11px;
+ font-style: italic;
+ font-weight: 700;
+ padding: 3px 4px;
+ text-align: center
+}
+.sheet-rolltemplate-5e-shaped .userscript-criterion {
+ margin: 2px 0
+}
+.sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='!'] .userscript-notselected, .sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='!']:not(.userscript-selected), .sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='~'] .userscript-notselected, .sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='~']:not(.userscript-selected) {
+ color: #909090
+}
+.sheet-rolltemplate-5e-shaped a[href^='!'].userscript-notselected, .sheet-rolltemplate-5e-shaped a[href^='~'].userscript-notselected {
+ color: #909090
+}
+.sheet-rolltemplate-5e-shaped .userscript-section:not(:first-child) {
+ margin-top: 5px
+}
+.sheet-rolltemplate-5e-shaped .userscript-section:not(:last-child) {
+ margin-bottom: 5px
+}
+.sheet-rolltemplate-5e-shaped .userscript-section-heading {
+ font-size: 14px;
+ font-weight: 700
+}
+.sheet-rolltemplate-5e-shaped .userscript-criterion-name {
+ font-style: italic;
+ font-weight: 700
+}
+.sheet-rolltemplate-5e-shaped .userscript-shaped-config {
+ width: 100%
+}
+.sheet-rolltemplate-5e-shaped .userscript-shaped-config tr:nth-child(odd) {
+ background: #dedede
+}
+.sheet-rolltemplate-5e-shaped .userscript-shaped-config table {
+ width: 100%
+}
+.sheet-rolltemplate-5e-shaped hr {
+ background-image: linear-gradient(to right, rgba(0, 0, 0, 0), rgba(0, 0, 0, .75), rgba(0, 0, 0, 0));
+ border: 0;
+ height: 1px;
+ margin: 5px 0
+}
+.sheet-rolltemplate-5e-shaped .sheet-spells-wrapper {
+ font-family: 'Times New Roman', Times, serif;
+ font-size: 1.1em;
+ font-style: italic;
+ text-transform: lowercase!important
+}
+.sheet-rolltemplate-5e-shaped .sheet-prepared-matters .sheet-spell-wrapper:not(.sheet-prepared) a[href^='~'] {
+ color: #909090
+}
+.sheet-rolltemplate-5e-shaped a[href^='!'].userscript-remove {
+ color: #909090
+}
+.sheet-rolltemplate-5e-shaped .sheet-entity-scroller {
+ display: flex;
+ flex-wrap: wrap;
+ justify-content: space-between;
+ max-height: calc(60vh - 170px);
+ overflow-y: auto
+}
+.sheet-rolltemplate-5e-shaped .sheet-entity-scroller a {
+ overflow: hidden;
+ white-space: nowrap;
+ width: 49%
+}
+.sheet-rolltemplate-5e-shaped .sheet-ammo-wrapper .inlinerollresult {
+ font-size: inherit;
+ font-weight: 400
+}
\ No newline at end of file
diff --git a/5eShaped/translations/fi.json b/5eShaped/translations/fi.json
new file mode 100644
index 0000000000..eef086bffb
--- /dev/null
+++ b/5eShaped/translations/fi.json
@@ -0,0 +1,1024 @@
+{
+ "0": "0",
+ "10TH_LEVEL": "10th-level",
+ "10_DAYS": "10 days",
+ "10_MINUTES": "10 minutes",
+ "11TH_LEVEL": "11th-level",
+ "12TH_LEVEL": "12th-level",
+ "12_HOURS": "12 hours",
+ "13TH_LEVEL": "13th-level",
+ "14TH_LEVEL": "14th-level",
+ "15TH_LEVEL": "15th-level",
+ "16TH_LEVEL": "16th-level",
+ "17TH_LEVEL": "17th-level",
+ "18TH_LEVEL": "18th-level",
+ "19TH_LEVEL": "19th-level",
+ "1ST": "1st",
+ "1ST_LEVEL": "1st-level",
+ "1_ACTION": "1 action",
+ "1_BONUS_ACTION": "1 bonus action",
+ "1_HOUR": "1 hour",
+ "1_MINUTE": "1 minute",
+ "1_REACTION": "1 reaction",
+ "1_ROUND": "1 round",
+ "20TH_LEVEL": "20th-level",
+ "21ST_LEVEL": "21st-level",
+ "22ND_LEVEL": "22nd-level",
+ "23RD_LEVEL": "23rd-level",
+ "24TH_LEVEL": "24th-level",
+ "24_HOURS": "24 hours",
+ "25TH_LEVEL": "25th-level",
+ "26TH_LEVEL": "26th-level",
+ "27TH_LEVEL": "27th-level",
+ "28TH_LEVEL": "28th-level",
+ "29TH_LEVEL": "29th-level",
+ "2ND": "2nd",
+ "2ND_LEVEL": "2nd-level",
+ "30TH_LEVEL": "30th-level",
+ "30_DAYS": "30 days",
+ "3RD": "3rd",
+ "3RD_LEVEL": "3rd-level",
+ "4TH": "4th",
+ "4TH_LEVEL": "4th-level",
+ "5TH": "5th",
+ "5TH_LEVEL": "5th-level",
+ "6TH": "6th",
+ "6TH_LEVEL": "6th-level",
+ "7TH": "7th",
+ "7TH_LEVEL": "7th-level",
+ "7_DAYS": "7 days",
+ "8TH": "8th",
+ "8TH_LEVEL": "8th-level",
+ "8_HOURS": "8 hours",
+ "9TH": "9th",
+ "9TH_LEVEL": "9th-level",
+ "ABILITIES": "Abilities",
+ "ABILITY": "Ability",
+ "ABILITY_CHECK": "Ability check",
+ "ABILITY_CHECKS": "Ability checks",
+ "ABILITY_CHECKS_QUERY": "Ability checks query",
+ "ABILITY_CHECK_MODIFIER": "Ability check modifier",
+ "ABILITY_SCORE": "Ability score",
+ "ABILITY_SCORES": "Ability scores",
+ "ABJURATION": "Abjuration",
+ "AC": "AC",
+ "ACID": "acid",
+ "ACROBATICS": "Acrobatics",
+ "ACTION": "Action",
+ "ACTIONS": "Actions",
+ "AC_ARMORED": "Armored AC",
+ "AC_UNARMORED": "Unarmored AC",
+ "AC_UNARMORED_ABILITY": "Unarmored ability",
+ "ADD_COMMON_ITEMS": "Add common items",
+ "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS": "Add half proficiency to unproficient saving throws",
+ "ADVANTAGE": "Advantage",
+ "ADVANTAGE+": "Advantage+",
+ "ADVENTURING_GEAR": "Adventuring gear",
+ "AGE": "Age",
+ "ALIGNMENT": "Alignment",
+ "ALL": "All",
+ "AMMO": "Ammo",
+ "AMMO_AUTO_USE": "Automatically use ammo",
+ "AMMO_WEIGHT": "Ammo weight",
+ "AMPHIBIOUS": "Amphibious",
+ "AMULET": "Amulet",
+ "ANIMALHANDLING": "Animal Handling",
+ "API": "API",
+ "APPEARANCE": "Appearance",
+ "ARCANA": "Arcana",
+ "ARMOR": "Armor",
+ "ARMOR_CLASS": "Armor class",
+ "ARROWS": "Arrows",
+ "ARTIFICER": "Artificer (2017)",
+ "AS": "as",
+ "ATHLETICS": "Athletics",
+ "ATK": "Atk",
+ "ATTACHERS": "Attachers",
+ "ATTACK": "Attack",
+ "ATTACKS": "Attacks",
+ "ATTACK_MODIFIER": "Attack modifier",
+ "AT_WILL": "at will",
+ "AUTO": "Auto",
+ "AUTOMATICALLY_EXPEND_SPELL_RESOURCES": "Automatically expend spell resources",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS": "Automatically roll damage for attacks",
+ "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS": "Automatically roll damage for saving throws",
+ "AUTOMATIC_HIGHER_LEVEL_QUERIES": "Automatic higher level queries",
+ "AUTO_REVERT_ADV": "Automatically revert (dis)advantage",
+ "AVERAGE_OF_ABILITIES": "Average of the highest 1 or 2 abilities",
+ "AVG": "avg",
+ "BACKGROUND": "Background",
+ "BACKSTORY": "Backstory",
+ "BARBARIAN": "Barbarian",
+ "BARD": "Bard",
+ "BASE_DC": "Base DC",
+ "BIG": "Big",
+ "BITE": "Bite",
+ "BLINDED": "Blinded",
+ "BLINDED_1": "A blinded creature can’t see and automatically fails any ability check that requires sight.",
+ "BLINDED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
+ "BLINDSIGHT": "Blindsight",
+ "BLIND_BEYOND": "blind beyond this radius",
+ "BLUDGEONING": "bludgeoning",
+ "BONDS": "Bonds",
+ "BONUS": "Bonus",
+ "BORDER": "Border",
+ "BONUSES": "Bonuses",
+ "BONUSES_AND_PENALTIES": "Bonuses & Penalties",
+ "BONUSES_AND_PENALTIES_TOOLTIP": "Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
+ "BRAWN": "Brawn",
+ "BREAK_TIES": "Break ties",
+ "BURROW": "Burrow",
+ "CANCEL": "Cancel",
+ "CANTRIP": "Cantrip",
+ "CANTRIPS": "Cantrips",
+ "CAN_HAVE": "Can have",
+ "CARRIED": "Carried",
+ "CARRYING_CAPACITY": "Carrying capacity",
+ "CARRYING_CAPACITY_1": "This is the weight that you can carry",
+ "CARRYING_PUSH_DRAG_LIFT": "Push, Drag, or Lift",
+ "CARRYING_PUSH_DRAG_LIFT_FEET": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.",
+ "CARRYING_PUSH_DRAG_LIFT_METERS": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 1.5 meters.",
+ "CASTERS_4TH": "4th level spellcasting",
+ "CASTERS_5TH": "5th level spellcasting",
+ "CASTERS_9TH": "9th level spellcasting",
+ "CASTING_TIME": "Casting Time",
+ "CHA": "Cha",
+ "CHALLENGE": "Challenge",
+ "CHARACTER": "Character",
+ "CHARACTER_NAME": "Character name",
+ "CHARACTER_NAME_ON_ROLL_TEMPLATES": "Character Name on all roll templates",
+ "CHARISMA": "Charisma",
+ "CHARISMA_SAVING_THROW": "Charisma saving throw",
+ "CHARMED": "Charmed",
+ "CHARMED_1": "A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.",
+ "CHARMED_2": "The charmer has advantage on any ability check to interact socially with the creature.",
+ "CHECK": "Check",
+ "CHECK_MODIFIER": "Check modifier",
+ "CHOOSE_WHEN_ROLLING": "Choose when rolling",
+ "CLASS": "Class",
+ "CLASS_AND_LEVEL": "Class & Level",
+ "CLASS_AND_LEVEL_PLACEHOLDER": "Turn on edit mode by clicking the pencil",
+ "CLASS_FEATURES": "Class features",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infuse Magic",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Magic Item Analysis",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Mechanical Servant",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’t be charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Soul of Artifice",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
+ "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Superior Attunement",
+ "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Tool Expertise",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wondrous Invention",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Brutal Critical",
+ "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Danger Sense",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Fast Movement",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "Your speed increases by 10 feet while you aren’t wearing heavy armor.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Feral Instinct",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "Indomitable Might",
+ "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
+ "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Persistent Rage",
+ "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
+ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Primal Champion",
+ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
+ "CLASS_FEATURE_BARBARIAN_RAGE": "Rage",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
+ "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Reckless Attack",
+ "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "Relentless Rage",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT": "Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
+ "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "Unarmored Defense",
+ "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT": "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
+ "CLASS_FEATURE_BARD_BARDIC_INSPIRATION": "Bardic Inspiration",
+ "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT": "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.",
+ "CLASS_FEATURE_BARD_COUNTERCHARM": "Countercharm",
+ "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT": "You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).",
+ "CLASS_FEATURE_BARD_EXPERTISE": "Expertise",
+ "CLASS_FEATURE_BARD_EXPERTISE_TEXT": "Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES": "Jack of All Trades",
+ "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT": "You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
+ "CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Magical Secrets",
+ "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT": "You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
+ "CLASS_FEATURE_BARD_SONG_OF_REST": "Song of Rest",
+ "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT": "You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.",
+ "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION": "Superior Inspiration",
+ "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT": "When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Channel Divinity",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "Turn Undead (Channel Divinity)",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2": "When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION": "Divine Intervention",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT": "You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID": "Archdruid",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS": "Beast Spells",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
+ "CLASS_FEATURE_DRUID_DRUIDIC": "Druidic",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY": "Timeless Body",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE": "Wild Shape",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": "that doesn’t have a flying speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesn’t have a flying or swimming speed",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE": "Action Surge",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
+ "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE": "Remarkable Athlete",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "Extra Attack (Fighter)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE": "Fighting Style (Fighter)",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_INDOMITABLE": "Indomitable",
+ "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT": "You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND": "Second Wind",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "On your turn, you can use a bonus action to regain hit points.",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES": "Deflect Missiles",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT": "You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet",
+ "CLASS_FEATURE_MONK_DIAMOND_SOUL": "Diamond Soul",
+ "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT": "Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY": "Empty Body",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT": "You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
+ "CLASS_FEATURE_MONK_EVASION": "Evasion",
+ "CLASS_FEATURE_MONK_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK": "Extra Attack (Monk)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS": "Flurry of Blows",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT": "Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
+ "CLASS_FEATURE_MONK_KI": "Ki",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES": "Ki-Empowered Strikes",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT": "Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
+ "CLASS_FEATURE_MONK_KI_TEXT": "Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS": "Martial Arts",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT": "Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:\n•You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Patient Defense",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT": "You can spend 1 ki point to take the Dodge action as a bonus action on your turn.",
+ "CLASS_FEATURE_MONK_PERFECT_SELF": "Perfect Self",
+ "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT": "When you roll for initiative and have no ki points remaining, you regain 4 ki points.",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY": "Purity of Body",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT": "Your mastery of the ki flowing through you makes you immune to disease and poison.",
+ "CLASS_FEATURE_MONK_SLOW_FALL": "Slow Fall",
+ "CLASS_FEATURE_MONK_SLOW_FALL_TEXT": "You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Step of the Wind",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT": "You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND": "Stillness of Mind",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT": "You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE": "Stunning Strike",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT": "You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY": "Timeless Body",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT": "Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
+ "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON": "Tongue of the Sun and Moon",
+ "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT": "You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
+ "CLASS_FEATURE_MONK_UNARMORED_DEFENSE": "Unarmored Defense",
+ "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT": "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.",
+ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT": "Unarmored Movement",
+ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT": "Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE": "Aura of Courage",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT": "You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION": "Aura of Protection",
+ "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT": "Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
+ "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY": "Channel Divinity",
+ "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT": "Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.",
+ "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH": "Cleansing Touch",
+ "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT": "You can use your action to end one spell on yourself or on one willing creature that you touch.",
+ "CLASS_FEATURE_PALADIN_DIVINE_HEALTH": "Divine Health",
+ "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT": "The divine magic flowing through you makes you immune to disease.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SENSE": "Divine Sense",
+ "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT": "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE": "Divine Smite",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT": "When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK": "Extra Attack (Paladin)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE": "Fighting Style (Paladin)",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
+ "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE": "Improved Divine Smite",
+ "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT": "You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
+ "CLASS_FEATURE_PALADIN_LAY_ON_HANDS": "Lay on Hands",
+ "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT": "Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY": "Favored Enemy",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES": "Feral Senses",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE": "Fighting Style (Ranger UA)",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT": "Fleet of Foot",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT": "You can use the Dash action as a bonus action on your turn.",
+ "CLASS_FEATURE_RANGERUA_FOE_SLAYER": "Foe Slayer",
+ "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT": "You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
+ "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY": "Greater Favored Enemy",
+ "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT": "You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.",
+ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
+ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT": "You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER": "Natural Explorer",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT": "You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS": "Primeval Awareness",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT": "Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
+ "CLASS_FEATURE_RANGERUA_VANISH": "Vanish",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK": "Extra Attack (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_RANGER_FAVORED_ENEMY": "Favored Enemy",
+ "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES": "Feral Senses",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE": "Fighting Style (Ranger)",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_RANGER_FOE_SLAYER": "Foe Slayer",
+ "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT": "You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
+ "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
+ "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT": "You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE": "Land’s Stride",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT": "Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER": "Natural Explorer",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT": "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS": "Primeval Awareness",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT": "You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
+ "CLASS_FEATURE_RANGER_VANISH": "Vanish",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
+ "CLASS_FEATURE_ROGUE_BLINDSENSE": "Blindsense",
+ "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT": "If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
+ "CLASS_FEATURE_ROGUE_CUNNING_ACTION": "Cunning Action",
+ "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT": "Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE": "Elusive",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT": "You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
+ "CLASS_FEATURE_ROGUE_EVASION": "Evasion",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE": "Expertise",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT": "Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
+ "CLASS_FEATURE_ROGUE_RELIABLE_TALENT": "Reliable Talent",
+ "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT": "You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
+ "CLASS_FEATURE_ROGUE_SLIPPERY_MIND": "Slippery Mind",
+ "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT": "You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK": "Sneak Attack",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT": "You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK": "Stroke of Luck",
+ "CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT": "You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT": "Thieves’ Cant",
+ "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT": "During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE": "Uncanny Dodge",
+ "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT": "When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING": "Flexible Casting",
+ "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT": "Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC": "Metamagic",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL": "Careful Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT": "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL": "Distant Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT": "when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL": "Empowered Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT": "When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL": "Extended Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT": "When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL": "Heightened Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT": "When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL": "Quickened Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT": "When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL": "Subtle Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT": "When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT": "You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL": "Twinned Spell",
+ "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT": "When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.",
+ "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION": "Sorcerous Restoration",
+ "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT": "You regain 4 expended sorcery points whenever you finish a short rest.",
+ "CLASS_FEATURE_SORCERER_SORCERY_POINTS": "Sorcery Points",
+ "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT": "You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS": "Eldritch Invocations",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT": "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER": "Eldritch Master",
+ "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT": "You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.",
+ "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM": "Mystic Arcanum",
+ "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT": "Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.",
+ "CLASS_FEATURE_WARLOCK_PACT_BOON": "Pact Boon",
+ "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT": "Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY": "Arcane Recovery",
+ "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS": "Signature Spells",
+ "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT": "You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.",
+ "CLASS_FEATURE_WIZARD_SPELL_MASTERY": "Spell Mastery",
+ "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT": "You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.",
+ "CLASS_LEVELS": "Class levels",
+ "CLERIC": "Cleric",
+ "CLIMB": "Climb",
+ "CLOSE": "Close",
+ "COINS": "Coins",
+ "COLD": "cold",
+ "COLOR": "Color",
+ "COMPONENTS": "Components",
+ "COMPONENTS_M": "M",
+ "COMPONENTS_S": "S",
+ "COMPONENTS_S_M": "S, M",
+ "COMPONENTS_V": "V",
+ "COMPONENTS_V_M": "V, M",
+ "COMPONENTS_V_S": "V, S",
+ "COMPONENTS_V_S_M": "V, S, M",
+ "CON": "Con",
+ "CONC": "Conc",
+ "CONCENTRATION": "Concentration",
+ "CONCENTRATION_UP_TO_10_MINUTES": "Concentration, up to 10 minutes",
+ "CONCENTRATION_UP_TO_12_HOURS": "Concentration, up to 12 hours",
+ "CONCENTRATION_UP_TO_1_HOUR": "Concentration, up to 1 hour",
+ "CONCENTRATION_UP_TO_1_MINUTE": "Concentration, up to 1 minute",
+ "CONCENTRATION_UP_TO_1_ROUND": "Concentration, up to 1 round",
+ "CONCENTRATION_UP_TO_24_HOURS": "Concentration, up to 24 hours",
+ "CONCENTRATION_UP_TO_2_HOURS": "Concentration, up to 2 hours",
+ "CONCENTRATION_UP_TO_6_ROUNDS": "Concentration, up to 6 rounds",
+ "CONCENTRATION_UP_TO_8_HOURS": "Concentration, up to 8 hours",
+ "CONDENSE": "Condense",
+ "CONDITIONS": "Conditions",
+ "CONDITION_IMMUNITIES": "Condition Immunities",
+ "CONJURATION": "Conjuration",
+ "CONSTITUTION": "Constitution",
+ "CONSTITUTION_SAVING_THROW": "Constitution saving throw",
+ "CONTENT": "Content",
+ "CONTRACT": "Contract",
+ "COPPER": "Copper",
+ "CORE": "Core",
+ "COST": "Cost",
+ "COSTS_2_ACTIONS": "Costs 2 Actions",
+ "COSTS_3_ACTIONS": "Costs 3 Actions",
+ "CP": "CP",
+ "CREATE_CLASS_FEATURES": "Create class features",
+ "CRIT": "Crit",
+ "CRITICAL_DAMAGE": "Critical damage",
+ "CRITICAL_DAMAGE_IS_MAXIMIZED": "Critical damage is maximized",
+ "CRIT_ATTACHER_TOOLTIP": "Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.",
+ "CRIT_RANGE": "Crit range",
+ "CURRENCY": "Currency",
+ "CURRENT": "Current",
+ "CUSTOM": "Custom",
+ "CUSTOM_CLASSES": "Custom classes",
+ "CUSTOM_CLASS_NAME": "Custom class name",
+ "DAMAGE": "Damage",
+ "DAMAGE_IMMUNITIES": "Damage Immunities",
+ "DAMAGE_MODIFIER": "Damage modifier",
+ "DAMAGE_RESISTANCES": "Damage Resistances",
+ "DAMAGE_VULNERABILITIES": "Damage Vulnerabilities",
+ "DARKVISION": "Darkvision",
+ "DC": "DC",
+ "DEAFENED": "Deafened",
+ "DEAFENED_1": "A deafened creature can’t hear and automatically fails any ability check that requires hearing.",
+ "DEATH": "Death",
+ "DEATH_SAVES": "Death saves",
+ "DEATH_SAVING_THROW": "Death saving throw",
+ "DEATH_SAVING_THROWS": "Death saving throws",
+ "DEATH_SAVING_THROW_CHANCES": "Death saving throw chances",
+ "DECEPTION": "Deception",
+ "DEX": "Dex",
+ "DEXTERITY": "Dexterity",
+ "DEXTERITY_SAVING_THROW": "Dexterity saving throw",
+ "DEX_MAX_X": "Dex (max X)",
+ "DICE": "Dice",
+ "DICE_MODIFIERS": "Dice modifiers",
+ "DICE_SYSTEM": "Dice system",
+ "DIE": "Die",
+ "DISADVANTAGE": "Disadvantage",
+ "DISADVANTAGE-": "Disadvantage-",
+ "DISPLAY": "Display",
+ "DISPLAY_AUDITORY": "Auditory",
+ "DISPLAY_AUDITORY_MATERIAL": "Auditory, Material",
+ "DISPLAY_AUDITORY_MENTAL": "Auditory, Mental",
+ "DISPLAY_AUDITORY_MENTAL_OLFACTORY": "Auditory, Mental, Olfactory",
+ "DISPLAY_AUDITORY_MENTAL_VISUAL": "Auditory, Mental, Visual",
+ "DISPLAY_AUDITORY_OLFACTORY": "Auditory, Olfactory",
+ "DISPLAY_AUDITORY_OLFACTORY_MATERIAL": "Auditory, Olfactory, Material",
+ "DISPLAY_AUDITORY_VISUAL": "Auditory, Visual",
+ "DISPLAY_AUDITORY_VISUAL_MATERIAL": "Auditory, Visual, Material",
+ "DISPLAY_MATERIAL": "Material",
+ "DISPLAY_MENTAL": "Mental",
+ "DISPLAY_MENTAL_MATERIAL": "Mental, Material",
+ "DISPLAY_MENTAL_OLFACTORY": "Mental, Olfactory",
+ "DISPLAY_MENTAL_OLFACTORY_VISUAL": "Mental, Olfactory, Visual",
+ "DISPLAY_MENTAL_VISUAL": "Mental, Visual",
+ "DISPLAY_OLFACTORY": "Olfactory",
+ "DISPLAY_OLFACTORY_MATERIAL": "Olfactory, Material",
+ "DISPLAY_OLFACTORY_VISUAL": "Olfactory, Visual",
+ "DISPLAY_TEXT": "Display text",
+ "DISPLAY_VISUAL": "Visual",
+ "DISPLAY_VISUAL_MATERIAL": "Visual, Material",
+ "DISTANCE": "Distance",
+ "DIVINATION": "Divination",
+ "DMG": "Dmg",
+ "DOCUMENTATION": "Documentation",
+ "DONT": "Don’t",
+ "DRAGON": "Dragon",
+ "DROP": "Drop",
+ "DRUID": "Druid",
+ "DURATION": "Duration",
+ "EFFECT": "Effect",
+ "ELECTRUM": "Electrum",
+ "EMOTE": "Emote",
+ "ENCHANTMENT": "Enchantment",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED_FEET": "Speed reduced by 10 feet",
+ "ENCUMBERED_HEAVILY": "Heavily Encumbered",
+ "ENCUMBERED_HEAVILY_2": "You have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.",
+ "ENCUMBERED_HEAVILY_FEET": "Speed reduced by 20 feet",
+ "ENCUMBERED_HEAVILY_METERS": "Speed reduced by 6 meters",
+ "ENCUMBERED_METERS": "Speed reduced by 3 meters",
+ "ENCUMBRANCE_MULTIPLIER": "Encumbrance multiplier",
+ "ENGINEERING": "Engineering",
+ "EP": "EP",
+ "EQUIPMENT": "Equipment",
+ "EVERY": "every",
+ "EVOCATION": "Evocation",
+ "EXHAUSTION": "Exhaustion",
+ "EXHAUSTION_LEVEL": "Exhaustion level",
+ "EXHAUSTION_LEVEL_1": "Disadvantage on ability checks",
+ "EXHAUSTION_LEVEL_2": "Speed halved",
+ "EXHAUSTION_LEVEL_3": "Disadvantage on attack rolls and saving throws",
+ "EXHAUSTION_LEVEL_4": "Hit point maximum halved",
+ "EXHAUSTION_LEVEL_5": "Speed reduced to 0",
+ "EXHAUSTION_LEVEL_6": "Death",
+ "EXPAND": "Expand",
+ "EXPERIENCE_POINTS": "Experience points",
+ "EXPERTISE": "Expertise",
+ "EXPERTISE_AS_ADVANTAGE": "Expertise as Advantage when importing",
+ "EXPLODE": "explode",
+ "EXTRAS": "Extras",
+ "EXTRA_ON_A_CRIT": "extra on a crit",
+ "EYES": "Eyes",
+ "FAILURES": "Failures",
+ "FEATS": "Feats",
+ "FEATURES": "Features",
+ "FEATURES_AND_TRAITS": "Features & Traits",
+ "FEET": "Feet",
+ "FEET_ABBREVIATION": "ft.",
+ "FIELD": "Field",
+ "FIGHTER": "Fighter",
+ "FILTERS": "Filters",
+ "FIN": "Fin",
+ "FINESSE": "Finesse",
+ "FIRE": "fire",
+ "FLAT_HEAL": "Flat heal",
+ "FLAWS": "Flaws",
+ "FLY": "Fly",
+ "FORCE": "force",
+ "FORT": "Fort",
+ "FORTITUDE": "Fortitude",
+ "FORTITUDE_SAVING_THROW": "Fortitude saving throw",
+ "FREEFORM": "Freeform",
+ "FREETEXT": "Freetext",
+ "FRIGHTENED": "Frightened",
+ "FRIGHTENED_1": "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.",
+ "FRIGHTENED_2": "The creature can’t willingly move closer to the source of its fear.",
+ "GARGANTUAN": "Gargantuan",
+ "GENDER": "Gender",
+ "GENERATE": "Generate",
+ "GENERATE_SKILLS": "Generate skills",
+ "GM": "GM",
+ "GOLD": "Gold",
+ "GP": "GP",
+ "GRAPPLED": "Grappled",
+ "GRAPPLED_1": "A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.",
+ "GRAPPLED_2": "The condition ends if the grappler is incapacitated (see the condition).",
+ "GRAPPLED_3": "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.",
+ "HAIR": "Hair",
+ "HALF": "Half",
+ "HALFLING_LUCK": "Halfling Luck",
+ "HALF_DAMAGE": "half damage",
+ "HALF_ORC_SAVAGE_ATTACKS": "Half-Orc savage attacks",
+ "HALF_PROFICIENCY": "half proficiency",
+ "HEAL": "Heal",
+ "HEAL_FOR": "Heal for",
+ "HEAVY_ARMOR": "Heavy Armor",
+ "HEIGHT": "Height",
+ "HIDE": "Hide",
+ "HIDE_INFO": "Hide info",
+ "HIDE_INFO_ABILITY_CHECKS": "Hide ability checks",
+ "HIDE_INFO_ATTACK": "Hide attack",
+ "HIDE_INFO_CONTENT": "Hide content",
+ "HIDE_INFO_COST": "Hide cost",
+ "HIDE_INFO_DAMAGE": "Hide damage",
+ "HIDE_INFO_EFFECT": "Hide effect",
+ "HIDE_INFO_FREETEXT": "Hide freetext",
+ "HIDE_INFO_NOTE": "Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts",
+ "HIDE_INFO_RECHARGE": "Hide recharge",
+ "HIDE_INFO_SAVING_THROWS": "Hide saving throws",
+ "HIDE_INFO_SAVING_THROW_DC": "Hide saving throw DC",
+ "HIDE_INFO_SAVING_THROW_FAILURE": "Hide saving throw failure",
+ "HIDE_INFO_SAVING_THROW_SUCCESS": "Hide saving throw success",
+ "HIDE_INFO_TARGET_AC": "Hide target AC",
+ "HIGHER_LEVEL": "Higher level",
+ "HIGHER_LEVEL_FLAT_AMOUNT": "Higher level flat amount",
+ "HISTORY": "History",
+ "HIT": "Hit",
+ "HIT_DICE": "Hit dice",
+ "HIT_DICE_RECOVERED": "Hit dice recovered",
+ "HIT_DICE_RECOVERED_ON_A_LONG_REST": "Hit dice recovered on a long rest",
+ "HIT_DICE_RECOVERED_ON_A_SHORT_REST": "Hit dice recovered on a short rest",
+ "HIT_POINTS": "Hit points",
+ "HIT_POINTS_RECOVERED_ON_A_LONG_REST": "Hit points recovered on a long rest",
+ "HIT_POINTS_ROLLED": "Hit points rolled",
+ "HIT_POINTS_TEMP": "Temp HP",
+ "HIT_POINTS_TEMPORARY": "Temporary hit points",
+ "HIT_POINT_MAXIMUM_REDUCED_BY": "Hit point maximum reduced by",
+ "HON": "Hon",
+ "HONOR": "Honor",
+ "HONOR_SAVING_THROW": "Honor saving throw",
+ "HOUSERULES": "Houserules",
+ "HOVER": "Hover",
+ "HP": "HP",
+ "HUGE": "Huge",
+ "IDEALS": "Ideals",
+ "IF_THE_TARGET_IS": "If the target is",
+ "ILLUSION": "Illusion",
+ "IMPORT": "Import",
+ "INCAPACITATED": "Incapacitated",
+ "INCAPACITATED_1": "An incapacitated creature can’t take actions or reactions.",
+ "INFLUENCE": "Influence",
+ "INITIATIVE": "Initiative",
+ "INNATE_SPELLCASTING": "Innate Spellcasting",
+ "INNATE_SPELLCASTING_NO_MATERIAL": "requiring no material components",
+ "INNATE_SPELLCASTING_ONLY_VERBAL": "requiring only verbal components",
+ "INNATE_SPELLCASTING_TEXT_1": "The",
+ "INNATE_SPELLCASTING_TEXT_2": "’s spellcasting ability is",
+ "INNATE_SPELLCASTING_TEXT_3": "can innately cast the following spells,",
+ "INSIGHT": "Insight",
+ "INSPIRATION": "Inspiration",
+ "INSPIRATION_MULTIPLE": "Multiple inspiration",
+ "INSTANTANEOUS": "Instantaneous",
+ "INSTANTANEOUS_OR_1_HOUR": "Instantaneous or 1 hour",
+ "INT": "Int",
+ "INTELLIGENCE": "Intelligence",
+ "INTELLIGENCE_SAVING_THROW": "Intelligence saving throw",
+ "INTIMIDATION": "Intimidation",
+ "INVESTIGATION": "Investigation",
+ "INVISIBLE": "Invisible",
+ "INVISIBLE_1": "An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.",
+ "INVISIBLE_2": "Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.",
+ "JACK_OF_ALL_TRADES": "Jack of all trades",
+ "KI": "Ki",
+ "KILOGRAMS": "Kilograms",
+ "KILOGRAMS_SHORT": "kg",
+ "KNOWN": "Known",
+ "LAIR_ACTIONS": "Lair Actions",
+ "LANGUAGES": "Languages",
+ "LARGE": "Large",
+ "LAWFUL_EVIL": "lawful evil",
+ "LEATHER": "Leather",
+ "LEGACY": "Legacy",
+ "LEGACY_TOOLTIP": "This cannot be used with all sheet features",
+ "LEGENDARY_ACTIONS": "Legendary Actions",
+ "LEGENDARY_ACTIONS_TEXT_1": "The",
+ "LEGENDARY_ACTIONS_TEXT_2": "can take",
+ "LEGENDARY_ACTIONS_TEXT_3": "legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The",
+ "LEGENDARY_ACTIONS_TEXT_4": "regains spent legendary actions at the start of its turn.",
+ "LEVEL": "Level",
+ "LEVELS": "levels",
+ "LIGHTNING": "lightning",
+ "LIGHT_ARMOR": "Light Armor",
+ "LIMIT": "Limit",
+ "LONGER": "Longer",
+ "LONGSWORD": "Longsword",
+ "LONG_REST": "Long rest",
+ "LUC": "Luc",
+ "LUCK": "Luck",
+ "LUCK_SAVING_THROW": "Luck saving throw",
+ "MACROS": "Macros",
+ "MANA": "Mana",
+ "MANIPULATION": "Manipulation",
+ "MANUAL": "Manual",
+ "MAX": "Max",
+ "MEASUREMENT_SYSTEMS": "Measurement systems",
+ "MEDICINE": "Medicine",
+ "MEDIUM": "Medium",
+ "MEDIUM_ARMOR": "Medium Armor",
+ "MEDIUM_ARMOR_MAX_DEX": "Medium armor max dex",
+ "MELEE": "Melee",
+ "MELEE_OR_RANGED_WEAPON_ATTACK": "Melee or Ranged Weapon Attack",
+ "MELEE_SPELL_ATTACK": "Melee Spell Attack",
+ "MELEE_WEAPON": "Melee weapon",
+ "MELEE_WEAPON_ATTACK": "Melee Weapon Attack",
+ "MELEE_WEAPON_ATTACK_MODIFIER": "Melee weapon attack modifier",
+ "MELEE_WEAPON_DAMAGE_MODIFIER": "Melee weapon damage modifier",
+ "METERS": "Meters",
+ "METERS_ABBREVIATION": "m.",
+ "MISC": "Misc",
+ "MISCELLANEOUS": "Miscellaneous",
+ "MISCELLANEOUS_NOTES": "Miscellaneous notes",
+ "MOD": "mod",
+ "MODIFIER": "Modifier",
+ "MODIFIERS": "Modifiers",
+ "MONK": "Monk",
+ "MOVEMENT": "Movement",
+ "MULTIPLIER": "Multiplier",
+ "NAME": "Name",
+ "NATURE": "Nature",
+ "NECROMANCY": "Necromancy",
+ "NECROTIC": "necrotic",
+ "NO": "No",
+ "NORMAL": "Normal",
+ "NOTHING_RECHARGED": "Nothing recharged",
+ "NO_CONCENTRATION": "No concentration",
+ "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE": "No extra damage on a critical hit from the default damage",
+ "NPC": "NPC",
+ "OFFENSE": "Offense",
+ "ONE_CREATURE": "one creature",
+ "ONE_TARGET": "one target",
+ "OR": "or",
+ "OTHER": "Other",
+ "OTHER_ARMOR": "Other Armor",
+ "OTHER_DAMAGE": "Other damage",
+ "OTHER_PROFICIENCIES_AND_LANGUAGES": "Other Proficiencies & Languages",
+ "OTHER_TYPE": "Other (AoE, Cone, Line)",
+ "OUTPUT": "Output",
+ "PALADIN": "Paladin",
+ "PARALYZED": "Paralyzed",
+ "PARALYZED_1": "A paralyzed creature is incapacitated (see the condition) and can’t move or speak.",
+ "PARALYZED_2": "The creature automatically fails Strength and Dexterity saving throws.",
+ "PARALYZED_3": "Attack rolls against the creature have advantage.",
+ "PARALYZED_4": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
+ "PASSIVE": "Passive",
+ "PASSIVE_ABILITY_CHECK": "Passive ability check",
+ "PASSIVE_SKILLS": "Passive skills",
+ "PC": "PC",
+ "PERCEPTION": "Perception",
+ "PERFORMANCE": "Performance",
+ "PERSONALITY_TRAITS": "Personality traits",
+ "PERSUASION": "Persuasion",
+ "PER_LEVEL": "per level",
+ "PER_USE": "per use",
+ "PETRIFIED": "Petrified",
+ "PETRIFIED_1": "A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.",
+ "PETRIFIED_2": "The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.",
+ "PETRIFIED_3": "Attack rolls against the creature have advantage.",
+ "PETRIFIED_4": "The creature automatically fails Strength and Dexterity saving throws.",
+ "PETRIFIED_5": "The creature has resistance to all damage.",
+ "PETRIFIED_6": "The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.",
+ "PIERCING": "piercing",
+ "PLATINUM": "Platinum",
+ "PLUS": "plus",
+ "POINTS": "Points",
+ "POINTS_OF_ORIGIN": "Points of origin",
+ "POISON": "poison",
+ "POISONED": "Poisoned",
+ "POISONED_1": "A poisoned creature has disadvantage on attack rolls and ability checks.",
+ "POTION": "Potion",
+ "POTION_OF_HEALING": "Potion of Healing",
+ "POUNDS": "Pounds",
+ "POUNDS_SHORT": "lb",
+ "PP": "PP",
+ "PREPARED": "Prepared",
+ "PREPARED_MATTERS": "Prepared matters",
+ "PROCESSING_CLOSE_MESSAGE": "If this does not close after a few seconds (max 15 seconds for complex cases) then an error has occurred. In that case please open an issue on the issue tracker detailing the steps to reproduce (ideally showing the error in the browser's console).",
+ "PROCESSING_MESSAGE": "While the sheet is processing do not close the sheet.",
+ "PROCESSING_TITLE": "Processing",
+ "PROF": "Prof",
+ "PROFICIENCIES": "Proficiencies",
+ "PROFICIENCY_BONUS": "Proficiency Bonus",
+ "PROFICIENCY_DICE": "Proficiency dice",
+ "PROFICIENT": "Proficient",
+ "PROFICIENT_ARMOR_WEIGHS": "Armor that you are proficient in weighs",
+ "PRONE": "Prone",
+ "PRONE_1": "A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.",
+ "PRONE_2": "The creature has disadvantage on attack rolls.",
+ "PRONE_3": "An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.",
+ "PSI": "Psi",
+ "PSION": "Psion",
+ "PSIONICS": "Psionics",
+ "PSIONICS_4TH": "4th level psionics",
+ "PSIONICS_5TH": "5th level psionics",
+ "PSIONICS_9TH": "9th level psionics",
+ "PSI_LIMIT": "Psi Limit",
+ "PSI_POINTS": "Psi Points",
+ "PSYCHIC": "psychic",
+ "PUBLIC_FOR_ALL": "Public for all to see",
+ "QUERY": "Query",
+ "QUERY_ADVANTAGE_DEFAULT": "Query (Advantage default)",
+ "QUERY_DISADVANTAGE_DEFAULT": "Query (Disadvantage default)",
+ "QUICK": "Quick",
+ "RACE": "Race",
+ "RACIAL_FEATURE_POWERFUL_BUILD": "Powerful build",
+ "RACIAL_TRAITS": "Racial traits",
+ "RADIANT": "radiant",
+ "RANGE": "Range",
+ "RANGED": "Ranged",
+ "RANGED_SPELL_ATTACK": "Ranged Spell Attack",
+ "RANGED_WEAPON": "Ranged weapon",
+ "RANGED_WEAPON_ATTACK": "Ranged Weapon Attack",
+ "RANGED_WEAPON_ATTACK_MODIFIER": "Ranged weapon attack modifier",
+ "RANGED_WEAPON_DAMAGE_MODIFIER": "Ranged weapon damage modifier",
+ "RANGER": "Ranger",
+ "RANGERUA": "Ranger UA (2016)",
+ "REACH": "Reach",
+ "REACTION": "Reaction",
+ "REACTIONS": "Reactions",
+ "RECHARGE": "Recharge",
+ "RECHARGED": "recharged",
+ "RECHARGE_2_6": "Recharge 2-6",
+ "RECHARGE_3_6": "Recharge 3-6",
+ "RECHARGE_4_6": "Recharge 4-6",
+ "RECHARGE_5_6": "Recharge 5-6",
+ "RECHARGE_6": "Recharge 6",
+ "RECHARGE_AFTER_LONG_REST": "Recharges after a Long Rest",
+ "RECHARGE_AFTER_SHORT_OR_LONG_REST": "Recharges after a Short or Long Rest",
+ "RECOVERED": "recovered",
+ "REDUCED_TO": "reduced to",
+ "REF": "Ref",
+ "REFLEX": "Reflex",
+ "REFLEX_SAVING_THROW": "Reflex saving throw",
+ "REGAIN": "Regain",
+ "REGIONAL_EFFECTS": "Regional Effects",
+ "RELIGION": "Religion",
+ "REMARKABLE_ATHLETE": "Remarkable Athlete",
+ "REPEAT": "Repeat",
+ "REPORT_AN_ISSUE": "Report an issue",
+ "REQUIRES_API": "This feature requires the API",
+ "RESET": "reset",
+ "RESISTANCES_AND_IMMUNITIES": "Resistances & Immunities",
+ "RESOURCES": "Resources",
+ "REST": "Rest",
+ "RESTRAINED": "Restrained",
+ "RESTRAINED_1": "A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.",
+ "RESTRAINED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
+ "RESTRAINED_3": "The creature has disadvantage on Dexterity saving throws.",
+ "RING": "Ring",
+ "RITUAL": "Ritual",
+ "ROGUE": "Rogue",
+ "ROLL": "Roll",
+ "ROLL_2": "Roll 2",
+ "ROLL_OPTIONS": "Roll options",
+ "ROLL_TEMPLATE": "Roll template",
+ "SAN": "San",
+ "SANITY": "Sanity",
+ "SANITY_SAVING_THROW": "Sanity saving throw",
+ "SAVE": "Save",
+ "SAVE_DC": "Save DC",
+ "SAVING_DC": "Saving DC",
+ "SAVING_THROW": "Saving throw",
+ "SAVING_THROWS": "Saving throws",
+ "SAVING_THROWS_BONUS": "Saving throws bonus",
+ "SAVING_THROWS_QUERY": "Saving throws query",
+ "SAVING_THROW_BONUS": "saving throw bonus",
+ "SAVING_THROW_DC": "Saving throw DC",
+ "SAVING_THROW_FAILURE": "Saving throw failure",
+ "SAVING_THROW_MODIFIER": "Saving throw modifier",
+ "SAVING_THROW_SUCCESS": "Saving throw success",
+ "SCORE": "Score",
+ "SECOND_DAMAGE": "Second damage",
+ "SELF": "Self",
+ "SENSES": "Senses",
+ "SHEET": "Sheet",
+ "SHEET_OUTPUT": "Sheet output",
+ "SHEET_SETTING": "Sheet setting",
+ "SHIELD": "Shield",
+ "SHORT_OR_LONG_REST": "Short or Long rest",
+ "SHORT_REST": "Short rest",
+ "SHOW_ALL": "Show all",
+ "SHOW_RESTS": "Show Rests",
+ "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED": "Show levels if all slots are used",
+ "SHOW_TARGET_AC_ON_ATTACKS": "Target’s AC on Attacks",
+ "SHOW_TARGET_NAME_ON_ATTACKS": "Target’s name on Attacks and Saves",
+ "SHOW_TOTALS": "Show totals",
+ "SHOW_UNPREPARED_SPELLS": "Show unprepared spells",
+ "SILVER": "Silver",
+ "SIZE": "Size",
+ "SKILL": "Skill",
+ "SKILLS": "Skills",
+ "SKILL_$0": "skill_$0",
+ "SKILL_$1": "skill_$1",
+ "SKILL_$10": "skill_$10",
+ "SKILL_$11": "skill_$11",
+ "SKILL_$12": "skill_$12",
+ "SKILL_$13": "skill_$13",
+ "SKILL_$14": "skill_$14",
+ "SKILL_$15": "skill_$15",
+ "SKILL_$16": "skill_$16",
+ "SKILL_$17": "skill_$17",
+ "SKILL_$18": "skill_$18",
+ "SKILL_$19": "skill_$19",
+ "SKILL_$2": "skill_$2",
+ "SKILL_$20": "skill_$20",
+ "SKILL_$21": "skill_$21",
+ "SKILL_$22": "skill_$22",
+ "SKILL_$23": "skill_$23",
+ "SKILL_$3": "skill_$3",
+ "SKILL_$4": "skill_$4",
+ "SKILL_$5": "skill_$5",
+ "SKILL_$6": "skill_$6",
+ "SKILL_$7": "skill_$7",
+ "SKILL_$8": "skill_$8",
+ "SKILL_$9": "skill_$9",
+ "SKILL_SHEET_SETTING": "– Sheet setting",
+ "SKIN": "Skin",
+ "SLASHING": "slashing",
+ "SLEIGHTOFHAND": "Sleight of Hand",
+ "SLOT": "Slot",
+ "SLOTS": "Slots",
+ "SMALL": "Small",
+ "SOCIETY": "Society",
+ "SORCERER": "Sorcerer",
+ "SORCERY": "Sorcery",
+ "SORCERY_POINTS": "Sorcery Points",
+ "SOULKNIFE": "Soulknife",
+ "SOURCE": "Source",
+ "SOURCE_TO_TARGET": "Source → Target",
+ "SP": "SP",
+ "SPECIAL": "Special",
+ "SPECIAL_EFFECTS": "Special effects",
+ "SPEED": "Speed",
+ "SPELL": "Spell",
+ "SPELLCASTING": "Spellcasting",
+ "SPELLCASTING_LEVEL": "Spellcasting level",
+ "SPELLCASTING_TEXT_1": "The",
+ "SPELLCASTING_TEXT_2": "is a",
+ "SPELLCASTING_TEXT_3": "spellcaster. Its spellcasting ability is",
+ "SPELLCASTING_TEXT_4": "has the following",
+ "SPELLCASTING_TEXT_5": "spells prepared",
+ "SPELLS": "Spells",
+ "SPELLS_ON_CORE": "Spells on the core page",
+ "SPELLS_TAB": "Spells tab",
+ "SPELL_ATTACK": "Spell attack",
+ "SPELL_ATTACK_MODIFIER": "Spell attack modifier",
+ "SPELL_DAMAGE_MODIFIER": "Spell damage modifier",
+ "SPELL_DC": "Spell DC",
+ "SPELL_DC_MODIFIER": "Spell DC modifier",
+ "SPELL_HEAL_MODIFIER": "Spell heal modifier",
+ "SPELL_LEVEL": "Spell level",
+ "SPELL_MUST_HAVE": "Spells must have",
+ "SPELL_POINTS": "Spell points",
+ "SPELL_POINTS_NAME": "Spell points name",
+ "SPELL_SAVE_DC": "spell save DC",
+ "SPELL_SAVING_THROW": "Spell saving throw",
+ "SPELL_SLOTS": "Spell slots",
+ "SPELL_SLOTS_TITLE": "Spell slots",
+ "SPELL_TO_HIT": "to hit with spell attacks",
+ "STATBLOCK": "Statblock",
+ "STEALTH": "Stealth",
+ "STR": "Str",
+ "STRENGTH": "Strength",
+ "STRENGTH_SAVING_THROW": "Strength saving throw",
+ "STR_13": "Str 13",
+ "STR_15": "Str 15",
+ "STUNNED": "Stunned",
+ "STUNNED_1": "A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.",
+ "STUNNED_2": "The creature automatically fails Strength and Dexterity saving throws.",
+ "STUNNED_3": "Attack rolls against the creature have advantage.",
+ "SUCCESSES": "Successes",
+ "SUMMONER": "Summoner",
+ "SURVIVAL": "Survival",
+ "SWIM": "Swim",
+ "TARGET": "Target",
+ "TARGET_TO_SOURCE": "Target → Source",
+ "TEMP": "Temp",
+ "TEXT_SIZE": "Text size",
+ "THROWN": "Thrown",
+ "THUNDER": "thunder",
+ "TINY": "Tiny",
+ "TOTAL": "Total",
+ "TO_HIT": "to hit",
+ "TO_TRACKER": "Send to Tracker",
+ "TRACKER": "Tracker",
+ "TRAITS": "Traits",
+ "TRANSMUTATION": "Transmutation",
+ "TREMORSENSE": "Tremorsense",
+ "TRUESIGHT": "Truesight",
+ "TURN": "Turn",
+ "TURN_OFF_FILTERING": "If you are unable to see spells turn off filters or change the level filter to show all levels.",
+ "TURN_RECHARGE": "Turn recharge",
+ "TYPE": "Type",
+ "UNARMORED": "Unarmored",
+ "UNCONSCIOUS": "Unconscious",
+ "UNCONSCIOUS_1": "An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.",
+ "UNCONSCIOUS_2": "The creature drops whatever it’s holding and falls prone.",
+ "UNCONSCIOUS_3": "The creature automatically fails Strength and Dexterity saving throws.",
+ "UNCONSCIOUS_4": "Attack rolls against the creature have advantage.",
+ "UNCONSCIOUS_5": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
+ "UNITS": "Units",
+ "UNPROFICIENT": "Unproficient",
+ "UNTIL_DISPELLED": "Until dispelled",
+ "UNTIL_DISPELLED_OR_TRIGGERED": "Until dispelled or triggered",
+ "USES": "Uses",
+ "USE_CUSTOM_SAVING_THROWS": "Use custom saving throws",
+ "UTILITY": "Utility",
+ "VALUE": "Value",
+ "VERSATILE": "Versatile",
+ "VS": "vs",
+ "VS_FIEND_OR_UNDEAD": "vs undead or fiend",
+ "WARLOCK": "Warlock",
+ "WARLOCK_SLOTS": "Warlock slots",
+ "WARLOCK_SPELL_SLOTS": "Warlock spell slots",
+ "WEAPON": "Weapon",
+ "WEAPON_ATTACK_MODIFIER": "Weapon attack modifier",
+ "WEAPON_DAMAGE_MODIFIER": "Weapon damage modifier",
+ "WEIGHT": "Weight",
+ "WEIGHT_PER_COIN": "Weight per coin",
+ "WHISPERED_TO_GM": "Whispered to the GM",
+ "WHISPERED_TO_SELF": "Whispered to self",
+ "WILL": "Will",
+ "WILL_SAVING_THROW": "Will saving throw",
+ "WIS": "Wis",
+ "WISDOM": "Wisdom",
+ "WISDOM_SAVING_THROW": "Wisdom saving throw",
+ "WIZARD": "Wizard",
+ "WONDROUS": "Wondrous",
+ "YES": "Yes",
+ "—": "—"
+}
\ No newline at end of file
diff --git a/5eShaped/translations/it.json b/5eShaped/translations/it.json
index cbc7208991..5d8e92e075 100644
--- a/5eShaped/translations/it.json
+++ b/5eShaped/translations/it.json
@@ -20,7 +20,7 @@
"1_HOUR": "1 ora",
"1_MINUTE": "1 minuto",
"1_REACTION": "1 reazione",
- "1_ROUND": "1 round",
+ "1_ROUND": "1 Round",
"20TH_LEVEL": "20° livello",
"21ST_LEVEL": "21° livello",
"22ND_LEVEL": "22° livello",
@@ -85,7 +85,7 @@
"ANIMALHANDLING": "Addestrare Animali",
"API": "API",
"APPEARANCE": "Aspetto",
- "ARCANA": "Arcani",
+ "ARCANA": "Arcano",
"ARMOR": "Armatura",
"ARMOR_CLASS": "Classe armatura",
"ARROWS": "Frecce",
@@ -114,14 +114,14 @@
"BIG": "Grande",
"BITE": "Morso",
"BLINDED": "Accecato",
- "BLINDED_1": "A blinded creature can’t see and automatically fails any ability check that requires sight.",
- "BLINDED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
+ "BLINDED_1": "Una creatura accecata non può vedere e fallisce automaticamente qualsiasi prova di caratteristica che richieda la vista.",
+ "BLINDED_2": "I tiri per colpire contro la creatura hanno vantaggio e i tiri per colpire della creatura hanno svantaggio.",
"BLINDSIGHT": "Vista cieca",
"BLIND_BEYOND": "Cieco oltre",
"BLUDGEONING": "contundente",
"BONDS": "Legami",
"BONUS": "Bonus",
- "BORDER": "Border",
+ "BORDER": "Materiale",
"BONUSES": "Bonus",
"BONUSES_AND_PENALTIES": "Bonus e penalità",
"BONUSES_AND_PENALTIES_TOOLTIP": "Aggiungi un bonus\/penalità automaticamente ai tiri fatti usando le macro della scheda. Utilizzo: se ottieni un oggetto magico che fornisce +1 al CD di salvezza dei tuoi incantesimi, inserisci 1 nel campo CD di salvezza incantesimi. Se sei sotto gli effetti dell’incantesimo Benedire, inserisci “d4cs0cf0” in entrambi i campi di tiro per colpire e tiri salvezza.",
@@ -134,10 +134,10 @@
"CAN_HAVE": "Può avere",
"CARRIED": "Trasportato",
"CARRYING_CAPACITY": "Capacità di carico",
- "CARRYING_CAPACITY_1": "This is the weight that you can carry",
+ "CARRYING_CAPACITY_1": "Questo è il peso che puoi portare",
"CARRYING_PUSH_DRAG_LIFT": "Spingere\/Trascinare\/Sollevare",
- "CARRYING_PUSH_DRAG_LIFT_FEET": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.",
- "CARRYING_PUSH_DRAG_LIFT_METERS": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 1.5 meters.",
+ "CARRYING_PUSH_DRAG_LIFT_FEET": "Mentre spingi o trascini un peso in eccesso rispetto alla tua capacità di carico, la tua velocità scende a 1,5 piedi.",
+ "CARRYING_PUSH_DRAG_LIFT_METERS": "Mentre spingi o trascini un peso in eccesso rispetto alla tua capacità di carico, la tua velocità scende a 1,5 metri.",
"CASTERS_4TH": "Terzo (3° livello: Archetipi arcani)",
"CASTERS_5TH": "Medio (5° livello: Paladino, Ranger)",
"CASTERS_9TH": "Completo (9° livello: Bardo, Chierico, Druido, Stregone, Mago)",
@@ -149,9 +149,9 @@
"CHARACTER_NAME_ON_ROLL_TEMPLATES": "Nome del personaggio nei template di tiro",
"CHARISMA": "Carisma",
"CHARISMA_SAVING_THROW": "Tiro salvezza su Carisma",
- "CHARMED": "Charmed",
- "CHARMED_1": "A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.",
- "CHARMED_2": "The charmer has advantage on any ability check to interact socially with the creature.",
+ "CHARMED": "Affascinato",
+ "CHARMED_1": "Una creatura affascinata non può attaccare l'incantatore o bersagliare l'incantatore con capacità dannose o effetti magici.",
+ "CHARMED_2": "L'incantatore ha vantaggio a qualsiasi prova di abilità per interagire socialmente con la creatura.",
"CHECK": "Prova",
"CHECK_MODIFIER": "Modificatore della prova",
"CHOOSE_WHEN_ROLLING": "Scegli al momento del lancio",
@@ -162,203 +162,203 @@
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infondi magia",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "Guadagni l'abilità di incanalare i tuoi incantesimi artefice in oggetti, per un successivo uso. Quando lanci un incantesimo artificio con un tempo di lancio di 1 azione, puoi aumentare il suo tempo di lancio ad 1 minuto. Se scegli di fare così e reggi in mano un oggetto non magico durante il lancio dell'incantesimo, spendi uno slot incantesimi, ma nessuno degli effetti dell'incantesimo si verifica. Piuttosto, l'incantesimo si trasferisce in quell'oggetto per un uso successivo, solo però se l'oggetto non contiene già un altro incantesimo da un precedente utilizzo di quest'abilità.\nQualsiasi creatura che regge in mano l'oggetto può in seguito usare un'azione per attivare l'incantesimo, se e solo se la creatura ha un punteggio di Intelligenza di almeno 6. L'incantesimo viene lanciato utilizzando la tua abilità di lancio incantesimi, scegliendo come bersaglio la creatura che attiva l'oggetto. Se l'incantesimo ha come bersaglio più di una creatura, la creatura che attiva l'oggetto sceglie i bersagli addizionali. Se l'incantesimo ha un'area di effetto, è centrato sull'oggetto. Se il raggio dell'incantesimo è 'se stesso', il bersaglio è la creatura che attiva l'oggetto.\nQuando infondi un incantesimo in un oggetto in questo modo, deve essere utilizzato entro 8 ore. Successivamente, la sua carica magica svanisce e viene sprecata.\nPuoi solo avere un numero limitato di incantesimi infusi contemporaneamente. Tale numero equivale al tuo modificatore di Intelligenza.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Analisi dell'oggetto magico",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "La tua comprensione degli oggetti magici ti consente di analizzare e comprendere i loro segreti. Sai che gli incantesimi dell'artefice rilevano la magia e identificano, e puoi lanciarli come rituali. Non è necessario fornire una componente materiale durante il lancio di Identificazione con questo privilegio di classe.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Servitore meccanico",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Le tue ricerche e la maestria nella tua arte ti consentono di creare un servitore meccanico. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Anima dell'Artefice",
- "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "La tua comprensione degli oggetti magici non ha eguali, permettendoti di mescolare la tua anima con oggetti collegati a te. Puoi sintonizzare fino a sei oggetti magici contemporaneamente. Inoltre, ottieni un bonus di +1 a tutti i tiri salvezza per oggetto magico con cui sei attualmente in sintonia.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Sintonia Superiore",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "La tua comprensione superiore degli oggetti magici ti consente di avere maestria nel loro utilizzo. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Esperto di attrezzi",
- "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Il tuo bonus di competenza viene raddoppiato per qualsiasi prova di caratteristica effettuata che utilizzi una delle competenze negli strumenti che ottieni da questa classe.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Meravigliosa Invenzione",
- "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
+ "CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "Ottieni l'uso di un oggetto magico che hai creato. Scegli l'elemento dall'elenco di elementi di 2° livello di seguito.\nCreare un oggetto è un compito difficile. Quando ottieni un oggetto magico da questa funzione, riflette lunghe ore di studio, armeggiare e sperimentazione che ti hanno finalmente permesso di completare l'oggetto. Si presume che lavori su questo oggetto nel tuo tempo libero e che lo finisca quando sali di livello.\nCompleti un altro oggetto a tua scelta quando raggiungi determinati livelli in questa classe: 5°, 10°, 15° e 20° livello. L'oggetto che scegli deve essere nell'elenco per il tuo attuale livello da artefice o un livello inferiore. Questi oggetti magici sono descritti in dettaglio nella Guida del Dungeon Master.\n° livello: borsa della holding, cappuccio dell'acqua che respira, globo volante, occhiali della notte, invio di pietre\n5° livello: brocca dell'alchimia, elmo della comprensione delle lingue, lanterna della rivelazione, anello del nuoto, tunica di oggetti utili, corda per arrampicarsi, bacchetta della rivelazione magica, bacchetta dei segreti\n10° Livello: borsa di fagioli, rintocco dell'apertura, caraffa d'acqua infinita, occhi della visione minuziosa, barca pieghevole, tascabile di Heward\n15° livello: stivali del passo e del balzo, bracciali del tiro con l'arco, spilla della schermatura, scopa del volo, cappello del travestimento, pantofole del ragno che si arrampica\n20° Livello: occhi dell'aquila, gemma della luminosità, guanti del missile che intrappolano, guanti del nuoto e dell'arrampicata, anello del salto, anello della protezione mentale, ali di volare",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Colpo critico brutale",
- "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
+ "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "Puoi tirare un dado aggiuntivo per il danno da arma quando si determinano i danni extra causati da un colpo critico con un'arma da mischia. \nQuesto valore sale a due dadi aggiunti al livello 13 e a tre dadi aggiuntivi al livello 17.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Senso del pericolo",
- "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
+ "CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "Hai vantaggio ai tiri salvezza su Destrezza contro effetti che puoi vedere, come trappole e incantesimi. Per ottenere questo beneficio, non devi essere accecato, assordato né inabile.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Attacco extra (Barbaro)",
- "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "Puoi attaccare due volte, invece di una volta, ogni volta che effettui l'azione Attacco nel tuo turno.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Movimento rapido",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "La tua velocità aumenta di 10 piedi (3 metri), solo se non stai indossando un'armatura pesante.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Istinto selvaggio",
- "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
+ "CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "I tuoi istinti sono così affinati che hai vantaggio ai tiri di iniziativa.\nInoltre, se sei sorpreso all'inizio del combattimento e non sei incapacitato, puoi agire normalmente durante il tuo primo turno, ma solo se entri in ira prima di fare qualsiasi altra cosa in quel turno.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "Potenza indomita",
- "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
- "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Persistent Rage",
- "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
- "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Primal Champion",
- "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
- "CLASS_FEATURE_BARBARIAN_RAGE": "Rage",
- "CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
- "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Reckless Attack",
- "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
- "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "Relentless Rage",
+ "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "Se il tuo totale per una prova di Forza è inferiore al tuo punteggio di Forza, puoi usare quel punteggio al posto del totale.",
+ "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Ira persistente",
+ "CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "La tua ira è così feroce che termina precocemente solo se cadi senza sensi o se scegli di terminarla.",
+ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Campione Primordiale",
+ "CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "Incarni il potere delle terre selvagge. I tuoi punteggi di Forza e Costituzione aumentano di 4. Il tuo massimo per questi punteggi diventa 24.",
+ "CLASS_FEATURE_BARBARIAN_RAGE": "Ira",
+ "CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "Durante il tuo turno, puoi entrare in ira con un'azione bonus. Mentre sei in ira, se non stai indossando armature pesanti, ottieni i seguenti benefici:\n•Hai vantaggio alle prove di Forza e ai tiri salvezza sulla Forza.\n•Quando effettui un attacco con arma da mischia usando la Forza, aggiungi RAGE_DAMAGE al tiro per i danni.\n•Hai resistenza ai danni contundenti, perforanti e taglienti.\nSe sei capace di eseguire incantesimi, mentre sei in ira non puoi eseguirli né concentrarti su di essi.\nLa tua ira dura 1 minuto. Termina precocemente se perdi i sensi o se il tuo turno termina e non hai attaccato alcuna creatura ostile né hai subito danni dal tuo ultimo turno. Puoi anche decidere di terminare l'ira durante il tuo turno con un'azione bonus.",
+ "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Attacco sconsiderato",
+ "CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "Quando effettui il tuo primo attacco del tuo turno, puoi decidere se effettuare un attacco incauto. Farlo ti dà vantaggio ai tiri di attacco con armi da mischia che usano la Forza durante questo turno, ma i tiri di attacco contro di te hanno vantaggio fino al tuo prossimo turno.",
+ "CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "Ira implacabile",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT": "La tua ira può farti continuare a combattere nonostante le ferite più gravi. Se scendi a 0 punti ferita mentre sei in ira, e non muori sul colpo, puoi effettuare un tiro salvezza di Costituzione CD [[10]]. Se lo superi, torni invece a 1 punto ferita.\nOgni volta che usi questo privilegio dopo la prima, la CD aumenta di 5. Al termine di un riposo breve o lungo, la CD riparte da 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "Difesa senza armatura",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT": "Se non indossi alcuna armatura, la tua Classe Armatura equivale a 10 + il tuo modificatore di Destrezza + il tuo modificatore di Costituzione. Puoi usare uno scudo e comunque beneficiare di questa capacità.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION": "Ispirazione bardica",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT": "Puoi ispirare gli altri usando musica o parole stimolanti. Per farlo, usi un’azione bonus durante il tuo turno per scegliere un’altra creatura che sia entro 18 metri da te che sia in grado di sentirti. Questa creatura riceve un dado di Ispirazione bardica, un d6.\nEntro i prossimi 10 minuti, la creatura può tirare una volta il dado e aggiungerne il risultato a una prova di abilità, un tiro per colpire o un tiro salvezza che esegue. La creatura può decidere di usare il dado di Ispirazione bardica anche dopo aver visto il risultato del d20, ma prima che il DM abbia annunciato il successo o il fallimento del tiro. Una volta che il dado di Ispirazione bardica è stato usato, è perso. Una creatura può avere un solo dado di Ispirazione bardica per volta.",
"CLASS_FEATURE_BARD_COUNTERCHARM": "Controaffascinare",
- "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT": "You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).",
+ "CLASS_FEATURE_BARD_COUNTERCHARM_TEXT": "Ottieni l'abilità di usare le note musicali o le parole di potere per distruggere gli effetti di influenza mentale. Con un'azione, puoi iniziare un'esibizione che dura fino al termine del tuo prossimo turno. Per tutta la durata, tu, e qualsiasi creatura amica entro 9 metri da te, avete vantaggio sui tiri salvezza vs. l’esser spaventati o affascinati. Per ottenere questo beneficio, una creatura ti deve poter udire. L'esibizione termina prima qualora tu fossi reso inabile o silenziato o se gli poni fine volontariamente (non c'è bisogno di alcuna azione).",
"CLASS_FEATURE_BARD_EXPERTISE": "Competente",
- "CLASS_FEATURE_BARD_EXPERTISE_TEXT": "Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
+ "CLASS_FEATURE_BARD_EXPERTISE_TEXT": "Scegli due delle tue competenze nelle abilità, il tuo bonus di competenza è raddoppiato per ogni prova di caratteristica che esegui in una delle due competenze scelte.\nAl livello 10, puoi scegliere altre due competenze che guadagnano questo beneficio.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES": "Tuttofare",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT": "Puoi aggiungere metà del tuo bonus di competenza, arrotondato per difetto, a qualsiasi check di abilità che non includa già il tuo bonus di competenza.",
- "CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Magical Secrets",
- "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT": "You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
- "CLASS_FEATURE_BARD_SONG_OF_REST": "Song of Rest",
- "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT": "You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.",
+ "CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Segreti magici",
+ "CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT": "Hai ormai saccheggiato il sapere magico di un ampio spettro di discipline. Scegli due incantesimi di qualsiasi classe, compresa questa. Gli incantesimi scelti devono essere di un livello di cui possiedi slot incantesimo, come mostrato sulla tabella del Bardo, o un trucchetto.\nGli incantesimi scelti sono considerati incantesimi da bardo e sono inclusi nel valore della colonna Incantesimi Conosciuti sulla tabella del Bardo.\nApprendi due ulteriori incantesimi di qualsiasi classe al 14° livello, e di nuovo al 18° livello.",
+ "CLASS_FEATURE_BARD_SONG_OF_REST": "Canto di riposo",
+ "CLASS_FEATURE_BARD_SONG_OF_REST_TEXT": "Puoi usare una dolce musica o l'oratoria per aiutare i tuoi alleati feriti a riprendersi durante un riposo breve. Se tu o qualsiasi creatura amica che possa udire la tua esibizione spendete uno più Dadi Vita al termine di un riposo breve, ciascuno di voi recupera 1d6 punti ferita aggiuntivi.\nI punti ferita recuperati aumentano quando raggiungi determinati livelli di questa classe: a 1d8 al 9° livello, a 1d10 al 13° livello, a 1d12 al 17° livello.",
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION": "Ispirazione Superiore",
- "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT": "When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Channel Divinity",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "Turn Undead (Channel Divinity)",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
- "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2": "When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
+ "CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT": "Se tiri per l'iniziativa e non hai più utilizzi di Ispirazione bardica rimasti, ne recuperi uno.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Incanalare divinità",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "Hai l'abilità di incanalare energia divina direttamente dalla tua divinità, usando questa energia per alimentare effetti magici. All'inizio puoi usare due di questi effetti: Scacciare Non Morti e un effetto determinato dal tuo dominio. Alcuni domini ti forniscono effetti aggiuntivi avanzando di livello, come specificato nella descrizione del dominio.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "Scacciare Non Morti (Incanalare divinità)",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "Usando un'azione, mostri il tuo simbolo sacro e reciti una preghiera che condanni i non morti. Ogni non morto che ti può vedere o sentire entro 9 metri da te deve eseguire un tiro salvezza sulla Saggezza. Se la creatura fallisce il tiro salvezza, è scacciata per 1 minuto o finché non subisce danno.\nUna creatura scacciata deve usare il suo turno a cercare di allontanarsi da te il più possibile e non può muoversi di propria volontà in uno spazio che sia entro 9 metri da te. In aggiunta non può usare reazioni. Può usare la sua azione per Scattare o per provare a liberarsi da un effetto che le impedisca di muoversi. Se non può muoversi, la creatura può usare l'azione Schivare.",
+ "CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2": "Quando un non morto fallisce il suo tiro salvezza contro il privilegio Scacciare Non Morti, quella creatura è distrutta istantaneamente se il suo grado sfida è pari o inferiore a una certa soglia. (Vedi tabella sul manuale)",
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION": "Intervento divino",
- "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT": "You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
+ "CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT": "Puoi invocare la tua divinità perché intervenga in tuo favore nel momento del bisogno.\nImplorare l'aiuto della tua divinità richiede l'uso di un'azione. Descrivi l'assistenza di cui hai bisogno e tira un dado percentuale. Se il risultato è uguale o minore al tuo livello, la tua divinità interviene. Il DM sceglie la natura dell'intervento; l'effetto di un qualunque incantesimo da chierico o di un dominio potrebbe essere appropriato.\nSe la tua divinità interviene, non puoi usare questa capacità per 7 giorni. Altrimenti, la puoi usare di nuovo una volta che hai terminato un riposo lungo.\nAl livello 20, la tua richiesta di intervento riesce automaticamente senza bisogno di tirare dadi.",
"CLASS_FEATURE_DRUID_ARCHDRUID": "Arcidruido",
- "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS": "Beast Spells",
- "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
- "CLASS_FEATURE_DRUID_DRUIDIC": "Druidic",
- "CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
- "CLASS_FEATURE_DRUID_TIMELESS_BODY": "Timeless Body",
- "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
- "CLASS_FEATURE_DRUID_WILD_SHAPE": "Wild Shape",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": "that doesn’t have a flying speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesn’t have a flying or swimming speed",
- "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
+ "CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "Puoi usare la tua Forma Selvatica un numero illimitato di volte.\nIn aggiunta, puoi ignorare le componenti verbali e somatiche dei tuoi incantesimi da druido, così come qualsiasi componente materiale che non abbia costo né che sia consumata da un incantesimo. Ricevi questo benefit sia nella tua forma normale che nella tua forma animale da Forma Selvatica.",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS": "Incantesimi bestiali",
+ "CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "Puoi lanciare molti dei tuoi incantesimi da druido in qualunque forma tu assuma usando Forma selvatica. Puoi eseguire le componenti verbali e somatiche di un incantesimo da druido mentre sei in forma selvatica, ma non puoi fornire le componenti materiali.",
+ "CLASS_FEATURE_DRUID_DRUIDIC": "Druidico",
+ "CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "Conosci il druidico, il linguaggio segreto dei druidi. Puoi parlare la lingua e usarla per lasciare messaggi nascosti. Tu e gli altri che conoscono questa lingua individuate automaticamente un messaggio del genere. Altri individuano la presenza del messaggio superando una prova di Saggezza (Percezione) con CD 15 ma non riescono a decifrarlo senza la magia.",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY": "Corpo senza tempo",
+ "CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "La magia primordiale che possiedi fa sì che il tuo corpo invecchi più lentamente. Per ogni decina di anni che passa, il tuo corpo invecchia solo di 1.",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE": "Forma selvatica",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": " e che non abbia una velocità di volo",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": " e che non abbia una velocità di volo né di nuotare",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "A partire dal 2° livello, un druido può usare la sua azione\nper assumere magicamente la forma di una bestia che ha\ngià visto in precedenza. Può utilizzare questo privilegio\ndue volte e recupera gli utilizzi spesi quando completa un\nriposo breve o lungo. Il livello da druido determina le bestie in cui egli può trasformarsi, come indicalo nella tabella \"Forme Bestiali\". Al 2° livello, per esempio, può trasformarsi in qualsiasi bestia che abbia un grado di sfida pari o inferiore a 1\/4 che non abbia una velocità di nuotare o di volare. Un druido può rimanere in forma bestiale per un numero di ore pari alla metà del suo livello da druido (arrotondato per difetto), poi torna alla sua forma normale, a meno che non spenda un altro utilizzo di questo privilegio. Può tornare alla sua forma normale anticipatamente usando un'azione bonus nel suo turno. Torna automaticamente alla sua forma normale se cade privo di sensi, scende a 0 punti ferita o muore. Finché il druido è trasformato, si applicano le regole seguenti:\n\nLe statistiche di gioco del druido vengono sostituite dalle statistiche della bestia, ma il druido conserva il proprio allineamento, personalità e punteggi di Intelligenza, Saggezza e Carisma. Conserva inoltre tutte le sue abilità e competenze nei tiri salvezza, oltre a ottenere quelle della creatura. Se la creatura possiede una competenza che anche il druido possiede e il bonus nella sua scheda delle statistiche è superiore a quello del druido, egli usa il bonus della creatura anziché il proprio. Se la creatura possiede delle azioni leggendarie o di tana, il druido non può usarle.\nQuando si trasforma, il druido assume i punti ferita e i Dadi Vita della bestia. Quando torna alla sua forma normale, torna al numero di punti ferita che possedeva prima della trasformazione. Tuttavia, se torna alla sua forma normale per essere sceso a 0 punti ferita, gli eventuali danni in eccesso si trasmettono alla sua forma normale. Per esempio, se un druido in forma bestiale possiede 1 solo punto ferita e subisce 10 danni, egli torna alla sua forma normale e subisce 9 danni. Fintanto che i danni in eccesso non portano la forma normale del druido a 0 punti ferita, il druido non cade privo di sensi.\nIl druido non può lanciare incantesimi e la sua capacità di parlare o di intraprendere qualsiasi azione che richieda le mani è limitata alle capacità della sua forma bestiale. La trasformazione non interrompe la concentrazione del druido su un incantesimo che egli ha già lanciato e non gli impedisce di effettuare azioni che fanno parte di un incantesimo già lanciato, come per esempio Invocare il Fulmine.\nUn druido mantiene i benefici di tutti i privilegi forniti dalla sua classe, dalla sua razza e da qualsiasi altra fonte e può usarli se nella nuova forma è fisicamente in grado di farlo. Tuttavia, non può usare nessuno dei suoi sensi speciali, come per esempio la scurovisione, a meno che non li possieda anche nella sua nuova forma.\nUn druido può scegliere se lasciare cadere il suo equipaggiamento nel suo spazio, se tale equipaggiamento si fonde nella sua nuova forma o se indossarlo. L'equipaggiamento indossato funziona normalmente, ma spetta al DM decidere se è pratico o meno che la nuova forma indossi ogni determinato oggetto di equipaggiamento, in base alla forma e alla taglia della creatura. L'equipaggiamento del druido non cambia taglia o forma per adattarsi alla nuova forma, e ogni oggetto di equipaggiamento che la nuova forma non può indossare deve cadere a terra o fondersi nella nuova forma del druido. L'equipaggiamento fuso alla nuova forma non ha alcun effetto finché il druido non abbandona quella forma.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE": "Azione impetuosa",
- "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "Durante il tuo turno puoi eseguire un'altra azione dopo la tua azione normale e la tua azione bonus.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE": "Atleta impressionante",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "Attacco extra (Guerriero)",
- "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "Puoi attaccare due volte, invece di una volta, ogni volta che effettui l'azione Attacco nel tuo turno.\nIl numero di attacchi aumenta a tre quando raggiungi l'11° livello in questa classe e a quattro quando raggiungi il 20° livello in questa classe.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE": "Stile di combattimento (Guerriero)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "Un guerriero adotta uno stile di combattimento in cui specializzarsi scegliendo una tra le opzioni seguenti. Non è consentito scegliere uno stile di combattimento più di una volta, anche se in seguito il guerriero ha diritto a scegliere di nuovo.\n\nCombattere con Armi Possenti\nQuando il guerriero ottiene un 1 o un 2 a un tiro per i danni di un attacco che ha effettuato con un'arma da mischia impugnata a due mani, può ripetere il tiro e deve usare il nuovo risultato, anche se ottiene ancora un 1 o un 2. L'arma deve possedere la proprietà a due mani o versatile affinché il guerriero ottenga questo beneficio.\n\nCombattere con Due Armi\nQuando il guerriero combatte con due armi, può aggiungere il suo modificatore di caratteristica ai danni del secondo attacco.\n\nDifesa\nFinché indossa un'armatura, il guerriero ottiene un bonus di + 1 alla CA.\n\nDuellare\nQuando il guerriero impugna un'arma da mischia in una mano e non impugna altre armi, ottiene un bonus di +2 ai tiri per i danni di quell'arma.\n\nProtezione\nQuando una creatura che il guerriero sia in grado di vedere attacca un bersaglio diverso dal guerriero e situato entro 1,5 metri da lui, il guerriero può usare la sua reazione per infliggere svantaggio al tiro per colpire della creatura. Il guerriero deve impugnare uno scudo.\n\nTiro\nIl guerriero ottiene un bonus di +2 ai tiri per colpire che effettua con le armi a distanza.\n\nCombattere alla Cieca \nIl guerriero ottiene Vista Cieca con raggio 3 metri. All'interno di quella distanza, può vedere efficacemente tutto ciò che non è dietro una copertura totale, anche se è Accecato o nell'oscurità totale. Inoltre, può vedere una creatura invisibile entro quel raggio, a meno che la creatura non si sia nascosta con successo.\n\nIntercettazione \nQuando una creatura che il guerriero può vedere colpisce un bersaglio, che non sia il guerriero, entro 1,5 metri da lui con un attacco, può usare la sua reazione per ridurre il danno subito del bersaglio di 1d10 + il suo bonus di competenza (fino a un minimo di 0 danni). Il guerriero deve brandire uno scudo o un'arma semplice o da guerra per usare questa reazione.\n\nTecnica Superiore \nIl guerriero può imparare una manovra a sua scelta tra quelle disponibili per l'archetipo marziale Maestro di Battaglia. Se una manovra che utilizza richiede che il suo bersaglio effettui un tiro salvezza per resistere agli effetti della manovra, la CD del tiro salvezza è pari a 8 + il suo bonus di competenza + il suo modificatore di Forza o Destrezza (a sua scelta). Il guerriero ottiene inoltre un dado di superiorità, che è un d6 (questo dado viene aggiunto a qualsiasi dado di superiorità che il guerriero possiede proveniente da un'altra fonte). Questo dado viene utilizzato per impiegare le sue manovre. Quando il guerriero utilizza una manovra, spende un dado di superiorità. Riacquista i suoi dadi di superiorità spesi quando termina un Riposo Breve o Lungo.\n\nCombattere con armi da Lancio\nIl guerriero può estrarre un'arma che ha la proprietà \"Lancio\" come parte dell'attacco che effettua con l'arma. Inoltre, quando colpisce con un attacco a distanza usando un'arma da lancio, ottiene un bonus di +2 al tiro per i danni.\n\nCombattere Disarmato \nI colpi senz'armi del guerriero se colpiscono possono infliggere 1d6 + il suo modificatore di Forza danni contundenti. Se il guerriero non sta impugnando armi o scudi quando effettua il tiro per colpire, il d6 diventa un d8. In aggiunta all'inizio di ogni tuo turno, il guerriero può infliggere 1d4 danni contundenti a una creatura Afferrata da lui.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE": "Indomito",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT": "Puoi ritirare un tiro salvezza che hai fallito.Se decidi di farlo, devi usare il risultato del nuovo lancio.",
- "CLASS_FEATURE_FIGHTER_SECOND_WIND": "Second Wind",
- "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "On your turn, you can use a bonus action to regain hit points.",
- "CLASS_FEATURE_MONK_DEFLECT_MISSILES": "Deflect Missiles",
- "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT": "You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND": "Recuperare Energie",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "Durante il tuo turno, puoi usare un'azione bonus per recuperare punti ferita. (1d10+liv.Guerriero)",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES": "Deviare proiettili",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT": "può usare la sua reazione per deviare o afferrare un proiettile quando viene colpito dall'attacco con un'arma a distanza. Quando lo fa, il danno che subisce dall'attacco è ridotto di [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]]. Se il monaco riduce i danni a 0, può afferrare il proiettile, se quest'ultimo è abbastanza piccolo da essere tenuto in mano e se il monaco ha almeno una mano libera. Se il monaco afferra un proiettile in questo modo, può spendere 1 punto ki per effettuare un attacco a distanza con l'arma o con la munizione che ha appena afferrato, come parte della stessa reazione. Il monaco effettua questo attacco con competenza, a prescindere dalle sue competenze nelle armi, e il proiettile è considerato un'arma da monaco ai fini di questo attacco, con una gittata normale di 6 metri e una gittata lunga di 18 metri.",
"CLASS_FEATURE_MONK_DIAMOND_SOUL": "Anima di diamante",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT": "La tua maestria del ki ti garantisce un bonus di competenza in tutti i tiri salvezza.\nInoltre, ogni qual volta fai un tiro salvezza e fallisci, puoi spendere 1 punto di ki per ritirare il tiro salvezza, ma devi tenere il secondo risultato.",
- "CLASS_FEATURE_MONK_EMPTY_BODY": "Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT": "You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
- "CLASS_FEATURE_MONK_EVASION": "Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
- "CLASS_FEATURE_MONK_EXTRA_ATTACK": "Extra Attack (Monk)",
- "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS": "Flurry of Blows",
- "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT": "Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY": "Corpo vuoto",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT": "Puoi usare la tua azione per spendere 4 punti ki e diventare invisibile per 1 minuto. Durante questo tempo hai anche resistenza a tutti i danni, tranne quelli da forza.\nIn aggiunta, puoi spendere 8 punti ki per lanciare l'incantesimo Proiezione astrale senza aver bisogno di componenti materiali. Facendo questo non puoi portare altre creature con te.",
+ "CLASS_FEATURE_MONK_EVASION": "Evasione",
+ "CLASS_FEATURE_MONK_EVASION_TEXT": "La tua agilità istintiva ti permette di schivare alcuni effetti ad area, come il soffio di fulmini di un drago blu o un incantesimo di Palla di fuoco. Quando sei soggetto a un effetto che ti permette di fare un tiro salvezza sulla Destrezza per dimezzare i danni, non subisci danni se riesci nel tiro salvezza e dimezzi i danni se lo fallisci.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK": "Attacco extra (Monaco)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT": "Puoi attaccare due volte, invece di una volta, ogni volta che effettui l'azione Attacco nel tuo turno.",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS": "Raffica di colpi",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT": "Immediatamente dopo aver effettuato l'azione Attaccare durante il tuo turno, puoi spendere 1 punto ki per effettuare due colpi di attacco senza armi come azione bonus.",
"CLASS_FEATURE_MONK_KI": "Ki",
- "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES": "Ki-Empowered Strikes",
- "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT": "Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
- "CLASS_FEATURE_MONK_KI_TEXT": "Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS": "Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT": "Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:\n•You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
- "CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Patient Defense",
- "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT": "You can spend 1 ki point to take the Dodge action as a bonus action on your turn.",
- "CLASS_FEATURE_MONK_PERFECT_SELF": "Perfect Self",
- "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT": "When you roll for initiative and have no ki points remaining, you regain 4 ki points.",
- "CLASS_FEATURE_MONK_PURITY_OF_BODY": "Purity of Body",
- "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT": "Your mastery of the ki flowing through you makes you immune to disease and poison.",
- "CLASS_FEATURE_MONK_SLOW_FALL": "Slow Fall",
- "CLASS_FEATURE_MONK_SLOW_FALL_TEXT": "You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].",
- "CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Step of the Wind",
- "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT": "You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.",
- "CLASS_FEATURE_MONK_STILLNESS_OF_MIND": "Stillness of Mind",
- "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT": "You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE": "Stunning Strike",
- "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT": "You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
- "CLASS_FEATURE_MONK_TIMELESS_BODY": "Timeless Body",
- "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT": "Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
- "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON": "Tongue of the Sun and Moon",
- "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT": "You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES": "Colpi Ki Potenziati",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT": "I tuoi colpi senz'armi sono considerati magici al fine di superare la resistenza e le immunità agli attacchi non magici e al danno.",
+ "CLASS_FEATURE_MONK_KI_TEXT": "Il tuo addestramento ti permette di manipolare l'energia mistica detta ki. Il tuo accesso a questa energia viene rappresentato da un numero di punti ki.\nPuoi spendere questi punti per alimentare vari privilegi derivati dal ki. Inizi conoscendo tre di questi privilegi: Difesa paziente, Passo del vento e Raffica di colpi. Apprenderai altre capacità del ki con l'aumentare dei tuoi livelli in questa classe.\nQuando spendi un punto ki, esso resterà inutilizzabile fino al termine di un riposo breve o lungo, al termine del quale ripristinerai tutto il ki speso. Devi passare almeno 30 minuti di riposo a meditare per recuperare i tuoi punti ki.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS": "Arti marziali",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT": "Esperto di arti marziali, usi stili di combattimento con colpi senz'armi e armi da monaco, cioè le spade corte e qualsiasi arma semplice che non abbia le proprietà a due mani o pesante.\nQuando non hai armi o impugni solo armi da monaco, se non indossi armature o impugnando scudi, guadagni i seguenti benefici:\n•Puoi usare la Destrezza invece della Forza per i tiri di attacco e di danno dei tuoi colpi senz'armi e le tue armi da monaco.\n•Puoi tirare un d4 invece del normale danno del tuo colpo senz'armi o arma da monaco. Il dado cambia col tuo aumentare di livello da monaco.\n•Quando usi l'azione di attacco con un colpo senz'armi o un'arma da monaco, puoi effettuare un colpo senz'armi come azione bonus. Ad esempio, se effettui l'azione di attacco e attacchi con un bastone da combattimento, puoi effettuare anche un colpo senz'armi come azione bonus, purché tu non abbia già effettuato un'azione bonus durante quel turno.\nCerti stili di arti marziali impiegano forme specializzate delle armi da monaco. Ad esempio, potresti usare un randello composto da due pezzi di legno connessi da una catena (detto nunchaku), o un falcetto munito di una lama più corta e diritta (detto kama). Quale che sia il nome dato alla tua arma da monaco, usa le statistiche delle armi nel Manuale del Giocatore.",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Difesa paziente",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT": "Puoi spendere 1 punto ki per usare l'azione Schivare come azione bonus durante il tuo turno.",
+ "CLASS_FEATURE_MONK_PERFECT_SELF": "Perfezionamento Interiore",
+ "CLASS_FEATURE_MONK_PERFECT_SELF_TEXT": "Quando tiri per l'iniziativa e non hai punti ki rimasti, guadagni 4 punti ki.",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY": "Purezza del corpo",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT": "La tua padronanza del ki che scorre dentro di te ti rende immune alle malattie e al veleno.",
+ "CLASS_FEATURE_MONK_SLOW_FALL": "Caduta lenta",
+ "CLASS_FEATURE_MONK_SLOW_FALL_TEXT": "Puoi usare la tua reazione quando cadi per ridurre qualsiasi danno da caduta subito di [[5 * @{monk_level}]].",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Passo del vento",
+ "CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT": "Puoi spendere 1 punto ki per usare l'azione Disimpegnarsi o Scattare come azione bonus durante il tuo turno, inoltre la distanza di salto è raddoppiata per il turno.",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND": "Mente Lucida",
+ "CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT": "Puoi usare la tua azione per terminare un effetto su di te che ti stia causando l'effetto affascinato o spaventato.",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE": "Colpo stordente",
+ "CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT": "Puoi interferire con il flusso del ki nel corpo di un avversario. Quando colpisci un'altra creatura con un attacco con arma da mischia, puoi spendere 1 punto ki per tentare un colpo stordente. Il bersaglio deve riuscire un tiro salvezza di Costituzione o restare stordito fino al termine del tuo prossimo turno.",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY": "Corpo senza tempo",
+ "CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT": "Il tuo ki ti dà sostentamento e non soffri della fragilità della vecchiaia, né puoi essere invecchiato magicamente. Puoi comunque morire di vecchiaia. Inoltre, non hai più bisogno di cibo né acqua.",
+ "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON": "Lingua del Sole e della Luna",
+ "CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT": "Hai imparato a toccare il ki di altre menti e comprendi tutte le lingue parlate. Inoltre, ogni creatura che può capire almeno una lingua comprende quello che dici.",
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE": "Difesa senza armatura",
- "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT": "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.",
- "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT": "Unarmored Movement",
- "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT": "Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE": "Aura of Courage",
- "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT": "You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
- "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION": "Aura of Protection",
- "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT": "Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
- "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY": "Channel Divinity",
- "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT": "Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.",
+ "CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT": "Se non indossi armatura e non imbracci uno scudo, la tua CA equivale a 10 + il tuo modificatore di Destrezza + il tuo modificatore di Saggezza.",
+ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT": "Movimento senza armatura",
+ "CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT": "La tua velocità aumenta di 3 metri se non indossi un'armatura o imbracci uno scudo. Questo bonus aumenta quando raggiungi determinati livelli da monaco.\nAl 9° livello, ottieni la capacità di muoverti lungo superfici verticali e sopra liquidi nel tuo turno senza cadere durante il movimento.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE": "Aura di coraggio",
+ "CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT": "Tu e le creature tue alleate entro AURA_RANGE metri da te non potete essere spaventati mentre sono coscienti.",
+ "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION": "Aura di protezione",
+ "CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT": "Ogni volta che tu o una creatura alleata entro 3 metri da te deve fare un tiro salvezza, ricevete un bonus al tiro salvezza pari a [[@{charisma_mod}]] (con un bonus minimo di +1). Devi essere cosciente per dare questo bonus.",
+ "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY": "Incanalare divinità",
+ "CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT": "Il tuo giuramento ti permette di incanalare energia divina per alimentare effetti magici. Ogni opzione di Incanalare divinità fornita dal tuo giuramento ne spiega il funzionamento.",
"CLASS_FEATURE_PALADIN_CLEANSING_TOUCH": "Cleaning Touch",
- "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT": "You can use your action to end one spell on yourself or on one willing creature that you touch.",
- "CLASS_FEATURE_PALADIN_DIVINE_HEALTH": "Divine Health",
- "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT": "The divine magic flowing through you makes you immune to disease.",
- "CLASS_FEATURE_PALADIN_DIVINE_SENSE": "Divine Sense",
- "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT": "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE": "Divine Smite",
- "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT": "When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
- "CLASS_FEATURE_PALADIN_EXTRA_ATTACK": "Extra Attack (Paladin)",
- "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE": "Fighting Style (Paladin)",
- "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
- "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE": "Improved Divine Smite",
- "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT": "You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
- "CLASS_FEATURE_PALADIN_LAY_ON_HANDS": "Lay on Hands",
- "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT": "Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.",
- "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY": "Favored Enemy",
- "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES": "Feral Senses",
- "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE": "Fighting Style (Ranger UA)",
- "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
- "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT": "Fleet of Foot",
- "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT": "You can use the Dash action as a bonus action on your turn.",
- "CLASS_FEATURE_RANGERUA_FOE_SLAYER": "Foe Slayer",
- "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT": "You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
- "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY": "Greater Favored Enemy",
- "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT": "You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.",
- "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
- "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT": "You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER": "Natural Explorer",
- "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT": "You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS": "Primeval Awareness",
- "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT": "Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
- "CLASS_FEATURE_RANGERUA_VANISH": "Vanish",
- "CLASS_FEATURE_RANGERUA_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
- "CLASS_FEATURE_RANGER_EXTRA_ATTACK": "Extra Attack (Ranger)",
- "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_RANGER_FAVORED_ENEMY": "Favored Enemy",
- "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
- "CLASS_FEATURE_RANGER_FERAL_SENSES": "Feral Senses",
- "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE": "Fighting Style (Ranger)",
- "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
- "CLASS_FEATURE_RANGER_FOE_SLAYER": "Foe Slayer",
- "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT": "You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
- "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
- "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT": "You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE": "Land’s Stride",
- "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT": "Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER": "Natural Explorer",
- "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT": "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS": "Primeval Awareness",
- "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT": "You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
- "CLASS_FEATURE_RANGER_VANISH": "Vanish",
- "CLASS_FEATURE_RANGER_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
- "CLASS_FEATURE_ROGUE_BLINDSENSE": "Blindsense",
- "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT": "If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
- "CLASS_FEATURE_ROGUE_CUNNING_ACTION": "Cunning Action",
- "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT": "Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
- "CLASS_FEATURE_ROGUE_ELUSIVE": "Elusive",
- "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT": "You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
+ "CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT": "Puoi usare la tua azione per porre termine ad un incantesimo su di te o una creatura consenziente con cui sei in contatto.",
+ "CLASS_FEATURE_PALADIN_DIVINE_HEALTH": "Salute divina",
+ "CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT": "La magia divina che ti fluisce attraverso ti rende immune alle malattie.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SENSE": "Percezione divina",
+ "CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT": "Con un'azione puoi espandere la tua consapevolezza per individuare le forze del bene e del male. Fino al termine del tuo prossimo turno, conosci la posizione di qualsiasi celestiale, immondo o non morto che si trovi entro 18 metri da te e che non sia dietro copertura totale. Riconosci il tipo (celestiale, immondo o non morto) di qualsiasi creatura di cui avverti la presenza, ma non la sua esatta identità. All'interno della stessa gittata, puoi anche individuare la presenza di qualsiasi luogo o oggetto che sia stato consacrato o dissacrato, come per l'incantesimo venerare.",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE": "Punizione divina",
+ "CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT": "Quando colpisci una creatura con un attacco con arma da mischia, puoi spendere uno slot incantesimo per infliggere danno radiante extra al bersaglio in aggiunta al danno dell'arma. Il danno aggiuntivo è 2d8 per uno slot incantesimo di 1° livello, più 1d8 per ogni livello dell'incantesimo sopra al 1°, massimo 5d8. Il danno aumenta di 1d8 se il bersaglio è un non morto o un immondo.",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK": "Attacco extra (Paladino)",
+ "CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT": "Puoi attaccare due volte, invece di una volta, ogni volta che effettui l'azione Attacco nel tuo turno.",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE": "Stili di combattimento (Paladino)",
+ "CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT": "Un paladino adotta uno stile di combattimento in cui specializzarsi scegliendo una tra le opzioni seguenti. Non è consentito scegliere uno stile di combattimento più di una volta, anche se in seguito il paladino ha diritto a scegliere di nuovo.\n\nCombattere con Armi Possenti\nQuando il paladino ottiene un 1 o un 2 a un tiro per i danni di un attacco che ha effettuato con un'arma da mischia impugnata a due mani, può ripetere il tiro e deve usare il nuovo risultato, anche se ottiene ancora un 1 o un 2. L'arma deve possedere la proprietà Due Mani o Versatile affinché il paladino ottenga questo beneficio.\n\nDifesa\nFinché indossa un'armatura, il paladino ottiene un bonus di +1 alla CA.\n\nDuellare\nQuando il paladino impugna un'arma da mischia in una mano e non impugna altre armi, ottiene un bonus di +2 ai tiri per i danni di quell'arma.\n\nProtezione\nQuando una creatura che il paladino sia in grado di vedere attacca un bersaglio diverso dal paladino e situato entro 1,5 metri da lui, il paladino può usare la sua reazione per infliggere svantaggio al tiro per colpire della creatura. Il paladino deve impugnare uno scudo.\n\nGuerriero Benedetto\nIl paladino apprende due trucchetti a sua scelta dalla lista degli incantesimi da chierico. Contano come incantesimi da paladino per lui e Carisma è la sua Caratteristica da Incantatore per questi incantesimi. Ogni volta che il paladino guadagna un livello in questa classe, può sostituire uno di questi trucchetti con un altro trucchetto dalla lista degli incantesimi da chierico.\n\nCombattere alla cieca\nIl paladino ottiene Vista Cieca con raggio 3 metri. All'interno di quella distanza, può vedere efficacemente tutto ciò che non è dietro una copertura totale, anche se è Accecato o nell'oscurità totale. Inoltre, può vedere una creatura invisibile entro quel raggio, a meno che la creatura non si sia nascosta con successo.\n\nIntercettazione\nQuando una creatura che il paladino può vedere colpisce un bersaglio, che non sia il paladino, entro 1,5 metri da lui con un attacco, può usare la sua reazione per ridurre il danno subito del bersaglio di 1d10 + il suo bonus di competenza (fino a un minimo di 0 danni). Il paladino deve brandire uno scudo o un'arma semplice o da guerra per usare questa reazione.",
+ "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE": "Punizione divina migliorata",
+ "CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT": "Ogni qualvolta colpisci una creatura con un'arma da mischia, la creatura subisce 1d8 danni radiosi aggiuntivi. Se usi la tua Punizione divina assieme a un attacco, somma questo danno al danno aggiuntivo della Punizione divina.",
+ "CLASS_FEATURE_PALADIN_LAY_ON_HANDS": "Imposizione delle mani",
+ "CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT": "Il tuo tocco benedetto può curare una creatura. Con un'azione, puoi ripristinare i punti ferita di una creatura con cui sei in contatto\nIn alternativa, puoi spendere 5 punti dalla tua riserva di guarigione per curare il bersaglio di una malattia o neutralizzare un veleno che lo affligge. Puoi curare più malattie e neutralizzare più veleni con una singola Imposizione delle mani, spendendo i punti ferita separatamente per ogni malanno.\nQuesto privilegio non ha effetto su non morti o costrutti.",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY": "Nemico Prescelto",
+ "CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT": "Possiedi una significativa esperienza nello studio, nel tracciamento, nella caccia e persino nel parlare con un certo tipo di nemico comunemente incontrato in natura. Il personaggio sceglie un tipo di nemico preferito: bestie, esseri fatati, umanoidi, mostruosità o non morti. Il personaggio ottiene un bonus di +2 ai tiri per danni con attacchi con armi contro le creature del tipo scelto. Inoltre, ottiene un vantaggio sulle prove di Saggezza (Sopravvivenza) per seguire i suoi nemici preferiti, così come sulle prove di Intelligenza per ricordare informazioni su di loro. Quando sceglie questo privilegio, apprende inoltre anche una lingua a sua scelta, in genere una parlata dal suo nemico preferito o dalle creature ad esso associate. Tuttavia, è libero di scegliere qualsiasi lingua desideri imparare.",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES": "Sensi ferini",
+ "CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT": "Acquisisci sensi soprannaturali che ti aiutano a combattere le creature che non puoi vedere. Quando attacchi una creatura che non puoi vedere, la tua incapacità di vederla non impone svantaggio ai tuoi tiri per colpire contro di essa.\nSei anche consapevole della posizione di qualsiasi creatura invisibile entro 9 metri da te, a condizione che la creatura non sia nascosta a te e tu non sia accecato o assordato.",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE": "Stili di combattimento (Ranger UA)",
+ "CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT": "Il ranger adotta uno stile di combattimento in cui specializzarsi scegliendo una tra le opzioni seguenti. Non è consentito scegliere uno stile di combattimento più di una volta, anche se in seguito il ranger ha diritto a scegliere di nuovo.\n\nCombattere con due armi: Quando il ranger combatte con due armi, può aggiungere il suo modificatore di caratteristica ai danni del secondo attacco.\n\nDifesa: Finché indossa un'armatura, il ranger ottiene un bonus di +1 alla CA\n\nDuellare: Quando il ranger impugna un'arma da mischia in una mano e non impugna altre armi, ottiene un bonus di +2 ai tiri per i danni dell'arma\n\nTiro: Il ranger ottiene un bonus di +2 ai tiri per colpire che effettua con le armi a distanza.\n\nCombattere alla cieca: Il ranger ottiene Vista Cieca con raggio 3 metri. All'interno di quella distanza, può vedere efficacemente tutto ciò che non è dietro una copertura totale, anche se è Accecato o nell'oscurità totale. Inoltre, può vedere una creatura invisibile entro quel raggio, a meno che la creatura non si sia nascosta con successo.\n\nGuerriero Druidico: Il ranger apprende due trucchetti a sua scelta dalla lista degli incantesimi da druido. Contano come incantesimi da ranger per lui e la saggezza è la sua Caratteristica da Incantatore. Quando raggiunge un livello in questa classe, può sostituire uno di questi trucchetti con un altro trucchetto dalla lista degli incantesimi del druido.\n\nCombattere con Armi da Lancio: Il ranger può estrarre un'arma che ha la proprietà \"Lancio\" come parte dell'attacco che effettua con l'arma. Inoltre, quando colpisce con un attacco a distanza usando un'arma da lancio, ottieni un bonus di +2 al tiro per i danni.",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT": "Corridore",
+ "CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT": "Puoi usare l'azione Scatto come azione bonus nel tuo turno.",
+ "CLASS_FEATURE_RANGERUA_FOE_SLAYER": "Sterminatore di nemici",
+ "CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT": "Diventi un insuperabile cacciatore dei tuoi nemici. Una volta durante ciascun tuo turno, puoi sommare il tuo modificatore di Saggezza al tiro di attacco o al tiro di danno di un attacco effettuato contro uno dei tuoi nemici preferiti. Puoi scegliere di usare questo privilegio prima o dopo il tiro, ma prima che qualsiasi risultato del tiro venga applicato.",
+ "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY": "Nemico Prescelto Migliorato",
+ "CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT": "Sei pronto a cacciare in un gioco ancora più mortale. Scegli un tipo di nemico ancora più prescelto tra: aberrazioni, celestiali, costrutti, draghi, elementali, immondi o giganti. Ottieni tutti i benefici contro il nemico scelto che normalmente otterresti tramite il privilegio Nemico Prescelto, inclusa una lingua aggiuntiva. Il bonus ai tiri per danni contro tutte le tipologie di nemici prescelti aumenta a +4.\n\nInoltre, il ranger ottiene vantaggio ai Tiri Salvezza contro gli Incantesimi e i privilegi utilizzati dal Tipo del Nemico Prescelto Migliorato.",
+ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT": "Nascondersi in piena vista",
+ "CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT": "Puoi rimanere perfettamente immobile per lunghi periodi di tempo per organizzare imboscate.\nQuando tenti di nasconderti nel tuo turno, puoi scegliere di non muoverti in quel turno. Se eviti di muoverti, le creature che tentano di individuarti subiscono una penalità di -10 alle loro prove di Saggezza (Percezione) fino all'inizio del tuo prossimo turno. Perdi questo beneficio se ti muovi o cadi prono, volontariamente o per qualche effetto esterno. Verrai comunque rilevato automaticamente se qualsiasi effetto o azione ti fa non essere più nascosto.\nSe sei ancora nascosto nel tuo prossimo turno, puoi continuare a rimanere immobile e ottenere questo beneficio finché non vieni scoperto.",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER": "Esploratore naturale",
+ "CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT": "Il ranger è un maestro nel muoversi nel mondo naturale e reagisce con un'azione rapida e decisa quando attaccato. Ciò garantisce i seguenti benefici al ranger:\n\nIgnora il Terreno Difficile\nVantaggio ai Tiri Iniziativa\nNel suo primo turno durante il combattimento, ottiene vantaggio nei tiri per colpire contro creature che non hanno ancora agito.\nInoltre, è abile nel navigare nelle terre selvagge. Ottenendo i seguenti vantaggi se viaggia per un'ora o più in un ambiente:\n\nIl terreno difficile non rallenta il viaggio del suo gruppo.\nIl suo gruppo non può smarrirsi, se non per cause magiche.\nAnche se il ranger è impegnato in un'altra attività mentre viaggia (per esempio foraggiare, orientarsi o seguire tracce), rimane allerta nei confronti dei potenziali pericoli.\nSe il ranger viaggia da solo, può muoversi furtivamente a passo normale.\nQuando foraggia, il ranger trova il doppio del cibo che troverebbe normalmente\nQuando segue le tracce di altre creature, apprende anche il loro numero esatto, le loro taglie e da quanto tempo sono passate nell'area.",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS": "Consapevolezza primordiale",
+ "CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT": "La tua padronanza della tradizione dei ranger ti consente di stabilire un potente legame con le bestie e la terra intorno a te.\nHai un'innata capacità di comunicare con le bestie e loro ti riconoscono come uno spirito affine. Attraverso suoni e gesti, puoi comunicare idee semplici a una bestia come un'azione e puoi leggerne l'umore e l'intento di base. Impari il suo stato emotivo, se è influenzato da qualsiasi tipo di magia, i suoi bisogni a breve termine (come cibo o sicurezza) e le azioni che puoi intraprendere (se presenti) per persuaderlo a non attaccare.\nNon puoi usare questa abilità contro una creatura che hai attaccato negli ultimi 10 minuti.\nInoltre, puoi sintonizzare i tuoi sensi per determinare se qualcuno dei tuoi nemici preferiti si nascondono nelle vicinanze. Trascorrendo 1 minuto ininterrotto in concentrazione (come se ti stessi concentrando su un incantesimo), puoi percepire se qualcuno dei tuoi nemici preferiti è presente entro 5 miglia da te. Questa funzione rivela quali dei tuoi nemici preferiti sono presenti, il loro numero e la direzione generale e la distanza (in miglia) delle creature da te.\nSe ci sono più gruppi dei tuoi nemici preferiti nel raggio d'azione, apprendi queste informazioni per ogni gruppo.",
+ "CLASS_FEATURE_RANGERUA_VANISH": "Svanire",
+ "CLASS_FEATURE_RANGERUA_VANISH_TEXT": "Puoi usare l'azione Nascondersi come azione bonus durante il tuo turno. Inoltre, le tue tracce, a meno che tu non decida di lasciarne, non possono essere rilevate se non con mezzi magici.",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK": "Attacco extra (Ranger)",
+ "CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT": "Puoi attaccare due volte, invece di una volta, ogni volta che effettui l'azione Attacco nel tuo turno.",
+ "CLASS_FEATURE_RANGER_FAVORED_ENEMY": "Nemico Prescelto",
+ "CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT": "Hai sviluppato una considerevole esperienza nello studiare, seguire, cacciare e anche comunicare con un certo tipo di nemico.\nScegli un tipo di nemico preferito: aberrazioni, animali, celestiali, costrutti, draghi, elementali, fatati, giganti, immondi, melme, mostruosità, non morti o piante. Alternativamente puoi scegliere due razze di umanoidi (come gnoll e orchi) come nemici preferiti.\nHai vantaggio nei tiri di Saggezza (Sopravvivenza) per seguire le tracce dei tuoi nemici preferiti, così come nelle prove di Intelligenza per ricordarti di informazioni su di loro.\nQuando ottieni questa capacità, impari inoltre una lingua a tua scelta tra quelle parlate dai tuoi nemici preferiti, se sono in grado di parlare.\nScegli un nemico preferito aggiuntivo e una lingua a lui associato ai livelli 6 e 14. Salendo di livello, le tue scelte dovrebbero riflettere i tipi di mostri incontrati nelle tue avventure.",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES": "Sensi ferini",
+ "CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT": "Acquisisci sensi soprannaturali che ti aiutano a combattere le creature che non puoi vedere. Quando attacchi una creatura che non puoi vedere, la tua incapacità di vederla non impone svantaggio ai tuoi tiri per colpire contro di essa.\nSei anche consapevole della posizione di qualsiasi creatura invisibile entro 9 metri da te, a condizione che la creatura non sia nascosta a te e tu non sia accecato o assordato.",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE": "Stili di combattimento (Ranger)",
+ "CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT": "Il ranger adotta uno stile di combattimento in cui specializzarsi scegliendo una tra le opzioni seguenti. Non è consentito scegliere uno stile di combattimento più di una volta, anche se in seguito il ranger ha diritto a scegliere di nuovo.\n\nCombattere con Due Armi:\nQuando il ranger combatte con due armi, può aggiungere il suo modificatore di caratteristica ai danni del secondo attacco.\n\nDifesa:\nFinché indossa un'armatura, il ranger ottiene un bonus di +1 alla CA\n\nDuellare:\nQuando il ranger impugna un'arma da mischia in una mano e non impugna altre armi, ottiene un bonus di +2 ai tiri per i danni dell'arma\n\nTiro:\nIl ranger ottiene un bonus di +2 ai tiri per colpire che effettua con le armi a distanza\n\nCombattere alla cieca: \nIl ranger ottiene Vista Cieca con raggio 3 metri. All'interno di quella distanza, può vedere efficacemente tutto ciò che non è dietro una copertura totale, anche se è Accecato o nell'oscurità totale. Inoltre, può vedere una creatura invisibile entro quel raggio, a meno che la creatura non si sia nascosta con successo.\n\nGuerriero Druidico: \nIl ranger apprende due trucchetti a sua scelta dalla lista degli incantesimi da druido. Contano come incantesimi da ranger per lui e la saggezza è la sua Caratteristica da Incantatore. Quando raggiunge un livello in questa classe, può sostituire uno di questi trucchetti con un altro trucchetto dalla lista degli incantesimi del druido.\n\nCombattere con Armi da Lancio: \nIl ranger può estrarre un'arma che ha la proprietà \"Lancio\" come parte dell'attacco che effettua con l'arma. Inoltre, quando colpisce con un attacco a distanza usando un'arma da lancio, ottieni un bonus di +2 al tiro per i danni.\n\nTiro: Il ranger ottiene un bonus di +2 ai tiri per colpire che effettua con le armi a distanza.\n\nCombattere alla cieca: Il ranger ottiene Vista Cieca con raggio 3 metri. All'interno di quella distanza, può vedere efficacemente tutto ciò che non è dietro una copertura totale, anche se è Accecato o nell'oscurità totale. Inoltre, può vedere una creatura invisibile entro quel raggio, a meno che la creatura non si sia nascosta con successo.\n\nGuerriero Druidico: Il ranger apprende due trucchetti a sua scelta dalla lista degli incantesimi da druido. Contano come incantesimi da ranger per lui e la saggezza è la sua Caratteristica da Incantatore. Quando raggiunge un livello in questa classe, può sostituire uno di questi trucchetti con un altro trucchetto dalla lista degli incantesimi del druido.\n\nCombattere con Armi da Lancio: Il ranger può estrarre un'arma che ha la proprietà \"Lancio\" come parte dell'attacco che effettua con l'arma. Inoltre, quando colpisce con un attacco a distanza usando un'arma da lancio, ottieni un bonus di +2 al tiro per i danni.",
+ "CLASS_FEATURE_RANGER_FOE_SLAYER": "Sterminatore di nemici",
+ "CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT": "Diventi un insuperabile cacciatore dei tuoi nemici. Una volta durante ciascun tuo turno, puoi sommare il tuo modificatore di Saggezza al tiro di attacco o al tiro di danno di un attacco effettuato contro uno dei tuoi nemici preferiti. Puoi scegliere di usare questo privilegio prima o dopo il tiro, ma prima che qualsiasi risultato del tiro venga applicato.",
+ "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT": "Nascondersi in piena vista",
+ "CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT": "Puoi spendere 1 minuto per mimetizzarti. Devi avere accesso a fango fresco, terriccio, piante e fuliggine e altri materiali naturali con i quali creare il tuo camuffamento.\nUna volta mimetizzato in questo modo, puoi cercare di nasconderti appiattendoti contro una superficie solida, come un albero o un muro, che sia larga e alta almeno quanto te. Ottieni un bonus di +10 alle prove di Destrezza (Furtività) finché rimani fermo senza muoverti o effettuare azioni. Una volta che ti muovi o effettui un'azione o una reazione, ti devi mimetizzare di nuovo per ottenere questo beneficio.",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE": "Andatura sul territorio",
+ "CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT": "Muoversi attraverso terreno difficile non magico non ti costa più movimento aggiuntivo. Puoi attraversare le piante non magiche senza esserne rallentato e senza subire danni da esse, se presentano spine, spuntoni o simili pericoli.\nInoltre, hai vantaggio ai tiri salvezza contro piante che sono state create o manipolate magicamente per impedire il movimento, come quelle create dall'incantesimo Impigliare.",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER": "Esploratore Nato",
+ "CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT": "Hai particolare familiarità con un tipo di ambiente naturale e sei esperto nel viaggiare e sopravvivere in questa regione. Scegli un tipo di terreno preferito: artico, costa, deserto, foresta, montagna, palude, pianure o l'Underdark. Quando effettui una prova di Intelligenza o Saggezza collegata al tuo terreno preferito, il tuo bonus di competenza viene raddoppiato se stai usando un'abilità in cui sei competente.\nMentre viaggi per un'ora o più sul tuo terreno preferito, ottieni i seguenti benefici:\n•Il terreno difficile non rallenta il movimento del tuo gruppo.\n•Il tuo gruppo non può perdersi se non grazie alla magia.\n•Anche quando sei impegnato in un'altra attività durante il viaggio (come foraggiare, navigare o seguire tracce), sei sempre allerta dei pericoli.\n•Se sei da solo puoi muoverti furtivamente tenendo un'andatura normale.\n•Quando foraggi, trovi il doppio del cibo che troveresti normalmente.\n•Mentre segui le tracce di altre creature ne apprendi anche il numero esatto, la taglia e quanto tempo sia trascorso dal loro passaggio.\nScegli un ulteriore terreno preferito al 6° e al 10° livello.",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS": "Consapevolezza primordiale",
+ "CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT": "Puoi usare la tua azione e spendere uno slot incantesimo da Ranger per concentrare la tua consapevolezza sulla regione circostante. Per 1 minuto per livello dello slot incantesimo speso, puoi percepire se le seguenti creature siano presenti entro 1,5 km da te (o entro 10 km se sei nel tuo terreno preferito): aberrazioni, celestiali, draghi, elementali, fatati, immondi e non morti. Questo privilegio non rivela la posizione o il numero delle creature.",
+ "CLASS_FEATURE_RANGER_VANISH": "Svanire",
+ "CLASS_FEATURE_RANGER_VANISH_TEXT": "Puoi usare l'azione Nascondersi come azione bonus durante il tuo turno. Inoltre, le tue tracce, a meno che tu non decida di lasciarne, non possono essere rilevate se non con mezzi magici.",
+ "CLASS_FEATURE_ROGUE_BLINDSENSE": "Percezione Cieca",
+ "CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT": "Se sei in grado di sentire, riesci a percepire la posizione di ogni creatura nascosta o invisibile entro 3 metri da te.",
+ "CLASS_FEATURE_ROGUE_CUNNING_ACTION": "Azione scaltra",
+ "CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT": "Pensiero rapido e grande coordinazione ti permettono di muoverti e agire velocemente. Puoi effettuare un'azione bonus durante ciascun turno di combattimento per effettuare le azioni Disimpegnarsi, Nascondersi o Scattare.",
+ "CLASS_FEATURE_ROGUE_ELUSIVE": "Elusione",
+ "CLASS_FEATURE_ROGUE_ELUSIVE_TEXT": "Sei così sfuggente che raramente chi ti attacca riesce ad avere la meglio su di te. Non puoi essere attaccato con vantaggio a meno che tu non sia incapacitato.",
"CLASS_FEATURE_ROGUE_EVASION": "Evasione",
- "CLASS_FEATURE_ROGUE_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
+ "CLASS_FEATURE_ROGUE_EVASION_TEXT": "La tua agilità istintiva ti permette di schivare alcuni effetti ad area, come il soffio di fulmini di un drago blu o un incantesimo di Palla di fuoco. Quando sei soggetto a un effetto che ti permette di fare un tiro salvezza sulla Destrezza per dimezzare i danni, non subisci danni se riesci nel tiro salvezza e dimezzi i danni se lo fallisci.",
"CLASS_FEATURE_ROGUE_EXPERTISE": "Perizia",
- "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT": "Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
- "CLASS_FEATURE_ROGUE_RELIABLE_TALENT": "Reliable Talent",
- "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT": "You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
- "CLASS_FEATURE_ROGUE_SLIPPERY_MIND": "Slippery Mind",
- "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT": "You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK": "Sneak Attack",
- "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT": "You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
+ "CLASS_FEATURE_ROGUE_EXPERTISE_TEXT": "Scegli due delle tue competenze nelle abilità, o una delle tue competenze nelle abilità e la tua competenza con gli attrezzi da ladro. Il tuo bonus di competenza è raddoppiato per ogni prova di caratteristica che esegui in una delle due competenze scelte.\nAl livello 6, puoi scegliere due ulteriori competenze (nelle abilità o negli attrezzi da ladro) che guadagnano questo beneficio.",
+ "CLASS_FEATURE_ROGUE_RELIABLE_TALENT": "Dote affidabile",
+ "CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT": "Hai affinato le tue qualifiche prescelte quasi alla perfezione. Ogni volta che devi compiere una prova di caratteristica che ti permette di sommare il tuo bonus di competenza, puoi trattare il risultato di 9 o meno su un d20 come fosse 10.",
+ "CLASS_FEATURE_ROGUE_SLIPPERY_MIND": "Mente sfuggente",
+ "CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT": "Acquisisci competenza nei tiri salvezza Saggezza.",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK": "Attacco furtivo",
+ "CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT": "A partire dal 1° livello, un ladro sa come colpire con precisione sfruttando le distrazioni di un avversario. Una volta per turno, il ladro può infliggere 1d6 danni extra a una creatura che colpisce con un attacco, se dispone di vantaggio al tiro per colpire. L'attacco deve utilizzare un'arma accurata o un'arma a distanza. Il ladro non necessita di vantaggio al tiro per colpire se un altro nemico del bersaglio si trova entro 1,5 metri da esso (purché tale nemico non sia incapacitato) e se il tiro per colpire del ladro non subisce svantaggio. L'ammontare di danni extra aumenta man mano che il ladro acquisisce livelli, come indicato nella colonna Attacco Furtivo della tabella.",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK": "Colpo di fortuna",
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT": "You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
"CLASS_FEATURE_ROGUE_THIEVES_CANT": "Thieves’ Cant",
@@ -450,7 +450,7 @@
"CRITICAL_DAMAGE_IS_MAXIMIZED": "Il danno critico è massimizzato",
"CRIT_ATTACHER_TOOLTIP": "Seleziona una o più categorie e critici ulteriori per mostrare questo messaggio solo quando si verifica un critico in quella categoria. Non funziona per Freeform.",
"CRIT_RANGE": "Minaccia Crit.",
- "CURRENCY": "Currency",
+ "CURRENCY": "Moneta",
"CURRENT": "Attuale",
"CUSTOM": "Personalizzato",
"CUSTOM_CLASSES": "Classi personalizzate",
@@ -463,12 +463,12 @@
"DARKVISION": "Scurovisione",
"DC": "CD",
"DEAFENED": "Assordato",
- "DEAFENED_1": "A deafened creature can’t hear and automatically fails any ability check that requires hearing.",
+ "DEAFENED_1": "Una creatura assordata non può sentire e fallisce automaticamente qualsiasi prova di caratteristica che richieda udito.",
"DEATH": "Morte",
"DEATH_SAVES": "TS vs Morte",
"DEATH_SAVING_THROW": "Tiro salvezza vs morte",
"DEATH_SAVING_THROWS": "Tiri salvezza vs morte",
- "DEATH_SAVING_THROW_CHANCES": "Death saving throw chances",
+ "DEATH_SAVING_THROW_CHANCES": "Numero tiri salvezza contro morte",
"DECEPTION": "Raggirare",
"DEX": "Des",
"DEXTERITY": "Destrezza",
@@ -476,7 +476,7 @@
"DEX_MAX_X": "Dex (max X)",
"DICE": "Dadi",
"DICE_MODIFIERS": "Modificatori dei dadi",
- "DICE_SYSTEM": "Dice system",
+ "DICE_SYSTEM": "Sistema dadi",
"DIE": "Dado",
"DISADVANTAGE": "Svantaggio",
"DISADVANTAGE-": "Svantaggio-",
@@ -490,7 +490,7 @@
"DISPLAY_AUDITORY_OLFACTORY_MATERIAL": "Auditory, Olfactory, Material",
"DISPLAY_AUDITORY_VISUAL": "Auditory, Visual",
"DISPLAY_AUDITORY_VISUAL_MATERIAL": "Auditory, Visual, Material",
- "DISPLAY_MATERIAL": "Material",
+ "DISPLAY_MATERIAL": "Materiali",
"DISPLAY_MENTAL": "Mental",
"DISPLAY_MENTAL_MATERIAL": "Mental, Material",
"DISPLAY_MENTAL_OLFACTORY": "Mental, Olfactory",
@@ -516,12 +516,12 @@
"EMOTE": "Emote",
"ENCHANTMENT": "Ammaliamento",
"ENCUMBERED": "Sovraccarico",
- "ENCUMBERED_FEET": "Speed reduced by 10 feet",
+ "ENCUMBERED_FEET": "Velocità ridotta di 10 piedi",
"ENCUMBERED_HEAVILY": "Sovraccarico+",
- "ENCUMBERED_HEAVILY_2": "You have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.",
- "ENCUMBERED_HEAVILY_FEET": "Speed reduced by 20 feet",
- "ENCUMBERED_HEAVILY_METERS": "Speed reduced by 6 meters",
- "ENCUMBERED_METERS": "Speed reduced by 3 meters",
+ "ENCUMBERED_HEAVILY_2": "Hai svantaggio alle prove di abilità, ai tiri per colpire e ai tiri salvezza che usano Forza, Destrezza o Costituzione.",
+ "ENCUMBERED_HEAVILY_FEET": "Velocità ridotta di 20 piedi",
+ "ENCUMBERED_HEAVILY_METERS": "Velocità ridotta di 6 metri",
+ "ENCUMBERED_METERS": "Velocità ridotta di 3 metri",
"ENCUMBRANCE_MULTIPLIER": "Moltiplicatore di ingombro",
"ENGINEERING": "Ingegneria",
"EP": "ME",
@@ -548,8 +548,8 @@
"FEATS": "Talenti",
"FEATURES": "Caratteristiche",
"FEATURES_AND_TRAITS": "Caratteristiche e tratti",
- "FEET": "Feet",
- "FEET_ABBREVIATION": "ft.",
+ "FEET": "Piedi",
+ "FEET_ABBREVIATION": "ft.\n",
"FIELD": "Campo",
"FIGHTER": "Guerriero",
"FILTERS": "Filtri",
@@ -566,8 +566,8 @@
"FREEFORM": "Freeform",
"FREETEXT": "Testo",
"FRIGHTENED": "Spaventato",
- "FRIGHTENED_1": "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.",
- "FRIGHTENED_2": "The creature can’t willingly move closer to the source of its fear.",
+ "FRIGHTENED_1": "Una creatura spaventata ha svantaggio alle prove di caratteristica e ai tiri per colpire mentre la fonte della sua paura è entro la linea di vista.",
+ "FRIGHTENED_2": "La creatura non può avvicinarsi volontariamente alla fonte della sua paura.",
"GARGANTUAN": "Gigantesco",
"GENDER": "Sesso",
"GENERATE": "Generate",
@@ -576,9 +576,9 @@
"GOLD": "Oro",
"GP": "MO",
"GRAPPLED": "Afferrato",
- "GRAPPLED_1": "A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.",
- "GRAPPLED_2": "The condition ends if the grappler is incapacitated (see the condition).",
- "GRAPPLED_3": "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.",
+ "GRAPPLED_1": "La velocità di una creatura in combattimento diventa 0 e non può beneficiare di alcun bonus alla sua velocità.",
+ "GRAPPLED_2": "La condizione termina se colui che afferra è incapacitato (vedi condizione).",
+ "GRAPPLED_3": "La condizione termina anche se un effetto rimuove la creatura in combattimento dalla portata del lottatore o l'effetto di lotta, come quando una creatura viene scagliata via dall'incantesimo Onda Tonante.",
"HAIR": "Capelli",
"HALF": "Metà",
"HALFLING_LUCK": "Fortuna halfling",
@@ -591,7 +591,7 @@
"HEIGHT": "Altezza",
"HIDE": "Nascondi",
"HIDE_INFO": "Nascondi info",
- "HIDE_INFO_ABILITY_CHECKS": "Nasc. check d iabilità",
+ "HIDE_INFO_ABILITY_CHECKS": "Nasc. check di abilità",
"HIDE_INFO_ATTACK": "Nasc. attacco",
"HIDE_INFO_CONTENT": "Nasc. contenuto",
"HIDE_INFO_COST": "Nasc. costo",
@@ -618,7 +618,7 @@
"HIT_POINTS_ROLLED": "Punti ferita tirati",
"HIT_POINTS_TEMP": "PF temp.",
"HIT_POINTS_TEMPORARY": "Punti ferita temporanei",
- "HIT_POINT_MAXIMUM_REDUCED_BY": "Hit point maximum reduced by",
+ "HIT_POINT_MAXIMUM_REDUCED_BY": "Punti ferita massimi ridotti di",
"HON": "Ono",
"HONOR": "Onore",
"HONOR_SAVING_THROW": "Tiro salvezza di Onore",
@@ -631,10 +631,10 @@
"ILLUSION": "Illusione",
"IMPORT": "Importa",
"INCAPACITATED": "Incapacitato",
- "INCAPACITATED_1": "An incapacitated creature can’t take actions or reactions.",
+ "INCAPACITATED_1": "Una creatura incapace non può compiere azioni o reazioni.",
"INFLUENCE": "Influenza",
"INITIATIVE": "Iniziativa",
- "INNATE_SPELLCASTING": "Innate Spellcasting",
+ "INNATE_SPELLCASTING": "Incantesimi Innati",
"INNATE_SPELLCASTING_NO_MATERIAL": "non richiede componenti materiali",
"INNATE_SPELLCASTING_ONLY_VERBAL": "richiede solo componenti verbali",
"INNATE_SPELLCASTING_TEXT_1": "The",
@@ -651,8 +651,8 @@
"INTIMIDATION": "Intimidazione",
"INVESTIGATION": "Investigare",
"INVISIBLE": "Invisibile",
- "INVISIBLE_1": "An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.",
- "INVISIBLE_2": "Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.",
+ "INVISIBLE_1": "Una creatura invisibile è impossibile da vedere senza l'aiuto della magia o di un senso speciale. Allo scopo di nascondersi, la creatura è fortemente oscurata. La posizione della creatura può essere rilevata da qualsiasi rumore che emette o dalle tracce che lascia.",
+ "INVISIBLE_2": "I tiri per colpire contro la creatura hanno vantaggio e i tiri per colpire della creatura hanno svantaggio.",
"JACK_OF_ALL_TRADES": "Tuttofare",
"KI": "Ki",
"KILOGRAMS": "Chilogrammi",
@@ -679,20 +679,20 @@
"LONGSWORD": "Spada lunga",
"LONG_REST": "Rip. lungo",
"LUC": "Luc",
- "LUCK": "Luck",
- "LUCK_SAVING_THROW": "Luck saving throw",
+ "LUCK": "Fortuna",
+ "LUCK_SAVING_THROW": "Tiro salvezza fortuna",
"MACROS": "Macro",
"MANA": "Mana",
"MANIPULATION": "Manipolazione",
- "MANUAL": "Manual",
+ "MANUAL": "Manuale",
"MAX": "Max",
- "MEASUREMENT_SYSTEMS": "Measurement systems",
+ "MEASUREMENT_SYSTEMS": "Sistemi di misura",
"MEDICINE": "Medicina",
"MEDIUM": "Media",
"MEDIUM_ARMOR": "Armatura media",
"MEDIUM_ARMOR_MAX_DEX": "Armatura media max DES",
"MELEE": "Mischia",
- "MELEE_OR_RANGED_WEAPON_ATTACK": "Melee or Ranged Weapon Attack",
+ "MELEE_OR_RANGED_WEAPON_ATTACK": "Attacco con arma da mischia o a distanza",
"MELEE_SPELL_ATTACK": "Melee Spell Attack",
"MELEE_WEAPON": "Arma da mischia",
"MELEE_WEAPON_ATTACK": "Attacco di arma da mischia",
@@ -716,50 +716,50 @@
"NO": "No",
"NORMAL": "Normale",
"NOTHING_RECHARGED": "Nothing recharged",
- "NO_CONCENTRATION": "No concentration",
- "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE": "No extra damage on a critical hit from the default damage",
+ "NO_CONCENTRATION": "Senza Concentrazione",
+ "NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE": "Nessun danno extra su un colpo critico dal danno base",
"NPC": "PNG",
- "OFFENSE": "Offesa",
+ "OFFENSE": "Attacco",
"ONE_CREATURE": "una creatura",
"ONE_TARGET": "un bersaglio",
"OR": "o",
"OTHER": "Altro",
"OTHER_ARMOR": "Altra armatura",
- "OTHER_DAMAGE": "Other damage",
+ "OTHER_DAMAGE": "Altro danno",
"OTHER_PROFICIENCIES_AND_LANGUAGES": "Altre competenze e lingue",
- "OTHER_TYPE": "Other (AoE, Cone, Line)",
+ "OTHER_TYPE": "Altro (AoE, Cono, Linea)",
"OUTPUT": "Output",
"PALADIN": "Paladino",
"PARALYZED": "Paralizzato",
- "PARALYZED_1": "A paralyzed creature is incapacitated (see the condition) and can’t move or speak.",
- "PARALYZED_2": "The creature automatically fails Strength and Dexterity saving throws.",
- "PARALYZED_3": "Attack rolls against the creature have advantage.",
- "PARALYZED_4": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
+ "PARALYZED_1": "Una creatura paralizzata è incapacitata (vedi la condizione) e non può muoversi o parlare.",
+ "PARALYZED_2": "La creatura fallisce automaticamente i tiri salvezza di Forza e Destrezza.",
+ "PARALYZED_3": "I tiri per colpire contro la creatura hanno vantaggio.",
+ "PARALYZED_4": "Qualsiasi attacco che colpisce la creatura è un colpo critico se l'attaccante si trova entro 1,5 metri dalla creatura.",
"PASSIVE": "Passivo",
"PASSIVE_ABILITY_CHECK": "Prova passiva di caratteristica",
- "PASSIVE_SKILLS": "Passive skills",
+ "PASSIVE_SKILLS": "Abilità passive",
"PC": "PG",
"PERCEPTION": "Percezione",
"PERFORMANCE": "Performance",
"PERSONALITY_TRAITS": "Tratti personalità",
"PERSUASION": "Persuasione",
"PER_LEVEL": "per livello",
- "PER_USE": "per use",
+ "PER_USE": "per uso",
"PETRIFIED": "Pietrificato",
- "PETRIFIED_1": "A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.",
- "PETRIFIED_2": "The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.",
- "PETRIFIED_3": "Attack rolls against the creature have advantage.",
- "PETRIFIED_4": "The creature automatically fails Strength and Dexterity saving throws.",
- "PETRIFIED_5": "The creature has resistance to all damage.",
- "PETRIFIED_6": "The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.",
+ "PETRIFIED_1": "Una creatura pietrificata si trasforma, insieme a qualsiasi oggetto non magico che indossa o trasporta, in una solida sostanza inanimata (di solito pietra). Il suo peso aumenta di un fattore dieci e cessa di invecchiare.",
+ "PETRIFIED_2": "La creatura è incapacitata (vedi la condizione), non può muoversi o parlare e non è consapevole di ciò che la circonda.",
+ "PETRIFIED_3": "I tiri per colpire contro la creatura hanno vantaggio.",
+ "PETRIFIED_4": "La creatura fallisce automaticamente i tiri salvezza di Forza e Destrezza.",
+ "PETRIFIED_5": "La creatura ha resistenza a tutti i danni.",
+ "PETRIFIED_6": "La creatura è immune a veleni e malattie, sebbene un veleno o una malattia già nel suo sistema rimangano in sospeso, non neutralizzati.",
"PIERCING": "perforante",
"PLATINUM": "Platino",
"PLUS": "plus",
- "POINTS": "Points",
+ "POINTS": " Punti",
"POINTS_OF_ORIGIN": "Punti di origine",
"POISON": "veleno",
"POISONED": "Avvelenato",
- "POISONED_1": "A poisoned creature has disadvantage on attack rolls and ability checks.",
+ "POISONED_1": "Una creatura avvelenata ha svantaggio ai tiri per colpire e alle prove di caratteristica.",
"POTION": "Pozione",
"POTION_OF_HEALING": "Pozione di Guarigione",
"POUNDS": "Pounds",
@@ -769,17 +769,17 @@
"PREPARED_MATTERS": "Prepared matters",
"PROCESSING_CLOSE_MESSAGE": "If this does not close after a few seconds (max 15 seconds for complex cases) then an error has occurred. In that case please open an issue on the issue tracker detailing the steps to reproduce (ideally showing the error in the browser's console).",
"PROCESSING_MESSAGE": "While the sheet is processing do not close the sheet.",
- "PROCESSING_TITLE": "Processing",
+ "PROCESSING_TITLE": "Processando",
"PROF": "Comp.",
"PROFICIENCIES": "Competenze",
"PROFICIENCY_BONUS": "Bonus competenza",
- "PROFICIENCY_DICE": "Proficiency dice",
+ "PROFICIENCY_DICE": "Bonus competenza",
"PROFICIENT": "Competente",
- "PROFICIENT_ARMOR_WEIGHS": "Armor that you are proficient in weighs",
+ "PROFICIENT_ARMOR_WEIGHS": "Peso Armatura in cui sei competente",
"PRONE": "Prono",
- "PRONE_1": "A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.",
- "PRONE_2": "The creature has disadvantage on attack rolls.",
- "PRONE_3": "An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.",
+ "PRONE_1": "L'unica opzione di movimento di una creatura prona è strisciare, a meno che non si alzi in piedi e quindi metta fine alla condizione.",
+ "PRONE_2": "La creatura ha svantaggio ai tiri per colpire.",
+ "PRONE_3": "Un tiro per colpire contro la creatura ha vantaggio se l'attaccante si trova entro 1,5 metri dalla creatura. Altrimenti, il tiro per colpire ha svantaggio.",
"PSI": "Psi",
"PSION": "Psion",
"PSIONICS": "Psionics",
@@ -790,9 +790,9 @@
"PSI_POINTS": "Psi Points",
"PSYCHIC": "psichico",
"PUBLIC_FOR_ALL": "Visibile a tutti",
- "QUERY": "Query",
- "QUERY_ADVANTAGE_DEFAULT": "Query (Advantage default)",
- "QUERY_DISADVANTAGE_DEFAULT": "Query (Disadvantage default)",
+ "QUERY": "Chiedi",
+ "QUERY_ADVANTAGE_DEFAULT": "Chiedi (Vantaggio di base)",
+ "QUERY_DISADVANTAGE_DEFAULT": "Chiedi (Svantaggio di base)",
"QUICK": "Veloce",
"RACE": "Razza",
"RACIAL_FEATURE_POWERFUL_BUILD": "Corporatura possente",
@@ -800,7 +800,7 @@
"RADIANT": "radiante",
"RANGE": "Portata",
"RANGED": "A distanza",
- "RANGED_SPELL_ATTACK": "Ranged Spell Attack",
+ "RANGED_SPELL_ATTACK": "Incantesimo a distanza",
"RANGED_WEAPON": "Arma a distanza",
"RANGED_WEAPON_ATTACK": "Attacco con arma a distanza",
"RANGED_WEAPON_ATTACK_MODIFIER": "Modificatore d'attacco arma a distanza",
@@ -819,8 +819,8 @@
"RECHARGE_6": "Ricarica 6",
"RECHARGE_AFTER_LONG_REST": "Si ricarica dopo riposo lungo",
"RECHARGE_AFTER_SHORT_OR_LONG_REST": "Si ricarica dopo un riposo breve o lungo",
- "RECOVERED": "recovered",
- "REDUCED_TO": "reduced to",
+ "RECOVERED": "guarigione",
+ "REDUCED_TO": "ridotto a",
"REF": "Ref",
"REFLEX": "Riflessi",
"REFLEX_SAVING_THROW": "Tiro salvezza di Riflessi",
@@ -829,45 +829,45 @@
"RELIGION": "Religione",
"REMARKABLE_ATHLETE": "Atleta impressionante",
"REPEAT": "Ripetere",
- "REPORT_AN_ISSUE": "Report an issue",
+ "REPORT_AN_ISSUE": "Segnala un problema",
"REQUIRES_API": "Questa opzione richiede l’API",
"RESET": "reset",
"RESISTANCES_AND_IMMUNITIES": "Resistenze e immunità",
"RESOURCES": "Risorse",
"REST": "Riposo",
- "RESTRAINED": "Legato",
- "RESTRAINED_1": "A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.",
- "RESTRAINED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
- "RESTRAINED_3": "The creature has disadvantage on Dexterity saving throws.",
+ "RESTRAINED": "Afferrato",
+ "RESTRAINED_1": "La velocità di una creatura in combattimento diventa 0 e non può beneficiare di alcun bonus alla sua velocità.",
+ "RESTRAINED_2": "I tiri per colpire contro la creatura hanno vantaggio e i tiri per colpire della creatura hanno svantaggio.",
+ "RESTRAINED_3": "La creatura ha svantaggio ai tiri per colpire.",
"RING": "Anello",
"RITUAL": "Rituale",
- "ROGUE": "Furfante",
+ "ROGUE": "Ladro",
"ROLL": "Tiro",
"ROLL_2": "Tira 2",
"ROLL_OPTIONS": "Opzioni tiro",
"ROLL_TEMPLATE": "Template tiro",
"SAN": "San",
- "SANITY": "Sanity",
- "SANITY_SAVING_THROW": "Sanity saving throw",
- "SAVE": "Save",
- "SAVE_DC": "Save DC",
+ "SANITY": "Sanità",
+ "SANITY_SAVING_THROW": "Tiro salvezza Sanità",
+ "SAVE": "Tiro Salvezza",
+ "SAVE_DC": "CD Tiro Salvezza",
"SAVING_DC": "CD salvezza",
"SAVING_THROW": "Tiro salvezza",
"SAVING_THROWS": "Tiri salvezza",
- "SAVING_THROWS_BONUS": "Saving throws bonus",
- "SAVING_THROWS_QUERY": "Query tiri salvezza",
- "SAVING_THROW_BONUS": "saving throw bonus",
+ "SAVING_THROWS_BONUS": "Bonus ai Tiri Salvezza",
+ "SAVING_THROWS_QUERY": "Chiedi tiri salvezza",
+ "SAVING_THROW_BONUS": "Bonus tiro Salvezza",
"SAVING_THROW_DC": "CD tiro salvezza",
- "SAVING_THROW_FAILURE": "Saving throw failure",
+ "SAVING_THROW_FAILURE": "Fallimento tiro Salvezza",
"SAVING_THROW_MODIFIER": "Modificatore tiro salvezza",
- "SAVING_THROW_SUCCESS": "Saving throw success",
- "SCORE": "Score",
+ "SAVING_THROW_SUCCESS": "Successo tiro Salvezza",
+ "SCORE": "Punteggio",
"SECOND_DAMAGE": "Secondo danno",
- "SELF": "Self",
+ "SELF": "Privato",
"SENSES": "Sensi",
"SHEET": "Scheda",
"SHEET_OUTPUT": "Output scheda",
- "SHEET_SETTING": "Sheet setting",
+ "SHEET_SETTING": "Impostazioni Scheda PG",
"SHIELD": "Scudo",
"SHORT_OR_LONG_REST": "Riposo breve o lungo",
"SHORT_REST": "Rip. breve",
@@ -909,14 +909,14 @@
"SKILL_SHEET_SETTING": "– Sheet setting",
"SKIN": "Pelle",
"SLASHING": "Da taglio",
- "SLEIGHTOFHAND": "Mano lesta",
+ "SLEIGHTOFHAND": "Rapidità di Mano",
"SLOT": "Slot",
"SLOTS": "Slots",
"SMALL": "Piccola",
"SOCIETY": "Società",
"SORCERER": "Stregone",
"SORCERY": "Sorcery",
- "SORCERY_POINTS": "Sorcery Points",
+ "SORCERY_POINTS": "Punti stregoneria",
"SOULKNIFE": "Soulknife",
"SOURCE": "Fonte",
"SOURCE_TO_TARGET": "Fonte → Bersaglio",
@@ -930,12 +930,12 @@
"SPELLCASTING_TEXT_1": "The",
"SPELLCASTING_TEXT_2": "is a",
"SPELLCASTING_TEXT_3": "spellcaster. Its spellcasting ability is",
- "SPELLCASTING_TEXT_4": "has the following",
- "SPELLCASTING_TEXT_5": "spells prepared",
+ "SPELLCASTING_TEXT_4": "ha le seguenti",
+ "SPELLCASTING_TEXT_5": "incantesimi preparati",
"SPELLS": "Incantesimi",
"SPELLS_ON_CORE": "Show spells on the core page",
"SPELLS_TAB": "Spells tab",
- "SPELL_ATTACK": "Spell attack",
+ "SPELL_ATTACK": "Attacco magico",
"SPELL_ATTACK_MODIFIER": "Spell attack modifier",
"SPELL_DAMAGE_MODIFIER": "Spell damage modifier",
"SPELL_DC": "Spell DC",
@@ -958,9 +958,9 @@
"STR_13": "For 13",
"STR_15": "For 15",
"STUNNED": "Stordito",
- "STUNNED_1": "A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.",
- "STUNNED_2": "The creature automatically fails Strength and Dexterity saving throws.",
- "STUNNED_3": "Attack rolls against the creature have advantage.",
+ "STUNNED_1": "Una creatura stordita è incapacitata (vedi la condizione), non può muoversi e può parlare solo farfugliando.",
+ "STUNNED_2": "La creatura fallisce automaticamente i tiri salvezza di Forza e Destrezza.",
+ "STUNNED_3": "I tiri per colpire contro la creatura hanno vantaggio.",
"SUCCESSES": "Successi",
"SUMMONER": "Evocatore",
"SURVIVAL": "Sopravvivenza",
@@ -986,19 +986,19 @@
"TYPE": "Tipo",
"UNARMORED": "Senza armatura",
"UNCONSCIOUS": "Svenuto",
- "UNCONSCIOUS_1": "An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.",
- "UNCONSCIOUS_2": "The creature drops whatever it’s holding and falls prone.",
- "UNCONSCIOUS_3": "The creature automatically fails Strength and Dexterity saving throws.",
- "UNCONSCIOUS_4": "Attack rolls against the creature have advantage.",
- "UNCONSCIOUS_5": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
- "UNITS": "Units",
+ "UNCONSCIOUS_1": "La creatura è incapacitata (vedi la condizione), non può muoversi o parlare e non è consapevole di ciò che la circonda.",
+ "UNCONSCIOUS_2": "La creatura lascia cadere qualunque cosa stia trattenendo e cade prona.",
+ "UNCONSCIOUS_3": "La creatura fallisce automaticamente i tiri salvezza di Forza e Destrezza.",
+ "UNCONSCIOUS_4": "I tiri per colpire contro la creatura hanno vantaggio.",
+ "UNCONSCIOUS_5": "Qualsiasi attacco che colpisce la creatura è un colpo critico se l'attaccante si trova entro 1,5 metri dalla creatura.",
+ "UNITS": "Unità di Misura",
"UNPROFICIENT": "Non competente",
"UNTIL_DISPELLED": "Finché non è dissolto",
"UNTIL_DISPELLED_OR_TRIGGERED": "Finché non è dissolto o attivato",
- "USES": "Usi",
+ "USES": "Utilizzi",
"USE_CUSTOM_SAVING_THROWS": "Usa tiri salvezza personalizzati",
"UTILITY": "Utilità",
- "VALUE": "Value",
+ "VALUE": "Valore",
"VERSATILE": "Versatile",
"VS": "vs",
"VS_FIEND_OR_UNDEAD": "vs non morti o immondi",
diff --git a/5eShaped/translations/tr.json b/5eShaped/translations/tr.json
index b1e41b807e..ffe2bbd37f 100644
--- a/5eShaped/translations/tr.json
+++ b/5eShaped/translations/tr.json
@@ -167,9 +167,9 @@
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
- "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Superior Attunement",
+ "CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Üstün Uyum",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
- "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Tool Expertise",
+ "CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Alet Uzmanlığı",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wondrous Invention",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
@@ -177,9 +177,9 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
- "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Extra Attack (Barbarian)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Ekstra Saldırı (Barbar)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Fast Movement",
+ "CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Hızlı Hareket",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Feral Instinct",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
@@ -189,7 +189,7 @@
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
- "CLASS_FEATURE_BARBARIAN_RAGE": "Rage",
+ "CLASS_FEATURE_BARBARIAN_RAGE": "Öfke",
"CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
@@ -222,11 +222,11 @@
"CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "Yabani Şekil marifetinizi sınırsız sayıda kullanabilirsiniz.\nEk olarak, Druid büyülerinizin sözel ve bedensel bileşenlerini ve maliyeti olmayan ve bir büyü tarafından tüketilmeyen materyal bileşenlerini kullanmanız gerekmez. Bu avantajı hem normal formunuzda hem de Yabani Şekilden gelen yaratık formunuzda kullanabilirsiniz.",
"CLASS_FEATURE_DRUID_BEAST_SPELLS": "Hayvan Büyüleri",
"CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
- "CLASS_FEATURE_DRUID_DRUIDIC": "Druidic",
+ "CLASS_FEATURE_DRUID_DRUIDIC": "Druidik",
"CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY": "Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
- "CLASS_FEATURE_DRUID_WILD_SHAPE": "Wild Shape",
+ "CLASS_FEATURE_DRUID_WILD_SHAPE": "Yabani Şekil",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": "that doesn’t have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesn’t have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
diff --git a/7th Sea 2e/translations/fi.json b/7th Sea 2e/translations/fi.json
new file mode 100644
index 0000000000..3ea39a7002
--- /dev/null
+++ b/7th Sea 2e/translations/fi.json
@@ -0,0 +1,100 @@
+{
+ "name-u": "NAME",
+ "nation-u": "NATION",
+ "player-u": "PLAYER",
+ "religion-u": "RELIGION",
+ "wounds": "Wounds",
+ "dramatic-wounds": "Dramatic Wounds",
+ "traits-skills": "Traits and Skills",
+ "prime": "Prime",
+ "details": "Details",
+ "story": "Story",
+ "ship": "Ship",
+ "all": "All",
+ "traits": "Traits",
+ "brawn": "Brawn",
+ "finesse": "Finesse",
+ "resolve": "Resolve",
+ "wits": "Wits",
+ "panache": "Panache",
+ "advantages": "Advantages",
+ "show": "Show",
+ "dice": "Dice",
+ "normal": " Normal ",
+ "exploding": " Exploding ",
+ "reroll": "Reroll",
+ "plus-2-dice": "Plus 2 Dice",
+ "plus-3-dice": "Plus 3 Dice",
+ "plus-4-dice": "Plus 4 Dice",
+ "skills": "Skills",
+ "trait-u": "TRAIT",
+ "rank-u": "RANK",
+ "aim": "Aim",
+ "none": "None",
+ "athletics": "Athletics",
+ "brawl": "Brawl",
+ "convince": "Convince",
+ "empathy": "Empathy",
+ "hide": "Hide",
+ "intimidate": "Intimidate",
+ "notice": "Notice",
+ "perform": "Perform",
+ "ride": "Ride",
+ "sailing": "Sailing",
+ "scholarship": "Scholarship",
+ "tempt": "Tempt",
+ "theft": "Theft",
+ "warfare": "Warfare",
+ "weaponry": "Weaponry",
+ "backgrounds": "Backgrounds",
+ "background": "Background",
+ "arcana": "Arcana",
+ "virtue": "Virtue",
+ "hubris": "Hubris",
+ "reputation": "Reputation",
+ "reputation-rating": "Reputation Rating",
+ "cost": "Cost",
+ "wealth": "Wealth",
+ "profession": "Profession",
+ "sorcery": "Sorcery",
+ "rank": "Rank",
+ "dueling-style-bonus": "Dueling Style Bonus",
+ "dueling": "Dueling",
+ "secret-society": "Secret Society",
+ "society": "Society",
+ "favor": "Favor",
+ "languages": "Languages",
+ "corruption": "Corruption",
+ "connections": "Connections",
+ "contact-name": "Contact Name",
+ "relation": "Relation",
+ "country-city": "Country, City",
+ "stories": "Stories",
+ "steps": "Steps",
+ "reward": "Reward",
+ "ship-name-u": "SHIP'S NAME",
+ "class-u": "CLASS",
+ "captain-u": "CAPTAIN",
+ "origin-u": "ORIGIN",
+ "hits-u": "HITS",
+ "critical-hits-u": "CRITICAL HITS",
+ "ship-details": " Expanded Ship Details",
+ "class": "Class",
+ "crew": "Crew",
+ "cargo": "Cargo",
+ "guns": "Guns",
+ "treasury": "Treasury",
+ "special-features": "Special Features",
+ "feature": "Feature",
+ "adventures": "Adventures",
+ "adventure": "Adventure",
+ "position": "Position",
+ "name": "Name",
+ "lieutenant-first-mate": "Lieutenant/First Mate",
+ "master-of-sail": "Master of Sail",
+ "sail": "Sail",
+ "boatswan": "Boatswan",
+ "master-gunner": "Master Gunner",
+ "surgeon-doctor": "Surgeon/Doctor",
+ "out-of": "out of"
+}
diff --git a/7th Sea/translations/fi.json b/7th Sea/translations/fi.json
new file mode 100644
index 0000000000..81977ce400
--- /dev/null
+++ b/7th Sea/translations/fi.json
@@ -0,0 +1,72 @@
+{
+ "up_to_half_the_range": "Up to half the Range",
+ "past_half_the_range": "Past Half the Range",
+ "+roll": "+Roll",
+ "k": "k",
+ "weapon": "Weapon",
+ "knack_rating": "Knack Rating",
+ "name": "Name",
+ "player": "Player",
+ "nationality": "Nationality",
+ "memberships": "Memberships",
+ "experience": "Experience",
+ "profession": "Profession",
+ "skills": "Skills",
+ "mastery": "Mastery",
+ "basic": "Basic",
+ "combat": "Combat",
+ "equipment": "Equipment",
+ "notes": "Notes",
+ "old_skills": "Old Skills",
+ "character_information": "Character Information",
+ "traits": "Traits",
+ "brawn": "Brawn",
+ "finesse": "Finesse",
+ "wits": "Wits",
+ "resolve": "Resolve",
+ "panache": "Panache",
+ "background": "Background",
+ "advantages": "Advantages",
+ "reputation": "Reputation",
+ "sorcerous_heritages": "Sorcerous Heritages",
+ "trait": "Trait",
+ "knack_name": "Knack Name",
+ "rating": "Rating",
+ "cast!": "Cast!",
+ "en_garde": "En Garde!",
+ "static": "Static",
+ "crippled": "Crippled",
+ "on_guard": "On Guard",
+ "skilled": "Skilled",
+ "swordsman_schools": "Swordsman Schools",
+ "special_abilities": "Special Abilities",
+ "type": "Type",
+ "damage": "Damage",
+ "dice": "Dice",
+ "static_bonus": "Static Bonus",
+ "keep": "Keep",
+ "attack": "Attack",
+ "range": "Range",
+ "short": "Short",
+ "long": "Long",
+ "reload": "Reload",
+ "melee": "Melee",
+ "yes": "Yes",
+ "no": "No",
+ "defend!": "Defend!",
+ "active": "Active",
+ "passive": "Passive",
+ "wounds": "Wounds",
+ "dramatic_wounds": "Dramatic Wounds",
+ "flesh_wounds": "Flesh Wounds",
+ "roll": "Roll",
+ "knocked_out": "Knocked Out",
+ "defence_knacks": "Defence Knacks",
+ "first": "First",
+ "second": "Second",
+ "third": "Third",
+ "fourth": "Fourth",
+ "fifth": "Fifth",
+ "sixth": "Sixth",
+ "seventh": "Seventh"
+}
\ No newline at end of file
diff --git a/7th Sea/translations/it.json b/7th Sea/translations/it.json
index 6818079f0f..2619cdaf6d 100644
--- a/7th Sea/translations/it.json
+++ b/7th Sea/translations/it.json
@@ -9,7 +9,7 @@
"player": "Giocatore",
"nationality": "Nationality",
"memberships": "Memberships",
- "experience": "Experience",
+ "experience": "Esperienza",
"profession": "Profession",
"skills": "Abilità",
"mastery": "Mastery",
diff --git a/A Fistful of Darkness/translations/fi.json b/A Fistful of Darkness/translations/fi.json
new file mode 100644
index 0000000000..ffe9f347f8
--- /dev/null
+++ b/A Fistful of Darkness/translations/fi.json
@@ -0,0 +1,913 @@
+{
+ "zero_mode": "◇",
+ "coin_mode": "⬘",
+ "hellstone_mode": "◆",
+ "faction_the_8th_cavalry": "The 8th Cavalry",
+ "faction_ironware_metal_goods": "Ironware & Metal Goods",
+ "faction_northern_rail_transport": "Northern Rail & Transport",
+ "faction_the_thunder_raven_tribe": "The Thunder Raven Tribe",
+ "faction_fells_wargo": "Fells & Wargo",
+ "faction_horizon_credit_union": "Horizon Credit Union",
+ "faction_good_health_association": "Good Health Association",
+ "faction_eastwest_rail": "East-West Rail",
+ "faction_diamond_trust": "Diamond Trust",
+ "faction_the_pony_express": "The Pony Express",
+ "faction_the_twins": "The Twins",
+ "faction_the_inquisition": "The Inquisition",
+ "faction_mr_wongs_family_business": "Mr. Wong’s Family Business",
+ "faction_the_house_of_roses": "The House of Roses",
+ "faction_fine_energy_enterprise": "Fine Energy Enterprise",
+ "faction_lord_dorian_lockwoodtate": "Lord Dorian Lockwood-Tate",
+ "faction_first_church_of_saint_michael": "First Church of Saint Michael",
+ "faction_rattlesnake_gang": "Rattlesnake Gang",
+ "faction_the_shadow_valley_gang": "The Shadow Valley Gang",
+ "faction_explorers_society": "Explorers Society",
+ "faction_the_mother_of_bones": "The Mother of Bones",
+ "faction_the_black_rider": "The Black Rider",
+ "faction_miners_union": "Miners’ Union",
+ "faction_southern_refugees": "Southern Refugees",
+ "faction_native_tribes_from_session_one": "Native Tribes from Session One",
+ "hellstone_scavengers": "Hellstone Scavengers",
+ "crew_hellstone_scavengers_xp_condition": "Acquired Hellstone or an artifact, executed a successful scavenge operation or kept trespassers at bay.",
+ "outlaw_posse": "Outlaw Posse",
+ "crew_outlaw_posse_xp_condition": "Execute a successful battle, robbery, thievery, murder or jailbreak.",
+ "bounty_hunters": "Bounty Hunters",
+ "crew_bounty_hunters_xp_condition": "Execute a successful bounty or treasure hunt.",
+ "tribe": "Tribe",
+ "crew_tribe_xp_condition": "Execute a successful hunt, raid, or a spiritual conquest.",
+ "modus": "Modus",
+ "equilibrium": "Equi-librium",
+ "crew_ability_veteran": "Veteran",
+ "crew_ability_veteran_description": "Choose a special ability from another Posse. May be chosen as often as you like, even as your first Special Ability.",
+ "crew_ability_veteran_revenant": "Veteran",
+ "crew_ability_veteran_revenant_description": "Choose appropriate special ability from another source.",
+ "crew_ability_patron": "Patron",
+ "crew_ability_patron_description": "When you advance your Tier, it costs half the Coin it normally would. Who is your patron? Why do they help you?",
+ "crew_ability_bloundhounds": "Bloodhounds",
+ "crew_ability_bloundhounds_description": "Each PC may add +1 action rating to Command, Sling, or Hunt (up to a max rating of 3).",
+ "crew_ability_a_walking_rogues_gallery": "A Walking Rogues’ Gallery",
+ "crew_ability_a_walking_rogues_gallery_description": "When your Posse has the chance to mull it over you will recognize any outlaw / lawman you've seen either in person or in a likeness. You know if there is a bounty on their head and its value.",
+ "crew_ability_life_line": "Life Line",
+ "crew_ability_life_line_description": "You bring ‘em in alive. You may choose that your target is only incapacitated instead of dead. There’s always a little bit of life left in them.",
+ "crew_ability_an_eye_for_it": "An Eye For It",
+ "crew_ability_an_eye_for_it_description": "You may read artifacts or Hellstone weapons to find out what they do and how they are dangerous. With that you always get good details.",
+ "crew_ability_really_useful": "Really Useful",
+ "crew_ability_really_useful_description": "Sometimes friends are as good as territory. You may count up to three +3 Faction statuses you hold as if they are claims.",
+ "crew_ability_lucky_fellows": "Lucky Fellows",
+ "crew_ability_lucky_fellows_description": "When you roll Rider Events, roll twice and keep the one you want. When you reduce Doom on the Posse, take +1d.",
+ "crew_ability_heigh_ho": "Heigh-Ho",
+ "crew_ability_heigh_ho_description": "Each PC may add +1 action rating to Attune, Disable, or Prowl (up to a max rating of 3).",
+ "crew_ability_transporter": "Transporter",
+ "crew_ability_transporter_description": "When you execute a Travel Plan to start your run or Hellstone Scavenge, take +1d to the engagement roll.",
+ "crew_ability_dig_dug": "Dig Dug",
+ "crew_ability_dig_dug_description": "No way to rip you off. When you acquire mining equipment or explosives, you get +1 result level to your roll.",
+ "crew_ability_leverage": "Leverage",
+ "crew_ability_leverage_description": "Your Posse supplies 'found stuff' for other Factions. Your success is good for them. Whenever you gain rep, gain +1 rep. Which Factions? Who’s angry about this arrangement? Which quality rating of which location is affected by this arrangement?",
+ "crew_ability_got_used_to_the_strange_life": "Got Used to the Strange Life",
+ "crew_ability_got_used_to_the_strange_life_description": "You get +1d to resistance rolls against supernatural threats including Delving too Deep. You get +1d to healing rolls when you have supernatural harm.",
+ "crew_ability_undue_hellish_confidence": "Undue Hellish Confidence",
+ "crew_ability_undue_hellish_confidence_description": "No one can beat your Posse as long you have Hellstone around (at least it feels this way). Once per run you may regain 1 Grit if you make a Mutation Roll.",
+ "crew_ability_deadly_serious": "Deadly Serious",
+ "crew_ability_deadly_serious_description": "Each PC may add +1 action rating to Command, Sling, or Brawl (up to a max rating of 3).",
+ "crew_ability_blood_brothers": "Blood Brothers",
+ "crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).",
+ "crew_ability_straightforward": "Straightforward",
+ "crew_ability_straightforward_description": "When you execute an assault plan, take +1d to the Engagement roll.",
+ "crew_ability_fiends": "Fiends",
+ "crew_ability_fiends_description": "Fear is as good as respect. You may count each active Rider as if it was a claim.",
+ "crew_ability_forged_in_the_fire": "Forged in the Fire",
+ "crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
+ "crew_ability_war_dogs": "War Dogs",
+ "crew_ability_war_dogs_description": "When you’re in a feud (-3 Faction status), your Posse does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
+ "crew_ability_watchers": "Watchers",
+ "crew_ability_watchers_description": "Each PC may add +1 action rating to Attune, Hunt, or Survey (up to a max rating of 3).",
+ "crew_ability_into_the_burning_beyond": "Into the Burning Beyond",
+ "crew_ability_into_the_burning_beyond_description": "The spirits showed you the shifting paths into the Burning Beyond and back. You may attune to visit places of the Beyond if you respect the inhabitants and bring appropriate offerings. You don’t have to leave the way you came.",
+ "crew_ability_horseback_is_home": "Horseback is Home",
+ "crew_ability_horseback_is_home_description": "You get +1d while on horseback. You speak the language of horses. You may ask them to gather information with +1 effect. You lose 3 Grit when your horse dies.",
+ "crew_ability_one_with_the_land": "One with the Land",
+ "crew_ability_one_with_the_land_description": "You may command the spirits of the land or ask kindly for their help or advice. You may ignore one consequence if the spirits chose to provide cover. Or you may gain +1d if they chose to help you on your path.",
+ "crew_ability_one_with_the_people": "One with the People",
+ "crew_ability_one_with_the_people_description": "When you have a downtime in your people’s territory, your tribe has one additional downtime action and gains +1d to Acquire Asset. Describe how this can be.",
+ "crew_ability_stalkers_of_demons": "Stalkers of Demons",
+ "crew_ability_stalkers_of_demons_description": "You were taught to sense the weakness of demons using taboo magic. If you successfully attune to a demon the GM will tell you its weakness and how it may be destroyed. On a CRIT you may learn its true name. Which taboo must be broken?",
+ "crew_ability_theyre_with_us": "They're With Us",
+ "crew_ability_theyre_with_us_description": "You carry a symbol of your people / land; describe it and the grim bounding ritual. As long as you carry it, your Tribe gets +1d against Delving too Deep and +1d resistance against creatures from the Burning Beyond or other spirits as well as against dread or despair. If you lose the symbol or it is destroyed, all get 3 level harm 'disheartened'. May only be healed by restoring the symbol somehow.",
+ "crew_upgrade_bounty_rigging": "Bounty Rigging (2 free load for weapons or documents)",
+ "crew_upgrade_scavenger_rigging": "Scavenger Rigging (2 free load for tools or weapons)",
+ "crew_upgrade_outlaw_rigging": "Outlaw Rigging (2 free load for weapons or armor)",
+ "crew_upgrade_tribe_rigging": "Tribe Rigging (2 free load for weapons or implements)",
+ "crew_upgrade_elite_thugs": "Elite Thugs",
+ "crew_upgrade_elite_rooks": "Elite Rooks",
+ "crew_upgrade_elite_scouts": "Elite Scouts",
+ "crew_upgrade_elite_movers": "Elite Movers",
+ "crew_upgrade_fine_carriages": "Fine Carriages",
+ "crew_upgrade_mobile_hideout": "Mobile Hideout",
+ "crew_upgrade_get_out_of_jail_free_card": "'Get out of jail free' card",
+ "crew_upgrade_gateway_to_the_burning_beyond": "Gateway to the Burning Beyond",
+ "crew_upgrade_hardened": "Hardened (+1 Grit Box)",
+ "crew_upgrade_steady": "Steady (+1 Grit Box)",
+ "crew_upgrade_ruthless": "Ruthless (+1 Grit Box)",
+ "crew_hellstone_scavengers_contact_0": "Bill 'Scar' Morgan, a judge",
+ "crew_hellstone_scavengers_contact_1": "'Railroad' Gilliam, a marshal",
+ "crew_hellstone_scavengers_contact_2": "Sweet Dave, a piano player",
+ "crew_hellstone_scavengers_contact_3": "Grover McIntyre, hardware store owner ",
+ "crew_hellstone_scavengers_contact_4": "Ling Lee, a collector",
+ "crew_hellstone_scavengers_contact_5": "Old Man Bruford, gin mill owner",
+ "crew_outlaw_posse_contact_0": "Bill 'Scar' Morgan, a judge",
+ "crew_outlaw_posse_contact_1": "'the Cheat' Murray, an arms dealer",
+ "crew_outlaw_posse_contact_2": "'Silent' Bob, a blacksmith",
+ "crew_outlaw_posse_contact_3": "Moe, a saloon owner",
+ "crew_outlaw_posse_contact_4": "Sam Malone, a smuggler",
+ "crew_outlaw_posse_contact_5": "Old Man Bruford, gin mill owner",
+ "crew_bounty_hunters_contact_0": "Bill 'Scar' Morgan, a judge",
+ "crew_bounty_hunters_contact_1": "'Railroad' Gilliam, a marshal",
+ "crew_bounty_hunters_contact_2": "'Silent' Bob, a blacksmith",
+ "crew_bounty_hunters_contact_3": "Moe, a saloon owner",
+ "crew_bounty_hunters_contact_4": "Madam Zona, a fortune teller",
+ "crew_bounty_hunters_contact_5": "Xiang, an occultist",
+ "crew_tribe_contact_0": "'the Cheat' Murray, an arms dealer",
+ "crew_tribe_contact_1": "Hawk, a feral spirit",
+ "crew_tribe_contact_2": "Kills Many, the threshold",
+ "crew_tribe_contact_3": "Free Cloud Raining, medicine man",
+ "crew_tribe_contact_4": "Seeker, a guide",
+ "crew_tribe_contact_5": "'Coin' Slate, a merchant",
+ "scarred": "Scarred",
+ "corrupted": "Corrupted",
+ "visions": "Visions",
+ "gloryhound": "Gloryhound",
+ "voices": "Voices",
+ "cursed": "Cursed",
+ "numb": "Numb",
+ "hunted": "Hunted",
+ "shamed": "Shamed",
+ "carriage": "Carriage",
+ "upgrade_carriage_description": "You have a carriage, two horses to pull it, and a stable. A second upgrade improves the carriage with armor and four larger, swifter horses.",
+ "escape_tunnel": "Escape Tunnel",
+ "upgrade_escape_tunnel_description": "Your hideout has a hidden tunnel, its exit some distance away from your hideout. You may escape unseen if your hideout is under attack.",
+ "hellstone_storage": "Hellstone Storage",
+ "upgrade_hellstone_storage_description": "Your Storage and your Vault have proper Hellstone storage facilities. This does not give you extra capacities but makes the storing of Hellstone a safe proposition.",
+ "hidden": "Hidden",
+ "upgrade_hidden_description": "Your hideout has a secret location and is disguised to hide it from view. If your hideout is discovered, use two downtime activities and pay Coin equal to your Tier to relocate it and hide it once again.",
+ "documents": "Documents",
+ "upgrade_documents_description": "+1 quality for Documents.",
+ "gear": "Gear",
+ "upgrade_gear_description": "+1 quality for Gear.",
+ "implements": "Implements",
+ "upgrade_implements_description": "+1 quality for Implements.",
+ "supplies": "Supplies",
+ "upgrade_supplies_description": "+1 quality for Supplies.",
+ "weapons": "Weapons",
+ "upgrade_weapons_description": "+1 quality for Weapons.",
+ "tools": "Tools",
+ "upgrade_tools_description": "+1 quality for Tools.",
+ "hellstone": "Hellstone",
+ "upgrade_hellstone_description": "Fine Hellstone is Hellstone that has been treated properly (some say wisely) during mining, processing, and storage etc. So it doesn’t fall under the ’Exploited Hellstone’ rule and does not generate Doom when sold.",
+ "horses": "Horses",
+ "upgrade_horses_description": "+1 quality for horses.",
+ "quarters": "Quarters",
+ "upgrade_quarters_description": "Your hideout includes living quarters for the Posse. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.",
+ "rail_connection": "Rail Connection",
+ "upgrade_rail_connection_description": "Your hideout is accessible via a special rail track. If your hideout is also hidden this applies to your rail track as well.",
+ "secure": "Secure",
+ "upgrade_secure_description": "Your hideout has locks, alarms, and traps to thwart intruders. A second upgrade improves the defences to include arcane measures that work against spirits, ghosts and maybe undead. You might roll your Posse’s Tier if these measures are ever put to the test, to see how well they thwart an intruder.",
+ "vault": "Vault",
+ "upgrade_vault_description": "Your hideout has a secure vault, increasing your storage capacity for Coin or Hellstone to 8. A second upgrade increases your capacity to 16. Note that for safe storage of Hellstone you have to get the 'Hellstone Storage' upgrade as well. A separate part of your vault can be used as a holding cell.",
+ "workshop": "Workshop",
+ "upgrade_workshop_description": "Your hideout has a workshop appointed with tools for crafting, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your hideout.",
+ "contacts_title": "Contacts",
+ "the_fist": "The Fist",
+ "playbook_the_fist_description": "Like a cobra ready to strike",
+ "playbook_the_fist_xp_condition": "You addressed a challenge with force or physical expression.",
+ "playbook_the_fist_friend_0": "Jim-Bob Thornton, a rancher",
+ "playbook_the_fist_friend_1": "Jane, a saloon girl",
+ "playbook_the_fist_friend_2": "Octavius Slone, a doctor",
+ "playbook_the_fist_friend_3": "Master Lee",
+ "playbook_the_fist_friend_4": "Sergeant Meyers, Fort Hubert",
+ "playbook_item_fine_hand_weapon": "Fine Hand Weapon",
+ "playbook_item_fine_hand_weapon_description": "A personal weapon of high quality. A stone or metal tomahawk, a sable, a bayonet. A BIG knife. A brass knuckle with a name.",
+ "playbook_item_fine_heavy_weapon": "Fine Heavy Weapon",
+ "playbook_item_fine_heavy_weapon_description": "A finely crafted two-handed melee or ranged weapon of your choice. A rifle, a bow, a sable, a greatsword, a battleaxe, a heavy tomahawk.",
+ "playbook_item_scary_weapon_or_tool": "Scary Weapon or Tool",
+ "playbook_item_scary_weapon_or_tool_description": "A scary-looking hand weapon or tool. This item grants increased effect when you intimidate. Does not increase harm in combat.",
+ "playbook_item_picture_of_a_lost_love": "Picture of a Lost Love",
+ "playbook_item_picture_of_a_lost_love_description": "A link to the past. 'Lost' does not necessarily mean 'dead'.",
+ "playbook_item_bottle_of_whiskey": "Bottle of Whiskey",
+ "playbook_item_bottle_of_whiskey_description": "Liquid courage. A distillation to steel your nerves. Potent both in its alcohol and its ability to get someone to talk and give away a secret.",
+ "playbook_item_pack_of_bandages": "Pack of Bandages",
+ "playbook_item_pack_of_bandages_description": "Cloth strips to stop the bleeding. Maybe also useful to tie hands, gag or blindfold somebody.",
+ "the_shot": "The Shot",
+ "playbook_the_shot_description": "A deadly gunslinger & showman",
+ "playbook_the_shot_xp_condition": "You addressed a challenge with speed or flair.",
+ "playbook_the_shot_friend_0": "Arthur Fog, a fake native or showman",
+ "playbook_the_shot_friend_1": "Ralph 'Bad Egg' Horn, a gun smith",
+ "playbook_the_shot_friend_2": "Sam 'Lucky Eye' Freeman, a cowboy",
+ "playbook_the_shot_friend_3": "Black Hoof, a native chief or hunter",
+ "playbook_the_shot_friend_4": "The Great Lo Scalzo",
+ "playbook_item_fine_and_flashy_pair_of_pistols": "Fine & Flashy Pair of Pistols",
+ "playbook_item_fine_and_flashy_pair_of_pistols_description": "A finely crafted, decorated and distinctive pair of pistols. Potent both in hurting and impressing people. Maybe also useful to impress creatures that like shiny things.",
+ "playbook_item_fine_rifle": "Fine Rifle",
+ "playbook_item_fine_rifle_description": "A finely crafted two-handed repeating rifle (Henry or Winchester for example). Maybe a customization or custom-built for a specific purpose.",
+ "playbook_item_lightning_a_fine_horse": "'Lightning', a Fine Horse",
+ "playbook_item_lightning_a_fine_horse_description": "A reliable ally and mean of transportation. May provide Potency for quickness / endurance or when performing a spectacle.",
+ "playbook_item_special_ammunition": "Special Ammunition",
+ "playbook_item_special_ammunition_description": "Some bullets for a special purpose. Maybe useful against demons, ghosts, undead or spirits. Maybe useful in the Burning Beyond. Maybe useful for trick shots. Describe what makes them special and how they look like.",
+ "playbook_item_fine_disguise_kit": "Fine Disguise Kit",
+ "playbook_item_fine_disguise_kit_description": "A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect of your deceptive actions.",
+ "playbook_item_a_message_from_an_admirer": "A Message from an Admirer",
+ "playbook_item_a_message_from_an_admirer_description": "A text, symbol or object which states a message. Who's the admirer? What do they want? What did you promise? Is a third party able to understand the message, too?",
+ "the_law": "The Law",
+ "playbook_the_law_description": "A lawman & enforcer",
+ "playbook_the_law_xp_condition": "You addressed a challenge with authority or stamina.",
+ "playbook_the_law_friend_0": "Levi 'Ambush' Boyle, a ranger",
+ "playbook_the_law_friend_1": "Gladis 'Blood' Wells, a bounty hunter",
+ "playbook_the_law_friend_2": "Karl 'No Teeth' McCann, a killer",
+ "playbook_the_law_friend_3": "Carlos Vasquez, an outlaw boss",
+ "playbook_the_law_friend_4": "Hunter, a vengeful spirit",
+ "playbook_item_fine_pair_of_pistols": "Fine Pair of Pistols",
+ "playbook_item_fine_pair_of_pistols_description": "A matched pair of distinctive sixshooters, made for greater accuracy and impact. How do they stand out from the average handgun?",
+ "playbook_item_fine_shotgun": "Fine Shotgun",
+ "playbook_item_fine_shotgun_description": "A finely crafted shotgun, deadly at close range, losing accuracy and impact at longer range. May hit more than one target at close range. Did you make personal modifications?",
+ "playbook_item_badge_of_authority": "Badge of Authority",
+ "playbook_item_badge_of_authority_description": "An outfit that appears to be of such fine make as to pass you off as an upper class or very rich member of the community.",
+ "playbook_item_fine_documents": "Fine Documents",
+ "playbook_item_fine_documents_description": "A set of documents, a mandate, an official order, a wanted poster, a warrant, a reference, a letter of recommendation.",
+ "playbook_item_manacle_and_chains": "Manacle & Chains",
+ "playbook_item_manacle_and_chains_description": "A set of heavy manacles and chain, suitable for restraining a prisoner. Multiple sets connect to form a chain-gang.",
+ "playbook_item_a_keepsake": "A Keepsake",
+ "playbook_item_a_keepsake_description": "An emotional/sentimental thing from the past. What is it you don't want to forget?",
+ "the_gamble": "The Gamble",
+ "playbook_the_gamble_description": "A subtle manipulator & sly trickster",
+ "playbook_the_gamble_xp_condition": "You addressed a challenge with deception or audacity.",
+ "playbook_the_gamble_friend_0": "Zane Cooper, a croupier",
+ "playbook_the_gamble_friend_1": "Mrs. Millie, a madam",
+ "playbook_the_gamble_friend_2": "'Dandy Jim' Buckley, a con artist",
+ "playbook_the_gamble_friend_3": "Sly Eddison, a cardsharp",
+ "playbook_the_gamble_friend_4": "Owen O’Neill, a moonshiner",
+ "playbook_item_fine_extravagant_melee_weapon": "A Fine Extravagant Melee Weapon",
+ "playbook_item_fine_extravagant_melee_weapon_description": "A finely crafted exotic melee weapon. How did you get it? Did it come from a strange land? Is it difficult to handle?",
+ "playbook_item_fine_playing_cards_and_dice": "Fine Playing Cards & Dice",
+ "playbook_item_fine_playing_cards_and_dice_description": "Gambling accouterments subtly altered to favor particular outcomes. The fine quality of this kit may increase the effect of your deceptive actions when you use it.",
+ "playbook_item_fine_clothes_and_jewelry": "Fine Clothes and Jewelry",
+ "playbook_item_a_set_of_won_valuable_documents": "A Set of Won Valuable Documents",
+ "playbook_item_a_set_of_won_valuable_documents_description": "A valuable document like a deed, a map, a certificate, an ancient book. Who did you win it from? Will they keep looking for it?",
+ "playbook_a_fine_story": "A Fine Story",
+ "playbook_a_fine_story_description": "A plausible story with sufficient details to explain something or to impress somebody. The fine quality may increase the effect of your deceptive actions.",
+ "playbook_item_a_small_token_of_luck": "A Small Token of Luck",
+ "playbook_item_a_small_token_of_luck_description": "It did not fail you in the past and as long as you own it, better times will come again. What does it look like? How did it come into your possession? Is there a taboo that will ruin its effect if not respected?",
+ "the_scout": "The Scout",
+ "playbook_the_scout_description": "A stealthy tracker & hunter",
+ "playbook_the_scout_xp_condition": "You addressed a challenge with tracking or stealth.",
+ "playbook_the_scout_friend_0": "Sherman Townsend, store owner",
+ "playbook_the_scout_friend_1": "He Who Talks, a free spirit",
+ "playbook_the_scout_friend_2": "Small Fox Hunting, a tribesman",
+ "playbook_the_scout_friend_3": "'Bullettooth' Jackson, a ranger",
+ "playbook_the_scout_friend_4": "'Trouble', a pain in the neck",
+ "playbook_item_fine_hunting_knife": "Fine Hunting Knife",
+ "playbook_item_fine_hunting_knife_description": "A trusted tool, equally suited for killing and hunting. The fine quality may increase the effect of hunting or combat actions when you use it.",
+ "playbook_item_fine_rifle_or_bow": "Fine Rifle or Bow",
+ "playbook_item_fine_rifle_or_bow_description": "A finely crafted hunting rifle or bow, deadly at long range, unwieldy in close combat. Bow is a silent hunter. Did you craft it yourself?",
+ "playbook_item_fine_leather_clothes": "Fine Leather Clothes",
+ "playbook_item_fine_leather_clothes_description": "Perfect protective clothing for staying outdoors. The fine quality helps in resisting certain environmental effects. May help against edged weapons and blades. What animal hide was used to make your garments?",
+ "playbook_item_traps": "Traps",
+ "playbook_item_traps_description": "Two animal traps of various sizes, suitable to kill smaller creatures and cripple larger ones. A snare, a bear trap. May come with camouflage or cover to avoid early spotting.",
+ "playbook_item_fine_horse_with_saddle": "Fine Horse with Saddle",
+ "playbook_item_fine_horse_with_saddle_description": "Not only your reliable ally and mean of transportation, but also able to communicate with you up to a certain extend. May provide Potency for quickness- or endurance-related actions. What breed is your steed? Bronco / Mustang / Pinto / Shire / Palomino / Arabian / Turkoman / Andalusian / Thoroughbred / Nakota / Appaloosa.",
+ "playbook_item_outdoor_survival_kit": "Outdoor Survival Kit",
+ "playbook_item_outdoor_survival_kit_description": "A blanket, eating utensils, preserved meat, supplies, a filled waterskin, a telescope / spyglas, firestarter, a compass, a saw, a mirror, a rope.",
+ "the_outlaw": "The Outlaw",
+ "playbook_the_outlaw_description": "A maverick & desperado beyond rules",
+ "playbook_the_outlaw_xp_condition": "You addressed a challenge with breaking the rules or daringness.",
+ "playbook_the_outlaw_friend_0": "Polly Gains, a dealer",
+ "playbook_the_outlaw_friend_1": "Father Mathew, a priest",
+ "playbook_the_outlaw_friend_2": "'The Kid', a bounty hunter",
+ "playbook_the_outlaw_friend_3": "a Friend you still owe money",
+ "playbook_the_outlaw_friend_4": "Adolphus Vasquez, railroad worker",
+ "playbook_the_outlaw_friend_5": "Rufus Johnson, a coachman",
+ "playbook_item_a_fine_pistol": "A Fine Pistol",
+ "playbook_item_a_fine_pistol_description": "A finely crafted and distinctive pistol. Who did you buy, steal or swindle it from?",
+ "playbook_item_a_fine_rifle_or_shotgun": "A Fine Rifle or Shotgun",
+ "playbook_item_a_fine_rifle_or_shotgun_description": "A shotgun, deadly at close range, losing accuracy and impact at longer range. May hit more than one target at close range. Or a Rifle deadly at long range, not so good at close quarters. Who did you buy, steal or swindle it from?",
+ "playbook_item_a_fine_poncho_or_sombrero": "A Fine Poncho or Sombrero",
+ "playbook_item_a_fine_poncho_or_sombrero_description": "Weather-resistant piece of clothing not only helpful in the wild but also to conceal bulky pieces of equipment.",
+ "playbook_item_a_guitar_case": "A Guitar Case",
+ "playbook_item_a_guitar_case_description": "You may store a guitar in it or other 'equipment' hidden in plain sight.",
+ "playbook_item_a_fine_spirit_bane": "A Fine Spirit Bane",
+ "playbook_item_a_fine_spirit_bane_description": "Like a normal bane with potential more effect on spirits, ghosts and undead. How does it look like when you channel your willpower through it? What is its origin? Is a sacrifice tied to its use?",
+ "playbook_item_a_small_piece_of_hellstone": "A Small Piece of Hellstone",
+ "playbook_item_a_small_piece_of_hellstone_description": "So, why would a sane being carry that around and keep it close?",
+ "the_thunderheart": "The Thunderheart",
+ "playbook_the_thunderheart_description": "A totem- fighter born from the land",
+ "playbook_the_thunderheart_xp_condition": "You addressed a challenge with athletics or spiritual power.",
+ "playbook_the_thunderheart_friend_0": "The Petrified Tree",
+ "playbook_the_thunderheart_friend_1": "Maxwell, a scout",
+ "playbook_the_thunderheart_friend_2": "Black Hoof, a native chief/hunter",
+ "playbook_the_thunderheart_friend_3": "Red Horse, a medicine man",
+ "playbook_the_thunderheart_friend_4": "Hunter, a spirit of the land",
+ "playbook_item_fine_bow_with_arrows": "Fine Bow with Arrows",
+ "playbook_item_fine_bow_with_arrows_description": "A finely crafted bow, deadly at long range, unwieldy in close combat. Capable of shooting arrows extremely silent. Did you craft it by yourself? Did the spirits help you or gift it to you? Does it need special arrows?",
+ "playbook_item_fine_weapon": "Fine Weapon",
+ "playbook_item_fine_weapon_description": "A melee or throwing weapon of high quality. A stone or metal tomahawk, a captured sabre. A gunstock war club. A decorated lance. A bowie knife. How does it stand out from the average weapon?",
+ "playbook_item_spirit_bane_or_charm": "A Spirit Bane or Charm",
+ "playbook_item_spirit_bane_or_charm_description": "A small symbol or trinket that spirits, ghosts and maybe undead prefer to avoid or find attractive. Describe its appearance. What is it origin? Is a taboo tied to its use?",
+ "playbook_item_taboco_poison_medicine": "Tabacco / Poison / Medicine",
+ "playbook_item_taboco_poison_medicine_description": "Tobacco and a peace pipe for its calming effect on body and mind, or a potent poison, or other medicine.",
+ "playbook_item_a_totems_gift": "A Totem's Gift",
+ "playbook_item_a_totems_gift_description": "A gift from a totem. How did you get it? Does it help with something? What price did/do you pay for the permission to use it? Is a sacrifice tied to its use?",
+ "the_speaker": "The Speaker",
+ "playbook_the_speaker_description": "A spiritual guide & protector",
+ "playbook_the_speaker_xp_condition": "You addressed a challenge with conviction or sacrifice.",
+ "playbook_the_speaker_friend_0": "Nathaniel, an atoned sinner",
+ "playbook_the_speaker_friend_1": "Patience, a lawyer",
+ "playbook_the_speaker_friend_2": "Cyrus, a gunslinger",
+ "playbook_the_speaker_friend_3": "Mistress Bethia, an entertainer",
+ "playbook_the_speaker_friend_4": "Speaks with the Wind",
+ "playbook_item_symbol_of_your_faith": "A Symbol of Your Faith",
+ "playbook_item_symbol_of_your_faith_description": "A symbol used as connection to your faith and as an external sign to impress folks. Was it given to you? How does it look like? Do you truly believe in its power?",
+ "playbook_item_instrument_of_your_faith": "An Instrument of Your Faith",
+ "playbook_item_instrument_of_your_faith_description": "An instrument to bring your faith into this world. Who gave it to you or did you create it by yourself? How does it look like? Do you truly believe in its power?",
+ "playbook_item_blessed_implements_for_a_ritual": "Blessed Implements for a Ritual",
+ "playbook_item_blessed_implements_for_a_ritual_description": "Potent implements useable in rituals and sacred acts, like healing herbs, magnificent cologne, holy water, a page from a book, words, carved bones, special Hellstone, specific blood.",
+ "playbook_item_a_confession_of_old": "A Confession of Old",
+ "playbook_item_a_confession_of_old_description": "Some sins are too dreadful even for the wicked. Knowledge or a confession about an inglorious past or other despicable acts. How does it look like? What did you promise to the sinner? Will others believe it?",
+ "playbook_item_fine_garments_of_ceremony": "Fine Garments of Ceremony",
+ "playbook_item_fine_garments_of_ceremony_description": "The right clothing for all ceremonial occasions. Gives an aura of spiritual authority and clearly stands out in a crowd.",
+ "playbook_item_concealed_palm_pistol_or_blade": "Concealed Palm Pistol or Blade",
+ "playbook_item_concealed_palm_pistol_or_blade_description": "A small derringer with a weak charge and limited range. A small but sharp blade for very close combat. Both easily concealed in a sleeve, boot, or garment.",
+ "the_plan": "The Plan",
+ "playbook_the_plan_description": "A well-connected mastermind",
+ "playbook_the_plan_xp_condition": "You addressed a challenge with calculation or negotiation.",
+ "playbook_the_plan_friend_0": "John P. Little, a cattle baron",
+ "playbook_the_plan_friend_1": "'The Dutch', an executor",
+ "playbook_the_plan_friend_2": "Pepper, a lucky charm",
+ "playbook_the_plan_friend_3": "Captain Hodgens, Fort Hubert",
+ "playbook_the_plan_friend_4": "Horatio Freeman, a sheriff",
+ "playbook_the_plan_friend_5": "Sylvester Stubbs, an official",
+ "playbook_item_a_concealed_hold_out_pistol": "A Concealed Holdout Pistol",
+ "playbook_item_a_concealed_hold_out_pistol_description": "A Derringer or Pepperbox with a weak charge and limited range. Easily concealed in a sleeve, a boot, flowing hair or dress.",
+ "playbook_item_fine_status_symbol": "Fine Status Symbol",
+ "playbook_item_fine_status_symbol_description": "A descret or obvious symbol of high status. A golden watch, snake leather boots, a specific weapon, a bespoke suit, an unusual hat, a feather, a rare book, an aged bottle of liquor, an ornate pipe etc.",
+ "playbook_item_blackmail_information": "Blackmail Information",
+ "playbook_item_blackmail_information_description": "A dirty or dark secret of one of the prestigious citizens of Mudwater or other location. How did you get it? Who may be hurt when you use it? Is someone willing to kill for it?",
+ "playbook_item_fine_ornamented_carriage": "Fine Ornamented Carriage",
+ "playbook_item_fine_ornamented_carriage_description": "A finely crafted, prestigious and easy recognizable carriage including horses.",
+ "playbook_item_spirit_charm": "A Spirit Charm",
+ "playbook_item_spirit_charm_description": "A small symbol or trinket that spirits, ghosts and maybe undead find attractive. How does it look like? What is it origin? Does it need a sacrifice?",
+ "the_gentle_touch": "The Gentle Touch",
+ "playbook_the_gentle_touch_description": "An empathic light in a dark world",
+ "playbook_the_gentle_touch_xp_condition": "You addressed a challenge with influence or empathy.",
+ "playbook_the_gentle_touch_friend_0": "Mitch Cochran, an entrepreneur",
+ "playbook_the_gentle_touch_friend_1": "Janet Irsinghausen, a scholar",
+ "playbook_the_gentle_touch_friend_2": "Mr. Rosenberg, a commissioner",
+ "playbook_the_gentle_touch_friend_3": "Joe Sawyer, a farmer",
+ "playbook_the_gentle_touch_friend_4": "Ron Maddox, a surgeon",
+ "playbook_item_fine_concealed_palm_pistol": "Fine Concealed Palm Pistol",
+ "playbook_item_fine_concealed_palm_pistol_description": "High quality Derringer or Pepperbox with a weak charge and limited range. Easily concealed in a sleeve, a boot, flowing hair or dress.",
+ "playbook_item_fine_bedside_manners": "Fine Bedside Manners",
+ "playbook_item_fine_bedside_manners_description": "May grant Potency in social, non-hostile interactions. What does it look like? Do you use a specific method?",
+ "playbook_item_fine_doctors_bag_and_apron": "Fine Doctors Bag and Apron",
+ "playbook_item_fine_doctors_bag_and_apron_description": "Well-crafted instruments to tend your fellow human beings. You're not only a doctor but you look the part, too. May increase the effect of your healing or authority.",
+ "playbook_item_fine_and_very_strong_cough_syrup": "Fine and Very Strong Cough Syrup",
+ "playbook_item_fine_and_very_strong_cough_syrup_description": "Something to dull the pain and other sorrows. Alcohol, laudanum, opium, heroin.",
+ "playbook_item_a_comforting_song": "A Comforting Song",
+ "playbook_item_a_comforting_song_description": "A well-known song, sang from the heart. May have influence even on hard-boiled outlaws, animals or monsters.",
+ "playbook_item_an_old_favor": "An Old Favor",
+ "playbook_item_an_old_favor_description": "A debt to claim. How did you get it? Who may be hurt when you use it?",
+ "the_wrench_and_saw": "The Wrench & Saw",
+ "playbook_the_wrench_and_saw_description": "Mad scientist Hellstone otaku",
+ "playbook_the_wrench_and_saw_xp_condition": "You addressed a challenge with technical skill or ingenuity.",
+ "playbook_the_wrench_and_saw_friend_0": "Ignaz Toodlebrock, an inventor",
+ "playbook_the_wrench_and_saw_friend_1": "A voice in your head",
+ "playbook_the_wrench_and_saw_friend_2": "A favorite tool named ________",
+ "playbook_the_wrench_and_saw_friend_3": "Virex, a failed experiment",
+ "playbook_the_wrench_and_saw_friend_4": "Dakota, your fiancé",
+ "playbook_item_fine_crafting_tools": "Fine Crafting Tools",
+ "playbook_item_fine_crafting_tools_description": "Like normal crafting tools but you can expect better results when wielded by a person who knows her trade.",
+ "playbook_item_fine_experimental_rifle": "Fine Experimental Rifle",
+ "playbook_item_fine_experimental_rifle_description": "A finely crafted two-handed rifle with an experimental (possibly Hellstone-powered) feature. Custom-built for a specific purpose.",
+ "playbook_item_fine_useful_parts": "Fine Useful Parts",
+ "playbook_item_fine_useful_parts_description": "Useful (crafting) parts of high quality. May increase the effect of crafting actions. Who else may find them useful?",
+ "playbook_item_hellstone_googles": "Hellstone Goggles",
+ "playbook_item_hellstone_googles_description": "Hellstone-powered googles with special features. What do they look like? Who has noticed?",
+ "playbook_item_an_unopened_box": "An Unopened Box",
+ "playbook_item_an_unopened_box_description": "Some strange box with unknown content. Is it a dark secret? Who would pay good money to get it? Can it be closed again once it has been opened?",
+ "playbook_item_a_disturbing_truth": "A Disturbing Truth",
+ "playbook_item_a_disturbing_truth_description": "A truth too dark to be in the open. How did you get it? Who may be hurt when you use it? Who is willing to kill so that it stays hidden?",
+ "the_revenant": "The Revenant",
+ "playbook_the_revenant_description": "A vengeful spirit in a dead body",
+ "playbook_the_revenant_xp_condition": "You pursuit your quest for revenge no matter what.",
+ "playbook_item_a_memento": "A Memento",
+ "playbook_item_a_memento_description": "A memento of your former life or a lost love. Tell us, what this memento is or keep it a secret and we play to find out.",
+ "a_consequence": "a consequence",
+ "ability_description": "Ability description",
+ "ability_name": "Ability Name",
+ "playbook_ability_is_that_all_you_got": "Is That All You Got?",
+ "playbook_ability_is_that_all_you_got_description": "You may expend your special armor to avoid harm from an attack in combat, or to push yourself during a fight.",
+ "playbook_ability_everybodys_kung_fu_fighting": "Everybody's Kung Fu Fighting",
+ "playbook_ability_everybodys_kung_fu_fighting_description": "You can push yourself to do one of the following: perform a feat of body control or physical force that verges on the superhuman - engage a small gang on equal footing in close combat.",
+ "playbook_ability_where_does_that_come_from": "Where Does That Come From?",
+ "playbook_ability_where_does_that_come_from_description": "Once per run you may have a 1 load item left regardless of previously used load. If you can use the surprise to your advantage gain the initiative even vs. experts.",
+ "playbook_ability_st_anger": "St. Anger",
+ "playbook_ability_st_anger_description": "When you open your body and soul to the Burning Beyond you may imbue your hands, melee weapons, or tools with spirit energy. You gain Potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
+ "playbook_ability_health_is_better_than_wealth": "Health Is Better Than Wealth",
+ "playbook_ability_health_is_better_than_wealth_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
+ "playbook_ability_man_of_honor": "Man Of Honor",
+ "playbook_ability_man_of_honor_description": "You gain an additional xp trigger: You fought for your or someone else's honor at cost to yourself. If your Posse has problems due to this, also mark Posse xp.",
+ "playbook_ability_bad_ass_kata": "Badass Kata",
+ "playbook_ability_bad_ass_kata_description": "Describe how you show off and impress with your physical abilities. If you can exploit this performance for your next move, take improved position or +1 effect (your choice).",
+ "playbook_ability_veteran": "Veteran",
+ "playbook_ability_veteran_description": "Choose a special ability from another source (except from The Revenant).",
+ "playbook_ability_smoke_and_mirrors": "Smoke & Mirrors",
+ "playbook_ability_smoke_and_mirrors_description": "You may expend your special armor to resist harm from combat or appearing to die (fall off a vehicle, disappear in an explosion, etc.) only to reappear in a location of your choosing with a +1d to your next action.",
+ "playbook_ability_fancy_dead_eye": "Fancy Dead Eye",
+ "playbook_ability_fancy_dead_eye_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance - perform an impossible shot (ricochet around the corner, trick shots, shot into/through a group of people) - have one last bullet no one counted for.",
+ "playbook_ability_eastwood": "Eastwood",
+ "playbook_ability_eastwood_description": "Before weapons are drawn you may lock eyes with someone forcing them to hesitate or flinch. Both of you know that you can interrupt whatever they do next. Take +1d for your next action against them.",
+ "playbook_ability_lightning_nerves_of_steal": "Lightning Nerves Of Steel",
+ "playbook_ability_lightning_nerves_of_steal_description": "You may always shoot first and you may wait 'til the latest possible moment and still be the first to (re-)act.",
+ "playbook_ability_silver_bullets": "Silver Bullets",
+ "playbook_ability_silver_bullets_description": "You may enrich your shots with spirit energy. Your shots gain Potency in combat vs. the supernatural.",
+ "playbook_ability_fill_the_air_with_lead": "Fill The Air With Lead",
+ "playbook_ability_fill_the_air_with_lead_description": "Expend your Special Ammunition to do one of the following: unleash a barrage of rapid fire to suppress the enemy - attack a group with +1 scale.",
+ "playbook_ability_stunning_performance": "Stunning Performance",
+ "playbook_ability_stunning_performance_description": "You can perform a flashy show with your weapons or horse that leaves your audience stunned and speechless. Take +1 effect to act on this impressed folks or on escape.",
+ "playbook_ability_i_am_the_law": "I Am The Law",
+ "playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
+ "playbook_ability_a_story_to_tell": "A Story To Tell",
+ "playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
+ "playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
+ "playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
+ "playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
+ "playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
+ "playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
+ "playbook_ability_s_only_a_flesh_wound_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal). When you accept level 2 or 3 harm instead of resisting clear 1 Grit.",
+ "playbook_ability_moral_compass": "Moral Compass",
+ "playbook_ability_moral_compass_description": "You gain an additional xp trigger: You did the right thing at cost to yourself. If your Posse has problems due to this, also mark Posse xp.",
+ "playbook_ability_tactical_genius": "Tactical Genius",
+ "playbook_ability_tactical_genius_description": "You always know the best position during a fight or hunt. If you're able to occupy this position gain +1 Effect for you and everybody who’s there with you.",
+ "playbook_ability_all_eyes_on_me": "All Eyes On... Me!",
+ "playbook_ability_all_eyes_on_me_description": "You may expend your special armor to resist an allied characters consequence from detection or to push yourself to impress others. You can always make a grand entrance.",
+ "playbook_ability_gamblers_gift": "Gamblers Gift",
+ "playbook_ability_gamblers_gift_description": "When someone fools you or takes you by surprise, gain a free 1 Grit flashback. When you gather information while partying or gambling, gain +1 Effect.",
+ "playbook_ability_cutting_cards": "Cutting Cards",
+ "playbook_ability_cutting_cards_description": "Your skill with cards is mesmerizing. While you perform a card trick, you may alter a memory, implant suggestion or sow a doubt. You may use your playing cards as dangerous throwing weapons.",
+ "playbook_ability_heart_of_the_cards": "Heart Of The Cards",
+ "playbook_ability_heart_of_the_cards_description": "When you accept Position and Effect given by the GM for a roll as is and just let the dice decide, don't spend any Grit or push the situation (you can still accept a Devil's Bargain), regain 1 Grit.",
+ "playbook_ability_fight_with_panache": "Fight With Panache",
+ "playbook_ability_fight_with_panache_description": "When you fight in a duel, bystanders won’t interfere. If you use Sling while being in close combat, gain +1 Effect.",
+ "playbook_ability_saloon_swagger": "Saloon Swagger",
+ "playbook_ability_saloon_swagger_description": "Gain +1d in situations where your appearance would be an advantage. If you try to sway someone with a profitable proposition or challenge others to a duel, gain Potency.",
+ "playbook_ability_miss_fortune": "Miss Fortune",
+ "playbook_ability_miss_fortune_description": "Some call you lucky but truth to be told, bad shit just happens to folk who try to mess with you. You may win every game of chance. Spend 1 Grit to cause a minor accident (a jammed gun), 2 for a major one (an exploding stick of dynamite) or 3 for a catastrophe (a collapsing mineshaft). During Payout, gain +Doom equal to the highest amount of Grit spend this way.",
+ "playbook_ability_darken_than_the_shadows": "Darker Than The Shadows",
+ "playbook_ability_darken_than_the_shadows_description": "You may expend your special armor to resist a consequence from detection, or to push yourself for a feat of hunting or stealth.",
+ "playbook_ability_silent_hunter": "Silent Hunter",
+ "playbook_ability_silent_hunter_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.",
+ "playbook_ability_survivor": "Survivor",
+ "playbook_ability_survivor_description": "From hard won experience or specialized training, you are able to subsist on what any environment provides and you can function on the barest sustenance. You get +1 Grit box.",
+ "playbook_ability_learned_my_trade_from_the_best": "Learned My Trade From The Best",
+ "playbook_ability_learned_my_trade_from_the_best_description": "When you attack from hiding or spring a trap, you get +1d.",
+ "playbook_ability_youre_my_game": "You're My Game",
+ "playbook_ability_youre_my_game_description": "You can smell their blood. When you hunt a target you’ve previously tracked or wounded, you gain +1 effect level. Whenever you gather information on a weakness or vulnerability, you get at least standard effect.",
+ "playbook_ability_like_a_brother": "Like A Brother",
+ "playbook_ability_like_a_brother_description": "Explain how your mount is helpful in what you’re trying to achieve and gain +1 effect level or +1d. Your mount always knows the way home.",
+ "playbook_ability_see_another_day": "See Another Day",
+ "playbook_ability_see_another_day_description": "You gain an additional xp trigger: You let your prey escape because it was worthy to see another day. If your Posse has problems due to this, also mark Posse xp.",
+ "playbook_ability_listen_to_the_land": "Listen To The Land",
+ "playbook_ability_listen_to_the_land_description": "Outside of civilization you always know where you are and how to care for yourself and your mount. You always Read the weather with a Great result.",
+ "playbook_ability_one_of_those_days": "One Of Those Days",
+ "playbook_ability_one_of_those_days_description": "You may expend your special armor to resist a consequence from a desperate roll, or to escape from whatever (or to wherever) you want... for now.",
+ "playbook_ability_now_now_now": "Now! Now! Now!",
+ "playbook_ability_now_now_now_description": "When you push yourself, you may spend +1 Grit (so 3 Grit total) to gain both +1 effect and +1d instead of one or the other.",
+ "playbook_ability_didnt_saw_that_coming": "Didn't Saw That Coming",
+ "playbook_ability_didnt_saw_that_coming_description": "When you make a surprising move that disregards propriety or other convention, you get +1d or +1 effect (your choice, as appropriate).",
+ "playbook_ability_daredevil": "Daredevil",
+ "playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
+ "playbook_ability_vengeful": "Vengeful",
+ "playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your Posse helped you get payback, also mark Posse xp.",
+ "playbook_ability_some_fine_reputation": "Some Fine Reputation",
+ "playbook_ability_some_fine_reputation_description": "Entering a location you may tell us what the people have heard about you. When you reveal your name and exploit your reputation you gain improved position or +1 effect (whatever makes sense).",
+ "playbook_ability_blaze_of_glory": "Blaze Of Glory",
+ "playbook_ability_blaze_of_glory_description": "When you mark a Stigma and utter a dying malediction you may retaliate against any and all enemies within range. Say how you bring ruin to your foes before they take you down. You may mark a Stigma prematurely to use this ability.",
+ "playbook_ability_guided_by_the_totem": "Guided By The Totem",
+ "playbook_ability_guided_by_the_totem_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself for a feat of athletics or hunt.",
+ "playbook_ability_totems_vessel": "Totem's Vessel",
+ "playbook_ability_totems_vessel_description": "When you push yourself and open body and soul as a conduit for your totem, choose one of the following additional benefits: perform a feat of athletics or stealth that verges on the superhuman - maneuver to confuse your enemies so they mistakenly attack each other - sense your prey (gather Information with at least Standard result) wherever it is.",
+ "playbook_ability_protector_of_the_people": "Protector Of The People",
+ "playbook_ability_protector_of_the_people_description": "When you protect a teammate or your people, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
+ "playbook_ability_a_devil_with_a_blade": "A Devil With A Blade",
+ "playbook_ability_a_devil_with_a_blade_description": "You’re very effective at finding vital organs with your blade. When using Sling to throw or fight with a blade you gain Potency and may choose to do it absolutely silently. On a miss you don’t get any positive result.",
+ "playbook_ability_gruesome_warpaint": "Gruesome Warpaint",
+ "playbook_ability_gruesome_warpaint_description": "Enemies falter, hesitate or flinch when attacked by you in close combat. You have an air of menace and danger obvious to even the most oblivious. You gain Potency when trying to intimidate someone. If done immediately after a show of force, also take +1d.",
+ "playbook_ability_totem_sense": "Totem Sense",
+ "playbook_ability_totem_sense_description": "Pick an animal sense matching to your totem. This sense is sharpened beyond human range to animal sensitivity.",
+ "playbook_ability_lone_wolf": "Lone Wolf",
+ "playbook_ability_lone_wolf_description": "You gain an additional xp trigger: You made things harder by acting alone. If your Posse has problems due to this, also mark Posse xp.",
+ "playbook_ability_walk_through_the_valley": "Walk Through the Valley",
+ "playbook_ability_walk_through_the_valley_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when dealing with Hell's forces.",
+ "playbook_ability_shepherd": "Shepherd",
+ "playbook_ability_shepherd_description": "You can push yourself to do one of the following: perform a feat of social grace, swaying a crowd or capturing the attention of the Divine.",
+ "playbook_ability_a_dogs_nose": "A Dog's Nose",
+ "playbook_ability_a_dogs_nose_description": "You always sense the tainted. Take +1d when you gather info to uncover corruption or find the corrupted.",
+ "playbook_ability_hallow": "Hallow",
+ "playbook_ability_hallow_description": "You can push yourself to imbue an object or a place with divine power. Gain Potency when it comes up against the supernatural.",
+ "playbook_ability_curandero": "Curandero",
+ "playbook_ability_curandero_description": "When you receive an earnest oath from someone to follow one of your Faith's precepts, they may clear any level of severity of harm, immediately or safely over a short while, you decide. Should they ever break the precept, they take level 2 harm, 'Bedamned'.",
+ "playbook_ability_eli": "Eli",
+ "playbook_ability_eli_description": "One of your senses is so attuned to the world around you, that it can stand in for any one of your others. Get +1d to any action you can mount as a surprise of this unexpected ability or where others are found lacking.",
+ "playbook_ability_premonition": "Premonition",
+ "playbook_ability_premonition_description": "Have one flashback per session to a vision, dream, prayer or meditation that now comes together and has prepared you for this very moment. The first Grit spent this way is free.",
+ "playbook_ability_god_save_me_from_friends": "God Save Me From Friends",
+ "playbook_ability_god_save_me_from_friends_description": "You may expend your special armor to resist a consequence for a teammate, or to push yourself when you gather information or work on a long-term project. When you use it to resist you don't have to be present to use this ability, say how you prepared for this situation in the past.",
+ "playbook_ability_foresight": "Foresight",
+ "playbook_ability_foresight_description": "Two times per run you can assist a teammate without paying Grit. When you run out of Grit, instead of suffering a Stigma you may choose to come back with 1 Grit left. Either way tell us how you prepared for this.",
+ "playbook_ability_planning_is_everything": "Planning Is Everything",
+ "playbook_ability_planning_is_everything_description": "Due to your careful planning, during downtime, you may give yourself or another Posse member +1 downtime action.",
+ "playbook_ability_runs_in_the_family": "Runs In The Family",
+ "playbook_ability_runs_in_the_family_description": "During downtime, you get +1 result level when you acquire an asset or reduce Doom. You may choose 'distant cousin' as an asset arriving by train.",
+ "playbook_ability_weaving_the_web": "Weaving The Web",
+ "playbook_ability_weaving_the_web_description": "'By failing to prepare, you are preparing to fail.' You gain +1d to Consort when you gather information on a target for a run. You get +1d to the engagement roll for that operation. When the engagement roll is 6, gain 1 Grit.",
+ "playbook_ability_old_friends_everywhere": "Old Friends Everywhere",
+ "playbook_ability_old_friends_everywhere_description": "When you come to a new town or settlement, name a Friend, Connection, Vice Purveyor or Enemy you have here. Tell us a story about how you met and about your relationship.",
+ "playbook_ability_fingers_in_every_pie": "Fingers In Every Pie",
+ "playbook_ability_fingers_in_every_pie_description": "At the end of each downtime phase, you earn +2 Ablass.",
+ "playbook_ability_snakeoil_miracles": "Snakeoil Miracles",
+ "playbook_ability_snakeoil_miracles_description": "When you assist or engage in a group action with someone, they may also ignore one harm penalty.",
+ "playbook_ability_influential": "Influential",
+ "playbook_ability_influential_description": "You provide a valuable service to the town and are welcome even in dangerous places. Get +1 result level when you speak on behalf of a local community, acquire an asset or reduce Doom.",
+ "playbook_ability_little_vultures": "Little Vultures",
+ "playbook_ability_little_vultures_description": "Cohorts you command gain Potency to gather information and have special armor to resist a consequence of detection or deception.",
+ "playbook_ability_well_travelled": "Well Travelled",
+ "playbook_ability_well_travelled_description": "You speak a multitude of languages and are broadly educated. When you gather information in a weird or foreign place, take +1d to your roll.",
+ "playbook_ability_fandango": "Fandango",
+ "playbook_ability_fandango_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins your vice may do the same.",
+ "playbook_ability_quick_witted": "Quick-Witted",
+ "playbook_ability_quick_witted_description": "You may expend your special armor to resist a consequence of persuasion or suspicion. When you resist with Wits, take +1d.",
+ "playbook_ability_viper": "Viper",
+ "playbook_ability_viper_description": "When you invent, craft or try to apply a poison or narcotics, take +1d to your roll. You begin the game with one additional formula already known.",
+ "playbook_ability_in_good_hands": "In Good Hands",
+ "playbook_ability_in_good_hands_description": "When you provide meaningful insight or heartfelt advice (to another PC), you both clear 1 Grit. Everyone in your Posse gets +1d to their healing treatment rolls.",
+ "playbook_ability_driven": "Driven",
+ "playbook_ability_driven_description": "During downtime, you get 2 ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan. While reading, push yourself for 1 Grit instead of 2.",
+ "playbook_ability_skillful": "Skillful",
+ "playbook_ability_skillful_description": "You may expend your special armor to resist a consequence from breaking machines or experimenting with Hellstone, or to push yourself when working on weird science or handling Hellstone.",
+ "playbook_ability_mad_scientist": "Mad Scientist",
+ "playbook_ability_mad_scientist_description": "When you invent or craft a creation with steampunk or Hellstone features, take +1 result level to your roll. You begin with one special design already known.",
+ "playbook_ability_spiritmancer": "Spiritmancer",
+ "playbook_ability_spiritmancer_description": "When you invent or craft a creation with arcane, spiritual or demonic features, take +1 result level to your roll. You begin with one special formula already known.",
+ "playbook_ability_listening_to_their_voices": "Listening To Their Voices",
+ "playbook_ability_listening_to_their_voices_description": "When you touch them you may consort with machines to gather information with +1 result level. After that, you may push yourself to give it a feature or task it was not constructed for.",
+ "playbook_ability_speaking_their_tongue": "Speaking Their Tongue",
+ "playbook_ability_speaking_their_tongue_description": "You may attune yourself to any machine to activate or disable it.",
+ "playbook_ability_blood_sweat_and_gears": "Blood, Sweat & Gears",
+ "playbook_ability_blood_sweat_and_gears_description": "You gain an additional xp trigger: If you achieved a breakthrough on a meaningful invention or scientific problem, mark xp. If your project caused trouble for your Posse, also mark Posse xp.",
+ "playbook_ability_right_time_right_tool": "Right Time, Right Tool",
+ "playbook_ability_right_time_right_tool_description": "You may use one of your items for a purpose of which it was not designed for. Fine items stay fine. Describe how you do it and how this is helpful.",
+ "playbook_ability_one_step_beyond": "One Step Beyond",
+ "playbook_ability_one_step_beyond_description": "You are affected by spirit bane charms (lose 2 Passion to overcome the repulsion). Whenever you would lose Grit, lose Passion instead. When you would take Stigma, take Decay instead. ",
+ "playbook_ability_angel_of_vengeance": "Angel Of Vengeance",
+ "playbook_ability_angel_of_vengeance_description": "You may expend your special armor to terrify or impress an enemy, or to push yourself when you Attune to the Burning Beyond.",
+ "playbook_ability_touched_by_the_burning_beyond": "Touched By The Burning Beyond",
+ "playbook_ability_touched_by_the_burning_beyond_description": "You can push yourself to do one of the following: Talk in tongues - terrorize a group of people - captured the attention of a ghost or demon.",
+ "playbook_ability_hellfire_torch": "Hellfire Torch",
+ "playbook_ability_hellfire_torch_description": "Your body burns with a non-consuming flame and it looks like you & your stuff is on fire. Take +1d or improved position in situations where being on fire is helpful.",
+ "playbook_ability_unholy_mount": "Unholy Mount",
+ "playbook_ability_unholy_mount_description": "Your horse or animal companion is equally frightening as you are. It has Potency when tracking or fighting the supernatural. For 1 Passion it has a temporary mind-link with you.",
+ "playbook_ability_like_johan": "Like Johan",
+ "playbook_ability_like_johan_description": "For 1 Passion you’re able to dissipate your body and all your stuff to become a cloud of vapor. This cloud may resemble your living body and clothes if you wish. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings. For +1 additional Passion you chill the area around you and are terrifying for the living to behold.",
+ "playbook_ability_superiority": "Superiority",
+ "playbook_ability_superiority_description": "Lose 1 Passion to sense beyond human limits. ‘Hear‘ a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object.",
+ "a_pistol": "A Pistol",
+ "a_pistol_description": "A sixshooter, a Smith & Wesson revolver, a Colt Dragoon or Buntline, a Navy or Army Colt. A double-action Peacemaker or Thunderer. An antique blackpouder breachloading heavy pistol.",
+ "a_2nd_pistol": "A 2nd Pistol",
+ "a_melee_weapon": "A Melee Weapon",
+ "a_melee_weapon_description": "A Bowie knife or Arkansas Toothpick. A butcher or skinning knife. A stiletto, rapier or sable. A hatchet, a tomahawk, a club, brass knuckles. Some sharpened piece of metal or equipment.",
+ "a_second_melee_weapon": "A 2nd Melee Weapon",
+ "lantern": "Lantern",
+ "lantern_description": "An oil lantern, a Hellstone lantern or some other light source.",
+ "throwing_knifes": "Throwing Knifes",
+ "throwing_knifes_description": "A set of light and well balanced knifes or a single Arkansas Toothpick.",
+ "armor": "Armor",
+ "armor_description": "Thick leather vest or waistcoat. A metal plate just at the right spot. An armored vest with Hellstone hardening.",
+ "a_large_weapon": "A Large Weapon",
+ "a_large_weapon_description": "A two-handed weapon. A spear, a hunting or buffalo rifle, a smoothbore musket, a crossbow, a bow, a polearm, a battle ax.",
+ "an_unusual_weapon": "An Unusual Weapon",
+ "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A weapon with high need of expertise. A whip, a lasso, bolas, a pitchfork, a sling, a viper.",
+ "a_horse_with_saddle": "A Horse with Saddle",
+ "a_horse_with_saddle_description": "Your reliable ally and mean of transportation out there in the wild. Does your horse has a name?",
+ "a_rope": "A Rope",
+ "a_rope_description": "A coil of rope, a lasso.",
+ "documents_description": "A collection of possibly useful documents. Some interesting/rough maps. Some blank pages. A pen, pencil or piece of coal. Who taught you to read and write?",
+ "arcane_ingredients": "Arcane Ingredients",
+ "arcane_ingredients_description": "A vial of quicksilver, blood or perfume. Peyote. A pouch of black salt, bone dust or grated Hellstone. A small stone or bone with a carved rune. A holy symbol. Hair or fingernails of a dead man. A sand timer. Dried frog skin. Have a look at the list of Ritual Ingredients.",
+ "subterfuge_supplies": "Subterfuge Supplies",
+ "subterfuge_supplies_description": "A theatrical makeup kit. Faked gold nugget or Hellstone. A forged badge of authority or symbol of faith. A selection of blank documents, ready for the forger’s hand.",
+ "demolition_tools": "Demolition Tools",
+ "demolition_tools_description": "A stick of dynamite, a nail bomb, a heavy hammer, a crowbar, a drill. A vial of nitroglycerin. Explain how you managed to avoid blowing yourself up 'til now.",
+ "crafting_tools": "Crafting Tools",
+ "crafting_tools_description": "An assortment for blacksmiths, carpenters, Hellstone mechanist work: A loupe, a scalpel, tweezers, a big/small hammer, pliers, screwdriver, file, saw, hatchet, a Hellstone fork, a battery.",
+ "a_spirit_bane": "A Spirit Bane",
+ "a_spirit_bane_description": "A small pendant, trinket, rock or bone that spirits, ghosts and maybe undead prefer to avoid. How does it look like? What is its origin?",
+ "an_useful_item": "An Useful Item",
+ "an_useful_item_description": "Some useful item you need right now. Snake leather boots? Guitar / banjo / harmonica? Magnificent Cologne? A piece of (faked) Hellstone? A Hellstone detector? A pipe? Explain why it is useful and why you brought it along.",
+ "add_abilities": "Add abilities",
+ "add_contacts": "Add contacts",
+ "add_friends": "Add friends",
+ "add_items": "Add items",
+ "add_type": "Add Type: 2",
+ "add_upgrades": "Add upgrades",
+ "alchemicals": "Alchemicals",
+ "alias": "Alias",
+ "an_upgrade": "An upgrade",
+ "armor_uses": "Armor uses",
+ "assault": "Assault",
+ "assist_a_teammate": "Assist a teammate",
+ "attune": "Attune",
+ "attune_description": "Attune to supernatural beings like spirits, demons and undead or to the Burning Beyond; channel supernatural energy to achieve effects; communicate with ghosts or undead; understand the Beyond.",
+ "autofill_reminder_crew": "To generate posse abilities, upgrades, contacts, and claims, enter the name of the posse type above:",
+ "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:",
+ "background": "Background",
+ "background_info": "Big Town - Ranch - Fort - Tribe - Loner - Immigrant - Frontier Town",
+ "bandoliers": "Bandoliers",
+ "bold": "bold",
+ "bonus_die": "Bonus Die",
+ "bonusdice": "Bonus dice",
+ "brawl": "Brawl",
+ "brawl_description": "Brawl with someone, cry havoc or wrestle with an opponent in close combat; assault or hold a position; do some serious damage, no matter where.",
+ "broken": "Broken",
+ "character_mode": "Character Mode",
+ "chat_image": "Image to show alongside chat rolls",
+ "clock_name": "Clock Name",
+ "clocks": "Clocks",
+ "clocks_only": "Show clocks only",
+ "cohort": "Cohort",
+ "cohort_quality": "Cohort Quality",
+ "cohorts": "Cohorts",
+ "coin": "Coin",
+ "command": "Command",
+ "command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the Posse's gangs.",
+ "consequence": "Consequence",
+ "consort": "Consort",
+ "consort_description": "Consort with fellow beings from your heritage or background, friends, or rivals to gain access to resources, information, people, or places.",
+ "contact_name": "Contact name",
+ "controlled": "Controlled",
+ "craft": "Craft",
+ "craft_description": "Craft mechanisms (create, modify, disable, or repair); reinforce or enhance constructions; understand and use steam - or Hellstone - devices to your advantage.",
+ "crew": "Posse",
+ "crew_advancement": "Posse Advancement",
+ "crew_description": "A short posse description",
+ "crew_mode": "Posse Mode",
+ "crew_sheet": "Posse sheet",
+ "crew_tier": "Posse Tier",
+ "crew_upgrades": "Posse Upgrades",
+ "deception": "Deception",
+ "description": "Description",
+ "desperate": "Desperate",
+ "detail_assault": "Point of attack",
+ "detail_deception": "Method",
+ "detail_occult": "Arcane power",
+ "detail_social": "Connection",
+ "detail_stealth": "Entry point",
+ "detail_transport": "Route",
+ "devils_bargain": "Devil's Bargain",
+ "disable": "Disable",
+ "disable_description": "Disable a trap, pick a lock, or crack a safe subtlety or with force; break an item, or obstacle with force or carefully applied sabotage; breach defenses with force; create distractions and chaos.",
+ "edges": "Edges",
+ "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
+ "elite": "Elite",
+ "engagement": "Engagement",
+ "entanglement": "Riders",
+ "expert": "Expert",
+ "faction_mode": "Faction Mode",
+ "faction_notes": "Faction notes",
+ "factions1": "Status Quo",
+ "factions2": "Newcomers",
+ "factions_title": "Factions of Mudwater & Beyond",
+ "locations_header1": "Locations",
+ "locations_header2": "Wealth - Law&Order - Outlaw&Chaos - Supernatural",
+ "wealth": "Wealth",
+ "law_order": "Law & Order",
+ "outlaw_chaos": "Outlaw & Chaos",
+ "supernatural": "Super- natural",
+ "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or posse type",
+ "flaws": "Flaws",
+ "flexible_width": "Flexible character sheet width (adapts to container)",
+ "fortune": "Fortune",
+ "fortune_roll": "Fortune roll",
+ "friend_name": "Friend name",
+ "friends": "Friends",
+ "gang": "Gang",
+ "gang_type": "",
+ "gather_information": "Gather Information",
+ "gatherinfo_how_can_i_hurt_them": "How can I hurt them?",
+ "gatherinfo_whos_most_afraid_of_me": "Who's most afraid of me?",
+ "gatherinfo_whos_most_dangerous_here": "Who's most dangerous here?",
+ "gatherinfo_what_do_they_intend_to_do": "What do they intend to do?",
+ "gatherinfo_how_can_i_get_them_to_x": "How can I get them to [X]?",
+ "gatherinfo_are_they_telling_the_truth": "Are they telling the truth?",
+ "gatherinfo_whats_going_on": "What's really going on here?",
+ "gatherinfo_what_happened_here_recently": "What happend here recently?",
+ "gatherinfo_what_do_the_spirits_counsel": "What do the spirits counsel?",
+ "gatherinfo_how_can_i_discover_x": "How can I discover [X]?",
+ "gatherinfo_how_can_i_get_to_place_x": "How can I get to place [X]?",
+ "gatherinfo_what_should_i_look_out_for": "What should I look out for?",
+ "gatherinfo_where_should_i_strike": "Where should I strike?",
+ "gatherinfo_where_is_the_critical_point": "Where is the critical point to shoot?",
+ "gatherinfo_whos_most_impressed_by_me": "Who's most impressed by me?",
+ "gatherinfo_where_are_they_vulnerable": "Where are they vulnerable?",
+ "gatherinfo_what_do_they_expect": "What do they expect to see next?",
+ "gatherinfo_who_is_really_in_charge_here": "Who is really in charge here?",
+ "gatherinfo_whos_the_most_lawabiding_here": "Who's the most law-abiding here?",
+ "gatherinfo_how_can_i_get_them": "How can I get them to [X]?",
+ "gatherinfo_who_should_i_look_out_for": "What should I look out for?",
+ "gatherinfo_what_are_they_not_noticing": "What are they not noticing?",
+ "gatherinfo_what_do_they_really_care_about": "What do they really care about?",
+ "gatherinfo_how_can_i_stand_out_here": "How can I stand out here?",
+ "gatherinfo_what_is_the_best_path": "What is the best path to [X]?",
+ "gatherinfo_what_is_hidden_or_lost_here": "What is hidden or lost here?",
+ "gatherinfo_how_where_can_i_discover_x": "How / Where can I discover [X]?",
+ "gatherinfo_who_what_is_most_dangerous_here": "Who / What's most dangerous?",
+ "gatherinfo_how_will_the_environment_change": "How will the environment change?",
+ "gatherinfo_where_are_they_it_vulnerable": "Where are they/it vulnerable?",
+ "gatherinfo_where_should_i_go_flee": "Where should I go / flee?",
+ "gatherinfo_who_is_most_dangerous_here": "Who's most dangerous here?",
+ "gatherinfo_what_might_happen_if_i_x": "What might happen if I [X]?",
+ "gatherinfo_what_do_i_covet": "What do they covet?",
+ "gatherinfo_how_can_i_help_them_confess": "How can I help them confess?",
+ "gatherinfo_where_lies_the_corruption": "Where lies the corruption?",
+ "gatherinfo_what_can_i_trust_them_to_do": "What can I trust them to do?",
+ "gatherinfo_what_do_they_want_most": "What do they want most?",
+ "gatherinfo_wheres_the_leverage_here": "Where's the leverage here?",
+ "gatherinfo_how_can_i_get_x": "How can I get [X]?",
+ "gatherinfo_what_is_foreign_or_weird_here": "What is foreign or weird here?",
+ "gatherinfo_how_can_i_ease_their_suffering": "How can I ease their suffering?",
+ "gatherinfo_how_can_i_use_to_my_advantage": "How can I use [X] to my advantage?",
+ "gatherinfo_what_here_is_talking_to_me": "What here is talking to me?",
+ "gatherinfo_what_can_i_improve_here": "What can I improve here?",
+ "gatherinfo_might_happen_if_i_x": "What might happen if I [X]?",
+ "gatherinfo_how_can_i_find_x": "How can I find [X]?",
+ "gatherinfo_who_here_is_guilty": "Who here is guilty?",
+ "gatherinfo_whats_supernatural_here": "What's supernatural here?",
+ "gatherinfo_what_do_they_fear": "What do they fear?",
+ "generate_factions": "Generate Factions",
+ "guts": "Guts",
+ "guts_description": "Resist consequences from mental strain or willpower.",
+ "harm": "Harm",
+ "haunted": "Haunted",
+ "healing": "Healing",
+ "heat": "Doom",
+ "heavy": "Heavy",
+ "heritage": "Heritage",
+ "heritage_info": "African — Far East — European — Southern — Native — Mysterious",
+ "hold": "Hold",
+ "how_many_boxes": "How many boxes?",
+ "how_much_load": "How much load?",
+ "hunt": "Hunt",
+ "hunt_description": "Hunt a target; gather information about its location and movements; find the trail it left behind; attack with precision whilst shooting from a distance; do some serious damage by hitting exactly the right spot.",
+ "hunter": "Hunter",
+ "hunting_grounds": "Hunting Grounds",
+ "hunting_grounds_description": "Robbery",
+ "hunting_pet": "Hunting Pet",
+ "impaired": "Impaired",
+ "indulge_vice": "Indulge Vice",
+ "wits": "Wits",
+ "wits_description": "Use your Wits to resist consequences from deception or understanding.",
+ "italics_dont_count": "(italics don't count for load)",
+ "item_name": "A useful item",
+ "items": "Items",
+ "lair": "Hideout",
+ "lead_a_group_action": "Lead a group action",
+ "less_effect": "Less Effect",
+ "light": "Light",
+ "list_crews": "Hellstone Scavengers, Outlaw Posse, Bounty Hunters, or Tribe.",
+ "list_playbooks": "The Fist, The Shot, The Law, The Gamble, The Scout, The Outlaw, The Thunderheart, The Speaker, The Plan, The Gentle Touch, The Wrench & Saw, or The Revenant.",
+ "load": "load",
+ "load:": "Load:",
+ "look": "Look",
+ "mark_xp:": "Mark XP:",
+ "mastery": "Mastery",
+ "minus1d": "-1D",
+ "name": "Name",
+ "need_help": "Need Help",
+ "new_cohort": "New Cohort: 2",
+ "normal": "Normal",
+ "notes": "Notes",
+ "number_stress_boxes": "Number of grit boxes",
+ "numberofdice": "Number of dice",
+ "obsessed": "Obsessed",
+ "occult": "Beyond",
+ "ok": "OK",
+ "paranoid": "Paranoid",
+ "personal": "Personal",
+ "planning_load": "Planning & Load",
+ "planningdesc": "Choose a plan, provide the detail. Choose your load limit for the operation.",
+ "playbook": "playbook",
+ "playbook_advancement": "Playbook Advancement",
+ "playbook_description": "A short playbook description",
+ "position": "Position",
+ "progress_clock": "progress clock",
+ "protect_a_teammate": "Protect a teammate",
+ "prowess": "Prowess",
+ "prowess_description": "Resist consequences from physical strain or injury.",
+ "prowl": "Prowl",
+ "prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble; ambush with close violence - a backstab, throat cutting, etc.",
+ "push_yourself": "Push yourself",
+ "push_yourself_desc": "(lose 2 grit) — or — accept a",
+ "quality": "Quality",
+ "quality_abbreviated": "Q:",
+ "query_for_consequence": "Query for consequence name when resisting",
+ "read": "Read",
+ "read_description": "Read a person, text, document, or item with close scrutiny to gather information and apply knowledge, first aid or healing; recite text or gain a deeper understanding; do research.",
+ "reckless": "Reckless",
+ "recovery": "Recovery",
+ "recoveryblurb": "Get treatment in downtime to activate your healing project clock",
+ "rep": "Rep",
+ "reputation": "Reputation",
+ "reset?": "reset?",
+ "resist_instructions": "Lose 6 grit minus the highest die result. When you roll a critical on resistance, gain 1 grit.",
+ "resistance_bonus": "Resistance bonus:",
+ "resists": "resists",
+ "risky": "Risky",
+ "roll-inf": "roll",
+ "roll": "roll",
+ "roll_engagement": "Roll Engagement",
+ "roll_for": "roll for",
+ "roll_fortune": "Roll Fortune",
+ "roll_their": "roll their",
+ "rolls": "rolls",
+ "rolls_for": "rolls for",
+ "rolls_their": "rolls their",
+ "send_details_to_chat": "Send details to chat",
+ "set_up_a_teammate": "Set up a teammate",
+ "short": "short",
+ "show_broadcast": "Show broadcast buttons for sending information to chat",
+ "show_cohort_section": "Show cohort section on character sheet",
+ "show_extra_trauma_box": "Show an extra stigma box",
+ "show_extra_xp_condition": "Show an extra xp condition",
+ "show_item_description": "Item/upgrade descriptions",
+ "show_outline": "Show outline for active input fields",
+ "sling": "Sling",
+ "sling_description": "Sling a pistol in a shoot-out, throw a blade, a lasso or item; pick an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.",
+ "social": "Social",
+ "soft": "Soft",
+ "special": "Special",
+ "special_abilities": "Special Abilities",
+ "special_ability": "Special Ability",
+ "stash": "Ablass",
+ "status": "Status",
+ "stealth": "Stealth",
+ "stress": "Grit",
+ "strong": "Strong",
+ "survey": "Survey",
+ "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.",
+ "sway": "Sway",
+ "sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; perform on stage; change attitudes or behaviour with manipulation or seduction.",
+ "teamwork": "Teamwork",
+ "tier": "Tier",
+ "training": "Training",
+ "transport": "Travel",
+ "trauma": "Stigma",
+ "turf": "Claim",
+ "unstable": "Unstable",
+ "upgrade": "Upgrade",
+ "upgrade_costs": "Upgrade Costs",
+ "upgrade_wits_description": "Earn 2 xp when training Wits during downtime.",
+ "upgrade_mastery_description": "Your posse has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.",
+ "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.",
+ "upgrade_prowess_description": "Earn 2 xp when training Prowess during downtime.",
+ "upgrade_guts_description": "Earn 2 xp when training Guts during downtime.",
+ "upon_crew_advance": "Upon posse advance, each PC gets Ablass = Tier+2",
+ "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)",
+ "vaults": "Vaults",
+ "version": "Version",
+ "vice": "Vice",
+ "vice_info": "Faith — Gambling — Luxury — Obligation — Pleasure — Stupor — Weird",
+ "vice_instructions": "Gain an amount of grit equal to the highest die result. If the result of your vice roll means you gain more than 9 grit, you overindulge.",
+ "vice_purveyor": "Vice / Purveyor",
+ "viceroll1": "(who currently has ",
+ "viceroll2": ") indulges",
+ "vicious": "Vicious",
+ "wanted": "Riders",
+ "wantedroll1": "(who currently have ",
+ "wantedroll2": ") roll for",
+ "war": "Feud",
+ "warblurb1": "When you're having a feud with any number of factions (status -3), the following penalties apply:",
+ "warblurb2": "Lose 1 hold (temporarily, while the feud persists). This may knock you down a Tier.",
+ "warblurb3": "PCs get only one free downtime action instead of two.",
+ "warblurb4": "Take -1 Coin and +1 Doom from each run.",
+ "warblurb5": "Your Hellstone Claims produce only half their normal income (round down).",
+ "weak": "Weak",
+ "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:",
+ "with": "with",
+ "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.",
+ "xp_bolster": "Bolster your posse's reputation or develop a new one.",
+ "xp_contend": "Contend with challenges above your current station.",
+ "xp_crew_specific": "Enter your posse's specific way to mark XP here.",
+ "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.",
+ "xp_express": "Express the goals, drives, inner conflict, or essential nature of the posse.",
+ "xp_specific": "Enter your playbook's specific way to mark XP here.",
+ "xp_specific_extra": "Enter another specific way to mark XP here.",
+ "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
+ "xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
+ "zerodice": "Zero Dice — take the lowest result above"
+}
diff --git a/A Song of Ice and Fire/translations/fi.json b/A Song of Ice and Fire/translations/fi.json
new file mode 100644
index 0000000000..da150f4e57
--- /dev/null
+++ b/A Song of Ice and Fire/translations/fi.json
@@ -0,0 +1,245 @@
+{
+ "info-ability": "Info & Abilities",
+ "intrigue-combat": "Intrigue & Combat",
+ "character-details": "Character Details",
+ "npcs": "NPCs",
+ "armies": "Armies",
+ "journal": "Journal",
+ "name": "Name :",
+ "player-name": "Player Name",
+ "house": "House:",
+ "motto": "Motto",
+ "age": "Age",
+ "gender": "Gender",
+ "height": "Height",
+ "weight": "Weight",
+ "hair-color": "Hair Color",
+ "eye-color": "Eye Color",
+ "custom-roll": "Custom Roll",
+ "agility": "Agility",
+ "acrobatics": "Acrobatics",
+ "balance": "Balance",
+ "contortions": "Contortions",
+ "dodge": "Dodge",
+ "quickness": "Quickness",
+ "animal-handling": "Animal Handling",
+ "charm": "Charm",
+ "drive": "Drive",
+ "ride": "Ride",
+ "train": "Train",
+ "athletics": "Athletics",
+ "climb": "Climb",
+ "jump": "Jump",
+ "run": "Run",
+ "strength": "Strength",
+ "swim": "Swim",
+ "Throw": "Throw",
+ "awareness": "Awareness",
+ "empathy": "Empathy",
+ "notice": "Notice",
+ "cunning": "Cunning",
+ "decipher": "Decipher",
+ "logic": "Logic",
+ "memory": "Memory",
+ "deception": "Deception",
+ "act": "Act",
+ "bluff": "Bluff",
+ "cheat": "Cheat",
+ "disguise": "Disguise",
+ "endurance": "Endurance",
+ "resilience": "Resilience",
+ "stamina": "Stamina",
+ "fighting": "Fighting",
+ "axes": "Axes",
+ "bluggeons": "Bludgeons",
+ "brawling": "Brawling",
+ "fencing": "Fencing",
+ "long-blade": "Long Blades",
+ "polearms": "Polearms",
+ "shields": "Shields",
+ "short-blade": "Short Blades",
+ "spears": "Spears",
+ "healing": "Healing",
+ "diagnose": "Diagnose",
+ "treat-ailment": "Treat Ailment",
+ "treat-injury": "Treat Injury",
+ "laguage": "Language",
+ "roll": "Roll",
+ "knowledge": "Knowledge",
+ "education": "Education",
+ "research": "Research",
+ "streetwise": "Streetwise",
+ "marksmanship": "Marksmanship",
+ "bows": "Bows",
+ "crossbows": "Crossbows",
+ "siege": "Siege",
+ "thrown": "Thrown",
+ "persuasuion": "Persuasion",
+ "bargain": "Bargain",
+ "convince": "Convince",
+ "incite": "Incite",
+ "intimidate": "Intimidate",
+ "seduce": "Seduce",
+ "taunt": "Taunt",
+ "status": "Status",
+ "breeding": "Breeding",
+ "reputation": "Reputation",
+ "stewardship": "Stewardship",
+ "tournaments": "Tournaments",
+ "stealth": "Stealth",
+ "blend-in": "Blend In",
+ "sneak": "Sneak",
+ "survival": "Survival",
+ "forage": "Forage",
+ "hunt": "Hunt",
+ "orientation": "Orientation",
+ "track": "Track",
+ "thievery": "Thievery",
+ "pick-lock": "Pick Lock",
+ "sleight-of-hand": "Sleight of Hand",
+ "steal": "Steal",
+ "warfare": "Warfare",
+ "command": "Command",
+ "strategy": "Strategy",
+ "tactics": "Tactics",
+ "will": "Will",
+ "courage": "Courage",
+ "coordonate": "Coordinate",
+ "dedication": "Dedication",
+ "initiative": "Initiative",
+ "defense": "Defense",
+ "defense-bonus": "Defense Bonus",
+ "composure": "Composure Bonus",
+ "current": "Current",
+ "max": "Max",
+ "frustration": "Frustration:",
+ "d-malus-deception-persuation": "–1D on Deception and Persuasion",
+ "health": "Health",
+ "1-on-all-tests": "–1 on all tests",
+ "armor": "Armor",
+ "armor-rating": "Armor Rating",
+ "armor-penalty": "Armor Penalty",
+ "armor-bulk": "Armor Bulk",
+ "injuries-wounds": "Injuries & Wounds",
+ "injuries": "Injuries",
+ "injuries-impose": "Injuries impose -1 to all tests.",
+ "wounds": "Wounds:",
+ "wounds-impose": "Wounds impose -1D to all tests.",
+ "destiny-point": "Destiny Points",
+ "avaible": "Available:",
+ "maximum": "Maximum",
+ "base": "Base",
+ "invested": "Invested",
+ "bonus": "Bonus",
+ "yds": "yds",
+ "move-speed": "Move Speed",
+ "sprint-multi": "Sprint Multi",
+ "sprint-speed": "Sprint Speed",
+ "bulk": "Bulk",
+ "equiped-weapons": "Equipped Weapons",
+ "type": "Type: ",
+ "intrigue": "Intrigue",
+ "combat": "Combat",
+ "fatigue": "Fatigue:",
+ "movement": "Movement",
+ "melee": "Melee",
+ "ranged": "Ranged",
+ "specialty": "Specialty:",
+ "axe": "Axes",
+ "bludgeons": "Bludgeons",
+ "long-blades": "Long Blades",
+ "short-blades": "Short Blades",
+ "training": "Training :",
+ "damage": "Damage",
+ "damage-mod": "Damage Mod:",
+ "qualities": "Qualities",
+ "hit": "Hit",
+ "possessions": "Possessions",
+ "equipment-gear": "Equipment & Gear",
+ "item-name": "Item Name",
+ "value": "Value",
+ "mount-livestock": "Mounts & Livestock",
+ "animal": "Animal",
+ "currency": "Currency",
+ "copper-pennies": "Copper Pennies:",
+ "silver-stags": "Silver Stags:",
+ "gold-dragons": "Gold Dragons:",
+ "silver-stags-to-pennies": "Silver Stag = 56 Pennies",
+ "gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)",
+ "character-information": "Character Information",
+ "experience": "Experience",
+ "total": "Total:",
+ "spent": "Spent:",
+ "expenditures": "Expenditures",
+ "glory": "Glory",
+ "benefits": "Benefits",
+ "effect": "Effect",
+ "drawbacks": "Drawbacks",
+ "virtues": "Virtues",
+ "vices": "Vices",
+ "goals": "Goals",
+ "motivations": "Motivations",
+ "mannerisms": "Mannerisms",
+ "distinguishing-features": "Distinguishing Features",
+ "retainers": "Retainers",
+ "allies": "Allies",
+ "enemies": "Enemies",
+ "Oaths": "Oaths",
+ "personnal-history": "Personal History",
+ "notable-npc": "Notable NPCs",
+ "realm": "Realm:",
+ "liege": "Liege:",
+ "appearance": "Appearance:",
+ "disposition": "Disposition (Deceive/Persuade):",
+ "mine": "Mine:",
+ "affectionate": "Affectionate (-2/+5)",
+ "friendly": "Friendly (-1/+3)",
+ "amiable": "Amiable (0/+1)",
+ "indifferent": "Indifferent (0/0)",
+ "dislike": "Dislike (+1/-2)",
+ "unfriendly": "Unfriendly (+2/-4)",
+ "malicious": "Malicious (+3/-6)",
+ "theirs": "Theirs:",
+ "notes": "Notes:",
+ "unit-type": "Unit Type:",
+ "archers": "Archers",
+ "cavalery": "Cavalery",
+ "criminals": "Criminals",
+ "crusaders": "Crusaders",
+ "engineers": "Engineers",
+ "garrison": "Garrison",
+ "guerillas": "Guerillas",
+ "infantry": "Infantry",
+ "mercenaries": "Mercenaries",
+ "peasant-levies": "Peasant Levies",
+ "personal-guards": "Personal Guards",
+ "raiders": "Raiders",
+ "sailors": "Sailors",
+ "scouts": "Scouts",
+ "special": "Special",
+ "support": "Support",
+ "warship": "Warship",
+ "green": "Green",
+ "trained": "Trained",
+ "veteran": "Veteran",
+ "elite": "Elite",
+ "armystatus": "Status :",
+ "organize": "Organize",
+ "disorganize": "Disorganize",
+ "rally": "Rally",
+ "routed": "Routed",
+ "abilities": "Abilities",
+ "discipline": "Discipline",
+ "fight-damage": "Fight Damage",
+ "marksmanship-damage": "Marksman Damage",
+ "mvt": "Mvt",
+ "fight-dam-mod": "Fight Dam. Mod.",
+ "marksmanship-dam-mod": "Marksman Dam. Mod.",
+ "defense-mod": "Defense Mod.",
+ "available": "Available:",
+ "defense-sante": "DEFENSE & HEALTH",
+ "malus-disorganize": "Malus Disorganized",
+ "armyhero": "Hero :",
+ "nohero": "Without Hero",
+ "hero": "With Hero"
+}
\ No newline at end of file
diff --git a/ADnD 2E Revised/2ESheet.html b/ADnD 2E Revised/2ESheet.html
index 928c5ff529..2d23c29d9a 100644
--- a/ADnD 2E Revised/2ESheet.html
+++ b/ADnD 2E Revised/2ESheet.html
@@ -1,27 +1,35 @@
-
+
Announcements
-
Changes in
-
+
Changes in
-
Fixed Priest spell Remove Paralysis range calculation. Please delete the spell and re-add it to update the template
-
Added rolltemplate to handle Grenade like missile attacks that goes off target.
-
Made Animal follower spells section collapsable
-
Added missing spell section to repeating Animal Follower
-
Added support for spells from the Complete Wizard's Handbook
-
Added a Sheet Settings tab to control various stuff on the sheet
+
Added setting to turn off the popup on rolls asking for "Misc. Modifier?". By default, the pop is active
-
Moved monter public / private attacks settings to the Sheet Settings tab
-
Added checkbox to turn on spells from the Complete Wizard's Handbook
+
The Psionics Core tab do not have popup on the psionic skills, as they did not have a popup before, and I do not know how the rules to correctly add any misc modifier
+
I did not check EVERY button on the sheet, so there might be a button somewhere that is either missing the popup, or where it will not turn off correctly. If this is the case, please let me know
-
Cleaned up a lot of HTML
+
Added Initiative button for Turn Undead
+
Added all priest Spheres to sphere datalists
+
Added more colors for the 2Edefaul roll template
+
Added Silenced Elven chain mail to Thief Armor information and rogue skills autofill
+
Added Weapon Styles, Ambidexterity, Tight / Broad weapon groups, Punching, Wrestling, and Martial Arts proficiencies from The Complete Fighter's Handbook
+
Added Shield-Punch, Shield-Rush, Punch, Wrestle, and Martial Arts as weapons/attacks
+
Added Weapons from the Arms and Equipment Guide
+
Added Weapons and Proficiencies from The Complete Book of Dwarves
+
Added Spells and Proficiencies from The Complete Bard's Handbook
+
Added Weapons, Spells, and Proficiencies from The Complete Book of Elves
+
Added Weapons and Proficiencies from The Complete Book of Humanoids
+
Added Weapons, Spells, and Proficiencies from The Complete Ranger's Handbook
+
Added Proficiencies from The Complete Paladin's Handbook
+
Added Spells from The Complete Druid's Handbook
+
Fixed a bug with the priest sphere Add-spells button, that prevented it from correctly adding spells based on elemental spheres
@@ -247,7 +255,7 @@
-
+
Surprise Roll
Racial
@@ -261,7 +269,7 @@
-
+
@@ -685,7 +693,7 @@
-
+
@@ -693,7 +701,7 @@
-
+
@@ -701,7 +709,7 @@
-
+
@@ -709,7 +717,7 @@
-
+
@@ -717,7 +725,7 @@
-
+
@@ -725,7 +733,7 @@
-
+
@@ -733,7 +741,7 @@
-
+
@@ -741,7 +749,7 @@
-
+
@@ -749,7 +757,7 @@
-
+
@@ -757,7 +765,7 @@
-
+
@@ -774,7 +782,7 @@
-
+
@@ -782,7 +790,7 @@
-
+
@@ -790,7 +798,7 @@
-
+
@@ -811,14 +819,14 @@
-
+
Save and Magic Resistance Details:
-
+
Character Points:
@@ -1082,14 +1090,14 @@
Notes
-
+
-
-
%
+
+
%
@@ -1101,7 +1109,7 @@
Notes
-
+
@@ -1119,11 +1127,11 @@
Notes
-
+
-
%
-
%
+
%
+
%
@@ -1139,11 +1147,11 @@
Notes
-
+
-
%
+
%
@@ -1158,11 +1166,11 @@
Notes
-
+
-
%
+
%
@@ -1175,11 +1183,11 @@
Notes
-
+
-
+
@@ -1198,7 +1206,7 @@
@@ -1670,9 +1678,9 @@
-
+
-
+
@@ -1787,7 +1795,7 @@
-
+
@@ -1795,7 +1803,7 @@
-
+
@@ -1840,9 +1848,9 @@
-
+
-
+
@@ -1949,7 +1957,7 @@
-
+
@@ -1957,7 +1965,7 @@
-
+
@@ -2013,11 +2021,11 @@
-
+
-
+
-
+
@@ -2139,7 +2147,7 @@
-
+
@@ -2147,7 +2155,7 @@
-
+
@@ -2218,11 +2226,11 @@
-
+
-
+
-
+
@@ -2289,13 +2297,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Open Locks
@@ -2306,13 +2314,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Find/Remove Traps
@@ -2323,13 +2331,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Move Silently
@@ -2340,13 +2348,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Hide in Shadows
@@ -2357,13 +2365,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Detect Noise
@@ -2374,13 +2382,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Climb Walls
@@ -2391,13 +2399,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Read Languages
@@ -2408,13 +2416,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Legend Lore
@@ -2425,13 +2433,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
@@ -2491,54 +2499,63 @@
No Armor
Padded Armor or Studded Leather
Elven Chain Mail
+
Silenced Elven Chain Mail
Pick Pocket
+5%
-30%
-20%
+
-25%
Open Locks
—
-10%
-5%
+
-5%
Find/Remove Traps
—
-10%
-5%
+
-5%
Move Silently
+10%
-20%
-10%
+
—
Hide in Shadows
+5%
-20%
-10%
+
-10%
Detect Noise
—
-10%
-5%
+
—
Climb Walls
+10%
-30%
-20%
+
-25%
Read Languages
—
—
—
+
—
@@ -2807,8 +2824,8 @@
%
%
%
-
-
+
+
Detect Illusion*
@@ -2820,8 +2837,8 @@
%
%
%
-
-
+
+
Bribe*
@@ -2833,8 +2850,8 @@
%
%
%
-
-
+
+
Tunneling*
@@ -2846,8 +2863,8 @@
%
%
%
-
-
+
+
Escape Bonds*
@@ -2859,8 +2876,8 @@
%
%
%
-
-
+
+
Forge Documents*
@@ -2872,8 +2889,8 @@
%
%
%
-
-
+
+
Appraise*
@@ -2885,8 +2902,8 @@
%
%
%
-
-
+
+
@@ -3120,16 +3137,20 @@
-
Standard rolls
+
+
+
+
+
-
-
-
-
+
+
+
+
-
Custom rolls
+
@@ -3366,16 +3387,20 @@
-
Standard rolls
+
+
+
+
+
-
-
-
-
+
+
+
+
-
Custom rolls
+
@@ -3429,20 +3454,42 @@
-
+
+
+
+
+
+
+
+
Weapon
+
Slots
+
Ex
+
Sp
+
M
+
HM
+
GM
+
CW
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -9604,9 +9656,9 @@
Psionics Revised
-
+
@@ -9625,7 +9677,7 @@
-
+
@@ -9636,7 +9688,7 @@
-
+
@@ -9659,7 +9711,7 @@
-
+
@@ -9670,7 +9722,7 @@
-
+
@@ -9696,7 +9748,7 @@
-
+
@@ -9707,7 +9759,7 @@
-
+
@@ -9730,7 +9782,7 @@
-
+
@@ -9741,7 +9793,7 @@
-
+
@@ -9767,7 +9819,7 @@
-
+
@@ -9778,7 +9830,7 @@
-
+
@@ -9801,7 +9853,7 @@
-
+
@@ -9812,7 +9864,7 @@
-
+
@@ -9838,7 +9890,7 @@
-
+
@@ -9849,7 +9901,7 @@
-
+
@@ -9872,7 +9924,7 @@
-
+
@@ -9883,7 +9935,7 @@
-
+
@@ -9909,7 +9961,7 @@
-
+
@@ -9920,7 +9972,7 @@
-
+
@@ -9943,7 +9995,7 @@
-
+
@@ -9954,7 +10006,7 @@
-
+
@@ -9979,8 +10031,8 @@
-
-
+
+
@@ -9991,8 +10043,8 @@
-
-
+
+
@@ -10040,7 +10092,7 @@
/
-
+
Temp PSP:
@@ -10477,7 +10529,7 @@
-
+
@@ -10486,6 +10538,20 @@
+
+ Potion info
+
+
Potion simple initiaive modifer: +4, unless stated otherwise (PHB p. 125 / DMG p. 79)
+
Potion detailed initiative modifier (DMG p. 191):
+
- {{#allprops() desc desc1 desc2 name subtitle}}
+ {{#allprops() desc desc1 desc2 name subtitle color}}
{{key}}
{{value}}
- {{/allprops() desc desc1 desc2 name subtitle}}
+ {{/allprops() desc desc1 desc2 name subtitle color}}
{{#desc}}
{{desc}}
@@ -20133,6 +21260,176 @@
{{/c20-5}}
{{/c20-1}}
+ {{#c21-1}}
+
+
{{c21-1}}
+ {{#c21-2}}
+
{{c21-2}}
+ {{/c21-2}}
+ {{#c21-3}}
+
{{c21-3}}
+ {{/c21-3}}
+ {{#c21-4}}
+
{{c21-4}}
+ {{/c21-4}}
+ {{#c21-5}}
+
{{c21-5}}
+ {{/c21-5}}
+
+ {{/c21-1}}
+ {{#c22-1}}
+
+
{{c22-1}}
+ {{#c22-2}}
+
{{c22-2}}
+ {{/c22-2}}
+ {{#c22-3}}
+
{{c22-3}}
+ {{/c22-3}}
+ {{#c22-4}}
+
{{c22-4}}
+ {{/c22-4}}
+ {{#c22-5}}
+
{{c22-5}}
+ {{/c22-5}}
+
+ {{/c22-1}}
+ {{#c23-1}}
+
+
{{c23-1}}
+ {{#c23-2}}
+
{{c23-2}}
+ {{/c23-2}}
+ {{#c23-3}}
+
{{c23-3}}
+ {{/c23-3}}
+ {{#c23-4}}
+
{{c23-4}}
+ {{/c23-4}}
+ {{#c23-5}}
+
{{c23-5}}
+ {{/c23-5}}
+
+ {{/c23-1}}
+ {{#c24-1}}
+
+
{{c24-1}}
+ {{#c24-2}}
+
{{c24-2}}
+ {{/c24-2}}
+ {{#c24-3}}
+
{{c24-3}}
+ {{/c24-3}}
+ {{#c24-4}}
+
{{c24-4}}
+ {{/c24-4}}
+ {{#c24-5}}
+
{{c24-5}}
+ {{/c24-5}}
+
+ {{/c24-1}}
+ {{#c25-1}}
+
+
{{c25-1}}
+ {{#c25-2}}
+
{{c25-2}}
+ {{/c25-2}}
+ {{#c25-3}}
+
{{c25-3}}
+ {{/c25-3}}
+ {{#c25-4}}
+
{{c25-4}}
+ {{/c25-4}}
+ {{#c25-5}}
+
{{c25-5}}
+ {{/c25-5}}
+
+ {{/c25-1}}
+ {{#c26-1}}
+
+
{{c26-1}}
+ {{#c26-2}}
+
{{c26-2}}
+ {{/c26-2}}
+ {{#c26-3}}
+
{{c26-3}}
+ {{/c26-3}}
+ {{#c26-4}}
+
{{c26-4}}
+ {{/c26-4}}
+ {{#c26-5}}
+
{{c26-5}}
+ {{/c26-5}}
+
+ {{/c26-1}}
+ {{#c27-1}}
+
+
{{c27-1}}
+ {{#c27-2}}
+
{{c27-2}}
+ {{/c27-2}}
+ {{#c27-3}}
+
{{c27-3}}
+ {{/c27-3}}
+ {{#c27-4}}
+
{{c27-4}}
+ {{/c27-4}}
+ {{#c27-5}}
+
{{c27-5}}
+ {{/c27-5}}
+
+ {{/c27-1}}
+ {{#c28-1}}
+
+
{{c28-1}}
+ {{#c28-2}}
+
{{c28-2}}
+ {{/c28-2}}
+ {{#c28-3}}
+
{{c28-3}}
+ {{/c28-3}}
+ {{#c28-4}}
+
{{c28-4}}
+ {{/c28-4}}
+ {{#c28-5}}
+
{{c28-5}}
+ {{/c28-5}}
+
+ {{/c28-1}}
+ {{#c29-1}}
+
+
{{c29-1}}
+ {{#c29-2}}
+
{{c29-2}}
+ {{/c29-2}}
+ {{#c29-3}}
+
{{c29-3}}
+ {{/c29-3}}
+ {{#c29-4}}
+
{{c29-4}}
+ {{/c29-4}}
+ {{#c29-5}}
+
{{c29-5}}
+ {{/c29-5}}
+
+ {{/c29-1}}
+ {{#c30-1}}
+
+
{{c30-1}}
+ {{#c30-2}}
+
{{c30-2}}
+ {{/c30-2}}
+ {{#c30-3}}
+
{{c30-3}}
+ {{/c30-3}}
+ {{#c30-4}}
+
{{c30-4}}
+ {{/c30-4}}
+ {{#c30-5}}
+
{{c30-5}}
+ {{/c30-5}}
+
+ {{/c30-1}}
{{/c1-1}}
{{#effects2}}
@@ -21175,6 +22472,7 @@ charismaTable['chareact'] = ['Error','-7','-6','-5','-4','-3','-2','-1','0','0',
charismaTable['chanotes'] = ['INVALID CHARISMA','','','','','','','','','','','','','','','','','','','','','','','','','',''];
/* ---- Attributes tables end ---- */
+//#region Player's Handbook
const weapons = {};
weapons['arquebus'] = {
'name': 'Arquebus',
@@ -21185,7 +22483,9 @@ weapons['arquebus'] = {
'speed': 15,
'small-medium': '1d10',
'large': '1d10',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['battle axe'] = {
'name': 'Battle axe',
@@ -21194,7 +22494,9 @@ weapons['battle axe'] = {
'speed': 7,
'small-medium': '1d8',
'large': '1d8',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['blowgun (barbed dart)'] = {
'name': 'Blowgun (Barbed Dart)',
@@ -21205,15 +22507,13 @@ weapons['blowgun (barbed dart)'] = {
'speed': 5,
'small-medium': '1d3',
'large': '1d2',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['blowgun (needle)'] = {
+ ...weapons['blowgun (barbed dart)'],
'name': 'Blowgun (Needle)',
- 'rof': '2/1',
- 'range': '10/20/30',
- 'size': 'L',
- 'type': 'P',
- 'speed': 5,
'small-medium': '1',
'large': '1',
};
@@ -21226,7 +22526,9 @@ weapons['short bow (flight arrow)'] = {
'speed': 7,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['long bow (flight arrow)'] = {
'name': 'Long bow (Flight arrow)',
@@ -21237,18 +22539,16 @@ weapons['long bow (flight arrow)'] = {
'speed': 8,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['long bow (sheaf arrow)'] = {
+ ...weapons['long bow (flight arrow)'],
'name': 'Long bow (Sheaf arrow)',
- 'rof': '2/1',
'range': '50/100/150',
- 'size': 'L',
- 'type': 'P',
- 'speed': 8,
'small-medium': '1d8',
'large': '1d8',
- 'knockdown': 'd6'
};
weapons['composite short bow (flight arrow)'] = {
'name': 'Composite short bow (Flight arrow)',
@@ -21259,7 +22559,9 @@ weapons['composite short bow (flight arrow)'] = {
'speed': 6,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['composite long bow (flight arrow)'] = {
'name': 'Composite long bow (Flight arrow)',
@@ -21270,18 +22572,16 @@ weapons['composite long bow (flight arrow)'] = {
'speed': 7,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['composite long bow (sheaf arrow)'] = {
+ ...weapons['composite long bow (flight arrow)'],
'name': 'Composite long bow (Sheaf arrow)',
- 'rof': '2/1',
'range': '40/80/170',
- 'size': 'L',
- 'type': 'P',
- 'speed': 7,
'small-medium': '1d8',
'large': '1d8',
- 'knockdown': 'd6'
};
weapons['club'] = {
'name': 'Club',
@@ -21293,7 +22593,9 @@ weapons['club'] = {
'speed': 4,
'small-medium': '1d6',
'large': '1d3',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['hand crossbow'] = {
'name': 'Hand crossbow',
@@ -21304,7 +22606,9 @@ weapons['hand crossbow'] = {
'speed': 5,
'small-medium': '1d3',
'large': '1d2',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['light crossbow'] = {
'name': 'Light crossbow',
@@ -21315,7 +22619,9 @@ weapons['light crossbow'] = {
'speed': 7,
'small-medium': '1d4',
'large': '1d4',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['heavy crossbow'] = {
'name': 'Heavy crossbow',
@@ -21326,7 +22632,9 @@ weapons['heavy crossbow'] = {
'speed': 10,
'small-medium': '1d4+1',
'large': '1d6+1',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['dagger'] = {
'name': 'Dagger',
@@ -21338,7 +22646,9 @@ weapons['dagger'] = {
'speed': 2,
'small-medium': '1d4',
'large': '1d3',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['dirk'] = {
'name': 'Dirk',
@@ -21350,7 +22660,9 @@ weapons['dirk'] = {
'speed': 2,
'small-medium': '1d4',
'large': '1d3',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['dart'] = {
'name': 'Dart',
@@ -21362,7 +22674,9 @@ weapons['dart'] = {
'speed': 2,
'small-medium': '1d3',
'large': '1d2',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['footman\'s flail'] = {
'name': 'Footman\'s flail',
@@ -21371,7 +22685,9 @@ weapons['footman\'s flail'] = {
'speed': 7,
'small-medium': '1d6+1',
'large': '2d4',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['footman\'s mace'] = {
'name': 'Footman\'s mace',
@@ -21380,7 +22696,9 @@ weapons['footman\'s mace'] = {
'speed': 7,
'small-medium': '1d6+1',
'large': '1d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['footman\'s pick'] = {
'name': 'Footman\'s pick',
@@ -21389,7 +22707,9 @@ weapons['footman\'s pick'] = {
'speed': 7,
'small-medium': '1d6+1',
'large': '2d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['hand axe'] = {
'name': 'Hand axe',
@@ -21401,7 +22721,9 @@ weapons['hand axe'] = {
'speed': 4,
'small-medium': '1d6',
'large': '1d4',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['harpoon'] = {
'name': 'Harpoon',
@@ -21413,7 +22735,9 @@ weapons['harpoon'] = {
'speed': 7,
'small-medium': '2d4',
'large': '2d6',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['horseman\'s flail'] = {
'name': 'Horseman\'s flail',
@@ -21422,7 +22746,9 @@ weapons['horseman\'s flail'] = {
'speed': 6,
'small-medium': '1d4+1',
'large': '1d4+1',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['horseman\'s mace'] = {
'name': 'Horseman\'s mace',
@@ -21431,7 +22757,9 @@ weapons['horseman\'s mace'] = {
'speed': 6,
'small-medium': '1d6',
'large': '1d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['horseman\'s pick'] = {
'name': 'Horseman\'s pick',
@@ -21440,7 +22768,9 @@ weapons['horseman\'s pick'] = {
'speed': 5,
'small-medium': '1d4+1',
'large': '1d4',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['javelin'] = {
'name': 'Javelin',
@@ -21452,7 +22782,9 @@ weapons['javelin'] = {
'speed': 4,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['knife'] = {
'name': 'Knife',
@@ -21464,7 +22796,9 @@ weapons['knife'] = {
'speed': 2,
'small-medium': '1d3',
'large': '1d2',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['heavy horse lance'] = {
'name': 'Heavy horse lance',
@@ -21473,7 +22807,9 @@ weapons['heavy horse lance'] = {
'speed': 8,
'small-medium': '1d8+1',
'large': '3d6',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['light horse lance'] = {
'name': 'Light horse lance',
@@ -21482,7 +22818,9 @@ weapons['light horse lance'] = {
'speed': 6,
'small-medium': '1d6',
'large': '1d8',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['jousting lance'] = {
'name': 'Jousting lance',
@@ -21491,7 +22829,9 @@ weapons['jousting lance'] = {
'speed': 10,
'small-medium': '1d3-1',
'large': '1d2-1',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['medium horse lance'] = {
'name': 'Medium horse lance',
@@ -21500,16 +22840,20 @@ weapons['medium horse lance'] = {
'speed': 7,
'small-medium': '1d6+1',
'large': '2d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['mancatcher'] = {
'name': 'Mancatcher',
'size': 'L',
- 'type': '',
+ 'type': '—',
'speed': 7,
'small-medium': '—',
'large': '—',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['morning star'] = {
'name': 'Morning star',
@@ -21518,166 +22862,222 @@ weapons['morning star'] = {
'speed': 7,
'small-medium': '2d4',
'large': '1d6+1',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['awl pike'] = {
'name': 'Awl pike',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 13,
'small-medium': '1d6',
'large': '1d12',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['bardiche'] = {
'name': 'Bardiche',
+ 'group': 'Polearm',
'size': 'L',
'type': 'S',
'speed': 9,
'small-medium': '2d4',
'large': '2d6',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['bec de corbin'] = {
'name': 'Bec de corbin',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/B',
'speed': 9,
'small-medium': '1d8',
'large': '1d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['bill-guisarme'] = {
'name': 'Bill-guisarme',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 10,
'small-medium': '2d4',
'large': '1d10',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['fauchard'] = {
'name': 'Fauchard',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 8,
'small-medium': '1d6',
'large': '1d8',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['fauchard-fork'] = {
'name': 'Fauchard-fork',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 8,
'small-medium': '1d8',
'large': '1d10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['glaive'] = {
'name': 'Glaive',
+ 'group': 'Polearm',
'size': 'L',
'type': 'S',
'speed': 8,
'small-medium': '1d6',
'large': '1d10',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['glaive-guisarme'] = {
'name': 'Glaive-guisarme',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 9,
'small-medium': '2d4',
'large': '2d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['guisarme'] = {
'name': 'Guisarme',
+ 'group': 'Polearm',
'size': 'L',
'type': 'S',
'speed': 8,
'small-medium': '2d4',
'large': '1d8',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['guisarme-voulge'] = {
'name': 'Guisarme-voulge',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 10,
'small-medium': '2d4',
'large': '2d4',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['halberd'] = {
'name': 'Halberd',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 9,
'small-medium': '1d10',
'large': '2d6',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['hook fauchard'] = {
'name': 'Hook fauchard',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 9,
'small-medium': '1d4',
'large': '1d4',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['lucern hammer'] = {
'name': 'Lucern hammer',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/B',
'speed': 9,
'small-medium': '2d4',
'large': '1d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['military fork'] = {
'name': 'Military fork',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 7,
'small-medium': '1d8',
'large': '2d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['partisan'] = {
'name': 'Partisan',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 9,
'small-medium': '1d6',
'large': '1d6+1',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['ranseur'] = {
'name': 'Ranseur',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 8,
'small-medium': '2d4',
'large': '2d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['spetum'] = {
'name': 'Spetum',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 8,
'small-medium': '1d6+1',
'large': '2d6',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['voulge'] = {
'name': 'Voulge',
+ 'group': 'Polearm',
'size': 'L',
'type': 'S',
'speed': 10,
'small-medium': '2d4',
'large': '2d4',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['quarterstaff'] = {
'name': 'Quarterstaff',
@@ -21686,16 +23086,20 @@ weapons['quarterstaff'] = {
'speed': 4,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['scourge'] = {
'name': 'Scourge',
'size': 'S',
- 'type': '',
+ 'type': '—',
'speed': 5,
'small-medium': '1d4',
'large': '1d2',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['sickle'] = {
'name': 'Sickle',
@@ -21704,7 +23108,9 @@ weapons['sickle'] = {
'speed': 4,
'small-medium': '1d4+1',
'large': '1d4',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['sling (bullet)'] = {
'name': 'Sling (Bullet)',
@@ -21716,19 +23122,16 @@ weapons['sling (bullet)'] = {
'speed': 6,
'small-medium': '1d4+1',
'large': '1d6+1',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['sling (stone)'] = {
+ ...weapons['sling (bullet)'],
'name': 'Sling (Stone)',
- 'strength': true,
- 'rof': '1',
'range': '40/80/160',
- 'size': 'S',
- 'type': 'B',
- 'speed': 6,
'small-medium': '1d4',
'large': '1d4',
- 'knockdown': 'd4'
};
weapons['spear'] = {
'name': 'Spear',
@@ -21740,7 +23143,9 @@ weapons['spear'] = {
'speed': 6,
'small-medium': '1d6',
'large': '1d8',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['staff sling (bullet)'] = {
'name': 'Staff sling (Bullet)',
@@ -21752,18 +23157,15 @@ weapons['staff sling (bullet)'] = {
'speed': 11,
'small-medium': '1d4+1',
'large': '1d6+1',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['staff sling (stone)'] = {
+ ...weapons['staff sling (bullet)'],
'name': 'Staff sling (Stone)',
- 'strength': true,
- 'rof': '2/1',
- 'range': '—/30-60/90',
- 'size': 'M',
- 'type': 'B',
- 'speed': 11,
'small-medium': '1d4',
'large': '1d4',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
};
weapons['bastard sword (one-handed)'] = {
'name': 'Bastard sword (One-handed)',
@@ -21772,16 +23174,17 @@ weapons['bastard sword (one-handed)'] = {
'speed': 6,
'small-medium': '1d8',
'large': '1d12',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['bastard sword (two-handed)'] = {
+ ...weapons['bastard sword (one-handed)'],
'name': 'Bastard sword (Two-handed)',
- 'size': 'M',
- 'type': 'S',
'speed': 8,
'small-medium': '2d4',
'large': '2d8',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
};
weapons['broad sword'] = {
'name': 'Broad sword',
@@ -21790,16 +23193,21 @@ weapons['broad sword'] = {
'speed': 5,
'small-medium': '2d4',
'large': '1d6+1',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['khopesh'] = {
'name': 'Khopesh',
+ 'group': 'Sword',
'size': 'M',
'type': 'S',
'speed': 9,
'small-medium': '2d4',
'large': '1d6',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['long sword'] = {
'name': 'Long sword',
@@ -21808,16 +23216,21 @@ weapons['long sword'] = {
'speed': 5,
'small-medium': '1d8',
'large': '1d12',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['scimitar'] = {
'name': 'Scimitar',
+ 'group': 'Sword',
'size': 'M',
'type': 'S',
'speed': 5,
'small-medium': '1d8',
'large': '1d8',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['short sword'] = {
'name': 'Short sword',
@@ -21826,7 +23239,9 @@ weapons['short sword'] = {
'speed': 3,
'small-medium': '1d6',
'large': '1d8',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['two-handed sword'] = {
'name': 'Two-handed sword',
@@ -21835,7 +23250,84 @@ weapons['two-handed sword'] = {
'speed': 10,
'small-medium': '1d10',
'large': '3d6',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
+};
+weapons['acid'] = {
+ 'name': 'Acid',
+ 'group': 'Throw',
+ 'noProf': true,
+ 'strength': true,
+ 'rof': '1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '2d4',
+ 'large': '1',
+ 'book': 'PHB',
+ 'category': ['Range']
+};
+weapons['holy water'] = {
+ 'name': 'Holy water',
+ 'group': 'Throw',
+ 'noProf': true,
+ 'strength': true,
+ 'rof': '1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '1d6+1',
+ 'large': '2',
+ 'book': 'PHB',
+ 'category': ['Range']
+};
+weapons['oil (lit)'] = {
+ 'name': 'Oil (lit)',
+ 'group': 'Throw',
+ 'noProf': true,
+ 'strength': true,
+ 'rof': '1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '2d6',
+ 'large': '1d3',
+ 'book': 'PHB',
+ 'category': ['Range']
+};
+weapons['poison'] = {
+ 'name': 'Poison',
+ 'group': 'Throw',
+ 'noProf': true,
+ 'strength': true,
+ 'rof': '1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'PHB',
+ 'category': ['Range']
+};
+weapons['throw misc.'] = {
+ 'name': 'Throw misc.',
+ 'group': 'Throw',
+ 'noProf': true,
+ 'strength': true,
+ 'rof': '1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['trident'] = {
'name': 'Trident',
@@ -21844,7 +23336,9 @@ weapons['trident'] = {
'speed': 7,
'small-medium': '1d6+1',
'large': '3d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['warhammer'] = {
'name': 'Warhammer',
@@ -21856,16 +23350,991 @@ weapons['warhammer'] = {
'speed': 4,
'small-medium': '1d4+1',
'large': '1d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['whip'] = {
'name': 'Whip',
'size': 'M',
- 'type': '',
+ 'type': '—',
'speed': 8,
'small-medium': '1d2',
'large': '1',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
+weapons['punching (bare-handed)'] = {
+ 'name': 'Punching (Bare-handed)',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '1d2',
+ 'large': '1d2',
+ 'book': 'PHB',
+ 'category': ['Melee']
+};
+weapons['punching (gauntlets / knuckles)'] = {
+ 'name': 'Punching (Gauntlets / Knuckles)',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'book': 'PHB',
+ 'category': ['Melee']
+};
+weapons['wrestling'] = {
+ 'name': 'Wrestling',
+ 'noProf': true,
+ 'size': '—',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '1',
+ 'large': '1',
+ 'book': 'PHB',
+ 'category': ['Melee']
+};
+//#endregion
+
+//region The Complete Fighter's Handbook
+weapons['belaying pin'] = {
+ 'name': 'Belaying pin',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 4,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['bo stick'] = {
+ 'name': 'Bo stick',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 4,
+ 'small-medium': '1d6',
+ 'large': '1d4',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['bolas'] = {
+ 'name': 'Bolas',
+ 'strength': true,
+ 'rof': '1',
+ 'range': '30/60/90',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 8,
+ 'small-medium': '1d3',
+ 'large': '1d2',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Range']
+};
+weapons['cestus'] = {
+ 'name': 'Cestus',
+ 'size': 'S',
+ 'type': 'S',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['chain'] = {
+ 'name': 'Chain',
+ 'strength': true,
+ 'rof': '*',
+ 'range': '5/10/20',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 5,
+ 'small-medium': '1d4+1',
+ 'large': '1d4',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['dagger, bone'] = {
+ ...weapons['dagger'],
+ 'name': 'Dagger, Bone',
+ 'small-medium': '1d2',
+ 'large': '1d2',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['dagger, stone'] = {
+ ...weapons['dagger'],
+ 'name': 'Dagger, Stone',
+ 'small-medium': '1d3',
+ 'large': '1d2',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['daikyu (daikyu arrow)'] = {
+ 'name': 'Daikyu (Daikyu arrow)',
+ 'rof': '2/1',
+ 'range': '70/140/210',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 7,
+ 'small-medium': '1d8',
+ 'large': '1d6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Range']
+};
+weapons['graff/hook'] = {
+ 'name': 'Graff/hook',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'knockdown': 'd4',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['harpoon (one-handed)'] = {
+ ...weapons['harpoon'],
+ 'name': 'Harpoon (One-handed)',
+ 'small-medium': '1d4+1',
+ 'large': '1d6+1',
+ 'knockdown': '',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['javelin, stone (one-handed)'] = {
+ ...weapons['javelin'],
+ 'name': 'Javelin, Stone (One-handed)',
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'book': 'The Complete Fighter\'s Handbook',
+};
+weapons['javelin, stone (two-handed)'] = {
+ ...weapons['javelin'],
+ 'name': 'Javelin, Stone (Two-handed)',
+ 'small-medium': '1d4+1',
+ 'large': '1d6',
+ 'knockdown': '',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['knife, bone'] = {
+ ...weapons['knife'],
+ 'name': 'Knife, Bone',
+ 'small-medium': '1d2',
+ 'large': '1d2',
+ 'knockdown': 'd4',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['knife, stone'] = {
+ ...weapons['knife, bone'],
+ 'name': 'Knife, Stone'
+};
+weapons['lasso'] = {
+ 'name': 'Lasso',
+ 'strength': true,
+ 'rof': '*',
+ 'range': '10/20/30',
+ 'size': 'L',
+ 'type': '—',
+ 'speed': 10,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Range']
+};
+weapons['main-gauche'] = {
+ 'name': 'Main-gauche',
+ 'size': 'S',
+ 'type': 'P/S',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['net'] = {
+ 'name': 'Net',
+ 'strength': true,
+ 'rof': '*',
+ 'range': '10/20/30',
+ 'size': 'M',
+ 'type': '—',
+ 'speed': 10,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Range']
+};
+weapons['nunchaku'] = {
+ 'name': 'Nunchaku',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '1d6',
+ 'large': '1d6',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['naginata'] = {
+ 'name': 'Naginata',
+ 'group': 'Polearm',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 7,
+ 'small-medium': '1d8',
+ 'large': '1d10',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['tetsubo'] = {
+ 'name': 'Tetsubo',
+ 'group': 'Polearm',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 7,
+ 'small-medium': '1d8',
+ 'large': '1d8',
+ 'knockdown': 'd12',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['sai'] = {
+ 'name': 'Sai',
+ 'size': 'S',
+ 'type': 'P/B',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d2',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['shuriken'] = {
+ 'name': 'Shuriken',
+ 'strength': true,
+ 'rof': '2/1',
+ 'range': '20/40/60',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'knockdown': 'd4',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Range']
+};
+weapons['Spear (two-handed)'] = {
+ ...weapons['spear'],
+ 'name': 'Spear (Two-handed)',
+ 'small-medium': '1d8+1',
+ 'large': '2d6',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['spear, stone (one-handed)'] = {
+ ...weapons['spear'],
+ 'name': 'Spear, Stone (One-handed)',
+ 'small-medium': '1d4',
+ 'large': '1d6',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['spear, stone (two-handed)'] = {
+ ...weapons['spear'],
+ 'name': 'Spear, Stone (Two-handed)',
+ 'small-medium': '1d6',
+ 'large': '2d4',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['long spear (one-handed)'] = {
+ 'name': 'Long spear (One-handed)',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 8,
+ 'small-medium': '1d8',
+ 'large': '1d8+1',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['long spear (two-handed)'] = {
+ ...weapons['long spear (one-handed)'],
+ 'name': 'Long spear (Two-handed)',
+ 'small-medium': '2d6',
+ 'large': '3d6',
+ 'knockdown': 'd8',
+};
+weapons['stiletto'] = {
+ 'name': 'Stiletto',
+ 'group': 'Knife',
+ 'strength': true,
+ 'rof': '2/1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d3',
+ 'large': '1d2',
+ 'knockdown': 'd4',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['cutlass'] = {
+ 'name': 'Cutlass',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 5,
+ 'small-medium': '1d6',
+ 'large': '1d8',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['drusus'] = {
+ 'name': 'Drusus',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 3,
+ 'small-medium': '1d6+1',
+ 'large': '1d8+1',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['katana (one-handed)'] = {
+ 'name': 'Katana (One-handed)',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S/P',
+ 'speed': 4,
+ 'small-medium': '1d10',
+ 'large': '1d12',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['katana (two-handed)'] = {
+ ...weapons['katana (one-handed)'],
+ 'name': 'Katana (Two-handed)',
+ 'small-medium': '2d6',
+ 'large': '2d6',
+ 'knockdown': 'd8',
+};
+weapons['rapier'] = {
+ 'name': 'Rapier',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'P',
+ 'speed': 4,
+ 'small-medium': '1d6+1',
+ 'large': '1d8+1',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['sabre'] = {
+ 'name': 'Sabre',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 4,
+ 'small-medium': '1d6+1',
+ 'large': '1d8+1',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['wakizashi'] = {
+ 'name': 'Wakizashi',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S/P',
+ 'speed': 3,
+ 'small-medium': '1d8',
+ 'large': '1d8',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['trident (one-handed)'] = {
+ ...weapons['trident'],
+ 'name': 'Trident (One-handed)',
+ 'strength': true,
+ 'rof': '1',
+ 'range': '0/10/20',
+ 'small-medium': '1d6+1',
+ 'large': '3d4',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['shield-punch'] = {
+ 'name': 'Shield-Punch',
+ 'group': 'Buckler/Small/Medium Shield',
+ 'noProf': true,
+ 'size': 'S/M',
+ 'type': 'B',
+ 'speed': 2,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['shield-rush'] = {
+ 'name': 'Shield-Rush',
+ 'group': 'Medium/Body Shield',
+ 'noProf': true,
+ 'size': 'M/L',
+ 'type': 'B',
+ 'speed': 0,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['martial arts'] = {
+ 'name': 'Martial Arts',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+//endregion
+
+//region The Complete Priest's Handbook
+weapons['bill'] = {
+ 'name': 'Bill',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'knockdown': '',
+ 'book': 'The Complete Priest\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['maul'] = {
+ 'name': 'Maul',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 9,
+ 'small-medium': '2d4',
+ 'large': '1d10',
+ 'knockdown': 'd12',
+ 'book': 'The Complete Priest\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['scythe'] = {
+ 'name': 'Scythe',
+ 'size': 'M',
+ 'type': 'P/S',
+ 'speed': 8,
+ 'small-medium': '1d6+1',
+ 'large': '1d8',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Priest\'s Handbook',
+ 'category': ['Melee']
+};
+//endregion
+
+//#region Arms and Equipment
+weapons['parrying dagger'] = {
+ 'name': 'Parrying dagger',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 2,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Melee']
+};
+weapons['renseur'] = {
+ 'name': 'Renseur',
+ 'group': 'Polearm',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 8,
+ 'small-medium': '2d4',
+ 'large': '2d4',
+ 'knockdown': 'd8',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Melee']
+};
+weapons['sap'] = {
+ 'name': 'Sap',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 2,
+ 'small-medium': '1d2',
+ 'large': '1d2',
+ 'knockdown': 'd4',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Melee']
+};
+weapons['staff sling (stinkpot)'] = {
+ 'name': 'Staff sling (Stinkpot)',
+ 'strength': true,
+ 'rof': '2/1',
+ 'range': '—/30-60/90',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 11,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Range']
+};
+weapons['claymore'] = {
+ 'name': 'Claymore',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 8,
+ 'small-medium': '2d4',
+ 'large': '2d8',
+ 'knockdown': 'd10',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Melee']
+};
+weapons['falchion'] = {
+ 'name': 'Falchion',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 5,
+ 'small-medium': '1d6',
+ 'large': '1d8',
+ 'knockdown': 'd8',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Melee']
+};
+//#endregion
+
+//#region The Complete Book of Dwarves
+weapons['two-handed battle axe'] = {
+ 'name': 'Two-handed Battle axe',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 9,
+ 'small-medium': '1d10',
+ 'large': '2d8',
+ 'knockdown': 'd12',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+weapons['head spike'] = {
+ 'name': 'Head spike',
+ 'group': 'Close Combat',
+ 'noProf': true,
+ 'size': 'M',
+ 'type': 'P',
+ 'speed': 4,
+ 'small-medium': '1d6',
+ 'large': '1d8',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+weapons['elbow spike'] = {
+ 'name': 'Elbow spike',
+ 'group': 'Close Combat',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'S',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+weapons['knee spike'] = {
+ 'name': 'Knee spike',
+ 'group': 'Close Combat',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 1,
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+weapons['glove nail'] = {
+ 'name': 'Glove Nail',
+ 'group': 'Close Combat',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d4+1',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+weapons['chain flail'] = {
+ 'name': 'Chain flail',
+ 'group': 'Close Combat',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 6,
+ 'small-medium': '1d4+2',
+ 'large': '1d4+1',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+//#endregion
+
+//#region The Complete Book of Elves
+weapons['bow (melee)'] = {
+ 'name': 'Bow (Melee)',
+ 'noProf': true,
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 4,
+ 'small-medium': '1d6-1',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Elves',
+ 'category': ['Melee']
+};
+weapons['elven bow (melee)'] = {
+ 'name': 'Elven Bow (Melee)',
+ 'noProf': true,
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 4,
+ 'small-medium': '1d6',
+ 'large': '1d3',
+ 'book': 'The Complete Book of Elves',
+ 'category': ['Melee']
+};
+//#endregion
+
+//#region The Complete Book of Humanoids
+weapons['great club'] = {
+ 'name': 'Great Club',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 7,
+ 'small-medium': '2d4',
+ 'large': '1d6+1',
+ 'knockdown': 'd12',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['dart, barbed '] = {
+ 'name': 'Dart, barbed',
+ 'strength': true,
+ 'rof': '3/1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 3,
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee', 'Range']
+};
+weapons['flindbar'] = {
+ 'name': 'Flindbar',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 4,
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['goblin stick'] = {
+ 'name': 'Goblin stick',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 7,
+ 'small-medium': '1d4',
+ 'large': '1d6',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['flight lance'] = {
+ 'name': 'Flight lance',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 6,
+ 'small-medium': '1d6+1',
+ 'large': '2d6',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['body spikes'] = {
+ 'name': 'Body spikes',
+ 'group': 'Close-quarter',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['kick-slasher'] = {
+ 'name': 'Kick-slasher',
+ 'group': 'Close-quarter',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'S',
+ 'speed': 2,
+ 'small-medium': '1d4+1',
+ 'large': '1d6+1',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['punch-cutter'] = {
+ 'name': 'Punch-cutter',
+ 'group': 'Close-quarter',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'S',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['giant-kin long bow (voadkyn)'] = {
+ 'name': 'Giant-kin Long bow (Voadkyn)',
+ 'rof': '2/1',
+ 'range': '75/150/255',
+ 'size': 'G',
+ 'type': 'P',
+ 'speed': 10,
+ 'small-medium': '1d8',
+ 'large': '1d8',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Range']
+};
+weapons['giant-kin dagger'] = {
+ 'name': 'Giant-kin Dagger',
+ 'strength': true,
+ 'rof': '2/1',
+ 'range': '10/20/30',
+ 'size': 'G',
+ 'type': 'P',
+ 'speed': 3,
+ 'small-medium': '1d6',
+ 'large': '1d8',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee', 'Range']
+};
+weapons['giant-kin halberd'] = {
+ 'name': 'Giant-kin Halberd',
+ 'size': 'G',
+ 'type': 'P/S',
+ 'speed': 12,
+ 'small-medium': '1d12',
+ 'large': '2d8',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['giant-kin mace'] = {
+ 'name': 'Giant-kin Mace',
+ 'size': 'G',
+ 'type': 'B',
+ 'speed': 8,
+ 'small-medium': '1d8*2',
+ 'large': '1d6*2',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['giant-kin two-handed sword'] = {
+ 'name': 'Giant-kin Two-handed sword',
+ 'size': 'G',
+ 'type': 'S',
+ 'speed': 13,
+ 'small-medium': '1d10*2',
+ 'large': '3d6*2',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['pixie bow (forget arrow)'] = {
+ 'name': 'Pixie Bow (Forget arrow)',
+ 'rof': '2/1',
+ 'range': '25/50/75',
+ 'size': 'T',
+ 'type': 'P',
+ 'speed': 4,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Range']
+};
+weapons['pixie bow (sleep arrow)'] = {
+ 'name': 'Pixie Bow (Sleep arrow)',
+ 'rof': '2/1',
+ 'range': '25/50/75',
+ 'size': 'T',
+ 'type': 'P',
+ 'speed': 4,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Range']
+};
+weapons['pixie bow (war arrow)'] = {
+ 'name': 'Pixie Bow (War arrow)',
+ 'rof': '2/1',
+ 'range': '25/50/75',
+ 'size': 'T',
+ 'type': 'P',
+ 'speed': 4,
+ 'small-medium': '1d4+1',
+ 'large': '1d4+1',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Range']
+};
+weapons['pixie sword'] = {
+ 'name': 'Pixie Sword',
+ 'size': 'T',
+ 'type': 'S',
+ 'speed': 4,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['bladeback flail'] = {
+ 'name': 'Bladeback flail',
+ 'group': 'Saurial Weapon',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 9,
+ 'small-medium': '1d8+1',
+ 'large': '2d6',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['bladeback mace'] = {
+ 'name': 'Bladeback mace',
+ 'group': 'Saurial Weapon',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 9,
+ 'small-medium': '1d8+1',
+ 'large': '1d8',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['hornhead staff'] = {
+ 'name': 'Hornhead staff',
+ 'group': 'Saurial Weapon',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 6,
+ 'small-medium': '2d6',
+ 'large': '2d6',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+//#endregion
+
+//#region The Complete Ranger's Handbook
+weapons['grain flail'] = {
+ 'name': 'Grain flail',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 6,
+ 'small-medium': '1d4+1',
+ 'large': '1d4',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['hatchet'] = {
+ 'name': 'Hatchet',
+ 'size': 'S',
+ 'type': 'S',
+ 'speed': 4,
+ 'small-medium': '1d4+1',
+ 'large': '1d4+1',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['ice pick'] = {
+ 'name': 'Ice Pick',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['knife, harness'] = {
+ 'name': 'Knife, Harness',
+ 'size': 'S',
+ 'type': 'P/S',
+ 'speed': 2,
+ 'small-medium': '1d2',
+ 'large': '1',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['machete'] = {
+ 'name': 'Machete',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 8,
+ 'small-medium': '1d8',
+ 'large': '1d8',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['ritiik'] = {
+ 'name': 'Ritiik',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 8,
+ 'small-medium': '1d6+1',
+ 'large': '1d8+1',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['snow blade (iuak)'] = {
+ 'name': 'Snow Blade (Iuak)',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 4,
+ 'small-medium': '1d4',
+ 'large': '1d6',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+//#endregion
const rogueArmor = {};
// Thief armor
@@ -21887,6 +24356,15 @@ rogueArmor['Elven Chain Mail'] = {
'Detect Noise' : '-5',
'Climb Walls' : '-20',
};
+rogueArmor['Silenced Elven Chain Mail'] = {
+ 'Pick Pockets' : '-25',
+ 'Open Locks' : '-5',
+ 'Find/Remove Traps': '-5',
+ 'Move Silently' : '',
+ 'Hide in Shadows' : '-10',
+ 'Detect Noise' : '',
+ 'Climb Walls' : '-25',
+};
// Bard Armor
rogueArmor['Ring Mail'] = rogueArmor['Chain Mail'] = {
'Pick Pockets' : '-25',
@@ -21964,332 +24442,1047 @@ rogueArmor['Field Plate (Disguise)'] = rogueArmor['Full Plate (Disguise)'] = {
'Climb Walls' : '-95',
};
-const NonweaponProficiencies = {};
-NonweaponProficiencies['Agriculture'] = {
+const weaponProficiencies = {};
+//#region The Complete Fighter's Handbook
+weaponProficiencies['Tight Group, Axes'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Bows'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Clubbing Weapons'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Crossbows'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Fencing Blades'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Flails'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Lances'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Long Blades'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Medium Blades'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Picks'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Polearms'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Short Blades'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Sickles'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Slings'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Spears'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Whips'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Broad Group, Blades'] = {
+ 'slots': 3,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Broad Group, Clearing/Crushing weapons'] = {
+ 'slots': 3,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Broad Group, Pole Weapons'] = {
+ 'slots': 3,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Broad Group, Small Throwing Weapons'] = {
+ 'slots': 3,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Ambidexterity'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Single-Weapon Style Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Two-Hander Style Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Weapon and Shield Style Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Two-Weapons Style Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Punching Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Wrestling Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Martial Arts'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+//#endregion
+
+//#region The Complete Book of Elves
+weaponProficiencies['Bladesong Fighting Style'] = {
+ 'slots': 2,
+ 'book': 'The Complete Book of Elves'
+};
+//#endregion
+
+
+const nonweaponProficiencies = {};
+//#region Player's Handbook
+nonweaponProficiencies['Agriculture'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
};
-NonweaponProficiencies['Ancient History'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -1
-}
-NonweaponProficiencies['Animal Handling'] = {
+
+nonweaponProficiencies['Animal Handling'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
};
-NonweaponProficiencies['Animal Lore'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Animal Training'] = {
+
+nonweaponProficiencies['Animal Training'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
- 'modifier': 0
-}
-NonweaponProficiencies['Appraising'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Armorer'] = {
- 'slots': 2,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Artistic Ability'] = {
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Artistic Ability'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
- 'modifier': 0
-}
-NonweaponProficiencies['Astrology'] = {
- 'slots': 2,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Blacksmithing'] = {
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Blacksmithing'] = {
'slots': 1,
'abilityScore': '@{Strength}',
- 'modifier': 0
-}
-NonweaponProficiencies['Blind-fighting'] = {
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Brewing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Carpentry'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Strength}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Cobbling'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Cooking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Dancing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Direction Sense'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': +1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Etiquette'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Fire-building'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Fishing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Heraldry'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Languages, Modern'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Leatherworking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Mining'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -3,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Pottery'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Riding, Airborne'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Riding, Land-based'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': +3,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Rope Use'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Seamanship'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': +1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Seamstress/Tailor'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Singing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Stonemasonry'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Strength}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Swimming'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Strength}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Weather Sense'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Weaving'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Ancient History'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -1,
+ 'classes': 'Priest/Rogue/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Animal Lore'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Appraising'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Armorer'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Astrology'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Blind-fighting'] = {
'slots': 2,
'abilityScore': '@{NA}',
- 'modifier': 'NA'
-}
-NonweaponProficiencies['Bowyer/Fletcher'] = {
+ 'modifier': 'NA',
+ 'classes': 'Rogue/Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Bowyer/Fletcher'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Brewing'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Carpentry'] = {
- 'slots': 1,
- 'abilityScore': '@{Strength}',
- 'modifier': 0
-}
-NonweaponProficiencies['Charioteering'] = {
+ 'modifier': -1,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Charioteering'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
- 'modifier': +2
-}
-NonweaponProficiencies['Cobbling'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': 0
-}
-NonweaponProficiencies['Cooking'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Dancing'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': 0
-}
-NonweaponProficiencies['Direction Sense'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': +1
-}
-NonweaponProficiencies['Disguise'] = {
+ 'modifier': +2,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Disguise'] = {
'slots': 1,
'abilityScore': '@{Charisma}',
- 'modifier': -1
-}
-NonweaponProficiencies['Endurance'] = {
+ 'modifier': -1,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Endurance'] = {
'slots': 2,
'abilityScore': '@{Constitution}',
- 'modifier': 0
-}
-NonweaponProficiencies['Engineering'] = {
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Engineering'] = {
'slots': 2,
'abilityScore': '@{Intelligence}',
- 'modifier': -3
-}
-NonweaponProficiencies['Etiquette'] = {
+ 'modifier': -3,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Forgery'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -1,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Gaming'] = {
'slots': 1,
'abilityScore': '@{Charisma}',
- 'modifier': 0
-}
-NonweaponProficiencies['Fire-building'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -1
-}
-NonweaponProficiencies['Fishing'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -1
-}
-NonweaponProficiencies['Forgery'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Gaming'] = {
- 'slots': 1,
- 'abilityScore': '@{Charisma}',
- 'modifier': 0
-}
-NonweaponProficiencies['Gem-Cutting'] = {
+ 'modifier': 0,
+ 'classes': 'Rogue/Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Gem-Cutting'] = {
'slots': 2,
'abilityScore': '@{Dexterity}',
- 'modifier': -2
-}
-NonweaponProficiencies['Healing'] = {
+ 'modifier': -2,
+ 'classes': 'Rogue/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Healing'] = {
'slots': 2,
'abilityScore': '@{Wisdom}',
- 'modifier': -2
-}
-NonweaponProficiencies['Heraldry'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Herbalism'] = {
+ 'modifier': -2,
+ 'classes': 'Priest',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Herbalism'] = {
'slots': 2,
'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Hunting'] = {
+ 'modifier': -2,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Hunting'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
- 'modifier': -1
-}
-NonweaponProficiencies['Juggling'] = {
+ 'modifier': -1,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Juggling'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Jumping'] = {
+ 'modifier': -1,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Jumping'] = {
'slots': 1,
'abilityScore': '@{Strength}',
- 'modifier': 0
-}
-NonweaponProficiencies['Languages, Ancient'] = {
+ 'modifier': 0,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Languages, Ancient'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Languages, Modern'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Leatherworking'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Local History'] = {
+ 'modifier': 0,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Local History'] = {
'slots': 1,
'abilityScore': '@{Charisma}',
- 'modifier': 0
-}
-NonweaponProficiencies['Mining'] = {
- 'slots': 2,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -3
-}
-NonweaponProficiencies['Mountaineering'] = {
+ 'modifier': 0,
+ 'classes': 'Priest/Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Mountaineering'] = {
'slots': 1,
'abilityScore': 'NA',
- 'modifier': 'NA'
-}
-NonweaponProficiencies['Musical Instrument'] = {
+ 'modifier': 'NA',
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Musical Instrument'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Navigation'] = {
+ 'modifier': -1,
+ 'classes': 'Priest/Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Navigation'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Pottery'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -2
-}
-NonweaponProficiencies['Reading Lips'] = {
+ 'modifier': -2,
+ 'classes': 'Priest/Warrior/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Reading Lips'] = {
'slots': 2,
'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Reading/Writing'] = {
+ 'modifier': -2,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Reading/Writing'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
- 'modifier': +1
-}
-NonweaponProficiencies['Religion'] = {
+ 'modifier': +1,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Religion'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
- 'modifier': 0
-}
-NonweaponProficiencies['Riding, Airborne'] = {
- 'slots': 2,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -2
-}
-NonweaponProficiencies['Riding, Land-based'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': +3
-}
-NonweaponProficiencies['Rope Use'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': 0
-}
-NonweaponProficiencies['Running'] = {
+ 'modifier': 0,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Running'] = {
'slots': 1,
'abilityScore': '@{Constitution}',
- 'modifier': -6
-}
-NonweaponProficiencies['Seamanship'] = {
+ 'modifier': -6,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Set-Snares'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
- 'modifier': +1
-}
-NonweaponProficiencies['Seamstress/Tailor'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Set-Snares'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Singing'] = {
- 'slots': 1,
- 'abilityScore': '@{Charisma}',
- 'modifier': 0
-}
-NonweaponProficiencies['Spellcraft'] = {
+ 'modifier': -1,
+ 'classes': 'Rogue/Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Spellcraft'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Stonemasonry'] = {
- 'slots': 1,
- 'abilityScore': '@{Strength}',
- 'modifier': -2
-}
-NonweaponProficiencies['Survival'] = {
+ 'modifier': -2,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Survival'] = {
'slots': 2,
'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Swimming'] = {
- 'slots': 1,
- 'abilityScore': '@{Strength}',
- 'modifier': 0
-}
-NonweaponProficiencies['Tightrope Walking'] = {
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Tightrope Walking'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
- 'modifier': 0
-}
-NonweaponProficiencies['Tracking'] = {
+ 'modifier': 0,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Tracking'] = {
'slots': 2,
'abilityScore': '@{Wisdom}',
- 'modifier': 0
-}
-NonweaponProficiencies['Tumbling'] = {
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Tumbling'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
- 'modifier': 0
-}
-NonweaponProficiencies['Ventriloquism'] = {
+ 'modifier': 0,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Ventriloquism'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Weather Sense'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -1
-}
-NonweaponProficiencies['Weaponsmithing'] = {
+ 'modifier': -2,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Weaponsmithing'] = {
'slots': 3,
'abilityScore': '@{Intelligence}',
- 'modifier': -3
-}
-NonweaponProficiencies['Weaving'] = {
+ 'modifier': -3,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+//#endregion
+
+//#region The Complete Thief's Handbook
+nonweaponProficiencies['Alertness'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': +1,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Animal Noise'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Begging'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Boating'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': +1,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Fast-Talking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Fortune Telling'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Information Gathering'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
- 'modifier': -1
-}
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Intimidation'] = {
+ 'slots': 1,
+ 'abilityScore': '',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Locksmithing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Looting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Observation'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Trailing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Voice Mimicry'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+//#endregion
+
+//#region The Complete Book of Dwarves
+nonweaponProficiencies['Boatwright'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Dwarf Runes'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Fungi Recognition'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': +3,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Local Dwarf History'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Sign Language'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Signalling'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Slow Respiration'] = {
+ 'slots': 1,
+ 'abilityScore': '@{NA}',
+ 'modifier': 'NA',
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Smelting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Sound Analysis'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Survival, Underground'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Underground Navigation'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Survival (Hill, Mountain)'] = {
+ 'slots': 1,
+ 'abilityScore': '@{NA}',
+ 'modifier': 'NA',
+ 'classes': 'Warrior',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Pest Control'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': 'Thief',
+ 'book': 'The Complete Book of Dwarves'
+};
+//#endregion
+
+//#region The Complete Bard's Handbook
+nonweaponProficiencies['Acting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+nonweaponProficiencies['Chanting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+nonweaponProficiencies['Craft Instrument'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+nonweaponProficiencies['Crowd Working'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+nonweaponProficiencies['Poetry'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+nonweaponProficiencies['Whistling/Humming'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+//#endregion
+
+//#region The Complete Book of Humanoids
+nonweaponProficiencies['Cheesemaking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Danger Sense'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': +1,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Drinking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Constitution}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Eating'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Constitution}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Hiding'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Winemaking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Close-quarter Fighting'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': 'Warrior/Rogue',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Natural Fighting'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Strength}',
+ 'modifier': +1,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Wild Fighting'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Constitution}',
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Book of Humanoids'
+};
+//#endregion
+
+//#region The Complete Ranger's Handbook
+nonweaponProficiencies['Cartography'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Distance Sense'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Falconry'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Persuasion'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Riding, Sea-based'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Signaling'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Camouflage'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': 'Fighter/Rogue',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Foraging'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Warrior/Rogue',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Spelunking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Trail Marking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Trail Signs'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -1,
+ 'classes': 'Warrior/Rogue',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Veterinary Healing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -3,
+ 'classes': 'Priest',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Weaponsmithing, Crude'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -3,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+//#endregion
+
+//#region The Complete Paladin's Handbook
+nonweaponProficiencies['Bureaucracy'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': 'Priest/Rogue',
+ 'book': 'The Complete Paladin\'s Handbook'
+};
+nonweaponProficiencies['Diagnostics'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': 'Priest',
+ 'book': 'The Complete Paladin\'s Handbook'
+};
+nonweaponProficiencies['Jousting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': +2,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Paladin\'s Handbook'
+};
+nonweaponProficiencies['Law'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': 'Warrior/Priest',
+ 'book': 'The Complete Paladin\'s Handbook'
+};
+nonweaponProficiencies['Oratory'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': 'Warrior/Priest',
+ 'book': 'The Complete Paladin\'s Handbook'
+};
+//#endregion
/* ---- Wizard spells start ---- */
@@ -23965,7 +27158,7 @@ wiz3['Dispel Magic'] = {
'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**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/}}{{c4-1= innate ability}}{{c5-1=Wand}}{{c6-1=Staff}}{{c7-1=Potion}}{{c8-1=Other magic}}{{c9-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of}}{{c4-2= other caster}}{{c5-2=6th level}}{{c6-2=8th level}}{{c7-2=12th level}}{{c8-2=12th, unless special}}{{c9-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c4-3=Effect negated}}{{c5-3=*}}{{c6-3=*}}{{c7-3=Potion destroyed}}{{c8-3=*}}{{c9-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.',
+ '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 You dispel all effects and potions at level [[1d20-11+[[@{level-wizard}]] ]] and below!\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**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/}}{{c4-1= innate ability}}{{c5-1=Wand}}{{c6-1=Staff}}{{c7-1=Potion}}{{c8-1=Other magic}}{{c9-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of}}{{c4-2= other caster}}{{c5-2=6th level}}{{c6-2=8th level}}{{c7-2=12th level}}{{c8-2=12th, unless special}}{{c9-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c4-3=Effect negated}}{{c5-3=*}}{{c6-3=*}}{{c7-3=Potion destroyed}}{{c8-3=*}}{{c9-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.',
};
wiz3['Explosive Runes'] = {
@@ -24087,6 +27280,7 @@ wiz3['Haste'] = {
'saving-throw': 'None',
'materials': 'A shaving of licorice root',
'reference': '',
+ 'book': 'PHB',
'damage': '',
'damage-type': '',
'healing': '',
@@ -27920,7 +31114,6 @@ wiz9['Wish'] = {
//#endregion
//region The Complete Wizard's Handbook
-
wiz1['Copy'] = {
'level': '1',
'school': 'Evocation',
@@ -27937,7 +31130,7 @@ wiz1['Copy'] = {
'damage-type': '',
'healing': '',
'effect': '*Copy* enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of sufficient size to hold the *copy*. The caster holds the blank object over the object to be copied, then casts the spell; the *copy* immediately appears on the formerly blank object. The *copy* is permanent and is a perfect duplicate of the original.\n *Copy* can also be used to copy spells from a new spell book into the caster’s spell book, assuming the caster’s spell book is of sufficient size to contain the new spells. The caster must first roll to see if he can learn the new spells; if so, he can cast *copy* to instantly copy them into his spell book.'
-}
+};
wiz1['Chromatic Orb'] = {
'level': '1',
@@ -27955,7 +31148,7 @@ wiz1['Chromatic Orb'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell causes a 4-inch-diameter sphere to appear in the caster’s hand. Within the limits described below, the sphere can appear in a variety of colors; each color indicates a different special power. The caster can hurl the sphere at an opponent up to 30 yards away, providing there are no barriers between the caster and the target. If the target is no more than 10 yards away, the caster’s to hit roll is made with a +3 bonus. If the target is 10-20 yards away, the caster’s roll is made with a +2 bonus. If the target is 20-30 yards away, the caster’s roll is made with a +1 bonus.\n If the *chromatic orb* misses its target, it dissipates without effect. If the target creature makes a successful saving throw, the *chromatic orb* is also ineffective. Otherwise, the color of the *orb* determines the amount of damage inflicted and its special power, as summarized on Table 16; details about the special powers are listed below. The caster can create a single *orb* of any color listed for his level or lower; for instance, a 3rd-level wizard can create an orange, red, or white *orb*.\n\n *Light* from the *orb* causes the victim to become surrounded by light to a radius of 20 feet, as if affected by a *light* spell. The effect lasts for 1 round, during which time the victim makes his attack rolls and saving throws at a -4 penalty, and his AC is penalized by 4.\n *Heat* from the *orb* is intense enough to melt 1 cubic yard of ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity (or for victims without these attributes, -1 to hit and a penalty of 1 to AC) for 1 round.\n *Fire* from the *orb* ignites all combustible materials within 3 feet of the victim.\n *Blindness* from the *orb* causes the victim to become *blind* as per the spell. The effect lasts for 1 round/level of the caster ([[@{level-wizard}]] rounds).\n *Stinking cloud* from the *orb* surrounds the victim in a 5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling and unable to attack until he leaves the area of the vapors.\n *Magnetism* from the *orb* has an effect only if the victim is wearing armor made from iron. The iron armor becomes magically magnetized for 3-12 (3d4) rounds. Other iron objects within 3 feet of the caster will stick tight to the magnetized armor; only *dispel magic* or a similar spell can release the stuck items. At the end of the spell\'s duration, the stuck items are released.\n *Paralysis* from the *orb* causes the victim to become paralyzed for 6-20 (2d8 + 4) rounds; a successful saving throw vs. paralyzation halves the number of rounds.\n *Petrification* from the *orb* turns the victim to stone. If the victim successfully saves vs. petrification, he avoids turning to stone and instead is *slowed* (as per the spell) for 2-8 (2d4) rounds.\n *Death* from the *orb* causes the victim to die. If the victim successfully saves. vs death magic, he avoids death and instead is paralyzed for 2-5 (1d4 +1) rounds.}}{{c1-1=**Table 16: Chromatic Orb Effects**\n\n}}{{cs1-1=4}}{{cc2-1=bottom}}{{c2-1=**Level of**\n**Caster**}}{{c3-1=1st}}{{c4-1=2nd}}{{c5-1=3rd}}{{c6-1=4th}}{{c7-1=5th}}{{c8-1=6th}}{{c9-1=7th}}{{c10-1=10th}}{{c11-1=12th}}{{cc2-2=bottom}}{{c2-2=**Color of Orb**\n**Generated**}}{{c3-2=White}}{{c4-2=Red}}{{c5-2=Orange}}{{c6-2=Yellow}}{{c7-2=Green}}{{c8-2=Turquoise}}{{c9-2=Blue}}{{c10-2=Violet}}{{c11-2=Black}}{{c2-3=**Hit Points**\n**of Damage**}}{{c3-3=1-4}}{{c4-3=1-6}}{{c5-3=1-8}}{{c6-3=1-10}}{{c7-3=1-12}}{{c8-3=2-8}}{{c9-3=2-16}}{{c10-3=*slow*}}{{c11-3=*paralysis*}}{{cc2-4=bottom}}{{c2-4=**Special**\n**Power**}}{{c3-4=Light}}{{c4-4=Heat}}{{c5-4=Fire}}{{c6-4=Blindness}}{{c7-4=Magnetism}}{{c8-4=Paralysis}}{{c9-4=Stinking Cloud}}{{c10-4=Petrification}}{{c11-4=Death'
-}
+};
wiz1['Corpse Visage'] = {
'level': '1',
@@ -27973,7 +31166,7 @@ wiz1['Corpse Visage'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell transforms the caster’s face or the face of any creature touched by the caster into the horrifying visage of a rotting corpse. The effect of this illusion is so startling that when it is viewed by opponents, the wizard\'s party adds a modifier of +2 to their surprise roll. Creatures with low Intelligence or higher (Intelligence of 5 or greater) and with 1 Hit Die or less (or who are 1st level or lower) must make a successful saving throw when first viewing *corpse visage* or flee in terror for 1-4 rounds.\n *Corpse visage* does not distinguish between friend and foe, and all who view it are subject to its effects. If the spell is cast upon an unwilling victim, the victim is allowed a saving throw to avoid the effect.'
-}
+};
wiz1['Detect Disease'] = {
'level': '1',
@@ -27991,7 +31184,7 @@ wiz1['Detect Disease'] = {
'damage-type': '',
'healing': '',
'effect': '*Detect disease* reveals to the wizard whether a subject creature or object carries a disease, whether normal or magical. Additionally, there is a 10 percent chance per level of the caster that he is able to identify the exact type of disease. Currently [[10*[[@{level-wizard}]] ]]% chance to identify type of disease'
-}
+};
wiz1['Divining Rod'] = {
'level': '1',
@@ -28009,7 +31202,7 @@ wiz1['Divining Rod'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell enables the caster to enchant the branch of a ginkgo or fruit tree to locate a common item that is hidden from view. Unlike *locate object*, the caster does not need to have a specific mental image of a particular item; rather, he only needs to state the name of the general type of item he wishes to locate, such as buried treasure, edible plants, or fresh water. However, *divining rod* will not locate invisible or magical items, nor will it locate items protected by *obscure item* or a similar spell.\n Once the branch is enchanted, the caster holds the branch with both hands. If the desired item is within the range of the spell, the enchanted branch points in the direction of the item and gently pulls the caster along. The spell is not blocked by lead or any other substance. However, if an impenetrable obstacle is reached, such as the ground or a wall, the branch presses against it and stops. If there is no item matching the description within the spell range, the branch does not react, although the caster can move about and continue to search.'
-}
+};
wiz1['Protection from Hunger and Thirst'] = {
'level': '1',
@@ -28027,7 +31220,7 @@ wiz1['Protection from Hunger and Thirst'] = {
'damage-type': '',
'healing': '',
'effect': 'When *protection from hunger and thirst* is cast, the recipient requires no food, water, or nourishment of any kind for the duration of the spell. The recipient can be the caster or anyone he touches. Each day the caster (or the subject of the caster’s choice) is under the effect of the spell, he is fully nourished as if he had eaten and drunk normally. At the end of the spell\'s duration, the subject is no more hungry or thirsty than he was when the spell was originally cast.'
-}
+};
wiz2['Choke'] = {
'level': '2',
@@ -28045,7 +31238,7 @@ wiz2['Choke'] = {
'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*.'
-}
+};
wiz2['Death Recall'] = {
'level': '2',
@@ -28063,7 +31256,7 @@ wiz2['Death Recall'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell enables the caster to visualize the final minutes of the life of any creature or person that died within the previous 24 hours. When the caster touches the subject’s corpse, the caster goes into a trance. The caster then has a vision of the final 10 minutes of the subject’s life as seen by the subject himself. The vision ends with the last scene the subject saw before he died, at which time the caster awakens from his trance and the spell is over.'
-}
+};
wiz2['Detect Life'] = {
'level': '2',
@@ -28081,7 +31274,7 @@ wiz2['Detect Life'] = {
'damage-type': '',
'healing': '',
'effect': 'By use of this spell, the caster can determine if a creature is alive, including creatures in a coma or trance, or under the influence of *feign death*. Any form of mental protection prevents the effectiveness of this spell, as does any thickness of metal. An inch of stone or wood is treated as 10 feet of open space for the purpose of determining whether the spell functions.'
-}
+};
wiz2['Filter'] = {
'level': '2',
@@ -28099,7 +31292,7 @@ wiz2['Filter'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates an invisible globe of protection that filters out all noxious elements from poisonous vapors; therefore, a creature protected by *filter* takes no damage and suffers no penalties from poison gas of any kind, including those created magically (such as *stinking cloud*). The exceptions are poisonous vapors created by a dragon’s breath weapon (such as the chlorine gas of a green dragon); in these cases, the creature protected by *filter* suffers half-damage.'
-}
+};
wiz2['Ghoul Touch'] = {
'level': '2',
@@ -28117,7 +31310,7 @@ wiz2['Ghoul Touch'] = {
'damage-type': '',
'healing': '',
'effect': 'When this spell is in effect, the caster’s touch causes any single human, dwarf, gnome, half-elf, or halfling to become rigid for 3-8 (1d6 +2) rounds unless the victim makes a successful saving throw vs. paralyzation. Additionally, the paralyzed victim exudes a carrion stench in a 10-foot radius that causes retching and nausea. Those within this area who fail to save vs. poison will make their attacks with a -2 penalty until the spell reaches the end of its duration.'
-}
+};
wiz2['Ice Knife'] = {
'level': '2',
@@ -28135,7 +31328,7 @@ wiz2['Ice Knife'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell fires a dagger of ice at the target. The caster makes a normal attack roll as if attacking with a missile weapon, factoring in the range from the attacker to the target (the *ice knife* has a long range of 30 yards, a medium range of 20 yards, and a short range of 10 yards). A successful hit causes 2-8 (2d4) hit points of damage. If the *ice knife* misses its target, consult the rules for grenade-like missiles on pages 62-63 of the *Dungeon Master’s Guide* to determine where it lands.\n When an *ice knife* strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius must make a successful saving throw vs. paralyzation or suffer 1-4 hit points of cold damage and become numb for 1-3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Proximity to major sources of heat, such as a roaring bonfire, improves a creature’s saving throw by +2.\n An *ice knife* that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the *ice knife* is touched, it instantly shatters, releasing a wave of cold as described above. If a lost *ice knife* is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature.'
-}
+};
wiz2['Vocalize'] = {
'level': '2',
@@ -28153,7 +31346,7 @@ wiz2['Vocalize'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell allows the recipient to cast spells that normally require a verbal component without the caster needing to make a sound. Such spells must be cast within the duration of the *vocalize* spell. This spell is also useful in situations where quiet is desired, or when the recipient is under the influence of a *silence* spell.\n *Vocalize* does not negate a *silence* spell, but merely offsets it for the purpose of spell casting; if a spell caster under the effect of *vocalize* casts a spell that has some audible effect, that sound will be masked for as long as *silence* remains in force. *Vocalize* does not affect normal vocal communication.'
-}
+};
wiz3['Bone Club'] = {
'level': '3',
@@ -28171,7 +31364,7 @@ wiz3['Bone Club'] = {
'damage-type': '',
'healing': '',
'effect': 'A wizard can use this spell to enchant a bone, causing it to become a magical club. This magical weapon acts as a *club +4* against undead, inflicting 5-10 (1d6 +4) hit points of damage, and a *club +1* against all other opponents, inflicting 2-7 (1d6 + 1) hit points of damage. The bone can be from any animal, providing the bone normally could be wielded as a club; for instance, a human femur could be enchanted by this spell, but a skull could not. At the end of the spell’s duration, the *bone club* reverts to a normal bone.\n If the proficiency rules are being used, characters with a weapon proficiency with a club also have a profiency with a *bone club*. Those wielding a *bone club* without the club profiency suffer the penalties described on page 52 of the *Player’s Handbook*.'
-}
+};
wiz3['Delay Death'] = {
'level': '3',
@@ -28189,7 +31382,7 @@ wiz3['Delay Death'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell enables one person or creature to postpone death. If *delay death* is cast before the indicated creature or person reaches 0 hit points, he is able to fight, cast spells, communicate, and take all other normal actions until he reaches -10 hit points. However, from the time he reaches 0 hit points until he is reduced to -10 hit points, the affected person or creature makes all attack rolls and saving throws at a -2 penalty, and his movement rate is reduced by half.\n When the subject reaches -10 hit points, he is dead and *Delay death* is no longer in effect. Note that the spell has a limited duration; if the spell expires after the affected subject has reached 0 hit points but before he has been reduced to -10 hit points, the subject dies instantly. A deceased subject previously under the effect of *delay Death* can be raised normally by raise dead and similar spells.'
-}
+};
wiz3['Hovering Skull'] = {
'level': '3',
@@ -28207,7 +31400,7 @@ wiz3['Hovering Skull'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates a glowing human skull with sharp fangs. The skull hovers about a foot above the caster’s shoulder; as the caster moves, the skull hovers along with him. If the caster stops moving and concentrates, he can mentally command the *hovering skull* to move in any direction within a 30- foot radius.\n The caster can see through the skull’s eyes as if they were his own; for instance, the *hovering skull* could be ordered to investigate a dark cave or peek over a high wall. Additionally, the caster can order the *hovering skull* to attack victims with its razor-sharp teeth. If the caster’s concentration is interrupted while controlling the skull, the skull immediately drops to the ground (but it takes no damage). If the caster resumes concentration, he can continue to command the skull.\n The *hovering skull* has the same statistics as the caster, except the skull has 3 hit points and inflicts 1-6 hit points of damage with its bite. Attacks directed at the skull do not harm the caster, nor does damage directed at the caster affect the skull.'
-}
+};
wiz3['Invisible Mail'] = {
'level': '3',
@@ -28225,7 +31418,7 @@ wiz3['Invisible Mail'] = {
'damage-type': '',
'healing': '',
'effect': 'A variation of the *armor* spell, this spell enables the caster to cover his body with an invisible suit of plate mail to temporarily raise his AC to 3. Its effects are not cumulative with other armor or magical protection (a character cannot improve his AC better than 3 through use of this spell), but Dexterity bonuses still apply.\n For each level of the caster, the *invisible mail* absorbs 1 hit point of damage that would normally hit AC 3 ([[@{level-wizard}]] points of damage); however, the *invisible mail* offers no protection against magical weapons or attacks. When the *invisible mail* has absorbed as many hit points of damage as the wizard has levels of experience, the *invisible mail* disappears. The *invisible mail* does not hinder movement, nor does it add weight or encumbrance. It does not interfere with spell casting.\n Example: A wizard with a normal AC of 10 has shielded himself with *invisible mail*. The first opponent attacks with a normal dagger; the attack is made against the AC 3 of the *invisible mail*. The attack is successful, causing 2 hit points of damage, but this damage is absorbed by the *invisible mail* and the wizard is unharmed. A second attack is made with a sword +1. The invisible armor offers no protection against this magical weapon, so the attack is made against the wizard’s normal AC of 10.'
-}
+};
wiz3['Iron Mind'] = {
'level': '3',
@@ -28243,7 +31436,7 @@ wiz3['Iron Mind'] = {
'damage-type': '',
'healing': '',
'effect': 'The person or creature affected by *iron mind* is immune to all *charm* and *hold* spells for a full hour. Additionally, he automatically disbelieves all illusions cast by 3rd-level wizards (or their equivalent) or lower.'
-}
+};
wiz3['Pain Touch'] = {
'level': '3',
@@ -28261,7 +31454,7 @@ wiz3['Pain Touch'] = {
'damage-type': '',
'healing': '',
'effect': '*Pain touch* enables the caster to touch an opponent in such a way as to induce extreme pain. The spell works if the caster touches any exposed part of an opponent’s body. The caster must be within arm’s length of the opponent for the spell to work. The spell requires a normal attack roll.\n The pain causes no damage, but for the next 1-4 rounds, the victim will be -2 on his chance to hit and his AC is worsened by 2. The caster can cast the spell and touch the victim in the same round. *Pain touch* is only effective on human, demihuman, and humanoid opponents.'
-}
+};
wiz3['Snapping Teeth'] = {
'level': '3',
@@ -28279,7 +31472,7 @@ wiz3['Snapping Teeth'] = {
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster causes a set of teeth to appear on a person or object; the teeth appear in the exact location touched by the caster. The *snapping teeth* are contained in a mouth-like orifice about 6 inches in diameter and are capable of snapping at victims within 1 foot. A person or creature with the *snapping teeth* can cause them to snap at will, effectively giving him an extra attack per round. A normal attack roll is made, and a successful hit inflicts 1-4 hit points of damage. Note that the victim must be within range of the teeth and that normal facing considerations must be accounted for (for instance, *snapping teeth* in the back of a person’s head can only attack victims that are behind the person).\n *Snapping teeth* can also be placed on a non-living object, such as a tree or a door. In such cases, the *snapping teeth* are invisible until they make an attack. The *snapping teeth* will attack any victim that comes within 1 foot; they attack as a 4 HD monster, and each successful hit causes 1-4 hit points of damage. These attacks are automatic and are not controlled by the caster. Attacks cannot be directed against the *snapping teeth*, but *dispel magic* causes them to vanish.'
-}
+};
wiz4['Duplicate'] = {
'level': '4',
@@ -28297,7 +31490,7 @@ wiz4['Duplicate'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates an exact copy of any single item the caster touches. The item to be copied must fit inside a 20-foot cube. The spell has no effect on living creatures, including undead, nor will it copy magical items. The *duplicated* item is identical to the original in every way--for instance, a *duplicated* sword can be wielded to inflict damage as a normal sword--but *detect magic* can reveal its true nature and *dispel magic* can cause it to disappear. The *duplicated* object exists for 1 hour/level of the caster, at which time it vanishes; permanency does not affect *duplicated* items.'
-}
+};
wiz4['Fire Aura'] = {
'level': '4',
@@ -28315,7 +31508,7 @@ wiz4['Fire Aura'] = {
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster surrounds his body with an aura of magical green fire. The *fire aura* extends 1 foot from the caster’s body and provides illumination in a 10-foot radius. The *fire aura* provides complete immunity to all forms of fire, both natural and magical; the flames can be extinguished only by *dispel magic* or a similar spell. Those touching the *fire aura* suffer 2-8 (2d4) hit points of damage; additionally, if the touched victim fails to make his saving throw, his body is set afire with green flames.\n The flames persist for 2-8 (2d4) rounds and can be extinguished only by *dispel magic* or a similar spell. Each round the victim is engulfed in these flames, he suffers an additional 1-6 hit points of damage; the victim’s attack rolls are made with a -2 penalty during this time.'
-}
+};
wiz4['Halo of Eyes'] = {
'level': '4',
@@ -28333,7 +31526,7 @@ wiz4['Halo of Eyes'] = {
'damage-type': '',
'healing': '',
'effect': '*Halo of eyes* creates a halo of functional eyeballs that sits atop the caster’s head, enabling the caster to see in all directions at the same time. Additionally, these magical eyes all have infravison to a distance of 60 yards. The caster can see opponents on all sides of him, providing they are not *invisible*, and therefore can never by struck from behind or suffer a penalty for a back attack. Under normal conditions, the caster cannot be surprised. Attacks cannot be directed against the magical eyeballs, but their vision is obscured by *blindness* and other magical and natural effects that would hinder the wizard’s normal sight.'
-}
+};
wiz4['Otiluke\'s Dispelling Screen'] = {
'level': '4',
@@ -28351,7 +31544,7 @@ wiz4['Otiluke\'s Dispelling Screen'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates a shimmering screen of violet energy in any shape the caster desires. Any creature passing through the screen is affected by *dispel magic* with the same level of effectiveness as that spell cast by the wizard.'
-}
+};
wiz4['Wind Breath'] = {
'level': '4',
@@ -28369,7 +31562,7 @@ wiz4['Wind Breath'] = {
'damage-type': '',
'healing': '',
'effect': 'A variation of *gust of wind*, this spell allows the caster to fill his lungs with air and expel a powerful wind. The strength of this wind is about 5 miles per hour for every level of the caster ([[5*[[@{level-wizard}]] ]] miles per hour). Those outside the area of effect do not notice the tremendous winds, though objects may be blown out of the spell’s area into their path. The DM should determine the precise effects of the *wind breath* using the following parameters as guidelines.\n If the *wind breath* is 30-50 miles per hour, there is a 10 percent chance that small boats capsize, a 1 percent chance that ships capsize, and a 10 percent chance that a man is knocked down. There is a 20 percent chance that branches snap, light articles are blown away, and tents and sails tear. Creatures caught in the cone of the *wind breath* suffer 1 hit points of damage from blown sand and grit.\n If the *wind breath* is 50-70 miles per hour, there is a 70 percent chance that small boats capsize, a 20 percent chance that ships capsize, and a 50 percent chance that a man is knocked down. Trees bend and there is a 70 percent chance that branches snap, and a 20 percent chance that a trunk snaps. Medium-sized articles are blown away, and there is a 50 percent chance that tents and sails are torn, and a 40 percent chance that shacks are blown down. Creatures caught in the cone of the *wind breath* suffer 1-4 hit points of damage from sand and grit. Flying creatures are blown back 10-40 (10d4) feet.)\n If the *wind breath* is 70 miles per hour or more, there is a 100 percent chance that small boats capsize, a 70 percent chance that ships capsize, and a 70 percent chance that a man is knocked down and blown 10-40 (10d4) feet to suffer 1-6 hit points of damage per 10 feet blown. There is a 70 percent chance that tree trunks snap, and a 100 percent chance that branches are ripped from trees. Heavy articles are blown away, medium articles are ripped from fastenings, and tents and sails have a 70 percent chance of being destroyed. There is a 20 percent chance that common buildings are blown down and a 60 percent chance that shacks are flattened. Creatures caught in the cone of the *wind breath* suffer 1-8 hit points of damage from blown objects. Flying creatures are blown back 50-100 (40+10d6) feet.'
-}
+};
wiz5['Force Shapechange'] = {
'level': '5',
@@ -28387,7 +31580,7 @@ wiz5['Force Shapechange'] = {
'damage-type': '',
'healing': '',
'effect': 'With this spell, the caster can force any shapechanger or magic-wielder using any form of a *shapechanging* spell to instantly revert to his true form (or his most common form). To use the spell, the caster points at creatures he knows or believes to be shapechangers. If the creatures are indeed shapechangers, they must make a successful saving throw or immediately revert to their true form and suffer 3-30 (3d10) hit points of damage from the wracking pain caused by the forced change. The change takes a full round, during which time a victim can take no other actions. If the saving throw was successful, the victim does not change form, but still suffers half damage (2d10/2).'
-}
+};
wiz5['Invulnerability to Normal Weapons'] = {
'level': '5',
@@ -28405,7 +31598,7 @@ wiz5['Invulnerability to Normal Weapons'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates an immobile, faintly shimmering magical sphere around the caster that cannot be penetrated by non-magical blunt weapons, edged weapons, or missile weapons. The caster can use these weapons from inside the sphere to attack opponents normally. Spells can also be cast through the sphere. The sphere can be negated by *dispel magic*.'
-}
+};
wiz5['Know Value'] = {
'level': '5',
@@ -28423,7 +31616,7 @@ wiz5['Know Value'] = {
'damage-type': '',
'healing': '',
'effect': '*Know value* enables the caster to know the total value of all coins, gems, and jewelry within the area of effect, within the limits that follow.\n The items must be clearly visible. They cannot be concealed on people, hidden in a chest, or buried in the ground. The items must also be contained within an area no larger than a 10-foot cube, and this area can be no farther than 10 yards from the caster.\n Further, *know value* will only reveal the value of 75% of the total number of objects in a treasure pile, up to a maximum of 10 pieces; the DM determines which pieces the spell affects, and the caster does not know which particular pieces have been appraised. The spell does not detect the presence or value of magical items, and it ignores the value of personal property, such as clothing, weapons, and other equipment. *Know value* does not reveal the number or nature of any type of hidden objects.'
-}
+};
wiz5['Mordenkainen\'s Private Sanctum'] = {
'level': '5',
@@ -28441,7 +31634,7 @@ wiz5['Mordenkainen\'s Private Sanctum'] = {
'damage-type': '',
'healing': '',
'effect': 'With this spell, privacy is ensured in a room of up to 1600 square feet (40 feet x 40 feet, or the equivalent). From the outside, the windows of the room appear to be dark and cloudy, preventing those with normal vision, infravision, or any other type of vision from seeing inside. Those inside the room can see out the windows as they normally would. No sounds of any kind can escape from the room. Scrying attempts, such as *ESP*, *clairaudience*, *clairvoyance*, and *crystal balls* cannot penetrate the room, and a *wizard eye* cannot enter. The caster can leave the room without affecting the spell.'
-}
+};
wiz5['Mummy Rot'] = {
'level': '5',
@@ -28459,7 +31652,7 @@ wiz5['Mummy Rot'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell allows the caster to attack with a rotting touch similar to that of a mummy. If the caster touches a human, demihuman, or humanoid victim, the victim immediately loses 2-12 (2d6) hit points and is infected with a rotting disease which is fatal in 1-6 months. For each month the rot progresses, the victim permanently loses 2 points of Charisma. While infected, the victim recovers lost hit points at 10 percent of his normal rate.\n The rotting disease can be cured only with a *cure disease* spell; *cure wounds* has no effect. A *regenerate* spell will restore damage but will not otherwise affect the course of the disease. If a victim makes a successful saving throw, he is not infected, but he still suffers 2-12 hit points of damage.'
-}
+};
wiz5['Rary\'s Telepathic Bond'] = {
'level': '5',
@@ -28477,7 +31670,7 @@ wiz5['Rary\'s Telepathic Bond'] = {
'damage-type': '',
'healing': '',
'effect': 'With this spell, the caster forms a telepathic bond between two or more creatures with Intelligence of 6 or higher. The bond can be established only between willing creatures who are within 20 yards of each other. The creatures need not speak the same language to communicate via the bond. The bond can be placed upon one creature for every three levels of the caster ([[floor([[@{level-wizard}]]/3)]] creatures); therefore, a 9th-level caster can forge a bond among three creatures. The bonded creatures can remain in mental contact as long as they remain on the same plane of existence. If either creature enters a different plane, the spell is terminated.\n *Rary’s telepathic bond* can be cast only once to affect a single pair of subjects. However, if the caster is able to cast the spell twice, the same subjects can be affected again. Example: A wizard can cast *telepathic bond* twice. The first casting links Subject A to Subject B. The second casting can affect Subject A again, linking him with Subject C.'
-}
+};
wiz5['Throbbing Bones'] = {
'level': '5',
@@ -28495,7 +31688,7 @@ wiz5['Throbbing Bones'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell causes the bones of the affected creature to throb and pulsate inside his body. The spell can be cast upon any single living creature or person within the caster’s range, providing the creature has a physical form and has bones inside its body; for instance, *throbbing bones* will not affect insects, ghosts, or worms.\n For the duration of the spell, the affected creature’s AC is worsened by 2, its movement rate is halved, and all its attacks are made with a -2 penalty. Additionally, it suffers 1-4 hit points of damage per round; this damage is halved if the creature makes a successful saving throw. However, a successful saving throw has no affect on the movement, attack, and AC penalties.'
-}
+};
wiz5['Wall of Bones'] = {
'level': '5',
@@ -28513,7 +31706,7 @@ wiz5['Wall of Bones'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell causes a wall of bones to erupt from the earth in whatever shape the caster desires within the limits of the area of effect. The wall is a random construction of bones from many types of creatures. The wall need not be vertical, but it must rest upon a firm foundation or it will collapse. Since the wall has many small openings and gaps, it provides only 50 percent cover. Missiles can easily be fired from behind the wall, and creatures of small size (less than 4 feet tall) can wriggle through openings in the wall at the rate of 10 feet per round. However, the wall has many sharp edges and creatures wriggling through it suffer 1-8 hit points of damage per 10 feet traveled.\n If the spell is cast in an area occupied by creatures, the *wall of bones* appears everywhere except where the creatures stand. Creatures in the affected area suffer an immediate 2-16 (2d8) hit points of damage when the wall appears. The wall can be smashed by creatures wielding blunt weapons with a Strength of 18 or greater. Every 10 hit points of damage causes a 5 foot x 5 foot x 6 inch section of the wall to collapse. The *wall of bones* is unaffected by *animate dead*.'
-}
+};
wiz6['Blackmantle'] = {
'level': '6',
@@ -28531,7 +31724,7 @@ wiz6['Blackmantle'] = {
'damage-type': '',
'healing': '',
'effect': '*Blackmantle* creates a shimmering aura around all creatures within the affected area that negates all healing and regeneration, both natural and magical. For instance, a *potion of healing* has no effect on a creature under the influence of *blackmantle*, a troll cannot regenerate lost hit points, and *cure light wounds* is useless.\n *Blackmantle* is negated for any target creatures who make successful saving throws. Otherwise, it persists for 1 turn per level of the caster. If the creatures are still alive at the end of the spell’s duration, any active curative forces will operate normally; for instance, a *ring of regeneration* will resume its function. However, consuming a *potion of healing* or applying a *staff of curing* while *blackmantle* is in effect will have no affect when *blackmantle* wears off, since these types of magic work instantly. In such cases, the dose of *potion of healing* and the charge from a *staff of curing* are not only wasted, but the aura generated by *blackmantle* actually negates the *potion of healing* or the *staff of curing*, rendering it useless. If a *potion of healing* or *staff of healing* is applied after the spell wears off, the healing magic works normally.'
-}
+};
wiz6['Dead Man\'s Eyes'] = {
'level': '6',
@@ -28549,7 +31742,7 @@ wiz6['Dead Man\'s Eyes'] = {
'damage-type': '',
'healing': '',
'effect': '*Dead Man’s Eyes* causes the whites of the caster’s eyes to turn black and his pupils to reshape themselves into small white skulls. The caster can affect one victim per round, providing the victim is within 3 feet of the caster and meets his gaze. Victims are affected as follows:\n • Victims with 2 Hit Dice or fewer (or victims of level 2 or lower) instantly die. No saving throw is allowed.\n • Victims with 2+ to 5 Hit Dice (or victims of level 3-5) instantly die unless they save vs. death magic at a -2 penalty. Those who succeed in their saving throws suffer 2-12 (2d6) hit points.\n • Victims with 5+ Hit Dice or more (or victims of level 6 or greater) suffer 2-12 (2d6) hit points of damage unless they save vs. death magic.\n If the caster’s gaze is reflected back on him (by a mirror, calm water, etc.), he must make a saving throw vs. spells or suffer the same effects as a 5+ Hit Dice victim. At the end of the spell’s duration, there is a 5 percent chance that the caster will become blind for the next 5-10 (1d6 + 4) hours.'
-}
+};
wiz6['Dragon Scales'] = {
'level': '6',
@@ -28567,7 +31760,7 @@ wiz6['Dragon Scales'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell causes the body of the caster (or any single person or creature touched by the caster) to become completely covered with dragon scales, effectively raising the subject’s Armor Class by 2 for the duration of the spell; this modification is in addition to the subject’s normal AC (for instance, if the subject’s AC is 6, *dragon scales* raises it to 4).\n The color of the *dragon scales* is the same as that of the scale used as the spell’s material component; however, the color has no bearing on the effect of the spell. *Dragon scales* also temporarily reduces the subject’s Charisma by 2 points.'
-}
+};
wiz6['Invulnerability to Magical Weapons'] = {
'level': '6',
@@ -28585,7 +31778,7 @@ wiz6['Invulnerability to Magical Weapons'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates an immobile, faintly shimmering magical sphere around the caster that cannot be penetrated by magical blunt, edged, or missile weapons; all such weapons are harmlessly deflected (missile weapons strike the sphere, then immediately fall to the ground). However, the sphere offers no protection against magically-created creatures (such as golems) or from creatures whose attacks are magically based (such as the gaze of a medusa). The sphere offers no protection against spells such as *magic missile*, or spells that simulate the effects of weapons.\n The caster can use magical weapons from inside the sphere to attack opponents normally. Spells can also be cast through the sphere. The sphere can be negated by *dispel magic*.'
-}
+};
wiz6['Tentacles'] = {
'level': '6',
@@ -28603,7 +31796,7 @@ wiz6['Tentacles'] = {
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster causes two 10-foot-long greenish tentacles to grow from his body. One tentacle grows on each side of the caster’s body, centered between his armpit and his thigh. The caster can use the tentacles as normal appendages to grasp tools, use weapons, or help with climbing.\n Each tentacle can make an attack, effectively giving the caster two extra attacks per round; a tentacle can strike to inflict 1-6 hit points of damage, or it can wield a sword, dagger, or other weapon (at the same ability of the caster). The flexible tentacles can easily reach victims on any side of the caster’s body.\n If an unarmed tentacle makes a successful strike against a victim who is man-sized or smaller (less than 7 feet tall), it also grabs and holds the victim to inflict an automatic 2-8 (2d4) hit points of damage in every subsequent round. To free himself, the victim must sever the tentacle; there is no way to loosen the grip other than severing the member, killing the caster, or negating the spell with *dispel magic*. A tentacle is severed if it takes 10 hit points of damage; damage directed at the tentacle has no adverse effects on the caster.\n A caster with two intact tentacles adds a 40 percent bonus modifier to his climbing success rate (see page 161 of the Player’s Handbook,) and adds a 20 percent modifier if he has only one intact tentacle.'
-}
+};
wiz7['Zombie Double'] = {
'level': '7',
@@ -28621,7 +31814,7 @@ wiz7['Zombie Double'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates a ju-ju zombie duplicate of the caster. The *zombie double* has the same memories, consciousness, and alignment as the caster; essentially, the caster now exists in two bodies simultaneously. In all other respects, the *zombie double* is the same as a normal ju-ju zombie (AC 6; MV 9; HD 3+12; #AT 1; Dmg 3-12; SA strike as a 6 HD monster; SD immune to all mind-affecting spells, including illusions; immune to *sleep*, *charm*, *hold*, *death magic*, *magic missiles*, electricity, poisons, and cold-based spells; edged and cleaving weapons inflict normal damage while blunt and piercing weapons inflict half- damage; magical and normal fire inflicts half-damage); THAC0 16.\n The *zombie double* cannot cast spells, but it can use any weapons that the caster can use. It is also able to climb walls as a thief (92 percent). The *zombie double* can be turned as a spectre. If it strays more than 30 yards from the caster, the *zombie double* becomes inactive and collapses to the ground; it becomes active again the instant the caster moves within 30 yards.'
-}
+};
wiz8['Defoliate'] = {
'level': '8',
@@ -28639,7 +31832,7 @@ wiz8['Defoliate'] = {
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster causes all vegetation within the affected area to wither and die, crumbling into black ashes. All vegetation is affected, from the tallest tree to the tiniest blade of grass. Intelligent plant life, such as treants, are also destroyed. The power of a *wish* or its equivalent is required to restore the destroyed vegetation; otherwise, nothing can grow in the *defoliated* area for a full year. Note that since *defoliate* causes plants to crumble to ash, there is no danger of a creature being struck by a toppling tree; however, creatures hiding in trees will find themselves plummeting to the ground when this spell is cast.'
-}
+};
wiz8['Fear Ward'] = {
'level': '8',
@@ -28657,7 +31850,7 @@ wiz8['Fear Ward'] = {
'damage-type': '',
'healing': '',
'effect': '*Fear ward* creates an aura around the caster that makes him immune to all forms of *fear*, including that caused by dragons. Additionally, *fear ward* protects the caster from attacks by all forms of undead; the spell is equally effective against physical and magical attacks. *Dispel magic* has no effect on *fear ward*, but a *wish* will negate it.'
-}
+};
wiz8['Shadow Form'] = {
'level': '8',
@@ -28675,10 +31868,1748 @@ wiz8['Shadow Form'] = {
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster temporarily changes himself into a shadow. The caster gains the movement rate, Armor Class, hit dice, and all abilities of a shadow. His chilling touch (requiring a normal attack roll) inflicts 2-5 (1d4+1) hit points of damage on his victims as well as draining one point of Strength. Lost Strength returns in 2-8 (2d4) turns after being touched. If a human or demihuman victim is reduced to 0 hit points or 0 Strength by the caster in *shadow form*, the victim has lost all of his life force and is immediately drawn into the Negative Material Plane where he will forever after exist as a shadow.\n All of the caster’s weapons and equipment stay with him, but he is unable to use them while in *shadow form*. He is also unable to cast spells while in *shadow form*, but he is immune to *sleep*, *charm*, and *hold* spells, and is unaffected by cold-based attacks. He is 90 percent undetectable in all but the brightest of surroundings. Unlike normal shadows, a wizard in *shadow form* cannot be turned by priests.\n At the end of the spell’s duration, there is a 5% chance that the caster will permanently remain as a shadow. Nothing short of a *wish* can return the caster to his normal form.'
-}
+};
//#endregion
+//region Tome of Magic
+wiz1['Conjure Spell Component'] = {
+ 'level': '1',
+ 'school': 'Conjuration/Summoning',
+ 'range': '[[@{level-wizard}]] mile(s)',
+ 'duration': '1 round',
+ 'aoe': '[[3*[[@{level-wizard}]] ]] components',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 106',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, the wizard teleports desired items directly to his hand. The objects must be naturally occurring components for spells the wizard knows and they must be within spell range. The components must be items commonly found in the area, such as a twig, feather, firefly, or bit of beeswax in a forest.\n If the components lie underground or underwater at a depth greater than 10 feet, they cannot be conjured, even if the caster is at a similar depth (such as in a cavern or at the bottom of a lake).\n The spell will not cause the appearance of components whose value exceeds 1 gp. Thus, it is impossible to summon gemstones, crystals, metals, pearls, etc. Additionally, components cannot be manmade or altered from their natural state (coins, jewelry, cut or crushed gems, mirrors, etc.), nor can they be taken from someone else’s possession.\n A single *conjure spell component* spell will summon three components per level of the caster. They may be three different components or multiples of a single component.\n Attempts to conjure an animal’s body parts (such as bat fur) produce unpredictable results. The DM should roll on the table below.}}{{style=center1 sheet-spell-bottom2}}{{c1-1=**D4**\n**Roll**}}{{c2-1=1}}{{c3-1=2}}{{c4-1=3}}{{c5-1=4}}{{c1-2=**Result**}}{{c2-2=Desired component appears.}}{{c3-2=Component does not appear.}}{{c4-2=Creature is teleported to the caster.}}{{c5-2=Caster is teleported to the creature.}}{{effects2= Only animals with Intelligence scores of 1-4 can be affected by this spell. Humanoids and fantastic animals (dragons, bugbears, unicorns, etc.) cannot be affected.\n In all cases, the DM must use common sense to determine the likelihood of the component being located within spell range.'
+};
+
+wiz1['Fire Burst'] = {
+ 'level': '1',
+ 'school': 'Alteration, Evocation',
+ 'range': '[[5*[[@{level-wizard}]] ]] yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One 10’-radius circle',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 17',
+ 'book': 'Tome of Magic',
+ 'damage': '[[{[[@{level-wizard}]],10}kl1]]',
+ 'damage-type': 'Fire',
+ 'healing': '',
+ 'effect': 'When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.'
+};
+
+wiz1['Fist of Stone'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] round(s)',
+ 'aoe': 'The caster’s hand',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 17',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Upon completion of this spell, one of the caster’s hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had Strength of 18/00. Combat bonuses for Strength do not apply if the caster uses any weapon other than his fist.\n While the spell is in effect, the wizard cannot cast spells requiring somatic components.'
+};
+
+wiz1['Hornung\'s Guess'] = {
+ 'category': 'Wild Magic',
+ 'level': '1',
+ 'school': 'Divination',
+ 'range': '300 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'Component: V',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 17',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Hornung, one of the leading wizards in the field of wild magic (before his untimely disappearance while experimenting with wildwind ), developed this spell to improve the accuracy of his estimates. The spell provides a wizard with an instant and highly accurate estimate of the number of persons or objects in a group.\n The spell’s area of effect is one group of a general class of objects. All objects of the group must be within spell range and the group as a whole must be visible to the caster. The wizard need not see every individual in the group, merely the general limits of the group’s size and area. For example, a wizard on a hill could look down on a forest and estimate the number of trees in all or part of it. He could not get an estimate of the number of goblins within the forest, however, since the group as a whole (the goblins) is concealed from sight.\n The estimate generated is accurate to the largest factor of ten (rounded up). For example, if *Hornung’s guess* were cast on a group of 439 horsemen, the estimate would be 400. If there were 2,670 horsemen, the spell would estimate 3,000. If there were 37 horsemen, the answer would be 40. Clearly, using the spell on small groups (especially those with fewer than 10 members) is pointless.\n *Hornung’s guess* can be used to quickly estimate the size of treasure hoards and army units. It is particularly popular with moneylenders and generals.'
+};
+
+wiz1['Lasting Breath'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'range': '[[5*[[@{level-wizard}]] ]] yards',
+ 'duration': '1d4+[[@{level-wizard}]] rounds',
+ 'aoe': '[[@{level-wizard}]] creature(s)',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 19',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell increases the amount of time a character can hold his breath. As described in the *Player’s Handbook*, a character can hold his breath for a number of rounds equal to one-third his Constitution score. The effect of this spell is added to that figure.\n The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.'
+};
+
+wiz1['Metamorphose Liquids'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '[[@{level-wizard}]]’-cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': 'A drop of the liquid that the caster intends to create, which must be placed on the wizard’s tongue and consumed.',
+ 'reference': 'p. 19',
+ 'book': 'Tome of Magic',
+ 'damage': '[[@{level-wizard}]]d4 vs creates from the elemental plane of water',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.\n Magical liquids (such as potions) receive a saving throw vs. disintegration with a +3 bonus to avoid the spell’s effect. Fluids can be transmuted only into nonmagical liquids; it is not possible to change a magical liquid into another type of magical liquid. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poisons already consumed.\n Living creatures are unaffected by the spell, excluding those from the elemental plane of water. Such creatures are allowed a saving throw vs. spell. Failure results in 1d4 points of damage per level of the caster, while success indicates half damage. Only one creature can be affected by a single casting of this spell, regardless of the creature’s size.\n Creating poisons through use of this spell is especially dangerous.'
+};
+
+wiz1['Murdock\'s Feathery Flyer'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] round(s)',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'An eagle’s feather.',
+ 'reference': 'p. 19',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Upon casting this spell, a feathery membrane grows under the wizard’s arms, extending along his sides all the way to his feet. The membrane appears to merge with the caster’s skin and clothing.\n If the caster spreads his arms and jumps from a height, he may glide through the air. For each foot of elevation, the wizard can glide five feet horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50 feet. Gliding characters have a movement rate of 12 and Maneuverability Class E.\n A wizard attempting to carry more than his normal weight allowance plummets to the earth upon takeoff.\n When the spell expires, the feathers instantly disappear. If the wizard is airborne, he immediately plummets toward the ground.'
+};
+
+wiz1['Nahal\'s Reckless Dweomer'] = {
+ 'category': 'Wild Magic',
+ 'level': '1',
+ 'school': 'Invocation/Evocation',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 20',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is the wild mage’s ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.\n Before casting the spell, the mage announces the spell effect he is trying to create. The mage must be able to cast the spell (i.e., have it in his spell books), but need not have it memorized. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts *Nahal’s reckless dweomer*. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Table 2: Wild Surge Results.\n Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting *Nahal’s reckless dweomer*.'
+};
+
+wiz1['Patternweave'] = {
+ 'category': 'Wild Magic',
+ 'level': '1',
+ 'school': 'Divination',
+ 'range': '10 yards',
+ 'duration': '1 round',
+ 'aoe': '10-foot square',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Special',
+ 'materials': 'A small hand lens through which the caster studies the objects. The lens is not consumed in the casting.',
+ 'reference': 'p. 20',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Patternweave* allows the caster to make sense of apparent chaos. The caster can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints.\n After casting the spell, the mage studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible--coded flashing lights, garbled speech, or thoughts of any kind cannot be studied.\n The wizard must study the random elements for one round, after which the DM secretly makes a saving throw vs. spell for the wizard. If the saving throw is failed, the spell fails. However, if the saving throw is successful, the caster sees in his mind the pattern these objects form. If the items studied are truly random, no information is gained.\n After the caster has visualized the pattern, he can attempt to reassemble the parts into their original form. This requires another saving throw vs. spell to determine whether the mage remembers sufficient details to accomplish the task. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the wizard can make only a reasonable copy of the item. He can use this spell to restore works of art, but they will be worth only a small percentage of their original value.'
+};
+
+wiz2['Chaos Shield'] = {
+ 'category': 'Wild Magic',
+ 'level': '2',
+ 'school': 'Abjuration',
+ 'range': '0',
+ 'duration': '[[1d10+2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 21',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Following the discovery of wild magic came the discovery of wild surges and the personal danger such surges create. After several wild mages destroyed themselves by rather spectacular means (or suffered very odd side effects), the *chaos shield* was created as protection from these surges.\n This spell imbues the wild mage with special protection against the effects of wild surges. It protects only against wild surges caused by the caster’s own spells, not from the effects of another mage’s wild surges.\n When a wild surge affects a caster protected by *chaos shield*, he is allowed a saving throw vs. magic. If the saving throw is successful, the effect of the surge on the caster is negated. If the saving throw is failed, the caster is affected normally by the surge. The spell does not protect against wild surges that might be caused by its own casting.\n The *chaos shield* protects only the caster and does not negate the effects of a wild surge for other characters who might be in the area of effect. The caster cannot voluntarily cancel the protection once he has learned the nature of a wild surge; the *chaos shield* protects from both good and harmful effects. Thus, if a wild surge resulted in a heal spell for all characters within 10 feet of the caster, the protected caster might not benefit, while all others in the radius would be healed.\n The spell remains in effect until it negates a wild surge or the spell duration expires.'
+};
+
+wiz2['Hornung\'s Baneful Deflector'] = {
+ 'category': 'Wild Magic',
+ 'level': '2',
+ 'school': 'Evocation',
+ 'range': 'Touch',
+ 'duration': '[[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A small prism that shatters when the spell is cast.',
+ 'reference': 'p. 21',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell partially surrounds the recipient in a shimmering, hemispherical field of force. The field is transparent and moves with the subject, forming a shell about one foot away from his body. The shell serves as a shield against all forms of individually targeted missile attacks (including *magic missiles* and other spells). The caster designates the position of the shell (protecting the front, rear, side, or top of the recipient). The spell does not protect against area effect spells or other attacks that strike several creatures at once.\n Whenever an individual missile attack is directed at a protected creature, the *baneful deflector* activates. Instead of striking the target creature, the missile’s target is determined randomly among all creatures within a 15-foot hemisphere of the protected creature, *including* the protected creature. The missile then changes course toward its new target with normal chances to hit. If the new target is beyond the range of the missile, no target is hit. If the protected creature is struck, the spell immediately fails. If several people are protected by *baneful deflector*, a missile will change course several times before reaching its target.'
+};
+
+wiz2['Insatiable Thirst'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'range': '[[5*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 21',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell instills in the victim an uncontrollable desire to drink. The victim is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous.\n No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill for drinkable fluids.'
+};
+
+wiz2['Maximilian\'s Earthen Grasp'] = {
+ 'level': '2',
+ 'school': 'Evocation',
+ 'range': '[[10+10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[3+[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Special',
+ 'materials': 'A miniature hand sculpted from clay, which crumbles to dust when the spell is cast.',
+ 'reference': 'p. 22',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or a dirt floor.\n The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature’s leg. The victim must attempt a saving throw; if successful, the hand sinks into the ground. Each round thereafter (until the spell ends or the target moves out of spell range), the hand has a 5% chance per level of the caster ([[5*[[@{level-wizard}]] ]]%) of reappearing beneath the targeted creature, at which time another saving throw is required.\n If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place. An individual held by the hand suffers a movement rate of 0, Armor Class penalty of -2, and attack penalty of -2. All Dexterity combat bonuses are negated. The hand causes no physical damage to the victim.\n The arm may be attacked by any creature, including the arm’s victim. The arm has AC 5 and hit points equal to double the caster’s maximum hit points. For example, a caster who normally has 15 hit points can create an earthen hand with 30 hit points. The maximum number of hit points that an earthen hand may have is 40. Currently [[{2*(@{HP|max}),40}kl1]] hit points. When the arm’s hit points are reduced to zero or when the spell duration ends, the hand crumbles.'
+};
+
+wiz2['Nahal\'s Nonsensical Nullifier'] = {
+ 'category': 'Wild Magic',
+ 'level': '2',
+ 'school': 'Abjuration',
+ 'range': 'Touch',
+ 'duration': '[[1d6+[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'Creature touched',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A small amount of egg yolk smeared into the hair of the recipient.',
+ 'reference': 'p. 22',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell scrambles the aura of the affected creature, giving random results to *know alignment*, *detect evil*, and *detect lie* spells cast on that creature.\n When a protected creature is the focus of one of these divinations, the information gained is randomly determined. Thus, if *know alignment* is used against a chaotic evil creature protected by the *nonsensical nullifier*, the response could be any alignment combination. If two characters both use the same divination on the same target, two random results are generated.\n A new random result is generated each round; thus, continued observation of a protected creature usually results in different answers. The table below should be used to determine the random alignment.}}{{style=center1 sheet-spell-bottom2}}{{c1-1=**D10**\n**Roll**}}{{c2-1=1}}{{c3-1=2}}{{c4-1=3}}{{c5-1=4}}{{c6-1=5}}{{c7-1=6}}{{c8-1=7}}{{c9-1=8}}{{c10-1=9}}{{c11-1=10}}{{c1-2=**Alignment**}}{{c2-2=Lawful Good}}{{c3-2=Lawful Neutral}}{{c4-2=Lawful Evil}}{{c5-2=Neutral Good}}{{c6-2=Neutral}}{{c7-2=Neutral Evil}}{{c8-2=Chaotic Good}}{{c9-2=Chaotic Evil}}{{c10-2=Chaotic Neutral}}{{c11-2=No alignment'
+};
+
+wiz2['Past Life'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 22',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By touching the remains of a dead creature, this spell allows a caster to gain a mental image of the deceased’s former appearance. The remains can be of any age and only a tiny fragment is required, such as a bone splinter or a strand of hair.\n When cast by a wizard of at least 7th level, he is able to view the final minute of the subject’s life from the subject’s point of view.\n When cast by a wizard of at least 9th level, a personal possession (a ring, a favorite walking stick, etc.) may be substituted for bodily remains.'
+};
+
+wiz2['Protection From Paralysis'] = {
+ 'level': '2',
+ 'school': 'Abjuration',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A bit of cloth taken from a priest’s robes.',
+ 'reference': 'p. 23',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The recipient of this spell receives total immunity to magical paralysis. Spells such as *hold person* and *slow* have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul’s touch, for example). This spell offers no protection against physical damage.'
+};
+
+wiz2['Ride the Wind'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'range': '[[5*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': '[[@{level-wizard}]] creatures',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small handful of straw and a dry leaf.',
+ 'reference': 'p. 23',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows creatures targeted by the caster to become virtually weightless and be lifted upon the wind. Affected creatures can control their altitude by rising or descending at a movement rate of 12, but are at the mercy of the wind for speed and direction. Recipients can stop forward movement only by grasping something to anchor them in place. If no wind is present, this spell has no effect.\n Unwilling targets are allowed a saving throw to resist the effect.\n Each subject and his equipment must weigh less than 100 pounds per level of the caster. Currently [[100*[[@{level-wizard}]] ]] pounds per creature. Thus, a 6th-level wizard could affect six creatures each weighing 600lbs. or less. This spell may be cast only on living creatures.'
+};
+
+wiz2['Sense Shifting'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '3 turns',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A twist of multi-colored ribbon with a small silver bell fastened to its end.',
+ 'reference': 'p. 23',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Sense shifting* allows the wizard to affect all spells of levels 1 through 3 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: color, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects.\n *Sense shifting* might be used to produce green *fireballs*, *magic missiles* that streak through the air with a scream, colored *continual light* globes, customized designs for a *hypnotic pattern*, or a *spectral hand* that makes scrabbling sounds as it attempts to grasp a target.\n *Sense shifting* cannot create any form of invisibility. It cannot completely silence a spell effect (thus, a *fireball’s* blast might be muted, but not wholly eliminated).'
+};
+
+wiz3['Alacrity'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '1 turn + [[@{level-wizard}]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A miniature hourglass which is destroyed when the spell is cast.',
+ 'reference': 'p. 24',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The use of an *alacrity* spell allows the wizard to speed up the casting of spells of 5th level and lower. Only spells that are cast within the *alacrity* spell’s duration are affected.\n Casting times of 2-5 are reduced by 1; casting times of 6-9 are reduced by 2; and a casting time of one round is reduced to a casting time of 8. Casting times for spells which require more than 1 round are reduced by 20% (e.g., an animate dead spell affected by *alacrity* could be cast in only 4 rounds). Spells which have a casting time of 1 are not affected by this spell.'
+};
+
+wiz3['Alamir\'s Fundamental Breakdown'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'One item',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': 'A wand cut from a 100-year-old oak tree. The wand is used to touch the item in question, and vanishes in a puff of smoke when the spell is complete.',
+ 'reference': 'p. 24',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting this spell, the wizard learns what ingredients and formulas were used to create a chemical mixture or magical item.\n The information instantly appears in the caster’s mind but may be lost if the wizard cannot comprehend it. The caster must roll an Intelligence check; if successful, the wizard understands the formula and retains it in his memory. If the roll is missed, the caster cannot comprehend what he has learned and the information is immediately forgotten. If the spell is cast a second time on the same substance, the spell automatically fails unless the wizard has advanced to the next experience level.\n The caster’s level determines the type of information gleaned:\n *5th Level:* The type and quantity of ingredients and the preparation process required to produce a non-magical mixture are learned. For example, the wizard could learn how to produce Greek fire or gunpowder, or could learn the recipe for something simple, like chocolate cake.\n *9th Level:* The wizard may learn the proper ingredients and formula for making a magical liquid (potion, scroll ink, etc.).\n *14th Level:* The caster may learn the formula for creating any type of magical object, excluding unique items and objects of extreme power (artifacts and relics).\n In all cases, simply knowing the proper formula does not mean the wizard can successfully create the item or material. The construction of alchemical mixtures and magical items is a time-consuming and expensive undertaking.\n This spell has detrimental effects on the magical item analyzed. Single-use items (potions, oils, etc.) are automatically destroyed; the spell consumes the item in the process of analyzing it. Reusable magical items must make a saving throw vs. disintegration. If the saving throw is failed, *Alamir’s fundamental breakdown* releases the magic of the item in an explosive blast, rendering it permanently nonmagical. The caster suffers 4d8 points of damage from the explosion.'
+};
+
+wiz3['Alternate Reality'] = {
+ 'category': 'Wild Magic',
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Creature touched',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A small, unmarked die.',
+ 'reference': 'p. 24',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the caster creates a small variation in probabilities. This variation lasts only a moment, but creates alternate results for one recent event. When the spell is cast, any one event attempted by the recipient during the previous round is recalculated, essentially allowing (or forcing) the creature to make new die rolls.\n Only events that begin and end in a single round can be affected. Only one die roll can be rerolled. If the creature touched is a willing recipient, the player can choose which roll (the original or the new roll) affects him, more than likely picking the most successful. If the creature is unwilling, he must redo the action. The second result, whatever its outcome, cannot be changed.\n Typical uses of this spell include allowing a fighter to reroll an attack, forcing an opponent to reroll a saving throw, or allowing a wizard to reroll the damage caused by a *fireball.*'
+};
+
+wiz3['Augmentation I'] = {
+ 'level': '3',
+ 'school': 'Invocation/Evocation',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A pair of concentric circles of bronze or silver.',
+ 'reference': 'p. 25',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell augments the damage inflicted by any spell of levels 1-3. For each die of damage rolled, the caster adds one point to the damage total.\n The *augmentation I* spell affects only one spell cast on the round immediately following the *augmentation*. If an entire round or more elapses, the *augmentation* is wasted.\n Only spells which cause direct physical damage are affected by augmentation; for example, monsters gained through *monster summoning I* gain no bonuses to their damage.'
+};
+
+wiz3['Far Reaching I'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 25',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the wizard to extend the range of any one 1st- or 2nd-level spell by 50% or any one 3rd-level spell by 25%. The spell to be affected must be cast on the round immediately following the *far reaching I* spell. If a complete round or more elapses, the *far reaching I* is wasted.\n *Far reaching I* affects only a spell cast by the same wizard. *Far reaching I* does not affect spells that have range of 0 or touch.'
+};
+
+wiz3['Fireflow'] = {
+ 'category': 'Wild Magic',
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '30 yards',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'One fire source',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A small paintbrush and a pot of pitch.',
+ 'reference': 'p. 25',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a wizard to control natural fires by manipulating randomness and adjusting probabilities to cause them to spread and take shape in any direction he desires. Once cast, the wizard points at any fire within range. He can then cause that fire to move in any direction desired within spell range, as long as the flames contact a solid surface (the fire may not be raised in the air).\n The caster must maintain concentration or the spell fails. The flames can be spread at the rate of 50 square feet per turn. Thus, if a caster affects a campfire, he could create a flaming line 1 foot wide and 50 feet long or fill a 5’ × 10’ square in a single round.\n The flames are not limited by a lack of burnable material and can be directed to spread over water, snow, ice, and other nonflammable surfaces. The surface is not harmed, but objects and creatures caught in the flames suffer damage as if they had stepped into the original fire source. Thus, a character caught in flames created from a candle will suffer only minor damage, while a character caught in a blaze that originated from a huge bonfire will be severely burned.'
+};
+
+wiz3['Fool\'s Speech'] = {
+ 'category': 'Wild Magic',
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': 'Caster+[[@{level-wizard}]] creatures',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A small whistle made of bone.',
+ 'reference': 'p. 25',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the wizard empowers himself and others of his choosing with the ability to speak a secret language incomprehensible to others. Creatures designated to speak the language must be touching each other when the spell is cast.\n Once cast, the characters can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.\n *Fool’s speech* is not recognizable as any known language, nor does it remotely sound like any language. A *comprehend languages* or *tongues* spell will not translate it. It can be understood by a character wearing a *helm of comprehending languages and reading magic*, although the normal percentage chances apply.'
+};
+
+wiz3['Maximilian\'s Stony Grasp'] = {
+ 'level': '3',
+ 'school': 'Evocation',
+ 'range': '[[20+10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[5+[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Special',
+ 'materials': 'A miniature hand sculpted from stone, which crumbles to dust when the conjured hand is destroyed or the spell expires.',
+ 'reference': 'p. 26',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell must be cast on stony ground, such as a manmade stone floor, a natural cavern floor, or a boulder-strewn field. It is not possible to cast the spell on a stone wall or ceiling. The spell causes an arm made of stone (about the same size as a normal human limb) to rise from the ground beneath any creature targeted by the caster. The stony hand attempts to grasp the leg of the targeted creature, who is allowed a saving throw to avoid the effect; if the save is successful, the hand disappears. Each round thereafter, the hand has a 5% chance per level of the caster ([[5*[[@{level-wizard}]] ]]%) of reappearing and attacking.\n Creatures grasped by the hand suffer a movement rate of 0, AC penalty of -2, and attack penalty of -2. Grasped characters lose any Dexterity bonuses. The hand causes no damage to its victim.\n The stony limb has AC 2 and hit points equal to triple the caster’s maximum hit points. The maximum number of hit points a stony hand may have is 60. Currently [[{3*@{HP|max},60}kl1]] hit points.'
+};
+
+wiz3['Minor Malison'] = {
+ 'level': '3',
+ 'school': 'Enchantment/Charm',
+ 'range': '60 feet',
+ 'duration': '[[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': '30-foot-radius sphere',
+ 'components': 'V',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 26',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a wizard to adversely affect all the saving throws of his enemies. Opponents under the influence of this spell make all saving throws at a penalty of -1.\n Alternatively, the wizard may select any one school of magic and cause his enemies to make all saving throws against magic from that school at -2. This penalty is not cumulative with a saving throw penalty derived from the wizard being a specialist; the penalty is not increased to -3.'
+};
+
+wiz3['Spirit Armor'] = {
+ 'level': '3',
+ 'school': 'Necromancy',
+ 'range': '0',
+ 'duration': '[[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 26',
+ 'book': 'Tome of Magic',
+ 'damage': '2d3 to caster',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the wizard to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The *spirit armor* offers protection equivalent to splint mail (AC 4) and grants the wizard a +3 bonus to saving throws vs. magical attacks. The *spirit armor’s* effects are not cumulative with other types of armor or magical protection, but Dexterity bonuses apply.\n The *spirit armor* is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting.\n When the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence, suffering 2d3 points of damage unless he succeeds at a saving throw vs. spell. No damage is sustained if the save is successful. The hit points lost can be regained only through magical healing.'
+};
+
+wiz3['Squaring the Circle'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A small pendant of any precious metal with a circle fashioned inside a square.',
+ 'reference': 'p. 27',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Squaring the circle* allows a wizard to alter the shape of the area of effect of one spell of 1st- through 5th-level spells. The spell to be affected must be cast within the duration of the *squaring the circle* spell.\n Square or cubic areas of effect can be transformed into circular or spherical areas of effect. Circular or spherical areas of effect can likewise be transformed into square or cubic areas of effect. In both cases, the length of a side of a square area is equated to the diameter of a circular or spherical area.\n Alternatively, a square or cubic area can be transformed into a rectangle. The rectangle cannot cover more or less square footage than the standard square area of the spell.\n Similarly, a circular or spherical area can be transformed into an oval or egg shape. The area covered by the oval or egg shape cannot cover more or less square footage than the original area of the spell.'
+};
+
+wiz3['Watery Double'] = {
+ 'level': '3',
+ 'school': 'Conjuration/Summoning, Enchantment',
+ 'range': 'Touch',
+ 'duration': 'Special; max. 10 rounds',
+ 'aoe': 'One body of liquid',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 27',
+ 'book': 'Tome of Magic',
+ 'damage': '1d8 per round until destroyed',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. The first creature whose reflection is cast on the surface of the liquid releases the spell. When the spell is triggered, the liquid immediately forms an exact three-dimensional image of the reflected creature. If more than one creature casts a reflection simultaneously, only one *watery double* forms. Each creature has an equal chance of being the victim of the spell (roll randomly).\n The size of the *watery double* is restricted by the volume of fluid available. If the spell were cast on a full mug of ale, the double would form from the ale, becoming a mug-sized duplicate of the victim. The *watery double* will never exceed the actual size of the victim regardless of the size of the body of liquid.\n When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature’s reflection. The liquid will not evaporate until the spell is triggered. When the *watery double* forms, it remains animated for 1 round per experience level of the caster, to a maximum of 10 rounds. Currently [[{[[@{level-wizard}]],10}kl1]] rounds.\n The *watery double* attempts to touch the creature it has duplicated. It can affect only the creature that it resembles. It has the same THAC0 and current hit points as the creature it duplicates, but cannot cast spells or use any of the creature’s magical items or special abilities. The *watery double* is AC 6 and its movement rate is double that of the victim. It may seep under doors and through cracks.\n If the *watery double* succeeds in touching the creature, it merges with the individual, covering his entire body in a skin of liquid. The victim must attempt a saving throw. If successful, the creature has resisted the spell’s effect and the *watery double* “dies,” becoming normal fluid (and soaking the creature in the process). If the saving throw is failed, the *watery double* begins forcing its way into the victim’s body, inflicting 1d8 points of damage per round until it is destroyed.\n The *watery double* dissipates if reduced to zero hit points or when the spell’s duration expires. Striking the *watery double* while it is wrapped around its victim causes an equal amount of damage to the victim. *Part water*, *lower water*, and *transmute water to dust* spells instantly destroy a *watery double*.'
+};
+
+wiz3['Wizard Sight'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 28',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Upon completion of this spell, the caster’s eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the wizard the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of good or evil or reveal alignment.\n While *wizard sight* is in effect, a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a nonspellcaster has the potential to learn and cast wizard spells (e.g., whether a fighter will someday gain the ability to cast a spell).\n Although a spellcaster’s level cannot be discerned, the wizard can see the intensity of a spellcaster’s aura and guess at the individual’s magical power (dim, faint, moderate, strong, overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject’s intensity is roughly equivalent to that of a companion, or he might announce that a subject’s aura is the strongest the wizard has ever encountered.\n An object’s magical abilities cannot be discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item’s magical aura and guess at its power, but cannot tell whether a magical item is cursed.'
+};
+
+wiz4['Dilation I'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 28',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Dilation I* allows a wizard to increase the area of effect of any one spell of levels 1-3. The area of effect is increased by 25%; thus, a *stinking cloud* would fill a 25-foot cube, while a *slow* spell would affect creatures in a 50-foot cube. Fractions of feet or yards (as appropriate to the spell) are dropped.\n *Dilation I* must be cast immediately prior to the spell to be dilated; if a complete round or more elapses, the dilation is wasted. The dilation spell affects only spells which have areas of effect defined in feet or yards (numbers of creatures cannot be increased). The dilation affects only spells cast by the same wizard.'
+};
+
+wiz4['Divination Enhancement'] = {
+ 'level': '4',
+ 'school': 'Evocation',
+ 'range': '0',
+ 'duration': '2 turns + [[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 28',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a wizard to extend both the duration and range of the *wizard eye* spell and any divination spells of levels 1-4. Duration and range are both increased by 50% for the length of the *divination enhancement*.\n All divination spells cast within the duration of the enhancement are increased. The expiration of the enhancement cancels all divination spells in effect.'
+};
+
+wiz4['Far Reaching II'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 28',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell’s function is identical to the 3rd-level *far reaching I* spell, except that a spell of 1st or 2nd level has its range doubled and a spell of 3rd level has its range increased by 50%. In addition, any spell of 4th level has its range extended by 25%.'
+};
+
+wiz4['Greater Malison'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'range': '60 feet',
+ 'duration': '[[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': '30-foot-radius sphere',
+ 'components': 'V',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 29',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell operates exactly like the 3rd-level *minor malison* spell except that the wizard places a -2 penalty on all saving throws of all hostile creatures within the area of effect. Optionally, the wizard may create a -3 penalty to saving throws against spells from one school of magic. This penalty is not cumulative with a saving throw penalty which derived from the wizard being a specialist; the penalty is not increased to -4.'
+};
+
+wiz4['Locate Creature'] = {
+ 'level': '4',
+ 'school': 'Divination',
+ 'range': '[[50*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A bit of a bloodhound’s fur.',
+ 'reference': 'p. 29',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar to the 2nd-level *locate object* spell. Instead of finding an inanimate object, however, it allows the wizard to find a creature. The wizard casts the spell, slowly turns, and is able to sense the direction of the person or creature, provided the subject is within range. The wizard learns how far away the creature is and in what direction it is moving (if at all).\n This spell can locate a general species of creature (a horse or umber hulk, for instance) or can be used to find a specific individual. The wizard must have physically seen the individual or the type of creature at least once from a distance of no more than 10 yards.\n Unlike *locate object*, this spell is not blocked by lead. It is blocked, however, by running water (such as a river or stream). Objects cannot be found through use of this spell.'
+};
+
+wiz4['Mask of Death'] = {
+ 'level': '4',
+ 'school': 'Necromancy',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A drop of doppleganger’s blood.',
+ 'reference': 'p. 29',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting this spell, a wizard can change a corpse’s features to make it appear to be someone else. The caster must possess an accurate portrait of the individual to be duplicated, or must have a clear mental image of the person based on personal experience.\n If *animate dead* is cast on the body, it can be animated to become a zombie that looks exactly like the copied person. The double is a mindless automaton, however, having all the characteristics of a normal zombie.\n This spell may be cast on a creature that has already become a zombie. The wizard must successfully touch the zombie in combat, unless the zombie is controlled by the caster.'
+};
+
+wiz4['Minor Spell Turning'] = {
+ 'level': '4',
+ 'school': 'Abjuration',
+ 'range': '0',
+ 'duration': '[[3*[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A smoothly polished silver coin.',
+ 'reference': 'p. 29',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar to the 7th-level *spell turning*, which causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, and so forth. Thus, a *light* spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area in which the protected wizard were standing.\n One to four (1d4) spell levels may be turned. The exact number is secretly rolled by the DM; the player never knows how effective the spell is.\n Unlike the 7th level version of this spell, *minor spell turning* is not capable of partially turning a spell. For example, if a wizard has three levels of spell turning, he can turn three 1st-level spells, one 1st and one 2nd, or one 3rd-level spell. He can in no way turn spells of 4th level or above. If the caster is the target of a spell of a higher level than he is capable of turning, the caster receives the full brunt of the spell.\n If the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects:}}{{style=center1 sheet-spell-bottom2}}{{c1-1=**D100**\n**Roll**}}{{c2-1=01-70}}{{c3-1=71-80}}{{c4-1=81-97}}{{c5-1=98-00}}{{c1-2=**Effect**}}{{c2-2=Spell drains away without effect}}{{c3-2=Spell affects both equally at full damage}}{{c4-2=Both turning effects are rendered non-functional for 1d4 turns}}{{c5-2=Both casters are sucked through a rift into the Positive Material plane'
+};
+
+wiz4['Mordenkainen\'s Celerity'] = {
+ 'level': '4',
+ 'school': 'Alteration, Invocation',
+ 'range': '0',
+ 'duration': '1 turn',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A small pouch or vessel containing centipede or millipede legs.',
+ 'reference': 'p. 30',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Mordenkainen’s celerity* affects spells of levels 1-3 which alter the movement of the wizard such as *feather fall*, *jump*, *spider climb*, *levitate*, *fly*, and *haste*. Spells to be affected must be cast within 1 turn of the casting of the celerity. Spells do not expire when the celerity expires.\n Spells cast following the celerity receive a 25% bonus to duration. This effect may not be gained in conjunction with other means of magically extending a spell’s duration. In addition, the caster’s movement rate is increased by 25%. *Feather fall* is an exception; the rate of descent may be reduced by 25% at the caster’s option.\n The area of effect is always the caster, except in the case of the *haste* spell, for which the effects of the celerity will operate on 1d4 creatures in addition to the wizard. The celerity will not affect the other creatures in any other manner.\n The celerity gives the wizard a +2 bonus to his saving throws against spells of levels 1-3 which directly affect his movement. This includes *web*, *hold person*, and *slow*. The wizard also gains a +2 bonus on all saving throws against magical paralysis attacks.'
+};
+
+wiz4['Summon Lycanthrope'] = {
+ 'level': '4',
+ 'school': 'Conjuration/Summoning',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Negate',
+ 'materials': 'A drop of blood from any animal, a human hair, and a moonstone worth at least 150 gp. If the caster elects to create the warding circle, the components described above are also required.',
+ 'reference': 'p. 30',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is effective only on the night of a full moon and one night immediately preceding and following it.\n For the spell to be effective, the caster and the lycanthrope must be on the same plane of existence; there is no other range limitation. When the spell is cast, the nearest lycanthrope (as determined by the DM) of the chosen species must attempt a saving throw. If successful, the creature is unaffected. If it fails, the lycanthrope instantly appears near the caster.\n Upon arrival, the creature can freely attack the wizard unless the caster has created a warding circle. If a circle is present, the lycanthrope appears in the circle; otherwise, it appears 1d10 feet away from the caster in a random direction (the DM should use the scatter diagram for grenade-like missiles found in the *DUNGEON MASTER® Guide* to determine direction).\n A warding circle is a temporary prison drawn with specially prepared pigments laced with silver filings. These pigments cost 100 gp for each foot of diameter of the circle (thus, a circle 10 feet across costs 1,000 gp). A warding circle must be at least 5 feet in diameter; if smaller, the lycanthrope is automatically freed. Preparing the circle takes one turn per foot of diameter.\n Even with such protection, the lycanthrope can break out of the circle and wreak vengeance upon the summoner. The creature’s base chance of success is 20%, modified by the difference between its Hit Dice and the wizard’s experience level. If the spellcaster is of a higher level, the difference is subtracted from the creature’s chance of escaping the circle. If the lycanthrope is of higher Hit Dice than the wizard’s level, the difference is added to its chance. Each creature is allowed only one attempt to escape.\n Any break in the circle spoils the power of the spell and enables the lycanthrope to break free. Even a straw dropped across the line of a magic circle destroys its power. Fortunately, the creature cannot take any action against any portion of the ward, for the magic of the barrier absolutely prevents this.\n Once safely ensnared, the lycanthrope can be held for as long as the summoner dares. The creature cannot leave the circle, nor can any of its attacks or powers penetrate the magical barrier. When the full moon sets, the lycanthrope reverts to its human form. At this time, it is free of the spell and may leave the circle.'
+};
+
+wiz4['There/Not There'] = {
+ 'category': 'Wild Magic',
+ 'level': '4',
+ 'school': 'Evocation',
+ 'range': '30 yards',
+ 'duration': '1-6 turns',
+ 'aoe': '10’ cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A small piece of cat fur sealed inside a small box.',
+ 'reference': 'p. 31',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This peculiar wild magic creates a random fluctuation in the probabilities of existence. The spell can be cast only upon nonliving objects and can affect only materials within a 10’×10’×10’ cube.\n Objects in the area of effect either remain normal and visible or they disappear (50% chance). The state of existence for any object is determined randomly and changes with each viewing and viewer. Thus, a single object could appear and disappear several times during the course of the spell. Furthermore, it might be “there“ for one onlooker, but “not there“ for another.\n For example, a wild mage casts this spell on a doorway. The DM rolls percentile dice and determines the door is “there“ for the wizard. The wizard’s companion also looks at the door. The DM rolls and determines that the door is “not there“ for the companion. The pair studies the door for several minutes, during which time the door does not change (this counts as a single viewing for each character).\n The wizard and his companion then close their eyes. When they look at the door again, new checks for each character reveal the door is “not there” for both characters. The pair steps through the open archway and turns around to look at the door once again. This time it is “not there” for the wizard, but “there” for his companion. This random changing continues throughout the duration of the spell.\n Objects that are “there” are normal in all respects. Doors can be opened, chests can be picked up and carried, and rocks can be used as barricades. Objects that are “not there” are gone, although their absence does not cause ceilings to collapse or other damage. A wizard could walk through a “not there” wall without difficulty.\n When two parties perceive a *there/not there* object differently, the object functions for each party according to its own perceptions. For example, a wizard hides behind a rock that he sees as “there.” Her enemy, a fighter, perceives the rock as “not there” and fires arrows at the wizard. The wizard would perceive the arrows as bouncing off the rock, while the fighter would perceive the arrows as missing their target or falling short. The fighter would be subject to a check before firing each arrow to determine whether his perception changes (assume that the fighter must look away from the rock every time he nocks an arrow; each time he takes aim, this counts as a new viewing).\n After the spell is cast, any objects removed from the area of effect retain their uncertain existence for the duration of the spell. Thus, a pair of heroes could pick up a treasure chest, carry it down the hall, set it down, and discover it had vanished while their backs were turned. Worse still, one might see the chest and the other not!'
+};
+
+wiz4['Thunder Staff'] = {
+ 'level': '4',
+ 'school': 'Invocation/Evocation',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': '20’×40’ cone',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': '½',
+ 'materials': 'A vial of rain gathered during a thunderstorm and the wizard’s staff, which must be made of oak. The staff is not destroyed during casting.',
+ 'reference': 'p. 32',
+ 'book': 'Tome of Magic',
+ 'damage': '(4d4+4)/2',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Upon completion of this spell, the wizard raps his staff on the ground and produces a thundering cone of force 5’ wide at the apex, 20’ wide at the base, and 40’ long. All creatures wholly or partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are unable to think coherently or act during this time and are deafened for 1d3+1 rounds. Additionally, those who fail the save are hurled 4d4+4 feet by the wave of force, suffering 1 point of damage per two feet thrown. Intervening surfaces (walls, doors, etc.) may restrict this distance, but damage remains the same (4d4+4).\n If the save is successful, the victim is not stunned, but is deafened for 1d3+1 rounds and is hurled only half the distance.\n Giant-sized or larger creatures who succeed at their saving throws are deafened but are not thrown, suffer no loss of hit points, and are not stunned. If the saving throw is failed, such creatures are hurled 2d4+2 feet, suffer one point of damage per two feet thrown, and are deafened and stunned.\n The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of 4d4+4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed.'
+};
+
+wiz4['Turn Pebble to Boulder'] = {
+ 'level': '4',
+ 'school': 'Alteration (Reversible)',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'Pebbles, which revert to normal size when the spell expires.',
+ 'reference': 'p. 33',
+ 'book': 'Tome of Magic',
+ 'damage': '3d6+8',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'At the culmination of this spell, the caster hurls a pebble which grows and increases in speed, becoming a deadly boulder that inflicts 3d6+8 points of damage if it strikes the target. (The rules for boulders as missile weapons apply as described in the *DUNGEON MASTER Guide.*) The caster’s THAC0 is used to determine success, and the caster is considered to be proficient with the thrown pebble and receives no penalty for range. The maximum range of attack is equal to 50 feet plus 10 feet per level of the caster. Currently [[50+10*[[@{level-wizard}]] ]] feet. Only the caster may throw the pebble.\n The wizard can enchant one stone at 7th level and gains one stone per three levels of experience thereafter (two stones at 10th level, three at 13th level, etc.). Currently [[floor(([[@{level-wizard}]]-4)/3)]] pebble(s). Only one pebble may be thrown per round, and pebbles must be hurled in consecutive rounds. The spell has a duration in rounds equal to the number of pebbles enchanted. Each pebble requires a separate attack roll. Pebbles may be thrown at different targets within range.\n The reverse of this spell, *turn boulder to pebble*, shrinks a boulder to the size of a pebble. It affects only naturally occurring rocks and can not be used to shrink a statue or a cut gemstone.\n The number of rocks that may be affected is equal to the number of experience levels of the caster. Currently [[@{level-wizard}]] boulders. Boulders must not exceed one cubic foot per level of the caster. Currently [[10*[[@{level-wizard}]] ]] cubic-feet. Thus, a 10th-level wizard could shrink 10 rocks, each of which is equal to or less than 10 cubic feet in size. All rocks are affected in the same round the spell is cast. Though they need not be touched, the boulders must be within 50 feet of the caster. Boulders that have been shrunk remain so until dispelled.'
+};
+
+wiz4['Unluck'] = {
+ 'category': 'Wild Magic',
+ 'level': '4',
+ 'school': 'Evocation',
+ 'range': '10 yards',
+ 'duration': '[[2d10]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A piece of a broken mirror.',
+ 'reference': 'p. 33',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the wild mage creates a negative pattern in the random forces surrounding one creature. The creature is allowed a saving throw; if successful, the spell fails. If the saving throw is failed, random chance falls into an *unluck*y pattern. Any action involving random chance (i.e., any time a die roll affects the character) performed by the victim during the next 2-20 rounds requires two separate attempts; the worse result is always applied. (The victim rolls twice for attacks, damages, saving throws, etc., always using the worse die roll.)\n A *luckstone* or similar magical device will negate *unluck*. Doing so, however, prevents the magical item from functioning for 2d10 rounds.'
+};
+
+wiz5['Far Reaching III'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 34',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell operates exactly like the 3rd-level *far reaching I* spell except that the range of any spell of levels 1-3 is increased by 150% and the range of any 4th- or 5th-level spell is increased by 50%.'
+};
+
+wiz5['Khazid\'s Procurement'] = {
+ 'level': '5',
+ 'school': 'Divination, Summoning',
+ 'range': 'Special',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'An exquisite silver mirror of no less than 10,000 gp value and a black opal worth at least 1,000 gp which must be powdered and sprinkled on the mirror. The mirror is not lost after casting and may be used again, but the powdered opal is consumed in the casting.',
+ 'reference': 'p. 34',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to more easily access rare or dangerous spell components. The wizard casts this spell upon a silver mirror while concentrating on a mental image of the material he desires. The base chance of success is 50%, modified by the following factors:\n •+1% per level of the caster ([[@{level-wizard}]]%)\n •+10% if the caster has seen the same type of substance or object before; this bonus is\n not cumulative with the following bonus\n •+20% if the caster has a sample of the material or the same type of object in his\n possession; this bonus is not cumulative with the bonus above\n •+30% if the wizard knows the location of the desired object\n •-50% if the caster has never seen the same type of material or item before\n If the percentile roll indicates failure, the caster is unable to locate the desired ingredient and the spell ends. If the roll indicates success, the wizard has located the object or substance and the mirror becomes a magical gate through which the caster can see the target. The size of the gate is determined by the size of the mirror, to a maximum size of 3 feet by 2 feet.\n The gate always appears within arm’s length of the target, allowing the wizard to reach through the mirror, grasp the object of his desire, and draw it back through the gate. The wizard must risk his own safety--the gate does not allow the use of probes, long-handled ladles, tongs, or other equipment to gather the material. The caster cannot move completely through the gate.\n The gate vanishes when the spell’s duration expires or when the target or the wizard moves more than 10’ away from it.\n The gate is visible from both sides, and other creatures can reach through the gate. Breath weapons, gaze attacks, missiles, spells, and similar attacks cannot be cast through the gate. Because creatures can pass their limbs through the gate, physical attacks and touch spells can be used.\n The only limit to the range of this spell is that the caster and the target must be on the same plane of existence. Elemental forces (not creatures) will not pass through the gate. Thus, the wizard does not run the risk of flooding his laboratory by opening a gate beneath the sea, for example. However, the spell does not provide any sort of protection against a hostile environment.'
+};
+
+wiz5['Lower Resistance'] = {
+ 'level': '5',
+ 'school': 'Abjuration, Alteration',
+ 'range': '60 yards',
+ 'duration': '1 trun+[[@{level-wizard}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A broken iron rod.',
+ 'reference': 'p. 34',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Using this spell, a wizard may attempt to reduce the magic resistance of a target creature. The magic resistance of the victim works against the *lower resistance* spell itself, but at only half its normal value. No saving throw is permitted in addition to magic resistance.\n If the victim does not resist the effects of this spell, his magic resistance is reduced by a base 30% plus 1% per experience level of the wizard casting the spell. Currently [[30+[[@{level-wizard}]] ]]% reduced magic resistance.\n This spell has no effect on creatures that have no magic resistance.'
+};
+
+wiz5['Magic Staff'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'The wizard’s staff',
+ 'components': 'V, S, M',
+ 'cast-time': 'Special',
+ 'saving-throw': 'None',
+ 'materials': 'A staff cut from an ash tree. For each spell level the wizard intends to imbue into the staff, it must be inlaid with rubies worth at least 1,000 gp.',
+ 'reference': 'p. 35',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a wizard’s staff to store one spell level for every three levels of the caster. Currently [[floor([[@{level-wizard}]]/3)]] spell levels. Thus, a 9th-level wizard can store three spell levels (three 1st-level spells, one 1st and one 2nd, or one 3rd-level spell).\n Spells that are to be stored in the staff must be memorized normally by the wizard. The spells are then cast as normal when charging the staff; casting requires the spell’s normal casting time plus one round. The spell is wiped from memory and material components are consumed. All spells to be stored must be cast into the staff within 1 turn.\n All stored spells have a casting time of 1.\n Spells remain in the staff until cast or dispelled, or up to 1 hour per level of the caster ([[@{level-wizard}]] hours). After this time, all stored spells fade away.\n Only wizards who know the *magic staff* spell can cast spells from another wizard’s staff. This applies to wizards who have never learned or could not normally cast the spells stored in a staff. It is common, however, for the staff’s owner to implement a command word which must be known by anyone wishing to use the staff.'
+};
+
+wiz5['Mind Fog'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'range': '80 yards',
+ 'duration': '3 turns',
+ 'aoe': '20-foot cube',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 35',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A *mind fog* is a physical block of fog that enables the wizard to weaken the mental resistance of his victims. Victims are allowed a saving throw at a -2 penalty to avoid the effects.\n A creature who falls victim to the *mind fog* suffers -2 penalties to all saving throws against two categories of magic: all spells of the illusion/phantasm and enchantment/charm schools that affect the mind directly; and spells of 1st through 5th level which affect the mind directly. For example, *phantasmal force* is a mind-affecting spell; *phantom steed* is not.\n The penalty to saving throws operates cumulatively with any penalties that operate for other reasons. Affected creatures suffer the penalty as long as they remain in the fog and for [[2d6]] rounds thereafter.'
+};
+
+wiz5['Safeguarding'] = {
+ 'level': '5',
+ 'school': 'Abjuration',
+ 'range': '0',
+ 'duration': '[[1+[[@{level-wizard}]] ]] turns',
+ 'aoe': '15-foot-radius sphere',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A piece of preserved skin from any creature that possesses natural magic resistance.',
+ 'reference': 'p. 35',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Use of this spell protects the wizard and anyone in the area of effect from damage caused by the rebounding of the wizard’s spells. This includes damage from a *fireball* cast in an area too small for its effects, a reflected *lightning bolt*, or any other offensive area spell that overlaps the *safeguarding’s* area of effect. The protection is effective against spells of 7th level and lower. The protection does not apply to damage from spells rebounded by any form of magical spell turning. This spell does not protect the wizard against damage from spells or attacks cast by enemies or other party members.\n A wizard who has cast *safeguarding* is free to move and act normally. The spell’s effect is always centered on him, regardless of his actions. Other creatures are free to enter and exit the area of effect.\n An area spell cast by the wizard will take effect normally, but its effects will be negated within the area of the *safeguarding* spell. This applies *only* to area spells centered outside the radius of the *safeguarding* spell. If the wizard casts an offensive area spell within the area of the *safeguarding*, the *safeguarding* is immediately negated and those within the area suffer full damage from the spell. The wizard is free to cast non-offensive area spells and individually targeted spells within the area of the *safeguarding*.'
+};
+
+wiz5['Von Gasik\'s Refusal'] = {
+ 'level': '5',
+ 'school': 'Abjuration',
+ 'range': '[[10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': '[[20*[[@{level-wizard}]] ]]-foot-square',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A pinch of dust from any wizard’s tomb.',
+ 'reference': 'p. 36',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell is designed to prevent unauthorized spellcasters from entering a hallway, doorway, window, or other point of entry.\n The spell creates an invisible barrier that blocks the targeted area. Any nonspellcasters and those spellcasters specifically named by the caster may pass freely. All other spellcasters collide with the invisible barrier. Members of classes with lesser spellcasting abilities (paladins, rangers, and bards) are blocked only if the character is of sufficient level to cast spells.\n The wizard is able to ward one area up to 20’-square for each level of his experience. Thus, a 12th-level wizard may protect a square area 240 feet on a side. The area of effect may be divided among several smaller portals as long as the total area does not exceed the caster’s limit. Each portal must be in range and sight of the caster at the time the spell is cast.\n The barriers exist for one hour per level of the caster unless they are dismissed by the caster or dispelled by a *dispel magic* spell. A *disintegrate* spell immediately destroys a barrier, as does a *rod of cancellation* or a *sphere of annihilation*.\n The invisible walls are not affected by physical blows, cold, heat, or electricity. Thrown and projected weapons (both magical and mundane) are not repelled by the barrier and may pass through the area normally. Spells can be cast through the barrier. *Dimension door*, *teleport*, and similar effects can bypass the barriers.'
+};
+
+wiz5['Vortex'] = {
+ 'category': 'Wild Magic',
+ 'level': '5',
+ 'school': 'Evocation',
+ 'range': '30 yards',
+ 'duration': '[[1d4+[[@{level-wizard}]] ]] rounds',
+ 'aoe': '5-foot-diameter circle',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': '½',
+ 'materials': 'A silk streamer and a handful of straw.',
+ 'reference': 'p. 36',
+ 'book': 'Tome of Magic',
+ 'damage': '*Nonmagical creations:* [[@{level-wizard}]]d4. *Magical creatures and spellcasters:* [[@{level-wizard}]]d6',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A *vortex* is a swirling mass of magical energy, barely controllable by the caster. On the round of casting, a small sparkle of lights fills the air at the desired position. On the second round, a 7’-tall, multicolored tornado appears. From this moment on, the caster must maintain concentration in order for the *vortex* to remain.\n Each round, the caster can move the *vortex* 60 feet. However, control of direction is not perfect. The caster has complete control over distance, but can only suggest the desired direction. The caster has a 50% chance of moving the *vortex* in the direction he desires; if the die roll indicates failure, the *vortex* moves according to the scatter diagram for grenade-like missiles. Thus, the *vortex* usually moves in the general direction desired, but on occasion, it may move to either side or directly toward the caster.\n The *vortex* cannot pass through objects larger than its area of effect (it could move through a sapling but not an ancient oak tree) and will be redirected by these, rebounding along the general line of movement. For example, if cast in a narrow hallway, the *vortex* might ricochet down the hall, bouncing from side to side.\n The *vortex* is composed of raw magical energy. Nonmagical creatures struck by the *vortex* suffer 1d4 points of damage per level of the caster. Magical creatures and spellcasters suffer 1d6 points of damage per level of the caster. Creatures struck are allowed a saving throw vs. magic to suffer only half damage.\n Each time a creature is struck, there is a 5% chance that the *vortex* will explode in a wild surge. Use Table 2 to determine the results of any wild surge. If the *vortex* causes a wild surge, the spell ends immediately.'
+};
+
+wiz5['Waveform'] = {
+ 'category': 'Wild Magic',
+ 'level': '5',
+ 'school': 'Alteration',
+ 'range': '40 yards',
+ 'duration': '[[1d10]] rounds',
+ 'aoe': '10-foot-cube/level',
+ 'components': 'S, M',
+ 'cast-time': '5',
+ 'saving-throw': '½',
+ 'materials': 'A small, carved oar decorated with aquamarines worth at least 500 gp. The oar disintegrates when the spell is cast.',
+ 'reference': 'p. 36',
+ 'book': 'Tome of Magic',
+ 'damage': '*Normal creatures*: [[@{level-wizard}]]d4. *Water-based creatures*: [[@{level-wizard}]]d6',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By means of this spell, the wild mage is able to shape and direct the patterns of water currents, allowing him to mold liquids into a variety of forms. The spell affects a quantity of liquid no larger than the area of effect. If cast onto a larger body, such as an ocean or large lake, the spell affects only the water within the area of effect.\n After casting *waveform*, the mage can form the water into any desired shape. The spell does not bind the liquid together in any fashion; it is still limited by its fluid properties and gravity. Thus, a mage could not use *waveform* to create a humanoid creature with arms and legs and direct it to walk across land. He could, however, create a roughly human shape with flowing arms that rises out of the water, crashes forward in a huge splash, then rises and repeats the process. Other possible shapes include gigantic waves, geysers, whirlpools, and troughs.\n The shape takes one round to form, after which it can be maintained by concentration. The shape can be directed to move in any direction at the rate of 90 feet per round. If the *waveform* moves into or through a body of water, the form loses no intensity. However, if the wave is moved over dry ground, it loses one die of damage for every 10 feet crossed.\n If propelled against a target, the *waveform* causes 1d4 points of damage per level of the caster to creatures in its path. The *waveform* can be directed against creatures on the surface or underwater. Those struck are allowed a saving throw; success indicates half damage.\n If the victims are in or on a body of water, the shape will sweep them along. Creatures of small size are carried with the form, moving at its speed. Medium and large size creatures are swept along at half the water’s speed. Creatures larger than this resist the movement. Those caught in the current can make a Strength check each round to swim free of the current.\n Boats and ships are particularly vulnerable to the *waveform*. If the *waveform* is twice the size of the vessel or more, the ship must make a seaworthiness check (as described in Table 77 of the *DMG*). Vessels passing the check suffer damage as described above, reducing seaworthiness ratings for future checks by 2d6 points until repairs are made.\n Alternatively, this spell can be cast directly at a single water-based creature--a water weird, water elemental, or other creature from the elemental plane of water. In this case, the spell causes 1d6 points of damage per level of the caster. The effect is instantaneous and the spell ends immediately after the attack is made.'
+};
+
+wiz6['Augmentation II'] = {
+ 'level': '6',
+ 'school': 'Evocation',
+ 'range': '0',
+ 'duration': '3 turns',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'A pair of concentric circles of gold or platinum.',
+ 'reference': 'p. 37',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell functions exactly like the 3rd-level *augmentation I* spell except that five spells of levels 1-3 may be affected. For each die of damage caused by augmented spells, one hit point is added to the damage total.\n *Augmentation II* affects the first five spells which cause direct damage that are cast within the duration of the *augmentation II* spell. Only spells that cause direct physical damage are affected by this spell.'
+};
+
+wiz6['Bloodstone\'s Spectral Steed'] = {
+ 'level': '6',
+ 'school': 'Necromancy',
+ 'range': '10 yards',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A hollow bone from a vulture’s wing, which must be carved into a whistle and blown when the spell is cast.',
+ 'reference': 'p. 37',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a wizard to create a quasi-real, vulturelike creature. The flying steed can carry the caster and one other person per three levels of the wizard’s experience (four at 12th level, five at 15th, etc.). All passengers must be specifically named during the casting.\n The spectral steed looks like a huge, skeletal vulture with tattered wings. As it flies, it utters hideous screeches that echo through the sky. The spectral steed flies at a movement rate of 4 per level of the caster, to a maximum movement rate of 48. Currently [[{[[4*[[@{level-wizard}]] ]],48}kl1]] movement rate. It appears with a bit and bridle, plus one saddle per passenger.\n All normal animals shun the spectral steed and only monsters will attack it. The mount has AC 2 and 10 hit points plus 1 hit point per level of the caster. Currently [[10+[[@{level-wizard}]] ]] hit points. If it loses all of its hit points, the spectral steed disappears. It has no attack mode.'
+};
+
+wiz6['Claws of the Umber Hulk'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'An umber hulk’s claw.',
+ 'reference': 'p. 38',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, the subject’s hands widen and his fingernails thicken and grow, becoming equivalent in size and power to the iron-like claws of an umber hulk. The transformation takes one full round and is excruciatingly painful, requiring a system shock roll. A failed roll causes the subject to suffer 3d4 points of damage.\n The subject can burrow as an umber hulk, cutting through 10 feet of solid stone or 60 feet of soil per turn. The only limitation to this is the subject’s stamina; at the end of each turn of burrowing, the subject must succeed a Constitution check or be forced to rest for one turn.\n Burrowing through soil does not necessarily create a passable tunnel. If the subject wishes to make a passage in which others can travel or that he can exit when the spell ends, he must dig at a rate of 30 feet per turn. Cutting a tunnel through solid rock does not require extra care or time.\n The recipient of this spell can make two claw attacks per round, each inflicting 2d6 points of damage plus any Strength bonuses. Each attack is made with a -2 penalty to hit. This penalty applies until the subject has made two successful consecutive attacks (not necessarily in the same round), at which time he is accustomed to using the claws. The penalty is dropped for the remainder of the spell.'
+};
+
+wiz6['Dilation II'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 38',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell functions exactly like the 4th-level *dilation I* spell, except that the area of effect of a 1st-, 2nd-, or 3rd- level spell is extended by 50%. Alternatively, the wizard may extend the area of effect of one 4th- or 5th-level spell by 25%.'
+};
+
+wiz6['Forest\'s Fiery Constrictor'] = {
+ 'level': '6',
+ 'school': 'Conjuration/Summoning',
+ 'range': '[[10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'One source of fire',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'Special',
+ 'materials': 'A red dragon’s scale.',
+ 'reference': 'p. 38',
+ 'book': 'Tome of Magic',
+ 'damage': '*Saving throw success:* 1d6 Fire damage. *Saving throw fail:* 3d6',
+ 'damage-type': 'Fire damage',
+ 'healing': '',
+ 'effect': 'This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril is 10 feet long, has AC 7, can be hit only by magical weapons of +2 or better, and has hit points equal to double the caster’s level. Currently [[2*[[@{level-wizard}]] ]] hit points.\n Any creature within 20 feet of the tentacle is subject to attack as directed by the caster. The victim must attempt a saving throw; if successful, the subject has avoided entanglement, but suffers 1d6 points of fire damage from contact with the tendril. If the saving throw is failed, the victim is entangled by the flaming serpent and suffers 3d6 points of fire damage each round until the tendril is destroyed or the spell expires.\n If the fire source from which the tentacle emanates is extinguished, the remaining time that the fiery constrictor may exist is cut in half.'
+};
+
+wiz6['Lorloveim\'s Shadowy Transformation'] = {
+ 'level': '6',
+ 'school': 'Illusion',
+ 'range': 'Touch',
+ 'duration': '[[1d4+[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '6',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 38',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, the illusionist transforms one creature or a specified amount of non-living material into shadow, making it insubstantial. Thus, a door could be turned to shadow and entered. The maximum amount of inanimate material that may be transformed is one cubic foot per level of the caster. Currently [[@{level-wizard}]] cubic feet.\n Unwilling creatures are allowed a saving throw to resist the *shadowy transformation*. Magical items and the magical effects of spells (such as *Bigby’s forceful hand* or a *wall of stone*) cannot be affected.\n A transformed creature and all its gear become insubstantial. The creature can pass through small holes, narrow openings, and the smallest cracks. The creature cannot fly without additional magic.\n No form of attack is possible when in shadow form except against creatures that exist on the Ethereal plane. In this case, all attacks are normal; however, the shadowy creature may be harmed only by magical weapons of +1 or greater or by creatures able to affect those struck only by magical weapons. Spells and special attacks have normal effects.\n Most undead creatures will ignore a creature in shadow form, believing it to be a wraith or spectre; however, liches and powerful undead may save vs. spell with a -4 penalty to recognize the spell. A successful *dispel magic* spell forces the creature in shadow form back to normal form.'
+};
+
+wiz6['Wildshield'] = {
+ 'category': 'Wild Magic',
+ 'level': '6',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A small sponge.',
+ 'reference': 'p. 39',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell cloaks the caster in a whirling band of scintillating colors, completely concealing him. The caster is able to see normally within and outside the shield.\n The *wildshield* protects the caster from the effects of spells and magical items. The shield can completely absorb [[2d6]] spell levels (i.e., if the roll of 2d6 results in 10, the shield could absorb ten 1st-level spells, two 5th-level spells, or any similar combination), thereby negating their effects on the caster. Both area effect spells and those individually targeted at the wild mage can be absorbed. In the case of area spells, the *wildshield* protects only the mage. All others in the area of effect suffer normal effects from the spell.\n *Wildshield* also protects against wild surges, whether caused by the caster’s magic or by an outside source. Each wild surge is considered equal to 1d6 spell levels.\n The spell remains in effect until it is either canceled by the caster or it reaches its spell level capacity. If the capacity is met exactly, the *wildshield* simply ceases to function. However, if the *wildshield* is struck by more spell levels than it can absorb, it explodes in a wild surge. The spell that triggered the surge is completely negated, its energy instead transformed into a wild surge (see Table 2). Since the shield no longer functions, the formerly protected wizard is subject to full effects of this wild surge.'
+};
+
+wiz6['Wildstrike'] = {
+ 'category': 'Wild Magic',
+ 'level': '6',
+ 'school': 'Conjuration/Summoning',
+ 'range': '30 yards',
+ 'duration': '[[2d4]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small glass tube that is shattered in the casting.',
+ 'reference': 'p. 39',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is used primarily against hostile spellcasters. It distorts all attempts at spellcasting, converting spell energy into wild surges.\n The victim of a *wildstrike* is allowed a saving throw; if successful, the spell has no effect. If the saving throw is failed, the target is enclosed within a field of wild magic. If the victim casts spells or uses a charge from a magical item, a wild surge is automatically created (refer to Table 2). When determining the effects of this surge, the true level of the wild mage who cast the *wildstrike* is subtracted from the die roll, making the effects of the wild surge more likely to affect the victim.'
+};
+
+wiz7['Acid Storm'] = {
+ 'level': '7',
+ 'school': 'Evocation',
+ 'range': '[[10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': '40-foot-diameter circle',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': '½',
+ 'materials': 'A drop of acid.',
+ 'reference': 'p. 40',
+ 'book': 'Tome of Magic',
+ 'damage': '*Round 1-3:* [[1d4]]}}{{d2t=[[{[[@{level-wizard}]],0}>4]]}}{{d2=*Round 4-6:* [[1d6]]}}{{d3t=[[{[[@{level-wizard}]],0}>7]]}}{{d3=*Round 7+:* [[1d8]]',
+ 'damage-type': 'Acid damage',
+ 'healing': '',
+ 'effect': 'This deadly spell unleashes a downpour of magical, gelatinous acid droplets. All creatures within the area of effect are coated by globs of gooey acid. The acid can be washed off only with wine, vinegar, or by a successful dispel magic or similar spell. The acid remains present for 1 round per level of the caster, then vanishes.\n Creatures coated by the acid suffer 1d4 hit points of damage each round during rounds 1-3, 1d6 points in each of rounds 4-6, and 1d8 points on each round thereafter. Characters who successfully save vs. spells during the first round suffer only half damage from the acid for the remaining rounds. When the spell expires, no further damage is inflicted.'
+};
+
+wiz7['Bloodstone\'s Frightful Joining'] = {
+ 'level': '7',
+ 'school': 'Necromancy',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': 'One undead creature',
+ 'components': 'V, S',
+ 'cast-time': '7',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 40',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this powerful spell is employed, the wizard transfers his spirit to the body of an undead creature, totally dominating it. If the undead creature has intelligence, it is allowed a saving throw vs. spell to resist the joining. If the save is successful, the caster’s spirit is forced back into his own body. The wizard must make a system shock roll; if the roll fails, the wizard suffers 5d6 points of damage. If the roll succeeds, the wizard suffers half this damage.\n If the creature’s save fails, the necromancer joins his life essence with that of the undead. While in the creature’s body, the caster can use all of its special attacks and innate abilities, excluding spells memorized by the creature.\n The wizard’s body remains comatose, is subject to all regular attacks, and suffers damage normally. The wizard’s spirit can travel an unlimited distance from his physical body as long as they remain on the same plane of existence.\n If intelligent, the possessed undead continually tries to purge the caster with mental threats that can be heard only by the wizard. The thoughts of the undead are ghastly. During the first minute of each hour of possession, the caster must succeed an Intelligence check in order to retain his sanity. The roll is modified by the difference between the creature’s Intelligence and that of the spellcaster. If the undead has a higher score, the difference is added to the die roll. If the necromancer has a higher Intelligence, the difference is subtracted from the roll.\n If the roll is successful, nothing happens and the caster may continue to possess the undead. If the Intelligence roll fails, the wizard’s intellect degenerates, making him a raving, homicidal maniac. His spirit is immediately forced to return to his body, and he must attempt a system shock roll with damage occurring as outlined above. The caster remains dangerously insane until a *heal* or *wish spell* is used to restore his intellect.\n This spell can be very useful when combined with the *mask of death* spell.\n When the spell’s duration expires, the necromancer’s spirit immediately returns to his body.'
+};
+
+wiz7['Hatch the Stone from the Egg'] = {
+ 'level': '7',
+ 'school': 'Alteration, Enchantment, Evocation',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'One alchemical mixture',
+ 'components': 'V, S, M',
+ 'cast-time': '[[1d4+4]] hours',
+ 'saving-throw': 'None',
+ 'materials': 'A magical item known as the *philosopher’s egg*, which is an enchanted retort used to hold the alchemical mixture. The egg is not destroyed upon completion of the spell and may be used again. (Further details about the *philosopher’s egg* are found in Chapter 4 of the Tome of Magic.)',
+ 'reference': 'p. 40',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When a wizard wishes to create the magical item known as the *philosopher’s stone*, he must first discover its alchemical formula, which tells him the necessary ingredients and the method of preparing them. This information is not provided by this spell, and this spell is useless without the formula. (The exact ingredients and formula are decided by the Dungeon Master and must be discovered by the wizard by adventuring.)\n When the formula has been discovered and the ingredients prepared, the wizard enchants the alchemical mixture with the *enchant an item* spell. *Hatch the stone from the egg* is then cast upon the mixture. This spell slowly transmutes the mixture into its final form as the philosopher’s stone. The process is completed with a *permanency spell*.'
+};
+
+wiz7['Hornung\'s Surge Selector'] = {
+ 'category': 'Wild Magic',
+ 'level': '7',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A brass spinner.',
+ 'reference': 'p. 41',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The great Hornung, having been blasted more than once by his own wild surges, devised a method of improving the results of wild magic and, not incidentally, his own chances of survival. The result was *Hornung’s surge selector*.\n By casting this spell, the wild mage gains greater control over wild surges. When the caster’s spell creates a wild surge, two separate results are determined from Table 2. The caster can then choose which of the two results will take effect. This spell can be used in conjunction with *Nahal’s reckless dweomer*.\n The spell’s duration is a fixed number of surges or 12 hours, whichever comes first. The wild mage is able to shape one wild surge per five levels of his experience; thus, a 15th-level caster could shape three wild surges within a 12-hour period. Currently [[floor([[@{level-wizard}]]/5)]] wild surges. At the end of 12 hours, the spell expires, regardless of the number of surges remaining.'
+};
+
+wiz7['Intensify Summoning'] = {
+ 'level': '7',
+ 'school': 'Conjuration/Summoning, Necromancy',
+ 'range': 'Special',
+ 'duration': '1 turn',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'A small leather pouch and a miniature silver candelabra.',
+ 'reference': 'p. 41',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enhances the strength of creatures summoned by the caster via 1st through 6th level conjuration/summoning spells. Only spells which bring summoned creatures to the wizard are affected.\n The first two conjuration/summoning spells cast by the wizard within one turn following the *intensify summoning* spell are affected. Summoned creatures gain 2 hit points per hit die. The affected creatures retain their bonus hit points until the normal expiration of the spell that summoned them.'
+};
+
+wiz7['Malec-Keth\'s Flame Fist'] = {
+ 'level': '7',
+ 'school': 'Evocation',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'One creature or object',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 41',
+ 'book': 'Tome of Magic',
+ 'damage': '*Hit:* [[1d4+2]] Fire. *Fire Aura:* [[ [[@{level-wizard}]]d4]]',
+ 'damage-type': 'Fire',
+ 'healing': '',
+ 'effect': 'When this spell is completed, one of the caster’s hands (his choice) bursts into light and is surrounded by an aura of flame. The caster suffers no damage from this effect. Illumination is equal to that of a torch.\n If the wizard successfully touches an opponent, the subject must attempt a saving throw. If the roll is successful, the flame remains on the caster’s hand (and he may use it to make further attacks until the spell’s duration expires) and the touched creature suffers 1d4+2 points of fire damage. If the save is failed, the flame leaves the caster’s hand to surround the victim’s body in an aura of searing fire. The superheated aura burns for 1 round, inflicting 1d4 points of damage per level of the caster.\n Instead of attacking a creature, the caster may choose to touch any single object, which is automatically surrounded by the searing aura for 1 round and must succeed at an item saving throw vs. magical fire or be destroyed. The aura can surround an object up to 5 cubic feet in volume per level of the caster. Currently [[5*[[@{level-wizard}]] ]] cubic feet'
+};
+
+wiz7['Shadowcat'] = {
+ 'level': '7',
+ 'school': 'Illusion',
+ 'range': '[[10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A black pearl of at least 100 gp value and a claw from a grey or black cat.',
+ 'reference': 'p. 41',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, the wizard brings into being a cat made of shadow. The *shadowcat* is the size of a normal cat and may be either grey or black at the caster’s option. The caster has complete telepathic control of the feline; he can see, hear, and even speak through it as long as it remains within range. At the moment it moves out of range, the *shadowcat* vanishes. The caster does not need to concentrate on the *shadowcat*.\n The shadowy feline is insubstantial, making subject only to magical or special attacks, including those by weapons of +1 or better. It has AC 5, a movement rate of 18, and saving throws equal to those of the caster. The cat dissipates if it loses hit points equal to one-half the caster’s total hit points. Currently [[floor(@{HP|max}/2)]] hit points. The *shadowcat* has no attacks of its own and cannot touch or carry objects. A successful *dispel magic* spell causes the cat to vanish.\n A *shadowcat* makes no sound as it moves. It is 90% undetectable in all but the brightest conditions. It can pass through small holes or narrow openings.'
+};
+
+wiz7['Spell Shape'] = {
+ 'category': 'Wild Magic',
+ 'level': '7',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '[[1d4+1]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': 'A diamond worth no less than 2,000 gp. When the spell is cast, the diamond is transformed into a lump of coal.',
+ 'reference': 'p. 42',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell gives the wild mage the ability to seize magical energy directed at him and reshape it as he desires. While it is in effect, the spell gives no visible sign of its existence. It offers no protection against area effect spells.\n If a wild mage is the target of a spell or magical item, this spell automatically allows him a saving throw. If the saving throw is failed, the opponent’s spell has normal effects. If the saving throw is successful, the *spell shape* absorbs the magical energy of the opponent’s spell. The wild mage can then choose to let the energy dissipate or he can instantly use it to cast a spell back at the opposing mage. The return spell must be of an equal or lesser spell level than the original one and must be currently memorized by the mage. The act of returning the spell does not cost the wild mage any of his memorized spells. Spell energy cannot be saved; if not used immediately, it dissipates.\n For example, Hamos, a wild mage, is protected by a *spell shape* and is struck by a *finger of death* (a 7th-level spell). He succeeds at his saving throw and is now able to cast a spell of 7th level or lower. Hamos currently has *feeblemind memorized*. Since it is only a 5th-level spell, he chooses to cast it back at his enemy. He makes his level variation check (and doesn’t get a wild surge) and the *feeblemind* is sent hurtling back at his foe. Hamos still has his original *feeblemind* memorized. The remaining two spell levels are lost, since they were not used in the same round.\n If a wild mage is struck by two spells at once, he may choose which spell to shape. He suffers all effects of the remaining spell.'
+};
+
+wiz7['Steal Enchantment'] = {
+ 'level': '7',
+ 'school': 'Enchantment',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'One item',
+ 'components': 'V, S, M',
+ 'cast-time': '1 hour',
+ 'saving-throw': 'Negate',
+ 'materials': 'The nonmagical item which is to receive the enchantment. It must be of equal or greater value than the object to be drained.',
+ 'reference': 'p. 42',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell “steals” the enchantment from a magical item and places it within another, non-magical item (the material component). Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armor, wand, etc.).\n The enchantment can be transferred only to a nonmagical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any).\n At the culmination of the spell, the original magical object is allowed an item saving throw vs. disintegration with all modifiers it is allowed as a magical item. Exceptionally powerful objects (such as artifacts) may be considered to automatically succeed the saving throw at the DM’s discretion.\n If the saving throw is successful, the magical object resists the effect and the spell ends in failure. If the roll is failed, the magical item loses all of its powers, which are transferred to the previously nonmagical object.\n Even if the magical item fails its saving throw, the spell’s success is not guaranteed. There is a chance that the enchantment might be lost. The base chance of this occurring is 100%, modified by -5% per level of the caster. Currently [[{100-(5*[[@{level-wizard}]]),0}kh1]]% chance that the enchant is lost. Thus, a 20th-level wizard has no chance of losing the magic. If the enchantment is lost, both items become nonmagical.\n '
+};
+
+wiz7['Suffocate'] = {
+ 'level': '7',
+ 'school': 'Alteration, Necromancy',
+ 'range': '30 yards',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': '10-foot-radius circle',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small silk bag studded with black opals worth a total of no less than 5,000 gp. The bag is not destroyed during casting, but becomes useless for future castings if a successful *dispel magic* spell is used on it.',
+ 'reference': 'p. 43',
+ 'book': 'Tome of Magic',
+ 'damage': '*Con check fail*: [[2d4]]. *Con check success*: [[1d4]]',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell draws the breath out of all creatures within the area of effect who fail a saving throw. Their breath is placed within a small silk bag held by the caster.\n Each round, a victim of this spell must attempt a Constitution check. If failed, the creature suffers 2d4 points of damage. If successful, the subject has taken in enough air to reduce the damage to 1d4.\n As they struggle and gasp for air, affected creatures move and attack at half their normal rates, have a -4 Armor Class penalty, an attack penalty of -4, and lose all Dexterity combat bonuses.\n Effects of this spell continue each round regardless of whether the victims remain in the original area of effect. The damage accumulates until the spell expires, the silk bag is opened, or a successful *dispel magic* spell is cast upon the bag. The penalties to combat remain in effect for [[1d3]] rounds after the spell ends.'
+};
+
+wiz8['Abi-Dalzim\'s Horrid Wilting'] = {
+ 'level': '8',
+ 'school': 'Alteration, Necromancy',
+ 'range': '[[20*[[@{level-wizard}]] ]] yards',
+ 'duration': 'Instantaneous',
+ 'aoe': '30-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '8',
+ 'saving-throw': '½',
+ 'materials': 'A bit of sponge.',
+ 'reference': 'p. 43',
+ 'book': 'Tome of Magic',
+ 'damage': '[[ [[@{level-wizard}]]d8]]',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per level of the caster. Affected creatures are allowed a saving throw, with success indicating half damage.\n This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their saving throws.'
+};
+
+wiz8['Airboat'] = {
+ 'level': '8',
+ 'school': 'Alteration, Enchantment',
+ 'range': '1 mile',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 43',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell must be cast under a cloudy sky. The caster points at a cloud, which immediately descends toward him. As it comes closer, the cloud changes shape, becoming any sort of vessel imagined by the wizard (a dragon-shaped galley, a one-man dinghy, etc.).\n Although the *airboat* is made of cloud, it feels solid and can support the weight of the caster plus one passenger per level of the wizard. It can fly at any speed up to 5 miles per hour per level of the caster (to a maximum of 90 miles per hour). Currently max [[{5*[[@{level-wizard}]],90}kl1]] miles per hour.\n The caster maintains total telepathic control over the *airboat’s* speed and direction. While controlling the vessel, the wizard is able to perform other actions but may not cast other spells.'
+};
+
+wiz8['Gunther\'s Kaleidoscopic Strike'] = {
+ 'level': '8',
+ 'school': 'Invocation/Evocation',
+ 'range': '[[5*[[@{level-wizard}]] ]] yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '8',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 43',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, a thin beam of shimmering, kaleidoscopic light shoots from the wizard’s fingertips toward his target. The victim is allowed a saving throw to resist the beam.\n This spell has no effect on nonspellcasters, causing them no harm whatsoever. Creatures with innate spell-like abilities are also unaffected. Against wizards and priests, this spell can be devastating. It “short-circuits” the arcane energy stored in a spellcaster’s mind, wiping away a number of memorized spells. Lost spells must be rememorized.\n The number of spells drained is equal to the caster’s level minus 1d20. [[{[[@{level-wizard}]]-1d20,0}kh1]] spells wiped. Thus, a 16th-level wizard drains a maximum of 15 spells, but could drain no spells depending on the die roll. After subtracting the die roll from the caster’s level, any result of zero or a negative number indicates that the victim loses no spells.\n Spells are drained from the wizard’s memorized spells beginning with 1st-level spells and working up to higher level spells. Any decision regarding which spell should be drained from a specific level should be determined randomly.\n '
+};
+
+wiz8['Homunculus Shield'] = {
+ 'level': '8',
+ 'school': 'Evocation, Necromancy',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A miniature sculpted bust of the spellcaster.',
+ 'reference': 'p. 44',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By creating a *homunculus shield*, the wizard separates a portion of his mind in the form of an exteriorized magical homunculus. This creature is invisible to all but the caster and appears as a miniature version of the caster perched atop the wizard’s head.\n The wizard may move and act normally while this spell is in effect. The magical homunculus operates as an independent spellcaster. It may cast only *teleport*, *contingency*, and protective spells of 4th level and lower. It casts only spells from the wizard’s memorized store of spells, but any spells cast by the homunculus are done so with a casting time of 1. The wizard selects which spells are cast by his homunculus; after they are cast, they are wiped from the caster’s memory.\n The homunculus has 1 hit point per two levels of the caster. Currently [[2*[[@{level-wizard}]] ]] hit points. These points are “borrowed” from the caster; while the homunculus is present, the wizard’s hit points are reduced by this amount.\n The homunculus cannot be struck by melee or missile weapons separately from the wizard. It can be damaged separately from the wizard (e.g., by a *magic missile* targeted at the homunculus or by area effect spells). The homunculus has the attributes and saving throws of the wizard.\n At the end of the spell’s duration, the homunculus disappears and any hit points it had are restored to the wizard. Hit points lost by the homunculus can be regained only by magical healing.\n If the wizard’s hit points are reduced to zero at any time during the spell, the wizard is dead even if the homunculus had hit points remaining.\n A wizard with an active *homunculus shield* suffers a -4 saving throw penalty against *magic jar* spells cast upon him due to the division of his mental energy.\n '
+};
+
+wiz8['Hornung\'s Random Dispatcher'] = {
+ 'category': 'Wild Magic',
+ 'level': '8',
+ 'school': 'Abjuration',
+ 'range': '30 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One creature',
+ 'components': 'V',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 44',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With the utterance of a few words, this spell can hurl a creature to a random plane and leave him there. The target, if unwilling, is allowed a saving throw. If successful, the spell fails. If unsuccessful, the victim and all items carried by him are sent to a random plane. To determine the plane, roll on the table below.}}{{style=center1 sheet-spell-bottom2}}{{c1-1=**D100**\n**Roll**}}{{c2-1=01-03}}{{c3-1=04-06}}{{c4-1=07-12}}{{c5-1=13-17}}{{c6-1=18-23}}{{c7-1=24-27}}{{c8-1=28-30}}{{c9-1=31-35}}{{c10-1=36-38}}{{c11-1=39-44}}{{c12-1=45-47}}{{c13-1=48-50}}{{c14-1=51-53}}{{c15-1=54-58}}{{c16-1=59-61}}{{c17-1=62-64}}{{c18-1=65-67}}{{c19-1=68-70}}{{c20-1=71-73}}{{c21-1=74-76}}{{c22-1=77-79}}{{c23-1=80-82}}{{c24-1=83-85}}{{c25-1=86-91}}{{c26-1=92-94}}{{c27-1=95-97}}{{c28-1=98-100}}{{c1-2=**Plane**}}{{c2-2=Abyss}}{{c3-2=Acheron}}{{c4-2=Alternate Prime Material Plane}}{{c5-2=Arcadia}}{{c6-2=Astral Plane}}{{c7-2=Beastlands (Happy Hunting Grounds)}}{{c8-2=Concordant Opposition}}{{c9-2=Elemental Plane (Air, Fire, Earth, or Water)}}{{c10-2=Elysium}}{{c11-2=Ethereal Plane}}{{c12-2=Gehenna}}{{c13-2=Gladsheim}}{{c14-2=Hades}}{{c15-2=Limbo}}{{c16-2=Negative Material Plane}}{{c17-2=Negative Quasi-Plane (Vacuum, Ash, Dust, or Salt)}}{{c18-2=Nine Hells}}{{c19-2=Nirvana}}{{c20-2=Olympus}}{{c21-2=Pandemonium}}{{c22-2=Para-Elemental Plane (Smoke, Magma, Ooze, or Ice)}}{{c23-2=Positive Material Plane}}{{c24-2=Positive Quasi-Plane (Lightning, Radiance, Minerals, or Steam)}}{{c25-2=Prime Material Plane*}}{{c26-2=Seven Heavens}}{{c27-2=Tarterus}}{{c28-2=Twin Paradises}}{{effects2= * Characters sent to the Prime Material plane are teleported elsewhere in the same world.\n\n The caster has no control over the destination of the target. The conditions at the destination may kill the target (for example, arriving in the elemental plane of fire) or merely make life difficult. This determination is left to the DM.'
+};
+
+wiz8['Wildzone'] = {
+ 'category': 'Wild Magic',
+ 'level': '8',
+ 'school': 'Conjuration/Summoning',
+ 'range': '0',
+ 'duration': '[[2d6]] turns',
+ 'aoe': '300’×300’ square',
+ 'components': 'V, S, M',
+ 'cast-time': '[[1d6]] rounds',
+ 'saving-throw': 'None',
+ 'materials': 'Several pots of paint which must be spilled across a sheet of hammered silver worth no less than 2,000 gp.',
+ 'reference': 'p. 45',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell creates a disruption in magical forces similar to the conditions found in wild magic regions (areas where the effects of magic have been permanently altered). This spell has only a temporary effect, although the effects of *wildzone* could possibly be rendered permanent.\n The spell creates a wild magic region centered on the caster. The area of effect cannot be shaped in any way; it is *always* a square 300 feet long on each side (90,000 square feet).\n Within the *wildzone*, wild magic reigns. Any spell cast in the area of effect is automatically treated as a wild surge (see Table 2). Effects from magical items that expend charges are also treated as wild surges when used in the area. Other magical items function normally.\n Spells cast into the *wildzone* from outside the area of effect function normally, but spells cannot be cast out of the area of effect without triggering a wild surge.'
+};
+
+wiz9['Chain Contingency'] = {
+ 'level': '9',
+ 'school': 'Evocation',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] days',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': '(In addition to those of the companion spells) 500 gp worth of quicksilver; a gem of at least 1,000 gp value; an eyelash from an ogre mage, ki-rin, or similar spell-using creature; and an ivory statuette of the wizard (which is not destroyed in the casting of the spell) which must be carried by the spellcaster in order for the *chain contingency* to perform its function when triggered.',
+ 'reference': 'p. 45',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell is similar to the 6th-level *contingency* spell.\n *Chain contingency* allows the caster to designate either two or three spells that will take effect automatically under a specific set of conditions. In other words, when a set of conditions is met, the designated spells are “cast” immediately without the caster’s intervention.\n *Chain contingency* must be cast together with the spells it is to trigger. The caster may choose either two spells to occur simultaneously or three spells to occur consecutively, one per round. Spells must be of 8th level or lower. Only the 6th-level *contingency* spell may not be included. The casting time of 2 turns includes the casting of the spells to be triggered.\n Unlike the *contingency* spell, spells “stored” in *chain contingency* can affect creatures other than the caster. These instructions must be carefully worded; the spell obeys the letter of its instructions and not the caster’s intentions.\n In casting *chain contingency*, the wizard defines the conditions that will trigger the “stored” spells. This definition must be carefully worded, but may be as limiting or general as the caster desires. The caster also states the exact order, target, range, and manner in which the stored spells are to be cast.\n The spell has several limitations in triggering its spells. It does not have any powers of discernment; thus, an instruction to “target the highest-level enemy” is not possible. Furthermore, the conditions cannot involve a delay; a spell cannot be ordered to trigger “three turns after I sneeze.”\n When the named conditions are met, the *chain contingency* is automatically triggered. If all specifics of casting a spell are not specified (e.g., target or area of effect), the effect is automatically centered on the caster.\n Possible triggers might include a fall from a distance greater than the caster’s height, the appearance of the first beholder within 30 feet of the caster, or the wizard pointing his finger and pronouncing a specified word.\n Only one *chain contingency* can be placed on the spellcaster at any one time. If a second is cast, the first *chain contingency* is cancelled. It is possible to have both a *contingency* and a *chain contingency* operating at the same time, provided that there is no overlap in the conditions specified for triggering the two spells.\n Spells triggered by the *chain contingency* have a casting time of 1. If the spell is triggered under conditions that are impossible to fulfill, it fails. If one of the spells in a series cannot be fulfilled, the remaining spells in the series are lost. Normal conditions, including line of sight to the target, must be fulfilled. All spells originate from the caster; thus, it is not possible for a caster to *teleport* and leave behind a series of *fireballs* to blast his enemies. In this case, the *fireballs* would either fail or destroy something at the caster’s destination.'
+};
+
+wiz9['Elemental Aura'] = {
+ 'level': '9',
+ 'school': 'Abjuration, Evocation',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': 'The caster',
+ 'components': 'V',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 46',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell has four very different effects depending on the type (air, earth, fire, water) of *elemental aura* cast. Only the caster may receive an *elemental aura*, and it is not possible to benefit from more than one aura at one time.\n Each aura is three inches thick and covers the caster’s entire body. An aura of air is hazy white in color, an aura of earth is dull grey, an aura of fire is flickering red, and an aura of water is shimmering blue. The auras have these effects:\n Air\n • immunity to gas and air-based attacks\n • total protection from physical attacks by creatures of the elemental plane of Air\n • ability to cast *fly* and *protection from normal missiles* once each\n Earth\n • immunity to attacks from nonmagical weapons made of stone or metal\n • immunity to physical attacks by creatures of the elemental plane of Earth\n • ability to breathe and move at full movement rate within the element of earth\n • ability to cast *wall of stone* once\n Fire\n • immunity to normal and magical fire\n • total protection from physical attacks by creatures of the elemental plane of Fire\n • ability to breathe and move at full movement rate within the element of fire\n • total protection from hostile environmental effects while traveling plane of Fire\n • ability to cast *wall of fire* once\n Water\n • immunity to water- and cold-based attacks\n • total protection from physical attacks by creatures of the plane of Water\n • ability to breathe and move at full movement rate within the element of water\n • ability to cast *wall of ice* once\n The auras do not restrict the caster in any way. He is free to move and act normally while under the influence of an aura.'
+};
+
+wiz9['Estate Transference'] = {
+ 'level': '9',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Permanent',
+ 'aoe': '[[1000*[[@{level-wizard}]] ]] square feet',
+ 'components': 'V, S, M',
+ 'cast-time': '10 turns',
+ 'saving-throw': 'None',
+ 'materials': 'In addition to the markers, the appropriate magical device to control elementals of the desired plane (*bowl commanding water elementals, brazier commanding fire elementals, censer controlling air elementals,* or *stone controlling earth elementals*). The item must be permanently placed at the heart of the area of effect and cannot be used for any other purpose. If the device is disturbed in any way, the spell immediately fails, allowing the energies of the elemental plane to flood into the protected area.',
+ 'reference': 'p. 46',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell allows a caster to transfer a large area of land in the Prime Material plane to any of the elemental planes. All buildings, people, and wildlife within the area of effect are also transported. The land forms a pocket of the Prime Material plane within the elemental plane. The pocket is a sphere with a diameter equal to the diameter of the land. The surface of the pocket allows creatures to enter or exit the pocket, but prevents the elements from entering the pocket.\n Inside the pocket, the land is surrounded by air of a temperature matching that of the Prime Material plane at the moment the land was moved. In addition, a source of water is created within the pocket.\n Before the spell is cast, the area to be moved must be surrounded by solid markers of material from the destination plane. Thus, if a wizard wants to move his castle to the Elemental Plane of Fire, he must first surround the area with solid blocks of matter from the Elemental Plane of Fire, such as hardened magma or magically-crystallized fire. The blocks must be spaced no more than five feet apart and may be placed above ground or under the surface (at a depth of no more than three feet).\n The wizard must be within the area to be moved when he casts the spell. When the land moves, a hemispherical crater is left behind in the Prime Material plane. Inside its pocket on the desired plane, the land continues its existence as if nothing changed, with the exception of occasional visits from planar creatures.\n Any land that is moved in this manner can never again be moved with this spell.'
+};
+
+wiz9['Glorious Transmutation'] = {
+ 'level': '9',
+ 'school': 'Alteration',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A *philosopher’s stone* and iron or lead.',
+ 'reference': 'p. 47',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell turns iron into silver or lead into gold at the caster’s option. The prime ingredient for this spell is a magical item called the *philosopher’s stone*, which must be touched by the wizard and alchemically combined with the metal during casting. The formula for mixing the stone and the metal must be known by the caster; this information is not provided by this spell and the spell is useless without it. (The exact ingredients and formula are decided by the Dungeon Master and must be discovered by the wizard in the course of adventuring.)\n *Philosopher’s stones* vary in quality so much that each is capable of transmuting either 1d10x50 pounds of iron into an equal quantity of silver or 1d10x10 pounds of lead into the same amount of gold. It is not possible to know how much metal can be transmuted until the process is complete. If the caster has more iron or lead prepared than the spell is capable of changing, any excess is unchanged.\n The entire transmutation must be made at one time. Only one stone may be used per casting of the spell. The entire *philosopher’s stone* is consumed in the process.'
+};
+
+wiz9['Stabilize'] = {
+ 'category': 'Wild Magic',
+ 'level': '9',
+ 'school': 'Abjuration',
+ 'range': '0',
+ 'duration': '[[1d4+1]] turns',
+ 'aoe': '30-foot-radius circle',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 47',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell requires immense magical effort to cast, relegating it to the highest spell level. *Stabilize* negates the effects of wild magic regions, allowing the caster and all creatures in a 30-foot radius to cast spells and use magical items normally. The spell is centered on the caster and follows his movements.\n The caster’s own spells never cause wild surges when cast within the duration of a *stabilize* spell, nor do the effects of wild surges extend into the protected area. Furthermore, the wild mage’s spells function at his true level; Table 2 is *not* used to determine level variation. The spell affects *wildstrike*, *wildzone*, and *wildwind*.'
+};
+
+wiz9['Wail of the Banshee'] = {
+ 'level': '9',
+ 'school': 'Necromancy',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': '30-foot-radius sphere',
+ 'components': 'V, S, M',
+ 'cast-time': '9',
+ 'saving-throw': 'Negate',
+ 'materials': 'A lock of hair from an evil female elf.',
+ 'reference': 'p. 47',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'At the culmination of this dreadful spell, the wizard screams like a banshee (a groaning spirit). For each level of the caster, one listener within 30 feet hears the wail. Currently [[@{level-wizard}]] listeners. Those who fail a saving throw vs. death magic die instantly.\n The wizard cannot be the victim of his own spell, nor can he choose who will be affected. If there are more potential victims than the\n the caster, the DM must randomly de\n which creatures are affected. Creatures not hear (due to ear plugs, deafness, et targets, but cannot be affected and are to automatically make their saving th'
+};
+
+wiz9['Wildfire'] = {
+ 'category': 'Wild Magic',
+ 'level': '9',
+ 'school': 'Invocation/Evocation',
+ 'range': '0',
+ 'duration': 'Variable',
+ 'aoe': 'Variable',
+ 'components': 'V',
+ 'cast-time': '1',
+ 'saving-throw': 'Variable',
+ 'materials': '',
+ 'reference': 'p. 47',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By means of this spell, the wild mage is able to channel raw magical energy through himself, shaping it into any form or effect he desires. The energy is similar in many ways to a *wish* spell, but has unique differences.\n *Wildfire* allows the caster to create the effect of any wizard spell of 8th level or lower. He need only have general knowledge of the spell and its effects; the spell does not need to be in his own spellbooks.\n Any normal saving throws vs. the spell effects are made at a -2 penalty.\n *Wildfire* can also be used in the creation of magical items. The energy created by the spell may be used to generate effects that are not created by known spells.\n *Wildfire* can also be used to create items out of nothing. The magical energy can be shaped and hardened to form solid objects. These objects have a greenish, glowing tinge and radiate magic. These objects are stronger than steel yet possess almost no weight. They are immune to fire, cold, electricity, and all forms of magical attack except *dispel magic* and *wish* spells. Even if they are subjected to these spells, a saving throw is allowed (equal to the creator’s saving throw vs. spell).\n When creating objects, the caster is limited only by his own skill and the dimensions of the object. Items larger than a 10-foot-radius sphere cannot be fashioned. Creating the object requires only one round, regardless of size. Thus, a wizard could make an impenetrable dome or a small boat with this spell.\n Objects made of *wildfire* are neither stable nor permanent. Since the object is made of magic separated from the magical continuum, the material gradually deteriorates until the magical bonds become too weak to hold the *wildfire* in the chosen form. This decay takes [[1d6+4]] hours.'
+};
+
+wiz9['Wildwind'] = {
+ 'category': 'Wild Magic',
+ 'level': '9',
+ 'school': 'Conjuration/Summoning',
+ 'range': '100 yards',
+ 'duration': '[[1d3]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '8',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 48',
+ 'book': 'Tome of Magic',
+ 'damage': '2d6',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar in effect to *wildstrike* and *wildzone*. When cast, a wall of faint, multi-colored lights springs into existence at the point indicated by the caster. These lights form a line 150 feet long. After the first round of the spell, the wizard can move the wall of lights. Each round, the caster can move the wall in the same direction or as much as 45 degrees to either side. Once the wall is set in motion, it cannot be stopped unless the spell is cancelled or dispelled. The lights can move 60 feet per round.\n The *wildwind* has two significant effects. First, all creatures struck by the magical lights suffer 2d6 points of damage. Second, any spellcaster struck while attempting to cast a spell automatically triggers a wild surge (use Table 2). Magical items that expend charges that touch the wall of lights automatically release one charge, also resulting in a wild surge.'
+};
+//endregion
+
+//#region The Complete Bard's Handbook
+wiz1['Alter Instrument'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': '1 instrument',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 75',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By using this spell, the caster can transform one musical instrument into another of similar size and equal value. Any hand-held instrument can be altered into any other hand-held instrument. However, in order to obtain a large instrument, such as a base harp, organ, or any other instrument that is too large or heavy to be easily carried, the spellcaster must start with an equally large instrument.\n In any event, the value of the new instrument is identical to the original. A golden recorder will generate a silver plated lute, a child’s drum will generate a nonfunctional lyre, *etc*.\n Bards use this spell to save both money and equipment carried. It is a lot cheaper to buy a single instrument and alter it when another is needed than to buy every instrument that might be required. This also saves a lot of space in one’s backpack.\n If the instrument the bard wishes to alter is being carried or played by another character, a successful attack roll against the opponent’s Armor Class must be made in order to touch the instrument.'
+};
+
+wiz1['Sound Bubble'] = {
+ 'level': '1',
+ 'school': 'Abjuration, Evocation',
+ 'range': '0',
+ 'duration': '[[10+[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A blown egg shell or a soap bubble.',
+ 'reference': 'p. 75',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, an invisible bubble springs into existence. It can either be centered on and mobile with the caster or cast on an area. The mobile bubble has a radius of 10 feet, while the area bubble has a radius of 5 feet per caster level. Currently [[5*[[@{level-wizard}]] ]] foot radius. The bubble has only one effect: sound can’t pass through it. Thus sound generated within the bubble can’t be heard by those on the outside and vice versa.\n Bards often use this spell to enhance the quality and effect of their performances. It also functions nicely when a bard wishes to use one of his talents in a dungeon or other limited setting in which noise is sure to draw unwanted attention.\n Besides its entertainment functions, *sound bubble* is also useful in many of the same situations in which *silence* is used.'
+};
+
+wiz2['Silence 15\' Radius'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'range': '60 yards',
+ 'duration': '[[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': '15-foot-radius sphere',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 75',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible, spells with verbal components cannot be cast, and no noise issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of the experience of the caster. If the spell is centered on a creature, the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw vs. spell. If successful, the spell effect is centered about one foot behind the position of the creature at the instant of casting (the effect does not move with the creature in this case). This spell provides a defense against sound-based attacks, such as harpy singing, a *horn of blasting, etc*.'
+};
+
+wiz3['Improved Magic Mouth'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '10 yards',
+ 'duration': 'Special',
+ 'aoe': '1 object',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A small bit of honeycomb.',
+ 'reference': 'p. 77',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell works in all ways like the 2nd-level wizard spell *magic mouth*, except as follows.\n When this spell is cast, the mouth is endowed with the bard’s current knowledge, Intelligence, and personality. When the predetermined event occurs that activates the mouth, it converses as if the bard were actually there. For example, the mouth might say, “Who goes there?” and wait for a reply. If the visitors announce their names, it could go on to say, “Tarnak, please proceed to the music room, while the rest wait in the sitting room.”\n The mouth lasts until the conversation is over.\n Although the mouth can be set to activate due to a visual stimulus (*i.e.*, activate if anyone wearing a green feather approaches the castle gate), once triggered, it reacts only to sounds and speech. Also note that the mouth and the bard are not linked in any way. Once cast, the mouth’s knowledge is set and will never change. Thus, if a bard is extremely angry at Tarnak when he casts an *improved magic mouth*, the mouth will remain in a state of anger, even if the bard and Tarnak have reconciled.'
+};
+
+wiz3['Instant Audience'] = {
+ 'level': '3',
+ 'school': 'Conjuration',
+ 'range': '30 yards',
+ 'duration': 'Up to 4 hours',
+ 'aoe': '1 room or area within range',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A small collection of the items carried by the appropriate audience (a gold coin, a piece of fine fabric, a snuff box, *etc.*). These are tossed into a bag that contains at least one live mouse. The mouse is not destroyed, but vanishes during the spell to reappear somewhere in the room after the spell ends.',
+ 'reference': 'p. 77',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, audience members are magically conjured. Each round 1d4 people enter the room or area in a normal manner. (They actually appear just outside the room when no one is looking.) This continues for a number of rounds equal to the caster’s level. Currently [[@{level-wizard}]] rounds.\n The audience contains a combination of races, gender, and social class appropriate to the occasion.\n Instant audience members act in every way like any other members of the audience. They walk around during intermission, talk, eat snacks, and so on. However, they always evade questions about their past, their history, or current events, as they have no past, no history, and have no idea as to what is going on in the world outside of the room.\n *Instant audience* members are strictly noncombative and never attack or cast spells (although they can be bullies or braggarts if that is appropriate). If one suffers even a single point of damage, he instantly vanishes along with all of his items (including items no longer on his body, such as clothes that he hung in the linen closet).\n Once the performance ends, instant audience members leave in an appropriate manner and vanish as soon as they are out of view.\n If the audience is treated in an inappropriate way (as determined by the DM), the spell instantly ends. For example, an audience could be summoned to watch a combat, but if the audience is used as a human shield, it vanishes.'
+};
+
+wiz3['Wall of Sound'] = {
+ 'level': '3',
+ 'school': 'Evocation',
+ 'range': '60 yards',
+ 'duration': 'Concentration + [[@{level-wizard}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A piece of slate and a finger nail clipping.',
+ 'reference': 'p. 78',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '1d8',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *wall of sound* spell brings forth an immobile, shimmering curtain of violently disturbed air. The wall is made up of a number of 10’ ✕ 10’ sections equal to the caster’s level. Currently [[@{level-wizard}]] sections. These sections can be arranged as desired as long as the resulting wall all lies in one plane (*i.e.*, it must be flat) that stands up vertically.\n One side of the wall, selected by the caster, produces a voluminous roar that completely disrupts all communication, command words, verbal spell components, and any other form of organized sound within 30 feet. In addition, those within 10 feet are deafened for 1d4 turns if they fail a saving throw vs. spell.\n On the other side of the wall, a loud roar can be heard, but communication is possible by shouting, and verbal components and command words function normally.\n Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a successful saving throw vs. spell. Deafened creatures suffer a -1 penalty to surprise rolls, a +1 penalty to their initiative rolls, and they are 20% likely to miscast spells with a verbal component.\n A *silence 15’ radius* spell cast by a higher level caster specifically for this purpose will dispel the wall; the wall otherwise destroys all *silence* spells that come into contact with it.'
+};
+
+wiz4['Conjure Cabinet'] = {
+ 'level': '4',
+ 'school': 'Conjuration',
+ 'range': '10 feet',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 78',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This is a very special spell created specifically for the bard class. Before this spell can be used, the bard must have a special cabinet made. It must be of the highest quality, worth at least 1,000 gold pieces. It can be any size up to 4 feet wide by 4 feet deep by 8 feet high.\n Once the cabinet is made, this spell must be cast upon it and the cabinet must be named. At any later date, the bard can cast this spell and the cabinet temporarily teleports to the bard’s current location. The cabinet carries with it any contents that are of a performing nature usable by the bard. (For example, it might contain musical instruments, cleaning tools, a playing stool, *etc.*, for a True Bard. It might be lined with throwing daggers, rapiers {for sword swallowing}, and blindfolds for a Blade).\n When the cabinet teleports to the bard, a percentile die must be rolled. On a 01-04, it appears 2d20 feet in the air and falls, destroying itself (but its contents are recoverable). On a roll of 99-00, it teleports into the ground and is destroyed. Otherwise, it is safe.\n The cabinet remains for the duration of the spell or until the bard speaks the cabinet’s name. It then teleports safely back to its previous location, along with any carried items of a performing nature usable by the bard.\n A bard may have only one such cabinet at a time. The teleport will not carry the cabinet to another plane. If items of a nonperforming nature are left in the cabinet, then the cabinet will not teleport.'
+};
+//#endregion
+
+//#region The Complete Book of Elves
+wiz2['Camouflage'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'range': '20’ radius',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': '[[@{level-wizard}]] persons',
+ 'components': 'S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': 'A mistletoe berry.',
+ 'reference': 'p. 101',
+ 'book': 'The Complete Book of Elves',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The elves jealously guard this spell. It allows the mage to instantly and completely hide the number of people allowed by the spell, concealing them against even thorough searches. This spell functions only in the wilderness, however, for it changes the appearance of the affected characters into a facsimile of natural surroundings. It is effective even against infravision and is therefore perfect for use by spies and infiltrators. Characters in this form still have all their faculties and abilities, and they can emerge from this cover at any time they desire.\n It is even possible for characters to move while within this form. Those affected may move up to 10 feet in a single round, creeping more closely to their targets. If they travel faster than this, the spell dissipates. As long as the movement is surreptitious and stealthy (“Look, Thrag! That bush *moving*!”), they should be safe. As with the *invisibility* spell, if the enspelled characters attack they gain the initiative and a +4 bonus to attack rolls because of total surprise, yet lose the benefits of the spell.\n The characters cannot be detected except by magic or by moving stupidly. Until the spell wears off, the characters can enjoy near-total invisibility and gain much-needed information.'
+};
+
+wiz2['Seeking'] = {
+ 'level': '2',
+ 'school': 'Enchantment, Invocation',
+ 'range': '100 yards',
+ 'duration': '1 turn',
+ 'aoe': '[[{floor([[@{level-wizard}]]/3),5}kl1]] missile(s)',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 102',
+ 'book': 'The Complete Book of Elves',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *seeking* spell takes the normal laws of momentum and gravity, and then twists them slightly in a way that is favorable to the caster of the spell.\n The caster can ensorcel a number of normal, nonenchanted missiles no larger than a javelin, equal to one-third his level, to a maximum of five missiles. When they have been enchanted, the caster may either use them or distribute them to his or her companions.\n When shot or hurled at a target, the missiles unerringly seek the target. They will hit nothing else but that target. The missiles can go around objects of corners if the target was visible when the spell was cast, but the missiles cannot pass through solid obstructions. For example, if the target closes a door, the missiles slam into the door and cannot be removed until the spell wears off.\n The normal range can be extended to the distance of the target creature as long as the opponent uses only ordinary methods of escape. If the target *plane shifts*, *teleports*, *blinks*, or uses some other means of instantaneous transport, the missile can no longer home in on its target. It falls to the ground, useless.\n This spell is not an automatic guarantee of success. Rather, it ensures that archers and slingers, when firing into melee, will not accidentally hit those who are on their side. This spell is especially useful for battles or shots in narrow corridors. If the person firing the arrow or bullet can see the target, he can fire for normal damage without fear of damaging comrades.'
+};
+
+wiz5['Conduit'] = {
+ 'level': '5',
+ 'school': 'Enchantment, Invocation',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': '5 missiles',
+ 'components': 'V, S,M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A copper wire twisted into the shape of an arrow.',
+ 'reference': 'p. 102',
+ 'book': 'The Complete Book of Elves',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Using this spell, the caster can temporarily enchant five missiles with another spell of a level no higher than 4th. This spell combines the best aspects of fighters and mages, for they can work in harmony to maximize both the effects of the spell and the damage of the missile.\n The *conduit* spell effectively extends the range of the second spell, casting that spell out to its full range *from the target point* when the missile hits the target. Unless otherwise specified when the spell is cast, the effects of the spell radiate forward from the point the arrowhead strikes.\n Missiles affected by this spell must begin to be fired within one turn after the last is enchanted, and they will not hold the spells for longer than an hour. Since the missiles are not specially prepared to hold enchantments for longer, the spells tend to bleed off with the passage of time.\n The spells cast on the missiles must be separate ones that the caster has memorized that day. For example, if a sorceress has memorized *conduit* and a single *fireball*, she can place a *fireball* only on one of her arrows, not on all five.\n The loaded spells are triggered when the head of the missile strikes something, whether that be the target, the ground, a tree, a rock, or whatever. This is good for radius attacks, such as a fireball, although it does no good for spells such as *burning hands* or *shocking grasp*.\n Targets are allowed normal saves against these spells, as if the wizard were right there casting the spell. However, if the missile carries the enspelled arrow beyond the spell’s normal range, the wizard has no more control over the spell.\n For example, *web* and *dimension door* spells require the caster to manipulate the spell, and casters cannot do so unless the range of their spell can reach back to them. Unless such wizards want to make the necessary calculations before casting the spell into the missile, these spells usually won’t work. If a caster wishes to do so, fine, but this is assuming a lot of faith in the ability of whoever fires the bow, for the archer must make a successful attack roll against AC 6 (including modifiers for range) to hit the area.\n The casting time does not include the casting time of the loaded spells.'
+};
+//#endregion
+
const wizardSpells = {};
wizardSpells['wiz1'] = wiz1;
wizardSpells['wiz2'] = wiz2;
@@ -28701,7 +33632,7 @@ wizardSpells['wizmonster'] = wizmonster;
/* ---- Priest spells start ---- */
//#region Player's Handbook
-const pri1 = {}
+const pri1 = {};
pri1['Animal Friendship'] = {
'level': '1',
'school': 'Enchantment/Charm',
@@ -29822,7 +34753,7 @@ pri3['Dispel Magic'] = {
'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.}}{{style=bottom3}}{{cs1-1=3}}{{cc1-1=center}}{{c1-1=**Summary of Dispel Magic Effects**}}{{c2-1=**Source of Effect**}}{{c3-1=Caster}}{{c4-1=Other caster/}}{{c5-1= innate ability}}{{c6-1=Wand}}{{c7-1=Staff}}{{c8-1=Potion}}{{c9-1=Other magic}}{{c10-1=Artifact}}{{cc2-2=bottom}}{{c2-2=**Resists As**}}{{c3-2=None}}{{c4-2=Leve/HD of}}{{c5-2= other caster}}{{c6-2=6th level}}{{c7-2=8th level}}{{c8-2=12th level}}{{c9-2=12th, unless special}}{{c10-2=DM discretion}}{{c2-3=**Result of Dispel**}}{{c3-3=Dispel automatic}}{{c5-3=Effect negated}}{{c6-3=*}}{{c7-3=*}}{{c8-3=Potion destroyed}}{{c9-3=*}}{{c10-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.',
+ '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 You dispel all effects and potions at level [[1d20-11+[[@{level-priest}]] ]] and below!\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.}}{{style=bottom3}}{{cs1-1=3}}{{cc1-1=center}}{{c1-1=**Summary of Dispel Magic Effects**}}{{c2-1=**Source of Effect**}}{{c3-1=Caster}}{{c4-1=Other caster/}}{{c5-1= innate ability}}{{c6-1=Wand}}{{c7-1=Staff}}{{c8-1=Potion}}{{c9-1=Other magic}}{{c10-1=Artifact}}{{cc2-2=bottom}}{{c2-2=**Resists As**}}{{c3-2=None}}{{c4-2=Leve/HD of}}{{c5-2= other caster}}{{c6-2=6th level}}{{c7-2=8th level}}{{c8-2=12th level}}{{c9-2=12th, unless special}}{{c10-2=DM discretion}}{{c2-3=**Result of Dispel**}}{{c3-3=Dispel automatic}}{{c5-3=Effect negated}}{{c6-3=*}}{{c7-3=*}}{{c8-3=Potion destroyed}}{{c9-3=*}}{{c10-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.',
};
pri3['Feign Death'] = {
@@ -32018,6 +36949,3873 @@ pri7['Wind Walk'] = {
//#endregion
+//#region Tome of Magic
+pri1['Analyze Balance'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Numbers, Divination',
+ 'range': '80 yards',
+ 'duration': '[[5+[[@{level-priest}]] ]] round(s)',
+ 'aoe': 'One creature, object, or 10’ square',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'Four iron coins which the priest tosses in his hand while concentrating on the spell. The coins are not consumed in the casting.',
+ 'reference': 'p. 51',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a priest to sense how far a character, creature, object, or area is from a condition of balance -- in other words, the degree to which its alignment is removed from true Neutral. The spell gives no indication of the “direction” in which the alignment is removed from true Neutral except under certain conditions which follow. The spell does, however, indicate along which axis or axes of alignment the variation lies.\n For example, a priest uses this spell to analyze the balance of a Chaotic Neutral creature. The spell indicates that the creature is removed from Neutral by one grade, and the variation is along the Law/Chaos axis; thus, the creature must be either Chaotic Neutral or Lawful Neutral. If the creature were Chaotic Evil, the spell would indicate that it is removed from balance by two grades, one along each axis; thus, the creature must be Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good.\n A priest has a 5% chance per level ([[5*[[@{level-priest}]] ]]%) of correctly determining the direction of variation along one randomly chosen axis. This means that a 10th-level priest evaluating the balance of a Chaotic Neutral creature would have a 50% chance of learning that the creature is Chaotic (and hence Chaotic Neutral, since it is only one step away from balance).\n Similar to spells such as *detect evil*, this spell will not yield a result on a hidden trap. If cast on a creature with an intelligence level of “animal” or “non-,” it will always read true Neutral (i.e., zero steps removed from balance).'
+};
+
+pri1['Anti-Vermin Barrier'] = {
+ 'level': '1',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] hour(s)',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot cubes',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'The caster’s holy symbol and a rodent’s whisker.',
+ 'reference': 'p. 51',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned creatures, such as those called by a *summon insects* spell.\n Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return.\n The spell affects a cubic area whose sides are 10 feet times the caster’s level (for instance, a 2nd-level priest could affect a 20’×20’×20’ cube.'
+};
+
+pri1['Call Upon Faith'] = {
+ 'level': '1',
+ 'school': 'Invocation',
+ 'sphere': 'Summoning',
+ 'range': '0',
+ 'duration': '1 round',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 51',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Before attempting a difficult task, the priest may cast *call upon faith* to aid his performance. If the priest has been true to his faith (as determined by the DM), the priest gains a +3 (or +15%) bonus to one die roll (his choice) needed to complete the task. The bonus may be used to affect a saving throw, attack roll, ability check, etc. For example, if a priest were about to cross a narrow log high above a chasm, he could cast this spell and gain a +3 bonus to his Dexterity ability check.'
+};
+
+pri1['Courage'] = {
+ 'level': '1',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'War',
+ 'range': '240 yards',
+ 'duration': 'Special',
+ 'aoe': 'One unit up to 200 individuals',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A cube of cast iron.',
+ 'reference': 'p. 52',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell imbues the target unit with a temporary burst of *courage*. To cast this spell, the priest must have an uninterrupted line of sight to the target unit.\n A *courage* spell enables a unit to automatically pass its first morale check following the casting of this spell. When circumstances arise that would necessitate a morale check, no die roll is made and the unit is assumed to have passed the check. After this occurs, the spell ends and the unit must make all future morale checks normally.\n If a unit under the influence of a *courage* spell is not forced to make any morale checks, the spell expires at the first sunset.\n When several different events simultaneously trigger morale checks, the BATTLESYSTEM rules apply penalties to a single morale check. If this occurs to a unit under the influence of a *courage* spell, the player commanding the unit selects one such event and its modifier is ignored.\n No more than one *courage* spell can affect a unit at one time. Once the spell has expired, a priest can cast the spell again on the same unit.'
+};
+
+pri1['Emotion Read'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '[[5*[[@{level-priest}]] ]] yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': 'A square of unmarked white wax.',
+ 'reference': 'p. 52',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to perform an instantaneous reading of a single subject’s emotional state. It can be used on any subject possessing Intelligence of 3 or better. This reading is neither deep nor specific and cannot pick out mixed emotions or intricate details. For example, it might tell the priest that the subject is fearful, but the spell cannot reveal what the subject is afraid of or why he is afraid.\n *Emotion read* does not reveal individual thoughts or the subject’s motivation. Thus, the spell might reveal that the subject is coldly unemotional at the moment, but not the fact that the subject is contemplating the cold-blooded murder of the priest.\n Note that this reading is instantaneous. It reveals only the emotion that is strongest at the instant the spell is used. While this will usually be related to the subject’s overall emotional state, it is always possible that the subject might be distracted for a moment or remember and respond to past events.\n The subject is allowed a normal saving throw vs. spells to resist this spell. If the saving throw is successful, the priest receives no reading at all. If the subject’s roll exceeds the necessary number by six or more, the priest perceives an emotion diametrically opposite to the subject’s true emotion.'
+};
+
+pri1['Know Age'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Time',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One object or creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A calendar page.',
+ 'reference': 'p. 52',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to instantly know the age of any single person, creature, or object on which he concentrates. The age is accurate to the nearest year.'
+};
+
+pri1['Know Direction'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Travelers',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A small scrap of a parchment map that is at least 100 years old.',
+ 'reference': 'p. 52',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Know direction* allows the caster to instantly know the direction of north. The spell is effective in any environment, whether underwater, underground, or in darkness (including magical darkness).'
+};
+
+pri1['Know Time'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Time',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 53',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Know time* is particularly useful when the caster has been unconscious. This spell enables the caster to know the precise time of day to the nearest minute, including the current hour, day, month, and year.'
+};
+
+pri1['Log of Everburning'] = {
+ 'level': '1',
+ 'school': 'Enchantment',
+ 'sphere': 'Elemental Fire, Plant',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] hour(s)',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 53',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash.\n This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire.\n The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. Currently [[@{level-priest}]] cubic feet of wood. The spell is effective on torches.'
+};
+
+pri1['Mistaken Missive'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Chaos',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '[[@{level-priest}]] page(s)',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'Three drops of ink.',
+ 'reference': 'p. 53',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell alters the appearance of words written in ink. When the spell is cast upon a written page, the ink imperceptibly begins to move. Over the next few days, the message becomes progressively more illegible. If the page is left undisturbed for six days, an entirely new message forms on the page. The new message is completely legible and is recognizable as the handwriting of the original author, but is contrary in content to the original message.\n After the spell is cast, the message will appear different every day. The DM decides the message that the page will carry after the sixth day has passed. Following is a sample of the changes that could take place in a message.\n *Day One:* The words of the letter appear faint, as if the author of the letter was running out of ink as he wrote.\n *Day Two:* The words have moved slightly from their original positions, as if the person writing the letter were shaking or in a moving carriage when the letter was written.\n *Days Three and Four:* The message is gibberish. Although the ink forms groups of letters arranged in lines with punctuation, nearly all the words are meaningless. This may appear to be some sort of code, but it means nothing.\n *Day Five:* The ink has formed real words. However, the sentence construction is still meaningless (e.g., Egg west worse green!).\n *Day Six (and beyond):* The message is coherent, but the opposite intent of the original message has been created. If the original letter read, “Send troops quickly,” the new letter reads, “All is fine. Keep your men in reserve.”\n\n If *mistaken missive* is cast on the pages of a spellbook or a scroll, the ink on the page reforms into a new spell of the same level as the original spell. Thus, a *darkness* spell might become a *maze* spell. However, the spell formula will be wrong. Although it will look like a proper spell, it will not function when cast.\n A coded message that is subjected to *mistaken missive* will appear as a coded message on the sixth day but will hold a different meaning than the original message.\n A *glass of preserved words* will allow the original message to be read correctly. *Dispel magic* will restore the message to its original form.'
+};
+
+pri1['Morale'] = {
+ 'level': '1',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'War',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'One unit up to 200 individuals',
+ 'components': 'V, S, M',
+ 'cast-time': 'Special',
+ 'saving-throw': 'None',
+ 'materials': '*Way 1:* A gem of at least 100 gp value which is consumed during the casting. *Way 2:* The priest’s holy symbol',
+ 'reference': 'p. 53',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell can be used in two distinct ways. The first is appropriate for battlefield use. The priest can cast this spell on any unit within 240 yards in an uninterrupted line of sight. The casting time for this use is one turn.\n At the conclusion of this use of the spell, the target unit’s *morale* is modified by 1, either positively or negatively, as the caster desires. This modification remains in effect for 1d4+2 turns.\n The second and more powerful use of the spell requires lengthy preparations. Casting must take place inside or within 100 yards of a place of worship dedicated to the casting priest’s deity. Both the priest and the unit to be affected must be present. The casting time for this use is 5 turns.\n At the conclusion of this use of the spell, the unit’s *morale* is raised by 3 (maximum of 19). This *morale* increase lasts until the next sunset. Only priests of 10th level or higher can cast this version of the spell.'
+};
+
+pri1['Personal Reading'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Numbers',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': 'A small book of numerological formulae and notes (different from the book used in *telethaumaturgy*). The book is not consumed in the casting.',
+ 'reference': 'p. 54',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to mathematically analyze personal information about one human or demihuman character and learn valuable facts about that character. To cast this spell, the priest must know the subject’s real name (the name the subject was given as a child) or the date and place of the character’s birth. The priest analyzes this information and is able to build a rough picture of the character’s life history and personal specifics.\n The “historical” information discovered through this spell is generally vague. For example, the priest might learn that the subject was born in the woods and moved to the city only after hardship made his life untenable. Specific information is up to the DM. The DM might provide some or all of the following information.\n • The subject’s character class or career\n The subject’s approximate level (stated in terms such as “novice,” “highly skilled,” “moderately competent,” etc.)\n • The subject’s standing in the community (“highly respected,” “mistrusted,” “considered an enigma,” etc.)\n • The subject’s success or failure in his profession\n • The subject’s prevailing character traits or mannerisms\n\n If the priest casts the spell based on an alias or incorrect birth information, the reading will be inaccurate. The DM should develop a history and personality at odds with the truth. This might allow the priest to determine whether the name of the subject is correct--a reading giving information that conflicts with what the priest already knows should be a clue that the name is incorrect.\n The subject need not be present during the casting. The priest can cast the spell without ever having met the subject.\n A DM may rule that this spell can be cast on humanoids or monstrous creatures. The information available will be similar (considering that words like “profession” will mean something different when applied to an ogre). This spell will categorically fail on creatures that have no concept of a personal name.'
+};
+
+pri1['Ring of Hands'] = {
+ 'level': '1',
+ 'school': 'Abjuration (Reversible)',
+ 'sphere': 'Protection',
+ 'range': '0',
+ 'duration': '[[2d10]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 54',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This is a cooperative magic spell. It requires a minimum of two priests and can accommodate a maximum of ten. Each priest must cast *ring of hands* on the same round. At the end of the casting, the priests involved join hands, thus completing the spell. If any priest breaks the circle, the spell immediately ceases. The priests may not move from their locations but are free to speak. They may not cast spells requiring a somatic or material component while the ring is formed.\n The *ring of hands* forms a protective barrier around the priests and everything within their circle. For each priest, assume a five-foot circumference of the circle; thus, three priests would create a circle of 15-foot circumference. For easy calculation, assume that for each priest, the circle can accommodate four persons.\n The barrier functions as a *protection from evil* spell. Attacks by evil creatures suffer a -1 penalty for every priest forming the circle. Saving throws made by the priests or anyone in the circle against attacks from such creatures receive a +1 bonus for every priest in the circle.\n Attempts at mental control over protected creatures are blocked. Extraplanar and conjured creatures are unable to touch the priests and those within the circle, although melee attacks against such creatures by those within the ring break the barrier.\n Because the priests casting the spell cannot move and must hold hands, they do not receive any Dexterity bonuses to Armor Class. Furthermore, opponents gain a +2 bonus on attack rolls against the priests, since there is little they can do to avoid a blow. Creatures within the ring are free to act as they wish. Melee attacks by those within the ring are limited to piercing weapons and suffer a -1 penalty to attack rolls since the priests intervene.\n The reverse of this spell, *ring of woe*, functions as detailed above except the effect applies to good creatures as would a *protection from good* spell.'
+};
+
+pri1['Sacred Guardian'] = {
+ 'level': '1',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Guardian',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] day(s)',
+ 'aoe': 'Creature touched',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A rose petal that has been kissed by the spell recipient.',
+ 'reference': 'p. 55',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By use of this spell, a priest becomes instantly aware when the recipient of the spell is in danger, regardless of the distance between the priest and the recipient. The recipient may be on a different plane of existence than the priest.\n When this spell is cast by a priest of at least 3rd level, he receives a mental image of the endangered person’s situation. At no time, however, does the priest know the person’s location through the use of this spell.'
+};
+
+pri1['Speak With Astral Traveler'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Astral',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] round(s)',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 55',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When a priest casts the 7th-level *astral spell*, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting *speak with astral traveler*, a priest can mentally communicate with the projected individual. Although communication is mental, it takes the same amount of time as a normal, verbal dialogue. The spell ends abruptly when its duration expires.'
+};
+
+pri1['Thought Capture'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': '10 yards',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 55',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'One of the more bizarre contentions held by priests of the School of Thought is generally scoffed at by outsiders. The theory states that once a thought has occurred in someone’s brain, it exists as a “freestanding mental object.” This “thought object” usually remains inside the brain of the creature that created it, but sometimes it escapes (this supposedly explains why people forget things). When this happens, the thought object stays in the geographical area where it was lost. Any receptive brain (usually the brain of the creature that initially created the thought) can pick it up again simply by bumping into the invisible, free-floating thought. According to the theory, this is the reason that people can regain a lost thought by going back to the location where the thought was lost. This supposedly works because the free-floating thought is recaptured, not because the locale reminds them of the thought. Unfortunately for philosophers who disagree with this, *thought capture* seems to be extremely strong evidence for this theory.\n This spell makes the priest’s brain something of a magnet that attracts thought objects in close proximity. The priest can sense strong thoughts and emotions and can sometimes even see momentary visions of creatures who died or suffered some powerful emotion in the immediate vicinity. Thought objects are always attracted to the priest in the order of the strongest (those attached to powerful emotions or significant events) to the weakest. Thus, if several thought objects share the same vicinity, the priest will perceive information about the most interesting or significant event. The priest might pick up images of a battle from the point of view of a warrior who died there, or he might gain information about the victor of the battle.\n The DM dictates the information provided to the priest, and thus can use this spell to provide players with important background information or can add texture to a campaign world. The information provided might be highly cryptic or symbolic, perhaps in the form of a rhyme or riddle.\n The priest gains one thought object per casting of the spell. The spell may be cast a number of times in the same locale, with the priest gaining a different thought object with each casting. A locale contains a finite number of thoughts, however, and once the priest has gained all of them (per the DM), the spell will fail in that locale.'
+};
+
+pri1['Weighty Chest'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Wards',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] day(s)',
+ 'aoe': '5-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A lead ball.',
+ 'reference': 'p. 56',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5’×5’×5’ cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 2-5 ([[1d4+1]]) times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell.'
+};
+
+pri2['Aura of Comfort'] = {
+ 'level': '2',
+ 'school': 'Evocation',
+ 'sphere': 'Travelers',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'Creature touched',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 56',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, a faintly shimmering aura surrounds the recipient. The aura insulates the recipient from the effects of nonmagical heat and cold in a range of -20° F. to 140° F. (-29° C to 60° C). Any time a traveler encounters temperatures in this range, he maintains a comfortable temperature of 70 F. (21° C), regardless of prevailing weather conditions. Additionally, the spell acts as a shield against rain, snow, and hail, which are blocked by the aura.\n If a recipient encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a recipient who encounters a temperature of 150° F. (66° C) will actually experience a temperature of 80°F. (27° C).\n All physical objects other than rain, snow, and hail can pass through the aura. The recipient can cast spells normally while the *aura of comfort* is in effect. The spell offers no protection against magically generated weather, such as that caused by *weather summoning* and *ice storm*. It does not protect against fire, nor does it shield against fire- or cold-based attacks.'
+};
+
+pri2['Calm Chaos'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '20 yards',
+ 'duration': 'Special',
+ 'aoe': '[[ [[@{level-priest}]]d6]] creatures',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 56',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell temporarily calms a chaotic situation involving a group of people. The situation may involve any range of emotions from violence (as in a barroom brawl) to joy and merrymaking (as in a festival or carnival).\n Unlike the *emotion* spell, *calm chaos* does not cause a change in the emotions of affected creatures--anger, fear, or intense joy remain in each individual. The emotion is simply restrained rather than released. Thus, an angry character intent on attacking someone will still feel the desire to do so, but he will withhold his action as long as the spell remains in effect.\n Creatures to be affected are allowed a saving throw vs. spell at a -4 penalty to avoid the effects. If more creatures are present than can be affected, creatures nearest the caster are affected first.\n After casting the spell, the priest makes a Charisma check. If successful, all characters affected by the spell are compelled to stop what they are doing. They are filled with the sensation that something important is about to occur. At this time, the priest or a character of his choosing must gain the attention of the affected creatures by giving a speech, performing for the crowd, or casting spells with intriguing visual effects (such as *dancing lights*). The attention of the crowd is then held for as long as the distraction continues. A character could filibuster and maintain control over the affected characters for hours or days.\n Two conditions will cause the group to resume its original actions. In the first, the method of entertaining the crowd ceases for one round--the speech ends or the spell expires. If this action is not replaced with another distraction within one round, the crowd is freed of the spell.\n In the second condition, if an event occurs that is more immediate than the distraction, the crowd will divert its attention to that event. Thus, if the spell were used to stop a barroom brawl and the building caught fire or was attacked, the crowd’s attention would be diverted and the individuals could act freely.\n Creatures whose attention is held by the spell cannot be instructed to attack or perform any action. Such creatures will ignore suggestions of this nature. Depending on the nature of the request, the DM may deem that the suggestion causes a distraction that ends the spell.'
+};
+
+pri2['Create Holy Symbol'] = {
+ 'level': '2',
+ 'school': 'Conjuration',
+ 'sphere': 'Creation',
+ 'range': '0',
+ 'duration': 'Permanent',
+ 'aoe': 'The caster',
+ 'components': 'V',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 57',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When the words of this spell are uttered, a holy symbol appropriate to the priest’s deity appears out of thin air. The item appears in the priest’s hands. It may be used as a component for spells or for any other purpose for which the priest would normally use his holy symbol (such as turning undead). He may also opt to give it to a lower level priest of the same deity. The holy symbol is a permanent object.'
+};
+
+pri2['Dissension\'s Feast'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm, Alteration',
+ 'sphere': 'Chaos',
+ 'range': 'Touch',
+ 'duration': '[[5+2*[[@{level-priest}]] ]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 57',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell must be cast by a priest during the preparation of food for a meal. The spell is cast on any one quantity of food; thus, the priest could cast the spell on the batter of a wedding cake, or he could cast the spell on a quantity of onions as they are diced for both a salad and a stew. The spell affects 10 pounds of food per level of the caster. Currently [[10*[[@{level-priest}]] ]] pounds. Anyone who eats the affected food (even a character who eats the salad but not the stew) is subject to the effects of the spell.\n The effects of the spell begin five rounds after the food has been eaten. At that time, creatures who have eaten the affected food are allowed a saving throw; success indicates that a creature is not affected.\n Affected creatures quickly become agitated. Petty events ranging from poor table manners to loud talking bother everyone. After five minutes, tempers flare, characters feel compelled to shout at and insult one another, and threats are hurled. Even normally calm characters will feel compelled to vent their frustrations violently.\n Creatures maintain no alliances while under the effect of *dissension’s feast*. A king and his wife who are normally madly in love will find themselves bickering with each other in a matter of minutes. Members of a diplomatic delegation might come to blows with each other within minutes of eating the food.\n At the end of the spell duration, characters undergo the sensation of waking up. All are free to behave as they wish. Characters at the meal will still be angry, although they will have no idea why they became angry.'
+};
+
+pri2['Draw Upon Holy Might'] = {
+ 'level': '2',
+ 'school': 'Invocation',
+ 'sphere': 'Summoning',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a vial of holy water that has been blessed by the high priest of the character’s faith.',
+ 'reference': 'p. 58',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, the priest’s body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per three levels of his experience (+1 at 3rd level, +2 at 6th, etc.). Currently +[[floor([[@{level-priest}]]/3)]].\n Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the *Player’s Handbook* apply; however, the divine abilities found in the *Legends & Lore* book cannot be gained by use of this spell.\n For example, an 18th-level priest with Strength 15 could increase his Strength to 21 for 18 rounds, granting him a +4 attack bonus, a +9 damage adjustment, etc.\n When the spell ends, the energy abruptly leaves the priest’s body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next [[4d6]] turns. A successful Constitution check (at the priest’s normal attribute score) reduces this time by 50%.'
+};
+
+pri2['Emotion Perception'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'sphere': 'War',
+ 'range': '300 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One unit/five levels',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 58',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to sense the emotional state and the level of determination of one or more military units. The priest must have an uninterrupted line of sight to the entire target unit. When this spell is cast, the priest instantly learns the current morale rating and morale status of the target unit. The DM describes morale using the appropriate term; for example, steady, elite, etc.'
+};
+
+pri2['Frisky Chest'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Wards',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '10-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A dried frog’s leg, a feather, and a fish scale.',
+ 'reference': 'p. 58',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the caster can enchant a chest, book, or any other nonliving object no larger than a 10’×10’×10’ cube. When any creature other than the caster comes within three feet of the enchanted object, it instantly sprouts appendages and moves away from the creature as quickly as possible. The enchanted object continues to move until it is at least 10 feet away from the nearest creatures in the area.\n After the enchanted object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the enchanted object, the enchanted object sprouts appendages and flees. This process continues until the enchantment is negated (through a *dispel magic* or similar spell) or the enchanted object is subdued or destroyed.\n The enchanted object can sprout feet (MV 24), wings (Fl 24, maneuverability class B), or fins (Sw 24), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. The enchanted object can freely and instantly trade appendages as necessary.\n The enchanted object will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through the earth. It cannot attack or take any actions other than movement. If surrounded or cornered, the enchanted object moves in random directions until it is restrained or destroyed.\n The enchantment ends if the caster voluntarily negates it, if the enchanted object is destroyed (the object has the same vulnerabilities as it has in its normal state), or if the enchanted object is restrained for 2-5 ([[1d4+1]]) consecutive rounds. Restraint means that the object is prevented from fleeing; if a creature is able to grapple, lift, or sit on the object, it is considered restrained. A creature capable of lifting the object in its normal state is considered strong enough to restrain it (for instance, a person capable of lifting a 50-pound box is also capable of restraining such a box enchanted by *frisky chest*). The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several characters.'
+};
+
+pri2['Hesitation'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Time',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '20-foot-radius circle',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': 'A fragment of a turtle’s shell.',
+ 'reference': 'p. 59',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Creatures affected by this spell hesitate before executing their intended actions. This causes them to modify their initiative rolls by +4. The initiative modifier occurs in the round following the round in which *hesitation* is cast.\n The spell affects 2-8 Hit Dice or levels of creatures ([[2d4]] HD or levels), although only one creature of 4 or more Hit Dice can be affected regardless of the number rolled. All possible victims are allowed saving throws vs. spells; those failing their saving throws modify their initiative rolls by +4 for a number of rounds equal to the caster’s level.'
+};
+
+pri2['Idea'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A gold coin.',
+ 'reference': 'p. 59',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell stimulates the priest’s mind to experience a flash of insight. In game terms, the DM reminds the priest’s player of a fact or event that has been forgotten, overlooked, or discounted. Thus, the DM might remind the player about an important clue that the priest discovered but the player did not consider significant.\n If there are no forgotten facts, the DM may, at his discretion, tell the player of new information relevant to the condition at hand.\n The DM must be careful in adjudicating use of this spell. The reminder or information should always be relevant and useful but should not be unbalancing to the situation. The reminder can be cryptic, depending on the DM’s campaign.\n This spell can be cast only once in any six hour period.'
+};
+
+pri2['Lighten Load'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'sphere': 'Travelers',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '10-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A feather and a slip of paper moistened by a soap bubble.',
+ 'reference': 'p. 59',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, supplies, and even disabled characters can all be made more portable by use of a *lighten load* spell.\n This spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no effect on magical items.\n An object affected by *lighten load* can be used normally; the spell has no effect on an object’s mass, texture, size, strength, or other physical features.'
+};
+
+pri2['Mind Read'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '[[5*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 59',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is a sensitive version of the wizard spell *ESP*. In addition to detecting the surface thoughts of any creatures in range, the priest is able to probe deeper into the mind of a single creature. *Mind read* will always reveal the kind of creature being probed, although this identity may be couched in the creature’s own language or in a (possibly distorted) body image. The spell has a 20% chance of revealing the character class of an individual.\n The details and the usefulness of the creature’s thoughts will depend on the intelligence of the subject. While a priest could read the thoughts of an animal, he would probably receive only a confused jumble of emotions and instincts. Reading the mind of a highly intelligent wizard, however, would be much more illuminating; the priest might be amazed by the crystal clarity and deep insight of the wizard’s mental processes.\n If *mind read* is used as part of an interrogation, an intelligent and wary subject receives a saving throw at a -2 penalty. If successful, the creature resists the spell’s effects and the priest learns no information. If the saving throw is failed, the priest may learn additional information according to the DM’s ruling.'
+};
+
+pri2['Moment'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'sphere': 'Numbers',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '50-foot radius',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A set of three silver dice, which the priest tosses in his hand while concentrating on the spell. The dice are not consumed in the casting.',
+ 'reference': 'p. 60',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Theoretically, every action has a particular *moment* at which it will have its greatest possible effect. Using the arcane mathematics of this spell, the priest can determine the “ideal *moment*” for any single action in each round that the spell is in effect. This action must be performed by a character other than the priest.\n In practice, another character informs the priest of an action he wants to undertake in a round. The priest concentrates on the action, then informs the character when the “correct *moment*” has come. The character then gains a bonus of 20% (+4 on a d20) to the success of his action. The spell can affect only a single action in a given round. When used in combat, the priest can advise the best *moment* to initiate an action (affecting initiative) or what *moment* offers the greatest success in striking (affecting the chance to hit).\n If the character seeks advice concerning initiative, he gains a -2 modifier to the initiative roll, but only at the cost of -2 on his chance to hit. Characters who seek the best attack frequently delay their actions. These characters suffer a +1 on their initiative roll but gain a +4 on their chance to hit. The spell cannot affect the amount of damage caused, since the act (striking) has already succeeded at that point.\n Characters are not obliged to wait for the *moment* specified by the priest. For example, a fighter might decide that striking first is more important than gaining +4 to hit. The character can act normally, based on his or her unmodified initiative. The character gains no bonus from the *moment* spell, and the priest can affect no other action in that round.\n Noncombat actions can also benefit from the *moment* spell. For example, a thief planning to climb a wall may wait to start her climb until the priest informs her that the *moment* is right. If she waits, she gains a bonus of 20% to her Climb Walls roll (in this case, the bonus is *subtracted* from her roll).\n While concentrating on this spell, the priest can take no other action. A break in the priest’s concentration--taking damage in combat, for example--terminates the spell instantly.'
+};
+
+pri2['Music of the Spheres'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Numbers, Charm',
+ 'range': '50 yards',
+ 'duration': '1 turn+[[@{level-priest}]] rounds',
+ 'aoe': '20-foot-diameter circle',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A set of three small bows made from fine silver, each costing 100 gp. The lengths of the bows must be in the ratio of 1 to 4 to 9. The priest strokes these bows together in an intricate sequence while casting the spell. The bows are not consumed in the casting.',
+ 'reference': 'p. 60',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the priest creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the priest. The listener receives a normal saving throw against this effect. Failure means that the listener is entranced and is unable to attack the priest for the duration of the spell.\n In addition, the music makes the subject gullible and more susceptible to charm magics such as *charm person*, suggestion, and hypnotism. While the music spell is in effect, the subject saves against charm spells with a -3 penalty.\n This spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell.\n *Music of the spheres* can affect one creature per three levels of the priest (one subject at 3rd level, two at 6th level, etc.). Currently [[floor([[@{level-priest}]]/3)]] creatures. Subjects must be within a 20-foot-diameter circle.\n Potential victims must have Intelligence of at least 1 (necessary to understand the concept of music) and must be able to hear the music (i.e., they cannot be deaf and there can be nothing obstructing the victim’s ears). This also means that the level of background noise must be low enough for the music to be audible. The DM should assume that the music is the same volume as an average human’s normal speaking voice. If the potential subject could not hear speech at the appropriate range under prevailing conditions, the spell cannot affect that subject. The spell would be virtually useless in the midst of a full-scale battle or during a hurricane.'
+};
+
+pri2['Mystic Transfer'] = {
+ 'level': '2',
+ 'school': 'Invocation',
+ 'sphere': 'Charm',
+ 'range': '0',
+ 'duration': '9 rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 61',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is one of the few cooperative spells that requires one priest to cast the transfer spell, but another priest to use its effect. On one round, a priest (or priests) casts the *mystic transfer*. The spell is then active for the remaining nine rounds of the turn.\n *Mystic transfer* allows a priest to receive spells from another priest of the same ethos. Any priest of the same religion can cast a spell and transfer it to a second priest within that spell’s maximum range. The spell does not take effect; instead, it is channelled through the *mystic transfer* into the receiving priest. This priest must immediately cast the spell or pass it to another priest cloaked in a *mystic transfer* within the spell’s range. Any number of transfers can be made in the same round, provided each new recipient is within spell range of the previous recipient. If the spell is not transferred, the spell takes effect.\n For example, a 3rd-level priest casts a *mystic transfer*. On the following round, a 10th-level priest “passes” a *flame strike* to the 3rd-level priest. The two priests could be 60 yards apart (the maximum range of the *flame strike*). The 3rd-level priest could then use the flame strike to attack any target within 60 yards, or could pass the spell on to another priest who has an active *mystic transfer*.\n The spell passed by the *mystic transfer* has the range, area of effect, damage, and other effects equal to the level of the original caster. In the example above, the *flame strike* would function as if cast by a 10th-level priest.\n The *mystic transfer* does not require concentration. However, on any round in which a priest is receiving and/or transferring a spell, the caster cannot take any other significant action.\n A priest can receive spells only from priests who worship the same deity and who specifically target spells to him. Area effect spells may be passed. A priest can never use *mystic transfer* to pluck an opponent’s spells out of the air.'
+};
+
+pri2['Nap'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': ' [[@{level-priest}]] creatures',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.',
+ 'reference': 'p. 61',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.\n Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use *nap* more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by *nap*.'
+};
+
+pri2['Rally'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'War',
+ 'range': '240 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One unit of up to 300 individuals',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A miniature duplicate of a pennant or standard that represents the cause for which the unit is fighting (such as a national flag or the blazon of the unit’s liege lord). The pennant is consumed in the casting.',
+ 'reference': 'p. 62',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the subject unit to make an immediate rally check. It allows the check during the Magic Phase, rather than forcing the unit to wait for the Rally Phase in the BATTLESYSTEM™ rules. If the priest casting the spell is of 12th level or higher, the subject unit receives a +1 bonus to its *rally* check die roll. The priest must have an uninterrupted line of sight to the unit.'
+};
+
+pri2['Sanctify'] = {
+ 'level': '2',
+ 'school': 'Conjuration/Summoning (Reversible)',
+ 'sphere': 'All',
+ 'range': '10 yards',
+ 'duration': 'Special',
+ 'aoe': '10 yard × 10 yard square/priest',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '*Sanctify:* The priest’s holy symbol and a handful of dirt from the grounds of an existing temple of the same faith. *Defile:* the priest’s holy symbol and a handful of earth from a grave.',
+ 'reference': 'p. 62',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests.\n After casting *sanctify*, the affected area is imbued with the deity’s majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area.\n Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground.\n Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher.\n Although this spell can be cast by a single priest, it is most effective when cast by several priests at once. The duration of the spell is equal to one round per level of the caster. Currently [[@{level-priest}]] rounds. When several priests cast the spell, the level of the most powerful priest is used, with two rounds added for every contributing priest. Thus, one 8th-level and three 6th-level priests would give the spell a duration of 14 rounds (8+2+2+2).\n *Sanctify* is often used in conjunction with *focus* to protect the grounds of a temple or encourage men defending a castle.\n The reverse of this spell, *defile*, functions in an identical manner with respect to saving throws for charm and fear. However, priests standing on defiled ground who attempt to turn undead do so at one level lower than their current level.'
+};
+
+pri2['Zone of Truth'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '[[5*[[@{level-priest}]] ]]-foot square',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': 'The priest’s holy symbol and a phony emerald, ruby, or diamond.',
+ 'reference': 'p. 62',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell prevents creatures within the area of effect (or those who enter it) from speaking any deliberate and knowing lies. Creatures are allowed a saving throw to avoid the effects; those who fail the save are affected fully. Affected characters are aware of this enchantment; therefore, they may avoid answering questions to which they would normally respond with a lie or they may be evasive as long as they remain within the boundaries of the truth. When a character leaves the area, he is free to speak as he chooses.\n The spell affects a square whose sides are five feet long per level of the caster; thus, a 4th-level priest could affect a 20 foot by 20 foot square.'
+};
+
+pri3['Accelerate Healing'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': '[[1d4]] days',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 63',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the affected creature to experience natural healing at twice the normal rate for 1-4 days. In other words, a person affected by *accelerate healing* regains 2 hit points per day of normal rest or 6 hit points per day spent resting in bed. The spell has no effect on *potions of healing* or other magical forms of healing.'
+};
+
+pri3['Adaptation'] = {
+ 'level': '3',
+ 'school': 'Enchantment/Charm, Alteration',
+ 'sphere': 'War',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'One unit of up to 200 individuals',
+ 'components': 'V, S, M',
+ 'cast-time': 'Special',
+ 'saving-throw': 'None',
+ 'materials': '*Way 1:* A pinch of clay dust. *Way 2:* The priest’s holy symbol.',
+ 'reference': 'p. 62',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell can be cast in two different ways. The first, appropriate for battlefield use, has a range of 180 yards, a casting time of one turn, and duration of 1d4+2 turns. During this period, the affected unit can fight in one specific type of terrain (specified by the caster) as if it were the favored terrain (per BATTLESYSTEM™ rules) for that unit. While this spell is in effect, the unit gains no benefit when fighting in their actual favored terrain; the magically-enforced favored terrain takes precedence. The priest can cancel the spell before the duration expires if desired.\n The second effect requires preparation in advance. The priest and unit must be within 100 yards of a place of worship dedicated to the casting priest’s deity. The casting time is 5 turns.\n At the conclusion of the casting, the unit gains the benefit described above, with two main differences. First, the unit does not lose the benefit of fighting in its own actual favored terrain (the unit effectively has two favored terrains). Second, the spell endures until the next sunset. Only priests of 12th level and higher can cast this variation.'
+};
+
+pri3['Astral Window'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Astral',
+ 'range': '5 yards',
+ 'duration': '[[2*[[@{level-priest}]] ]] rounds',
+ 'aoe': '10’×10’ area',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 63',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, a “window” appears in the air before the priest, through which he (and any others present) can see into the Astral plane. The *astral window* ranges in size from one square foot up to a 10’×10’ square, at the caster’s choosing. The window is not mobile, and if the priest moves more than 5 yards away from it, it immediately vanishes and the spell ends.\n By stating a subject’s name, the priest may view a specific creature or object in the window. More than one subject may be viewed during the spell’s duration. Each time a new subject is chosen, the window becomes streaked with grey as the Astral plane flies past. This continues for 1d4 rounds, until the window finally focuses upon the chosen subject. If the person is not in the Astral plane, the window instead chooses a random location.\n The window operates from both sides; creatures in the Astral plane can see the priest as easily as he can see them. Verbal communication is not possible, however.\n Normally, creatures cannot pass through the window. If an attempt is made, there is a base 5% chance of success. This is modified by +1% per level or Hit Dice of the individual. In order to pass through, the creature or object must be small enough to fit through the window; otherwise, only a portion of the subject may reach through (such as a monster’s arm or searching tongue).\n By casting the *astral window* spell, a character who subsequently casts the 7th-level *astral spell* may choose to arrive in the Astral plane at the place shown in the window.\n '
+};
+
+pri3['Caltrops'] = {
+ 'level': '3',
+ 'school': 'Evocation',
+ 'sphere': 'War',
+ 'range': '[[20*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A golden caltrop.',
+ 'reference': 'p. 63',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a priest to plant a section of ground with magically created caltrops.\n The spell can create two kinds of caltrops: infantry and cavalry. The first are of small size and are designed to harm foot soldiers. The latter are larger and cause serious damage to cavalry or units composed of size L or larger creatures. Cavalry caltrops are so large that size M or smaller creatures can easily step around them. This prevents damage to infantry units.\n Each time a unit moves into a planted area, the unit suffers an attack of AD=4 (for infantry caltrops) or AD=6 (for cavalry caltrops). Units charging through a planted area suffer double damage. If a unit ends its movement in a caltrop-sown region, it suffers another attack when it moves out of the area.\n This spell can create a rectangular field of infantry caltrops up to 160 square yards in area (e.g., 4 yards × 40 yards, 2 yards × 80 yards, etc.), or a field of cavalry caltrops up to 90 square yards in area (e.g., 3 yards × 30 yards, 2 yards × 45 yards, etc.).\n Ordinary caltrops make no distinction between friend or foe; all creatures entering a caltrop-sown area suffer the same consequences. The same is true of magical caltrops, with one exception: the casting priest can terminate the spell at any time, causing the caltrops to vanish and leaving the terrain clear.\n Unlike normal caltrops, a region sown with magical caltrops cannot be “swept” clear; the magical caltrops remain in place until the spell terminates.'
+};
+
+pri3['Choose Future'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': '1 round',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'Two grains of sand and a rose petal.',
+ 'reference': 'p. 64',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'In the round immediately following the casting of this spell, the affected creature is allowed two rolls for any normal attack roll, initiative roll, or saving throw. The affected creature can then choose the roll he prefers.\n For example, a priest casts *choose future* on a warrior companion. In the next round, the warrior attacks an enemy with his sword. The warrior makes two attack rolls instead of one, then chooses which roll will determine the outcome of his attack.'
+};
+
+pri3['Create Campsite'] = {
+ 'level': '3',
+ 'school': 'Conjuration/Summoning (Reversible)',
+ 'sphere': 'Travelers',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': '50-foot radius',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A piece of string, a bit of wood, and a drop of water.',
+ 'reference': 'p. 64',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions. The caster indicates the desired area for the campsite (an area of 50-foot radius or less) and the number of persons the campsite is to accommodate (a number of persons equal to three times the level of the caster, currently [[3*[[@{level-priest}]] ]] persons).\n The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this.\n The entire process takes 4-16 ([[4d4]]) rounds to complete.\n The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations.\n The servants cannot fight for the party, deliver messages, or take any other actions other than creating the campsite.\n The reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot radius or less). The servants extinguish fires, dispose of debris, and pack gear for a number of people equal to three times the level of the caster. The entire process takes 4-16 ([[4d4]]) rounds to complete. When completed, all traces of the campsite are eliminated. The material components are the same as those for *create campsite*.'
+};
+
+pri3['Efficacious Monster Ward'] = {
+ 'level': '3',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': 'The priest’s holy symbol and a pinch of salt.',
+ 'reference': 'p. 65',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell prevents monsters of 2 or fewer Hit Dice from entering the area of effect. Such creatures are allowed a saving throw; success indicates that they avoid the spell’s effects and are able to enter the area of effect.\n The spell affects a cubic area whose sides equal the caster’s level times 10 feet (for example, a 9th-level caster could affect an area equal to a 90’ ✕ 90’ ✕ 90’ cube).\n Monsters within the area of effect when the spell is cast are not affected; however, when they leave the area of effect, they cannot return. Monsters outside the area of effect can hurl rocks, spears, and other missile weapons at targets inside and can also cast spells into the warded area.'
+};
+
+pri3['Emotion Control'] = {
+ 'level': '3',
+ 'school': 'Alteration, Enchantment/Charm',
+ 'sphere': 'Thought, Charm',
+ 'range': '10 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '[[floor([[@{level-priest}]]/5)]] creature(s) within a 20’ cube',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'Special',
+ 'materials': 'Both versions of the spell uses a small bunch of fleece or uncarded wool that is consumed in the casting.',
+ 'reference': 'p. 65',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a subject other than the priest.\n The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as *ESP* or priest spells such as *emotion read*. While *emotion control* is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts *emotion control*, he designates the false emotion he wishes to be revealed.\n This use of *emotion control* also gives the priest a +2 bonus to saving throws against the following spells: *spook, taunt, irritation, know alignment, scare, emotion, fear,* and *phantasmal killer*. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell.\n If another character casts *emotion read*, *ESP*, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each 5 levels of the priest. If the priest successfully saves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster reads the priest’s true emotion.\n The second use of this spell allows the priest to create a single emotional reaction in the subject(s) (similar to the wizard spell *emotion*). Some typical emotions follow, but the DM may allow other similar effects.\n *Courage:* The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subject need never check morale, and receives a +5 bonus to saving throws against the various forms of fear. Courage counters (and is countered by) *fear*.\n *Fear:* The subject flees from the priest for the duration of the spell, even if this takes him out of spell range. Fear counters (and is countered by) courage.\n *Friendship:* The subject reacts positively to any encounter; in game terms, any result of a roll on the Encounter Reactions table (Table 59 in the *DMG*) is moved one column to the left. Thus, a threatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate.\n *Happiness:* The subject experiences feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is countered by) sadness.\n *Hate:* The subject reacts negatively to any encounter; in game terms, any result of a roll on the Encounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship.\n *Hope:* The subject’s morale is improved by +2. His saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness.\n *Hopelessness:* The subject’s morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, all subjects must immediately make a morale check. Hopelessness counters (and is countered by) hope.\n *Sadness:* The subject feels uncontrollably glum and is prone to fits of morose introspection. All attack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty. The subject’s chance of being surprised is increased by -2. Sadness counters (and is countered by) happiness.\n\n All subjects of the second version, even willing targets, must save vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell. Currently modified by -[[floor([[@{level-priest}]]/3)]]'
+};
+
+pri3['Extradimensional Detection'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Numbers, Divination',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One 10’-wide path, 60 feet long',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 66',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When *extradimensional detection* is cast, the priest detects the existence of any extradimensional spaces or pockets in a path 10 feet wide and 60 feet long in the direction he is facing. The priest may turn, scanning a 60° arc each round, or may move slowly while the spell is in effect to change the sweep of the detection.\n Extradimensional spaces include those created by spells such as *rope trick* and those contained within such items as *bags of holding* and *portable holes*. The priest does not automatically know the size of the space or its source.\n This spell detects interplanar gates and the “gate” opened by the spell *extradimensional folding*.\n The spell can be blocked by a stone wall of one foot thickness or more, a one-inch thickness of solid metal, or one yard or more of solid wood.'
+};
+
+pri3['Helping Hand'] = {
+ 'level': '3',
+ 'school': 'Evocation',
+ 'sphere': 'Travelers',
+ 'range': 'Special',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A black silk glove.',
+ 'reference': 'p. 66',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When a priest is trapped or otherwise endangered, this spell can summon help. The spell creates a hovering, ghostly image of a hand about one foot high. The caster can command it to locate a character or creature of the caster’s choice based on a physical description. The caster can specify race, sex, and appearance, but not ambiguous factors such as level, alignment, or class.\n After the hand receives its orders, it begins to search for the indicated creature, flying at a movement rate of 48. The hand can search within a 5-mile radius of the caster.\n If the hand is unable to locate the indicated creature, it returns to the caster (provided he is still within the area of effect). The hand displays an outstretched palm, indicating that no such character or creature could be found. The hand then disappears.\n If the hand locates the indicated subject, the hand beckons the subject to follow it. If the subject follows, the hand points in the direction of the caster, leading the subject in the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before him. Once the hand leads the subject to the caster, it disappears.\n The subject is not compelled to follow the hand or help the caster. If the subject chooses not to follow the hand, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to the caster, the hand disappears; the subject will have to rely on his own devices to locate the caster.\n If there is more than one subject within a 5-mile radius that meets the caster’s description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand will not seek out a second subject.\n The ghostly hand has no physical form. The hand can be seen only by the caster and potential targets. It cannot engage in combat or execute any other task aside from locating the subject and leading him back to the caster. The hand will not pass through solid objects, but can pass through small cracks and slits.'
+};
+
+pri3['Invisibility Purge'] = {
+ 'level': '3',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '10-foot square/priest',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a silver mirror no more than three inches in diameter.',
+ 'reference': 'p. 67',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'All invisible creatures who enter an area enchanted with *invisibility purge* instantly become visible. *Invisibility*-related spells do not take effect within the boundaries of the enchanted area, and magical devices such as *potions of invisibility* do not function. Creatures with the natural ability to become invisible are unable to use this ability within the area of effect. Invisible objects carried into the warded area also become visible.\n Invisible creatures or persons within the area of effect when *invisibility purge* is cast remain invisible; however, if such creatures exit the area of effect and later re-enter, they instantly become visible. Such creatures also lose any natural ability to turn invisible as long as they remain within the area of effect.\n A creature who consumes a *potion of invisibility* outside the warded area becomes invisible normally, but becomes visible when he enters the area of effect; if the duration of the *potion of invisibility* has not yet expired when he exits the area of effect, he becomes invisible again outside the area.\n Creatures who are invisible in their natural state or have no visible form (such as invisible stalkers) are not affected by this spell.\n The *invisibility purge* can be cast as a cooperative magic spell. The potency of this spell can be increased if several priests cast it at the same time. The duration of the spell is then equal to one turn per level of the most powerful priest, plus one turn for every contributing priest. Each priest also increases the area of effect by one 10’ ✕ 10’ square (these areas must be contiguous). Thus, a 9th-level priest and two 5th-level priests could create a 30’ ✕ 10’ *invisibility purge* area having a duration of 11 turns.'
+};
+
+pri3['Know Customs'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Travelers',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 67',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a caster to gain general knowledge of the customs, laws, and social etiquette of a tribe or village. The caster must be within 30 yards of a member of the tribe or village for the spell to have effect. The selected villager must possess the knowledge sought by the caster; for instance, he cannot be an infant, nor can he be mentally unstable or dead (although he can be asleep or unconscious).\n The selected villager is allowed a saving throw; if he succeeds, the spell fails.\n If the saving throw fails, the caster gains a general knowledge of the villager’s local laws and customs, including those that apply to relevant tribal or clan types (such as customs observed by all giants). Typical information revealed by *know customs* includes common courtesies (outsiders must avert their eyes when addressing local officials), local restrictions (no animals or unaccompanied elves within the city limits), important festivals, and common passwords that are known by the majority of citizens (such as a phrase necessary to pass the guards at the main gate). Additionally, the spell gives the caster a +1 reaction adjustment to encounters with members of the relevant tribe or village.\n Knowing the local laws and customs does not guarantee that the caster will conduct himself properly. *Know customs* is to be used as a guide; the DM is free to adjust the quality of information provided by a villager.'
+};
+
+pri3['Line of Protection'] = {
+ 'level': '3',
+ 'school': 'Abjuration (Reversible)',
+ 'sphere': 'Protection',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '30-yard line',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'The priests’ croziers, staves, or religious standards, held aloft by each caster.',
+ 'reference': 'p. 67',
+ 'book': 'Tome of Magic',
+ 'damage': '*All creatures:* 1d3. *Evil/Undead:* 1d8. *Reverse; Paldin/Good:* 1d8',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell requires at least two priests to cast the spell simultaneously. During the casting, the priests determine whether the line will be stationary or portable.\n If the spell is stationary, each priest must inscribe a magical sigil on parallel facing surfaces, such as facing walls of a gatehouse or two tree trunks. If the spell is portable, the priests must stand at each end of the line, thereby anchoring it.\n After the spell is cast, a shimmering field of force appears between the two anchors (the sigils or priests). The field is 10 feet high and sparkles with energy. Objects on the opposite side of the translucent field, while recognizable, are hazy and indistinct.\n The field causes 1d3 points of damage to all creatures passing through it; evil creatures and undead suffer 1d8 points of damage from the field. Creatures that roll a successful saving throw suffer no damage. Creatures that can fly over the field, burrow under it, or *teleport* to the other side are immune to damage.\n If the spell is cast in its portable form, the priests can move at half their movement rates (limited to the rate of the slower priest). The priests can take no other action, since all their energy is spent in walking and maintaining the field.\n Once created, the field cannot be increased or decreased in length and must remain straight. The priests could maneuver by pivoting, but could not walk toward each other or bend the field around a corner. If the line of sight between the two priests is blocked by any object of greater than 5’ diameter, the spell immediately fails. Thus, creatures, low walls, young trees, pillars, and similar objects will not disrupt the spell.\n As a cooperative spell, several priests can link together to create a longer field. Each priest (or sigil) forms the end of one field and the beginning of another, much like fenceposts. Each section of the spell must extend in a straight line, but the field can be bent at each junction. Four priests could form a long line, a square, or a Z pattern. The restrictions on moving the fields apply as outlined above. The DM may apply movement penalties depending on the complexity of the pattern.\n The reverse of this spell, *line of destruction*, causes 1d3 damage to all creatures passing through it. It causes 1d8 damage to paladins and creatures of good alignment who pass through it. Creatures that roll a successful saving throw suffer no damage.'
+};
+
+pri3['Memory Read'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '5 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small piece of linen cloth with threads of gold interspersed throughout its weave. This is consumed during the casting.',
+ 'reference': 'p. 68',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to read the memory of a single subject. The priest experiences the memory with the same intensity as the subject. The time required to view a memory is one-fiftieth of the time that the actual event lasted. Thus, a priest can view the memory of an event that lasted for one hour in a little more than one round. The subject experiences the memory at the same time the caster reads it.\n The subject must have an Intelligence score of 5 or more and must remain within range of the priest throughout the time it takes to read the desired memory. Priests can cast this spell on unconscious, sleeping, *held*, or *paralyzed* creatures.\n The subject receives a saving throw when the priest casts the spell (this saving throw is allowed even if the subject is asleep or otherwise unaware of the attempt). In addition, if the memory that the priest wants to view concerns something the subject wants to keep secret, or is something that the subject is trying to suppress, the subject receives a +5 bonus to the saving throw. If the memory the priest wishes to view is more than six months old, the subject receives a second saving throw, with bonuses depending on the age of the memory as follows:}}{{style=bottom2 sheet-spell-center2}}{{c1-1=**Age of Memory**}}{{c2-1=6-12 months}}{{c3-1=1 to 4 years}}{{c4-1=5 years or more}}{{c1-2=**Bonus**}}{{c2-2=0}}{{c3-2=+1}}{{c4-2=+3}}{{effects2= If the subject succeeds either of these saving throws, the spell fails.\n This spell creates a mental drain on the priest, causing him to temporarily lose 1-3 points of Constitution. These can be regained only after eight hours of rest. The spell cannot be cast again until the priest’s constitution is restored.'
+};
+
+pri3['Miscast Magic'] = {
+ 'level': '3',
+ 'school': 'Invocation/Evocation',
+ 'sphere': 'Chaos',
+ 'range': '[[40+10*[[@{level-priest}]] ]] yards',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 69',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Miscast magic* can be cast only on a wizard. It causes the next spell cast by the affected wizard to be chosen randomly from his memorized spells of the same or lower level. Thus, if a wizard affected by *miscast magic* had four 1st-level spells memorized (*armor*, *feather fall*, *jump*, and *sleep*) and he attempted to cast the sleep spell, the DM would determine the resulting spell randomly from the wizard’s four memorized spells. The wizard has only a 25% chance of casting the *sleep* spell.\n Only spells currently memorized are eligible to be exchanged with the desired spell. If a wizard had only one spell memorized, the *miscast magic* would have no effect and the wizard’s spell would be cast normally.\n The miscast spell operates normally. If a wizard tried to *levitate* a companion but a *web* spell resulted, the companion would be trapped by the webs and subject to all resulting effects. If the target of the spell were in range of the *levitate* spell but not in range of the *web*, the spell would be lost in a fizzle of energy and the *web* spell would be wiped from the caster’s memory.\n The wizard who casts the spell performs the proper verbal and somatic components of the spell he wishes to cast; he does not discover the altered results until the wrong spell takes effect. The wizard will also discover that the material component for the resulting spell has vanished (in addition to the material component for the desired spell).\n Wizards who are targets of *miscast magic* are allowed a saving throw vs. spell to avoid the effect.'
+};
+
+pri3['Moment Reading'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Numbers',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A set of 36 small disks made of polished bone engraved with runes that represent numbers. These disks are not consumed in the casting.',
+ 'reference': 'p. 69',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to determine the “tenor of the now”--in other words, to learn the “force” that is most dominant at the time. To cast the spell, the priest generates a series of random numbers and then studies the pattern contained in that string of numbers. This pattern contains information about current conditions.\n In game terms, when this spell is cast, the DM communicates to the priest’s player a single word or short phrase (no more than five words) describing the “tone” of the situation. Examples of suitable “tones” are “imminent danger” (the DM knows a dragon is approaching the area); “peace and tranquility” (the woods in which the PCS camp may look threatening, but the area is actually free of evil influence); or “betrayal” (one of the PCS’ hirelings is actually a spy of their enemy). The DM can make this comment cryptic, but it should always be accurate and contain some useful information.\n This spell has no specified area of effect. The result of *moment reading* will always concern the priest and anyone else in his immediate vicinity, but the definition of “vicinity” will vary depending on the circumstances. For example, the tenor of the moment might be “severe danger” if the priest is entering the territory of a dragon who attacks interlopers on sight.\n The tenor of the moment is always personally applicable to the priest. For example, even if the priest is in a nation dangerously close to war with its neighbor, this condition will not appear in the tenor of the moment unless the priest is personally involved (if he’s currently in the direct path of an invading army, for instance).\n One casting of this spell tends to “taint” subsequent castings of the same spell unless they are separated by a minimum length of time. If a priest casts this spell twice within 12 hours, the second reading gives the same result as the first, regardless of the actual situation. If a second priest casts the spell within 12 hours of another priest’s use of the spell, he receives an accurate reading.'
+};
+
+pri3['Random Causality'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Chaos',
+ 'range': '10 yards',
+ 'duration': 'Special',
+ 'aoe': 'One weapon',
+ 'components': 'V, S, M',
+ 'cast-time': '[[3+[[@{level-priest}]] ]] rounds',
+ 'saving-throw': 'Negate',
+ 'materials': 'A bronze die.',
+ 'reference': 'p. 69',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates a rift in the nature of cause and effect. The spell is cast upon an opponent’s weapon. When the weapon is used, it hits and causes damage normally, but the damage is not applied to the creature struck by the weapon. Instead, the person wielding the weapon or one of his companions suffers the damage. If the weapon misses its target on any round, no damage is caused in that round.\n Using a die roll, the DM randomly determines the victim of the damage. The DM selects a die with a value nearest the number of eligible creatures (the wielder of the weapon and his companions). If the number of creatures does not equate to highest value of a die, the wielder of the enchanted weapon takes the extra chances to be hit. For example, if a goblin wields a sword affected by this spell, he and his six companions are eligible to receive the damage. The DM rolls 1d8. On a roll of 1-6, one of the goblin’s companions suffers the damage; on a roll of 7 or 8, the goblin with the affected weapon suffers the damage.\n The weapon is affected for 3 rounds+1 round/level of the spell caster. If the wielder of the weapon changes weapons while the spell is in effect, the discarded weapon remains enchanted.'
+};
+
+pri3['Rigid Thinking'] = {
+ 'level': '3',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '60 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 70',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Rigid thinking* can be cast only upon a creature with Intelligence of 3 or greater. The creature is allowed a saving throw to avoid the effects.\n The creature affected by *rigid thinking* is in capable of performing any action other than the activity he is involved in when the spell takes effect. The creature’s mind simply cannot decide on another course of action--it becomes frozen into a single thought and cannot change even if new circumstances would suggest otherwise. Thus, a warrior fighting a kobold will ignore the arrival of a beholder, and a thief picking a lock will pay no heed to the arrival of three guards.\n The affected creature does not mechanically repeat the action; he is not an automaton. He will not continue to fire his bow at a dragon if he runs out of arrows, but will choose another means of attacking the dragon to the exclusion of all other activities.\n A spellcaster in the process of casting a spell when *rigid thinking* takes effect will not attempt to repeat the spell (unless the spell has been memorized more than once). The spellcaster will, however, devote his attention to the target of that spell until his goal is met (e.g., if the caster were attacking a creature, he would continue to direct attacks at that creature; if the caster were trying to open a door, he would continue to work on the door until it opens).\n The spell expires when the creature accomplishes his goal (i.e., the kobold is killed or the lock is opened) or when the duration of the spell has ended.'
+};
+
+pri3['Slow Rot'] = {
+ 'level': '3',
+ 'school': 'Abjuration',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] weeks',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A pinch of sugar.',
+ 'reference': 'p. 70',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell increases the amount of time that fruits, vegetables, and grains remain wholesome and ripe. The spell will not take effect upon meat of any kind.\n The caster can affect as much as 100 cubic feet of plant material per level. Currently [[100*[[@{level-priest}]] ]] cubic feet. Thus, even a low level priest could effectively keep a farmer’s grain from rotting while in storage or keep the fruit on the trees in his orchard ripe until they are harvested. This spell does not prevent pests (such as rats) from eating the food.'
+};
+
+pri3['Squeaking Floors'] = {
+ 'level': '3',
+ 'school': 'Evocation',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot square',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A rusty iron hinge that squeaks when moved.',
+ 'reference': 'p. 70',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A surface affected by *squeaking floors* squeaks loudly when any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) steps on it or touches it. The spell affects a square whose sides equal the caster’s level times 10 feet (a 9th-level priest could affect a square whose sides are 90 feet long).\n The squeaks can be heard in a 100-foot radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid material. Listeners automatically know the direction of the sounds.\n Characters who successfully move silently reduce the radius of the noise to 50 feet. Those able to *fly* or otherwise avoid direct contact with the affected surface will not activate the squeaking floor.'
+};
+
+pri3['Strength of One'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Law',
+ 'range': '10 yards',
+ 'duration': '[[2d6]] rounds',
+ 'aoe': '[[1+floor([[@{level-priest}]]/2)]] creatures',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 71',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting this spell on a group of lawful creatures, the priest imbues each creature with a Strength bonus equal to that of the strongest creature in the group. To be affected by the spell, all creatures must touch the hand of the priest at the time of casting. Only human, demihuman, and humanoid creatures of man-size or smaller may be affected. The characters can be a mixed group of Lawful Neutral, Lawful Good, or Lawful Evil alignments. The spell will not take effect if any creature of Neutral or Chaotic alignment is included in the group.\n Prior to casting, one creature is designated the keystone. There may never be more than one keystone in a group, even if another creature has equal strength.\n Upon completion of the spell, all affected characters gain a bonus to damage equal to the keystone’s bonus to damage from Strength. Any magical bonuses belonging to the keystone are not added; only the keystone’s natural strength is conferred on the group.\n This bonus supersedes any bonus a character might normally receive. Thus, a warrior with 16 Strength (a +1 bonus to damage) who benefits from this spell with a keystone who has Strength 18/07 (a damage bonus of +3) gains a total bonus of +3 to damage (not +4 to damage). The keystone receives no bonus.\n Affected creatures gain no improvements to THAC0, bend bars/lift gates, or other functions of Strength.\n The spell ends if the keystone is killed before the duration expires. The bonus and duration are not affected if a member of the group is killed within the duration of the spell.'
+};
+
+pri3['Telepathy'] = {
+ 'level': '3',
+ 'school': 'Divination, Alteration',
+ 'sphere': 'Thought',
+ 'range': '30 yards',
+ 'duration': '1 turn+[[2*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 71',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell establishes direct, two-way mental contact between the priest and a single subject. The subject must have Intelligence of at least 5 for the spell to take effect. While the spell is in effect, the two participants can communicate silently and rapidly, regardless of whether they share a common language.\n *Telepathy* does not give either participant access to the other’s thoughts, memories, or emotions. Participants can only “hear” the thoughts that the other participant actively “sends.”\n Mind-to-mind communication is approximately four times faster than verbal communication. The level of complexity that can be communicated is only that which can be expressed through language. Gestures, expressions, and body language cannot be conveyed.\n A priest can establish separate “telepathic channels” to multiple individuals. Each linkage is established through a separate casting of the spell. There is no network between the channels. For example, Balfas the priest establishes *telepathy* with Alra the warrior and Zymor the thief by casting this spell twice. Balfas can communicate a single thought to both Alra and Zymor, but Alra and Zymor cannot communicate with each other. Balfas, however, can “target” a thought so that only one of the two participants receives it.\n If the priest casts this spell on an unwilling subject (for example, if the priest wants to silently threaten or taunt the subject), the subject receives a saving throw vs. spell to resist the effect. Willing subjects need not make a saving throw.\n Lead sheeting of more than ½” thickness will totally block *telepathy*.'
+};
+
+pri3['Telethaumaturgy'] = {
+ 'level': '3',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Numbers',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '2 rounds',
+ 'saving-throw': 'None',
+ 'materials': 'A small book of numerological formulae and notes. This book is different from the book used in *personal reading*. The book is not consumed in the casting.',
+ 'reference': 'p. 72',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell requires the priest to perform a numerological analysis of a subject’s correct name. The result is that the priest may cast another spell that affects the subject individual at a range much greater than normal. In other words, by gaining deep knowledge of the individual, the priest creates a “channel” to that individual that makes a subsequent spell easier to cast on that subject.\n Only certain spells can benefit from *telethaumaturgy*:\n\n*bless**\n*command*\n*charm person or mammal*\n*detect charm*\n*hold person*\n*know alignment*\n*remove curse**\n*probability control*\n*quest*\n*confusion (one creature only)*\n*exaction*\n\n For spells marked with an asterisk (*), *telethaumaturgy* also increases the range of the reversed spell. Unless indicated, *telethaumaturgy* does not increase the range of the reversed spells.\n The increase in range depends on the level of the priest casting *telethaumaturgy*:}}{{c1-1=**Level**}}{{c2-1=1-6}}{{c3-1=7-11}}{{c4-1=12-16}}{{c5-1=17+}}{{c1-2=**Range Multiplier**}}{{c2-2=✕2}}{{c3-2=✕3}}{{c4-2=✕4}}{{c5-2=✕5}}{{effects2= Thus, a 12th-level priest who has cast *telethaumaturgy* on an individual could subsequently cast *charm person* on that individual at a range of 320 yards, rather than the normal range of 80 yards.\n A spell to be enhanced by *telethaumaturgy* must be cast on the round immediately following the completion of *telethaumaturgy*. Spells that normally affect more than one individual (such as *confusion*) will affect only the selected subject when cast following *telethaumaturgy*.\n When *telethaumaturgy* is cast by a priest of 11th level or higher, it has an additional effect. If the target is within the normal range of the subsequent spell (e.g., 80 yards for *charm person*), the subject’s saving throw suffers a penalty of -2.\n Like the *personal reading* spell, *telethaumaturgy* functions only if the priest knows the correct name of his subject. If the priest casts the spell using an alias, he will not know that *telethaumaturgy* has not taken effect until the subsequent spell fails. The priest does not automatically know why the subsequent spell failed (the subject might simply have made a successful saving throw).'
+};
+
+pri3['Thief\'s Lament'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Wards',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '[[5*[[@{level-priest}]] ]]-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': 'The priest’s holy symbol and a silver key.',
+ 'reference': 'p. 72',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A thief entering an area enchanted with *thief’s lament* suffers a great reduction in his thieving skills. The thief is allowed a saving throw to resist the effects of the spell; failure indicates that he suffers the full effects of the lament. All attempts to pick pockets, open locks, find/remove traps, move silently, detect noise, climb walls, and hide in shadows are reduced by 25% (although a skill cannot be reduced below 5%, presuming the character has at least a score of 5% in any skill).\n The spell affects a cube whose sides equal the caster’s level times five feet (a 10th-level caster could affect a cube whose sides equal 50 feet).'
+};
+
+pri3['Unearthly Choir'] = {
+ 'level': '3',
+ 'school': 'Invocation',
+ 'sphere': 'Combat',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '5',
+ 'saving-throw': '½',
+ 'materials': '',
+ 'reference': 'p. 73',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell requires at least three priests casting the spell simultaneously. At the time of casting, the priests must be within 10 feet of each other. Upon completion of the spell, the priests sing a single, dissonant chord. The result of the spell depends on the number of voices in the choir.\n**Trio.** In this form, the spell projects a cone of sonic force 120 feet long and 40 feet wide at the base. All creatures within the area of effect must save vs. spells or suffer 2d4 points of damage. Those who successfully save suffer only 1d4 points. Undead suffer a -2 penalty to their saving throws.\n**Quartet.** With four voices, the spell has the same area of effect as described above. However, all those who fail their saving throw suffer 2d4 points of damage and are deafened for one round. Those who successfully save suffer half damage and are not deafened. Undead creatures are not allowed a saving throw.\n**Quintet.** Five singers produce a chord of major power. All within the area of effect suffer 3d4 points of damage (saving throw for half damage). Undead are not allowed a saving throw. All creatures are deafened for one round. Furthermore, pottery, glassware, crystal, and similar breakable goods must save vs. fall or be shattered.\n**Ensemble.** An ensemble of singers consists of six to ten priests. In this case, the area of effect increases to a cone 180 feet long and 60 feet wide at the base. All creatures within this area suffer 1d4 points of damage per priest and are deafened for 1d4 rounds. A successful saving throw vs. spell reduces the damage and duration of deafness by half. Undead creatures of 3 hit dice or less are immediately destroyed. All other undead suffer normal damage, but are not allowed a saving throw. Glass, pottery, crystal, bone, and all wooden items that are the strength of a door or less (chests, tables, chairs, etc.) must save vs. crushing blow or be shattered.\n**Choir.** The most powerful group, a choir, requires eleven or more priests. In this case, the area of effect expands to a cone 300 feet long and 100 feet wide at the base. All within the area of effect suffer 1d6 points of damage per priest to a maximum of 20d6. A saving throw vs. spells reduces the damage to half. Those who fail to save are deafened for 1d10 rounds; those who succeed are deafened only 1d6 rounds. Undead creatures of 5 hit dice or less are immediately destroyed. Undead with more hit dice are not allowed a saving throw. Structures within the area of effect are damaged as if they suffered a direct hit from a catapult (one hit per four priests in the choir). Doors, chests, and other breakable items are instantly shattered.'
+};
+
+pri3['Zone of Sweet Air'] = {
+ 'level': '3',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot cubes',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol, a silk handkerchief, and a strand of spider web.',
+ 'reference': 'p. 73',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Zone of sweet air* creates an invisible barrier around the area of effect that repels all noxious elements from poisonous vapors, including those created magically (such as a *stinking cloud*). The spell offers no protection against poisonous vapors created by a dragon’s breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally.\n If a poisonous vapor is expelled within the area of effect (for example, a *stinking cloud* is cast), the spell takes effect normally but dissipates in half the time normally required.\n The spell affects a cube whose sides equal the caster’s level times 10 feet (for instance, a 10th-level caster could affect a cube whose sides are 100 feet long).'
+};
+
+pri4['Addition'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers, Creation',
+ 'range': '30 yards',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A small table of numerological formulae inscribed on an ivory plaque, plus a length of silken cord. During the casting, the priest ties the cord into a complex knot. As the magical energy is discharged, the cord vanishes in a flash of light. The plaque is not consumed in the casting.',
+ 'reference': 'p. 74',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The philosophy of the Sphere of Numbers holds that the structure of reality--the “equation of the moment”--can be analyzed and modified by someone with sufficient knowledge and power. The *addition* spell allows a priest to add a new mathematical term to the equation of the moment. This effectively allows a new object or even a living creature to be brought into existence temporarily.\n The effect of this spell varies depending on the level of the caster. At 10th level or lower, *addition* can create a single, inanimate object weighing up to 10 pounds. The spell gives the priest only rudimentary control over the creation process, so the object cannot be complex. The object must be described in a single word or short phrase (e.g., “a water pitcher” or “a block of stone”). The caster has no control over elements such as shape or color; thus, the water pitcher might be short, squat, and blue, or tall, slender, and red.\n Objects created with this spell cannot be of any greater mechanical complexity or technological level than a crossbow. If the priest tries to create an object that breaks this prohibition, the spell fails and nothing is created. Thus, if the priest tried to create “a pistol,” assuming he had heard the word somewhere, the spell would fail.\n Objects cannot contain any information in an abstract form such as writing or diagrams. If the priest tries to create an object that breaks this prohibition, there are two possible results: the spell may fail, or the object may be created without the information. Thus, if the priest were to attempt to create “a spellbook,” the result would be either a book similar to a spellbook with blank pages, or nothing at all.\n The object appears at whatever location the caster wills, as long as it is within spell range. The object cannot appear in the same space occupied by another object or creature, or within a hollow object (for example, the priest cannot create an object blocking the trachea of an enemy).\n The object created by *addition* remains in existence for 1 turn per level of the caster. Currently [[@{level-priest}]] turns. During this time, it obeys all the laws of physics as if it were a “real” object. The object cannot be disbelieved and spells such as *true seeing* cannot distinguish it from a naturally-occurring object.\n Priests of 11th to 15th level can create a single inanimate object of up to 20 pounds in mass or two identical objects, each of up to five pounds in mass. The object(s) so created remains in existence for two hours (12 turns) per level of the caster. Currently [[2*[[@{level-priest}]] ]] hours.\n Priests of 16th to 19th level can create a single inanimate object of up to 50 pounds in mass or up to 10 identical objects, each of up to five pounds in mass. The object(s) is permanent unless destroyed. Since these objects are not magical constructs, but real *addition*s to the “equation of the moment,” *dispel magic* has no effect on them. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 20 pounds in weight. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 5 rounds per level of the caster. Currently [[5*[[@{level-priest}]] ]] rounds.\n Priests of 20th level and above can create a single inanimate object of up to 100 pounds in mass or up to 10 identical objects, each of up to 10 pounds in mass. The object(s) are permanent. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 100 pounds in weight and up to 2 hit dice. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 2 turns per level of the caster. Currently [[2*[[@{level-priest}]] ]] turns.'
+};
+
+pri4['Age Plant'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': '30 yards',
+ 'duration': 'Permanent',
+ 'aoe': '[[@{level-priest}]] plants, seeds, or trees',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and the petal from an apple blossom.',
+ 'reference': 'p. 74',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to affect the aging of any plant, seed, or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds.\n The change in age, either forward or backward, is chosen by the priest at the time of casting. The changes associated with normal or reversed growth occur instantaneously. Plants can be altered in age up to 10 years per level of the caster. Currently up to [[10*[[@{level-priest}]] ]] years. The caster can stop the aging at any point within the limits imposed by his level; he could cause a tree to grow from a sapling until it withers and dies from old age or he could stop the tree’s growth at a stage at which it would shelter his home.\n The spell does not alter the appearance or characteristics of a plant except those that result from normal aging (or regression). *Age plant* has no effect on magically-generated plants or plant-type monsters.'
+};
+
+pri4['Blessed Warmth'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Sun',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 75',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, a narrow shaft of light shines down upon the priest, making him immune to the effects of natural cold (such as a blizzard) and granting him a +3 bonus to saving throws vs. magical cold (such as a white dragon’s breath weapon).\n For each level of the priest above 7th, an additional beam of light may be created to protect another creature, who must be standing within 3’ of the priest. Thus, a 10th-level priest could protect four other creatures in a 3’ radius. Currently [[ [[@{level-priest}]]-6]] additional beams.'
+};
+
+pri4['Body Clock'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A kernel of corn, a drop of water, and a stoppered glass bottle.',
+ 'reference': 'p. 75',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Body clock* affects a subject in the following ways.\n • The subject’s need for sleep is reduced. For every hour that a subject sleeps, he is as refreshed as if he slept 10 hours. For every two hours that a subject sleeps during the spell (20 hours of rest), he regains hit points as if he spent a day of complete rest. However, wizards are not able to memorize spells; “real” time must pass for this to occur.\n • The subject’s need to breathe is reduced. He breathes only 10% as often as normal for the duration of the spell, enabling him to hold his breath 10 times longer than normal and use less air in enclosed situations.\n • The subject can set an internal “alarm clock” to alert him when a specific amount of time has passed. The subject then hears a brief ringing in his ears, audible only to him. The ringing is loud enough to wake the subject. He can set as many internal alarm clocks as he wishes, as long as they all occur within the duration of the spell.\n The spell has no effect on movement, spellcasting, or any other normal activities.'
+};
+
+pri4['Chaotic Combat'] = {
+ 'level': '4',
+ 'school': 'Invocation/Evocation',
+ 'sphere': 'Chaos',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 75',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When *chaotic combat* is cast on a fighter, he is inspired beyond his years of training and is suddenly struck with numerous insights for variations on the standard moves of attack and defense. The spell affects only warriors.\n Unfortunately, these insights are helpful in only two-thirds of the warrior’s attacks. In the remaining attacks, the spell actually impairs the warrior’s standard performance. At the beginning of each round, after the player has declared his character’s actions, 1d6 is rolled for the affected warrior. On a roll of 1, 2, 3, or 4, the warrior gains bonuses of +2 to attack rolls and +2 to armor class. On a roll of 5 or 6, the warrior suffers a -2 penalty to attack rolls and a -2 penalty to armor class. This must be determined at the beginning of the round so that both the warrior and his opponents can apply the necessary changes.\n The insight imparted by this spell is lost after the spell expires. The insight is generated by chaos, which is nearly impossible to contain. After the spell expires, the warrior remembers the battle but not the specifics of his actions. He is unable to duplicate the maneuvers.'
+};
+
+pri4['Chaotic Sleep'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Chaos',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Negate',
+ 'materials': 'A pinch of sand and three coffee beans.',
+ 'reference': 'p. 76',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'After casting this spell, the priest must successfully touch his victim. The victim is then allowed a saving throw to avoid the spell’s effect. If the saving throw is failed, the spell takes effect at the next sunrise or sunset (whichever comes first).\n From the time the spell takes effect until the spell is negated, the sleeping pattern of the victim is randomly disrupted. At sunset and sunrise of every day, a check is made to determine the effects of *chaotic sleep*. In the 12-hour period that follows the check, there is an equal chance that the character will be unable to sleep or unable to remain awake (roll 1d6; on a roll of 1-3, the character is awake, on a roll of 4-6, he sleeps). This condition lasts until the next sunrise (or sunset) when the check is made again.\n For example, a fighter fails to save against *chaotic sleep*. For the next few hours, the spell has no effect. At sundown, the first check is made, resulting in a 2. The fighter does not notice anything until he tries to sleep that night, at which time he is wide awake, fidgeting and restless. At sunrise, another die roll is made, resulting in a 6. The fighter is suddenly exhausted and sleeps until sunset.\n Characters who sleep as a result of this spell can be roused only by physical stimuli--a slap or a wound, for example. Once awake, the character remains conscious only as long as there are active stimuli around him, such as a fight. Walking through caves or riding a horse will not keep the character awake. Unlike a *sleep* spell, characters affected by *chaotic sleep* doze off as soon as they are left relatively undisturbed. Keeping an affected character awake is difficult at best.\n Lack of sleep will eventually take a physical toll on any character under the influence of the spell. For every 12-hour period that a character remains awake beyond the first, he suffers a -1 penalty to THAC0. Such characters do not regain hit points as a result of normal healing. Spellcasters cannot memorize spells until they have had sufficient sleep.\n *Chaotic sleep* can be removed with a *remove curse*.'
+};
+
+pri4['Circle of Privacy'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Travelers',
+ 'range': 'Special',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '50-foot-diameter circle',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A hair from a skunk, a whisker from a mouse, and enough salt to make a 50-foot-diameter circle.',
+ 'reference': 'p. 76',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell helps to discourage predators and trespassers from disturbing a campsite. The caster sprinkles salt in a circle enclosing an area up to 50 feet in diameter. For the duration of the spell, all sounds and scents generated within the circle are muted, making the area less noticeable to those outside the circle. Therefore, the group’s chance of encounter is reduced by 50% for the duration of the spell. The spell provides no protection against infravision or other forms of magical detection.'
+};
+
+pri4['Compulsive Order'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '10 yards',
+ 'duration': 'Permanent',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': 'A perfect cube made of metal.',
+ 'reference': 'p. 76',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The victim of *compulsive order* is compelled to place everything he encounters into perfect order. If he discovers treasure, he divides it into tidy piles or containers of silver, gold, and copper. He is reluctant to enter a dungeon because it is a messy place, but once inside, he is obsessed with cleaning it. A character under the power of this spell will sweep dirt from dungeon corridors into neat piles, arrange the corpses of a defeated orc band according to size, dash forward to remove a bit of lint on clothing, and insist that the party organize themselves alphabetically, then by size, and then by age. While the spell does not affect a character’s abilities, the overwhelming desire for order impairs the character’s usefulness in most adventures.\n When a character afflicted by this spell attempts to undertake a new event (begin a battle, haggle with the merchant, etc.), the player must rationalize the action on the basis of his compulsion for order. Thus, the character cannot simply attack a goblin; he must announce a condition such as attacking the tallest goblin and fighting his way down according to size. Once stated, the character must follow through with this plan.\n If the player cannot conceive a rationale for his character’s behavior, the character is forced to delay his actions for 1d6 rounds, with the time spent in preparation for the subsequent action. The character spends time arranging spell components artistically, deciding how to hold his sword, cleaning his weapon, etc.\n Anyone affected by *compulsive order* may become violent if he is prevented from being neat. He will do what he must to make the world around him more orderly. If he is allowed to organize his surroundings, he will quickly calm down again. The victim will constantly petition the people around him to be neat and organized.\n The victim is allowed a saving throw to avoid the effects of the spell. *Compulsive order* can be removed with a *dispel magic* spell.'
+};
+
+pri4['Defensive Harmony'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '5 yards',
+ 'duration': '[[1+2d4]] rounds',
+ 'aoe': '[[floor([[@{level-priest}]]/2) creatures',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 77',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell must be cast on at least two creatures. The priest may affect one creature per two levels of his experience, and all creatures to be affected must be within three feet of each other at the time of casting. After the spell is completed, affected characters may move about freely.\n *Defensive harmony* grants affected creatures a defensive bonus by bestowing an enhanced coordination of their attacks and defenses. The affected creatures must be involved in a single battle so that their efforts harmonize to the benefit of all involved. For example, the affected creatures can attack one dragon or a group of orcs in a single area. They can also attack additional enemy forces that arrive in the same combat. If the enemy forces divide and flee, the affected creatures can follow, continue to attack, and benefit from the spell. If the affected group is split into two smaller groups when attacked, however, it gains no benefit from *defensive harmony*.\n While the spell is in effect, each affected creature gains a +1 bonus to armor class for every other creature benefitting from the spell, to a maximum bonus of +5 (although more than five characters may be affected by the spell). Thus, if four creatures are affected by *defensive harmony*, each creature gains a +3 bonus to armor class.\n This bonus represents a mystical coordination of effort on the part of all affected creatures. A fighter will naturally wage his attack to distract the troll attacking the thief. The ranger will instinctively block the swing of an orc, thereby protecting the wizard. Creatures affected by the spell are not consciously aware of these efforts, and they are unable to create specific strategies and tactics.'
+};
+
+pri4['Dimensional Folding'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': '5 feet',
+ 'duration': '1 round',
+ 'aoe': '10-foot circle',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A sheet of platinum “tissue” worth at least 15 gp, which the priest folds intricately during the casting. The tissue is consumed when the gate closes.',
+ 'reference': 'p. 77',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to selectively warp the fabric of space, folding it into higher dimensions.\n This effect can be best explained through an example. If an ant crawling along the west edge of a map decided to travel to the east edge of the map, it would have to crawl the full width of the map. But if the map were folded in two so that the east and west edges were touching, the ant would travel almost no distance at all. The ant’s world (the map) would have been folded through the third dimension. The *dimensional folding* spell does something similar with the three-dimensional world: it folds it through a higher dimension (the fourth), allowing instantaneous travel between two locales on the same plane of existence.\n Although this effect may seem similar to the wizard spell *teleport*, in practice, it is much different. The *dimensional folding* spell opens a gate that allows instantaneous, bidirectional access to a distant locale on the same plane. This gate is circular, of any size up to 10’ in diameter, and remains in existence for up to 1 full round. The caster and any other creatures can pass through the gate in either direction while it remains open. Missile weapons and magic spells can also pass through the gate.\n The gate appears as a shimmering ring, glowing with a faint light equivalent to starshine. Vision through the gate is clear and unobstructed in both directions, allowing the priest to “look before he leaps.” However, anyone on the other side of the gate is able to see the priest and his point of origin.\n The “near side” of the gate always appears within 5 feet of the priest. The location of the “far side” of the gate always opens within 5 feet of the place the priest desires. Thus, there is no chance of arriving at the wrong destination, as with the wizard spell *teleport*.\n There is a risk involved in using *dimensional folding*, however. Many philosophers believe that what we know as time is simply another dimension, and the behavior of this spell seems to support this thesis. Unless the priest is extremely familiar with the destination, there is a significant chance that any creature passing through a *dimensional folding* gate will suffer instantaneous aging. Theorists believe that this is the same kind of “slippage” that can cause a *teleporting* wizard to land high or low, except that in this case, the slippage is in the time dimension.\n The chance of this instantaneous aging occurring depends on how familiar the priest is with the destination. The table that follows outlines the conditions and effects of aging.}}{{style=bottom2 sheet-spell-center2 sheet-spell-bottom3 sheet-spell-center3}}{{cc1-1=bottom}}{{c1-1=**Destination is:**}}{{c2-1=Very familiar*}}{{c3-1=Studied carefully}}{{c4-1=Seen casually}}{{c5-1=Viewed once}}{{c6-1=Never seen}}{{c1-2=**Chance of**\n**aging**}}{{c2-2=2%}}{{c3-2=5%}}{{c4-2=10%}}{{c5-2=15%}}{{c6-2=25%}}{{c1-3=**Amount of**\n**aging**}}{{c2-3=1 year}}{{c3-3=1d2 years}}{{c4-3=1d3 years}}{{c5-3=1d6 years}}{{c6-3=1d10 years}}{{effects2= * Use this row if the desired location is within view of the priest.\n\n If the die roll indicates that aging occurs, every creature that passes through the gate in either direction suffers the aging effect. Multiple creatures passing through the gate in the same direction all age by the same amount determined by a single die roll. Although the chance of aging is low and the potential amount of aging is minimal for familiar destinations, the effects can add up and become significant over time.\n Although the word “destination” is used to refer to the “far end” of the gate, the priest need not be the one doing the traveling. For example, a priest may open the gate near a distant ally so he may travel instantaneously to join the priest.'
+};
+
+pri4['Fire Purge'] = {
+ 'level': '4',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '10-yard square/priest',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a scorched sliver of wood.',
+ 'reference': 'p. 78',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'An area enchanted with *fire purge* is protected against all types of normal and magical fires. Normal fires (including camp fires, torches, and oil fires) cannot burn in the area of effect. Magical fires (including fiery dragon breath, other creature-generated fires, and spell-related fires such as *burning hands* and *fireball*) cause only 50% of their normal damage. Additionally, creatures within the area of effect receive a +4 bonus to saving throws made vs. fire attacks, regardless of whether the attacks originate inside or outside the warded area.\n *Fire purge* has no effect on fires that are within the area of effect when the spell is cast, (i.e., it does not extinguish existing fires).\n *Fire purge* can be cast as cooperative magic. If a number of priests cast this spell simultaneously, its effectiveness is significantly increased. The duration of the spell is then equal to 1 turn per level of the most powerful priest plus 1 turn for every other contributing priest. The area of effect is a square whose sides equal the number of priests times 10 yards (thus, six priests could create a 60-yard by 60-yard square of protection).'
+};
+
+pri4['Focus'] = {
+ 'level': '4',
+ 'school': 'Invocation',
+ 'sphere': 'All',
+ 'range': '10 feet',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 day',
+ 'saving-throw': 'None',
+ 'materials': 'Many, including special vestments, incense, oils, waters, and other equipment the DM deems appropriate. The cost of these materials is never less than 1,000 gp plus 100 gp per level of spell being amplified. These items are given up as offerings to the deity (perhaps to be distributed to the poor), and new ones must be obtained each time the spell is cast.',
+ 'reference': 'p. 79',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates the necessary conditions for devotional energy to be used. For faith magic to work, the priest must create a focus to harness the necessary devotional energy. This spell creates that focus. *A focus cannot function without a source of devotional energy*.\n The focus gathers devotional energy and reshapes it in order to amplify other spells cast by the priest (or priests). The same energy keeps the focus in existence. If the spell is cast and there is no immediate source of devotional energy within 100 feet, the *focus* immediately fails.\n Once created, most foci cannot be moved. This condition and the need for a constant supply of devotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and seminaries--permanent structures where followers of the religion gather on a regular basis. Sometimes a focus is created for a special gathering such as a holy day, conclave, grand wedding, or yearly festival.\n Not all foci are identical. The particular form of the focus depends on the power and nature of the spell being amplified. All foci can be seen by *detect magic*. There are three basic types of foci: site, item, and living.\n **Site foci** are connected to a place, whether a room, building, field, or forest. Once cast, the foci cannot be moved. It causes no disturbance in the surroundings; it is invisible and intangible.\n **Item foci** are centered on a single object. Customarily, this object is large and immovable, such as an altar, but it is possible for the focus to be as small as is practical. The item can be as elaborate or plain as desired, but should have some significance to the religion.\n **Living foci** are the rarest of all types. In this case, the focus is created on a living plant, animal, or person. *Detect charm* reveals the person is somehow enchanted, although not under the influence of a typical charm spell.\n The type of focus created (site, item, or living) depends on the religion and nature of the spell amplified. These choices are listed in Table 3: Focused Spell Effects.\n Casting the *focus* spell is a long and complicated process, accompanied by many ceremonies and rituals. During the day spent casting the spell, the priest will need the assistance of at least two other priests of the same faith. These aides need not memorize the spell (or even be capable of casting it). Their duty is to provide the extra hands and voices needed at specific points of the casting. A large number of worshipers must also be present since the focus requires their energy. Not surprisingly, the casting of this spell is often incorporated into important holy festivals or special occasions.\n The duration of the focus is one year. If the devotional energy falls below a minimum level, the spell ends sooner. A focus requires the devotional energy of at least 100 devout worshipers. Lay monks (those dedicated to the religion but not priests) count as two worshipers, while priests (of any level) count as ten. A focus could be maintained by a congregation of 100, a monastery of fifty, or a seminary of as few as 10 priests (or any combination of the above). The focus must receive this energy for at least 10 hours out of every day. If these conditions are not met, the focus weakens. The area of effect of the amplified spell decreases by 20% each day until it fades away completely.\n Once the focus is created, the priest or priests have 1 turn in which to cast the desired spell upon the focus. A focus can amplify only one spell, and each item, creature, or place can receive only one focus. Spells that can be cast upon a focus are listed on Table 3.\n\n**Table 3: FOCUSED SPELL EFFECTS**}}{{style=bottom2 sheet-spell-center2}}{{cc1-1=bottom}}{{c1-1=**Spell**}}{{c2-1=*Anti-animal shell*}}{{c3-1=*Anti-plant shell*}}{{c4-1=*Bless*}}{{c5-1=*Control temperature, 10’ radius*}}{{c6-1=*Control winds*}}{{c7-1=*Cure disease*}}{{c8-1=*Cure blindness or deafness*}}{{c9-1=*Detect poison*}}{{c10-1=*Detect lie*}}{{c11-1=*Detect magic*}}{{c12-1=*Dispel evil*}}{{c13-1=*Endure cold/endure heat*}}{{c14-1=*Know alignment*}}{{c15-1=*Negative plane protection*}}{{c16-1=*Protection from evil*}}{{c17-1=*Protection from lightning*}}{{c18-1=*Protections from fire*}}{{c19-1=*Purify food and drink*}}{{c20-1=*Remove fear*}}{{c21-1=*Remove curse*}}{{c22-1=*Repel insects*}}{{c23-1=*Resist fire/resist cold*}}{{c24-1=*Speak with animals*}}{{c25-1=*Tongues*}}{{c26-1=*True seeing*}}{{c1-2=**Possible**\n**Focus**\n**Type**}}{{c2-2=S/I/L}}{{c3-2=S/I/L}}{{c4-2=S/I}}{{c5-2=S*}}{{c6-2=S/I*}}{{c7-2=I/L}}{{c8-2=I/L}}{{c9-2=S/I}}{{c10-2=I}}{{c11-2=I}}{{c12-2=S/I}}{{c13-2=S*}}{{c14-2=I/L}}{{c15-2=S/I}}{{c16-2=S/I}}{{c17-2=S}}{{c18-2=S}}{{c19-2=I}}{{c20-2=S/I/L}}{{c21-2=I}}{{c22-2=S/I}}{{c23-2=S}}{{c24-2=S/I/L}}{{c25-2=S/I}}{{c26-2=S}}{{effects2=** The caster must state a desired range (temperature, wind strength, etc.) within the spell’s normal limitations at the time it is cast.*\n\n Once the spell is cast, the normal duration and area of effect for that spell are ignored. The focus begins to increase these factors of the spell’s power. After one day, the amplified spell reaches its full area of effect. Thereafter, it remains over that area until the focus fails.\n The area affected by the focus (and its amplified spell) depends on the level of the caster. The spell expands in a radius from the focus, 20 feet per level of the caster, although it can deliberately be created smaller. Currently up to [[20*[[@{level-priest}]] ]] foot diameter. Within that area of effect, the amplified spell exerts its normal effect. A 13th-level priest could create a focus up to 260 feet in diameter.'
+};
+
+pri4['Fortify'] = {
+ 'level': '4',
+ 'school': 'Necromancy',
+ 'sphere': 'Healing',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Creature touched',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 80',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This is a simple cooperative magic spell. Only one priest can cast the spell, but like *mystic transfer*, another priest is required for the spell to have any effect. Through this spell, the priest improves the quality of another priest’s healing spells.\n For the *fortify* spell to work, it must be cast simultaneously with a *cure light wounds*, *cure serious wounds*, or *cure critical wounds*. The priest casting *fortify* must lay his hand on the priest attempting the cure. When both spells are cast, additional energy flows through the second priest and into the creature being healed. *Fortify* automatically causes the cure spell to function at maximum effect. Thus, a *cure serious wounds* would automatically heal 17 points of damage and a *cure critical wounds* would heal 27 points of damage.'
+};
+
+pri4['Genius'] = {
+ 'level': '4',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Caster',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A gem of at least 50 gp value.',
+ 'reference': 'p. 80',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar to *idea*, except that the priest’s player can ask the DM one question about any event occurring at the moment. The question must be somehow related to evaluation of the current situation, such as “What are these monsters?” Speculation about the future, such as “What’s on the other side of the door?” is not permitted.\n As with *idea*, the DM must be careful in adjudicating this spell. The answer to the question should always be relevant and correct, although not necessarily complete, and should not be unbalancing to the situation. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM’s assessment of the situation. In general, the answer will be a single word or a short phrase of no more than five words.\n This spell can be cast only once in any 12-hour period. Subsequent attempts to cast the spell result in no answer.'
+};
+
+pri4['Inverted Ethics'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Chaos',
+ 'range': '120 yards',
+ 'duration': '1 turn',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'Negate',
+ 'materials': 'A miniature golden balance (i.e., similar to the scales of justice).',
+ 'reference': 'p. 80',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell reverses the ethics of a person or group of people. While under the influence of this spell, a creature behaves in a manner opposite to the way he normally would behave. Thus, a shopkeeper influenced by *inverted ethics* will think it perfectly normal for someone to pick up an item from his shop and walk out the door without paying for it. If someone tried to pay for an item, he would be insulted. If the spell is cast on a shopper in a store, he would find it natural to steal the item, thinking that he is behaving in a proper way. If the spell is cast on a professed thief, he will no longer steal, choosing to pay for his goods instead.\n *Inverted ethics* does not cause a creature to actively commit evil deeds (or good deeds). Thus, an affected creature will not go on a shoplifting rampage; he will steal only as the opportunity presents itself.\n The spell affects one character per level of the caster within a 20’ radius. Currently [[@{level-priest}]] characters. Each target of the spell is allowed a saving throw vs. spell to avoid the effect.'
+};
+
+pri4['Join With Astral Traveler'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Astral',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 81',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When a priest casts the 7th-level *astral spell*, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting *join with astral traveler*, a priest can cause his own astral body to leave his physical body in suspended animation. His astral body then travels along the silver cord of the originally projected priest. The caster joins the projected priest as if he were part of the original casting of the *astral spell*; i.e., his own silver cord is connected to the priest’s silver cord, and he is dependent upon the originally projected priest.\n A priest who casts the 7th-level *astral spell* can project as many as seven other creatures along with himself. However, priests casting *join with astral traveler* are an exception to this limit. Any number of priests may join another priest in the Astral plane by use of this spell.'
+};
+
+pri4['Leadership'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm, Alteration (Reversible)',
+ 'sphere': 'War',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': 'Special',
+ 'saving-throw': 'None',
+ 'materials': '*Variation 1:* This variation is a pinch of steel dust. *Variation 2:* The priest’s holy symbol.',
+ 'reference': 'p. 81',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell can be cast in one of two variations. The first, appropriate for battlefield use, has a range of 240 yards, duration of 1d4+6 turns, and a casting time of 1 turn. The priest can cast the spell on any single individual (a commander or hero) within his line of sight.\n While under the influence of this spell, the subject’s command radius is increased by 50% (round fractions up).\n The reverse of this variation, *doubt*, requires the target to make a saving throw vs. spell. If failed, *doubt* halves the command radius (round fractions down) of the targeted individual for 1d3+4 turns.\n The second variation must take place in or within 100’ of a place of worship officially dedicated to the casting priest’s deity. Both the priest and the individual to be affected must be present. The casting time is 5 turns and involves an intricate ritual and many prayers. At the conclusion of the spell, the subject’s command radius is doubled. This effect lasts 2d12 hours.\n The priest can cast either aspect (but not both at once) on himself. No individual can be the subject of more than one casting of this spell at one time, whether different aspects or cast by different priests. If more than one spell is attempted on the individual, only the most recent casting takes effect.'
+};
+
+pri4['Mental Domination'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '50 yards',
+ 'duration': '[[3*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A mesh of fine threads that the priest loops around the fingertips of one hand and manipulates in the way that a puppeteer controls a puppet.',
+ 'reference': 'p. 81',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar to the wizard spell *domination* in that it establishes a telepathic link between the priest and the subject through which the priest can control the subject’s bodily movements. There are some significant differences between the spells, however.\n Elves and half-elves have no innate resistance to this spell. Priest and subject need not share a common language. The priest can force the subject into combat, but the subject’s attack rolls suffer a -2 penalty. The priest cannot force the subject to cast spells or use any innate magical or magiclike abilities. The priest can force the subject to speak, although the priest cannot inject a full range of emotions into the subject’s voice (everything said by the subject is in a monotone).\n This spell gives the priest no access to the subject’s thoughts, memory, or sensory apparatus. Thus, the priest cannot see through the subject’s eyes. To control the subject, the priest must be within the range of the spell *and* must be able to see the subject. Breaking either of these conditions causes the spell to terminate immediately.\n This spell requires a moderate level of concentration by the priest. While maintaining this spell, he can move or enter combat, but cannot cast another spell. If the priest is wounded, rendered unconscious, or killed, the spell immediately terminates.\n If the priest is 10th level or lower, he or she cannot force the subject to perform particularly delicate actions, such as picking a lock. At 11th level or higher, however, this restriction is removed. The priest could thus force a thief to pick a lock. Any such delicate actions suffer a -15% penalty (or -3 on 1d20) to reflect the “remote control” nature of the action.'
+};
+
+pri4['Modify Memory'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Time',
+ 'range': '30 feet',
+ 'duration': 'Permanent',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': 'Special',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 83',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to reach into the subject’s mind and modify up to five minutes of his memory in one of the following ways:\n •Eliminate all memory of an event the subject actually experienced. This spell cannot negate *charm*, *suggestion*, *geas*, *quest*, or similar spells.\n •Allow the subject to recall with perfect clarity an event he actually experienced. For instance, he could recall every word from a five-minute conversation or every detail from a passage in a book.\n •Change the details of an event the subject actually experienced.\n •Implant a memory of an event the subject never experienced.\n\n Casting the spell takes one round. If the subject fails to save vs. spell, the caster proceeds with the spell by spending up to five minutes visualizing the memory he wishes to modify in the subject. If the caster’s concentration is disturbed before the visualization is complete, the spell is lost.\n *Modified memory* will not necessarily affect the subject’s actions, particularly if they contradict his natural inclinations. An illogical *modified memory*, such as the subject recalling how much he enjoyed drinking poison, will be dismissed by the subject as a bad dream or a memory muddied by too much wine. More useful applications of *modified memory* include implanting memories of friendly encounters with the caster (inclining the subject to act favorably toward the caster), changing the details of orders given to the subject by a superior, or causing the subject to forget that the caster cheated him in a card game. The DM reserves the right to decide whether a *modified memory* is too nonsensical to significantly affect the subject.'
+};
+
+pri4['Probability Control'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': '30 yards',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small cube of a thickened sugar-and-milk mixture and a cubic die of matching size. Both are consumed in the casting.',
+ 'reference': 'p. 83',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to increase or decrease by a small margin the probability of success for one action. This action can be anything that requires a die roll--an attack, a saving throw, an attempt to use thieving skills, an ability check, or even an attempt to successfully *teleport* on target. The action *must* be something performed by a single creature.\n The basic modification is 15% (15 on 1d100 or 3 on 1d20), plus an additional 5% per five levels of the caster. Currently +[[5*[[@{level-priest}]] ]]%. This modification can be either positive or negative, as deemed by the spellcaster. Thus, a 10th-level priest can modify a subject’s saving throw or attack roll by +5 or -5, or a thief’s “climb walls” roll by +25% or -25%. The priest may cast this spell on himself.\n For a noncombat action such as an attempt to climb a wall, the priest simply casts the spell on the subject immediately before the action is attempted, informing the DM whether the modification is positive or negative. To use this spell in combat, the priest must specify the action to be affected (e.g., the target’s next attack roll) and whether the modification will be positive or negative. The spell remains in effect until the subject attempts the specified action or until a number of rounds equal to the caster’s level passes. Currently [[@{level-priest}]] rounds. If the latter occurs, the spell ends without effect.\n Once the spell is cast, the priest does not need to maintain any level of concentration; the spell will function even if the casting priest is killed before the spell takes effect.\n The subject of the spell has no way of knowing whether any modification made by this spell is positive or negative (or even whether he was the subject of the spell at all). Thus, a lying priest could claim to raise a thief’s chance of climbing the wall, while actually lowering it. The thief would be none the wiser. However, an unwilling subject of this spell receives a normal saving throw to negate its effect.'
+};
+
+pri4['Rapport'] = {
+ 'level': '4',
+ 'school': 'Divination, Alteration',
+ 'sphere': 'Thought',
+ 'range': '30 yards',
+ 'duration': '1 turn+[[@{level-priest}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 84',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is a deeper and more intense version of *telepathy*. It allows the priest to communicate silently and instantly with a single willing subject. Participants may share deeper thoughts than with *telepathy*, including emotions and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such vicarious experiences feel diluted and cannot be mistaken for direct sensations.\n The participants can quickly share such personal concepts as plans, hopes, and fears, but they *cannot* share skills or spells. Thus, it is impossible to communicate the procedure for casting a particular spell or for picking a lock.\n Communication through *rapport* is approximately 15 times faster than verbal communication. As with *telepathy*, the priest can establish separate “channels” to multiple individuals; each such linkage costs one casting of the spell. There is no “crosstalk” between the channels, however.\n *Rapport* cannot be used on unwilling subjects.'
+};
+
+pri4['Solipsism'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Thought',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': 'Special',
+ 'aoe': '[[100+100*[[@{level-priest}]] ]] square feet',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': 'A lotus blossom that the priest must swallow and a bit of fleece.',
+ 'reference': 'p. 84',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This unusual spell is similar to *phantasmal force* and other illusion magic, except that the priest who casts the spell is the only creature who automatically believes the results of the spell. The spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and tactile (that is, it can be seen and felt), but no other sensory stimuli are created.\n *Solipsism* is the opposite of normal illusions in that anyone other than the caster must make an active effort to *believe* (rather than *dis*believe) the illusion. Characters trying to believe the reality of a solipsistic illusion must make a saving throw vs. breath weapon, modified by the magical defense adjustment for Wisdom. A successful save means that the character believes the illusion and it is part of reality for him. A failed save means that the character cannot convince himself of the illusion’s reality, and the illusion has no effect on him. A character can make a single attempt to believe each round.\n Unlike true illusions, the image created by this spell does more than just duplicate reality. The image formed is *real* for those who believe in it. The illusion has all the normal properties that its form and function allow. Thus, a solipsistic bridge spanning a chasm could be crossed by the priest and those who believed. All others would see the priest apparently walking out onto nothingness. Likewise, a solipsistic giant would cause real damage to those who believed it.\n The illusion remains in effect for as long as the priest continues to concentrate on it, until the priest is struck in combat, or until he is rendered unconscious. The level of concentration required is not extreme; the priest can move normally and may engage in combat, but is unable to cast any spell while maintaining a *solipsistic* illusion.\n *Solipsism* can create only illusions that are external to the priest. Thus, the priest cannot create an illusion that he is the size of a giant, is unwounded, or has sprouted wings.'
+};
+
+pri4['Tanglefoot'] = {
+ 'level': '4',
+ 'school': 'Alteration, Abjuration (Reversible)',
+ 'sphere': 'War',
+ 'range': '240 yards',
+ 'duration': '[[2*[[@{level-priest}]] ]] turns',
+ 'aoe': '[[100*[[@{level-priest}]] ]] square yards',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': 'A drop of molasses for *tanglefoot*, and a pinch of powdered graphite for *selective passage*.',
+ 'reference': 'p. 85',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell temporarily doubles the movement cost of one region of ground. Units allied to the priest are unaffected and movement is made at normal cost; only enemy units suffer the penalty.\n A variety of effects result from the spell depending on the terrain: grass twists hinderingly around troops’ ankles, swamp becomes more viscous, rocks and gravel shift underfoot, etc.\n The spell affects only units--that is, groups of soldiers moving in regular or irregular formation. The spell does not affect individuals or monsters moving and operating alone. (When using the BATTLESYSTEM rules, figures that represent individual heroes are not affected by this spell.)\n When casting this spell, the priest must have an uninterrupted line of sight to the terrain to be affected. The priest can choose the shape of the area, up to the maximum area of effect. This spell can create only one continuous area of *tanglefoot*. There is no way of detecting that a particular area is under the influence of this spell simply by looking at the area. *Detect magic* will reveal that the area is magically affected.\n The reverse of this spell, *selective passage*, cuts the movement cost of an area in half (round fractions up) for friendly units. Again, individual heroes and creatures are not affected by this spell (which means that advancing troops must be careful not to leave their leader behind!).'
+};
+
+pri4['Thought Broadcast'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Thought',
+ 'range': '30 yards',
+ 'duration': '1 turn+[[3*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': 'Small balloon that the priest inflates upon casting. This balloon is consumed in the casting.',
+ 'reference': 'p. 85',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell turns the subject into a “thought broadcaster.” For the duration of the spell, everyone within 30 yards of the subject senses the subject’s thoughts, making it impossible for him to lie, keep secrets, conceal motives, etc. The subject is not automatically aware that his thoughts are being sensed. Everyone who senses these thoughts, on the other hand, knows their source.\n This spell causes the broadcast of only surface thoughts and motivations, not memories. There is no need for a common language between broadcaster and receivers; for this purpose, thoughts are considered to be symbolic, not dependent on language. The detail level of the thoughts is insufficient for others to learn specific skills from the subject. Thus, if the subject casts a spell, everyone within range knows what spell is being cast before it takes effect, but no one learns any knowledge about how the spell is cast.\n If the broadcaster is *invisible* or hiding in shadows, the broadcast functions normally, and all receivers are aware that someone is in the vicinity whom they cannot see. While receivers cannot pinpoint the broadcaster’s location, the broadcaster’s thoughts will inevitably reveal his general position (“Oh no, he’s looking right at me,” etc.). A character hiding in shadows will be automatically detected, while attacks against an *invisible* broadcaster suffer a -2 penalty, rather than the normal -4. This spell totally negates the chance of surprise by the broadcaster.\n The subject must have an Intelligence score of 1 or more to become a broadcaster, and must have a “normal” mind as understood by PCs. Thoughts that are broadcast can be received only by individuals with Intelligence scores of 3 or better. An unwilling subject receives a normal saving throw vs. spell to avoid the effects. A willing subject can waive this saving throw.'
+};
+
+pri4['Tree Steed'] = {
+ 'level': '4',
+ 'school': 'Alteration, Enchantment/Charm',
+ 'sphere': 'Travelers',
+ 'range': '10 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'One log or plank',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A log or plank of suitable size and a horseshoe.',
+ 'reference': 'p. 86',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enchants a log, plank, or similar piece of wood to become a temporary steed. The log or plank must be at least one foot wide, three inches thick, and three to ten feet long. Any type of wood is suitable.\n When the spell is cast, the log sprouts four wooden, horselike legs. The *tree steed* may be ridden like a normal horse and may be used to carry equipment. The *tree steed* can carry up to 600 pounds of riders and gear before breaking. If the *tree steed* breaks under the weight of the riders or gear, the enchantment instantly ends and the *tree steed* again becomes a normal (although broken) log or plank.\n The *tree steed* obeys all of the caster’s verbal commands to move, slow, speed up, stop, and turn. It has a movement rate of 12 on land. It can move in the water (Sw 6), floating on the surface and paddling with its legs. The *tree steed* must remain within 10 yards of the caster in order to move; if the distance between the *tree steed* and the caster exceeds 10 yards, the *tree steed* stops until the caster is again within range.\n The *tree steed* will not fight for the caster and is incapable of any action other than movement. The *tree steed* does not become fatigued and does not eat. It has all the vulnerabilities of normal wood, including fire, and can be damaged by both magical and physical attacks. It has AC 8 and 20 hit points.'
+};
+
+pri4['Uplift'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'All',
+ 'range': '0',
+ 'duration': '1 turn',
+ 'aoe': 'One priest',
+ 'components': 'V, M',
+ 'cast-time': '12 hours',
+ 'saving-throw': 'None',
+ 'materials': 'The priests’ holy symbols and an offering worth at least 500 gp from each priest.',
+ 'reference': 'p. 86',
+ 'book': 'Tome of Magic',
+ 'damage': '[[2d6]] to the uplifted character',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Uplift* bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster’s normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell.\n The spell grants the priest the spellcasting ability of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the character’s memory. A priest is also enabled to cast spells normally beyond his level. Range, duration, area of effect, and other variables are all based on the character’s temporary level.\n The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the character reverts to his normal level.\n As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast *raise dead*. After a night’s rest, each priest adds *uplift* to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast *raise dead*. At the end of one turn, the priest’s abilities revert to 8th-level.\n Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the *uplift*ed character suffers 2d6 points of damage from mental exhaustion. This damage cannot be healed by any means until the character has had at least eight hours of rest.'
+};
+
+pri4['Weather Stasis'] = {
+ 'level': '4',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards, Weather',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a drop of rain.',
+ 'reference': 'p. 87',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Weather stasis* maintains the weather conditions prevalent in the area of effect when the spell is cast. The spell affects a cube whose sides equal the caster’s level times 10 feet (a 10th-level caster could affect a 100’ ✕ 100’ ✕ 100’ cube).\n An area protected by *weather stasis* is unaffected by temperature variations in the surrounding environment. The spell also acts as a shield against rain, snow, and hail, which cannot enter the protected area. If conditions of precipitation existed in the area of effect when the spell was cast, the identical weather will continue for the duration of the spell.\n For example, *weather stasis* is cast in an area where the temperature is 75° F. (24° C) and no precipitation is falling. Half an hour later, the temperature drops to 60 degrees and rain begins to fall. The protected area remains dry and the temperature stays at 75 degrees. If the spell had been cast while rain was falling in the area of effect, rain would continue to fall for the duration of the spell, even after it stopped raining in the surrounding area.\n All physical objects other than rain, snow, and hail can pass into the protected area. All creatures and characters can move freely into and out of the area. The spell does not prevent water-based spells or water-based creatures (such as water elementals) from operating in the area.\n The spell protects against both natural and magically generated weather. Night and day pass normally in the protected area, although temperature variations associated with night and day do not occur.'
+};
+
+pri5['Age Object'] = {
+ 'level': '5',
+ 'school': 'Alteration (Reversible)',
+ 'sphere': 'Time',
+ 'range': '10 yards',
+ 'duration': 'Permanent',
+ 'aoe': '[[@{level-priest}]] cubic feet',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '*Age Object:* A flask of seawater and a piece of coal. *Youthful Object:* A piece of eggshell and a hair from the head of a human or humanoid infant.',
+ 'reference': 'p. 87',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the caster can cause an amount of nonliving, nonmagical matter to age dramatically. Matter can be aged up to 20 years per level of the caster. Currently up to [[2+*[[@{level-priest}]] ]] years. The following table gives typical results of 100 years of aging for various objects, arranged in order of descending severity:}}{{c1-1=**Object**}}{{c2-1=diamond}}{{c3-1=silver}}{{c4-1=masonry}}{{c5-1=iron}}{{c6-1=parchment}}{{c7-1=wood}}{{c1-2=**Result of Aging**}}{{c2-2=none}}{{c3-2=becomes tarnished}}{{c4-2=cracks and weakens}}{{c5-2=rusts and corrodes}}{{c6-2=cracks, turns brittle}}{{c7-2=rots, crumbles, turns to sawdust}}{{effects2= The caster controls the extent of the aging; thus, he could age a book so its pages become yellowed and brittle but stop short of causing the book to crumble to dust. As a guideline, each additional 100 years of aging causes an increasingly severe reaction. Thus, after 200 years, parchment might become little more than powder, while iron might begin to flake away at a touch.\n Many items (especially gems) show little reaction to age. The DM must adjudicate all effects.\n The reverse of this spell, *youthful object*, returns an object ravaged by the effects of time to its original condition; thus, rusty iron becomes strong and shiny, crumbled masonry becomes firm, and rotten wood becomes solid. The age of matter can be reduced by 20 years per level of the caster.'
+};
+
+pri5['Barrier of Retention'] = {
+ 'level': '5',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': 'Special',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[10*[[@{level-priest}]] ]] foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small cage made of silver wire. The caster must walk around the perimeter of the area of effect when casting.',
+ 'reference': 'p. 88',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates a one-way invisible force field around the area of effect. The spell creates one 10’ ✕ 10’ ✕ 10’ cube for every level of the caster. These can be arranged into any rectangular shape the caster desires.\n Intruders entering the protected area suffer no ill effects, but the *barrier of retention* prevents them from leaving. The spell affects all creatures who fail a saving throw vs. spell. The caster can pass in and out of the barrier freely.\n Intruders trapped by the *barrier of retention* can cast spells out of the barrier and can use spells such as *teleport* to escape the protected area. Objects cannot be hurled out of the barrier but can be carried out by an escaping creature. *Dispel magic* and similar spells negate the *barrier*.'
+};
+
+pri5['Blessed Abundance'] = {
+ 'level': '5',
+ 'school': 'Conjuration',
+ 'sphere': 'Creation',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '[[@{level-priest}]] cubic feet',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 88',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a priest to duplicate a specified amount of animal or vegetable matter. Magical items and minerals (including rocks, metals, and gemstones) cannot be duplicated. Although organic materials (such as food or living plants) can be duplicated, living creatures cannot be copied by this spell.\n The caster can create 1 cubic foot of material per his experience level. The material to be duplicated must be equal to or less than 1 cubic foot in size or volume. For example, a 9th-level priest can create up to 9 cubic feet of animal or vegetable matter. Using a loaf of bread 1 cubic foot in size, he can produce nine such loaves; using a bucket of apples totaling 1 cubic foot in volume, he can create nine such buckets.'
+};
+
+pri5['Champion\'s Strength'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Law',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A chain of five gold links worth at least 1,000 gp.',
+ 'reference': 'p. 88',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Champion’s strength* bestows one member of a group with attack and damage bonuses from the rest of the group. The recipient of the spell can then fight as the group’s champion.\n The spell draws bonuses from one person for every two levels of the priest. Currently [[floor([[@{level-priest}]]/2)]] persons. All characters involved must be within a 30’-radius of the priest. At the time of casting, the priest designates the recipient of the spell and the contributors. All characters who contribute to the spell must do so willingly.\n When the spell is completed, the designated character (the group’s champion) gains any non-magical bonuses to THAC0 and damage possessed by the characters who contributed to the spell. Characters without bonuses or with combat penalties could conceivably be included in the spell; such characters count against the maximum number of creatures that can be affected. Penalties are likewise applied to the champion; contributors to this spell must be chosen carefully.\n The bonuses gained through this spell are added to the character’s own bonuses (if any). The champion channels the energy of others through himself, improving his fighting ability.\n The champion must be in the line of sight and within 30 feet of the characters aiding him. Characters who contribute their bonuses must concentrate on the champion for the duration of the spell. If this concentration is broken (by moving more than 10 feet per round, fighting, being struck, or losing sight of the champion), that character’s contribution is immediately lost.\n The spell expires when the last character contributing power to the champion ceases concentration.\n A champion may benefit from only one *champion’s strength* spell at one time. Contributors can aid only one champion at one time.'
+};
+
+pri5['Chaotic Commands'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Chaos',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Special',
+ 'materials': 'A piece of eelskin.',
+ 'reference': 'p. 89',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Chaotic commands* renders a creature immune to magical commands. *Taunt, forget, suggestion, domination, geas, demand, succor, command, enthrall, quest, exaction*, and other spells that place a direct verbal command upon a single individual automatically fail.\n In addition, anyone casting one of these spells on a creature protected by *chaotic commands* must save vs. spell. Failure means that the caster must obey his own magic; the spell’s effect has backfired on the caster.'
+};
+
+pri5['Clear Path'] = {
+ 'level': '5',
+ 'school': 'Alteration (Reversible)',
+ 'sphere': 'Travelers',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '*Clear Path:* A knife blade and a straw from a broom. *Clutter Path:* A handful of pebbles and a handful of weeds.',
+ 'reference': 'p. 89',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell clears away weeds, stones, and other debris in a 10-foot-wide path extending 10 feet in front of the caster. The caster can create a continuous path for the duration of the spell, clearing a 10-foot-square ahead of him as long as he continues to move forward. The spell affects jungles, forests, rocky ground, and snow.\n The result of the cleared path is that movement costs are reduced by half. This is reflected in a reduction of the penalty against movement in rough terrain. (See Table 74 of the *Dungeon Master’s Guide* for terrain costs for movement.) For example, if *clear path* is used in heavy jungle, the movement cost is reduced from 8 to 4. In no case can *clear path* reduce movement cost below 1.\n *Clear path* has no effect on rivers, lakes, or other bodies of water, nor does it affect quicksand, lava, or similar natural obstacles. It also has no effect on magically-created terrain or manmade barricades.\n A priest using the *clear path* spell can be tracked easily. Tracking proficiency is not required.\n The reverse, *clutter path*, causes weeds, small stones, and similar debris to litter a 10-foot path extending 10 feet behind the caster. This hides a trail, making tracking more difficult. The caster can create a continuous path for the duration of the spell. The chance to successfully track on a cluttered path is reduced by 50%.'
+};
+
+pri5['Cloud of Purification'] = {
+ 'level': '5',
+ 'school': 'Evocation',
+ 'sphere': 'Elemental Air, Water',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '20-foot cube',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 89',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates a billowy cloud of magical vapors that moves in the direction of the prevailing wind at a rate of 20 feet per round. A strong wind (greater than 15 miles per hour) breaks it up in 4 rounds, and a greater wind (25 MPH or more) prevents the use of the spell. Thick vegetation disperses the cloud in 2 rounds.\n The *cloud of purification* transmutes organic filth, garbage, and vermin (mice, rats, rot grubs, and so on) into an equal quantity of pure water. For example, a nest of rot grubs caught in the cloud would “melt,” becoming small puddles of clean water. If the spell is cast over a body of water, the cloud merges with a portion of the water equal to its own size, transmuting any filth, microbes, small fish, or other “impurities” into clean water.\n The cloud’s vapors are heavier than air, so they sink to the lowest level of the land (even down holes in the ground). Thus, this spell is perfect for cleansing a sewer or well.\n This spell in no way affects magical creatures or creatures larger than a normal rat.'
+};
+
+pri5['Consequence'] = {
+ 'level': '5',
+ 'school': 'Divination',
+ 'sphere': 'Numbers, Divination',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'Three special coins or dice made of platinum (total value of at least 1,000 gp), which the priest tosses in his hand while concentrating on the spell. The coins or dice are not consumed in the casting.',
+ 'reference': 'p. 89',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to determine how one recent event fits into the “grand scheme.” By casting this spell, the priest can determine whether the sequence or situation that gave rise to the specific event is complete or whether it is ongoing; whether it was a significant or insignificant event in the larger picture; or whether it will continue to have repercussions for the participants.\n Using his knowledge of circumstances, the DM communicates these facts to the caster’s player. This “arcane message” is normally straightforward and easy to understand, but in the case of highly complex circumstances, the message might be cryptic. In any case, the message will always be truthful.\n As an example, consider a priest and his party who are on a holy quest to retrieve an item of power. On the way to the location of this item, the party is ambushed by evil creatures from the Inner Planes but manages to defeat them. Concerned that these creatures might be outlying guards protecting the item of interest, the priest casts *consequence*, hoping for guidance. The DM knows that these creatures have nothing to do with the quest; the encounter was coincidental. However, the surviving monsters will soon be returning with reinforcements to avenge their dead. Therefore, the DM tells the priest’s player, “To your goals these have no place, but still they can cause more woe.”\n Casting this spell “taints” subsequent castings of the same spell within a 24-hour span. A second attempt within this period always results in the same message as the first, regardless of the true situation. If a second priest casts the spell within 24 hours of another casting, he receives an accurate reading.'
+};
+
+pri5['Disguise'] = {
+ 'level': '5',
+ 'school': 'Illusion/Phantasm',
+ 'sphere': 'War',
+ 'range': '200 yards',
+ 'duration': '[[floor([[@{level-priest}]]/3)]] turns',
+ 'aoe': 'One unit up to 300 individuals',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': 'A fine silk veil and a length of woven platinum wire. The wire is consumed during the casting.',
+ 'reference': 'p. 90',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell changes the appearance of a single unit so it resembles another unit. The *disguise* can cause the affected creatures to appear to be of another class, nationality, rank, race, alignment, or military affiliation (i.e., a unit from one army may appear wearing the armor and carrying the colors of another army). *Disguise* cannot change the size category of the unit’s members. Thus, a unit of humans may appear to be a unit of elves, but may not appear as a unit of giants or halflings. The spell does not affect the size of the overall unit; a unit of 50 creatures will still appear to be a unit of 50 creatures.\n The disguised unit may appear to be carrying any melee or personal missile weapons (e.g., axes, long swords, crossbows, etc.), and may appear to be wearing any type of armor. In combat, however, the unit attacks and defends with its real weapons and armor regardless of the gear they may appear to be carrying.\n *Disguise* is most effective at long range. If another unit moves within 20 yards of a *disguise*d unit, it automatically sees through the illusion.\n The caster automatically sees through the illusion. Members of the subject unit see no change in their appearance. *True seeing* or similar magic is required for other individuals to see through the *disguise* (unless they move within 20 yards of the unit).'
+};
+
+pri5['Easy March'] = {
+ 'level': '5',
+ 'school': 'Invocation',
+ 'sphere': 'Travelers',
+ 'range': '50 feet',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': '[[@{level-priest}]] creatures',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A piece of shoe leather.',
+ 'reference': 'p. 90',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables a number of creatures equal to the caster’s level to force march for a number of days equal to the caster’s level. Creatures affected by *easy march* can travel 2 ½ times their normal movement rate without any risk of fatigue; thus, they are not required to make a Constitution check at the end of the day.\n All creatures affected by this spell suffer a -1 penalty to their attack rolls for the duration of the spell; this modifier is not cumulative (that is, a party experiencing its second day of *easy march* suffers only a -1 penalty). The modifier cannot be negated by resting.\n *Easy march* has no effect on modifiers to movement due to terrain, fatigue, weather, or other normal factors. (Refer to Chapter 14 of the *Player’s Handbook* for more about force marching.)'
+};
+
+pri5['Elemental Forbiddance'] = {
+ 'level': '5',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards, Elemental--Air, Earth, Fire, Water',
+ 'range': 'Special',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[5*[[@{level-priest}]] ]] foot-cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and four glass beads, each of a different color (green, blue, red, and yellow). The priest must pace out the perimeter of the warded area at the time of casting.',
+ 'reference': 'p. 91',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell prevents the entry of all elementals into the area of effect. Further, elementals outside the area of effect cannot make physical attacks against those inside. Spells and missile attacks can be cast into the area by elementals.\n The spell affects a cube whose sides equal the caster’s level times 5 feet (a 12th-level priest could affect an area equal to a 60’ ✕ 60’ ✕ 60’ cube).\n *Elemental forbiddance* has no effect on elementals that are within the area of effect when the spell is cast. If such elementals leave the area of effect, they cannot reenter.'
+};
+
+pri5['Extradimensional Manipulation'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': '10 yards',
+ 'duration': '[[2d12+4*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One extradimensional space up to 20 feet x 20 feet',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'Special',
+ 'materials': 'A strip of gold tissue worth at least 5 gp that is twisted into a Moebius strip. The strip is consumed in the casting.',
+ 'reference': 'p. 91',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to alter the characteristics of certain extradimensional spaces such as those created by *rope trick* and similar spells or those contained in items like bags of holding or *portable holes*.\n *Extradimensional manipulation* can increase or reduce the size of a single extradimensional space. The amount of increase or decrease depends on the level of the caster:}}{{style=center1 sheet-spell-center2}}{{c1-1=**Level**}}{{c2-1=Up to 10}}{{c3-1=11 to 16}}{{c4-1=17 or above}}{{c1-2=**Multiplier**}}{{c2-2=✕2}}{{c3-2=✕3}}{{c4-2=✕4}}{{effects2= This means that a 10th-level priest can double the capacity of a *bag of holding* or decrease it to half its normal size. A 15th-level priest can triple the capacity or reduce it to one-third capacity.\n If the size and capacity of an extradimensional space is decreased, any contents of the space that exceed the current capacity are expelled (determined randomly). These contents are expelled from the space in the same way they originally entered it, if that path is still open. If the path is closed, as it would be if a *bag of holding* were tied shut or a *portable hole* were folded up, the “extra” contents are expelled into the Astral plane. Any items in an enlarged space when the spell duration expires suffer the same fate.\n Placing an extradimensional space inside another such space, such as placing a *bag of holding* inside a *portable hole* (see the *DUNGEON MASTER’s Guide*), is a dangerous undertaking. *Extradimensional manipulation* may be cast for the purpose of removing this danger. When used in this manner, the size of the space cannot be affected. However, while this version is in effect, the affected extradimensional space can be placed within another such space (or another extradimensional space may be placed within the affected space) with no adverse consequences. If one space is within the other when the spell expires, the usual consequences ensue immediately.\n If the space to be affected is being maintained by a spellcaster, as in the case of a *rope trick*, that spellcaster receives a saving throw to resist the *manipulation*. If the space is created by a magical item, however, no saving throw is allowed.'
+};
+
+pri5['Extradimensional Pocket'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': 'Touch',
+ 'duration': '[[1d12+2*[[@{level-priest}]] ]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'In addition to the container, are 200 gp worth of powdered diamond and a sheet of platinum worth 500 gp. The platinum sheet must be inscribed with a drawing of a Klein bottle (a paradoxical figure with only one surface--the three-dimensional analogue of the Moebius strip). The diamond dust is consumed during the casting--the platinum sheet is not.',
+ 'reference': 'p. 91',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to create a single extradimensional space or pocket like the one inside a *bag of holding*. The spell must be cast on a container such as a sack, bag, or backpack. Once under the influence of the spell, the container opens into a nondimensional space and is much larger inside than its outside dimensions. The container always weighs a fixed amount, regardless of what is put inside. This weight and the capacity of the extradimensional space depend on the level of the caster:}}{{style=center}}{{cc1-1=bottom}}{{c1-1=**Level**}}{{c2-1=9-13}}{{c3-1=14-16}}{{c4-1=17-19}}{{c5-1=20+}}{{c1-2=**Apparent**\n**Weight**}}{{c2-2=15 lbs}}{{c3-2=25 lbs}}{{c4-2=35 lbs}}{{c5-2=60 lbs}}{{c1-3=**Weight**\n**Cap.**}}{{c2-3=250 lbs}}{{c3-3=500 lbs}}{{c4-3=750 lbs}}{{c5-3=1,000 lbs}}{{c1-4=**Volume**\n**Cap.**}}{{c2-4=30 cu.ft.}}{{c3-4=70 cu.ft.}}{{c4-4=100 cu.ft.}}{{c5-4=150 cu.ft.}}{{effects2= If the container is overloaded or if it is pierced by a sharp object, the bag immediately ruptures and the contents are lost into the Astral plane. Any items within the bag when the spell duration ends are also lost in the Astral plane.'
+};
+
+pri5['Grounding'] = {
+ 'level': '5',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '10-yard square/priest',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a coil of silver wire.',
+ 'reference': 'p. 92',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Grounding* offers protection against normal and magical electrical attacks within the area of effect. The protected area and creatures within it suffer no damage from normal electrical attacks (such as those caused by lightning bolts in a thunderstorm and nonmagical creatures such as electric eels). Magical electrical attacks (including lightning bolt breath weapons) cause only 50% of their normal damage. Additionally, creatures within the area of effect receive a +2 bonus to saving throws made against electrical attacks, regardless of whether the attacks originate inside or outside the warded area.'
+};
+
+pri5['Illusory Artillery'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'War',
+ 'range': '300 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': '30 yard x 30 yard square',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A small, empty cylinder made of brass.',
+ 'reference': 'p. 92',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates a vivid illusion of incoming artillery fire (ballista bolts, catapult stones, etc.) at a target indicated by the caster. The illusion is complete, comprising both audial and visual elements. It is impossible for victims to determine where the missiles were fired from; creatures under attack notice the missiles only when they are about to strike.\n The missiles never actually strike--they vanish inches above the victims’ heads and do no damage. The illusion is so terrifying, however, that victims must immediately make a morale check. The first time a group or unit is the target of this spell, this morale check is made with no modifier. The second and subsequent times that the same unit is attacked with this spell, the unit receives a +1 bonus to its morale score (for checks against this effect only) *unless* the unit has been the target of real artillery fire in the interim. In this case, the bonus does not apply.'
+};
+
+pri5['Impeding Permission'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '150 yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 92',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell may be cast only on creatures with Intelligence of 2 or greater and the ability to communicate with the caster. The spell interferes with the victim’s ability to make decisions. It prevents the victim from performing any action without first gaining the permission of the caster or a character designated by the caster. The victim will heed only the person designated by the caster.\n Before the victim undertakes any action, he must gain permission. He will not follow through with an action until he gains permission. If permission is denied, the victim cannot act until he thinks of an alternate action and gains permission for that action.\n Every round, the victim must decide his action for that round; at the victim’s initiative, he must ask permission to perform his action. If permission is denied, the victim can take no other action that round.\n The only actions exempt from the need for permission are involuntary actions such as breathing.\n Asking and gaining permission takes only a short amount of time in most cases. A simple request, such as asking for permission to swing a sword in the middle of combat, can be accomplished quickly. Complicated requests, such as getting permission to act on a complicated plan, will naturally take more time. The DM may consider adding a modifier to the victim’s initiative roll in such cases.'
+};
+
+pri5['Meld'] = {
+ 'level': '5',
+ 'school': 'Enchantment',
+ 'sphere': 'Charm',
+ 'range': '10 yards',
+ 'duration': '12 hours',
+ 'aoe': 'One priest',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Special',
+ 'materials': 'A chalice worth no less than 1,000 gp. This chalice must be given as a gift to the host (who cannot return it to the donor for any reason).',
+ 'reference': 'p. 93',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell requires only one priest to cast it, but can be cast only on another priest of the same faith. The recipient of the spell must voluntarily surrender himself to the spell. The recipient becomes a host for the caster. While the recipient does not lose his own persona or ability to act, the host can be dominated by the caster at any time. For the most part, this domination is complete.\n For the duration of the spell, the caster is essentially detached from his own body. He can neither move nor act on his own. His mind is connected to the host’s. He sees, hears, smells, tastes, and otherwise senses everything the host does. He can telepathically communicate with the host. Once the spell is completed, there is no limit to the range over which it can function. However, both the caster and host must remain on the same plane. Since the spell relies on telepathic communication, thin lead sheeting will effectively block the connection.\n When desired, the caster can dominate the host. When this happens, the host’s own mind is pushed to the background and the caster’s personality dominates. The host’s personality, memories, proficiencies, and spells are temporarily replaced by those of the caster. While occupying the host, the caster can cast any spell he himself has memorized, provided that the necessary components are on hand. These spells function exactly as if the priest had cast them from his own body.\n The caster can return control to the host at any time, restoring the character’s abilities and personality without harm.\n The spell is not without limitations and risks. The domination must be voluntary. If the host resists the casting of the spell, it automatically fails. Once the spell is in effect, the host can attempt to resist the domination. He is then allowed a saving throw. If successful, the spell immediately ends.\n Whenever the host suffers damage, the caster must make a saving throw vs. death to maintain the spell. If the save is failed, a wave of pain is transmitted to the priest, causing 1d6 points of damage and canceling the spell. If the host should die, the caster must make a system shock roll with the risk of suffering instant death.'
+};
+
+pri5['Memory Wrack'] = {
+ 'level': '5',
+ 'school': 'Alteration, Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '10 yards',
+ 'duration': '[[2*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'A ruby of at least 200 gp value, which is crushed during the casting.',
+ 'reference': 'p. 93',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This nasty spell “disconnects” the subject’s short-term and long-term memory. While the spell is in effect, the subject is incapable of storing information in long-term memory. Every moment is virtually an independent event for the subject; he or she can remember recent events, thoughts, and sensations for no more than a few seconds (the amount of time they remain in short-term memory).\n Memories of events that happened before the onset of the spell are not affected at all; these are safely stored in long-term memory. This means that the subject can cast any spells memorized before the *memory wrack* took effect, but he is likely to have difficulty casting the spell as described below.\n The subject of this spell has a limited ability to act. He is restricted to one action at a time and must concentrate mightily to keep the situation and any planned actions in short-term memory. As long as the subject is able to maintain concentration, he may act normally within these limits.\n If the subject is distracted (he is struck in combat, affected by a spell, startled, surprised, or a similar event occurs), he forgets everything that occurred from the onset of the spell to the moment of distraction. The subject must re-evaluate the situation as if it had just come to pass.\n Consider the following example. The subject of the spell is a soldier assigned to guard the entrance to a building. The priest arrives and casts *memory wrack* on the guard. The guard has no problem remembering his orders, since he received them before the onset of the spell. He also remembers the arrival of the priest. The priest now tries to convince the guard that he is authorized to enter the building. The guard refuses him entry. The priest now picks up a rock and throws it at the guard, striking him and distracting him. The guard forgets everything that happened between the onset of the spell and the moment the rock struck. He forgets that the priest has already tried to con him and that he threw a rock at him. He must reevaluate the situation as though the priest had just arrived. The priest is free to make another attempt at entering the building.\n When the spell expires, the subject remembers nothing that happened while the spell was in effect, possibly leading to amusing consequences (“By the gods, how did I get here?”).'
+};
+
+pri5['Mindshatter'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '[[3*[[@{level-priest}]] ]] yards',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small bust of a human head, about 3” in height, made from fine, delicate china. The priest shatters this bust during the casting.',
+ 'reference': 'p. 94',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to create one specific form of insanity in the subject. Five forms of insanity are possible through this spell.\n *Schizophrenia:* This form of insanity is characterized by personality loss. The subject has no personality of his own, so he selects a role model and makes every possible attempt to behave like that character. The chosen role model will be as different from the subject as possible. (Thus, an insane wizard might begin to follow the habits of a warrior.) Obviously, a warrior who believes himself to be a wizard will be unable to cast spells (he might *think* that he’s casting spells, or he might construct a sophisticated series of excuses explaining why he’s “not in the mood for magic” at the moment). A character who emulates a member of another class does not gain any of the skills of that class and makes all attacks and saving throws as appropriate to his true class. Certain consequences might arise if the character’s emulation causes him to break restrictions of his class. For example, a priest emulating a warrior might break his deity’s prohibition against edged weapons, or a paladin might emulate a Neutral Evil thief. Both will suffer the appropriate consequences as if they had been compelled to violate their beliefs while charmed. Such characters will certainly have to atone for their actions once they return to normal.\n *Dementia praecox:* The subject is totally uninterested in any undertaking. Nothing seems worthwhile, and the individual is lethargic and filled with tremendous feelings of boredom and dissatisfaction. No matter how important the situation, it is 50% likely that the subject will ignore it as meaningless.\n *Delusional insanity:* The subject is convinced that he is a famous figure: a monarch, demi-god, or similar personage. Characters who fail to recognize the subject with the honor he deserves incur great hostility or disbelief. The subject acts appropriately to a station that he does not hold. He directs orders at real and imaginary creatures and draws upon resources that do not exist.\n *Paranoia:* The subject is convinced that “they” (whoever *they* are) are spying on him and plotting against him. Everyone around the subject, even friends and allies, is part of the plot. If any other character acts in a way that the subject can interpret as reinforcing this delusion, the subject has a 20% chance of reacting with violence.\n *Hallucinatory insanity:* The subject sees, hears, and otherwise senses things that do not exist. The more stressful the situation is to the subject, the more likely he will hallucinate. Although most hallucinations are external to the subject (that is, he perceives creatures, objects, and conditions that do not exist), there is a 10% chance that any hallucination will involve the subject’s self-perception. For example, the subject might suddenly believe and act as if he had sprouted wings, grown to giant size, etc.\n When this spell is cast by a priest of 13th level or lower, the DM chooses or randomly selects one of these forms of insanity (and should feel free to invent other interesting symptoms). If the priest is 14th level or higher, he can personally select the form of insanity to afflict the subject.\n While under the effect of this spell, the subject can cast spells and use innate powers; the use of these abilities will be in accordance with the symptoms of the insanity, however. Player characters affected by this spell should be encouraged to role-play the appropriate effects to the limit.\n The duration of this spell depends on the sum of the subject’s Intelligence and Wisdom scores. A saving throw is allowed on a periodic basis depending on this total. The spell is broken if a successful saving throw is rolled. Refer to the table that follows.}}{{style=center}}{{cc1-1=bottom}}{{c1-1=**Int + Wis**}}{{c2-1=8 or less}}{{c3-1=9 to 18}}{{c4-1=19 to 24}}{{c5-1=25 to 30}}{{c6-1=31 to 35}}{{c7-1=36 or more}}{{c1-2=**Time Between Checks**}}{{c2-2=1 month}}{{c3-2=3 weeks}}{{c4-2=2 weeks}}{{c5-2=1 week}}{{c6-2=3 days}}{{c7-2=1 day}}{{effects2= The effects of this spell can be removed by a *limited wish*, *wish* (or equally powerful magic), or by a *heal* spell cast for this specific purpose.'
+};
+
+pri5['Repeat Action'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Time',
+ 'range': '30 yards',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': 'Two identical glass spheres, each an inch or less in diameter.',
+ 'reference': 'p. 95',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell compels its victim to repeat the action of the previous round. The result of the repetition is always identical to the original result.\n For example, if a character fired an arrow and inflicted 4 points of damage, a *repeat action* spell will cause him to fire a second arrow that will also inflict 4 points of damage. As long as the victim of the first arrow is within range, the subject affected by *repeat action* will adjust his aim and fire the second arrow at him. If the victim of the arrow moves out of range, the subject will fire his second arrow in the direction of the recipient. If the recipient is out of sight, the subject will fire in the direction of the recipient’s original location.\n The subject of a *repeat action* spell must be capable of performing the indicated action a second time. If a character has no arrows in his quiver, he cannot fire an arrow. If a wizard were ordered to repeat a spell, he would attempt the spell only if he had the spell memorized and had sufficient material components. If a subject discovered a gem during a given round, *repeat action* will only compel him to hunt again; he will not recover another gem unless a second gem is actually present.\n An unwilling subject is allowed a saving throw vs. spell to resist the effects of *repeat action*.'
+};
+
+pri5['Shrieking Walls'] = {
+ 'level': '5',
+ 'school': 'Enchantment',
+ 'sphere': 'Wards',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': '20’-cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A small golden bell and a bee’s wing.',
+ 'reference': 'p. 95',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enchants any single room no larger than the area of effect. When any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) enters the room, shrill shrieks begin to emanate from the walls. The shrieks persist for 2-5 ([[1d4+1]]) rounds. The walls do not undergo any physical change.\n The shrieks can be heard only by creatures inside the room. Creatures hearing the shrieks experience no ill effects on the first round, allowing them time to leave the room or cover their ears. *Silence, 15’ radius* protects against the effects.\n Creatures who remain in the room during the second or subsequent rounds of the shrieks who have not protected their hearing are penalized as follows:\n •Creatures whose levels or Hit Dice are greater than the level of the caster are stunned for 2-8 ([[2d4]]) rounds.\n •Creatures whose levels or Hit Dice are less than or equal to the level of the caster become deaf for 1-4 hours, suffering a -1 penalty to surprise; deafened spellcasters have a 20% chance of miscasting any spell with a verbal component.'
+};
+
+pri5['Thoughtwave'] = {
+ 'level': '5',
+ 'school': 'Divination',
+ 'sphere': 'Divination',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 96',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell can be cast by either a single priest or a group of priests. *Thoughtwave* allows the priest to send a short but powerful message to one or more specific individuals, informing them of his situation and general location. The spell instantly generates a powerful mental impulse indicative of the caster’s general mental state--anger, fear, pain, despair, etc.\n The caster can designate as many as ten persons to receive this message, provided they can all be specifically named or grouped in a general category. Thus, the caster could designate a group of characters by name or could target “fellow priests,” “superiors,” “adventuring companions,” “knights of Lord Harcourt,” or “villagers of Dopp.” If more than ten individuals are in the group, those closest to the source will receive the impulse.\n There is no range limitation to the spell, although it cannot be projected outside the plane occupied by the caster.\n Creatures receiving the impulse automatically know who sent it (even if they have never met the priest before) and gain a clear indication of the mood and situation of the caster. Recipients also intuitively know the general source of the spell, although they are unable to pinpoint rooms, dungeon levels, or landmarks. For example, a fighter could suddenly be struck by an image of Father Rastibon, who is injured and in great pain somewhere along the forest road. A priest might suddenly sense that his patriarch is being tortured in the dungeons of Castle Varrack.\n The spell can also be cast by more than one priest, allowing them to either contact greater numbers of individuals or increase the intensity of the message. If greater numbers are desired, ten characters are contacted per priest involved in the casting.\n Increasing the intensity of the message makes it more compelling. Doubling the intensity (requiring at least three priests) causes the message to act as a *suggestion*. In this case, the effect is limited to a single target. Tripling the intensity (requiring at least five priests) gives the spell the force of a *quest*. This effect is also limited to a single target. In both cases, the target is allowed a saving throw to avoid the effect of the *suggestion* or *quest*.'
+};
+
+pri5['Time Pool'] = {
+ 'level': '5',
+ 'school': 'Divination',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A suitable reflective surface and a pinch of powdered quartz.',
+ 'reference': 'p. 96',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.\n *Time pool* will not reveal images from other planes of existence.\n The spell’s success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., “Show me the murder of King Thamak”). The caster’s base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:\n •Add 5% for each point of the caster’s Wisdom above 15.\n •Add 20% if the caster has successfully used *time pool* to observe the same event before.\n Only one of the following may apply:\n •Add 20% if the event is one in which the caster participated.\n •Add 10% if the caster is well informed about the event.\n •Add 5% if the caster is slightly informed about the event.\n The caster cannot communicate or otherwise interact with the image. Spells cannot be cast into the *time pool*.'
+};
+
+pri5['Unceasing Vigilance of the Holy Sentinel'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Guardian',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '5-foot-radius sphere',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A special ink containing the powder of a crushed sapphire (at least 1,000 gp value) and a drop of holy water.',
+ 'reference': 'p. 97',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enhances a priest’s ability to guard a person, place, or object. The spell’s effect must be centered on a specific area, for it creates an invisible spherical boundary up to 10 feet in diameter. The effect is not mobile; it cannot move with a living creature.\n While within the area of effect of this spell, the priest (and only the priest) gains several special abilities:\n •His sense of sight is magically enhanced. He can see through normal darkness and can see invisible creatures and objects. He cannot see through solid objects, however, and the range of his magical sight is limited to 60 feet.\n •The priest has no need for food, water, or rest. He does not feel fatigue and regenerates 1 hit point per hour spent within the circle. However, he does not actually rest and therefore cannot regain spells until he sleeps.\n •He is totally immune to the effects of magical and natural fear, as well as *sleep* and *charm* spells.\n If the priest leaves the circle, the spell is broken. When the spell ends, the priest must rest for 1 turn per hour (or portion thereof) spent in the circle. If the priest is forced into action (by being attacked, for example), he can move at only half his normal movement rate, has an Armor Class penalty of -2, an attack penalty of -2, and loses all Dexterity combat bonuses.\n To cast this spell, the priest must trace a circle of sigils and runes 10 feet in diameter using a special ink containing the powder of a crushed sapphire (at least 1,000 gp value) and a drop of holy water. This procedure takes 1 turn to complete.'
+};
+
+pri5['Undead Ward'] = {
+ 'level': '5',
+ 'school': 'Abjuration, Necromancy',
+ 'sphere': 'Wards',
+ 'range': 'Special',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[5*[[@{level-priest}]] ]]-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol, which must be carried around the perimeter of the area to be warded.',
+ 'reference': 'p. 97',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell prevents most types of undead creatures from entering the area of effect (a cube whose sides equal the caster’s level times 5 feet--a 15th-level caster could affect a cube whose sides equal 75 feet).\n When an undead creature attempts to enter the protected area, the creature is affected by the ward as if it were being turned by a priest two levels lower than the caster. Currently level [[ [[@{level-priest}]]-2]]. The casting priest need not have the ability to turn undead himself. Thus, an *undead ward* created by a 10th-level priest would turn creatures as if by an 8th-level priest.\n The results of the turning attempt are calculated normally. If a large number of undead assault the warded area, not all of them are turned by the spell, since the normal limitations apply. Undead who are unaffected by the turning attempt ignore the *undead ward* for its duration. Undead within the area of effect when the spell is cast are not affected. However, when such undead leave the area of effect, they are subject to the effects of the spell if they attempt to reenter.'
+};
+
+pri6['Age Creature'] = {
+ 'level': '6',
+ 'school': 'Alteration (Reversible)',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': '*Age Creature:* A pinch of powdered emerald. *Restore Youth:* A pinch of powdered ruby.',
+ 'reference': 'p. 98',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell ages the targeted creature one year per level of the caster. Currently [[@{level-priest}]] years. Unwilling subjects may attempt a saving throw to resist the spell. Subjects affected by *age creature* must make a successful system shock roll to survive the change.\n Subjects cannot be aged beyond their natural life spans. If the priest’s level indicates that a creature would be aged beyond this level, the creature is aged to one year short of his maximum age. The spell cannot cause a subject to die.\n Human and humanoid characters affected by the spell experience changes in appearance associated with increased age, such as gray hair and wrinkles. More significantly, they suffer losses in Strength, Dexterity, and Constitution when they reach certain age levels. These are summarized in Table 12: Aging Effects in the *Player’s Handbook*. The *Player’s Handbook* also provides rules for determining a character’s base age.\n Nonmagical monsters can be affected by *age creature*. The DM determines a monster’s current age and natural life span based on its description in the *MONSTROUS COMPENDIUM appendix* or based on his own judgment. To determine the effects of aging on a monster, assume the following: a monster is middle-aged when it reaches half its natural life span; a monster reaches old age at two-thirds of its natural life span; a monster reaches venerable age in the last one-sixth of its years. A monster suffers the penalties which follow when it reaches these age levels. The penalties are *cumulative and permanent* (unless the affected monster becomes younger).}}{{style=center1}}{{c1-1=**Age**}}{{c2-1=Middle Age}}{{c3-1=Old Age}}{{c4-1=Venerable}}{{c1-2=**Penalty**}}{{c2-2=-1 to all saving throws}}{{c3-2=-1 to all saving throws\n-1 to all attack rolls}}{{c4-2=-1 to all saving throws\n-1 to all attack rolls}}{{effects2= The reverse of this spell, *restore youth*, permanently restores age that has been lost as a result of magic (such as an *age creature* spell). *Restore youth* reduces the age of the targeted creature by one year per level of the caster. The subject must make a successful system shock roll to survive the change. Subjects who become younger regain the lost ability scores described above. A subject cannot become younger than his actual age as a result of this spell.'
+};
+
+pri6['Crushing Walls'] = {
+ 'level': '6',
+ 'school': 'Enchantment',
+ 'sphere': 'Wards',
+ 'range': 'Touch',
+ 'duration': 'Permanent until activated',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A 1-inch iron cube and a walnut shell.',
+ 'reference': 'p. 98',
+ 'book': 'Tome of Magic',
+ 'damage': 'Death or 5d10',
+ 'damage-type': 'Crushing',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to enchant a floor, ceiling, or single wall of a room to crush intruders. The enchanted surface can be no larger than a square whose sides equal the caster’s level times 2 feet (a 13th-level priest could affect a 26’ ✕ 26’ surface). Currently [[2*[[@{level-priest}]] ]] square feet.\n The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds). When activated, the enchanted surface moves toward the opposite surface at a rate of 3 feet per round. Unless the spell is canceled by the caster, the enchanted surface continues to move until one of the following events occurs:\n •A creature with sufficient Strength (minimum score of 19) stops the enchanted surface from moving by succeeding a Strength check. Such a creature suffers no damage from the enchanted surface. If the creature prevents the enchanted surface from moving for three consecutive rounds, the wall returns to its original position and the spell is negated. If multiple creatures attempt to stop the wall, the highest strength score is used as a base score; one point is added to that score for every creature assisting. Thus, a creature with 16 Strength assisted by three creatures could attempt to stop the wall.\n •A strong or heavy object made of stone, wood, or metal is placed in the path of the wall. If the item survives a saving throw vs. crushing blow, the object successfully braces the wall. If the object holds for three consecutive rounds, the surface returns to its original position and the spell is negated. The DM must use discretion in determining the types of objects that will brace the wall.\n •*Dispel magic* or a similar spell or magical item is used to cancel the *crushing wall*.\n\n Creatures can avoid being crushed by using a *potion of diminution*, *potion of gaseous form*, or other devices or spells that reduce size. The *crushing wall* almost never touches the opposite wall, usually being stopped by debris. A gap of two inches or more usually remains between the walls.\n If the wall is not stopped, it causes crushing damage to everyone in the room. All creatures must make a saving throw vs. death. Those who fail are crushed to death. Those who save successfully suffer 5d10 points of damage. When the wall can move no farther, it returns to its original position and the spell is negated.'
+};
+
+pri6['Disbelief'] = {
+ 'level': '6',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 99',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to temporarily convince himself that certain objects or as many as four creatures within the area of effect do not actually exist. While *disbelief* remains in effect, these objects or creatures cannot harm or hinder the caster. He can pass through them as if they did not exist and takes no damage from their attacks or actions. However, since these objects or creatures temporarily do not exist for the priest, he can take no action against them. If the creatures attack, the caster receives no Dexterity bonus to armor class (since this bonus represents dodging, and the priest is unable to dodge a creature that does not exist for him).\n The caster can attempt to disbelieve as many as four creatures within 60 feet of his position at the time of casting. He disbelieves the same four creatures for the duration of the spell. Alternatively, the priest can disbelieve any or all inanimate objects of up to 20-cubic-yard volume (thus, he may disbelieve a 12 foot by 15 foot area of 3-foot-thick wall). This volume must be centered on a point no more than 20 yards from the caster. These two options are mutually exclusive; the priest can disbelieve only creatures *or* objects, not a combination of both.\n Disbelieving a creature includes all gear, equipment, or treasure carried or worn by that creature; it does not include other objects that come into contact with that creature, such as walls, doors, chairs, etc.\n *Disbelief* is not automatic; it requires an extreme effort. To successfully disbelieve, the priest must make a saving throw vs. paralyzation. A *successful* save means the priest has disbelieved; an *unsuccessful* check means that the spell has failed and the priest has not convinced himself of the creatures’ or objects’ non-existence.\n While this spell is in effect, the DM must record any damage suffered by the priest from disbelieved creatures. When the spell ends, the caster makes a saving throw vs. spell. If the saving throw is successful, the priest suffers only one-eighth of any damage inflicted by the creatures (round all fractions down); if the priest fails the saving throw, he suffers one-half of any damage inflicted (round fractions down).'
+};
+
+pri6['Dragonbane'] = {
+ 'level': '6',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[1d4+floor([[@{level-priest}]]/2)]] rounds',
+ 'aoe': '[[5*[[@{level-priest}]] ]] foot-cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'The priest’s holy symbol and a dragon scale.',
+ 'reference': 'p. 99',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell prevents any dragon who fails its saving throw from entering the area of effect. The spell affects a cubic area whose sides equal the caster’s level times 5 feet; thus, a 16th-level caster could affect a cube whose sides each equal 80 feet. The dragon can cast spells, blast breath weapon, or hurl missiles (if possible) into the area of effect.\n Dragons within the area of effect when the spell is cast are not affected. If such dragons leave the area of effect, they must succeed a saving throw to reenter the area.\n The spell’s effectiveness can be greatly increased with the casting of a *focus* spell.'
+};
+
+pri6['Gravity Variation'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'sphere': 'War',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[floor([[@{level-priest}]]/3)]] turn(s)',
+ 'aoe': '120-yard x 120-yard square',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': 'A tiny plumb bob; the plumb line must be made of platinum wire while the bob itself must be a gem of at least 1,000 gp value. The device is consumed in the casting.',
+ 'reference': 'p. 100',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell changes the characteristics of a square region of terrain. The area can be no more than 120 yards on a side. The priest can effectively turn a flat plain into a slope of any direction, or may flatten an existing slope. The spell does not allow the priest to alter the pull of gravity, however.\n This spell lets the priest create or negate a height differential of as much as 20 feet (a 2” slope in BATTLE SYSTEM rules measurements) within the area of effect. This can have various consequences; the best way to discuss the effects is by example.\n **Example 1:** Two units face each other on a flat plain. The priest can alter the slope of the terrain so that one unit is 2” of elevation higher than the other. The unit that is upslope gains the combat benefits for higher ground, and the unit that is downslope must pay the movement cost for moving uphill if it wishes to approach the other unit.\n **Example 2:** One unit is on flat terrain; another unit, 6” away, is on a hill of 2” elevation. Using this spell, the priest can effectively eliminate this difference in elevation (raising the low ground or lowering the high ground). All combat and movement involving these two units is then conducted as if there were no elevation difference (i.e., no movement penalty, no combat benefit for higher ground, etc.). Alternatively, the priest could increase the height differential by 2”. Combat and movement would now be conducted as if the total difference in elevation were 4”.\n **Example 3:** A unit faces a hill of 3” elevation. The priest casts *gravity variation*, decreasing the effective elevation of the hill to 1”. The unit pays a lower movement point cost to climb the hill. Alternatively, if the unit facing the hill were an enemy unit, the priest could increase the effective elevation to 5”.\n\n The priest must specify the degree and direction of change at the moment of casting. These parameters cannot be changed while the spell remains in effect.\n *Gravity variation* can have dramatic effects on siege engines and towers. Most siege engines can be moved only on the most gentle of slopes. By raising or lowering the effective elevation of siege engines by 2”, the priest can totally immobilize them by positioning them on a slope too steep to negotiate. In the case of siege towers, there is a 50% chance that the structures will topple over (totally destroying them).'
+};
+
+pri6['The Great Circle'] = {
+ 'level': '6',
+ 'school': 'Abjuration (Reversible)',
+ 'sphere': 'Sun',
+ 'range': '0',
+ 'duration': '1 round',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '6 turns',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 100',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*The great circle* is a powerful cooperative spell that can be used only by four or more priests, each casting the spell simultaneously. Because of the nature of this spell and its casting time, it is often used to cleanse grounds in preparation for the construction of a temple or sanctuary.\n When casting *the great circle*, the priests stand in a circle of no more than 20-foot diameter. Each faces inward; when the spell is completed, each priest faces outward, directing the energy of the spell.\n When the casting is complete, the spell takes the form of a radiant halo of golden light 20 feet above the ground. This halo quickly expands in a shimmering wave. It can pass through objects, with small arcs of the halo disappearing momentarily and reappearing on the far side. As the halo moves, it generates a high-pitched hum that varies in pitch, almost like a chorus. The halo moves slowly at first, but builds speed, reaching its maximum range at the end of one round.\n The radius of the golden halo is dependent on the number of priests casting the spell. Each priest adds 60 feet to the radius. Thus, four priests could generate a halo that extends 240 feet in all directions from the circle of priests. Theoretically, there is no limit to the number of priests who may contribute to this spell, but the need for the priests to be within a 20-foot diameter circle sets a practical limit of 20 casters.\n The halo is pure energy tapped from the Positive Material plane. It causes harm to undead and evil beings within the area of effect. Undead creatures of 8 or fewer hit dice are instantly destroyed and are not allowed a saving throw to avoid the effect. More powerful undead suffer 1d8 points of damage per caster. A successful saving throw vs. death magic reduces this damage to half. Creatures of evil alignment suffer 1d6 points of damage per caster (a saving throw is allowed for half-damage).\n The reverse of this spell, *the black circle*, creates a ring of shimmering black energy. Paladins and priests of good alignment suffer 1d10 points of damage per priest in the circle. All other good creatures suffer 1d4 points of damage per caster. Affected creatures are allowed a saving throw vs. death magic to reduce the damage to one-half.'
+};
+
+pri6['Group Mind'] = {
+ 'level': '6',
+ 'school': 'Divination, Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': '1 turn+[[@{level-priest}]] rounds',
+ 'aoe': '30-yard-diameter circle',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 101',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is a deeper and more extensive version of *rapport*, in that it lets the priest communicate silently and instantly with several willing subjects. The number of subjects (in addition to the priest) depends on the caster’s level:}}{{style=center}}{{cc1-1=bottom}}{{c1-1=**Level**}}{{c2-1=13 and below}}{{c3-1=14-16}}{{c4-1=17}}{{c5-1=18}}{{c6-1=19+}}{{c1-2=**Number of**\n**participants**}}{{c2-2=2}}{{c3-2=4}}{{c4-2=6}}{{c5-2=7}}{{c6-2=8}}{{effects2= As with *rapport*, the spell lets the participants share thoughts, emotions, and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such “vicarious” experiences feel weak and cannot be mistaken for direct sensations. Participants can shut off these experiences at will if they find them confusing or distracting.\n The participants can share such personal concepts as plans, hopes, and fears, although they cannot communicate complex or detailed information. It is impossible to communicate the procedure for casting a spell or picking a lock.\n Communication through *group mind* is approximately 30 times faster than verbal communication. The priest can maintain only one *group mind* spell at any time; thus, he cannot communicate with multiple groups.\n This spell cannot be used on unwilling subjects.'
+};
+
+pri6['Land of Stability'] = {
+ 'level': '6',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot-cube',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a pinch of volcanic ash.',
+ 'reference': 'p. 101',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Land of stability* protects the area of effect and all creatures and objects within it from the following natural disasters:\n •Earthquakes--vibrations do not affect the warded area and fissures will not open beneath the warded area;\n •Floods--the warded area remains dry, even if submerged;\n •Windstorms--the warded area suffers no damage from strong winds and objects cannot be blown into the warded area;\n •Lava and ash eruptions--lava and ash flow around the warded area; and\n •Avalanches--stones and snow will not fall on the warded area.\n\n *Land of stability* offers no protection against magically-generated disasters or spells that duplicate natural disasters. Disasters in progress in the area when the spell is cast are not affected.\n This spell affects a cubic area whose sides equal the caster’s level times 10 feet; thus, a 15th-level caster could affect a 150’ ✕ 150’ ✕ 150’ cube.'
+};
+
+pri6['Legal Thoughts'] = {
+ 'level': '6',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '10 yards',
+ 'duration': 'Permanent',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 101',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A priest casting this spell forces the victim of the spell to follow one specific law. The priest may choose any law prevalent in the area in which the priest and the victim currently reside. Thus, if a city has no laws about murder, the priest cannot command the person not to kill.\n The victim of the spell is forced to obey the letter of the law to the best of his ability. Thus, if a victim were commanded not to commit murder, he would go to any length to avoid murdering someone.\n Since the essence of this spell is tied to legal (and not moral) interpretation, characters may find loopholes that will allow them to work around the law in specific cases or to ignore the law in light of extenuating circumstances.\n When casting the spell, the priest must speak the law to the recipient in such a way that he can hear it. The victim is allowed a saving throw vs. spell to avoid the effect. If the save is failed, the victim will never willingly violate the stated law as long as the spell is in effect.\n *Legal thoughts* can be negated by *dispel magic*. The victim of this spell never perceives anything wrong with adhering to the law, and therefore never seeks to have the spell removed.'
+};
+
+pri6['Monster Mount'] = {
+ 'level': '6',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Travelers',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '20-foot radius circle',
+ 'components': 'V, S',
+ 'cast-time': '6',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 102',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell compels one or more living creatures to serve as mounts for the caster and his companions. The spell affects up to 10 Hit Dice or levels of creatures with Intelligence of 4 or lower. Creatures used as mounts must be of suitable size to carry at least one rider; smaller creatures can be used as pack animals.\n Each intended mount receives a saving throw vs. spell. Creatures failing their rolls become docile and obedient, allowing riders to mount them, and moving at the speed and direction indicated by the caster.\n To maintain the enchantment, the caster must remain within 10 yards of one of the affected creatures, and each affected creature must remain within 10 yards of another. The affected creatures will do nothing for the caster other than carrying riders and gear; they will not fight (although they will fight to defend themselves), nor will they intentionally endanger themselves. Any overtly hostile act by the caster or a rider against any mount breaks the enchantment for all the mounts.\n When the enchantment ends or is broken, the creatures take no action for one round, then behave as their natural instincts direct.'
+};
+
+pri6['Physical Mirror'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': '30 yards',
+ 'duration': '[[1d4+8]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'A tiny mirror of polished platinum, worth at least 500 gp.',
+ 'reference': 'p. 102',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell causes a localized folding of space. The folded space takes the form of an invisible disk up to 20 feet in diameter. Any missile weapon or spell that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180 degree arc. The sender of the spell or missile finds himself the target of his own attack.\n The *physical mirror* operates from only one direction; that is, only one side of the mirror reflects attacks. The caster of the mirror may direct spells and missile attacks normally through the space occupied by the mirror.\n In the case of physical attacks, the attacker must roll to hit himself (without the armor class benefits of Dexterity or shield). Spells turned back may require the caster to make a saving throw vs. his own spell. In both of these cases, range is important. If the distance between the initiator of the attack and the *physical mirror* is more than twice the range of the attack, the attacker is safe; the attack has insufficient range to travel from the attacker to the mirror and back again.\n When the priest casts the spell, he must specify the location and orientation of the *physical mirror* disk. Once it is created, the disk cannot be moved.\n If two *physical mirror* disks touch or intersect, they destructively interact and both immediately vanish. The resulting “ripples” in the space-time continuum are exceedingly destructive and inflict 3d10 hit points of damage on any creature within 35 yards (a saving throw is allowed for half-damage). This always includes the casters of the *physical mirror* spells.'
+};
+
+pri6['Reverse Time'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': '30 yards',
+ 'duration': '[[1d4]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'Negate',
+ 'materials': 'An etched silver arrow bent into a circle. The arrow must be no more than 3 inches long and worth no less than 500 gp. The arrow is destroyed in the casting.',
+ 'reference': 'p. 103',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar to the 9th-level wizard spell *time stop*. When *reverse time* is cast, time stops within a 30-foot diameter of the subject. All creatures and items in the area of effect stand motionless, rivers stop running, and arrows hang suspended in the air. Any creature, person, or object entering the area of effect is likewise frozen in time. The caster is affected if he is within the area of effect, unless he is the subject of the spell.\n An unwilling subject is allowed a saving throw vs. spell; if successful, the spell is immediately negated. Otherwise, the victim is forced to relive all the actions taken in the previous 1-4 rounds in reverse. Beginning with the most recent round, the subject moves backward, arrows fired by the subject return to his bow, and so on. All effects of these actions are negated. At the end of the spell’s duration, normal time resumes and all creatures immediately continue their activities, picking up right where they had stopped.\n Consider the following example. A party is battling a spellcasting red dragon. In the first round, the dragon breathes fire, roasting the party’s wizard. The rest of the group attacks and injures the dragon. On the second round, the dragon bites and kills the group’s thief. More damage is caused to the beast, but it is still alive in the third round, when it uses magic missile to kill the ranger. At this point, the priest casts *reverse time* on the beast. Fortunately, it fails its saving throw and is forced to reverse the last four rounds. While everyone else freezes, the dragon goes into reverse. The magic missiles zoom back to the dragon (and it regains the ability to cast that spell), it “unbites” the thief (removing that damage from the character), and then inhales its fiery breath (leaving the roasted wizard alive and uncooked). The dragon is then reversed through one more round--the round before it encounterd the party. The spell then ends and actions resume.\n The dragon must now roll for surprise since it is encountering the party for the first time. The party is immune to surprise, since it was fighting the beast previously. All damage suffered by the dragon remains, since these actions were caused by the group and not the beast.'
+};
+
+pri6['Seclusion'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': 'Touch',
+ 'duration': '[[3d12+4*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'Negate',
+ 'materials': 'A tiny crystal box of the finest workmanship (worth at least 1,500 gp) and a gem of at least 250 gp value. The gem is consumed in the casting; the box is not.',
+ 'reference': 'p. 103',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell encloses one individual in an extradimensional space. Creatures to be affected must be of size M or smaller. The space can contain only one creature, regardless of size. The priest may use the spell on himself or any creature he touches. Unwilling targets are allowed a saving throw vs. spell to avoid the entrapment.\n While inside the space, the enclosed character is invisible and totally undetectable by any form of scrying. Powerful magic such as *contact other plane* will indicate that the character is “elsewhere,” but will give no more information.\n The creature within the extradimensional space can see and hear everything that occurs around him. However, he cannot cast spells, and no action of his can affect anyone or anything in the “real world.”\n While occupied, the extradimensional space is totally immobile. If the caster chooses to occupy the space, he can pass in and out of the space at will. Other creatures can leave or reenter the space only if the caster allows it. To an outside observer, an enclosed character who exits the space simply appears from nowhere.\n If the space is occupied when the spell terminates, the occupant is immediately ejected back into the real world and suffers 1d6 hit points of damage in the process.\n Any time the extradimensional space is empty, or when the occupant is someone other than the priest, the space follows the priest around. Thus, the priest may *seclude* a comrade in the extradimensional space, walk past some guards into a building, then release the comrade.\n If any other form of extradimensional space (such as a *bag of holding*) is taken into the space created by *seclusion*, both spaces are ruptured and all contents are expelled onto the Astral plane. *Extradimensional manipulation* can temporarily prevent this.'
+};
+
+pri6['Skip Day'] = {
+ 'level': '6',
+ 'school': 'Invocation/Evocation',
+ 'sphere': 'Time',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': '10-foot radius',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 104',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, all persons and intelligent creatures within 10 feet of the caster are instantly transported 24 hours into the future. Creatures outside the area of effect will believe that the affected characters have disappeared. Unwilling creatures can attempt a saving throw vs. spell to resist the effect of *skip day*.\n No time passes for creatures affected by *skip day*; they are in the exact condition that they were in before the spell was cast. They are fatigued, have recovered no hit points, and carry the same spells. Wizards must wait for actual time to pass before they can memorize spells.\n The affected creatures remain in the same location as they were before *skip day* was cast. Their immediate environment is likely to have changed; for instance, fires have burned out, enemies who were attacking have departed, and weather has changed for better or worse.\n Although *skip day* is a possible substitute for *teleporting* out of a dangerous situation, it is not without risk; characters could reappear in a situation more threatening than the one they left behind (for instance, a forest fire may have started or a pack of hungry wolves may have arrived).'
+};
+
+pri6['Sol\'s Searing Orb'] = {
+ 'level': '6',
+ 'school': 'Invocation',
+ 'sphere': 'Sun',
+ 'range': '30 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One gem',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'Special',
+ 'materials': 'A topaz gemstone worth at least 500 gp.',
+ 'reference': 'p. 104',
+ 'book': 'Tome of Magic',
+ 'damage': '*Normal:* 6d6. *Undead:* 12d6',
+ 'damage-type': 'Fire',
+ 'healing': '',
+ 'effect': 'This spell must be cast upon a topaz. When the spell is complete, the stone glows with an inner light. The gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. (The acts of casting and throwing occur in the same round.) It is not possible for the priest to give the stone to another character to throw.\n The stone can be hurled up to 30 yards. The priest must roll normally to hit; he gains a +3 bonus to his attack roll and suffers no penalty for nonweapon proficiency. In addition, the glowing gem is considered a +3 weapon for determining whether a creature can be struck (creatures hit only by magical weapons, for example). There is no damage bonus, however.\n When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds him for 1d6 rounds. The victim is allowed a saving throw vs. spell. If successful, only half damage is sustained and the target is not blinded. Undead creatures suffer 12d6 points of damage and are blinded for 2d6 rounds (if applicable) if their save is failed. They receive 6d6 points of damage and are blinded for 1d6 rounds if the save is successful.\n If the gem misses its target, it explodes immediately, causing 3d6 points of damage (or 6d6 against undead) to all creatures within a 3’ radius. It blinds them for 1d3 rounds (1d6 rounds vs. undead). All victims are allowed a saving throw vs. spell, with success indicating half damage and no blindness. The DM should use the rules for grenade-like missiles found in the *DUNGEON MASTER Guide* for determining where the stone hits.'
+};
+
+pri6['Spiritual Wrath'] = {
+ 'level': '6',
+ 'school': 'Invocation',
+ 'sphere': 'Combat',
+ 'range': '300 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': '½',
+ 'materials': '',
+ 'reference': 'p. 105',
+ 'book': 'Tome of Magic',
+ 'damage': '10d6+1d6/priest up to a max of 22d6',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful cooperative spell is rarely invoked since it requires the concerted effort of six or more high-level priests. The casting effort severely weakens the priests, discouraging casual use of this spell.\n To cast the spell, six or more priests must be within a 15-foot radius. Each priest must cast *spiritual wrath* at the same time. Before beginning the spell, the priests must decide upon the area of effect. The spell causes 10d6+1d6 points of damage per priest casting the spell. (The minimum damage, therefore, is 16d6.) Creatures within the area of effect are allowed a saving throw vs. spell to reduce the damage to half.\n The spell strikes as a great wave of force that descends from the sky. Small objects must save vs. crushing blow. Structures suffer damage as if hit by a heavy catapult (2d12). The force of this spell often raises a great cloud of dirt and dust, obscuring the area for 1d4+1 rounds.\n The spell’s area of effect is determined by the number of casters. Each priest contributes 10 feet to the radius of the spell. Six casters would create a spell with a radius of 60 feet. No more than twelve casters can cooperate to cast this spell (maximum of 22d6 damage and a 120-foot radius area of effect). This converts to an 8-inch circle in the BATTLESYSTEM rules ground scale.\n The spell is difficult to cast, physically taxing the spellcasters so much that each caster suffers 3d10 points of damage from the effort. There is no saving throw allowed to avoid this damage.'
+};
+
+pri7['Age Dragon'] = {
+ 'level': '7',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One dragon',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'A handful of dirt taken from a dragon’s footprint.',
+ 'reference': 'p. 105',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to cause any dragon to temporarily gain or lose one age level per five levels of the caster. Currently [[floor([[@{level-priest}]]/5)]] age levels. For instance, a 14th-level caster could cause a dragon to gain or lose two age levels; a mature adult dragon could be temporarily transformed into a young adult dragon or into a very old dragon. A dragon’s age cannot be reduced below hatchling or increased beyond great wyrm.\n Unwilling dragons are allowed a saving throw vs. spells with a -4 penalty to avoid the effect.\n A dragon affected by *age dragon* temporarily acquires the armor class, hit points, spell abilities, combat modifiers, size, and other attributes of his new age level. The dragon retains his memories and personality. At the end of the spell’s duration, the dragon returns to his normal age level.\n If the dragon suffered damage while experiencing his modified age, these hit points remain lost when he resumes his normal age. If the dragon loses more hit points at his modified age than he has at his actual age, he dies when the spell expires. For example, a young adult bronze dragon with 110 hit points is aged to a mature adult with 120 hit points. The dragon suffers 115 hit points in combat. Unless the dragon is healed of 6 points of damage before the spell expires, the dragon dies at the end of the spell since his damage is greater than his actual hit points.\n If a dragon is killed while under the effect of *age dragon*, he is dead at the end of the spell’s duration.'
+};
+
+pri7['Breath of Life'] = {
+ 'level': '7',
+ 'school': 'Necromantic (Reversible)',
+ 'sphere': 'Necromantic',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '*Breath of Life:* The priest’s holy symbol and a cone of incense that has been blessed by the highest priest of the character’s religion. *Breath of Death:* The priest’s holy symbol and a handful of dust taken from a mummy’s corpse.',
+ 'reference': 'p. 105',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell enables the caster to cure many persons (even an entire community) who are afflicted with a nonmagical disease. The priest need not touch or even see the diseased people for the spell to be effective, although recipients must be within the area of effect.\n This spell does not cure all diseases in the community at one time; the caster must specifically state which disease is to be eliminated (black plague or yellow fever, for example) with each casting of the spell.\n When the spell is cast, the priest exhales a sweet-smelling breath. This forms into a breeze that radiates outward, forming a circle that expands in a 50-yard radius per hour. During this time, the caster must remain at the center of the area of effect. For example, after 12 hours, the *breath of life* would cover a circle 1200 yards in diameter (600-yard radius). The breath is of a magical nature rather than a physical nature; therefore, it is unaffected by prevailing winds.\n The breeze blows through the community, instantly eliminating the specified disease from all afflicted citizens. The *breath of life* spell does not destroy parasitic monsters (such as green slime, rot grubs, and others), nor does it cure lycanthropy or other magical afflictions. The spell does not prevent recurrence of a disease if the recipients are again exposed.\n The *breath of death*, which produces a foul-smelling wind, is the reverse of this spell. Victims who fail a saving throw vs. death magic are afflicted with a nonmagical, fatal disease. To determine the results of this spell, the DM should roll saving throws for major NPCs in the area of effect. The effect on the rest of the community can be calculated as a percentage, based on the saving throw.\n Infected creatures do not heal hit points until the disease is cured. The disease is fatal within 1d6 weeks (the duration varies from person to person).'
+};
+
+pri7['Divine Inspiration'] = {
+ 'level': '7',
+ 'school': 'Divination',
+ 'sphere': 'Thought, Divination',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A gem of at least 500 gp value.',
+ 'reference': 'p. 106',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is a more powerful version of the *genius* spell. The priest’s player may ask the DM one question about the current situation or about events that will occur within the next five rounds. Questions about the future must relate to external events, such as “Will the guards respond to the sentry’s yell?” Questions cannot refer to the outcome of combat, such as “Will we win the battle?” The priest’s player is allowed to use this spell to ask the DM for advice. In this case, the spell is the equivalent of asking the gods, “Okay, how do we get out of this one?”\n Like the *genius* spell, the DM must be careful in adjudicating this spell. The answer to the question is always relevant and correct, although not necessarily complete. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM’s assessment of the situation and how potentially unbalancing the answer might be. In general, the answer will be a short phrase of no more than eight to ten words.\n This spell can be cast only once in any 24-hour period.'
+};
+
+pri7['Hovering Road'] = {
+ 'level': '7',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Travelers',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A chunk of black marble and a loop of gold wire.',
+ 'reference': 'p. 106',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to create a magical 10-foot-wide road extending 10 feet in front of him. The caster can create an unbroken road for the duration of the spell, creating a 10-foot area ahead of him as long as he continues to move forward.\n The road is approximately one foot thick and hovers in the air. It has the texture and color of black granite. Characters and creatures can move on the *hovering road* at their normal movement rate, ignoring the effects of surrounding terrain.\n The *hovering road* must originate from a solid surface. Once anchored, the caster controls the contour of the road, causing it to rise and fall as he wishes. The road can thus be used to traverse rivers (if the road is anchored on the shore), swamps, and similarly hostile terrain. The caster can cause the *hovering road* to rise over a jungle or cross a chasm.\n The road has AC 0. It is impervious to non-magical weapons. If the road suffers 100 points of damage (from magical weapons or other magical forces), it dissipates in a black mist; all those on the road fall to the ground below.\n Unless the road is destroyed, the entire *hovering road* remains intact from beginning to end for the duration of the spell, even if the caster is killed or incapacitated. At the end of the spell’s duration, the entire road dissipates.'
+};
+
+pri7['Illusory Fortification'] = {
+ 'level': '7',
+ 'school': 'Illusion/Phantasm',
+ 'sphere': 'War',
+ 'range': '240 yards',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '10 turns',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol, a handful of stones, powdered mortar, and a gem worth at least 3,000 gp. All components except the holy symbol are consumed in the casting.',
+ 'reference': 'p. 107',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The ritual required to cast this spell is time-consuming and extremely complex. As its name implies, *illusory fortification* creates an illusion of a wall of heavy stonework up to 30 feet tall and 160 yards long, topped with crenellations. The illusory wall can be of any color and apparent age, potentially allowing the caster to match the false wall with the real walls of an existing castle. The illusory wall must be continuous (it cannot form two or more shorter walls), but it can follow any corners or bends that the caster desires.\n In addition to the wall, the spell creates the illusion of constant movement among the crenellations, as if defending troops were moving atop the wall. The formation of the crenellations makes it impossible for a distant observer to determine exactly how many and what types of defenders are present on the *illusory fortification*.\n The illusory wall remains in existence for [[2d12]] hours unless the spell is terminated earlier.\n The spell has one very significant limitation: it is strictly two-dimensional and is visible from only one side (the side that the caster deems to be the “outside”). When viewed from the outside, the wall appears real; when viewed from the end, from above, or from the “inside,” the wall is totally invisible except for a faint outline of the shape of the wall. This means that friendly troops, concealed from enemy view by the illusory wall, can see their opponents clearly. The wall is most effective if friendly troops are informed of the wall’s presence and are careful not to walk through the illusion. Such an occurrence does not end the spell, but it will probably advise the enemy of the nature of the wall.\n Spells cast at the wall and shots fired at the *illusory fortification* by siege engines appear to strike the wall and inflict normal damage. In reality, the missiles or spells pass through the illusion, possibly striking troops or real fortifications beyond. Such “hits” do not disturb the illusion.\n As soon as an enemy unit moves within 10 yards of the *illusory fortification*, the spell terminates and the wall vanishes.\n There are two ways in which the spell can be terminated before it expires. First, the priest can terminate the spell at any time. Second, if a friendly unit makes an attack, whether melee or missile combat, through the illusory wall from the “inside” to the “outside,” the spell terminates instantly.\n Once the *illusory fortification* has been created, the priest does not need to concentrate on the wall. The spell remains in effect even if the casting priest is killed in the interim.'
+};
+
+pri7['Mind Tracker'] = {
+ 'level': '7',
+ 'school': 'Divination',
+ 'sphere': 'Divination',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn/3',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 107',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The mind tracker is a magically-created creature which exists only on the Ethereal plane. It is called into existence when the first portion of this spell is cast.\n When seen (which is seldom), the mind tracker has an indistinct body. It seems to be a near-solid coalescence of the vaporous atmosphere of the Ethereal plane itself. It is a roughly elliptical body with three or more limbs protruding at seemingly random locations. The number and size of these appendages shifts slowly, however, as new ones appear from the mist and old ones disappear. The body of the creature averages 2 feet across and 3 feet long, though this, too, tends to vary from minute to minute. The mind tracker has no discernible eyes, ears, nose, or other organs. It cannot be engaged in combat; if attacked, it simply disappears, to reappear after the danger has passed, or somewhere else entirely if its quarry has moved on.\n The ceremony which creates the mind tracker takes one turn to perform. Its material components are a whiff of the Ethereal plane’s atmosphere and the brain of a lizard.\n Once the tracker is manifested, it must be assigned a quarry within one hour. If no quarry is designated, the tracker dissipates and the spell is wasted.\n To assign a quarry to the tracker, the priest must have the quarry within his sight. This includes magical sight such as true seeing, but not remote sighting devices such as crystal balls. With the quarry in sight, the priest mouths the final phrases of the spell. From that point on, the mind tracker is mentally tethered to the victim. It follows its quarry (staying always in the Ethereal plane) wherever it goes. It constantly relays information about the subject to the priest: what it is doing, where it is. The priest does not actually see an image of the quarry, he receives `reports’ from the mind tracker. These reports contain only such information as the tracker can gather by looking. It cannot identify people the quarry is talking to, but can describe them in great detail. Nor can it hear anything the quarry or anyone else says, or read writing, but it recognizes and can report the fact that speaking or reading is happening.\n While the tracker is dogging its quarry, its presence can be felt as an eery, creepy sensation of being watched. If the victim makes an initial save vs. paralyzation, each of the following stages lasts three hours instead of two. For the first two hours, the quarry has a general feeling of ill ease. In the third and fourth hours, the victim is distracted and nervous, and suffers a -1 penalty on all saving throws. In the fifth and sixth hours, the victim is convinced someone or something is following him and suffers a -3 penalty on saving throws and a -2 (or -10%) penalty on all other dice rolls. After six hours the victim is near his breaking point. He is unable to concentrate to cast spells or use any of his class’s special abilities. All die rolls have a -5 (or -25%) penalty. After eight hours, he must make a saving throw vs. paralyzation. If he fails, he collapses, fevered and delirious. This state persists until the tracker ceases to exist.\n The mind tracker continues to exist for as long as the priest remains conscious of its input. If the priest is knocked out or falls asleep, or simply dismisses his creation, the tracker dissipates.'
+};
+
+pri7['Shadow Engines'] = {
+ 'level': '7',
+ 'school': 'Illusion/Phantasm',
+ 'sphere': 'War',
+ 'range': '240 yards',
+ 'duration': '8 turns',
+ 'aoe': '180-yard x 180-yard square',
+ 'components': 'V, S, M',
+ 'cast-time': '3 turns',
+ 'saving-throw': 'None',
+ 'materials': 'A finely detailed miniature model of a siege engine (of any type), which is consumed during the casting.',
+ 'reference': 'p. 108',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates the illusion of as many as four siege engines. The casting priest may choose from ballistae, siege towers, catapults, rams, or any combination thereof. Like the creatures created by the spell *shadow monsters*, these illusory engines have at least a tenuous reality and can inflict damage on enemies.\n *Shadow engines* are accompanied by illusory crews of the appropriate number and race. The engines can move at a rate of 20 yards per turn and are unaffected by terrain considerations. (The caster can choose to slow them when passing through rough terrain to aid the illusion of reality.)\n *Shadow engines* cannot carry real troops. They can be fired at the same rate as real engines of the appropriate type, but a hit causes only one-half the damage normal for that type of engine (round fractions down).\n A *shadow engine* remains in existence until the spell duration expires, until an enemy unit approaches within 10 yards, or until it suffers damage from an enemy missile attack. When any of these conditions occur, the engine vanishes. If a single spell has created multiple engines, only the engine struck vanishes; the others remain.\n The crew associated with a *shadow engine* must remain with that engine; it cannot move more than 5 yards away from the engine itself.\n *Shadow engines* can move independently of other engines created by the spell as long as they remain within the area of effect and remain within 240 yards of the caster. The caster must maintain concentration to control the *shadow engines*. He cannot cast any other spells, and he is limited to a movement rate of 6. If the caster is struck for damage, the *shadow engines* vanish.'
+};
+
+pri7['Spacewarp'] = {
+ 'level': '7',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': '50 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '50-foot-diameter sphere',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'None',
+ 'materials': 'A lodestone and a sphere of obsidian, both of which are consumed in the casting.',
+ 'reference': 'p. 109',
+ 'book': 'Tome of Magic',
+ 'damage': '1d6 per 10 feet fallen',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'According to one view of the universe, what we perceive as gravity is actually a localized warping of the fabric of space-time. The *spacewarp* spell creates a temporary but very intense warping in a limited area.\n When the priest casts this spell, he selects a specific point to be the center of effect. This point may be anywhere within 50 yards of the caster, including in midair.\n When the spell is completed, this center of effect gains a gravity field equal to the force felt at the surface of the earth. In other words, gravity is centered at this point; everything within 50 feet of this center that is not attached to something immovable will fall toward the selected point.\n This localized gravity affects only loose objects and creatures capable of movement (i.e., not trees, whose roots are buried in the ground). It does not affect the ground itself--soil, plants, desert sand, lake water, etc. are immune to the effect.\n An object falling toward the center of gravity gains speed exactly as it would if it were falling toward the ground. When the object reaches the center, it instantly ceases its movement. If objects are already at the center, newly arriving objects will slam into them, causing normal falling damage (1d6 per 10 feet) to the newly arriving objects. Objects previously at the center must save vs. paralyzation or suffer half that amount of damage.\n Consider the following example. An orc is 10 feet away from the center of effect when the spell is cast. He falls 10 feet to the center and stops. His companion, a bandit, is 30 feet from the center. It takes him longer to fall to the center, so the orc is already there when he arrives, and the two characters collide forcefully. The bandit suffers 3d6 hit points of damage--the falling damage associated with a 30-foot fall. The orc must save vs. paralyzation or suffer half that amount.\n Other things are caught in the effect as well. The bandit’s horse was 50 feet away from the center of effect, so it arrives at the center after the orc and the bandit. It falls 50 feet, suffering 5d6 points of damage, and potentially inflicting half that amount on both the orc and the bandit.\n The center of effect can be anywhere within 50 yards of the priest. Possibly one of the most destructive uses of this spell is to cast it directly on an enemy creature. Everyone and everything within 50 feet of that creature falls toward him and strikes him, inflicting damage.\n When the spell terminates, gravity returns to normal. If the spell has lifted any characters or objects off the ground, they immediately fall back to the ground, suffering the appropriate amount of falling damage.'
+};
+
+pri7['Spirit of Power'] = {
+ 'level': '7',
+ 'school': 'Summoning, Invocation',
+ 'sphere': 'Summoning',
+ 'range': '0',
+ 'duration': '1 hour',
+ 'aoe': 'The casters',
+ 'components': 'V, S, M',
+ 'cast-time': '3 turns',
+ 'saving-throw': 'None',
+ 'materials': 'An offering appropriate to the deity. The DM determines the exact nature of this offering.',
+ 'reference': 'p. 109',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell is rarely used or spoken of, since its requirements are strict and the outcome is uncertain. The spell must be cast by six priests of the same faith. All six must touch hands at the time of casting. At the completion of the spell, the priests fall into a trance. The life essences of the priests leave their bodies and merge at a point within 10 feet of the casters. The spirits of the priests meld together to form the avatar of the priests’ deity.\n In this manner, the six characters become a single being with all the powers and abilities allowed to that avatar. The only stipulation is that the priests’ deity cannot have created all avatars allowed to it at that moment. If this has happened, the spell fails and the priests are drained as described below.\n If the spell succeeds, the priests have completely given their wills over to their deity, essentially forming the vessel into which it funnels power. In becoming the avatar, the priests retain the ability to make most of their own decisions. (The six must work in harmony or allow one of their number to decide all actions.) However, the deity can assume direct control of the avatar at any time it desires--the avatar is, after all, an earthly manifestation of the deity.\n Although the spell has a duration of one hour, the deity is not obliged to release the priests at that time. If the priests are not released at the end of the spell’s duration, they instantly die. A deity can choose to sacrifice its priests in order to maintain its avatar on the Prime Material plane. Such a cruel and unjust action is almost never undertaken by good deities or those that have any respect for life, free will, or mercy. For dark and sinister gods, the question is much more uncertain. If a deity chooses to maintain the avatar longer than one hour, control of the avatar instantly and permanently passes to the DM. (Clearly, a DM should seldom if ever exercise this power.)\n While the priests are formed into the avatar, their bodies remain in a death like trance. The priests have no idea what might be happening to their real bodies (unless the avatar can observe them). Any damage to a priest’s body requires an instant system shock roll. If successful, the damage is recorded normally, but the damage does not take effect until the spell ends (at which point the priest will almost certainly die). If the system shock roll is failed, the character instantly dies and the spell ends. Characters who die in this manner cannot be raised, resurrected, or reincarnated. They have been taken to the ultimate reward (or punishment) for the service they have rendered. If the bodies are moved from their positions, the spell ends.\n Even if the deity releases the priests, they are left severely drained. All spells memorized are lost until the priest can rest and perform his prayers once again. The physical drain leaves each priest with only 1 hit point upon awakening, regardless of the number of hit points the character had when the spell was cast. Since damage suffered during the spell takes effect instantly, any priest who is hurt dies immediately (although quick action by others might save him).\n Each priest who survives the spell will be bound by a quest (a duty that must be completed in exchange for calling upon their god).'
+};
+
+pri7['Tentacle Walls'] = {
+ 'level': '7',
+ 'school': 'Enchantment',
+ 'sphere': 'Wards',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': '50-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'The dried tentacle of an octopus.',
+ 'reference': 'p. 110',
+ 'book': 'Tome of Magic',
+ 'damage': '1d6',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Tentacle walls* enables the caster to enchant a single room whose volume is less than or equal to the area of effect. The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be larger than a normal rat; that is, it must be larger than one-half cubic foot or weigh more than three pounds.\n When the spell is activated, six black, leathery tentacles sprout inside the room; the tentacles are evenly divided among the room’s surfaces (for instance, if the room is a cube, one tentacle sprouts from the floor, one sprouts from the ceiling, and one sprouts from each of the four walls).\n The whip-like tentacles grow to the length of the room and swing wildly. Each round, a tentacle has a 30% chance of striking a random creature in the room, inflicting 1d6 points of damage (save vs. spell for half damage). Each tentacle has AC 0 and 25 hit points. When a tentacle is reduced to 0 hit points, it disappears in a puff of black smoke.\n If all creatures are killed or withdraw from the room, the surviving tentacles withdraw, disappearing into the walls. If the spell is activated again, six tentacles reappear; new tentacles are created to replace any destroyed previously. As long as one tentacle survives an encounter, the tentacles will continue to be replaced. Only when all six tentacles are destroyed is the spell permanently negated.'
+};
+
+pri7['Timelessness'] = {
+ 'level': '7',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Negate',
+ 'materials': 'A gem worth at least 1,000 gp and a small cylinder of obsidian. Both are crushed during the casting.',
+ 'reference': 'p. 110',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell totally stops the flow of time for a single individual. All signs of life stop and the subject is incapable of any movement or thought. While the spell is in effect, the subject is totally immovable and cannot be affected by any physical or magical forces. Weapons simply bounce off the subject as they would bounce off the hardest stone. Spells, including *dispel magic*, are totally incapable of affecting the subject in any way. The subject does not age.\n Aside from the fact that the subject remains visible, frozen in place like a statue, he is effectively no longer part of the universe. (DMs may rule that the most powerful of magics, such as *wishes*, and creatures of demigod or higher status can affect the subject.)\n When the priest casts the spell, he or she states the duration for which the spell will remain in effect (the maximum is one full day per level of the caster). Once the spell is cast, this duration cannot be changed; the priest cannot terminate the spell before the stated time has elapsed.\n If the subject is unwilling to be affected by the spell, the priest must touch the victim for the spell to take effect; the subject receives a normal saving throw to resist the effects. A willing subject need not make a saving throw.\n The priest may cast this spell on himself if desired. This spell can provide a powerful defensive maneuver; while the spell is in effect, the subject is totally invulnerable. *Timelessness* is also an effective form of long-term imprisonment, as long as the priest is around to cast the spell again at the appropriate time.\n This is an exceptionally powerful spell. Casting it puts a significant strain on the priest. Each time he casts *timelessness*, the priest must make a system shock roll. If the priest fails this throw, he or she permanently loses 1 point of Constitution.'
+};
+
+pri7['Uncontrolled Weather'] = {
+ 'level': '7',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Chaos',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[4d4]] square miles',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 111',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to summon weather that is either appropriate or inappropriate to the climate and season of the region. The summoned effects are always dramatic--cool breezes or light fog will not appear. Instead, torrential floods will assault a desert, a heat wave will rage in polar wastelands, and tornadoes and hurricanes will rip across gentle landscapes. A blizzard might spring up in summer or a tornado might materialize in the winter.\n The spellcaster has no influence over the weather pattern that emerges. He cannot control the area of effect or the duration of the weather.\n Four turns after the spell is cast, the trend of the weather will become apparent--a sudden chill, gust of wind, overcast sky, etc. The *uncontrolled weather* arrives on the fifth turn. Once the weather has arrived, it cannot be dispelled. If the spell is canceled by the caster before the beginning of the fifth turn, the weather slowly reverts to its original condition.\n The effects of the spell are the decision of the DM. The effects should be grand and impressive. Following are suggested effects of the weather.\n *Torrential Rain/Blizzard:* Visibility is reduced to 100 yards or less; travel is nearly impossible due to water or heavy snow on the ground.\n *Storm/Hurricanes:* All flying creatures are driven from the skies; trees are uprooted; roofs are torn off; ships are endangered.\n *Heat Wave:* Intense heat immediately causes ice bridges to melt; avalanches of snow and ice roll down mountains.\n The DM determines the area of effect randomly. The maximum duration of the spell is one turn per level of the caster; however, the DM may cancel the effect after a shorter time.'
+};
+
+const priq = {};
+priq['Abundance'] = {
+ 'level': 'q',
+ 'school': 'Alteration',
+ 'sphere': 'Creation, Plant',
+ 'range': '0',
+ 'duration': 'Permanent',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 112',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting an *abundance* spell, the priest quickens the ripening of a harvest or the growth of woodland. Fields of crops in the affected area will grow, ripen, and be ready for harvest in a single day. Seed must be sown any time before the casting of the spell.\n An area of woodland will grow as if it had grown for 25 years in one day plus five years per day for another three days. There must be soil capable of supporting the woodland for the growth to remain healthy.\n The priest must stand anywhere within the area to be affected. The priest designates the exact size and shape of the area in the casting.\n The area of effect is 10 square miles for ripening a harvest and 25 square miles for woodland growth. This spell does not create effects such as entanglement or enlargement of the flora within the area of effect.'
+};
+
+priq['Animal Horde'] = {
+ 'level': 'q',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Animal, Summoning',
+ 'range': '0',
+ 'duration': '1 day',
+ 'aoe': '10-mile radius',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 112',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This potent spell summons a number of animals to the priest. For each level of the priest, a number of animals totaling 10 hit dice appear. Currently [[10*[[@{level-priest}]] ]] hit dice.\n The Power who grants the spell enables the priest to know exactly what types and numbers of animals are within the area of effect. The priest may specify the numbers of animals he wants; for instance, a 16th-level priest could summon 60 HD of wolves, 40 HD of bears, and 60 HD of wolverines. The animals will begin arriving in one round and will be assembled at the priest’s location at the end of three turns.\n The animals will not fight among each other even if they are natural enemies. Monsters (dragons, gorgons, hell hounds, etc.) cannot be summoned with this spell.\n The summoned animals will aid the priest in any means of which they are capable. They will enter battle, protect the priest and his companions, or perform a specified mission until the priest dismisses them or the spell expires. During this time, the priest can automatically communicate with his animals.\n At the end of the spell, the animals instinctively return to their lairs. For the first three turns after the spell expires, the animals will not attack the caster, his companions, or other summoned animals. After this time, the animals will behave normally.'
+};
+
+priq['Circle of Sunmotes'] = {
+ 'level': 'q',
+ 'school': 'Alteration, Invocation/Evocation, Necromancy',
+ 'sphere': 'Sun',
+ 'range': '200 yards',
+ 'duration': '3 turns',
+ 'aoe': '60-foot-radius hemisphere',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 112',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '*Sun motes:* 1d4+1. *Miniature sun*: 1d8+2',
+ 'healing': '*Sun mote: *1d6. *Miniature sun:* 1d8+2',
+ 'effect': 'By casting *circle of sunmotes*, the priest creates a hemispherical shell filled with sparkling, glowing motes of bright sunlight. A one-foot radius globe of sunlight appears at the height of the caster’s head in the exact center of the circle.\n Creatures within the area of effect who are friendly to the cleric experience the glowing motes as warm, invigorating, inspiring, and healing. They are healed for 1d6 hit points, gain the benefit of an aid spell for 1 turn after the *circle of sunmotes* is created, gain +1 bonuses to all attack and damage rolls, and gain a +2 bonus to morale.\n Enemies of the priest experience the same sunmotes as blinding, burning, and damaging. They must save versus spell or be blinded for 1 turn after the sunmotes are created. Each enemy is struck by a small fiery mote causing 1d4+1 points of damage (no saving throw is allowed, but creatures with magical fire resistance suffer only half damage), and suffers a -2 penalty to morale.\n Companions of the cleric who step within 10 feet of the glowing miniature sun at the center of the effect are healed of 1d8+2 hit points. This affects each creature only once during the spell’s duration.\n Enemies of the priest who come within 10 feet of the minisun are burned for 1d8+2 points of fire damage. No saving throw is allowed, but creatures possessing magical resistance against fire suffer only half damage.\n Companions of the priest who are outside the area of effect view enemies within the circle as if they are affected by golden *faerie fire*. Creatures affected by the faerie fire suffer a -2 penalty to armor class from attacks by creatures outside the circle.\n Enemies of the priest outside the circle view the priest’s allies as if obscured by a blinding light and suffer a -2 penalty to missile attacks against them.'
+};
+
+priq['Conformance'] = {
+ 'level': 'q',
+ 'school': 'Conjuration/Summoning, Invocation',
+ 'sphere': 'Law',
+ 'range': '0',
+ 'duration': '6 turns',
+ 'aoe': '80-foot-diameter sphere',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 113',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *conformance* spell has a simple principle with a profound effect: probable events always manifest.\n In game terms, this means that events with a probability of 51% or better always occur. Thus, if a saving throw of 9 is required to avoid an effect, no roll is necessary; the save is automatically successful. If a warrior must roll 10 or better to hit an enemy, he automatically hits.\n Conversely, improbable actions (those with less than a 50% chance) always fail. If a warrior must roll 12 or better to hit an enemy, he automatically fails. If a thief’s chance to hide in shadows is 49%, he automatically fails.\n There are two conditions that affect this spell. First, a *prayer* spell is continuously operative in the area of effect, shifting the balance of combat probabilities toward the favor of the priest who casts this spell and his companions. Second, probabilities of exactly 50% always shift in favor of the spellcasting priest. For example, if a roll of 11 or better is needed to save against a spell effect, this is a 50% chance for success. In such cases, the priest and his friends always make the save and enemies always fail.\n This spell is particularly potent if *bless* and *chant* spells are cast in the area of effect.'
+};
+
+priq['Elemental Swarm'] = {
+ 'level': 'q',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Elemental, Summoning',
+ 'range': '240 yards',
+ 'duration': '6 turns',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '3 turns',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 113',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to open a portal to one elemental plane of his choice (as appropriate for his patron Power). He can then summon elementals from that plane.\n After the first turn of casting, 3d3 elementals of 12HD each appear; after the second turn, 2d3 elementals of 16HD each appear; after the third turn, 1d3 elementals of 20HD each appear. Each elemental has at least 5 hit points per hit die. The elementals remain for six turns from the time they first appear.\n These elementals will obey the priest explicitly and cannot be turned against the caster. The priest does not need to concentrate to maintain control over the elementals. They cannot be dismissed with spells such as *dismissal*; the elementals remain for the duration of the spell.'
+};
+
+priq['Etherwalk'] = {
+ 'level': 'q',
+ 'school': 'Alteration',
+ 'sphere': 'Astral, Travelers',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '5 rounds',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 113',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting this spell, the priest transports himself and as many as 50 followers (who must join hands at the time of casting) to the Border Ethereal. Unwilling creatures are allowed a saving throw at a -4 penalty to avoid transportation.\n The spell then allows the priest and his party to make as many as three round-trip journeys to and from the Inner Planes. It then allows them to return to the Prime Material plane.\n Travel rates in the Ethereal plane are at four times normal speed. Travel times for locating or searching along curtains are all at the minimum time possible. Encounters with monsters occur at one-fifth the normal frequency. The priest and his party are not affected by the ether cyclone.\n The spell expires when the priest and his party return to the Border Ethereal from an inner plane for the third time. They are then instantly transported to the Prime Material plane.'
+};
+
+priq['Fear Contagion'] = {
+ 'level': 'q',
+ 'school': 'Abjuration',
+ 'sphere': 'Charm, War',
+ 'range': '240 yards',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 114',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A priest casting *fear contagion* selects a single creature to be the focus of the spell. The creature is affected by magical fear and receives no saving throw to avoid the effect. All creatures within 10 yards of the target creature must make a saving throw versus spell with a -4 penalty; failure indicates that they are also affected by fear.\n If BATTLESYSTEM rules are used, the spell forces the affected unit to make a Morale Check at a -6 penalty. If this roll fails, the unit automatically routs.\n Creatures affected by fear will flee in a direction away from the spellcaster for as long as they are able to run (refer to Chapter 14 of the *Player’s Handbook* for rules). Such creatures will then spend one full turn cowering after being forced to rest. During this time, affected creatures suffer -4 penalties to attack rolls, and all dexterity bonuses are negated.\n When using BATTLESYSTEM rules, fear-struck creatures are permitted rally tests with a -3 penalty and must engage in rout movement until they rally. However, a rally test is not permitted until two turns of rout movement have been completed.\n As creatures run in fear, their fear is contagious. Any creature that comes within 10 yards of a creature affected by this spell must make a saving throw (no penalties) or be forced to flee from the spellcaster. In BATTLESYSTEM rules, creatures make a standard Morale Check with a -3 penalty.\n Creatures affected by fear no longer cause fear in others after they have passed one mile from the original center of the spell effect.'
+};
+
+priq['Health Blessing'] = {
+ 'level': 'q',
+ 'school': 'Necromancy',
+ 'sphere': 'Healing, Necromantic',
+ 'range': '100 yards',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': '50 creatures',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 114',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Health blessing* provides a number of human, demi-human, or humanoid creatures with protection against ill health; it also enables subjects to heal others.\n Recipients of a *health blessing* are immune to nonmagical disease, gain a +4 bonus to saving throws versus poison and death magic, and can cast *cure light wounds* on themselves once per day for the duration of the spell. In addition, a recipient of *health blessing* can heal one other creature per day as a paladin does by laying hands. The healing conferred is 1 hit point per level or hit die of the healer.'
+};
+
+priq['Highway'] = {
+ 'level': 'q',
+ 'school': 'Alteration, Evocation',
+ 'sphere': 'Travelers',
+ 'range': '0',
+ 'duration': '1 day',
+ 'aoe': '1,000 square yards',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 114',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *highway* spell creates a shimmering plane of force that acts as a magical conveyor for the priest. By standing at the forward edge of the 10 x 100 yard plane, the priest and as many followers as can fit onto the square can travel as outlined below.\n The *highway* travels 30 miles per hour (MV 88) over all terrains. The priest sets the height of the *highway* in a range from 1 foot to 100 yards above ground level. The *highway* moves as the priest wills; if the priest wishes to fix a destination in his mind, the *highway* will take the shortest route to that destination until the priest changes the course in his mind.\n The *highway* cannot be used offensively. It will automatically travel over or around obstacles such as buildings and large creatures. It protects creatures traveling on it from adverse effects of the elements (ice, rain, gales, etc.). The *highway* can hover in place, but hovering can be achieved only at a height of 12 inches above ground level.\n When the spell expires or the destination is reached, the *highway* gently lowers the priest and his party to the ground. The priest may order the *highway* to drop off creatures and collect others at intermediate destinations, although the priest who cast the spell must remain on the *highway* or it will disappear.'
+};
+
+priq['Imago Interrogation'] = {
+ 'level': 'q',
+ 'school': 'Divination, Enchantment/Charm',
+ 'sphere': 'Astral, Divination, Time',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'The caster',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 116',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The imago is a mental image--a form of mental magical body. After casting this spell (requiring 1 turn), the caster falls asleep. After [[1d6]] turns of sleep, the imago of the priest begins to travel. The imago is not subject to any forms of attack and has no effective attacks.\n The imago may travel to as many as four different locations separated by any distance, even across the planes and/or backward in time. At these locations, the imago may interrogate the imagos of as many as 10 other sentient creatures (other than Powers), compelling them to reply truthfully to its questions. A maximum of 40 questions may be asked during the spell duration.\n Asking one question and listening to the reply takes 4 rounds of time in the caster’s world. Each planar/time jump lasts 3 turns in that world.\n Imago communications are telepathic. The questions must be able to be answered in a sentence of reasonable length, or the interrogated creature becomes confused and cannot answer.\n The imagos of interrogated creatures will have no recollection of their interrogations. As a result, history cannot be changed through backward time travel using this spell.'
+};
+
+priq['Implosion/Inversion'] = {
+ 'level': 'q',
+ 'school': 'Invocation',
+ 'sphere': 'Numbers, Combat',
+ 'range': '120 yards',
+ 'duration': 'Special',
+ 'aoe': 'One or more creatures',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 116',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By use of this spectacular spell, the priest rearranges the extradimensional and spatial geometries of the molecules of one or more creatures. The result is that the rearrangement of the target creature causes it to implode (collapse inward upon itself) or invert (its insides become its outsides and vice versa).\n The result is usually inversion, unless the target would not be adversely affected by this process (e.g., a slime, ooze, golem, elemental, etc.). In this case, implosion takes place. In either case, the effect kills/destroys the target instantaneously unless it makes a successful saving throw versus death magic at a -4 penalty.\n The priest can affect one creature per round with this spell. After each round, the priest must make a Constitution check. If this fails, the priest is overwhelmed with the effort of sustaining the spell, at which time the spell terminates, leaving the priest fatigued (the equivalent of being stunned) for 1d4 rounds. The maximum possible duration of the spell is 3 turns.'
+};
+
+priq['Interdiction'] = {
+ 'level': 'q',
+ 'school': 'Abjuration',
+ 'sphere': 'Chaos, Law, Wards',
+ 'range': '240 yards',
+ 'duration': '1 day',
+ 'aoe': '[[200*[[@{level-priest}]] ]]-foot cube',
+ 'components': '',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 116',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell affects all enemies of the spellcasting priest who enter the area of effect. The spell inflicts a -2 penalty on saving throws, a -1 penalty to armor class, and a -1 penalty to attack and damage rolls. Creatures friendly to the cleric gain corresponding bonuses--+2 to saving throws, +1 to attack and damage rolls, and a bonus of 1 to AC. Additional effects are possible, depending on the Power granting the spell; effects must correspond (or at least not conflict) with the spheres the priest normally uses. Multiple effects are possible.\n The variation for the Sphere of Wards requires that each hostile creature entering the area of effect make a saving throw vs. spells with a -4 penalty or suffer 4d6 points of damage. An affected creature must then flee the area; it is unable to return. The creature must make a second saving throw vs. spell with a -4 penalty as it leaves the area or be blinded until magically cured.\n The variation for the sphere of Law requires that a hostile creature make a saving throw every time it wishes to change an action. Thus, if a creature wishes to stop running and draw a weapon, a successful save is needed or the creature continues to run. Actions that cannot be continued (e.g., firing an arrow if the archer has no more arrows) are repeated as empty automatisms. In addition, creatures hostile to the priest automatically fail saving throws against Enchantment/Charm spells cast by the priest.\n The variation for the Sphere of Chaos requires that hostile creatures make saving throws vs. spells at -4 or be affected by *confusion* (as per the spell). Affected creatures have a 5% chance per round of suddenly being attacked by a *phantasmal killer*.\n All creatures who enter the area of effect are subject to the effects of the spell. All effects except blindness cease 3 rounds after an affected creature leaves the area. Creatures reentering the area of effect must make new saving throws.'
+};
+
+priq['Mindnet'] = {
+ 'level': 'q',
+ 'school': 'Divination, Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': '12 turns',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': 'Special',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 117',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The priest casting a *mindnet* spell establishes a telepathic link with as many as 10 other creatures who may be separated from each other by as much as 10 miles. Thus, a chain of creatures 100 miles long could be established.\n The Power granting this spell has the final word on the individuals who may be included in the spell. Most commonly, the spell will be cast to include individuals familiar to the caster. However, depending on the purpose of the spell, the Power may allow a stranger known to the caster only by name to be included in the *mindnet*.\n Unwilling creatures must make a saving throw at a -4 penalty to avoid being included in the *mindnet*.\n Casting the spell requires one round per two creatures in the *mindnet*. The spell’s duration begins after all affected creatures have been linked. Characters of any class may take part in this linkage, benefiting from several effects.\n First, each member of the *mindnet* benefits from Intelligence, Wisdom, and Dexterity bonuses. The bonuses are equal to the bonuses held by the member of the *mindnet* with the highest ability score. For example, if five creatures in a *mindnet* have Wisdom scores of 15, 15, 16, 17, and 18, each creature would make saving throws, ability checks, and the like as if he had a Wisdom score of 18. Bonus spells are not gained due to enhanced Wisdom, however.\n Second, spells may be pooled among the spellcasters within the *mindnet*. Any priest may use a spell memorized by another priest with two conditions: the priest who has memorized the spell must allow its use; and a priest “borrowing” a spell may use only spells of levels he could normally cast. Such borrowing still causes the spell to be lost from the mind of the caster who memorized it. A caster may *not* borrow spells outside his normal class restrictions. Priests and wizards within a *mindnet* cannot mix their priestly and wizardly spells, nor can a specialist borrow a spell from an opposition school.\n Third, each member of the *mindnet* is in constant mental communication. Each member knows what is happening at the locations of all other members.\n Finally, twice per turn, the priest casting this spell can instantly teleport any person linked by the *mindnet* to any other person who is also a part of the spell. This massive effort results in a +4 penalty to any Constitution checks made by the priest.\n The priest casting the spell cannot perform any other actions while the *mindnet* exists; if he does, the spell is canceled. The priest must make a Constitution check at the end of each turn in order to sustain the spell. A failed check cancels the *mindnet*. The spell can last a maximum of 12 turns.'
+};
+
+priq['Planar Quest'] = {
+ 'level': 'q',
+ 'school': 'Alteration',
+ 'sphere': 'Astral',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '5 rounds',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 117',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By joining hands with as many as 12 companions and casting this spell, the priest transports his party to any other plane of existence. The priest and his party may arrive at a specific location in a plane (if one is known) or at an unknown destination. Travel time to the destination, whether known or unknown, will always be at the minimum possible. In an inner plane, a friendly guide will always be available to the priest. Hostile encounters occur at one-fifth normal frequency.\n Unwilling creatures are allowed a saving throw at a -4 penalty to avoid being transported.\n In the inner planes, the party is magically protected in any means necessary for survival. The party does not need to eat, drink, or rest if conditions make these activities impossible. Party members are immune to fire in the elemental plane of fire, and similar immunities are granted by the Power in other planes as necessary. The party can move through any terrain (including the elemental plane of Earth) at its normal movement rate.\n In the outer planes, similar immunities apply. The priest is also granted a *power compass* (described in *Manual of the Plane*). Hostile encounters in an outer plane occur only half as often as normal.\n The duration of this spell is decided by the Power who grants it. Normally, it is sufficient to allow the priest and his party to undertake the quest that the Power has set forth. When the quest has been completed successfully or has failed beyond recovery, the priest and his party are returned to the Prime Material plane.'
+};
+
+priq['Preservation'] = {
+ 'level': 'q',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '480 yards',
+ 'duration': 'Special',
+ 'aoe': 'One structure',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 118',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates a powerful set of protective wards that operate on a single fortified building, temple complex, tower, or similar structure. These wards protect the physical integrity of the structure and prevent magical access.\n A building protected by *preservation* suffers only 25% of normal structural damage from sources such as siege engines, earthquakes (both natural and magical), and powerful weather-affecting spells. Spells which directly affect the physical integrity of the structure (e.g., *passwall, stone shape, transmute rock to mud*) simply fail when cast on the protected building.\n *Preservation* creates a permanent *protection from evil* spell on the affected building. Every surface of the building benefits from the effects of the spell.\n Magical spells allowing access to the building fail. Thus, creatures attempting to *teleport* or *fly* into the building are stopped. Birds and creatures with natural flight may enter the building normally.\n If the building is a temple (or other consecrated building) dedicated to the Power that granted the spell, all priests inside it gain the benefit of a *sanctuary* spell for the duration of the *preservation*.\n The *preservation* spell expires if the building is destroyed or after 60 days have passed.'
+};
+
+priq['Revelation'] = {
+ 'level': 'q',
+ 'school': 'Divination',
+ 'sphere': 'Divination',
+ 'range': 'Special',
+ 'duration': '1 day',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 118',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *revelation* spell grants the priest extraordinary divination powers. He gains the following abilities that are effective to a range of 240 yards.\n •The priest gains *true seeing* as per the 5th-level priest spell.\n •The priest can see and identify all priest spell effects in the area (assume a line of sight in a 60° arc).\n •The priest is instantly aware of any creature’s attempt to lie to him.\n •The priest can communicate with animals, creatures, and monsters of all types. He\n can communicate with any number of creatures, but may converse with only one at a\n time.\n •The priest can communicate telepathically with humanoids.\n •The priest may use a suitable item as a *crystal ball* once per hour, as per the magical item described in the *DMG* (including range). He gains a +20% bonus to all rolls to determine success.'
+};
+
+priq['Reversion'] = {
+ 'level': 'q',
+ 'school': 'Alteration, Invocation',
+ 'sphere': 'Time',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': '10-foot-radius sphere',
+ 'components': '',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 118',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting this spell, the priest reverses certain recent events in the area of effect. The spell affects only creatures friendly to the priest. The magic takes effect immediately after the spell is completed rather than at the end of the round.\n All damage suffered by the priest’s allies during the previous turn is undone. This includes energy drains, poison, and all special attack forms *unless* these resulted in instantaneous death. Death from cumulative physical damage is undone, however. Any creature brought back to life by the *reversion* spell is not required to make a resurrection survival roll.\n Any spells cast by the priest’s allies during the previous turn are restored and may be used again. This does not apply to magical or spell-like effects from magical items or scrolls. Material components consumed in spellcasting during this time are also restored.\n The *reversion* spell affects only creatures and characters. Equipment and magical items are not affected.\n Casting this spell ages the priest one year.'
+};
+
+priq['Robe of Healing'] = {
+ 'level': 'q',
+ 'school': 'Enchantment, Necromancy',
+ 'sphere': 'Healing',
+ 'range': 'Touch',
+ 'duration': '1 hour',
+ 'aoe': 'One robe',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 119',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '1d4+4',
+ 'effect': 'This spell enchants the priest’s robe or cloak, enabling him to walk among wounded creatures and heal them. By touching the robe, a wounded creature is cured of 1d4+4 hit points. As many creatures as can physically touch the robe within the spell duration can be healed. A reasonable maximum is 20 creatures per round, allowing a total of 1,200 creatures to be healed. A creature can be affected only once per week by the *robe of healing*.'
+};
+
+priq['Siege Wall'] = {
+ 'level': 'q',
+ 'school': 'Alteration, Invocation',
+ 'sphere': 'Creation, Guardian',
+ 'range': '480 yards',
+ 'duration': 'Special',
+ 'aoe': 'One building',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 119',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A *siege wall* uses magical energy to fortify all external areas of a fortified building, such as walls, battlements, drawbridges, and gates. External surfaces to be protected must be contiguous.\n The protective effects of the *siege wall* are compatible with BATTLESYSTEM rules (see Chapter 7). Creatures assaulting the protected building have their movement rates reduced by half when trying to scale the exterior surfaces (scaling ladders, etc.). Attackers suffer a -2 penalty to damage rolls for missile fire.\n Damage or AD caused by war machines is reduced by 2 die levels (if normal damage is 1d12, 1d8 is rolled instead; if damage is 1d10, 1d6 is rolled; ballista has AD8). Damage caused by crushing engines is rolled at -2 to the damage roll or ADs. Hits or hit points of crushing engines are reduced by half.\n All enemies attacking a building protected by *siege wall* who enter an enclosed wall space are out of command unless they are in the line of sight of their commander, regardless of his control diameter.\n All exterior areas of the fortification have their hit points or Hits doubled (see Hits of Building Features in BATTLESYSTEM rules).\n The *siege wall* expires if the building is destroyed; it lasts a maximum of 24 hours.'
+};
+
+priq['Shooting Stars'] = {
+ 'level': 'q',
+ 'school': 'Conjuration, Invocation',
+ 'sphere': 'Combat, Sun, Weather',
+ 'range': '120 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': '40-yard radius',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': '½',
+ 'materials': '',
+ 'reference': 'p. 119',
+ 'book': 'Tome of Magic',
+ 'damage': '[[6d10]] Fire and Electrical + 48',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A priest casting *shooting stars* creates a violent turbulence in the air above the area of effect, from which a number of fiery-orange, electrically-charged miniature fireballs erupt and shower onto the ground. Within the area of effect, all creatures suffer 6d10 points of combined fire and electrical damage. A successful saving throw at a -4 penalty indicates half damage.\n In addition, four large *shooting stars* materialize within the area of effect. The priest can individually target these at specific creatures. If creatures are not specified, the targets are randomly selected. Each shooting star causes 48 points of damage on impact (no saving throw is allowed). Any creature within 10 feet of impact suffers 24 points of fire damage (half-damage if a saving throw at -4 is successful).'
+};
+
+priq['Sphere of Security'] = {
+ 'level': 'q',
+ 'school': 'Abjuration',
+ 'sphere': 'Protection',
+ 'range': '0',
+ 'duration': '6 turns',
+ 'aoe': '10-foot-radius sphere',
+ 'components': '',
+ 'cast-time': 'Special',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 119',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Sphere of security* protects the priest who casts the spell and his companions within the area of effect. Enemy creatures within the area are unaffected.\n The sphere grants affected creatures a +2 bonus to armor class, a +2 bonus to all saving throws vs. magic, and 50% magic resistance. Casting this portion of the spell requires 1 round.\n In addition, the priest can specify as many as four additional specific protection effects from the List of Protection Scrolls in Appendix 3 of the *DMG*. Each additional protection lengthens casting time by 1 round. The priest may create one effect per 5 levels of his experience, to a maximum of four effects. Currently [[{[[floor(@{level-priest}]]/5),4}kl1]] effects'
+};
+
+priq['Spiral of Degeneration'] = {
+ 'level': 'q',
+ 'school': 'Enchantment/Charm, Invocation',
+ 'sphere': 'Chaos, Thought',
+ 'range': '0',
+ 'duration': '6 turns',
+ 'aoe': '50-foot-diameter sphere',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 120',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This potent spell affects all creatures hostile to the priest within the area of effect. The Power granting the spell causes the spell’s effects to manifest in one of two ways: the Chaos variation or the Thought variation.\n In the Chaos variation, the fabric of reality is altered to change events. Magical items dysfunction because the fabric of magical reality is changed.\n In the Thought variation, the thoughts of the victims of the spell are distorted and altered so that they find themselves unable to function coherently and effectively. Magical items dysfunction because the thoughts of their users are warped to either convince them that the items cannot function or block thought so that proper commands cannot be given.\n The effects on the victims of the spell are the same for both variations. Each round, there is a 50% chance that a degeneration effect will occur in the area of effect. When this occurs, two events take place. First, spellcasters lose one spell from each level of spell currently memorized (e.g., a spellcaster who has memorized three spells each from levels 1 through 3 loses one spell from each level for a total of three). Lost spells may be regained normally through rest and memorization.\n Second, magical items are affected in the following ways:\n •Weapons and armor lose one level of enchantment (a *sword +3* becomes a *sword +2*, etc.).\n •Magical items that carry charges (wands, rods, staves, etc.) are drained of 1d10 charges.\n •Magical items without pluses or charges must make a saving throw versus spell (using the saving throw of their owner) or become nonmagical.\n •Potions lose all magic and scrolls lose one randomly determined spell.\n •Permanent magical items (swords, boots, armor, etc.) temporarily lose all effects until the spell expires or until the items leave the area of effect and for 1d10 rounds thereafter.\n Single-use and charged items are permanently affected by this spell. A potion destroyed by this spell remains useless even after the spell ends.\n Within the area of effect, magical communication is impossible due to thought blocks and chaotic effects. No communication magic (*ESP*, *sending*, etc.) will function; any spellcaster trying to cast such a spell will be stunned for 1 round per level of the spell he attempts to cast. A reverse of the *tongues* spell operates continuously in the area of effect. Telepathic communication (e.g., with a familiar) is also impossible.\n In the Chaos variation of the spell, the center of the area of effect moves 10’ per round. The direction is randomly determined using 1d8 roll and compass points (1N, 2NE, 3E, 4SE, 5S, 6SW, 7W, 8NW). The radius of the spell effect will never exclude the priest who cast the spell; re-roll any result that leads to this occurrence.'
+};
+
+priq['Stalker'] = {
+ 'level': 'q',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Creation, Guardian, Plant',
+ 'range': '30 yards',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 120',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A priest casting this spell conjures [[1d4+2]] plant creatures which have statistics identical to shambling mounds of 11HD. These creatures will aid the caster in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with the priest for seven days unless he dismisses them. If the *stalkers* are summoned only for guard duty, however, the duration of the spell is seven months. In this case, the *stalker*s can only be ordered to guard a specific site or location.\n The *stalkers* gain resistance to fire as per shambling mounds *only* if the terrain is suitable (marshy, close to a body of water, etc.)'
+};
+
+priq['Storm of Vengeance'] = {
+ 'level': 'q',
+ 'school': 'Evocation',
+ 'sphere': 'Elemental, War, Weather',
+ 'range': '400 yards',
+ 'duration': '1 turn',
+ 'aoe': '120-yard radius circle',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 121',
+ 'book': 'Tome of Magic',
+ 'damage': '*Round 2:* 1d4+1 Acid. *Round 3*: 8d8 Lightning. *Round 4* 3d10.',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell requires the priest to concentrate and cast the spell for the full duration of the spell. The casting time and duration are simultaneous; both activities occur in the same turn.\n In the first round of casting, the priest summons an enormous black storm cloud over the area of effect. Lightning and crashing claps of thunder appear within the storm; creatures in the area of effect must make a saving throw or be deafened for 1d4 turns.\n On the second round, acid rains down in the area, inflicting 1d4+1 points of damage. No saving throw is allowed.\n On the third round, the caster calls six lightning bolts down from the cloud. Each is directed at a target by the priest (all may be directed at a single target or they may be directed at six separate targets). Each lightning bolt strike causes 8d8 points of damage (a successful saving throw indicates half damage).\n On the fourth round, hailstones rain down in the area, causing 3d10 points of damage (no saving throw).\n On the fifth through tenth (and final) rounds, violent rain and wind gusts reduce visibility to five feet. Movement is reduced 75%. Missile fire and spellcasting from within the area of effect are impossible.\n The sequence of effects ceases immediately if the priest is disrupted from spellcasting during the 1 turn duration of the spell. The priest may opt to cancel the effects at any time.'
+};
+
+priq['Transformation'] = {
+ 'level': 'q',
+ 'school': 'Alteration, Enchantment, Illusion',
+ 'sphere': 'Numbers',
+ 'range': '0',
+ 'duration': '3 turns',
+ 'aoe': '100-yard-radius sphere',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 121',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *transformation* spell allows the priest to alter extradimensional and relative geometries within the area of effect. This enables the priest and his companions to use extradimensional links to facilitate rapid movement as follows.\n All allies of the priest are able to *blink* (as per the 3rd-level wizard spell) once per round, with the ability to select the direction of movement.\n As many as 10 creatures (designated by the priest at the time of spellcasting) can use the *teleport without error* spell. They may teleport anywhere within the area of effect of the *transformation* spell once during the duration of the spell.\n As many as 10 creatures (specified by the priest at the time of spellcasting) gain abilities as if wearing *boots of striding and springing* for the spell duration.\n At any time during the spell, the priest and as many as 10 other creatures can be affected as per a *shadow walk* spell. Creatures to be affected must stand in a circle and touch hands. As soon as the priest who cast the *transformation* spell leaves the area of effect via the shadow walk, all other effects of the *transformation* are canceled.'
+};
+
+priq['Undead Plague'] = {
+ 'level': 'q',
+ 'school': 'Necromancy',
+ 'sphere': 'Necromantic',
+ 'range': '1 mile',
+ 'duration': 'Special',
+ 'aoe': '[[100*[[@{level-priest}]] ]]-yard square',
+ 'components': '',
+ 'cast-time': '2 rounds',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 121',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By means of this potent spell, the priest summons many ranks of skeletons to do his bidding. The skeletons are formed from any and all humanoid bones within the area of effect. The number of skeletons depends on the terrain in the area of effect; a battlesite or graveyard will yield 10 skeletons per 100 square yards; a long-inhabited area will yield three skeletons per 100 square yards; and wilderness will yield one skeleton per 100 square yards.\n The spell’s maximum area of effect is 10,000 square yards. Thus, no more than 1,000 skeletons can be summoned by this spell.\n The skeletons created by this spell are turned as zombies and remain in existence until destroyed or willed out of existence by the priest who created them.'
+};
+
+priq['Warband Quest'] = {
+ 'level': 'q',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Charm, War',
+ 'range': '240 yards',
+ 'duration': 'Special',
+ 'aoe': '200 creatures',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 122',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A priest may cast *warband quest* on any group of 200 creatures who are capable of understanding his commands. The creatures are then affected in a manner similar to the 5th-level priest spell, *quest*. Unwilling creatures are allowed a saving throw with a -4 penalty to avoid the effects.\n The specified quest must be related to the reason that the Power granted this spell (perhaps a quest to slay or overcome a specified enemy).\n *Warband quest* gives subjects of the spell a bonus of 2 hp per level of the caster (maximum 20 hp). Currently [[{2*[[@{level-priest}]],20}kl1]] bonus hp. Subjects also gain the effects of a *prayer* spell and have Morale of 18 while on the quest. These benefits last for the duration of the spell; the spell ends when the specified task is completed. A creature who abandons the quest is subject to the wrath of his deity.'
+};
+
+priq['Ward Matrix'] = {
+ 'level': 'q',
+ 'school': 'Invocation/Evocation',
+ 'sphere': 'Wards',
+ 'range': 'Special',
+ 'duration': '60 days',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '6 turns',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 122',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *ward matrix* spell links as many as six locations within the Prime Material plane. Only locations that have a functioning Wards spell may be linked. *Ward matrix* conjoins the different Wards spells so that each linked site gains the protection of all other wards in the network.\n From the place where the *ward matrix* is cast, magical connections spread to the other designated sites. These can be seen with a *true seeing* or similar spell as tendrils of magical energy running through the air just above ground level. The connections target their destinations and move toward them at a rate of 40 miles per turn. They can evade barriers such as *anti-magic shells* by moving above or around them. When the connections reach their destinations, they multiply and spread to connect all other locations in the network; this secondary linkage is established at a rate of 20 miles per turn.\n The conjoining of Wards lasts for 60 days unless a linked area is destroyed or a Wards spell is dispelled. Any location that is destroyed or has its Wards spell dispelled is removed from the matrix; other connections remain intact for the duration.'
+};
+
+priq['Wolf Spirits'] = {
+ 'level': 'q',
+ 'school': 'Conjuration/Summoning, Invocation',
+ 'sphere': 'Animal, Guardian, Summoning',
+ 'range': '30 yards',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 122',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The priest casting this spell calls upon the “spirits” of wolves (or another animal, if appropriate). The notion of *wolf spirits* is akin to the Wild Hunt of Celtic mythology: a pack of enormous magical wolves led by a human master who range Celtic lands seeking to destroy evil. The *wolf spirits* spell summons [[2d4+2]] such entities to serve the priest as master.\n *Wolf spirits’* statistics are as follows: AC -4; MV 36 Fl 36 (B); HD 5+5; #AT 1; Dmg 3d6; AL N; SZ M; ML 20; THAC0 14. They are immune to all forms of mind control, illusions, gases, paralyzation, and spells which affect only corporeal creatures. They cannot be harmed by weapons of less than +2 enchantment.\n *Wolf spirits* can be instructed to perform a service in the manner of the *animal summoning* spells. In this variation in the Animal and Summoning spheres, the spell does not expire until the spirits have performed their commanded service, to a maximum duration of 14 days. In the Guardian variation of this spell, the spirits can only be commanded to keep watch over an area or creature. The spell lasts 100 days for this type of service.'
+};
+
+//#endregion
+
+//#region The Complete Book of Elves
+pri2['Camouflage'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'sphere': '',
+ 'range': '20’ radius',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[@{level-priest}]] persons',
+ 'components': 'S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': 'A mistletoe berry.',
+ 'reference': 'p. 101',
+ 'book': 'The Complete Book of Elves',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The elves jealously guard this spell. It allows the mage to instantly and completely hide the number of people allowed by the spell, concealing them against even thorough searches. This spell functions only in the wilderness, however, for it changes the appearance of the affected characters into a facsimile of natural surroundings. It is effective even against infravision and is therefore perfect for use by spies and infiltrators. Characters in this form still have all their faculties and abilities, and they can emerge from this cover at any time they desire.\n It is even possible for characters to move while within this form. Those affected may move up to 10 feet in a single round, creeping more closely to their targets. If they travel faster than this, the spell dissipates. As long as the movement is surreptitious and stealthy (“Look, Thrag! That bush *moving*!”), they should be safe. As with the *invisibility* spell, if the enspelled characters attack they gain the initiative and a +4 bonus to attack rolls because of total surprise, yet lose the benefits of the spell.\n The characters cannot be detected except by magic or by moving stupidly. Until the spell wears off, the characters can enjoy near-total invisibility and gain much-needed information.'
+};
+
+pri2['Seeking'] = {
+ 'level': '2',
+ 'school': 'Enchantment, Invocation',
+ 'sphere': '',
+ 'range': '100 yards',
+ 'duration': '1 turn',
+ 'aoe': '[[{floor([[@{level-priest}]]/3),5}kl1]] missile(s)',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 102',
+ 'book': 'The Complete Book of Elves',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *seeking* spell takes the normal laws of momentum and gravity, and then twists them slightly in a way that is favorable to the caster of the spell.\n The caster can ensorcel a number of normal, nonenchanted missiles no larger than a javelin, equal to one-third his level, to a maximum of five missiles. When they have been enchanted, the caster may either use them or distribute them to his or her companions.\n When shot or hurled at a target, the missiles unerringly seek the target. They will hit nothing else but that target. The missiles can go around objects of corners if the target was visible when the spell was cast, but the missiles cannot pass through solid obstructions. For example, if the target closes a door, the missiles slam into the door and cannot be removed until the spell wears off.\n The normal range can be extended to the distance of the target creature as long as the opponent uses only ordinary methods of escape. If the target *plane shifts*, *teleports*, *blinks*, or uses some other means of instantaneous transport, the missile can no longer home in on its target. It falls to the ground, useless.\n This spell is not an automatic guarantee of success. Rather, it ensures that archers and slingers, when firing into melee, will not accidentally hit those who are on their side. This spell is especially useful for battles or shots in narrow corridors. If the person firing the arrow or bullet can see the target, he can fire for normal damage without fear of damaging comrades.'
+};
+//#endregion
+
+//#region The Complete Rangers Handbook
+pri1['Allergy Field'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[3+[[@{level-priest}]] ]] rounds',
+ 'aoe': '[[5*[[@{level-priest}]] ]]-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A pinch of ragweed.',
+ 'reference': 'p. 87',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell causes characters entering the affected area to suffer extreme allergic reactions. It may be cast on any field, meadow, forest, or other outdoor area with an abundance of plant life, causing the plants to produce pollen, antigens, or similar allergens. Characters coming in contact with the affected area who fail their saving throws vs. spell, experience swelling of the eyes, fits of sneezing, and dull headaches for the next 2-5 (1d4+1) turns. During that time, they make all attack rolls and ability checks at a -1 penalty.\n The spell affects a cubic volume whose sides are 5 feet long per level of the caster; thus, a 9th-level caster could affect a 45’ ✕ 45’ ✕ 45’ cube. The spell lasts until the end of the indicated duration, or until the first frost, whichever comes first.'
+};
+
+pri1['Recover Trail'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Plant',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '4 + Special',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 87',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A caster who has lost a quarry’s trail while using the tracking proficiency can use this spell to proceed. The spell only works in terrain containing some type of vegetation (such as trees, grass, or seaweed). The quarry must have left some potential trail on which the spell can act (the spell cannot track a creature that has *teleported* or *plane shifted*, for example).\n If successful, within an hour after casting the spell, the vegetation in a particular area will begin to flutter, as if being blown by a gentle breeze. If the wind is already blowing, the vegetation moves up and down, or moves in another unusual way to attract the caster’s attention. When examining this area, the caster will notice a footprint, broken twig, or other sign previously overlooked, indicating to correct trail. The spell has a success chance of 60% + 2% per level of the caster. Currently [[60+2*[[@{level-priest}]] ]]%.\n This spell will immediately negate a *pass without trace* spell if cast directly for that purpose, otherwise it will still function normally to allow tracking along the disguised trail.\n Any spellcaster with access to both the plant sphere and the tracking proficiency can use this spell.'
+};
+
+pri1['Revitalize Animal'] = {
+ 'level': '1',
+ 'school': 'Necromancy',
+ 'sphere': 'Animal',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'One animal',
+ 'components': 'V, S',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 88',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '1d4 or 2d4',
+ 'damage-type': '',
+ 'healing': '1d4 or 2d4',
+ 'effect': 'This spell allows the caster to heal an animal by transferring life force (hit points) from himself to the animal. If the animal is touched with one hand, it regains [[1d4]] hit points, just as if it had received a *cure light wounds* spell. Touching the animal with both hands restores [[2d4]] hit points. In either case, the caster temporarily loses the number of hit points that the animal regains. The caster will recover his lost hit points 1-4 hours later (if he transferred 3 hit points, he recovers 3 hit points in 1-4 hours). The caster’s recovery of these hit points has no effect on the restored animal.\n During the 1-4 hours before the caster recovers his transferred hit points, he feels weak and dizzy, making all attack rolls at a -1 penalty during that time. Should the ranger die during that 1-4 hour period, the recovery process stops immediately and *no* hit points are recovered.\n The animal cannot recover hit points beyond the normal allotment. For instance, an animal that normally has 10 hit points, but has been reduced to 6 due an injury, can’t receive more than 4 hit points from this spell. Also, the caster will have at least 1 hit point remaining after using this spell; if the caster has 6 hit points, he won’t transfer more than 5 to a damaged animal.\n *Revitalize animal* works on animals only; it has no effect on humans, demihumans, humanoids, magical creatures, etc. The spell is not reversible; that is, an injured caster can’t receive hit points from an animal.'
+};
+
+pri2['Animal Eyes'] = {
+ 'level': '2',
+ 'school': 'Necromancy',
+ 'sphere': 'Animal',
+ 'range': '0',
+ 'duration': '[[3+[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A glass lens no larger than one inch in diameter as a focus, which is not consumed in the casting.',
+ 'reference': 'p. 88',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By using this spell, the caster can temporarily see through the eyes of any animal. The caster points at any single animal within 100 yards, then closes his eyes and remains stationary. In his mind’s eye, he sees whatever the animal is seeing. If the subject animal is a squirrel studying the party from a tree branch, the caster sees himself and the party from the perspective of the squirrel. If the subject animal is a bird soaring overhead, the caster gets a bird’s eye view of the area below.\n The spell has no effect on the subject animal, nor can the caster control the animal’s actions in any way. The animal is unaware of the spell and acts as it normally would. The spell persists until the end of its duration, or the caster moves or takes another action. The caster may voluntarily negate the spell by opening his eyes. The spell also ends if the animal is killed, or moves more than 100 yards away from the caster.\n The subject animal must be one normally found in nature. It may not be supernatural, human, demihuman, nor of extraplanar origin.'
+};
+
+pri2['Locate Animal Follower'] = {
+ 'level': '2',
+ 'school': 'Divination (Reversible)',
+ 'sphere': 'Animal',
+ 'range': '[[60+10*[[@{level-priest}]] ]] yards',
+ 'duration': '8 hours',
+ 'aoe': '1 animal follower',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A hair, feather, scale or other physical remnant of the lost follower.',
+ 'reference': 'p. 88',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Occasionally, a ranger’s animal follower may wander away in search of food or a mate. An animal follower may also be abducted or trapped. The *locate animal follower* spell helps the ranger find such lost creatures.\n The spell takes affect once the ranger fixes in his mind the follower being sought. The spell locates only that specific follower.\n Once the spell is cast, the ranger slowly turns in a circle. If the follower is within range, the ranger senses when he is facing in the direction of the sought follower. If the follower isn’t within range, the spell doesn’t work. If the follower moves out of the area of effect, the spell is immediately negated. As soon as the ranger sees the lost follower, the spell ends. The spell is blocked by lead.\n The spell works only on a natural animal follower (including giant animals); not a supernatural creature, human, demihuman, humanoid, or other. If the follower is dead, the spell still seeks it out, providing other conditions of casting are met.\n The reverse of this spell, *obscure follower*, hides an animal follower from detection by spells, crystal balls, and similar means for eight hours.'
+};
+
+pri3['Call Follower'] = {
+ 'level': '3',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Animal',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': '[[10*[[@{level-priest}]] ]] mile radius',
+ 'components': 'V, S',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 89',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A ranger who has not yet received his full allotment of followers can use this spell in an attempt to summon one. After the spell is cast, the DM secretly consults the list of followers he’s chosen for the ranger, or rolls an appropriate table. If the DM decides that a potential follower exists within the area of effect, the follower appears within the next 24 hours. If the DM decides that a follower isn’t available within the area of effect, nothing happens (no follower appears). Note that the ranger can’t request a specific type of follower; as always, the type of follower is up to the DM. The spell can be attempted no more than once per month.\n *DM Note:* Notes on staging the arrival of the follower are also given in Chapter 3.'
+};
+
+pri3['Chatterbark'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'One tree',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 89',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A variation of the 4th-level priest spell, *speak with plants*, this spell enables a ranger to ask a simple question to a tree and receive a spoken response. The tree can be any species, so long as its trunk is at least 1 foot in diameter. Before casting the spell, the ranger must spend at least an hour carving a humanoid face in the trunk; if the ranger has a proficiency in wood carving (a variation of artistic ability), he can carve a suitable face in one turn.\n After carving the face, the ranger spends 1 turn casting the spell, at which time the face becomes animated, twitching and grimacing as if just awakening from a long sleep. The tree face then looks at the caster expectantly, waiting for a question. The caster may ask the tree any single question that can be answered in a single word or short phrase. Typical questions might include: “Has a dragon passed this way within the last few days?” “Has it rained here recently?” “Are there any fruit trees nearby?” The tree answers the question honestly. If the question is beyond the scope of its knowledge, the tree says, “I don’t know.” After answering, the face disappears.\n The DM should keep in mind that a typical tree doesn’t know very much, as it has little experience, never travels, and rarely interacts with other living things in meaningful ways. As a rule of thumb, a tree’s knowledge is limited to things it has observed (passersby, weather conditions) and general information about the immediate area (animal populations, location of landmarks). A tree can’t give dependable advice or make judgements. If the DM is in doubt about what a particular tree knows, the tree answers, “I don’t know.”'
+};
+
+pri3['Animal Trick'] = {
+ 'level': '3',
+ 'school': 'Enchantment',
+ 'sphere': 'Animal',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One animal',
+ 'components': 'V, S',
+ 'cast-time': '6',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 90',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell temporarily enables any animal to perform a trick it normally doesn’t know or lacks the intelligence to execute. The animal must be within 30 yards of the caster and must be able to hear his spoken commands. If these conditions are met, the animal will do exactly what the ranger tells it. A lion will batter down the door of a cell, a cat will fetch a key and carry it in its mouth, a parrot will draw a circle in the sand with its claw. A creature with less than 5 hit dice and no prior allegiances receives no saving throw. Any willing creature predisposed to aid the caster (such as an animal follower) will not resist this spell at all.\n The animal can’t execute a trick or task that exceeds its physical limitations. A snake can’t pick a lock, and a horse can’t play a trumpet. Note also that the caster must give specific instructions, not general commands. If the caster commands a lion to “Get something to help me put out this fire,” the puzzled lion won’t know what do to. However, if the caster says, “Take this bucket in your mouth, dip it in the stream, and carry the water back to me,” the lion will do as it’s told.\n The caster can take other actions while the animal is completing the trick. Once the animal completes its trick, the caster may give it additional tricks to complete until the spell expires. If the spell expires while the animal is in the middle of a trick, or if the spell is broken by some means, the animal immediately stops what it’s doing.'
+};
+
+pri3['Polymorph Plant'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'One plant',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'Any seed.',
+ 'reference': 'p. 91',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables a ranger to transform any single plant, including a fungus or mold, into any other type of plant of the ranger’s choice. The change is permanent. The changed plant has the physical appearance of its new form, but not all of the associated properties. If edible, the new form tastes as bland as cotton. If normally used as a spell component, the new form has only a 50% chance of actually functioning as a component. If normally used for medical purposes (such as for a healing salve or poison antidote), the new form has only a 50% chance of having any beneficial properties.\n Only living plants can be polymorphed; the spell won’t work on a fallen leaf, a nut, or a picked fruit. The size of the plant is not relevant; a blade of grass may be polymorphed into a towering oak tree and vice versa. The new form doesn’t have to be indigenous to the environment; an evergreen tree on a frigid mountain may be polymorphed into a cactus (although it may not thrive for long).\n Neither the original vegetation nor its polymorphed form can be an intelligent plant or a plant-like creature. Nor are unnatural plant forms allowed; a mushroom may be transformed into a normal-sized cornstalk, but not a 50-foot-tall cornstalk or a stalk that produces apples instead of corn.'
+};
+//#endregion
+
+//#region The Complete Druid's Handbook
+pri1['Beastmask'] = {
+ 'level': '1',
+ 'school': 'Illusion/Phantasm',
+ 'sphere': 'Animal',
+ 'range': 'Touch',
+ 'duration': '12 hours',
+ 'aoe': '1 creature',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A miniature wooden mask carved to look like the animal.',
+ 'reference': 'p. 91',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Beastmask* may affect any single person or animal, or characters may cast it on themselves. It allows the subject to take on the illusory form of a single animal species--but only that species of animal can perceive the illusion. The subject may not assume an animal form more than twice or less than one-quarter the character’s size.\n The almost perfect illusion the spell creates deceives the animal’s sight, hearing, smell, and touch. For instance, once a character casts a “bear” illusion on a subject, bears believe that subject to be a bear, while to humans, other races, and other creatures, the subject remains the same.\n Characters normally use *beastmask* to travel among or hunt a particular species. This spell lets a druid assume the guise of a caribou to move among a herd without causing them to panic. A character also could avoid being attacked by a pack of dire wolves by wearing a wolf’s “mask.”\n *Beastmask* does not allow communication with the animal species, though it can be used with animal communication spells.'
+};
+
+pri1['Puffball'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': '[[2*[[@{level-priest}]] ]] rounds',
+ 'aoe': '1 mushroom, etc.',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Special',
+ 'materials': 'A pinch of ground puffball, sprinkled over the fungus to be enchanted.',
+ 'reference': 'p. 87',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A character who casts *puffball* on a normal mushroom, truffle, or toadstool (up to 6 inches in diameter) transforms the fungus into a magical *puffball*, which the character may drop or throw. The DM should decide what type of roll, if any, is required to hit the target (Strength, Dexterity, etc.) See the *DMG*, pgs. 62-63, for rules on grenadelike missiles.\n The *puffball* bursts upon landing, releasing a cloud of spores 10 feet in diameter. Those caught in the spore cloud must save vs. poison or suffer an attack of coughing and choking. Victims can make no attacks and lose all Dexterity bonuses to Armor Class and saving throws. The cloud dissipates in [[1d3+1]] rounds; residual effects still afflict characters one round after they escape the cloud or it fades.\n The spell’s effects do not affect undead or similar nonbreathing creatures. If no one throws (or drops) the missile by the time its duration expires, the enchantment is lost.'
+};
+
+pri1['Whisperward'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Guardian, Weather',
+ 'range': 'Touch',
+ 'duration': 'Permanent until triggered',
+ 'aoe': '1 item',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 87',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Whisperward* can be cast on any single item, portal, or closure (such as a book, door, or lid). It may ward up to a 30-foot radius.\n The character keys the ward to become activated (like a *magic mouth* spell) under specific conditions--such as when a certain individual enters the area or opens the warded closure. When the ward is triggered, a soft whispering breeze blows across the caster’s face. The caster must stay within 1 mile per experience level of the ward to receive the warning. Currently [[@{level-priest}]] mile(s).'
+};
+
+pri2['Animal Spy'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'sphere': 'Animal',
+ 'range': '10 yards',
+ 'duration': '[[floor([[@{level-priest}]]/2)]] turn(s)',
+ 'aoe': '1 animal',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 87',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Only a normal (real-world) animal or a giant version of a normal animal species may become an animal spy. This spell enables the caster to share the animal’s senses--see through the animal’s eyes, hear with its ears, smell with its nose, and so on. The animal is completely unaware of the spell’s effect, unless the druid warns the beast before casting. *Animal spy* grants no control over the creature. However, most casters will use it on a trained animal or one befriended via the *animal friendship* spell.\n For the duration of the spell, the caster remains in a trance, unable to move or use human senses. This consequence can prove dangerous; for instance, characters attacked while using the spell cannot feel injuries to their bodies. However, at the start of any round, the caster may choose to return the animal’s senses to the creature and resume control of the human body. This decision ends the spell immediately. The spell also ends if the animal travels more than 100 yards away per level of the caster. Currently [[100*[[@{level-priest}]] ]] yards.'
+};
+
+pri2['Beastspite'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Animal',
+ 'range': '10 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '1 person',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 88',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Beastspite* afflicts a single person with a magical aura that induces one species of animal to hate and fear the character. The character becomes loathed by any species of normal (real-world) animal. While this range excludes monsters, it includes giant animals of the same real-world species. (For example, if *beastspite* causes bats to hate the subject, giant bats will react similarly.)\n When the character comes within 30 yards of an animal from the target species, the creature will make warning signals (barks, growls, etc.). Its further reaction depends on the animal’s nature.\n • Aggressive animals, including all predators and most trained guard animals, attack the spell recipient.\n • Nonaggressive beasts shun the character, fleeing or attacking if approached.\n • Owners can restrain their domesticated animals, but the beasts show obvious distress and may become very hostile if the character tries to touch them.\n • If the subject was riding when the spell took effect, the mount tries to throw off the character. The subject must make a riding proficiency check each round to stay astride and to avoid a fall if thrown off.\n • An animal extremely loyal to the subject, such as a pet dog, a creature influenced by an *animal friendship* spell, a wizard’s familiar, or a paladin’s war horse does not become utterly hostile to its owner. Instead it notices something “wrong” about the character and acts unusually nervous.'
+};
+
+pri2['Fortifying Stew'] = {
+ 'level': '2',
+ 'school': 'Necromancy',
+ 'sphere': 'Healing',
+ 'range': 'Touch',
+ 'duration': 'Stew retains enchantment 1 turn',
+ 'aoe': '[[@{level-priest}]] bowls of stew, etc.',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A vial of stock made of the first fruit of the harvest.',
+ 'reference': 'p. 88',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Any bowl of broth, porridge, or stew the priest has concocted can become subject to *fortifying stew*. A character can enchant one bowl of stew (about 8 ounces) per experience level. Someone must consume the enchanted meal within one turn of the casting.\n Anyone partaking of an entire bowlful reaps magical benefits. First, the diner gains nourishment for an entire day from the single meal. In addition, for two hours plus one round per the caster’s level, the character receives [[1d4+1]] temporary hit points. Currently 2 hours and [[@{level-priest}]] rounds. Any damage suffered comes off the extra hit points first. The effects of multiple helpings of *fortifying stew* are not cumulative.\n For example, Snapdragon, a 7th-level druid, cooks a meaty broth, casts *fortifying stew* on it, and eats the bowlful. A roll of 2 gives her 3 extra hit points. When the spell’s effects wear off just over three hours, she loses these extra points. If she suffers 5 points of damage in the meantime, she actually loses only 2 hp of her own, since 3 hp came off the extra hit points.'
+};
+
+pri2['Gift of Speech'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Animal',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '1 animal',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 90',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *gift of speech* spell grants a normal animal (or a giant version of a normal animal) the ability to speak any *one* of the languages the caster knows, whichever the caster chooses, along with the ability to understand words and simple concepts expressed in that language. The affected animal’s reactions do not change, nor does its Intelligence increase. The spell has no effect if cast on a creature with an Intelligence score of less than 1.'
+};
+
+pri3['Pass Without Trace, 10\' Radius'] = {
+ 'level': '3',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Plant',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': 'Radius 10 feet around caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A sprig of pine burned to ash. Upon casting the spell, the character scatters the powder in a circle.',
+ 'reference': 'p. 90',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Identical in function to *pass without trace*, *pass without trace, 10’ radius* affects everyone within 10 feet of the caster. The effect moves with the caster, so creatures must stay within 10 feet of the caster to continue to avoid leaving tracks. A creature who leaves the area of effect can then be tracked normally. Creatures moving into the area of effect after casting are unaffected.'
+};
+
+pri3['Shape Wood'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '9 cubic feet+[[@{level-priest}]] cubic foots',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A pinch of fine sawdust, which is blown over the wooden subject of the spell.',
+ 'reference': 'p. 90',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By means of *shape wood*, the caster can reform wood. For example, the character can cast it upon any appropriate-sized piece of wood to fashion a wooden weapon, make a rough door, or even create a crude figurine.\n The spell also allows the caster to reshape an existing wooden door, perhaps to escape imprisonment. Again, the volume of the wooden object must be appropriate to the desired result and fit in the area of effect.\n While a character might form a wooden coffer from a tree stump or a door from a wooden wall, the result does not bear high-quality detail. If a shaping has moving parts, there is a 30% chance they do not work.\n The alteration endures permanently, at least until the wood rots or is physically destroyed.'
+};
+
+pri4['Detect Animal Attacker'] = {
+ 'level': '4',
+ 'school': 'Divination',
+ 'sphere': 'Animal',
+ 'range': 'Touch',
+ 'duration': 'Instantaneous',
+ 'aoe': '1 creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 90',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Depending on how it is cast, *detect animal attacker* gives the druid a visual image either of a creature that injured an animal or of an animal that attacked any victim.\n While casting the spell upon any victim of an attack by a natural animal (a victim whose body still bears the marks of claws, fangs, or other natural weapons), the druid touches the victim’s wound. This brief touch gives the caster a fleeting vision of the animal that caused the injuries as it looked at the time of the attack.\n Likewise, a druid casting the spell upon an injured real-world animal can touch its wound and receive a vision of the person, monster, or animal that harmed it.\n Even if the caster receives a vision of an unfamiliar attacker, the character usually can get an idea of its size, primary attack method, and alignment. (The druid senses good, evil, or neutrality.)\n In addition, if the creature still lives and fails a saving throw vs. spell, the caster senses its current position, location, and direction of travel.\n *Detect animal attacker* works only within one hour per level of the caster after the victim receives the injury in question. Currently [[@{level-priest}]] hours. The spell is effective regardless of whether the attack proved fatal.'
+};
+
+pri4['Earthmaw'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Elemental (Earth)',
+ 'range': '50 yards',
+ 'duration': '1 round',
+ 'aoe': '10-foot diameter circle',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Negate',
+ 'materials': 'A tooth from any predatory creature.',
+ 'reference': 'p. 91',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '[[@{level-priest}]]d4',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Earthmaw* causes a patch of ground 10 feet in diameter to open and form a gigantic mouth with stalactite teeth. The mouth springs forth on a short serpentine neck, much like a water weird, and attacks once in a direction the caster dictates. Then it retracts into the earth and closes solidly. The site of an *earthmaw* spell appears as if the ground has been tilled recently.\n The mouth can attack one large creature, two man-sized creatures, or four small-sized creatures within 10 feet of its outer edge. It can strike multiple creatures only if they remain clustered within a 10-foot diameter circle adjacent to the maw.\n The earthmaw attacks as a monster with Hit Dice equal to the caster’s level. Creatures standing on the site of the maw suffer a +3 penalty to Armor Class for purposes of this attack only. Creatures standing next to the maw suffer no AC penalty.\n A successful hit inflicts 1d4 points of damage per level of the caster. An *unmodified* roll of 19 or 20 means the maw has swallowed the victim whole, burying the character 2d4 feet below ground. Victims can be dug out manually, with appropriate spells (such as *dig*), or with magical items (such as a *spade of colossal excavation*). A creature trapped underground will suffocate unless freed within a number of rounds equal to one-third its Constitution score.\n *Earthmaw* may be cast on any area of loose or packed earth, sand, or vegetation-covered soil. It may be cast indoors on an earthen surface: for example, on the dirt floor of a barn or basement, but not on the marble floor of a home or temple. It may not be cast on an area containing a tree, any portion of a building, or any type of pavement.\n An object present on the site of the maw (such as a campfire or a tent, etc.) counts as a creature of that object’s size in attacks.'
+};
+
+pri4['Hunger'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Animal, Plant',
+ 'range': '10 yards',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': '1 person',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Negate',
+ 'materials': 'A pinch of the food that can end the spell.',
+ 'reference': 'p. 92',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Those affected by *hunger* no longer gain sustenance from food. No matter how much they eat, they still feel hungry. If the spell did not end, victims eventually would starve, visibly wasting away.\n After one day under the spell’s effect, victims’ concentration suffers (due to their preoccupation with their constant hungry feeling), causing them to suffer a -2 penalty to all ability and proficiency checks. On the eighth day without food, victims who have been maintaining normal activity levels lose 1 Strength point; on the ninth day, they lose 1 Constitution point. This alternating pattern continues until one of the character’s ability scores falls to 3; at this point, the character becomes comatose. If a score reaches 0 before the *hunger* spell ends, the recipient dies. The victim regains lost points after the spell ends at a rate of 1 Strength and 1 Constitution point per day.\n When casting the spell, the character secretly whispers a particular type of food; by eating the specified food, the victim breaks the spell. It must be a single, natural food (such as lamb, honey, or an apple) but can be exotic (dragon meat) as long as the caster has tasted it personally at some point.\n *Hunger* cannot be dispelled, but can be broken by the *remove curse* spell. Failing all else, a sufferer must wait to find relief until the spell’s duration elapses.'
+};
+
+pri4['Knurl'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': '[[5*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '1 person',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small twig.',
+ 'reference': 'p. 93',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Casting a *knurl* spell transforms a creature’s arm into a tree branch of the same thickness, covered with bark and twigs. The new limb possesses neither elbow nor wrist joints not even a hand. The “arm” remains attached to the shoulder. The spell’s recipient can use it as a club but not to manipulate tools, weapons, or spell components.\n The caster chooses which of the recipient’s arms to affect. A character could use multiple *knurl* spells to transform both arms of a humanoid. The arm is treated for all purposes as a tree branch: It becomes subject to fire, wood-altering spells, and tree diseases. *Dispel magic* ends the spell’s effects.'
+};
+
+pri4['Needlestorm'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': '60 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': '1 tree or plant',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Save vs. spell for half damage',
+ 'materials': 'A spine from a needle-bearing tree or plant.',
+ 'reference': 'p. 93',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '[[floor([[@{level-priest}]]/3)]]d12',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A favorite of cold-forest and desert druids, *needlestorm* causes the spines on any pine tree or similar needle-bearing plant to spray out in a deadly barrage. The shower of needles has a radius of approximately 1 foot for every 2 feet of the subject plant’s height.\n Everyone within this area suffers one attack, which inflicts 1d12 points of damage for every three full levels the caster has achieved. Thus, a spruce tree enchanted by a 7th-level character attacks with a THAC0 of 16 and inflicts 2d12 points of damage.'
+};
+
+pri5['Cloudscape'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Weather',
+ 'range': '120 yards',
+ 'duration': '[[3*[[@{level-priest}]] ]] turns',
+ 'aoe': '[[1000*[[@{level-priest}]] ]] cubic feet',
+ 'components': 'V, S',
+ 'cast-time': '8',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 93',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A character can cast *cloudscape* on a single cloud or part of a cloud bank, usually from a nearby mountaintop or while flying. It causes 1,000 cubic feet of cloud per level of the caster to become solid enough to support any weight. The solidified clouds remain airborne and feel like a thick carpet.\n A creature that falls onto the magically strengthened cloud sustains falling damage per the *PH*, p. 139. An animal or individual that flies into the solidified cloud falls, stunned, for a round and must make a successful Dexterity check to recover. If a creature is flying through a cloud at the moment it becomes solidified, it may make a saving throw vs. petrification. Those who succeed escape the cloud in time. Creatures that fail the save become trapped as the cloud solidifies around them. However, as the cloud is porous, they can continue to breathe until the spell’s duration elapses.\n The solidified cloud itself continues to drift with the wind as usual. While the caster cannot use this particular spell to propel the cloud at all, a *control winds* spell can summon a great gust of air to turn the *cloudscape* into a unique flying conveyance easily enough.'
+};
+
+pri5['Nature\'s Charm'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Elemental (Earth, Water)',
+ 'range': 'Touch',
+ 'duration': '[[2*[[@{level-priest}]] ]] hours',
+ 'aoe': '[[15*[[@{level-priest}]] ]]-foot radius',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Creatures native to the area of effect are not affected.',
+ 'materials': 'The druid’s holy symbol.',
+ 'reference': 'p. 94',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Nature’s charm* causes a particular place to exert a special fascination beyond mere beauty to anyone entering the area except the spellcaster.\n This spell must target a site of notable natural splendor that possesses both edible plants and fresh water. The spot may not be larger than the spell’s area of effect. For instance, a 12th-level druid could cast this spell on a forest glade up to 360 feet across, with flowers and fruit-bearing trees centered around a waterfall.\n Anyone coming upon the enchanted region must save vs. spell; those who fail invariably make up excuses to remain there long after they should have left. They say they want only to bathe, rest, admire the beauty a bit longer, eat the berries or fruit, paint a picture of the area, or defend the spot jealously from others.\n Whatever the reason, those who fall victim to the enchantment forcefully resist all attempts to make them leave until the spell’s duration ends.'
+};
+
+pri5['Strengthen Stone'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Elemental (Earth)',
+ 'range': '10 yards',
+ 'duration': 'Permanent',
+ 'aoe': '1 building or wall',
+ 'components': 'V, S, M',
+ 'cast-time': '1 hour',
+ 'saving-throw': 'None',
+ 'materials': 'A diamond chip worth at least 500 gp, must be crushed and sprinkled on the construction.',
+ 'reference': 'p. 94',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Strengthen stone* can reinforce any stone construction (house, tower, wall segment, aqueduct, etc.), against physical damage. The DM adds +4 to the structure’s saving throw against any kind of damage, from siege engines to natural earthquakes. The stone object gains a saving throw vs. the *earthquake* spell. (See the PH, p. 295.) The spell may be cast only once on any stone object.\n If a character casts this spell on a stone golem or other animated stone being (like one created by *animate rock*), the creature receives a -1 bonus to its Armor Class and adds a +1 bonus to its saving throws for the duration of the spell. *Strengthen stone* has no effect on earth elementals or galeb duhr.'
+};
+
+pri5['Thornwrack'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] thorns',
+ 'aoe': '1 person',
+ 'components': 'V, S',
+ 'cast-time': '8',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 94',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '[[1d3]] ✕ [[@{level-priest}]]',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Thornwrack* causes long, painful thorns to grow out of the spell recipient’s flesh, piercing the skin from the inside. One thorn appears each round, inflicting 1d3 points of damage, until all the thorns have appeared. When the number of thorns exceeds the subject’s experience level or HD, a victim still conscious becomes immobilized by the pain, unable to take any action.\n One round after the last thorn erupts from the victim’s flesh, the first one disappears. The thorns continue receding at a rate of one per turn. Immobilized subjects can move again once the number of thorns falls below their HD or experience level. For instance, say the body of a 4th-level character has seven thorns. After four turns had passed, only three thorns would remain, so the victim would no longer be immobile.\n *Cure* spells can restore hit points but do not eliminate the thorns. *Dispel magic* will end the spell but prevents existing thorns from receding. A *heal* spell cancels the *thornwrack*, eliminates all existing thorns, and cures all damage. Without the benefit of magical remedies, the spell ends when the last thorn has receded.'
+};
+
+pri6['Earthwrack'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'sphere': 'Necromantic, Plant',
+ 'range': '[[20*[[@{level-priest}]] ]] yards',
+ 'duration': '[[2d4+10]] years',
+ 'aoe': '[[30*[[@{level-priest}]] ]]-foot radius',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 95',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '1d4/round to plant-based creatures',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell causes an area of soil to become barren and blighted. Healthy plants wither and die within [[1d4]] days of casting. No seed planted there will grow for the duration of the spell. Plant-based creatures entering the despoiled area can see the ruin and feel an intense “wrongness” within the soil. Each round they remain within the area, they suffer 1d4 points of damage.\n The blight can be cured using a *limited wish*, a *wish*, or by casting a *remove curse* spell (at the 12th level of experience) and a *plant growth* spell simultaneously.\n Most druids consider *earthwrack* an abomination, although some Shadow Circle druids use it as last-ditch “scorched earth” vengeance against an unruly hamlet.'
+};
+
+pri6['Ivy Siege'] = {
+ 'level': '6',
+ 'school': 'Enchantment',
+ 'sphere': 'Plant',
+ 'range': '90 yards',
+ 'duration': '6 turns',
+ 'aoe': '1 building or similar structure',
+ 'components': 'V, S, M',
+ 'cast-time': '9',
+ 'saving-throw': 'Special',
+ 'materials': 'An ivy leaf.',
+ 'reference': 'p. 95',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *ivy siege* spell must be cast upon a stone or brick building constructed upon the earth; flying castles and the like remain unaffected. Immediately after casting, ivy begins to grow at a fantastic rate, climbing from the ground up the building’s walls. At the end of one turn, the ivy has climbed the walls. At the end of the second turn, green creepers have covered the structure. On the third turn, the ivy has deepened to a black-green and begins to squeeze the building.\n Starting on the third turn and every turn thereafter, the building must make a saving throw vs. siege damage, as if attacked by a small catapult (*DMG*, p. 105). Two cubic feet of the building crumbles away for each point by which the saving throw misses each turn. This cycle continues until the spell’s duration expires or the building is destroyed. The ivy rots away instantly at the spell’s end.\n A druid can cast only one *ivy siege* per building at a time. After the ivy has rotted away, the druid may cast the spell on the same building again. However, multiple druids can cast several *ivy siege* spells on the same building. In the case of a large, interconnected series of buildings (like a castle), each casting affects only a single tower, keep, or wall segment, to a maximum of 1,000 cubic feet per level of the caster. Currently [[1000*[[@{level-priest}]] ]] cubic feet.\n The DM may choose to prohibit arctic and desert druids from using this spell if they are not familiar with ivy.'
+};
+
+pri7['Tree Spirit'] = {
+ 'level': '7',
+ 'school': 'Necromancy',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '1 tree',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 96',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Tree spirit* permanently links the soul of the caster with a tree, usually chosen carefully for its health, vigor, and remote environment. Casting this spell joins the life force of the druid with that of the tree; as long as the tree lives, the caster ages at one-tenth the normal rate. (Because the spell causes the tree to devote all its energy to maintaining health rather than growth, it always remains exactly the size it was at the time of casting.) Moreover, the caster’s spirit merges with the tree at the character’s death. No form of reincarnation or resurrection (except a *wish*) on the character’s body will work unless it lies within 10 feet of the tree.\n One year after the caster dies, the druid’s spirit animates the tree as a treant. (DMs should roll up treant statistics for the tree at the time the spell is cast, to determine the tree’s Armor Class, Hit Dice, etc.) The chosen tree must be of treant height; the exact size determines the size of the new treant, which possesses the caster’s memories and personality but has no granted powers or spellcasting ability. It must communicate as a treant.\n The DM decides whether to consider this treant an NPC or allow the player to control it. (DMs should use the guidelines that apply to PCs who become lycanthropes or undead.)\n However, when a druid uses *tree spirit* to link with a tree, the character suffers any physical damage inflicted on the tree. For instance, if someone hacks at the tree with an axe and causes 4 points of damage, the caster also loses 4 hit points; the druid knows the tree has been harmed, but does not know the nature of the injury.\n If the tree dies but does not sustain enough damage to kill the caster, the character feels stunned for 1d6 rounds and must make a successful system shock roll to avoid death. Spells that heal the druid do not affect the tree.\n Damage to the caster does not affect the tree, as the extra energy the tree expends on strength and health makes any damage the player sustains negligible to the tree. However, it’s usually in the druid’s best interest to have an animal friend or two guard the tree.\n In addition, the druid should choose the tree carefully; if the surrounding land is cleared for construction work or lumber before the druid’s prolonged life span finally ends, the character is in trouble.\n Casting *tree spirit* first requires a full month’s preparation. The druid lives near the tree during this time of prayer and mediation. Then the character conducts a private bonding ceremony at the height of a solstice. This spell often is cast by ancient druids, who wish to preserve their wisdom or make sure their groves remain defended even after their death.'
+};
+
+pri7['Unwilling Wood'] = {
+ 'level': '7',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Plant',
+ 'range': '[[5*[[@{level-priest}]] ]] yards',
+ 'duration': 'Permanent',
+ 'aoe': '10-yard radius',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': 'A bit of tree root and the priest’s holy symbol.',
+ 'reference': 'p. 97',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A caster can transform one or more living creatures within a 10-yard radius into *unwilling wood*, causing them to sprout roots, branches, and leaves. The victims become trees of a type native to the region and of the characters’ age before the transformation. The spell works only if cast on beings occupying ground that could support a tree; recipients flying or suspended in water at the time of casting remain unaffected.\n This spell can mutate a number of creatures equal in total Hit Dice (or levels) to the caster’s level—within the area of effect, of course. Currently [[@{level-priest}]] Hit Dice or levels. If this area holds a group of creatures with Hit Dice (or levels) totaling a number greater than the caster’s experience level, the character may decide the order in which the creatures become affected.\n For instance, say a 14th-level druid casts *unwilling wood* into a target area containing a giant with 12 Hit Dice and two 3rd-level warriors. The druid can transform either the giant or two warriors, but not all three. “Leftover” Hit Dice or levels are lost.\n Each creature affected may attempt to save vs. polymorph. The spell mutates all those failing their saving throw, along with any items they carry. A new tree has a height of 5 feet per level (or Hit Die) of the victim. The effect is permanent; a person transformed into a tree ages as a tree and dies as a tree. However, affected characters retain awareness, memories, personality, and intelligence. Only damage severe enough to kill the tree can kill an *unwilling wood* victim.\n Tree-characters can return to normal if a spellcaster of greater level than the original caster uses *remove curse*. The original caster can release a transformed entity at will.'
+};
+//#endregion
+
const priestSpells = {};
priestSpells['pri1'] = pri1;
priestSpells['pri2'] = pri2;
@@ -32026,9 +40824,12 @@ priestSpells['pri4'] = pri4;
priestSpells['pri5'] = pri5;
priestSpells['pri6'] = pri6;
priestSpells['pri7'] = pri7;
+priestSpells['priq'] = priq;
const primonster = {};
-for (const [_, section] of Object.entries(priestSpells)) {
+for (const [sectionName, section] of Object.entries(priestSpells)) {
+ if (sectionName === 'priq') // skipping quest spells for monsters
+ continue;
for (const [spellName, spell] of Object.entries(section)) {
primonster[spellName] = spell;
}
@@ -32037,12 +40838,229 @@ priestSpells['primonster'] = primonster;
/* ---- Priest spells end ---- */
// --- ALL SHEET WORKERS START --- //
-const sheetWorker = 'sheetworker';
-const player = 'player';
+const SHEETWORKER = 'sheetworker';
+const PLAYER = 'player';
+const SUCCESS = 'success';
+const INFO = 'info';
+const WARNING = 'warning';
+const ERROR = 'error';
+
+const BOOK_FIELDS = [
+ 'book-phb', 'book-tcfhb', 'book-tcthb', 'book-tcprhb', 'book-tcwhb',
+ 'book-tom', 'book-aaeg',
+ 'book-dwarves', 'book-bards', 'book-elves', 'book-humanoids', 'book-rangers',
+ 'book-paladins', 'book-druids'
+];
+
+//#region Helper function
+const conditionalLog = function (bool, msg) {
+ if (b)
+ console.log(msg);
+}
+
+const extractQueryResult = async function(query){//Sends a message to query the user for some behavior, returns the selected option.
+ let queryRoll = await startRoll(`!{{query=[[0[response=${query}]]]}}`);
+ finishRoll(queryRoll.rollId);
+ return queryRoll.results.query.expression.replace(/^.+?response=|\]$/g,'');
+};
+
+const isRollValid = function (rollExpression, field) {
+ let expression = rollExpression.trim();
+ if (!expression)
+ return false;
+
+ let message = `In the field @{${field}} you have unmatched opening and closing`;
+
+ let openPara = (expression.match(/\(/g) || []).length
+ let closePara = (expression.match(/\)/g) || []).length
+ if (openPara !== closePara) {
+ showToast(ERROR, 'Unmatched Parenthesis', `${message} parenthesis. You have:\n${openPara}x '('\n${closePara}x ')'`);
+ return false;
+ }
+
+ let openCurly = (expression.match(/{/g) || []).length
+ let closeCurly = (expression.match(/}/g) || []).length
+ if (openCurly !== closeCurly) {
+ showToast(ERROR, 'Unmatched Curly brackets', `${message} curly brackets. You have:\n${openCurly}x '{'\n${closeCurly}x '}'`);
+ return false;
+ }
+
+ let openSquare = (expression.match(/\[/g) || []).length
+ let closeSquare = (expression.match(/]/g) || []).length
+ if (openSquare !== closeSquare) {
+ showToast(ERROR, 'Unmatched Square brackets', `${message} square brackets. You have:\n${openSquare}x '['\n${closeSquare}x ']'`);
+ return false;
+ }
+
+ if (openSquare % 2 !== 0) {
+ showToast(ERROR, 'Square brackets error', `The field @{${field}} have too few square brackets. Square brackets are used in pairs of two, ie. [[ ]].\nThe expression have an uneven number of bracket pairs: ${openSquare}`);
+ return false;
+ }
+
+ return true;
+}
+
+const extractRoll = async function(rollExpression) {
+ let queryRoll = await startRoll(`!{{roll=[[${rollExpression}]]}}`);
+ finishRoll(queryRoll.rollId);
+ return queryRoll.results.roll;
+};
+
+const extractRollResult = async function(rollExpression) {
+ let roll = await extractRoll(rollExpression);
+ return roll.result;
+};
+
+const calculateFormula = async function(formulaField, calculatedField, silent = false) {
+ getAttrs([formulaField], async function (values) {
+ let rollExpression = values[formulaField];
+ let valid = isRollValid(rollExpression, formulaField);
+ if (!valid)
+ return;
+
+ setAttrs({
+ [calculatedField]: await extractRollResult(rollExpression, formulaField)
+ },{silent:silent});
+ });
+}
+
+const getToastObject = function (type, title, message) {
+ let content
+ switch (type) {
+ case SUCCESS: content = 1; break;
+ case INFO: content = 2; break;
+ case WARNING: content = 3; break;
+ case ERROR: content = 4; break;
+ }
+ return {
+ ['toast']: 1,
+ ['toast-content']: content,
+ [`toast-title-${type}`]: title,
+ [`toast-message-${type}`]: message
+ }
+}
+
+const showToast = function(type, title, message) {
+ setAttrs(getToastObject(type, title, message));
+}
+
+const isBookInactive = function (books, obj) {
+ let activeBooks = BOOK_FIELDS.map(bField => books[bField]);
+ return !activeBooks.includes(obj['book']);
+}
+
+const bookInactiveShowToast = function(books, obj) {
+ let bookInactive = isBookInactive(books, obj);
+ if (bookInactive)
+ showToast(ERROR, 'Missing Book', `The book *${obj['book']}* is currently not active on your sheet.\nGo to the *Sheet Settings* and activate the book (if your DM allows for its usage)`);
+ return bookInactive;
+};
+
+const isRemoving0 = function(eventInfo, fieldNames) {
+ return fieldNames.some(fieldName => !parseInt(eventInfo.removedInfo[`${eventInfo.sourceAttribute}_${fieldName}`]));
+};
+
+const isOverwriting0 = function(eventInfo) {
+ return !parseInt(eventInfo.newValue) && !parseInt(eventInfo.previousValue);
+};
+
+const doEarlyReturn = function(eventInfo, fieldNames) {
+ return eventInfo.removedInfo
+ ? isRemoving0(eventInfo, fieldNames)
+ : isOverwriting0(eventInfo);
+};
+
+const repeatingMultiplySum = function(section, valueField, multiplierField, destination, decimals) {
+ TAS.repeating(section)
+ .attr(destination)
+ .field([valueField, multiplierField])
+ .reduce(function(m, r) {
+ return m + r.F[valueField] * r.F[multiplierField];
+ }, 0, function(t,r,a) {
+ let dec = parseInt(decimals);
+ if (isNaN(dec)) {
+ a[destination] = t;
+ } else {
+ a.D[dec][destination] = t;
+ }
+ })
+ .execute();
+};
+const repeatingCalculateRemaining = function(repeatingName, repeatingFieldsToSum, totalField, remainingField) {
+ TAS.repeating(repeatingName)
+ .attrs([totalField, remainingField])
+ .fields(repeatingFieldsToSum)
+ .reduce(function (memo, row) {
+ repeatingFieldsToSum.forEach(column => {
+ memo += row.I[column];
+ });
+ return memo;
+ }, 0, function (memo,_,attrSet) {
+ attrSet.I[remainingField] = attrSet.I[totalField] - memo;
+ }).execute();
+};
+//#endregion
+
+//#region Generic Setup functions
+function setupCalculateTotal(totalField, fieldsToSum, maxValue) {
+ let onChange = fieldsToSum.map(field => `change:${field}`).join(' ');
+ on(onChange, function () {
+ getAttrs(fieldsToSum, function (values) {
+ let total = 0;
+ fieldsToSum.forEach(field => {
+ total += parseInt(values[field]) || 0;
+ });
+
+ if (!isNaN(maxValue))
+ total = Math.min(total, maxValue);
+
+ setAttrs({
+ [totalField]: total
+ });
+ });
+ });
+}
+
+function setupRepeatingRowCalculateTotal(repeatingTotalField, repeatingFieldsToSum, repeatingName, maxValue) {
+ let onChange = repeatingFieldsToSum.map(field => `change:repeating_${repeatingName}:${field}`).join(' ');
+ let allFields = [...repeatingFieldsToSum];
+ allFields.push(repeatingTotalField);
+ on(`${onChange} remove:repeating_${repeatingName}`, function(eventInfo){
+ if (eventInfo.removedInfo)
+ return;
+
+ TAS.repeating(repeatingName)
+ .fields(allFields)
+ .tap(function(rowSet) {
+ let rowId = eventInfo.sourceAttribute.split('_')[2];
+ let row = rowSet[rowId];
+ let total = 0;
+ repeatingFieldsToSum.forEach(column => {
+ total += row.I[column];
+ });
+
+ if (!isNaN(maxValue))
+ total = Math.min(total, maxValue);
+
+ row[repeatingTotalField] = total;
+ })
+ .execute();
+ });
+}
+//#endregion
+
+on('clicked:hide-toast', function(eventInfo) {
+ setAttrs({
+ ['toast']: 0,
+ ['toast-content']: 0,
+ });
+});
+
+//#region Ability Scores logic
+// Ability Score Parser function
const squareBracketsRegex = /18\[([0-9]{1,3})]/; // Ie. 18[65]
const parenthesisRegex = /18\(([0-9]{1,3})\)/; // Ie. 18(65)
-//Ability Score Parser function
function getLookupValue(abilityScoreString, defaultValue, isStrength = false) {
if (abilityScoreString === '') {
return defaultValue;
@@ -32436,45 +41454,15 @@ on('change:charisma change:leadership change:appearance', function() {
}
});
});
+//#endregion
-function repeatingMultipleSum(section, valueField, multiplierField, destination, decimals) {
- TAS.repeating(section)
- .attr(destination)
- .field([valueField, multiplierField])
- .reduce(function(m, r) {
- return m + r.F[valueField] * r.F[multiplierField];
- }, 0, function(t,r,a) {
- let dec = parseInt(decimals);
- if (isNaN(dec)) {
- a[destination] = t;
- } else {
- a.D[dec][destination] = t;
- }
- })
- .execute();
-}
-
+//#region Wizard and Priest Spells slot counting
function isNewSpellSection(section) {
return section.startsWith('wiz') || section.startsWith('pri');
}
-function isRemoving0(eventInfo, fieldNames) {
- return fieldNames.some(fieldName => !parseInt(eventInfo.removedInfo[`${eventInfo.sourceAttribute}_${fieldName}`]));
-}
-
-function isOverwriting0(eventInfo) {
- return !parseInt(eventInfo.newValue) && !parseInt(eventInfo.previousValue);
-}
-
-function doEarlyReturn(eventInfo, fieldNames) {
- return eventInfo.removedInfo
- ? isRemoving0(eventInfo, fieldNames)
- : isOverwriting0(eventInfo);
-}
-
// --- Start summing numbers from repeating spells for wizard and priest --- //
function recursiveSpellSum(tail, acc, oldField, newField, resultFieldName) {
-
let head = tail.shift();
if (head === undefined) {
console.log(`Summing ended. Final sum is ${acc}`);
@@ -32532,64 +41520,6 @@ function setupRepeatingSpellSumming(sections, oldField, newField, resultFieldNam
});
});
}
-// --- End summing numbers from repeating spells for wizard and priest --- //
-
-function setupAutoFillSpellInfo(section, spellsTable, levelFunc) {
- if (!spellsTable[section])
- return;
-
- on(`change:repeating_spells-${section}:spell-name`, function (eventInfo) {
- let spell = spellsTable[section][eventInfo.newValue];
- if (!spell)
- return;
-
- getAttrs(['book-phb', 'book-tcwhb'], function(values) {
- let activeBooks = Object.values(values);
- if (!activeBooks.includes(spell['book'])) {
- let errorMessage = {
- [`repeating_spells-${section}_spell-cast-time`] : '',
- [`repeating_spells-${section}_spell-level`] : '',
- [`repeating_spells-${section}_spell-school`] : '',
- [`repeating_spells-${section}_spell-components`] : '',
- [`repeating_spells-${section}_spell-range`] : '',
- [`repeating_spells-${section}_spell-aoe`] : '',
- [`repeating_spells-${section}_spell-duration`] : '',
- [`repeating_spells-${section}_spell-damage`] : '',
- [`repeating_spells-${section}_spell-damage-type`] : '',
- [`repeating_spells-${section}_spell-saving-throw`] : '',
- [`repeating_spells-${section}_spell-healing`] : '',
- [`repeating_spells-${section}_spell-materials`] : '',
- [`repeating_spells-${section}_spell-reference`] : '',
- [`repeating_spells-${section}_spell-effect`] : `The book **${spell['book']}** is currently not active on your sheet.\nGo to the **Sheet Settings** and activate the book (if your DM allows for its usage)`
- }
- setAttrs(errorMessage);
- return;
- }
-
- let spellInfo = {
- [`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'],
- [`repeating_spells-${section}_spell-level`] : levelFunc(spell['level']),
- [`repeating_spells-${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']}, ${spell['book']}`,
- [`repeating_spells-${section}_spell-effect`] : spell['effect']
- };
- if (section.startsWith('pri')) {
- spellInfo[`repeating_spells-${section}_spell-sphere`] = spell['sphere'];
- }
-
- setAttrs(spellInfo);
- });
- });
-}
function setupCalculateRemaining(totalField, sumField, remainingField) {
on(`change:${totalField} change:${sumField}`, function () {
@@ -32605,49 +41535,20 @@ function setupCalculateRemaining(totalField, sumField, remainingField) {
});
});
}
+//#endregion
-function setupCalculateTotal(totalField, fieldsToSum) {
- let onChange = fieldsToSum.map(field => `change:${field}`).join(' ');
- on(onChange, function () {
- getAttrs(fieldsToSum, function (values) {
- let total = 0;
- fieldsToSum.forEach(field => {
- total += parseInt(values[field]) || 0;
- });
+//#region Priest Spells based on Spheres
+const ELEMENTAL = 'Elemental';
+const PRIEST_SPHERES = [
+ // Player's Handbook
+ 'All','Animal','Astral','Charm','Combat','Creation','Divination',ELEMENTAL,'Guardian','Healing',
+ 'Necromantic','Plant','Protection','Summoning','Sun','Weather',
+ // Tome of Magic Spheres
+ 'Chaos','Law','Numbers','Thought','Time','Travelers','War','Wards'
+];
- setAttrs({
- [totalField]: total
- });
- });
- });
-}
-
-function setupRepeatingRowCalculateTotal(repeatingTotalField, repeatingFieldsToSum, repeatingName) {
- let onChange = repeatingFieldsToSum.map(field => `change:repeating_${repeatingName}:${field}`).join(' ');
- let allFields = [...repeatingFieldsToSum];
- allFields.push(repeatingTotalField);
- on(`${onChange} remove:repeating_${repeatingName}`, function(eventInfo){
- if (eventInfo.removedInfo)
- return;
-
- TAS.repeating(repeatingName)
- .fields(allFields)
- .tap(function(rowSet) {
- let rowId = eventInfo.sourceAttribute.split('_')[2];
- let row = rowSet[rowId];
- let total = 0;
- repeatingFieldsToSum.forEach(column => {
- total += row.I[column];
- });
- row[repeatingTotalField] = total;
- })
- .execute();
- });
-}
-
-// --- Start setup for priest spells based on spheres --- //
-const primarySphereRegex = /All|Animal|Astral|Charm|Combat|Creation|Divination|Guardian|Healing|Necromantic|Plant|Protection|Summoning|Sun|Weather|Elemental/gi
-const noElementalRegex = /All|Animal|Astral|Charm|Combat|Creation|Divination|Guardian|Healing|Necromantic|Plant|Protection|Summoning|Sun|Weather/gi
+const primarySphereRegex = new RegExp(PRIEST_SPHERES.join('|'), 'gi');
+const noElementalRegex = new RegExp(PRIEST_SPHERES.filter(s => s !== ELEMENTAL).join('|'), 'gi');
const elementalRegex = /Earth|Air|Fire|Water/gi
function capitalizeFirst(s) {
if (typeof s !== 'string')
@@ -32666,23 +41567,23 @@ function parseSpheres(spheresStrings, regex) {
return spheres;
}
-function isSpellAvailable(spellName, spellSphereString, availableSpheres, elementalSpheres) {
- let primarySpellSpheres = spellSphereString.match(noElementalRegex);
- if (!primarySpellSpheres)
+function isSpellAvailable(spellName, spell, availableSpheres, elementalSpheres, activeBooks) {
+ if (isBookInactive(activeBooks, spell))
return false;
-
+
+ let primarySpellSpheres = spell['sphere'].match(noElementalRegex) || [];
let isAvailable = primarySpellSpheres.some((sphere) => availableSpheres.has(sphere));
if (isAvailable)
return true;
- if (!availableSpheres.has('Elemental'))
+ if (!availableSpheres.has(ELEMENTAL))
return false;
- if (!spellSphereString.includes('Elemental'))
+ if (!spell['sphere'].includes(ELEMENTAL))
return false;
- if (spellSphereString.includes('Elemental ('))
- return spellSphereString.match(elementalRegex).some((element) => elementalSpheres.has(element))
+ if (spell['sphere'].includes(`${ELEMENTAL} (`))
+ return spell['sphere'].match(elementalRegex).some((element) => elementalSpheres.has(element))
// The player and the spell has the elemental sphere (without any sub elements)
return true;
@@ -32695,54 +41596,53 @@ function setupAddPriestSpell(postfix) {
on(`clicked:add-spells-${postfix}`, function () {
const section = `spells-${postfix}`;
const field = 'spell-name';
- let errorMessage = `add-spell-error-${postfix}`;
- let attributes = ['sphere-major'];
- if (postfix.match(/[123]/))
- attributes.push("sphere-minor");
+ let sphereFields = ['sphere-major'];
+ if (postfix.match(/[123]/))
+ sphereFields.push("sphere-minor");
TAS.repeating(section)
- .attrs(attributes)
+ .attrs([...sphereFields, ...BOOK_FIELDS])
.fields(field)
- .reduce(function(memo, row){
- memo.add(row.S[field]);
- return memo;
- }, new Set(), function (knownSpells,_,a){
- let primarySpheres = parseSpheres(attributes.map(aField => a.S[aField]), primarySphereRegex);
- let elementalSpheres = parseSpheres(attributes.map(aField => a.S[aField]), elementalRegex);
+ .reduce(function(knownSpells, row){
+ knownSpells.add(row.S[field]);
+ return knownSpells;
+ }, new Set(), function (knownSpells,_,attrSet){
+ let primarySpheres = parseSpheres(sphereFields.map(aField => attrSet.S[aField]), primarySphereRegex);
+ let elementalSpheres = parseSpheres(sphereFields.map(aField => attrSet.S[aField]), elementalRegex);
- let newValue = {};
- newValue[errorMessage] = '';
if (primarySpheres.size < 1) {
- newValue[errorMessage] = 'No valid spheres found. Please write or select some spheres';
- setAttrs(newValue);
+ showToast(WARNING, 'No spheres found', `No valid spheres found. Please write or select some spheres`);
return;
}
let spellsToAdd = [];
for (const [spellName, spell] of Object.entries(priestSpells[postfix])) {
- let isAvailable = isSpellAvailable(spellName, spell['sphere'], primarySpheres, elementalSpheres);
- if (isAvailable)
- spellsToAdd.push(spellName);
+ let isAvailable = isSpellAvailable(spellName, spell, primarySpheres, elementalSpheres, attrSet);
+ if (isAvailable) {
+ spellsToAdd.push({name: spellName, book: spell['book']});
+ }
}
console.log(spellsToAdd);
if (spellsToAdd.length < 1) {
- newValue[errorMessage] = 'No spells found for the selected spheres';
- setAttrs(newValue);
+ showToast(ERROR, 'No spells found', `No spells found for the selected spheres`);
return;
}
- spellsToAdd = spellsToAdd.filter(spell => !knownSpells.has(spell));
+ spellsToAdd = spellsToAdd.filter(spell => !knownSpells.has(spell.name));
console.log(spellsToAdd);
if (spellsToAdd.length < 1) {
- newValue[errorMessage] = 'All spells already added.';
- setAttrs(newValue);
+ showToast(INFO, 'All spells added', `Found no more spells to add based on spheres`);
return;
}
+ let books = [...new Set(spellsToAdd.map(s => `\n • ${s.book}`))].join('');
+ let toastObject = getToastObject(SUCCESS, 'Added new spells!', `Spells was added from the following books:${books}`);
+
+ let newValue = {...toastObject};
spellsToAdd.forEach(spell => {
let newrowid = generateRowID();
- newValue[`repeating_${section}_${newrowid}_${field}`] = spell;
+ newValue[`repeating_${section}_${newrowid}_${field}`] = spell.name;
});
setAttrs(newValue);
@@ -32751,9 +41651,9 @@ function setupAddPriestSpell(postfix) {
.execute();
});
}
-// --- End setup for priest spells based on spheres --- //
+//#endregion
-// --- Start defining rest buttons --- //
+//#region Wizard and Priest reset buttons
function resetCastSlots(row, castField, memField) {
row.I[castField] = 0;
}
@@ -32833,7 +41733,47 @@ function setupSpellSlotsReset(buttonName, tab, spellLevels, allSections) {
});
});
}
-// --- End defining rest buttons --- //
+//#endregion
+
+//#region Wizard and Priest spells and Powers setup
+function setupAutoFillSpellInfo(section, spellsTable, levelFunc) {
+ if (!spellsTable[section])
+ return;
+
+ on(`change:repeating_spells-${section}:spell-name`, function (eventInfo) {
+ let spell = spellsTable[section][eventInfo.newValue];
+ if (!spell)
+ return;
+
+ getAttrs(BOOK_FIELDS, function(books) {
+ if (bookInactiveShowToast(books, spell))
+ return;
+
+ let spellInfo = {
+ [`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'],
+ [`repeating_spells-${section}_spell-level`] : levelFunc(spell['level']),
+ [`repeating_spells-${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']}, ${spell['book']}`,
+ [`repeating_spells-${section}_spell-effect`] : spell['effect']
+ };
+ if (section.startsWith('pri')) {
+ spellInfo[`repeating_spells-${section}_spell-sphere`] = spell['sphere'];
+ }
+
+ setAttrs(spellInfo);
+ });
+ });
+}
+
let wizardSpellLevelsSections = [
{level: '1', sections: ['', '2', '3', 'wiz1']},
@@ -32865,10 +41805,10 @@ let priestSpellLevelsSections = [
];
function wizardDisplayLevel(s) {
- return `Level ${s} Wizard`
+ return `Level ${s} Wizard`;
}
function priestDisplayLevel(s) {
- return `Level ${s} Priest`
+ return s === 'q' ? 'Quest Spell Priest' : `Level ${s} Priest`;
}
// --- Start setup Spell Slots --- //
@@ -32900,7 +41840,8 @@ priestSpellLevelsSections.forEach(spellLevel => {
let lastSection = spellLevel.sections[spellLevel.sections.length - 1];
if (isNewSpellSection(lastSection)) {
setupAutoFillSpellInfo(lastSection, priestSpells, priestDisplayLevel);
- setupAddPriestSpell(lastSection);
+ if (lastSection !== 'priq')
+ setupAddPriestSpell(lastSection);
}
});
setupAutoFillSpellInfo("primonster", priestSpells, priestDisplayLevel);
@@ -32942,20 +41883,24 @@ setupRepeatingSpellSumming(powerSpellSections, 'cast-max', '', `${spellPower}-av
setupCalculateRemaining(`${spellPower}-available`, `${spellPower}-sum`, `${spellPower}-remaining`);
setupSpellSlotsReset('reset-spent-slots-pow', null, null, powerSpellSections)
// --- End setup Granted Powers --- //
+//#endregion
+//#region Rogue skills
// --- Start setup Rogue skills total --- //
let rogueStandardSkills = ['pp', 'ol', 'rt', 'ms', 'hs', 'dn', 'cw', 'rl', 'ib'];
let rogueStandardColumns = ['b', 'r', 'd', 'k', 'm', 'l'];
rogueStandardSkills.forEach(skill => {
- setupCalculateTotal(`${skill}t`, rogueStandardColumns.map(column => `${skill}${column}`));
- setupCalculateTotal(`${skill}noarmort`, [`${skill}t`, `${skill}noarmorb`]);
- setupCalculateTotal(`${skill}armort`, [`${skill}t`, `${skill}armorp`]);
+ setupCalculateTotal(`${skill}t-hidden`, rogueStandardColumns.map(column => `${skill}${column}`));
+ setupCalculateTotal(`${skill}t`, [`${skill}t-hidden`], 95);
+ setupCalculateTotal(`${skill}noarmort`, [`${skill}t-hidden`, `${skill}noarmorb`], 95);
+ setupCalculateTotal(`${skill}armort`, [`${skill}t-hidden`, `${skill}armorp`], 95);
});
// Setup custom rogue skills total
-setupRepeatingRowCalculateTotal('crt', rogueStandardColumns.map(column => `cr${column}`), 'customrogue');
-setupRepeatingRowCalculateTotal('crnoarmort', ['crt', 'crnoarmorb'], 'customrogue');
-setupRepeatingRowCalculateTotal('crarmort', ['crt', 'crarmorp'], 'customrogue');
+setupRepeatingRowCalculateTotal('crt-hidden', rogueStandardColumns.map(column => `cr${column}`), 'customrogue');
+setupRepeatingRowCalculateTotal('crt', ['crt-hidden'], 'customrogue', 95);
+setupRepeatingRowCalculateTotal('crnoarmort', ['crt-hidden', 'crnoarmorb'], 'customrogue', 95);
+setupRepeatingRowCalculateTotal('crarmort', ['crt-hidden', 'crarmorp'], 'customrogue', 95);
// --- End setup Rogue skills total --- //
//Rogue armor modifier auto fill
@@ -32984,16 +41929,17 @@ on('change:repeating_customrogue:crl remove:repeating_customrogue', function(){
.reduce(function(m,r){
m.crl+=(r.I.crl);
return m;
-
},{crl:0},function(m,r,a){
a.newskill=m.crl;
})
.execute();
});
// --- End setup Rogue skills total --- //
+//#endregion
-//Related weapons / familiarity penalty
-on('change:nonprof-penalty', function (eventInfo) {
+//#region Weapons tab logic and autofil
+//Used in version.js
+const updateNonprofPenalty = function () {
getAttrs(['nonprof-penalty'], function(values) {
let nonprof = Math.abs(parseInt(values['nonprof-penalty'])) * -1;
let famil = Math.floor(nonprof / 2)
@@ -33002,133 +41948,240 @@ on('change:nonprof-penalty', function (eventInfo) {
['famil-penalty']: famil
},{silent:true});
});
-})
+}
+on('change:nonprof-penalty', function (eventInfo){
+ updateNonprofPenalty();
+});
-function getWeaponWithBonus(weaponName, isMonster) {
+//Used in version.js
+const updateThac0 = (silent) => calculateFormula('thac0-base', 'thac0-base-calc', silent);
+on('change:thac0-base', function(eventInfo) {
+ updateThac0(false);
+});
+
+on('change:thac0-base-calc', function(eventInfo) {
+ TAS.repeating('weapons')
+ .fields('ThAC0')
+ .each(function (row) {
+ if (`${row['ThAC0']}` === `${eventInfo.previousValue}`)
+ row['ThAC0'] = eventInfo.newValue;
+ })
+ .execute();
+
+ TAS.repeating('weapons2')
+ .fields('ThAC02')
+ .each(function (row) {
+ if (`${row['ThAC02']}` === `${eventInfo.previousValue}`)
+ row['ThAC02'] = eventInfo.newValue;
+ })
+ .execute();
+});
+
+//#region Weapons autofill
+function setWeaponWithBonus(weaponName, setWeaponFunc, thac0Field, isMonster) {
if (!weaponName)
- return undefined;
+ return;
weaponName = weaponName.toLowerCase();
- let baseWeapon = weapons[weaponName];
- if (baseWeapon) {
- return {
- ...baseWeapon,
- 'bonus' : '0'
- };
- }
-
- let match = weaponName.match(/\s*\+([0-9])+\s*/);
- if (!match)
- return undefined;
+ let fields = [...BOOK_FIELDS, thac0Field].filter(x => x !== undefined);
+ getAttrs(fields, function(values) {
+ let thac0 = parseInt(values[thac0Field]);
+ thac0 = isNaN(thac0) ? 20 : thac0;
- let baseWeaponName = weaponName.replace(match[0], ' ').trim();
- baseWeapon = weapons[baseWeaponName];
- if (!baseWeapon)
- return undefined;
-
- let bonusString = match[1];
- let bonus = parseInt(bonusString)
- if (isNaN(bonus))
- return undefined;
-
- if (bonus < 1)
- return {
+ let baseWeapon = weapons[weaponName]
+ if (baseWeapon) {
+ if (bookInactiveShowToast(values, baseWeapon))
+ return;
+
+ setWeaponFunc({
+ ...baseWeapon,
+ 'thac0' : thac0,
+ 'bonus' : '0'
+ });
+ return;
+ }
+
+ let match = weaponName.match(/\s*\+([0-9]+)\s*/);
+ if (!match)
+ return;
+
+ let baseWeaponName = weaponName.replace(match[0], ' ').trim();
+ baseWeapon = weapons[baseWeaponName];
+ if (!baseWeapon)
+ return;
+
+ if (bookInactiveShowToast(values, baseWeapon))
+ return;
+
+ let bonusString = match[1];
+ let bonus = parseInt(bonusString)
+ if (isNaN(bonus))
+ return;
+
+ if (bonus < 1) {
+ setWeaponFunc({
+ ...baseWeapon,
+ 'thac0' : thac0,
+ 'bonus' : '0'
+ });
+ return;
+ }
+
+ let weaponWithBonus = {
...baseWeapon,
- 'bonus' : '0'
- };
-
- let weaponWithBonus = {
- ...baseWeapon,
- 'speed' : Math.max(baseWeapon['speed'] - bonus, 0),
- 'bonus' : `+${bonus}`
- }
- if (isMonster) {
- weaponWithBonus['small-medium'] += `+${bonus}`;
- weaponWithBonus['large'] += `+${bonus}`;
- weaponWithBonus['thac0'] = `@{monsterthac0}-${bonus}`;
- }
-
- return weaponWithBonus;
+ 'thac0' : thac0,
+ 'speed' : Math.max(baseWeapon['speed'] - bonus, 0),
+ 'bonus' : `+${bonus}`
+ }
+ if (isMonster) {
+ weaponWithBonus['small-medium'] += `+${bonus}`;
+ weaponWithBonus['large'] += `+${bonus}`;
+ weaponWithBonus['thac0'] = thac0 - bonus;
+ }
+
+ setWeaponFunc(weaponWithBonus);
+ });
}
//melee hit autofill
-on('change:repeating_weapons:weaponname', function(eventInfo){
- let weapon = getWeaponWithBonus(eventInfo.newValue);
- if (weapon === undefined)
- return;
+on('change:repeating_weapons:weaponname', function(eventInfo) {
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ 'repeating_weapons_attackadj' : weapon['bonus'],
+ 'repeating_weapons_ThAC0' : weapon['thac0'],
+ 'repeating_weapons_range' : 'Melee',
+ 'repeating_weapons_size' : weapon['size'],
+ 'repeating_weapons_weapspeed' : weapon['speed'],
+ 'repeating_weapons_weaptype-slash' : weapon['type'].includes('S') ? 1 : 0,
+ 'repeating_weapons_weaptype-pierce': weapon['type'].includes('P') ? 1 : 0,
+ 'repeating_weapons_weaptype-blunt' : weapon['type'].includes('B') ? 1 : 0,
+ };
- let weaponInfo = {
- 'repeating_weapons_attackadj' : weapon['bonus'],
- 'repeating_weapons_range' : 'Melee',
- 'repeating_weapons_size' : weapon['size'],
- 'repeating_weapons_weapspeed' : weapon['speed'],
- 'repeating_weapons_weaptype-slash' : weapon['type'].includes('S') ? 1 : 0,
- 'repeating_weapons_weaptype-pierce': weapon['type'].includes('P') ? 1 : 0,
- 'repeating_weapons_weaptype-blunt' : weapon['type'].includes('B') ? 1 : 0,
+ setAttrs(weaponInfo);
};
-
- setAttrs(weaponInfo);
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc, 'thac0-base-calc');
});
//melee damage autofill
on('change:repeating_weapons-damage:weaponname1', function(eventInfo){
- let weapon = getWeaponWithBonus(eventInfo.newValue);
- if (weapon === undefined)
- return;
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ 'repeating_weapons-damage_damadj' : weapon['bonus'],
+ 'repeating_weapons-damage_damsm' : weapon['small-medium'],
+ 'repeating_weapons-damage_daml' : weapon['large'],
+ 'repeating_weapons-damage_knockdown1' : weapon['knockdown'] || ''
+ };
- let weaponInfo = {
- 'repeating_weapons-damage_damadj' : weapon['bonus'],
- 'repeating_weapons-damage_damsm' : weapon['small-medium'],
- 'repeating_weapons-damage_daml' : weapon['large'],
- 'repeating_weapons-damage_knockdown1': weapon['knockdown'] || ''
+ setAttrs(weaponInfo);
};
- setAttrs(weaponInfo);
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc);
});
//range hit autofill
on('change:repeating_weapons2:weaponname2', function(eventInfo){
- let weapon = getWeaponWithBonus(eventInfo.newValue);
- if (weapon === undefined)
- return;
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ 'repeating_weapons2_strbonus2' : weapon['strength'] ? 1 : 0,
+ 'repeating_weapons2_attacknum2' : weapon['rof'] || '',
+ 'repeating_weapons2_attackadj2' : weapon['bonus'],
+ 'repeating_weapons2_ThAC02' : weapon['thac0'],
+ 'repeating_weapons2_range2' : weapon['range'] || '',
+ 'repeating_weapons2_size2' : weapon['size'],
+ 'repeating_weapons2_weapspeed2' : weapon['speed'],
+ 'repeating_weapons2_weaptype-slash2' : weapon['type'].includes('S') ? 1 : 0,
+ 'repeating_weapons2_weaptype-pierce2' : weapon['type'].includes('P') ? 1 : 0,
+ 'repeating_weapons2_weaptype-blunt2' : weapon['type'].includes('B') ? 1 : 0,
+ };
- let weaponInfo = {
- 'repeating_weapons2_strbonus2' : weapon['strength'] ? 1 : 0,
- 'repeating_weapons2_attacknum2' : weapon['rof'] || '',
- 'repeating_weapons2_attackadj2' : weapon['bonus'],
- 'repeating_weapons2_range2' : weapon['range'] || '',
- 'repeating_weapons2_size2' : weapon['size'],
- 'repeating_weapons2_weapspeed2' : weapon['speed'],
- 'repeating_weapons2_weaptype-slash2' : weapon['type'].includes('S') ? 1 : 0,
- 'repeating_weapons2_weaptype-pierce2': weapon['type'].includes('P') ? 1 : 0,
- 'repeating_weapons2_weaptype-blunt2' : weapon['type'].includes('B') ? 1 : 0,
+ setAttrs(weaponInfo);
};
-
- setAttrs(weaponInfo);
+
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc, 'thac0-base-calc');
});
//range damage autofill
on('change:repeating_ammo:ammoname', function(eventInfo){
- let weapon = getWeaponWithBonus(eventInfo.newValue);
- if (weapon === undefined)
- return;
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ 'repeating_weapons2_strbonus3' : weapon['strength'] ? 1 : 0,
+ 'repeating_ammo_damadj2' : weapon['bonus'],
+ 'repeating_ammo_damsm2' : weapon['small-medium'],
+ 'repeating_ammo_daml2' : weapon['large'],
+ 'repeating_weapons-damage_knockdown2' : weapon['knockdown'] || ''
+ };
- let weaponInfo = {
- 'repeating_weapons2_strbonus3' : weapon['strength'] ? 1 : 0,
- 'repeating_ammo_damadj2' : weapon['bonus'],
- 'repeating_ammo_damsm2' : weapon['small-medium'],
- 'repeating_ammo_daml2' : weapon['large'],
- 'repeating_weapons-damage_knockdown2': weapon['knockdown'] || ''
- };
-
- setAttrs(weaponInfo);
+ setAttrs(weaponInfo);
+ }
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc);
});
-const extractQueryResult = async function(query){//Sends a message to query the user for some behavior, returns the selected option.
- let queryRoll = await startRoll(`!{{query=[[0[response=${query}]]]}}`);
- finishRoll(queryRoll.rollId);
- return queryRoll.results.query.expression.replace(/^.+?response=|\]$/g,'');
-};
+//Follower weapons
+function setupFollowerWeaponsAutoFill(repeating, sections) {
+ let prefix = '';
+ let onChange = '';
+ if (repeating !== '') {
+ prefix = `repeating_${repeating}_`
+ onChange = `repeating_${repeating}:`
+ }
+
+ sections.forEach(section => {
+ on(`change:${onChange}weaponnamehench${section}`, function(eventInfo) {
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ [`${prefix}attacknumhench${section}`]: weapon['rof'] || '1',
+ [`${prefix}attackadjhench${section}`]: weapon['bonus'],
+ [`${prefix}damadjhench${section}`]: weapon['bonus'],
+ [`${prefix}damsmhench${section}`]: weapon['small-medium'],
+ [`${prefix}damlhench${section}`]: weapon['large'],
+ [`${prefix}rangehench${section}`]: weapon['range'] || 'Melee',
+ [`${prefix}weaptypehench${section}`]: weapon['type'],
+ [`${prefix}weapspeedhench${section}`]: weapon['speed'],
+ };
+
+ setAttrs(weaponInfo);
+ };
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc);
+ });
+ });
+}
+
+const followerWeapons = [
+ {repeating: '', sections: ['', '001', '002']},
+ {repeating: 'hench', sections: ['003', '004', '005']},
+ {repeating: '', sections: ['006', '007', '008']},
+ {repeating: 'hench2', sections: ['009', '010', '011']},
+ {repeating: '', sections: ['012', '013', '014']},
+ {repeating: 'hench3', sections: ['015', '016', '017']},
+ {repeating: '', sections: ['018', '019', '020']},
+ {repeating: 'hench4', sections: ['021', '022', '023']},
+ {repeating: '', sections: ['024', '025', '026']},
+ {repeating: 'hench5', sections: ['027', '028', '029']},
+ {repeating: '', sections: ['030', '031', '032']},
+ {repeating: 'hench6', sections: ['033', '034', '035']},
+];
+
+followerWeapons.forEach(fw => {
+ setupFollowerWeaponsAutoFill(fw.repeating, fw.sections)
+});
+
+// Monster weapons
+on('change:repeating_monsterweapons:weaponname', function(eventInfo){
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ [`repeating_monsterweapons_attacknum`] : weapon['rof'] || '1',
+ [`repeating_monsterweapons_ThAC0`] : weapon['thac0'],
+ [`repeating_monsterweapons_damsm`] : weapon['small-medium'],
+ [`repeating_monsterweapons_daml`] : weapon['large'],
+ [`repeating_monsterweapons_weapspeed`] : weapon['speed'],
+ };
+
+ setAttrs(weaponInfo);
+ };
+
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc, 'monsterthac0', true);
+});
+//#endregion
on('clicked:grenade-miss', async function (eventInfo) {
getAttrs(['character_name'], async function(values) {
@@ -33141,8 +42194,8 @@ on('clicked:grenade-miss', async function (eventInfo) {
case 'Oil (lit)': finalRollText += `{{name=Oil (lit)}} {{aoe=[[3]]}} {{aoesplash=[[3+6]]}} {{hitdmg=[Round 1](~${characterName}|oil-lit-hit1) [Round 2](~${characterName}|oil-lit-hit2)}} {{splashdmg=[Damage](~${characterName}|oil-lit-splash)}}`; break;
case 'Poison': finalRollText += `{{name=Poison}} {{aoe=[[1]]}} {{aoesplash=[[1+6]]}} {{hitdmg=Special}} {{splashdmg=Special}}`; break;
case 'Other': {
- let name = await extractQueryResult('?{Grenade name}');
- let aoe = await extractQueryResult('?{Area of effect (Diameter in feet)|1}');
+ let name = await extractQueryResult('?{Grenade name}');
+ let aoe = await extractQueryResult('?{Area of effect (Diameter in feet)|1}');
let damage = await extractQueryResult('?{Direct damage|1d6}');
let splash = await extractQueryResult('?{Splash damage|1d3}');
@@ -33182,109 +42235,77 @@ on('clicked:grenade-miss', async function (eventInfo) {
});
});
});
+//#endregion
-//Follower weapons
-function setupFollowerWeaponsAutoFill(repeating, sections) {
- let prefix = '';
- let onChange = '';
- if (repeating !== '') {
- prefix = `repeating_${repeating}_`
- onChange = `repeating_${repeating}:`
- }
-
- sections.forEach(section => {
- on(`change:${onChange}weaponnamehench${section}`, function(eventInfo) {
- let weapon = getWeaponWithBonus(eventInfo.newValue);
- if (weapon === undefined)
- return;
-
- let weaponInfo = {
- [`${prefix}attacknumhench${section}`] : weapon['rof'] || '1',
- [`${prefix}attackadjhench${section}`] : weapon['bonus'],
- [`${prefix}damadjhench${section}`] : weapon['bonus'],
- [`${prefix}damsmhench${section}`] : weapon['small-medium'],
- [`${prefix}damlhench${section}`] : weapon['small-medium'],
- [`${prefix}rangehench${section}`] : weapon['range'] || 'Melee',
- [`${prefix}weaptypehench${section}`] : weapon['type'],
- [`${prefix}weapspeedhench${section}`] : weapon['speed'],
- };
-
- setAttrs(weaponInfo);
- })
- })
-}
-
-const followerWeapons = [
- {repeating: '', sections: ['', '001', '002']},
- {repeating: 'hench', sections: ['003', '004', '005']},
- {repeating: '', sections: ['006', '007', '008']},
- {repeating: 'hench2', sections: ['009', '010', '011']},
- {repeating: '', sections: ['012', '013', '014']},
- {repeating: 'hench3', sections: ['015', '016', '017']},
- {repeating: '', sections: ['018', '019', '020']},
- {repeating: 'hench4', sections: ['021', '022', '023']},
- {repeating: '', sections: ['024', '025', '026']},
- {repeating: 'hench5', sections: ['027', '028', '029']},
- {repeating: '', sections: ['030', '031', '032']},
- {repeating: 'hench6', sections: ['033', '034', '035']},
-];
-
-followerWeapons.forEach(fw => {
- setupFollowerWeaponsAutoFill(fw.repeating, fw.sections)
-});
-
-// Monster weapons
-on('change:repeating_monsterweapons:weaponname', function(eventInfo){
- let weapon = getWeaponWithBonus(eventInfo.newValue, true);
- if (weapon === undefined)
- return;
-
- let weaponInfo = {
- [`repeating_monsterweapons_attacknum`] : weapon['rof'] || '1',
- [`repeating_monsterweapons_ThAC0`] : weapon['thac0'] || '@{monsterthac0}',
- [`repeating_monsterweapons_damsm`] : weapon['small-medium'],
- [`repeating_monsterweapons_daml`] : weapon['large'],
- [`repeating_monsterweapons_weapspeed`] : weapon['speed'],
- };
-
- setAttrs(weaponInfo);
-});
-
+//#region Proficiencies
//Weapon proficiency slots
-on('change:repeating_weaponprofs:weapprofnum remove:repeating_weaponprofs', function(eventInfo) {
+//Used in version.js
+const updateWeaponProfsTotal = () => calculateFormula('weapprof-slots-total', 'weapprof-slots-total-calc');
+on('change:weapprof-slots-total', function (eventInfo) {
+ updateWeaponProfsTotal();
+});
+const updateWeaponProfsRemaining = () => repeatingCalculateRemaining('weaponprofs', ['weapprofnum'], 'weapprof-slots-total-calc', 'weapprof-slots-remain');
+on('change:repeating_weaponprofs:weapprofnum remove:repeating_weaponprofs change:weapprof-slots-total-calc', function(eventInfo) {
if (doEarlyReturn(eventInfo, ['weapprofnum']))
return;
- TAS.repeatingSimpleSum('weaponprofs', 'weapprofnum', 'weapprofslotssum');
+ updateWeaponProfsRemaining();
});
+//Weapon proficiency autofill
+on('change:repeating_weaponprofs:weapprofname', function(eventInfo) {
+ let weaponProficiency = weaponProficiencies[eventInfo.newValue];
+ if (!weaponProficiency)
+ return;
-//Nonweapon proficiency slots
-on('change:repeating_profs:profslots remove:repeating_profs', function(eventInfo){
- if (doEarlyReturn(eventInfo, ['profslots']))
- return;
- TAS.repeatingSimpleSum('profs', 'profslots', 'profslotssum');
-});
-//Nonweapon proficiency autofill
-on('change:repeating_profs:profname', function (eventInfo) {
- let nonweaponProficiency = NonweaponProficiencies[eventInfo.newValue];
- if (nonweaponProficiency === undefined)
- return;
-
- setAttrs({
- 'repeating_profs_profslots' : nonweaponProficiency['slots'],
- 'repeating_profs_profstatnum': nonweaponProficiency['abilityScore'],
- 'repeating_profs_profmod' : nonweaponProficiency['modifier'],
+ getAttrs(BOOK_FIELDS, function (books) {
+ if (bookInactiveShowToast(books, weaponProficiency))
+ return;
+
+ setAttrs({
+ 'repeating_weaponprofs_weapprofnum' : weaponProficiency['slots'],
+ });
});
});
+//Nonweapon proficiency slots
+//Used in version.js
+const updateNonWeaponProfsTotal = () => calculateFormula('prof-slots-total', 'prof-slots-total-calc');
+on('change:prof-slots-total', function (eventInfo) {
+ updateNonWeaponProfsTotal();
+});
+const updateNonWeaponProfsRemaining = () => repeatingCalculateRemaining('profs', ['profslots'], 'prof-slots-total-calc', 'prof-slots-remain');
+on('change:repeating_profs:profslots remove:repeating_profs change:prof-slots-total-calc', function(eventInfo){
+ if (doEarlyReturn(eventInfo, ['profslots']))
+ return;
+ updateNonWeaponProfsRemaining();
+});
+//Nonweapon proficiency autofill
+on('change:repeating_profs:profname', function (eventInfo) {
+ let nonweaponProficiency = nonweaponProficiencies[eventInfo.newValue];
+ if (!nonweaponProficiency)
+ return;
+
+ getAttrs(BOOK_FIELDS, function (books) {
+ if (bookInactiveShowToast(books, nonweaponProficiency))
+ return;
+
+ setAttrs({
+ 'repeating_profs_profslots' : nonweaponProficiency['slots'],
+ 'repeating_profs_profstatnum': nonweaponProficiency['abilityScore'],
+ 'repeating_profs_profmod' : nonweaponProficiency['modifier'],
+ });
+ });
+});
+//#endregion
+
+//#region Equipment
//Equipment Carried Section
on('change:repeating_gear:gearweight change:repeating_gear:gearqty remove:repeating_gear', function(eventInfo){
if (doEarlyReturn(eventInfo, ['gearweight', 'gearqty']))
return;
- repeatingMultipleSum('gear', 'gearweight', 'gearqty', 'gearweighttotal', 2);
+ repeatingMultiplySum('gear', 'gearweight', 'gearqty', 'gearweighttotal', 2);
});
//Equipment Stored Section
-//Mount Equipment Carried Section Continued
on('change:repeating_gear-stored:gear-stored-weight change:repeating_gear-stored:gear-stored-qty change:repeating_gear-stored:on-mount remove:repeating_gear-stored', function(eventInfo){
if (doEarlyReturn(eventInfo, ['gear-stored-weight', 'gear-stored-qty']))
return;
@@ -33303,9 +42324,12 @@ on('change:repeating_gear-stored:gear-stored-weight change:repeating_gear-stored
})
.execute();
})
+//#endregion
on(`change:repeating_gem:gemvalue change:repeating_gem:gemqty remove:repeating_gem`, function(eventInfo) {
- repeatingMultipleSum('gem', 'gemvalue', 'gemqty', 'gemstotalvalue');
+ if (doEarlyReturn(eventInfo, ['gemvalue', 'gemqty']))
+ return;
+ repeatingMultiplySum('gem', 'gemvalue', 'gemqty', 'gemstotalvalue');
})
// --- ALL SHEET WORKERS END --- //
@@ -33313,7 +42337,7 @@ on(`change:repeating_gem:gemvalue change:repeating_gem:gemqty remove:repeating_g
// --- Version change start --- //
const sheetName = 'AD&D 2E Revised';
-const sheetVersion = '4.4.0';
+const sheetVersion = '4.6.0';
on('sheet:opened', function(){
getAttrs(['character_sheet'],function(attrs){
@@ -33347,6 +42371,12 @@ on('sheet:opened', function(){
if (oldSheetVersion.isBelowMigrate(4, 3, 0))
migrate4_3_0();
+
+ if (oldSheetVersion.isBelowMigrate(4,5,0))
+ migrate4_5_0();
+
+ if (oldSheetVersion.isBelowMigrate(4,6,0))
+ migrate4_6_0();
//#endregion
}
@@ -33396,6 +42426,23 @@ function moveStaticToRepeating(section, fieldsToMove) {
}
//#endregion
+//#region 4.6.0
+function migrate4_6_0() {
+ console.log('Migrating to v4.6.0');
+ updateWeaponProfsRemaining();
+ updateNonWeaponProfsRemaining();
+}
+//#endregion
+
+//#region 4.5.0
+function migrate4_5_0() {
+ console.log('Migrating to v4.5.0');
+ updateThac0(true);
+ updateWeaponProfsTotal();
+ updateNonWeaponProfsTotal();
+}
+//#endregion
+
//#region version 4.3.0
let oldCurrencySections = [['2', 'Dragonlance'], ['3', 'Dark Sun'], ['4', 'Ravenloft'], ['5', 'Maztica'], ['6', 'BirthRight']];
let fieldArray = ['gemdesc', 'gemvalue', 'gemqty', 'gemsizecut'];
@@ -33501,14 +42548,7 @@ function migrateOtherValuables() {
//#region version 3.4.0
function migrate3_4_0() {
console.log('Migrating to v3.4.0');
- 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
- });
- });
+ updateNonprofPenalty();
}
//#endregion
diff --git a/ADnD 2E Revised/2EStyle.css b/ADnD 2E Revised/2EStyle.css
index 431a0acebe..acc8089de1 100644
--- a/ADnD 2E Revised/2EStyle.css
+++ b/ADnD 2E Revised/2EStyle.css
@@ -196,7 +196,7 @@ input[type="number"].sheet-nobut::-webkit-inner-spin-button {
box-shadow: none;
background-color: transparent;
display: inline;
- cursor: context-menu;
+ cursor: text;
}
.charsheet input.sheet-version-right {
@@ -207,10 +207,10 @@ input[type="number"].sheet-nobut::-webkit-inner-spin-button {
.charsheet input.sheet-version-large {
font-size:24px;
- font-weight: bold;
+ font-weight: 800;
color: black;
padding: 0;
- margin-bottom: 3px;
+ margin-bottom: 6px;
}
input.sheet-arrow
@@ -952,7 +952,7 @@ button {
.sheet-rolltemplate-2Echeck div.sheet-template-body,
.sheet-rolltemplate-2Egrenademiss div.sheet-template-body,
.sheet-rolltemplate-2Esave div.sheet-template-body {
- border: 1px solid black;
+ border: 3px solid black;
border-bottom-right-radius: 8px;
border-bottom-left-radius: 8px;
background: #727272;
@@ -966,7 +966,7 @@ button {
.sheet-rolltemplate-2Echeck div.sheet-check-head,
.sheet-rolltemplate-2Egrenademiss div.sheet-grenade-head,
.sheet-rolltemplate-2Esave div.sheet-save-head {
- border: 1px solid #000000;
+ border: 3px solid #000000;
border-top-right-radius: 8px;
border-top-left-radius: 8px;
padding: 5px 3px 3px;
@@ -977,6 +977,27 @@ button {
.sheet-rolltemplate-2Edefault div.sheet-default-head {
background: #093a01;
}
+.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-red {
+ background: #f55242;
+}
+.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-yellow {
+ background: #cdcd00;
+}
+.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-blue {
+ background: #06aedc;
+}
+.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-orange {
+ background: #e67e22;
+}
+.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-gray {
+ background: #7f8c8d;
+}
+.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-brown {
+ background: #935116;
+}
+.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-purple {
+ background: #bb07d8;
+}
.sheet-rolltemplate-2Edefault td.sheet-default-c1 {
font-size: 9pt;
@@ -1337,16 +1358,20 @@ table.sheet-default-header-every-third-column td:nth-child(3n+1),
.sheet-centering,
.sheet-centering-padding-2,
.sheet-centering-padding-5,
-table.sheet-centering-column1 td:nth-child(1),
table.sheet-centering-column1 th:nth-child(1),
-table.sheet-centering-column2 td:nth-child(2),
+table.sheet-centering-column1 td:nth-child(1),
table.sheet-centering-column2 th:nth-child(2),
-table.sheet-centering-column3 td:nth-child(3),
+table.sheet-centering-column2 td:nth-child(2),
table.sheet-centering-column3 th:nth-child(3),
+table.sheet-centering-column3 td:nth-child(3),
+table.sheet-centering-column4 th:nth-child(4),
+table.sheet-centering-column4 td:nth-child(4),
table.sheet-centering-padding-5-column2 th:nth-child(2),
table.sheet-centering-padding-5-column2 td:nth-child(2),
table.sheet-centering-padding-5-column3 th:nth-child(3),
-table.sheet-centering-padding-5-column3 td:nth-child(3) {
+table.sheet-centering-padding-5-column3 td:nth-child(3),
+table.sheet-centering-padding-5-column4 th:nth-child(4),
+table.sheet-centering-padding-5-column4 td:nth-child(4) {
text-align: center;
vertical-align: middle;
}
@@ -1373,12 +1398,18 @@ table.sheet-centering-padding-5-column2 th:nth-child(2),
table.sheet-centering-padding-5-column2 td:nth-child(2),
table.sheet-centering-padding-5-column3 th:nth-child(3),
table.sheet-centering-padding-5-column3 td:nth-child(3),
+table.sheet-centering-padding-5-column4 th:nth-child(4),
+table.sheet-centering-padding-5-column4 td:nth-child(4),
.sheet-centering-padding-5 {
padding-left: 5px;
padding-right: 5px;
}
-.sheet-padding-right {
+.sheet-padding-right,
+table.sheet-padding-right-column1 th:nth-child(1),
+table.sheet-padding-right-column1 td:nth-child(1),
+table.sheet-padding-right-column2 th:nth-child(2),
+table.sheet-padding-right-column2 td:nth-child(2) {
padding-right: 5px;
}
@@ -1481,7 +1512,12 @@ details > summary:first-of-type {
.sheet-spell-points-wiz,
.sheet-spell-points-pri,
.sheet-spell-sphere-pri,
-.sheet-announcement {
+.sheet-announcement,
+.sheet-toast,
+.sheet-success,
+.sheet-info,
+.sheet-warning,
+.sheet-error {
display: none;
}
@@ -1489,7 +1525,12 @@ 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-spell-spheres-pri:checked ~ .sheet-spell-sphere-pri,
-input.sheet-show-announcement:checked ~ .sheet-announcement
+input.sheet-show-announcement:checked ~ .sheet-announcement,
+input.sheet-show-toast:checked ~ .sheet-toast,
+input.sheet-show-toast-success:checked ~ .sheet-success,
+input.sheet-show-toast-info:checked ~ .sheet-info,
+input.sheet-show-toast-warning:checked ~ .sheet-warning,
+input.sheet-show-toast-error:checked ~ .sheet-error
{
display: block;
}
@@ -1522,4 +1563,70 @@ img.expandable:hover {
-webkit-transform:scale(3); /* or some other value */
transform:scale(3);
}
-/* Announcement styling end */
\ No newline at end of file
+/* Announcement styling end */
+/*#region Toast styling*/
+.sheet-toast {
+ position: fixed;
+ right: 30px;
+ bottom: -13px;
+ text-align: center;
+ width: 300px;
+ height: 150px;
+}
+
+.sheet-toast div {
+ position: absolute;
+ top: 0;
+ right: 0;
+ border: 2px solid;
+ border-radius: 10px;
+ cursor: text;
+}
+
+.sheet-toast .sheet-success {
+ border-color: #badbcc;
+ background-color: #d1e7dd;
+}
+
+.sheet-toast .sheet-info {
+ border-color: #b6d4fe;
+ background-color: #cfe2ff;
+}
+
+.sheet-toast .sheet-warning {
+ border-color: #ffecb5;
+ background-color: #fff3cd;
+}
+
+.sheet-toast .sheet-error {
+ border-color: #f5c2c7;
+ background-color: #f8d7da;
+}
+
+.sheet-toast input {
+ text-align: center;
+ font-size: 18px;
+ font-weight: bold;
+ width: 100%;
+}
+
+.sheet-toast input,
+.sheet-toast textarea {
+ border: 0;
+ background-color: transparent;
+ pointer-events: none;
+ margin-bottom: 0;
+ resize: none;
+}
+
+.sheet-hide-toast {
+ position: absolute;
+ top: -10px;
+ right: -12px;
+ z-index: 1;
+ border-radius: 20px;
+ border-color: black;
+ background-color: white;
+ font-weight: bold;
+}
+/*#endregion Toast styling end*/
\ No newline at end of file
diff --git a/ADnD 2E Revised/build/buildPug.js b/ADnD 2E Revised/build/buildPug.js
index 82557686d7..da26ca6594 100644
--- a/ADnD 2E Revised/build/buildPug.js
+++ b/ADnD 2E Revised/build/buildPug.js
@@ -1,12 +1,28 @@
const pug = require('pug');
const fs = require('fs');
-console.log('---- Generating spells datalists ----');
+const path = require('path');
+const jsFolder = path.join(__dirname, '..', 'javascript');
+const pugFolder = path.join(__dirname, '..', 'pug');
+const htmlFolder = path.join(__dirname, '..', 'html');
+
+console.log('---- Generating dynamicDatalists ----');
const spellsJs = ['wizardSpells.js', 'priestSpells.js'];
let html = '';
+
spellsJs.forEach(jsFile => {
console.log(jsFile);
- const spells = require(`../javascript/${jsFile}`);
- html += pug.renderFile('../pug/spellsDatalists.pug', {pretty: true, data: spells});
+ const spells = require(path.join(jsFolder, jsFile));
+ html += pug.renderFile(path.join(pugFolder, 'spellsDatalists.pug'), {pretty: true, data: spells});
});
-fs.writeFileSync('../html/spellsDatalists.html', html);
+
+console.log('weapons.js')
+const weapons = require(path.join(jsFolder, 'weapons.js'));
+const weaponsProficiencies = require(path.join(jsFolder, 'weaponProficiencies.js'));
+html += pug.renderFile(path.join(pugFolder, 'weaponsDatalists.pug'), {pretty: true, data: weapons, proficiencies: weaponsProficiencies});
+
+console.log('nonweaponProficiencies.js')
+const nonweaponProficiencies = require(path.join(jsFolder, 'nonweaponProficiencies.js'));
+html += pug.renderFile(path.join(pugFolder, 'nonweaponProficienciesDatalists.pug'), {pretty: true, data: nonweaponProficiencies});
+
+fs.writeFileSync(path.join(htmlFolder, 'dynamicDatalists.html'), html);
console.log('');
\ No newline at end of file
diff --git a/ADnD 2E Revised/build/combine.ps1 b/ADnD 2E Revised/build/combine.ps1
index 43d3bd941c..059279108d 100644
--- a/ADnD 2E Revised/build/combine.ps1
+++ b/ADnD 2E Revised/build/combine.ps1
@@ -1,9 +1,11 @@
-& 'D:\git\roll20-character-sheets\ADnD 2E Revised\build\sanitizeFiles.ps1'
+$sanitizeScript = Join-Path $PSScriptRoot "sanitizeFiles.ps1"
+& $sanitizeScript
"---- Combining files ----"
-$inputFile = 'D:\git\roll20-character-sheets\ADnD 2E Revised\html\2ESheet-base.html'
-$sourceFolder = 'D:\git\roll20-character-sheets\ADnD 2E Revised'
-$outputFile = 'D:\git\roll20-character-sheets\ADnD 2E Revised\2ESheet.html'
+
+$sourceFolder = Join-Path $PSScriptRoot ".."
+$inputFile = Join-Path $sourceFolder "html" "2ESheet-base.html"
+$outputFile = Join-Path $sourceFolder '2ESheet.html'
$replaceConstant = '#REPLACE{0}#'
diff --git a/ADnD 2E Revised/build/sanitizeFiles.ps1 b/ADnD 2E Revised/build/sanitizeFiles.ps1
index 937e418d8b..db9f126831 100644
--- a/ADnD 2E Revised/build/sanitizeFiles.ps1
+++ b/ADnD 2E Revised/build/sanitizeFiles.ps1
@@ -1,5 +1,5 @@
-$htmlFolder = 'D:\git\roll20-character-sheets\ADnD 2E Revised\html'
-$javascriptFolder = 'D:\git\roll20-character-sheets\ADnD 2E Revised\javascript'
+$htmlFolder = Join-Path $PSScriptRoot ".." "html"
+$javascriptFolder = Join-Path $PSScriptRoot ".." "javascript"
"---- Sanitize Javascript files ----"
Get-ChildItem $javascriptFolder | ForEach-Object {
@@ -14,7 +14,8 @@ Get-ChildItem $javascriptFolder | ForEach-Object {
}
""
-node buildPug.js
+$buildPug = Join-Path $PSScriptRoot "buildPug.js"
+node $buildPug
"---- Sanitize HTML files ----"
Get-ChildItem $htmlFolder | ForEach-Object {
diff --git a/ADnD 2E Revised/futureIdeas.txt b/ADnD 2E Revised/futureIdeas.txt
index 5a58b9c1c0..3bdfd86bf2 100644
--- a/ADnD 2E Revised/futureIdeas.txt
+++ b/ADnD 2E Revised/futureIdeas.txt
@@ -15,16 +15,30 @@
Follower classes
AD&D 2E Book release order
-The Complete Fighter's Handbook December 1989
-The Complete Thief's Handbook December 1989
-The Complete Priest's Handbook May 1990
-The Complete Wizard's Handbook June 1990
-Tome of Magic May 1991
-The Complete Bard's Handbook March 1992
-The Complete Ranger's Handbook December 1993
-The Complete Paladin's Handbook May 1994
-The Complete Druid's Handbook August 1994
-The Complete Book of Necromancers March 1995
-Player's Option: Combat & Tactics June 1995
-Player's Option: Skills & Powers July 1995
-Player's Option: Spells & Magic May 1996
\ No newline at end of file
+The Complete Fighter's Handbook 1989 December
+The Complete Thief's Handbook 1989 December
+The Complete Priest's Handbook 1990 May
+The Complete Wizard's Handbook 1990 June
+The Complete Psionics Handbook 1991 January
+
+Tome of Magic 1991 May
+Arms and Equipment Guide 1991 July
+
+The Complete Book of Dwarves 1991 October
+The Complete Bard's Handbook 1992 March
+The Complete Book of Elves 1992 December
+The Complete Book of Gnomes & Halflings 1993 February -- no content
+The Complete Book of Humanoids 1993 April
+The Complete Ranger's Handbook 1993 December
+The Complete Book of Villains 1994 April -- no content
+The Complete Paladin's Handbook 1994 May
+The Complete Druid's Handbook 1994 August
+The Complete Barbarian's Handbook 1995 January
+The Complete Book of Necromancers 1995 March
+
+Player's Option: Combat & Tactics 1995 June
+Player's Option: Skills & Powers 1995 July
+
+The Complete Ninja's Handbook 1995 August
+
+Player's Option: Spells & Magic 1996 May
\ No newline at end of file
diff --git a/ADnD 2E Revised/html/2ESheet-base.html b/ADnD 2E Revised/html/2ESheet-base.html
index f655bf686a..30123b1306 100644
--- a/ADnD 2E Revised/html/2ESheet-base.html
+++ b/ADnD 2E Revised/html/2ESheet-base.html
@@ -1,27 +1,35 @@
-
+
Announcements
-
Changes in
-
+
Changes in
-
Fixed Priest spell Remove Paralysis range calculation. Please delete the spell and re-add it to update the template
-
Added rolltemplate to handle Grenade like missile attacks that goes off target.
-
Made Animal follower spells section collapsable
-
Added missing spell section to repeating Animal Follower
-
Added support for spells from the Complete Wizard's Handbook
-
Added a Sheet Settings tab to control various stuff on the sheet
+
Added setting to turn off the popup on rolls asking for "Misc. Modifier?". By default, the pop is active
-
Moved monter public / private attacks settings to the Sheet Settings tab
-
Added checkbox to turn on spells from the Complete Wizard's Handbook
+
The Psionics Core tab do not have popup on the psionic skills, as they did not have a popup before, and I do not know how the rules to correctly add any misc modifier
+
I did not check EVERY button on the sheet, so there might be a button somewhere that is either missing the popup, or where it will not turn off correctly. If this is the case, please let me know
-
Cleaned up a lot of HTML
+
Added Initiative button for Turn Undead
+
Added all priest Spheres to sphere datalists
+
Added more colors for the 2Edefaul roll template
+
Added Silenced Elven chain mail to Thief Armor information and rogue skills autofill
+
Added Weapon Styles, Ambidexterity, Tight / Broad weapon groups, Punching, Wrestling, and Martial Arts proficiencies from The Complete Fighter's Handbook
+
Added Shield-Punch, Shield-Rush, Punch, Wrestle, and Martial Arts as weapons/attacks
+
Added Weapons from the Arms and Equipment Guide
+
Added Weapons and Proficiencies from The Complete Book of Dwarves
+
Added Spells and Proficiencies from The Complete Bard's Handbook
+
Added Weapons, Spells, and Proficiencies from The Complete Book of Elves
+
Added Weapons and Proficiencies from The Complete Book of Humanoids
+
Added Weapons, Spells, and Proficiencies from The Complete Ranger's Handbook
+
Added Proficiencies from The Complete Paladin's Handbook
+
Added Spells from The Complete Druid's Handbook
+
Fixed a bug with the priest sphere Add-spells button, that prevented it from correctly adding spells based on elemental spheres
@@ -247,7 +255,7 @@
-
+
Surprise Roll
Racial
@@ -261,7 +269,7 @@
-
+
@@ -685,7 +693,7 @@
-
+
@@ -693,7 +701,7 @@
-
+
@@ -701,7 +709,7 @@
-
+
@@ -709,7 +717,7 @@
-
+
@@ -717,7 +725,7 @@
-
+
@@ -725,7 +733,7 @@
-
+
@@ -733,7 +741,7 @@
-
+
@@ -741,7 +749,7 @@
-
+
@@ -749,7 +757,7 @@
-
+
@@ -757,7 +765,7 @@
-
+
@@ -774,7 +782,7 @@
-
+
@@ -782,7 +790,7 @@
-
+
@@ -790,7 +798,7 @@
-
+
@@ -811,14 +819,14 @@
-
+
Save and Magic Resistance Details:
-
+
Character Points:
@@ -1082,14 +1090,14 @@
Notes
-
+
-
-
%
+
+
%
@@ -1101,7 +1109,7 @@
Notes
-
+
@@ -1119,11 +1127,11 @@
Notes
-
+
-
%
-
%
+
%
+
%
@@ -1139,11 +1147,11 @@
Notes
-
+
-
%
+
%
@@ -1158,11 +1166,11 @@
Notes
-
+
-
%
+
%
@@ -1175,11 +1183,11 @@
Notes
-
+
-
+
@@ -1198,7 +1206,7 @@
-
+
Ability Score
@@ -1208,7 +1216,7 @@
-
+
@@ -1222,7 +1230,7 @@
-
+
Hit Probability
Damage Adjustment
@@ -1233,7 +1241,7 @@
Notes
-
+
@@ -1241,18 +1249,18 @@
-
+
-
-
%
+
+
%
-
+
Reaction Adjustment
Missile Attack Adjustment
@@ -1260,7 +1268,7 @@
Notes
-
+
@@ -1268,7 +1276,7 @@
-
+
@@ -1276,7 +1284,7 @@
-
+
Hit Point Adjustment
System Shock
@@ -1286,26 +1294,26 @@
Notes
-
+
-
%
+
%
-
+
-
%
+
%
-
+
Number of Languages
Maximum Spell Level
@@ -1315,7 +1323,7 @@
Notes
-
+
@@ -1325,17 +1333,17 @@
-
+
-
%
+
%
-
+
Magical Def Adjustment
Bonus Priest Spells
@@ -1344,16 +1352,16 @@
Notes
-
+
-
%
+
%
-
+
@@ -1362,7 +1370,7 @@
-
+
Maximum Number of Henchmen
Loyalty Base
@@ -1370,7 +1378,7 @@
Notes
-
+
@@ -1378,11 +1386,11 @@
-
+
-
+
@@ -1429,7 +1437,7 @@
-
+
@@ -1619,7 +1627,7 @@
-
+
@@ -1627,7 +1635,7 @@
-
+
@@ -1670,9 +1678,9 @@
-
+
-
+
@@ -1787,7 +1795,7 @@
-
+
@@ -1795,7 +1803,7 @@
-
+
@@ -1840,9 +1848,9 @@
-
+
-
+
@@ -1949,7 +1957,7 @@
-
+
@@ -1957,7 +1965,7 @@
-
+
@@ -2013,11 +2021,11 @@
-
+
-
+
-
+
@@ -2139,7 +2147,7 @@
-
+
@@ -2147,7 +2155,7 @@
-
+
@@ -2218,11 +2226,11 @@
-
+
-
+
-
+
@@ -2289,13 +2297,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Open Locks
@@ -2306,13 +2314,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Find/Remove Traps
@@ -2323,13 +2331,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Move Silently
@@ -2340,13 +2348,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Hide in Shadows
@@ -2357,13 +2365,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Detect Noise
@@ -2374,13 +2382,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Climb Walls
@@ -2391,13 +2399,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Read Languages
@@ -2408,13 +2416,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
Legend Lore
@@ -2425,13 +2433,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
@@ -2470,13 +2478,13 @@
%
%
%
-
+
%
%
-
+
%
%
-
+
@@ -2491,54 +2499,63 @@
No Armor
Padded Armor or Studded Leather
Elven Chain Mail
+
Silenced Elven Chain Mail
Pick Pocket
+5%
-30%
-20%
+
-25%
Open Locks
—
-10%
-5%
+
-5%
Find/Remove Traps
—
-10%
-5%
+
-5%
Move Silently
+10%
-20%
-10%
+
—
Hide in Shadows
+5%
-20%
-10%
+
-10%
Detect Noise
—
-10%
-5%
+
—
Climb Walls
+10%
-30%
-20%
+
-25%
Read Languages
—
—
—
+
—
@@ -2807,8 +2824,8 @@
%
%
%
-
-
+
+
Detect Illusion*
@@ -2820,8 +2837,8 @@
%
%
%
-
-
+
+
Bribe*
@@ -2833,8 +2850,8 @@
%
%
%
-
-
+
+
Tunneling*
@@ -2846,8 +2863,8 @@
%
%
%
-
-
+
+
Escape Bonds*
@@ -2859,8 +2876,8 @@
%
%
%
-
-
+
+
Forge Documents*
@@ -2872,8 +2889,8 @@
%
%
%
-
-
+
+
Appraise*
@@ -2885,8 +2902,8 @@
%
%
%
-
-
+
+
@@ -3120,16 +3137,20 @@
-
Standard rolls
+
+
+
+
+
-
-
-
-
+
+
+
+
-
Custom rolls
+
@@ -3366,16 +3387,20 @@
-
Standard rolls
+
+
+
+
+
-
-
-
-
+
+
+
+
-
Custom rolls
+
@@ -3429,20 +3454,42 @@
-
+
+
+
+
+
+
+
+
Weapon
+
Slots
+
Ex
+
Sp
+
M
+
HM
+
GM
+
CW
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
+
Weapon
Slots
Ex
@@ -3452,9 +3499,8 @@
GM
CW
-
-
+
@@ -3508,33 +3554,46 @@
-
+
-
+
+
+
+
+
+
+
Proficiency
+
Slots
+
Ability Score
+
Modifier
+
+
+
+
+
+
±
+
+
+
+
-
-
-
-
-
-
+
Proficiency
Slots
Ability Score
Modifier
-
±
-
+
@@ -5469,7 +5528,7 @@
-
+
@@ -5502,9 +5561,9 @@
Psionics Revised
-
+
@@ -5523,7 +5582,7 @@
-
+
@@ -5534,7 +5593,7 @@
-
+
@@ -5557,7 +5616,7 @@
-
+
@@ -5568,7 +5627,7 @@
-
+
@@ -5594,7 +5653,7 @@
-
+
@@ -5605,7 +5664,7 @@
-
+
@@ -5628,7 +5687,7 @@
-
+
@@ -5639,7 +5698,7 @@
-
+
@@ -5665,7 +5724,7 @@
-
+
@@ -5676,7 +5735,7 @@
-
+
@@ -5699,7 +5758,7 @@
-
+
@@ -5710,7 +5769,7 @@
-
+
@@ -5736,7 +5795,7 @@
-
+
@@ -5747,7 +5806,7 @@
-
+
@@ -5770,7 +5829,7 @@
-
+
@@ -5781,7 +5840,7 @@
-
+
@@ -5807,7 +5866,7 @@
-
+
@@ -5818,7 +5877,7 @@
-
+
@@ -5841,7 +5900,7 @@
-
+
@@ -5852,7 +5911,7 @@
-
+
@@ -5877,8 +5936,8 @@
-
-
+
+
@@ -5889,8 +5948,8 @@
-
-
+
+
@@ -5938,7 +5997,7 @@
/
-
+
Temp PSP:
@@ -6375,7 +6434,7 @@
-
+
@@ -6384,6 +6443,20 @@
+
+ Potion info
+
+
Potion simple initiaive modifer: +4, unless stated otherwise (PHB p. 125 / DMG p. 79)
+
Potion detailed initiative modifier (DMG p. 191):
+
- Standard
- Advanced
+ Psionic Core
+ Psionic S/P
@@ -9426,7 +9499,7 @@
-
+
±
@@ -9714,7 +9787,7 @@
-
+
@@ -9762,7 +9835,8 @@
-
Advanced Psionics
+
Psionics Revised
+
@@ -9783,7 +9857,7 @@
-
+
@@ -9791,7 +9865,7 @@
-
+
@@ -9799,7 +9873,7 @@
-
+
@@ -9820,7 +9894,7 @@
-
+
@@ -9828,7 +9902,7 @@
-
+
@@ -9836,7 +9910,7 @@
-
+
@@ -9860,7 +9934,7 @@
-
+
@@ -9868,7 +9942,7 @@
-
+
@@ -9876,7 +9950,7 @@
-
+
@@ -9897,7 +9971,7 @@
-
+
@@ -9905,7 +9979,7 @@
-
+
@@ -9913,7 +9987,7 @@
-
+
@@ -9937,7 +10011,7 @@
-
+
@@ -9945,7 +10019,7 @@
-
+
@@ -9953,7 +10027,7 @@
-
+
@@ -9974,7 +10048,7 @@
-
+
@@ -9982,7 +10056,7 @@
-
+
@@ -9990,7 +10064,7 @@
-
+
@@ -10014,7 +10088,7 @@
-
+
@@ -10022,7 +10096,7 @@
-
+
@@ -10030,7 +10104,7 @@
-
+
@@ -10051,7 +10125,7 @@
-
+
@@ -10059,7 +10133,7 @@
-
+
@@ -10067,7 +10141,7 @@
-
+
@@ -10091,7 +10165,7 @@
-
+
@@ -10099,7 +10173,7 @@
-
+
@@ -10107,7 +10181,7 @@
-
+
@@ -10128,7 +10202,7 @@
-
+
@@ -10136,7 +10210,7 @@
-
+
@@ -10144,7 +10218,7 @@
-
+
@@ -10168,10 +10242,10 @@
-
+
-
+
@@ -10183,10 +10257,10 @@
-
+
-
+
@@ -10198,10 +10272,10 @@
-
+
-
+
@@ -10251,7 +10325,7 @@
/
-
+
Temp PSP:
@@ -10447,54 +10521,54 @@
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
+
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
@@ -10510,8 +10584,8 @@
- Standard
- Advanced
+ Psionic Core
+ Psionic S/P
Psionics Core
@@ -10739,7 +10813,7 @@
-
+
±
@@ -11051,7 +11125,7 @@
-
+
@@ -11105,7 +11179,8 @@
-
Advanced Psionics
+
Psionics Revised
+
@@ -11127,7 +11202,7 @@
-
+
@@ -11135,7 +11210,7 @@
-
+
@@ -11143,7 +11218,7 @@
-
+
@@ -11165,7 +11240,7 @@
-
+
@@ -11173,7 +11248,7 @@
-
+
@@ -11181,7 +11256,7 @@
-
+
@@ -11206,7 +11281,7 @@
-
+
@@ -11214,7 +11289,7 @@
-
+
@@ -11222,7 +11297,7 @@
-
+
@@ -11244,7 +11319,7 @@
-
+
@@ -11252,7 +11327,7 @@
-
+
@@ -11260,7 +11335,7 @@
-
+
@@ -11285,7 +11360,7 @@
-
+
@@ -11293,7 +11368,7 @@
-
+
@@ -11301,7 +11376,7 @@
-
+
@@ -11323,7 +11398,7 @@
-
+
@@ -11331,7 +11406,7 @@
-
+
@@ -11339,7 +11414,7 @@
-
+
@@ -11364,7 +11439,7 @@
-
+
@@ -11372,7 +11447,7 @@
-
+
@@ -11380,7 +11455,7 @@
-
+
@@ -11402,7 +11477,7 @@
-
+
@@ -11410,7 +11485,7 @@
-
+
@@ -11418,7 +11493,7 @@
-
+
@@ -11443,7 +11518,7 @@
-
+
@@ -11451,7 +11526,7 @@
-
+
@@ -11459,7 +11534,7 @@
-
+
@@ -11480,7 +11555,7 @@
-
+
@@ -11488,7 +11563,7 @@
-
+
@@ -11496,7 +11571,7 @@
-
+
@@ -11519,8 +11594,8 @@
-
-
+
+
@@ -11528,8 +11603,8 @@
-
-
+
+
@@ -11537,8 +11612,8 @@
-
-
+
+
@@ -11586,7 +11661,7 @@
/
-
+
Temp PSP:
@@ -11777,54 +11852,54 @@
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
+
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
@@ -12056,54 +12131,54 @@
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
+
-
+
-
-
+
+
-
+
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
@@ -12336,8 +12411,8 @@
-
-
+
+
@@ -12446,7 +12521,7 @@
-
+
@@ -12467,13 +12542,13 @@
-
+
-
+
@@ -12496,16 +12571,16 @@
-
-
+
+
-
+
-
+
-
+
@@ -12540,16 +12615,16 @@
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
@@ -12581,43 +12656,154 @@
-
General
-
-
+
General
+
Select books to include autofil information from:
+
Book
+
Original Release
Autofill Data
Include
Player's Handbook
-
Weapons, Spells
+
1989 April
+
Weapons, Spells, Proficiencies
+
+
The Complete Fighter's Handbook
+
1989 December
+
Weapons, Proficiencies
+
+
+
+
The Complete Thief's Handbook
+
1989 December
+
Proficiencies
+
+
+
+
The Complete Priest's Handbook
+
1990 May
+
Weapons
+
+
The Complete Wizard's Handbook
+
1990 June
Spells
+
+
Tome of Magic
+
1991 May
+
Spells
+
+
+
+
Arms and Equipment Guide
+
1991 July
+
Weapons
+
+
+
+
The Complete Book of Dwarves
+
1991 October
+
Weapons, Proficiencies
+
+
+
+
The Complete Bard's Handbook
+
1992 March
+
Spells, Proficiencies
+
+
+
+
The Complete Book of Elves
+
1992 December
+
Weapons, Spells, Proficiencies
+
+
+
+
The Complete Book of Humanoids
+
1993 April
+
Weapons, Proficiencies
+
+
+
+
The Complete Ranger's Handbook
+
1993 December
+
Weapons, Spells, Proficiencies
+
+
+
+
The Complete Paladin's Handbook
+
1994 May
+
Proficiencies
+
+
+
+
The Complete Druid's Handbook
+
1994 August
+
Spells
+
+
-
Character Sheet specific
+
+
-
Monster Sheet specific
-
+
+
Character Sheet specific
+
+
Monster Sheet specific
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
insert_datalists.html
-insert_spellsDatalists.html
+insert_dynamicDatalists.html
insert_rolltemplates.html
@@ -12631,7 +12817,9 @@ insert_weapons.js
insert_rogueArmor.js
-insert_nonweapon-proficiencies.js
+insert_weaponProficiencies.js
+
+insert_nonweaponProficiencies.js
insert_wizardSpells.js
diff --git a/ADnD 2E Revised/html/datalists.html b/ADnD 2E Revised/html/datalists.html
index aa3ae5da83..a458f6fb7a 100644
--- a/ADnD 2E Revised/html/datalists.html
+++ b/ADnD 2E Revised/html/datalists.html
@@ -64,6 +64,7 @@
+
@@ -107,140 +108,6 @@
-
-
-
-
-
-
-
-
-
diff --git a/ADnD 2E Revised/html/dynamicDatalists.html b/ADnD 2E Revised/html/dynamicDatalists.html
new file mode 100644
index 0000000000..f7d52a06a6
--- /dev/null
+++ b/ADnD 2E Revised/html/dynamicDatalists.html
@@ -0,0 +1,2285 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/ADnD 2E Revised/html/henchmen-spells.html b/ADnD 2E Revised/html/henchmen-spells.html
index 195498b515..950f29802d 100644
--- a/ADnD 2E Revised/html/henchmen-spells.html
+++ b/ADnD 2E Revised/html/henchmen-spells.html
@@ -13,7 +13,7 @@
-
+
diff --git a/ADnD 2E Revised/html/powers.html b/ADnD 2E Revised/html/powers.html
index 5560ee20fa..e78483b45c 100644
--- a/ADnD 2E Revised/html/powers.html
+++ b/ADnD 2E Revised/html/powers.html
@@ -14,7 +14,7 @@
-
+
diff --git a/ADnD 2E Revised/html/priest-spell-template.html b/ADnD 2E Revised/html/priest-spell-template.html
index 58336222a4..98baef2641 100644
--- a/ADnD 2E Revised/html/priest-spell-template.html
+++ b/ADnD 2E Revised/html/priest-spell-template.html
@@ -7,7 +7,7 @@
Casting time:
-
+
diff --git a/ADnD 2E Revised/html/priest-sphere-button.html b/ADnD 2E Revised/html/priest-sphere-button.html
index 5230eb844d..2c53c9b4bd 100644
--- a/ADnD 2E Revised/html/priest-sphere-button.html
+++ b/ADnD 2E Revised/html/priest-sphere-button.html
@@ -1,7 +1,6 @@
-
\ No newline at end of file
diff --git a/ADnD 2E Revised/html/rolltemplates.html b/ADnD 2E Revised/html/rolltemplates.html
index d75c61eac6..cca131f5c0 100644
--- a/ADnD 2E Revised/html/rolltemplates.html
+++ b/ADnD 2E Revised/html/rolltemplates.html
@@ -1,6 +1,6 @@
-
+
{{name}}
@@ -14,12 +14,12 @@
- {{#allprops() desc desc1 desc2 name subtitle}}
+ {{#allprops() desc desc1 desc2 name subtitle color}}
{{key}}
{{value}}
- {{/allprops() desc desc1 desc2 name subtitle}}
+ {{/allprops() desc desc1 desc2 name subtitle color}}
{{#desc}}
{{desc}}
@@ -521,6 +521,176 @@
{{/c20-5}}
{{/c20-1}}
+ {{#c21-1}}
+
+
{{c21-1}}
+ {{#c21-2}}
+
{{c21-2}}
+ {{/c21-2}}
+ {{#c21-3}}
+
{{c21-3}}
+ {{/c21-3}}
+ {{#c21-4}}
+
{{c21-4}}
+ {{/c21-4}}
+ {{#c21-5}}
+
{{c21-5}}
+ {{/c21-5}}
+
+ {{/c21-1}}
+ {{#c22-1}}
+
+
{{c22-1}}
+ {{#c22-2}}
+
{{c22-2}}
+ {{/c22-2}}
+ {{#c22-3}}
+
{{c22-3}}
+ {{/c22-3}}
+ {{#c22-4}}
+
{{c22-4}}
+ {{/c22-4}}
+ {{#c22-5}}
+
{{c22-5}}
+ {{/c22-5}}
+
+ {{/c22-1}}
+ {{#c23-1}}
+
+
{{c23-1}}
+ {{#c23-2}}
+
{{c23-2}}
+ {{/c23-2}}
+ {{#c23-3}}
+
{{c23-3}}
+ {{/c23-3}}
+ {{#c23-4}}
+
{{c23-4}}
+ {{/c23-4}}
+ {{#c23-5}}
+
{{c23-5}}
+ {{/c23-5}}
+
+ {{/c23-1}}
+ {{#c24-1}}
+
+
{{c24-1}}
+ {{#c24-2}}
+
{{c24-2}}
+ {{/c24-2}}
+ {{#c24-3}}
+
{{c24-3}}
+ {{/c24-3}}
+ {{#c24-4}}
+
{{c24-4}}
+ {{/c24-4}}
+ {{#c24-5}}
+
{{c24-5}}
+ {{/c24-5}}
+
+ {{/c24-1}}
+ {{#c25-1}}
+
+
{{c25-1}}
+ {{#c25-2}}
+
{{c25-2}}
+ {{/c25-2}}
+ {{#c25-3}}
+
{{c25-3}}
+ {{/c25-3}}
+ {{#c25-4}}
+
{{c25-4}}
+ {{/c25-4}}
+ {{#c25-5}}
+
{{c25-5}}
+ {{/c25-5}}
+
+ {{/c25-1}}
+ {{#c26-1}}
+
+
{{c26-1}}
+ {{#c26-2}}
+
{{c26-2}}
+ {{/c26-2}}
+ {{#c26-3}}
+
{{c26-3}}
+ {{/c26-3}}
+ {{#c26-4}}
+
{{c26-4}}
+ {{/c26-4}}
+ {{#c26-5}}
+
{{c26-5}}
+ {{/c26-5}}
+
+ {{/c26-1}}
+ {{#c27-1}}
+
+
{{c27-1}}
+ {{#c27-2}}
+
{{c27-2}}
+ {{/c27-2}}
+ {{#c27-3}}
+
{{c27-3}}
+ {{/c27-3}}
+ {{#c27-4}}
+
{{c27-4}}
+ {{/c27-4}}
+ {{#c27-5}}
+
{{c27-5}}
+ {{/c27-5}}
+
+ {{/c27-1}}
+ {{#c28-1}}
+
+
{{c28-1}}
+ {{#c28-2}}
+
{{c28-2}}
+ {{/c28-2}}
+ {{#c28-3}}
+
{{c28-3}}
+ {{/c28-3}}
+ {{#c28-4}}
+
{{c28-4}}
+ {{/c28-4}}
+ {{#c28-5}}
+
{{c28-5}}
+ {{/c28-5}}
+
+ {{/c28-1}}
+ {{#c29-1}}
+
+
{{c29-1}}
+ {{#c29-2}}
+
{{c29-2}}
+ {{/c29-2}}
+ {{#c29-3}}
+
{{c29-3}}
+ {{/c29-3}}
+ {{#c29-4}}
+
{{c29-4}}
+ {{/c29-4}}
+ {{#c29-5}}
+
{{c29-5}}
+ {{/c29-5}}
+
+ {{/c29-1}}
+ {{#c30-1}}
+
+
{{c30-1}}
+ {{#c30-2}}
+
{{c30-2}}
+ {{/c30-2}}
+ {{#c30-3}}
+
{{c30-3}}
+ {{/c30-3}}
+ {{#c30-4}}
+
{{c30-4}}
+ {{/c30-4}}
+ {{#c30-5}}
+
{{c30-5}}
+ {{/c30-5}}
+
+ {{/c30-1}}
{{/c1-1}}
{{#effects2}}
diff --git a/ADnD 2E Revised/html/spells-old.html b/ADnD 2E Revised/html/spells-old.html
index 42ac97ba73..bb7e9deef2 100644
--- a/ADnD 2E Revised/html/spells-old.html
+++ b/ADnD 2E Revised/html/spells-old.html
@@ -20,7 +20,7 @@
-
+
diff --git a/ADnD 2E Revised/html/spellsDatalists.html b/ADnD 2E Revised/html/spellsDatalists.html
deleted file mode 100644
index 79e6d0056d..0000000000
--- a/ADnD 2E Revised/html/spellsDatalists.html
+++ /dev/null
@@ -1,1093 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/ADnD 2E Revised/html/wizard-spell-template.html b/ADnD 2E Revised/html/wizard-spell-template.html
index 99618b044a..1ceaa32cb2 100644
--- a/ADnD 2E Revised/html/wizard-spell-template.html
+++ b/ADnD 2E Revised/html/wizard-spell-template.html
@@ -7,7 +7,7 @@
Casting time:
-
+
diff --git a/ADnD 2E Revised/javascript/nonweapon-proficiencies.js b/ADnD 2E Revised/javascript/nonweapon-proficiencies.js
deleted file mode 100644
index 52f825b5f2..0000000000
--- a/ADnD 2E Revised/javascript/nonweapon-proficiencies.js
+++ /dev/null
@@ -1,326 +0,0 @@
-const NonweaponProficiencies = {};
-NonweaponProficiencies['Agriculture'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0,
-};
-NonweaponProficiencies['Ancient History'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -1
-}
-NonweaponProficiencies['Animal Handling'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -1,
-};
-NonweaponProficiencies['Animal Lore'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Animal Training'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': 0
-}
-NonweaponProficiencies['Appraising'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Armorer'] = {
- 'slots': 2,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Artistic Ability'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': 0
-}
-NonweaponProficiencies['Astrology'] = {
- 'slots': 2,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Blacksmithing'] = {
- 'slots': 1,
- 'abilityScore': '@{Strength}',
- 'modifier': 0
-}
-NonweaponProficiencies['Blind-fighting'] = {
- 'slots': 2,
- 'abilityScore': '@{NA}',
- 'modifier': 'NA'
-}
-NonweaponProficiencies['Bowyer/Fletcher'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Brewing'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Carpentry'] = {
- 'slots': 1,
- 'abilityScore': '@{Strength}',
- 'modifier': 0
-}
-NonweaponProficiencies['Charioteering'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': +2
-}
-NonweaponProficiencies['Cobbling'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': 0
-}
-NonweaponProficiencies['Cooking'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Dancing'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': 0
-}
-NonweaponProficiencies['Direction Sense'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': +1
-}
-NonweaponProficiencies['Disguise'] = {
- 'slots': 1,
- 'abilityScore': '@{Charisma}',
- 'modifier': -1
-}
-NonweaponProficiencies['Endurance'] = {
- 'slots': 2,
- 'abilityScore': '@{Constitution}',
- 'modifier': 0
-}
-NonweaponProficiencies['Engineering'] = {
- 'slots': 2,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -3
-}
-NonweaponProficiencies['Etiquette'] = {
- 'slots': 1,
- 'abilityScore': '@{Charisma}',
- 'modifier': 0
-}
-NonweaponProficiencies['Fire-building'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -1
-}
-NonweaponProficiencies['Fishing'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -1
-}
-NonweaponProficiencies['Forgery'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Gaming'] = {
- 'slots': 1,
- 'abilityScore': '@{Charisma}',
- 'modifier': 0
-}
-NonweaponProficiencies['Gem-Cutting'] = {
- 'slots': 2,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -2
-}
-NonweaponProficiencies['Healing'] = {
- 'slots': 2,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -2
-}
-NonweaponProficiencies['Heraldry'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Herbalism'] = {
- 'slots': 2,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Hunting'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -1
-}
-NonweaponProficiencies['Juggling'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Jumping'] = {
- 'slots': 1,
- 'abilityScore': '@{Strength}',
- 'modifier': 0
-}
-NonweaponProficiencies['Languages, Ancient'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Languages, Modern'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Leatherworking'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Local History'] = {
- 'slots': 1,
- 'abilityScore': '@{Charisma}',
- 'modifier': 0
-}
-NonweaponProficiencies['Mining'] = {
- 'slots': 2,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -3
-}
-NonweaponProficiencies['Mountaineering'] = {
- 'slots': 1,
- 'abilityScore': 'NA',
- 'modifier': 'NA'
-}
-NonweaponProficiencies['Musical Instrument'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Navigation'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Pottery'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -2
-}
-NonweaponProficiencies['Reading Lips'] = {
- 'slots': 2,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Reading/Writing'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': +1
-}
-NonweaponProficiencies['Religion'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': 0
-}
-NonweaponProficiencies['Riding, Airborne'] = {
- 'slots': 2,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -2
-}
-NonweaponProficiencies['Riding, Land-based'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': +3
-}
-NonweaponProficiencies['Rope Use'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': 0
-}
-NonweaponProficiencies['Running'] = {
- 'slots': 1,
- 'abilityScore': '@{Constitution}',
- 'modifier': -6
-}
-NonweaponProficiencies['Seamanship'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': +1
-}
-NonweaponProficiencies['Seamstress/Tailor'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Set-Snares'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': -1
-}
-NonweaponProficiencies['Singing'] = {
- 'slots': 1,
- 'abilityScore': '@{Charisma}',
- 'modifier': 0
-}
-NonweaponProficiencies['Spellcraft'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Stonemasonry'] = {
- 'slots': 1,
- 'abilityScore': '@{Strength}',
- 'modifier': -2
-}
-NonweaponProficiencies['Survival'] = {
- 'slots': 2,
- 'abilityScore': '@{Intelligence}',
- 'modifier': 0
-}
-NonweaponProficiencies['Swimming'] = {
- 'slots': 1,
- 'abilityScore': '@{Strength}',
- 'modifier': 0
-}
-NonweaponProficiencies['Tightrope Walking'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': 0
-}
-NonweaponProficiencies['Tracking'] = {
- 'slots': 2,
- 'abilityScore': '@{Wisdom}',
- 'modifier': 0
-}
-NonweaponProficiencies['Tumbling'] = {
- 'slots': 1,
- 'abilityScore': '@{Dexterity}',
- 'modifier': 0
-}
-NonweaponProficiencies['Ventriloquism'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -2
-}
-NonweaponProficiencies['Weather Sense'] = {
- 'slots': 1,
- 'abilityScore': '@{Wisdom}',
- 'modifier': -1
-}
-NonweaponProficiencies['Weaponsmithing'] = {
- 'slots': 3,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -3
-}
-NonweaponProficiencies['Weaving'] = {
- 'slots': 1,
- 'abilityScore': '@{Intelligence}',
- 'modifier': -1
-}
diff --git a/ADnD 2E Revised/javascript/nonweaponProficiencies.js b/ADnD 2E Revised/javascript/nonweaponProficiencies.js
new file mode 100644
index 0000000000..6dd3362ff4
--- /dev/null
+++ b/ADnD 2E Revised/javascript/nonweaponProficiencies.js
@@ -0,0 +1,918 @@
+const nonweaponProficiencies = {};
+//#region Player's Handbook
+nonweaponProficiencies['Agriculture'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Animal Handling'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Animal Training'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Artistic Ability'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Blacksmithing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Strength}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Brewing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Carpentry'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Strength}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Cobbling'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Cooking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Dancing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Direction Sense'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': +1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Etiquette'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Fire-building'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Fishing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Heraldry'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Languages, Modern'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Leatherworking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Mining'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -3,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Pottery'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Riding, Airborne'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Riding, Land-based'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': +3,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Rope Use'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Seamanship'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': +1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Seamstress/Tailor'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Singing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Stonemasonry'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Strength}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Swimming'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Strength}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Weather Sense'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+
+nonweaponProficiencies['Weaving'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Ancient History'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -1,
+ 'classes': 'Priest/Rogue/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Animal Lore'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Appraising'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Armorer'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Astrology'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Blind-fighting'] = {
+ 'slots': 2,
+ 'abilityScore': '@{NA}',
+ 'modifier': 'NA',
+ 'classes': 'Rogue/Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Bowyer/Fletcher'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -1,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Charioteering'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': +2,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Disguise'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': -1,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Endurance'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Constitution}',
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Engineering'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -3,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Forgery'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -1,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Gaming'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': 'Rogue/Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Gem-Cutting'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -2,
+ 'classes': 'Rogue/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Healing'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -2,
+ 'classes': 'Priest',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Herbalism'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Hunting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Juggling'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -1,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Jumping'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Strength}',
+ 'modifier': 0,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Languages, Ancient'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Local History'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': 'Priest/Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Mountaineering'] = {
+ 'slots': 1,
+ 'abilityScore': 'NA',
+ 'modifier': 'NA',
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Musical Instrument'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -1,
+ 'classes': 'Priest/Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Navigation'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Priest/Warrior/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Reading Lips'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Reading/Writing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': +1,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Religion'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Running'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Constitution}',
+ 'modifier': -6,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Set-Snares'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -1,
+ 'classes': 'Rogue/Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Spellcraft'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Priest/Wizard',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Survival'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Tightrope Walking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Tracking'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Tumbling'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Ventriloquism'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Rogue',
+ 'book': 'PHB'
+};
+nonweaponProficiencies['Weaponsmithing'] = {
+ 'slots': 3,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -3,
+ 'classes': 'Warrior',
+ 'book': 'PHB'
+};
+//#endregion
+
+//#region The Complete Thief's Handbook
+nonweaponProficiencies['Alertness'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': +1,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Animal Noise'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Begging'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Boating'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': +1,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Fast-Talking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Fortune Telling'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Information Gathering'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Intimidation'] = {
+ 'slots': 1,
+ 'abilityScore': '',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Locksmithing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Looting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Observation'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Trailing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+nonweaponProficiencies['Voice Mimicry'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': '',
+ 'classes': '',
+ 'book': 'The Complete Thief\'s Handbook'
+};
+//#endregion
+
+//#region The Complete Book of Dwarves
+nonweaponProficiencies['Boatwright'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Dwarf Runes'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Fungi Recognition'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': +3,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Local Dwarf History'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Sign Language'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Signalling'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Slow Respiration'] = {
+ 'slots': 1,
+ 'abilityScore': '@{NA}',
+ 'modifier': 'NA',
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Smelting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Sound Analysis'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Survival, Underground'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Underground Navigation'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Survival (Hill, Mountain)'] = {
+ 'slots': 1,
+ 'abilityScore': '@{NA}',
+ 'modifier': 'NA',
+ 'classes': 'Warrior',
+ 'book': 'The Complete Book of Dwarves'
+};
+nonweaponProficiencies['Pest Control'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': 'Thief',
+ 'book': 'The Complete Book of Dwarves'
+};
+//#endregion
+
+//#region The Complete Bard's Handbook
+nonweaponProficiencies['Acting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+nonweaponProficiencies['Chanting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+nonweaponProficiencies['Craft Instrument'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+nonweaponProficiencies['Crowd Working'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+nonweaponProficiencies['Poetry'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+nonweaponProficiencies['Whistling/Humming'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': +2,
+ 'classes': '',
+ 'book': 'The Complete Bard\'s Handbook'
+};
+//#endregion
+
+//#region The Complete Book of Humanoids
+nonweaponProficiencies['Cheesemaking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Danger Sense'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': +1,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Drinking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Constitution}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Eating'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Constitution}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Hiding'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -1,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Winemaking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Close-quarter Fighting'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': 0,
+ 'classes': 'Warrior/Rogue',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Natural Fighting'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Strength}',
+ 'modifier': +1,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Book of Humanoids'
+};
+nonweaponProficiencies['Wild Fighting'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Constitution}',
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Book of Humanoids'
+};
+//#endregion
+
+//#region The Complete Ranger's Handbook
+nonweaponProficiencies['Cartography'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Distance Sense'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Falconry'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Persuasion'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Riding, Sea-based'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Signaling'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': '',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Camouflage'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': 'Fighter/Rogue',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Foraging'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Warrior/Rogue',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Spelunking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -2,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Trail Marking'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Trail Signs'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': -1,
+ 'classes': 'Warrior/Rogue',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Veterinary Healing'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -3,
+ 'classes': 'Priest',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+nonweaponProficiencies['Weaponsmithing, Crude'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -3,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Ranger\'s Handbook'
+};
+//#endregion
+
+//#region The Complete Paladin's Handbook
+nonweaponProficiencies['Bureaucracy'] = {
+ 'slots': 2,
+ 'abilityScore': '@{Intelligence}',
+ 'modifier': 0,
+ 'classes': 'Priest/Rogue',
+ 'book': 'The Complete Paladin\'s Handbook'
+};
+nonweaponProficiencies['Diagnostics'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': -1,
+ 'classes': 'Priest',
+ 'book': 'The Complete Paladin\'s Handbook'
+};
+nonweaponProficiencies['Jousting'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Dexterity}',
+ 'modifier': +2,
+ 'classes': 'Warrior',
+ 'book': 'The Complete Paladin\'s Handbook'
+};
+nonweaponProficiencies['Law'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Wisdom}',
+ 'modifier': 0,
+ 'classes': 'Warrior/Priest',
+ 'book': 'The Complete Paladin\'s Handbook'
+};
+nonweaponProficiencies['Oratory'] = {
+ 'slots': 1,
+ 'abilityScore': '@{Charisma}',
+ 'modifier': 0,
+ 'classes': 'Warrior/Priest',
+ 'book': 'The Complete Paladin\'s Handbook'
+};
+//#endregion
+module.exports = nonweaponProficiencies;
\ No newline at end of file
diff --git a/ADnD 2E Revised/javascript/priestSpells.js b/ADnD 2E Revised/javascript/priestSpells.js
index 2d01a3c413..cfd56b02d4 100644
--- a/ADnD 2E Revised/javascript/priestSpells.js
+++ b/ADnD 2E Revised/javascript/priestSpells.js
@@ -1,6 +1,6 @@
/* ---- Priest spells start ---- */
//#region Player's Handbook
-const pri1 = {}
+const pri1 = {};
pri1['Animal Friendship'] = {
'level': '1',
'school': 'Enchantment/Charm',
@@ -1121,7 +1121,7 @@ pri3['Dispel Magic'] = {
'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.}}{{style=bottom3}}{{cs1-1=3}}{{cc1-1=center}}{{c1-1=**Summary of Dispel Magic Effects**}}{{c2-1=**Source of Effect**}}{{c3-1=Caster}}{{c4-1=Other caster/}}{{c5-1= innate ability}}{{c6-1=Wand}}{{c7-1=Staff}}{{c8-1=Potion}}{{c9-1=Other magic}}{{c10-1=Artifact}}{{cc2-2=bottom}}{{c2-2=**Resists As**}}{{c3-2=None}}{{c4-2=Leve/HD of}}{{c5-2= other caster}}{{c6-2=6th level}}{{c7-2=8th level}}{{c8-2=12th level}}{{c9-2=12th, unless special}}{{c10-2=DM discretion}}{{c2-3=**Result of Dispel**}}{{c3-3=Dispel automatic}}{{c5-3=Effect negated}}{{c6-3=*}}{{c7-3=*}}{{c8-3=Potion destroyed}}{{c9-3=*}}{{c10-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.',
+ '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 You dispel all effects and potions at level [[1d20-11+[[@{level-priest}]] ]] and below!\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.}}{{style=bottom3}}{{cs1-1=3}}{{cc1-1=center}}{{c1-1=**Summary of Dispel Magic Effects**}}{{c2-1=**Source of Effect**}}{{c3-1=Caster}}{{c4-1=Other caster/}}{{c5-1= innate ability}}{{c6-1=Wand}}{{c7-1=Staff}}{{c8-1=Potion}}{{c9-1=Other magic}}{{c10-1=Artifact}}{{cc2-2=bottom}}{{c2-2=**Resists As**}}{{c3-2=None}}{{c4-2=Leve/HD of}}{{c5-2= other caster}}{{c6-2=6th level}}{{c7-2=8th level}}{{c8-2=12th level}}{{c9-2=12th, unless special}}{{c10-2=DM discretion}}{{c2-3=**Result of Dispel**}}{{c3-3=Dispel automatic}}{{c5-3=Effect negated}}{{c6-3=*}}{{c7-3=*}}{{c8-3=Potion destroyed}}{{c9-3=*}}{{c10-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.',
};
pri3['Feign Death'] = {
@@ -3317,6 +3317,3873 @@ pri7['Wind Walk'] = {
//#endregion
+//#region Tome of Magic
+pri1['Analyze Balance'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Numbers, Divination',
+ 'range': '80 yards',
+ 'duration': '[[5+[[@{level-priest}]] ]] round(s)',
+ 'aoe': 'One creature, object, or 10’ square',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'Four iron coins which the priest tosses in his hand while concentrating on the spell. The coins are not consumed in the casting.',
+ 'reference': 'p. 51',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a priest to sense how far a character, creature, object, or area is from a condition of balance -- in other words, the degree to which its alignment is removed from true Neutral. The spell gives no indication of the “direction” in which the alignment is removed from true Neutral except under certain conditions which follow. The spell does, however, indicate along which axis or axes of alignment the variation lies.\n For example, a priest uses this spell to analyze the balance of a Chaotic Neutral creature. The spell indicates that the creature is removed from Neutral by one grade, and the variation is along the Law/Chaos axis; thus, the creature must be either Chaotic Neutral or Lawful Neutral. If the creature were Chaotic Evil, the spell would indicate that it is removed from balance by two grades, one along each axis; thus, the creature must be Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good.\n A priest has a 5% chance per level ([[5*[[@{level-priest}]] ]]%) of correctly determining the direction of variation along one randomly chosen axis. This means that a 10th-level priest evaluating the balance of a Chaotic Neutral creature would have a 50% chance of learning that the creature is Chaotic (and hence Chaotic Neutral, since it is only one step away from balance).\n Similar to spells such as *detect evil*, this spell will not yield a result on a hidden trap. If cast on a creature with an intelligence level of “animal” or “non-,” it will always read true Neutral (i.e., zero steps removed from balance).'
+};
+
+pri1['Anti-Vermin Barrier'] = {
+ 'level': '1',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] hour(s)',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot cubes',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'The caster’s holy symbol and a rodent’s whisker.',
+ 'reference': 'p. 51',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-sized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned creatures, such as those called by a *summon insects* spell.\n Any vermin within the area of effect when the spell is cast are not affected; however, when these creatures exit the area, they cannot return.\n The spell affects a cubic area whose sides are 10 feet times the caster’s level (for instance, a 2nd-level priest could affect a 20’×20’×20’ cube.'
+};
+
+pri1['Call Upon Faith'] = {
+ 'level': '1',
+ 'school': 'Invocation',
+ 'sphere': 'Summoning',
+ 'range': '0',
+ 'duration': '1 round',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 51',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Before attempting a difficult task, the priest may cast *call upon faith* to aid his performance. If the priest has been true to his faith (as determined by the DM), the priest gains a +3 (or +15%) bonus to one die roll (his choice) needed to complete the task. The bonus may be used to affect a saving throw, attack roll, ability check, etc. For example, if a priest were about to cross a narrow log high above a chasm, he could cast this spell and gain a +3 bonus to his Dexterity ability check.'
+};
+
+pri1['Courage'] = {
+ 'level': '1',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'War',
+ 'range': '240 yards',
+ 'duration': 'Special',
+ 'aoe': 'One unit up to 200 individuals',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A cube of cast iron.',
+ 'reference': 'p. 52',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell imbues the target unit with a temporary burst of *courage*. To cast this spell, the priest must have an uninterrupted line of sight to the target unit.\n A *courage* spell enables a unit to automatically pass its first morale check following the casting of this spell. When circumstances arise that would necessitate a morale check, no die roll is made and the unit is assumed to have passed the check. After this occurs, the spell ends and the unit must make all future morale checks normally.\n If a unit under the influence of a *courage* spell is not forced to make any morale checks, the spell expires at the first sunset.\n When several different events simultaneously trigger morale checks, the BATTLESYSTEM rules apply penalties to a single morale check. If this occurs to a unit under the influence of a *courage* spell, the player commanding the unit selects one such event and its modifier is ignored.\n No more than one *courage* spell can affect a unit at one time. Once the spell has expired, a priest can cast the spell again on the same unit.'
+};
+
+pri1['Emotion Read'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '[[5*[[@{level-priest}]] ]] yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': 'A square of unmarked white wax.',
+ 'reference': 'p. 52',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to perform an instantaneous reading of a single subject’s emotional state. It can be used on any subject possessing Intelligence of 3 or better. This reading is neither deep nor specific and cannot pick out mixed emotions or intricate details. For example, it might tell the priest that the subject is fearful, but the spell cannot reveal what the subject is afraid of or why he is afraid.\n *Emotion read* does not reveal individual thoughts or the subject’s motivation. Thus, the spell might reveal that the subject is coldly unemotional at the moment, but not the fact that the subject is contemplating the cold-blooded murder of the priest.\n Note that this reading is instantaneous. It reveals only the emotion that is strongest at the instant the spell is used. While this will usually be related to the subject’s overall emotional state, it is always possible that the subject might be distracted for a moment or remember and respond to past events.\n The subject is allowed a normal saving throw vs. spells to resist this spell. If the saving throw is successful, the priest receives no reading at all. If the subject’s roll exceeds the necessary number by six or more, the priest perceives an emotion diametrically opposite to the subject’s true emotion.'
+};
+
+pri1['Know Age'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Time',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One object or creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A calendar page.',
+ 'reference': 'p. 52',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to instantly know the age of any single person, creature, or object on which he concentrates. The age is accurate to the nearest year.'
+};
+
+pri1['Know Direction'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Travelers',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A small scrap of a parchment map that is at least 100 years old.',
+ 'reference': 'p. 52',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Know direction* allows the caster to instantly know the direction of north. The spell is effective in any environment, whether underwater, underground, or in darkness (including magical darkness).'
+};
+
+pri1['Know Time'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Time',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 53',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Know time* is particularly useful when the caster has been unconscious. This spell enables the caster to know the precise time of day to the nearest minute, including the current hour, day, month, and year.'
+};
+
+pri1['Log of Everburning'] = {
+ 'level': '1',
+ 'school': 'Enchantment',
+ 'sphere': 'Elemental Fire, Plant',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] hour(s)',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 53',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash.\n This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire.\n The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. Currently [[@{level-priest}]] cubic feet of wood. The spell is effective on torches.'
+};
+
+pri1['Mistaken Missive'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Chaos',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '[[@{level-priest}]] page(s)',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'Three drops of ink.',
+ 'reference': 'p. 53',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell alters the appearance of words written in ink. When the spell is cast upon a written page, the ink imperceptibly begins to move. Over the next few days, the message becomes progressively more illegible. If the page is left undisturbed for six days, an entirely new message forms on the page. The new message is completely legible and is recognizable as the handwriting of the original author, but is contrary in content to the original message.\n After the spell is cast, the message will appear different every day. The DM decides the message that the page will carry after the sixth day has passed. Following is a sample of the changes that could take place in a message.\n *Day One:* The words of the letter appear faint, as if the author of the letter was running out of ink as he wrote.\n *Day Two:* The words have moved slightly from their original positions, as if the person writing the letter were shaking or in a moving carriage when the letter was written.\n *Days Three and Four:* The message is gibberish. Although the ink forms groups of letters arranged in lines with punctuation, nearly all the words are meaningless. This may appear to be some sort of code, but it means nothing.\n *Day Five:* The ink has formed real words. However, the sentence construction is still meaningless (e.g., Egg west worse green!).\n *Day Six (and beyond):* The message is coherent, but the opposite intent of the original message has been created. If the original letter read, “Send troops quickly,” the new letter reads, “All is fine. Keep your men in reserve.”\n\n If *mistaken missive* is cast on the pages of a spellbook or a scroll, the ink on the page reforms into a new spell of the same level as the original spell. Thus, a *darkness* spell might become a *maze* spell. However, the spell formula will be wrong. Although it will look like a proper spell, it will not function when cast.\n A coded message that is subjected to *mistaken missive* will appear as a coded message on the sixth day but will hold a different meaning than the original message.\n A *glass of preserved words* will allow the original message to be read correctly. *Dispel magic* will restore the message to its original form.'
+};
+
+pri1['Morale'] = {
+ 'level': '1',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'War',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'One unit up to 200 individuals',
+ 'components': 'V, S, M',
+ 'cast-time': 'Special',
+ 'saving-throw': 'None',
+ 'materials': '*Way 1:* A gem of at least 100 gp value which is consumed during the casting. *Way 2:* The priest’s holy symbol',
+ 'reference': 'p. 53',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell can be used in two distinct ways. The first is appropriate for battlefield use. The priest can cast this spell on any unit within 240 yards in an uninterrupted line of sight. The casting time for this use is one turn.\n At the conclusion of this use of the spell, the target unit’s *morale* is modified by 1, either positively or negatively, as the caster desires. This modification remains in effect for 1d4+2 turns.\n The second and more powerful use of the spell requires lengthy preparations. Casting must take place inside or within 100 yards of a place of worship dedicated to the casting priest’s deity. Both the priest and the unit to be affected must be present. The casting time for this use is 5 turns.\n At the conclusion of this use of the spell, the unit’s *morale* is raised by 3 (maximum of 19). This *morale* increase lasts until the next sunset. Only priests of 10th level or higher can cast this version of the spell.'
+};
+
+pri1['Personal Reading'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Numbers',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': 'A small book of numerological formulae and notes (different from the book used in *telethaumaturgy*). The book is not consumed in the casting.',
+ 'reference': 'p. 54',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to mathematically analyze personal information about one human or demihuman character and learn valuable facts about that character. To cast this spell, the priest must know the subject’s real name (the name the subject was given as a child) or the date and place of the character’s birth. The priest analyzes this information and is able to build a rough picture of the character’s life history and personal specifics.\n The “historical” information discovered through this spell is generally vague. For example, the priest might learn that the subject was born in the woods and moved to the city only after hardship made his life untenable. Specific information is up to the DM. The DM might provide some or all of the following information.\n • The subject’s character class or career\n The subject’s approximate level (stated in terms such as “novice,” “highly skilled,” “moderately competent,” etc.)\n • The subject’s standing in the community (“highly respected,” “mistrusted,” “considered an enigma,” etc.)\n • The subject’s success or failure in his profession\n • The subject’s prevailing character traits or mannerisms\n\n If the priest casts the spell based on an alias or incorrect birth information, the reading will be inaccurate. The DM should develop a history and personality at odds with the truth. This might allow the priest to determine whether the name of the subject is correct--a reading giving information that conflicts with what the priest already knows should be a clue that the name is incorrect.\n The subject need not be present during the casting. The priest can cast the spell without ever having met the subject.\n A DM may rule that this spell can be cast on humanoids or monstrous creatures. The information available will be similar (considering that words like “profession” will mean something different when applied to an ogre). This spell will categorically fail on creatures that have no concept of a personal name.'
+};
+
+pri1['Ring of Hands'] = {
+ 'level': '1',
+ 'school': 'Abjuration (Reversible)',
+ 'sphere': 'Protection',
+ 'range': '0',
+ 'duration': '[[2d10]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 54',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This is a cooperative magic spell. It requires a minimum of two priests and can accommodate a maximum of ten. Each priest must cast *ring of hands* on the same round. At the end of the casting, the priests involved join hands, thus completing the spell. If any priest breaks the circle, the spell immediately ceases. The priests may not move from their locations but are free to speak. They may not cast spells requiring a somatic or material component while the ring is formed.\n The *ring of hands* forms a protective barrier around the priests and everything within their circle. For each priest, assume a five-foot circumference of the circle; thus, three priests would create a circle of 15-foot circumference. For easy calculation, assume that for each priest, the circle can accommodate four persons.\n The barrier functions as a *protection from evil* spell. Attacks by evil creatures suffer a -1 penalty for every priest forming the circle. Saving throws made by the priests or anyone in the circle against attacks from such creatures receive a +1 bonus for every priest in the circle.\n Attempts at mental control over protected creatures are blocked. Extraplanar and conjured creatures are unable to touch the priests and those within the circle, although melee attacks against such creatures by those within the ring break the barrier.\n Because the priests casting the spell cannot move and must hold hands, they do not receive any Dexterity bonuses to Armor Class. Furthermore, opponents gain a +2 bonus on attack rolls against the priests, since there is little they can do to avoid a blow. Creatures within the ring are free to act as they wish. Melee attacks by those within the ring are limited to piercing weapons and suffer a -1 penalty to attack rolls since the priests intervene.\n The reverse of this spell, *ring of woe*, functions as detailed above except the effect applies to good creatures as would a *protection from good* spell.'
+};
+
+pri1['Sacred Guardian'] = {
+ 'level': '1',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Guardian',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] day(s)',
+ 'aoe': 'Creature touched',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A rose petal that has been kissed by the spell recipient.',
+ 'reference': 'p. 55',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By use of this spell, a priest becomes instantly aware when the recipient of the spell is in danger, regardless of the distance between the priest and the recipient. The recipient may be on a different plane of existence than the priest.\n When this spell is cast by a priest of at least 3rd level, he receives a mental image of the endangered person’s situation. At no time, however, does the priest know the person’s location through the use of this spell.'
+};
+
+pri1['Speak With Astral Traveler'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Astral',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] round(s)',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 55',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When a priest casts the 7th-level *astral spell*, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting *speak with astral traveler*, a priest can mentally communicate with the projected individual. Although communication is mental, it takes the same amount of time as a normal, verbal dialogue. The spell ends abruptly when its duration expires.'
+};
+
+pri1['Thought Capture'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': '10 yards',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 55',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'One of the more bizarre contentions held by priests of the School of Thought is generally scoffed at by outsiders. The theory states that once a thought has occurred in someone’s brain, it exists as a “freestanding mental object.” This “thought object” usually remains inside the brain of the creature that created it, but sometimes it escapes (this supposedly explains why people forget things). When this happens, the thought object stays in the geographical area where it was lost. Any receptive brain (usually the brain of the creature that initially created the thought) can pick it up again simply by bumping into the invisible, free-floating thought. According to the theory, this is the reason that people can regain a lost thought by going back to the location where the thought was lost. This supposedly works because the free-floating thought is recaptured, not because the locale reminds them of the thought. Unfortunately for philosophers who disagree with this, *thought capture* seems to be extremely strong evidence for this theory.\n This spell makes the priest’s brain something of a magnet that attracts thought objects in close proximity. The priest can sense strong thoughts and emotions and can sometimes even see momentary visions of creatures who died or suffered some powerful emotion in the immediate vicinity. Thought objects are always attracted to the priest in the order of the strongest (those attached to powerful emotions or significant events) to the weakest. Thus, if several thought objects share the same vicinity, the priest will perceive information about the most interesting or significant event. The priest might pick up images of a battle from the point of view of a warrior who died there, or he might gain information about the victor of the battle.\n The DM dictates the information provided to the priest, and thus can use this spell to provide players with important background information or can add texture to a campaign world. The information provided might be highly cryptic or symbolic, perhaps in the form of a rhyme or riddle.\n The priest gains one thought object per casting of the spell. The spell may be cast a number of times in the same locale, with the priest gaining a different thought object with each casting. A locale contains a finite number of thoughts, however, and once the priest has gained all of them (per the DM), the spell will fail in that locale.'
+};
+
+pri1['Weighty Chest'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Wards',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] day(s)',
+ 'aoe': '5-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A lead ball.',
+ 'reference': 'p. 56',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to enchant a chest, book, package, or any other nonliving object no larger than a 5’×5’×5’ cube. When the enchanted object is touched by anyone other than the caster, the apparent weight of the object increases, becoming 2-5 ([[1d4+1]]) times the weight of the person or persons touching it. This condition makes the object extremely difficult to move for anyone but the caster. The caster can move the object normally throughout the duration of the spell.'
+};
+
+pri2['Aura of Comfort'] = {
+ 'level': '2',
+ 'school': 'Evocation',
+ 'sphere': 'Travelers',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'Creature touched',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 56',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, a faintly shimmering aura surrounds the recipient. The aura insulates the recipient from the effects of nonmagical heat and cold in a range of -20° F. to 140° F. (-29° C to 60° C). Any time a traveler encounters temperatures in this range, he maintains a comfortable temperature of 70 F. (21° C), regardless of prevailing weather conditions. Additionally, the spell acts as a shield against rain, snow, and hail, which are blocked by the aura.\n If a recipient encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a recipient who encounters a temperature of 150° F. (66° C) will actually experience a temperature of 80°F. (27° C).\n All physical objects other than rain, snow, and hail can pass through the aura. The recipient can cast spells normally while the *aura of comfort* is in effect. The spell offers no protection against magically generated weather, such as that caused by *weather summoning* and *ice storm*. It does not protect against fire, nor does it shield against fire- or cold-based attacks.'
+};
+
+pri2['Calm Chaos'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '20 yards',
+ 'duration': 'Special',
+ 'aoe': '[[ [[@{level-priest}]]d6]] creatures',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 56',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell temporarily calms a chaotic situation involving a group of people. The situation may involve any range of emotions from violence (as in a barroom brawl) to joy and merrymaking (as in a festival or carnival).\n Unlike the *emotion* spell, *calm chaos* does not cause a change in the emotions of affected creatures--anger, fear, or intense joy remain in each individual. The emotion is simply restrained rather than released. Thus, an angry character intent on attacking someone will still feel the desire to do so, but he will withhold his action as long as the spell remains in effect.\n Creatures to be affected are allowed a saving throw vs. spell at a -4 penalty to avoid the effects. If more creatures are present than can be affected, creatures nearest the caster are affected first.\n After casting the spell, the priest makes a Charisma check. If successful, all characters affected by the spell are compelled to stop what they are doing. They are filled with the sensation that something important is about to occur. At this time, the priest or a character of his choosing must gain the attention of the affected creatures by giving a speech, performing for the crowd, or casting spells with intriguing visual effects (such as *dancing lights*). The attention of the crowd is then held for as long as the distraction continues. A character could filibuster and maintain control over the affected characters for hours or days.\n Two conditions will cause the group to resume its original actions. In the first, the method of entertaining the crowd ceases for one round--the speech ends or the spell expires. If this action is not replaced with another distraction within one round, the crowd is freed of the spell.\n In the second condition, if an event occurs that is more immediate than the distraction, the crowd will divert its attention to that event. Thus, if the spell were used to stop a barroom brawl and the building caught fire or was attacked, the crowd’s attention would be diverted and the individuals could act freely.\n Creatures whose attention is held by the spell cannot be instructed to attack or perform any action. Such creatures will ignore suggestions of this nature. Depending on the nature of the request, the DM may deem that the suggestion causes a distraction that ends the spell.'
+};
+
+pri2['Create Holy Symbol'] = {
+ 'level': '2',
+ 'school': 'Conjuration',
+ 'sphere': 'Creation',
+ 'range': '0',
+ 'duration': 'Permanent',
+ 'aoe': 'The caster',
+ 'components': 'V',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 57',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When the words of this spell are uttered, a holy symbol appropriate to the priest’s deity appears out of thin air. The item appears in the priest’s hands. It may be used as a component for spells or for any other purpose for which the priest would normally use his holy symbol (such as turning undead). He may also opt to give it to a lower level priest of the same deity. The holy symbol is a permanent object.'
+};
+
+pri2['Dissension\'s Feast'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm, Alteration',
+ 'sphere': 'Chaos',
+ 'range': 'Touch',
+ 'duration': '[[5+2*[[@{level-priest}]] ]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 57',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell must be cast by a priest during the preparation of food for a meal. The spell is cast on any one quantity of food; thus, the priest could cast the spell on the batter of a wedding cake, or he could cast the spell on a quantity of onions as they are diced for both a salad and a stew. The spell affects 10 pounds of food per level of the caster. Currently [[10*[[@{level-priest}]] ]] pounds. Anyone who eats the affected food (even a character who eats the salad but not the stew) is subject to the effects of the spell.\n The effects of the spell begin five rounds after the food has been eaten. At that time, creatures who have eaten the affected food are allowed a saving throw; success indicates that a creature is not affected.\n Affected creatures quickly become agitated. Petty events ranging from poor table manners to loud talking bother everyone. After five minutes, tempers flare, characters feel compelled to shout at and insult one another, and threats are hurled. Even normally calm characters will feel compelled to vent their frustrations violently.\n Creatures maintain no alliances while under the effect of *dissension’s feast*. A king and his wife who are normally madly in love will find themselves bickering with each other in a matter of minutes. Members of a diplomatic delegation might come to blows with each other within minutes of eating the food.\n At the end of the spell duration, characters undergo the sensation of waking up. All are free to behave as they wish. Characters at the meal will still be angry, although they will have no idea why they became angry.'
+};
+
+pri2['Draw Upon Holy Might'] = {
+ 'level': '2',
+ 'school': 'Invocation',
+ 'sphere': 'Summoning',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a vial of holy water that has been blessed by the high priest of the character’s faith.',
+ 'reference': 'p. 58',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, the priest’s body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per three levels of his experience (+1 at 3rd level, +2 at 6th, etc.). Currently +[[floor([[@{level-priest}]]/3)]].\n Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the *Player’s Handbook* apply; however, the divine abilities found in the *Legends & Lore* book cannot be gained by use of this spell.\n For example, an 18th-level priest with Strength 15 could increase his Strength to 21 for 18 rounds, granting him a +4 attack bonus, a +9 damage adjustment, etc.\n When the spell ends, the energy abruptly leaves the priest’s body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next [[4d6]] turns. A successful Constitution check (at the priest’s normal attribute score) reduces this time by 50%.'
+};
+
+pri2['Emotion Perception'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'sphere': 'War',
+ 'range': '300 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One unit/five levels',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 58',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to sense the emotional state and the level of determination of one or more military units. The priest must have an uninterrupted line of sight to the entire target unit. When this spell is cast, the priest instantly learns the current morale rating and morale status of the target unit. The DM describes morale using the appropriate term; for example, steady, elite, etc.'
+};
+
+pri2['Frisky Chest'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Wards',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '10-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A dried frog’s leg, a feather, and a fish scale.',
+ 'reference': 'p. 58',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the caster can enchant a chest, book, or any other nonliving object no larger than a 10’×10’×10’ cube. When any creature other than the caster comes within three feet of the enchanted object, it instantly sprouts appendages and moves away from the creature as quickly as possible. The enchanted object continues to move until it is at least 10 feet away from the nearest creatures in the area.\n After the enchanted object has moved a satisfactory distance from the nearest creature, the appendages disappear. When a creature again comes within three feet of the enchanted object, the enchanted object sprouts appendages and flees. This process continues until the enchantment is negated (through a *dispel magic* or similar spell) or the enchanted object is subdued or destroyed.\n The enchanted object can sprout feet (MV 24), wings (Fl 24, maneuverability class B), or fins (Sw 24), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, while a table might gallop around a room. The enchanted object can freely and instantly trade appendages as necessary.\n The enchanted object will move only through open spaces. It will not crash through windows, shatter a closed door, or dig through the earth. It cannot attack or take any actions other than movement. If surrounded or cornered, the enchanted object moves in random directions until it is restrained or destroyed.\n The enchantment ends if the caster voluntarily negates it, if the enchanted object is destroyed (the object has the same vulnerabilities as it has in its normal state), or if the enchanted object is restrained for 2-5 ([[1d4+1]]) consecutive rounds. Restraint means that the object is prevented from fleeing; if a creature is able to grapple, lift, or sit on the object, it is considered restrained. A creature capable of lifting the object in its normal state is considered strong enough to restrain it (for instance, a person capable of lifting a 50-pound box is also capable of restraining such a box enchanted by *frisky chest*). The object may also be restrained by tossing a net or heavy blanket over it or by surrounding it with several characters.'
+};
+
+pri2['Hesitation'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Time',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '20-foot-radius circle',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': 'A fragment of a turtle’s shell.',
+ 'reference': 'p. 59',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Creatures affected by this spell hesitate before executing their intended actions. This causes them to modify their initiative rolls by +4. The initiative modifier occurs in the round following the round in which *hesitation* is cast.\n The spell affects 2-8 Hit Dice or levels of creatures ([[2d4]] HD or levels), although only one creature of 4 or more Hit Dice can be affected regardless of the number rolled. All possible victims are allowed saving throws vs. spells; those failing their saving throws modify their initiative rolls by +4 for a number of rounds equal to the caster’s level.'
+};
+
+pri2['Idea'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A gold coin.',
+ 'reference': 'p. 59',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell stimulates the priest’s mind to experience a flash of insight. In game terms, the DM reminds the priest’s player of a fact or event that has been forgotten, overlooked, or discounted. Thus, the DM might remind the player about an important clue that the priest discovered but the player did not consider significant.\n If there are no forgotten facts, the DM may, at his discretion, tell the player of new information relevant to the condition at hand.\n The DM must be careful in adjudicating use of this spell. The reminder or information should always be relevant and useful but should not be unbalancing to the situation. The reminder can be cryptic, depending on the DM’s campaign.\n This spell can be cast only once in any six hour period.'
+};
+
+pri2['Lighten Load'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'sphere': 'Travelers',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '10-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A feather and a slip of paper moistened by a soap bubble.',
+ 'reference': 'p. 59',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, supplies, and even disabled characters can all be made more portable by use of a *lighten load* spell.\n This spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no effect on magical items.\n An object affected by *lighten load* can be used normally; the spell has no effect on an object’s mass, texture, size, strength, or other physical features.'
+};
+
+pri2['Mind Read'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '[[5*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 59',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is a sensitive version of the wizard spell *ESP*. In addition to detecting the surface thoughts of any creatures in range, the priest is able to probe deeper into the mind of a single creature. *Mind read* will always reveal the kind of creature being probed, although this identity may be couched in the creature’s own language or in a (possibly distorted) body image. The spell has a 20% chance of revealing the character class of an individual.\n The details and the usefulness of the creature’s thoughts will depend on the intelligence of the subject. While a priest could read the thoughts of an animal, he would probably receive only a confused jumble of emotions and instincts. Reading the mind of a highly intelligent wizard, however, would be much more illuminating; the priest might be amazed by the crystal clarity and deep insight of the wizard’s mental processes.\n If *mind read* is used as part of an interrogation, an intelligent and wary subject receives a saving throw at a -2 penalty. If successful, the creature resists the spell’s effects and the priest learns no information. If the saving throw is failed, the priest may learn additional information according to the DM’s ruling.'
+};
+
+pri2['Moment'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'sphere': 'Numbers',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '50-foot radius',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A set of three silver dice, which the priest tosses in his hand while concentrating on the spell. The dice are not consumed in the casting.',
+ 'reference': 'p. 60',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Theoretically, every action has a particular *moment* at which it will have its greatest possible effect. Using the arcane mathematics of this spell, the priest can determine the “ideal *moment*” for any single action in each round that the spell is in effect. This action must be performed by a character other than the priest.\n In practice, another character informs the priest of an action he wants to undertake in a round. The priest concentrates on the action, then informs the character when the “correct *moment*” has come. The character then gains a bonus of 20% (+4 on a d20) to the success of his action. The spell can affect only a single action in a given round. When used in combat, the priest can advise the best *moment* to initiate an action (affecting initiative) or what *moment* offers the greatest success in striking (affecting the chance to hit).\n If the character seeks advice concerning initiative, he gains a -2 modifier to the initiative roll, but only at the cost of -2 on his chance to hit. Characters who seek the best attack frequently delay their actions. These characters suffer a +1 on their initiative roll but gain a +4 on their chance to hit. The spell cannot affect the amount of damage caused, since the act (striking) has already succeeded at that point.\n Characters are not obliged to wait for the *moment* specified by the priest. For example, a fighter might decide that striking first is more important than gaining +4 to hit. The character can act normally, based on his or her unmodified initiative. The character gains no bonus from the *moment* spell, and the priest can affect no other action in that round.\n Noncombat actions can also benefit from the *moment* spell. For example, a thief planning to climb a wall may wait to start her climb until the priest informs her that the *moment* is right. If she waits, she gains a bonus of 20% to her Climb Walls roll (in this case, the bonus is *subtracted* from her roll).\n While concentrating on this spell, the priest can take no other action. A break in the priest’s concentration--taking damage in combat, for example--terminates the spell instantly.'
+};
+
+pri2['Music of the Spheres'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Numbers, Charm',
+ 'range': '50 yards',
+ 'duration': '1 turn+[[@{level-priest}]] rounds',
+ 'aoe': '20-foot-diameter circle',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A set of three small bows made from fine silver, each costing 100 gp. The lengths of the bows must be in the ratio of 1 to 4 to 9. The priest strokes these bows together in an intricate sequence while casting the spell. The bows are not consumed in the casting.',
+ 'reference': 'p. 60',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the priest creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the priest. The listener receives a normal saving throw against this effect. Failure means that the listener is entranced and is unable to attack the priest for the duration of the spell.\n In addition, the music makes the subject gullible and more susceptible to charm magics such as *charm person*, suggestion, and hypnotism. While the music spell is in effect, the subject saves against charm spells with a -3 penalty.\n This spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell.\n *Music of the spheres* can affect one creature per three levels of the priest (one subject at 3rd level, two at 6th level, etc.). Currently [[floor([[@{level-priest}]]/3)]] creatures. Subjects must be within a 20-foot-diameter circle.\n Potential victims must have Intelligence of at least 1 (necessary to understand the concept of music) and must be able to hear the music (i.e., they cannot be deaf and there can be nothing obstructing the victim’s ears). This also means that the level of background noise must be low enough for the music to be audible. The DM should assume that the music is the same volume as an average human’s normal speaking voice. If the potential subject could not hear speech at the appropriate range under prevailing conditions, the spell cannot affect that subject. The spell would be virtually useless in the midst of a full-scale battle or during a hurricane.'
+};
+
+pri2['Mystic Transfer'] = {
+ 'level': '2',
+ 'school': 'Invocation',
+ 'sphere': 'Charm',
+ 'range': '0',
+ 'duration': '9 rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 61',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is one of the few cooperative spells that requires one priest to cast the transfer spell, but another priest to use its effect. On one round, a priest (or priests) casts the *mystic transfer*. The spell is then active for the remaining nine rounds of the turn.\n *Mystic transfer* allows a priest to receive spells from another priest of the same ethos. Any priest of the same religion can cast a spell and transfer it to a second priest within that spell’s maximum range. The spell does not take effect; instead, it is channelled through the *mystic transfer* into the receiving priest. This priest must immediately cast the spell or pass it to another priest cloaked in a *mystic transfer* within the spell’s range. Any number of transfers can be made in the same round, provided each new recipient is within spell range of the previous recipient. If the spell is not transferred, the spell takes effect.\n For example, a 3rd-level priest casts a *mystic transfer*. On the following round, a 10th-level priest “passes” a *flame strike* to the 3rd-level priest. The two priests could be 60 yards apart (the maximum range of the *flame strike*). The 3rd-level priest could then use the flame strike to attack any target within 60 yards, or could pass the spell on to another priest who has an active *mystic transfer*.\n The spell passed by the *mystic transfer* has the range, area of effect, damage, and other effects equal to the level of the original caster. In the example above, the *flame strike* would function as if cast by a 10th-level priest.\n The *mystic transfer* does not require concentration. However, on any round in which a priest is receiving and/or transferring a spell, the caster cannot take any other significant action.\n A priest can receive spells only from priests who worship the same deity and who specifically target spells to him. Area effect spells may be passed. A priest can never use *mystic transfer* to pluck an opponent’s spells out of the air.'
+};
+
+pri2['Nap'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': ' [[@{level-priest}]] creatures',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.',
+ 'reference': 'p. 61',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.\n Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use *nap* more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by *nap*.'
+};
+
+pri2['Rally'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'War',
+ 'range': '240 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One unit of up to 300 individuals',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A miniature duplicate of a pennant or standard that represents the cause for which the unit is fighting (such as a national flag or the blazon of the unit’s liege lord). The pennant is consumed in the casting.',
+ 'reference': 'p. 62',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the subject unit to make an immediate rally check. It allows the check during the Magic Phase, rather than forcing the unit to wait for the Rally Phase in the BATTLESYSTEM™ rules. If the priest casting the spell is of 12th level or higher, the subject unit receives a +1 bonus to its *rally* check die roll. The priest must have an uninterrupted line of sight to the unit.'
+};
+
+pri2['Sanctify'] = {
+ 'level': '2',
+ 'school': 'Conjuration/Summoning (Reversible)',
+ 'sphere': 'All',
+ 'range': '10 yards',
+ 'duration': 'Special',
+ 'aoe': '10 yard × 10 yard square/priest',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '*Sanctify:* The priest’s holy symbol and a handful of dirt from the grounds of an existing temple of the same faith. *Defile:* the priest’s holy symbol and a handful of earth from a grave.',
+ 'reference': 'p. 62',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell allows the priests to create a beneficial atmosphere within a specified area. Companions of similar alignment to the casters will feel fortified and encouraged while in the sanctified area. The spell can be cast by a single priest or a group of priests.\n After casting *sanctify*, the affected area is imbued with the deity’s majesty. For followers of that deity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all fear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the same alignment as the caster but of different faiths gain a +1 to saving throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified area.\n Creatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground.\n Undead creatures within the area are easier to turn; any priest standing on sanctified ground turns undead as if he were one level higher.\n Although this spell can be cast by a single priest, it is most effective when cast by several priests at once. The duration of the spell is equal to one round per level of the caster. Currently [[@{level-priest}]] rounds. When several priests cast the spell, the level of the most powerful priest is used, with two rounds added for every contributing priest. Thus, one 8th-level and three 6th-level priests would give the spell a duration of 14 rounds (8+2+2+2).\n *Sanctify* is often used in conjunction with *focus* to protect the grounds of a temple or encourage men defending a castle.\n The reverse of this spell, *defile*, functions in an identical manner with respect to saving throws for charm and fear. However, priests standing on defiled ground who attempt to turn undead do so at one level lower than their current level.'
+};
+
+pri2['Zone of Truth'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '[[5*[[@{level-priest}]] ]]-foot square',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': 'The priest’s holy symbol and a phony emerald, ruby, or diamond.',
+ 'reference': 'p. 62',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell prevents creatures within the area of effect (or those who enter it) from speaking any deliberate and knowing lies. Creatures are allowed a saving throw to avoid the effects; those who fail the save are affected fully. Affected characters are aware of this enchantment; therefore, they may avoid answering questions to which they would normally respond with a lie or they may be evasive as long as they remain within the boundaries of the truth. When a character leaves the area, he is free to speak as he chooses.\n The spell affects a square whose sides are five feet long per level of the caster; thus, a 4th-level priest could affect a 20 foot by 20 foot square.'
+};
+
+pri3['Accelerate Healing'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': '[[1d4]] days',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 63',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the affected creature to experience natural healing at twice the normal rate for 1-4 days. In other words, a person affected by *accelerate healing* regains 2 hit points per day of normal rest or 6 hit points per day spent resting in bed. The spell has no effect on *potions of healing* or other magical forms of healing.'
+};
+
+pri3['Adaptation'] = {
+ 'level': '3',
+ 'school': 'Enchantment/Charm, Alteration',
+ 'sphere': 'War',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'One unit of up to 200 individuals',
+ 'components': 'V, S, M',
+ 'cast-time': 'Special',
+ 'saving-throw': 'None',
+ 'materials': '*Way 1:* A pinch of clay dust. *Way 2:* The priest’s holy symbol.',
+ 'reference': 'p. 62',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell can be cast in two different ways. The first, appropriate for battlefield use, has a range of 180 yards, a casting time of one turn, and duration of 1d4+2 turns. During this period, the affected unit can fight in one specific type of terrain (specified by the caster) as if it were the favored terrain (per BATTLESYSTEM™ rules) for that unit. While this spell is in effect, the unit gains no benefit when fighting in their actual favored terrain; the magically-enforced favored terrain takes precedence. The priest can cancel the spell before the duration expires if desired.\n The second effect requires preparation in advance. The priest and unit must be within 100 yards of a place of worship dedicated to the casting priest’s deity. The casting time is 5 turns.\n At the conclusion of the casting, the unit gains the benefit described above, with two main differences. First, the unit does not lose the benefit of fighting in its own actual favored terrain (the unit effectively has two favored terrains). Second, the spell endures until the next sunset. Only priests of 12th level and higher can cast this variation.'
+};
+
+pri3['Astral Window'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Astral',
+ 'range': '5 yards',
+ 'duration': '[[2*[[@{level-priest}]] ]] rounds',
+ 'aoe': '10’×10’ area',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 63',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, a “window” appears in the air before the priest, through which he (and any others present) can see into the Astral plane. The *astral window* ranges in size from one square foot up to a 10’×10’ square, at the caster’s choosing. The window is not mobile, and if the priest moves more than 5 yards away from it, it immediately vanishes and the spell ends.\n By stating a subject’s name, the priest may view a specific creature or object in the window. More than one subject may be viewed during the spell’s duration. Each time a new subject is chosen, the window becomes streaked with grey as the Astral plane flies past. This continues for 1d4 rounds, until the window finally focuses upon the chosen subject. If the person is not in the Astral plane, the window instead chooses a random location.\n The window operates from both sides; creatures in the Astral plane can see the priest as easily as he can see them. Verbal communication is not possible, however.\n Normally, creatures cannot pass through the window. If an attempt is made, there is a base 5% chance of success. This is modified by +1% per level or Hit Dice of the individual. In order to pass through, the creature or object must be small enough to fit through the window; otherwise, only a portion of the subject may reach through (such as a monster’s arm or searching tongue).\n By casting the *astral window* spell, a character who subsequently casts the 7th-level *astral spell* may choose to arrive in the Astral plane at the place shown in the window.\n '
+};
+
+pri3['Caltrops'] = {
+ 'level': '3',
+ 'school': 'Evocation',
+ 'sphere': 'War',
+ 'range': '[[20*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A golden caltrop.',
+ 'reference': 'p. 63',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a priest to plant a section of ground with magically created caltrops.\n The spell can create two kinds of caltrops: infantry and cavalry. The first are of small size and are designed to harm foot soldiers. The latter are larger and cause serious damage to cavalry or units composed of size L or larger creatures. Cavalry caltrops are so large that size M or smaller creatures can easily step around them. This prevents damage to infantry units.\n Each time a unit moves into a planted area, the unit suffers an attack of AD=4 (for infantry caltrops) or AD=6 (for cavalry caltrops). Units charging through a planted area suffer double damage. If a unit ends its movement in a caltrop-sown region, it suffers another attack when it moves out of the area.\n This spell can create a rectangular field of infantry caltrops up to 160 square yards in area (e.g., 4 yards × 40 yards, 2 yards × 80 yards, etc.), or a field of cavalry caltrops up to 90 square yards in area (e.g., 3 yards × 30 yards, 2 yards × 45 yards, etc.).\n Ordinary caltrops make no distinction between friend or foe; all creatures entering a caltrop-sown area suffer the same consequences. The same is true of magical caltrops, with one exception: the casting priest can terminate the spell at any time, causing the caltrops to vanish and leaving the terrain clear.\n Unlike normal caltrops, a region sown with magical caltrops cannot be “swept” clear; the magical caltrops remain in place until the spell terminates.'
+};
+
+pri3['Choose Future'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': '1 round',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'Two grains of sand and a rose petal.',
+ 'reference': 'p. 64',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'In the round immediately following the casting of this spell, the affected creature is allowed two rolls for any normal attack roll, initiative roll, or saving throw. The affected creature can then choose the roll he prefers.\n For example, a priest casts *choose future* on a warrior companion. In the next round, the warrior attacks an enemy with his sword. The warrior makes two attack rolls instead of one, then chooses which roll will determine the outcome of his attack.'
+};
+
+pri3['Create Campsite'] = {
+ 'level': '3',
+ 'school': 'Conjuration/Summoning (Reversible)',
+ 'sphere': 'Travelers',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': '50-foot radius',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A piece of string, a bit of wood, and a drop of water.',
+ 'reference': 'p. 64',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the caster generates a squadron of tiny invisible servants who create a campsite for the caster and his companions. The caster indicates the desired area for the campsite (an area of 50-foot radius or less) and the number of persons the campsite is to accommodate (a number of persons equal to three times the level of the caster, currently [[3*[[@{level-priest}]] ]] persons).\n The servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and prepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding terrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and other activities can negate this.\n The entire process takes 4-16 ([[4d4]]) rounds to complete.\n The servants make camp with the gear and equipment provided for them; otherwise, the servants will improvise with materials available in the immediate area (50 yards of the designated campsite). For instance, if the party has no tents or beds, the servants will construct crude but comfortable beds of weeds and grass and temporary shelters of leaves and branches. If no materials are available, such as in the desert or similarly barren terrain, the servants will do their best to make the party as comfortable as possible within the environmental limitations.\n The servants cannot fight for the party, deliver messages, or take any other actions other than creating the campsite.\n The reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot radius or less). The servants extinguish fires, dispose of debris, and pack gear for a number of people equal to three times the level of the caster. The entire process takes 4-16 ([[4d4]]) rounds to complete. When completed, all traces of the campsite are eliminated. The material components are the same as those for *create campsite*.'
+};
+
+pri3['Efficacious Monster Ward'] = {
+ 'level': '3',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': 'The priest’s holy symbol and a pinch of salt.',
+ 'reference': 'p. 65',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell prevents monsters of 2 or fewer Hit Dice from entering the area of effect. Such creatures are allowed a saving throw; success indicates that they avoid the spell’s effects and are able to enter the area of effect.\n The spell affects a cubic area whose sides equal the caster’s level times 10 feet (for example, a 9th-level caster could affect an area equal to a 90’ ✕ 90’ ✕ 90’ cube).\n Monsters within the area of effect when the spell is cast are not affected; however, when they leave the area of effect, they cannot return. Monsters outside the area of effect can hurl rocks, spears, and other missile weapons at targets inside and can also cast spells into the warded area.'
+};
+
+pri3['Emotion Control'] = {
+ 'level': '3',
+ 'school': 'Alteration, Enchantment/Charm',
+ 'sphere': 'Thought, Charm',
+ 'range': '10 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '[[floor([[@{level-priest}]]/5)]] creature(s) within a 20’ cube',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'Special',
+ 'materials': 'Both versions of the spell uses a small bunch of fleece or uncarded wool that is consumed in the casting.',
+ 'reference': 'p. 65',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a subject other than the priest.\n The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as *ESP* or priest spells such as *emotion read*. While *emotion control* is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts *emotion control*, he designates the false emotion he wishes to be revealed.\n This use of *emotion control* also gives the priest a +2 bonus to saving throws against the following spells: *spook, taunt, irritation, know alignment, scare, emotion, fear,* and *phantasmal killer*. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell.\n If another character casts *emotion read*, *ESP*, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each 5 levels of the priest. If the priest successfully saves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster reads the priest’s true emotion.\n The second use of this spell allows the priest to create a single emotional reaction in the subject(s) (similar to the wizard spell *emotion*). Some typical emotions follow, but the DM may allow other similar effects.\n *Courage:* The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subject need never check morale, and receives a +5 bonus to saving throws against the various forms of fear. Courage counters (and is countered by) *fear*.\n *Fear:* The subject flees from the priest for the duration of the spell, even if this takes him out of spell range. Fear counters (and is countered by) courage.\n *Friendship:* The subject reacts positively to any encounter; in game terms, any result of a roll on the Encounter Reactions table (Table 59 in the *DMG*) is moved one column to the left. Thus, a threatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate.\n *Happiness:* The subject experiences feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is countered by) sadness.\n *Hate:* The subject reacts negatively to any encounter; in game terms, any result of a roll on the Encounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship.\n *Hope:* The subject’s morale is improved by +2. His saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness.\n *Hopelessness:* The subject’s morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, all subjects must immediately make a morale check. Hopelessness counters (and is countered by) hope.\n *Sadness:* The subject feels uncontrollably glum and is prone to fits of morose introspection. All attack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty. The subject’s chance of being surprised is increased by -2. Sadness counters (and is countered by) happiness.\n\n All subjects of the second version, even willing targets, must save vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell. Currently modified by -[[floor([[@{level-priest}]]/3)]]'
+};
+
+pri3['Extradimensional Detection'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Numbers, Divination',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One 10’-wide path, 60 feet long',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 66',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When *extradimensional detection* is cast, the priest detects the existence of any extradimensional spaces or pockets in a path 10 feet wide and 60 feet long in the direction he is facing. The priest may turn, scanning a 60° arc each round, or may move slowly while the spell is in effect to change the sweep of the detection.\n Extradimensional spaces include those created by spells such as *rope trick* and those contained within such items as *bags of holding* and *portable holes*. The priest does not automatically know the size of the space or its source.\n This spell detects interplanar gates and the “gate” opened by the spell *extradimensional folding*.\n The spell can be blocked by a stone wall of one foot thickness or more, a one-inch thickness of solid metal, or one yard or more of solid wood.'
+};
+
+pri3['Helping Hand'] = {
+ 'level': '3',
+ 'school': 'Evocation',
+ 'sphere': 'Travelers',
+ 'range': 'Special',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A black silk glove.',
+ 'reference': 'p. 66',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When a priest is trapped or otherwise endangered, this spell can summon help. The spell creates a hovering, ghostly image of a hand about one foot high. The caster can command it to locate a character or creature of the caster’s choice based on a physical description. The caster can specify race, sex, and appearance, but not ambiguous factors such as level, alignment, or class.\n After the hand receives its orders, it begins to search for the indicated creature, flying at a movement rate of 48. The hand can search within a 5-mile radius of the caster.\n If the hand is unable to locate the indicated creature, it returns to the caster (provided he is still within the area of effect). The hand displays an outstretched palm, indicating that no such character or creature could be found. The hand then disappears.\n If the hand locates the indicated subject, the hand beckons the subject to follow it. If the subject follows, the hand points in the direction of the caster, leading the subject in the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before him. Once the hand leads the subject to the caster, it disappears.\n The subject is not compelled to follow the hand or help the caster. If the subject chooses not to follow the hand, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to the caster, the hand disappears; the subject will have to rely on his own devices to locate the caster.\n If there is more than one subject within a 5-mile radius that meets the caster’s description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand will not seek out a second subject.\n The ghostly hand has no physical form. The hand can be seen only by the caster and potential targets. It cannot engage in combat or execute any other task aside from locating the subject and leading him back to the caster. The hand will not pass through solid objects, but can pass through small cracks and slits.'
+};
+
+pri3['Invisibility Purge'] = {
+ 'level': '3',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '10-foot square/priest',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a silver mirror no more than three inches in diameter.',
+ 'reference': 'p. 67',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'All invisible creatures who enter an area enchanted with *invisibility purge* instantly become visible. *Invisibility*-related spells do not take effect within the boundaries of the enchanted area, and magical devices such as *potions of invisibility* do not function. Creatures with the natural ability to become invisible are unable to use this ability within the area of effect. Invisible objects carried into the warded area also become visible.\n Invisible creatures or persons within the area of effect when *invisibility purge* is cast remain invisible; however, if such creatures exit the area of effect and later re-enter, they instantly become visible. Such creatures also lose any natural ability to turn invisible as long as they remain within the area of effect.\n A creature who consumes a *potion of invisibility* outside the warded area becomes invisible normally, but becomes visible when he enters the area of effect; if the duration of the *potion of invisibility* has not yet expired when he exits the area of effect, he becomes invisible again outside the area.\n Creatures who are invisible in their natural state or have no visible form (such as invisible stalkers) are not affected by this spell.\n The *invisibility purge* can be cast as a cooperative magic spell. The potency of this spell can be increased if several priests cast it at the same time. The duration of the spell is then equal to one turn per level of the most powerful priest, plus one turn for every contributing priest. Each priest also increases the area of effect by one 10’ ✕ 10’ square (these areas must be contiguous). Thus, a 9th-level priest and two 5th-level priests could create a 30’ ✕ 10’ *invisibility purge* area having a duration of 11 turns.'
+};
+
+pri3['Know Customs'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Travelers',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 67',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a caster to gain general knowledge of the customs, laws, and social etiquette of a tribe or village. The caster must be within 30 yards of a member of the tribe or village for the spell to have effect. The selected villager must possess the knowledge sought by the caster; for instance, he cannot be an infant, nor can he be mentally unstable or dead (although he can be asleep or unconscious).\n The selected villager is allowed a saving throw; if he succeeds, the spell fails.\n If the saving throw fails, the caster gains a general knowledge of the villager’s local laws and customs, including those that apply to relevant tribal or clan types (such as customs observed by all giants). Typical information revealed by *know customs* includes common courtesies (outsiders must avert their eyes when addressing local officials), local restrictions (no animals or unaccompanied elves within the city limits), important festivals, and common passwords that are known by the majority of citizens (such as a phrase necessary to pass the guards at the main gate). Additionally, the spell gives the caster a +1 reaction adjustment to encounters with members of the relevant tribe or village.\n Knowing the local laws and customs does not guarantee that the caster will conduct himself properly. *Know customs* is to be used as a guide; the DM is free to adjust the quality of information provided by a villager.'
+};
+
+pri3['Line of Protection'] = {
+ 'level': '3',
+ 'school': 'Abjuration (Reversible)',
+ 'sphere': 'Protection',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '30-yard line',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'The priests’ croziers, staves, or religious standards, held aloft by each caster.',
+ 'reference': 'p. 67',
+ 'book': 'Tome of Magic',
+ 'damage': '*All creatures:* 1d3. *Evil/Undead:* 1d8. *Reverse; Paldin/Good:* 1d8',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell requires at least two priests to cast the spell simultaneously. During the casting, the priests determine whether the line will be stationary or portable.\n If the spell is stationary, each priest must inscribe a magical sigil on parallel facing surfaces, such as facing walls of a gatehouse or two tree trunks. If the spell is portable, the priests must stand at each end of the line, thereby anchoring it.\n After the spell is cast, a shimmering field of force appears between the two anchors (the sigils or priests). The field is 10 feet high and sparkles with energy. Objects on the opposite side of the translucent field, while recognizable, are hazy and indistinct.\n The field causes 1d3 points of damage to all creatures passing through it; evil creatures and undead suffer 1d8 points of damage from the field. Creatures that roll a successful saving throw suffer no damage. Creatures that can fly over the field, burrow under it, or *teleport* to the other side are immune to damage.\n If the spell is cast in its portable form, the priests can move at half their movement rates (limited to the rate of the slower priest). The priests can take no other action, since all their energy is spent in walking and maintaining the field.\n Once created, the field cannot be increased or decreased in length and must remain straight. The priests could maneuver by pivoting, but could not walk toward each other or bend the field around a corner. If the line of sight between the two priests is blocked by any object of greater than 5’ diameter, the spell immediately fails. Thus, creatures, low walls, young trees, pillars, and similar objects will not disrupt the spell.\n As a cooperative spell, several priests can link together to create a longer field. Each priest (or sigil) forms the end of one field and the beginning of another, much like fenceposts. Each section of the spell must extend in a straight line, but the field can be bent at each junction. Four priests could form a long line, a square, or a Z pattern. The restrictions on moving the fields apply as outlined above. The DM may apply movement penalties depending on the complexity of the pattern.\n The reverse of this spell, *line of destruction*, causes 1d3 damage to all creatures passing through it. It causes 1d8 damage to paladins and creatures of good alignment who pass through it. Creatures that roll a successful saving throw suffer no damage.'
+};
+
+pri3['Memory Read'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '5 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small piece of linen cloth with threads of gold interspersed throughout its weave. This is consumed during the casting.',
+ 'reference': 'p. 68',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to read the memory of a single subject. The priest experiences the memory with the same intensity as the subject. The time required to view a memory is one-fiftieth of the time that the actual event lasted. Thus, a priest can view the memory of an event that lasted for one hour in a little more than one round. The subject experiences the memory at the same time the caster reads it.\n The subject must have an Intelligence score of 5 or more and must remain within range of the priest throughout the time it takes to read the desired memory. Priests can cast this spell on unconscious, sleeping, *held*, or *paralyzed* creatures.\n The subject receives a saving throw when the priest casts the spell (this saving throw is allowed even if the subject is asleep or otherwise unaware of the attempt). In addition, if the memory that the priest wants to view concerns something the subject wants to keep secret, or is something that the subject is trying to suppress, the subject receives a +5 bonus to the saving throw. If the memory the priest wishes to view is more than six months old, the subject receives a second saving throw, with bonuses depending on the age of the memory as follows:}}{{style=bottom2 sheet-spell-center2}}{{c1-1=**Age of Memory**}}{{c2-1=6-12 months}}{{c3-1=1 to 4 years}}{{c4-1=5 years or more}}{{c1-2=**Bonus**}}{{c2-2=0}}{{c3-2=+1}}{{c4-2=+3}}{{effects2= If the subject succeeds either of these saving throws, the spell fails.\n This spell creates a mental drain on the priest, causing him to temporarily lose 1-3 points of Constitution. These can be regained only after eight hours of rest. The spell cannot be cast again until the priest’s constitution is restored.'
+};
+
+pri3['Miscast Magic'] = {
+ 'level': '3',
+ 'school': 'Invocation/Evocation',
+ 'sphere': 'Chaos',
+ 'range': '[[40+10*[[@{level-priest}]] ]] yards',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 69',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Miscast magic* can be cast only on a wizard. It causes the next spell cast by the affected wizard to be chosen randomly from his memorized spells of the same or lower level. Thus, if a wizard affected by *miscast magic* had four 1st-level spells memorized (*armor*, *feather fall*, *jump*, and *sleep*) and he attempted to cast the sleep spell, the DM would determine the resulting spell randomly from the wizard’s four memorized spells. The wizard has only a 25% chance of casting the *sleep* spell.\n Only spells currently memorized are eligible to be exchanged with the desired spell. If a wizard had only one spell memorized, the *miscast magic* would have no effect and the wizard’s spell would be cast normally.\n The miscast spell operates normally. If a wizard tried to *levitate* a companion but a *web* spell resulted, the companion would be trapped by the webs and subject to all resulting effects. If the target of the spell were in range of the *levitate* spell but not in range of the *web*, the spell would be lost in a fizzle of energy and the *web* spell would be wiped from the caster’s memory.\n The wizard who casts the spell performs the proper verbal and somatic components of the spell he wishes to cast; he does not discover the altered results until the wrong spell takes effect. The wizard will also discover that the material component for the resulting spell has vanished (in addition to the material component for the desired spell).\n Wizards who are targets of *miscast magic* are allowed a saving throw vs. spell to avoid the effect.'
+};
+
+pri3['Moment Reading'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Numbers',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A set of 36 small disks made of polished bone engraved with runes that represent numbers. These disks are not consumed in the casting.',
+ 'reference': 'p. 69',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to determine the “tenor of the now”--in other words, to learn the “force” that is most dominant at the time. To cast the spell, the priest generates a series of random numbers and then studies the pattern contained in that string of numbers. This pattern contains information about current conditions.\n In game terms, when this spell is cast, the DM communicates to the priest’s player a single word or short phrase (no more than five words) describing the “tone” of the situation. Examples of suitable “tones” are “imminent danger” (the DM knows a dragon is approaching the area); “peace and tranquility” (the woods in which the PCS camp may look threatening, but the area is actually free of evil influence); or “betrayal” (one of the PCS’ hirelings is actually a spy of their enemy). The DM can make this comment cryptic, but it should always be accurate and contain some useful information.\n This spell has no specified area of effect. The result of *moment reading* will always concern the priest and anyone else in his immediate vicinity, but the definition of “vicinity” will vary depending on the circumstances. For example, the tenor of the moment might be “severe danger” if the priest is entering the territory of a dragon who attacks interlopers on sight.\n The tenor of the moment is always personally applicable to the priest. For example, even if the priest is in a nation dangerously close to war with its neighbor, this condition will not appear in the tenor of the moment unless the priest is personally involved (if he’s currently in the direct path of an invading army, for instance).\n One casting of this spell tends to “taint” subsequent castings of the same spell unless they are separated by a minimum length of time. If a priest casts this spell twice within 12 hours, the second reading gives the same result as the first, regardless of the actual situation. If a second priest casts the spell within 12 hours of another priest’s use of the spell, he receives an accurate reading.'
+};
+
+pri3['Random Causality'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Chaos',
+ 'range': '10 yards',
+ 'duration': 'Special',
+ 'aoe': 'One weapon',
+ 'components': 'V, S, M',
+ 'cast-time': '[[3+[[@{level-priest}]] ]] rounds',
+ 'saving-throw': 'Negate',
+ 'materials': 'A bronze die.',
+ 'reference': 'p. 69',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates a rift in the nature of cause and effect. The spell is cast upon an opponent’s weapon. When the weapon is used, it hits and causes damage normally, but the damage is not applied to the creature struck by the weapon. Instead, the person wielding the weapon or one of his companions suffers the damage. If the weapon misses its target on any round, no damage is caused in that round.\n Using a die roll, the DM randomly determines the victim of the damage. The DM selects a die with a value nearest the number of eligible creatures (the wielder of the weapon and his companions). If the number of creatures does not equate to highest value of a die, the wielder of the enchanted weapon takes the extra chances to be hit. For example, if a goblin wields a sword affected by this spell, he and his six companions are eligible to receive the damage. The DM rolls 1d8. On a roll of 1-6, one of the goblin’s companions suffers the damage; on a roll of 7 or 8, the goblin with the affected weapon suffers the damage.\n The weapon is affected for 3 rounds+1 round/level of the spell caster. If the wielder of the weapon changes weapons while the spell is in effect, the discarded weapon remains enchanted.'
+};
+
+pri3['Rigid Thinking'] = {
+ 'level': '3',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '60 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 70',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Rigid thinking* can be cast only upon a creature with Intelligence of 3 or greater. The creature is allowed a saving throw to avoid the effects.\n The creature affected by *rigid thinking* is in capable of performing any action other than the activity he is involved in when the spell takes effect. The creature’s mind simply cannot decide on another course of action--it becomes frozen into a single thought and cannot change even if new circumstances would suggest otherwise. Thus, a warrior fighting a kobold will ignore the arrival of a beholder, and a thief picking a lock will pay no heed to the arrival of three guards.\n The affected creature does not mechanically repeat the action; he is not an automaton. He will not continue to fire his bow at a dragon if he runs out of arrows, but will choose another means of attacking the dragon to the exclusion of all other activities.\n A spellcaster in the process of casting a spell when *rigid thinking* takes effect will not attempt to repeat the spell (unless the spell has been memorized more than once). The spellcaster will, however, devote his attention to the target of that spell until his goal is met (e.g., if the caster were attacking a creature, he would continue to direct attacks at that creature; if the caster were trying to open a door, he would continue to work on the door until it opens).\n The spell expires when the creature accomplishes his goal (i.e., the kobold is killed or the lock is opened) or when the duration of the spell has ended.'
+};
+
+pri3['Slow Rot'] = {
+ 'level': '3',
+ 'school': 'Abjuration',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] weeks',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A pinch of sugar.',
+ 'reference': 'p. 70',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell increases the amount of time that fruits, vegetables, and grains remain wholesome and ripe. The spell will not take effect upon meat of any kind.\n The caster can affect as much as 100 cubic feet of plant material per level. Currently [[100*[[@{level-priest}]] ]] cubic feet. Thus, even a low level priest could effectively keep a farmer’s grain from rotting while in storage or keep the fruit on the trees in his orchard ripe until they are harvested. This spell does not prevent pests (such as rats) from eating the food.'
+};
+
+pri3['Squeaking Floors'] = {
+ 'level': '3',
+ 'school': 'Evocation',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot square',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A rusty iron hinge that squeaks when moved.',
+ 'reference': 'p. 70',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A surface affected by *squeaking floors* squeaks loudly when any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) steps on it or touches it. The spell affects a square whose sides equal the caster’s level times 10 feet (a 9th-level priest could affect a square whose sides are 90 feet long).\n The squeaks can be heard in a 100-foot radius, regardless of interposing barriers such as walls and doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid material. Listeners automatically know the direction of the sounds.\n Characters who successfully move silently reduce the radius of the noise to 50 feet. Those able to *fly* or otherwise avoid direct contact with the affected surface will not activate the squeaking floor.'
+};
+
+pri3['Strength of One'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Law',
+ 'range': '10 yards',
+ 'duration': '[[2d6]] rounds',
+ 'aoe': '[[1+floor([[@{level-priest}]]/2)]] creatures',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 71',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting this spell on a group of lawful creatures, the priest imbues each creature with a Strength bonus equal to that of the strongest creature in the group. To be affected by the spell, all creatures must touch the hand of the priest at the time of casting. Only human, demihuman, and humanoid creatures of man-size or smaller may be affected. The characters can be a mixed group of Lawful Neutral, Lawful Good, or Lawful Evil alignments. The spell will not take effect if any creature of Neutral or Chaotic alignment is included in the group.\n Prior to casting, one creature is designated the keystone. There may never be more than one keystone in a group, even if another creature has equal strength.\n Upon completion of the spell, all affected characters gain a bonus to damage equal to the keystone’s bonus to damage from Strength. Any magical bonuses belonging to the keystone are not added; only the keystone’s natural strength is conferred on the group.\n This bonus supersedes any bonus a character might normally receive. Thus, a warrior with 16 Strength (a +1 bonus to damage) who benefits from this spell with a keystone who has Strength 18/07 (a damage bonus of +3) gains a total bonus of +3 to damage (not +4 to damage). The keystone receives no bonus.\n Affected creatures gain no improvements to THAC0, bend bars/lift gates, or other functions of Strength.\n The spell ends if the keystone is killed before the duration expires. The bonus and duration are not affected if a member of the group is killed within the duration of the spell.'
+};
+
+pri3['Telepathy'] = {
+ 'level': '3',
+ 'school': 'Divination, Alteration',
+ 'sphere': 'Thought',
+ 'range': '30 yards',
+ 'duration': '1 turn+[[2*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 71',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell establishes direct, two-way mental contact between the priest and a single subject. The subject must have Intelligence of at least 5 for the spell to take effect. While the spell is in effect, the two participants can communicate silently and rapidly, regardless of whether they share a common language.\n *Telepathy* does not give either participant access to the other’s thoughts, memories, or emotions. Participants can only “hear” the thoughts that the other participant actively “sends.”\n Mind-to-mind communication is approximately four times faster than verbal communication. The level of complexity that can be communicated is only that which can be expressed through language. Gestures, expressions, and body language cannot be conveyed.\n A priest can establish separate “telepathic channels” to multiple individuals. Each linkage is established through a separate casting of the spell. There is no network between the channels. For example, Balfas the priest establishes *telepathy* with Alra the warrior and Zymor the thief by casting this spell twice. Balfas can communicate a single thought to both Alra and Zymor, but Alra and Zymor cannot communicate with each other. Balfas, however, can “target” a thought so that only one of the two participants receives it.\n If the priest casts this spell on an unwilling subject (for example, if the priest wants to silently threaten or taunt the subject), the subject receives a saving throw vs. spell to resist the effect. Willing subjects need not make a saving throw.\n Lead sheeting of more than ½” thickness will totally block *telepathy*.'
+};
+
+pri3['Telethaumaturgy'] = {
+ 'level': '3',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Numbers',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '2 rounds',
+ 'saving-throw': 'None',
+ 'materials': 'A small book of numerological formulae and notes. This book is different from the book used in *personal reading*. The book is not consumed in the casting.',
+ 'reference': 'p. 72',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell requires the priest to perform a numerological analysis of a subject’s correct name. The result is that the priest may cast another spell that affects the subject individual at a range much greater than normal. In other words, by gaining deep knowledge of the individual, the priest creates a “channel” to that individual that makes a subsequent spell easier to cast on that subject.\n Only certain spells can benefit from *telethaumaturgy*:\n\n*bless**\n*command*\n*charm person or mammal*\n*detect charm*\n*hold person*\n*know alignment*\n*remove curse**\n*probability control*\n*quest*\n*confusion (one creature only)*\n*exaction*\n\n For spells marked with an asterisk (*), *telethaumaturgy* also increases the range of the reversed spell. Unless indicated, *telethaumaturgy* does not increase the range of the reversed spells.\n The increase in range depends on the level of the priest casting *telethaumaturgy*:}}{{c1-1=**Level**}}{{c2-1=1-6}}{{c3-1=7-11}}{{c4-1=12-16}}{{c5-1=17+}}{{c1-2=**Range Multiplier**}}{{c2-2=✕2}}{{c3-2=✕3}}{{c4-2=✕4}}{{c5-2=✕5}}{{effects2= Thus, a 12th-level priest who has cast *telethaumaturgy* on an individual could subsequently cast *charm person* on that individual at a range of 320 yards, rather than the normal range of 80 yards.\n A spell to be enhanced by *telethaumaturgy* must be cast on the round immediately following the completion of *telethaumaturgy*. Spells that normally affect more than one individual (such as *confusion*) will affect only the selected subject when cast following *telethaumaturgy*.\n When *telethaumaturgy* is cast by a priest of 11th level or higher, it has an additional effect. If the target is within the normal range of the subsequent spell (e.g., 80 yards for *charm person*), the subject’s saving throw suffers a penalty of -2.\n Like the *personal reading* spell, *telethaumaturgy* functions only if the priest knows the correct name of his subject. If the priest casts the spell using an alias, he will not know that *telethaumaturgy* has not taken effect until the subsequent spell fails. The priest does not automatically know why the subsequent spell failed (the subject might simply have made a successful saving throw).'
+};
+
+pri3['Thief\'s Lament'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Wards',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '[[5*[[@{level-priest}]] ]]-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': 'The priest’s holy symbol and a silver key.',
+ 'reference': 'p. 72',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A thief entering an area enchanted with *thief’s lament* suffers a great reduction in his thieving skills. The thief is allowed a saving throw to resist the effects of the spell; failure indicates that he suffers the full effects of the lament. All attempts to pick pockets, open locks, find/remove traps, move silently, detect noise, climb walls, and hide in shadows are reduced by 25% (although a skill cannot be reduced below 5%, presuming the character has at least a score of 5% in any skill).\n The spell affects a cube whose sides equal the caster’s level times five feet (a 10th-level caster could affect a cube whose sides equal 50 feet).'
+};
+
+pri3['Unearthly Choir'] = {
+ 'level': '3',
+ 'school': 'Invocation',
+ 'sphere': 'Combat',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '5',
+ 'saving-throw': '½',
+ 'materials': '',
+ 'reference': 'p. 73',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell requires at least three priests casting the spell simultaneously. At the time of casting, the priests must be within 10 feet of each other. Upon completion of the spell, the priests sing a single, dissonant chord. The result of the spell depends on the number of voices in the choir.\n**Trio.** In this form, the spell projects a cone of sonic force 120 feet long and 40 feet wide at the base. All creatures within the area of effect must save vs. spells or suffer 2d4 points of damage. Those who successfully save suffer only 1d4 points. Undead suffer a -2 penalty to their saving throws.\n**Quartet.** With four voices, the spell has the same area of effect as described above. However, all those who fail their saving throw suffer 2d4 points of damage and are deafened for one round. Those who successfully save suffer half damage and are not deafened. Undead creatures are not allowed a saving throw.\n**Quintet.** Five singers produce a chord of major power. All within the area of effect suffer 3d4 points of damage (saving throw for half damage). Undead are not allowed a saving throw. All creatures are deafened for one round. Furthermore, pottery, glassware, crystal, and similar breakable goods must save vs. fall or be shattered.\n**Ensemble.** An ensemble of singers consists of six to ten priests. In this case, the area of effect increases to a cone 180 feet long and 60 feet wide at the base. All creatures within this area suffer 1d4 points of damage per priest and are deafened for 1d4 rounds. A successful saving throw vs. spell reduces the damage and duration of deafness by half. Undead creatures of 3 hit dice or less are immediately destroyed. All other undead suffer normal damage, but are not allowed a saving throw. Glass, pottery, crystal, bone, and all wooden items that are the strength of a door or less (chests, tables, chairs, etc.) must save vs. crushing blow or be shattered.\n**Choir.** The most powerful group, a choir, requires eleven or more priests. In this case, the area of effect expands to a cone 300 feet long and 100 feet wide at the base. All within the area of effect suffer 1d6 points of damage per priest to a maximum of 20d6. A saving throw vs. spells reduces the damage to half. Those who fail to save are deafened for 1d10 rounds; those who succeed are deafened only 1d6 rounds. Undead creatures of 5 hit dice or less are immediately destroyed. Undead with more hit dice are not allowed a saving throw. Structures within the area of effect are damaged as if they suffered a direct hit from a catapult (one hit per four priests in the choir). Doors, chests, and other breakable items are instantly shattered.'
+};
+
+pri3['Zone of Sweet Air'] = {
+ 'level': '3',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot cubes',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol, a silk handkerchief, and a strand of spider web.',
+ 'reference': 'p. 73',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Zone of sweet air* creates an invisible barrier around the area of effect that repels all noxious elements from poisonous vapors, including those created magically (such as a *stinking cloud*). The spell offers no protection against poisonous vapors created by a dragon’s breath weapon (such as the chlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is cast are not affected. Fresh air passes into the area normally.\n If a poisonous vapor is expelled within the area of effect (for example, a *stinking cloud* is cast), the spell takes effect normally but dissipates in half the time normally required.\n The spell affects a cube whose sides equal the caster’s level times 10 feet (for instance, a 10th-level caster could affect a cube whose sides are 100 feet long).'
+};
+
+pri4['Addition'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers, Creation',
+ 'range': '30 yards',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A small table of numerological formulae inscribed on an ivory plaque, plus a length of silken cord. During the casting, the priest ties the cord into a complex knot. As the magical energy is discharged, the cord vanishes in a flash of light. The plaque is not consumed in the casting.',
+ 'reference': 'p. 74',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The philosophy of the Sphere of Numbers holds that the structure of reality--the “equation of the moment”--can be analyzed and modified by someone with sufficient knowledge and power. The *addition* spell allows a priest to add a new mathematical term to the equation of the moment. This effectively allows a new object or even a living creature to be brought into existence temporarily.\n The effect of this spell varies depending on the level of the caster. At 10th level or lower, *addition* can create a single, inanimate object weighing up to 10 pounds. The spell gives the priest only rudimentary control over the creation process, so the object cannot be complex. The object must be described in a single word or short phrase (e.g., “a water pitcher” or “a block of stone”). The caster has no control over elements such as shape or color; thus, the water pitcher might be short, squat, and blue, or tall, slender, and red.\n Objects created with this spell cannot be of any greater mechanical complexity or technological level than a crossbow. If the priest tries to create an object that breaks this prohibition, the spell fails and nothing is created. Thus, if the priest tried to create “a pistol,” assuming he had heard the word somewhere, the spell would fail.\n Objects cannot contain any information in an abstract form such as writing or diagrams. If the priest tries to create an object that breaks this prohibition, there are two possible results: the spell may fail, or the object may be created without the information. Thus, if the priest were to attempt to create “a spellbook,” the result would be either a book similar to a spellbook with blank pages, or nothing at all.\n The object appears at whatever location the caster wills, as long as it is within spell range. The object cannot appear in the same space occupied by another object or creature, or within a hollow object (for example, the priest cannot create an object blocking the trachea of an enemy).\n The object created by *addition* remains in existence for 1 turn per level of the caster. Currently [[@{level-priest}]] turns. During this time, it obeys all the laws of physics as if it were a “real” object. The object cannot be disbelieved and spells such as *true seeing* cannot distinguish it from a naturally-occurring object.\n Priests of 11th to 15th level can create a single inanimate object of up to 20 pounds in mass or two identical objects, each of up to five pounds in mass. The object(s) so created remains in existence for two hours (12 turns) per level of the caster. Currently [[2*[[@{level-priest}]] ]] hours.\n Priests of 16th to 19th level can create a single inanimate object of up to 50 pounds in mass or up to 10 identical objects, each of up to five pounds in mass. The object(s) is permanent unless destroyed. Since these objects are not magical constructs, but real *addition*s to the “equation of the moment,” *dispel magic* has no effect on them. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 20 pounds in weight. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 5 rounds per level of the caster. Currently [[5*[[@{level-priest}]] ]] rounds.\n Priests of 20th level and above can create a single inanimate object of up to 100 pounds in mass or up to 10 identical objects, each of up to 10 pounds in mass. The object(s) are permanent. Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 100 pounds in weight and up to 2 hit dice. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 2 turns per level of the caster. Currently [[2*[[@{level-priest}]] ]] turns.'
+};
+
+pri4['Age Plant'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': '30 yards',
+ 'duration': 'Permanent',
+ 'aoe': '[[@{level-priest}]] plants, seeds, or trees',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and the petal from an apple blossom.',
+ 'reference': 'p. 74',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to affect the aging of any plant, seed, or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds.\n The change in age, either forward or backward, is chosen by the priest at the time of casting. The changes associated with normal or reversed growth occur instantaneously. Plants can be altered in age up to 10 years per level of the caster. Currently up to [[10*[[@{level-priest}]] ]] years. The caster can stop the aging at any point within the limits imposed by his level; he could cause a tree to grow from a sapling until it withers and dies from old age or he could stop the tree’s growth at a stage at which it would shelter his home.\n The spell does not alter the appearance or characteristics of a plant except those that result from normal aging (or regression). *Age plant* has no effect on magically-generated plants or plant-type monsters.'
+};
+
+pri4['Blessed Warmth'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Sun',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 75',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, a narrow shaft of light shines down upon the priest, making him immune to the effects of natural cold (such as a blizzard) and granting him a +3 bonus to saving throws vs. magical cold (such as a white dragon’s breath weapon).\n For each level of the priest above 7th, an additional beam of light may be created to protect another creature, who must be standing within 3’ of the priest. Thus, a 10th-level priest could protect four other creatures in a 3’ radius. Currently [[ [[@{level-priest}]]-6]] additional beams.'
+};
+
+pri4['Body Clock'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A kernel of corn, a drop of water, and a stoppered glass bottle.',
+ 'reference': 'p. 75',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Body clock* affects a subject in the following ways.\n • The subject’s need for sleep is reduced. For every hour that a subject sleeps, he is as refreshed as if he slept 10 hours. For every two hours that a subject sleeps during the spell (20 hours of rest), he regains hit points as if he spent a day of complete rest. However, wizards are not able to memorize spells; “real” time must pass for this to occur.\n • The subject’s need to breathe is reduced. He breathes only 10% as often as normal for the duration of the spell, enabling him to hold his breath 10 times longer than normal and use less air in enclosed situations.\n • The subject can set an internal “alarm clock” to alert him when a specific amount of time has passed. The subject then hears a brief ringing in his ears, audible only to him. The ringing is loud enough to wake the subject. He can set as many internal alarm clocks as he wishes, as long as they all occur within the duration of the spell.\n The spell has no effect on movement, spellcasting, or any other normal activities.'
+};
+
+pri4['Chaotic Combat'] = {
+ 'level': '4',
+ 'school': 'Invocation/Evocation',
+ 'sphere': 'Chaos',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 75',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When *chaotic combat* is cast on a fighter, he is inspired beyond his years of training and is suddenly struck with numerous insights for variations on the standard moves of attack and defense. The spell affects only warriors.\n Unfortunately, these insights are helpful in only two-thirds of the warrior’s attacks. In the remaining attacks, the spell actually impairs the warrior’s standard performance. At the beginning of each round, after the player has declared his character’s actions, 1d6 is rolled for the affected warrior. On a roll of 1, 2, 3, or 4, the warrior gains bonuses of +2 to attack rolls and +2 to armor class. On a roll of 5 or 6, the warrior suffers a -2 penalty to attack rolls and a -2 penalty to armor class. This must be determined at the beginning of the round so that both the warrior and his opponents can apply the necessary changes.\n The insight imparted by this spell is lost after the spell expires. The insight is generated by chaos, which is nearly impossible to contain. After the spell expires, the warrior remembers the battle but not the specifics of his actions. He is unable to duplicate the maneuvers.'
+};
+
+pri4['Chaotic Sleep'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Chaos',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Negate',
+ 'materials': 'A pinch of sand and three coffee beans.',
+ 'reference': 'p. 76',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'After casting this spell, the priest must successfully touch his victim. The victim is then allowed a saving throw to avoid the spell’s effect. If the saving throw is failed, the spell takes effect at the next sunrise or sunset (whichever comes first).\n From the time the spell takes effect until the spell is negated, the sleeping pattern of the victim is randomly disrupted. At sunset and sunrise of every day, a check is made to determine the effects of *chaotic sleep*. In the 12-hour period that follows the check, there is an equal chance that the character will be unable to sleep or unable to remain awake (roll 1d6; on a roll of 1-3, the character is awake, on a roll of 4-6, he sleeps). This condition lasts until the next sunrise (or sunset) when the check is made again.\n For example, a fighter fails to save against *chaotic sleep*. For the next few hours, the spell has no effect. At sundown, the first check is made, resulting in a 2. The fighter does not notice anything until he tries to sleep that night, at which time he is wide awake, fidgeting and restless. At sunrise, another die roll is made, resulting in a 6. The fighter is suddenly exhausted and sleeps until sunset.\n Characters who sleep as a result of this spell can be roused only by physical stimuli--a slap or a wound, for example. Once awake, the character remains conscious only as long as there are active stimuli around him, such as a fight. Walking through caves or riding a horse will not keep the character awake. Unlike a *sleep* spell, characters affected by *chaotic sleep* doze off as soon as they are left relatively undisturbed. Keeping an affected character awake is difficult at best.\n Lack of sleep will eventually take a physical toll on any character under the influence of the spell. For every 12-hour period that a character remains awake beyond the first, he suffers a -1 penalty to THAC0. Such characters do not regain hit points as a result of normal healing. Spellcasters cannot memorize spells until they have had sufficient sleep.\n *Chaotic sleep* can be removed with a *remove curse*.'
+};
+
+pri4['Circle of Privacy'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Travelers',
+ 'range': 'Special',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '50-foot-diameter circle',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A hair from a skunk, a whisker from a mouse, and enough salt to make a 50-foot-diameter circle.',
+ 'reference': 'p. 76',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell helps to discourage predators and trespassers from disturbing a campsite. The caster sprinkles salt in a circle enclosing an area up to 50 feet in diameter. For the duration of the spell, all sounds and scents generated within the circle are muted, making the area less noticeable to those outside the circle. Therefore, the group’s chance of encounter is reduced by 50% for the duration of the spell. The spell provides no protection against infravision or other forms of magical detection.'
+};
+
+pri4['Compulsive Order'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '10 yards',
+ 'duration': 'Permanent',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': 'A perfect cube made of metal.',
+ 'reference': 'p. 76',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The victim of *compulsive order* is compelled to place everything he encounters into perfect order. If he discovers treasure, he divides it into tidy piles or containers of silver, gold, and copper. He is reluctant to enter a dungeon because it is a messy place, but once inside, he is obsessed with cleaning it. A character under the power of this spell will sweep dirt from dungeon corridors into neat piles, arrange the corpses of a defeated orc band according to size, dash forward to remove a bit of lint on clothing, and insist that the party organize themselves alphabetically, then by size, and then by age. While the spell does not affect a character’s abilities, the overwhelming desire for order impairs the character’s usefulness in most adventures.\n When a character afflicted by this spell attempts to undertake a new event (begin a battle, haggle with the merchant, etc.), the player must rationalize the action on the basis of his compulsion for order. Thus, the character cannot simply attack a goblin; he must announce a condition such as attacking the tallest goblin and fighting his way down according to size. Once stated, the character must follow through with this plan.\n If the player cannot conceive a rationale for his character’s behavior, the character is forced to delay his actions for 1d6 rounds, with the time spent in preparation for the subsequent action. The character spends time arranging spell components artistically, deciding how to hold his sword, cleaning his weapon, etc.\n Anyone affected by *compulsive order* may become violent if he is prevented from being neat. He will do what he must to make the world around him more orderly. If he is allowed to organize his surroundings, he will quickly calm down again. The victim will constantly petition the people around him to be neat and organized.\n The victim is allowed a saving throw to avoid the effects of the spell. *Compulsive order* can be removed with a *dispel magic* spell.'
+};
+
+pri4['Defensive Harmony'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '5 yards',
+ 'duration': '[[1+2d4]] rounds',
+ 'aoe': '[[floor([[@{level-priest}]]/2) creatures',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 77',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell must be cast on at least two creatures. The priest may affect one creature per two levels of his experience, and all creatures to be affected must be within three feet of each other at the time of casting. After the spell is completed, affected characters may move about freely.\n *Defensive harmony* grants affected creatures a defensive bonus by bestowing an enhanced coordination of their attacks and defenses. The affected creatures must be involved in a single battle so that their efforts harmonize to the benefit of all involved. For example, the affected creatures can attack one dragon or a group of orcs in a single area. They can also attack additional enemy forces that arrive in the same combat. If the enemy forces divide and flee, the affected creatures can follow, continue to attack, and benefit from the spell. If the affected group is split into two smaller groups when attacked, however, it gains no benefit from *defensive harmony*.\n While the spell is in effect, each affected creature gains a +1 bonus to armor class for every other creature benefitting from the spell, to a maximum bonus of +5 (although more than five characters may be affected by the spell). Thus, if four creatures are affected by *defensive harmony*, each creature gains a +3 bonus to armor class.\n This bonus represents a mystical coordination of effort on the part of all affected creatures. A fighter will naturally wage his attack to distract the troll attacking the thief. The ranger will instinctively block the swing of an orc, thereby protecting the wizard. Creatures affected by the spell are not consciously aware of these efforts, and they are unable to create specific strategies and tactics.'
+};
+
+pri4['Dimensional Folding'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': '5 feet',
+ 'duration': '1 round',
+ 'aoe': '10-foot circle',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A sheet of platinum “tissue” worth at least 15 gp, which the priest folds intricately during the casting. The tissue is consumed when the gate closes.',
+ 'reference': 'p. 77',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to selectively warp the fabric of space, folding it into higher dimensions.\n This effect can be best explained through an example. If an ant crawling along the west edge of a map decided to travel to the east edge of the map, it would have to crawl the full width of the map. But if the map were folded in two so that the east and west edges were touching, the ant would travel almost no distance at all. The ant’s world (the map) would have been folded through the third dimension. The *dimensional folding* spell does something similar with the three-dimensional world: it folds it through a higher dimension (the fourth), allowing instantaneous travel between two locales on the same plane of existence.\n Although this effect may seem similar to the wizard spell *teleport*, in practice, it is much different. The *dimensional folding* spell opens a gate that allows instantaneous, bidirectional access to a distant locale on the same plane. This gate is circular, of any size up to 10’ in diameter, and remains in existence for up to 1 full round. The caster and any other creatures can pass through the gate in either direction while it remains open. Missile weapons and magic spells can also pass through the gate.\n The gate appears as a shimmering ring, glowing with a faint light equivalent to starshine. Vision through the gate is clear and unobstructed in both directions, allowing the priest to “look before he leaps.” However, anyone on the other side of the gate is able to see the priest and his point of origin.\n The “near side” of the gate always appears within 5 feet of the priest. The location of the “far side” of the gate always opens within 5 feet of the place the priest desires. Thus, there is no chance of arriving at the wrong destination, as with the wizard spell *teleport*.\n There is a risk involved in using *dimensional folding*, however. Many philosophers believe that what we know as time is simply another dimension, and the behavior of this spell seems to support this thesis. Unless the priest is extremely familiar with the destination, there is a significant chance that any creature passing through a *dimensional folding* gate will suffer instantaneous aging. Theorists believe that this is the same kind of “slippage” that can cause a *teleporting* wizard to land high or low, except that in this case, the slippage is in the time dimension.\n The chance of this instantaneous aging occurring depends on how familiar the priest is with the destination. The table that follows outlines the conditions and effects of aging.}}{{style=bottom2 sheet-spell-center2 sheet-spell-bottom3 sheet-spell-center3}}{{cc1-1=bottom}}{{c1-1=**Destination is:**}}{{c2-1=Very familiar*}}{{c3-1=Studied carefully}}{{c4-1=Seen casually}}{{c5-1=Viewed once}}{{c6-1=Never seen}}{{c1-2=**Chance of**\n**aging**}}{{c2-2=2%}}{{c3-2=5%}}{{c4-2=10%}}{{c5-2=15%}}{{c6-2=25%}}{{c1-3=**Amount of**\n**aging**}}{{c2-3=1 year}}{{c3-3=1d2 years}}{{c4-3=1d3 years}}{{c5-3=1d6 years}}{{c6-3=1d10 years}}{{effects2= * Use this row if the desired location is within view of the priest.\n\n If the die roll indicates that aging occurs, every creature that passes through the gate in either direction suffers the aging effect. Multiple creatures passing through the gate in the same direction all age by the same amount determined by a single die roll. Although the chance of aging is low and the potential amount of aging is minimal for familiar destinations, the effects can add up and become significant over time.\n Although the word “destination” is used to refer to the “far end” of the gate, the priest need not be the one doing the traveling. For example, a priest may open the gate near a distant ally so he may travel instantaneously to join the priest.'
+};
+
+pri4['Fire Purge'] = {
+ 'level': '4',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '10-yard square/priest',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a scorched sliver of wood.',
+ 'reference': 'p. 78',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'An area enchanted with *fire purge* is protected against all types of normal and magical fires. Normal fires (including camp fires, torches, and oil fires) cannot burn in the area of effect. Magical fires (including fiery dragon breath, other creature-generated fires, and spell-related fires such as *burning hands* and *fireball*) cause only 50% of their normal damage. Additionally, creatures within the area of effect receive a +4 bonus to saving throws made vs. fire attacks, regardless of whether the attacks originate inside or outside the warded area.\n *Fire purge* has no effect on fires that are within the area of effect when the spell is cast, (i.e., it does not extinguish existing fires).\n *Fire purge* can be cast as cooperative magic. If a number of priests cast this spell simultaneously, its effectiveness is significantly increased. The duration of the spell is then equal to 1 turn per level of the most powerful priest plus 1 turn for every other contributing priest. The area of effect is a square whose sides equal the number of priests times 10 yards (thus, six priests could create a 60-yard by 60-yard square of protection).'
+};
+
+pri4['Focus'] = {
+ 'level': '4',
+ 'school': 'Invocation',
+ 'sphere': 'All',
+ 'range': '10 feet',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 day',
+ 'saving-throw': 'None',
+ 'materials': 'Many, including special vestments, incense, oils, waters, and other equipment the DM deems appropriate. The cost of these materials is never less than 1,000 gp plus 100 gp per level of spell being amplified. These items are given up as offerings to the deity (perhaps to be distributed to the poor), and new ones must be obtained each time the spell is cast.',
+ 'reference': 'p. 79',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates the necessary conditions for devotional energy to be used. For faith magic to work, the priest must create a focus to harness the necessary devotional energy. This spell creates that focus. *A focus cannot function without a source of devotional energy*.\n The focus gathers devotional energy and reshapes it in order to amplify other spells cast by the priest (or priests). The same energy keeps the focus in existence. If the spell is cast and there is no immediate source of devotional energy within 100 feet, the *focus* immediately fails.\n Once created, most foci cannot be moved. This condition and the need for a constant supply of devotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and seminaries--permanent structures where followers of the religion gather on a regular basis. Sometimes a focus is created for a special gathering such as a holy day, conclave, grand wedding, or yearly festival.\n Not all foci are identical. The particular form of the focus depends on the power and nature of the spell being amplified. All foci can be seen by *detect magic*. There are three basic types of foci: site, item, and living.\n **Site foci** are connected to a place, whether a room, building, field, or forest. Once cast, the foci cannot be moved. It causes no disturbance in the surroundings; it is invisible and intangible.\n **Item foci** are centered on a single object. Customarily, this object is large and immovable, such as an altar, but it is possible for the focus to be as small as is practical. The item can be as elaborate or plain as desired, but should have some significance to the religion.\n **Living foci** are the rarest of all types. In this case, the focus is created on a living plant, animal, or person. *Detect charm* reveals the person is somehow enchanted, although not under the influence of a typical charm spell.\n The type of focus created (site, item, or living) depends on the religion and nature of the spell amplified. These choices are listed in Table 3: Focused Spell Effects.\n Casting the *focus* spell is a long and complicated process, accompanied by many ceremonies and rituals. During the day spent casting the spell, the priest will need the assistance of at least two other priests of the same faith. These aides need not memorize the spell (or even be capable of casting it). Their duty is to provide the extra hands and voices needed at specific points of the casting. A large number of worshipers must also be present since the focus requires their energy. Not surprisingly, the casting of this spell is often incorporated into important holy festivals or special occasions.\n The duration of the focus is one year. If the devotional energy falls below a minimum level, the spell ends sooner. A focus requires the devotional energy of at least 100 devout worshipers. Lay monks (those dedicated to the religion but not priests) count as two worshipers, while priests (of any level) count as ten. A focus could be maintained by a congregation of 100, a monastery of fifty, or a seminary of as few as 10 priests (or any combination of the above). The focus must receive this energy for at least 10 hours out of every day. If these conditions are not met, the focus weakens. The area of effect of the amplified spell decreases by 20% each day until it fades away completely.\n Once the focus is created, the priest or priests have 1 turn in which to cast the desired spell upon the focus. A focus can amplify only one spell, and each item, creature, or place can receive only one focus. Spells that can be cast upon a focus are listed on Table 3.\n\n**Table 3: FOCUSED SPELL EFFECTS**}}{{style=bottom2 sheet-spell-center2}}{{cc1-1=bottom}}{{c1-1=**Spell**}}{{c2-1=*Anti-animal shell*}}{{c3-1=*Anti-plant shell*}}{{c4-1=*Bless*}}{{c5-1=*Control temperature, 10’ radius*}}{{c6-1=*Control winds*}}{{c7-1=*Cure disease*}}{{c8-1=*Cure blindness or deafness*}}{{c9-1=*Detect poison*}}{{c10-1=*Detect lie*}}{{c11-1=*Detect magic*}}{{c12-1=*Dispel evil*}}{{c13-1=*Endure cold/endure heat*}}{{c14-1=*Know alignment*}}{{c15-1=*Negative plane protection*}}{{c16-1=*Protection from evil*}}{{c17-1=*Protection from lightning*}}{{c18-1=*Protections from fire*}}{{c19-1=*Purify food and drink*}}{{c20-1=*Remove fear*}}{{c21-1=*Remove curse*}}{{c22-1=*Repel insects*}}{{c23-1=*Resist fire/resist cold*}}{{c24-1=*Speak with animals*}}{{c25-1=*Tongues*}}{{c26-1=*True seeing*}}{{c1-2=**Possible**\n**Focus**\n**Type**}}{{c2-2=S/I/L}}{{c3-2=S/I/L}}{{c4-2=S/I}}{{c5-2=S*}}{{c6-2=S/I*}}{{c7-2=I/L}}{{c8-2=I/L}}{{c9-2=S/I}}{{c10-2=I}}{{c11-2=I}}{{c12-2=S/I}}{{c13-2=S*}}{{c14-2=I/L}}{{c15-2=S/I}}{{c16-2=S/I}}{{c17-2=S}}{{c18-2=S}}{{c19-2=I}}{{c20-2=S/I/L}}{{c21-2=I}}{{c22-2=S/I}}{{c23-2=S}}{{c24-2=S/I/L}}{{c25-2=S/I}}{{c26-2=S}}{{effects2=** The caster must state a desired range (temperature, wind strength, etc.) within the spell’s normal limitations at the time it is cast.*\n\n Once the spell is cast, the normal duration and area of effect for that spell are ignored. The focus begins to increase these factors of the spell’s power. After one day, the amplified spell reaches its full area of effect. Thereafter, it remains over that area until the focus fails.\n The area affected by the focus (and its amplified spell) depends on the level of the caster. The spell expands in a radius from the focus, 20 feet per level of the caster, although it can deliberately be created smaller. Currently up to [[20*[[@{level-priest}]] ]] foot diameter. Within that area of effect, the amplified spell exerts its normal effect. A 13th-level priest could create a focus up to 260 feet in diameter.'
+};
+
+pri4['Fortify'] = {
+ 'level': '4',
+ 'school': 'Necromancy',
+ 'sphere': 'Healing',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Creature touched',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 80',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This is a simple cooperative magic spell. Only one priest can cast the spell, but like *mystic transfer*, another priest is required for the spell to have any effect. Through this spell, the priest improves the quality of another priest’s healing spells.\n For the *fortify* spell to work, it must be cast simultaneously with a *cure light wounds*, *cure serious wounds*, or *cure critical wounds*. The priest casting *fortify* must lay his hand on the priest attempting the cure. When both spells are cast, additional energy flows through the second priest and into the creature being healed. *Fortify* automatically causes the cure spell to function at maximum effect. Thus, a *cure serious wounds* would automatically heal 17 points of damage and a *cure critical wounds* would heal 27 points of damage.'
+};
+
+pri4['Genius'] = {
+ 'level': '4',
+ 'school': 'Divination',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Caster',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A gem of at least 50 gp value.',
+ 'reference': 'p. 80',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar to *idea*, except that the priest’s player can ask the DM one question about any event occurring at the moment. The question must be somehow related to evaluation of the current situation, such as “What are these monsters?” Speculation about the future, such as “What’s on the other side of the door?” is not permitted.\n As with *idea*, the DM must be careful in adjudicating this spell. The answer to the question should always be relevant and correct, although not necessarily complete, and should not be unbalancing to the situation. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM’s assessment of the situation. In general, the answer will be a single word or a short phrase of no more than five words.\n This spell can be cast only once in any 12-hour period. Subsequent attempts to cast the spell result in no answer.'
+};
+
+pri4['Inverted Ethics'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Chaos',
+ 'range': '120 yards',
+ 'duration': '1 turn',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'Negate',
+ 'materials': 'A miniature golden balance (i.e., similar to the scales of justice).',
+ 'reference': 'p. 80',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell reverses the ethics of a person or group of people. While under the influence of this spell, a creature behaves in a manner opposite to the way he normally would behave. Thus, a shopkeeper influenced by *inverted ethics* will think it perfectly normal for someone to pick up an item from his shop and walk out the door without paying for it. If someone tried to pay for an item, he would be insulted. If the spell is cast on a shopper in a store, he would find it natural to steal the item, thinking that he is behaving in a proper way. If the spell is cast on a professed thief, he will no longer steal, choosing to pay for his goods instead.\n *Inverted ethics* does not cause a creature to actively commit evil deeds (or good deeds). Thus, an affected creature will not go on a shoplifting rampage; he will steal only as the opportunity presents itself.\n The spell affects one character per level of the caster within a 20’ radius. Currently [[@{level-priest}]] characters. Each target of the spell is allowed a saving throw vs. spell to avoid the effect.'
+};
+
+pri4['Join With Astral Traveler'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Astral',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 81',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When a priest casts the 7th-level *astral spell*, he leaves his physical body in suspended animation while his astral body travels. By touching the comatose body and casting *join with astral traveler*, a priest can cause his own astral body to leave his physical body in suspended animation. His astral body then travels along the silver cord of the originally projected priest. The caster joins the projected priest as if he were part of the original casting of the *astral spell*; i.e., his own silver cord is connected to the priest’s silver cord, and he is dependent upon the originally projected priest.\n A priest who casts the 7th-level *astral spell* can project as many as seven other creatures along with himself. However, priests casting *join with astral traveler* are an exception to this limit. Any number of priests may join another priest in the Astral plane by use of this spell.'
+};
+
+pri4['Leadership'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm, Alteration (Reversible)',
+ 'sphere': 'War',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': 'Special',
+ 'saving-throw': 'None',
+ 'materials': '*Variation 1:* This variation is a pinch of steel dust. *Variation 2:* The priest’s holy symbol.',
+ 'reference': 'p. 81',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell can be cast in one of two variations. The first, appropriate for battlefield use, has a range of 240 yards, duration of 1d4+6 turns, and a casting time of 1 turn. The priest can cast the spell on any single individual (a commander or hero) within his line of sight.\n While under the influence of this spell, the subject’s command radius is increased by 50% (round fractions up).\n The reverse of this variation, *doubt*, requires the target to make a saving throw vs. spell. If failed, *doubt* halves the command radius (round fractions down) of the targeted individual for 1d3+4 turns.\n The second variation must take place in or within 100’ of a place of worship officially dedicated to the casting priest’s deity. Both the priest and the individual to be affected must be present. The casting time is 5 turns and involves an intricate ritual and many prayers. At the conclusion of the spell, the subject’s command radius is doubled. This effect lasts 2d12 hours.\n The priest can cast either aspect (but not both at once) on himself. No individual can be the subject of more than one casting of this spell at one time, whether different aspects or cast by different priests. If more than one spell is attempted on the individual, only the most recent casting takes effect.'
+};
+
+pri4['Mental Domination'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '50 yards',
+ 'duration': '[[3*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A mesh of fine threads that the priest loops around the fingertips of one hand and manipulates in the way that a puppeteer controls a puppet.',
+ 'reference': 'p. 81',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar to the wizard spell *domination* in that it establishes a telepathic link between the priest and the subject through which the priest can control the subject’s bodily movements. There are some significant differences between the spells, however.\n Elves and half-elves have no innate resistance to this spell. Priest and subject need not share a common language. The priest can force the subject into combat, but the subject’s attack rolls suffer a -2 penalty. The priest cannot force the subject to cast spells or use any innate magical or magiclike abilities. The priest can force the subject to speak, although the priest cannot inject a full range of emotions into the subject’s voice (everything said by the subject is in a monotone).\n This spell gives the priest no access to the subject’s thoughts, memory, or sensory apparatus. Thus, the priest cannot see through the subject’s eyes. To control the subject, the priest must be within the range of the spell *and* must be able to see the subject. Breaking either of these conditions causes the spell to terminate immediately.\n This spell requires a moderate level of concentration by the priest. While maintaining this spell, he can move or enter combat, but cannot cast another spell. If the priest is wounded, rendered unconscious, or killed, the spell immediately terminates.\n If the priest is 10th level or lower, he or she cannot force the subject to perform particularly delicate actions, such as picking a lock. At 11th level or higher, however, this restriction is removed. The priest could thus force a thief to pick a lock. Any such delicate actions suffer a -15% penalty (or -3 on 1d20) to reflect the “remote control” nature of the action.'
+};
+
+pri4['Modify Memory'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Time',
+ 'range': '30 feet',
+ 'duration': 'Permanent',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': 'Special',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 83',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to reach into the subject’s mind and modify up to five minutes of his memory in one of the following ways:\n •Eliminate all memory of an event the subject actually experienced. This spell cannot negate *charm*, *suggestion*, *geas*, *quest*, or similar spells.\n •Allow the subject to recall with perfect clarity an event he actually experienced. For instance, he could recall every word from a five-minute conversation or every detail from a passage in a book.\n •Change the details of an event the subject actually experienced.\n •Implant a memory of an event the subject never experienced.\n\n Casting the spell takes one round. If the subject fails to save vs. spell, the caster proceeds with the spell by spending up to five minutes visualizing the memory he wishes to modify in the subject. If the caster’s concentration is disturbed before the visualization is complete, the spell is lost.\n *Modified memory* will not necessarily affect the subject’s actions, particularly if they contradict his natural inclinations. An illogical *modified memory*, such as the subject recalling how much he enjoyed drinking poison, will be dismissed by the subject as a bad dream or a memory muddied by too much wine. More useful applications of *modified memory* include implanting memories of friendly encounters with the caster (inclining the subject to act favorably toward the caster), changing the details of orders given to the subject by a superior, or causing the subject to forget that the caster cheated him in a card game. The DM reserves the right to decide whether a *modified memory* is too nonsensical to significantly affect the subject.'
+};
+
+pri4['Probability Control'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': '30 yards',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small cube of a thickened sugar-and-milk mixture and a cubic die of matching size. Both are consumed in the casting.',
+ 'reference': 'p. 83',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to increase or decrease by a small margin the probability of success for one action. This action can be anything that requires a die roll--an attack, a saving throw, an attempt to use thieving skills, an ability check, or even an attempt to successfully *teleport* on target. The action *must* be something performed by a single creature.\n The basic modification is 15% (15 on 1d100 or 3 on 1d20), plus an additional 5% per five levels of the caster. Currently +[[5*[[@{level-priest}]] ]]%. This modification can be either positive or negative, as deemed by the spellcaster. Thus, a 10th-level priest can modify a subject’s saving throw or attack roll by +5 or -5, or a thief’s “climb walls” roll by +25% or -25%. The priest may cast this spell on himself.\n For a noncombat action such as an attempt to climb a wall, the priest simply casts the spell on the subject immediately before the action is attempted, informing the DM whether the modification is positive or negative. To use this spell in combat, the priest must specify the action to be affected (e.g., the target’s next attack roll) and whether the modification will be positive or negative. The spell remains in effect until the subject attempts the specified action or until a number of rounds equal to the caster’s level passes. Currently [[@{level-priest}]] rounds. If the latter occurs, the spell ends without effect.\n Once the spell is cast, the priest does not need to maintain any level of concentration; the spell will function even if the casting priest is killed before the spell takes effect.\n The subject of the spell has no way of knowing whether any modification made by this spell is positive or negative (or even whether he was the subject of the spell at all). Thus, a lying priest could claim to raise a thief’s chance of climbing the wall, while actually lowering it. The thief would be none the wiser. However, an unwilling subject of this spell receives a normal saving throw to negate its effect.'
+};
+
+pri4['Rapport'] = {
+ 'level': '4',
+ 'school': 'Divination, Alteration',
+ 'sphere': 'Thought',
+ 'range': '30 yards',
+ 'duration': '1 turn+[[@{level-priest}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 84',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is a deeper and more intense version of *telepathy*. It allows the priest to communicate silently and instantly with a single willing subject. Participants may share deeper thoughts than with *telepathy*, including emotions and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such vicarious experiences feel diluted and cannot be mistaken for direct sensations.\n The participants can quickly share such personal concepts as plans, hopes, and fears, but they *cannot* share skills or spells. Thus, it is impossible to communicate the procedure for casting a particular spell or for picking a lock.\n Communication through *rapport* is approximately 15 times faster than verbal communication. As with *telepathy*, the priest can establish separate “channels” to multiple individuals; each such linkage costs one casting of the spell. There is no “crosstalk” between the channels, however.\n *Rapport* cannot be used on unwilling subjects.'
+};
+
+pri4['Solipsism'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Thought',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': 'Special',
+ 'aoe': '[[100+100*[[@{level-priest}]] ]] square feet',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': 'A lotus blossom that the priest must swallow and a bit of fleece.',
+ 'reference': 'p. 84',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This unusual spell is similar to *phantasmal force* and other illusion magic, except that the priest who casts the spell is the only creature who automatically believes the results of the spell. The spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and tactile (that is, it can be seen and felt), but no other sensory stimuli are created.\n *Solipsism* is the opposite of normal illusions in that anyone other than the caster must make an active effort to *believe* (rather than *dis*believe) the illusion. Characters trying to believe the reality of a solipsistic illusion must make a saving throw vs. breath weapon, modified by the magical defense adjustment for Wisdom. A successful save means that the character believes the illusion and it is part of reality for him. A failed save means that the character cannot convince himself of the illusion’s reality, and the illusion has no effect on him. A character can make a single attempt to believe each round.\n Unlike true illusions, the image created by this spell does more than just duplicate reality. The image formed is *real* for those who believe in it. The illusion has all the normal properties that its form and function allow. Thus, a solipsistic bridge spanning a chasm could be crossed by the priest and those who believed. All others would see the priest apparently walking out onto nothingness. Likewise, a solipsistic giant would cause real damage to those who believed it.\n The illusion remains in effect for as long as the priest continues to concentrate on it, until the priest is struck in combat, or until he is rendered unconscious. The level of concentration required is not extreme; the priest can move normally and may engage in combat, but is unable to cast any spell while maintaining a *solipsistic* illusion.\n *Solipsism* can create only illusions that are external to the priest. Thus, the priest cannot create an illusion that he is the size of a giant, is unwounded, or has sprouted wings.'
+};
+
+pri4['Tanglefoot'] = {
+ 'level': '4',
+ 'school': 'Alteration, Abjuration (Reversible)',
+ 'sphere': 'War',
+ 'range': '240 yards',
+ 'duration': '[[2*[[@{level-priest}]] ]] turns',
+ 'aoe': '[[100*[[@{level-priest}]] ]] square yards',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': 'A drop of molasses for *tanglefoot*, and a pinch of powdered graphite for *selective passage*.',
+ 'reference': 'p. 85',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell temporarily doubles the movement cost of one region of ground. Units allied to the priest are unaffected and movement is made at normal cost; only enemy units suffer the penalty.\n A variety of effects result from the spell depending on the terrain: grass twists hinderingly around troops’ ankles, swamp becomes more viscous, rocks and gravel shift underfoot, etc.\n The spell affects only units--that is, groups of soldiers moving in regular or irregular formation. The spell does not affect individuals or monsters moving and operating alone. (When using the BATTLESYSTEM rules, figures that represent individual heroes are not affected by this spell.)\n When casting this spell, the priest must have an uninterrupted line of sight to the terrain to be affected. The priest can choose the shape of the area, up to the maximum area of effect. This spell can create only one continuous area of *tanglefoot*. There is no way of detecting that a particular area is under the influence of this spell simply by looking at the area. *Detect magic* will reveal that the area is magically affected.\n The reverse of this spell, *selective passage*, cuts the movement cost of an area in half (round fractions up) for friendly units. Again, individual heroes and creatures are not affected by this spell (which means that advancing troops must be careful not to leave their leader behind!).'
+};
+
+pri4['Thought Broadcast'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Thought',
+ 'range': '30 yards',
+ 'duration': '1 turn+[[3*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': 'Small balloon that the priest inflates upon casting. This balloon is consumed in the casting.',
+ 'reference': 'p. 85',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell turns the subject into a “thought broadcaster.” For the duration of the spell, everyone within 30 yards of the subject senses the subject’s thoughts, making it impossible for him to lie, keep secrets, conceal motives, etc. The subject is not automatically aware that his thoughts are being sensed. Everyone who senses these thoughts, on the other hand, knows their source.\n This spell causes the broadcast of only surface thoughts and motivations, not memories. There is no need for a common language between broadcaster and receivers; for this purpose, thoughts are considered to be symbolic, not dependent on language. The detail level of the thoughts is insufficient for others to learn specific skills from the subject. Thus, if the subject casts a spell, everyone within range knows what spell is being cast before it takes effect, but no one learns any knowledge about how the spell is cast.\n If the broadcaster is *invisible* or hiding in shadows, the broadcast functions normally, and all receivers are aware that someone is in the vicinity whom they cannot see. While receivers cannot pinpoint the broadcaster’s location, the broadcaster’s thoughts will inevitably reveal his general position (“Oh no, he’s looking right at me,” etc.). A character hiding in shadows will be automatically detected, while attacks against an *invisible* broadcaster suffer a -2 penalty, rather than the normal -4. This spell totally negates the chance of surprise by the broadcaster.\n The subject must have an Intelligence score of 1 or more to become a broadcaster, and must have a “normal” mind as understood by PCs. Thoughts that are broadcast can be received only by individuals with Intelligence scores of 3 or better. An unwilling subject receives a normal saving throw vs. spell to avoid the effects. A willing subject can waive this saving throw.'
+};
+
+pri4['Tree Steed'] = {
+ 'level': '4',
+ 'school': 'Alteration, Enchantment/Charm',
+ 'sphere': 'Travelers',
+ 'range': '10 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'One log or plank',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A log or plank of suitable size and a horseshoe.',
+ 'reference': 'p. 86',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enchants a log, plank, or similar piece of wood to become a temporary steed. The log or plank must be at least one foot wide, three inches thick, and three to ten feet long. Any type of wood is suitable.\n When the spell is cast, the log sprouts four wooden, horselike legs. The *tree steed* may be ridden like a normal horse and may be used to carry equipment. The *tree steed* can carry up to 600 pounds of riders and gear before breaking. If the *tree steed* breaks under the weight of the riders or gear, the enchantment instantly ends and the *tree steed* again becomes a normal (although broken) log or plank.\n The *tree steed* obeys all of the caster’s verbal commands to move, slow, speed up, stop, and turn. It has a movement rate of 12 on land. It can move in the water (Sw 6), floating on the surface and paddling with its legs. The *tree steed* must remain within 10 yards of the caster in order to move; if the distance between the *tree steed* and the caster exceeds 10 yards, the *tree steed* stops until the caster is again within range.\n The *tree steed* will not fight for the caster and is incapable of any action other than movement. The *tree steed* does not become fatigued and does not eat. It has all the vulnerabilities of normal wood, including fire, and can be damaged by both magical and physical attacks. It has AC 8 and 20 hit points.'
+};
+
+pri4['Uplift'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'All',
+ 'range': '0',
+ 'duration': '1 turn',
+ 'aoe': 'One priest',
+ 'components': 'V, M',
+ 'cast-time': '12 hours',
+ 'saving-throw': 'None',
+ 'materials': 'The priests’ holy symbols and an offering worth at least 500 gp from each priest.',
+ 'reference': 'p. 86',
+ 'book': 'Tome of Magic',
+ 'damage': '[[2d6]] to the uplifted character',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Uplift* bestows increased spellcasting ability on one priest, including additional spells per level and use of spells beyond the caster’s normal level. This cooperative spell requires two priests who must spend the day casting this spell. During the casting, the priests must decide which additional spells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the priest of higher level receives a charge of magical energy. This charge temporarily boosts the level of the priest for spellcasting purposes. The amount of increase is one level per five levels of the lower level caster (fractions rounded up). If both priests are of equal level, the casters must decide who benefits from the spell.\n The spell grants the priest the spellcasting ability of the new level. It does not improve hit points, attack rolls, or other abilities. If the increase allows more spells per level, the additional spells are instantly placed in the character’s memory. A priest is also enabled to cast spells normally beyond his level. Range, duration, area of effect, and other variables are all based on the character’s temporary level.\n The increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the character reverts to his normal level.\n As an example, consider a party with a fallen comrade. The two priests in the party are 7th and 8th level, both unable to cast *raise dead*. After a night’s rest, each priest adds *uplift* to his memorized spells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level priest, including the ability to cast *raise dead*. At the end of one turn, the priest’s abilities revert to 8th-level.\n Casting this spell is an arduous task, causing a severe drain on the priests. When the spell expires, the *uplift*ed character suffers 2d6 points of damage from mental exhaustion. This damage cannot be healed by any means until the character has had at least eight hours of rest.'
+};
+
+pri4['Weather Stasis'] = {
+ 'level': '4',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards, Weather',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a drop of rain.',
+ 'reference': 'p. 87',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Weather stasis* maintains the weather conditions prevalent in the area of effect when the spell is cast. The spell affects a cube whose sides equal the caster’s level times 10 feet (a 10th-level caster could affect a 100’ ✕ 100’ ✕ 100’ cube).\n An area protected by *weather stasis* is unaffected by temperature variations in the surrounding environment. The spell also acts as a shield against rain, snow, and hail, which cannot enter the protected area. If conditions of precipitation existed in the area of effect when the spell was cast, the identical weather will continue for the duration of the spell.\n For example, *weather stasis* is cast in an area where the temperature is 75° F. (24° C) and no precipitation is falling. Half an hour later, the temperature drops to 60 degrees and rain begins to fall. The protected area remains dry and the temperature stays at 75 degrees. If the spell had been cast while rain was falling in the area of effect, rain would continue to fall for the duration of the spell, even after it stopped raining in the surrounding area.\n All physical objects other than rain, snow, and hail can pass into the protected area. All creatures and characters can move freely into and out of the area. The spell does not prevent water-based spells or water-based creatures (such as water elementals) from operating in the area.\n The spell protects against both natural and magically generated weather. Night and day pass normally in the protected area, although temperature variations associated with night and day do not occur.'
+};
+
+pri5['Age Object'] = {
+ 'level': '5',
+ 'school': 'Alteration (Reversible)',
+ 'sphere': 'Time',
+ 'range': '10 yards',
+ 'duration': 'Permanent',
+ 'aoe': '[[@{level-priest}]] cubic feet',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '*Age Object:* A flask of seawater and a piece of coal. *Youthful Object:* A piece of eggshell and a hair from the head of a human or humanoid infant.',
+ 'reference': 'p. 87',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the caster can cause an amount of nonliving, nonmagical matter to age dramatically. Matter can be aged up to 20 years per level of the caster. Currently up to [[2+*[[@{level-priest}]] ]] years. The following table gives typical results of 100 years of aging for various objects, arranged in order of descending severity:}}{{c1-1=**Object**}}{{c2-1=diamond}}{{c3-1=silver}}{{c4-1=masonry}}{{c5-1=iron}}{{c6-1=parchment}}{{c7-1=wood}}{{c1-2=**Result of Aging**}}{{c2-2=none}}{{c3-2=becomes tarnished}}{{c4-2=cracks and weakens}}{{c5-2=rusts and corrodes}}{{c6-2=cracks, turns brittle}}{{c7-2=rots, crumbles, turns to sawdust}}{{effects2= The caster controls the extent of the aging; thus, he could age a book so its pages become yellowed and brittle but stop short of causing the book to crumble to dust. As a guideline, each additional 100 years of aging causes an increasingly severe reaction. Thus, after 200 years, parchment might become little more than powder, while iron might begin to flake away at a touch.\n Many items (especially gems) show little reaction to age. The DM must adjudicate all effects.\n The reverse of this spell, *youthful object*, returns an object ravaged by the effects of time to its original condition; thus, rusty iron becomes strong and shiny, crumbled masonry becomes firm, and rotten wood becomes solid. The age of matter can be reduced by 20 years per level of the caster.'
+};
+
+pri5['Barrier of Retention'] = {
+ 'level': '5',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': 'Special',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[10*[[@{level-priest}]] ]] foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small cage made of silver wire. The caster must walk around the perimeter of the area of effect when casting.',
+ 'reference': 'p. 88',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates a one-way invisible force field around the area of effect. The spell creates one 10’ ✕ 10’ ✕ 10’ cube for every level of the caster. These can be arranged into any rectangular shape the caster desires.\n Intruders entering the protected area suffer no ill effects, but the *barrier of retention* prevents them from leaving. The spell affects all creatures who fail a saving throw vs. spell. The caster can pass in and out of the barrier freely.\n Intruders trapped by the *barrier of retention* can cast spells out of the barrier and can use spells such as *teleport* to escape the protected area. Objects cannot be hurled out of the barrier but can be carried out by an escaping creature. *Dispel magic* and similar spells negate the *barrier*.'
+};
+
+pri5['Blessed Abundance'] = {
+ 'level': '5',
+ 'school': 'Conjuration',
+ 'sphere': 'Creation',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '[[@{level-priest}]] cubic feet',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 88',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a priest to duplicate a specified amount of animal or vegetable matter. Magical items and minerals (including rocks, metals, and gemstones) cannot be duplicated. Although organic materials (such as food or living plants) can be duplicated, living creatures cannot be copied by this spell.\n The caster can create 1 cubic foot of material per his experience level. The material to be duplicated must be equal to or less than 1 cubic foot in size or volume. For example, a 9th-level priest can create up to 9 cubic feet of animal or vegetable matter. Using a loaf of bread 1 cubic foot in size, he can produce nine such loaves; using a bucket of apples totaling 1 cubic foot in volume, he can create nine such buckets.'
+};
+
+pri5['Champion\'s Strength'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Law',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A chain of five gold links worth at least 1,000 gp.',
+ 'reference': 'p. 88',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Champion’s strength* bestows one member of a group with attack and damage bonuses from the rest of the group. The recipient of the spell can then fight as the group’s champion.\n The spell draws bonuses from one person for every two levels of the priest. Currently [[floor([[@{level-priest}]]/2)]] persons. All characters involved must be within a 30’-radius of the priest. At the time of casting, the priest designates the recipient of the spell and the contributors. All characters who contribute to the spell must do so willingly.\n When the spell is completed, the designated character (the group’s champion) gains any non-magical bonuses to THAC0 and damage possessed by the characters who contributed to the spell. Characters without bonuses or with combat penalties could conceivably be included in the spell; such characters count against the maximum number of creatures that can be affected. Penalties are likewise applied to the champion; contributors to this spell must be chosen carefully.\n The bonuses gained through this spell are added to the character’s own bonuses (if any). The champion channels the energy of others through himself, improving his fighting ability.\n The champion must be in the line of sight and within 30 feet of the characters aiding him. Characters who contribute their bonuses must concentrate on the champion for the duration of the spell. If this concentration is broken (by moving more than 10 feet per round, fighting, being struck, or losing sight of the champion), that character’s contribution is immediately lost.\n The spell expires when the last character contributing power to the champion ceases concentration.\n A champion may benefit from only one *champion’s strength* spell at one time. Contributors can aid only one champion at one time.'
+};
+
+pri5['Chaotic Commands'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Chaos',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Special',
+ 'materials': 'A piece of eelskin.',
+ 'reference': 'p. 89',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Chaotic commands* renders a creature immune to magical commands. *Taunt, forget, suggestion, domination, geas, demand, succor, command, enthrall, quest, exaction*, and other spells that place a direct verbal command upon a single individual automatically fail.\n In addition, anyone casting one of these spells on a creature protected by *chaotic commands* must save vs. spell. Failure means that the caster must obey his own magic; the spell’s effect has backfired on the caster.'
+};
+
+pri5['Clear Path'] = {
+ 'level': '5',
+ 'school': 'Alteration (Reversible)',
+ 'sphere': 'Travelers',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '*Clear Path:* A knife blade and a straw from a broom. *Clutter Path:* A handful of pebbles and a handful of weeds.',
+ 'reference': 'p. 89',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell clears away weeds, stones, and other debris in a 10-foot-wide path extending 10 feet in front of the caster. The caster can create a continuous path for the duration of the spell, clearing a 10-foot-square ahead of him as long as he continues to move forward. The spell affects jungles, forests, rocky ground, and snow.\n The result of the cleared path is that movement costs are reduced by half. This is reflected in a reduction of the penalty against movement in rough terrain. (See Table 74 of the *Dungeon Master’s Guide* for terrain costs for movement.) For example, if *clear path* is used in heavy jungle, the movement cost is reduced from 8 to 4. In no case can *clear path* reduce movement cost below 1.\n *Clear path* has no effect on rivers, lakes, or other bodies of water, nor does it affect quicksand, lava, or similar natural obstacles. It also has no effect on magically-created terrain or manmade barricades.\n A priest using the *clear path* spell can be tracked easily. Tracking proficiency is not required.\n The reverse, *clutter path*, causes weeds, small stones, and similar debris to litter a 10-foot path extending 10 feet behind the caster. This hides a trail, making tracking more difficult. The caster can create a continuous path for the duration of the spell. The chance to successfully track on a cluttered path is reduced by 50%.'
+};
+
+pri5['Cloud of Purification'] = {
+ 'level': '5',
+ 'school': 'Evocation',
+ 'sphere': 'Elemental Air, Water',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '20-foot cube',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 89',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates a billowy cloud of magical vapors that moves in the direction of the prevailing wind at a rate of 20 feet per round. A strong wind (greater than 15 miles per hour) breaks it up in 4 rounds, and a greater wind (25 MPH or more) prevents the use of the spell. Thick vegetation disperses the cloud in 2 rounds.\n The *cloud of purification* transmutes organic filth, garbage, and vermin (mice, rats, rot grubs, and so on) into an equal quantity of pure water. For example, a nest of rot grubs caught in the cloud would “melt,” becoming small puddles of clean water. If the spell is cast over a body of water, the cloud merges with a portion of the water equal to its own size, transmuting any filth, microbes, small fish, or other “impurities” into clean water.\n The cloud’s vapors are heavier than air, so they sink to the lowest level of the land (even down holes in the ground). Thus, this spell is perfect for cleansing a sewer or well.\n This spell in no way affects magical creatures or creatures larger than a normal rat.'
+};
+
+pri5['Consequence'] = {
+ 'level': '5',
+ 'school': 'Divination',
+ 'sphere': 'Numbers, Divination',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'Three special coins or dice made of platinum (total value of at least 1,000 gp), which the priest tosses in his hand while concentrating on the spell. The coins or dice are not consumed in the casting.',
+ 'reference': 'p. 89',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to determine how one recent event fits into the “grand scheme.” By casting this spell, the priest can determine whether the sequence or situation that gave rise to the specific event is complete or whether it is ongoing; whether it was a significant or insignificant event in the larger picture; or whether it will continue to have repercussions for the participants.\n Using his knowledge of circumstances, the DM communicates these facts to the caster’s player. This “arcane message” is normally straightforward and easy to understand, but in the case of highly complex circumstances, the message might be cryptic. In any case, the message will always be truthful.\n As an example, consider a priest and his party who are on a holy quest to retrieve an item of power. On the way to the location of this item, the party is ambushed by evil creatures from the Inner Planes but manages to defeat them. Concerned that these creatures might be outlying guards protecting the item of interest, the priest casts *consequence*, hoping for guidance. The DM knows that these creatures have nothing to do with the quest; the encounter was coincidental. However, the surviving monsters will soon be returning with reinforcements to avenge their dead. Therefore, the DM tells the priest’s player, “To your goals these have no place, but still they can cause more woe.”\n Casting this spell “taints” subsequent castings of the same spell within a 24-hour span. A second attempt within this period always results in the same message as the first, regardless of the true situation. If a second priest casts the spell within 24 hours of another casting, he receives an accurate reading.'
+};
+
+pri5['Disguise'] = {
+ 'level': '5',
+ 'school': 'Illusion/Phantasm',
+ 'sphere': 'War',
+ 'range': '200 yards',
+ 'duration': '[[floor([[@{level-priest}]]/3)]] turns',
+ 'aoe': 'One unit up to 300 individuals',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': 'A fine silk veil and a length of woven platinum wire. The wire is consumed during the casting.',
+ 'reference': 'p. 90',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell changes the appearance of a single unit so it resembles another unit. The *disguise* can cause the affected creatures to appear to be of another class, nationality, rank, race, alignment, or military affiliation (i.e., a unit from one army may appear wearing the armor and carrying the colors of another army). *Disguise* cannot change the size category of the unit’s members. Thus, a unit of humans may appear to be a unit of elves, but may not appear as a unit of giants or halflings. The spell does not affect the size of the overall unit; a unit of 50 creatures will still appear to be a unit of 50 creatures.\n The disguised unit may appear to be carrying any melee or personal missile weapons (e.g., axes, long swords, crossbows, etc.), and may appear to be wearing any type of armor. In combat, however, the unit attacks and defends with its real weapons and armor regardless of the gear they may appear to be carrying.\n *Disguise* is most effective at long range. If another unit moves within 20 yards of a *disguise*d unit, it automatically sees through the illusion.\n The caster automatically sees through the illusion. Members of the subject unit see no change in their appearance. *True seeing* or similar magic is required for other individuals to see through the *disguise* (unless they move within 20 yards of the unit).'
+};
+
+pri5['Easy March'] = {
+ 'level': '5',
+ 'school': 'Invocation',
+ 'sphere': 'Travelers',
+ 'range': '50 feet',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': '[[@{level-priest}]] creatures',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A piece of shoe leather.',
+ 'reference': 'p. 90',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables a number of creatures equal to the caster’s level to force march for a number of days equal to the caster’s level. Creatures affected by *easy march* can travel 2 ½ times their normal movement rate without any risk of fatigue; thus, they are not required to make a Constitution check at the end of the day.\n All creatures affected by this spell suffer a -1 penalty to their attack rolls for the duration of the spell; this modifier is not cumulative (that is, a party experiencing its second day of *easy march* suffers only a -1 penalty). The modifier cannot be negated by resting.\n *Easy march* has no effect on modifiers to movement due to terrain, fatigue, weather, or other normal factors. (Refer to Chapter 14 of the *Player’s Handbook* for more about force marching.)'
+};
+
+pri5['Elemental Forbiddance'] = {
+ 'level': '5',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards, Elemental--Air, Earth, Fire, Water',
+ 'range': 'Special',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[5*[[@{level-priest}]] ]] foot-cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and four glass beads, each of a different color (green, blue, red, and yellow). The priest must pace out the perimeter of the warded area at the time of casting.',
+ 'reference': 'p. 91',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell prevents the entry of all elementals into the area of effect. Further, elementals outside the area of effect cannot make physical attacks against those inside. Spells and missile attacks can be cast into the area by elementals.\n The spell affects a cube whose sides equal the caster’s level times 5 feet (a 12th-level priest could affect an area equal to a 60’ ✕ 60’ ✕ 60’ cube).\n *Elemental forbiddance* has no effect on elementals that are within the area of effect when the spell is cast. If such elementals leave the area of effect, they cannot reenter.'
+};
+
+pri5['Extradimensional Manipulation'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': '10 yards',
+ 'duration': '[[2d12+4*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One extradimensional space up to 20 feet x 20 feet',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'Special',
+ 'materials': 'A strip of gold tissue worth at least 5 gp that is twisted into a Moebius strip. The strip is consumed in the casting.',
+ 'reference': 'p. 91',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to alter the characteristics of certain extradimensional spaces such as those created by *rope trick* and similar spells or those contained in items like bags of holding or *portable holes*.\n *Extradimensional manipulation* can increase or reduce the size of a single extradimensional space. The amount of increase or decrease depends on the level of the caster:}}{{style=center1 sheet-spell-center2}}{{c1-1=**Level**}}{{c2-1=Up to 10}}{{c3-1=11 to 16}}{{c4-1=17 or above}}{{c1-2=**Multiplier**}}{{c2-2=✕2}}{{c3-2=✕3}}{{c4-2=✕4}}{{effects2= This means that a 10th-level priest can double the capacity of a *bag of holding* or decrease it to half its normal size. A 15th-level priest can triple the capacity or reduce it to one-third capacity.\n If the size and capacity of an extradimensional space is decreased, any contents of the space that exceed the current capacity are expelled (determined randomly). These contents are expelled from the space in the same way they originally entered it, if that path is still open. If the path is closed, as it would be if a *bag of holding* were tied shut or a *portable hole* were folded up, the “extra” contents are expelled into the Astral plane. Any items in an enlarged space when the spell duration expires suffer the same fate.\n Placing an extradimensional space inside another such space, such as placing a *bag of holding* inside a *portable hole* (see the *DUNGEON MASTER’s Guide*), is a dangerous undertaking. *Extradimensional manipulation* may be cast for the purpose of removing this danger. When used in this manner, the size of the space cannot be affected. However, while this version is in effect, the affected extradimensional space can be placed within another such space (or another extradimensional space may be placed within the affected space) with no adverse consequences. If one space is within the other when the spell expires, the usual consequences ensue immediately.\n If the space to be affected is being maintained by a spellcaster, as in the case of a *rope trick*, that spellcaster receives a saving throw to resist the *manipulation*. If the space is created by a magical item, however, no saving throw is allowed.'
+};
+
+pri5['Extradimensional Pocket'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': 'Touch',
+ 'duration': '[[1d12+2*[[@{level-priest}]] ]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'In addition to the container, are 200 gp worth of powdered diamond and a sheet of platinum worth 500 gp. The platinum sheet must be inscribed with a drawing of a Klein bottle (a paradoxical figure with only one surface--the three-dimensional analogue of the Moebius strip). The diamond dust is consumed during the casting--the platinum sheet is not.',
+ 'reference': 'p. 91',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to create a single extradimensional space or pocket like the one inside a *bag of holding*. The spell must be cast on a container such as a sack, bag, or backpack. Once under the influence of the spell, the container opens into a nondimensional space and is much larger inside than its outside dimensions. The container always weighs a fixed amount, regardless of what is put inside. This weight and the capacity of the extradimensional space depend on the level of the caster:}}{{style=center}}{{cc1-1=bottom}}{{c1-1=**Level**}}{{c2-1=9-13}}{{c3-1=14-16}}{{c4-1=17-19}}{{c5-1=20+}}{{c1-2=**Apparent**\n**Weight**}}{{c2-2=15 lbs}}{{c3-2=25 lbs}}{{c4-2=35 lbs}}{{c5-2=60 lbs}}{{c1-3=**Weight**\n**Cap.**}}{{c2-3=250 lbs}}{{c3-3=500 lbs}}{{c4-3=750 lbs}}{{c5-3=1,000 lbs}}{{c1-4=**Volume**\n**Cap.**}}{{c2-4=30 cu.ft.}}{{c3-4=70 cu.ft.}}{{c4-4=100 cu.ft.}}{{c5-4=150 cu.ft.}}{{effects2= If the container is overloaded or if it is pierced by a sharp object, the bag immediately ruptures and the contents are lost into the Astral plane. Any items within the bag when the spell duration ends are also lost in the Astral plane.'
+};
+
+pri5['Grounding'] = {
+ 'level': '5',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '10-yard square/priest',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a coil of silver wire.',
+ 'reference': 'p. 92',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Grounding* offers protection against normal and magical electrical attacks within the area of effect. The protected area and creatures within it suffer no damage from normal electrical attacks (such as those caused by lightning bolts in a thunderstorm and nonmagical creatures such as electric eels). Magical electrical attacks (including lightning bolt breath weapons) cause only 50% of their normal damage. Additionally, creatures within the area of effect receive a +2 bonus to saving throws made against electrical attacks, regardless of whether the attacks originate inside or outside the warded area.'
+};
+
+pri5['Illusory Artillery'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'War',
+ 'range': '300 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': '30 yard x 30 yard square',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A small, empty cylinder made of brass.',
+ 'reference': 'p. 92',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates a vivid illusion of incoming artillery fire (ballista bolts, catapult stones, etc.) at a target indicated by the caster. The illusion is complete, comprising both audial and visual elements. It is impossible for victims to determine where the missiles were fired from; creatures under attack notice the missiles only when they are about to strike.\n The missiles never actually strike--they vanish inches above the victims’ heads and do no damage. The illusion is so terrifying, however, that victims must immediately make a morale check. The first time a group or unit is the target of this spell, this morale check is made with no modifier. The second and subsequent times that the same unit is attacked with this spell, the unit receives a +1 bonus to its morale score (for checks against this effect only) *unless* the unit has been the target of real artillery fire in the interim. In this case, the bonus does not apply.'
+};
+
+pri5['Impeding Permission'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '150 yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 92',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell may be cast only on creatures with Intelligence of 2 or greater and the ability to communicate with the caster. The spell interferes with the victim’s ability to make decisions. It prevents the victim from performing any action without first gaining the permission of the caster or a character designated by the caster. The victim will heed only the person designated by the caster.\n Before the victim undertakes any action, he must gain permission. He will not follow through with an action until he gains permission. If permission is denied, the victim cannot act until he thinks of an alternate action and gains permission for that action.\n Every round, the victim must decide his action for that round; at the victim’s initiative, he must ask permission to perform his action. If permission is denied, the victim can take no other action that round.\n The only actions exempt from the need for permission are involuntary actions such as breathing.\n Asking and gaining permission takes only a short amount of time in most cases. A simple request, such as asking for permission to swing a sword in the middle of combat, can be accomplished quickly. Complicated requests, such as getting permission to act on a complicated plan, will naturally take more time. The DM may consider adding a modifier to the victim’s initiative roll in such cases.'
+};
+
+pri5['Meld'] = {
+ 'level': '5',
+ 'school': 'Enchantment',
+ 'sphere': 'Charm',
+ 'range': '10 yards',
+ 'duration': '12 hours',
+ 'aoe': 'One priest',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Special',
+ 'materials': 'A chalice worth no less than 1,000 gp. This chalice must be given as a gift to the host (who cannot return it to the donor for any reason).',
+ 'reference': 'p. 93',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell requires only one priest to cast it, but can be cast only on another priest of the same faith. The recipient of the spell must voluntarily surrender himself to the spell. The recipient becomes a host for the caster. While the recipient does not lose his own persona or ability to act, the host can be dominated by the caster at any time. For the most part, this domination is complete.\n For the duration of the spell, the caster is essentially detached from his own body. He can neither move nor act on his own. His mind is connected to the host’s. He sees, hears, smells, tastes, and otherwise senses everything the host does. He can telepathically communicate with the host. Once the spell is completed, there is no limit to the range over which it can function. However, both the caster and host must remain on the same plane. Since the spell relies on telepathic communication, thin lead sheeting will effectively block the connection.\n When desired, the caster can dominate the host. When this happens, the host’s own mind is pushed to the background and the caster’s personality dominates. The host’s personality, memories, proficiencies, and spells are temporarily replaced by those of the caster. While occupying the host, the caster can cast any spell he himself has memorized, provided that the necessary components are on hand. These spells function exactly as if the priest had cast them from his own body.\n The caster can return control to the host at any time, restoring the character’s abilities and personality without harm.\n The spell is not without limitations and risks. The domination must be voluntary. If the host resists the casting of the spell, it automatically fails. Once the spell is in effect, the host can attempt to resist the domination. He is then allowed a saving throw. If successful, the spell immediately ends.\n Whenever the host suffers damage, the caster must make a saving throw vs. death to maintain the spell. If the save is failed, a wave of pain is transmitted to the priest, causing 1d6 points of damage and canceling the spell. If the host should die, the caster must make a system shock roll with the risk of suffering instant death.'
+};
+
+pri5['Memory Wrack'] = {
+ 'level': '5',
+ 'school': 'Alteration, Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '10 yards',
+ 'duration': '[[2*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'A ruby of at least 200 gp value, which is crushed during the casting.',
+ 'reference': 'p. 93',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This nasty spell “disconnects” the subject’s short-term and long-term memory. While the spell is in effect, the subject is incapable of storing information in long-term memory. Every moment is virtually an independent event for the subject; he or she can remember recent events, thoughts, and sensations for no more than a few seconds (the amount of time they remain in short-term memory).\n Memories of events that happened before the onset of the spell are not affected at all; these are safely stored in long-term memory. This means that the subject can cast any spells memorized before the *memory wrack* took effect, but he is likely to have difficulty casting the spell as described below.\n The subject of this spell has a limited ability to act. He is restricted to one action at a time and must concentrate mightily to keep the situation and any planned actions in short-term memory. As long as the subject is able to maintain concentration, he may act normally within these limits.\n If the subject is distracted (he is struck in combat, affected by a spell, startled, surprised, or a similar event occurs), he forgets everything that occurred from the onset of the spell to the moment of distraction. The subject must re-evaluate the situation as if it had just come to pass.\n Consider the following example. The subject of the spell is a soldier assigned to guard the entrance to a building. The priest arrives and casts *memory wrack* on the guard. The guard has no problem remembering his orders, since he received them before the onset of the spell. He also remembers the arrival of the priest. The priest now tries to convince the guard that he is authorized to enter the building. The guard refuses him entry. The priest now picks up a rock and throws it at the guard, striking him and distracting him. The guard forgets everything that happened between the onset of the spell and the moment the rock struck. He forgets that the priest has already tried to con him and that he threw a rock at him. He must reevaluate the situation as though the priest had just arrived. The priest is free to make another attempt at entering the building.\n When the spell expires, the subject remembers nothing that happened while the spell was in effect, possibly leading to amusing consequences (“By the gods, how did I get here?”).'
+};
+
+pri5['Mindshatter'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '[[3*[[@{level-priest}]] ]] yards',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small bust of a human head, about 3” in height, made from fine, delicate china. The priest shatters this bust during the casting.',
+ 'reference': 'p. 94',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the priest to create one specific form of insanity in the subject. Five forms of insanity are possible through this spell.\n *Schizophrenia:* This form of insanity is characterized by personality loss. The subject has no personality of his own, so he selects a role model and makes every possible attempt to behave like that character. The chosen role model will be as different from the subject as possible. (Thus, an insane wizard might begin to follow the habits of a warrior.) Obviously, a warrior who believes himself to be a wizard will be unable to cast spells (he might *think* that he’s casting spells, or he might construct a sophisticated series of excuses explaining why he’s “not in the mood for magic” at the moment). A character who emulates a member of another class does not gain any of the skills of that class and makes all attacks and saving throws as appropriate to his true class. Certain consequences might arise if the character’s emulation causes him to break restrictions of his class. For example, a priest emulating a warrior might break his deity’s prohibition against edged weapons, or a paladin might emulate a Neutral Evil thief. Both will suffer the appropriate consequences as if they had been compelled to violate their beliefs while charmed. Such characters will certainly have to atone for their actions once they return to normal.\n *Dementia praecox:* The subject is totally uninterested in any undertaking. Nothing seems worthwhile, and the individual is lethargic and filled with tremendous feelings of boredom and dissatisfaction. No matter how important the situation, it is 50% likely that the subject will ignore it as meaningless.\n *Delusional insanity:* The subject is convinced that he is a famous figure: a monarch, demi-god, or similar personage. Characters who fail to recognize the subject with the honor he deserves incur great hostility or disbelief. The subject acts appropriately to a station that he does not hold. He directs orders at real and imaginary creatures and draws upon resources that do not exist.\n *Paranoia:* The subject is convinced that “they” (whoever *they* are) are spying on him and plotting against him. Everyone around the subject, even friends and allies, is part of the plot. If any other character acts in a way that the subject can interpret as reinforcing this delusion, the subject has a 20% chance of reacting with violence.\n *Hallucinatory insanity:* The subject sees, hears, and otherwise senses things that do not exist. The more stressful the situation is to the subject, the more likely he will hallucinate. Although most hallucinations are external to the subject (that is, he perceives creatures, objects, and conditions that do not exist), there is a 10% chance that any hallucination will involve the subject’s self-perception. For example, the subject might suddenly believe and act as if he had sprouted wings, grown to giant size, etc.\n When this spell is cast by a priest of 13th level or lower, the DM chooses or randomly selects one of these forms of insanity (and should feel free to invent other interesting symptoms). If the priest is 14th level or higher, he can personally select the form of insanity to afflict the subject.\n While under the effect of this spell, the subject can cast spells and use innate powers; the use of these abilities will be in accordance with the symptoms of the insanity, however. Player characters affected by this spell should be encouraged to role-play the appropriate effects to the limit.\n The duration of this spell depends on the sum of the subject’s Intelligence and Wisdom scores. A saving throw is allowed on a periodic basis depending on this total. The spell is broken if a successful saving throw is rolled. Refer to the table that follows.}}{{style=center}}{{cc1-1=bottom}}{{c1-1=**Int + Wis**}}{{c2-1=8 or less}}{{c3-1=9 to 18}}{{c4-1=19 to 24}}{{c5-1=25 to 30}}{{c6-1=31 to 35}}{{c7-1=36 or more}}{{c1-2=**Time Between Checks**}}{{c2-2=1 month}}{{c3-2=3 weeks}}{{c4-2=2 weeks}}{{c5-2=1 week}}{{c6-2=3 days}}{{c7-2=1 day}}{{effects2= The effects of this spell can be removed by a *limited wish*, *wish* (or equally powerful magic), or by a *heal* spell cast for this specific purpose.'
+};
+
+pri5['Repeat Action'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Time',
+ 'range': '30 yards',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': 'Two identical glass spheres, each an inch or less in diameter.',
+ 'reference': 'p. 95',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell compels its victim to repeat the action of the previous round. The result of the repetition is always identical to the original result.\n For example, if a character fired an arrow and inflicted 4 points of damage, a *repeat action* spell will cause him to fire a second arrow that will also inflict 4 points of damage. As long as the victim of the first arrow is within range, the subject affected by *repeat action* will adjust his aim and fire the second arrow at him. If the victim of the arrow moves out of range, the subject will fire his second arrow in the direction of the recipient. If the recipient is out of sight, the subject will fire in the direction of the recipient’s original location.\n The subject of a *repeat action* spell must be capable of performing the indicated action a second time. If a character has no arrows in his quiver, he cannot fire an arrow. If a wizard were ordered to repeat a spell, he would attempt the spell only if he had the spell memorized and had sufficient material components. If a subject discovered a gem during a given round, *repeat action* will only compel him to hunt again; he will not recover another gem unless a second gem is actually present.\n An unwilling subject is allowed a saving throw vs. spell to resist the effects of *repeat action*.'
+};
+
+pri5['Shrieking Walls'] = {
+ 'level': '5',
+ 'school': 'Enchantment',
+ 'sphere': 'Wards',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': '20’-cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A small golden bell and a bee’s wing.',
+ 'reference': 'p. 95',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enchants any single room no larger than the area of effect. When any creature larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds) enters the room, shrill shrieks begin to emanate from the walls. The shrieks persist for 2-5 ([[1d4+1]]) rounds. The walls do not undergo any physical change.\n The shrieks can be heard only by creatures inside the room. Creatures hearing the shrieks experience no ill effects on the first round, allowing them time to leave the room or cover their ears. *Silence, 15’ radius* protects against the effects.\n Creatures who remain in the room during the second or subsequent rounds of the shrieks who have not protected their hearing are penalized as follows:\n •Creatures whose levels or Hit Dice are greater than the level of the caster are stunned for 2-8 ([[2d4]]) rounds.\n •Creatures whose levels or Hit Dice are less than or equal to the level of the caster become deaf for 1-4 hours, suffering a -1 penalty to surprise; deafened spellcasters have a 20% chance of miscasting any spell with a verbal component.'
+};
+
+pri5['Thoughtwave'] = {
+ 'level': '5',
+ 'school': 'Divination',
+ 'sphere': 'Divination',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 96',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell can be cast by either a single priest or a group of priests. *Thoughtwave* allows the priest to send a short but powerful message to one or more specific individuals, informing them of his situation and general location. The spell instantly generates a powerful mental impulse indicative of the caster’s general mental state--anger, fear, pain, despair, etc.\n The caster can designate as many as ten persons to receive this message, provided they can all be specifically named or grouped in a general category. Thus, the caster could designate a group of characters by name or could target “fellow priests,” “superiors,” “adventuring companions,” “knights of Lord Harcourt,” or “villagers of Dopp.” If more than ten individuals are in the group, those closest to the source will receive the impulse.\n There is no range limitation to the spell, although it cannot be projected outside the plane occupied by the caster.\n Creatures receiving the impulse automatically know who sent it (even if they have never met the priest before) and gain a clear indication of the mood and situation of the caster. Recipients also intuitively know the general source of the spell, although they are unable to pinpoint rooms, dungeon levels, or landmarks. For example, a fighter could suddenly be struck by an image of Father Rastibon, who is injured and in great pain somewhere along the forest road. A priest might suddenly sense that his patriarch is being tortured in the dungeons of Castle Varrack.\n The spell can also be cast by more than one priest, allowing them to either contact greater numbers of individuals or increase the intensity of the message. If greater numbers are desired, ten characters are contacted per priest involved in the casting.\n Increasing the intensity of the message makes it more compelling. Doubling the intensity (requiring at least three priests) causes the message to act as a *suggestion*. In this case, the effect is limited to a single target. Tripling the intensity (requiring at least five priests) gives the spell the force of a *quest*. This effect is also limited to a single target. In both cases, the target is allowed a saving throw to avoid the effect of the *suggestion* or *quest*.'
+};
+
+pri5['Time Pool'] = {
+ 'level': '5',
+ 'school': 'Divination',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A suitable reflective surface and a pinch of powdered quartz.',
+ 'reference': 'p. 96',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.\n *Time pool* will not reveal images from other planes of existence.\n The spell’s success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., “Show me the murder of King Thamak”). The caster’s base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:\n •Add 5% for each point of the caster’s Wisdom above 15.\n •Add 20% if the caster has successfully used *time pool* to observe the same event before.\n Only one of the following may apply:\n •Add 20% if the event is one in which the caster participated.\n •Add 10% if the caster is well informed about the event.\n •Add 5% if the caster is slightly informed about the event.\n The caster cannot communicate or otherwise interact with the image. Spells cannot be cast into the *time pool*.'
+};
+
+pri5['Unceasing Vigilance of the Holy Sentinel'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Guardian',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '5-foot-radius sphere',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A special ink containing the powder of a crushed sapphire (at least 1,000 gp value) and a drop of holy water.',
+ 'reference': 'p. 97',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enhances a priest’s ability to guard a person, place, or object. The spell’s effect must be centered on a specific area, for it creates an invisible spherical boundary up to 10 feet in diameter. The effect is not mobile; it cannot move with a living creature.\n While within the area of effect of this spell, the priest (and only the priest) gains several special abilities:\n •His sense of sight is magically enhanced. He can see through normal darkness and can see invisible creatures and objects. He cannot see through solid objects, however, and the range of his magical sight is limited to 60 feet.\n •The priest has no need for food, water, or rest. He does not feel fatigue and regenerates 1 hit point per hour spent within the circle. However, he does not actually rest and therefore cannot regain spells until he sleeps.\n •He is totally immune to the effects of magical and natural fear, as well as *sleep* and *charm* spells.\n If the priest leaves the circle, the spell is broken. When the spell ends, the priest must rest for 1 turn per hour (or portion thereof) spent in the circle. If the priest is forced into action (by being attacked, for example), he can move at only half his normal movement rate, has an Armor Class penalty of -2, an attack penalty of -2, and loses all Dexterity combat bonuses.\n To cast this spell, the priest must trace a circle of sigils and runes 10 feet in diameter using a special ink containing the powder of a crushed sapphire (at least 1,000 gp value) and a drop of holy water. This procedure takes 1 turn to complete.'
+};
+
+pri5['Undead Ward'] = {
+ 'level': '5',
+ 'school': 'Abjuration, Necromancy',
+ 'sphere': 'Wards',
+ 'range': 'Special',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[5*[[@{level-priest}]] ]]-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol, which must be carried around the perimeter of the area to be warded.',
+ 'reference': 'p. 97',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell prevents most types of undead creatures from entering the area of effect (a cube whose sides equal the caster’s level times 5 feet--a 15th-level caster could affect a cube whose sides equal 75 feet).\n When an undead creature attempts to enter the protected area, the creature is affected by the ward as if it were being turned by a priest two levels lower than the caster. Currently level [[ [[@{level-priest}]]-2]]. The casting priest need not have the ability to turn undead himself. Thus, an *undead ward* created by a 10th-level priest would turn creatures as if by an 8th-level priest.\n The results of the turning attempt are calculated normally. If a large number of undead assault the warded area, not all of them are turned by the spell, since the normal limitations apply. Undead who are unaffected by the turning attempt ignore the *undead ward* for its duration. Undead within the area of effect when the spell is cast are not affected. However, when such undead leave the area of effect, they are subject to the effects of the spell if they attempt to reenter.'
+};
+
+pri6['Age Creature'] = {
+ 'level': '6',
+ 'school': 'Alteration (Reversible)',
+ 'sphere': 'Time',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': '*Age Creature:* A pinch of powdered emerald. *Restore Youth:* A pinch of powdered ruby.',
+ 'reference': 'p. 98',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell ages the targeted creature one year per level of the caster. Currently [[@{level-priest}]] years. Unwilling subjects may attempt a saving throw to resist the spell. Subjects affected by *age creature* must make a successful system shock roll to survive the change.\n Subjects cannot be aged beyond their natural life spans. If the priest’s level indicates that a creature would be aged beyond this level, the creature is aged to one year short of his maximum age. The spell cannot cause a subject to die.\n Human and humanoid characters affected by the spell experience changes in appearance associated with increased age, such as gray hair and wrinkles. More significantly, they suffer losses in Strength, Dexterity, and Constitution when they reach certain age levels. These are summarized in Table 12: Aging Effects in the *Player’s Handbook*. The *Player’s Handbook* also provides rules for determining a character’s base age.\n Nonmagical monsters can be affected by *age creature*. The DM determines a monster’s current age and natural life span based on its description in the *MONSTROUS COMPENDIUM appendix* or based on his own judgment. To determine the effects of aging on a monster, assume the following: a monster is middle-aged when it reaches half its natural life span; a monster reaches old age at two-thirds of its natural life span; a monster reaches venerable age in the last one-sixth of its years. A monster suffers the penalties which follow when it reaches these age levels. The penalties are *cumulative and permanent* (unless the affected monster becomes younger).}}{{style=center1}}{{c1-1=**Age**}}{{c2-1=Middle Age}}{{c3-1=Old Age}}{{c4-1=Venerable}}{{c1-2=**Penalty**}}{{c2-2=-1 to all saving throws}}{{c3-2=-1 to all saving throws\n-1 to all attack rolls}}{{c4-2=-1 to all saving throws\n-1 to all attack rolls}}{{effects2= The reverse of this spell, *restore youth*, permanently restores age that has been lost as a result of magic (such as an *age creature* spell). *Restore youth* reduces the age of the targeted creature by one year per level of the caster. The subject must make a successful system shock roll to survive the change. Subjects who become younger regain the lost ability scores described above. A subject cannot become younger than his actual age as a result of this spell.'
+};
+
+pri6['Crushing Walls'] = {
+ 'level': '6',
+ 'school': 'Enchantment',
+ 'sphere': 'Wards',
+ 'range': 'Touch',
+ 'duration': 'Permanent until activated',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A 1-inch iron cube and a walnut shell.',
+ 'reference': 'p. 98',
+ 'book': 'Tome of Magic',
+ 'damage': 'Death or 5d10',
+ 'damage-type': 'Crushing',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to enchant a floor, ceiling, or single wall of a room to crush intruders. The enchanted surface can be no larger than a square whose sides equal the caster’s level times 2 feet (a 13th-level priest could affect a 26’ ✕ 26’ surface). Currently [[2*[[@{level-priest}]] ]] square feet.\n The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be larger than a normal rat (larger than one-half cubic foot or weighing more than three pounds). When activated, the enchanted surface moves toward the opposite surface at a rate of 3 feet per round. Unless the spell is canceled by the caster, the enchanted surface continues to move until one of the following events occurs:\n •A creature with sufficient Strength (minimum score of 19) stops the enchanted surface from moving by succeeding a Strength check. Such a creature suffers no damage from the enchanted surface. If the creature prevents the enchanted surface from moving for three consecutive rounds, the wall returns to its original position and the spell is negated. If multiple creatures attempt to stop the wall, the highest strength score is used as a base score; one point is added to that score for every creature assisting. Thus, a creature with 16 Strength assisted by three creatures could attempt to stop the wall.\n •A strong or heavy object made of stone, wood, or metal is placed in the path of the wall. If the item survives a saving throw vs. crushing blow, the object successfully braces the wall. If the object holds for three consecutive rounds, the surface returns to its original position and the spell is negated. The DM must use discretion in determining the types of objects that will brace the wall.\n •*Dispel magic* or a similar spell or magical item is used to cancel the *crushing wall*.\n\n Creatures can avoid being crushed by using a *potion of diminution*, *potion of gaseous form*, or other devices or spells that reduce size. The *crushing wall* almost never touches the opposite wall, usually being stopped by debris. A gap of two inches or more usually remains between the walls.\n If the wall is not stopped, it causes crushing damage to everyone in the room. All creatures must make a saving throw vs. death. Those who fail are crushed to death. Those who save successfully suffer 5d10 points of damage. When the wall can move no farther, it returns to its original position and the spell is negated.'
+};
+
+pri6['Disbelief'] = {
+ 'level': '6',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 99',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to temporarily convince himself that certain objects or as many as four creatures within the area of effect do not actually exist. While *disbelief* remains in effect, these objects or creatures cannot harm or hinder the caster. He can pass through them as if they did not exist and takes no damage from their attacks or actions. However, since these objects or creatures temporarily do not exist for the priest, he can take no action against them. If the creatures attack, the caster receives no Dexterity bonus to armor class (since this bonus represents dodging, and the priest is unable to dodge a creature that does not exist for him).\n The caster can attempt to disbelieve as many as four creatures within 60 feet of his position at the time of casting. He disbelieves the same four creatures for the duration of the spell. Alternatively, the priest can disbelieve any or all inanimate objects of up to 20-cubic-yard volume (thus, he may disbelieve a 12 foot by 15 foot area of 3-foot-thick wall). This volume must be centered on a point no more than 20 yards from the caster. These two options are mutually exclusive; the priest can disbelieve only creatures *or* objects, not a combination of both.\n Disbelieving a creature includes all gear, equipment, or treasure carried or worn by that creature; it does not include other objects that come into contact with that creature, such as walls, doors, chairs, etc.\n *Disbelief* is not automatic; it requires an extreme effort. To successfully disbelieve, the priest must make a saving throw vs. paralyzation. A *successful* save means the priest has disbelieved; an *unsuccessful* check means that the spell has failed and the priest has not convinced himself of the creatures’ or objects’ non-existence.\n While this spell is in effect, the DM must record any damage suffered by the priest from disbelieved creatures. When the spell ends, the caster makes a saving throw vs. spell. If the saving throw is successful, the priest suffers only one-eighth of any damage inflicted by the creatures (round all fractions down); if the priest fails the saving throw, he suffers one-half of any damage inflicted (round fractions down).'
+};
+
+pri6['Dragonbane'] = {
+ 'level': '6',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[1d4+floor([[@{level-priest}]]/2)]] rounds',
+ 'aoe': '[[5*[[@{level-priest}]] ]] foot-cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'The priest’s holy symbol and a dragon scale.',
+ 'reference': 'p. 99',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell prevents any dragon who fails its saving throw from entering the area of effect. The spell affects a cubic area whose sides equal the caster’s level times 5 feet; thus, a 16th-level caster could affect a cube whose sides each equal 80 feet. The dragon can cast spells, blast breath weapon, or hurl missiles (if possible) into the area of effect.\n Dragons within the area of effect when the spell is cast are not affected. If such dragons leave the area of effect, they must succeed a saving throw to reenter the area.\n The spell’s effectiveness can be greatly increased with the casting of a *focus* spell.'
+};
+
+pri6['Gravity Variation'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'sphere': 'War',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[floor([[@{level-priest}]]/3)]] turn(s)',
+ 'aoe': '120-yard x 120-yard square',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': 'A tiny plumb bob; the plumb line must be made of platinum wire while the bob itself must be a gem of at least 1,000 gp value. The device is consumed in the casting.',
+ 'reference': 'p. 100',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell changes the characteristics of a square region of terrain. The area can be no more than 120 yards on a side. The priest can effectively turn a flat plain into a slope of any direction, or may flatten an existing slope. The spell does not allow the priest to alter the pull of gravity, however.\n This spell lets the priest create or negate a height differential of as much as 20 feet (a 2” slope in BATTLE SYSTEM rules measurements) within the area of effect. This can have various consequences; the best way to discuss the effects is by example.\n **Example 1:** Two units face each other on a flat plain. The priest can alter the slope of the terrain so that one unit is 2” of elevation higher than the other. The unit that is upslope gains the combat benefits for higher ground, and the unit that is downslope must pay the movement cost for moving uphill if it wishes to approach the other unit.\n **Example 2:** One unit is on flat terrain; another unit, 6” away, is on a hill of 2” elevation. Using this spell, the priest can effectively eliminate this difference in elevation (raising the low ground or lowering the high ground). All combat and movement involving these two units is then conducted as if there were no elevation difference (i.e., no movement penalty, no combat benefit for higher ground, etc.). Alternatively, the priest could increase the height differential by 2”. Combat and movement would now be conducted as if the total difference in elevation were 4”.\n **Example 3:** A unit faces a hill of 3” elevation. The priest casts *gravity variation*, decreasing the effective elevation of the hill to 1”. The unit pays a lower movement point cost to climb the hill. Alternatively, if the unit facing the hill were an enemy unit, the priest could increase the effective elevation to 5”.\n\n The priest must specify the degree and direction of change at the moment of casting. These parameters cannot be changed while the spell remains in effect.\n *Gravity variation* can have dramatic effects on siege engines and towers. Most siege engines can be moved only on the most gentle of slopes. By raising or lowering the effective elevation of siege engines by 2”, the priest can totally immobilize them by positioning them on a slope too steep to negotiate. In the case of siege towers, there is a 50% chance that the structures will topple over (totally destroying them).'
+};
+
+pri6['The Great Circle'] = {
+ 'level': '6',
+ 'school': 'Abjuration (Reversible)',
+ 'sphere': 'Sun',
+ 'range': '0',
+ 'duration': '1 round',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '6 turns',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 100',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*The great circle* is a powerful cooperative spell that can be used only by four or more priests, each casting the spell simultaneously. Because of the nature of this spell and its casting time, it is often used to cleanse grounds in preparation for the construction of a temple or sanctuary.\n When casting *the great circle*, the priests stand in a circle of no more than 20-foot diameter. Each faces inward; when the spell is completed, each priest faces outward, directing the energy of the spell.\n When the casting is complete, the spell takes the form of a radiant halo of golden light 20 feet above the ground. This halo quickly expands in a shimmering wave. It can pass through objects, with small arcs of the halo disappearing momentarily and reappearing on the far side. As the halo moves, it generates a high-pitched hum that varies in pitch, almost like a chorus. The halo moves slowly at first, but builds speed, reaching its maximum range at the end of one round.\n The radius of the golden halo is dependent on the number of priests casting the spell. Each priest adds 60 feet to the radius. Thus, four priests could generate a halo that extends 240 feet in all directions from the circle of priests. Theoretically, there is no limit to the number of priests who may contribute to this spell, but the need for the priests to be within a 20-foot diameter circle sets a practical limit of 20 casters.\n The halo is pure energy tapped from the Positive Material plane. It causes harm to undead and evil beings within the area of effect. Undead creatures of 8 or fewer hit dice are instantly destroyed and are not allowed a saving throw to avoid the effect. More powerful undead suffer 1d8 points of damage per caster. A successful saving throw vs. death magic reduces this damage to half. Creatures of evil alignment suffer 1d6 points of damage per caster (a saving throw is allowed for half-damage).\n The reverse of this spell, *the black circle*, creates a ring of shimmering black energy. Paladins and priests of good alignment suffer 1d10 points of damage per priest in the circle. All other good creatures suffer 1d4 points of damage per caster. Affected creatures are allowed a saving throw vs. death magic to reduce the damage to one-half.'
+};
+
+pri6['Group Mind'] = {
+ 'level': '6',
+ 'school': 'Divination, Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': '1 turn+[[@{level-priest}]] rounds',
+ 'aoe': '30-yard-diameter circle',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 101',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is a deeper and more extensive version of *rapport*, in that it lets the priest communicate silently and instantly with several willing subjects. The number of subjects (in addition to the priest) depends on the caster’s level:}}{{style=center}}{{cc1-1=bottom}}{{c1-1=**Level**}}{{c2-1=13 and below}}{{c3-1=14-16}}{{c4-1=17}}{{c5-1=18}}{{c6-1=19+}}{{c1-2=**Number of**\n**participants**}}{{c2-2=2}}{{c3-2=4}}{{c4-2=6}}{{c5-2=7}}{{c6-2=8}}{{effects2= As with *rapport*, the spell lets the participants share thoughts, emotions, and memories. Each participant sees, hears, and otherwise senses everything experienced by the other, although such “vicarious” experiences feel weak and cannot be mistaken for direct sensations. Participants can shut off these experiences at will if they find them confusing or distracting.\n The participants can share such personal concepts as plans, hopes, and fears, although they cannot communicate complex or detailed information. It is impossible to communicate the procedure for casting a spell or picking a lock.\n Communication through *group mind* is approximately 30 times faster than verbal communication. The priest can maintain only one *group mind* spell at any time; thus, he cannot communicate with multiple groups.\n This spell cannot be used on unwilling subjects.'
+};
+
+pri6['Land of Stability'] = {
+ 'level': '6',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': '[[10*[[@{level-priest}]] ]]-foot-cube',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol and a pinch of volcanic ash.',
+ 'reference': 'p. 101',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Land of stability* protects the area of effect and all creatures and objects within it from the following natural disasters:\n •Earthquakes--vibrations do not affect the warded area and fissures will not open beneath the warded area;\n •Floods--the warded area remains dry, even if submerged;\n •Windstorms--the warded area suffers no damage from strong winds and objects cannot be blown into the warded area;\n •Lava and ash eruptions--lava and ash flow around the warded area; and\n •Avalanches--stones and snow will not fall on the warded area.\n\n *Land of stability* offers no protection against magically-generated disasters or spells that duplicate natural disasters. Disasters in progress in the area when the spell is cast are not affected.\n This spell affects a cubic area whose sides equal the caster’s level times 10 feet; thus, a 15th-level caster could affect a 150’ ✕ 150’ ✕ 150’ cube.'
+};
+
+pri6['Legal Thoughts'] = {
+ 'level': '6',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Law',
+ 'range': '10 yards',
+ 'duration': 'Permanent',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 101',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A priest casting this spell forces the victim of the spell to follow one specific law. The priest may choose any law prevalent in the area in which the priest and the victim currently reside. Thus, if a city has no laws about murder, the priest cannot command the person not to kill.\n The victim of the spell is forced to obey the letter of the law to the best of his ability. Thus, if a victim were commanded not to commit murder, he would go to any length to avoid murdering someone.\n Since the essence of this spell is tied to legal (and not moral) interpretation, characters may find loopholes that will allow them to work around the law in specific cases or to ignore the law in light of extenuating circumstances.\n When casting the spell, the priest must speak the law to the recipient in such a way that he can hear it. The victim is allowed a saving throw vs. spell to avoid the effect. If the save is failed, the victim will never willingly violate the stated law as long as the spell is in effect.\n *Legal thoughts* can be negated by *dispel magic*. The victim of this spell never perceives anything wrong with adhering to the law, and therefore never seeks to have the spell removed.'
+};
+
+pri6['Monster Mount'] = {
+ 'level': '6',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Travelers',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '20-foot radius circle',
+ 'components': 'V, S',
+ 'cast-time': '6',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 102',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell compels one or more living creatures to serve as mounts for the caster and his companions. The spell affects up to 10 Hit Dice or levels of creatures with Intelligence of 4 or lower. Creatures used as mounts must be of suitable size to carry at least one rider; smaller creatures can be used as pack animals.\n Each intended mount receives a saving throw vs. spell. Creatures failing their rolls become docile and obedient, allowing riders to mount them, and moving at the speed and direction indicated by the caster.\n To maintain the enchantment, the caster must remain within 10 yards of one of the affected creatures, and each affected creature must remain within 10 yards of another. The affected creatures will do nothing for the caster other than carrying riders and gear; they will not fight (although they will fight to defend themselves), nor will they intentionally endanger themselves. Any overtly hostile act by the caster or a rider against any mount breaks the enchantment for all the mounts.\n When the enchantment ends or is broken, the creatures take no action for one round, then behave as their natural instincts direct.'
+};
+
+pri6['Physical Mirror'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': '30 yards',
+ 'duration': '[[1d4+8]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'A tiny mirror of polished platinum, worth at least 500 gp.',
+ 'reference': 'p. 102',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell causes a localized folding of space. The folded space takes the form of an invisible disk up to 20 feet in diameter. Any missile weapon or spell that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180 degree arc. The sender of the spell or missile finds himself the target of his own attack.\n The *physical mirror* operates from only one direction; that is, only one side of the mirror reflects attacks. The caster of the mirror may direct spells and missile attacks normally through the space occupied by the mirror.\n In the case of physical attacks, the attacker must roll to hit himself (without the armor class benefits of Dexterity or shield). Spells turned back may require the caster to make a saving throw vs. his own spell. In both of these cases, range is important. If the distance between the initiator of the attack and the *physical mirror* is more than twice the range of the attack, the attacker is safe; the attack has insufficient range to travel from the attacker to the mirror and back again.\n When the priest casts the spell, he must specify the location and orientation of the *physical mirror* disk. Once it is created, the disk cannot be moved.\n If two *physical mirror* disks touch or intersect, they destructively interact and both immediately vanish. The resulting “ripples” in the space-time continuum are exceedingly destructive and inflict 3d10 hit points of damage on any creature within 35 yards (a saving throw is allowed for half-damage). This always includes the casters of the *physical mirror* spells.'
+};
+
+pri6['Reverse Time'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': '30 yards',
+ 'duration': '[[1d4]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'Negate',
+ 'materials': 'An etched silver arrow bent into a circle. The arrow must be no more than 3 inches long and worth no less than 500 gp. The arrow is destroyed in the casting.',
+ 'reference': 'p. 103',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar to the 9th-level wizard spell *time stop*. When *reverse time* is cast, time stops within a 30-foot diameter of the subject. All creatures and items in the area of effect stand motionless, rivers stop running, and arrows hang suspended in the air. Any creature, person, or object entering the area of effect is likewise frozen in time. The caster is affected if he is within the area of effect, unless he is the subject of the spell.\n An unwilling subject is allowed a saving throw vs. spell; if successful, the spell is immediately negated. Otherwise, the victim is forced to relive all the actions taken in the previous 1-4 rounds in reverse. Beginning with the most recent round, the subject moves backward, arrows fired by the subject return to his bow, and so on. All effects of these actions are negated. At the end of the spell’s duration, normal time resumes and all creatures immediately continue their activities, picking up right where they had stopped.\n Consider the following example. A party is battling a spellcasting red dragon. In the first round, the dragon breathes fire, roasting the party’s wizard. The rest of the group attacks and injures the dragon. On the second round, the dragon bites and kills the group’s thief. More damage is caused to the beast, but it is still alive in the third round, when it uses magic missile to kill the ranger. At this point, the priest casts *reverse time* on the beast. Fortunately, it fails its saving throw and is forced to reverse the last four rounds. While everyone else freezes, the dragon goes into reverse. The magic missiles zoom back to the dragon (and it regains the ability to cast that spell), it “unbites” the thief (removing that damage from the character), and then inhales its fiery breath (leaving the roasted wizard alive and uncooked). The dragon is then reversed through one more round--the round before it encounterd the party. The spell then ends and actions resume.\n The dragon must now roll for surprise since it is encountering the party for the first time. The party is immune to surprise, since it was fighting the beast previously. All damage suffered by the dragon remains, since these actions were caused by the group and not the beast.'
+};
+
+pri6['Seclusion'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': 'Touch',
+ 'duration': '[[3d12+4*[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'Negate',
+ 'materials': 'A tiny crystal box of the finest workmanship (worth at least 1,500 gp) and a gem of at least 250 gp value. The gem is consumed in the casting; the box is not.',
+ 'reference': 'p. 103',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell encloses one individual in an extradimensional space. Creatures to be affected must be of size M or smaller. The space can contain only one creature, regardless of size. The priest may use the spell on himself or any creature he touches. Unwilling targets are allowed a saving throw vs. spell to avoid the entrapment.\n While inside the space, the enclosed character is invisible and totally undetectable by any form of scrying. Powerful magic such as *contact other plane* will indicate that the character is “elsewhere,” but will give no more information.\n The creature within the extradimensional space can see and hear everything that occurs around him. However, he cannot cast spells, and no action of his can affect anyone or anything in the “real world.”\n While occupied, the extradimensional space is totally immobile. If the caster chooses to occupy the space, he can pass in and out of the space at will. Other creatures can leave or reenter the space only if the caster allows it. To an outside observer, an enclosed character who exits the space simply appears from nowhere.\n If the space is occupied when the spell terminates, the occupant is immediately ejected back into the real world and suffers 1d6 hit points of damage in the process.\n Any time the extradimensional space is empty, or when the occupant is someone other than the priest, the space follows the priest around. Thus, the priest may *seclude* a comrade in the extradimensional space, walk past some guards into a building, then release the comrade.\n If any other form of extradimensional space (such as a *bag of holding*) is taken into the space created by *seclusion*, both spaces are ruptured and all contents are expelled onto the Astral plane. *Extradimensional manipulation* can temporarily prevent this.'
+};
+
+pri6['Skip Day'] = {
+ 'level': '6',
+ 'school': 'Invocation/Evocation',
+ 'sphere': 'Time',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': '10-foot radius',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 104',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, all persons and intelligent creatures within 10 feet of the caster are instantly transported 24 hours into the future. Creatures outside the area of effect will believe that the affected characters have disappeared. Unwilling creatures can attempt a saving throw vs. spell to resist the effect of *skip day*.\n No time passes for creatures affected by *skip day*; they are in the exact condition that they were in before the spell was cast. They are fatigued, have recovered no hit points, and carry the same spells. Wizards must wait for actual time to pass before they can memorize spells.\n The affected creatures remain in the same location as they were before *skip day* was cast. Their immediate environment is likely to have changed; for instance, fires have burned out, enemies who were attacking have departed, and weather has changed for better or worse.\n Although *skip day* is a possible substitute for *teleporting* out of a dangerous situation, it is not without risk; characters could reappear in a situation more threatening than the one they left behind (for instance, a forest fire may have started or a pack of hungry wolves may have arrived).'
+};
+
+pri6['Sol\'s Searing Orb'] = {
+ 'level': '6',
+ 'school': 'Invocation',
+ 'sphere': 'Sun',
+ 'range': '30 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One gem',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'Special',
+ 'materials': 'A topaz gemstone worth at least 500 gp.',
+ 'reference': 'p. 104',
+ 'book': 'Tome of Magic',
+ 'damage': '*Normal:* 6d6. *Undead:* 12d6',
+ 'damage-type': 'Fire',
+ 'healing': '',
+ 'effect': 'This spell must be cast upon a topaz. When the spell is complete, the stone glows with an inner light. The gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. (The acts of casting and throwing occur in the same round.) It is not possible for the priest to give the stone to another character to throw.\n The stone can be hurled up to 30 yards. The priest must roll normally to hit; he gains a +3 bonus to his attack roll and suffers no penalty for nonweapon proficiency. In addition, the glowing gem is considered a +3 weapon for determining whether a creature can be struck (creatures hit only by magical weapons, for example). There is no damage bonus, however.\n When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds him for 1d6 rounds. The victim is allowed a saving throw vs. spell. If successful, only half damage is sustained and the target is not blinded. Undead creatures suffer 12d6 points of damage and are blinded for 2d6 rounds (if applicable) if their save is failed. They receive 6d6 points of damage and are blinded for 1d6 rounds if the save is successful.\n If the gem misses its target, it explodes immediately, causing 3d6 points of damage (or 6d6 against undead) to all creatures within a 3’ radius. It blinds them for 1d3 rounds (1d6 rounds vs. undead). All victims are allowed a saving throw vs. spell, with success indicating half damage and no blindness. The DM should use the rules for grenade-like missiles found in the *DUNGEON MASTER Guide* for determining where the stone hits.'
+};
+
+pri6['Spiritual Wrath'] = {
+ 'level': '6',
+ 'school': 'Invocation',
+ 'sphere': 'Combat',
+ 'range': '300 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': '½',
+ 'materials': '',
+ 'reference': 'p. 105',
+ 'book': 'Tome of Magic',
+ 'damage': '10d6+1d6/priest up to a max of 22d6',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful cooperative spell is rarely invoked since it requires the concerted effort of six or more high-level priests. The casting effort severely weakens the priests, discouraging casual use of this spell.\n To cast the spell, six or more priests must be within a 15-foot radius. Each priest must cast *spiritual wrath* at the same time. Before beginning the spell, the priests must decide upon the area of effect. The spell causes 10d6+1d6 points of damage per priest casting the spell. (The minimum damage, therefore, is 16d6.) Creatures within the area of effect are allowed a saving throw vs. spell to reduce the damage to half.\n The spell strikes as a great wave of force that descends from the sky. Small objects must save vs. crushing blow. Structures suffer damage as if hit by a heavy catapult (2d12). The force of this spell often raises a great cloud of dirt and dust, obscuring the area for 1d4+1 rounds.\n The spell’s area of effect is determined by the number of casters. Each priest contributes 10 feet to the radius of the spell. Six casters would create a spell with a radius of 60 feet. No more than twelve casters can cooperate to cast this spell (maximum of 22d6 damage and a 120-foot radius area of effect). This converts to an 8-inch circle in the BATTLESYSTEM rules ground scale.\n The spell is difficult to cast, physically taxing the spellcasters so much that each caster suffers 3d10 points of damage from the effort. There is no saving throw allowed to avoid this damage.'
+};
+
+pri7['Age Dragon'] = {
+ 'level': '7',
+ 'school': 'Alteration',
+ 'sphere': 'Time',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One dragon',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': 'A handful of dirt taken from a dragon’s footprint.',
+ 'reference': 'p. 105',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to cause any dragon to temporarily gain or lose one age level per five levels of the caster. Currently [[floor([[@{level-priest}]]/5)]] age levels. For instance, a 14th-level caster could cause a dragon to gain or lose two age levels; a mature adult dragon could be temporarily transformed into a young adult dragon or into a very old dragon. A dragon’s age cannot be reduced below hatchling or increased beyond great wyrm.\n Unwilling dragons are allowed a saving throw vs. spells with a -4 penalty to avoid the effect.\n A dragon affected by *age dragon* temporarily acquires the armor class, hit points, spell abilities, combat modifiers, size, and other attributes of his new age level. The dragon retains his memories and personality. At the end of the spell’s duration, the dragon returns to his normal age level.\n If the dragon suffered damage while experiencing his modified age, these hit points remain lost when he resumes his normal age. If the dragon loses more hit points at his modified age than he has at his actual age, he dies when the spell expires. For example, a young adult bronze dragon with 110 hit points is aged to a mature adult with 120 hit points. The dragon suffers 115 hit points in combat. Unless the dragon is healed of 6 points of damage before the spell expires, the dragon dies at the end of the spell since his damage is greater than his actual hit points.\n If a dragon is killed while under the effect of *age dragon*, he is dead at the end of the spell’s duration.'
+};
+
+pri7['Breath of Life'] = {
+ 'level': '7',
+ 'school': 'Necromantic (Reversible)',
+ 'sphere': 'Necromantic',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '*Breath of Life:* The priest’s holy symbol and a cone of incense that has been blessed by the highest priest of the character’s religion. *Breath of Death:* The priest’s holy symbol and a handful of dust taken from a mummy’s corpse.',
+ 'reference': 'p. 105',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell enables the caster to cure many persons (even an entire community) who are afflicted with a nonmagical disease. The priest need not touch or even see the diseased people for the spell to be effective, although recipients must be within the area of effect.\n This spell does not cure all diseases in the community at one time; the caster must specifically state which disease is to be eliminated (black plague or yellow fever, for example) with each casting of the spell.\n When the spell is cast, the priest exhales a sweet-smelling breath. This forms into a breeze that radiates outward, forming a circle that expands in a 50-yard radius per hour. During this time, the caster must remain at the center of the area of effect. For example, after 12 hours, the *breath of life* would cover a circle 1200 yards in diameter (600-yard radius). The breath is of a magical nature rather than a physical nature; therefore, it is unaffected by prevailing winds.\n The breeze blows through the community, instantly eliminating the specified disease from all afflicted citizens. The *breath of life* spell does not destroy parasitic monsters (such as green slime, rot grubs, and others), nor does it cure lycanthropy or other magical afflictions. The spell does not prevent recurrence of a disease if the recipients are again exposed.\n The *breath of death*, which produces a foul-smelling wind, is the reverse of this spell. Victims who fail a saving throw vs. death magic are afflicted with a nonmagical, fatal disease. To determine the results of this spell, the DM should roll saving throws for major NPCs in the area of effect. The effect on the rest of the community can be calculated as a percentage, based on the saving throw.\n Infected creatures do not heal hit points until the disease is cured. The disease is fatal within 1d6 weeks (the duration varies from person to person).'
+};
+
+pri7['Divine Inspiration'] = {
+ 'level': '7',
+ 'school': 'Divination',
+ 'sphere': 'Thought, Divination',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A gem of at least 500 gp value.',
+ 'reference': 'p. 106',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is a more powerful version of the *genius* spell. The priest’s player may ask the DM one question about the current situation or about events that will occur within the next five rounds. Questions about the future must relate to external events, such as “Will the guards respond to the sentry’s yell?” Questions cannot refer to the outcome of combat, such as “Will we win the battle?” The priest’s player is allowed to use this spell to ask the DM for advice. In this case, the spell is the equivalent of asking the gods, “Okay, how do we get out of this one?”\n Like the *genius* spell, the DM must be careful in adjudicating this spell. The answer to the question is always relevant and correct, although not necessarily complete. The answer can also be cryptic, in the form of a riddle or rhyme, depending on the DM’s assessment of the situation and how potentially unbalancing the answer might be. In general, the answer will be a short phrase of no more than eight to ten words.\n This spell can be cast only once in any 24-hour period.'
+};
+
+pri7['Hovering Road'] = {
+ 'level': '7',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Travelers',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A chunk of black marble and a loop of gold wire.',
+ 'reference': 'p. 106',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to create a magical 10-foot-wide road extending 10 feet in front of him. The caster can create an unbroken road for the duration of the spell, creating a 10-foot area ahead of him as long as he continues to move forward.\n The road is approximately one foot thick and hovers in the air. It has the texture and color of black granite. Characters and creatures can move on the *hovering road* at their normal movement rate, ignoring the effects of surrounding terrain.\n The *hovering road* must originate from a solid surface. Once anchored, the caster controls the contour of the road, causing it to rise and fall as he wishes. The road can thus be used to traverse rivers (if the road is anchored on the shore), swamps, and similarly hostile terrain. The caster can cause the *hovering road* to rise over a jungle or cross a chasm.\n The road has AC 0. It is impervious to non-magical weapons. If the road suffers 100 points of damage (from magical weapons or other magical forces), it dissipates in a black mist; all those on the road fall to the ground below.\n Unless the road is destroyed, the entire *hovering road* remains intact from beginning to end for the duration of the spell, even if the caster is killed or incapacitated. At the end of the spell’s duration, the entire road dissipates.'
+};
+
+pri7['Illusory Fortification'] = {
+ 'level': '7',
+ 'school': 'Illusion/Phantasm',
+ 'sphere': 'War',
+ 'range': '240 yards',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '10 turns',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol, a handful of stones, powdered mortar, and a gem worth at least 3,000 gp. All components except the holy symbol are consumed in the casting.',
+ 'reference': 'p. 107',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The ritual required to cast this spell is time-consuming and extremely complex. As its name implies, *illusory fortification* creates an illusion of a wall of heavy stonework up to 30 feet tall and 160 yards long, topped with crenellations. The illusory wall can be of any color and apparent age, potentially allowing the caster to match the false wall with the real walls of an existing castle. The illusory wall must be continuous (it cannot form two or more shorter walls), but it can follow any corners or bends that the caster desires.\n In addition to the wall, the spell creates the illusion of constant movement among the crenellations, as if defending troops were moving atop the wall. The formation of the crenellations makes it impossible for a distant observer to determine exactly how many and what types of defenders are present on the *illusory fortification*.\n The illusory wall remains in existence for [[2d12]] hours unless the spell is terminated earlier.\n The spell has one very significant limitation: it is strictly two-dimensional and is visible from only one side (the side that the caster deems to be the “outside”). When viewed from the outside, the wall appears real; when viewed from the end, from above, or from the “inside,” the wall is totally invisible except for a faint outline of the shape of the wall. This means that friendly troops, concealed from enemy view by the illusory wall, can see their opponents clearly. The wall is most effective if friendly troops are informed of the wall’s presence and are careful not to walk through the illusion. Such an occurrence does not end the spell, but it will probably advise the enemy of the nature of the wall.\n Spells cast at the wall and shots fired at the *illusory fortification* by siege engines appear to strike the wall and inflict normal damage. In reality, the missiles or spells pass through the illusion, possibly striking troops or real fortifications beyond. Such “hits” do not disturb the illusion.\n As soon as an enemy unit moves within 10 yards of the *illusory fortification*, the spell terminates and the wall vanishes.\n There are two ways in which the spell can be terminated before it expires. First, the priest can terminate the spell at any time. Second, if a friendly unit makes an attack, whether melee or missile combat, through the illusory wall from the “inside” to the “outside,” the spell terminates instantly.\n Once the *illusory fortification* has been created, the priest does not need to concentrate on the wall. The spell remains in effect even if the casting priest is killed in the interim.'
+};
+
+pri7['Mind Tracker'] = {
+ 'level': '7',
+ 'school': 'Divination',
+ 'sphere': 'Divination',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn/3',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 107',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The mind tracker is a magically-created creature which exists only on the Ethereal plane. It is called into existence when the first portion of this spell is cast.\n When seen (which is seldom), the mind tracker has an indistinct body. It seems to be a near-solid coalescence of the vaporous atmosphere of the Ethereal plane itself. It is a roughly elliptical body with three or more limbs protruding at seemingly random locations. The number and size of these appendages shifts slowly, however, as new ones appear from the mist and old ones disappear. The body of the creature averages 2 feet across and 3 feet long, though this, too, tends to vary from minute to minute. The mind tracker has no discernible eyes, ears, nose, or other organs. It cannot be engaged in combat; if attacked, it simply disappears, to reappear after the danger has passed, or somewhere else entirely if its quarry has moved on.\n The ceremony which creates the mind tracker takes one turn to perform. Its material components are a whiff of the Ethereal plane’s atmosphere and the brain of a lizard.\n Once the tracker is manifested, it must be assigned a quarry within one hour. If no quarry is designated, the tracker dissipates and the spell is wasted.\n To assign a quarry to the tracker, the priest must have the quarry within his sight. This includes magical sight such as true seeing, but not remote sighting devices such as crystal balls. With the quarry in sight, the priest mouths the final phrases of the spell. From that point on, the mind tracker is mentally tethered to the victim. It follows its quarry (staying always in the Ethereal plane) wherever it goes. It constantly relays information about the subject to the priest: what it is doing, where it is. The priest does not actually see an image of the quarry, he receives `reports’ from the mind tracker. These reports contain only such information as the tracker can gather by looking. It cannot identify people the quarry is talking to, but can describe them in great detail. Nor can it hear anything the quarry or anyone else says, or read writing, but it recognizes and can report the fact that speaking or reading is happening.\n While the tracker is dogging its quarry, its presence can be felt as an eery, creepy sensation of being watched. If the victim makes an initial save vs. paralyzation, each of the following stages lasts three hours instead of two. For the first two hours, the quarry has a general feeling of ill ease. In the third and fourth hours, the victim is distracted and nervous, and suffers a -1 penalty on all saving throws. In the fifth and sixth hours, the victim is convinced someone or something is following him and suffers a -3 penalty on saving throws and a -2 (or -10%) penalty on all other dice rolls. After six hours the victim is near his breaking point. He is unable to concentrate to cast spells or use any of his class’s special abilities. All die rolls have a -5 (or -25%) penalty. After eight hours, he must make a saving throw vs. paralyzation. If he fails, he collapses, fevered and delirious. This state persists until the tracker ceases to exist.\n The mind tracker continues to exist for as long as the priest remains conscious of its input. If the priest is knocked out or falls asleep, or simply dismisses his creation, the tracker dissipates.'
+};
+
+pri7['Shadow Engines'] = {
+ 'level': '7',
+ 'school': 'Illusion/Phantasm',
+ 'sphere': 'War',
+ 'range': '240 yards',
+ 'duration': '8 turns',
+ 'aoe': '180-yard x 180-yard square',
+ 'components': 'V, S, M',
+ 'cast-time': '3 turns',
+ 'saving-throw': 'None',
+ 'materials': 'A finely detailed miniature model of a siege engine (of any type), which is consumed during the casting.',
+ 'reference': 'p. 108',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates the illusion of as many as four siege engines. The casting priest may choose from ballistae, siege towers, catapults, rams, or any combination thereof. Like the creatures created by the spell *shadow monsters*, these illusory engines have at least a tenuous reality and can inflict damage on enemies.\n *Shadow engines* are accompanied by illusory crews of the appropriate number and race. The engines can move at a rate of 20 yards per turn and are unaffected by terrain considerations. (The caster can choose to slow them when passing through rough terrain to aid the illusion of reality.)\n *Shadow engines* cannot carry real troops. They can be fired at the same rate as real engines of the appropriate type, but a hit causes only one-half the damage normal for that type of engine (round fractions down).\n A *shadow engine* remains in existence until the spell duration expires, until an enemy unit approaches within 10 yards, or until it suffers damage from an enemy missile attack. When any of these conditions occur, the engine vanishes. If a single spell has created multiple engines, only the engine struck vanishes; the others remain.\n The crew associated with a *shadow engine* must remain with that engine; it cannot move more than 5 yards away from the engine itself.\n *Shadow engines* can move independently of other engines created by the spell as long as they remain within the area of effect and remain within 240 yards of the caster. The caster must maintain concentration to control the *shadow engines*. He cannot cast any other spells, and he is limited to a movement rate of 6. If the caster is struck for damage, the *shadow engines* vanish.'
+};
+
+pri7['Spacewarp'] = {
+ 'level': '7',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': '50 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': '50-foot-diameter sphere',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'None',
+ 'materials': 'A lodestone and a sphere of obsidian, both of which are consumed in the casting.',
+ 'reference': 'p. 109',
+ 'book': 'Tome of Magic',
+ 'damage': '1d6 per 10 feet fallen',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'According to one view of the universe, what we perceive as gravity is actually a localized warping of the fabric of space-time. The *spacewarp* spell creates a temporary but very intense warping in a limited area.\n When the priest casts this spell, he selects a specific point to be the center of effect. This point may be anywhere within 50 yards of the caster, including in midair.\n When the spell is completed, this center of effect gains a gravity field equal to the force felt at the surface of the earth. In other words, gravity is centered at this point; everything within 50 feet of this center that is not attached to something immovable will fall toward the selected point.\n This localized gravity affects only loose objects and creatures capable of movement (i.e., not trees, whose roots are buried in the ground). It does not affect the ground itself--soil, plants, desert sand, lake water, etc. are immune to the effect.\n An object falling toward the center of gravity gains speed exactly as it would if it were falling toward the ground. When the object reaches the center, it instantly ceases its movement. If objects are already at the center, newly arriving objects will slam into them, causing normal falling damage (1d6 per 10 feet) to the newly arriving objects. Objects previously at the center must save vs. paralyzation or suffer half that amount of damage.\n Consider the following example. An orc is 10 feet away from the center of effect when the spell is cast. He falls 10 feet to the center and stops. His companion, a bandit, is 30 feet from the center. It takes him longer to fall to the center, so the orc is already there when he arrives, and the two characters collide forcefully. The bandit suffers 3d6 hit points of damage--the falling damage associated with a 30-foot fall. The orc must save vs. paralyzation or suffer half that amount.\n Other things are caught in the effect as well. The bandit’s horse was 50 feet away from the center of effect, so it arrives at the center after the orc and the bandit. It falls 50 feet, suffering 5d6 points of damage, and potentially inflicting half that amount on both the orc and the bandit.\n The center of effect can be anywhere within 50 yards of the priest. Possibly one of the most destructive uses of this spell is to cast it directly on an enemy creature. Everyone and everything within 50 feet of that creature falls toward him and strikes him, inflicting damage.\n When the spell terminates, gravity returns to normal. If the spell has lifted any characters or objects off the ground, they immediately fall back to the ground, suffering the appropriate amount of falling damage.'
+};
+
+pri7['Spirit of Power'] = {
+ 'level': '7',
+ 'school': 'Summoning, Invocation',
+ 'sphere': 'Summoning',
+ 'range': '0',
+ 'duration': '1 hour',
+ 'aoe': 'The casters',
+ 'components': 'V, S, M',
+ 'cast-time': '3 turns',
+ 'saving-throw': 'None',
+ 'materials': 'An offering appropriate to the deity. The DM determines the exact nature of this offering.',
+ 'reference': 'p. 109',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This cooperative spell is rarely used or spoken of, since its requirements are strict and the outcome is uncertain. The spell must be cast by six priests of the same faith. All six must touch hands at the time of casting. At the completion of the spell, the priests fall into a trance. The life essences of the priests leave their bodies and merge at a point within 10 feet of the casters. The spirits of the priests meld together to form the avatar of the priests’ deity.\n In this manner, the six characters become a single being with all the powers and abilities allowed to that avatar. The only stipulation is that the priests’ deity cannot have created all avatars allowed to it at that moment. If this has happened, the spell fails and the priests are drained as described below.\n If the spell succeeds, the priests have completely given their wills over to their deity, essentially forming the vessel into which it funnels power. In becoming the avatar, the priests retain the ability to make most of their own decisions. (The six must work in harmony or allow one of their number to decide all actions.) However, the deity can assume direct control of the avatar at any time it desires--the avatar is, after all, an earthly manifestation of the deity.\n Although the spell has a duration of one hour, the deity is not obliged to release the priests at that time. If the priests are not released at the end of the spell’s duration, they instantly die. A deity can choose to sacrifice its priests in order to maintain its avatar on the Prime Material plane. Such a cruel and unjust action is almost never undertaken by good deities or those that have any respect for life, free will, or mercy. For dark and sinister gods, the question is much more uncertain. If a deity chooses to maintain the avatar longer than one hour, control of the avatar instantly and permanently passes to the DM. (Clearly, a DM should seldom if ever exercise this power.)\n While the priests are formed into the avatar, their bodies remain in a death like trance. The priests have no idea what might be happening to their real bodies (unless the avatar can observe them). Any damage to a priest’s body requires an instant system shock roll. If successful, the damage is recorded normally, but the damage does not take effect until the spell ends (at which point the priest will almost certainly die). If the system shock roll is failed, the character instantly dies and the spell ends. Characters who die in this manner cannot be raised, resurrected, or reincarnated. They have been taken to the ultimate reward (or punishment) for the service they have rendered. If the bodies are moved from their positions, the spell ends.\n Even if the deity releases the priests, they are left severely drained. All spells memorized are lost until the priest can rest and perform his prayers once again. The physical drain leaves each priest with only 1 hit point upon awakening, regardless of the number of hit points the character had when the spell was cast. Since damage suffered during the spell takes effect instantly, any priest who is hurt dies immediately (although quick action by others might save him).\n Each priest who survives the spell will be bound by a quest (a duty that must be completed in exchange for calling upon their god).'
+};
+
+pri7['Tentacle Walls'] = {
+ 'level': '7',
+ 'school': 'Enchantment',
+ 'sphere': 'Wards',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': '50-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'The dried tentacle of an octopus.',
+ 'reference': 'p. 110',
+ 'book': 'Tome of Magic',
+ 'damage': '1d6',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Tentacle walls* enables the caster to enchant a single room whose volume is less than or equal to the area of effect. The spell activates 1d4 rounds after any creature other than the caster enters the room. The intruder must be larger than a normal rat; that is, it must be larger than one-half cubic foot or weigh more than three pounds.\n When the spell is activated, six black, leathery tentacles sprout inside the room; the tentacles are evenly divided among the room’s surfaces (for instance, if the room is a cube, one tentacle sprouts from the floor, one sprouts from the ceiling, and one sprouts from each of the four walls).\n The whip-like tentacles grow to the length of the room and swing wildly. Each round, a tentacle has a 30% chance of striking a random creature in the room, inflicting 1d6 points of damage (save vs. spell for half damage). Each tentacle has AC 0 and 25 hit points. When a tentacle is reduced to 0 hit points, it disappears in a puff of black smoke.\n If all creatures are killed or withdraw from the room, the surviving tentacles withdraw, disappearing into the walls. If the spell is activated again, six tentacles reappear; new tentacles are created to replace any destroyed previously. As long as one tentacle survives an encounter, the tentacles will continue to be replaced. Only when all six tentacles are destroyed is the spell permanently negated.'
+};
+
+pri7['Timelessness'] = {
+ 'level': '7',
+ 'school': 'Alteration',
+ 'sphere': 'Numbers',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Negate',
+ 'materials': 'A gem worth at least 1,000 gp and a small cylinder of obsidian. Both are crushed during the casting.',
+ 'reference': 'p. 110',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell totally stops the flow of time for a single individual. All signs of life stop and the subject is incapable of any movement or thought. While the spell is in effect, the subject is totally immovable and cannot be affected by any physical or magical forces. Weapons simply bounce off the subject as they would bounce off the hardest stone. Spells, including *dispel magic*, are totally incapable of affecting the subject in any way. The subject does not age.\n Aside from the fact that the subject remains visible, frozen in place like a statue, he is effectively no longer part of the universe. (DMs may rule that the most powerful of magics, such as *wishes*, and creatures of demigod or higher status can affect the subject.)\n When the priest casts the spell, he or she states the duration for which the spell will remain in effect (the maximum is one full day per level of the caster). Once the spell is cast, this duration cannot be changed; the priest cannot terminate the spell before the stated time has elapsed.\n If the subject is unwilling to be affected by the spell, the priest must touch the victim for the spell to take effect; the subject receives a normal saving throw to resist the effects. A willing subject need not make a saving throw.\n The priest may cast this spell on himself if desired. This spell can provide a powerful defensive maneuver; while the spell is in effect, the subject is totally invulnerable. *Timelessness* is also an effective form of long-term imprisonment, as long as the priest is around to cast the spell again at the appropriate time.\n This is an exceptionally powerful spell. Casting it puts a significant strain on the priest. Each time he casts *timelessness*, the priest must make a system shock roll. If the priest fails this throw, he or she permanently loses 1 point of Constitution.'
+};
+
+pri7['Uncontrolled Weather'] = {
+ 'level': '7',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Chaos',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[4d4]] square miles',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 111',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to summon weather that is either appropriate or inappropriate to the climate and season of the region. The summoned effects are always dramatic--cool breezes or light fog will not appear. Instead, torrential floods will assault a desert, a heat wave will rage in polar wastelands, and tornadoes and hurricanes will rip across gentle landscapes. A blizzard might spring up in summer or a tornado might materialize in the winter.\n The spellcaster has no influence over the weather pattern that emerges. He cannot control the area of effect or the duration of the weather.\n Four turns after the spell is cast, the trend of the weather will become apparent--a sudden chill, gust of wind, overcast sky, etc. The *uncontrolled weather* arrives on the fifth turn. Once the weather has arrived, it cannot be dispelled. If the spell is canceled by the caster before the beginning of the fifth turn, the weather slowly reverts to its original condition.\n The effects of the spell are the decision of the DM. The effects should be grand and impressive. Following are suggested effects of the weather.\n *Torrential Rain/Blizzard:* Visibility is reduced to 100 yards or less; travel is nearly impossible due to water or heavy snow on the ground.\n *Storm/Hurricanes:* All flying creatures are driven from the skies; trees are uprooted; roofs are torn off; ships are endangered.\n *Heat Wave:* Intense heat immediately causes ice bridges to melt; avalanches of snow and ice roll down mountains.\n The DM determines the area of effect randomly. The maximum duration of the spell is one turn per level of the caster; however, the DM may cancel the effect after a shorter time.'
+};
+
+const priq = {};
+priq['Abundance'] = {
+ 'level': 'q',
+ 'school': 'Alteration',
+ 'sphere': 'Creation, Plant',
+ 'range': '0',
+ 'duration': 'Permanent',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 112',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting an *abundance* spell, the priest quickens the ripening of a harvest or the growth of woodland. Fields of crops in the affected area will grow, ripen, and be ready for harvest in a single day. Seed must be sown any time before the casting of the spell.\n An area of woodland will grow as if it had grown for 25 years in one day plus five years per day for another three days. There must be soil capable of supporting the woodland for the growth to remain healthy.\n The priest must stand anywhere within the area to be affected. The priest designates the exact size and shape of the area in the casting.\n The area of effect is 10 square miles for ripening a harvest and 25 square miles for woodland growth. This spell does not create effects such as entanglement or enlargement of the flora within the area of effect.'
+};
+
+priq['Animal Horde'] = {
+ 'level': 'q',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Animal, Summoning',
+ 'range': '0',
+ 'duration': '1 day',
+ 'aoe': '10-mile radius',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 112',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This potent spell summons a number of animals to the priest. For each level of the priest, a number of animals totaling 10 hit dice appear. Currently [[10*[[@{level-priest}]] ]] hit dice.\n The Power who grants the spell enables the priest to know exactly what types and numbers of animals are within the area of effect. The priest may specify the numbers of animals he wants; for instance, a 16th-level priest could summon 60 HD of wolves, 40 HD of bears, and 60 HD of wolverines. The animals will begin arriving in one round and will be assembled at the priest’s location at the end of three turns.\n The animals will not fight among each other even if they are natural enemies. Monsters (dragons, gorgons, hell hounds, etc.) cannot be summoned with this spell.\n The summoned animals will aid the priest in any means of which they are capable. They will enter battle, protect the priest and his companions, or perform a specified mission until the priest dismisses them or the spell expires. During this time, the priest can automatically communicate with his animals.\n At the end of the spell, the animals instinctively return to their lairs. For the first three turns after the spell expires, the animals will not attack the caster, his companions, or other summoned animals. After this time, the animals will behave normally.'
+};
+
+priq['Circle of Sunmotes'] = {
+ 'level': 'q',
+ 'school': 'Alteration, Invocation/Evocation, Necromancy',
+ 'sphere': 'Sun',
+ 'range': '200 yards',
+ 'duration': '3 turns',
+ 'aoe': '60-foot-radius hemisphere',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 112',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '*Sun motes:* 1d4+1. *Miniature sun*: 1d8+2',
+ 'healing': '*Sun mote: *1d6. *Miniature sun:* 1d8+2',
+ 'effect': 'By casting *circle of sunmotes*, the priest creates a hemispherical shell filled with sparkling, glowing motes of bright sunlight. A one-foot radius globe of sunlight appears at the height of the caster’s head in the exact center of the circle.\n Creatures within the area of effect who are friendly to the cleric experience the glowing motes as warm, invigorating, inspiring, and healing. They are healed for 1d6 hit points, gain the benefit of an aid spell for 1 turn after the *circle of sunmotes* is created, gain +1 bonuses to all attack and damage rolls, and gain a +2 bonus to morale.\n Enemies of the priest experience the same sunmotes as blinding, burning, and damaging. They must save versus spell or be blinded for 1 turn after the sunmotes are created. Each enemy is struck by a small fiery mote causing 1d4+1 points of damage (no saving throw is allowed, but creatures with magical fire resistance suffer only half damage), and suffers a -2 penalty to morale.\n Companions of the cleric who step within 10 feet of the glowing miniature sun at the center of the effect are healed of 1d8+2 hit points. This affects each creature only once during the spell’s duration.\n Enemies of the priest who come within 10 feet of the minisun are burned for 1d8+2 points of fire damage. No saving throw is allowed, but creatures possessing magical resistance against fire suffer only half damage.\n Companions of the priest who are outside the area of effect view enemies within the circle as if they are affected by golden *faerie fire*. Creatures affected by the faerie fire suffer a -2 penalty to armor class from attacks by creatures outside the circle.\n Enemies of the priest outside the circle view the priest’s allies as if obscured by a blinding light and suffer a -2 penalty to missile attacks against them.'
+};
+
+priq['Conformance'] = {
+ 'level': 'q',
+ 'school': 'Conjuration/Summoning, Invocation',
+ 'sphere': 'Law',
+ 'range': '0',
+ 'duration': '6 turns',
+ 'aoe': '80-foot-diameter sphere',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 113',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *conformance* spell has a simple principle with a profound effect: probable events always manifest.\n In game terms, this means that events with a probability of 51% or better always occur. Thus, if a saving throw of 9 is required to avoid an effect, no roll is necessary; the save is automatically successful. If a warrior must roll 10 or better to hit an enemy, he automatically hits.\n Conversely, improbable actions (those with less than a 50% chance) always fail. If a warrior must roll 12 or better to hit an enemy, he automatically fails. If a thief’s chance to hide in shadows is 49%, he automatically fails.\n There are two conditions that affect this spell. First, a *prayer* spell is continuously operative in the area of effect, shifting the balance of combat probabilities toward the favor of the priest who casts this spell and his companions. Second, probabilities of exactly 50% always shift in favor of the spellcasting priest. For example, if a roll of 11 or better is needed to save against a spell effect, this is a 50% chance for success. In such cases, the priest and his friends always make the save and enemies always fail.\n This spell is particularly potent if *bless* and *chant* spells are cast in the area of effect.'
+};
+
+priq['Elemental Swarm'] = {
+ 'level': 'q',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Elemental, Summoning',
+ 'range': '240 yards',
+ 'duration': '6 turns',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '3 turns',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 113',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables the caster to open a portal to one elemental plane of his choice (as appropriate for his patron Power). He can then summon elementals from that plane.\n After the first turn of casting, 3d3 elementals of 12HD each appear; after the second turn, 2d3 elementals of 16HD each appear; after the third turn, 1d3 elementals of 20HD each appear. Each elemental has at least 5 hit points per hit die. The elementals remain for six turns from the time they first appear.\n These elementals will obey the priest explicitly and cannot be turned against the caster. The priest does not need to concentrate to maintain control over the elementals. They cannot be dismissed with spells such as *dismissal*; the elementals remain for the duration of the spell.'
+};
+
+priq['Etherwalk'] = {
+ 'level': 'q',
+ 'school': 'Alteration',
+ 'sphere': 'Astral, Travelers',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '5 rounds',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 113',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting this spell, the priest transports himself and as many as 50 followers (who must join hands at the time of casting) to the Border Ethereal. Unwilling creatures are allowed a saving throw at a -4 penalty to avoid transportation.\n The spell then allows the priest and his party to make as many as three round-trip journeys to and from the Inner Planes. It then allows them to return to the Prime Material plane.\n Travel rates in the Ethereal plane are at four times normal speed. Travel times for locating or searching along curtains are all at the minimum time possible. Encounters with monsters occur at one-fifth the normal frequency. The priest and his party are not affected by the ether cyclone.\n The spell expires when the priest and his party return to the Border Ethereal from an inner plane for the third time. They are then instantly transported to the Prime Material plane.'
+};
+
+priq['Fear Contagion'] = {
+ 'level': 'q',
+ 'school': 'Abjuration',
+ 'sphere': 'Charm, War',
+ 'range': '240 yards',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 114',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A priest casting *fear contagion* selects a single creature to be the focus of the spell. The creature is affected by magical fear and receives no saving throw to avoid the effect. All creatures within 10 yards of the target creature must make a saving throw versus spell with a -4 penalty; failure indicates that they are also affected by fear.\n If BATTLESYSTEM rules are used, the spell forces the affected unit to make a Morale Check at a -6 penalty. If this roll fails, the unit automatically routs.\n Creatures affected by fear will flee in a direction away from the spellcaster for as long as they are able to run (refer to Chapter 14 of the *Player’s Handbook* for rules). Such creatures will then spend one full turn cowering after being forced to rest. During this time, affected creatures suffer -4 penalties to attack rolls, and all dexterity bonuses are negated.\n When using BATTLESYSTEM rules, fear-struck creatures are permitted rally tests with a -3 penalty and must engage in rout movement until they rally. However, a rally test is not permitted until two turns of rout movement have been completed.\n As creatures run in fear, their fear is contagious. Any creature that comes within 10 yards of a creature affected by this spell must make a saving throw (no penalties) or be forced to flee from the spellcaster. In BATTLESYSTEM rules, creatures make a standard Morale Check with a -3 penalty.\n Creatures affected by fear no longer cause fear in others after they have passed one mile from the original center of the spell effect.'
+};
+
+priq['Health Blessing'] = {
+ 'level': 'q',
+ 'school': 'Necromancy',
+ 'sphere': 'Healing, Necromantic',
+ 'range': '100 yards',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': '50 creatures',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 114',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Health blessing* provides a number of human, demi-human, or humanoid creatures with protection against ill health; it also enables subjects to heal others.\n Recipients of a *health blessing* are immune to nonmagical disease, gain a +4 bonus to saving throws versus poison and death magic, and can cast *cure light wounds* on themselves once per day for the duration of the spell. In addition, a recipient of *health blessing* can heal one other creature per day as a paladin does by laying hands. The healing conferred is 1 hit point per level or hit die of the healer.'
+};
+
+priq['Highway'] = {
+ 'level': 'q',
+ 'school': 'Alteration, Evocation',
+ 'sphere': 'Travelers',
+ 'range': '0',
+ 'duration': '1 day',
+ 'aoe': '1,000 square yards',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 114',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *highway* spell creates a shimmering plane of force that acts as a magical conveyor for the priest. By standing at the forward edge of the 10 x 100 yard plane, the priest and as many followers as can fit onto the square can travel as outlined below.\n The *highway* travels 30 miles per hour (MV 88) over all terrains. The priest sets the height of the *highway* in a range from 1 foot to 100 yards above ground level. The *highway* moves as the priest wills; if the priest wishes to fix a destination in his mind, the *highway* will take the shortest route to that destination until the priest changes the course in his mind.\n The *highway* cannot be used offensively. It will automatically travel over or around obstacles such as buildings and large creatures. It protects creatures traveling on it from adverse effects of the elements (ice, rain, gales, etc.). The *highway* can hover in place, but hovering can be achieved only at a height of 12 inches above ground level.\n When the spell expires or the destination is reached, the *highway* gently lowers the priest and his party to the ground. The priest may order the *highway* to drop off creatures and collect others at intermediate destinations, although the priest who cast the spell must remain on the *highway* or it will disappear.'
+};
+
+priq['Imago Interrogation'] = {
+ 'level': 'q',
+ 'school': 'Divination, Enchantment/Charm',
+ 'sphere': 'Astral, Divination, Time',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'The caster',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 116',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The imago is a mental image--a form of mental magical body. After casting this spell (requiring 1 turn), the caster falls asleep. After [[1d6]] turns of sleep, the imago of the priest begins to travel. The imago is not subject to any forms of attack and has no effective attacks.\n The imago may travel to as many as four different locations separated by any distance, even across the planes and/or backward in time. At these locations, the imago may interrogate the imagos of as many as 10 other sentient creatures (other than Powers), compelling them to reply truthfully to its questions. A maximum of 40 questions may be asked during the spell duration.\n Asking one question and listening to the reply takes 4 rounds of time in the caster’s world. Each planar/time jump lasts 3 turns in that world.\n Imago communications are telepathic. The questions must be able to be answered in a sentence of reasonable length, or the interrogated creature becomes confused and cannot answer.\n The imagos of interrogated creatures will have no recollection of their interrogations. As a result, history cannot be changed through backward time travel using this spell.'
+};
+
+priq['Implosion/Inversion'] = {
+ 'level': 'q',
+ 'school': 'Invocation',
+ 'sphere': 'Numbers, Combat',
+ 'range': '120 yards',
+ 'duration': 'Special',
+ 'aoe': 'One or more creatures',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 116',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By use of this spectacular spell, the priest rearranges the extradimensional and spatial geometries of the molecules of one or more creatures. The result is that the rearrangement of the target creature causes it to implode (collapse inward upon itself) or invert (its insides become its outsides and vice versa).\n The result is usually inversion, unless the target would not be adversely affected by this process (e.g., a slime, ooze, golem, elemental, etc.). In this case, implosion takes place. In either case, the effect kills/destroys the target instantaneously unless it makes a successful saving throw versus death magic at a -4 penalty.\n The priest can affect one creature per round with this spell. After each round, the priest must make a Constitution check. If this fails, the priest is overwhelmed with the effort of sustaining the spell, at which time the spell terminates, leaving the priest fatigued (the equivalent of being stunned) for 1d4 rounds. The maximum possible duration of the spell is 3 turns.'
+};
+
+priq['Interdiction'] = {
+ 'level': 'q',
+ 'school': 'Abjuration',
+ 'sphere': 'Chaos, Law, Wards',
+ 'range': '240 yards',
+ 'duration': '1 day',
+ 'aoe': '[[200*[[@{level-priest}]] ]]-foot cube',
+ 'components': '',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 116',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell affects all enemies of the spellcasting priest who enter the area of effect. The spell inflicts a -2 penalty on saving throws, a -1 penalty to armor class, and a -1 penalty to attack and damage rolls. Creatures friendly to the cleric gain corresponding bonuses--+2 to saving throws, +1 to attack and damage rolls, and a bonus of 1 to AC. Additional effects are possible, depending on the Power granting the spell; effects must correspond (or at least not conflict) with the spheres the priest normally uses. Multiple effects are possible.\n The variation for the Sphere of Wards requires that each hostile creature entering the area of effect make a saving throw vs. spells with a -4 penalty or suffer 4d6 points of damage. An affected creature must then flee the area; it is unable to return. The creature must make a second saving throw vs. spell with a -4 penalty as it leaves the area or be blinded until magically cured.\n The variation for the sphere of Law requires that a hostile creature make a saving throw every time it wishes to change an action. Thus, if a creature wishes to stop running and draw a weapon, a successful save is needed or the creature continues to run. Actions that cannot be continued (e.g., firing an arrow if the archer has no more arrows) are repeated as empty automatisms. In addition, creatures hostile to the priest automatically fail saving throws against Enchantment/Charm spells cast by the priest.\n The variation for the Sphere of Chaos requires that hostile creatures make saving throws vs. spells at -4 or be affected by *confusion* (as per the spell). Affected creatures have a 5% chance per round of suddenly being attacked by a *phantasmal killer*.\n All creatures who enter the area of effect are subject to the effects of the spell. All effects except blindness cease 3 rounds after an affected creature leaves the area. Creatures reentering the area of effect must make new saving throws.'
+};
+
+priq['Mindnet'] = {
+ 'level': 'q',
+ 'school': 'Divination, Enchantment/Charm',
+ 'sphere': 'Thought',
+ 'range': '0',
+ 'duration': '12 turns',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': 'Special',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 117',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The priest casting a *mindnet* spell establishes a telepathic link with as many as 10 other creatures who may be separated from each other by as much as 10 miles. Thus, a chain of creatures 100 miles long could be established.\n The Power granting this spell has the final word on the individuals who may be included in the spell. Most commonly, the spell will be cast to include individuals familiar to the caster. However, depending on the purpose of the spell, the Power may allow a stranger known to the caster only by name to be included in the *mindnet*.\n Unwilling creatures must make a saving throw at a -4 penalty to avoid being included in the *mindnet*.\n Casting the spell requires one round per two creatures in the *mindnet*. The spell’s duration begins after all affected creatures have been linked. Characters of any class may take part in this linkage, benefiting from several effects.\n First, each member of the *mindnet* benefits from Intelligence, Wisdom, and Dexterity bonuses. The bonuses are equal to the bonuses held by the member of the *mindnet* with the highest ability score. For example, if five creatures in a *mindnet* have Wisdom scores of 15, 15, 16, 17, and 18, each creature would make saving throws, ability checks, and the like as if he had a Wisdom score of 18. Bonus spells are not gained due to enhanced Wisdom, however.\n Second, spells may be pooled among the spellcasters within the *mindnet*. Any priest may use a spell memorized by another priest with two conditions: the priest who has memorized the spell must allow its use; and a priest “borrowing” a spell may use only spells of levels he could normally cast. Such borrowing still causes the spell to be lost from the mind of the caster who memorized it. A caster may *not* borrow spells outside his normal class restrictions. Priests and wizards within a *mindnet* cannot mix their priestly and wizardly spells, nor can a specialist borrow a spell from an opposition school.\n Third, each member of the *mindnet* is in constant mental communication. Each member knows what is happening at the locations of all other members.\n Finally, twice per turn, the priest casting this spell can instantly teleport any person linked by the *mindnet* to any other person who is also a part of the spell. This massive effort results in a +4 penalty to any Constitution checks made by the priest.\n The priest casting the spell cannot perform any other actions while the *mindnet* exists; if he does, the spell is canceled. The priest must make a Constitution check at the end of each turn in order to sustain the spell. A failed check cancels the *mindnet*. The spell can last a maximum of 12 turns.'
+};
+
+priq['Planar Quest'] = {
+ 'level': 'q',
+ 'school': 'Alteration',
+ 'sphere': 'Astral',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '5 rounds',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 117',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By joining hands with as many as 12 companions and casting this spell, the priest transports his party to any other plane of existence. The priest and his party may arrive at a specific location in a plane (if one is known) or at an unknown destination. Travel time to the destination, whether known or unknown, will always be at the minimum possible. In an inner plane, a friendly guide will always be available to the priest. Hostile encounters occur at one-fifth normal frequency.\n Unwilling creatures are allowed a saving throw at a -4 penalty to avoid being transported.\n In the inner planes, the party is magically protected in any means necessary for survival. The party does not need to eat, drink, or rest if conditions make these activities impossible. Party members are immune to fire in the elemental plane of fire, and similar immunities are granted by the Power in other planes as necessary. The party can move through any terrain (including the elemental plane of Earth) at its normal movement rate.\n In the outer planes, similar immunities apply. The priest is also granted a *power compass* (described in *Manual of the Plane*). Hostile encounters in an outer plane occur only half as often as normal.\n The duration of this spell is decided by the Power who grants it. Normally, it is sufficient to allow the priest and his party to undertake the quest that the Power has set forth. When the quest has been completed successfully or has failed beyond recovery, the priest and his party are returned to the Prime Material plane.'
+};
+
+priq['Preservation'] = {
+ 'level': 'q',
+ 'school': 'Abjuration',
+ 'sphere': 'Wards',
+ 'range': '480 yards',
+ 'duration': 'Special',
+ 'aoe': 'One structure',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 118',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell creates a powerful set of protective wards that operate on a single fortified building, temple complex, tower, or similar structure. These wards protect the physical integrity of the structure and prevent magical access.\n A building protected by *preservation* suffers only 25% of normal structural damage from sources such as siege engines, earthquakes (both natural and magical), and powerful weather-affecting spells. Spells which directly affect the physical integrity of the structure (e.g., *passwall, stone shape, transmute rock to mud*) simply fail when cast on the protected building.\n *Preservation* creates a permanent *protection from evil* spell on the affected building. Every surface of the building benefits from the effects of the spell.\n Magical spells allowing access to the building fail. Thus, creatures attempting to *teleport* or *fly* into the building are stopped. Birds and creatures with natural flight may enter the building normally.\n If the building is a temple (or other consecrated building) dedicated to the Power that granted the spell, all priests inside it gain the benefit of a *sanctuary* spell for the duration of the *preservation*.\n The *preservation* spell expires if the building is destroyed or after 60 days have passed.'
+};
+
+priq['Revelation'] = {
+ 'level': 'q',
+ 'school': 'Divination',
+ 'sphere': 'Divination',
+ 'range': 'Special',
+ 'duration': '1 day',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 118',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *revelation* spell grants the priest extraordinary divination powers. He gains the following abilities that are effective to a range of 240 yards.\n •The priest gains *true seeing* as per the 5th-level priest spell.\n •The priest can see and identify all priest spell effects in the area (assume a line of sight in a 60° arc).\n •The priest is instantly aware of any creature’s attempt to lie to him.\n •The priest can communicate with animals, creatures, and monsters of all types. He\n can communicate with any number of creatures, but may converse with only one at a\n time.\n •The priest can communicate telepathically with humanoids.\n •The priest may use a suitable item as a *crystal ball* once per hour, as per the magical item described in the *DMG* (including range). He gains a +20% bonus to all rolls to determine success.'
+};
+
+priq['Reversion'] = {
+ 'level': 'q',
+ 'school': 'Alteration, Invocation',
+ 'sphere': 'Time',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': '10-foot-radius sphere',
+ 'components': '',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 118',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting this spell, the priest reverses certain recent events in the area of effect. The spell affects only creatures friendly to the priest. The magic takes effect immediately after the spell is completed rather than at the end of the round.\n All damage suffered by the priest’s allies during the previous turn is undone. This includes energy drains, poison, and all special attack forms *unless* these resulted in instantaneous death. Death from cumulative physical damage is undone, however. Any creature brought back to life by the *reversion* spell is not required to make a resurrection survival roll.\n Any spells cast by the priest’s allies during the previous turn are restored and may be used again. This does not apply to magical or spell-like effects from magical items or scrolls. Material components consumed in spellcasting during this time are also restored.\n The *reversion* spell affects only creatures and characters. Equipment and magical items are not affected.\n Casting this spell ages the priest one year.'
+};
+
+priq['Robe of Healing'] = {
+ 'level': 'q',
+ 'school': 'Enchantment, Necromancy',
+ 'sphere': 'Healing',
+ 'range': 'Touch',
+ 'duration': '1 hour',
+ 'aoe': 'One robe',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 119',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '1d4+4',
+ 'effect': 'This spell enchants the priest’s robe or cloak, enabling him to walk among wounded creatures and heal them. By touching the robe, a wounded creature is cured of 1d4+4 hit points. As many creatures as can physically touch the robe within the spell duration can be healed. A reasonable maximum is 20 creatures per round, allowing a total of 1,200 creatures to be healed. A creature can be affected only once per week by the *robe of healing*.'
+};
+
+priq['Siege Wall'] = {
+ 'level': 'q',
+ 'school': 'Alteration, Invocation',
+ 'sphere': 'Creation, Guardian',
+ 'range': '480 yards',
+ 'duration': 'Special',
+ 'aoe': 'One building',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 119',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A *siege wall* uses magical energy to fortify all external areas of a fortified building, such as walls, battlements, drawbridges, and gates. External surfaces to be protected must be contiguous.\n The protective effects of the *siege wall* are compatible with BATTLESYSTEM rules (see Chapter 7). Creatures assaulting the protected building have their movement rates reduced by half when trying to scale the exterior surfaces (scaling ladders, etc.). Attackers suffer a -2 penalty to damage rolls for missile fire.\n Damage or AD caused by war machines is reduced by 2 die levels (if normal damage is 1d12, 1d8 is rolled instead; if damage is 1d10, 1d6 is rolled; ballista has AD8). Damage caused by crushing engines is rolled at -2 to the damage roll or ADs. Hits or hit points of crushing engines are reduced by half.\n All enemies attacking a building protected by *siege wall* who enter an enclosed wall space are out of command unless they are in the line of sight of their commander, regardless of his control diameter.\n All exterior areas of the fortification have their hit points or Hits doubled (see Hits of Building Features in BATTLESYSTEM rules).\n The *siege wall* expires if the building is destroyed; it lasts a maximum of 24 hours.'
+};
+
+priq['Shooting Stars'] = {
+ 'level': 'q',
+ 'school': 'Conjuration, Invocation',
+ 'sphere': 'Combat, Sun, Weather',
+ 'range': '120 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': '40-yard radius',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': '½',
+ 'materials': '',
+ 'reference': 'p. 119',
+ 'book': 'Tome of Magic',
+ 'damage': '[[6d10]] Fire and Electrical + 48',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A priest casting *shooting stars* creates a violent turbulence in the air above the area of effect, from which a number of fiery-orange, electrically-charged miniature fireballs erupt and shower onto the ground. Within the area of effect, all creatures suffer 6d10 points of combined fire and electrical damage. A successful saving throw at a -4 penalty indicates half damage.\n In addition, four large *shooting stars* materialize within the area of effect. The priest can individually target these at specific creatures. If creatures are not specified, the targets are randomly selected. Each shooting star causes 48 points of damage on impact (no saving throw is allowed). Any creature within 10 feet of impact suffers 24 points of fire damage (half-damage if a saving throw at -4 is successful).'
+};
+
+priq['Sphere of Security'] = {
+ 'level': 'q',
+ 'school': 'Abjuration',
+ 'sphere': 'Protection',
+ 'range': '0',
+ 'duration': '6 turns',
+ 'aoe': '10-foot-radius sphere',
+ 'components': '',
+ 'cast-time': 'Special',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 119',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Sphere of security* protects the priest who casts the spell and his companions within the area of effect. Enemy creatures within the area are unaffected.\n The sphere grants affected creatures a +2 bonus to armor class, a +2 bonus to all saving throws vs. magic, and 50% magic resistance. Casting this portion of the spell requires 1 round.\n In addition, the priest can specify as many as four additional specific protection effects from the List of Protection Scrolls in Appendix 3 of the *DMG*. Each additional protection lengthens casting time by 1 round. The priest may create one effect per 5 levels of his experience, to a maximum of four effects. Currently [[{[[floor(@{level-priest}]]/5),4}kl1]] effects'
+};
+
+priq['Spiral of Degeneration'] = {
+ 'level': 'q',
+ 'school': 'Enchantment/Charm, Invocation',
+ 'sphere': 'Chaos, Thought',
+ 'range': '0',
+ 'duration': '6 turns',
+ 'aoe': '50-foot-diameter sphere',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 120',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This potent spell affects all creatures hostile to the priest within the area of effect. The Power granting the spell causes the spell’s effects to manifest in one of two ways: the Chaos variation or the Thought variation.\n In the Chaos variation, the fabric of reality is altered to change events. Magical items dysfunction because the fabric of magical reality is changed.\n In the Thought variation, the thoughts of the victims of the spell are distorted and altered so that they find themselves unable to function coherently and effectively. Magical items dysfunction because the thoughts of their users are warped to either convince them that the items cannot function or block thought so that proper commands cannot be given.\n The effects on the victims of the spell are the same for both variations. Each round, there is a 50% chance that a degeneration effect will occur in the area of effect. When this occurs, two events take place. First, spellcasters lose one spell from each level of spell currently memorized (e.g., a spellcaster who has memorized three spells each from levels 1 through 3 loses one spell from each level for a total of three). Lost spells may be regained normally through rest and memorization.\n Second, magical items are affected in the following ways:\n •Weapons and armor lose one level of enchantment (a *sword +3* becomes a *sword +2*, etc.).\n •Magical items that carry charges (wands, rods, staves, etc.) are drained of 1d10 charges.\n •Magical items without pluses or charges must make a saving throw versus spell (using the saving throw of their owner) or become nonmagical.\n •Potions lose all magic and scrolls lose one randomly determined spell.\n •Permanent magical items (swords, boots, armor, etc.) temporarily lose all effects until the spell expires or until the items leave the area of effect and for 1d10 rounds thereafter.\n Single-use and charged items are permanently affected by this spell. A potion destroyed by this spell remains useless even after the spell ends.\n Within the area of effect, magical communication is impossible due to thought blocks and chaotic effects. No communication magic (*ESP*, *sending*, etc.) will function; any spellcaster trying to cast such a spell will be stunned for 1 round per level of the spell he attempts to cast. A reverse of the *tongues* spell operates continuously in the area of effect. Telepathic communication (e.g., with a familiar) is also impossible.\n In the Chaos variation of the spell, the center of the area of effect moves 10’ per round. The direction is randomly determined using 1d8 roll and compass points (1N, 2NE, 3E, 4SE, 5S, 6SW, 7W, 8NW). The radius of the spell effect will never exclude the priest who cast the spell; re-roll any result that leads to this occurrence.'
+};
+
+priq['Stalker'] = {
+ 'level': 'q',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Creation, Guardian, Plant',
+ 'range': '30 yards',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 120',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A priest casting this spell conjures [[1d4+2]] plant creatures which have statistics identical to shambling mounds of 11HD. These creatures will aid the caster in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with the priest for seven days unless he dismisses them. If the *stalkers* are summoned only for guard duty, however, the duration of the spell is seven months. In this case, the *stalker*s can only be ordered to guard a specific site or location.\n The *stalkers* gain resistance to fire as per shambling mounds *only* if the terrain is suitable (marshy, close to a body of water, etc.)'
+};
+
+priq['Storm of Vengeance'] = {
+ 'level': 'q',
+ 'school': 'Evocation',
+ 'sphere': 'Elemental, War, Weather',
+ 'range': '400 yards',
+ 'duration': '1 turn',
+ 'aoe': '120-yard radius circle',
+ 'components': '',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 121',
+ 'book': 'Tome of Magic',
+ 'damage': '*Round 2:* 1d4+1 Acid. *Round 3*: 8d8 Lightning. *Round 4* 3d10.',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell requires the priest to concentrate and cast the spell for the full duration of the spell. The casting time and duration are simultaneous; both activities occur in the same turn.\n In the first round of casting, the priest summons an enormous black storm cloud over the area of effect. Lightning and crashing claps of thunder appear within the storm; creatures in the area of effect must make a saving throw or be deafened for 1d4 turns.\n On the second round, acid rains down in the area, inflicting 1d4+1 points of damage. No saving throw is allowed.\n On the third round, the caster calls six lightning bolts down from the cloud. Each is directed at a target by the priest (all may be directed at a single target or they may be directed at six separate targets). Each lightning bolt strike causes 8d8 points of damage (a successful saving throw indicates half damage).\n On the fourth round, hailstones rain down in the area, causing 3d10 points of damage (no saving throw).\n On the fifth through tenth (and final) rounds, violent rain and wind gusts reduce visibility to five feet. Movement is reduced 75%. Missile fire and spellcasting from within the area of effect are impossible.\n The sequence of effects ceases immediately if the priest is disrupted from spellcasting during the 1 turn duration of the spell. The priest may opt to cancel the effects at any time.'
+};
+
+priq['Transformation'] = {
+ 'level': 'q',
+ 'school': 'Alteration, Enchantment, Illusion',
+ 'sphere': 'Numbers',
+ 'range': '0',
+ 'duration': '3 turns',
+ 'aoe': '100-yard-radius sphere',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 121',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *transformation* spell allows the priest to alter extradimensional and relative geometries within the area of effect. This enables the priest and his companions to use extradimensional links to facilitate rapid movement as follows.\n All allies of the priest are able to *blink* (as per the 3rd-level wizard spell) once per round, with the ability to select the direction of movement.\n As many as 10 creatures (designated by the priest at the time of spellcasting) can use the *teleport without error* spell. They may teleport anywhere within the area of effect of the *transformation* spell once during the duration of the spell.\n As many as 10 creatures (specified by the priest at the time of spellcasting) gain abilities as if wearing *boots of striding and springing* for the spell duration.\n At any time during the spell, the priest and as many as 10 other creatures can be affected as per a *shadow walk* spell. Creatures to be affected must stand in a circle and touch hands. As soon as the priest who cast the *transformation* spell leaves the area of effect via the shadow walk, all other effects of the *transformation* are canceled.'
+};
+
+priq['Undead Plague'] = {
+ 'level': 'q',
+ 'school': 'Necromancy',
+ 'sphere': 'Necromantic',
+ 'range': '1 mile',
+ 'duration': 'Special',
+ 'aoe': '[[100*[[@{level-priest}]] ]]-yard square',
+ 'components': '',
+ 'cast-time': '2 rounds',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 121',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By means of this potent spell, the priest summons many ranks of skeletons to do his bidding. The skeletons are formed from any and all humanoid bones within the area of effect. The number of skeletons depends on the terrain in the area of effect; a battlesite or graveyard will yield 10 skeletons per 100 square yards; a long-inhabited area will yield three skeletons per 100 square yards; and wilderness will yield one skeleton per 100 square yards.\n The spell’s maximum area of effect is 10,000 square yards. Thus, no more than 1,000 skeletons can be summoned by this spell.\n The skeletons created by this spell are turned as zombies and remain in existence until destroyed or willed out of existence by the priest who created them.'
+};
+
+priq['Warband Quest'] = {
+ 'level': 'q',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Charm, War',
+ 'range': '240 yards',
+ 'duration': 'Special',
+ 'aoe': '200 creatures',
+ 'components': '',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 122',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A priest may cast *warband quest* on any group of 200 creatures who are capable of understanding his commands. The creatures are then affected in a manner similar to the 5th-level priest spell, *quest*. Unwilling creatures are allowed a saving throw with a -4 penalty to avoid the effects.\n The specified quest must be related to the reason that the Power granted this spell (perhaps a quest to slay or overcome a specified enemy).\n *Warband quest* gives subjects of the spell a bonus of 2 hp per level of the caster (maximum 20 hp). Currently [[{2*[[@{level-priest}]],20}kl1]] bonus hp. Subjects also gain the effects of a *prayer* spell and have Morale of 18 while on the quest. These benefits last for the duration of the spell; the spell ends when the specified task is completed. A creature who abandons the quest is subject to the wrath of his deity.'
+};
+
+priq['Ward Matrix'] = {
+ 'level': 'q',
+ 'school': 'Invocation/Evocation',
+ 'sphere': 'Wards',
+ 'range': 'Special',
+ 'duration': '60 days',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '6 turns',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 122',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *ward matrix* spell links as many as six locations within the Prime Material plane. Only locations that have a functioning Wards spell may be linked. *Ward matrix* conjoins the different Wards spells so that each linked site gains the protection of all other wards in the network.\n From the place where the *ward matrix* is cast, magical connections spread to the other designated sites. These can be seen with a *true seeing* or similar spell as tendrils of magical energy running through the air just above ground level. The connections target their destinations and move toward them at a rate of 40 miles per turn. They can evade barriers such as *anti-magic shells* by moving above or around them. When the connections reach their destinations, they multiply and spread to connect all other locations in the network; this secondary linkage is established at a rate of 20 miles per turn.\n The conjoining of Wards lasts for 60 days unless a linked area is destroyed or a Wards spell is dispelled. Any location that is destroyed or has its Wards spell dispelled is removed from the matrix; other connections remain intact for the duration.'
+};
+
+priq['Wolf Spirits'] = {
+ 'level': 'q',
+ 'school': 'Conjuration/Summoning, Invocation',
+ 'sphere': 'Animal, Guardian, Summoning',
+ 'range': '30 yards',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': '',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 122',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The priest casting this spell calls upon the “spirits” of wolves (or another animal, if appropriate). The notion of *wolf spirits* is akin to the Wild Hunt of Celtic mythology: a pack of enormous magical wolves led by a human master who range Celtic lands seeking to destroy evil. The *wolf spirits* spell summons [[2d4+2]] such entities to serve the priest as master.\n *Wolf spirits’* statistics are as follows: AC -4; MV 36 Fl 36 (B); HD 5+5; #AT 1; Dmg 3d6; AL N; SZ M; ML 20; THAC0 14. They are immune to all forms of mind control, illusions, gases, paralyzation, and spells which affect only corporeal creatures. They cannot be harmed by weapons of less than +2 enchantment.\n *Wolf spirits* can be instructed to perform a service in the manner of the *animal summoning* spells. In this variation in the Animal and Summoning spheres, the spell does not expire until the spirits have performed their commanded service, to a maximum duration of 14 days. In the Guardian variation of this spell, the spirits can only be commanded to keep watch over an area or creature. The spell lasts 100 days for this type of service.'
+};
+
+//#endregion
+
+//#region The Complete Book of Elves
+pri2['Camouflage'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'sphere': '',
+ 'range': '20’ radius',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '[[@{level-priest}]] persons',
+ 'components': 'S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': 'A mistletoe berry.',
+ 'reference': 'p. 101',
+ 'book': 'The Complete Book of Elves',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The elves jealously guard this spell. It allows the mage to instantly and completely hide the number of people allowed by the spell, concealing them against even thorough searches. This spell functions only in the wilderness, however, for it changes the appearance of the affected characters into a facsimile of natural surroundings. It is effective even against infravision and is therefore perfect for use by spies and infiltrators. Characters in this form still have all their faculties and abilities, and they can emerge from this cover at any time they desire.\n It is even possible for characters to move while within this form. Those affected may move up to 10 feet in a single round, creeping more closely to their targets. If they travel faster than this, the spell dissipates. As long as the movement is surreptitious and stealthy (“Look, Thrag! That bush *moving*!”), they should be safe. As with the *invisibility* spell, if the enspelled characters attack they gain the initiative and a +4 bonus to attack rolls because of total surprise, yet lose the benefits of the spell.\n The characters cannot be detected except by magic or by moving stupidly. Until the spell wears off, the characters can enjoy near-total invisibility and gain much-needed information.'
+};
+
+pri2['Seeking'] = {
+ 'level': '2',
+ 'school': 'Enchantment, Invocation',
+ 'sphere': '',
+ 'range': '100 yards',
+ 'duration': '1 turn',
+ 'aoe': '[[{floor([[@{level-priest}]]/3),5}kl1]] missile(s)',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 102',
+ 'book': 'The Complete Book of Elves',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *seeking* spell takes the normal laws of momentum and gravity, and then twists them slightly in a way that is favorable to the caster of the spell.\n The caster can ensorcel a number of normal, nonenchanted missiles no larger than a javelin, equal to one-third his level, to a maximum of five missiles. When they have been enchanted, the caster may either use them or distribute them to his or her companions.\n When shot or hurled at a target, the missiles unerringly seek the target. They will hit nothing else but that target. The missiles can go around objects of corners if the target was visible when the spell was cast, but the missiles cannot pass through solid obstructions. For example, if the target closes a door, the missiles slam into the door and cannot be removed until the spell wears off.\n The normal range can be extended to the distance of the target creature as long as the opponent uses only ordinary methods of escape. If the target *plane shifts*, *teleports*, *blinks*, or uses some other means of instantaneous transport, the missile can no longer home in on its target. It falls to the ground, useless.\n This spell is not an automatic guarantee of success. Rather, it ensures that archers and slingers, when firing into melee, will not accidentally hit those who are on their side. This spell is especially useful for battles or shots in narrow corridors. If the person firing the arrow or bullet can see the target, he can fire for normal damage without fear of damaging comrades.'
+};
+//#endregion
+
+//#region The Complete Rangers Handbook
+pri1['Allergy Field'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[3+[[@{level-priest}]] ]] rounds',
+ 'aoe': '[[5*[[@{level-priest}]] ]]-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A pinch of ragweed.',
+ 'reference': 'p. 87',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell causes characters entering the affected area to suffer extreme allergic reactions. It may be cast on any field, meadow, forest, or other outdoor area with an abundance of plant life, causing the plants to produce pollen, antigens, or similar allergens. Characters coming in contact with the affected area who fail their saving throws vs. spell, experience swelling of the eyes, fits of sneezing, and dull headaches for the next 2-5 (1d4+1) turns. During that time, they make all attack rolls and ability checks at a -1 penalty.\n The spell affects a cubic volume whose sides are 5 feet long per level of the caster; thus, a 9th-level caster could affect a 45’ ✕ 45’ ✕ 45’ cube. The spell lasts until the end of the indicated duration, or until the first frost, whichever comes first.'
+};
+
+pri1['Recover Trail'] = {
+ 'level': '1',
+ 'school': 'Divination',
+ 'sphere': 'Plant',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '4 + Special',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 87',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A caster who has lost a quarry’s trail while using the tracking proficiency can use this spell to proceed. The spell only works in terrain containing some type of vegetation (such as trees, grass, or seaweed). The quarry must have left some potential trail on which the spell can act (the spell cannot track a creature that has *teleported* or *plane shifted*, for example).\n If successful, within an hour after casting the spell, the vegetation in a particular area will begin to flutter, as if being blown by a gentle breeze. If the wind is already blowing, the vegetation moves up and down, or moves in another unusual way to attract the caster’s attention. When examining this area, the caster will notice a footprint, broken twig, or other sign previously overlooked, indicating to correct trail. The spell has a success chance of 60% + 2% per level of the caster. Currently [[60+2*[[@{level-priest}]] ]]%.\n This spell will immediately negate a *pass without trace* spell if cast directly for that purpose, otherwise it will still function normally to allow tracking along the disguised trail.\n Any spellcaster with access to both the plant sphere and the tracking proficiency can use this spell.'
+};
+
+pri1['Revitalize Animal'] = {
+ 'level': '1',
+ 'school': 'Necromancy',
+ 'sphere': 'Animal',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'One animal',
+ 'components': 'V, S',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 88',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '1d4 or 2d4',
+ 'damage-type': '',
+ 'healing': '1d4 or 2d4',
+ 'effect': 'This spell allows the caster to heal an animal by transferring life force (hit points) from himself to the animal. If the animal is touched with one hand, it regains [[1d4]] hit points, just as if it had received a *cure light wounds* spell. Touching the animal with both hands restores [[2d4]] hit points. In either case, the caster temporarily loses the number of hit points that the animal regains. The caster will recover his lost hit points 1-4 hours later (if he transferred 3 hit points, he recovers 3 hit points in 1-4 hours). The caster’s recovery of these hit points has no effect on the restored animal.\n During the 1-4 hours before the caster recovers his transferred hit points, he feels weak and dizzy, making all attack rolls at a -1 penalty during that time. Should the ranger die during that 1-4 hour period, the recovery process stops immediately and *no* hit points are recovered.\n The animal cannot recover hit points beyond the normal allotment. For instance, an animal that normally has 10 hit points, but has been reduced to 6 due an injury, can’t receive more than 4 hit points from this spell. Also, the caster will have at least 1 hit point remaining after using this spell; if the caster has 6 hit points, he won’t transfer more than 5 to a damaged animal.\n *Revitalize animal* works on animals only; it has no effect on humans, demihumans, humanoids, magical creatures, etc. The spell is not reversible; that is, an injured caster can’t receive hit points from an animal.'
+};
+
+pri2['Animal Eyes'] = {
+ 'level': '2',
+ 'school': 'Necromancy',
+ 'sphere': 'Animal',
+ 'range': '0',
+ 'duration': '[[3+[[@{level-priest}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A glass lens no larger than one inch in diameter as a focus, which is not consumed in the casting.',
+ 'reference': 'p. 88',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By using this spell, the caster can temporarily see through the eyes of any animal. The caster points at any single animal within 100 yards, then closes his eyes and remains stationary. In his mind’s eye, he sees whatever the animal is seeing. If the subject animal is a squirrel studying the party from a tree branch, the caster sees himself and the party from the perspective of the squirrel. If the subject animal is a bird soaring overhead, the caster gets a bird’s eye view of the area below.\n The spell has no effect on the subject animal, nor can the caster control the animal’s actions in any way. The animal is unaware of the spell and acts as it normally would. The spell persists until the end of its duration, or the caster moves or takes another action. The caster may voluntarily negate the spell by opening his eyes. The spell also ends if the animal is killed, or moves more than 100 yards away from the caster.\n The subject animal must be one normally found in nature. It may not be supernatural, human, demihuman, nor of extraplanar origin.'
+};
+
+pri2['Locate Animal Follower'] = {
+ 'level': '2',
+ 'school': 'Divination (Reversible)',
+ 'sphere': 'Animal',
+ 'range': '[[60+10*[[@{level-priest}]] ]] yards',
+ 'duration': '8 hours',
+ 'aoe': '1 animal follower',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A hair, feather, scale or other physical remnant of the lost follower.',
+ 'reference': 'p. 88',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Occasionally, a ranger’s animal follower may wander away in search of food or a mate. An animal follower may also be abducted or trapped. The *locate animal follower* spell helps the ranger find such lost creatures.\n The spell takes affect once the ranger fixes in his mind the follower being sought. The spell locates only that specific follower.\n Once the spell is cast, the ranger slowly turns in a circle. If the follower is within range, the ranger senses when he is facing in the direction of the sought follower. If the follower isn’t within range, the spell doesn’t work. If the follower moves out of the area of effect, the spell is immediately negated. As soon as the ranger sees the lost follower, the spell ends. The spell is blocked by lead.\n The spell works only on a natural animal follower (including giant animals); not a supernatural creature, human, demihuman, humanoid, or other. If the follower is dead, the spell still seeks it out, providing other conditions of casting are met.\n The reverse of this spell, *obscure follower*, hides an animal follower from detection by spells, crystal balls, and similar means for eight hours.'
+};
+
+pri3['Call Follower'] = {
+ 'level': '3',
+ 'school': 'Conjuration/Summoning',
+ 'sphere': 'Animal',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': '[[10*[[@{level-priest}]] ]] mile radius',
+ 'components': 'V, S',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 89',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A ranger who has not yet received his full allotment of followers can use this spell in an attempt to summon one. After the spell is cast, the DM secretly consults the list of followers he’s chosen for the ranger, or rolls an appropriate table. If the DM decides that a potential follower exists within the area of effect, the follower appears within the next 24 hours. If the DM decides that a follower isn’t available within the area of effect, nothing happens (no follower appears). Note that the ranger can’t request a specific type of follower; as always, the type of follower is up to the DM. The spell can be attempted no more than once per month.\n *DM Note:* Notes on staging the arrival of the follower are also given in Chapter 3.'
+};
+
+pri3['Chatterbark'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'One tree',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 89',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A variation of the 4th-level priest spell, *speak with plants*, this spell enables a ranger to ask a simple question to a tree and receive a spoken response. The tree can be any species, so long as its trunk is at least 1 foot in diameter. Before casting the spell, the ranger must spend at least an hour carving a humanoid face in the trunk; if the ranger has a proficiency in wood carving (a variation of artistic ability), he can carve a suitable face in one turn.\n After carving the face, the ranger spends 1 turn casting the spell, at which time the face becomes animated, twitching and grimacing as if just awakening from a long sleep. The tree face then looks at the caster expectantly, waiting for a question. The caster may ask the tree any single question that can be answered in a single word or short phrase. Typical questions might include: “Has a dragon passed this way within the last few days?” “Has it rained here recently?” “Are there any fruit trees nearby?” The tree answers the question honestly. If the question is beyond the scope of its knowledge, the tree says, “I don’t know.” After answering, the face disappears.\n The DM should keep in mind that a typical tree doesn’t know very much, as it has little experience, never travels, and rarely interacts with other living things in meaningful ways. As a rule of thumb, a tree’s knowledge is limited to things it has observed (passersby, weather conditions) and general information about the immediate area (animal populations, location of landmarks). A tree can’t give dependable advice or make judgements. If the DM is in doubt about what a particular tree knows, the tree answers, “I don’t know.”'
+};
+
+pri3['Animal Trick'] = {
+ 'level': '3',
+ 'school': 'Enchantment',
+ 'sphere': 'Animal',
+ 'range': '30 yards',
+ 'duration': '[[@{level-priest}]] rounds',
+ 'aoe': 'One animal',
+ 'components': 'V, S',
+ 'cast-time': '6',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 90',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell temporarily enables any animal to perform a trick it normally doesn’t know or lacks the intelligence to execute. The animal must be within 30 yards of the caster and must be able to hear his spoken commands. If these conditions are met, the animal will do exactly what the ranger tells it. A lion will batter down the door of a cell, a cat will fetch a key and carry it in its mouth, a parrot will draw a circle in the sand with its claw. A creature with less than 5 hit dice and no prior allegiances receives no saving throw. Any willing creature predisposed to aid the caster (such as an animal follower) will not resist this spell at all.\n The animal can’t execute a trick or task that exceeds its physical limitations. A snake can’t pick a lock, and a horse can’t play a trumpet. Note also that the caster must give specific instructions, not general commands. If the caster commands a lion to “Get something to help me put out this fire,” the puzzled lion won’t know what do to. However, if the caster says, “Take this bucket in your mouth, dip it in the stream, and carry the water back to me,” the lion will do as it’s told.\n The caster can take other actions while the animal is completing the trick. Once the animal completes its trick, the caster may give it additional tricks to complete until the spell expires. If the spell expires while the animal is in the middle of a trick, or if the spell is broken by some means, the animal immediately stops what it’s doing.'
+};
+
+pri3['Polymorph Plant'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'One plant',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'Any seed.',
+ 'reference': 'p. 91',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enables a ranger to transform any single plant, including a fungus or mold, into any other type of plant of the ranger’s choice. The change is permanent. The changed plant has the physical appearance of its new form, but not all of the associated properties. If edible, the new form tastes as bland as cotton. If normally used as a spell component, the new form has only a 50% chance of actually functioning as a component. If normally used for medical purposes (such as for a healing salve or poison antidote), the new form has only a 50% chance of having any beneficial properties.\n Only living plants can be polymorphed; the spell won’t work on a fallen leaf, a nut, or a picked fruit. The size of the plant is not relevant; a blade of grass may be polymorphed into a towering oak tree and vice versa. The new form doesn’t have to be indigenous to the environment; an evergreen tree on a frigid mountain may be polymorphed into a cactus (although it may not thrive for long).\n Neither the original vegetation nor its polymorphed form can be an intelligent plant or a plant-like creature. Nor are unnatural plant forms allowed; a mushroom may be transformed into a normal-sized cornstalk, but not a 50-foot-tall cornstalk or a stalk that produces apples instead of corn.'
+};
+//#endregion
+
+//#region The Complete Druid's Handbook
+pri1['Beastmask'] = {
+ 'level': '1',
+ 'school': 'Illusion/Phantasm',
+ 'sphere': 'Animal',
+ 'range': 'Touch',
+ 'duration': '12 hours',
+ 'aoe': '1 creature',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A miniature wooden mask carved to look like the animal.',
+ 'reference': 'p. 91',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Beastmask* may affect any single person or animal, or characters may cast it on themselves. It allows the subject to take on the illusory form of a single animal species--but only that species of animal can perceive the illusion. The subject may not assume an animal form more than twice or less than one-quarter the character’s size.\n The almost perfect illusion the spell creates deceives the animal’s sight, hearing, smell, and touch. For instance, once a character casts a “bear” illusion on a subject, bears believe that subject to be a bear, while to humans, other races, and other creatures, the subject remains the same.\n Characters normally use *beastmask* to travel among or hunt a particular species. This spell lets a druid assume the guise of a caribou to move among a herd without causing them to panic. A character also could avoid being attacked by a pack of dire wolves by wearing a wolf’s “mask.”\n *Beastmask* does not allow communication with the animal species, though it can be used with animal communication spells.'
+};
+
+pri1['Puffball'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': '[[2*[[@{level-priest}]] ]] rounds',
+ 'aoe': '1 mushroom, etc.',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Special',
+ 'materials': 'A pinch of ground puffball, sprinkled over the fungus to be enchanted.',
+ 'reference': 'p. 87',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A character who casts *puffball* on a normal mushroom, truffle, or toadstool (up to 6 inches in diameter) transforms the fungus into a magical *puffball*, which the character may drop or throw. The DM should decide what type of roll, if any, is required to hit the target (Strength, Dexterity, etc.) See the *DMG*, pgs. 62-63, for rules on grenadelike missiles.\n The *puffball* bursts upon landing, releasing a cloud of spores 10 feet in diameter. Those caught in the spore cloud must save vs. poison or suffer an attack of coughing and choking. Victims can make no attacks and lose all Dexterity bonuses to Armor Class and saving throws. The cloud dissipates in [[1d3+1]] rounds; residual effects still afflict characters one round after they escape the cloud or it fades.\n The spell’s effects do not affect undead or similar nonbreathing creatures. If no one throws (or drops) the missile by the time its duration expires, the enchantment is lost.'
+};
+
+pri1['Whisperward'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'sphere': 'Guardian, Weather',
+ 'range': 'Touch',
+ 'duration': 'Permanent until triggered',
+ 'aoe': '1 item',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 87',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Whisperward* can be cast on any single item, portal, or closure (such as a book, door, or lid). It may ward up to a 30-foot radius.\n The character keys the ward to become activated (like a *magic mouth* spell) under specific conditions--such as when a certain individual enters the area or opens the warded closure. When the ward is triggered, a soft whispering breeze blows across the caster’s face. The caster must stay within 1 mile per experience level of the ward to receive the warning. Currently [[@{level-priest}]] mile(s).'
+};
+
+pri2['Animal Spy'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'sphere': 'Animal',
+ 'range': '10 yards',
+ 'duration': '[[floor([[@{level-priest}]]/2)]] turn(s)',
+ 'aoe': '1 animal',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 87',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Only a normal (real-world) animal or a giant version of a normal animal species may become an animal spy. This spell enables the caster to share the animal’s senses--see through the animal’s eyes, hear with its ears, smell with its nose, and so on. The animal is completely unaware of the spell’s effect, unless the druid warns the beast before casting. *Animal spy* grants no control over the creature. However, most casters will use it on a trained animal or one befriended via the *animal friendship* spell.\n For the duration of the spell, the caster remains in a trance, unable to move or use human senses. This consequence can prove dangerous; for instance, characters attacked while using the spell cannot feel injuries to their bodies. However, at the start of any round, the caster may choose to return the animal’s senses to the creature and resume control of the human body. This decision ends the spell immediately. The spell also ends if the animal travels more than 100 yards away per level of the caster. Currently [[100*[[@{level-priest}]] ]] yards.'
+};
+
+pri2['Beastspite'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Animal',
+ 'range': '10 yards',
+ 'duration': '[[@{level-priest}]] hours',
+ 'aoe': '1 person',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 88',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Beastspite* afflicts a single person with a magical aura that induces one species of animal to hate and fear the character. The character becomes loathed by any species of normal (real-world) animal. While this range excludes monsters, it includes giant animals of the same real-world species. (For example, if *beastspite* causes bats to hate the subject, giant bats will react similarly.)\n When the character comes within 30 yards of an animal from the target species, the creature will make warning signals (barks, growls, etc.). Its further reaction depends on the animal’s nature.\n • Aggressive animals, including all predators and most trained guard animals, attack the spell recipient.\n • Nonaggressive beasts shun the character, fleeing or attacking if approached.\n • Owners can restrain their domesticated animals, but the beasts show obvious distress and may become very hostile if the character tries to touch them.\n • If the subject was riding when the spell took effect, the mount tries to throw off the character. The subject must make a riding proficiency check each round to stay astride and to avoid a fall if thrown off.\n • An animal extremely loyal to the subject, such as a pet dog, a creature influenced by an *animal friendship* spell, a wizard’s familiar, or a paladin’s war horse does not become utterly hostile to its owner. Instead it notices something “wrong” about the character and acts unusually nervous.'
+};
+
+pri2['Fortifying Stew'] = {
+ 'level': '2',
+ 'school': 'Necromancy',
+ 'sphere': 'Healing',
+ 'range': 'Touch',
+ 'duration': 'Stew retains enchantment 1 turn',
+ 'aoe': '[[@{level-priest}]] bowls of stew, etc.',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A vial of stock made of the first fruit of the harvest.',
+ 'reference': 'p. 88',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Any bowl of broth, porridge, or stew the priest has concocted can become subject to *fortifying stew*. A character can enchant one bowl of stew (about 8 ounces) per experience level. Someone must consume the enchanted meal within one turn of the casting.\n Anyone partaking of an entire bowlful reaps magical benefits. First, the diner gains nourishment for an entire day from the single meal. In addition, for two hours plus one round per the caster’s level, the character receives [[1d4+1]] temporary hit points. Currently 2 hours and [[@{level-priest}]] rounds. Any damage suffered comes off the extra hit points first. The effects of multiple helpings of *fortifying stew* are not cumulative.\n For example, Snapdragon, a 7th-level druid, cooks a meaty broth, casts *fortifying stew* on it, and eats the bowlful. A roll of 2 gives her 3 extra hit points. When the spell’s effects wear off just over three hours, she loses these extra points. If she suffers 5 points of damage in the meantime, she actually loses only 2 hp of her own, since 3 hp came off the extra hit points.'
+};
+
+pri2['Gift of Speech'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Animal',
+ 'range': '[[10*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '1 animal',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 90',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *gift of speech* spell grants a normal animal (or a giant version of a normal animal) the ability to speak any *one* of the languages the caster knows, whichever the caster chooses, along with the ability to understand words and simple concepts expressed in that language. The affected animal’s reactions do not change, nor does its Intelligence increase. The spell has no effect if cast on a creature with an Intelligence score of less than 1.'
+};
+
+pri3['Pass Without Trace, 10\' Radius'] = {
+ 'level': '3',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Plant',
+ 'range': '0',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': 'Radius 10 feet around caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A sprig of pine burned to ash. Upon casting the spell, the character scatters the powder in a circle.',
+ 'reference': 'p. 90',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Identical in function to *pass without trace*, *pass without trace, 10’ radius* affects everyone within 10 feet of the caster. The effect moves with the caster, so creatures must stay within 10 feet of the caster to continue to avoid leaving tracks. A creature who leaves the area of effect can then be tracked normally. Creatures moving into the area of effect after casting are unaffected.'
+};
+
+pri3['Shape Wood'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '9 cubic feet+[[@{level-priest}]] cubic foots',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A pinch of fine sawdust, which is blown over the wooden subject of the spell.',
+ 'reference': 'p. 90',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By means of *shape wood*, the caster can reform wood. For example, the character can cast it upon any appropriate-sized piece of wood to fashion a wooden weapon, make a rough door, or even create a crude figurine.\n The spell also allows the caster to reshape an existing wooden door, perhaps to escape imprisonment. Again, the volume of the wooden object must be appropriate to the desired result and fit in the area of effect.\n While a character might form a wooden coffer from a tree stump or a door from a wooden wall, the result does not bear high-quality detail. If a shaping has moving parts, there is a 30% chance they do not work.\n The alteration endures permanently, at least until the wood rots or is physically destroyed.'
+};
+
+pri4['Detect Animal Attacker'] = {
+ 'level': '4',
+ 'school': 'Divination',
+ 'sphere': 'Animal',
+ 'range': 'Touch',
+ 'duration': 'Instantaneous',
+ 'aoe': '1 creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 90',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Depending on how it is cast, *detect animal attacker* gives the druid a visual image either of a creature that injured an animal or of an animal that attacked any victim.\n While casting the spell upon any victim of an attack by a natural animal (a victim whose body still bears the marks of claws, fangs, or other natural weapons), the druid touches the victim’s wound. This brief touch gives the caster a fleeting vision of the animal that caused the injuries as it looked at the time of the attack.\n Likewise, a druid casting the spell upon an injured real-world animal can touch its wound and receive a vision of the person, monster, or animal that harmed it.\n Even if the caster receives a vision of an unfamiliar attacker, the character usually can get an idea of its size, primary attack method, and alignment. (The druid senses good, evil, or neutrality.)\n In addition, if the creature still lives and fails a saving throw vs. spell, the caster senses its current position, location, and direction of travel.\n *Detect animal attacker* works only within one hour per level of the caster after the victim receives the injury in question. Currently [[@{level-priest}]] hours. The spell is effective regardless of whether the attack proved fatal.'
+};
+
+pri4['Earthmaw'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Elemental (Earth)',
+ 'range': '50 yards',
+ 'duration': '1 round',
+ 'aoe': '10-foot diameter circle',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Negate',
+ 'materials': 'A tooth from any predatory creature.',
+ 'reference': 'p. 91',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '[[@{level-priest}]]d4',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Earthmaw* causes a patch of ground 10 feet in diameter to open and form a gigantic mouth with stalactite teeth. The mouth springs forth on a short serpentine neck, much like a water weird, and attacks once in a direction the caster dictates. Then it retracts into the earth and closes solidly. The site of an *earthmaw* spell appears as if the ground has been tilled recently.\n The mouth can attack one large creature, two man-sized creatures, or four small-sized creatures within 10 feet of its outer edge. It can strike multiple creatures only if they remain clustered within a 10-foot diameter circle adjacent to the maw.\n The earthmaw attacks as a monster with Hit Dice equal to the caster’s level. Creatures standing on the site of the maw suffer a +3 penalty to Armor Class for purposes of this attack only. Creatures standing next to the maw suffer no AC penalty.\n A successful hit inflicts 1d4 points of damage per level of the caster. An *unmodified* roll of 19 or 20 means the maw has swallowed the victim whole, burying the character 2d4 feet below ground. Victims can be dug out manually, with appropriate spells (such as *dig*), or with magical items (such as a *spade of colossal excavation*). A creature trapped underground will suffocate unless freed within a number of rounds equal to one-third its Constitution score.\n *Earthmaw* may be cast on any area of loose or packed earth, sand, or vegetation-covered soil. It may be cast indoors on an earthen surface: for example, on the dirt floor of a barn or basement, but not on the marble floor of a home or temple. It may not be cast on an area containing a tree, any portion of a building, or any type of pavement.\n An object present on the site of the maw (such as a campfire or a tent, etc.) counts as a creature of that object’s size in attacks.'
+};
+
+pri4['Hunger'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Animal, Plant',
+ 'range': '10 yards',
+ 'duration': '[[@{level-priest}]] days',
+ 'aoe': '1 person',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Negate',
+ 'materials': 'A pinch of the food that can end the spell.',
+ 'reference': 'p. 92',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Those affected by *hunger* no longer gain sustenance from food. No matter how much they eat, they still feel hungry. If the spell did not end, victims eventually would starve, visibly wasting away.\n After one day under the spell’s effect, victims’ concentration suffers (due to their preoccupation with their constant hungry feeling), causing them to suffer a -2 penalty to all ability and proficiency checks. On the eighth day without food, victims who have been maintaining normal activity levels lose 1 Strength point; on the ninth day, they lose 1 Constitution point. This alternating pattern continues until one of the character’s ability scores falls to 3; at this point, the character becomes comatose. If a score reaches 0 before the *hunger* spell ends, the recipient dies. The victim regains lost points after the spell ends at a rate of 1 Strength and 1 Constitution point per day.\n When casting the spell, the character secretly whispers a particular type of food; by eating the specified food, the victim breaks the spell. It must be a single, natural food (such as lamb, honey, or an apple) but can be exotic (dragon meat) as long as the caster has tasted it personally at some point.\n *Hunger* cannot be dispelled, but can be broken by the *remove curse* spell. Failing all else, a sufferer must wait to find relief until the spell’s duration elapses.'
+};
+
+pri4['Knurl'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': '[[5*[[@{level-priest}]] ]] yards',
+ 'duration': '[[@{level-priest}]] turns',
+ 'aoe': '1 person',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small twig.',
+ 'reference': 'p. 93',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Casting a *knurl* spell transforms a creature’s arm into a tree branch of the same thickness, covered with bark and twigs. The new limb possesses neither elbow nor wrist joints not even a hand. The “arm” remains attached to the shoulder. The spell’s recipient can use it as a club but not to manipulate tools, weapons, or spell components.\n The caster chooses which of the recipient’s arms to affect. A character could use multiple *knurl* spells to transform both arms of a humanoid. The arm is treated for all purposes as a tree branch: It becomes subject to fire, wood-altering spells, and tree diseases. *Dispel magic* ends the spell’s effects.'
+};
+
+pri4['Needlestorm'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': '60 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': '1 tree or plant',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Save vs. spell for half damage',
+ 'materials': 'A spine from a needle-bearing tree or plant.',
+ 'reference': 'p. 93',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '[[floor([[@{level-priest}]]/3)]]d12',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A favorite of cold-forest and desert druids, *needlestorm* causes the spines on any pine tree or similar needle-bearing plant to spray out in a deadly barrage. The shower of needles has a radius of approximately 1 foot for every 2 feet of the subject plant’s height.\n Everyone within this area suffers one attack, which inflicts 1d12 points of damage for every three full levels the caster has achieved. Thus, a spruce tree enchanted by a 7th-level character attacks with a THAC0 of 16 and inflicts 2d12 points of damage.'
+};
+
+pri5['Cloudscape'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Weather',
+ 'range': '120 yards',
+ 'duration': '[[3*[[@{level-priest}]] ]] turns',
+ 'aoe': '[[1000*[[@{level-priest}]] ]] cubic feet',
+ 'components': 'V, S',
+ 'cast-time': '8',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 93',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A character can cast *cloudscape* on a single cloud or part of a cloud bank, usually from a nearby mountaintop or while flying. It causes 1,000 cubic feet of cloud per level of the caster to become solid enough to support any weight. The solidified clouds remain airborne and feel like a thick carpet.\n A creature that falls onto the magically strengthened cloud sustains falling damage per the *PH*, p. 139. An animal or individual that flies into the solidified cloud falls, stunned, for a round and must make a successful Dexterity check to recover. If a creature is flying through a cloud at the moment it becomes solidified, it may make a saving throw vs. petrification. Those who succeed escape the cloud in time. Creatures that fail the save become trapped as the cloud solidifies around them. However, as the cloud is porous, they can continue to breathe until the spell’s duration elapses.\n The solidified cloud itself continues to drift with the wind as usual. While the caster cannot use this particular spell to propel the cloud at all, a *control winds* spell can summon a great gust of air to turn the *cloudscape* into a unique flying conveyance easily enough.'
+};
+
+pri5['Nature\'s Charm'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Elemental (Earth, Water)',
+ 'range': 'Touch',
+ 'duration': '[[2*[[@{level-priest}]] ]] hours',
+ 'aoe': '[[15*[[@{level-priest}]] ]]-foot radius',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Creatures native to the area of effect are not affected.',
+ 'materials': 'The druid’s holy symbol.',
+ 'reference': 'p. 94',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Nature’s charm* causes a particular place to exert a special fascination beyond mere beauty to anyone entering the area except the spellcaster.\n This spell must target a site of notable natural splendor that possesses both edible plants and fresh water. The spot may not be larger than the spell’s area of effect. For instance, a 12th-level druid could cast this spell on a forest glade up to 360 feet across, with flowers and fruit-bearing trees centered around a waterfall.\n Anyone coming upon the enchanted region must save vs. spell; those who fail invariably make up excuses to remain there long after they should have left. They say they want only to bathe, rest, admire the beauty a bit longer, eat the berries or fruit, paint a picture of the area, or defend the spot jealously from others.\n Whatever the reason, those who fall victim to the enchantment forcefully resist all attempts to make them leave until the spell’s duration ends.'
+};
+
+pri5['Strengthen Stone'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Elemental (Earth)',
+ 'range': '10 yards',
+ 'duration': 'Permanent',
+ 'aoe': '1 building or wall',
+ 'components': 'V, S, M',
+ 'cast-time': '1 hour',
+ 'saving-throw': 'None',
+ 'materials': 'A diamond chip worth at least 500 gp, must be crushed and sprinkled on the construction.',
+ 'reference': 'p. 94',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Strengthen stone* can reinforce any stone construction (house, tower, wall segment, aqueduct, etc.), against physical damage. The DM adds +4 to the structure’s saving throw against any kind of damage, from siege engines to natural earthquakes. The stone object gains a saving throw vs. the *earthquake* spell. (See the PH, p. 295.) The spell may be cast only once on any stone object.\n If a character casts this spell on a stone golem or other animated stone being (like one created by *animate rock*), the creature receives a -1 bonus to its Armor Class and adds a +1 bonus to its saving throws for the duration of the spell. *Strengthen stone* has no effect on earth elementals or galeb duhr.'
+};
+
+pri5['Thornwrack'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': '[[@{level-priest}]] thorns',
+ 'aoe': '1 person',
+ 'components': 'V, S',
+ 'cast-time': '8',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 94',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '[[1d3]] ✕ [[@{level-priest}]]',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Thornwrack* causes long, painful thorns to grow out of the spell recipient’s flesh, piercing the skin from the inside. One thorn appears each round, inflicting 1d3 points of damage, until all the thorns have appeared. When the number of thorns exceeds the subject’s experience level or HD, a victim still conscious becomes immobilized by the pain, unable to take any action.\n One round after the last thorn erupts from the victim’s flesh, the first one disappears. The thorns continue receding at a rate of one per turn. Immobilized subjects can move again once the number of thorns falls below their HD or experience level. For instance, say the body of a 4th-level character has seven thorns. After four turns had passed, only three thorns would remain, so the victim would no longer be immobile.\n *Cure* spells can restore hit points but do not eliminate the thorns. *Dispel magic* will end the spell but prevents existing thorns from receding. A *heal* spell cancels the *thornwrack*, eliminates all existing thorns, and cures all damage. Without the benefit of magical remedies, the spell ends when the last thorn has receded.'
+};
+
+pri6['Earthwrack'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'sphere': 'Necromantic, Plant',
+ 'range': '[[20*[[@{level-priest}]] ]] yards',
+ 'duration': '[[2d4+10]] years',
+ 'aoe': '[[30*[[@{level-priest}]] ]]-foot radius',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'The priest’s holy symbol.',
+ 'reference': 'p. 95',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '1d4/round to plant-based creatures',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell causes an area of soil to become barren and blighted. Healthy plants wither and die within [[1d4]] days of casting. No seed planted there will grow for the duration of the spell. Plant-based creatures entering the despoiled area can see the ruin and feel an intense “wrongness” within the soil. Each round they remain within the area, they suffer 1d4 points of damage.\n The blight can be cured using a *limited wish*, a *wish*, or by casting a *remove curse* spell (at the 12th level of experience) and a *plant growth* spell simultaneously.\n Most druids consider *earthwrack* an abomination, although some Shadow Circle druids use it as last-ditch “scorched earth” vengeance against an unruly hamlet.'
+};
+
+pri6['Ivy Siege'] = {
+ 'level': '6',
+ 'school': 'Enchantment',
+ 'sphere': 'Plant',
+ 'range': '90 yards',
+ 'duration': '6 turns',
+ 'aoe': '1 building or similar structure',
+ 'components': 'V, S, M',
+ 'cast-time': '9',
+ 'saving-throw': 'Special',
+ 'materials': 'An ivy leaf.',
+ 'reference': 'p. 95',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *ivy siege* spell must be cast upon a stone or brick building constructed upon the earth; flying castles and the like remain unaffected. Immediately after casting, ivy begins to grow at a fantastic rate, climbing from the ground up the building’s walls. At the end of one turn, the ivy has climbed the walls. At the end of the second turn, green creepers have covered the structure. On the third turn, the ivy has deepened to a black-green and begins to squeeze the building.\n Starting on the third turn and every turn thereafter, the building must make a saving throw vs. siege damage, as if attacked by a small catapult (*DMG*, p. 105). Two cubic feet of the building crumbles away for each point by which the saving throw misses each turn. This cycle continues until the spell’s duration expires or the building is destroyed. The ivy rots away instantly at the spell’s end.\n A druid can cast only one *ivy siege* per building at a time. After the ivy has rotted away, the druid may cast the spell on the same building again. However, multiple druids can cast several *ivy siege* spells on the same building. In the case of a large, interconnected series of buildings (like a castle), each casting affects only a single tower, keep, or wall segment, to a maximum of 1,000 cubic feet per level of the caster. Currently [[1000*[[@{level-priest}]] ]] cubic feet.\n The DM may choose to prohibit arctic and desert druids from using this spell if they are not familiar with ivy.'
+};
+
+pri7['Tree Spirit'] = {
+ 'level': '7',
+ 'school': 'Necromancy',
+ 'sphere': 'Plant',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '1 tree',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 96',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Tree spirit* permanently links the soul of the caster with a tree, usually chosen carefully for its health, vigor, and remote environment. Casting this spell joins the life force of the druid with that of the tree; as long as the tree lives, the caster ages at one-tenth the normal rate. (Because the spell causes the tree to devote all its energy to maintaining health rather than growth, it always remains exactly the size it was at the time of casting.) Moreover, the caster’s spirit merges with the tree at the character’s death. No form of reincarnation or resurrection (except a *wish*) on the character’s body will work unless it lies within 10 feet of the tree.\n One year after the caster dies, the druid’s spirit animates the tree as a treant. (DMs should roll up treant statistics for the tree at the time the spell is cast, to determine the tree’s Armor Class, Hit Dice, etc.) The chosen tree must be of treant height; the exact size determines the size of the new treant, which possesses the caster’s memories and personality but has no granted powers or spellcasting ability. It must communicate as a treant.\n The DM decides whether to consider this treant an NPC or allow the player to control it. (DMs should use the guidelines that apply to PCs who become lycanthropes or undead.)\n However, when a druid uses *tree spirit* to link with a tree, the character suffers any physical damage inflicted on the tree. For instance, if someone hacks at the tree with an axe and causes 4 points of damage, the caster also loses 4 hit points; the druid knows the tree has been harmed, but does not know the nature of the injury.\n If the tree dies but does not sustain enough damage to kill the caster, the character feels stunned for 1d6 rounds and must make a successful system shock roll to avoid death. Spells that heal the druid do not affect the tree.\n Damage to the caster does not affect the tree, as the extra energy the tree expends on strength and health makes any damage the player sustains negligible to the tree. However, it’s usually in the druid’s best interest to have an animal friend or two guard the tree.\n In addition, the druid should choose the tree carefully; if the surrounding land is cleared for construction work or lumber before the druid’s prolonged life span finally ends, the character is in trouble.\n Casting *tree spirit* first requires a full month’s preparation. The druid lives near the tree during this time of prayer and mediation. Then the character conducts a private bonding ceremony at the height of a solstice. This spell often is cast by ancient druids, who wish to preserve their wisdom or make sure their groves remain defended even after their death.'
+};
+
+pri7['Unwilling Wood'] = {
+ 'level': '7',
+ 'school': 'Enchantment/Charm',
+ 'sphere': 'Plant',
+ 'range': '[[5*[[@{level-priest}]] ]] yards',
+ 'duration': 'Permanent',
+ 'aoe': '10-yard radius',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': 'A bit of tree root and the priest’s holy symbol.',
+ 'reference': 'p. 97',
+ 'book': 'The Complete Druid\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A caster can transform one or more living creatures within a 10-yard radius into *unwilling wood*, causing them to sprout roots, branches, and leaves. The victims become trees of a type native to the region and of the characters’ age before the transformation. The spell works only if cast on beings occupying ground that could support a tree; recipients flying or suspended in water at the time of casting remain unaffected.\n This spell can mutate a number of creatures equal in total Hit Dice (or levels) to the caster’s level—within the area of effect, of course. Currently [[@{level-priest}]] Hit Dice or levels. If this area holds a group of creatures with Hit Dice (or levels) totaling a number greater than the caster’s experience level, the character may decide the order in which the creatures become affected.\n For instance, say a 14th-level druid casts *unwilling wood* into a target area containing a giant with 12 Hit Dice and two 3rd-level warriors. The druid can transform either the giant or two warriors, but not all three. “Leftover” Hit Dice or levels are lost.\n Each creature affected may attempt to save vs. polymorph. The spell mutates all those failing their saving throw, along with any items they carry. A new tree has a height of 5 feet per level (or Hit Die) of the victim. The effect is permanent; a person transformed into a tree ages as a tree and dies as a tree. However, affected characters retain awareness, memories, personality, and intelligence. Only damage severe enough to kill the tree can kill an *unwilling wood* victim.\n Tree-characters can return to normal if a spellcaster of greater level than the original caster uses *remove curse*. The original caster can release a transformed entity at will.'
+};
+//#endregion
+
const priestSpells = {};
priestSpells['pri1'] = pri1;
priestSpells['pri2'] = pri2;
@@ -3325,9 +7192,12 @@ priestSpells['pri4'] = pri4;
priestSpells['pri5'] = pri5;
priestSpells['pri6'] = pri6;
priestSpells['pri7'] = pri7;
+priestSpells['priq'] = priq;
const primonster = {};
-for (const [_, section] of Object.entries(priestSpells)) {
+for (const [sectionName, section] of Object.entries(priestSpells)) {
+ if (sectionName === 'priq') // skipping quest spells for monsters
+ continue;
for (const [spellName, spell] of Object.entries(section)) {
primonster[spellName] = spell;
}
diff --git a/ADnD 2E Revised/javascript/rogueArmor.js b/ADnD 2E Revised/javascript/rogueArmor.js
index 0a1c0630a4..6ecde39dcf 100644
--- a/ADnD 2E Revised/javascript/rogueArmor.js
+++ b/ADnD 2E Revised/javascript/rogueArmor.js
@@ -18,6 +18,15 @@ rogueArmor['Elven Chain Mail'] = {
'Detect Noise' : '-5',
'Climb Walls' : '-20',
};
+rogueArmor['Silenced Elven Chain Mail'] = {
+ 'Pick Pockets' : '-25',
+ 'Open Locks' : '-5',
+ 'Find/Remove Traps': '-5',
+ 'Move Silently' : '',
+ 'Hide in Shadows' : '-10',
+ 'Detect Noise' : '',
+ 'Climb Walls' : '-25',
+};
// Bard Armor
rogueArmor['Ring Mail'] = rogueArmor['Chain Mail'] = {
'Pick Pockets' : '-25',
diff --git a/ADnD 2E Revised/javascript/sheetWorkers.js b/ADnD 2E Revised/javascript/sheetWorkers.js
index 9a5a657076..7c8a85a0b3 100644
--- a/ADnD 2E Revised/javascript/sheetWorkers.js
+++ b/ADnD 2E Revised/javascript/sheetWorkers.js
@@ -1,10 +1,227 @@
// --- ALL SHEET WORKERS START --- //
-const sheetWorker = 'sheetworker';
-const player = 'player';
+const SHEETWORKER = 'sheetworker';
+const PLAYER = 'player';
+const SUCCESS = 'success';
+const INFO = 'info';
+const WARNING = 'warning';
+const ERROR = 'error';
+
+const BOOK_FIELDS = [
+ 'book-phb', 'book-tcfhb', 'book-tcthb', 'book-tcprhb', 'book-tcwhb',
+ 'book-tom', 'book-aaeg',
+ 'book-dwarves', 'book-bards', 'book-elves', 'book-humanoids', 'book-rangers',
+ 'book-paladins', 'book-druids'
+];
+
+//#region Helper function
+const conditionalLog = function (bool, msg) {
+ if (b)
+ console.log(msg);
+}
+
+const extractQueryResult = async function(query){//Sends a message to query the user for some behavior, returns the selected option.
+ let queryRoll = await startRoll(`!{{query=[[0[response=${query}]]]}}`);
+ finishRoll(queryRoll.rollId);
+ return queryRoll.results.query.expression.replace(/^.+?response=|\]$/g,'');
+};
+
+const isRollValid = function (rollExpression, field) {
+ let expression = rollExpression.trim();
+ if (!expression)
+ return false;
+
+ let message = `In the field @{${field}} you have unmatched opening and closing`;
+
+ let openPara = (expression.match(/\(/g) || []).length
+ let closePara = (expression.match(/\)/g) || []).length
+ if (openPara !== closePara) {
+ showToast(ERROR, 'Unmatched Parenthesis', `${message} parenthesis. You have:\n${openPara}x '('\n${closePara}x ')'`);
+ return false;
+ }
+
+ let openCurly = (expression.match(/{/g) || []).length
+ let closeCurly = (expression.match(/}/g) || []).length
+ if (openCurly !== closeCurly) {
+ showToast(ERROR, 'Unmatched Curly brackets', `${message} curly brackets. You have:\n${openCurly}x '{'\n${closeCurly}x '}'`);
+ return false;
+ }
+
+ let openSquare = (expression.match(/\[/g) || []).length
+ let closeSquare = (expression.match(/]/g) || []).length
+ if (openSquare !== closeSquare) {
+ showToast(ERROR, 'Unmatched Square brackets', `${message} square brackets. You have:\n${openSquare}x '['\n${closeSquare}x ']'`);
+ return false;
+ }
+
+ if (openSquare % 2 !== 0) {
+ showToast(ERROR, 'Square brackets error', `The field @{${field}} have too few square brackets. Square brackets are used in pairs of two, ie. [[ ]].\nThe expression have an uneven number of bracket pairs: ${openSquare}`);
+ return false;
+ }
+
+ return true;
+}
+
+const extractRoll = async function(rollExpression) {
+ let queryRoll = await startRoll(`!{{roll=[[${rollExpression}]]}}`);
+ finishRoll(queryRoll.rollId);
+ return queryRoll.results.roll;
+};
+
+const extractRollResult = async function(rollExpression) {
+ let roll = await extractRoll(rollExpression);
+ return roll.result;
+};
+
+const calculateFormula = async function(formulaField, calculatedField, silent = false) {
+ getAttrs([formulaField], async function (values) {
+ let rollExpression = values[formulaField];
+ let valid = isRollValid(rollExpression, formulaField);
+ if (!valid)
+ return;
+
+ setAttrs({
+ [calculatedField]: await extractRollResult(rollExpression, formulaField)
+ },{silent:silent});
+ });
+}
+
+const getToastObject = function (type, title, message) {
+ let content
+ switch (type) {
+ case SUCCESS: content = 1; break;
+ case INFO: content = 2; break;
+ case WARNING: content = 3; break;
+ case ERROR: content = 4; break;
+ }
+ return {
+ ['toast']: 1,
+ ['toast-content']: content,
+ [`toast-title-${type}`]: title,
+ [`toast-message-${type}`]: message
+ }
+}
+
+const showToast = function(type, title, message) {
+ setAttrs(getToastObject(type, title, message));
+}
+
+const isBookInactive = function (books, obj) {
+ let activeBooks = BOOK_FIELDS.map(bField => books[bField]);
+ return !activeBooks.includes(obj['book']);
+}
+
+const bookInactiveShowToast = function(books, obj) {
+ let bookInactive = isBookInactive(books, obj);
+ if (bookInactive)
+ showToast(ERROR, 'Missing Book', `The book *${obj['book']}* is currently not active on your sheet.\nGo to the *Sheet Settings* and activate the book (if your DM allows for its usage)`);
+ return bookInactive;
+};
+
+const isRemoving0 = function(eventInfo, fieldNames) {
+ return fieldNames.some(fieldName => !parseInt(eventInfo.removedInfo[`${eventInfo.sourceAttribute}_${fieldName}`]));
+};
+
+const isOverwriting0 = function(eventInfo) {
+ return !parseInt(eventInfo.newValue) && !parseInt(eventInfo.previousValue);
+};
+
+const doEarlyReturn = function(eventInfo, fieldNames) {
+ return eventInfo.removedInfo
+ ? isRemoving0(eventInfo, fieldNames)
+ : isOverwriting0(eventInfo);
+};
+
+const repeatingMultiplySum = function(section, valueField, multiplierField, destination, decimals) {
+ TAS.repeating(section)
+ .attr(destination)
+ .field([valueField, multiplierField])
+ .reduce(function(m, r) {
+ return m + r.F[valueField] * r.F[multiplierField];
+ }, 0, function(t,r,a) {
+ let dec = parseInt(decimals);
+ if (isNaN(dec)) {
+ a[destination] = t;
+ } else {
+ a.D[dec][destination] = t;
+ }
+ })
+ .execute();
+};
+const repeatingCalculateRemaining = function(repeatingName, repeatingFieldsToSum, totalField, remainingField) {
+ TAS.repeating(repeatingName)
+ .attrs([totalField, remainingField])
+ .fields(repeatingFieldsToSum)
+ .reduce(function (memo, row) {
+ repeatingFieldsToSum.forEach(column => {
+ memo += row.I[column];
+ });
+ return memo;
+ }, 0, function (memo,_,attrSet) {
+ attrSet.I[remainingField] = attrSet.I[totalField] - memo;
+ }).execute();
+};
+//#endregion
+
+//#region Generic Setup functions
+function setupCalculateTotal(totalField, fieldsToSum, maxValue) {
+ let onChange = fieldsToSum.map(field => `change:${field}`).join(' ');
+ on(onChange, function () {
+ getAttrs(fieldsToSum, function (values) {
+ let total = 0;
+ fieldsToSum.forEach(field => {
+ total += parseInt(values[field]) || 0;
+ });
+
+ if (!isNaN(maxValue))
+ total = Math.min(total, maxValue);
+
+ setAttrs({
+ [totalField]: total
+ });
+ });
+ });
+}
+
+function setupRepeatingRowCalculateTotal(repeatingTotalField, repeatingFieldsToSum, repeatingName, maxValue) {
+ let onChange = repeatingFieldsToSum.map(field => `change:repeating_${repeatingName}:${field}`).join(' ');
+ let allFields = [...repeatingFieldsToSum];
+ allFields.push(repeatingTotalField);
+ on(`${onChange} remove:repeating_${repeatingName}`, function(eventInfo){
+ if (eventInfo.removedInfo)
+ return;
+
+ TAS.repeating(repeatingName)
+ .fields(allFields)
+ .tap(function(rowSet) {
+ let rowId = eventInfo.sourceAttribute.split('_')[2];
+ let row = rowSet[rowId];
+ let total = 0;
+ repeatingFieldsToSum.forEach(column => {
+ total += row.I[column];
+ });
+
+ if (!isNaN(maxValue))
+ total = Math.min(total, maxValue);
+
+ row[repeatingTotalField] = total;
+ })
+ .execute();
+ });
+}
+//#endregion
+
+on('clicked:hide-toast', function(eventInfo) {
+ setAttrs({
+ ['toast']: 0,
+ ['toast-content']: 0,
+ });
+});
+
+//#region Ability Scores logic
+// Ability Score Parser function
const squareBracketsRegex = /18\[([0-9]{1,3})]/; // Ie. 18[65]
const parenthesisRegex = /18\(([0-9]{1,3})\)/; // Ie. 18(65)
-//Ability Score Parser function
function getLookupValue(abilityScoreString, defaultValue, isStrength = false) {
if (abilityScoreString === '') {
return defaultValue;
@@ -398,45 +615,15 @@ on('change:charisma change:leadership change:appearance', function() {
}
});
});
+//#endregion
-function repeatingMultipleSum(section, valueField, multiplierField, destination, decimals) {
- TAS.repeating(section)
- .attr(destination)
- .field([valueField, multiplierField])
- .reduce(function(m, r) {
- return m + r.F[valueField] * r.F[multiplierField];
- }, 0, function(t,r,a) {
- let dec = parseInt(decimals);
- if (isNaN(dec)) {
- a[destination] = t;
- } else {
- a.D[dec][destination] = t;
- }
- })
- .execute();
-}
-
+//#region Wizard and Priest Spells slot counting
function isNewSpellSection(section) {
return section.startsWith('wiz') || section.startsWith('pri');
}
-function isRemoving0(eventInfo, fieldNames) {
- return fieldNames.some(fieldName => !parseInt(eventInfo.removedInfo[`${eventInfo.sourceAttribute}_${fieldName}`]));
-}
-
-function isOverwriting0(eventInfo) {
- return !parseInt(eventInfo.newValue) && !parseInt(eventInfo.previousValue);
-}
-
-function doEarlyReturn(eventInfo, fieldNames) {
- return eventInfo.removedInfo
- ? isRemoving0(eventInfo, fieldNames)
- : isOverwriting0(eventInfo);
-}
-
// --- Start summing numbers from repeating spells for wizard and priest --- //
function recursiveSpellSum(tail, acc, oldField, newField, resultFieldName) {
-
let head = tail.shift();
if (head === undefined) {
console.log(`Summing ended. Final sum is ${acc}`);
@@ -494,64 +681,6 @@ function setupRepeatingSpellSumming(sections, oldField, newField, resultFieldNam
});
});
}
-// --- End summing numbers from repeating spells for wizard and priest --- //
-
-function setupAutoFillSpellInfo(section, spellsTable, levelFunc) {
- if (!spellsTable[section])
- return;
-
- on(`change:repeating_spells-${section}:spell-name`, function (eventInfo) {
- let spell = spellsTable[section][eventInfo.newValue];
- if (!spell)
- return;
-
- getAttrs(['book-phb', 'book-tcwhb'], function(values) {
- let activeBooks = Object.values(values);
- if (!activeBooks.includes(spell['book'])) {
- let errorMessage = {
- [`repeating_spells-${section}_spell-cast-time`] : '',
- [`repeating_spells-${section}_spell-level`] : '',
- [`repeating_spells-${section}_spell-school`] : '',
- [`repeating_spells-${section}_spell-components`] : '',
- [`repeating_spells-${section}_spell-range`] : '',
- [`repeating_spells-${section}_spell-aoe`] : '',
- [`repeating_spells-${section}_spell-duration`] : '',
- [`repeating_spells-${section}_spell-damage`] : '',
- [`repeating_spells-${section}_spell-damage-type`] : '',
- [`repeating_spells-${section}_spell-saving-throw`] : '',
- [`repeating_spells-${section}_spell-healing`] : '',
- [`repeating_spells-${section}_spell-materials`] : '',
- [`repeating_spells-${section}_spell-reference`] : '',
- [`repeating_spells-${section}_spell-effect`] : `The book **${spell['book']}** is currently not active on your sheet.\nGo to the **Sheet Settings** and activate the book (if your DM allows for its usage)`
- }
- setAttrs(errorMessage);
- return;
- }
-
- let spellInfo = {
- [`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'],
- [`repeating_spells-${section}_spell-level`] : levelFunc(spell['level']),
- [`repeating_spells-${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']}, ${spell['book']}`,
- [`repeating_spells-${section}_spell-effect`] : spell['effect']
- };
- if (section.startsWith('pri')) {
- spellInfo[`repeating_spells-${section}_spell-sphere`] = spell['sphere'];
- }
-
- setAttrs(spellInfo);
- });
- });
-}
function setupCalculateRemaining(totalField, sumField, remainingField) {
on(`change:${totalField} change:${sumField}`, function () {
@@ -567,49 +696,20 @@ function setupCalculateRemaining(totalField, sumField, remainingField) {
});
});
}
+//#endregion
-function setupCalculateTotal(totalField, fieldsToSum) {
- let onChange = fieldsToSum.map(field => `change:${field}`).join(' ');
- on(onChange, function () {
- getAttrs(fieldsToSum, function (values) {
- let total = 0;
- fieldsToSum.forEach(field => {
- total += parseInt(values[field]) || 0;
- });
+//#region Priest Spells based on Spheres
+const ELEMENTAL = 'Elemental';
+const PRIEST_SPHERES = [
+ // Player's Handbook
+ 'All','Animal','Astral','Charm','Combat','Creation','Divination',ELEMENTAL,'Guardian','Healing',
+ 'Necromantic','Plant','Protection','Summoning','Sun','Weather',
+ // Tome of Magic Spheres
+ 'Chaos','Law','Numbers','Thought','Time','Travelers','War','Wards'
+];
- setAttrs({
- [totalField]: total
- });
- });
- });
-}
-
-function setupRepeatingRowCalculateTotal(repeatingTotalField, repeatingFieldsToSum, repeatingName) {
- let onChange = repeatingFieldsToSum.map(field => `change:repeating_${repeatingName}:${field}`).join(' ');
- let allFields = [...repeatingFieldsToSum];
- allFields.push(repeatingTotalField);
- on(`${onChange} remove:repeating_${repeatingName}`, function(eventInfo){
- if (eventInfo.removedInfo)
- return;
-
- TAS.repeating(repeatingName)
- .fields(allFields)
- .tap(function(rowSet) {
- let rowId = eventInfo.sourceAttribute.split('_')[2];
- let row = rowSet[rowId];
- let total = 0;
- repeatingFieldsToSum.forEach(column => {
- total += row.I[column];
- });
- row[repeatingTotalField] = total;
- })
- .execute();
- });
-}
-
-// --- Start setup for priest spells based on spheres --- //
-const primarySphereRegex = /All|Animal|Astral|Charm|Combat|Creation|Divination|Guardian|Healing|Necromantic|Plant|Protection|Summoning|Sun|Weather|Elemental/gi
-const noElementalRegex = /All|Animal|Astral|Charm|Combat|Creation|Divination|Guardian|Healing|Necromantic|Plant|Protection|Summoning|Sun|Weather/gi
+const primarySphereRegex = new RegExp(PRIEST_SPHERES.join('|'), 'gi');
+const noElementalRegex = new RegExp(PRIEST_SPHERES.filter(s => s !== ELEMENTAL).join('|'), 'gi');
const elementalRegex = /Earth|Air|Fire|Water/gi
function capitalizeFirst(s) {
if (typeof s !== 'string')
@@ -628,23 +728,23 @@ function parseSpheres(spheresStrings, regex) {
return spheres;
}
-function isSpellAvailable(spellName, spellSphereString, availableSpheres, elementalSpheres) {
- let primarySpellSpheres = spellSphereString.match(noElementalRegex);
- if (!primarySpellSpheres)
+function isSpellAvailable(spellName, spell, availableSpheres, elementalSpheres, activeBooks) {
+ if (isBookInactive(activeBooks, spell))
return false;
-
+
+ let primarySpellSpheres = spell['sphere'].match(noElementalRegex) || [];
let isAvailable = primarySpellSpheres.some((sphere) => availableSpheres.has(sphere));
if (isAvailable)
return true;
- if (!availableSpheres.has('Elemental'))
+ if (!availableSpheres.has(ELEMENTAL))
return false;
- if (!spellSphereString.includes('Elemental'))
+ if (!spell['sphere'].includes(ELEMENTAL))
return false;
- if (spellSphereString.includes('Elemental ('))
- return spellSphereString.match(elementalRegex).some((element) => elementalSpheres.has(element))
+ if (spell['sphere'].includes(`${ELEMENTAL} (`))
+ return spell['sphere'].match(elementalRegex).some((element) => elementalSpheres.has(element))
// The player and the spell has the elemental sphere (without any sub elements)
return true;
@@ -657,54 +757,53 @@ function setupAddPriestSpell(postfix) {
on(`clicked:add-spells-${postfix}`, function () {
const section = `spells-${postfix}`;
const field = 'spell-name';
- let errorMessage = `add-spell-error-${postfix}`;
- let attributes = ['sphere-major'];
- if (postfix.match(/[123]/))
- attributes.push("sphere-minor");
+ let sphereFields = ['sphere-major'];
+ if (postfix.match(/[123]/))
+ sphereFields.push("sphere-minor");
TAS.repeating(section)
- .attrs(attributes)
+ .attrs([...sphereFields, ...BOOK_FIELDS])
.fields(field)
- .reduce(function(memo, row){
- memo.add(row.S[field]);
- return memo;
- }, new Set(), function (knownSpells,_,a){
- let primarySpheres = parseSpheres(attributes.map(aField => a.S[aField]), primarySphereRegex);
- let elementalSpheres = parseSpheres(attributes.map(aField => a.S[aField]), elementalRegex);
+ .reduce(function(knownSpells, row){
+ knownSpells.add(row.S[field]);
+ return knownSpells;
+ }, new Set(), function (knownSpells,_,attrSet){
+ let primarySpheres = parseSpheres(sphereFields.map(aField => attrSet.S[aField]), primarySphereRegex);
+ let elementalSpheres = parseSpheres(sphereFields.map(aField => attrSet.S[aField]), elementalRegex);
- let newValue = {};
- newValue[errorMessage] = '';
if (primarySpheres.size < 1) {
- newValue[errorMessage] = 'No valid spheres found. Please write or select some spheres';
- setAttrs(newValue);
+ showToast(WARNING, 'No spheres found', `No valid spheres found. Please write or select some spheres`);
return;
}
let spellsToAdd = [];
for (const [spellName, spell] of Object.entries(priestSpells[postfix])) {
- let isAvailable = isSpellAvailable(spellName, spell['sphere'], primarySpheres, elementalSpheres);
- if (isAvailable)
- spellsToAdd.push(spellName);
+ let isAvailable = isSpellAvailable(spellName, spell, primarySpheres, elementalSpheres, attrSet);
+ if (isAvailable) {
+ spellsToAdd.push({name: spellName, book: spell['book']});
+ }
}
console.log(spellsToAdd);
if (spellsToAdd.length < 1) {
- newValue[errorMessage] = 'No spells found for the selected spheres';
- setAttrs(newValue);
+ showToast(ERROR, 'No spells found', `No spells found for the selected spheres`);
return;
}
- spellsToAdd = spellsToAdd.filter(spell => !knownSpells.has(spell));
+ spellsToAdd = spellsToAdd.filter(spell => !knownSpells.has(spell.name));
console.log(spellsToAdd);
if (spellsToAdd.length < 1) {
- newValue[errorMessage] = 'All spells already added.';
- setAttrs(newValue);
+ showToast(INFO, 'All spells added', `Found no more spells to add based on spheres`);
return;
}
+ let books = [...new Set(spellsToAdd.map(s => `\n • ${s.book}`))].join('');
+ let toastObject = getToastObject(SUCCESS, 'Added new spells!', `Spells was added from the following books:${books}`);
+
+ let newValue = {...toastObject};
spellsToAdd.forEach(spell => {
let newrowid = generateRowID();
- newValue[`repeating_${section}_${newrowid}_${field}`] = spell;
+ newValue[`repeating_${section}_${newrowid}_${field}`] = spell.name;
});
setAttrs(newValue);
@@ -713,9 +812,9 @@ function setupAddPriestSpell(postfix) {
.execute();
});
}
-// --- End setup for priest spells based on spheres --- //
+//#endregion
-// --- Start defining rest buttons --- //
+//#region Wizard and Priest reset buttons
function resetCastSlots(row, castField, memField) {
row.I[castField] = 0;
}
@@ -795,7 +894,47 @@ function setupSpellSlotsReset(buttonName, tab, spellLevels, allSections) {
});
});
}
-// --- End defining rest buttons --- //
+//#endregion
+
+//#region Wizard and Priest spells and Powers setup
+function setupAutoFillSpellInfo(section, spellsTable, levelFunc) {
+ if (!spellsTable[section])
+ return;
+
+ on(`change:repeating_spells-${section}:spell-name`, function (eventInfo) {
+ let spell = spellsTable[section][eventInfo.newValue];
+ if (!spell)
+ return;
+
+ getAttrs(BOOK_FIELDS, function(books) {
+ if (bookInactiveShowToast(books, spell))
+ return;
+
+ let spellInfo = {
+ [`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'],
+ [`repeating_spells-${section}_spell-level`] : levelFunc(spell['level']),
+ [`repeating_spells-${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']}, ${spell['book']}`,
+ [`repeating_spells-${section}_spell-effect`] : spell['effect']
+ };
+ if (section.startsWith('pri')) {
+ spellInfo[`repeating_spells-${section}_spell-sphere`] = spell['sphere'];
+ }
+
+ setAttrs(spellInfo);
+ });
+ });
+}
+
let wizardSpellLevelsSections = [
{level: '1', sections: ['', '2', '3', 'wiz1']},
@@ -827,10 +966,10 @@ let priestSpellLevelsSections = [
];
function wizardDisplayLevel(s) {
- return `Level ${s} Wizard`
+ return `Level ${s} Wizard`;
}
function priestDisplayLevel(s) {
- return `Level ${s} Priest`
+ return s === 'q' ? 'Quest Spell Priest' : `Level ${s} Priest`;
}
// --- Start setup Spell Slots --- //
@@ -862,7 +1001,8 @@ priestSpellLevelsSections.forEach(spellLevel => {
let lastSection = spellLevel.sections[spellLevel.sections.length - 1];
if (isNewSpellSection(lastSection)) {
setupAutoFillSpellInfo(lastSection, priestSpells, priestDisplayLevel);
- setupAddPriestSpell(lastSection);
+ if (lastSection !== 'priq')
+ setupAddPriestSpell(lastSection);
}
});
setupAutoFillSpellInfo("primonster", priestSpells, priestDisplayLevel);
@@ -904,20 +1044,24 @@ setupRepeatingSpellSumming(powerSpellSections, 'cast-max', '', `${spellPower}-av
setupCalculateRemaining(`${spellPower}-available`, `${spellPower}-sum`, `${spellPower}-remaining`);
setupSpellSlotsReset('reset-spent-slots-pow', null, null, powerSpellSections)
// --- End setup Granted Powers --- //
+//#endregion
+//#region Rogue skills
// --- Start setup Rogue skills total --- //
let rogueStandardSkills = ['pp', 'ol', 'rt', 'ms', 'hs', 'dn', 'cw', 'rl', 'ib'];
let rogueStandardColumns = ['b', 'r', 'd', 'k', 'm', 'l'];
rogueStandardSkills.forEach(skill => {
- setupCalculateTotal(`${skill}t`, rogueStandardColumns.map(column => `${skill}${column}`));
- setupCalculateTotal(`${skill}noarmort`, [`${skill}t`, `${skill}noarmorb`]);
- setupCalculateTotal(`${skill}armort`, [`${skill}t`, `${skill}armorp`]);
+ setupCalculateTotal(`${skill}t-hidden`, rogueStandardColumns.map(column => `${skill}${column}`));
+ setupCalculateTotal(`${skill}t`, [`${skill}t-hidden`], 95);
+ setupCalculateTotal(`${skill}noarmort`, [`${skill}t-hidden`, `${skill}noarmorb`], 95);
+ setupCalculateTotal(`${skill}armort`, [`${skill}t-hidden`, `${skill}armorp`], 95);
});
// Setup custom rogue skills total
-setupRepeatingRowCalculateTotal('crt', rogueStandardColumns.map(column => `cr${column}`), 'customrogue');
-setupRepeatingRowCalculateTotal('crnoarmort', ['crt', 'crnoarmorb'], 'customrogue');
-setupRepeatingRowCalculateTotal('crarmort', ['crt', 'crarmorp'], 'customrogue');
+setupRepeatingRowCalculateTotal('crt-hidden', rogueStandardColumns.map(column => `cr${column}`), 'customrogue');
+setupRepeatingRowCalculateTotal('crt', ['crt-hidden'], 'customrogue', 95);
+setupRepeatingRowCalculateTotal('crnoarmort', ['crt-hidden', 'crnoarmorb'], 'customrogue', 95);
+setupRepeatingRowCalculateTotal('crarmort', ['crt-hidden', 'crarmorp'], 'customrogue', 95);
// --- End setup Rogue skills total --- //
//Rogue armor modifier auto fill
@@ -946,16 +1090,17 @@ on('change:repeating_customrogue:crl remove:repeating_customrogue', function(){
.reduce(function(m,r){
m.crl+=(r.I.crl);
return m;
-
},{crl:0},function(m,r,a){
a.newskill=m.crl;
})
.execute();
});
// --- End setup Rogue skills total --- //
+//#endregion
-//Related weapons / familiarity penalty
-on('change:nonprof-penalty', function (eventInfo) {
+//#region Weapons tab logic and autofil
+//Used in version.js
+const updateNonprofPenalty = function () {
getAttrs(['nonprof-penalty'], function(values) {
let nonprof = Math.abs(parseInt(values['nonprof-penalty'])) * -1;
let famil = Math.floor(nonprof / 2)
@@ -964,133 +1109,240 @@ on('change:nonprof-penalty', function (eventInfo) {
['famil-penalty']: famil
},{silent:true});
});
-})
+}
+on('change:nonprof-penalty', function (eventInfo){
+ updateNonprofPenalty();
+});
-function getWeaponWithBonus(weaponName, isMonster) {
+//Used in version.js
+const updateThac0 = (silent) => calculateFormula('thac0-base', 'thac0-base-calc', silent);
+on('change:thac0-base', function(eventInfo) {
+ updateThac0(false);
+});
+
+on('change:thac0-base-calc', function(eventInfo) {
+ TAS.repeating('weapons')
+ .fields('ThAC0')
+ .each(function (row) {
+ if (`${row['ThAC0']}` === `${eventInfo.previousValue}`)
+ row['ThAC0'] = eventInfo.newValue;
+ })
+ .execute();
+
+ TAS.repeating('weapons2')
+ .fields('ThAC02')
+ .each(function (row) {
+ if (`${row['ThAC02']}` === `${eventInfo.previousValue}`)
+ row['ThAC02'] = eventInfo.newValue;
+ })
+ .execute();
+});
+
+//#region Weapons autofill
+function setWeaponWithBonus(weaponName, setWeaponFunc, thac0Field, isMonster) {
if (!weaponName)
- return undefined;
+ return;
weaponName = weaponName.toLowerCase();
- let baseWeapon = weapons[weaponName];
- if (baseWeapon) {
- return {
- ...baseWeapon,
- 'bonus' : '0'
- };
- }
-
- let match = weaponName.match(/\s*\+([0-9])+\s*/);
- if (!match)
- return undefined;
+ let fields = [...BOOK_FIELDS, thac0Field].filter(x => x !== undefined);
+ getAttrs(fields, function(values) {
+ let thac0 = parseInt(values[thac0Field]);
+ thac0 = isNaN(thac0) ? 20 : thac0;
- let baseWeaponName = weaponName.replace(match[0], ' ').trim();
- baseWeapon = weapons[baseWeaponName];
- if (!baseWeapon)
- return undefined;
-
- let bonusString = match[1];
- let bonus = parseInt(bonusString)
- if (isNaN(bonus))
- return undefined;
-
- if (bonus < 1)
- return {
+ let baseWeapon = weapons[weaponName]
+ if (baseWeapon) {
+ if (bookInactiveShowToast(values, baseWeapon))
+ return;
+
+ setWeaponFunc({
+ ...baseWeapon,
+ 'thac0' : thac0,
+ 'bonus' : '0'
+ });
+ return;
+ }
+
+ let match = weaponName.match(/\s*\+([0-9]+)\s*/);
+ if (!match)
+ return;
+
+ let baseWeaponName = weaponName.replace(match[0], ' ').trim();
+ baseWeapon = weapons[baseWeaponName];
+ if (!baseWeapon)
+ return;
+
+ if (bookInactiveShowToast(values, baseWeapon))
+ return;
+
+ let bonusString = match[1];
+ let bonus = parseInt(bonusString)
+ if (isNaN(bonus))
+ return;
+
+ if (bonus < 1) {
+ setWeaponFunc({
+ ...baseWeapon,
+ 'thac0' : thac0,
+ 'bonus' : '0'
+ });
+ return;
+ }
+
+ let weaponWithBonus = {
...baseWeapon,
- 'bonus' : '0'
- };
-
- let weaponWithBonus = {
- ...baseWeapon,
- 'speed' : Math.max(baseWeapon['speed'] - bonus, 0),
- 'bonus' : `+${bonus}`
- }
- if (isMonster) {
- weaponWithBonus['small-medium'] += `+${bonus}`;
- weaponWithBonus['large'] += `+${bonus}`;
- weaponWithBonus['thac0'] = `@{monsterthac0}-${bonus}`;
- }
-
- return weaponWithBonus;
+ 'thac0' : thac0,
+ 'speed' : Math.max(baseWeapon['speed'] - bonus, 0),
+ 'bonus' : `+${bonus}`
+ }
+ if (isMonster) {
+ weaponWithBonus['small-medium'] += `+${bonus}`;
+ weaponWithBonus['large'] += `+${bonus}`;
+ weaponWithBonus['thac0'] = thac0 - bonus;
+ }
+
+ setWeaponFunc(weaponWithBonus);
+ });
}
//melee hit autofill
-on('change:repeating_weapons:weaponname', function(eventInfo){
- let weapon = getWeaponWithBonus(eventInfo.newValue);
- if (weapon === undefined)
- return;
+on('change:repeating_weapons:weaponname', function(eventInfo) {
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ 'repeating_weapons_attackadj' : weapon['bonus'],
+ 'repeating_weapons_ThAC0' : weapon['thac0'],
+ 'repeating_weapons_range' : 'Melee',
+ 'repeating_weapons_size' : weapon['size'],
+ 'repeating_weapons_weapspeed' : weapon['speed'],
+ 'repeating_weapons_weaptype-slash' : weapon['type'].includes('S') ? 1 : 0,
+ 'repeating_weapons_weaptype-pierce': weapon['type'].includes('P') ? 1 : 0,
+ 'repeating_weapons_weaptype-blunt' : weapon['type'].includes('B') ? 1 : 0,
+ };
- let weaponInfo = {
- 'repeating_weapons_attackadj' : weapon['bonus'],
- 'repeating_weapons_range' : 'Melee',
- 'repeating_weapons_size' : weapon['size'],
- 'repeating_weapons_weapspeed' : weapon['speed'],
- 'repeating_weapons_weaptype-slash' : weapon['type'].includes('S') ? 1 : 0,
- 'repeating_weapons_weaptype-pierce': weapon['type'].includes('P') ? 1 : 0,
- 'repeating_weapons_weaptype-blunt' : weapon['type'].includes('B') ? 1 : 0,
+ setAttrs(weaponInfo);
};
-
- setAttrs(weaponInfo);
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc, 'thac0-base-calc');
});
//melee damage autofill
on('change:repeating_weapons-damage:weaponname1', function(eventInfo){
- let weapon = getWeaponWithBonus(eventInfo.newValue);
- if (weapon === undefined)
- return;
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ 'repeating_weapons-damage_damadj' : weapon['bonus'],
+ 'repeating_weapons-damage_damsm' : weapon['small-medium'],
+ 'repeating_weapons-damage_daml' : weapon['large'],
+ 'repeating_weapons-damage_knockdown1' : weapon['knockdown'] || ''
+ };
- let weaponInfo = {
- 'repeating_weapons-damage_damadj' : weapon['bonus'],
- 'repeating_weapons-damage_damsm' : weapon['small-medium'],
- 'repeating_weapons-damage_daml' : weapon['large'],
- 'repeating_weapons-damage_knockdown1': weapon['knockdown'] || ''
+ setAttrs(weaponInfo);
};
- setAttrs(weaponInfo);
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc);
});
//range hit autofill
on('change:repeating_weapons2:weaponname2', function(eventInfo){
- let weapon = getWeaponWithBonus(eventInfo.newValue);
- if (weapon === undefined)
- return;
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ 'repeating_weapons2_strbonus2' : weapon['strength'] ? 1 : 0,
+ 'repeating_weapons2_attacknum2' : weapon['rof'] || '',
+ 'repeating_weapons2_attackadj2' : weapon['bonus'],
+ 'repeating_weapons2_ThAC02' : weapon['thac0'],
+ 'repeating_weapons2_range2' : weapon['range'] || '',
+ 'repeating_weapons2_size2' : weapon['size'],
+ 'repeating_weapons2_weapspeed2' : weapon['speed'],
+ 'repeating_weapons2_weaptype-slash2' : weapon['type'].includes('S') ? 1 : 0,
+ 'repeating_weapons2_weaptype-pierce2' : weapon['type'].includes('P') ? 1 : 0,
+ 'repeating_weapons2_weaptype-blunt2' : weapon['type'].includes('B') ? 1 : 0,
+ };
- let weaponInfo = {
- 'repeating_weapons2_strbonus2' : weapon['strength'] ? 1 : 0,
- 'repeating_weapons2_attacknum2' : weapon['rof'] || '',
- 'repeating_weapons2_attackadj2' : weapon['bonus'],
- 'repeating_weapons2_range2' : weapon['range'] || '',
- 'repeating_weapons2_size2' : weapon['size'],
- 'repeating_weapons2_weapspeed2' : weapon['speed'],
- 'repeating_weapons2_weaptype-slash2' : weapon['type'].includes('S') ? 1 : 0,
- 'repeating_weapons2_weaptype-pierce2': weapon['type'].includes('P') ? 1 : 0,
- 'repeating_weapons2_weaptype-blunt2' : weapon['type'].includes('B') ? 1 : 0,
+ setAttrs(weaponInfo);
};
-
- setAttrs(weaponInfo);
+
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc, 'thac0-base-calc');
});
//range damage autofill
on('change:repeating_ammo:ammoname', function(eventInfo){
- let weapon = getWeaponWithBonus(eventInfo.newValue);
- if (weapon === undefined)
- return;
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ 'repeating_weapons2_strbonus3' : weapon['strength'] ? 1 : 0,
+ 'repeating_ammo_damadj2' : weapon['bonus'],
+ 'repeating_ammo_damsm2' : weapon['small-medium'],
+ 'repeating_ammo_daml2' : weapon['large'],
+ 'repeating_weapons-damage_knockdown2' : weapon['knockdown'] || ''
+ };
- let weaponInfo = {
- 'repeating_weapons2_strbonus3' : weapon['strength'] ? 1 : 0,
- 'repeating_ammo_damadj2' : weapon['bonus'],
- 'repeating_ammo_damsm2' : weapon['small-medium'],
- 'repeating_ammo_daml2' : weapon['large'],
- 'repeating_weapons-damage_knockdown2': weapon['knockdown'] || ''
- };
-
- setAttrs(weaponInfo);
+ setAttrs(weaponInfo);
+ }
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc);
});
-const extractQueryResult = async function(query){//Sends a message to query the user for some behavior, returns the selected option.
- let queryRoll = await startRoll(`!{{query=[[0[response=${query}]]]}}`);
- finishRoll(queryRoll.rollId);
- return queryRoll.results.query.expression.replace(/^.+?response=|\]$/g,'');
-};
+//Follower weapons
+function setupFollowerWeaponsAutoFill(repeating, sections) {
+ let prefix = '';
+ let onChange = '';
+ if (repeating !== '') {
+ prefix = `repeating_${repeating}_`
+ onChange = `repeating_${repeating}:`
+ }
+
+ sections.forEach(section => {
+ on(`change:${onChange}weaponnamehench${section}`, function(eventInfo) {
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ [`${prefix}attacknumhench${section}`]: weapon['rof'] || '1',
+ [`${prefix}attackadjhench${section}`]: weapon['bonus'],
+ [`${prefix}damadjhench${section}`]: weapon['bonus'],
+ [`${prefix}damsmhench${section}`]: weapon['small-medium'],
+ [`${prefix}damlhench${section}`]: weapon['large'],
+ [`${prefix}rangehench${section}`]: weapon['range'] || 'Melee',
+ [`${prefix}weaptypehench${section}`]: weapon['type'],
+ [`${prefix}weapspeedhench${section}`]: weapon['speed'],
+ };
+
+ setAttrs(weaponInfo);
+ };
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc);
+ });
+ });
+}
+
+const followerWeapons = [
+ {repeating: '', sections: ['', '001', '002']},
+ {repeating: 'hench', sections: ['003', '004', '005']},
+ {repeating: '', sections: ['006', '007', '008']},
+ {repeating: 'hench2', sections: ['009', '010', '011']},
+ {repeating: '', sections: ['012', '013', '014']},
+ {repeating: 'hench3', sections: ['015', '016', '017']},
+ {repeating: '', sections: ['018', '019', '020']},
+ {repeating: 'hench4', sections: ['021', '022', '023']},
+ {repeating: '', sections: ['024', '025', '026']},
+ {repeating: 'hench5', sections: ['027', '028', '029']},
+ {repeating: '', sections: ['030', '031', '032']},
+ {repeating: 'hench6', sections: ['033', '034', '035']},
+];
+
+followerWeapons.forEach(fw => {
+ setupFollowerWeaponsAutoFill(fw.repeating, fw.sections)
+});
+
+// Monster weapons
+on('change:repeating_monsterweapons:weaponname', function(eventInfo){
+ let setWeaponFunc = function (weapon) {
+ let weaponInfo = {
+ [`repeating_monsterweapons_attacknum`] : weapon['rof'] || '1',
+ [`repeating_monsterweapons_ThAC0`] : weapon['thac0'],
+ [`repeating_monsterweapons_damsm`] : weapon['small-medium'],
+ [`repeating_monsterweapons_daml`] : weapon['large'],
+ [`repeating_monsterweapons_weapspeed`] : weapon['speed'],
+ };
+
+ setAttrs(weaponInfo);
+ };
+
+ setWeaponWithBonus(eventInfo.newValue, setWeaponFunc, 'monsterthac0', true);
+});
+//#endregion
on('clicked:grenade-miss', async function (eventInfo) {
getAttrs(['character_name'], async function(values) {
@@ -1103,8 +1355,8 @@ on('clicked:grenade-miss', async function (eventInfo) {
case 'Oil (lit)': finalRollText += `{{name=Oil (lit)}} {{aoe=[[3]]}} {{aoesplash=[[3+6]]}} {{hitdmg=[Round 1](~${characterName}|oil-lit-hit1) [Round 2](~${characterName}|oil-lit-hit2)}} {{splashdmg=[Damage](~${characterName}|oil-lit-splash)}}`; break;
case 'Poison': finalRollText += `{{name=Poison}} {{aoe=[[1]]}} {{aoesplash=[[1+6]]}} {{hitdmg=Special}} {{splashdmg=Special}}`; break;
case 'Other': {
- let name = await extractQueryResult('?{Grenade name}');
- let aoe = await extractQueryResult('?{Area of effect (Diameter in feet)|1}');
+ let name = await extractQueryResult('?{Grenade name}');
+ let aoe = await extractQueryResult('?{Area of effect (Diameter in feet)|1}');
let damage = await extractQueryResult('?{Direct damage|1d6}');
let splash = await extractQueryResult('?{Splash damage|1d3}');
@@ -1144,109 +1396,77 @@ on('clicked:grenade-miss', async function (eventInfo) {
});
});
});
+//#endregion
-//Follower weapons
-function setupFollowerWeaponsAutoFill(repeating, sections) {
- let prefix = '';
- let onChange = '';
- if (repeating !== '') {
- prefix = `repeating_${repeating}_`
- onChange = `repeating_${repeating}:`
- }
-
- sections.forEach(section => {
- on(`change:${onChange}weaponnamehench${section}`, function(eventInfo) {
- let weapon = getWeaponWithBonus(eventInfo.newValue);
- if (weapon === undefined)
- return;
-
- let weaponInfo = {
- [`${prefix}attacknumhench${section}`] : weapon['rof'] || '1',
- [`${prefix}attackadjhench${section}`] : weapon['bonus'],
- [`${prefix}damadjhench${section}`] : weapon['bonus'],
- [`${prefix}damsmhench${section}`] : weapon['small-medium'],
- [`${prefix}damlhench${section}`] : weapon['small-medium'],
- [`${prefix}rangehench${section}`] : weapon['range'] || 'Melee',
- [`${prefix}weaptypehench${section}`] : weapon['type'],
- [`${prefix}weapspeedhench${section}`] : weapon['speed'],
- };
-
- setAttrs(weaponInfo);
- })
- })
-}
-
-const followerWeapons = [
- {repeating: '', sections: ['', '001', '002']},
- {repeating: 'hench', sections: ['003', '004', '005']},
- {repeating: '', sections: ['006', '007', '008']},
- {repeating: 'hench2', sections: ['009', '010', '011']},
- {repeating: '', sections: ['012', '013', '014']},
- {repeating: 'hench3', sections: ['015', '016', '017']},
- {repeating: '', sections: ['018', '019', '020']},
- {repeating: 'hench4', sections: ['021', '022', '023']},
- {repeating: '', sections: ['024', '025', '026']},
- {repeating: 'hench5', sections: ['027', '028', '029']},
- {repeating: '', sections: ['030', '031', '032']},
- {repeating: 'hench6', sections: ['033', '034', '035']},
-];
-
-followerWeapons.forEach(fw => {
- setupFollowerWeaponsAutoFill(fw.repeating, fw.sections)
-});
-
-// Monster weapons
-on('change:repeating_monsterweapons:weaponname', function(eventInfo){
- let weapon = getWeaponWithBonus(eventInfo.newValue, true);
- if (weapon === undefined)
- return;
-
- let weaponInfo = {
- [`repeating_monsterweapons_attacknum`] : weapon['rof'] || '1',
- [`repeating_monsterweapons_ThAC0`] : weapon['thac0'] || '@{monsterthac0}',
- [`repeating_monsterweapons_damsm`] : weapon['small-medium'],
- [`repeating_monsterweapons_daml`] : weapon['large'],
- [`repeating_monsterweapons_weapspeed`] : weapon['speed'],
- };
-
- setAttrs(weaponInfo);
-});
-
+//#region Proficiencies
//Weapon proficiency slots
-on('change:repeating_weaponprofs:weapprofnum remove:repeating_weaponprofs', function(eventInfo) {
+//Used in version.js
+const updateWeaponProfsTotal = () => calculateFormula('weapprof-slots-total', 'weapprof-slots-total-calc');
+on('change:weapprof-slots-total', function (eventInfo) {
+ updateWeaponProfsTotal();
+});
+const updateWeaponProfsRemaining = () => repeatingCalculateRemaining('weaponprofs', ['weapprofnum'], 'weapprof-slots-total-calc', 'weapprof-slots-remain');
+on('change:repeating_weaponprofs:weapprofnum remove:repeating_weaponprofs change:weapprof-slots-total-calc', function(eventInfo) {
if (doEarlyReturn(eventInfo, ['weapprofnum']))
return;
- TAS.repeatingSimpleSum('weaponprofs', 'weapprofnum', 'weapprofslotssum');
+ updateWeaponProfsRemaining();
});
+//Weapon proficiency autofill
+on('change:repeating_weaponprofs:weapprofname', function(eventInfo) {
+ let weaponProficiency = weaponProficiencies[eventInfo.newValue];
+ if (!weaponProficiency)
+ return;
-//Nonweapon proficiency slots
-on('change:repeating_profs:profslots remove:repeating_profs', function(eventInfo){
- if (doEarlyReturn(eventInfo, ['profslots']))
- return;
- TAS.repeatingSimpleSum('profs', 'profslots', 'profslotssum');
-});
-//Nonweapon proficiency autofill
-on('change:repeating_profs:profname', function (eventInfo) {
- let nonweaponProficiency = NonweaponProficiencies[eventInfo.newValue];
- if (nonweaponProficiency === undefined)
- return;
-
- setAttrs({
- 'repeating_profs_profslots' : nonweaponProficiency['slots'],
- 'repeating_profs_profstatnum': nonweaponProficiency['abilityScore'],
- 'repeating_profs_profmod' : nonweaponProficiency['modifier'],
+ getAttrs(BOOK_FIELDS, function (books) {
+ if (bookInactiveShowToast(books, weaponProficiency))
+ return;
+
+ setAttrs({
+ 'repeating_weaponprofs_weapprofnum' : weaponProficiency['slots'],
+ });
});
});
+//Nonweapon proficiency slots
+//Used in version.js
+const updateNonWeaponProfsTotal = () => calculateFormula('prof-slots-total', 'prof-slots-total-calc');
+on('change:prof-slots-total', function (eventInfo) {
+ updateNonWeaponProfsTotal();
+});
+const updateNonWeaponProfsRemaining = () => repeatingCalculateRemaining('profs', ['profslots'], 'prof-slots-total-calc', 'prof-slots-remain');
+on('change:repeating_profs:profslots remove:repeating_profs change:prof-slots-total-calc', function(eventInfo){
+ if (doEarlyReturn(eventInfo, ['profslots']))
+ return;
+ updateNonWeaponProfsRemaining();
+});
+//Nonweapon proficiency autofill
+on('change:repeating_profs:profname', function (eventInfo) {
+ let nonweaponProficiency = nonweaponProficiencies[eventInfo.newValue];
+ if (!nonweaponProficiency)
+ return;
+
+ getAttrs(BOOK_FIELDS, function (books) {
+ if (bookInactiveShowToast(books, nonweaponProficiency))
+ return;
+
+ setAttrs({
+ 'repeating_profs_profslots' : nonweaponProficiency['slots'],
+ 'repeating_profs_profstatnum': nonweaponProficiency['abilityScore'],
+ 'repeating_profs_profmod' : nonweaponProficiency['modifier'],
+ });
+ });
+});
+//#endregion
+
+//#region Equipment
//Equipment Carried Section
on('change:repeating_gear:gearweight change:repeating_gear:gearqty remove:repeating_gear', function(eventInfo){
if (doEarlyReturn(eventInfo, ['gearweight', 'gearqty']))
return;
- repeatingMultipleSum('gear', 'gearweight', 'gearqty', 'gearweighttotal', 2);
+ repeatingMultiplySum('gear', 'gearweight', 'gearqty', 'gearweighttotal', 2);
});
//Equipment Stored Section
-//Mount Equipment Carried Section Continued
on('change:repeating_gear-stored:gear-stored-weight change:repeating_gear-stored:gear-stored-qty change:repeating_gear-stored:on-mount remove:repeating_gear-stored', function(eventInfo){
if (doEarlyReturn(eventInfo, ['gear-stored-weight', 'gear-stored-qty']))
return;
@@ -1265,9 +1485,12 @@ on('change:repeating_gear-stored:gear-stored-weight change:repeating_gear-stored
})
.execute();
})
+//#endregion
on(`change:repeating_gem:gemvalue change:repeating_gem:gemqty remove:repeating_gem`, function(eventInfo) {
- repeatingMultipleSum('gem', 'gemvalue', 'gemqty', 'gemstotalvalue');
+ if (doEarlyReturn(eventInfo, ['gemvalue', 'gemqty']))
+ return;
+ repeatingMultiplySum('gem', 'gemvalue', 'gemqty', 'gemstotalvalue');
})
// --- ALL SHEET WORKERS END --- //
\ No newline at end of file
diff --git a/ADnD 2E Revised/javascript/version.js b/ADnD 2E Revised/javascript/version.js
index 52d9533aee..d8436b4452 100644
--- a/ADnD 2E Revised/javascript/version.js
+++ b/ADnD 2E Revised/javascript/version.js
@@ -1,7 +1,7 @@
// --- Version change start --- //
const sheetName = 'AD&D 2E Revised';
-const sheetVersion = '4.4.0';
+const sheetVersion = '4.6.0';
on('sheet:opened', function(){
getAttrs(['character_sheet'],function(attrs){
@@ -35,6 +35,12 @@ on('sheet:opened', function(){
if (oldSheetVersion.isBelowMigrate(4, 3, 0))
migrate4_3_0();
+
+ if (oldSheetVersion.isBelowMigrate(4,5,0))
+ migrate4_5_0();
+
+ if (oldSheetVersion.isBelowMigrate(4,6,0))
+ migrate4_6_0();
//#endregion
}
@@ -84,6 +90,23 @@ function moveStaticToRepeating(section, fieldsToMove) {
}
//#endregion
+//#region 4.6.0
+function migrate4_6_0() {
+ console.log('Migrating to v4.6.0');
+ updateWeaponProfsRemaining();
+ updateNonWeaponProfsRemaining();
+}
+//#endregion
+
+//#region 4.5.0
+function migrate4_5_0() {
+ console.log('Migrating to v4.5.0');
+ updateThac0(true);
+ updateWeaponProfsTotal();
+ updateNonWeaponProfsTotal();
+}
+//#endregion
+
//#region version 4.3.0
let oldCurrencySections = [['2', 'Dragonlance'], ['3', 'Dark Sun'], ['4', 'Ravenloft'], ['5', 'Maztica'], ['6', 'BirthRight']];
let fieldArray = ['gemdesc', 'gemvalue', 'gemqty', 'gemsizecut'];
@@ -189,14 +212,7 @@ function migrateOtherValuables() {
//#region version 3.4.0
function migrate3_4_0() {
console.log('Migrating to v3.4.0');
- 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
- });
- });
+ updateNonprofPenalty();
}
//#endregion
diff --git a/ADnD 2E Revised/javascript/weaponProficiencies.js b/ADnD 2E Revised/javascript/weaponProficiencies.js
new file mode 100644
index 0000000000..487f812e52
--- /dev/null
+++ b/ADnD 2E Revised/javascript/weaponProficiencies.js
@@ -0,0 +1,124 @@
+const weaponProficiencies = {};
+//#region The Complete Fighter's Handbook
+weaponProficiencies['Tight Group, Axes'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Bows'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Clubbing Weapons'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Crossbows'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Fencing Blades'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Flails'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Lances'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Long Blades'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Medium Blades'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Picks'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Polearms'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Short Blades'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Sickles'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Slings'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Spears'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Tight Group, Whips'] = {
+ 'slots': 2,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Broad Group, Blades'] = {
+ 'slots': 3,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Broad Group, Clearing/Crushing weapons'] = {
+ 'slots': 3,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Broad Group, Pole Weapons'] = {
+ 'slots': 3,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Broad Group, Small Throwing Weapons'] = {
+ 'slots': 3,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Ambidexterity'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Single-Weapon Style Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Two-Hander Style Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Weapon and Shield Style Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Two-Weapons Style Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Punching Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Wrestling Specialization'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+weaponProficiencies['Martial Arts'] = {
+ 'slots': 1,
+ 'book': 'The Complete Fighter\'s Handbook'
+};
+//#endregion
+
+//#region The Complete Book of Elves
+weaponProficiencies['Bladesong Fighting Style'] = {
+ 'slots': 2,
+ 'book': 'The Complete Book of Elves'
+};
+//#endregion
+
+module.exports = weaponProficiencies;
\ No newline at end of file
diff --git a/ADnD 2E Revised/javascript/weapons.js b/ADnD 2E Revised/javascript/weapons.js
index 653678632e..742c0500f7 100644
--- a/ADnD 2E Revised/javascript/weapons.js
+++ b/ADnD 2E Revised/javascript/weapons.js
@@ -1,3 +1,4 @@
+//#region Player's Handbook
const weapons = {};
weapons['arquebus'] = {
'name': 'Arquebus',
@@ -8,7 +9,9 @@ weapons['arquebus'] = {
'speed': 15,
'small-medium': '1d10',
'large': '1d10',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['battle axe'] = {
'name': 'Battle axe',
@@ -17,7 +20,9 @@ weapons['battle axe'] = {
'speed': 7,
'small-medium': '1d8',
'large': '1d8',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['blowgun (barbed dart)'] = {
'name': 'Blowgun (Barbed Dart)',
@@ -28,15 +33,13 @@ weapons['blowgun (barbed dart)'] = {
'speed': 5,
'small-medium': '1d3',
'large': '1d2',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['blowgun (needle)'] = {
+ ...weapons['blowgun (barbed dart)'],
'name': 'Blowgun (Needle)',
- 'rof': '2/1',
- 'range': '10/20/30',
- 'size': 'L',
- 'type': 'P',
- 'speed': 5,
'small-medium': '1',
'large': '1',
};
@@ -49,7 +52,9 @@ weapons['short bow (flight arrow)'] = {
'speed': 7,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['long bow (flight arrow)'] = {
'name': 'Long bow (Flight arrow)',
@@ -60,18 +65,16 @@ weapons['long bow (flight arrow)'] = {
'speed': 8,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['long bow (sheaf arrow)'] = {
+ ...weapons['long bow (flight arrow)'],
'name': 'Long bow (Sheaf arrow)',
- 'rof': '2/1',
'range': '50/100/150',
- 'size': 'L',
- 'type': 'P',
- 'speed': 8,
'small-medium': '1d8',
'large': '1d8',
- 'knockdown': 'd6'
};
weapons['composite short bow (flight arrow)'] = {
'name': 'Composite short bow (Flight arrow)',
@@ -82,7 +85,9 @@ weapons['composite short bow (flight arrow)'] = {
'speed': 6,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['composite long bow (flight arrow)'] = {
'name': 'Composite long bow (Flight arrow)',
@@ -93,18 +98,16 @@ weapons['composite long bow (flight arrow)'] = {
'speed': 7,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['composite long bow (sheaf arrow)'] = {
+ ...weapons['composite long bow (flight arrow)'],
'name': 'Composite long bow (Sheaf arrow)',
- 'rof': '2/1',
'range': '40/80/170',
- 'size': 'L',
- 'type': 'P',
- 'speed': 7,
'small-medium': '1d8',
'large': '1d8',
- 'knockdown': 'd6'
};
weapons['club'] = {
'name': 'Club',
@@ -116,7 +119,9 @@ weapons['club'] = {
'speed': 4,
'small-medium': '1d6',
'large': '1d3',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['hand crossbow'] = {
'name': 'Hand crossbow',
@@ -127,7 +132,9 @@ weapons['hand crossbow'] = {
'speed': 5,
'small-medium': '1d3',
'large': '1d2',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['light crossbow'] = {
'name': 'Light crossbow',
@@ -138,7 +145,9 @@ weapons['light crossbow'] = {
'speed': 7,
'small-medium': '1d4',
'large': '1d4',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['heavy crossbow'] = {
'name': 'Heavy crossbow',
@@ -149,7 +158,9 @@ weapons['heavy crossbow'] = {
'speed': 10,
'small-medium': '1d4+1',
'large': '1d6+1',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['dagger'] = {
'name': 'Dagger',
@@ -161,7 +172,9 @@ weapons['dagger'] = {
'speed': 2,
'small-medium': '1d4',
'large': '1d3',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['dirk'] = {
'name': 'Dirk',
@@ -173,7 +186,9 @@ weapons['dirk'] = {
'speed': 2,
'small-medium': '1d4',
'large': '1d3',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['dart'] = {
'name': 'Dart',
@@ -185,7 +200,9 @@ weapons['dart'] = {
'speed': 2,
'small-medium': '1d3',
'large': '1d2',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['footman\'s flail'] = {
'name': 'Footman\'s flail',
@@ -194,7 +211,9 @@ weapons['footman\'s flail'] = {
'speed': 7,
'small-medium': '1d6+1',
'large': '2d4',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['footman\'s mace'] = {
'name': 'Footman\'s mace',
@@ -203,7 +222,9 @@ weapons['footman\'s mace'] = {
'speed': 7,
'small-medium': '1d6+1',
'large': '1d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['footman\'s pick'] = {
'name': 'Footman\'s pick',
@@ -212,7 +233,9 @@ weapons['footman\'s pick'] = {
'speed': 7,
'small-medium': '1d6+1',
'large': '2d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['hand axe'] = {
'name': 'Hand axe',
@@ -224,7 +247,9 @@ weapons['hand axe'] = {
'speed': 4,
'small-medium': '1d6',
'large': '1d4',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['harpoon'] = {
'name': 'Harpoon',
@@ -236,7 +261,9 @@ weapons['harpoon'] = {
'speed': 7,
'small-medium': '2d4',
'large': '2d6',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['horseman\'s flail'] = {
'name': 'Horseman\'s flail',
@@ -245,7 +272,9 @@ weapons['horseman\'s flail'] = {
'speed': 6,
'small-medium': '1d4+1',
'large': '1d4+1',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['horseman\'s mace'] = {
'name': 'Horseman\'s mace',
@@ -254,7 +283,9 @@ weapons['horseman\'s mace'] = {
'speed': 6,
'small-medium': '1d6',
'large': '1d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['horseman\'s pick'] = {
'name': 'Horseman\'s pick',
@@ -263,7 +294,9 @@ weapons['horseman\'s pick'] = {
'speed': 5,
'small-medium': '1d4+1',
'large': '1d4',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['javelin'] = {
'name': 'Javelin',
@@ -275,7 +308,9 @@ weapons['javelin'] = {
'speed': 4,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['knife'] = {
'name': 'Knife',
@@ -287,7 +322,9 @@ weapons['knife'] = {
'speed': 2,
'small-medium': '1d3',
'large': '1d2',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['heavy horse lance'] = {
'name': 'Heavy horse lance',
@@ -296,7 +333,9 @@ weapons['heavy horse lance'] = {
'speed': 8,
'small-medium': '1d8+1',
'large': '3d6',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['light horse lance'] = {
'name': 'Light horse lance',
@@ -305,7 +344,9 @@ weapons['light horse lance'] = {
'speed': 6,
'small-medium': '1d6',
'large': '1d8',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['jousting lance'] = {
'name': 'Jousting lance',
@@ -314,7 +355,9 @@ weapons['jousting lance'] = {
'speed': 10,
'small-medium': '1d3-1',
'large': '1d2-1',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['medium horse lance'] = {
'name': 'Medium horse lance',
@@ -323,16 +366,20 @@ weapons['medium horse lance'] = {
'speed': 7,
'small-medium': '1d6+1',
'large': '2d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['mancatcher'] = {
'name': 'Mancatcher',
'size': 'L',
- 'type': '',
+ 'type': '—',
'speed': 7,
'small-medium': '—',
'large': '—',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['morning star'] = {
'name': 'Morning star',
@@ -341,166 +388,222 @@ weapons['morning star'] = {
'speed': 7,
'small-medium': '2d4',
'large': '1d6+1',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['awl pike'] = {
'name': 'Awl pike',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 13,
'small-medium': '1d6',
'large': '1d12',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['bardiche'] = {
'name': 'Bardiche',
+ 'group': 'Polearm',
'size': 'L',
'type': 'S',
'speed': 9,
'small-medium': '2d4',
'large': '2d6',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['bec de corbin'] = {
'name': 'Bec de corbin',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/B',
'speed': 9,
'small-medium': '1d8',
'large': '1d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['bill-guisarme'] = {
'name': 'Bill-guisarme',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 10,
'small-medium': '2d4',
'large': '1d10',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['fauchard'] = {
'name': 'Fauchard',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 8,
'small-medium': '1d6',
'large': '1d8',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['fauchard-fork'] = {
'name': 'Fauchard-fork',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 8,
'small-medium': '1d8',
'large': '1d10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['glaive'] = {
'name': 'Glaive',
+ 'group': 'Polearm',
'size': 'L',
'type': 'S',
'speed': 8,
'small-medium': '1d6',
'large': '1d10',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['glaive-guisarme'] = {
'name': 'Glaive-guisarme',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 9,
'small-medium': '2d4',
'large': '2d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['guisarme'] = {
'name': 'Guisarme',
+ 'group': 'Polearm',
'size': 'L',
'type': 'S',
'speed': 8,
'small-medium': '2d4',
'large': '1d8',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['guisarme-voulge'] = {
'name': 'Guisarme-voulge',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 10,
'small-medium': '2d4',
'large': '2d4',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['halberd'] = {
'name': 'Halberd',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/S',
'speed': 9,
'small-medium': '1d10',
'large': '2d6',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['hook fauchard'] = {
'name': 'Hook fauchard',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 9,
'small-medium': '1d4',
'large': '1d4',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['lucern hammer'] = {
'name': 'Lucern hammer',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P/B',
'speed': 9,
'small-medium': '2d4',
'large': '1d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['military fork'] = {
'name': 'Military fork',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 7,
'small-medium': '1d8',
'large': '2d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['partisan'] = {
'name': 'Partisan',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 9,
'small-medium': '1d6',
'large': '1d6+1',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['ranseur'] = {
'name': 'Ranseur',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 8,
'small-medium': '2d4',
'large': '2d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['spetum'] = {
'name': 'Spetum',
+ 'group': 'Polearm',
'size': 'L',
'type': 'P',
'speed': 8,
'small-medium': '1d6+1',
'large': '2d6',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['voulge'] = {
'name': 'Voulge',
+ 'group': 'Polearm',
'size': 'L',
'type': 'S',
'speed': 10,
'small-medium': '2d4',
'large': '2d4',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['quarterstaff'] = {
'name': 'Quarterstaff',
@@ -509,16 +612,20 @@ weapons['quarterstaff'] = {
'speed': 4,
'small-medium': '1d6',
'large': '1d6',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['scourge'] = {
'name': 'Scourge',
'size': 'S',
- 'type': '',
+ 'type': '—',
'speed': 5,
'small-medium': '1d4',
'large': '1d2',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['sickle'] = {
'name': 'Sickle',
@@ -527,7 +634,9 @@ weapons['sickle'] = {
'speed': 4,
'small-medium': '1d4+1',
'large': '1d4',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['sling (bullet)'] = {
'name': 'Sling (Bullet)',
@@ -539,19 +648,16 @@ weapons['sling (bullet)'] = {
'speed': 6,
'small-medium': '1d4+1',
'large': '1d6+1',
- 'knockdown': 'd4'
+ 'knockdown': 'd4',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['sling (stone)'] = {
+ ...weapons['sling (bullet)'],
'name': 'Sling (Stone)',
- 'strength': true,
- 'rof': '1',
'range': '40/80/160',
- 'size': 'S',
- 'type': 'B',
- 'speed': 6,
'small-medium': '1d4',
'large': '1d4',
- 'knockdown': 'd4'
};
weapons['spear'] = {
'name': 'Spear',
@@ -563,7 +669,9 @@ weapons['spear'] = {
'speed': 6,
'small-medium': '1d6',
'large': '1d8',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['staff sling (bullet)'] = {
'name': 'Staff sling (Bullet)',
@@ -575,18 +683,15 @@ weapons['staff sling (bullet)'] = {
'speed': 11,
'small-medium': '1d4+1',
'large': '1d6+1',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['staff sling (stone)'] = {
+ ...weapons['staff sling (bullet)'],
'name': 'Staff sling (Stone)',
- 'strength': true,
- 'rof': '2/1',
- 'range': '—/30-60/90',
- 'size': 'M',
- 'type': 'B',
- 'speed': 11,
'small-medium': '1d4',
'large': '1d4',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
};
weapons['bastard sword (one-handed)'] = {
'name': 'Bastard sword (One-handed)',
@@ -595,16 +700,17 @@ weapons['bastard sword (one-handed)'] = {
'speed': 6,
'small-medium': '1d8',
'large': '1d12',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['bastard sword (two-handed)'] = {
+ ...weapons['bastard sword (one-handed)'],
'name': 'Bastard sword (Two-handed)',
- 'size': 'M',
- 'type': 'S',
'speed': 8,
'small-medium': '2d4',
'large': '2d8',
- 'knockdown': 'd10'
+ 'knockdown': 'd10',
};
weapons['broad sword'] = {
'name': 'Broad sword',
@@ -613,16 +719,21 @@ weapons['broad sword'] = {
'speed': 5,
'small-medium': '2d4',
'large': '1d6+1',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['khopesh'] = {
'name': 'Khopesh',
+ 'group': 'Sword',
'size': 'M',
'type': 'S',
'speed': 9,
'small-medium': '2d4',
'large': '1d6',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['long sword'] = {
'name': 'Long sword',
@@ -631,16 +742,21 @@ weapons['long sword'] = {
'speed': 5,
'small-medium': '1d8',
'large': '1d12',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['scimitar'] = {
'name': 'Scimitar',
+ 'group': 'Sword',
'size': 'M',
'type': 'S',
'speed': 5,
'small-medium': '1d8',
'large': '1d8',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['short sword'] = {
'name': 'Short sword',
@@ -649,7 +765,9 @@ weapons['short sword'] = {
'speed': 3,
'small-medium': '1d6',
'large': '1d8',
- 'knockdown': 'd6'
+ 'knockdown': 'd6',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['two-handed sword'] = {
'name': 'Two-handed sword',
@@ -658,7 +776,84 @@ weapons['two-handed sword'] = {
'speed': 10,
'small-medium': '1d10',
'large': '3d6',
- 'knockdown': 'd12'
+ 'knockdown': 'd12',
+ 'book': 'PHB',
+ 'category': ['Melee']
+};
+weapons['acid'] = {
+ 'name': 'Acid',
+ 'group': 'Throw',
+ 'noProf': true,
+ 'strength': true,
+ 'rof': '1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '2d4',
+ 'large': '1',
+ 'book': 'PHB',
+ 'category': ['Range']
+};
+weapons['holy water'] = {
+ 'name': 'Holy water',
+ 'group': 'Throw',
+ 'noProf': true,
+ 'strength': true,
+ 'rof': '1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '1d6+1',
+ 'large': '2',
+ 'book': 'PHB',
+ 'category': ['Range']
+};
+weapons['oil (lit)'] = {
+ 'name': 'Oil (lit)',
+ 'group': 'Throw',
+ 'noProf': true,
+ 'strength': true,
+ 'rof': '1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '2d6',
+ 'large': '1d3',
+ 'book': 'PHB',
+ 'category': ['Range']
+};
+weapons['poison'] = {
+ 'name': 'Poison',
+ 'group': 'Throw',
+ 'noProf': true,
+ 'strength': true,
+ 'rof': '1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'PHB',
+ 'category': ['Range']
+};
+weapons['throw misc.'] = {
+ 'name': 'Throw misc.',
+ 'group': 'Throw',
+ 'noProf': true,
+ 'strength': true,
+ 'rof': '1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'PHB',
+ 'category': ['Range']
};
weapons['trident'] = {
'name': 'Trident',
@@ -667,7 +862,9 @@ weapons['trident'] = {
'speed': 7,
'small-medium': '1d6+1',
'large': '3d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee']
};
weapons['warhammer'] = {
'name': 'Warhammer',
@@ -679,13 +876,989 @@ weapons['warhammer'] = {
'speed': 4,
'small-medium': '1d4+1',
'large': '1d4',
- 'knockdown': 'd8'
+ 'knockdown': 'd8',
+ 'book': 'PHB',
+ 'category': ['Melee','Range']
};
weapons['whip'] = {
'name': 'Whip',
'size': 'M',
- 'type': '',
+ 'type': '—',
'speed': 8,
'small-medium': '1d2',
'large': '1',
-};
\ No newline at end of file
+ 'book': 'PHB',
+ 'category': ['Melee']
+};
+weapons['punching (bare-handed)'] = {
+ 'name': 'Punching (Bare-handed)',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '1d2',
+ 'large': '1d2',
+ 'book': 'PHB',
+ 'category': ['Melee']
+};
+weapons['punching (gauntlets / knuckles)'] = {
+ 'name': 'Punching (Gauntlets / Knuckles)',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'book': 'PHB',
+ 'category': ['Melee']
+};
+weapons['wrestling'] = {
+ 'name': 'Wrestling',
+ 'noProf': true,
+ 'size': '—',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '1',
+ 'large': '1',
+ 'book': 'PHB',
+ 'category': ['Melee']
+};
+//#endregion
+
+//region The Complete Fighter's Handbook
+weapons['belaying pin'] = {
+ 'name': 'Belaying pin',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 4,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['bo stick'] = {
+ 'name': 'Bo stick',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 4,
+ 'small-medium': '1d6',
+ 'large': '1d4',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['bolas'] = {
+ 'name': 'Bolas',
+ 'strength': true,
+ 'rof': '1',
+ 'range': '30/60/90',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 8,
+ 'small-medium': '1d3',
+ 'large': '1d2',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Range']
+};
+weapons['cestus'] = {
+ 'name': 'Cestus',
+ 'size': 'S',
+ 'type': 'S',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['chain'] = {
+ 'name': 'Chain',
+ 'strength': true,
+ 'rof': '*',
+ 'range': '5/10/20',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 5,
+ 'small-medium': '1d4+1',
+ 'large': '1d4',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['dagger, bone'] = {
+ ...weapons['dagger'],
+ 'name': 'Dagger, Bone',
+ 'small-medium': '1d2',
+ 'large': '1d2',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['dagger, stone'] = {
+ ...weapons['dagger'],
+ 'name': 'Dagger, Stone',
+ 'small-medium': '1d3',
+ 'large': '1d2',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['daikyu (daikyu arrow)'] = {
+ 'name': 'Daikyu (Daikyu arrow)',
+ 'rof': '2/1',
+ 'range': '70/140/210',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 7,
+ 'small-medium': '1d8',
+ 'large': '1d6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Range']
+};
+weapons['graff/hook'] = {
+ 'name': 'Graff/hook',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'knockdown': 'd4',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['harpoon (one-handed)'] = {
+ ...weapons['harpoon'],
+ 'name': 'Harpoon (One-handed)',
+ 'small-medium': '1d4+1',
+ 'large': '1d6+1',
+ 'knockdown': '',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['javelin, stone (one-handed)'] = {
+ ...weapons['javelin'],
+ 'name': 'Javelin, Stone (One-handed)',
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'book': 'The Complete Fighter\'s Handbook',
+};
+weapons['javelin, stone (two-handed)'] = {
+ ...weapons['javelin'],
+ 'name': 'Javelin, Stone (Two-handed)',
+ 'small-medium': '1d4+1',
+ 'large': '1d6',
+ 'knockdown': '',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['knife, bone'] = {
+ ...weapons['knife'],
+ 'name': 'Knife, Bone',
+ 'small-medium': '1d2',
+ 'large': '1d2',
+ 'knockdown': 'd4',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['knife, stone'] = {
+ ...weapons['knife, bone'],
+ 'name': 'Knife, Stone'
+};
+weapons['lasso'] = {
+ 'name': 'Lasso',
+ 'strength': true,
+ 'rof': '*',
+ 'range': '10/20/30',
+ 'size': 'L',
+ 'type': '—',
+ 'speed': 10,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Range']
+};
+weapons['main-gauche'] = {
+ 'name': 'Main-gauche',
+ 'size': 'S',
+ 'type': 'P/S',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['net'] = {
+ 'name': 'Net',
+ 'strength': true,
+ 'rof': '*',
+ 'range': '10/20/30',
+ 'size': 'M',
+ 'type': '—',
+ 'speed': 10,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Range']
+};
+weapons['nunchaku'] = {
+ 'name': 'Nunchaku',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '1d6',
+ 'large': '1d6',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['naginata'] = {
+ 'name': 'Naginata',
+ 'group': 'Polearm',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 7,
+ 'small-medium': '1d8',
+ 'large': '1d10',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['tetsubo'] = {
+ 'name': 'Tetsubo',
+ 'group': 'Polearm',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 7,
+ 'small-medium': '1d8',
+ 'large': '1d8',
+ 'knockdown': 'd12',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['sai'] = {
+ 'name': 'Sai',
+ 'size': 'S',
+ 'type': 'P/B',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d2',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['shuriken'] = {
+ 'name': 'Shuriken',
+ 'strength': true,
+ 'rof': '2/1',
+ 'range': '20/40/60',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'knockdown': 'd4',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Range']
+};
+weapons['Spear (two-handed)'] = {
+ ...weapons['spear'],
+ 'name': 'Spear (Two-handed)',
+ 'small-medium': '1d8+1',
+ 'large': '2d6',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['spear, stone (one-handed)'] = {
+ ...weapons['spear'],
+ 'name': 'Spear, Stone (One-handed)',
+ 'small-medium': '1d4',
+ 'large': '1d6',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['spear, stone (two-handed)'] = {
+ ...weapons['spear'],
+ 'name': 'Spear, Stone (Two-handed)',
+ 'small-medium': '1d6',
+ 'large': '2d4',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['long spear (one-handed)'] = {
+ 'name': 'Long spear (One-handed)',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 8,
+ 'small-medium': '1d8',
+ 'large': '1d8+1',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['long spear (two-handed)'] = {
+ ...weapons['long spear (one-handed)'],
+ 'name': 'Long spear (Two-handed)',
+ 'small-medium': '2d6',
+ 'large': '3d6',
+ 'knockdown': 'd8',
+};
+weapons['stiletto'] = {
+ 'name': 'Stiletto',
+ 'group': 'Knife',
+ 'strength': true,
+ 'rof': '2/1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d3',
+ 'large': '1d2',
+ 'knockdown': 'd4',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['cutlass'] = {
+ 'name': 'Cutlass',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 5,
+ 'small-medium': '1d6',
+ 'large': '1d8',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['drusus'] = {
+ 'name': 'Drusus',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 3,
+ 'small-medium': '1d6+1',
+ 'large': '1d8+1',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['katana (one-handed)'] = {
+ 'name': 'Katana (One-handed)',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S/P',
+ 'speed': 4,
+ 'small-medium': '1d10',
+ 'large': '1d12',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['katana (two-handed)'] = {
+ ...weapons['katana (one-handed)'],
+ 'name': 'Katana (Two-handed)',
+ 'small-medium': '2d6',
+ 'large': '2d6',
+ 'knockdown': 'd8',
+};
+weapons['rapier'] = {
+ 'name': 'Rapier',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'P',
+ 'speed': 4,
+ 'small-medium': '1d6+1',
+ 'large': '1d8+1',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['sabre'] = {
+ 'name': 'Sabre',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 4,
+ 'small-medium': '1d6+1',
+ 'large': '1d8+1',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['wakizashi'] = {
+ 'name': 'Wakizashi',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S/P',
+ 'speed': 3,
+ 'small-medium': '1d8',
+ 'large': '1d8',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['trident (one-handed)'] = {
+ ...weapons['trident'],
+ 'name': 'Trident (One-handed)',
+ 'strength': true,
+ 'rof': '1',
+ 'range': '0/10/20',
+ 'small-medium': '1d6+1',
+ 'large': '3d4',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee','Range']
+};
+weapons['shield-punch'] = {
+ 'name': 'Shield-Punch',
+ 'group': 'Buckler/Small/Medium Shield',
+ 'noProf': true,
+ 'size': 'S/M',
+ 'type': 'B',
+ 'speed': 2,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['shield-rush'] = {
+ 'name': 'Shield-Rush',
+ 'group': 'Medium/Body Shield',
+ 'noProf': true,
+ 'size': 'M/L',
+ 'type': 'B',
+ 'speed': 0,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['martial arts'] = {
+ 'name': 'Martial Arts',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 3,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Fighter\'s Handbook',
+ 'category': ['Melee']
+};
+//endregion
+
+//region The Complete Priest's Handbook
+weapons['bill'] = {
+ 'name': 'Bill',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'knockdown': '',
+ 'book': 'The Complete Priest\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['maul'] = {
+ 'name': 'Maul',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 9,
+ 'small-medium': '2d4',
+ 'large': '1d10',
+ 'knockdown': 'd12',
+ 'book': 'The Complete Priest\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['scythe'] = {
+ 'name': 'Scythe',
+ 'size': 'M',
+ 'type': 'P/S',
+ 'speed': 8,
+ 'small-medium': '1d6+1',
+ 'large': '1d8',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Priest\'s Handbook',
+ 'category': ['Melee']
+};
+//endregion
+
+//#region Arms and Equipment
+weapons['parrying dagger'] = {
+ 'name': 'Parrying dagger',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 2,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Melee']
+};
+weapons['renseur'] = {
+ 'name': 'Renseur',
+ 'group': 'Polearm',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 8,
+ 'small-medium': '2d4',
+ 'large': '2d4',
+ 'knockdown': 'd8',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Melee']
+};
+weapons['sap'] = {
+ 'name': 'Sap',
+ 'size': 'S',
+ 'type': 'B',
+ 'speed': 2,
+ 'small-medium': '1d2',
+ 'large': '1d2',
+ 'knockdown': 'd4',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Melee']
+};
+weapons['staff sling (stinkpot)'] = {
+ 'name': 'Staff sling (Stinkpot)',
+ 'strength': true,
+ 'rof': '2/1',
+ 'range': '—/30-60/90',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 11,
+ 'small-medium': '1d3',
+ 'large': '1d3',
+ 'knockdown': 'd6',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Range']
+};
+weapons['claymore'] = {
+ 'name': 'Claymore',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 8,
+ 'small-medium': '2d4',
+ 'large': '2d8',
+ 'knockdown': 'd10',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Melee']
+};
+weapons['falchion'] = {
+ 'name': 'Falchion',
+ 'group': 'Sword',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 5,
+ 'small-medium': '1d6',
+ 'large': '1d8',
+ 'knockdown': 'd8',
+ 'book': 'Arms and Equipment Guide',
+ 'category': ['Melee']
+};
+//#endregion
+
+//#region The Complete Book of Dwarves
+weapons['two-handed battle axe'] = {
+ 'name': 'Two-handed Battle axe',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 9,
+ 'small-medium': '1d10',
+ 'large': '2d8',
+ 'knockdown': 'd12',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+weapons['head spike'] = {
+ 'name': 'Head spike',
+ 'group': 'Close Combat',
+ 'noProf': true,
+ 'size': 'M',
+ 'type': 'P',
+ 'speed': 4,
+ 'small-medium': '1d6',
+ 'large': '1d8',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+weapons['elbow spike'] = {
+ 'name': 'Elbow spike',
+ 'group': 'Close Combat',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'S',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+weapons['knee spike'] = {
+ 'name': 'Knee spike',
+ 'group': 'Close Combat',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 1,
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+weapons['glove nail'] = {
+ 'name': 'Glove Nail',
+ 'group': 'Close Combat',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d4+1',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+weapons['chain flail'] = {
+ 'name': 'Chain flail',
+ 'group': 'Close Combat',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 6,
+ 'small-medium': '1d4+2',
+ 'large': '1d4+1',
+ 'book': 'The Complete Book of Dwarves',
+ 'category': ['Melee']
+};
+//#endregion
+
+//#region The Complete Book of Elves
+weapons['bow (melee)'] = {
+ 'name': 'Bow (Melee)',
+ 'noProf': true,
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 4,
+ 'small-medium': '1d6-1',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Elves',
+ 'category': ['Melee']
+};
+weapons['elven bow (melee)'] = {
+ 'name': 'Elven Bow (Melee)',
+ 'noProf': true,
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 4,
+ 'small-medium': '1d6',
+ 'large': '1d3',
+ 'book': 'The Complete Book of Elves',
+ 'category': ['Melee']
+};
+//#endregion
+
+//#region The Complete Book of Humanoids
+weapons['great club'] = {
+ 'name': 'Great Club',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 7,
+ 'small-medium': '2d4',
+ 'large': '1d6+1',
+ 'knockdown': 'd12',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['dart, barbed '] = {
+ 'name': 'Dart, barbed',
+ 'strength': true,
+ 'rof': '3/1',
+ 'range': '10/20/30',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 3,
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee', 'Range']
+};
+weapons['flindbar'] = {
+ 'name': 'Flindbar',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 4,
+ 'small-medium': '1d4',
+ 'large': '1d4',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['goblin stick'] = {
+ 'name': 'Goblin stick',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 7,
+ 'small-medium': '1d4',
+ 'large': '1d6',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['flight lance'] = {
+ 'name': 'Flight lance',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 6,
+ 'small-medium': '1d6+1',
+ 'large': '2d6',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['body spikes'] = {
+ 'name': 'Body spikes',
+ 'group': 'Close-quarter',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['kick-slasher'] = {
+ 'name': 'Kick-slasher',
+ 'group': 'Close-quarter',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'S',
+ 'speed': 2,
+ 'small-medium': '1d4+1',
+ 'large': '1d6+1',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['punch-cutter'] = {
+ 'name': 'Punch-cutter',
+ 'group': 'Close-quarter',
+ 'noProf': true,
+ 'size': 'S',
+ 'type': 'S',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['giant-kin long bow (voadkyn)'] = {
+ 'name': 'Giant-kin Long bow (Voadkyn)',
+ 'rof': '2/1',
+ 'range': '75/150/255',
+ 'size': 'G',
+ 'type': 'P',
+ 'speed': 10,
+ 'small-medium': '1d8',
+ 'large': '1d8',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Range']
+};
+weapons['giant-kin dagger'] = {
+ 'name': 'Giant-kin Dagger',
+ 'strength': true,
+ 'rof': '2/1',
+ 'range': '10/20/30',
+ 'size': 'G',
+ 'type': 'P',
+ 'speed': 3,
+ 'small-medium': '1d6',
+ 'large': '1d8',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee', 'Range']
+};
+weapons['giant-kin halberd'] = {
+ 'name': 'Giant-kin Halberd',
+ 'size': 'G',
+ 'type': 'P/S',
+ 'speed': 12,
+ 'small-medium': '1d12',
+ 'large': '2d8',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['giant-kin mace'] = {
+ 'name': 'Giant-kin Mace',
+ 'size': 'G',
+ 'type': 'B',
+ 'speed': 8,
+ 'small-medium': '1d8*2',
+ 'large': '1d6*2',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['giant-kin two-handed sword'] = {
+ 'name': 'Giant-kin Two-handed sword',
+ 'size': 'G',
+ 'type': 'S',
+ 'speed': 13,
+ 'small-medium': '1d10*2',
+ 'large': '3d6*2',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['pixie bow (forget arrow)'] = {
+ 'name': 'Pixie Bow (Forget arrow)',
+ 'rof': '2/1',
+ 'range': '25/50/75',
+ 'size': 'T',
+ 'type': 'P',
+ 'speed': 4,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Range']
+};
+weapons['pixie bow (sleep arrow)'] = {
+ 'name': 'Pixie Bow (Sleep arrow)',
+ 'rof': '2/1',
+ 'range': '25/50/75',
+ 'size': 'T',
+ 'type': 'P',
+ 'speed': 4,
+ 'small-medium': '',
+ 'large': '',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Range']
+};
+weapons['pixie bow (war arrow)'] = {
+ 'name': 'Pixie Bow (War arrow)',
+ 'rof': '2/1',
+ 'range': '25/50/75',
+ 'size': 'T',
+ 'type': 'P',
+ 'speed': 4,
+ 'small-medium': '1d4+1',
+ 'large': '1d4+1',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Range']
+};
+weapons['pixie sword'] = {
+ 'name': 'Pixie Sword',
+ 'size': 'T',
+ 'type': 'S',
+ 'speed': 4,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['bladeback flail'] = {
+ 'name': 'Bladeback flail',
+ 'group': 'Saurial Weapon',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 9,
+ 'small-medium': '1d8+1',
+ 'large': '2d6',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['bladeback mace'] = {
+ 'name': 'Bladeback mace',
+ 'group': 'Saurial Weapon',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 9,
+ 'small-medium': '1d8+1',
+ 'large': '1d8',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+weapons['hornhead staff'] = {
+ 'name': 'Hornhead staff',
+ 'group': 'Saurial Weapon',
+ 'size': 'L',
+ 'type': 'B',
+ 'speed': 6,
+ 'small-medium': '2d6',
+ 'large': '2d6',
+ 'book': 'The Complete Book of Humanoids',
+ 'category': ['Melee']
+};
+//#endregion
+
+//#region The Complete Ranger's Handbook
+weapons['grain flail'] = {
+ 'name': 'Grain flail',
+ 'size': 'M',
+ 'type': 'B',
+ 'speed': 6,
+ 'small-medium': '1d4+1',
+ 'large': '1d4',
+ 'knockdown': 'd8',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['hatchet'] = {
+ 'name': 'Hatchet',
+ 'size': 'S',
+ 'type': 'S',
+ 'speed': 4,
+ 'small-medium': '1d4+1',
+ 'large': '1d4+1',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['ice pick'] = {
+ 'name': 'Ice Pick',
+ 'size': 'S',
+ 'type': 'P',
+ 'speed': 2,
+ 'small-medium': '1d4',
+ 'large': '1d3',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['knife, harness'] = {
+ 'name': 'Knife, Harness',
+ 'size': 'S',
+ 'type': 'P/S',
+ 'speed': 2,
+ 'small-medium': '1d2',
+ 'large': '1',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['machete'] = {
+ 'name': 'Machete',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 8,
+ 'small-medium': '1d8',
+ 'large': '1d8',
+ 'knockdown': 'd6',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['ritiik'] = {
+ 'name': 'Ritiik',
+ 'size': 'L',
+ 'type': 'P',
+ 'speed': 8,
+ 'small-medium': '1d6+1',
+ 'large': '1d8+1',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+weapons['snow blade (iuak)'] = {
+ 'name': 'Snow Blade (Iuak)',
+ 'size': 'M',
+ 'type': 'S',
+ 'speed': 4,
+ 'small-medium': '1d4',
+ 'large': '1d6',
+ 'book': 'The Complete Ranger\'s Handbook',
+ 'category': ['Melee']
+};
+//#endregion
+module.exports = weapons;
\ No newline at end of file
diff --git a/ADnD 2E Revised/javascript/wizardSpells.js b/ADnD 2E Revised/javascript/wizardSpells.js
index a32f58579c..27d3bcc26a 100644
--- a/ADnD 2E Revised/javascript/wizardSpells.js
+++ b/ADnD 2E Revised/javascript/wizardSpells.js
@@ -1672,7 +1672,7 @@ wiz3['Dispel Magic'] = {
'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**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/}}{{c4-1= innate ability}}{{c5-1=Wand}}{{c6-1=Staff}}{{c7-1=Potion}}{{c8-1=Other magic}}{{c9-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of}}{{c4-2= other caster}}{{c5-2=6th level}}{{c6-2=8th level}}{{c7-2=12th level}}{{c8-2=12th, unless special}}{{c9-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c4-3=Effect negated}}{{c5-3=*}}{{c6-3=*}}{{c7-3=Potion destroyed}}{{c8-3=*}}{{c9-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.',
+ '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 You dispel all effects and potions at level [[1d20-11+[[@{level-wizard}]] ]] and below!\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**}}{{style=bottom3}}{{cc1-1=bottom}}{{c1-1=**Source of Effect**}}{{c2-1=Caster}}{{c3-1=Other caster/}}{{c4-1= innate ability}}{{c5-1=Wand}}{{c6-1=Staff}}{{c7-1=Potion}}{{c8-1=Other magic}}{{c9-1=Artifact}}{{cc1-2=bottom}}{{c1-2=**Resists As**}}{{c2-2=None}}{{c3-2=Leve/HD of}}{{c4-2= other caster}}{{c5-2=6th level}}{{c6-2=8th level}}{{c7-2=12th level}}{{c8-2=12th, unless special}}{{c9-2=DM discretion}}{{c1-3=**Result of Dispel**}}{{c2-3=Dispel automatic}}{{c4-3=Effect negated}}{{c5-3=*}}{{c6-3=*}}{{c7-3=Potion destroyed}}{{c8-3=*}}{{c9-3=DM discretion}}{{effects2=* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.',
};
wiz3['Explosive Runes'] = {
@@ -1794,6 +1794,7 @@ wiz3['Haste'] = {
'saving-throw': 'None',
'materials': 'A shaving of licorice root',
'reference': '',
+ 'book': 'PHB',
'damage': '',
'damage-type': '',
'healing': '',
@@ -5627,7 +5628,6 @@ wiz9['Wish'] = {
//#endregion
//region The Complete Wizard's Handbook
-
wiz1['Copy'] = {
'level': '1',
'school': 'Evocation',
@@ -5644,7 +5644,7 @@ wiz1['Copy'] = {
'damage-type': '',
'healing': '',
'effect': '*Copy* enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of sufficient size to hold the *copy*. The caster holds the blank object over the object to be copied, then casts the spell; the *copy* immediately appears on the formerly blank object. The *copy* is permanent and is a perfect duplicate of the original.\n *Copy* can also be used to copy spells from a new spell book into the caster’s spell book, assuming the caster’s spell book is of sufficient size to contain the new spells. The caster must first roll to see if he can learn the new spells; if so, he can cast *copy* to instantly copy them into his spell book.'
-}
+};
wiz1['Chromatic Orb'] = {
'level': '1',
@@ -5662,7 +5662,7 @@ wiz1['Chromatic Orb'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell causes a 4-inch-diameter sphere to appear in the caster’s hand. Within the limits described below, the sphere can appear in a variety of colors; each color indicates a different special power. The caster can hurl the sphere at an opponent up to 30 yards away, providing there are no barriers between the caster and the target. If the target is no more than 10 yards away, the caster’s to hit roll is made with a +3 bonus. If the target is 10-20 yards away, the caster’s roll is made with a +2 bonus. If the target is 20-30 yards away, the caster’s roll is made with a +1 bonus.\n If the *chromatic orb* misses its target, it dissipates without effect. If the target creature makes a successful saving throw, the *chromatic orb* is also ineffective. Otherwise, the color of the *orb* determines the amount of damage inflicted and its special power, as summarized on Table 16; details about the special powers are listed below. The caster can create a single *orb* of any color listed for his level or lower; for instance, a 3rd-level wizard can create an orange, red, or white *orb*.\n\n *Light* from the *orb* causes the victim to become surrounded by light to a radius of 20 feet, as if affected by a *light* spell. The effect lasts for 1 round, during which time the victim makes his attack rolls and saving throws at a -4 penalty, and his AC is penalized by 4.\n *Heat* from the *orb* is intense enough to melt 1 cubic yard of ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity (or for victims without these attributes, -1 to hit and a penalty of 1 to AC) for 1 round.\n *Fire* from the *orb* ignites all combustible materials within 3 feet of the victim.\n *Blindness* from the *orb* causes the victim to become *blind* as per the spell. The effect lasts for 1 round/level of the caster ([[@{level-wizard}]] rounds).\n *Stinking cloud* from the *orb* surrounds the victim in a 5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling and unable to attack until he leaves the area of the vapors.\n *Magnetism* from the *orb* has an effect only if the victim is wearing armor made from iron. The iron armor becomes magically magnetized for 3-12 (3d4) rounds. Other iron objects within 3 feet of the caster will stick tight to the magnetized armor; only *dispel magic* or a similar spell can release the stuck items. At the end of the spell\'s duration, the stuck items are released.\n *Paralysis* from the *orb* causes the victim to become paralyzed for 6-20 (2d8 + 4) rounds; a successful saving throw vs. paralyzation halves the number of rounds.\n *Petrification* from the *orb* turns the victim to stone. If the victim successfully saves vs. petrification, he avoids turning to stone and instead is *slowed* (as per the spell) for 2-8 (2d4) rounds.\n *Death* from the *orb* causes the victim to die. If the victim successfully saves. vs death magic, he avoids death and instead is paralyzed for 2-5 (1d4 +1) rounds.}}{{c1-1=**Table 16: Chromatic Orb Effects**\n\n}}{{cs1-1=4}}{{cc2-1=bottom}}{{c2-1=**Level of**\n**Caster**}}{{c3-1=1st}}{{c4-1=2nd}}{{c5-1=3rd}}{{c6-1=4th}}{{c7-1=5th}}{{c8-1=6th}}{{c9-1=7th}}{{c10-1=10th}}{{c11-1=12th}}{{cc2-2=bottom}}{{c2-2=**Color of Orb**\n**Generated**}}{{c3-2=White}}{{c4-2=Red}}{{c5-2=Orange}}{{c6-2=Yellow}}{{c7-2=Green}}{{c8-2=Turquoise}}{{c9-2=Blue}}{{c10-2=Violet}}{{c11-2=Black}}{{c2-3=**Hit Points**\n**of Damage**}}{{c3-3=1-4}}{{c4-3=1-6}}{{c5-3=1-8}}{{c6-3=1-10}}{{c7-3=1-12}}{{c8-3=2-8}}{{c9-3=2-16}}{{c10-3=*slow*}}{{c11-3=*paralysis*}}{{cc2-4=bottom}}{{c2-4=**Special**\n**Power**}}{{c3-4=Light}}{{c4-4=Heat}}{{c5-4=Fire}}{{c6-4=Blindness}}{{c7-4=Magnetism}}{{c8-4=Paralysis}}{{c9-4=Stinking Cloud}}{{c10-4=Petrification}}{{c11-4=Death'
-}
+};
wiz1['Corpse Visage'] = {
'level': '1',
@@ -5680,7 +5680,7 @@ wiz1['Corpse Visage'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell transforms the caster’s face or the face of any creature touched by the caster into the horrifying visage of a rotting corpse. The effect of this illusion is so startling that when it is viewed by opponents, the wizard\'s party adds a modifier of +2 to their surprise roll. Creatures with low Intelligence or higher (Intelligence of 5 or greater) and with 1 Hit Die or less (or who are 1st level or lower) must make a successful saving throw when first viewing *corpse visage* or flee in terror for 1-4 rounds.\n *Corpse visage* does not distinguish between friend and foe, and all who view it are subject to its effects. If the spell is cast upon an unwilling victim, the victim is allowed a saving throw to avoid the effect.'
-}
+};
wiz1['Detect Disease'] = {
'level': '1',
@@ -5698,7 +5698,7 @@ wiz1['Detect Disease'] = {
'damage-type': '',
'healing': '',
'effect': '*Detect disease* reveals to the wizard whether a subject creature or object carries a disease, whether normal or magical. Additionally, there is a 10 percent chance per level of the caster that he is able to identify the exact type of disease. Currently [[10*[[@{level-wizard}]] ]]% chance to identify type of disease'
-}
+};
wiz1['Divining Rod'] = {
'level': '1',
@@ -5716,7 +5716,7 @@ wiz1['Divining Rod'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell enables the caster to enchant the branch of a ginkgo or fruit tree to locate a common item that is hidden from view. Unlike *locate object*, the caster does not need to have a specific mental image of a particular item; rather, he only needs to state the name of the general type of item he wishes to locate, such as buried treasure, edible plants, or fresh water. However, *divining rod* will not locate invisible or magical items, nor will it locate items protected by *obscure item* or a similar spell.\n Once the branch is enchanted, the caster holds the branch with both hands. If the desired item is within the range of the spell, the enchanted branch points in the direction of the item and gently pulls the caster along. The spell is not blocked by lead or any other substance. However, if an impenetrable obstacle is reached, such as the ground or a wall, the branch presses against it and stops. If there is no item matching the description within the spell range, the branch does not react, although the caster can move about and continue to search.'
-}
+};
wiz1['Protection from Hunger and Thirst'] = {
'level': '1',
@@ -5734,7 +5734,7 @@ wiz1['Protection from Hunger and Thirst'] = {
'damage-type': '',
'healing': '',
'effect': 'When *protection from hunger and thirst* is cast, the recipient requires no food, water, or nourishment of any kind for the duration of the spell. The recipient can be the caster or anyone he touches. Each day the caster (or the subject of the caster’s choice) is under the effect of the spell, he is fully nourished as if he had eaten and drunk normally. At the end of the spell\'s duration, the subject is no more hungry or thirsty than he was when the spell was originally cast.'
-}
+};
wiz2['Choke'] = {
'level': '2',
@@ -5752,7 +5752,7 @@ wiz2['Choke'] = {
'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*.'
-}
+};
wiz2['Death Recall'] = {
'level': '2',
@@ -5770,7 +5770,7 @@ wiz2['Death Recall'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell enables the caster to visualize the final minutes of the life of any creature or person that died within the previous 24 hours. When the caster touches the subject’s corpse, the caster goes into a trance. The caster then has a vision of the final 10 minutes of the subject’s life as seen by the subject himself. The vision ends with the last scene the subject saw before he died, at which time the caster awakens from his trance and the spell is over.'
-}
+};
wiz2['Detect Life'] = {
'level': '2',
@@ -5788,7 +5788,7 @@ wiz2['Detect Life'] = {
'damage-type': '',
'healing': '',
'effect': 'By use of this spell, the caster can determine if a creature is alive, including creatures in a coma or trance, or under the influence of *feign death*. Any form of mental protection prevents the effectiveness of this spell, as does any thickness of metal. An inch of stone or wood is treated as 10 feet of open space for the purpose of determining whether the spell functions.'
-}
+};
wiz2['Filter'] = {
'level': '2',
@@ -5806,7 +5806,7 @@ wiz2['Filter'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates an invisible globe of protection that filters out all noxious elements from poisonous vapors; therefore, a creature protected by *filter* takes no damage and suffers no penalties from poison gas of any kind, including those created magically (such as *stinking cloud*). The exceptions are poisonous vapors created by a dragon’s breath weapon (such as the chlorine gas of a green dragon); in these cases, the creature protected by *filter* suffers half-damage.'
-}
+};
wiz2['Ghoul Touch'] = {
'level': '2',
@@ -5824,7 +5824,7 @@ wiz2['Ghoul Touch'] = {
'damage-type': '',
'healing': '',
'effect': 'When this spell is in effect, the caster’s touch causes any single human, dwarf, gnome, half-elf, or halfling to become rigid for 3-8 (1d6 +2) rounds unless the victim makes a successful saving throw vs. paralyzation. Additionally, the paralyzed victim exudes a carrion stench in a 10-foot radius that causes retching and nausea. Those within this area who fail to save vs. poison will make their attacks with a -2 penalty until the spell reaches the end of its duration.'
-}
+};
wiz2['Ice Knife'] = {
'level': '2',
@@ -5842,7 +5842,7 @@ wiz2['Ice Knife'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell fires a dagger of ice at the target. The caster makes a normal attack roll as if attacking with a missile weapon, factoring in the range from the attacker to the target (the *ice knife* has a long range of 30 yards, a medium range of 20 yards, and a short range of 10 yards). A successful hit causes 2-8 (2d4) hit points of damage. If the *ice knife* misses its target, consult the rules for grenade-like missiles on pages 62-63 of the *Dungeon Master’s Guide* to determine where it lands.\n When an *ice knife* strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius must make a successful saving throw vs. paralyzation or suffer 1-4 hit points of cold damage and become numb for 1-3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Proximity to major sources of heat, such as a roaring bonfire, improves a creature’s saving throw by +2.\n An *ice knife* that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the *ice knife* is touched, it instantly shatters, releasing a wave of cold as described above. If a lost *ice knife* is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature.'
-}
+};
wiz2['Vocalize'] = {
'level': '2',
@@ -5860,7 +5860,7 @@ wiz2['Vocalize'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell allows the recipient to cast spells that normally require a verbal component without the caster needing to make a sound. Such spells must be cast within the duration of the *vocalize* spell. This spell is also useful in situations where quiet is desired, or when the recipient is under the influence of a *silence* spell.\n *Vocalize* does not negate a *silence* spell, but merely offsets it for the purpose of spell casting; if a spell caster under the effect of *vocalize* casts a spell that has some audible effect, that sound will be masked for as long as *silence* remains in force. *Vocalize* does not affect normal vocal communication.'
-}
+};
wiz3['Bone Club'] = {
'level': '3',
@@ -5878,7 +5878,7 @@ wiz3['Bone Club'] = {
'damage-type': '',
'healing': '',
'effect': 'A wizard can use this spell to enchant a bone, causing it to become a magical club. This magical weapon acts as a *club +4* against undead, inflicting 5-10 (1d6 +4) hit points of damage, and a *club +1* against all other opponents, inflicting 2-7 (1d6 + 1) hit points of damage. The bone can be from any animal, providing the bone normally could be wielded as a club; for instance, a human femur could be enchanted by this spell, but a skull could not. At the end of the spell’s duration, the *bone club* reverts to a normal bone.\n If the proficiency rules are being used, characters with a weapon proficiency with a club also have a profiency with a *bone club*. Those wielding a *bone club* without the club profiency suffer the penalties described on page 52 of the *Player’s Handbook*.'
-}
+};
wiz3['Delay Death'] = {
'level': '3',
@@ -5896,7 +5896,7 @@ wiz3['Delay Death'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell enables one person or creature to postpone death. If *delay death* is cast before the indicated creature or person reaches 0 hit points, he is able to fight, cast spells, communicate, and take all other normal actions until he reaches -10 hit points. However, from the time he reaches 0 hit points until he is reduced to -10 hit points, the affected person or creature makes all attack rolls and saving throws at a -2 penalty, and his movement rate is reduced by half.\n When the subject reaches -10 hit points, he is dead and *Delay death* is no longer in effect. Note that the spell has a limited duration; if the spell expires after the affected subject has reached 0 hit points but before he has been reduced to -10 hit points, the subject dies instantly. A deceased subject previously under the effect of *delay Death* can be raised normally by raise dead and similar spells.'
-}
+};
wiz3['Hovering Skull'] = {
'level': '3',
@@ -5914,7 +5914,7 @@ wiz3['Hovering Skull'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates a glowing human skull with sharp fangs. The skull hovers about a foot above the caster’s shoulder; as the caster moves, the skull hovers along with him. If the caster stops moving and concentrates, he can mentally command the *hovering skull* to move in any direction within a 30- foot radius.\n The caster can see through the skull’s eyes as if they were his own; for instance, the *hovering skull* could be ordered to investigate a dark cave or peek over a high wall. Additionally, the caster can order the *hovering skull* to attack victims with its razor-sharp teeth. If the caster’s concentration is interrupted while controlling the skull, the skull immediately drops to the ground (but it takes no damage). If the caster resumes concentration, he can continue to command the skull.\n The *hovering skull* has the same statistics as the caster, except the skull has 3 hit points and inflicts 1-6 hit points of damage with its bite. Attacks directed at the skull do not harm the caster, nor does damage directed at the caster affect the skull.'
-}
+};
wiz3['Invisible Mail'] = {
'level': '3',
@@ -5932,7 +5932,7 @@ wiz3['Invisible Mail'] = {
'damage-type': '',
'healing': '',
'effect': 'A variation of the *armor* spell, this spell enables the caster to cover his body with an invisible suit of plate mail to temporarily raise his AC to 3. Its effects are not cumulative with other armor or magical protection (a character cannot improve his AC better than 3 through use of this spell), but Dexterity bonuses still apply.\n For each level of the caster, the *invisible mail* absorbs 1 hit point of damage that would normally hit AC 3 ([[@{level-wizard}]] points of damage); however, the *invisible mail* offers no protection against magical weapons or attacks. When the *invisible mail* has absorbed as many hit points of damage as the wizard has levels of experience, the *invisible mail* disappears. The *invisible mail* does not hinder movement, nor does it add weight or encumbrance. It does not interfere with spell casting.\n Example: A wizard with a normal AC of 10 has shielded himself with *invisible mail*. The first opponent attacks with a normal dagger; the attack is made against the AC 3 of the *invisible mail*. The attack is successful, causing 2 hit points of damage, but this damage is absorbed by the *invisible mail* and the wizard is unharmed. A second attack is made with a sword +1. The invisible armor offers no protection against this magical weapon, so the attack is made against the wizard’s normal AC of 10.'
-}
+};
wiz3['Iron Mind'] = {
'level': '3',
@@ -5950,7 +5950,7 @@ wiz3['Iron Mind'] = {
'damage-type': '',
'healing': '',
'effect': 'The person or creature affected by *iron mind* is immune to all *charm* and *hold* spells for a full hour. Additionally, he automatically disbelieves all illusions cast by 3rd-level wizards (or their equivalent) or lower.'
-}
+};
wiz3['Pain Touch'] = {
'level': '3',
@@ -5968,7 +5968,7 @@ wiz3['Pain Touch'] = {
'damage-type': '',
'healing': '',
'effect': '*Pain touch* enables the caster to touch an opponent in such a way as to induce extreme pain. The spell works if the caster touches any exposed part of an opponent’s body. The caster must be within arm’s length of the opponent for the spell to work. The spell requires a normal attack roll.\n The pain causes no damage, but for the next 1-4 rounds, the victim will be -2 on his chance to hit and his AC is worsened by 2. The caster can cast the spell and touch the victim in the same round. *Pain touch* is only effective on human, demihuman, and humanoid opponents.'
-}
+};
wiz3['Snapping Teeth'] = {
'level': '3',
@@ -5986,7 +5986,7 @@ wiz3['Snapping Teeth'] = {
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster causes a set of teeth to appear on a person or object; the teeth appear in the exact location touched by the caster. The *snapping teeth* are contained in a mouth-like orifice about 6 inches in diameter and are capable of snapping at victims within 1 foot. A person or creature with the *snapping teeth* can cause them to snap at will, effectively giving him an extra attack per round. A normal attack roll is made, and a successful hit inflicts 1-4 hit points of damage. Note that the victim must be within range of the teeth and that normal facing considerations must be accounted for (for instance, *snapping teeth* in the back of a person’s head can only attack victims that are behind the person).\n *Snapping teeth* can also be placed on a non-living object, such as a tree or a door. In such cases, the *snapping teeth* are invisible until they make an attack. The *snapping teeth* will attack any victim that comes within 1 foot; they attack as a 4 HD monster, and each successful hit causes 1-4 hit points of damage. These attacks are automatic and are not controlled by the caster. Attacks cannot be directed against the *snapping teeth*, but *dispel magic* causes them to vanish.'
-}
+};
wiz4['Duplicate'] = {
'level': '4',
@@ -6004,7 +6004,7 @@ wiz4['Duplicate'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates an exact copy of any single item the caster touches. The item to be copied must fit inside a 20-foot cube. The spell has no effect on living creatures, including undead, nor will it copy magical items. The *duplicated* item is identical to the original in every way--for instance, a *duplicated* sword can be wielded to inflict damage as a normal sword--but *detect magic* can reveal its true nature and *dispel magic* can cause it to disappear. The *duplicated* object exists for 1 hour/level of the caster, at which time it vanishes; permanency does not affect *duplicated* items.'
-}
+};
wiz4['Fire Aura'] = {
'level': '4',
@@ -6022,7 +6022,7 @@ wiz4['Fire Aura'] = {
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster surrounds his body with an aura of magical green fire. The *fire aura* extends 1 foot from the caster’s body and provides illumination in a 10-foot radius. The *fire aura* provides complete immunity to all forms of fire, both natural and magical; the flames can be extinguished only by *dispel magic* or a similar spell. Those touching the *fire aura* suffer 2-8 (2d4) hit points of damage; additionally, if the touched victim fails to make his saving throw, his body is set afire with green flames.\n The flames persist for 2-8 (2d4) rounds and can be extinguished only by *dispel magic* or a similar spell. Each round the victim is engulfed in these flames, he suffers an additional 1-6 hit points of damage; the victim’s attack rolls are made with a -2 penalty during this time.'
-}
+};
wiz4['Halo of Eyes'] = {
'level': '4',
@@ -6040,7 +6040,7 @@ wiz4['Halo of Eyes'] = {
'damage-type': '',
'healing': '',
'effect': '*Halo of eyes* creates a halo of functional eyeballs that sits atop the caster’s head, enabling the caster to see in all directions at the same time. Additionally, these magical eyes all have infravison to a distance of 60 yards. The caster can see opponents on all sides of him, providing they are not *invisible*, and therefore can never by struck from behind or suffer a penalty for a back attack. Under normal conditions, the caster cannot be surprised. Attacks cannot be directed against the magical eyeballs, but their vision is obscured by *blindness* and other magical and natural effects that would hinder the wizard’s normal sight.'
-}
+};
wiz4['Otiluke\'s Dispelling Screen'] = {
'level': '4',
@@ -6058,7 +6058,7 @@ wiz4['Otiluke\'s Dispelling Screen'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates a shimmering screen of violet energy in any shape the caster desires. Any creature passing through the screen is affected by *dispel magic* with the same level of effectiveness as that spell cast by the wizard.'
-}
+};
wiz4['Wind Breath'] = {
'level': '4',
@@ -6076,7 +6076,7 @@ wiz4['Wind Breath'] = {
'damage-type': '',
'healing': '',
'effect': 'A variation of *gust of wind*, this spell allows the caster to fill his lungs with air and expel a powerful wind. The strength of this wind is about 5 miles per hour for every level of the caster ([[5*[[@{level-wizard}]] ]] miles per hour). Those outside the area of effect do not notice the tremendous winds, though objects may be blown out of the spell’s area into their path. The DM should determine the precise effects of the *wind breath* using the following parameters as guidelines.\n If the *wind breath* is 30-50 miles per hour, there is a 10 percent chance that small boats capsize, a 1 percent chance that ships capsize, and a 10 percent chance that a man is knocked down. There is a 20 percent chance that branches snap, light articles are blown away, and tents and sails tear. Creatures caught in the cone of the *wind breath* suffer 1 hit points of damage from blown sand and grit.\n If the *wind breath* is 50-70 miles per hour, there is a 70 percent chance that small boats capsize, a 20 percent chance that ships capsize, and a 50 percent chance that a man is knocked down. Trees bend and there is a 70 percent chance that branches snap, and a 20 percent chance that a trunk snaps. Medium-sized articles are blown away, and there is a 50 percent chance that tents and sails are torn, and a 40 percent chance that shacks are blown down. Creatures caught in the cone of the *wind breath* suffer 1-4 hit points of damage from sand and grit. Flying creatures are blown back 10-40 (10d4) feet.)\n If the *wind breath* is 70 miles per hour or more, there is a 100 percent chance that small boats capsize, a 70 percent chance that ships capsize, and a 70 percent chance that a man is knocked down and blown 10-40 (10d4) feet to suffer 1-6 hit points of damage per 10 feet blown. There is a 70 percent chance that tree trunks snap, and a 100 percent chance that branches are ripped from trees. Heavy articles are blown away, medium articles are ripped from fastenings, and tents and sails have a 70 percent chance of being destroyed. There is a 20 percent chance that common buildings are blown down and a 60 percent chance that shacks are flattened. Creatures caught in the cone of the *wind breath* suffer 1-8 hit points of damage from blown objects. Flying creatures are blown back 50-100 (40+10d6) feet.'
-}
+};
wiz5['Force Shapechange'] = {
'level': '5',
@@ -6094,7 +6094,7 @@ wiz5['Force Shapechange'] = {
'damage-type': '',
'healing': '',
'effect': 'With this spell, the caster can force any shapechanger or magic-wielder using any form of a *shapechanging* spell to instantly revert to his true form (or his most common form). To use the spell, the caster points at creatures he knows or believes to be shapechangers. If the creatures are indeed shapechangers, they must make a successful saving throw or immediately revert to their true form and suffer 3-30 (3d10) hit points of damage from the wracking pain caused by the forced change. The change takes a full round, during which time a victim can take no other actions. If the saving throw was successful, the victim does not change form, but still suffers half damage (2d10/2).'
-}
+};
wiz5['Invulnerability to Normal Weapons'] = {
'level': '5',
@@ -6112,7 +6112,7 @@ wiz5['Invulnerability to Normal Weapons'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates an immobile, faintly shimmering magical sphere around the caster that cannot be penetrated by non-magical blunt weapons, edged weapons, or missile weapons. The caster can use these weapons from inside the sphere to attack opponents normally. Spells can also be cast through the sphere. The sphere can be negated by *dispel magic*.'
-}
+};
wiz5['Know Value'] = {
'level': '5',
@@ -6130,7 +6130,7 @@ wiz5['Know Value'] = {
'damage-type': '',
'healing': '',
'effect': '*Know value* enables the caster to know the total value of all coins, gems, and jewelry within the area of effect, within the limits that follow.\n The items must be clearly visible. They cannot be concealed on people, hidden in a chest, or buried in the ground. The items must also be contained within an area no larger than a 10-foot cube, and this area can be no farther than 10 yards from the caster.\n Further, *know value* will only reveal the value of 75% of the total number of objects in a treasure pile, up to a maximum of 10 pieces; the DM determines which pieces the spell affects, and the caster does not know which particular pieces have been appraised. The spell does not detect the presence or value of magical items, and it ignores the value of personal property, such as clothing, weapons, and other equipment. *Know value* does not reveal the number or nature of any type of hidden objects.'
-}
+};
wiz5['Mordenkainen\'s Private Sanctum'] = {
'level': '5',
@@ -6148,7 +6148,7 @@ wiz5['Mordenkainen\'s Private Sanctum'] = {
'damage-type': '',
'healing': '',
'effect': 'With this spell, privacy is ensured in a room of up to 1600 square feet (40 feet x 40 feet, or the equivalent). From the outside, the windows of the room appear to be dark and cloudy, preventing those with normal vision, infravision, or any other type of vision from seeing inside. Those inside the room can see out the windows as they normally would. No sounds of any kind can escape from the room. Scrying attempts, such as *ESP*, *clairaudience*, *clairvoyance*, and *crystal balls* cannot penetrate the room, and a *wizard eye* cannot enter. The caster can leave the room without affecting the spell.'
-}
+};
wiz5['Mummy Rot'] = {
'level': '5',
@@ -6166,7 +6166,7 @@ wiz5['Mummy Rot'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell allows the caster to attack with a rotting touch similar to that of a mummy. If the caster touches a human, demihuman, or humanoid victim, the victim immediately loses 2-12 (2d6) hit points and is infected with a rotting disease which is fatal in 1-6 months. For each month the rot progresses, the victim permanently loses 2 points of Charisma. While infected, the victim recovers lost hit points at 10 percent of his normal rate.\n The rotting disease can be cured only with a *cure disease* spell; *cure wounds* has no effect. A *regenerate* spell will restore damage but will not otherwise affect the course of the disease. If a victim makes a successful saving throw, he is not infected, but he still suffers 2-12 hit points of damage.'
-}
+};
wiz5['Rary\'s Telepathic Bond'] = {
'level': '5',
@@ -6184,7 +6184,7 @@ wiz5['Rary\'s Telepathic Bond'] = {
'damage-type': '',
'healing': '',
'effect': 'With this spell, the caster forms a telepathic bond between two or more creatures with Intelligence of 6 or higher. The bond can be established only between willing creatures who are within 20 yards of each other. The creatures need not speak the same language to communicate via the bond. The bond can be placed upon one creature for every three levels of the caster ([[floor([[@{level-wizard}]]/3)]] creatures); therefore, a 9th-level caster can forge a bond among three creatures. The bonded creatures can remain in mental contact as long as they remain on the same plane of existence. If either creature enters a different plane, the spell is terminated.\n *Rary’s telepathic bond* can be cast only once to affect a single pair of subjects. However, if the caster is able to cast the spell twice, the same subjects can be affected again. Example: A wizard can cast *telepathic bond* twice. The first casting links Subject A to Subject B. The second casting can affect Subject A again, linking him with Subject C.'
-}
+};
wiz5['Throbbing Bones'] = {
'level': '5',
@@ -6202,7 +6202,7 @@ wiz5['Throbbing Bones'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell causes the bones of the affected creature to throb and pulsate inside his body. The spell can be cast upon any single living creature or person within the caster’s range, providing the creature has a physical form and has bones inside its body; for instance, *throbbing bones* will not affect insects, ghosts, or worms.\n For the duration of the spell, the affected creature’s AC is worsened by 2, its movement rate is halved, and all its attacks are made with a -2 penalty. Additionally, it suffers 1-4 hit points of damage per round; this damage is halved if the creature makes a successful saving throw. However, a successful saving throw has no affect on the movement, attack, and AC penalties.'
-}
+};
wiz5['Wall of Bones'] = {
'level': '5',
@@ -6220,7 +6220,7 @@ wiz5['Wall of Bones'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell causes a wall of bones to erupt from the earth in whatever shape the caster desires within the limits of the area of effect. The wall is a random construction of bones from many types of creatures. The wall need not be vertical, but it must rest upon a firm foundation or it will collapse. Since the wall has many small openings and gaps, it provides only 50 percent cover. Missiles can easily be fired from behind the wall, and creatures of small size (less than 4 feet tall) can wriggle through openings in the wall at the rate of 10 feet per round. However, the wall has many sharp edges and creatures wriggling through it suffer 1-8 hit points of damage per 10 feet traveled.\n If the spell is cast in an area occupied by creatures, the *wall of bones* appears everywhere except where the creatures stand. Creatures in the affected area suffer an immediate 2-16 (2d8) hit points of damage when the wall appears. The wall can be smashed by creatures wielding blunt weapons with a Strength of 18 or greater. Every 10 hit points of damage causes a 5 foot x 5 foot x 6 inch section of the wall to collapse. The *wall of bones* is unaffected by *animate dead*.'
-}
+};
wiz6['Blackmantle'] = {
'level': '6',
@@ -6238,7 +6238,7 @@ wiz6['Blackmantle'] = {
'damage-type': '',
'healing': '',
'effect': '*Blackmantle* creates a shimmering aura around all creatures within the affected area that negates all healing and regeneration, both natural and magical. For instance, a *potion of healing* has no effect on a creature under the influence of *blackmantle*, a troll cannot regenerate lost hit points, and *cure light wounds* is useless.\n *Blackmantle* is negated for any target creatures who make successful saving throws. Otherwise, it persists for 1 turn per level of the caster. If the creatures are still alive at the end of the spell’s duration, any active curative forces will operate normally; for instance, a *ring of regeneration* will resume its function. However, consuming a *potion of healing* or applying a *staff of curing* while *blackmantle* is in effect will have no affect when *blackmantle* wears off, since these types of magic work instantly. In such cases, the dose of *potion of healing* and the charge from a *staff of curing* are not only wasted, but the aura generated by *blackmantle* actually negates the *potion of healing* or the *staff of curing*, rendering it useless. If a *potion of healing* or *staff of healing* is applied after the spell wears off, the healing magic works normally.'
-}
+};
wiz6['Dead Man\'s Eyes'] = {
'level': '6',
@@ -6256,7 +6256,7 @@ wiz6['Dead Man\'s Eyes'] = {
'damage-type': '',
'healing': '',
'effect': '*Dead Man’s Eyes* causes the whites of the caster’s eyes to turn black and his pupils to reshape themselves into small white skulls. The caster can affect one victim per round, providing the victim is within 3 feet of the caster and meets his gaze. Victims are affected as follows:\n • Victims with 2 Hit Dice or fewer (or victims of level 2 or lower) instantly die. No saving throw is allowed.\n • Victims with 2+ to 5 Hit Dice (or victims of level 3-5) instantly die unless they save vs. death magic at a -2 penalty. Those who succeed in their saving throws suffer 2-12 (2d6) hit points.\n • Victims with 5+ Hit Dice or more (or victims of level 6 or greater) suffer 2-12 (2d6) hit points of damage unless they save vs. death magic.\n If the caster’s gaze is reflected back on him (by a mirror, calm water, etc.), he must make a saving throw vs. spells or suffer the same effects as a 5+ Hit Dice victim. At the end of the spell’s duration, there is a 5 percent chance that the caster will become blind for the next 5-10 (1d6 + 4) hours.'
-}
+};
wiz6['Dragon Scales'] = {
'level': '6',
@@ -6274,7 +6274,7 @@ wiz6['Dragon Scales'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell causes the body of the caster (or any single person or creature touched by the caster) to become completely covered with dragon scales, effectively raising the subject’s Armor Class by 2 for the duration of the spell; this modification is in addition to the subject’s normal AC (for instance, if the subject’s AC is 6, *dragon scales* raises it to 4).\n The color of the *dragon scales* is the same as that of the scale used as the spell’s material component; however, the color has no bearing on the effect of the spell. *Dragon scales* also temporarily reduces the subject’s Charisma by 2 points.'
-}
+};
wiz6['Invulnerability to Magical Weapons'] = {
'level': '6',
@@ -6292,7 +6292,7 @@ wiz6['Invulnerability to Magical Weapons'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates an immobile, faintly shimmering magical sphere around the caster that cannot be penetrated by magical blunt, edged, or missile weapons; all such weapons are harmlessly deflected (missile weapons strike the sphere, then immediately fall to the ground). However, the sphere offers no protection against magically-created creatures (such as golems) or from creatures whose attacks are magically based (such as the gaze of a medusa). The sphere offers no protection against spells such as *magic missile*, or spells that simulate the effects of weapons.\n The caster can use magical weapons from inside the sphere to attack opponents normally. Spells can also be cast through the sphere. The sphere can be negated by *dispel magic*.'
-}
+};
wiz6['Tentacles'] = {
'level': '6',
@@ -6310,7 +6310,7 @@ wiz6['Tentacles'] = {
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster causes two 10-foot-long greenish tentacles to grow from his body. One tentacle grows on each side of the caster’s body, centered between his armpit and his thigh. The caster can use the tentacles as normal appendages to grasp tools, use weapons, or help with climbing.\n Each tentacle can make an attack, effectively giving the caster two extra attacks per round; a tentacle can strike to inflict 1-6 hit points of damage, or it can wield a sword, dagger, or other weapon (at the same ability of the caster). The flexible tentacles can easily reach victims on any side of the caster’s body.\n If an unarmed tentacle makes a successful strike against a victim who is man-sized or smaller (less than 7 feet tall), it also grabs and holds the victim to inflict an automatic 2-8 (2d4) hit points of damage in every subsequent round. To free himself, the victim must sever the tentacle; there is no way to loosen the grip other than severing the member, killing the caster, or negating the spell with *dispel magic*. A tentacle is severed if it takes 10 hit points of damage; damage directed at the tentacle has no adverse effects on the caster.\n A caster with two intact tentacles adds a 40 percent bonus modifier to his climbing success rate (see page 161 of the Player’s Handbook,) and adds a 20 percent modifier if he has only one intact tentacle.'
-}
+};
wiz7['Zombie Double'] = {
'level': '7',
@@ -6328,7 +6328,7 @@ wiz7['Zombie Double'] = {
'damage-type': '',
'healing': '',
'effect': 'This spell creates a ju-ju zombie duplicate of the caster. The *zombie double* has the same memories, consciousness, and alignment as the caster; essentially, the caster now exists in two bodies simultaneously. In all other respects, the *zombie double* is the same as a normal ju-ju zombie (AC 6; MV 9; HD 3+12; #AT 1; Dmg 3-12; SA strike as a 6 HD monster; SD immune to all mind-affecting spells, including illusions; immune to *sleep*, *charm*, *hold*, *death magic*, *magic missiles*, electricity, poisons, and cold-based spells; edged and cleaving weapons inflict normal damage while blunt and piercing weapons inflict half- damage; magical and normal fire inflicts half-damage); THAC0 16.\n The *zombie double* cannot cast spells, but it can use any weapons that the caster can use. It is also able to climb walls as a thief (92 percent). The *zombie double* can be turned as a spectre. If it strays more than 30 yards from the caster, the *zombie double* becomes inactive and collapses to the ground; it becomes active again the instant the caster moves within 30 yards.'
-}
+};
wiz8['Defoliate'] = {
'level': '8',
@@ -6346,7 +6346,7 @@ wiz8['Defoliate'] = {
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster causes all vegetation within the affected area to wither and die, crumbling into black ashes. All vegetation is affected, from the tallest tree to the tiniest blade of grass. Intelligent plant life, such as treants, are also destroyed. The power of a *wish* or its equivalent is required to restore the destroyed vegetation; otherwise, nothing can grow in the *defoliated* area for a full year. Note that since *defoliate* causes plants to crumble to ash, there is no danger of a creature being struck by a toppling tree; however, creatures hiding in trees will find themselves plummeting to the ground when this spell is cast.'
-}
+};
wiz8['Fear Ward'] = {
'level': '8',
@@ -6364,7 +6364,7 @@ wiz8['Fear Ward'] = {
'damage-type': '',
'healing': '',
'effect': '*Fear ward* creates an aura around the caster that makes him immune to all forms of *fear*, including that caused by dragons. Additionally, *fear ward* protects the caster from attacks by all forms of undead; the spell is equally effective against physical and magical attacks. *Dispel magic* has no effect on *fear ward*, but a *wish* will negate it.'
-}
+};
wiz8['Shadow Form'] = {
'level': '8',
@@ -6382,10 +6382,1748 @@ wiz8['Shadow Form'] = {
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster temporarily changes himself into a shadow. The caster gains the movement rate, Armor Class, hit dice, and all abilities of a shadow. His chilling touch (requiring a normal attack roll) inflicts 2-5 (1d4+1) hit points of damage on his victims as well as draining one point of Strength. Lost Strength returns in 2-8 (2d4) turns after being touched. If a human or demihuman victim is reduced to 0 hit points or 0 Strength by the caster in *shadow form*, the victim has lost all of his life force and is immediately drawn into the Negative Material Plane where he will forever after exist as a shadow.\n All of the caster’s weapons and equipment stay with him, but he is unable to use them while in *shadow form*. He is also unable to cast spells while in *shadow form*, but he is immune to *sleep*, *charm*, and *hold* spells, and is unaffected by cold-based attacks. He is 90 percent undetectable in all but the brightest of surroundings. Unlike normal shadows, a wizard in *shadow form* cannot be turned by priests.\n At the end of the spell’s duration, there is a 5% chance that the caster will permanently remain as a shadow. Nothing short of a *wish* can return the caster to his normal form.'
-}
+};
//#endregion
+//region Tome of Magic
+wiz1['Conjure Spell Component'] = {
+ 'level': '1',
+ 'school': 'Conjuration/Summoning',
+ 'range': '[[@{level-wizard}]] mile(s)',
+ 'duration': '1 round',
+ 'aoe': '[[3*[[@{level-wizard}]] ]] components',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 106',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, the wizard teleports desired items directly to his hand. The objects must be naturally occurring components for spells the wizard knows and they must be within spell range. The components must be items commonly found in the area, such as a twig, feather, firefly, or bit of beeswax in a forest.\n If the components lie underground or underwater at a depth greater than 10 feet, they cannot be conjured, even if the caster is at a similar depth (such as in a cavern or at the bottom of a lake).\n The spell will not cause the appearance of components whose value exceeds 1 gp. Thus, it is impossible to summon gemstones, crystals, metals, pearls, etc. Additionally, components cannot be manmade or altered from their natural state (coins, jewelry, cut or crushed gems, mirrors, etc.), nor can they be taken from someone else’s possession.\n A single *conjure spell component* spell will summon three components per level of the caster. They may be three different components or multiples of a single component.\n Attempts to conjure an animal’s body parts (such as bat fur) produce unpredictable results. The DM should roll on the table below.}}{{style=center1 sheet-spell-bottom2}}{{c1-1=**D4**\n**Roll**}}{{c2-1=1}}{{c3-1=2}}{{c4-1=3}}{{c5-1=4}}{{c1-2=**Result**}}{{c2-2=Desired component appears.}}{{c3-2=Component does not appear.}}{{c4-2=Creature is teleported to the caster.}}{{c5-2=Caster is teleported to the creature.}}{{effects2= Only animals with Intelligence scores of 1-4 can be affected by this spell. Humanoids and fantastic animals (dragons, bugbears, unicorns, etc.) cannot be affected.\n In all cases, the DM must use common sense to determine the likelihood of the component being located within spell range.'
+};
+
+wiz1['Fire Burst'] = {
+ 'level': '1',
+ 'school': 'Alteration, Evocation',
+ 'range': '[[5*[[@{level-wizard}]] ]] yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One 10’-radius circle',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 17',
+ 'book': 'Tome of Magic',
+ 'damage': '[[{[[@{level-wizard}]],10}kl1]]',
+ 'damage-type': 'Fire',
+ 'healing': '',
+ 'effect': 'When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.'
+};
+
+wiz1['Fist of Stone'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] round(s)',
+ 'aoe': 'The caster’s hand',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 17',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Upon completion of this spell, one of the caster’s hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had Strength of 18/00. Combat bonuses for Strength do not apply if the caster uses any weapon other than his fist.\n While the spell is in effect, the wizard cannot cast spells requiring somatic components.'
+};
+
+wiz1['Hornung\'s Guess'] = {
+ 'category': 'Wild Magic',
+ 'level': '1',
+ 'school': 'Divination',
+ 'range': '300 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Special',
+ 'components': 'Component: V',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 17',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Hornung, one of the leading wizards in the field of wild magic (before his untimely disappearance while experimenting with wildwind ), developed this spell to improve the accuracy of his estimates. The spell provides a wizard with an instant and highly accurate estimate of the number of persons or objects in a group.\n The spell’s area of effect is one group of a general class of objects. All objects of the group must be within spell range and the group as a whole must be visible to the caster. The wizard need not see every individual in the group, merely the general limits of the group’s size and area. For example, a wizard on a hill could look down on a forest and estimate the number of trees in all or part of it. He could not get an estimate of the number of goblins within the forest, however, since the group as a whole (the goblins) is concealed from sight.\n The estimate generated is accurate to the largest factor of ten (rounded up). For example, if *Hornung’s guess* were cast on a group of 439 horsemen, the estimate would be 400. If there were 2,670 horsemen, the spell would estimate 3,000. If there were 37 horsemen, the answer would be 40. Clearly, using the spell on small groups (especially those with fewer than 10 members) is pointless.\n *Hornung’s guess* can be used to quickly estimate the size of treasure hoards and army units. It is particularly popular with moneylenders and generals.'
+};
+
+wiz1['Lasting Breath'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'range': '[[5*[[@{level-wizard}]] ]] yards',
+ 'duration': '1d4+[[@{level-wizard}]] rounds',
+ 'aoe': '[[@{level-wizard}]] creature(s)',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 19',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell increases the amount of time a character can hold his breath. As described in the *Player’s Handbook*, a character can hold his breath for a number of rounds equal to one-third his Constitution score. The effect of this spell is added to that figure.\n The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.'
+};
+
+wiz1['Metamorphose Liquids'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': '[[@{level-wizard}]]’-cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': 'A drop of the liquid that the caster intends to create, which must be placed on the wizard’s tongue and consumed.',
+ 'reference': 'p. 19',
+ 'book': 'Tome of Magic',
+ 'damage': '[[@{level-wizard}]]d4 vs creates from the elemental plane of water',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.\n Magical liquids (such as potions) receive a saving throw vs. disintegration with a +3 bonus to avoid the spell’s effect. Fluids can be transmuted only into nonmagical liquids; it is not possible to change a magical liquid into another type of magical liquid. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poisons already consumed.\n Living creatures are unaffected by the spell, excluding those from the elemental plane of water. Such creatures are allowed a saving throw vs. spell. Failure results in 1d4 points of damage per level of the caster, while success indicates half damage. Only one creature can be affected by a single casting of this spell, regardless of the creature’s size.\n Creating poisons through use of this spell is especially dangerous.'
+};
+
+wiz1['Murdock\'s Feathery Flyer'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] round(s)',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'An eagle’s feather.',
+ 'reference': 'p. 19',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Upon casting this spell, a feathery membrane grows under the wizard’s arms, extending along his sides all the way to his feet. The membrane appears to merge with the caster’s skin and clothing.\n If the caster spreads his arms and jumps from a height, he may glide through the air. For each foot of elevation, the wizard can glide five feet horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50 feet. Gliding characters have a movement rate of 12 and Maneuverability Class E.\n A wizard attempting to carry more than his normal weight allowance plummets to the earth upon takeoff.\n When the spell expires, the feathers instantly disappear. If the wizard is airborne, he immediately plummets toward the ground.'
+};
+
+wiz1['Nahal\'s Reckless Dweomer'] = {
+ 'category': 'Wild Magic',
+ 'level': '1',
+ 'school': 'Invocation/Evocation',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 20',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is the wild mage’s ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.\n Before casting the spell, the mage announces the spell effect he is trying to create. The mage must be able to cast the spell (i.e., have it in his spell books), but need not have it memorized. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts *Nahal’s reckless dweomer*. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Table 2: Wild Surge Results.\n Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting *Nahal’s reckless dweomer*.'
+};
+
+wiz1['Patternweave'] = {
+ 'category': 'Wild Magic',
+ 'level': '1',
+ 'school': 'Divination',
+ 'range': '10 yards',
+ 'duration': '1 round',
+ 'aoe': '10-foot square',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Special',
+ 'materials': 'A small hand lens through which the caster studies the objects. The lens is not consumed in the casting.',
+ 'reference': 'p. 20',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Patternweave* allows the caster to make sense of apparent chaos. The caster can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints.\n After casting the spell, the mage studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible--coded flashing lights, garbled speech, or thoughts of any kind cannot be studied.\n The wizard must study the random elements for one round, after which the DM secretly makes a saving throw vs. spell for the wizard. If the saving throw is failed, the spell fails. However, if the saving throw is successful, the caster sees in his mind the pattern these objects form. If the items studied are truly random, no information is gained.\n After the caster has visualized the pattern, he can attempt to reassemble the parts into their original form. This requires another saving throw vs. spell to determine whether the mage remembers sufficient details to accomplish the task. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the wizard can make only a reasonable copy of the item. He can use this spell to restore works of art, but they will be worth only a small percentage of their original value.'
+};
+
+wiz2['Chaos Shield'] = {
+ 'category': 'Wild Magic',
+ 'level': '2',
+ 'school': 'Abjuration',
+ 'range': '0',
+ 'duration': '[[1d10+2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 21',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Following the discovery of wild magic came the discovery of wild surges and the personal danger such surges create. After several wild mages destroyed themselves by rather spectacular means (or suffered very odd side effects), the *chaos shield* was created as protection from these surges.\n This spell imbues the wild mage with special protection against the effects of wild surges. It protects only against wild surges caused by the caster’s own spells, not from the effects of another mage’s wild surges.\n When a wild surge affects a caster protected by *chaos shield*, he is allowed a saving throw vs. magic. If the saving throw is successful, the effect of the surge on the caster is negated. If the saving throw is failed, the caster is affected normally by the surge. The spell does not protect against wild surges that might be caused by its own casting.\n The *chaos shield* protects only the caster and does not negate the effects of a wild surge for other characters who might be in the area of effect. The caster cannot voluntarily cancel the protection once he has learned the nature of a wild surge; the *chaos shield* protects from both good and harmful effects. Thus, if a wild surge resulted in a heal spell for all characters within 10 feet of the caster, the protected caster might not benefit, while all others in the radius would be healed.\n The spell remains in effect until it negates a wild surge or the spell duration expires.'
+};
+
+wiz2['Hornung\'s Baneful Deflector'] = {
+ 'category': 'Wild Magic',
+ 'level': '2',
+ 'school': 'Evocation',
+ 'range': 'Touch',
+ 'duration': '[[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A small prism that shatters when the spell is cast.',
+ 'reference': 'p. 21',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell partially surrounds the recipient in a shimmering, hemispherical field of force. The field is transparent and moves with the subject, forming a shell about one foot away from his body. The shell serves as a shield against all forms of individually targeted missile attacks (including *magic missiles* and other spells). The caster designates the position of the shell (protecting the front, rear, side, or top of the recipient). The spell does not protect against area effect spells or other attacks that strike several creatures at once.\n Whenever an individual missile attack is directed at a protected creature, the *baneful deflector* activates. Instead of striking the target creature, the missile’s target is determined randomly among all creatures within a 15-foot hemisphere of the protected creature, *including* the protected creature. The missile then changes course toward its new target with normal chances to hit. If the new target is beyond the range of the missile, no target is hit. If the protected creature is struck, the spell immediately fails. If several people are protected by *baneful deflector*, a missile will change course several times before reaching its target.'
+};
+
+wiz2['Insatiable Thirst'] = {
+ 'level': '2',
+ 'school': 'Enchantment/Charm',
+ 'range': '[[5*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 21',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell instills in the victim an uncontrollable desire to drink. The victim is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous.\n No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill for drinkable fluids.'
+};
+
+wiz2['Maximilian\'s Earthen Grasp'] = {
+ 'level': '2',
+ 'school': 'Evocation',
+ 'range': '[[10+10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[3+[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Special',
+ 'materials': 'A miniature hand sculpted from clay, which crumbles to dust when the spell is cast.',
+ 'reference': 'p. 22',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or a dirt floor.\n The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature’s leg. The victim must attempt a saving throw; if successful, the hand sinks into the ground. Each round thereafter (until the spell ends or the target moves out of spell range), the hand has a 5% chance per level of the caster ([[5*[[@{level-wizard}]] ]]%) of reappearing beneath the targeted creature, at which time another saving throw is required.\n If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place. An individual held by the hand suffers a movement rate of 0, Armor Class penalty of -2, and attack penalty of -2. All Dexterity combat bonuses are negated. The hand causes no physical damage to the victim.\n The arm may be attacked by any creature, including the arm’s victim. The arm has AC 5 and hit points equal to double the caster’s maximum hit points. For example, a caster who normally has 15 hit points can create an earthen hand with 30 hit points. The maximum number of hit points that an earthen hand may have is 40. Currently [[{2*(@{HP|max}),40}kl1]] hit points. When the arm’s hit points are reduced to zero or when the spell duration ends, the hand crumbles.'
+};
+
+wiz2['Nahal\'s Nonsensical Nullifier'] = {
+ 'category': 'Wild Magic',
+ 'level': '2',
+ 'school': 'Abjuration',
+ 'range': 'Touch',
+ 'duration': '[[1d6+[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'Creature touched',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A small amount of egg yolk smeared into the hair of the recipient.',
+ 'reference': 'p. 22',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell scrambles the aura of the affected creature, giving random results to *know alignment*, *detect evil*, and *detect lie* spells cast on that creature.\n When a protected creature is the focus of one of these divinations, the information gained is randomly determined. Thus, if *know alignment* is used against a chaotic evil creature protected by the *nonsensical nullifier*, the response could be any alignment combination. If two characters both use the same divination on the same target, two random results are generated.\n A new random result is generated each round; thus, continued observation of a protected creature usually results in different answers. The table below should be used to determine the random alignment.}}{{style=center1 sheet-spell-bottom2}}{{c1-1=**D10**\n**Roll**}}{{c2-1=1}}{{c3-1=2}}{{c4-1=3}}{{c5-1=4}}{{c6-1=5}}{{c7-1=6}}{{c8-1=7}}{{c9-1=8}}{{c10-1=9}}{{c11-1=10}}{{c1-2=**Alignment**}}{{c2-2=Lawful Good}}{{c3-2=Lawful Neutral}}{{c4-2=Lawful Evil}}{{c5-2=Neutral Good}}{{c6-2=Neutral}}{{c7-2=Neutral Evil}}{{c8-2=Chaotic Good}}{{c9-2=Chaotic Evil}}{{c10-2=Chaotic Neutral}}{{c11-2=No alignment'
+};
+
+wiz2['Past Life'] = {
+ 'level': '2',
+ 'school': 'Divination',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 22',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By touching the remains of a dead creature, this spell allows a caster to gain a mental image of the deceased’s former appearance. The remains can be of any age and only a tiny fragment is required, such as a bone splinter or a strand of hair.\n When cast by a wizard of at least 7th level, he is able to view the final minute of the subject’s life from the subject’s point of view.\n When cast by a wizard of at least 9th level, a personal possession (a ring, a favorite walking stick, etc.) may be substituted for bodily remains.'
+};
+
+wiz2['Protection From Paralysis'] = {
+ 'level': '2',
+ 'school': 'Abjuration',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A bit of cloth taken from a priest’s robes.',
+ 'reference': 'p. 23',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The recipient of this spell receives total immunity to magical paralysis. Spells such as *hold person* and *slow* have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul’s touch, for example). This spell offers no protection against physical damage.'
+};
+
+wiz2['Ride the Wind'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'range': '[[5*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': '[[@{level-wizard}]] creatures',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small handful of straw and a dry leaf.',
+ 'reference': 'p. 23',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows creatures targeted by the caster to become virtually weightless and be lifted upon the wind. Affected creatures can control their altitude by rising or descending at a movement rate of 12, but are at the mercy of the wind for speed and direction. Recipients can stop forward movement only by grasping something to anchor them in place. If no wind is present, this spell has no effect.\n Unwilling targets are allowed a saving throw to resist the effect.\n Each subject and his equipment must weigh less than 100 pounds per level of the caster. Currently [[100*[[@{level-wizard}]] ]] pounds per creature. Thus, a 6th-level wizard could affect six creatures each weighing 600lbs. or less. This spell may be cast only on living creatures.'
+};
+
+wiz2['Sense Shifting'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '3 turns',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A twist of multi-colored ribbon with a small silver bell fastened to its end.',
+ 'reference': 'p. 23',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Sense shifting* allows the wizard to affect all spells of levels 1 through 3 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: color, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects.\n *Sense shifting* might be used to produce green *fireballs*, *magic missiles* that streak through the air with a scream, colored *continual light* globes, customized designs for a *hypnotic pattern*, or a *spectral hand* that makes scrabbling sounds as it attempts to grasp a target.\n *Sense shifting* cannot create any form of invisibility. It cannot completely silence a spell effect (thus, a *fireball’s* blast might be muted, but not wholly eliminated).'
+};
+
+wiz3['Alacrity'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '1 turn + [[@{level-wizard}]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A miniature hourglass which is destroyed when the spell is cast.',
+ 'reference': 'p. 24',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The use of an *alacrity* spell allows the wizard to speed up the casting of spells of 5th level and lower. Only spells that are cast within the *alacrity* spell’s duration are affected.\n Casting times of 2-5 are reduced by 1; casting times of 6-9 are reduced by 2; and a casting time of one round is reduced to a casting time of 8. Casting times for spells which require more than 1 round are reduced by 20% (e.g., an animate dead spell affected by *alacrity* could be cast in only 4 rounds). Spells which have a casting time of 1 are not affected by this spell.'
+};
+
+wiz3['Alamir\'s Fundamental Breakdown'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'One item',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': 'A wand cut from a 100-year-old oak tree. The wand is used to touch the item in question, and vanishes in a puff of smoke when the spell is complete.',
+ 'reference': 'p. 24',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting this spell, the wizard learns what ingredients and formulas were used to create a chemical mixture or magical item.\n The information instantly appears in the caster’s mind but may be lost if the wizard cannot comprehend it. The caster must roll an Intelligence check; if successful, the wizard understands the formula and retains it in his memory. If the roll is missed, the caster cannot comprehend what he has learned and the information is immediately forgotten. If the spell is cast a second time on the same substance, the spell automatically fails unless the wizard has advanced to the next experience level.\n The caster’s level determines the type of information gleaned:\n *5th Level:* The type and quantity of ingredients and the preparation process required to produce a non-magical mixture are learned. For example, the wizard could learn how to produce Greek fire or gunpowder, or could learn the recipe for something simple, like chocolate cake.\n *9th Level:* The wizard may learn the proper ingredients and formula for making a magical liquid (potion, scroll ink, etc.).\n *14th Level:* The caster may learn the formula for creating any type of magical object, excluding unique items and objects of extreme power (artifacts and relics).\n In all cases, simply knowing the proper formula does not mean the wizard can successfully create the item or material. The construction of alchemical mixtures and magical items is a time-consuming and expensive undertaking.\n This spell has detrimental effects on the magical item analyzed. Single-use items (potions, oils, etc.) are automatically destroyed; the spell consumes the item in the process of analyzing it. Reusable magical items must make a saving throw vs. disintegration. If the saving throw is failed, *Alamir’s fundamental breakdown* releases the magic of the item in an explosive blast, rendering it permanently nonmagical. The caster suffers 4d8 points of damage from the explosion.'
+};
+
+wiz3['Alternate Reality'] = {
+ 'category': 'Wild Magic',
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': 'Creature touched',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A small, unmarked die.',
+ 'reference': 'p. 24',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the caster creates a small variation in probabilities. This variation lasts only a moment, but creates alternate results for one recent event. When the spell is cast, any one event attempted by the recipient during the previous round is recalculated, essentially allowing (or forcing) the creature to make new die rolls.\n Only events that begin and end in a single round can be affected. Only one die roll can be rerolled. If the creature touched is a willing recipient, the player can choose which roll (the original or the new roll) affects him, more than likely picking the most successful. If the creature is unwilling, he must redo the action. The second result, whatever its outcome, cannot be changed.\n Typical uses of this spell include allowing a fighter to reroll an attack, forcing an opponent to reroll a saving throw, or allowing a wizard to reroll the damage caused by a *fireball.*'
+};
+
+wiz3['Augmentation I'] = {
+ 'level': '3',
+ 'school': 'Invocation/Evocation',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A pair of concentric circles of bronze or silver.',
+ 'reference': 'p. 25',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell augments the damage inflicted by any spell of levels 1-3. For each die of damage rolled, the caster adds one point to the damage total.\n The *augmentation I* spell affects only one spell cast on the round immediately following the *augmentation*. If an entire round or more elapses, the *augmentation* is wasted.\n Only spells which cause direct physical damage are affected by augmentation; for example, monsters gained through *monster summoning I* gain no bonuses to their damage.'
+};
+
+wiz3['Far Reaching I'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 25',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the wizard to extend the range of any one 1st- or 2nd-level spell by 50% or any one 3rd-level spell by 25%. The spell to be affected must be cast on the round immediately following the *far reaching I* spell. If a complete round or more elapses, the *far reaching I* is wasted.\n *Far reaching I* affects only a spell cast by the same wizard. *Far reaching I* does not affect spells that have range of 0 or touch.'
+};
+
+wiz3['Fireflow'] = {
+ 'category': 'Wild Magic',
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '30 yards',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'One fire source',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A small paintbrush and a pot of pitch.',
+ 'reference': 'p. 25',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a wizard to control natural fires by manipulating randomness and adjusting probabilities to cause them to spread and take shape in any direction he desires. Once cast, the wizard points at any fire within range. He can then cause that fire to move in any direction desired within spell range, as long as the flames contact a solid surface (the fire may not be raised in the air).\n The caster must maintain concentration or the spell fails. The flames can be spread at the rate of 50 square feet per turn. Thus, if a caster affects a campfire, he could create a flaming line 1 foot wide and 50 feet long or fill a 5’ × 10’ square in a single round.\n The flames are not limited by a lack of burnable material and can be directed to spread over water, snow, ice, and other nonflammable surfaces. The surface is not harmed, but objects and creatures caught in the flames suffer damage as if they had stepped into the original fire source. Thus, a character caught in flames created from a candle will suffer only minor damage, while a character caught in a blaze that originated from a huge bonfire will be severely burned.'
+};
+
+wiz3['Fool\'s Speech'] = {
+ 'category': 'Wild Magic',
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': 'Caster+[[@{level-wizard}]] creatures',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A small whistle made of bone.',
+ 'reference': 'p. 25',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the wizard empowers himself and others of his choosing with the ability to speak a secret language incomprehensible to others. Creatures designated to speak the language must be touching each other when the spell is cast.\n Once cast, the characters can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.\n *Fool’s speech* is not recognizable as any known language, nor does it remotely sound like any language. A *comprehend languages* or *tongues* spell will not translate it. It can be understood by a character wearing a *helm of comprehending languages and reading magic*, although the normal percentage chances apply.'
+};
+
+wiz3['Maximilian\'s Stony Grasp'] = {
+ 'level': '3',
+ 'school': 'Evocation',
+ 'range': '[[20+10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[5+[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'Special',
+ 'materials': 'A miniature hand sculpted from stone, which crumbles to dust when the conjured hand is destroyed or the spell expires.',
+ 'reference': 'p. 26',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell must be cast on stony ground, such as a manmade stone floor, a natural cavern floor, or a boulder-strewn field. It is not possible to cast the spell on a stone wall or ceiling. The spell causes an arm made of stone (about the same size as a normal human limb) to rise from the ground beneath any creature targeted by the caster. The stony hand attempts to grasp the leg of the targeted creature, who is allowed a saving throw to avoid the effect; if the save is successful, the hand disappears. Each round thereafter, the hand has a 5% chance per level of the caster ([[5*[[@{level-wizard}]] ]]%) of reappearing and attacking.\n Creatures grasped by the hand suffer a movement rate of 0, AC penalty of -2, and attack penalty of -2. Grasped characters lose any Dexterity bonuses. The hand causes no damage to its victim.\n The stony limb has AC 2 and hit points equal to triple the caster’s maximum hit points. The maximum number of hit points a stony hand may have is 60. Currently [[{3*@{HP|max},60}kl1]] hit points.'
+};
+
+wiz3['Minor Malison'] = {
+ 'level': '3',
+ 'school': 'Enchantment/Charm',
+ 'range': '60 feet',
+ 'duration': '[[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': '30-foot-radius sphere',
+ 'components': 'V',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 26',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a wizard to adversely affect all the saving throws of his enemies. Opponents under the influence of this spell make all saving throws at a penalty of -1.\n Alternatively, the wizard may select any one school of magic and cause his enemies to make all saving throws against magic from that school at -2. This penalty is not cumulative with a saving throw penalty derived from the wizard being a specialist; the penalty is not increased to -3.'
+};
+
+wiz3['Spirit Armor'] = {
+ 'level': '3',
+ 'school': 'Necromancy',
+ 'range': '0',
+ 'duration': '[[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 26',
+ 'book': 'Tome of Magic',
+ 'damage': '2d3 to caster',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the wizard to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The *spirit armor* offers protection equivalent to splint mail (AC 4) and grants the wizard a +3 bonus to saving throws vs. magical attacks. The *spirit armor’s* effects are not cumulative with other types of armor or magical protection, but Dexterity bonuses apply.\n The *spirit armor* is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting.\n When the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence, suffering 2d3 points of damage unless he succeeds at a saving throw vs. spell. No damage is sustained if the save is successful. The hit points lost can be regained only through magical healing.'
+};
+
+wiz3['Squaring the Circle'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A small pendant of any precious metal with a circle fashioned inside a square.',
+ 'reference': 'p. 27',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Squaring the circle* allows a wizard to alter the shape of the area of effect of one spell of 1st- through 5th-level spells. The spell to be affected must be cast within the duration of the *squaring the circle* spell.\n Square or cubic areas of effect can be transformed into circular or spherical areas of effect. Circular or spherical areas of effect can likewise be transformed into square or cubic areas of effect. In both cases, the length of a side of a square area is equated to the diameter of a circular or spherical area.\n Alternatively, a square or cubic area can be transformed into a rectangle. The rectangle cannot cover more or less square footage than the standard square area of the spell.\n Similarly, a circular or spherical area can be transformed into an oval or egg shape. The area covered by the oval or egg shape cannot cover more or less square footage than the original area of the spell.'
+};
+
+wiz3['Watery Double'] = {
+ 'level': '3',
+ 'school': 'Conjuration/Summoning, Enchantment',
+ 'range': 'Touch',
+ 'duration': 'Special; max. 10 rounds',
+ 'aoe': 'One body of liquid',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 27',
+ 'book': 'Tome of Magic',
+ 'damage': '1d8 per round until destroyed',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. The first creature whose reflection is cast on the surface of the liquid releases the spell. When the spell is triggered, the liquid immediately forms an exact three-dimensional image of the reflected creature. If more than one creature casts a reflection simultaneously, only one *watery double* forms. Each creature has an equal chance of being the victim of the spell (roll randomly).\n The size of the *watery double* is restricted by the volume of fluid available. If the spell were cast on a full mug of ale, the double would form from the ale, becoming a mug-sized duplicate of the victim. The *watery double* will never exceed the actual size of the victim regardless of the size of the body of liquid.\n When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature’s reflection. The liquid will not evaporate until the spell is triggered. When the *watery double* forms, it remains animated for 1 round per experience level of the caster, to a maximum of 10 rounds. Currently [[{[[@{level-wizard}]],10}kl1]] rounds.\n The *watery double* attempts to touch the creature it has duplicated. It can affect only the creature that it resembles. It has the same THAC0 and current hit points as the creature it duplicates, but cannot cast spells or use any of the creature’s magical items or special abilities. The *watery double* is AC 6 and its movement rate is double that of the victim. It may seep under doors and through cracks.\n If the *watery double* succeeds in touching the creature, it merges with the individual, covering his entire body in a skin of liquid. The victim must attempt a saving throw. If successful, the creature has resisted the spell’s effect and the *watery double* “dies,” becoming normal fluid (and soaking the creature in the process). If the saving throw is failed, the *watery double* begins forcing its way into the victim’s body, inflicting 1d8 points of damage per round until it is destroyed.\n The *watery double* dissipates if reduced to zero hit points or when the spell’s duration expires. Striking the *watery double* while it is wrapped around its victim causes an equal amount of damage to the victim. *Part water*, *lower water*, and *transmute water to dust* spells instantly destroy a *watery double*.'
+};
+
+wiz3['Wizard Sight'] = {
+ 'level': '3',
+ 'school': 'Divination',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 28',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Upon completion of this spell, the caster’s eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the wizard the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of good or evil or reveal alignment.\n While *wizard sight* is in effect, a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a nonspellcaster has the potential to learn and cast wizard spells (e.g., whether a fighter will someday gain the ability to cast a spell).\n Although a spellcaster’s level cannot be discerned, the wizard can see the intensity of a spellcaster’s aura and guess at the individual’s magical power (dim, faint, moderate, strong, overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject’s intensity is roughly equivalent to that of a companion, or he might announce that a subject’s aura is the strongest the wizard has ever encountered.\n An object’s magical abilities cannot be discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item’s magical aura and guess at its power, but cannot tell whether a magical item is cursed.'
+};
+
+wiz4['Dilation I'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 28',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Dilation I* allows a wizard to increase the area of effect of any one spell of levels 1-3. The area of effect is increased by 25%; thus, a *stinking cloud* would fill a 25-foot cube, while a *slow* spell would affect creatures in a 50-foot cube. Fractions of feet or yards (as appropriate to the spell) are dropped.\n *Dilation I* must be cast immediately prior to the spell to be dilated; if a complete round or more elapses, the dilation is wasted. The dilation spell affects only spells which have areas of effect defined in feet or yards (numbers of creatures cannot be increased). The dilation affects only spells cast by the same wizard.'
+};
+
+wiz4['Divination Enhancement'] = {
+ 'level': '4',
+ 'school': 'Evocation',
+ 'range': '0',
+ 'duration': '2 turns + [[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 28',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a wizard to extend both the duration and range of the *wizard eye* spell and any divination spells of levels 1-4. Duration and range are both increased by 50% for the length of the *divination enhancement*.\n All divination spells cast within the duration of the enhancement are increased. The expiration of the enhancement cancels all divination spells in effect.'
+};
+
+wiz4['Far Reaching II'] = {
+ 'level': '4',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 28',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell’s function is identical to the 3rd-level *far reaching I* spell, except that a spell of 1st or 2nd level has its range doubled and a spell of 3rd level has its range increased by 50%. In addition, any spell of 4th level has its range extended by 25%.'
+};
+
+wiz4['Greater Malison'] = {
+ 'level': '4',
+ 'school': 'Enchantment/Charm',
+ 'range': '60 feet',
+ 'duration': '[[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': '30-foot-radius sphere',
+ 'components': 'V',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 29',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell operates exactly like the 3rd-level *minor malison* spell except that the wizard places a -2 penalty on all saving throws of all hostile creatures within the area of effect. Optionally, the wizard may create a -3 penalty to saving throws against spells from one school of magic. This penalty is not cumulative with a saving throw penalty which derived from the wizard being a specialist; the penalty is not increased to -4.'
+};
+
+wiz4['Locate Creature'] = {
+ 'level': '4',
+ 'school': 'Divination',
+ 'range': '[[50*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A bit of a bloodhound’s fur.',
+ 'reference': 'p. 29',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar to the 2nd-level *locate object* spell. Instead of finding an inanimate object, however, it allows the wizard to find a creature. The wizard casts the spell, slowly turns, and is able to sense the direction of the person or creature, provided the subject is within range. The wizard learns how far away the creature is and in what direction it is moving (if at all).\n This spell can locate a general species of creature (a horse or umber hulk, for instance) or can be used to find a specific individual. The wizard must have physically seen the individual or the type of creature at least once from a distance of no more than 10 yards.\n Unlike *locate object*, this spell is not blocked by lead. It is blocked, however, by running water (such as a river or stream). Objects cannot be found through use of this spell.'
+};
+
+wiz4['Mask of Death'] = {
+ 'level': '4',
+ 'school': 'Necromancy',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A drop of doppleganger’s blood.',
+ 'reference': 'p. 29',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By casting this spell, a wizard can change a corpse’s features to make it appear to be someone else. The caster must possess an accurate portrait of the individual to be duplicated, or must have a clear mental image of the person based on personal experience.\n If *animate dead* is cast on the body, it can be animated to become a zombie that looks exactly like the copied person. The double is a mindless automaton, however, having all the characteristics of a normal zombie.\n This spell may be cast on a creature that has already become a zombie. The wizard must successfully touch the zombie in combat, unless the zombie is controlled by the caster.'
+};
+
+wiz4['Minor Spell Turning'] = {
+ 'level': '4',
+ 'school': 'Abjuration',
+ 'range': '0',
+ 'duration': '[[3*[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A smoothly polished silver coin.',
+ 'reference': 'p. 29',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar to the 7th-level *spell turning*, which causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, and so forth. Thus, a *light* spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area in which the protected wizard were standing.\n One to four (1d4) spell levels may be turned. The exact number is secretly rolled by the DM; the player never knows how effective the spell is.\n Unlike the 7th level version of this spell, *minor spell turning* is not capable of partially turning a spell. For example, if a wizard has three levels of spell turning, he can turn three 1st-level spells, one 1st and one 2nd, or one 3rd-level spell. He can in no way turn spells of 4th level or above. If the caster is the target of a spell of a higher level than he is capable of turning, the caster receives the full brunt of the spell.\n If the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects:}}{{style=center1 sheet-spell-bottom2}}{{c1-1=**D100**\n**Roll**}}{{c2-1=01-70}}{{c3-1=71-80}}{{c4-1=81-97}}{{c5-1=98-00}}{{c1-2=**Effect**}}{{c2-2=Spell drains away without effect}}{{c3-2=Spell affects both equally at full damage}}{{c4-2=Both turning effects are rendered non-functional for 1d4 turns}}{{c5-2=Both casters are sucked through a rift into the Positive Material plane'
+};
+
+wiz4['Mordenkainen\'s Celerity'] = {
+ 'level': '4',
+ 'school': 'Alteration, Invocation',
+ 'range': '0',
+ 'duration': '1 turn',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'A small pouch or vessel containing centipede or millipede legs.',
+ 'reference': 'p. 30',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': '*Mordenkainen’s celerity* affects spells of levels 1-3 which alter the movement of the wizard such as *feather fall*, *jump*, *spider climb*, *levitate*, *fly*, and *haste*. Spells to be affected must be cast within 1 turn of the casting of the celerity. Spells do not expire when the celerity expires.\n Spells cast following the celerity receive a 25% bonus to duration. This effect may not be gained in conjunction with other means of magically extending a spell’s duration. In addition, the caster’s movement rate is increased by 25%. *Feather fall* is an exception; the rate of descent may be reduced by 25% at the caster’s option.\n The area of effect is always the caster, except in the case of the *haste* spell, for which the effects of the celerity will operate on 1d4 creatures in addition to the wizard. The celerity will not affect the other creatures in any other manner.\n The celerity gives the wizard a +2 bonus to his saving throws against spells of levels 1-3 which directly affect his movement. This includes *web*, *hold person*, and *slow*. The wizard also gains a +2 bonus on all saving throws against magical paralysis attacks.'
+};
+
+wiz4['Summon Lycanthrope'] = {
+ 'level': '4',
+ 'school': 'Conjuration/Summoning',
+ 'range': 'Special',
+ 'duration': 'Special',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'Negate',
+ 'materials': 'A drop of blood from any animal, a human hair, and a moonstone worth at least 150 gp. If the caster elects to create the warding circle, the components described above are also required.',
+ 'reference': 'p. 30',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is effective only on the night of a full moon and one night immediately preceding and following it.\n For the spell to be effective, the caster and the lycanthrope must be on the same plane of existence; there is no other range limitation. When the spell is cast, the nearest lycanthrope (as determined by the DM) of the chosen species must attempt a saving throw. If successful, the creature is unaffected. If it fails, the lycanthrope instantly appears near the caster.\n Upon arrival, the creature can freely attack the wizard unless the caster has created a warding circle. If a circle is present, the lycanthrope appears in the circle; otherwise, it appears 1d10 feet away from the caster in a random direction (the DM should use the scatter diagram for grenade-like missiles found in the *DUNGEON MASTER® Guide* to determine direction).\n A warding circle is a temporary prison drawn with specially prepared pigments laced with silver filings. These pigments cost 100 gp for each foot of diameter of the circle (thus, a circle 10 feet across costs 1,000 gp). A warding circle must be at least 5 feet in diameter; if smaller, the lycanthrope is automatically freed. Preparing the circle takes one turn per foot of diameter.\n Even with such protection, the lycanthrope can break out of the circle and wreak vengeance upon the summoner. The creature’s base chance of success is 20%, modified by the difference between its Hit Dice and the wizard’s experience level. If the spellcaster is of a higher level, the difference is subtracted from the creature’s chance of escaping the circle. If the lycanthrope is of higher Hit Dice than the wizard’s level, the difference is added to its chance. Each creature is allowed only one attempt to escape.\n Any break in the circle spoils the power of the spell and enables the lycanthrope to break free. Even a straw dropped across the line of a magic circle destroys its power. Fortunately, the creature cannot take any action against any portion of the ward, for the magic of the barrier absolutely prevents this.\n Once safely ensnared, the lycanthrope can be held for as long as the summoner dares. The creature cannot leave the circle, nor can any of its attacks or powers penetrate the magical barrier. When the full moon sets, the lycanthrope reverts to its human form. At this time, it is free of the spell and may leave the circle.'
+};
+
+wiz4['There/Not There'] = {
+ 'category': 'Wild Magic',
+ 'level': '4',
+ 'school': 'Evocation',
+ 'range': '30 yards',
+ 'duration': '1-6 turns',
+ 'aoe': '10’ cube',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A small piece of cat fur sealed inside a small box.',
+ 'reference': 'p. 31',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This peculiar wild magic creates a random fluctuation in the probabilities of existence. The spell can be cast only upon nonliving objects and can affect only materials within a 10’×10’×10’ cube.\n Objects in the area of effect either remain normal and visible or they disappear (50% chance). The state of existence for any object is determined randomly and changes with each viewing and viewer. Thus, a single object could appear and disappear several times during the course of the spell. Furthermore, it might be “there“ for one onlooker, but “not there“ for another.\n For example, a wild mage casts this spell on a doorway. The DM rolls percentile dice and determines the door is “there“ for the wizard. The wizard’s companion also looks at the door. The DM rolls and determines that the door is “not there“ for the companion. The pair studies the door for several minutes, during which time the door does not change (this counts as a single viewing for each character).\n The wizard and his companion then close their eyes. When they look at the door again, new checks for each character reveal the door is “not there” for both characters. The pair steps through the open archway and turns around to look at the door once again. This time it is “not there” for the wizard, but “there” for his companion. This random changing continues throughout the duration of the spell.\n Objects that are “there” are normal in all respects. Doors can be opened, chests can be picked up and carried, and rocks can be used as barricades. Objects that are “not there” are gone, although their absence does not cause ceilings to collapse or other damage. A wizard could walk through a “not there” wall without difficulty.\n When two parties perceive a *there/not there* object differently, the object functions for each party according to its own perceptions. For example, a wizard hides behind a rock that he sees as “there.” Her enemy, a fighter, perceives the rock as “not there” and fires arrows at the wizard. The wizard would perceive the arrows as bouncing off the rock, while the fighter would perceive the arrows as missing their target or falling short. The fighter would be subject to a check before firing each arrow to determine whether his perception changes (assume that the fighter must look away from the rock every time he nocks an arrow; each time he takes aim, this counts as a new viewing).\n After the spell is cast, any objects removed from the area of effect retain their uncertain existence for the duration of the spell. Thus, a pair of heroes could pick up a treasure chest, carry it down the hall, set it down, and discover it had vanished while their backs were turned. Worse still, one might see the chest and the other not!'
+};
+
+wiz4['Thunder Staff'] = {
+ 'level': '4',
+ 'school': 'Invocation/Evocation',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': '20’×40’ cone',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': '½',
+ 'materials': 'A vial of rain gathered during a thunderstorm and the wizard’s staff, which must be made of oak. The staff is not destroyed during casting.',
+ 'reference': 'p. 32',
+ 'book': 'Tome of Magic',
+ 'damage': '(4d4+4)/2',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Upon completion of this spell, the wizard raps his staff on the ground and produces a thundering cone of force 5’ wide at the apex, 20’ wide at the base, and 40’ long. All creatures wholly or partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are unable to think coherently or act during this time and are deafened for 1d3+1 rounds. Additionally, those who fail the save are hurled 4d4+4 feet by the wave of force, suffering 1 point of damage per two feet thrown. Intervening surfaces (walls, doors, etc.) may restrict this distance, but damage remains the same (4d4+4).\n If the save is successful, the victim is not stunned, but is deafened for 1d3+1 rounds and is hurled only half the distance.\n Giant-sized or larger creatures who succeed at their saving throws are deafened but are not thrown, suffer no loss of hit points, and are not stunned. If the saving throw is failed, such creatures are hurled 2d4+2 feet, suffer one point of damage per two feet thrown, and are deafened and stunned.\n The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of 4d4+4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed.'
+};
+
+wiz4['Turn Pebble to Boulder'] = {
+ 'level': '4',
+ 'school': 'Alteration (Reversible)',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': 'Pebbles, which revert to normal size when the spell expires.',
+ 'reference': 'p. 33',
+ 'book': 'Tome of Magic',
+ 'damage': '3d6+8',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'At the culmination of this spell, the caster hurls a pebble which grows and increases in speed, becoming a deadly boulder that inflicts 3d6+8 points of damage if it strikes the target. (The rules for boulders as missile weapons apply as described in the *DUNGEON MASTER Guide.*) The caster’s THAC0 is used to determine success, and the caster is considered to be proficient with the thrown pebble and receives no penalty for range. The maximum range of attack is equal to 50 feet plus 10 feet per level of the caster. Currently [[50+10*[[@{level-wizard}]] ]] feet. Only the caster may throw the pebble.\n The wizard can enchant one stone at 7th level and gains one stone per three levels of experience thereafter (two stones at 10th level, three at 13th level, etc.). Currently [[floor(([[@{level-wizard}]]-4)/3)]] pebble(s). Only one pebble may be thrown per round, and pebbles must be hurled in consecutive rounds. The spell has a duration in rounds equal to the number of pebbles enchanted. Each pebble requires a separate attack roll. Pebbles may be thrown at different targets within range.\n The reverse of this spell, *turn boulder to pebble*, shrinks a boulder to the size of a pebble. It affects only naturally occurring rocks and can not be used to shrink a statue or a cut gemstone.\n The number of rocks that may be affected is equal to the number of experience levels of the caster. Currently [[@{level-wizard}]] boulders. Boulders must not exceed one cubic foot per level of the caster. Currently [[10*[[@{level-wizard}]] ]] cubic-feet. Thus, a 10th-level wizard could shrink 10 rocks, each of which is equal to or less than 10 cubic feet in size. All rocks are affected in the same round the spell is cast. Though they need not be touched, the boulders must be within 50 feet of the caster. Boulders that have been shrunk remain so until dispelled.'
+};
+
+wiz4['Unluck'] = {
+ 'category': 'Wild Magic',
+ 'level': '4',
+ 'school': 'Evocation',
+ 'range': '10 yards',
+ 'duration': '[[2d10]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '4',
+ 'saving-throw': 'Negate',
+ 'materials': 'A piece of a broken mirror.',
+ 'reference': 'p. 33',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With this spell, the wild mage creates a negative pattern in the random forces surrounding one creature. The creature is allowed a saving throw; if successful, the spell fails. If the saving throw is failed, random chance falls into an *unluck*y pattern. Any action involving random chance (i.e., any time a die roll affects the character) performed by the victim during the next 2-20 rounds requires two separate attempts; the worse result is always applied. (The victim rolls twice for attacks, damages, saving throws, etc., always using the worse die roll.)\n A *luckstone* or similar magical device will negate *unluck*. Doing so, however, prevents the magical item from functioning for 2d10 rounds.'
+};
+
+wiz5['Far Reaching III'] = {
+ 'level': '5',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 34',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell operates exactly like the 3rd-level *far reaching I* spell except that the range of any spell of levels 1-3 is increased by 150% and the range of any 4th- or 5th-level spell is increased by 50%.'
+};
+
+wiz5['Khazid\'s Procurement'] = {
+ 'level': '5',
+ 'school': 'Divination, Summoning',
+ 'range': 'Special',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'An exquisite silver mirror of no less than 10,000 gp value and a black opal worth at least 1,000 gp which must be powdered and sprinkled on the mirror. The mirror is not lost after casting and may be used again, but the powdered opal is consumed in the casting.',
+ 'reference': 'p. 34',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows the caster to more easily access rare or dangerous spell components. The wizard casts this spell upon a silver mirror while concentrating on a mental image of the material he desires. The base chance of success is 50%, modified by the following factors:\n •+1% per level of the caster ([[@{level-wizard}]]%)\n •+10% if the caster has seen the same type of substance or object before; this bonus is\n not cumulative with the following bonus\n •+20% if the caster has a sample of the material or the same type of object in his\n possession; this bonus is not cumulative with the bonus above\n •+30% if the wizard knows the location of the desired object\n •-50% if the caster has never seen the same type of material or item before\n If the percentile roll indicates failure, the caster is unable to locate the desired ingredient and the spell ends. If the roll indicates success, the wizard has located the object or substance and the mirror becomes a magical gate through which the caster can see the target. The size of the gate is determined by the size of the mirror, to a maximum size of 3 feet by 2 feet.\n The gate always appears within arm’s length of the target, allowing the wizard to reach through the mirror, grasp the object of his desire, and draw it back through the gate. The wizard must risk his own safety--the gate does not allow the use of probes, long-handled ladles, tongs, or other equipment to gather the material. The caster cannot move completely through the gate.\n The gate vanishes when the spell’s duration expires or when the target or the wizard moves more than 10’ away from it.\n The gate is visible from both sides, and other creatures can reach through the gate. Breath weapons, gaze attacks, missiles, spells, and similar attacks cannot be cast through the gate. Because creatures can pass their limbs through the gate, physical attacks and touch spells can be used.\n The only limit to the range of this spell is that the caster and the target must be on the same plane of existence. Elemental forces (not creatures) will not pass through the gate. Thus, the wizard does not run the risk of flooding his laboratory by opening a gate beneath the sea, for example. However, the spell does not provide any sort of protection against a hostile environment.'
+};
+
+wiz5['Lower Resistance'] = {
+ 'level': '5',
+ 'school': 'Abjuration, Alteration',
+ 'range': '60 yards',
+ 'duration': '1 trun+[[@{level-wizard}]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A broken iron rod.',
+ 'reference': 'p. 34',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Using this spell, a wizard may attempt to reduce the magic resistance of a target creature. The magic resistance of the victim works against the *lower resistance* spell itself, but at only half its normal value. No saving throw is permitted in addition to magic resistance.\n If the victim does not resist the effects of this spell, his magic resistance is reduced by a base 30% plus 1% per experience level of the wizard casting the spell. Currently [[30+[[@{level-wizard}]] ]]% reduced magic resistance.\n This spell has no effect on creatures that have no magic resistance.'
+};
+
+wiz5['Magic Staff'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'The wizard’s staff',
+ 'components': 'V, S, M',
+ 'cast-time': 'Special',
+ 'saving-throw': 'None',
+ 'materials': 'A staff cut from an ash tree. For each spell level the wizard intends to imbue into the staff, it must be inlaid with rubies worth at least 1,000 gp.',
+ 'reference': 'p. 35',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a wizard’s staff to store one spell level for every three levels of the caster. Currently [[floor([[@{level-wizard}]]/3)]] spell levels. Thus, a 9th-level wizard can store three spell levels (three 1st-level spells, one 1st and one 2nd, or one 3rd-level spell).\n Spells that are to be stored in the staff must be memorized normally by the wizard. The spells are then cast as normal when charging the staff; casting requires the spell’s normal casting time plus one round. The spell is wiped from memory and material components are consumed. All spells to be stored must be cast into the staff within 1 turn.\n All stored spells have a casting time of 1.\n Spells remain in the staff until cast or dispelled, or up to 1 hour per level of the caster ([[@{level-wizard}]] hours). After this time, all stored spells fade away.\n Only wizards who know the *magic staff* spell can cast spells from another wizard’s staff. This applies to wizards who have never learned or could not normally cast the spells stored in a staff. It is common, however, for the staff’s owner to implement a command word which must be known by anyone wishing to use the staff.'
+};
+
+wiz5['Mind Fog'] = {
+ 'level': '5',
+ 'school': 'Enchantment/Charm',
+ 'range': '80 yards',
+ 'duration': '3 turns',
+ 'aoe': '20-foot cube',
+ 'components': 'V, S',
+ 'cast-time': '3',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 35',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A *mind fog* is a physical block of fog that enables the wizard to weaken the mental resistance of his victims. Victims are allowed a saving throw at a -2 penalty to avoid the effects.\n A creature who falls victim to the *mind fog* suffers -2 penalties to all saving throws against two categories of magic: all spells of the illusion/phantasm and enchantment/charm schools that affect the mind directly; and spells of 1st through 5th level which affect the mind directly. For example, *phantasmal force* is a mind-affecting spell; *phantom steed* is not.\n The penalty to saving throws operates cumulatively with any penalties that operate for other reasons. Affected creatures suffer the penalty as long as they remain in the fog and for [[2d6]] rounds thereafter.'
+};
+
+wiz5['Safeguarding'] = {
+ 'level': '5',
+ 'school': 'Abjuration',
+ 'range': '0',
+ 'duration': '[[1+[[@{level-wizard}]] ]] turns',
+ 'aoe': '15-foot-radius sphere',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A piece of preserved skin from any creature that possesses natural magic resistance.',
+ 'reference': 'p. 35',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Use of this spell protects the wizard and anyone in the area of effect from damage caused by the rebounding of the wizard’s spells. This includes damage from a *fireball* cast in an area too small for its effects, a reflected *lightning bolt*, or any other offensive area spell that overlaps the *safeguarding’s* area of effect. The protection is effective against spells of 7th level and lower. The protection does not apply to damage from spells rebounded by any form of magical spell turning. This spell does not protect the wizard against damage from spells or attacks cast by enemies or other party members.\n A wizard who has cast *safeguarding* is free to move and act normally. The spell’s effect is always centered on him, regardless of his actions. Other creatures are free to enter and exit the area of effect.\n An area spell cast by the wizard will take effect normally, but its effects will be negated within the area of the *safeguarding* spell. This applies *only* to area spells centered outside the radius of the *safeguarding* spell. If the wizard casts an offensive area spell within the area of the *safeguarding*, the *safeguarding* is immediately negated and those within the area suffer full damage from the spell. The wizard is free to cast non-offensive area spells and individually targeted spells within the area of the *safeguarding*.'
+};
+
+wiz5['Von Gasik\'s Refusal'] = {
+ 'level': '5',
+ 'school': 'Abjuration',
+ 'range': '[[10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': '[[20*[[@{level-wizard}]] ]]-foot-square',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A pinch of dust from any wizard’s tomb.',
+ 'reference': 'p. 36',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell is designed to prevent unauthorized spellcasters from entering a hallway, doorway, window, or other point of entry.\n The spell creates an invisible barrier that blocks the targeted area. Any nonspellcasters and those spellcasters specifically named by the caster may pass freely. All other spellcasters collide with the invisible barrier. Members of classes with lesser spellcasting abilities (paladins, rangers, and bards) are blocked only if the character is of sufficient level to cast spells.\n The wizard is able to ward one area up to 20’-square for each level of his experience. Thus, a 12th-level wizard may protect a square area 240 feet on a side. The area of effect may be divided among several smaller portals as long as the total area does not exceed the caster’s limit. Each portal must be in range and sight of the caster at the time the spell is cast.\n The barriers exist for one hour per level of the caster unless they are dismissed by the caster or dispelled by a *dispel magic* spell. A *disintegrate* spell immediately destroys a barrier, as does a *rod of cancellation* or a *sphere of annihilation*.\n The invisible walls are not affected by physical blows, cold, heat, or electricity. Thrown and projected weapons (both magical and mundane) are not repelled by the barrier and may pass through the area normally. Spells can be cast through the barrier. *Dimension door*, *teleport*, and similar effects can bypass the barriers.'
+};
+
+wiz5['Vortex'] = {
+ 'category': 'Wild Magic',
+ 'level': '5',
+ 'school': 'Evocation',
+ 'range': '30 yards',
+ 'duration': '[[1d4+[[@{level-wizard}]] ]] rounds',
+ 'aoe': '5-foot-diameter circle',
+ 'components': 'V, S, M',
+ 'cast-time': '5',
+ 'saving-throw': '½',
+ 'materials': 'A silk streamer and a handful of straw.',
+ 'reference': 'p. 36',
+ 'book': 'Tome of Magic',
+ 'damage': '*Nonmagical creations:* [[@{level-wizard}]]d4. *Magical creatures and spellcasters:* [[@{level-wizard}]]d6',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'A *vortex* is a swirling mass of magical energy, barely controllable by the caster. On the round of casting, a small sparkle of lights fills the air at the desired position. On the second round, a 7’-tall, multicolored tornado appears. From this moment on, the caster must maintain concentration in order for the *vortex* to remain.\n Each round, the caster can move the *vortex* 60 feet. However, control of direction is not perfect. The caster has complete control over distance, but can only suggest the desired direction. The caster has a 50% chance of moving the *vortex* in the direction he desires; if the die roll indicates failure, the *vortex* moves according to the scatter diagram for grenade-like missiles. Thus, the *vortex* usually moves in the general direction desired, but on occasion, it may move to either side or directly toward the caster.\n The *vortex* cannot pass through objects larger than its area of effect (it could move through a sapling but not an ancient oak tree) and will be redirected by these, rebounding along the general line of movement. For example, if cast in a narrow hallway, the *vortex* might ricochet down the hall, bouncing from side to side.\n The *vortex* is composed of raw magical energy. Nonmagical creatures struck by the *vortex* suffer 1d4 points of damage per level of the caster. Magical creatures and spellcasters suffer 1d6 points of damage per level of the caster. Creatures struck are allowed a saving throw vs. magic to suffer only half damage.\n Each time a creature is struck, there is a 5% chance that the *vortex* will explode in a wild surge. Use Table 2 to determine the results of any wild surge. If the *vortex* causes a wild surge, the spell ends immediately.'
+};
+
+wiz5['Waveform'] = {
+ 'category': 'Wild Magic',
+ 'level': '5',
+ 'school': 'Alteration',
+ 'range': '40 yards',
+ 'duration': '[[1d10]] rounds',
+ 'aoe': '10-foot-cube/level',
+ 'components': 'S, M',
+ 'cast-time': '5',
+ 'saving-throw': '½',
+ 'materials': 'A small, carved oar decorated with aquamarines worth at least 500 gp. The oar disintegrates when the spell is cast.',
+ 'reference': 'p. 36',
+ 'book': 'Tome of Magic',
+ 'damage': '*Normal creatures*: [[@{level-wizard}]]d4. *Water-based creatures*: [[@{level-wizard}]]d6',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By means of this spell, the wild mage is able to shape and direct the patterns of water currents, allowing him to mold liquids into a variety of forms. The spell affects a quantity of liquid no larger than the area of effect. If cast onto a larger body, such as an ocean or large lake, the spell affects only the water within the area of effect.\n After casting *waveform*, the mage can form the water into any desired shape. The spell does not bind the liquid together in any fashion; it is still limited by its fluid properties and gravity. Thus, a mage could not use *waveform* to create a humanoid creature with arms and legs and direct it to walk across land. He could, however, create a roughly human shape with flowing arms that rises out of the water, crashes forward in a huge splash, then rises and repeats the process. Other possible shapes include gigantic waves, geysers, whirlpools, and troughs.\n The shape takes one round to form, after which it can be maintained by concentration. The shape can be directed to move in any direction at the rate of 90 feet per round. If the *waveform* moves into or through a body of water, the form loses no intensity. However, if the wave is moved over dry ground, it loses one die of damage for every 10 feet crossed.\n If propelled against a target, the *waveform* causes 1d4 points of damage per level of the caster to creatures in its path. The *waveform* can be directed against creatures on the surface or underwater. Those struck are allowed a saving throw; success indicates half damage.\n If the victims are in or on a body of water, the shape will sweep them along. Creatures of small size are carried with the form, moving at its speed. Medium and large size creatures are swept along at half the water’s speed. Creatures larger than this resist the movement. Those caught in the current can make a Strength check each round to swim free of the current.\n Boats and ships are particularly vulnerable to the *waveform*. If the *waveform* is twice the size of the vessel or more, the ship must make a seaworthiness check (as described in Table 77 of the *DMG*). Vessels passing the check suffer damage as described above, reducing seaworthiness ratings for future checks by 2d6 points until repairs are made.\n Alternatively, this spell can be cast directly at a single water-based creature--a water weird, water elemental, or other creature from the elemental plane of water. In this case, the spell causes 1d6 points of damage per level of the caster. The effect is instantaneous and the spell ends immediately after the attack is made.'
+};
+
+wiz6['Augmentation II'] = {
+ 'level': '6',
+ 'school': 'Evocation',
+ 'range': '0',
+ 'duration': '3 turns',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'A pair of concentric circles of gold or platinum.',
+ 'reference': 'p. 37',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell functions exactly like the 3rd-level *augmentation I* spell except that five spells of levels 1-3 may be affected. For each die of damage caused by augmented spells, one hit point is added to the damage total.\n *Augmentation II* affects the first five spells which cause direct damage that are cast within the duration of the *augmentation II* spell. Only spells that cause direct physical damage are affected by this spell.'
+};
+
+wiz6['Bloodstone\'s Spectral Steed'] = {
+ 'level': '6',
+ 'school': 'Necromancy',
+ 'range': '10 yards',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A hollow bone from a vulture’s wing, which must be carved into a whistle and blown when the spell is cast.',
+ 'reference': 'p. 37',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell allows a wizard to create a quasi-real, vulturelike creature. The flying steed can carry the caster and one other person per three levels of the wizard’s experience (four at 12th level, five at 15th, etc.). All passengers must be specifically named during the casting.\n The spectral steed looks like a huge, skeletal vulture with tattered wings. As it flies, it utters hideous screeches that echo through the sky. The spectral steed flies at a movement rate of 4 per level of the caster, to a maximum movement rate of 48. Currently [[{[[4*[[@{level-wizard}]] ]],48}kl1]] movement rate. It appears with a bit and bridle, plus one saddle per passenger.\n All normal animals shun the spectral steed and only monsters will attack it. The mount has AC 2 and 10 hit points plus 1 hit point per level of the caster. Currently [[10+[[@{level-wizard}]] ]] hit points. If it loses all of its hit points, the spectral steed disappears. It has no attack mode.'
+};
+
+wiz6['Claws of the Umber Hulk'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'An umber hulk’s claw.',
+ 'reference': 'p. 38',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, the subject’s hands widen and his fingernails thicken and grow, becoming equivalent in size and power to the iron-like claws of an umber hulk. The transformation takes one full round and is excruciatingly painful, requiring a system shock roll. A failed roll causes the subject to suffer 3d4 points of damage.\n The subject can burrow as an umber hulk, cutting through 10 feet of solid stone or 60 feet of soil per turn. The only limitation to this is the subject’s stamina; at the end of each turn of burrowing, the subject must succeed a Constitution check or be forced to rest for one turn.\n Burrowing through soil does not necessarily create a passable tunnel. If the subject wishes to make a passage in which others can travel or that he can exit when the spell ends, he must dig at a rate of 30 feet per turn. Cutting a tunnel through solid rock does not require extra care or time.\n The recipient of this spell can make two claw attacks per round, each inflicting 2d6 points of damage plus any Strength bonuses. Each attack is made with a -2 penalty to hit. This penalty applies until the subject has made two successful consecutive attacks (not necessarily in the same round), at which time he is accustomed to using the claws. The penalty is dropped for the remainder of the spell.'
+};
+
+wiz6['Dilation II'] = {
+ 'level': '6',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'Special',
+ 'components': 'V',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 38',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell functions exactly like the 4th-level *dilation I* spell, except that the area of effect of a 1st-, 2nd-, or 3rd- level spell is extended by 50%. Alternatively, the wizard may extend the area of effect of one 4th- or 5th-level spell by 25%.'
+};
+
+wiz6['Forest\'s Fiery Constrictor'] = {
+ 'level': '6',
+ 'school': 'Conjuration/Summoning',
+ 'range': '[[10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'One source of fire',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'Special',
+ 'materials': 'A red dragon’s scale.',
+ 'reference': 'p. 38',
+ 'book': 'Tome of Magic',
+ 'damage': '*Saving throw success:* 1d6 Fire damage. *Saving throw fail:* 3d6',
+ 'damage-type': 'Fire damage',
+ 'healing': '',
+ 'effect': 'This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril is 10 feet long, has AC 7, can be hit only by magical weapons of +2 or better, and has hit points equal to double the caster’s level. Currently [[2*[[@{level-wizard}]] ]] hit points.\n Any creature within 20 feet of the tentacle is subject to attack as directed by the caster. The victim must attempt a saving throw; if successful, the subject has avoided entanglement, but suffers 1d6 points of fire damage from contact with the tendril. If the saving throw is failed, the victim is entangled by the flaming serpent and suffers 3d6 points of fire damage each round until the tendril is destroyed or the spell expires.\n If the fire source from which the tentacle emanates is extinguished, the remaining time that the fiery constrictor may exist is cut in half.'
+};
+
+wiz6['Lorloveim\'s Shadowy Transformation'] = {
+ 'level': '6',
+ 'school': 'Illusion',
+ 'range': 'Touch',
+ 'duration': '[[1d4+[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '6',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 38',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, the illusionist transforms one creature or a specified amount of non-living material into shadow, making it insubstantial. Thus, a door could be turned to shadow and entered. The maximum amount of inanimate material that may be transformed is one cubic foot per level of the caster. Currently [[@{level-wizard}]] cubic feet.\n Unwilling creatures are allowed a saving throw to resist the *shadowy transformation*. Magical items and the magical effects of spells (such as *Bigby’s forceful hand* or a *wall of stone*) cannot be affected.\n A transformed creature and all its gear become insubstantial. The creature can pass through small holes, narrow openings, and the smallest cracks. The creature cannot fly without additional magic.\n No form of attack is possible when in shadow form except against creatures that exist on the Ethereal plane. In this case, all attacks are normal; however, the shadowy creature may be harmed only by magical weapons of +1 or greater or by creatures able to affect those struck only by magical weapons. Spells and special attacks have normal effects.\n Most undead creatures will ignore a creature in shadow form, believing it to be a wraith or spectre; however, liches and powerful undead may save vs. spell with a -4 penalty to recognize the spell. A successful *dispel magic* spell forces the creature in shadow form back to normal form.'
+};
+
+wiz6['Wildshield'] = {
+ 'category': 'Wild Magic',
+ 'level': '6',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A small sponge.',
+ 'reference': 'p. 39',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell cloaks the caster in a whirling band of scintillating colors, completely concealing him. The caster is able to see normally within and outside the shield.\n The *wildshield* protects the caster from the effects of spells and magical items. The shield can completely absorb [[2d6]] spell levels (i.e., if the roll of 2d6 results in 10, the shield could absorb ten 1st-level spells, two 5th-level spells, or any similar combination), thereby negating their effects on the caster. Both area effect spells and those individually targeted at the wild mage can be absorbed. In the case of area spells, the *wildshield* protects only the mage. All others in the area of effect suffer normal effects from the spell.\n *Wildshield* also protects against wild surges, whether caused by the caster’s magic or by an outside source. Each wild surge is considered equal to 1d6 spell levels.\n The spell remains in effect until it is either canceled by the caster or it reaches its spell level capacity. If the capacity is met exactly, the *wildshield* simply ceases to function. However, if the *wildshield* is struck by more spell levels than it can absorb, it explodes in a wild surge. The spell that triggered the surge is completely negated, its energy instead transformed into a wild surge (see Table 2). Since the shield no longer functions, the formerly protected wizard is subject to full effects of this wild surge.'
+};
+
+wiz6['Wildstrike'] = {
+ 'category': 'Wild Magic',
+ 'level': '6',
+ 'school': 'Conjuration/Summoning',
+ 'range': '30 yards',
+ 'duration': '[[2d4]] rounds',
+ 'aoe': 'One creature',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small glass tube that is shattered in the casting.',
+ 'reference': 'p. 39',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is used primarily against hostile spellcasters. It distorts all attempts at spellcasting, converting spell energy into wild surges.\n The victim of a *wildstrike* is allowed a saving throw; if successful, the spell has no effect. If the saving throw is failed, the target is enclosed within a field of wild magic. If the victim casts spells or uses a charge from a magical item, a wild surge is automatically created (refer to Table 2). When determining the effects of this surge, the true level of the wild mage who cast the *wildstrike* is subtracted from the die roll, making the effects of the wild surge more likely to affect the victim.'
+};
+
+wiz7['Acid Storm'] = {
+ 'level': '7',
+ 'school': 'Evocation',
+ 'range': '[[10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': '40-foot-diameter circle',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': '½',
+ 'materials': 'A drop of acid.',
+ 'reference': 'p. 40',
+ 'book': 'Tome of Magic',
+ 'damage': '*Round 1-3:* [[1d4]]}}{{d2t=[[{[[@{level-wizard}]],0}>4]]}}{{d2=*Round 4-6:* [[1d6]]}}{{d3t=[[{[[@{level-wizard}]],0}>7]]}}{{d3=*Round 7+:* [[1d8]]',
+ 'damage-type': 'Acid damage',
+ 'healing': '',
+ 'effect': 'This deadly spell unleashes a downpour of magical, gelatinous acid droplets. All creatures within the area of effect are coated by globs of gooey acid. The acid can be washed off only with wine, vinegar, or by a successful dispel magic or similar spell. The acid remains present for 1 round per level of the caster, then vanishes.\n Creatures coated by the acid suffer 1d4 hit points of damage each round during rounds 1-3, 1d6 points in each of rounds 4-6, and 1d8 points on each round thereafter. Characters who successfully save vs. spells during the first round suffer only half damage from the acid for the remaining rounds. When the spell expires, no further damage is inflicted.'
+};
+
+wiz7['Bloodstone\'s Frightful Joining'] = {
+ 'level': '7',
+ 'school': 'Necromancy',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': 'One undead creature',
+ 'components': 'V, S',
+ 'cast-time': '7',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 40',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this powerful spell is employed, the wizard transfers his spirit to the body of an undead creature, totally dominating it. If the undead creature has intelligence, it is allowed a saving throw vs. spell to resist the joining. If the save is successful, the caster’s spirit is forced back into his own body. The wizard must make a system shock roll; if the roll fails, the wizard suffers 5d6 points of damage. If the roll succeeds, the wizard suffers half this damage.\n If the creature’s save fails, the necromancer joins his life essence with that of the undead. While in the creature’s body, the caster can use all of its special attacks and innate abilities, excluding spells memorized by the creature.\n The wizard’s body remains comatose, is subject to all regular attacks, and suffers damage normally. The wizard’s spirit can travel an unlimited distance from his physical body as long as they remain on the same plane of existence.\n If intelligent, the possessed undead continually tries to purge the caster with mental threats that can be heard only by the wizard. The thoughts of the undead are ghastly. During the first minute of each hour of possession, the caster must succeed an Intelligence check in order to retain his sanity. The roll is modified by the difference between the creature’s Intelligence and that of the spellcaster. If the undead has a higher score, the difference is added to the die roll. If the necromancer has a higher Intelligence, the difference is subtracted from the roll.\n If the roll is successful, nothing happens and the caster may continue to possess the undead. If the Intelligence roll fails, the wizard’s intellect degenerates, making him a raving, homicidal maniac. His spirit is immediately forced to return to his body, and he must attempt a system shock roll with damage occurring as outlined above. The caster remains dangerously insane until a *heal* or *wish spell* is used to restore his intellect.\n This spell can be very useful when combined with the *mask of death* spell.\n When the spell’s duration expires, the necromancer’s spirit immediately returns to his body.'
+};
+
+wiz7['Hatch the Stone from the Egg'] = {
+ 'level': '7',
+ 'school': 'Alteration, Enchantment, Evocation',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': 'One alchemical mixture',
+ 'components': 'V, S, M',
+ 'cast-time': '[[1d4+4]] hours',
+ 'saving-throw': 'None',
+ 'materials': 'A magical item known as the *philosopher’s egg*, which is an enchanted retort used to hold the alchemical mixture. The egg is not destroyed upon completion of the spell and may be used again. (Further details about the *philosopher’s egg* are found in Chapter 4 of the Tome of Magic.)',
+ 'reference': 'p. 40',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When a wizard wishes to create the magical item known as the *philosopher’s stone*, he must first discover its alchemical formula, which tells him the necessary ingredients and the method of preparing them. This information is not provided by this spell, and this spell is useless without the formula. (The exact ingredients and formula are decided by the Dungeon Master and must be discovered by the wizard by adventuring.)\n When the formula has been discovered and the ingredients prepared, the wizard enchants the alchemical mixture with the *enchant an item* spell. *Hatch the stone from the egg* is then cast upon the mixture. This spell slowly transmutes the mixture into its final form as the philosopher’s stone. The process is completed with a *permanency spell*.'
+};
+
+wiz7['Hornung\'s Surge Selector'] = {
+ 'category': 'Wild Magic',
+ 'level': '7',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Special',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': 'A brass spinner.',
+ 'reference': 'p. 41',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The great Hornung, having been blasted more than once by his own wild surges, devised a method of improving the results of wild magic and, not incidentally, his own chances of survival. The result was *Hornung’s surge selector*.\n By casting this spell, the wild mage gains greater control over wild surges. When the caster’s spell creates a wild surge, two separate results are determined from Table 2. The caster can then choose which of the two results will take effect. This spell can be used in conjunction with *Nahal’s reckless dweomer*.\n The spell’s duration is a fixed number of surges or 12 hours, whichever comes first. The wild mage is able to shape one wild surge per five levels of his experience; thus, a 15th-level caster could shape three wild surges within a 12-hour period. Currently [[floor([[@{level-wizard}]]/5)]] wild surges. At the end of 12 hours, the spell expires, regardless of the number of surges remaining.'
+};
+
+wiz7['Intensify Summoning'] = {
+ 'level': '7',
+ 'school': 'Conjuration/Summoning, Necromancy',
+ 'range': 'Special',
+ 'duration': '1 turn',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '6',
+ 'saving-throw': 'None',
+ 'materials': 'A small leather pouch and a miniature silver candelabra.',
+ 'reference': 'p. 41',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell enhances the strength of creatures summoned by the caster via 1st through 6th level conjuration/summoning spells. Only spells which bring summoned creatures to the wizard are affected.\n The first two conjuration/summoning spells cast by the wizard within one turn following the *intensify summoning* spell are affected. Summoned creatures gain 2 hit points per hit die. The affected creatures retain their bonus hit points until the normal expiration of the spell that summoned them.'
+};
+
+wiz7['Malec-Keth\'s Flame Fist'] = {
+ 'level': '7',
+ 'school': 'Evocation',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'One creature or object',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'Special',
+ 'materials': '',
+ 'reference': 'p. 41',
+ 'book': 'Tome of Magic',
+ 'damage': '*Hit:* [[1d4+2]] Fire. *Fire Aura:* [[ [[@{level-wizard}]]d4]]',
+ 'damage-type': 'Fire',
+ 'healing': '',
+ 'effect': 'When this spell is completed, one of the caster’s hands (his choice) bursts into light and is surrounded by an aura of flame. The caster suffers no damage from this effect. Illumination is equal to that of a torch.\n If the wizard successfully touches an opponent, the subject must attempt a saving throw. If the roll is successful, the flame remains on the caster’s hand (and he may use it to make further attacks until the spell’s duration expires) and the touched creature suffers 1d4+2 points of fire damage. If the save is failed, the flame leaves the caster’s hand to surround the victim’s body in an aura of searing fire. The superheated aura burns for 1 round, inflicting 1d4 points of damage per level of the caster.\n Instead of attacking a creature, the caster may choose to touch any single object, which is automatically surrounded by the searing aura for 1 round and must succeed at an item saving throw vs. magical fire or be destroyed. The aura can surround an object up to 5 cubic feet in volume per level of the caster. Currently [[5*[[@{level-wizard}]] ]] cubic feet'
+};
+
+wiz7['Shadowcat'] = {
+ 'level': '7',
+ 'school': 'Illusion',
+ 'range': '[[10*[[@{level-wizard}]] ]] yards',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A black pearl of at least 100 gp value and a claw from a grey or black cat.',
+ 'reference': 'p. 41',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, the wizard brings into being a cat made of shadow. The *shadowcat* is the size of a normal cat and may be either grey or black at the caster’s option. The caster has complete telepathic control of the feline; he can see, hear, and even speak through it as long as it remains within range. At the moment it moves out of range, the *shadowcat* vanishes. The caster does not need to concentrate on the *shadowcat*.\n The shadowy feline is insubstantial, making subject only to magical or special attacks, including those by weapons of +1 or better. It has AC 5, a movement rate of 18, and saving throws equal to those of the caster. The cat dissipates if it loses hit points equal to one-half the caster’s total hit points. Currently [[floor(@{HP|max}/2)]] hit points. The *shadowcat* has no attacks of its own and cannot touch or carry objects. A successful *dispel magic* spell causes the cat to vanish.\n A *shadowcat* makes no sound as it moves. It is 90% undetectable in all but the brightest conditions. It can pass through small holes or narrow openings.'
+};
+
+wiz7['Spell Shape'] = {
+ 'category': 'Wild Magic',
+ 'level': '7',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': '[[1d4+1]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '1 round',
+ 'saving-throw': 'Special',
+ 'materials': 'A diamond worth no less than 2,000 gp. When the spell is cast, the diamond is transformed into a lump of coal.',
+ 'reference': 'p. 42',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell gives the wild mage the ability to seize magical energy directed at him and reshape it as he desires. While it is in effect, the spell gives no visible sign of its existence. It offers no protection against area effect spells.\n If a wild mage is the target of a spell or magical item, this spell automatically allows him a saving throw. If the saving throw is failed, the opponent’s spell has normal effects. If the saving throw is successful, the *spell shape* absorbs the magical energy of the opponent’s spell. The wild mage can then choose to let the energy dissipate or he can instantly use it to cast a spell back at the opposing mage. The return spell must be of an equal or lesser spell level than the original one and must be currently memorized by the mage. The act of returning the spell does not cost the wild mage any of his memorized spells. Spell energy cannot be saved; if not used immediately, it dissipates.\n For example, Hamos, a wild mage, is protected by a *spell shape* and is struck by a *finger of death* (a 7th-level spell). He succeeds at his saving throw and is now able to cast a spell of 7th level or lower. Hamos currently has *feeblemind memorized*. Since it is only a 5th-level spell, he chooses to cast it back at his enemy. He makes his level variation check (and doesn’t get a wild surge) and the *feeblemind* is sent hurtling back at his foe. Hamos still has his original *feeblemind* memorized. The remaining two spell levels are lost, since they were not used in the same round.\n If a wild mage is struck by two spells at once, he may choose which spell to shape. He suffers all effects of the remaining spell.'
+};
+
+wiz7['Steal Enchantment'] = {
+ 'level': '7',
+ 'school': 'Enchantment',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'One item',
+ 'components': 'V, S, M',
+ 'cast-time': '1 hour',
+ 'saving-throw': 'Negate',
+ 'materials': 'The nonmagical item which is to receive the enchantment. It must be of equal or greater value than the object to be drained.',
+ 'reference': 'p. 42',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell “steals” the enchantment from a magical item and places it within another, non-magical item (the material component). Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armor, wand, etc.).\n The enchantment can be transferred only to a nonmagical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any).\n At the culmination of the spell, the original magical object is allowed an item saving throw vs. disintegration with all modifiers it is allowed as a magical item. Exceptionally powerful objects (such as artifacts) may be considered to automatically succeed the saving throw at the DM’s discretion.\n If the saving throw is successful, the magical object resists the effect and the spell ends in failure. If the roll is failed, the magical item loses all of its powers, which are transferred to the previously nonmagical object.\n Even if the magical item fails its saving throw, the spell’s success is not guaranteed. There is a chance that the enchantment might be lost. The base chance of this occurring is 100%, modified by -5% per level of the caster. Currently [[{100-(5*[[@{level-wizard}]]),0}kh1]]% chance that the enchant is lost. Thus, a 20th-level wizard has no chance of losing the magic. If the enchantment is lost, both items become nonmagical.\n '
+};
+
+wiz7['Suffocate'] = {
+ 'level': '7',
+ 'school': 'Alteration, Necromancy',
+ 'range': '30 yards',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': '10-foot-radius circle',
+ 'components': 'V, S, M',
+ 'cast-time': '7',
+ 'saving-throw': 'Negate',
+ 'materials': 'A small silk bag studded with black opals worth a total of no less than 5,000 gp. The bag is not destroyed during casting, but becomes useless for future castings if a successful *dispel magic* spell is used on it.',
+ 'reference': 'p. 43',
+ 'book': 'Tome of Magic',
+ 'damage': '*Con check fail*: [[2d4]]. *Con check success*: [[1d4]]',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell draws the breath out of all creatures within the area of effect who fail a saving throw. Their breath is placed within a small silk bag held by the caster.\n Each round, a victim of this spell must attempt a Constitution check. If failed, the creature suffers 2d4 points of damage. If successful, the subject has taken in enough air to reduce the damage to 1d4.\n As they struggle and gasp for air, affected creatures move and attack at half their normal rates, have a -4 Armor Class penalty, an attack penalty of -4, and lose all Dexterity combat bonuses.\n Effects of this spell continue each round regardless of whether the victims remain in the original area of effect. The damage accumulates until the spell expires, the silk bag is opened, or a successful *dispel magic* spell is cast upon the bag. The penalties to combat remain in effect for [[1d3]] rounds after the spell ends.'
+};
+
+wiz8['Abi-Dalzim\'s Horrid Wilting'] = {
+ 'level': '8',
+ 'school': 'Alteration, Necromancy',
+ 'range': '[[20*[[@{level-wizard}]] ]] yards',
+ 'duration': 'Instantaneous',
+ 'aoe': '30-foot cube',
+ 'components': 'V, S, M',
+ 'cast-time': '8',
+ 'saving-throw': '½',
+ 'materials': 'A bit of sponge.',
+ 'reference': 'p. 43',
+ 'book': 'Tome of Magic',
+ 'damage': '[[ [[@{level-wizard}]]d8]]',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per level of the caster. Affected creatures are allowed a saving throw, with success indicating half damage.\n This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their saving throws.'
+};
+
+wiz8['Airboat'] = {
+ 'level': '8',
+ 'school': 'Alteration, Enchantment',
+ 'range': '1 mile',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 43',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell must be cast under a cloudy sky. The caster points at a cloud, which immediately descends toward him. As it comes closer, the cloud changes shape, becoming any sort of vessel imagined by the wizard (a dragon-shaped galley, a one-man dinghy, etc.).\n Although the *airboat* is made of cloud, it feels solid and can support the weight of the caster plus one passenger per level of the wizard. It can fly at any speed up to 5 miles per hour per level of the caster (to a maximum of 90 miles per hour). Currently max [[{5*[[@{level-wizard}]],90}kl1]] miles per hour.\n The caster maintains total telepathic control over the *airboat’s* speed and direction. While controlling the vessel, the wizard is able to perform other actions but may not cast other spells.'
+};
+
+wiz8['Gunther\'s Kaleidoscopic Strike'] = {
+ 'level': '8',
+ 'school': 'Invocation/Evocation',
+ 'range': '[[5*[[@{level-wizard}]] ]] yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One creature',
+ 'components': 'V, S',
+ 'cast-time': '8',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 43',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, a thin beam of shimmering, kaleidoscopic light shoots from the wizard’s fingertips toward his target. The victim is allowed a saving throw to resist the beam.\n This spell has no effect on nonspellcasters, causing them no harm whatsoever. Creatures with innate spell-like abilities are also unaffected. Against wizards and priests, this spell can be devastating. It “short-circuits” the arcane energy stored in a spellcaster’s mind, wiping away a number of memorized spells. Lost spells must be rememorized.\n The number of spells drained is equal to the caster’s level minus 1d20. [[{[[@{level-wizard}]]-1d20,0}kh1]] spells wiped. Thus, a 16th-level wizard drains a maximum of 15 spells, but could drain no spells depending on the die roll. After subtracting the die roll from the caster’s level, any result of zero or a negative number indicates that the victim loses no spells.\n Spells are drained from the wizard’s memorized spells beginning with 1st-level spells and working up to higher level spells. Any decision regarding which spell should be drained from a specific level should be determined randomly.\n '
+};
+
+wiz8['Homunculus Shield'] = {
+ 'level': '8',
+ 'school': 'Evocation, Necromancy',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A miniature sculpted bust of the spellcaster.',
+ 'reference': 'p. 44',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By creating a *homunculus shield*, the wizard separates a portion of his mind in the form of an exteriorized magical homunculus. This creature is invisible to all but the caster and appears as a miniature version of the caster perched atop the wizard’s head.\n The wizard may move and act normally while this spell is in effect. The magical homunculus operates as an independent spellcaster. It may cast only *teleport*, *contingency*, and protective spells of 4th level and lower. It casts only spells from the wizard’s memorized store of spells, but any spells cast by the homunculus are done so with a casting time of 1. The wizard selects which spells are cast by his homunculus; after they are cast, they are wiped from the caster’s memory.\n The homunculus has 1 hit point per two levels of the caster. Currently [[2*[[@{level-wizard}]] ]] hit points. These points are “borrowed” from the caster; while the homunculus is present, the wizard’s hit points are reduced by this amount.\n The homunculus cannot be struck by melee or missile weapons separately from the wizard. It can be damaged separately from the wizard (e.g., by a *magic missile* targeted at the homunculus or by area effect spells). The homunculus has the attributes and saving throws of the wizard.\n At the end of the spell’s duration, the homunculus disappears and any hit points it had are restored to the wizard. Hit points lost by the homunculus can be regained only by magical healing.\n If the wizard’s hit points are reduced to zero at any time during the spell, the wizard is dead even if the homunculus had hit points remaining.\n A wizard with an active *homunculus shield* suffers a -4 saving throw penalty against *magic jar* spells cast upon him due to the division of his mental energy.\n '
+};
+
+wiz8['Hornung\'s Random Dispatcher'] = {
+ 'category': 'Wild Magic',
+ 'level': '8',
+ 'school': 'Abjuration',
+ 'range': '30 yards',
+ 'duration': 'Instantaneous',
+ 'aoe': 'One creature',
+ 'components': 'V',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': '',
+ 'reference': 'p. 44',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'With the utterance of a few words, this spell can hurl a creature to a random plane and leave him there. The target, if unwilling, is allowed a saving throw. If successful, the spell fails. If unsuccessful, the victim and all items carried by him are sent to a random plane. To determine the plane, roll on the table below.}}{{style=center1 sheet-spell-bottom2}}{{c1-1=**D100**\n**Roll**}}{{c2-1=01-03}}{{c3-1=04-06}}{{c4-1=07-12}}{{c5-1=13-17}}{{c6-1=18-23}}{{c7-1=24-27}}{{c8-1=28-30}}{{c9-1=31-35}}{{c10-1=36-38}}{{c11-1=39-44}}{{c12-1=45-47}}{{c13-1=48-50}}{{c14-1=51-53}}{{c15-1=54-58}}{{c16-1=59-61}}{{c17-1=62-64}}{{c18-1=65-67}}{{c19-1=68-70}}{{c20-1=71-73}}{{c21-1=74-76}}{{c22-1=77-79}}{{c23-1=80-82}}{{c24-1=83-85}}{{c25-1=86-91}}{{c26-1=92-94}}{{c27-1=95-97}}{{c28-1=98-100}}{{c1-2=**Plane**}}{{c2-2=Abyss}}{{c3-2=Acheron}}{{c4-2=Alternate Prime Material Plane}}{{c5-2=Arcadia}}{{c6-2=Astral Plane}}{{c7-2=Beastlands (Happy Hunting Grounds)}}{{c8-2=Concordant Opposition}}{{c9-2=Elemental Plane (Air, Fire, Earth, or Water)}}{{c10-2=Elysium}}{{c11-2=Ethereal Plane}}{{c12-2=Gehenna}}{{c13-2=Gladsheim}}{{c14-2=Hades}}{{c15-2=Limbo}}{{c16-2=Negative Material Plane}}{{c17-2=Negative Quasi-Plane (Vacuum, Ash, Dust, or Salt)}}{{c18-2=Nine Hells}}{{c19-2=Nirvana}}{{c20-2=Olympus}}{{c21-2=Pandemonium}}{{c22-2=Para-Elemental Plane (Smoke, Magma, Ooze, or Ice)}}{{c23-2=Positive Material Plane}}{{c24-2=Positive Quasi-Plane (Lightning, Radiance, Minerals, or Steam)}}{{c25-2=Prime Material Plane*}}{{c26-2=Seven Heavens}}{{c27-2=Tarterus}}{{c28-2=Twin Paradises}}{{effects2= * Characters sent to the Prime Material plane are teleported elsewhere in the same world.\n\n The caster has no control over the destination of the target. The conditions at the destination may kill the target (for example, arriving in the elemental plane of fire) or merely make life difficult. This determination is left to the DM.'
+};
+
+wiz8['Wildzone'] = {
+ 'category': 'Wild Magic',
+ 'level': '8',
+ 'school': 'Conjuration/Summoning',
+ 'range': '0',
+ 'duration': '[[2d6]] turns',
+ 'aoe': '300’×300’ square',
+ 'components': 'V, S, M',
+ 'cast-time': '[[1d6]] rounds',
+ 'saving-throw': 'None',
+ 'materials': 'Several pots of paint which must be spilled across a sheet of hammered silver worth no less than 2,000 gp.',
+ 'reference': 'p. 45',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell creates a disruption in magical forces similar to the conditions found in wild magic regions (areas where the effects of magic have been permanently altered). This spell has only a temporary effect, although the effects of *wildzone* could possibly be rendered permanent.\n The spell creates a wild magic region centered on the caster. The area of effect cannot be shaped in any way; it is *always* a square 300 feet long on each side (90,000 square feet).\n Within the *wildzone*, wild magic reigns. Any spell cast in the area of effect is automatically treated as a wild surge (see Table 2). Effects from magical items that expend charges are also treated as wild surges when used in the area. Other magical items function normally.\n Spells cast into the *wildzone* from outside the area of effect function normally, but spells cannot be cast out of the area of effect without triggering a wild surge.'
+};
+
+wiz9['Chain Contingency'] = {
+ 'level': '9',
+ 'school': 'Evocation',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] days',
+ 'aoe': 'The caster',
+ 'components': 'V, S, M',
+ 'cast-time': '2 turns',
+ 'saving-throw': 'None',
+ 'materials': '(In addition to those of the companion spells) 500 gp worth of quicksilver; a gem of at least 1,000 gp value; an eyelash from an ogre mage, ki-rin, or similar spell-using creature; and an ivory statuette of the wizard (which is not destroyed in the casting of the spell) which must be carried by the spellcaster in order for the *chain contingency* to perform its function when triggered.',
+ 'reference': 'p. 45',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell is similar to the 6th-level *contingency* spell.\n *Chain contingency* allows the caster to designate either two or three spells that will take effect automatically under a specific set of conditions. In other words, when a set of conditions is met, the designated spells are “cast” immediately without the caster’s intervention.\n *Chain contingency* must be cast together with the spells it is to trigger. The caster may choose either two spells to occur simultaneously or three spells to occur consecutively, one per round. Spells must be of 8th level or lower. Only the 6th-level *contingency* spell may not be included. The casting time of 2 turns includes the casting of the spells to be triggered.\n Unlike the *contingency* spell, spells “stored” in *chain contingency* can affect creatures other than the caster. These instructions must be carefully worded; the spell obeys the letter of its instructions and not the caster’s intentions.\n In casting *chain contingency*, the wizard defines the conditions that will trigger the “stored” spells. This definition must be carefully worded, but may be as limiting or general as the caster desires. The caster also states the exact order, target, range, and manner in which the stored spells are to be cast.\n The spell has several limitations in triggering its spells. It does not have any powers of discernment; thus, an instruction to “target the highest-level enemy” is not possible. Furthermore, the conditions cannot involve a delay; a spell cannot be ordered to trigger “three turns after I sneeze.”\n When the named conditions are met, the *chain contingency* is automatically triggered. If all specifics of casting a spell are not specified (e.g., target or area of effect), the effect is automatically centered on the caster.\n Possible triggers might include a fall from a distance greater than the caster’s height, the appearance of the first beholder within 30 feet of the caster, or the wizard pointing his finger and pronouncing a specified word.\n Only one *chain contingency* can be placed on the spellcaster at any one time. If a second is cast, the first *chain contingency* is cancelled. It is possible to have both a *contingency* and a *chain contingency* operating at the same time, provided that there is no overlap in the conditions specified for triggering the two spells.\n Spells triggered by the *chain contingency* have a casting time of 1. If the spell is triggered under conditions that are impossible to fulfill, it fails. If one of the spells in a series cannot be fulfilled, the remaining spells in the series are lost. Normal conditions, including line of sight to the target, must be fulfilled. All spells originate from the caster; thus, it is not possible for a caster to *teleport* and leave behind a series of *fireballs* to blast his enemies. In this case, the *fireballs* would either fail or destroy something at the caster’s destination.'
+};
+
+wiz9['Elemental Aura'] = {
+ 'level': '9',
+ 'school': 'Abjuration, Evocation',
+ 'range': '0',
+ 'duration': '[[@{level-wizard}]] hours',
+ 'aoe': 'The caster',
+ 'components': 'V',
+ 'cast-time': '1 round',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 46',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell has four very different effects depending on the type (air, earth, fire, water) of *elemental aura* cast. Only the caster may receive an *elemental aura*, and it is not possible to benefit from more than one aura at one time.\n Each aura is three inches thick and covers the caster’s entire body. An aura of air is hazy white in color, an aura of earth is dull grey, an aura of fire is flickering red, and an aura of water is shimmering blue. The auras have these effects:\n Air\n • immunity to gas and air-based attacks\n • total protection from physical attacks by creatures of the elemental plane of Air\n • ability to cast *fly* and *protection from normal missiles* once each\n Earth\n • immunity to attacks from nonmagical weapons made of stone or metal\n • immunity to physical attacks by creatures of the elemental plane of Earth\n • ability to breathe and move at full movement rate within the element of earth\n • ability to cast *wall of stone* once\n Fire\n • immunity to normal and magical fire\n • total protection from physical attacks by creatures of the elemental plane of Fire\n • ability to breathe and move at full movement rate within the element of fire\n • total protection from hostile environmental effects while traveling plane of Fire\n • ability to cast *wall of fire* once\n Water\n • immunity to water- and cold-based attacks\n • total protection from physical attacks by creatures of the plane of Water\n • ability to breathe and move at full movement rate within the element of water\n • ability to cast *wall of ice* once\n The auras do not restrict the caster in any way. He is free to move and act normally while under the influence of an aura.'
+};
+
+wiz9['Estate Transference'] = {
+ 'level': '9',
+ 'school': 'Alteration',
+ 'range': '0',
+ 'duration': 'Permanent',
+ 'aoe': '[[1000*[[@{level-wizard}]] ]] square feet',
+ 'components': 'V, S, M',
+ 'cast-time': '10 turns',
+ 'saving-throw': 'None',
+ 'materials': 'In addition to the markers, the appropriate magical device to control elementals of the desired plane (*bowl commanding water elementals, brazier commanding fire elementals, censer controlling air elementals,* or *stone controlling earth elementals*). The item must be permanently placed at the heart of the area of effect and cannot be used for any other purpose. If the device is disturbed in any way, the spell immediately fails, allowing the energies of the elemental plane to flood into the protected area.',
+ 'reference': 'p. 46',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This powerful spell allows a caster to transfer a large area of land in the Prime Material plane to any of the elemental planes. All buildings, people, and wildlife within the area of effect are also transported. The land forms a pocket of the Prime Material plane within the elemental plane. The pocket is a sphere with a diameter equal to the diameter of the land. The surface of the pocket allows creatures to enter or exit the pocket, but prevents the elements from entering the pocket.\n Inside the pocket, the land is surrounded by air of a temperature matching that of the Prime Material plane at the moment the land was moved. In addition, a source of water is created within the pocket.\n Before the spell is cast, the area to be moved must be surrounded by solid markers of material from the destination plane. Thus, if a wizard wants to move his castle to the Elemental Plane of Fire, he must first surround the area with solid blocks of matter from the Elemental Plane of Fire, such as hardened magma or magically-crystallized fire. The blocks must be spaced no more than five feet apart and may be placed above ground or under the surface (at a depth of no more than three feet).\n The wizard must be within the area to be moved when he casts the spell. When the land moves, a hemispherical crater is left behind in the Prime Material plane. Inside its pocket on the desired plane, the land continues its existence as if nothing changed, with the exception of occasional visits from planar creatures.\n Any land that is moved in this manner can never again be moved with this spell.'
+};
+
+wiz9['Glorious Transmutation'] = {
+ 'level': '9',
+ 'school': 'Alteration',
+ 'range': 'Touch',
+ 'duration': 'Permanent',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': 'A *philosopher’s stone* and iron or lead.',
+ 'reference': 'p. 47',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell turns iron into silver or lead into gold at the caster’s option. The prime ingredient for this spell is a magical item called the *philosopher’s stone*, which must be touched by the wizard and alchemically combined with the metal during casting. The formula for mixing the stone and the metal must be known by the caster; this information is not provided by this spell and the spell is useless without it. (The exact ingredients and formula are decided by the Dungeon Master and must be discovered by the wizard in the course of adventuring.)\n *Philosopher’s stones* vary in quality so much that each is capable of transmuting either 1d10x50 pounds of iron into an equal quantity of silver or 1d10x10 pounds of lead into the same amount of gold. It is not possible to know how much metal can be transmuted until the process is complete. If the caster has more iron or lead prepared than the spell is capable of changing, any excess is unchanged.\n The entire transmutation must be made at one time. Only one stone may be used per casting of the spell. The entire *philosopher’s stone* is consumed in the process.'
+};
+
+wiz9['Stabilize'] = {
+ 'category': 'Wild Magic',
+ 'level': '9',
+ 'school': 'Abjuration',
+ 'range': '0',
+ 'duration': '[[1d4+1]] turns',
+ 'aoe': '30-foot-radius circle',
+ 'components': 'V, S',
+ 'cast-time': '1 turn',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 47',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell requires immense magical effort to cast, relegating it to the highest spell level. *Stabilize* negates the effects of wild magic regions, allowing the caster and all creatures in a 30-foot radius to cast spells and use magical items normally. The spell is centered on the caster and follows his movements.\n The caster’s own spells never cause wild surges when cast within the duration of a *stabilize* spell, nor do the effects of wild surges extend into the protected area. Furthermore, the wild mage’s spells function at his true level; Table 2 is *not* used to determine level variation. The spell affects *wildstrike*, *wildzone*, and *wildwind*.'
+};
+
+wiz9['Wail of the Banshee'] = {
+ 'level': '9',
+ 'school': 'Necromancy',
+ 'range': '0',
+ 'duration': 'Instantaneous',
+ 'aoe': '30-foot-radius sphere',
+ 'components': 'V, S, M',
+ 'cast-time': '9',
+ 'saving-throw': 'Negate',
+ 'materials': 'A lock of hair from an evil female elf.',
+ 'reference': 'p. 47',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'At the culmination of this dreadful spell, the wizard screams like a banshee (a groaning spirit). For each level of the caster, one listener within 30 feet hears the wail. Currently [[@{level-wizard}]] listeners. Those who fail a saving throw vs. death magic die instantly.\n The wizard cannot be the victim of his own spell, nor can he choose who will be affected. If there are more potential victims than the\n the caster, the DM must randomly de\n which creatures are affected. Creatures not hear (due to ear plugs, deafness, et targets, but cannot be affected and are to automatically make their saving th'
+};
+
+wiz9['Wildfire'] = {
+ 'category': 'Wild Magic',
+ 'level': '9',
+ 'school': 'Invocation/Evocation',
+ 'range': '0',
+ 'duration': 'Variable',
+ 'aoe': 'Variable',
+ 'components': 'V',
+ 'cast-time': '1',
+ 'saving-throw': 'Variable',
+ 'materials': '',
+ 'reference': 'p. 47',
+ 'book': 'Tome of Magic',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By means of this spell, the wild mage is able to channel raw magical energy through himself, shaping it into any form or effect he desires. The energy is similar in many ways to a *wish* spell, but has unique differences.\n *Wildfire* allows the caster to create the effect of any wizard spell of 8th level or lower. He need only have general knowledge of the spell and its effects; the spell does not need to be in his own spellbooks.\n Any normal saving throws vs. the spell effects are made at a -2 penalty.\n *Wildfire* can also be used in the creation of magical items. The energy created by the spell may be used to generate effects that are not created by known spells.\n *Wildfire* can also be used to create items out of nothing. The magical energy can be shaped and hardened to form solid objects. These objects have a greenish, glowing tinge and radiate magic. These objects are stronger than steel yet possess almost no weight. They are immune to fire, cold, electricity, and all forms of magical attack except *dispel magic* and *wish* spells. Even if they are subjected to these spells, a saving throw is allowed (equal to the creator’s saving throw vs. spell).\n When creating objects, the caster is limited only by his own skill and the dimensions of the object. Items larger than a 10-foot-radius sphere cannot be fashioned. Creating the object requires only one round, regardless of size. Thus, a wizard could make an impenetrable dome or a small boat with this spell.\n Objects made of *wildfire* are neither stable nor permanent. Since the object is made of magic separated from the magical continuum, the material gradually deteriorates until the magical bonds become too weak to hold the *wildfire* in the chosen form. This decay takes [[1d6+4]] hours.'
+};
+
+wiz9['Wildwind'] = {
+ 'category': 'Wild Magic',
+ 'level': '9',
+ 'school': 'Conjuration/Summoning',
+ 'range': '100 yards',
+ 'duration': '[[1d3]] turns',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '8',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 48',
+ 'book': 'Tome of Magic',
+ 'damage': '2d6',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell is similar in effect to *wildstrike* and *wildzone*. When cast, a wall of faint, multi-colored lights springs into existence at the point indicated by the caster. These lights form a line 150 feet long. After the first round of the spell, the wizard can move the wall of lights. Each round, the caster can move the wall in the same direction or as much as 45 degrees to either side. Once the wall is set in motion, it cannot be stopped unless the spell is cancelled or dispelled. The lights can move 60 feet per round.\n The *wildwind* has two significant effects. First, all creatures struck by the magical lights suffer 2d6 points of damage. Second, any spellcaster struck while attempting to cast a spell automatically triggers a wild surge (use Table 2). Magical items that expend charges that touch the wall of lights automatically release one charge, also resulting in a wild surge.'
+};
+//endregion
+
+//#region The Complete Bard's Handbook
+wiz1['Alter Instrument'] = {
+ 'level': '1',
+ 'school': 'Alteration',
+ 'range': 'Touch',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': '1 instrument',
+ 'components': 'V, S',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 75',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'By using this spell, the caster can transform one musical instrument into another of similar size and equal value. Any hand-held instrument can be altered into any other hand-held instrument. However, in order to obtain a large instrument, such as a base harp, organ, or any other instrument that is too large or heavy to be easily carried, the spellcaster must start with an equally large instrument.\n In any event, the value of the new instrument is identical to the original. A golden recorder will generate a silver plated lute, a child’s drum will generate a nonfunctional lyre, *etc*.\n Bards use this spell to save both money and equipment carried. It is a lot cheaper to buy a single instrument and alter it when another is needed than to buy every instrument that might be required. This also saves a lot of space in one’s backpack.\n If the instrument the bard wishes to alter is being carried or played by another character, a successful attack roll against the opponent’s Armor Class must be made in order to touch the instrument.'
+};
+
+wiz1['Sound Bubble'] = {
+ 'level': '1',
+ 'school': 'Abjuration, Evocation',
+ 'range': '0',
+ 'duration': '[[10+[[@{level-wizard}]] ]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '1',
+ 'saving-throw': 'None',
+ 'materials': 'A blown egg shell or a soap bubble.',
+ 'reference': 'p. 75',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, an invisible bubble springs into existence. It can either be centered on and mobile with the caster or cast on an area. The mobile bubble has a radius of 10 feet, while the area bubble has a radius of 5 feet per caster level. Currently [[5*[[@{level-wizard}]] ]] foot radius. The bubble has only one effect: sound can’t pass through it. Thus sound generated within the bubble can’t be heard by those on the outside and vice versa.\n Bards often use this spell to enhance the quality and effect of their performances. It also functions nicely when a bard wishes to use one of his talents in a dungeon or other limited setting in which noise is sure to draw unwanted attention.\n Besides its entertainment functions, *sound bubble* is also useful in many of the same situations in which *silence* is used.'
+};
+
+wiz2['Silence 15\' Radius'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'range': '60 yards',
+ 'duration': '[[2*[[@{level-wizard}]] ]] rounds',
+ 'aoe': '15-foot-radius sphere',
+ 'components': 'V, S',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 75',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible, spells with verbal components cannot be cast, and no noise issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of the experience of the caster. If the spell is centered on a creature, the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw vs. spell. If successful, the spell effect is centered about one foot behind the position of the creature at the instant of casting (the effect does not move with the creature in this case). This spell provides a defense against sound-based attacks, such as harpy singing, a *horn of blasting, etc*.'
+};
+
+wiz3['Improved Magic Mouth'] = {
+ 'level': '3',
+ 'school': 'Alteration',
+ 'range': '10 yards',
+ 'duration': 'Special',
+ 'aoe': '1 object',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A small bit of honeycomb.',
+ 'reference': 'p. 77',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This spell works in all ways like the 2nd-level wizard spell *magic mouth*, except as follows.\n When this spell is cast, the mouth is endowed with the bard’s current knowledge, Intelligence, and personality. When the predetermined event occurs that activates the mouth, it converses as if the bard were actually there. For example, the mouth might say, “Who goes there?” and wait for a reply. If the visitors announce their names, it could go on to say, “Tarnak, please proceed to the music room, while the rest wait in the sitting room.”\n The mouth lasts until the conversation is over.\n Although the mouth can be set to activate due to a visual stimulus (*i.e.*, activate if anyone wearing a green feather approaches the castle gate), once triggered, it reacts only to sounds and speech. Also note that the mouth and the bard are not linked in any way. Once cast, the mouth’s knowledge is set and will never change. Thus, if a bard is extremely angry at Tarnak when he casts an *improved magic mouth*, the mouth will remain in a state of anger, even if the bard and Tarnak have reconciled.'
+};
+
+wiz3['Instant Audience'] = {
+ 'level': '3',
+ 'school': 'Conjuration',
+ 'range': '30 yards',
+ 'duration': 'Up to 4 hours',
+ 'aoe': '1 room or area within range',
+ 'components': 'V, S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': 'A small collection of the items carried by the appropriate audience (a gold coin, a piece of fine fabric, a snuff box, *etc.*). These are tossed into a bag that contains at least one live mouse. The mouse is not destroyed, but vanishes during the spell to reappear somewhere in the room after the spell ends.',
+ 'reference': 'p. 77',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'When this spell is cast, audience members are magically conjured. Each round 1d4 people enter the room or area in a normal manner. (They actually appear just outside the room when no one is looking.) This continues for a number of rounds equal to the caster’s level. Currently [[@{level-wizard}]] rounds.\n The audience contains a combination of races, gender, and social class appropriate to the occasion.\n Instant audience members act in every way like any other members of the audience. They walk around during intermission, talk, eat snacks, and so on. However, they always evade questions about their past, their history, or current events, as they have no past, no history, and have no idea as to what is going on in the world outside of the room.\n *Instant audience* members are strictly noncombative and never attack or cast spells (although they can be bullies or braggarts if that is appropriate). If one suffers even a single point of damage, he instantly vanishes along with all of his items (including items no longer on his body, such as clothes that he hung in the linen closet).\n Once the performance ends, instant audience members leave in an appropriate manner and vanish as soon as they are out of view.\n If the audience is treated in an inappropriate way (as determined by the DM), the spell instantly ends. For example, an audience could be summoned to watch a combat, but if the audience is used as a human shield, it vanishes.'
+};
+
+wiz3['Wall of Sound'] = {
+ 'level': '3',
+ 'school': 'Evocation',
+ 'range': '60 yards',
+ 'duration': 'Concentration + [[@{level-wizard}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S, M',
+ 'cast-time': '3',
+ 'saving-throw': 'None',
+ 'materials': 'A piece of slate and a finger nail clipping.',
+ 'reference': 'p. 78',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '1d8',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *wall of sound* spell brings forth an immobile, shimmering curtain of violently disturbed air. The wall is made up of a number of 10’ ✕ 10’ sections equal to the caster’s level. Currently [[@{level-wizard}]] sections. These sections can be arranged as desired as long as the resulting wall all lies in one plane (*i.e.*, it must be flat) that stands up vertically.\n One side of the wall, selected by the caster, produces a voluminous roar that completely disrupts all communication, command words, verbal spell components, and any other form of organized sound within 30 feet. In addition, those within 10 feet are deafened for 1d4 turns if they fail a saving throw vs. spell.\n On the other side of the wall, a loud roar can be heard, but communication is possible by shouting, and verbal components and command words function normally.\n Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a successful saving throw vs. spell. Deafened creatures suffer a -1 penalty to surprise rolls, a +1 penalty to their initiative rolls, and they are 20% likely to miscast spells with a verbal component.\n A *silence 15’ radius* spell cast by a higher level caster specifically for this purpose will dispel the wall; the wall otherwise destroys all *silence* spells that come into contact with it.'
+};
+
+wiz4['Conjure Cabinet'] = {
+ 'level': '4',
+ 'school': 'Conjuration',
+ 'range': '10 feet',
+ 'duration': '[[@{level-wizard}]] rounds',
+ 'aoe': 'Special',
+ 'components': 'V, S',
+ 'cast-time': '4',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 78',
+ 'book': 'The Complete Bard\'s Handbook',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'This is a very special spell created specifically for the bard class. Before this spell can be used, the bard must have a special cabinet made. It must be of the highest quality, worth at least 1,000 gold pieces. It can be any size up to 4 feet wide by 4 feet deep by 8 feet high.\n Once the cabinet is made, this spell must be cast upon it and the cabinet must be named. At any later date, the bard can cast this spell and the cabinet temporarily teleports to the bard’s current location. The cabinet carries with it any contents that are of a performing nature usable by the bard. (For example, it might contain musical instruments, cleaning tools, a playing stool, *etc.*, for a True Bard. It might be lined with throwing daggers, rapiers {for sword swallowing}, and blindfolds for a Blade).\n When the cabinet teleports to the bard, a percentile die must be rolled. On a 01-04, it appears 2d20 feet in the air and falls, destroying itself (but its contents are recoverable). On a roll of 99-00, it teleports into the ground and is destroyed. Otherwise, it is safe.\n The cabinet remains for the duration of the spell or until the bard speaks the cabinet’s name. It then teleports safely back to its previous location, along with any carried items of a performing nature usable by the bard.\n A bard may have only one such cabinet at a time. The teleport will not carry the cabinet to another plane. If items of a nonperforming nature are left in the cabinet, then the cabinet will not teleport.'
+};
+//#endregion
+
+//#region The Complete Book of Elves
+wiz2['Camouflage'] = {
+ 'level': '2',
+ 'school': 'Alteration',
+ 'range': '20’ radius',
+ 'duration': '[[@{level-wizard}]] turns',
+ 'aoe': '[[@{level-wizard}]] persons',
+ 'components': 'S, M',
+ 'cast-time': '2',
+ 'saving-throw': 'Negate',
+ 'materials': 'A mistletoe berry.',
+ 'reference': 'p. 101',
+ 'book': 'The Complete Book of Elves',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The elves jealously guard this spell. It allows the mage to instantly and completely hide the number of people allowed by the spell, concealing them against even thorough searches. This spell functions only in the wilderness, however, for it changes the appearance of the affected characters into a facsimile of natural surroundings. It is effective even against infravision and is therefore perfect for use by spies and infiltrators. Characters in this form still have all their faculties and abilities, and they can emerge from this cover at any time they desire.\n It is even possible for characters to move while within this form. Those affected may move up to 10 feet in a single round, creeping more closely to their targets. If they travel faster than this, the spell dissipates. As long as the movement is surreptitious and stealthy (“Look, Thrag! That bush *moving*!”), they should be safe. As with the *invisibility* spell, if the enspelled characters attack they gain the initiative and a +4 bonus to attack rolls because of total surprise, yet lose the benefits of the spell.\n The characters cannot be detected except by magic or by moving stupidly. Until the spell wears off, the characters can enjoy near-total invisibility and gain much-needed information.'
+};
+
+wiz2['Seeking'] = {
+ 'level': '2',
+ 'school': 'Enchantment, Invocation',
+ 'range': '100 yards',
+ 'duration': '1 turn',
+ 'aoe': '[[{floor([[@{level-wizard}]]/3),5}kl1]] missile(s)',
+ 'components': 'V, S',
+ 'cast-time': '2',
+ 'saving-throw': 'None',
+ 'materials': '',
+ 'reference': 'p. 102',
+ 'book': 'The Complete Book of Elves',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'The *seeking* spell takes the normal laws of momentum and gravity, and then twists them slightly in a way that is favorable to the caster of the spell.\n The caster can ensorcel a number of normal, nonenchanted missiles no larger than a javelin, equal to one-third his level, to a maximum of five missiles. When they have been enchanted, the caster may either use them or distribute them to his or her companions.\n When shot or hurled at a target, the missiles unerringly seek the target. They will hit nothing else but that target. The missiles can go around objects of corners if the target was visible when the spell was cast, but the missiles cannot pass through solid obstructions. For example, if the target closes a door, the missiles slam into the door and cannot be removed until the spell wears off.\n The normal range can be extended to the distance of the target creature as long as the opponent uses only ordinary methods of escape. If the target *plane shifts*, *teleports*, *blinks*, or uses some other means of instantaneous transport, the missile can no longer home in on its target. It falls to the ground, useless.\n This spell is not an automatic guarantee of success. Rather, it ensures that archers and slingers, when firing into melee, will not accidentally hit those who are on their side. This spell is especially useful for battles or shots in narrow corridors. If the person firing the arrow or bullet can see the target, he can fire for normal damage without fear of damaging comrades.'
+};
+
+wiz5['Conduit'] = {
+ 'level': '5',
+ 'school': 'Enchantment, Invocation',
+ 'range': 'Touch',
+ 'duration': 'Special',
+ 'aoe': '5 missiles',
+ 'components': 'V, S,M',
+ 'cast-time': '5',
+ 'saving-throw': 'None',
+ 'materials': 'A copper wire twisted into the shape of an arrow.',
+ 'reference': 'p. 102',
+ 'book': 'The Complete Book of Elves',
+ 'damage': '',
+ 'damage-type': '',
+ 'healing': '',
+ 'effect': 'Using this spell, the caster can temporarily enchant five missiles with another spell of a level no higher than 4th. This spell combines the best aspects of fighters and mages, for they can work in harmony to maximize both the effects of the spell and the damage of the missile.\n The *conduit* spell effectively extends the range of the second spell, casting that spell out to its full range *from the target point* when the missile hits the target. Unless otherwise specified when the spell is cast, the effects of the spell radiate forward from the point the arrowhead strikes.\n Missiles affected by this spell must begin to be fired within one turn after the last is enchanted, and they will not hold the spells for longer than an hour. Since the missiles are not specially prepared to hold enchantments for longer, the spells tend to bleed off with the passage of time.\n The spells cast on the missiles must be separate ones that the caster has memorized that day. For example, if a sorceress has memorized *conduit* and a single *fireball*, she can place a *fireball* only on one of her arrows, not on all five.\n The loaded spells are triggered when the head of the missile strikes something, whether that be the target, the ground, a tree, a rock, or whatever. This is good for radius attacks, such as a fireball, although it does no good for spells such as *burning hands* or *shocking grasp*.\n Targets are allowed normal saves against these spells, as if the wizard were right there casting the spell. However, if the missile carries the enspelled arrow beyond the spell’s normal range, the wizard has no more control over the spell.\n For example, *web* and *dimension door* spells require the caster to manipulate the spell, and casters cannot do so unless the range of their spell can reach back to them. Unless such wizards want to make the necessary calculations before casting the spell into the missile, these spells usually won’t work. If a caster wishes to do so, fine, but this is assuming a lot of faith in the ability of whoever fires the bow, for the archer must make a successful attack roll against AC 6 (including modifiers for range) to hit the area.\n The casting time does not include the casting time of the loaded spells.'
+};
+//#endregion
+
const wizardSpells = {};
wizardSpells['wiz1'] = wiz1;
wizardSpells['wiz2'] = wiz2;
diff --git a/ADnD 2E Revised/package-lock.json b/ADnD 2E Revised/package-lock.json
index 69cdacfb01..f6de3c8cee 100644
--- a/ADnD 2E Revised/package-lock.json
+++ b/ADnD 2E Revised/package-lock.json
@@ -1,6 +1,399 @@
{
+ "name": "ADnD 2E Revised",
+ "lockfileVersion": 2,
"requires": true,
- "lockfileVersion": 1,
+ "packages": {
+ "": {
+ "dependencies": {
+ "pug": "^3.0.2"
+ }
+ },
+ "node_modules/@babel/helper-validator-identifier": {
+ "version": "7.15.7",
+ "resolved": "https://registry.npmjs.org/@babel/helper-validator-identifier/-/helper-validator-identifier-7.15.7.tgz",
+ "integrity": "sha512-K4JvCtQqad9OY2+yTU8w+E82ywk/fe+ELNlt1G8z3bVGlZfn/hOcQQsUhGhW/N+tb3fxK800wLtKOE/aM0m72w==",
+ "engines": {
+ "node": ">=6.9.0"
+ }
+ },
+ "node_modules/@babel/parser": {
+ "version": "7.16.4",
+ "resolved": "https://registry.npmjs.org/@babel/parser/-/parser-7.16.4.tgz",
+ "integrity": "sha512-6V0qdPUaiVHH3RtZeLIsc+6pDhbYzHR8ogA8w+f+Wc77DuXto19g2QUwveINoS34Uw+W8/hQDGJCx+i4n7xcng==",
+ "bin": {
+ "parser": "bin/babel-parser.js"
+ },
+ "engines": {
+ "node": ">=6.0.0"
+ }
+ },
+ "node_modules/@babel/types": {
+ "version": "7.16.0",
+ "resolved": "https://registry.npmjs.org/@babel/types/-/types-7.16.0.tgz",
+ "integrity": "sha512-PJgg/k3SdLsGb3hhisFvtLOw5ts113klrpLuIPtCJIU+BB24fqq6lf8RWqKJEjzqXR9AEH1rIb5XTqwBHB+kQg==",
+ "dependencies": {
+ "@babel/helper-validator-identifier": "^7.15.7",
+ "to-fast-properties": "^2.0.0"
+ },
+ "engines": {
+ "node": ">=6.9.0"
+ }
+ },
+ "node_modules/acorn": {
+ "version": "7.4.1",
+ "resolved": "https://registry.npmjs.org/acorn/-/acorn-7.4.1.tgz",
+ "integrity": "sha512-nQyp0o1/mNdbTO1PO6kHkwSrmgZ0MT/jCCpNiwbUjGoRN4dlBhqJtoQuCnEOKzgTVwg0ZWiCoQy6SxMebQVh8A==",
+ "bin": {
+ "acorn": "bin/acorn"
+ },
+ "engines": {
+ "node": ">=0.4.0"
+ }
+ },
+ "node_modules/asap": {
+ "version": "2.0.6",
+ "resolved": "https://registry.npmjs.org/asap/-/asap-2.0.6.tgz",
+ "integrity": "sha1-5QNHYR1+aQlDIIu9r+vLwvuGbUY="
+ },
+ "node_modules/assert-never": {
+ "version": "1.2.1",
+ "resolved": "https://registry.npmjs.org/assert-never/-/assert-never-1.2.1.tgz",
+ "integrity": "sha512-TaTivMB6pYI1kXwrFlEhLeGfOqoDNdTxjCdwRfFFkEA30Eu+k48W34nlok2EYWJfFFzqaEmichdNM7th6M5HNw=="
+ },
+ "node_modules/babel-walk": {
+ "version": "3.0.0-canary-5",
+ "resolved": "https://registry.npmjs.org/babel-walk/-/babel-walk-3.0.0-canary-5.tgz",
+ "integrity": "sha512-GAwkz0AihzY5bkwIY5QDR+LvsRQgB/B+1foMPvi0FZPMl5fjD7ICiznUiBdLYMH1QYe6vqu4gWYytZOccLouFw==",
+ "dependencies": {
+ "@babel/types": "^7.9.6"
+ },
+ "engines": {
+ "node": ">= 10.0.0"
+ }
+ },
+ "node_modules/call-bind": {
+ "version": "1.0.2",
+ "resolved": "https://registry.npmjs.org/call-bind/-/call-bind-1.0.2.tgz",
+ "integrity": "sha512-7O+FbCihrB5WGbFYesctwmTKae6rOiIzmz1icreWJ+0aA7LJfuqhEso2T9ncpcFtzMQtzXf2QGGueWJGTYsqrA==",
+ "dependencies": {
+ "function-bind": "^1.1.1",
+ "get-intrinsic": "^1.0.2"
+ },
+ "funding": {
+ "url": "https://github.com/sponsors/ljharb"
+ }
+ },
+ "node_modules/character-parser": {
+ "version": "2.2.0",
+ "resolved": "https://registry.npmjs.org/character-parser/-/character-parser-2.2.0.tgz",
+ "integrity": "sha1-x84o821LzZdE5f/CxfzeHHMmH8A=",
+ "dependencies": {
+ "is-regex": "^1.0.3"
+ }
+ },
+ "node_modules/constantinople": {
+ "version": "4.0.1",
+ "resolved": "https://registry.npmjs.org/constantinople/-/constantinople-4.0.1.tgz",
+ "integrity": "sha512-vCrqcSIq4//Gx74TXXCGnHpulY1dskqLTFGDmhrGxzeXL8lF8kvXv6mpNWlJj1uD4DW23D4ljAqbY4RRaaUZIw==",
+ "dependencies": {
+ "@babel/parser": "^7.6.0",
+ "@babel/types": "^7.6.1"
+ }
+ },
+ "node_modules/doctypes": {
+ "version": "1.1.0",
+ "resolved": "https://registry.npmjs.org/doctypes/-/doctypes-1.1.0.tgz",
+ "integrity": "sha1-6oCxBqh1OHdOijpKWv4pPeSJ4Kk="
+ },
+ "node_modules/function-bind": {
+ "version": "1.1.1",
+ "resolved": "https://registry.npmjs.org/function-bind/-/function-bind-1.1.1.tgz",
+ "integrity": "sha512-yIovAzMX49sF8Yl58fSCWJ5svSLuaibPxXQJFLmBObTuCr0Mf1KiPopGM9NiFjiYBCbfaa2Fh6breQ6ANVTI0A=="
+ },
+ "node_modules/get-intrinsic": {
+ "version": "1.1.1",
+ "resolved": "https://registry.npmjs.org/get-intrinsic/-/get-intrinsic-1.1.1.tgz",
+ "integrity": "sha512-kWZrnVM42QCiEA2Ig1bG8zjoIMOgxWwYCEeNdwY6Tv/cOSeGpcoX4pXHfKUxNKVoArnrEr2e9srnAxxGIraS9Q==",
+ "dependencies": {
+ "function-bind": "^1.1.1",
+ "has": "^1.0.3",
+ "has-symbols": "^1.0.1"
+ },
+ "funding": {
+ "url": "https://github.com/sponsors/ljharb"
+ }
+ },
+ "node_modules/has": {
+ "version": "1.0.3",
+ "resolved": "https://registry.npmjs.org/has/-/has-1.0.3.tgz",
+ "integrity": "sha512-f2dvO0VU6Oej7RkWJGrehjbzMAjFp5/VKPp5tTpWIV4JHHZK1/BxbFRtf/siA2SWTe09caDmVtYYzWEIbBS4zw==",
+ "dependencies": {
+ "function-bind": "^1.1.1"
+ },
+ "engines": {
+ "node": ">= 0.4.0"
+ }
+ },
+ "node_modules/has-symbols": {
+ "version": "1.0.2",
+ "resolved": "https://registry.npmjs.org/has-symbols/-/has-symbols-1.0.2.tgz",
+ "integrity": "sha512-chXa79rL/UC2KlX17jo3vRGz0azaWEx5tGqZg5pO3NUyEJVB17dMruQlzCCOfUvElghKcm5194+BCRvi2Rv/Gw==",
+ "engines": {
+ "node": ">= 0.4"
+ },
+ "funding": {
+ "url": "https://github.com/sponsors/ljharb"
+ }
+ },
+ "node_modules/has-tostringtag": {
+ "version": "1.0.0",
+ "resolved": "https://registry.npmjs.org/has-tostringtag/-/has-tostringtag-1.0.0.tgz",
+ "integrity": "sha512-kFjcSNhnlGV1kyoGk7OXKSawH5JOb/LzUc5w9B02hOTO0dfFRjbHQKvg1d6cf3HbeUmtU9VbbV3qzZ2Teh97WQ==",
+ "dependencies": {
+ "has-symbols": "^1.0.2"
+ },
+ "engines": {
+ "node": ">= 0.4"
+ },
+ "funding": {
+ "url": "https://github.com/sponsors/ljharb"
+ }
+ },
+ "node_modules/is-core-module": {
+ "version": "2.8.0",
+ "resolved": "https://registry.npmjs.org/is-core-module/-/is-core-module-2.8.0.tgz",
+ "integrity": "sha512-vd15qHsaqrRL7dtH6QNuy0ndJmRDrS9HAM1CAiSifNUFv4x1a0CCVsj18hJ1mShxIG6T2i1sO78MkP56r0nYRw==",
+ "dependencies": {
+ "has": "^1.0.3"
+ },
+ "funding": {
+ "url": "https://github.com/sponsors/ljharb"
+ }
+ },
+ "node_modules/is-expression": {
+ "version": "4.0.0",
+ "resolved": "https://registry.npmjs.org/is-expression/-/is-expression-4.0.0.tgz",
+ "integrity": "sha512-zMIXX63sxzG3XrkHkrAPvm/OVZVSCPNkwMHU8oTX7/U3AL78I0QXCEICXUM13BIa8TYGZ68PiTKfQz3yaTNr4A==",
+ "dependencies": {
+ "acorn": "^7.1.1",
+ "object-assign": "^4.1.1"
+ }
+ },
+ "node_modules/is-promise": {
+ "version": "2.2.2",
+ "resolved": "https://registry.npmjs.org/is-promise/-/is-promise-2.2.2.tgz",
+ "integrity": "sha512-+lP4/6lKUBfQjZ2pdxThZvLUAafmZb8OAxFb8XXtiQmS35INgr85hdOGoEs124ez1FCnZJt6jau/T+alh58QFQ=="
+ },
+ "node_modules/is-regex": {
+ "version": "1.1.4",
+ "resolved": "https://registry.npmjs.org/is-regex/-/is-regex-1.1.4.tgz",
+ "integrity": "sha512-kvRdxDsxZjhzUX07ZnLydzS1TU/TJlTUHHY4YLL87e37oUA49DfkLqgy+VjFocowy29cKvcSiu+kIv728jTTVg==",
+ "dependencies": {
+ "call-bind": "^1.0.2",
+ "has-tostringtag": "^1.0.0"
+ },
+ "engines": {
+ "node": ">= 0.4"
+ },
+ "funding": {
+ "url": "https://github.com/sponsors/ljharb"
+ }
+ },
+ "node_modules/js-stringify": {
+ "version": "1.0.2",
+ "resolved": "https://registry.npmjs.org/js-stringify/-/js-stringify-1.0.2.tgz",
+ "integrity": "sha1-Fzb939lyTyijaCrcYjCufk6Weds="
+ },
+ "node_modules/jstransformer": {
+ "version": "1.0.0",
+ "resolved": "https://registry.npmjs.org/jstransformer/-/jstransformer-1.0.0.tgz",
+ "integrity": "sha1-7Yvwkh4vPx7U1cGkT2hwntJHIsM=",
+ "dependencies": {
+ "is-promise": "^2.0.0",
+ "promise": "^7.0.1"
+ }
+ },
+ "node_modules/object-assign": {
+ "version": "4.1.1",
+ "resolved": "https://registry.npmjs.org/object-assign/-/object-assign-4.1.1.tgz",
+ "integrity": "sha1-IQmtx5ZYh8/AXLvUQsrIv7s2CGM=",
+ "engines": {
+ "node": ">=0.10.0"
+ }
+ },
+ "node_modules/path-parse": {
+ "version": "1.0.7",
+ "resolved": "https://registry.npmjs.org/path-parse/-/path-parse-1.0.7.tgz",
+ "integrity": "sha512-LDJzPVEEEPR+y48z93A0Ed0yXb8pAByGWo/k5YYdYgpY2/2EsOsksJrq7lOHxryrVOn1ejG6oAp8ahvOIQD8sw=="
+ },
+ "node_modules/promise": {
+ "version": "7.3.1",
+ "resolved": "https://registry.npmjs.org/promise/-/promise-7.3.1.tgz",
+ "integrity": "sha512-nolQXZ/4L+bP/UGlkfaIujX9BKxGwmQ9OT4mOt5yvy8iK1h3wqTEJCijzGANTCCl9nWjY41juyAn2K3Q1hLLTg==",
+ "dependencies": {
+ "asap": "~2.0.3"
+ }
+ },
+ "node_modules/pug": {
+ "version": "3.0.2",
+ "resolved": "https://registry.npmjs.org/pug/-/pug-3.0.2.tgz",
+ "integrity": "sha512-bp0I/hiK1D1vChHh6EfDxtndHji55XP/ZJKwsRqrz6lRia6ZC2OZbdAymlxdVFwd1L70ebrVJw4/eZ79skrIaw==",
+ "dependencies": {
+ "pug-code-gen": "^3.0.2",
+ "pug-filters": "^4.0.0",
+ "pug-lexer": "^5.0.1",
+ "pug-linker": "^4.0.0",
+ "pug-load": "^3.0.0",
+ "pug-parser": "^6.0.0",
+ "pug-runtime": "^3.0.1",
+ "pug-strip-comments": "^2.0.0"
+ }
+ },
+ "node_modules/pug-attrs": {
+ "version": "3.0.0",
+ "resolved": "https://registry.npmjs.org/pug-attrs/-/pug-attrs-3.0.0.tgz",
+ "integrity": "sha512-azINV9dUtzPMFQktvTXciNAfAuVh/L/JCl0vtPCwvOA21uZrC08K/UnmrL+SXGEVc1FwzjW62+xw5S/uaLj6cA==",
+ "dependencies": {
+ "constantinople": "^4.0.1",
+ "js-stringify": "^1.0.2",
+ "pug-runtime": "^3.0.0"
+ }
+ },
+ "node_modules/pug-code-gen": {
+ "version": "3.0.2",
+ "resolved": "https://registry.npmjs.org/pug-code-gen/-/pug-code-gen-3.0.2.tgz",
+ "integrity": "sha512-nJMhW16MbiGRiyR4miDTQMRWDgKplnHyeLvioEJYbk1RsPI3FuA3saEP8uwnTb2nTJEKBU90NFVWJBk4OU5qyg==",
+ "dependencies": {
+ "constantinople": "^4.0.1",
+ "doctypes": "^1.1.0",
+ "js-stringify": "^1.0.2",
+ "pug-attrs": "^3.0.0",
+ "pug-error": "^2.0.0",
+ "pug-runtime": "^3.0.0",
+ "void-elements": "^3.1.0",
+ "with": "^7.0.0"
+ }
+ },
+ "node_modules/pug-error": {
+ "version": "2.0.0",
+ "resolved": "https://registry.npmjs.org/pug-error/-/pug-error-2.0.0.tgz",
+ "integrity": "sha512-sjiUsi9M4RAGHktC1drQfCr5C5eriu24Lfbt4s+7SykztEOwVZtbFk1RRq0tzLxcMxMYTBR+zMQaG07J/btayQ=="
+ },
+ "node_modules/pug-filters": {
+ "version": "4.0.0",
+ "resolved": "https://registry.npmjs.org/pug-filters/-/pug-filters-4.0.0.tgz",
+ "integrity": "sha512-yeNFtq5Yxmfz0f9z2rMXGw/8/4i1cCFecw/Q7+D0V2DdtII5UvqE12VaZ2AY7ri6o5RNXiweGH79OCq+2RQU4A==",
+ "dependencies": {
+ "constantinople": "^4.0.1",
+ "jstransformer": "1.0.0",
+ "pug-error": "^2.0.0",
+ "pug-walk": "^2.0.0",
+ "resolve": "^1.15.1"
+ }
+ },
+ "node_modules/pug-lexer": {
+ "version": "5.0.1",
+ "resolved": "https://registry.npmjs.org/pug-lexer/-/pug-lexer-5.0.1.tgz",
+ "integrity": "sha512-0I6C62+keXlZPZkOJeVam9aBLVP2EnbeDw3An+k0/QlqdwH6rv8284nko14Na7c0TtqtogfWXcRoFE4O4Ff20w==",
+ "dependencies": {
+ "character-parser": "^2.2.0",
+ "is-expression": "^4.0.0",
+ "pug-error": "^2.0.0"
+ }
+ },
+ "node_modules/pug-linker": {
+ "version": "4.0.0",
+ "resolved": "https://registry.npmjs.org/pug-linker/-/pug-linker-4.0.0.tgz",
+ "integrity": "sha512-gjD1yzp0yxbQqnzBAdlhbgoJL5qIFJw78juN1NpTLt/mfPJ5VgC4BvkoD3G23qKzJtIIXBbcCt6FioLSFLOHdw==",
+ "dependencies": {
+ "pug-error": "^2.0.0",
+ "pug-walk": "^2.0.0"
+ }
+ },
+ "node_modules/pug-load": {
+ "version": "3.0.0",
+ "resolved": "https://registry.npmjs.org/pug-load/-/pug-load-3.0.0.tgz",
+ "integrity": "sha512-OCjTEnhLWZBvS4zni/WUMjH2YSUosnsmjGBB1An7CsKQarYSWQ0GCVyd4eQPMFJqZ8w9xgs01QdiZXKVjk92EQ==",
+ "dependencies": {
+ "object-assign": "^4.1.1",
+ "pug-walk": "^2.0.0"
+ }
+ },
+ "node_modules/pug-parser": {
+ "version": "6.0.0",
+ "resolved": "https://registry.npmjs.org/pug-parser/-/pug-parser-6.0.0.tgz",
+ "integrity": "sha512-ukiYM/9cH6Cml+AOl5kETtM9NR3WulyVP2y4HOU45DyMim1IeP/OOiyEWRr6qk5I5klpsBnbuHpwKmTx6WURnw==",
+ "dependencies": {
+ "pug-error": "^2.0.0",
+ "token-stream": "1.0.0"
+ }
+ },
+ "node_modules/pug-runtime": {
+ "version": "3.0.1",
+ "resolved": "https://registry.npmjs.org/pug-runtime/-/pug-runtime-3.0.1.tgz",
+ "integrity": "sha512-L50zbvrQ35TkpHwv0G6aLSuueDRwc/97XdY8kL3tOT0FmhgG7UypU3VztfV/LATAvmUfYi4wNxSajhSAeNN+Kg=="
+ },
+ "node_modules/pug-strip-comments": {
+ "version": "2.0.0",
+ "resolved": "https://registry.npmjs.org/pug-strip-comments/-/pug-strip-comments-2.0.0.tgz",
+ "integrity": "sha512-zo8DsDpH7eTkPHCXFeAk1xZXJbyoTfdPlNR0bK7rpOMuhBYb0f5qUVCO1xlsitYd3w5FQTK7zpNVKb3rZoUrrQ==",
+ "dependencies": {
+ "pug-error": "^2.0.0"
+ }
+ },
+ "node_modules/pug-walk": {
+ "version": "2.0.0",
+ "resolved": "https://registry.npmjs.org/pug-walk/-/pug-walk-2.0.0.tgz",
+ "integrity": "sha512-yYELe9Q5q9IQhuvqsZNwA5hfPkMJ8u92bQLIMcsMxf/VADjNtEYptU+inlufAFYcWdHlwNfZOEnOOQrZrcyJCQ=="
+ },
+ "node_modules/resolve": {
+ "version": "1.20.0",
+ "resolved": "https://registry.npmjs.org/resolve/-/resolve-1.20.0.tgz",
+ "integrity": "sha512-wENBPt4ySzg4ybFQW2TT1zMQucPK95HSh/nq2CFTZVOGut2+pQvSsgtda4d26YrYcr067wjbmzOG8byDPBX63A==",
+ "dependencies": {
+ "is-core-module": "^2.2.0",
+ "path-parse": "^1.0.6"
+ },
+ "funding": {
+ "url": "https://github.com/sponsors/ljharb"
+ }
+ },
+ "node_modules/to-fast-properties": {
+ "version": "2.0.0",
+ "resolved": "https://registry.npmjs.org/to-fast-properties/-/to-fast-properties-2.0.0.tgz",
+ "integrity": "sha1-3F5pjL0HkmW8c+A3doGk5Og/YW4=",
+ "engines": {
+ "node": ">=4"
+ }
+ },
+ "node_modules/token-stream": {
+ "version": "1.0.0",
+ "resolved": "https://registry.npmjs.org/token-stream/-/token-stream-1.0.0.tgz",
+ "integrity": "sha1-zCAOqyYT9BZtJ/+a/HylbUnfbrQ="
+ },
+ "node_modules/void-elements": {
+ "version": "3.1.0",
+ "resolved": "https://registry.npmjs.org/void-elements/-/void-elements-3.1.0.tgz",
+ "integrity": "sha1-YU9/v42AHwu18GYfWy9XhXUOTwk=",
+ "engines": {
+ "node": ">=0.10.0"
+ }
+ },
+ "node_modules/with": {
+ "version": "7.0.2",
+ "resolved": "https://registry.npmjs.org/with/-/with-7.0.2.tgz",
+ "integrity": "sha512-RNGKj82nUPg3g5ygxkQl0R937xLyho1J24ItRCBTr/m1YnZkzJy1hUiHUJrc/VlsDQzsCnInEGSg3bci0Lmd4w==",
+ "dependencies": {
+ "@babel/parser": "^7.9.6",
+ "@babel/types": "^7.9.6",
+ "assert-never": "^1.2.1",
+ "babel-walk": "3.0.0-canary-5"
+ },
+ "engines": {
+ "node": ">= 10.0.0"
+ }
+ }
+ },
"dependencies": {
"@babel/helper-validator-identifier": {
"version": "7.15.7",
diff --git a/ADnD 2E Revised/package.json b/ADnD 2E Revised/package.json
new file mode 100644
index 0000000000..87b4d298f3
--- /dev/null
+++ b/ADnD 2E Revised/package.json
@@ -0,0 +1,5 @@
+{
+ "dependencies": {
+ "pug": "^3.0.2"
+ }
+}
diff --git a/ADnD 2E Revised/pug/nonweaponProficienciesDatalists.pug b/ADnD 2E Revised/pug/nonweaponProficienciesDatalists.pug
new file mode 100644
index 0000000000..98b7725ffc
--- /dev/null
+++ b/ADnD 2E Revised/pug/nonweaponProficienciesDatalists.pug
@@ -0,0 +1,6 @@
+datalist(id='nonweapon-proficiencies')
+ each prof, name in data
+ - let classes = prof.classes || ''
+ if (prof.book !== 'PHB')
+ - classes += (classes ? ', ' : '') + prof.book
+ option(value=name)= classes
\ No newline at end of file
diff --git a/ADnD 2E Revised/pug/spellsDatalists.pug b/ADnD 2E Revised/pug/spellsDatalists.pug
index eb89871285..2332a64c50 100644
--- a/ADnD 2E Revised/pug/spellsDatalists.pug
+++ b/ADnD 2E Revised/pug/spellsDatalists.pug
@@ -1,19 +1,25 @@
each levelObject, level in data
datalist(id=`${level}-spells`)
each spell, spellName in levelObject
- - let book = ''
- - let displayLevel = ''
- if (spell.book !== 'PHB')
- - book = spell.book
+ - let category = spell.category || ''
if level.endsWith('monster')
+ if level === 'priq'
+ continue
+ - let displayLevel
case spell.level
when '1': - displayLevel = `${spell.level}st level`
when '2': - displayLevel = `${spell.level}nd level`
when '3': - displayLevel = `${spell.level}rd level`
default: - displayLevel = `${spell.level}th level`
-
- if (book)
- - displayLevel += `, ${book}`
+
+ if (category)
+ - displayLevel += `, ${category}`
+ if (spell.book !== 'PHB')
+ - displayLevel += `, ${spell.book}`
option(value!=spellName)= displayLevel
else
- option(value!=spellName)= book
\ No newline at end of file
+ if (spell.book !== 'PHB')
+ if (category)
+ - category += ', '
+ - category += `${spell.book}`
+ option(value!=spellName)= category
\ No newline at end of file
diff --git a/ADnD 2E Revised/pug/weaponsDatalists.pug b/ADnD 2E Revised/pug/weaponsDatalists.pug
new file mode 100644
index 0000000000..65973c66cb
--- /dev/null
+++ b/ADnD 2E Revised/pug/weaponsDatalists.pug
@@ -0,0 +1,54 @@
+datalist(id='melee-weapons')
+ each weapon in data
+ if (!weapon.category.includes('Melee'))
+ - continue;
+ - let group = weapon.group || ''
+ if (weapon.book !== 'PHB')
+ - group += (group ? ', ' : '') + weapon.book
+ option(value=weapon.name)= group
+
+datalist(id='ranged-weapons')
+ each weapon in data
+ if (!weapon.category.includes('Range'))
+ - continue;
+ - let group = weapon.group || ''
+ if (weapon.book !== 'PHB')
+ - group += (group ? ', ' : '') + weapon.book
+ option(value=weapon.name)= group
+
+datalist(id='all-weapons')
+ each weapon in data
+ - let group = weapon.group || ''
+ if (weapon.book !== 'PHB')
+ - group += (group ? ', ' : '') + weapon.book
+ option(value=weapon.name)= group
+
+- let usedWeapons = new Set();
+datalist(id='weapon-proficiencies')
+ - let book = 'PHB'
+ - let weaponProfsAdded = false
+ each weapon in data
+ - weaponProfsAdded = false
+ if (weapon.book !== book)
+ - console.log(`Previous Book: ${book}. Next Book: ${weapon.book}`)
+ each prof, profName in proficiencies
+ if prof.book !== book
+ - continue
+ option(value=profName)= prof.book
+ - book = weapon.book
+ - weaponProfsAdded = true
+ if (weapon.noProf)
+ - continue
+ - let weaponName = weapon.name.split(/\s\(|,/)[0]
+ if (usedWeapons.has(weaponName))
+ - continue
+ - usedWeapons.add(weaponName);
+ - let group = weapon.group || ''
+ if (weapon.book !== 'PHB')
+ - group += (group ? ', ' : '') + weapon.book
+ option(value=weaponName)= group
+ if (!weaponProfsAdded)
+ each prof, profName in proficiencies
+ if prof.book !== book
+ - continue
+ option(value=profName)= prof.book
\ No newline at end of file
diff --git a/ADnD 2E Revised/sheet.json b/ADnD 2E Revised/sheet.json
index 2a7f80ea67..17cea7d112 100644
--- a/ADnD 2E Revised/sheet.json
+++ b/ADnD 2E Revised/sheet.json
@@ -11,7 +11,32 @@
"displayname": "*** General settings ***"
},
{
- "displayname": "In addition to the Player's Handbook, the following books can be added for more spells, weapons, and equipment"
+ "displayname": "In addition to the Player's Handbook, the following books can be added for more Weapons, Spells, and Proficiencies",
+ "description": "Each book can be seen as a \"Patch\" or \"DLC\" (for you young kids) to the Player's Handbook. Each bringing new elements, such as Rules, Weapons, Spells, and Proficiencies. To add any book by default on new sheets created, please check the associated box below. These settings can also be changed on each individual sheet after the sheet has been created."
+ },
+ {
+ "attribute": "book-tcfhb",
+ "displayname": "The Complete Fighter's Handbook",
+ "type": "checkbox",
+ "value": "The Complete Fighter's Handbook",
+ "checked": false,
+ "description": "Includes Weapons and Proficiencies"
+ },
+ {
+ "attribute": "book-tcthb",
+ "displayname": "The Complete Thief's Handbook",
+ "type": "checkbox",
+ "value": "The Complete Thief's Handbook",
+ "checked": false,
+ "description": "Includes Proficiencies"
+ },
+ {
+ "attribute": "book-tcprhb",
+ "displayname": "The Complete Priest's Handbook",
+ "type": "checkbox",
+ "value": "The Complete Priest's Handbook",
+ "checked": false,
+ "description": "Includes Weapons"
},
{
"attribute": "book-tcwhb",
@@ -19,7 +44,90 @@
"type": "checkbox",
"value": "The Complete Wizard's Handbook",
"checked": false,
- "description": "Allows spells from The Complete Wizard's Handbook to autofill"
+ "description": "Includes Spells"
+ },
+ {
+ "attribute": "book-tom",
+ "displayname": "Tome of Magic",
+ "type": "checkbox",
+ "value": "Tome of Magic",
+ "checked": false,
+ "description": "Includes Spells"
+ },
+ {
+ "attribute": "book-aaeg",
+ "displayname": "Arms and Equipment Guide",
+ "type": "checkbox",
+ "value": "Arms and Equipment Guide",
+ "checked": false,
+ "description": "Includes Weapons"
+ },
+ {
+ "attribute": "book-dwarves",
+ "displayname": "The Complete Book of Dwarves",
+ "type": "checkbox",
+ "value": "The Complete Book of Dwarves",
+ "checked": false,
+ "description": "Includes Weapons and Proficiencies"
+ },
+ {
+ "attribute": "book-bards",
+ "displayname": "The Complete Bard's Handbook",
+ "type": "checkbox",
+ "value": "The Complete Bard's Handbook",
+ "checked": false,
+ "description": "Includes Spells and Proficiencies"
+ },
+ {
+ "attribute": "book-elves",
+ "displayname": "The Complete Book of Elves",
+ "type": "checkbox",
+ "value": "The Complete Book of Elves",
+ "checked": false,
+ "description": "Includes Weapons, Spells, and Proficiencies"
+ },
+ {
+ "attribute": "book-humanoids",
+ "displayname": "The Complete Book of Humanoids",
+ "type": "checkbox",
+ "value": "The Complete Book of Humanoids",
+ "checked": false,
+ "description": "Includes Weapons and Proficiencies"
+ },
+ {
+ "attribute": "book-rangers",
+ "displayname": "The Complete Ranger's Handbook",
+ "type": "checkbox",
+ "value": "The Complete Ranger's Handbook",
+ "checked": false,
+ "description": "Includes Weapons, Spells, and Proficiencies"
+ },
+ {
+ "attribute": "book-paladins",
+ "displayname": "The Complete Paladin's Handbook",
+ "type": "checkbox",
+ "value": "The Complete Paladin's Handbook",
+ "checked": false,
+ "description": "Includes Proficiencies"
+ },
+ {
+ "attribute": "book-druids",
+ "displayname": "The Complete Druid's Handbook",
+ "type": "checkbox",
+ "value": "The Complete Druid's Handbook",
+ "checked": false,
+ "description": "Includes Spells"
+ },
+ {
+ "attribute": "misc-mod",
+ "displayname": "Miscellaneous modifier on Rolls",
+ "type": "select",
+ "options": [
+ "Popup on rolls|?{Misc. modifier?|0}",
+ "No popup|0"
+ ],
+ "default": "?{Misc. modifier?|0}",
+ "description": "By default all rolls creates a popup asking for a 'Miscellaneous modifier' to capture when the DM says: 'Make an X-roll with +2'. If your DM rarely asks for this, if you find the popup annoying, or if you would rather add any bonuses after the roll is made, this popup can be turned off"
},
{
"displayname": " "
@@ -29,14 +137,14 @@
},
{
"attribute": "wtype",
- "displayname": "Should Monster attacks be public to players or private (Only send to the GM)?",
+ "displayname": "Should Monster Attack and Spell rolls be public to players or only to GM?",
"type": "select",
"options": [
"Public|@{character_name}",
"To GM|/w gm @{character_name}"
],
"default": "@{character_name}",
- "description": "By default all monster attacks are public. These attacks include the static buttons ThAC0, Attack 1-3, Special attack. It also include the repeating buttons Hit, Dam S/M, Dam L, Special damage, and Spell. To GM rolls will send the mentioned buttons only to yourself and the GM. Thus is a GM clicks the button, only the GM can see it."
+ "description": "By default all monster attacks and spells are public. These attacks include the static buttons ThAC0, Attack 1-3, Special attack. It also include the repeating buttons Hit, Dam S/M, Dam L, Special damage, and Spell. To GM rolls will send the mentioned buttons only to yourself and the GM. Thus is a GM clicks the button, only the GM can see it."
}
]
}
diff --git a/ADnD_1E/images/thin_border.png b/ADnD_1E/images/thin_border.png
new file mode 100644
index 0000000000..9116b324f1
Binary files /dev/null and b/ADnD_1E/images/thin_border.png differ
diff --git a/AGE System/AGE System.css b/AGE System/AGE System.css
index 2db060356d..f73aa65392 100644
--- a/AGE System/AGE System.css
+++ b/AGE System/AGE System.css
@@ -6,7 +6,7 @@
/* Configuration of Tabs */
input.sheet-tab-button {
- opacity: 0;
+ opacity: 0;
position: absolute;
top: 92px;
right: 0px;
@@ -29,12 +29,12 @@ input.sheet-tab-button + span {
font-weight: bold;
}
-input.sheet-tab-button:checked + span {
+input.sheet-tab-button:checked + span {
color: #FFFFFF;
background-color: #000000;
}
-.sheet-page {
+.sheet-page {
display: none;
}
@@ -46,12 +46,12 @@ input.sheet-tab-button.sheet-tab5:checked ~ .sheet-page.sheet-tab5,
input.sheet-tab-button.sheet-tab6:checked ~ .sheet-page.sheet-tab6 { display: block; }
button.sheet-floating-dice-roller {
- border: none;
+ border: none;
background: transparent;
- position: absolute;
+ position: absolute;
height: 24px;
width: 24px;
- top: 90px;
+ top: 90px;
left: 242px; }
button.sheet-floating-dice-roller[type=roll]::before { font-size: 24px; }
@@ -85,6 +85,13 @@ input.sheet-tab-button.sheet-tab5 + span {
width: 47px;
}
+input.sheet-tab-button.sheet-tab-stunts2,
+input.sheet-tab-button.sheet-tab-stunts2 + span {
+ left: 99px;
+ width: 58px;
+ display: none;
+}
+
input.sheet-tab-button.sheet-tab-aim,
input.sheet-tab-button.sheet-tab-aim + span {
left: 68px;
@@ -137,9 +144,9 @@ input.sheet-tab-button.sheet-tab-whisper + span {
}
.sheet-header input[type=number]::-webkit-inner-spin-button,
-.sheet-header input[type=number]::-webkit-outer-spin-button {
- -webkit-appearance: none;
- margin: 0;
+.sheet-header input[type=number]::-webkit-outer-spin-button {
+ -webkit-appearance: none;
+ margin: 0;
}
.sheet-header span {
@@ -275,7 +282,7 @@ input {
}
.repcontrol .repcontrol_edit:hover:after,
-.repcontrol .repcontrol_add:hover:before {
+.repcontrol .repcontrol_add:hover:before {
background-color: #EFEFEF;
}
@@ -301,7 +308,7 @@ input {
padding: 0px;
height: 18px;
width: 18px;
-}
+}
.sheet-container button[type=roll]::before {
content: 'Q';
@@ -316,7 +323,7 @@ input {
.sheet-col-left-character-tab {
width: 325px;
}
-
+
.sheet-col-right-character-tab {
width: 421px;
}
@@ -332,14 +339,14 @@ input {
margin-bottom: 5px;
}
-.sheet-left-ability-container {
+.sheet-left-ability-container {
display: inline-block;
width: 267px;
border-right: 1px solid black;
min-height: 70px;
}
-.sheet-ability-name {
+.sheet-ability-name {
width: 250px;
display: inline-block;
}
@@ -348,7 +355,7 @@ button.sheet-legacy-money-import-button,
.sheet-autoconfig button[type=action],
.sheet-initiative-section button[type=roll],
.sheet-income-section button[type=roll],
-.sheet-ability-name button[type=roll] {
+.sheet-ability-name button[type=roll] {
background-color: transparent;
color: white;
border: none;
@@ -377,7 +384,7 @@ button.sheet-legacy-money-import-button,
.sheet-income-section button[type=roll]::before,
.sheet-ability-name button[type=roll]::before,
.sheet-ability-focus-list button[type=roll]::before,
-.sheet-spell-short-container button[type=roll]::before {
+.sheet-spell-short-container button[type=roll]::before {
content: "";
}
@@ -390,7 +397,7 @@ button.sheet-legacy-money-import-button,
.sheet-ability-focus-list button[type=roll]:hover,
.sheet-ability-focus-list button[type=roll]:hover *,
.sheet-spell-short-container button[type=roll]:hover,
-.sheet-spell-short-container button[type=roll]:hover * {
+.sheet-spell-short-container button[type=roll]:hover * {
color: #EC2127;
}
@@ -402,7 +409,7 @@ button.sheet-legacy-money-import-button,
.autoconfig { text-align: center; }
.sheet-condition-checkbox,
-.sheet-primary-checkbox {
+.sheet-primary-checkbox {
display: inline-block;
padding-bottom: 2px;
}
@@ -457,8 +464,8 @@ button.sheet-legacy-money-import-button,
.sheet-right-ability-container input[type=number]::-webkit-inner-spin-button,
.sheet-right-ability-container input[type=number]::-webkit-outer-spin-button {
- -webkit-appearance: none;
- margin: 0;
+ -webkit-appearance: none;
+ margin: 0;
}
.sheet-right-ability-container input[type=number] {
@@ -591,7 +598,7 @@ button.sheet-legacy-money-import-button,
color: black;
font-size: 30px;
padding-right: 0px;
- padding-left: 19px;
+ padding-left: 19px;
padding-bottom: 0px;
padding-top: 7px;
}
@@ -602,7 +609,7 @@ button.sheet-legacy-money-import-button,
padding-left: 10px;
}
-.sheet-health .sheet-maximum-input span {
+.sheet-health .sheet-maximum-input span {
height: 50px;
display: inline-block;
font-size: 10px;
@@ -615,7 +622,7 @@ button.sheet-legacy-money-import-button,
color: #A0A0A0;
}
-.sheet-conviction-section .sheet-maximum-input span {
+.sheet-conviction-section .sheet-maximum-input span {
height: 50px;
display: inline-block;
font-size: 10px;
@@ -630,7 +637,7 @@ button.sheet-legacy-money-import-button,
.sheet-health input[name="attr_health"],
.sheet-mana-section input[name="attr_mana"],
-.sheet-experience-points-section input[name="attr_experience-points"] {
+.sheet-experience-points-section input[name="attr_experience-points"] {
display: inline-block;
width: 100%;
text-align: center;
@@ -644,12 +651,12 @@ button.sheet-legacy-money-import-button,
color: black;
font-size: 30px;
padding-right: 0px;
- padding-left: 19px;
+ padding-left: 19px;
padding-bottom: 0px;
padding-top: 7px;
}
-.sheet-maximum-input span {
+.sheet-maximum-input span {
height: 50px;
display: inline-block;
font-size: 10px;
@@ -662,7 +669,7 @@ button.sheet-legacy-money-import-button,
color: #A0A0A0;
}
-.sheet-maximum-input input {
+.sheet-maximum-input input {
display: inline-block;
border-bottom: 1px solid #B0B0B0;
border-top: 0px;
@@ -683,22 +690,22 @@ button.sheet-legacy-money-import-button,
.sheet-maximum-input input[type=number]::-webkit-inner-spin-button,
.sheet-maximum-input input[type=number]::-webkit-outer-spin-button,
.sheet-experience-points-section input[type=number]::-webkit-inner-spin-button,
-.sheet-experience-points-section input[type=number]::-webkit-outer-spin-button {
- -webkit-appearance: none;
- margin: 0;
+.sheet-experience-points-section input[type=number]::-webkit-outer-spin-button {
+ -webkit-appearance: none;
+ margin: 0;
}
-.sheet-experience-points-section .sheet-maximum-input span {
+.sheet-experience-points-section .sheet-maximum-input span {
margin-left: 62px;
}
-.sheet-experience-points-section .sheet-maximum-input input {
+.sheet-experience-points-section .sheet-maximum-input input {
width: 55px;
}
.sheet-health .sheet-maximum-input input[type=number],
.sheet-mana-section .sheet-maximum-input input[type=number],
-.sheet-experience-points-section input[type=number] {
+.sheet-experience-points-section input[type=number] {
-moz-appearance:textfield;
}
@@ -706,7 +713,7 @@ button.sheet-legacy-money-import-button,
padding-right: 20px;
}
-.sheet-sectionfull {
+.sheet-sectionfull {
width: 419px;
}
@@ -718,20 +725,20 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
.sheet-sdaat-container .sheet-sdaat-i { right: 92px; }
.sheet-sdaat-container .sheet-sdaat-b { right: 6px; }
-.sheet-sdaat-container select {
- height: 20px;
- display: inline-block;
- background: transparent;
- border: none;
+.sheet-sdaat-container select {
+ height: 20px;
+ display: inline-block;
+ background: transparent;
+ border: none;
font-size: 10px;
- line-height: 9px;
- margin-left: 0;
- margin-right: 0;
- margin-top: 0;
- margin-right: 0;
- color: #A0A0A0;
+ line-height: 9px;
+ margin-left: 0;
+ margin-right: 0;
+ margin-top: 0;
+ margin-right: 0;
+ color: #A0A0A0;
text-align: center;
- width: 75px;
+ width: 75px;
}
.sheet-sdaat-container .sheet-col-double { display: inline-block; width: 39%; }
@@ -768,11 +775,11 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
margin-top: 2px;
margin-left: 2px;
}
-.sheet-sdaat-container .sheet-sdaat-score input[name="attr_armor"],
+.sheet-sdaat-container .sheet-sdaat-score input[name="attr_armor"],
.sheet-sdaat-container .sheet-sdaat-score input[name="attr_toughness"],
-.sheet-sdaat-container .sheet-sdaat-score input[name="attr_armor-b"] { margin-left: 7.5px; }
+.sheet-sdaat-container .sheet-sdaat-score input[name="attr_armor-b"] { margin-left: 7.5px; }
.sheet-sdaat-container .sheet-col .sheet-maximum-input span { margin-left: 0; height: 24px; }
-.sheet-sdaat-container .sheet-col .sheet-maximum-input input { width: 35px; margin-left: 0; margin-top: -1px; height: 24px; }
+.sheet-sdaat-container .sheet-col .sheet-maximum-input input { width: 35px; margin-left: 0; margin-top: -1px; height: 24px; }
.sheet-sdaat-container .sheet-sdaat-score input[type=number]::-webkit-inner-spin-button { -webkit-appearance: none; margin: 0; }
.sheet-sdaat-container .sheet-sdaat-score input[type=number] { -moz-appearance:textfield; }
@@ -786,7 +793,7 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
width: 32.5%;
}
-.sheet-speed-defense-score {
+.sheet-speed-defense-score {
width: 100px;
height: 30px;
display: inline-block;
@@ -817,24 +824,24 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
margin-left: 2px;
}
-.sheet-speed-defense-score input[name="attr_armor"] {
+.sheet-speed-defense-score input[name="attr_armor"] {
margin-left: 7.5px;
}
-.sheet-speed-defense-armor-container .sheet-maximum-input span {
+.sheet-speed-defense-armor-container .sheet-maximum-input span {
margin-left: 37px;
}
.sheet-speed-defense-armor-container .sheet-maximum-input input { width: 35px; margin-top: -1px; }
.sheet-speed-defense-score input[type=number]::-webkit-inner-spin-button,
-.sheet-speed-defense-score input[type=number]::-webkit-outer-spin-button {
- -webkit-appearance: none;
- margin: 0;
+.sheet-speed-defense-score input[type=number]::-webkit-outer-spin-button {
+ -webkit-appearance: none;
+ margin: 0;
}
-.sheet-speed-defense-score input[type=number] {
+.sheet-speed-defense-score input[type=number] {
-moz-appearance:textfield;
}
@@ -843,7 +850,7 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
}
.sheet-repeatingcol input,
-.sheet-col-weapon-groups input {
+.sheet-col-weapon-groups input {
display: inline-block;
font-size: 12px;
border:none;
@@ -867,17 +874,17 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
.sheet-equipment-quantity input,
.sheet-equipment-description input,
.sheet-power-short-name input,
-.sheet-power-short-description input {
+.sheet-power-short-description input {
width: 100%;
}
-.sheet-col-attack-name {
+.sheet-col-attack-name {
width: 158px;
}
.sheet-col-attack-range,
.sheet-col-attack-reload,
-.sheet-col-attackdice {
+.sheet-col-attackdice {
width: 55px;
}
@@ -887,12 +894,12 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
}
.sheet-col-ammo input[type=number]::-webkit-inner-spin-button,
-.sheet-col-ammo input[type=number]::-webkit-outer-spin-button {
- -webkit-appearance: none;
+.sheet-col-ammo input[type=number]::-webkit-outer-spin-button {
+ -webkit-appearance: none;
margin: 0;
}
-.sheet-money-score input[type=number] {
+.sheet-money-score input[type=number] {
-moz-appearance:textfield;
}
@@ -901,11 +908,6 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
margin-left: 5px;
}
-.sheet-col-attackdice .sheet-attackroll-withprompt,
-.sheet-col-attackdice .sheet-attackroll-withprompt::before {
- display: none;
-}
-
.sheet-col-attack-damage {
width: 80px;
}
@@ -1017,7 +1019,7 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
margin-bottom: 0;
}
-.sheet-money-section {
+.sheet-money-section {
width: 100%;
border-top: 1px solid black;
}
@@ -1025,7 +1027,7 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
.sheet-money-container { display: inline-block; height: 68px; width: 50px; }
.sheet-legacy-money-section .sheet-money-score,
-.sheet-money-section .sheet-money-score {
+.sheet-money-section .sheet-money-score {
display: inline-block;
border: 1px solid #666;
border-radius: 50%;
@@ -1063,7 +1065,7 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
.sheet-money-section .sheet-money-name input[type="text"] {
width: 100%;
font-size: 12px;
- color: gray;
+ color: gray;
border: none;
text-align: center;
box-shadow: none;
@@ -1074,12 +1076,12 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
.sheet-money-section fieldset + div > div { display: inline-block; }
.sheet-money-score input[type=number]::-webkit-inner-spin-button,
-.sheet-money-score input[type=number]::-webkit-outer-spin-button {
- -webkit-appearance: none;
- margin: 0;
+.sheet-money-score input[type=number]::-webkit-outer-spin-button {
+ -webkit-appearance: none;
+ margin: 0;
}
-.sheet-money-score input[type=number] {
+.sheet-money-score input[type=number] {
-moz-appearance:textfield;
}
@@ -1191,46 +1193,46 @@ input.sheet-legacy-money-checkbox:checked ~ .sheet-page .sheet-legacy-money-sect
*/
.sheet-row-shortpowerdescription textarea,
-.sheet-row-short-spell-description textarea {
+.sheet-row-short-spell-description textarea {
height: 36px;
}
.sheet-row-fullpowerdescription textarea,
-.sheet-row-full-spell-description textarea {
+.sheet-row-full-spell-description textarea {
height: 72px;
}
/* FOCUSES TAB */
-.sheet-tab4 .sheet-col {
+.sheet-tab4 .sheet-col {
width: 247px;
}
-.sheet-focus-section {
+.sheet-focus-section {
display:inline-block;
width: 100%;
}
-.sheet-focus-section-name {
+.sheet-focus-section-name {
border: 1px solid black;
}
-.sheet-focus-container span {
+.sheet-focus-container span {
display: inline-block;
font-size: 12px;
font-weight: bold;
}
-.sheet-focus-container input[name=attr_focusname] {
+.sheet-focus-container input[name=attr_focusname] {
width: 158px;
}
.sheet-focus-container input[type=number]::-webkit-inner-spin-button,
-.sheet-focus-container input[type=number]::-webkit-outer-spin-button {
- -webkit-appearance: none;
- margin: 0;
+.sheet-focus-container input[type=number]::-webkit-outer-spin-button {
+ -webkit-appearance: none;
+ margin: 0;
}
-.sheet-focus-container input[type=number] {
+.sheet-focus-container input[type=number] {
border-top: none;
border-left: none;
border-right: none;
@@ -1246,7 +1248,7 @@ input.sheet-legacy-money-checkbox:checked ~ .sheet-page .sheet-legacy-money-sect
-moz-appearance:textfield;
}
-.sheet-focus-container textarea {
+.sheet-focus-container textarea {
display: inline-block;
width: 247px;
height: 36px;
@@ -1259,7 +1261,7 @@ input.sheet-legacy-money-checkbox:checked ~ .sheet-page .sheet-legacy-money-sect
/* MAGIC/ARCANA TAB */
-.sheet-spell-container {
+.sheet-spell-container {
width: 748px;
}
@@ -1279,21 +1281,21 @@ select.sheet-spell-method option { background-color: white; color: black; }
.sheet-spell-container .sheet-spell-uses-fatigue input[type=text] { width: 132px; }
-.sheet-col-spell-stats {
+.sheet-col-spell-stats {
width: 245px;
}
-.sheet-col-spell-stats .sheet-row {
+.sheet-col-spell-stats .sheet-row {
height: 20px;
}
-.sheet-spell-stats span {
+.sheet-spell-stats span {
font-size: 12px;
font-weight: bold;
margin: 0px;
}
-.sheet-spell-stats input {
+.sheet-spell-stats input {
width: 148px;
border-top: none;
border-left: none;
@@ -1315,9 +1317,9 @@ select.sheet-spell-method option { background-color: white; color: black; }
}
.sheet-spell-stats input[type=number]::-webkit-inner-spin-button,
-.sheet-spell-stats input[type=number]::-webkit-outer-spin-button {
- -webkit-appearance: none;
- margin: 0;
+.sheet-spell-stats input[type=number]::-webkit-outer-spin-button {
+ -webkit-appearance: none;
+ margin: 0;
}
.sheet-spell-stats button[type=roll] {
@@ -1350,11 +1352,12 @@ select.sheet-spell-method option { background-color: white; color: black; }
/* OPTIONS TAB */
-.sheet-page.sheet-tab6 select[name="attr_armor-penalty-for-dex"] {
+.sheet-page.sheet-tab6 select[name="attr_armor-penalty-for-dex"],
+.sheet-page.sheet-tab6 select[name="attr_initiative-tiebreaker"] {
width: 50px;
}
-input[type=checkbox].sheet-hiddencheckbox {
+input[type=checkbox].sheet-hiddencheckbox {
display:none
}
@@ -1365,8 +1368,9 @@ input[type=checkbox].sheet-hiddencheckbox {
input.sheet-threefold-button:checked ~ .sheet-magic-tab-span,
input.sheet-world-of-lazarus-button:checked ~ .sheet-magic-tab-span,
+input.sheet-the-expanse-button:checked ~ .sheet-magic-tab-span,
input.sheet-modern-age-button:checked ~ .sheet-magic-tab-span,
-input.sheet-blue-rose-button:checked ~ .sheet-magic-tab-span {
+input.sheet-blue-rose-button:checked ~ .sheet-magic-tab-span {
display: none;
}
@@ -1435,7 +1439,7 @@ input.sheet-modern-age-button:checked ~ input.sheet-tab-button.sheet-tab4 + span
}
input.sheet-blue-rose-button:checked ~ .sheet-arcana-tab-span,
-input.sheet-blue-rose-button:checked ~ .sheet-tab-button.sheet-tab5 {
+input.sheet-blue-rose-button:checked ~ .sheet-tab-button.sheet-tab5 {
display: block;
position: absolute;
top: 92px;
@@ -1458,7 +1462,7 @@ input.sheet-threefold-button:checked ~ .sheet-extraordinary-tab-span,
input.sheet-modern-age-button:checked ~ .sheet-extraordinary-tab-span,
input.sheet-threefold-button:checked ~ .sheet-tab-button.sheet-tab5,
input.sheet-world-of-lazarus-button:checked ~ .sheet-tab-button.sheet-tab5,
-input.sheet-modern-age-button:checked ~ .sheet-tab-button.sheet-tab5 {
+input.sheet-modern-age-button:checked ~ .sheet-tab-button.sheet-tab5 {
display: block;
position: absolute;
top: 92px;
@@ -1499,7 +1503,7 @@ input.sheet-black-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked
input.sheet-red-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-red-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-red-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-red-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-red-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-color: #810206;
}
@@ -1507,7 +1511,7 @@ input.sheet-red-color-checkbox:checked ~ .sheet-page .sheet-section-name {
input.sheet-teal1-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-teal1-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-teal1-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-teal1-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-teal1-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-color: #00576B;
}
@@ -1523,7 +1527,7 @@ input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-section-name {
input.sheet-blue1-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-blue1-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-blue1-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-blue1-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-blue1-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-color: #007ab8;
}
@@ -1531,7 +1535,7 @@ input.sheet-blue1-color-checkbox:checked ~ .sheet-page .sheet-section-name {
input.sheet-blue2-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-blue2-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-blue2-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-blue2-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-blue2-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-color: #006496;
}
@@ -1539,7 +1543,7 @@ input.sheet-blue2-color-checkbox:checked ~ .sheet-page .sheet-section-name {
input.sheet-orange-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-orange-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-orange-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-orange-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-orange-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-image: radial-gradient(ellipse at top, #bc610e, #431c00);
}
@@ -1547,7 +1551,7 @@ input.sheet-orange-color-checkbox:checked ~ .sheet-page .sheet-section-name {
input.sheet-threefold-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-threefold-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-threefold-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-threefold-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-threefold-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-image: linear-gradient(135deg, #00658D, #2A828E, #87641B, #c79846, #851c07);
}
@@ -1555,7 +1559,7 @@ input.sheet-threefold-color-checkbox:checked ~ .sheet-page .sheet-section-name
input.sheet-rainbow-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-rainbow-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-rainbow-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-rainbow-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-rainbow-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-image: radial-gradient(circle at bottom left, mediumvioletred, firebrick, darkorange, darkkhaki, forestgreen, blue, darkviolet);
}
@@ -1563,7 +1567,7 @@ input.sheet-rainbow-color-checkbox:checked ~ .sheet-page .sheet-section-name {
input.sheet-green-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-green-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-green-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-green-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-green-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-image: radial-gradient(circle at center, #1d8514, #1d8514, black);
}
@@ -1572,7 +1576,7 @@ input.sheet-green-color-checkbox:checked ~ .sheet-page .sheet-section-name {
input.sheet-dragon-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-dragon-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-dragon-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-dragon-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-dragon-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-image: url("https://i.imgur.com/ZiUOVSE.jpg");
}
@@ -1580,7 +1584,7 @@ input.sheet-dragon-color-checkbox:checked ~ .sheet-page .sheet-section-name {
input.sheet-lazarus-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-lazarus-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-lazarus-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-lazarus-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-lazarus-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-image: radial-gradient(circle at center, #3A8BCC, #124179);
}
@@ -1588,25 +1592,25 @@ input.sheet-lazarus-color-checkbox:checked ~ .sheet-page .sheet-section-name {
input.sheet-stars-color-checkbox:checked ~ .sheet-tab-button:checked + span,
input.sheet-stars-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
input.sheet-stars-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
-input.sheet-stars-color-checkbox:checked ~ .sheet-page .sheet-section-name {
+input.sheet-stars-color-checkbox:checked ~ .sheet-page .sheet-section-name {
background-image: url("http://i.imgur.com/Xsnnevo.png");
}
-input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-strength .sheet-section-name,
-input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-intelligence .sheet-section-name,
+input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-strength .sheet-section-name,
+input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-intelligence .sheet-section-name,
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-accuracy .sheet-section-name,
-input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-strength .sheet-section-name,
-input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-fighting .sheet-section-name,
-input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-communication .sheet-section-name,
-input.sheet-stars-color-checkbox:checked ~ .sheet-page .sheet-section:nth-child(odd) .sheet-section-name {
+input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-strength .sheet-section-name,
+input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-fighting .sheet-section-name,
+input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-communication .sheet-section-name,
+input.sheet-stars-color-checkbox:checked ~ .sheet-page .sheet-section:nth-child(odd) .sheet-section-name {
background-image: url("http://i.imgur.com/CEij2yw.png");
}
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-willpower .sheet-section-name,
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-dexterity .sheet-section-name,
-input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-communication .sheet-section-name,
-input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-constitution .sheet-section-name,
-input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-intelligence .sheet-section-name,
-input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-willpower .sheet-section-name {
+input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-communication .sheet-section-name,
+input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-constitution .sheet-section-name,
+input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-intelligence .sheet-section-name,
+input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-willpower .sheet-section-name {
background-image: url("https://i.imgur.com/aRp1Jdz.png");
}
@@ -1639,7 +1643,7 @@ input.sheet-teal2-color-checkbox:checked ~ button[type=roll].sheet-floating-dice
input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-attack-container button[type=roll]::before,
input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-spell-short-container button[type=roll]::before,
input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-focus-container button[type=roll]::before,
-input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-spell-container button[type=roll]::before {
+input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-spell-container button[type=roll]::before {
color: #1f7b92;
}
@@ -1773,7 +1777,7 @@ input.sheet-threefold-button:checked ~ .sheet-page .sheet-mod-selected,
input.sheet-world-of-lazarus-button:checked ~ .sheet-page .sheet-mod-selected,
input.sheet-fantasy-age-button:checked ~ .sheet-page .sheet-second-gen-selected,
input.sheet-titansgrave-button:checked ~ .sheet-page .sheet-second-gen-selected,
-input.sheet-blue-rose-button:checked ~ .sheet-page .sheet-second-gen-selected {
+input.sheet-blue-rose-button:checked ~ .sheet-page .sheet-second-gen-selected {
display: inline-block;
}
@@ -1787,7 +1791,7 @@ input.sheet-dragon-age-button:checked ~ .sheet-page .sheet-blue-rose-selected,
input.sheet-fantasy-age-button:checked ~ .sheet-page .sheet-blue-rose-selected,
input.sheet-titansgrave-button:checked ~ .sheet-page .sheet-blue-rose-selected,
input.sheet-blue-rose-button:checked ~ .sheet-page .sheet-age-selected,
-input.sheet-the-expanse-button:checked ~ .sheet-page .sheet-blue-rose-selected {
+input.sheet-the-expanse-button:checked ~ .sheet-page .sheet-blue-rose-selected {
display: none;
}
@@ -1849,22 +1853,6 @@ input.sheet-the-expanse-button:checked ~ .sheet-page .sheet-blue-rose-selected {
width: 75px;
}
-input.sheet-aim-toggle-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim,
-input.sheet-aim-toggle-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim::before,
-input.sheet-aim-prompt-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim,
-input.sheet-aim-prompt-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim::before,
-input.sheet-aim-always-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim,
-input.sheet-aim-always-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim::before
-{
- display: none;
-}
-
-input.sheet-aim-toggle-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt,
-input.sheet-aim-toggle-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt::before,
-input.sheet-aim-prompt-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt,
-input.sheet-aim-prompt-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt::before,
-input.sheet-aim-always-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt,
-input.sheet-aim-always-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt::before,
input.sheet-conditions-section-checkbox:checked ~ .sheet-page .sheet-conditions-section,
input.sheet-mana-section-checkbox:checked ~ .sheet-page .sheet-mana-section,
input.sheet-exp-section-checkbox:checked ~ .sheet-page .sheet-experience-points-section,
@@ -1886,20 +1874,12 @@ input.sheet-money-section-checkbox:checked ~ .sheet-page .sheet-money-secti
input.sheet-whisper-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-whisper,
input.sheet-whisper-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-whisper + span,
input.sheet-aim-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-aim,
-input.sheet-aim-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-aim + span {
+input.sheet-aim-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-aim + span,
+input.sheet-stunts2-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-stunts2,
+input.sheet-stunts2-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-stunts2 + span {
display: block;
}
-input.sheet-old-section-checkbox:checked ~ input.sheet-tab-button.sheet-tab-whisper,
-input.sheet-old-section-checkbox:checked ~ input.sheet-tab-button.sheet-tab-whisper + span {
- left: 154px;
-}
-
-input.sheet-old-section-checkbox:checked ~ input.sheet-tab-button.sheet-tab-aim,
-input.sheet-old-section-checkbox:checked ~ input.sheet-tab-button.sheet-tab-aim + span {
- left: 222px;
-}
-
input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkbox:not(:checked) + input.sheet-fatigue-section-checkbox:not(:checked) + input.sheet-conviction-section-checkbox:not(:checked) + input.sheet-corruption-section-checkbox:not(:checked) ~ .sheet-page .sheet-speed-defense-armor-container {
width: calc(75% - 2.9px);
}
@@ -1932,12 +1912,12 @@ input.sheet-ammo-col-checkbox:checked ~ .sheet-page .sheet-attack-container .she
}
.sheet-aim-value-field input[type=number]::-webkit-inner-spin-button,
-.sheet-aim-value-field input[type=number]::-webkit-outer-spin-button {
- -webkit-appearance: none;
+.sheet-aim-value-field input[type=number]::-webkit-outer-spin-button {
+ -webkit-appearance: none;
margin: 0;
}
-.sheet-aim-value-field input[type=number] {
+.sheet-aim-value-field input[type=number] {
-moz-appearance:textfield;
}
@@ -1973,11 +1953,12 @@ input.sheet-ammo-col-checkbox:checked ~ .sheet-page .sheet-attack-container .she
.sheet-rolltemplate-age-roller .sheet-age-roller-result { width: 100%; padding-top: 10px; text-align: center; border-bottom: 1px solid black;padding-bottom: 5px; }
.sheet-rolltemplate-age-roller .sheet-die-face { font-size: 48px; font-weight: bold; font-family: "dicefontd6"; color: #333333; }
.sheet-rolltemplate-age-roller .sheet-die-face-drama { text-transform: uppercase; }
+.sheet-rolltemplate-age-roller .sheet-die-seperator { font-size: 38px; font-weight: bold; color: black; vertical-align: top;}
.sheet-rolltemplate-age-roller .sheet-age-roller-stunt + .sheet-age-roller-stunt { display: none; }
.sheet-rolltemplate-age-roller .sheet-age-roller-line { padding-top: 2px; padding-bottom: 2px; text-align: top; }
.sheet-rolltemplate-age-roller .sheet-age-roller-stunt { border-top: 1px solid black; color: green; font-weight: bold; }
-.sheet-rolltemplate-age-roller .sheet-age-roller-col1 { display: inline-block; width: 165px; text-align: left; margin-left: 5px; margin-right: 5px; }
-.sheet-rolltemplate-age-roller .sheet-age-roller-col2 { display: inline-block; width: 36px; text-align: right; margin-left: 5px; margin-right: 5px; }
+.sheet-rolltemplate-age-roller .sheet-age-roller-col1 { display: inline-block; width: 163px; text-align: left; margin-left: 5px; margin-right: 5px; }
+.sheet-rolltemplate-age-roller .sheet-age-roller-col2 { display: inline-block; width: 38px; text-align: right; margin-left: 5px; margin-right: 5px; }
.sheet-rolltemplate-age-roller .sheet-age-roller-title { background-color: black; color: white; font-weight: bold; padding-left: 5px; padding-right: 5px; padding-bottom: 2px; padding-top: 2px; margin-bottom: 3px; }
.sheet-rolltemplate-age-roller .sheet-age-roller-total { border-top: 1px solid black; }
.sheet-rolltemplate-age-roller .sheet-age-roller-total .sheet-age-roller-col1 { font-weight: bold; }
@@ -2030,4 +2011,3 @@ input.sheet-ammo-col-checkbox:checked ~ .sheet-page .sheet-attack-container .she
.sheet-page select.sheet-color-select option[value=green] { background-color: white; color: #1d8514; font-weight: bold; }
.sheet-page select.sheet-color-select option[value=rainbow] { background-color: white; color: blueviolet; font-weight: bold; }
.sheet-page select.sheet-color-select option[value=dragon] { background-color: white; color: darkred; font-weight: bold; }
-
diff --git a/AGE System/AGE System.html b/AGE System/AGE System.html
index 0f8fccdaee..43b6232912 100644
--- a/AGE System/AGE System.html
+++ b/AGE System/AGE System.html
@@ -1,6 +1,6 @@
{{/color-dragon}}
- {{#rollTotal() drama 1}}a{{/rollTotal() drama 1}}
- {{#rollTotal() drama 2}}b{{/rollTotal() drama 2}}
- {{#rollTotal() drama 3}}c{{/rollTotal() drama 3}}
- {{#rollTotal() drama 4}}d{{/rollTotal() drama 4}}
- {{#rollTotal() drama 5}}e{{/rollTotal() drama 5}}
- {{#rollTotal() drama 6}}f{{/rollTotal() drama 6}}
-
-
- {{#mod}}
- {{#rollGreater() mod 0}}+{{/rollGreater() mod 0}}{{mod}}
- {{/mod}}
-
-
- {{/mod}}
+ {{#rollTotal() drama 1}}a{{/rollTotal() drama 1}}
+ {{#rollTotal() drama 2}}b{{/rollTotal() drama 2}}
+ {{#rollTotal() drama 3}}c{{/rollTotal() drama 3}}
+ {{#rollTotal() drama 4}}d{{/rollTotal() drama 4}}
+ {{#rollTotal() drama 5}}e{{/rollTotal() drama 5}}
+ {{#rollTotal() drama 6}}f{{/rollTotal() drama 6}}
- {{#damage}}
-
@@ -3339,8 +3423,8 @@ on("sheet:opened", function(eventInfo){
attack_bonus_label: getTranslationByKey("attack_bonus_label"),
magic_arcana_focus: getTranslationByKey("magic_arcana_focus"),
spellpower_label: getTranslationByKey("spellpower_label")
- });
-
+ });
+
});
on("change:fear", function(event) {
@@ -3371,7 +3455,7 @@ on("change:fear", function(event) {
"fear-intelligence": -1,
"fear-initiative": 1,
"fear-accuracy": -1,
- "fear-fighting": -1
+ "fear-fighting": -1
}); // setAttrs
break;
case "3":
@@ -3430,7 +3514,7 @@ on("clicked:autoconfigure", function(event) {
"conditions-toggle": 0,
color: "red"
}); // setAttrs
- break;
+ break;
case "fantasy-age":
setAttrs({
"mana-toggle": 1,
@@ -3438,7 +3522,7 @@ on("clicked:autoconfigure", function(event) {
"fatigue-toggle": 0,
"fear-toggle": 0,
"horror-toggle": 0,
- "exp-toggle": 0,
+ "exp-toggle": 0,
"conviction-toggle": 0,
"corruption-toggle": 0,
"ammo-toggle": 1,
@@ -3450,7 +3534,7 @@ on("clicked:autoconfigure", function(event) {
"conditions-toggle": 0,
color: "green"
}); // setAttrs
- break;
+ break;
case "titansgrave":
setAttrs({
"mana-toggle": 1,
@@ -3470,7 +3554,7 @@ on("clicked:autoconfigure", function(event) {
"conditions-toggle": 0,
color: "teal1"
}); // setAttrs
- break;
+ break;
case "blue-rose":
setAttrs({
"mana-toggle": 0,
@@ -3478,7 +3562,7 @@ on("clicked:autoconfigure", function(event) {
"fatigue-toggle": 1,
"fear-toggle": 0,
"horror-toggle": 0,
- "exp-toggle": 0,
+ "exp-toggle": 0,
"conviction-toggle": 1,
"corruption-toggle": 1,
"ammo-toggle": 0,
@@ -3490,7 +3574,7 @@ on("clicked:autoconfigure", function(event) {
"conditions-toggle": 0,
color: "blue2"
}); // setAttrs
- break;
+ break;
case "the-expanse":
setAttrs({
"mana-toggle": 0,
@@ -3510,7 +3594,7 @@ on("clicked:autoconfigure", function(event) {
"conditions-toggle": 1,
color: "stars"
}); // setAttrs
- break;
+ break;
case "modern-age":
setAttrs({
"mana-toggle": 1,
@@ -3518,7 +3602,7 @@ on("clicked:autoconfigure", function(event) {
"fatigue-toggle": 1,
"fear-toggle": 0,
"horror-toggle": 0,
- "exp-toggle": 1,
+ "exp-toggle": 1,
"conviction-toggle": 0,
"corruption-toggle": 0,
"ammo-toggle": 1,
@@ -3530,7 +3614,7 @@ on("clicked:autoconfigure", function(event) {
"conditions-toggle": 0,
color: "orange"
}); // setAttrs
- break;
+ break;
case "world-of-lazarus":
setAttrs({
"mana-toggle": 0,
@@ -3538,7 +3622,7 @@ on("clicked:autoconfigure", function(event) {
"fatigue-toggle": 0,
"fear-toggle": 0,
"horror-toggle": 0,
- "exp-toggle": 1,
+ "exp-toggle": 1,
"conviction-toggle": 0,
"corruption-toggle": 0,
"ammo-toggle": 1,
@@ -3550,7 +3634,7 @@ on("clicked:autoconfigure", function(event) {
"conditions-toggle": 0,
color: "lazarus"
}); // setAttrs
- break;
+ break;
case "threefold":
setAttrs({
"mana-toggle": 1,
@@ -3558,7 +3642,7 @@ on("clicked:autoconfigure", function(event) {
"fatigue-toggle": 1,
"fear-toggle": 0,
"horror-toggle": 0,
- "exp-toggle": 1,
+ "exp-toggle": 1,
"conviction-toggle": 0,
"corruption-toggle": 0,
"ammo-toggle": 1,
@@ -3570,7 +3654,7 @@ on("clicked:autoconfigure", function(event) {
"conditions-toggle": 0,
color: "threefold"
}); // setAttrs
- break;
+ break;
default:
console.log("wait what happened");
}; // case
@@ -3589,7 +3673,7 @@ on("sheet:opened", function(event) {
} // if
}); // getAttrs
}); // sheet opened
-
+
on("clicked:legacymoneyimport", function(event) {
console.log("Clicked!");
getAttrs(["cp", "sp", "gp"], function(v) {
diff --git a/AGE System/sheet.json b/AGE System/sheet.json
index 42e069b3f1..18ba2c86d0 100644
--- a/AGE System/sheet.json
+++ b/AGE System/sheet.json
@@ -1,235 +1,284 @@
{
- "html": "AGE System.html",
- "css": "AGE System.css",
- "authors": "Olivier L.-L., Zach Hall, Cadera Spindrift",
- "roll20userid": "594486,636802",
- "preview": "AGE System.png",
- "instructions": "A sheet made for the AGE family of games:\n- **Dragon Age**\n- **Fantasy AGE**\n- **Titansgrave**\n- **Blue Rose**\n- **The Expanse**\n- **Modern AGE**\n- **Threefold**\n- **World of Lazarus**\n\n**Note:** Focuses need to be added in the 'Focuses' tab.\n**GMs:** Make sure to edit the Default Sheet Settings after creating the campaign.\n\nSheet version 1.60.0 (2020-08-24); Added Modern AGE, Threefold, World of Lazarus; removed 'Old' tab; added new skins.",
- "useroptions": [
- {
- "attribute": "game",
- "displayname": "Game System",
- "displaytranslationkey": "game-system",
- "type": "select",
- "options": [
- "Dragon Age|dragon-age",
- "Fantasy AGE|fantasy-age",
- "Titansgrave|titansgrabe",
- "Blue Rose|blue-rose",
- "The Expanse|the-expanse",
- "Modern AGE|modern-age",
- "Threefold|threefold",
- "World of Lazarus|world-of-lazarus"
- ],
- "default": "Fantasy AGE"
- },
- {
- "attribute": "color",
- "displayname": "Color Selection",
- "displaytranslationkey": "color-selection",
- "type": "select",
- "options": [
- "Black|black",
- "Red|red",
- "Teal 1|teal1",
- "Teal 2|teal2",
- "Blue|blue1",
- "Blue|blue2",
- "Dragonscale Red|dragon",
- "Expansive Starfield|stars",
- "Lazarus Blue|lazarus",
- "Modern Orange|orange",
- "Proud Rainbow|rainbow",
- "Ronin Green|green",
- "Threefold Blend|threefold"
- ],
- "optiontranslationkeys": [
- "black",
- "red",
- "teal-1",
- "teal-2",
- "blue-1",
- "blue-2",
- "dragonscale-red",
- "expansive-starfield",
- "lazarus-blue",
- "modern-orange",
- "proud-rainbow",
- "ronin-green",
- "threefold-color"
- ],
- "default": "Black",
- "description": "Select the color for the character sheet section headers and buttons.",
- "descriptiontranslationkey": "color-selection-info"
- },
- {
- "attribute": "wtype",
- "displayname": "Whisper rolls to GM",
- "displaytranslationkey": "whisp-rolls-gm",
- "type": "select",
- "options": [
- "Never Whisper Rolls|",
- "Toggle|@{whisper-toggle}",
- "Query Whisper|?{Whisper?|Public Roll,|Whisper Roll,/w gm }",
- "Always Whisper Rolls|/w gm "
- ],
- "optiontranslationkeys": [
- "never-whisper-roll",
- "toggle",
- "query-whisper-roll",
- "always-whisper-roll"
- ],
- "default": "",
- "description": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
- "descriptiontranslationkey": "whisp-rolls-gm-info"
- },
- {
- "attribute": "char-name-option",
- "displayname": "Show the character name in roll results",
- "displaytranslationkey": "show-the-character-name-in-roll-results",
- "type": "select",
- "options": [
- "Show|@{character_name} | ",
- "Hide| "
- ],
- "optiontranslationkeys": [
- "show",
- "hide"
- ],
- "default": "@{character_name} | "
- },
- {
- "attribute": "aim-select",
- "displayname": "Prompt for Aim",
- "displaytranslationkey": "prompt-for-aim",
- "type": "select",
- "options": [
- "Never use Aim|none",
- "Toggle|@{aim-toggle}",
- "Prompt for Aim|?{Using the Aim action|Yes, @{aim-value}|No, 0}",
- "Always use Aim|@{aim-value}"
- ],
- "optiontranslationkeys": [
- "never-use-aim",
- "toggle",
- "prompt-for-aim",
- "always-use-aim"
- ],
- "default": "none"
- },
- {
- "attribute": "aim-value",
- "displayname": "Aim Value",
- "displaytranslationkey": "aim-value-default",
- "type": "number",
- "default": "1",
- "description": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it."
- },
- {
- "attribute": "armor-penalty-for-dex",
- "displayname": "Apply Armor Penalty to Dexterity checks",
- "displaytranslationkey": "apply-armor-penalty-to-dexterity-rolls",
- "type": "select",
- "options": [
- "No|0",
- "Yes|@{armor-penalty}"
- ],
- "optiontranslationkeys": [
- "no",
- "yes"
- ]
- },
- {
- "attribute": "initiative-toggle",
- "displayname": "Show the Initiative section",
- "displaytranslationkey": "show-the-initiative-section",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "power-list-toggle",
- "displayname": "Show the Power list in the Character tab",
- "displaytranslationkey": "show-the-power-list",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "spell-list-toggle",
- "displayname": "Show the Spell/Arcana list in the Character tab",
- "displaytranslationkey": "show-the-spell/arcana-list",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "mana-toggle",
- "displayname": "Show the Mana/Magic Points section",
- "displaytranslationkey": "show-the-mana/magic-points-section",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "exp-toggle",
- "displayname": "Show the Experience Points section",
- "displaytranslationkey": "show-the-experience-points-section",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "fatigue-toggle",
- "displayname": "Show the Fatigue section",
- "displaytranslationkey": "show-the-fatigue-section",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "conviction-toggle",
- "displayname": "Show the Conviction section",
- "displaytranslationkey": "show-the-conviction-section",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "corruption-toggle",
- "displayname": "Show the Corruption section",
- "displaytranslationkey": "show-the-corruption-section",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "ammo-toggle",
- "displayname": "Show the Ammo column",
- "displaytranslationkey": "show-the-ammo-column",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "equipment-toggle",
- "displayname": "Show the Equipment section",
- "displaytranslationkey": "show-the-equipment-section",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "money-toggle",
- "displayname": "Show the Money/Currency section",
- "displaytranslationkey": "show-the-money/currency-section",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "income-toggle",
- "displayname": "Show the Resources section",
- "displaytranslationkey": "show-the-resources-section",
- "type": "checkbox",
- "value": "on"
- },
- {
- "attribute": "conditions-toggle",
- "displayname": "Show the Conditions section",
- "displaytranslationkey": "show-the-conditions-section",
- "type": "checkbox",
- "value": "on"
- }
- ],
- "legacy": true
-}
\ No newline at end of file
+ "html": "AGE System.html",
+ "css": "AGE System.css",
+ "authors": "Olivier L.-L., Zach Hall, Cadera Spindrift, theDissilent",
+ "roll20userid": "594486,636802,3173288",
+ "preview": "AGE System.png",
+ "instructions": "A sheet made for the AGE family of games:\n- **Dragon Age**\n- **Fantasy AGE**\n- **Titansgrave**\n- **Blue Rose**\n- **The Expanse**\n- **Modern AGE**\n- **Threefold**\n- **World of Lazarus**\n\n**Note:** Focuses need to be added in the 'Focuses' tab.\n**GMs:** Make sure to edit the Default Sheet Settings after creating the campaign.\n\nSheet version 1.60.0 (2020-08-24); Added Modern AGE, Threefold, World of Lazarus; removed 'Old' tab; added new skins.",
+ "useroptions": [
+ {
+ "attribute": "game",
+ "displayname": "Game System",
+ "displaytranslationkey": "game-system",
+ "type": "select",
+ "options": [
+ "Dragon Age|dragon-age",
+ "Fantasy AGE|fantasy-age",
+ "Titansgrave|titansgrabe",
+ "Blue Rose|blue-rose",
+ "The Expanse|the-expanse",
+ "Modern AGE|modern-age",
+ "Threefold|threefold",
+ "World of Lazarus|world-of-lazarus"
+ ],
+ "default": "Fantasy AGE"
+ },
+ {
+ "attribute": "color",
+ "displayname": "Color Selection",
+ "displaytranslationkey": "color-selection",
+ "type": "select",
+ "options": [
+ "Black|black",
+ "Red|red",
+ "Teal 1|teal1",
+ "Teal 2|teal2",
+ "Blue|blue1",
+ "Blue|blue2",
+ "Dragonscale Red|dragon",
+ "Expansive Starfield|stars",
+ "Lazarus Blue|lazarus",
+ "Modern Orange|orange",
+ "Proud Rainbow|rainbow",
+ "Ronin Green|green",
+ "Threefold Blend|threefold"
+ ],
+ "optiontranslationkeys": [
+ "black",
+ "red",
+ "teal-1",
+ "teal-2",
+ "blue-1",
+ "blue-2",
+ "dragonscale-red",
+ "expansive-starfield",
+ "lazarus-blue",
+ "modern-orange",
+ "proud-rainbow",
+ "ronin-green",
+ "threefold-color"
+ ],
+ "default": "Black",
+ "description": "Select the color for the character sheet section headers and buttons.",
+ "descriptiontranslationkey": "color-selection-info"
+ },
+ {
+ "attribute": "wtype",
+ "displayname": "Whisper rolls to GM",
+ "displaytranslationkey": "whisp-rolls-gm",
+ "type": "select",
+ "options": [
+ "Never Whisper Rolls|",
+ "Toggle|@{whisper-toggle}",
+ "Query Whisper|?{Whisper?|Public Roll,|Whisper Roll,/w gm }",
+ "Always Whisper Rolls|/w gm "
+ ],
+ "optiontranslationkeys": [
+ "never-whisper-roll",
+ "toggle",
+ "query-whisper-roll",
+ "always-whisper-roll"
+ ],
+ "default": "",
+ "description": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
+ "descriptiontranslationkey": "whisp-rolls-gm-info"
+ },
+ {
+ "attribute": "char-name-option",
+ "displayname": "Show the character name in roll results",
+ "displaytranslationkey": "show-the-character-name-in-roll-results",
+ "type": "select",
+ "options": [
+ "Show|@{character_name} | ",
+ "Hide| "
+ ],
+ "optiontranslationkeys": [
+ "show",
+ "hide"
+ ],
+ "default": "@{character_name} | "
+ },
+ {
+ "attribute": "aim-select",
+ "displayname": "Prompt for Aim",
+ "displaytranslationkey": "prompt-for-aim",
+ "type": "select",
+ "options": [
+ "Never use Aim|0",
+ "Toggle|@{aim-toggle}",
+ "Prompt for Aim|?{Using the Aim action|Yes, @{aim-value}|No, 0}",
+ "Always use Aim|@{aim-value}"
+ ],
+ "optiontranslationkeys": [
+ "never-use-aim",
+ "toggle",
+ "prompt-for-aim",
+ "always-use-aim"
+ ],
+ "default": "0"
+ },
+ {
+ "attribute": "aim-value",
+ "displayname": "Aim Value",
+ "displaytranslationkey": "aim-value-default",
+ "type": "number",
+ "default": "1",
+ "description": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it."
+ },
+ {
+ "attribute": "armor-penalty-for-dex",
+ "displayname": "Apply Armor Penalty to Dexterity checks",
+ "displaytranslationkey": "apply-armor-penalty-to-dexterity-rolls",
+ "type": "select",
+ "options": [
+ "No|0",
+ "Yes|@{armor-penalty}"
+ ],
+ "optiontranslationkeys": [
+ "no",
+ "yes"
+ ]
+ },
+ {
+ "attribute": "stunts2-select",
+ "displayname": "Prompt for 2 Stunts",
+ "displaytranslationkey": "prompt-for-2-stunts",
+ "type": "select",
+ "options": [
+ "Never use 2 Stunts|0",
+ "Toggle|@{stunts2-toggle}",
+ "Prompt for 2 Stunts|?{Using the 2nd Stunt Die|Yes, 1|No, 0}",
+ "Always use 2 Stunts|1"
+ ],
+ "optiontranslationkeys": [
+ "never-use-2-stunts",
+ "toggle",
+ "prompt-for-2-stunts",
+ "always-use-2-stunts"
+ ],
+ "default": "0",
+ "description": "If your characters have the ability to re-roll their stunt die."
+ },
+ {
+ "attribute": "initiative-tiebreaker",
+ "displayname": "Add Tiebreaker to Initiative rolls",
+ "displaytranslationkey": "add-tiebreaker-to-initiative-rolls",
+ "type": "select",
+ "options": [
+ "No|0",
+ "Yes|1"
+ ],
+ "optiontranslationkeys": [
+ "no",
+ "yes"
+ ],
+ "description": "Initiative tiebreaker is displayed as Stunt Die * 0.1 + Dexterity * 0.01."
+ },
+ {
+ "attribute": "initiative-toggle",
+ "displayname": "Show the Initiative section",
+ "displaytranslationkey": "show-the-initiative-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "power-list-toggle",
+ "displayname": "Show the Power list in the Character tab",
+ "displaytranslationkey": "show-the-power-list",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "spell-list-toggle",
+ "displayname": "Show the Spell/Arcana list in the Character tab",
+ "displaytranslationkey": "show-the-spell/arcana-list",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "mana-toggle",
+ "displayname": "Show the Mana/Magic Points section",
+ "displaytranslationkey": "show-the-mana/magic-points-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "exp-toggle",
+ "displayname": "Show the Experience Points section",
+ "displaytranslationkey": "show-the-experience-points-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "fatigue-toggle",
+ "displayname": "Show the Fatigue section",
+ "displaytranslationkey": "show-the-fatigue-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "fear-toggle",
+ "displayname": "Show the Fear section",
+ "displaytranslationkey": "show-the-fear-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "horror-toggle",
+ "displayname": "Show the Horror section",
+ "displaytranslationkey": "show-the-horror-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "conviction-toggle",
+ "displayname": "Show the Conviction section",
+ "displaytranslationkey": "show-the-conviction-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "corruption-toggle",
+ "displayname": "Show the Corruption section",
+ "displaytranslationkey": "show-the-corruption-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "ammo-toggle",
+ "displayname": "Show the Ammo column",
+ "displaytranslationkey": "show-the-ammo-column",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "equipment-toggle",
+ "displayname": "Show the Equipment section",
+ "displaytranslationkey": "show-the-equipment-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "money-toggle",
+ "displayname": "Show the Money/Currency section",
+ "displaytranslationkey": "show-the-money/currency-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "income-toggle",
+ "displayname": "Show the Resources section",
+ "displaytranslationkey": "show-the-resources-section",
+ "type": "checkbox",
+ "value": "1"
+ },
+ {
+ "attribute": "conditions-toggle",
+ "displayname": "Show the Conditions section",
+ "displaytranslationkey": "show-the-conditions-section",
+ "type": "checkbox",
+ "value": "1"
+ }
+ ],
+ "legacy": true
+}
diff --git a/AGE System/translation.json b/AGE System/translation.json
index bb355faa05..f0c11e2ee6 100644
--- a/AGE System/translation.json
+++ b/AGE System/translation.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "No",
"yes": "Yes",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "CHARACTER TAB SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/af.json b/AGE System/translations/af.json
index 243cbdc4c7..671f6028ac 100644
--- a/AGE System/translations/af.json
+++ b/AGE System/translations/af.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "No",
"yes": "Yes",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/ca.json b/AGE System/translations/ca.json
index bb355faa05..f0c11e2ee6 100644
--- a/AGE System/translations/ca.json
+++ b/AGE System/translations/ca.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "No",
"yes": "Yes",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "CHARACTER TAB SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/cs.json b/AGE System/translations/cs.json
index 036ef64b69..1d24f42ec4 100644
--- a/AGE System/translations/cs.json
+++ b/AGE System/translations/cs.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Tulák",
@@ -186,6 +187,7 @@
"show": "Zobrazit",
"hide": "Skrýt",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Ne",
"yes": "Ano",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/da.json b/AGE System/translations/da.json
index c0bb6e04c7..e0d5e4414e 100644
--- a/AGE System/translations/da.json
+++ b/AGE System/translations/da.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Nej",
"yes": "Ja",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/de.json b/AGE System/translations/de.json
index ae3bdd3689..adc000819f 100644
--- a/AGE System/translations/de.json
+++ b/AGE System/translations/de.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARAKTERNAME",
"mage": "Mage",
"rogue": "Schurke",
@@ -186,6 +187,7 @@
"show": "Anzeigen",
"hide": "Verstecken",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Nein",
"yes": "Ja",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/el.json b/AGE System/translations/el.json
index bf984025d0..d089db5ce6 100644
--- a/AGE System/translations/el.json
+++ b/AGE System/translations/el.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Όχι",
"yes": "Ναι",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/en.json b/AGE System/translations/en.json
index 243cbdc4c7..671f6028ac 100644
--- a/AGE System/translations/en.json
+++ b/AGE System/translations/en.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "No",
"yes": "Yes",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/es.json b/AGE System/translations/es.json
index 6b45d79509..01abb330c9 100644
--- a/AGE System/translations/es.json
+++ b/AGE System/translations/es.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANO/PSIQUICO",
"whisper-u": "SUSURRAR",
"aim-u": "APUNTAR",
+ "stunts2-u": "2 Stunts",
"char-name-u": "NOMBRE DE PERSONAJE",
"mage": "Mago",
"rogue": "Pícaro",
@@ -186,6 +187,7 @@
"show": "Mostrar",
"hide": "Ocultar",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "No",
"yes": "Sí",
"options-u": "OPCIONES",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/fi.json b/AGE System/translations/fi.json
new file mode 100644
index 0000000000..f0c11e2ee6
--- /dev/null
+++ b/AGE System/translations/fi.json
@@ -0,0 +1,295 @@
+{
+ "character-u": "CHARACTER",
+ "persona-u": "PERSONA",
+ "powers-u": "POWERS",
+ "focuses-u": "FOCUSES",
+ "magic-u": "MAGIC",
+ "arcana-u": "ARCANA",
+ "arcana/psychic-u": "ARCANA/PSYCHIC",
+ "whisper-u": "WHISPER",
+ "aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
+ "char-name-u": "CHARACTER NAME",
+ "mage": "Mage",
+ "rogue": "Rogue",
+ "warrior": "Warrior",
+ "adept": "Adept",
+ "expert": "Expert",
+ "class-u": "CLASS",
+ "level-u": "LEVEL",
+ "race-u": "RACE",
+ "background-u": "BACKGROUND",
+ "social-class-u": "SOCIAL CLASS",
+ "ancestry-u": "ANCESTRY",
+ "family-u": "FAMILY/ALLEGIANCE",
+ "age-u": "AGE",
+ "gender-u": "GENDER",
+ "height-u": "HEIGHT",
+ "weight-u": "WEIGHT",
+ "calling-u": "CALLING",
+ "destiny-u": "DESTINY",
+ "fate-u": "FATE",
+ "accuracy-u": "ACCURACY",
+ "communication-u": "COMMUNICATION",
+ "constitution-u": "CONSTITUTION",
+ "cunning-u": "CUNNING",
+ "dexterity-u": "DEXTERITY",
+ "fighting-u": "FIGHTING",
+ "intelligence-u": "INTELLIGENCE",
+ "perception-u": "PERCEPTION",
+ "strength-u": "STRENGTH",
+ "willpower-u": "WILLPOWER",
+ "health-u": "HEALTH",
+ "max": "Max",
+ "mana-u": "MANA",
+ "magic-points-u": "MAGIC POINTS",
+ "power-points-u": "POWER POINTS",
+ "kanna-u": "KANNA",
+ "experience-points-u": "EXPERIENCE POINTS",
+ "next": "Next",
+ "initiative-u": "INITIATIVE",
+ "adjust": "Adjust",
+ "fatigue-u": "FATIGUE",
+ "none": "None",
+ "winded": "Winded",
+ "fatigued": "Fatigued",
+ "exhausted": "Exhausted",
+ "dying": "Dying",
+ "fear-u": "FEAR",
+ "nervous": "Nervous",
+ "anxious": "Anxious",
+ "watchful": "Watchful",
+ "afraid": "Afraid",
+ "terrified": "Terrified",
+ "horror-u": "HORROR",
+ "unsettled": "Unsettled",
+ "shocked": "Shocked",
+ "appalled": "Appalled",
+ "overwhelmed": "Overwhelmed",
+ "shattered": "Shattered",
+ "resources-u": "RESOURCES",
+ "income-u": "INCOME",
+ "i-for-impact": "i",
+ "b-for-ballistic": "b",
+ "conviction-u": "CONVICTION",
+ "corruption-u": "CORRUPTION",
+ "speed-u": "SPEED",
+ "defense-u": "DEFENSE",
+ "toughness-u": "TOUGHNESS",
+ "toughness-mode": "Mode",
+ "gritty": "Gritty",
+ "pulp": "Pulp",
+ "cinematic": "Cinematic",
+ "armor-u": "ARMOR",
+ "base": "Base",
+ "shield": "Shield",
+ "Penalty": "Penalty",
+ "#-sign": "#",
+ "extraordinary-u": "EXTRAORDINARY",
+ "attack-u": "ATTACK",
+ "range-u": "RANGE",
+ "reload-u": "RELOAD",
+ "roll-u": "ROLL",
+ "damage-u": "DAMAGE",
+ "power-name-u": "POWER NAME",
+ "short-description-u": "SHORT DESCRIPTION",
+ "spell-name-u": "SPELL NAME",
+ "arcanum-name-u": "ARCANUM NAME",
+ "equipment-name-u": "EQUIPMENT NAME",
+ "quantity-u": "QUANTITY",
+ "description-u": "DESCRIPTION",
+ "cp-u": "CP",
+ "sp-u": "SP",
+ "gp-u": "GP",
+ "import-to-currency-u": "IMPORT TO CURRENCY",
+ "currency-u": "CURRENCY",
+ "eye-u": "EYES",
+ "skin-u": "SKIN",
+ "hair-u": "HAIR",
+ "languages-u": "LANGUAGES",
+ "goals-u": "GOALS",
+ "honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS",
+ "relationships-u": "RELATIONSHIPS",
+ "character-appearance-u": "CHARACTER APPEARANCE",
+ "char-notes-u": "CHARACTER NOTES",
+ "specialization1-u": "SPECIALIZATION 1",
+ "specialization1-degree-u": "DEGREE",
+ "specialization2-u": "SPECIALIZATION 2",
+ "type-or-level:-u": "TYPE OR LEVEL:",
+ "SOURCE:-u": "SOURCE:",
+ "short-desc.:-u": "SHORT DESC.:",
+ "description:-u": "DESCRIPTION:",
+ "focus:-u": "FOCUS:",
+ "school:-u": "SCHOOL:",
+ "type:-u": "TYPE:",
+ "mana-cost:-u": "MANA COST:",
+ "cast-time:-u": "CAST TIME:",
+ "tn:-u": "TN:",
+ "test:-u": "TEST:",
+ "spellpower:-u": "SPELLPOWER:",
+ "focus-bonus:-u": "FOCUS BONUS:",
+ "arcana": "Arcana",
+ "psychic": "Psychic",
+ "power-points": "Power Points",
+ "fatigue": "Fatigue",
+ "kanna-cost:-u": "KANNA COST:",
+ "power-cost:-u": "POWER COST:",
+ "cast-spell:-u": "CAST SPELL:",
+ "use-power:-u": "USE POWER:",
+ "arcana:-u": "ARCANA:",
+ "mp-cost:-u": "MP COST:",
+ "talent:-u": "TALENT:",
+ "time:-u": "TIME:",
+ "resistance:-u": "RESISTANCE:",
+ "fatigue-tn:-u": "FATIGUE TN:",
+ "ability:-u": "ABILITY:",
+ "accuracy": "Accuracy",
+ "dexterity": "Dexterity",
+ "constitution": "Constitution",
+ "communication": "Communication",
+ "fighting": "Fighting",
+ "intelligence": "Intelligence",
+ "perception": "Perception",
+ "strength": "Strength",
+ "willpower": "Willpower",
+ "the-expanse-rpg-does-not-support-magical-powers": "The Expanse RPG does not support magical powers.",
+ "the-world-of-lazarus-rpg-does-not-support-magical-powers": "The World of Lazarus RPG does not support magical powers.",
+ "game-system-u": "GAME SYSTEM",
+ "dragon-age": "Dragon Age",
+ "fantasy-age": "Fantasy Age",
+ "titansgrave": "Titansgrave",
+ "blue-rose": "Blue Rose",
+ "the-expanse": "The Expanse",
+ "modern-age": "Modern AGE",
+ "threefold": "Threefold",
+ "world-of-lazarus": "World of Lazarus",
+ "color-selection-u": "COLOR SELECTION",
+ "black": "Black",
+ "red": "Red",
+ "teal-1": "Teal 1",
+ "teal-2": "Teal 2",
+ "blue-1": "Blue 1",
+ "blue-2": "Blue 2",
+ "dragonscale-red": "Dragonscale Red",
+ "modern-orange": "Modern Orange",
+ "threefold-color": "Threefold",
+ "ronin-green": "Ronin Green",
+ "lazarus-blue": "Lazarus Blue",
+ "expansive-starfield": "Expansive Starfield",
+ "proud-rainbow": "Proud Rainbow",
+ "trans-color": "Transitional Hues",
+ "rolls-u": "ROLLS",
+ "whisper-rolls-to-gm": "Whisper rolls to GM",
+ "never-whisper-roll": "Never Whisper Rolls",
+ "query-whisper-roll": "Query Whisper",
+ "always-whisper-roll": "Always Whisper Rolls",
+ "show-the-character-name-in-roll-results": "Show the character name in roll results",
+ "show": "Show",
+ "hide": "Hide",
+ "apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
+ "no": "No",
+ "yes": "Yes",
+ "options-u": "OPTIONS",
+ "prompt-for-aim": "Prompt for Aim",
+ "never-use-aim": "Never use Aim",
+ "toggle": "Toggle",
+ "always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
+ "aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
+ "sections-u": "CHARACTER TAB SECTIONS",
+ "show-the-power-list": "Show the Power list in the Character tab",
+ "show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab",
+ "show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab",
+ "show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab",
+ "show-the-mana/magic-points-section": "Show the Mana/Magic Points section",
+ "show-the-power-points-section": "Show the Power Points section",
+ "show-the-kanna-section": "Show the Kanna section",
+ "show-the-experience-points-section": "Show the Experience Points section",
+ "show-the-fatigue-section": "Show the Fatigue section",
+ "show-the-fear-section": "Show the Fear section",
+ "show-the-horror-section": "Show the Horror section",
+ "show-the-conviction-section": "Show the Conviction section",
+ "show-the-corruption-section": "Show the Corruption section",
+ "show-the-ammo-column": "Show the Ammo column",
+ "show-the-initiative-section": "Show the Initiative section",
+ "show-the-equipment-section": "Show the Equipment section",
+ "show-the-money/currency-section": "Show the Money/Currency section",
+ "show-the-income-section": "Show the Income section",
+ "show-the-resources-section": "Show the Resources section",
+ "show-the-conditions-section": "Show the Conditions section",
+ "auto-configure-all-u": "AUTO-CONFIGURE ALL",
+ "version": "Version",
+ "game-system": "Game System",
+ "color-selection": "Color Selection",
+ "color-selection-info": "Select the color for the character sheet section headers and buttons.",
+ "whisp-rolls-gm": "Whisper rolls to GM",
+ "whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
+ "aim-toggle-default": "Prompt for Aim action when rolling attacks",
+ "aim-value-default": "Aim Value",
+ "aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.",
+ "show-the-fatigue-section-info": "This should be shown for Blue Rose.",
+ "show-the-conviction-section-info": "This should be shown for Blue Rose.",
+ "show-the-corruption-section-info": "This can be shown for Blue Rose.",
+ "show-the-ammo-column-info": "This can be unchecked for Blue Rose.",
+ "show-the-money/currency-section-info": "This can be unchecked for Blue Rose.",
+ "conditions-u": "CONDITIONS",
+ "origin-u": "ORIGIN",
+ "drive-u": "DRIVE",
+ "profession-u": "PROFESSION",
+ "appearance-u": "APPEARANCE",
+ "belter": "Belter",
+ "martian": "Martian",
+ "earther": "Earther",
+ "fortune-u": "FORTUNE",
+ "outsider": "Outsider",
+ "lower-class": "Lower Class",
+ "middle-class": "Middle Class",
+ "upper-class": "Upper Class",
+ "main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.",
+ "damage": "Damage",
+ "total": "Total",
+ "target_number": "Target Number",
+ "stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
+ "ability": "Ability",
+ "ability_value": "Ability Value (field 1 of 4)",
+ "focus_value": "Focus (field 2 of 4)",
+ "additional_modifier": "Additional modifier (field 3 of 4)",
+ "additional_modifier2": "Additional modifier",
+ "ability_score": "Ability Score",
+ "roll_description": "Roll description (field 4 of 4, optional)",
+ "die_roll": "Die Roll",
+ "focus": "Focus",
+ "cunning": "Cunning",
+ "magic": "Magic",
+ "spellcasting_ability": "Spellcasting Ability",
+ "psychic_ability": "Psychic Ability",
+ "ability_focus": "Ability Focus",
+ "arcana_focus": "Arcana Focus",
+ "psychic_focus": "Psychic Focus",
+ "fatigue_check_for": "Fatigue Check for",
+ "each_fatiguing_spell": "Each Fatiguing spell this Encounter",
+ "fear_label": "Fear",
+ "armor_penalty": "Armor Penalty",
+ "initiative_adjustment": "Initiative Adjustment",
+ "initiative": "Initiative",
+ "resources": "Resources",
+ "income_label": "Income",
+ "attack_bonus_label": "Attack Bonus",
+ "magic_arcana_focus": "Magic Arcana Focus",
+ "spellpower_label": "Spellpower",
+ "fatigue_tn_label": "Fatigue TN",
+ "kanna_cost_label": "Kanna Cost",
+ "power_cost_label": "Power Cost",
+ "plus_one_tn": "+1 TN",
+ "weapon_groups": "Weapon Groups",
+ "power_talent_spec_name": "Power, Talent or Specialization name",
+ "focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.",
+ "description": "Description",
+ "whisper": "Whisper",
+ "whisper_roll": "Whisper Roll",
+ "public_roll": "Public Roll"
+}
diff --git a/AGE System/translations/fr.json b/AGE System/translations/fr.json
index ceb9ad515a..ae45e5c181 100644
--- a/AGE System/translations/fr.json
+++ b/AGE System/translations/fr.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANE/PSYCHIQUE",
"whisper-u": "CHUCHOTER",
"aim-u": "VISER",
+ "stunts2-u": "2 Stunts",
"char-name-u": "NOM DU PERSONNAGE",
"mage": "Mage",
"rogue": "Roublard",
@@ -186,6 +187,7 @@
"show": "Afficher",
"hide": "Masquer",
"apply-armor-penalty-to-dexterity-rolls": "Appliquer la pénalité d'armure aux jets de Dextérité",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Non",
"yes": "Oui",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Ne jamais viser",
"toggle": "Bascule",
"always-use-aim": "Toujours utiliser la visée",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Value du visé (un nombre DOIT être entré ici)",
"sections-u": "SECTIONS",
"show-the-power-list": "Afficher la liste des pouvoirs dans l’onglet personnage",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/he.json b/AGE System/translations/he.json
index 6e3b4bba71..97c61bd905 100644
--- a/AGE System/translations/he.json
+++ b/AGE System/translations/he.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "No",
"yes": "Yes",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/hu.json b/AGE System/translations/hu.json
index bb355faa05..f0c11e2ee6 100644
--- a/AGE System/translations/hu.json
+++ b/AGE System/translations/hu.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "No",
"yes": "Yes",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "CHARACTER TAB SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/it.json b/AGE System/translations/it.json
index 3252c4a85a..56e4d4387a 100644
--- a/AGE System/translations/it.json
+++ b/AGE System/translations/it.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "NOME DEL PERSONAGGIO",
"mage": "Mage",
"rogue": "Furfante",
@@ -186,6 +187,7 @@
"show": "Mostra",
"hide": "Nascondi",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "No",
"yes": "Sì",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/ja.json b/AGE System/translations/ja.json
index 5642fe0079..a42919b440 100644
--- a/AGE System/translations/ja.json
+++ b/AGE System/translations/ja.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "ローグ",
@@ -186,6 +187,7 @@
"show": "表示",
"hide": "隠す",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "無し",
"yes": "有り",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/ko.json b/AGE System/translations/ko.json
index 21509c8a99..8880c052c2 100644
--- a/AGE System/translations/ko.json
+++ b/AGE System/translations/ko.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "보이기",
"hide": "숨기기",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "아니오",
"yes": "예",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/nl.json b/AGE System/translations/nl.json
index ea9f89a5e8..e169dc883f 100644
--- a/AGE System/translations/nl.json
+++ b/AGE System/translations/nl.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Nee",
"yes": "Ja",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/pl.json b/AGE System/translations/pl.json
index 91da1f3fa6..4d489bf574 100644
--- a/AGE System/translations/pl.json
+++ b/AGE System/translations/pl.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Pokaż",
"hide": "Ukryj",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Nie",
"yes": "Tak",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/pt.json b/AGE System/translations/pt.json
index 6ea8da9213..6bc631e6da 100644
--- a/AGE System/translations/pt.json
+++ b/AGE System/translations/pt.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSÍQUICO",
"whisper-u": "SUSSURO",
"aim-u": "MIRA",
+ "stunts2-u": "2 Stunts",
"char-name-u": "NOME DO PERSONAGEM",
"mage": "Mago",
"rogue": "Ladino",
@@ -186,6 +187,7 @@
"show": "Mostrar",
"hide": "Esconder",
"apply-armor-penalty-to-dexterity-rolls": "Aplicar Penalidade de Armadura em rolagens de Destreza",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Não",
"yes": "Sim",
"options-u": "OPÇÕES",
@@ -193,6 +195,9 @@
"never-use-aim": "Nunca usar Mirar",
"toggle": "Botão",
"always-use-aim": "Sempre usar Mirar",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Valor para mirar (um número DEVE ser informado aqui)",
"sections-u": "SECTIONS",
"show-the-power-list": "Mostrar a lista de Poderes na aba de Personagem",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Número Alvo",
"stunt_points": "Pontos de Façanha",
+ "stunt_die": "Stunt Die",
"ability": "Habilidade",
"ability_value": "Valor da Habilidade (campo 1 de 4)",
"focus_value": "Foco (campo 2 de 4)",
diff --git a/AGE System/translations/ru.json b/AGE System/translations/ru.json
index 51845c7393..4211870133 100644
--- a/AGE System/translations/ru.json
+++ b/AGE System/translations/ru.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "ИМЯ ПЕРСОНАЖА",
"mage": "Mage",
"rogue": "Плут",
@@ -186,6 +187,7 @@
"show": "Показать",
"hide": "Скрыть",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Нет",
"yes": "Да",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/sl.json b/AGE System/translations/sl.json
index bb355faa05..f0c11e2ee6 100644
--- a/AGE System/translations/sl.json
+++ b/AGE System/translations/sl.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "No",
"yes": "Yes",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "CHARACTER TAB SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/sv.json b/AGE System/translations/sv.json
index fa5817ab2c..1c77c384e5 100644
--- a/AGE System/translations/sv.json
+++ b/AGE System/translations/sv.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Visa",
"hide": "Dölj",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Nej",
"yes": "Ja",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/tr.json b/AGE System/translations/tr.json
index 33f983c61f..922c11897f 100644
--- a/AGE System/translations/tr.json
+++ b/AGE System/translations/tr.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "Hayır",
"yes": "Evet",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/uk.json b/AGE System/translations/uk.json
index bb355faa05..f0c11e2ee6 100644
--- a/AGE System/translations/uk.json
+++ b/AGE System/translations/uk.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "Rogue",
@@ -186,6 +187,7 @@
"show": "Show",
"hide": "Hide",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "No",
"yes": "Yes",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "CHARACTER TAB SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/AGE System/translations/zh.json b/AGE System/translations/zh.json
index 8facc2ce13..cb0770c7c8 100644
--- a/AGE System/translations/zh.json
+++ b/AGE System/translations/zh.json
@@ -8,6 +8,7 @@
"arcana/psychic-u": "ARCANA/PSYCHIC",
"whisper-u": "WHISPER",
"aim-u": "AIM",
+ "stunts2-u": "2 Stunts",
"char-name-u": "CHARACTER NAME",
"mage": "Mage",
"rogue": "盜賊",
@@ -186,6 +187,7 @@
"show": "顯示",
"hide": "隱藏",
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
+ "add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
"no": "否",
"yes": "是",
"options-u": "OPTIONS",
@@ -193,6 +195,9 @@
"never-use-aim": "Never use Aim",
"toggle": "Toggle",
"always-use-aim": "Always use Aim",
+ "never-use-2-stunts": "Never use 2 Stunts",
+ "prompt-for-2-stunts": "Prompt for 2 Stunts",
+ "always-use-2-stunts": "Always use 2 Stunts",
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
"sections-u": "SECTIONS",
"show-the-power-list": "Show the Power list in the Character tab",
@@ -248,6 +253,7 @@
"total": "Total",
"target_number": "Target Number",
"stunt_points": "Stunt Points",
+ "stunt_die": "Stunt Die",
"ability": "Ability",
"ability_value": "Ability Value (field 1 of 4)",
"focus_value": "Focus (field 2 of 4)",
diff --git a/APOCTHULHU/translations/fi.json b/APOCTHULHU/translations/fi.json
new file mode 100644
index 0000000000..f92cbf65c1
--- /dev/null
+++ b/APOCTHULHU/translations/fi.json
@@ -0,0 +1,353 @@
+{
+ "art": "art",
+ "armor prce": "armor prce",
+ "(0%)": "(0%)",
+ "(10%)": "(10%)",
+ "(20%)": "(20%)",
+ "(30%)": "(30%)",
+ "(40%)": "(40%)",
+ "(record pristine/worn/junk status)": "(record pristine/worn/junk status)",
+ "0": "0",
+ "Survivor's Name": "Survivor's Name",
+ "10": "10",
+ "Individual Bonds": "Individual Bonds",
+ "Community Bonds": "Community Bonds",
+ "112382": "112382",
+ "motivations and mental disorders": "motivations and mental disorders",
+ "incidents of san loss without going insane": "incidents of san loss without going insane",
+ "wounds and ailments": "wounds and ailments",
+ "armor and gear": "armor and gear",
+ "weapons": "weapons",
+ "personal details and notes": "personal details and notes",
+ "Archetype": "Archetype",
+ "Setting": "Setting",
+ "315": "315",
+ "Current Home": "Current Home",
+ "Sex": "Sex",
+ "Age": "Age",
+ "Birthplace": "Birthplace",
+ "8 points of thick hide": "8 points of thick hide",
+ "adapted": "adapted",
+ "age": "age",
+ "agent signature": "agent signature",
+ "alertness fail checkbox": "alertness fail checkbox",
+ "alertness rank": "alertness rank",
+ "alertness": "alertness",
+ "ammo input": "ammo input",
+ "ammo": "ammo",
+ "anthropology fail checkbox": "anthropology fail checkbox",
+ "anthropology rank": "anthropology rank",
+ "anthropology": "anthropology",
+ "appraise fail checkbox": "appraise fail checkbox",
+ "appraise rank": "appraise rank",
+ "appraise": "appraise",
+ "Skills": "Skills",
+ "archeology fail checkbox": "archeology fail checkbox",
+ "archeology rank": "archeology rank",
+ "archeology": "archeology",
+ "armor piercing input": "armor piercing input",
+ "armor piercing": "armor piercing",
+ "armor": "armor",
+ "art fail checkbox": "art fail checkbox",
+ "art name": "art name",
+ "art rank": "art rank",
+ "art roll": "art roll",
+ "artillery fail checkbox": "artillery fail checkbox",
+ "artillery rank": "artillery rank",
+ "artillery roll": "artillery roll",
+ "artillery": "artillery",
+ "athletics fail checkbox": "athletics fail checkbox",
+ "athletics rank": "athletics rank",
+ "athletics roll": "athletics roll",
+ "athletics": "athletics",
+ "attack": "attack",
+ "attacks": "attacks",
+ "authorizing officer": "authorizing officer",
+ "base range input": "base range input",
+ "base range": "base range",
+ "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.": "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.",
+ "bond name": "bond name",
+ "bond score": "bond score",
+ "bond flag": "bond flag",
+ "BP": "BP",
+ "breaking point": "breaking point",
+ "CHA": "CHA",
+ "character name": "Character name",
+ "charisma distinguishing features": "charisma distinguishing features",
+ "charisma roll": "charisma roll",
+ "charisma score": "charisma score",
+ "charisma": "charisma",
+ "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.": "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.",
+ "checkbox for first aid": "checkbox for first aid",
+ "CON": "CON",
+ "constitution distinguishing features": "constitution distinguishing features",
+ "constitution roll": "constitution roll",
+ "constitution score": "constitution score",
+ "constitution": "constitution",
+ "craft fail checkbox": "craft fail checkbox",
+ "craft name": "craft name",
+ "craft rank": "craft rank",
+ "craft roll": "craft roll",
+ "craft": "craft",
+ "current status:": "current status:",
+ "damage input": "damage input",
+ "damage": "damage",
+ "damage bonus": "damage bonus",
+ "damage (×2)": "damage (×2)",
+ "DB": "DB",
+ "DD": "DD",
+ "demolitions fail checkbox": "demolitions fail checkbox",
+ "demolitions rank": "demolitions rank",
+ "demolitions roll": "demolitions roll",
+ "demolitions": "demolitions",
+ "developments which affect home and family": "developments which affect home and family",
+ "DEX": "DEX",
+ "dexterity distinguishing features": "dexterity distinguishing features",
+ "dexterity roll": "dexterity roll",
+ "dexterity score": "dexterity score",
+ "dexterity": "dexterity",
+ "disguise fail checkbox": "disguise fail checkbox",
+ "disguise rank": "disguise rank",
+ "disguise roll": "disguise roll",
+ "disguise": "disguise",
+ "distinguishing features": "distinguishing features",
+ "dodge fail checkbox": "dodge fail checkbox",
+ "dodge rank": "dodge rank",
+ "dodge roll": "dodge roll",
+ "dodge": "dodge",
+ "drive fail checkbox": "drive fail checkbox",
+ "drive rank": "drive rank",
+ "drive roll": "drive roll",
+ "drive": "drive",
+ "education": "education and occupational history",
+ "employer": "employer",
+ "enter a name for non-player character": "enter a name for non-player character",
+ "enter armor text": "enter armor text",
+ "enter hit points": "enter hit points",
+ "enter npc description": "enter npc description",
+ "enter sanity loss": "enter sanity loss",
+ "enter willpower points": "enter willpower points",
+ "equipment & resources": "equipment & resources",
+ "firearms fail checkbox": "firearms fail checkbox",
+ "firearms rank": "firearms rank",
+ "firearms roll": "firearms roll",
+ "firearms": "firearms",
+ "first aid fail checkbox": "first aid fail checkbox",
+ "first aid rank": "first aid rank",
+ "first aid roll": "first aid roll",
+ "first aid": "first aid",
+ "forensics fail checkbox": "forensics fail checkbox",
+ "forensics rank": "forensics rank",
+ "forensics roll": "forensics roll",
+ "forensics": "forensics",
+ "foriegn languages and other skills:": "foriegn languages and other skills:",
+ "gm whisper toggle": "gm whisper toggle",
+ "GM Whisper": "GM Whisper",
+ "Has First Aid been attempted since the last injury?": "Has First Aid been attempted since the last injury?",
+ "heavy machinery fail checkbox": "heavy machinery fail checkbox",
+ "heavy machinery rank": "heavy machinery rank",
+ "heavy machinery roll": "heavy machinery roll",
+ "heavy machinery": "heavy machinery",
+ "heavy weapons fail checkbox": "heavy weapons fail checkbox",
+ "heavy weapons rank": "heavy weapons rank",
+ "heavy weapons roll": "heavy weapons roll",
+ "heavy weapons": "heavy weapons",
+ "helplessness 1": "helplessness 1",
+ "helplessness 2": "helplessness 2",
+ "helplessness 3": "helplessness 3",
+ "helplessness": "helplessness",
+ "history fail checkbox": "history fail checkbox",
+ "history rank": "history rank",
+ "history roll": "history roll",
+ "history": "history",
+ "hit points": "hit points",
+ "HP": "HP",
+ "insight fail checkbox": "insight fail checkbox",
+ "insight rank": "insight rank",
+ "insight roll": "insight roll",
+ "insight": "insight",
+ "injuries": "injuries",
+ "INT": "INT",
+ "intelligence distinguishing features": "intelligence distinguishing features",
+ "intelligence roll": "intelligence roll",
+ "intelligence score": "intelligence score",
+ "intelligence": "intelligence",
+ "kill radius input": "kill radius input",
+ "kill radius": "kill radius",
+ "law fail checkbox": "law fail checkbox",
+ "law rank": "law rank",
+ "law roll": "law roll",
+ "law": "law",
+ "lethality % input": "lethality % input",
+ "lethality %": "lethality %",
+ "lethality": "lethality",
+ "lethality (×2)": "lethality (×2)",
+ "luck": "Luck",
+ "Luck": "Luck",
+ "medicine fail checkbox": "medicine fail checkbox",
+ "medicine rank": "medicine rank",
+ "medicine roll": "medicine roll",
+ "medicine": "medicine",
+ "melee weapons fail checkbox": "melee weapons fail checkbox",
+ "melee weapons rank": "melee weapons rank",
+ "melee weapons roll": "melee weapons roll",
+ "melee weapons": "melee weapons",
+ "military science fail checkbox": "military science fail checkbox",
+ "military science name": "military science name",
+ "military science rank": "military science rank",
+ "military science roll": "military science roll",
+ "military science": "military science",
+ "motivations": "motivations",
+ "name": "name",
+ "nationality": "nationality",
+ "navigate fail checkbox": "navigate fail checkbox",
+ "navigate rank": "navigate rank",
+ "navigate roll": "navigate roll",
+ "navigate": "navigate",
+ "notes": "notes",
+ "npc": "NPC",
+ "occult fail checkbox": "occult fail checkbox",
+ "occult rank": "occult rank",
+ "occult roll": "occult roll",
+ "occult": "occult",
+ "off": "off",
+ "on": "on",
+ "other notes name": "other notes name",
+ "other notes": "other notes",
+ "pc": "PC",
+ "permanent resources": "permanent resources",
+ "personal data": "personal data",
+ "persuade fail checkbox": "persuade fail checkbox",
+ "persuade rank": "persuade rank",
+ "persuade roll": "persuade roll",
+ "persuade": "persuade",
+ "pharmacy fail checkbox": "pharmacy fail checkbox",
+ "pharmacy rank": "pharmacy rank",
+ "pharmacy roll": "pharmacy roll",
+ "pharmacy": "pharmacy",
+ "pilot fail checkbox": "pilot fail checkbox",
+ "pilot name": "pilot name",
+ "pilot rank": "pilot rank",
+ "pilot roll": "pilot roll",
+ "pilot": "pilot",
+ "Please indicate why this agent was recruited and why the agent agreed to be recruited.": "Please indicate why this agent was recruited and why the agent agreed to be recruited.",
+ "post apoc lore fail checkbox": "post apoc lore fail checkbox",
+ "post apoc lore name": "post apoc lore name",
+ "post apoc lore rank": "post apoc lore rank",
+ "post apoc lore roll": "post apoc lore roll",
+ "post apoc lore": "post apoc lore",
+ "POW": "POW",
+ "power distinguishing features": "power distinguishing features",
+ "power roll": "power roll",
+ "power score": "power score",
+ "power": "power",
+ "pris/worn/junk": "pris/worn/junk",
+ "pristine": "pristine",
+ "reassure fail checkbox": "reassure fail checkbox",
+ "reassure rank": "reassure rank",
+ "reassure roll": "reassure roll",
+ "reassure": "reassure",
+ "research fail checkbox": "research fail checkbox",
+ "research rank": "research rank",
+ "research roll": "research roll",
+ "research": "research",
+ "resource checks": "resource checks",
+ "resources at hand": "resources at hand",
+ "resources stowed": "resources stowed",
+ "resources in storage": "resources in storage",
+ "bonds and disorders": "bonds and disorders",
+ "rank": "skill %",
+ "recovery SAN": "recovery SAN",
+ "remarks": "remarks",
+ "ranged weapons fail checkbox": "ranged weapons fail checkbox",
+ "ranged weapons rank": "ranged weapons rank",
+ "ranged weapons roll": "ranged weapons roll",
+ "ranged weapons": "ranged weapons",
+ "resources": "resources",
+ "ride fail checkbox": "ride fail checkbox",
+ "ride rank": "ride rank",
+ "ride roll": "ride roll",
+ "ride": "ride",
+ "roll": "roll",
+ "SAN": "SAN",
+ "SAN LOSS": "SAN LOSS",
+ "sanity points": "sanity points",
+ "scavenge fail checkbox": "scavenge fail checkbox",
+ "scavenge rank": "scavenge rank",
+ "scavenge roll": "scavenge roll",
+ "scavenge": "scavenge",
+ "science fail checkbox": "science fail checkbox",
+ "science name": "science name",
+ "science rank": "science rank",
+ "science roll": "science roll",
+ "science": "science",
+ "score": "score",
+ "search fail checkbox": "search fail checkbox",
+ "search rank": "search rank",
+ "search roll": "search roll",
+ "search": "search",
+ "sex": "sex",
+ "sheet settings toggle": "sheet settings toggle",
+ "sheet settings": "sheet settings",
+ "sheet type": "Sheet Type",
+ "Sheet Type": "Sheet Type",
+ "skill % input": "skill % input",
+ "skill %": "skill %",
+ "skill fail checkbox": "skill fail checkbox",
+ "specialization name": "specialization name",
+ "skill or stat used": "skill or stat used",
+ "skill rank": "skill rank",
+ "skill roll": "skill roll",
+ "skill": "name",
+ "skills": "skills",
+ "special training input": "special training input",
+ "statistical data": "statistical data",
+ "Statistics": "Statistics",
+ "stealth fail checkbox": "stealth fail checkbox",
+ "stealth rank": "stealth rank",
+ "stealth roll": "stealth roll",
+ "stealth": "stealth",
+ "STR": "STR",
+ "strength distinguishing features": "strength distinguishing features",
+ "strength roll": "strength roll",
+ "strength score": "strength score",
+ "strength": "strength",
+ "surgery fail checkbox": "surgery fail checkbox",
+ "surgery rank": "surgery rank",
+ "surgery roll": "surgery roll",
+ "surgery": "surgery",
+ "survival fail checkbox": "survival fail checkbox",
+ "survival rank": "survival rank",
+ "survival roll": "survival roll",
+ "survival": "survival",
+ "swim fail checkbox": "swim fail checkbox",
+ "swim rank": "swim rank",
+ "swim roll": "swim roll",
+ "swim": "swim",
+ "technology use fail checkbox": "technology use fail checkbox",
+ "technology use rank": "technology use rank",
+ "technology use roll": "technology use roll",
+ "technology use": "technology use",
+ "top secret//orcon//special access required delta green agent documenation sheet": "top secret//orcon//special access required delta green agent documenation sheet ",
+ "unarmed combat fail checkbox": "unarmed combat fail checkbox",
+ "unarmed combat rank": "unarmed combat rank",
+ "unarmed combat roll": "unarmed combat roll",
+ "unarmed combat": "unarmed combat",
+ "united states form": "united states form",
+ "unnatural fail checkbox": "unnatural fail checkbox",
+ "unnatural rank": "unnatural rank",
+ "unnatural roll": "unnatural roll",
+ "unnatural": "unnatural",
+ "uses per game": "uses per game",
+ "violence 1": "violence 1",
+ "violence 2": "violence 2",
+ "violence 3": "violence 3",
+ "violence": "violence",
+ "weapons input": "weapons input",
+ "whisper rolls to gm": "whisper rolls to gm",
+ "willpower points": "willpower points",
+ "WP": "WP",
+ "x5": "x5",
+ "yes: only Medicine, Surgery, or long-term rest can help further.": "yes: only Medicine, Surgery, or long-term rest can help further.",
+ "-": "-"
+}
diff --git a/ARC/translations/fi.json b/ARC/translations/fi.json
new file mode 100644
index 0000000000..c0e19977a0
--- /dev/null
+++ b/ARC/translations/fi.json
@@ -0,0 +1,357 @@
+{
+ "1d6": "d6",
+ "2d6": "2d6",
+ "_": "",
+ "academic": "Academic",
+ "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.
As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
+ "acrobatics": "Acrobatics",
+ "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.
As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
+ "acting_beyond_attacks": "Acting beyond attacks",
+ "advantage": "Advantage",
+ "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.
If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.",
+ "approach": "Approach",
+ "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.
If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).",
+ "arcana": "Arcana",
+ "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.
When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.",
+ "artistry": "Artistry",
+ "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.
As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
+ "assistance": "Assistance",
+ "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.
Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.",
+ "attack": "Attack",
+ "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.
Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).",
+ "base_effect": "Base Effect",
+ "blood": "Blood",
+ "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.
Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.",
+ "bonds": "Bonds",
+ "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.
Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.",
+ "boon": "Boon",
+ "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage",
+ "careful": "Careful",
+ "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).
Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
+ "character_mode": "Character",
+ "character_name": "A hero rises to save the world, thus named:",
+ "charisma": "Charisma",
+ "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.
As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
+ "chooses": "chooses",
+ "combat_booming_voice": "Booming voice [+1 Physical damage]",
+ "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]",
+ "combat_crossbow": "Crossbow [+2 Physical damage]",
+ "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]",
+ "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]",
+ "combat_darts": "8 darts [+1 Physical damage each]",
+ "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]",
+ "combat_flaming_sword": "Flaming sword [+3 physical damage]",
+ "combat_health": "Psychosocial Health",
+ "combat_iron_briefs": "Iron briefs [+1 Physical resist]",
+ "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]",
+ "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]",
+ "combat_pitchfork": "Pitchfork [+0 Physical damage]",
+ "combat_plate_armor": "Plate armor [+2 Physical resist]",
+ "combat_scowling_face": "A scowling face [+0 Psychosocial damage]",
+ "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]",
+ "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]",
+ "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]",
+ "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]",
+ "complexity": "Complexity",
+ "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.",
+ "concerted": "Concerted",
+ "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).
Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
+ "conflict": "Conflict",
+ "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.
Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.",
+ "consequence": "Consequence",
+ "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.",
+ "coordination": "Coordination",
+ "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.
As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
+ "creative": "Creative",
+ "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).
Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
+ "culture": "Culture",
+ "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.
As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
+ "current": "Current",
+ "damage": "Damage",
+ "damage_and_defense": "Damage & Defense",
+ "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.",
+ "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.
On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.",
+ "defending_attacking": "Defending/Attacking",
+ "description": "Description",
+ "description_placeholder": "Description...",
+ "difficulty": "Difficulty",
+ "difficulty_modifier": "Difficulty Modifier",
+ "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.
A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.",
+ "doom": "Doom",
+ "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.
If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.",
+ "doomsday_clock": "Doomsday Clock",
+ "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.",
+ "enhanced": "Enhanced Version",
+ "experience": "Experience",
+ "export_character": "Export Character",
+ "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.",
+ "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.",
+ "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.",
+ "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.",
+ "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.",
+ "fallen_consequence_6": "May now speak to the dead.",
+ "fallen_consequences": "Fallen Consequences",
+ "fallen_heroes": "Fallen Heroes",
+ "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.",
+ "focus": "Focus",
+ "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.
When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.",
+ "glossary": "Glossary",
+ "group_skill_check": "Group Skill Check",
+ "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.",
+ "guile": "Guile",
+ "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.
As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
+ "guts": "Guts",
+ "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.
Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.",
+ "impose": "Impose",
+ "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.
As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
+ "initiative_category": "Initiative Category",
+ "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.
Before each Round, players may decide beforehand what everyone's Initiative Category is.",
+ "insight": "Insight",
+ "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.
As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
+ "inventory": "Inventory",
+ "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.",
+ "item_name": "Name",
+ "item_points": "Points",
+ "item_pool": "Pool",
+ "item_quantity": "Qty.",
+ "item_type": "Item Type",
+ "item_used": "Spent",
+ "knowledge": "Knowledge",
+ "knowledge_description": "Careful: assess, inquire, analyze Concerted: recall, memorize, restore Creative: theorize, shift, make logical connections",
+ "learning_spells_and_techniques": "Learning Spells & Techniques",
+ "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.
The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.",
+ "life": "Life",
+ "life_and_death": "Life & Death: Fallen Heroes",
+ "long_rest": "Long Rest",
+ "makes_them_different": "What makes them different?",
+ "max": "Max",
+ "mod": "Mod",
+ "modifier": "Modifier",
+ "moment": "Moment",
+ "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.
The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.",
+ "movement_in_conflict": "Movement in Conflict",
+ "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.",
+ "name_placeholder": "Name...",
+ "npc_mode": "NPC",
+ "npc_name": "Name",
+ "observe": "Observe",
+ "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.
As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
+ "oddities_ancient_ring": "An ancient and unbreakable ring",
+ "oddities_and_valuables": "Oddities & Valuables",
+ "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.",
+ "oddities_darkvision_glasses": "A pair of glasses granting darkvision",
+ "oddities_dead_donkey": "The bottom half of a dead donkey",
+ "oddities_divine_blood": "A vial of a divine being’s blood",
+ "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent",
+ "oddities_hat": "A hat that somehow always keeps your head dry",
+ "oddities_heavy_crown": "A heavy crown with an oppressive aura",
+ "oddities_human_teeth": "A pouch of human teeth",
+ "oddities_monkey_head": "Shrunken monkey heads",
+ "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour",
+ "oddities_seashell_horn": "A seashell horn good luck charm",
+ "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks",
+ "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings",
+ "oddities_silk_dress": "A constantly-glowing silk dress",
+ "oddities_songbird": "A songbird in a cage",
+ "oddities_telepathic_yak": "A telepathic yak",
+ "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious",
+ "oddities_tyrant_pants": "The pants of a local tyrant",
+ "omen": "Omen",
+ "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.
Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.",
+ "opportunity": "Opportunity",
+ "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.",
+ "painful_lesson": "Most painful lesson",
+ "physical": "Physical",
+ "physical_description": "Careful: assess, be safe, be calm, follow guidelines Concerted: charge, endure, overwhelm Creative: bedazzle, innovate, exceed expectations",
+ "physical_health": "Physical Health",
+ "physique": "Physique",
+ "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.
As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
+ "player_name": "Player Name",
+ "portrait": "Portrait",
+ "practical": "Practical",
+ "practical_description": "Careful: soothe, refine, survey Concerted: rush, withstand, brute force Creative: invent, adapt, experiment",
+ "pronouns": "Pronouns",
+ "prowess": "Prowess",
+ "prowess_description": "Careful: sense, attune, investigate Concerted: assail, subsist, give all Creative: explore, expand, create",
+ "quick_overview": "A Quick Overview of Essential Mechanics",
+ "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.",
+ "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.",
+ "requires_arc_api": "This feature requires the ARC API.",
+ "rest": "Rest",
+ "rest_and_recovery": "Rest and Recovery",
+ "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.
Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.",
+ "ritual": "Ritual",
+ "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.",
+ "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.",
+ "roll": "Roll",
+ "roll_fail": "It fails...",
+ "roll_success": "Success!",
+ "roll_tie": "It's a tie.",
+ "rolls": "rolls",
+ "select_placeholder": "Select...",
+ "settings": "Settings",
+ "sheet_mode": "Sheet Mode",
+ "short_desc": "Short Description",
+ "short_rest": "Short Rest",
+ "skill": "Skill",
+ "skill_check": "Skill Check",
+ "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.
When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.
If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.",
+ "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.
Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).",
+ "skill_info": "Skill Info",
+ "skills": "Skills",
+ "social": "Social",
+ "social_description": "Careful: reason, detail, guide Concerted: intimidate, enforce, invade Creative: charm, incite, inspire",
+ "spells_and_techniques": "Spells & Techniques",
+ "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.",
+ "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict",
+ "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.",
+ "spells_bind_weapon": "Bind Weapon",
+ "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon",
+ "spells_blackout": "Blackout",
+ "spells_blackout_base_effect": "Stop others by making them fall asleep",
+ "spells_burn_the_past": "Burn The Past",
+ "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target",
+ "spells_compel": "Compel",
+ "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need",
+ "spells_from_dust_to_dust": "From Dust To Dust",
+ "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust",
+ "spells_lifebringer": "Lifebringer",
+ "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power",
+ "spells_little_escapologist": "Little Escapologist",
+ "spells_little_escapologist_base_effect": "Disappear from sight",
+ "spells_manic_hands": "Manic Hands",
+ "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions",
+ "spells_master_of_elements": "Master Of Elements",
+ "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will",
+ "spells_pierce_the_veil": "Pierce The Veil",
+ "spells_pierce_the_veil_base_effect": "See anywhere, any time",
+ "spells_secret_door": "Secret Door",
+ "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?",
+ "spells_shadowbind": "Shadowbind",
+ "spells_shadowbind_base_effect": "Restrain a being of your choice",
+ "spells_soundshift": "Soundshift",
+ "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape",
+ "spells_spirit_pact": "Spirit Pact",
+ "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant",
+ "spells_trick_of_the_light": "Trick Of The Light",
+ "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions",
+ "spells_trinket": "Trinket",
+ "spells_trinket_base_effect": "Minor magical effects certain to delight anyone",
+ "spells_true_miracle": "True Miracle",
+ "spells_true_miracle_base_effect": "Bring your wish to reality",
+ "spells_unmask_the_self": "Unmask The Self",
+ "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see",
+ "spells_whisper": "Whisper",
+ "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song",
+ "spells_windstep": "Windstep",
+ "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will",
+ "stand_ground": "Stand Ground",
+ "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.
Characters who choose to Stand Ground begin their Turn first in the Round.",
+ "success_fail": "Success/Fail",
+ "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug",
+ "supplies_and_oddities": "Supplies & Oddities",
+ "supplies_and_sundries": "Supplies & Sundries",
+ "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.",
+ "supplies_artisans_tools": "Artisan’s tools and playing cards",
+ "supplies_backpack": "Large backpack and a blank book",
+ "supplies_bedroll": "Bedroll and local map",
+ "supplies_board_games": "Board games and a gallon of beer",
+ "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes",
+ "supplies_crowbar_and_lantern": "Crowbar and lantern",
+ "supplies_encyclopeida": "Complete encyclopedia set",
+ "supplies_fine_clothes": "Mirror and fine clothes",
+ "supplies_fishing_pole": "Fishing pole and flint & tinder",
+ "supplies_horse": "Horse and riding gear",
+ "supplies_live_hen": "Live hen and its cage",
+ "supplies_rations": "3 days’ rations",
+ "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet",
+ "supplies_spyglass": "Spyglass and magic reagents",
+ "supplies_tent": "2-person tent and a bottle of wine",
+ "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles",
+ "supplies_traps": "Traps and animal bait",
+ "survival": "Survival",
+ "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.
As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
+ "tactics": "Tactics",
+ "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.
As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
+ "takes_a_rest": "takes a",
+ "techniques_become_one": "Become One",
+ "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else",
+ "techniques_bind_magic": "Bind Magic",
+ "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique",
+ "techniques_deadly_focus": "Deadly Focus",
+ "techniques_deadly_focus_base_effect": "Damage is doubled",
+ "techniques_defy_the_fates": "Defy The Fates",
+ "techniques_defy_the_fates_base_effect": "Rewind time",
+ "techniques_dispel": "Dispel",
+ "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique",
+ "techniques_doompause": "Doompause",
+ "techniques_doompause_base_effect": "Hold off the Doom",
+ "techniques_flowmotion": "Flowmotion",
+ "techniques_flowmotion_base_effect": "Move fast—very fast",
+ "techniques_fluorescent_transcendence": "Fluorescent Transcendence",
+ "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment",
+ "techniques_heartpiercer": "Heartpiercer",
+ "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist",
+ "techniques_inspiration": "Inspiration",
+ "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action",
+ "techniques_interdiction": "Interdiction",
+ "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach",
+ "techniques_memory_seed": "Memory Seed",
+ "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with",
+ "techniques_netherwave": "Netherwave",
+ "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet",
+ "techniques_only_ones_who_know": "Only Ones Who Know",
+ "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does",
+ "techniques_redo": "Redo",
+ "techniques_redo_base_effect": "Reroll the last skill check",
+ "techniques_saving_grace": "Saving Grace",
+ "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you",
+ "techniques_stonewall": "Stonewall",
+ "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally",
+ "techniques_turn_the_tide": "Turn The Tide",
+ "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take",
+ "techniques_uncanny_alarm": "Uncanny Alarm",
+ "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict",
+ "techniques_weave_through_water": "Weave Through Water",
+ "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water",
+ "tests": "tests",
+ "theme": "Theme",
+ "three_rumors": "Persistent rumors",
+ "threshold_number": "Threshold Number",
+ "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.
Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.",
+ "tinker": "Tinker",
+ "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.
As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
+ "tn": "TN",
+ "tn_difficult": "Difficult [TN +0]",
+ "tn_easy": "Easy [TN +1]",
+ "tn_impossibly_difficult": "Impossibly Difficult [TN -3]",
+ "tn_modifier+0": "[+0 to TN] No change ",
+ "tn_modifier+1": "[+1 to TN] Easy",
+ "tn_modifier+2": "[+2 to TN] Intensely easy",
+ "tn_modifier+3": "[+3 to TN] Exceptionally easy ",
+ "tn_modifier-1": "[-1 to TN] Very difficult",
+ "tn_modifier-2": "[-2 to TN] Staggeringly difficult",
+ "tn_modifier-3": "[-3 to TN] Extremely difficult",
+ "tn_no_change": "No change",
+ "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]",
+ "tn_very_difficult": "Very Difficult [TN -1]",
+ "tooltip_hide": "Hide",
+ "tooltip_show": "Show",
+ "tooltips": "Toggle Tooltip",
+ "trade": "Trade",
+ "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.
As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
+ "turn": "Turn",
+ "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.
Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.",
+ "update_character_sheet": "Don't forget to update your hero's character sheet.",
+ "use_dark": "Dark",
+ "use_light": "Light",
+ "use_sync": "Sync with Browser",
+ "version": "Version",
+ "versus": "vs",
+ "weaponry": "Weaponry",
+ "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.
As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
+ "xp": "XP",
+ "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).",
+ "xp_spent": "Spent",
+ "xp_total": "Total"
+}
diff --git a/ARC/translations/pl.json b/ARC/translations/pl.json
index c0e19977a0..c861c1785b 100644
--- a/ARC/translations/pl.json
+++ b/ARC/translations/pl.json
@@ -1,357 +1,357 @@
{
- "1d6": "d6",
- "2d6": "2d6",
+ "1d6": "1k6",
+ "2d6": "2k6",
"_": "",
- "academic": "Academic",
- "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.
As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
- "acrobatics": "Acrobatics",
- "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.
As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
- "acting_beyond_attacks": "Acting beyond attacks",
- "advantage": "Advantage",
- "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.
If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.",
- "approach": "Approach",
- "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.
If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).",
- "arcana": "Arcana",
- "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.
When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.",
- "artistry": "Artistry",
- "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.
As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
- "assistance": "Assistance",
- "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.
Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.",
- "attack": "Attack",
- "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.
Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).",
- "base_effect": "Base Effect",
- "blood": "Blood",
- "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.
Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.",
- "bonds": "Bonds",
- "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.
Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.",
- "boon": "Boon",
- "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage",
- "careful": "Careful",
- "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).
Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
- "character_mode": "Character",
- "character_name": "A hero rises to save the world, thus named:",
- "charisma": "Charisma",
- "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.
As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
- "chooses": "chooses",
- "combat_booming_voice": "Booming voice [+1 Physical damage]",
- "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]",
- "combat_crossbow": "Crossbow [+2 Physical damage]",
- "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]",
- "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]",
- "combat_darts": "8 darts [+1 Physical damage each]",
- "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]",
- "combat_flaming_sword": "Flaming sword [+3 physical damage]",
- "combat_health": "Psychosocial Health",
- "combat_iron_briefs": "Iron briefs [+1 Physical resist]",
- "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]",
- "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]",
- "combat_pitchfork": "Pitchfork [+0 Physical damage]",
- "combat_plate_armor": "Plate armor [+2 Physical resist]",
- "combat_scowling_face": "A scowling face [+0 Psychosocial damage]",
- "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]",
- "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]",
- "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]",
- "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]",
- "complexity": "Complexity",
- "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.",
- "concerted": "Concerted",
- "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).
Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
- "conflict": "Conflict",
- "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.
Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.",
- "consequence": "Consequence",
- "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.",
- "coordination": "Coordination",
- "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.
As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
- "creative": "Creative",
- "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).
Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
- "culture": "Culture",
- "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.
As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
- "current": "Current",
- "damage": "Damage",
- "damage_and_defense": "Damage & Defense",
- "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.",
- "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.
On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.",
- "defending_attacking": "Defending/Attacking",
- "description": "Description",
- "description_placeholder": "Description...",
- "difficulty": "Difficulty",
- "difficulty_modifier": "Difficulty Modifier",
- "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.
A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.",
- "doom": "Doom",
- "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.
If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.",
- "doomsday_clock": "Doomsday Clock",
- "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.",
- "enhanced": "Enhanced Version",
- "experience": "Experience",
- "export_character": "Export Character",
- "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.",
- "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.",
- "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.",
- "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.",
- "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.",
- "fallen_consequence_6": "May now speak to the dead.",
- "fallen_consequences": "Fallen Consequences",
- "fallen_heroes": "Fallen Heroes",
- "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.",
- "focus": "Focus",
- "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.
When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.",
- "glossary": "Glossary",
- "group_skill_check": "Group Skill Check",
- "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.",
- "guile": "Guile",
- "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.
As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
- "guts": "Guts",
- "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.
Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.",
- "impose": "Impose",
- "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.
As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
- "initiative_category": "Initiative Category",
- "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.
Before each Round, players may decide beforehand what everyone's Initiative Category is.",
- "insight": "Insight",
- "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.
As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
- "inventory": "Inventory",
- "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.",
- "item_name": "Name",
- "item_points": "Points",
- "item_pool": "Pool",
- "item_quantity": "Qty.",
- "item_type": "Item Type",
- "item_used": "Spent",
- "knowledge": "Knowledge",
- "knowledge_description": "Careful: assess, inquire, analyze Concerted: recall, memorize, restore Creative: theorize, shift, make logical connections",
- "learning_spells_and_techniques": "Learning Spells & Techniques",
- "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.
The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.",
- "life": "Life",
- "life_and_death": "Life & Death: Fallen Heroes",
- "long_rest": "Long Rest",
- "makes_them_different": "What makes them different?",
+ "academic": "Wykształcenie",
+ "academic_description": "Pogoń za wiedzą teoretyczną, głównie naukową lub historyczną - przywoływanie przedkolonialnej historii orków, teoretyzowanie na temat zasad naukowych lub rozumienie teoretycznej chemii.
Podobnie jak w przypadku innych Umiejętności Wiedzy, bohater używając go z Podejściem Kreatywnym teoretyzuje, zmienia, myśli poza schematami. Z Podejściem Ostrożnym: ocenia, pyta, analizuje, a z Przywódczym: przypomina, przywraca, dopisuje.",
+ "acrobatics": "Akrobatyka",
+ "acrobatics_description": "Dynamiczna równowaga, gimnastyka i inne wyczyny zręcznościowe. Przykładowo: salto, przeskoczenie z jednego drzewa na drugie, utrzymanie równowagi na nierównej półce skalnej.
Podobnie jak w przypadku innych umiejętności fizycznych, używając Podejścia Kreatywnego, bohater: oszałamia, jest innowacyjny, przekracza oczekiwania. Podejście ostrożne: bohater optymalizuje, zabezpiecza, podąża za doświadczeniem. Podejście Przywódcze: naciera, próbuje przetrwać, przytłacza.",
+ "acting_beyond_attacks": "Działania poza atakami",
+ "advantage": "Przewaga",
+ "advantage_description": "Przewagi dają premie do PW kolejnych Testów Umiejętności wykonywanych przez sojuszników. Tworzenie Przewagi zużywa akcję w Starciu i zazwyczaj wymaga wykonania Testu Umiejętności — na przykład odwrócenia uwagi za pomocą Sprytu. Jeśli się powiedzie, bohater zwiększa PW Testów Umiejętności swoich sojuszników o liczbę równą użytym poziomom Umiejętności.
Jeśli Przewagę można uzyskać przy minimalnym ryzyku — jak np. rozciąganie pułapek z daleka od pola bitwy — wówczas Test Umiejętności nie jest konieczny. Podwyższenie PW wynosiłoby wtedy +1 dla Przewagi utrudniającej działania wrogów; +2 dla Przewagi całkowicie uniemożliwiającej wrogą akcję.",
+ "approach": "Podejście",
+ "approach_description": "Wartości Podejścia reprezentują umiejętności Bohatera w rozwiązywaniu problemów w konkretny sposób. Bohaterowie mają tendencję do wymyślania kreatywnych rozwiązań, są ostrożni i skupieni na szczegółach lub preferują podejmowanie wyzwań poprzez czysty wspólny wysiłek. Bezpośrednio też determinują, jak łatwy może być Test Umiejętności. Wartości podejścia wahają się od +0 do +3, gdzie 0 oznacza brak umiejętności, +1 jest średnie, +2 to osoba z darem, a +3 - ekspert.
Jeśli wszystkie Wartości Podejścia zostaną zredukowane do zera, zazwyczaj poprzez obrażenia przekraczające Krew i Łzy bohatera, wówczas bohater pada. Wartości Podejścia ustala się w trakcie Tworzenia Postaci i mogą zostać podniesione przy użyciu PD.",
+ "arcana": "Arkana",
+ "arcana_description": "Wiedza tajemna, wyczuwanie duchów, przekierowywanie magii; wymagane do używania ulepszonych Zaklęć i uczenie się nowych ognisk. Inne wykorzystanie obejmuje: odczytywanie magicznych run, wykrywanie, czy na danym obszarze niedawno użyto magii, zbieranie składników niezbędnych do odprawienia rytuału.
Użyte z Podejściem Kreatywnym pozwala bohaterowi eksplorować, rozszerzać, tworzyć; z Ostrożnym: wyczuwać, dostrajać, badać; z Przywódczym: zapamiętywać, pamiętać, zobowiązywać się.",
+ "artistry": "Kunszt",
+ "artistry_description": "Tworzenie, projektowanie, malowanie lub inne artystyczne wyrażanie siebie. Przykładowo: namalowanie portretu księżycowego księcia, napisanie niebywale sugestywnego poematu, identyfikacja zdobień w czyimś kryptycznym dziele sztuki.
Podobnie jak w przypadku innych Umiejętności Praktycznych, bohater używający ich z Kreatywnym Podejściem może: wymyślać, adaptować się, eksperymentować. Z Podejściem Ostrożnym: uspokajać, udoskonalać, badać. Z Przywódczym: pospieszać, wytrzymywać, używać brutalnej siły.",
+ "assistance": "Asysta",
+ "assistance_description": "Za każdym razem, kiedy ktoś wykonuje Test Umiejętności, jeden z graczy może wyrazić chęć Asysty i dodać ich większy poziom Więzi do PW. Asysta może również pojawić się w Starciu. W Starciu Asysta musi zostać zadeklarowana jako akcja w turze, by asystujący gracz mógł dodać bonus do następnego Testu Umiejętności sojusznika.
Poświęcenie mniejszych poziomów Więzi pozwala na przerzucenie wyniku natychmiast i w każdym momencie.",
+ "attack": "Atak",
+ "attack_description": "Atakowanie przeciwnika, by zadać mu obrażenia Krwi lub Łez. Ataki wymagają sukcesu w Testach Umiejętności, czy to Krzepy lub uzbrojenia, by zadać obrażenia Krwi, czy Wyczucia lub Szydzenia, by zadać obrażenia Łez. Inne Umiejętności mogą zostać wykorzystane, jeśli poprze ich użycie dobra argumentacja lub cel jest na nie szczególnie podatny.
Podobnie jak w przypadku wszystkich Testów Umiejętności, mogą się pojawić Modyfikatory Stopnia Trudności, a także Asysty, jednak wymaga to od sojusznika deklaracji takiej akcji w Turze. Przedmioty obronne, jak na przykład zbroja, redukują PW o ilość ich punktów (np. +3).",
+ "base_effect": "Efekt podstawowy",
+ "blood": "Krew",
+ "blood_description": "Krew determinuje wytrzymałość Bohatera na ataki fizyczne: pchnięcie włócznią, potężny cios czy nawet wiadro rzucone w głowę. Im wyższa wartość, tym \"zdrowszy\" jest bohater. Jeśli spadnie do zera, następne obrażenia, które Bohater otrzyma, obniżają Wartości Podejścia.
Krew, podobnie jak Łzy, może zostać odzyskane podczas odpoczynku i może nawet zmieniać się w zależności od dnia. Kiedy bohater budzi się z Długiego Odpoczynku, gracz może rzucić 2k6+modyfikator Krwi określony podczas Tworzenia Postaci. Modyfikator można podnieść za pomocą PD. Ma również wpływ na to, jak długo musi trwać Długi Odpoczynek - jest to równowartość 10 godzin w grze pomniejszone o mniejszy modyfikator spośród Krwi i Łez.\n",
+ "bonds": "Więzi",
+ "bonds_description": "Więzi odzwierciedlają związek między dwoma graczami zobrazowany przez kwadraty i ćwiartki. Dodawanie Więzi wypełnia ćwiartkę - zwaną również mniejszym poziomem. Każdy wypełniony kwadrat oznacza jeden większy poziom Więzi. Głębsza Więź przyczynia się do bardziej skutecznych Asyst podczas Testów Umiejętności, a nawet Starć.
Więzi można podnieść w trakcie gry, kiedy bohater zaakceptuje niedogodność dla swojego sojusznika (+1 mniejszy poziom w pierwszym kwadracie) lub przyjmuje obrażenia lub podejmuje duże ryzyko (+2 mniejsze poziomy w drugim kwadracie). Podjęcie decyzji diametralnie zmieniającej życie, trudnego osobistego wyboru lub poświęcenie życia dodaje +4 mniejsze poziomy i jest jedynym sposobem, by zapełnić trzeci większy poziom Więzi.",
+ "boon": "Bonus",
+ "boon_placeholder": "Modyfikator obrażeń lub obrony, np. +1 Obrażeń Łez",
+ "careful": "Ostrożność",
+ "careful_description": "Jedno z trzech Podejść, które można wykorzystać podczas Testu Umiejętności, a które bezpośrednio wpływa na bazowy PW.
Umiejętności wykorzystujące to podejście będą wymagały zwrócenia uwagi na szczegóły, analizowaniu zmiennych i upewnianiu się, że działanie nie pociągnie za sobą żadnych niepożądanych konsekwencji. Jak każda Wartość Podejścia może mieć wartość od +0 (brak umiejętności), do +3 (ekspert) i może zostać zredukowana, jeśli bohater otrzyma zbyt duże obrażenia.",
+ "character_mode": "Bohater",
+ "character_name": "Powstaje bohater, by uratować świat. A imię jego jest:",
+ "charisma": "Charyzma",
+ "charisma_description": "Atrakcyjny lub przystępny urok osobisty, zamiłowanie do subtelnej rozmowy, humoru i dowcipu. Przykładowo: przekonanie wiedźmy do dołączenia się do sprawy poprzez elokwentne argumentowanie, komplementowanie poczucia sprawiedliwości błędnego rycerza, bycie uśmiechniętym mediatorem w rozmowach dwóch prowadzących wojnę królów.
Podobnie jak w przypadku innych Umiejętności Społecznych, bohater używający ich z Kreatywnym Podejściem może: oczarowywać, podżegać, inspirować. Z Podejściem Ostrożnym: używać zdrowego rozsądku, orientować się na szczegóły, prowadzić. Z Przywódczym: zastraszać, wymuszać, osaczać.",
+ "chooses": "wybiera",
+ "combat_booming_voice": "Donośny głos [+1 obrażeń Krwi]",
+ "combat_critical_thinking": "Krytyczne myślenie [+2 obrony Łez]",
+ "combat_crossbow": "Kusza [+2 obrażeń Łez]",
+ "combat_cunning_wit": "Wysokie standardy [+3 obrażeń Łez]",
+ "combat_dagger": "Sztylet [+1 Obrażeń Krwi] i toga [+1 Obrony Krwi]",
+ "combat_darts": "8 rzutek [+1 obrażeń Krwi każda]",
+ "combat_devastating_vocabulary": "Łacina podwórkowa [+2 Obrażeń Łez]",
+ "combat_flaming_sword": "Płonący miecz [+3 Obrażeń Krwi]",
+ "combat_health": "Zdrowie Psychosocjalne",
+ "combat_iron_briefs": "Żelazne Slipy [+1 Obrony Krwi]",
+ "combat_love_letter": "Krzepiący list od ukochanego przyjaciela [+3 obrony Łez]",
+ "combat_memories_of_hardship": "Wspomnienia niedoli [+1 obrony Łez]\n",
+ "combat_pitchfork": "Widły [+0 Obrażeń Krwi]",
+ "combat_plate_armor": "Zbroja płytowa [+2 Obrony Krwi]",
+ "combat_scowling_face": "Marsowa Mina [+0 Obrażeń Łez]",
+ "combat_self_esteem": "Pewność siebie [+1 obrażeń Łez] i rozwój osobisty [+1 obrony Łez]",
+ "combat_studden_leather_armor": "Ćwiekowana skórzana zbroja [+1 obrony Krwi] i stoicki spokój [+1 obrony Łez]",
+ "combat_sturdy_sword": "Solidny miecz [+2 Obrażeń Krwi]",
+ "combat_well_rounded_education": "Wszechstronne Wykształcenie [+1 obrażeń Łez]",
+ "complexity": "Złożoność",
+ "complexity_description": "Złożoność określa przybliżony poziom mocy, od 1 do 4 - od tego zależy, czy Zaklęcie lub Technika są słabe czy mają wpływ na cały świat.",
+ "concerted": "Przywództwo",
+ "concerted_description": "Jedno z trzech Podejść, które można wykorzystać podczas Testu Umiejętności, a które bezpośrednio wpływa na bazowy PW.
Umiejętności wykorzystujące to podejście są przykładem wysiłku, wytrwałości i siły woli. Jak każda Wartość Podejścia może mieć wartość od +0 (brak umiejętności), do +3 (ekspert) i może zostać zredukowana, jeśli bohater otrzyma zbyt duże obrażenia.",
+ "conflict": "Starcie",
+ "conflict_description": "Starcia mają miejsce, gdy niebezpieczeństwo jest nieuchronne i ważą się losy zwycięstwa — walka w tawernie lub nawet pojedynek z kurtyzanami. Starcia wymagają osobnych zasad, które starannie porządkują działania wszystkich postaci zgodnie z rundami i turami.
Postaci mogą wykonać jedną akcję w swojej turze i swobodnie poruszać się maksymalnie o 2 wysokości; wszystkie postaci mają po jednej Turze w Rundzie. Wybór akcji w Turze określa, kiedy dana postać wejdzie do akcji – jest to regulowane Kategorią Inicjatywy.",
+ "consequence": "Konsekwencja",
+ "consequence_description": "Kiedy rzut kostką w teście umiejętności jest równy PW, gracz może zdecydować się na Sukces z Konsekwencją komplikującą sytuację Bohatera i jego sojuszników. Może to powodować opóźnienia lub nieefektywność, trwałą lub tymczasową utratę zasobów, niezgodę i nieporozumienia, zranienie lub bardzo brutalny mord, a może nawet tajemniczą komplikację, która zostanie ujawniona dopiero później.",
+ "coordination": "Koordynacja",
+ "coordination_description": "Świadome pozycjonowanie i kontrola ciała, rąk i instynktów dla utrzymania płynności ruchów. Przykładowo: ciche poruszanie się, by pozostać niezauważonym, uskutecznianie sztuczek dzięki zwinnym palcom, wygrywanie zawodów wymagających koordynacji oko-ręka.\n
Podobnie jak w przypadku innych Umiejętności Fizycznych, bohater używający ich z Kreatywnym Podejściem może: oszałamiać, być innowacyjny, przekraczać oczekiwania. Z Podejściem Ostrożnym: optymalizować, zabezpieczać, korzystać z doświadczenia. Z Przywódczym: nacierać, przetrwać, przytłaczać.",
+ "creative": "Kreatywność",
+ "creative_description": "Jedno z trzech Podejść, które można wykorzystać podczas Testu Umiejętności, a które bezpośrednio wpływa na bazowy PW.
Umiejętności wykorzystujące to podejście używane są w interesujący, niecodzienny i zaskakujący spokój. Jak każda Wartość Podejścia może mieć wartość od +0 (brak umiejętności), do +3 (ekspert) i może zostać zredukowana, jeśli bohater otrzyma zbyt duże obrażenia.",
+ "culture": "Kultura",
+ "culture_description": "Umiejętność wczucia się w miejscowe wierzenia, zwyczaje i opowieści. Przykładowo: bezbłędne pokłonienie się legendarnym wojowniczym wiedźmom, zauważenie zaszyfrowanej pieśni starszych plemienia, zrozumienie prawdy w folklorowym postrzeganiu jakiegoś stworzenia.
Podobnie jak w przypadku innych Umiejętności Wiedzy, bohater używający ich z Kreatywnym Podejściem może: teoretyzować, zmieniać, myśleć poza schematami. Z Podejściem Ostrożnym: oceniać, pytać, analizować. Z Przywódczym: przypominać, przywracać, dopisywać.\n",
+ "current": "Obecnie",
+ "damage": "Obrażenia",
+ "damage_and_defense": "Obrażenia i Obrona",
+ "damage_and_defense_description": "PRZEDMIOTY OBRAŻEŃ zapewniają bonusy do obrażeń za każdym razem, gdy atakujesz stworzenie. Tymczasem PRZEDMIOTY OBRONNE zmniejszają obrażenia, a także utrudniają trafienie gracza.",
+ "damage_description": "Za każdym razem, kiedy Atak się powiedzie, obniża punkty Krwi lub Łez przeciwnika - w zależności od rodzaju Ataku - o wartość Obrażeń. Obrażenia są równe PW Ataku + wszystkie bonusy z, na przykład, broni. Buzdygan +2, przykładowo, dodaje +2 do Obrażeń. Obrażenia mogą obniżyć Krew lub Łzy do zera lub poniżej; jeśli tak się wydarzy, następny udany Atak uderzy bezpośrednio w Wartości Podejścia ofiary.
Z drugiej strony, przedmioty obronne, takie jak, na przykład, tarcze, obniżają PW Ataku, a co za tym idzie, redukują również zadawane obrażenia.",
+ "defending_attacking": "Obrona/Atak",
+ "description": "Opis",
+ "description_placeholder": "Opis...",
+ "difficulty": "Poziom Trudności",
+ "difficulty_modifier": "Modyfikator Poziomu Trudności",
+ "difficulty_modifier_description": "Odzwierciedla, jak trudny jest Test Umiejętności. Jest ustalany przez Przewodnika przed rzutem, by ustalić końcowy PW. Jeśli Bohater jest źle przygotowany lub ma złe narzędzia, PW Testu Umiejętności będzie niższy.
\nModyfikator +1 oznacza, że test jest łatwiejszy; od -1 do -3 oznacza, że test jest trudniejszy niż gracz oczekiwał, prawdopodobnie ze względu na brak odpowiedniego przygotowania, narzędzi, cel jest odporny na tę konkretną Umiejętność, lub nawet inne, o wiele niebezpieczniejsze ryzyko.\n\n",
+ "doom": "Zagłada",
+ "doom_description": "Katastrofalne wydarzenie, które zagraża dewastacją całego świata, w którym żyją Bohaterowie i ich pobratymcy. Może to być coś wielkiego - na przykład przeraźliwe trzęsienie ziemi spowodowane śmiercią bogini - lub mniejszego - odejście czczonych duchów, okrutnie złamane serce lub koniec pewnej epoki.
Jeśli Zagłada zostaje pokonana, gratulacje; Bohaterowie mogą pławić się w chwale sukcesu, a może wyruszyć na poszukiwanie większych przygód. Jeśli Zagłada zmiecie wszystkich? Zdecydujcie: zaakceptujcie epilog, stwórzcie nowy początek na prochach upadłego świata, lub nawet stawcie czoła losowi i cofnijcie czas.",
+ "doomsday_clock": "Zegar Zagłady",
+ "doomsday_clock_description": "Odmierza czas pozostały do przyjścia Zagłady. Zegar Zagłady zbudowany jest z Momentów i postępuje w określonych odstępach czasu, których ilość określona jest przez ilość sesji przeznaczonych na rozgrywkę. Za każdym razem, kiedy Zegar postępuje, zostaje zabrany jeden Moment i wykonywany jest rzut za Zwiastuny, by zorientować się, czy więcej Momentów znika. Kiedy wszystkie Momenty zostaną zabrane, uwolniona zostaje apokalipsa,",
+ "enhanced": "Ulepszona Wersja",
+ "experience": "Punkty Doświadczenia",
+ "export_character": "Eksportuj postać",
+ "fallen_consequence_1": "Już nigdy nie wypowie słowa, jednak zyskuje możliwość komunikacji telepatycznej.",
+ "fallen_consequence_2": "Cierpi z powodu otwartej rany, która krwawi permanentnie, nie zadając jednak żadnych obrażeń.",
+ "fallen_consequence_3": "Zyskuje niepokojącą prezencję; dzieci i zwierzęta przed nim uciekają.",
+ "fallen_consequence_4": "Ma wizję o trzech bladych niewiastach, wygrzebujących się z ziemi.",
+ "fallen_consequence_5": "Przestaje mrugać i musi ciągle aplikować nawilżacz do oczu.",
+ "fallen_consequence_6": " Może teraz rozmawiać ze zmarłymi.",
+ "fallen_consequences": "Konsekwencje padnięcia",
+ "fallen_heroes": "Bohaterowie, którzy padli",
+ "fallen_heroes_description": "Kiedy wartość Krwi i Łez zostaje zredukowana do zera, następne obrażenia odbijają się na Wartościach Podejścia. Kilka Wartości Podejścia może otrzymać obrażenia w tym samym momencie. Jeśli wszystkie Wartości Podejścia zostaną zredukowane do zera, Bohater pada. Jeśli bohater polegnie, masz wybór: pozwolić mu żyć z losowo wyrzuconą konsekwencją, lub umrzeć. Jeśli gracz wybierze życie, rzuca na konsekwecję, Wartości Podejścia wracają do ich pierwotnej wartości, a bohater budzi się po pięciu minutach czasu rzeczywistego i godzinie czasu w grze. Jeśli wybrał śmierć - wszyscy bohaterowie otrzymują PD równe trzykrotności mniejszych poziomów Więzi z poległym, a Zegar Zagłady zabiera Moment.",
+ "focus": "Skupienie",
+ "focus_description": "Wyostrzanie uwagi, koncentracja; wymagane do wykonywania Ulepszonych Technik jak i uczenia się ich nowych ognisk. Inne zastosowania obejmują: przetrwanie intensywnego umysłowego przymusu czy tortur, opieranie się odwracającym uwagę wydarzeniom i skupianie się na celu, przekraczanie granic własnego ciała.
Użyte z Podejściem Kreatywnym pozwala bohaterowi eksplorować, rozszerzać, tworzyć; z Ostrożnym: wyczuwać, dostrajać, badać; z Przywódczym: zapamiętywać, pamiętać, zobowiązywać się.",
+ "glossary": "Słowniczek",
+ "group_skill_check": "Test umiejętności grupowych",
+ "group_skill_check_description": "Jeśli Bohaterowie chcą podejść do zadania wspólnie - na przykład wspólne poszukiwanie zapasów w lesie - wykonywany jest Test Umiejętności Grupowej. Składa się z indywidualnych Testów Umiejętności każdego gracza, z wykorzystaniem jakiegokolwiek Podejścia czy Umiejętności, która może zostać wykorzystana w tym momencie. Jeśli więcej niż połowa graczy uzyska sukces, cały test się powodzi. Jednakże każda porażka może nieść za sobą komplikacje.",
+ "guile": "Spryt",
+ "guile_description": "Oszukiwanie i manipulacja przez kłamstwa, blefowanie lub inne oszustwa i podstępy. Na przykład: okłamanie sprzedawcy, blefowanie o posiadaniu broni, która wyparowuje przeciwników, wykiwanie zagubionych młodzieńców, by podłożyli fałszywe dowody oczerniające kowala.
Podobnie jak w przypadku innych Umiejętności Społecznych, bohater używający ich z Kreatywnym Podejściem może: oczarowywać, podżegać, inspirować. Z Podejściem Ostrożnym: używać zdrowego rozsądku, orientować się na szczegóły, prowadzić. Z Przywódczym: zastraszać, wymuszać, osaczać.\n",
+ "guts": "Łzy",
+ "guts_description": "Łzy są miarą wytrzymałości na psychologiczne lub socjalne obrażenia: ostra riposta, przeszywająca zdrada, a nawet strach. Ulepszanie Technik i Zaklęć zazwyczaj zadaje obrażenia Łez. Im wyższa wartość, tym \"zdrowszy\" jest bohater. Tak jak w przypadku Krwi, jeśli wartość spadnie do zera, następny psychosocjalny atak redukuje Wartości Podejścia.
Łzy, podobnie jak Krew, mogą zostać odzyskane podczas odpoczynku i mogą nawet zmieniać się w zależności od dnia. Kiedy bohater budzi się z Długiego Odpoczynku, gracz może rzucić 2k6+modyfikator Krwi określony podczas Tworzenia Postaci. Modyfikator można podnieść za pomocą PD. Ma również wpływ na to, jak długo musi trwać Długi Odpoczynek - jest to równowartość 10 godzin w grze pomniejszone o mniejszy modyfikator spośród Krwi i Łez.\n",
+ "impose": "Szydzenie",
+ "impose_description": "Emanowanie władczością i pewnością siebie, która może umocnić wyrażane opinie, zamknąć innym usta lub pozwolić górować nad wszystkimi. Szydzenie jest jedną z dwóch Umiejętności, które w trackie Starcia może automatycznie zadać Obrażenia Łez (drugą jest Wyczucie). Inne zastosowanie: zawstydzenie diabła swoją buńczucznością, zwrócenie na siebie uwagi elitarnego barda, odwrócenie uwagi strażnika druzgocącym komentarzem.
Podobnie jak w przypadku innych Umiejętności Społecznych, bohater używający ich z Kreatywnym Podejściem może: oczarowywać, podżegać, inspirować. Z Podejściem Ostrożnym: używać zdrowego rozsądku, orientować się na szczegóły, prowadzić. Z Przywódczym: zastraszać, wymuszać, osaczać.",
+ "initiative_category": "Kategoria Inicjatywy",
+ "initiative_category_description": "Kategoria Inicjatywy determinuje kolejność Tur w Rundzie podczas Starcia. W kolejności: 1. Bohaterowie utrzymujący pozycję, 2. Bohaterowie chcący przedsięwziąć nieszkodliwe akcje, w tym także tworzenie Przewagi, 3. Bohaterowie atakujący, 4. Bohaterowie wykorzystujący Zaklęcie lub Technikę, 5. Bohaterowie poruszający się daleko. Kilka postaci może wykonać akcje z tej samej Kategorii, jednakże Bohaterowie i sojusznicy zawsze wykonują swoje akcje jako pierwsi i mogą między sobą zadecydować, w jakiej kolejności je podejmą.
Przed każdą Rundą gracze mogą ustalić, w jakiej Kategorii Inicjatywy znajdzie się każdy z nich.\n",
+ "insight": "Wyczucie",
+ "insight_description": "Wczucie się w emocje innych; wewnętrzny wdzięk i dojrzałość w interakcjach. Wyczucie jest jedną z dwóch Umiejętności, które automatycznie mogą zadać Obrażenia Łez podczas Starcia (drugą jest Szydzenie). Inne zastosowanie: zorientowanie się, że hrabia kłamie, wiedza, w jaki sposób pocieszać wdowę w żałobie, sprawianie wrażenia spokojnego i opanowanego.
Podobnie jak w przypadku innych Umiejętności Społecznych, bohater używający ich z Kreatywnym Podejściem może: oczarowywać, podżegać, inspirować. Z Podejściem Ostrożnym: używać zdrowego rozsądku, orientować się na szczegóły, prowadzić. Z Przywódczym: zastraszać, wymuszać, osaczać.\n",
+ "inventory": "Ekwipunek",
+ "inventory_description": "Rzeczy przydatne do uzyskiwania przewagi, a nawet tworzenia nowych zdolności. Przetrwanie zimnej nocy w dzikiej głuszy jest o wiele prostsze, gdy ma się w posiadaniu namiot i krzesiwo do rozpalania ogniska. Zaklęcia i Techniki również wpisują się w ekwipunek. Innymi rzeczami, ktróre się do niego zaliczają są też przedmioty zadające Obrażenia i obronne, Zapasy i Drobiazgi takie jak racje żywnościowe i śpiwory, a także Osobliwości i Precjoza, które są zaiste dziwne.",
+ "item_name": "Nazwa",
+ "item_points": "Punkty",
+ "item_pool": "Pula",
+ "item_quantity": "Ilość",
+ "item_type": "Typ przedmiotu",
+ "item_used": "Wydane",
+ "knowledge": "Wiedza",
+ "knowledge_description": "Ostrożność: oceniaj, wnikaj, analizuj Przywództwo: przypominaj sobie, odnawiaj, zastępuj Kreatywność: teoretyzuj, zmieniaj, łącz wątki.\n",
+ "learning_spells_and_techniques": "Nauka Zaklęć i Technik",
+ "learning_spells_and_techniques_base_effect": "By zdobyć nowe Zaklęcie lub Technikę - czy to dodatkowe ognisko czy całkiem nową moc - Bohater musi mieć dostęp do źródła, z którego może się nauczyć, a także kilka sukcesów w specjalnych Testach Umiejętności równych Złożoności Zaklęcia i z PW równym wartości Arkan lub Skupienia (bez Podejścia).
Źródło nauczania powinno być dostępne za każdym razem, kiedy gracz wykonuje specjalny Test Umiejętności. Może to być, na przykład, księga zaklęć, którą Bohater nosi ze sobą, a nawet mentor, który im towarzyszy.",
+ "life": "Życie",
+ "life_and_death": "Życie i Śmierć: kiedy bohater pada",
+ "long_rest": "Długi odpoczynek",
+ "makes_them_different": "Co ich wyróżnia?",
"max": "Max",
"mod": "Mod",
- "modifier": "Modifier",
+ "modifier": "Modyfikator",
"moment": "Moment",
- "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.
The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.",
- "movement_in_conflict": "Movement in Conflict",
- "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.",
- "name_placeholder": "Name...",
- "npc_mode": "NPC",
- "npc_name": "Name",
- "observe": "Observe",
- "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.
As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
- "oddities_ancient_ring": "An ancient and unbreakable ring",
- "oddities_and_valuables": "Oddities & Valuables",
- "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.",
- "oddities_darkvision_glasses": "A pair of glasses granting darkvision",
- "oddities_dead_donkey": "The bottom half of a dead donkey",
- "oddities_divine_blood": "A vial of a divine being’s blood",
- "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent",
- "oddities_hat": "A hat that somehow always keeps your head dry",
- "oddities_heavy_crown": "A heavy crown with an oppressive aura",
- "oddities_human_teeth": "A pouch of human teeth",
- "oddities_monkey_head": "Shrunken monkey heads",
- "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour",
- "oddities_seashell_horn": "A seashell horn good luck charm",
- "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks",
- "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings",
- "oddities_silk_dress": "A constantly-glowing silk dress",
- "oddities_songbird": "A songbird in a cage",
- "oddities_telepathic_yak": "A telepathic yak",
- "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious",
- "oddities_tyrant_pants": "The pants of a local tyrant",
- "omen": "Omen",
- "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.
Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.",
- "opportunity": "Opportunity",
- "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.",
- "painful_lesson": "Most painful lesson",
- "physical": "Physical",
- "physical_description": "Careful: assess, be safe, be calm, follow guidelines Concerted: charge, endure, overwhelm Creative: bedazzle, innovate, exceed expectations",
- "physical_health": "Physical Health",
- "physique": "Physique",
- "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.
As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
- "player_name": "Player Name",
- "portrait": "Portrait",
- "practical": "Practical",
- "practical_description": "Careful: soothe, refine, survey Concerted: rush, withstand, brute force Creative: invent, adapt, experiment",
- "pronouns": "Pronouns",
- "prowess": "Prowess",
- "prowess_description": "Careful: sense, attune, investigate Concerted: assail, subsist, give all Creative: explore, expand, create",
- "quick_overview": "A Quick Overview of Essential Mechanics",
- "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.",
- "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.",
- "requires_arc_api": "This feature requires the ARC API.",
- "rest": "Rest",
- "rest_and_recovery": "Rest and Recovery",
- "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.
Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.",
- "ritual": "Ritual",
- "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.",
- "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.",
- "roll": "Roll",
- "roll_fail": "It fails...",
- "roll_success": "Success!",
- "roll_tie": "It's a tie.",
- "rolls": "rolls",
- "select_placeholder": "Select...",
- "settings": "Settings",
- "sheet_mode": "Sheet Mode",
- "short_desc": "Short Description",
- "short_rest": "Short Rest",
- "skill": "Skill",
- "skill_check": "Skill Check",
- "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.
When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.
If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.",
- "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.
Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).",
- "skill_info": "Skill Info",
- "skills": "Skills",
- "social": "Social",
- "social_description": "Careful: reason, detail, guide Concerted: intimidate, enforce, invade Creative: charm, incite, inspire",
- "spells_and_techniques": "Spells & Techniques",
- "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.",
- "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict",
- "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.",
- "spells_bind_weapon": "Bind Weapon",
- "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon",
- "spells_blackout": "Blackout",
- "spells_blackout_base_effect": "Stop others by making them fall asleep",
- "spells_burn_the_past": "Burn The Past",
- "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target",
- "spells_compel": "Compel",
- "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need",
- "spells_from_dust_to_dust": "From Dust To Dust",
- "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust",
- "spells_lifebringer": "Lifebringer",
- "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power",
- "spells_little_escapologist": "Little Escapologist",
- "spells_little_escapologist_base_effect": "Disappear from sight",
- "spells_manic_hands": "Manic Hands",
- "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions",
- "spells_master_of_elements": "Master Of Elements",
- "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will",
- "spells_pierce_the_veil": "Pierce The Veil",
- "spells_pierce_the_veil_base_effect": "See anywhere, any time",
- "spells_secret_door": "Secret Door",
- "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?",
- "spells_shadowbind": "Shadowbind",
- "spells_shadowbind_base_effect": "Restrain a being of your choice",
- "spells_soundshift": "Soundshift",
- "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape",
- "spells_spirit_pact": "Spirit Pact",
- "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant",
- "spells_trick_of_the_light": "Trick Of The Light",
- "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions",
- "spells_trinket": "Trinket",
- "spells_trinket_base_effect": "Minor magical effects certain to delight anyone",
- "spells_true_miracle": "True Miracle",
- "spells_true_miracle_base_effect": "Bring your wish to reality",
- "spells_unmask_the_self": "Unmask The Self",
- "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see",
- "spells_whisper": "Whisper",
- "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song",
- "spells_windstep": "Windstep",
- "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will",
- "stand_ground": "Stand Ground",
- "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.
Characters who choose to Stand Ground begin their Turn first in the Round.",
- "success_fail": "Success/Fail",
- "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug",
- "supplies_and_oddities": "Supplies & Oddities",
- "supplies_and_sundries": "Supplies & Sundries",
- "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.",
- "supplies_artisans_tools": "Artisan’s tools and playing cards",
- "supplies_backpack": "Large backpack and a blank book",
- "supplies_bedroll": "Bedroll and local map",
- "supplies_board_games": "Board games and a gallon of beer",
- "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes",
- "supplies_crowbar_and_lantern": "Crowbar and lantern",
- "supplies_encyclopeida": "Complete encyclopedia set",
- "supplies_fine_clothes": "Mirror and fine clothes",
- "supplies_fishing_pole": "Fishing pole and flint & tinder",
- "supplies_horse": "Horse and riding gear",
- "supplies_live_hen": "Live hen and its cage",
- "supplies_rations": "3 days’ rations",
- "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet",
- "supplies_spyglass": "Spyglass and magic reagents",
- "supplies_tent": "2-person tent and a bottle of wine",
- "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles",
- "supplies_traps": "Traps and animal bait",
- "survival": "Survival",
- "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.
As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
- "tactics": "Tactics",
- "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.
As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
- "takes_a_rest": "takes a",
- "techniques_become_one": "Become One",
- "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else",
- "techniques_bind_magic": "Bind Magic",
- "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique",
- "techniques_deadly_focus": "Deadly Focus",
- "techniques_deadly_focus_base_effect": "Damage is doubled",
- "techniques_defy_the_fates": "Defy The Fates",
- "techniques_defy_the_fates_base_effect": "Rewind time",
- "techniques_dispel": "Dispel",
- "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique",
- "techniques_doompause": "Doompause",
- "techniques_doompause_base_effect": "Hold off the Doom",
- "techniques_flowmotion": "Flowmotion",
- "techniques_flowmotion_base_effect": "Move fast—very fast",
- "techniques_fluorescent_transcendence": "Fluorescent Transcendence",
- "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment",
- "techniques_heartpiercer": "Heartpiercer",
- "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist",
- "techniques_inspiration": "Inspiration",
- "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action",
- "techniques_interdiction": "Interdiction",
- "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach",
- "techniques_memory_seed": "Memory Seed",
- "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with",
- "techniques_netherwave": "Netherwave",
- "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet",
- "techniques_only_ones_who_know": "Only Ones Who Know",
- "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does",
- "techniques_redo": "Redo",
- "techniques_redo_base_effect": "Reroll the last skill check",
- "techniques_saving_grace": "Saving Grace",
- "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you",
- "techniques_stonewall": "Stonewall",
- "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally",
- "techniques_turn_the_tide": "Turn The Tide",
- "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take",
- "techniques_uncanny_alarm": "Uncanny Alarm",
- "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict",
- "techniques_weave_through_water": "Weave Through Water",
- "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water",
- "tests": "tests",
- "theme": "Theme",
- "three_rumors": "Persistent rumors",
- "threshold_number": "Threshold Number",
- "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.
Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.",
- "tinker": "Tinker",
- "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.
As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
- "tn": "TN",
- "tn_difficult": "Difficult [TN +0]",
- "tn_easy": "Easy [TN +1]",
- "tn_impossibly_difficult": "Impossibly Difficult [TN -3]",
- "tn_modifier+0": "[+0 to TN] No change ",
- "tn_modifier+1": "[+1 to TN] Easy",
- "tn_modifier+2": "[+2 to TN] Intensely easy",
- "tn_modifier+3": "[+3 to TN] Exceptionally easy ",
- "tn_modifier-1": "[-1 to TN] Very difficult",
- "tn_modifier-2": "[-2 to TN] Staggeringly difficult",
- "tn_modifier-3": "[-3 to TN] Extremely difficult",
- "tn_no_change": "No change",
- "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]",
- "tn_very_difficult": "Very Difficult [TN -1]",
- "tooltip_hide": "Hide",
- "tooltip_show": "Show",
- "tooltips": "Toggle Tooltip",
- "trade": "Trade",
- "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.
As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
- "turn": "Turn",
- "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.
Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.",
- "update_character_sheet": "Don't forget to update your hero's character sheet.",
- "use_dark": "Dark",
- "use_light": "Light",
- "use_sync": "Sync with Browser",
- "version": "Version",
+ "moment_description": "Tworzą Zegar Zagłady. Za każdym razem, kiedy Zegar postępuje, jeden Moment automatycznie zostaje zabrany i wykonuje się rzuty za każdego Zwiastuna wciąż pozostającego w grze. Za każde wyrzucone 5 lub 6, kolejny Moment zostaje zabrany. Kiedy wszystkie Momenty zostaną zabrane, nadchodzi czas, by ocalić świat - Zagłada przychodzi.
Liczba Momentów w rozgrywce ustalana jest na starcie i bazuje na długości samej gry.",
+ "movement_in_conflict": "Ruch w Starciu",
+ "movement_in_conflict_description": "Podczas Starcia i w ich Turze, Bohaterowie mogą poruszać się do dwóch wysokości bez wykorzystywania akcji. Jednakże poruszenie się dalej, do 5 wysokości jest akcją samą w sobie. Jeśli Bohater jest atakowany lub wzięty na cel przez przeciwnika, musi uzyskać sukces w Teście Umiejętności takim jak Akrobatyka, by z powodzeniem się wymknąć. Może uznać, że chce się poruszyć bez względu na wszystko, ale pozwoli to przeciwnikom w promieniu dwóch wysokości wykonać darmowy Atak w jego kierunku.",
+ "name_placeholder": "Nazwa...",
+ "npc_mode": "BN",
+ "npc_name": "Imię",
+ "observe": "Obserwacja",
+ "observe_description": "Umiejętność obserwowania otoczenia i wychwytywania nawet najmniejszych szczegółów przy użyciu wszystkich zmysłów. Na przykład: wykrywanie mocnego zapachu, nikłego dźwięku czy dziwnego smaku, przetrzepanie miejsca zbrodni w poszukiwaniu wskazówek, przywoływanie w pamięci szczegółów wydarzenia kilka godzin po zajściu.
Podobnie jak w przypadku innych Umiejętności Wiedzy, bohater używający ich z Kreatywnym Podejściem może: teoretyzować, zmieniać, myśleć poza schematami. Z Podejściem Ostrożnym: oceniać, pytać, analizować. Z Przywódczym: przypominać, przywracać, dopisywać.\n",
+ "oddities_ancient_ring": "Starożytny niezniszczalny pierścień",
+ "oddities_and_valuables": "Osobliwości i Precjoza",
+ "oddities_and_valuables_description": "Osobliwości i Precjoza są dokładnie tym, na co brzmią: dziwnymi, fantastycznymi, jednak niejednokrotnie niezwykle wartościowymi przedmiotami. Niektóre z nich mogą być z natury magiczne.",
+ "oddities_darkvision_glasses": "Para okularów noktowizyjnych",
+ "oddities_dead_donkey": "Tylna połowa martwego osła",
+ "oddities_divine_blood": "Fiolka z krwią boskiej istoty",
+ "oddities_giant_serpent_scales": "Skóra i łuski zrzucone przez gigantycznego węża",
+ "oddities_hat": "Kapelusz, który zawsze jakoś suszy ci głowę",
+ "oddities_heavy_crown": "Ciężka korona o przytłaczającej aurze",
+ "oddities_human_teeth": "Sakiewka z ludzkimi zębami",
+ "oddities_monkey_head": "Zasuszone małpie głowy",
+ "oddities_potion_brawn": "Eliksir Tężyzny dodający +2 obrażeń Krwi i +2 obrony Krwi przez następną godzinę czasu rzeczywistego",
+ "oddities_seashell_horn": "Amulet szczęścia ze spiczastej muszli",
+ "oddities_seeds": "Garść ziaren, które posadzone natychmiast wyrastają w dziesięciometrowe badyle",
+ "oddities_shadow_mirror": "Lustro z cienistymi figurami w tle każdego odbicia",
+ "oddities_silk_dress": "Nieustannie świecąca jedwabna suknia",
+ "oddities_songbird": "Słowik w klatce",
+ "oddities_telepathic_yak": "Telepatyczny jak",
+ "oddities_troll_flesh": "Porcja regenerującego się trollowego mięsa. Jest jadalne, ale Robert Makłowicz nie poleca",
+ "oddities_tyrant_pants": "Spodnie lokalnego tyrana",
+ "omen": "Zwiastun",
+ "omen_description": "Zwiastuny są elementami fabularnymi prowadzącymi do postępującej Zagłady. Nawet jeżeli bezpośrednio nie są za nią odpowiedzialne, przyspieszają jej przybycie. Za każdym razem, kiedy Zehar Zagłady postępuje, zostaje zabrany, Przewodnik wykonuje rzut tyloma kośćmi, ile Zwiastunów nadal pozostaje w grze. Za każde wyrzucone 5 lub 6, zabierany jest dodatkowy moment.
Rozgrywki zazwyczaj zaczynają się z trzema Zwiastunami w grze, jednak krótsze rozgrywki (np. krótsze niż 3 godziny) mogą mieć tylko dwa Zwiastuny.\n\n",
+ "opportunity": "Szansa",
+ "opportunity_description": "Kiedy wartość wyrzucona podczas Testu Umiejętności jest równa PW, gracz może wybrać, czy jego rzut będzie porażką z Szansą, która polepszy sytuację jego i jego sojuszników. Może to być redukcja ryzyka (opadające napięcie, na przykład), przekierowanie ryzyka (przerzucenie uwagi na kogoś innego), zdobycie szacunku sojuszników lub obserwatorów, zdobycie nowych informacji czy nawet tajemniczego bonusu, którego przeznaczenie zostanie wyjawione później.",
+ "painful_lesson": "Najboleśniejsza lekcja życiowa",
+ "physical": "Fizyczne",
+ "physical_description": "Kreatywność: olśniewaj, bądź innowacyjny, przewyższaj oczekiwania Ostrożność: optymalizuj, bądź zachowawczy, wykonuj plan Przywództwo: wytrzymuj, nacieraj, przytłaczaj.\n",
+ "physical_health": "Zdrowie Fizyczne",
+ "physique": "Krzepa",
+ "physique_description": "Manifestacja siły, wytrzymałości i kondycji. Krzepa jest jedną z dwóch Umiejętności, które mogą automatycznie zadać Obrażenia Krwi podczas Konfliktu, drugą jest Uzbrojenie. Inne zastosowanie obejmuje: wyprowadzenie mocnego ciosu w przeciwnika, wyważenie drzwi taranem, wstrzymanie oddechu pod wodą.
Podobnie jak w przypadku innych Umiejętności Fizycznych, bohater używający ich z Kreatywnym Podejściem może: oszałamiać, być innowacyjny, przekraczać oczekiwania. Z Podejściem Ostrożnym: optymalizować, zabezpieczać, korzystać z doświadczenia. Z Przywódczym: nacierać, przetrwać, przytłaczać.\n",
+ "player_name": "Imię Gracza/Graczki",
+ "portrait": "Portret",
+ "practical": "Praktyczne",
+ "practical_description": "Kreatywność: wynajduj, adaptuj się, eksperymentuj Ostrożność: uspokajaj, udoskonalaj, oceniaj Przywództwo: ponaglaj, przetrwaj, używaj brutalnej siły.\n",
+ "pronouns": "Zaimki",
+ "prowess": "Sprawność",
+ "prowess_description": "Kreatywność: badaj, twórz, rozbudowuj Ostrożność: wyczuwaj, nastrajaj, prowadź dochodzenie Przywództwo: zapamiętuj, pamiętaj, daj z siebie wszystko.\n",
+ "quick_overview": "Szybki przegląd podstawowych mechanik",
+ "recovery_long-rest": "Budzi się z {{0}} Krwi i {{1}} Łez na kolejny dzień.",
+ "recovery_short-rest": "Odzyskuje {{0}} Krwi i {{1}} Łez podczas odpoczynku.",
+ "requires_arc_api": "Ta funkcja wymaga interfejsu API ARC.",
+ "rest": "Odpoczynek",
+ "rest_and_recovery": "Odpoczynek i regeneracja",
+ "rest_description": "Bohaterowie mogą odnowić zdrowie podczas odpoczynku: Krótki Odpoczynek odnawia 1k6 Krwi i 1k6 Łez, Długi Odpoczynek pozwala na wykonanie rzutu, by przypisać nowe wartości Krwi i Łez lub rozdać 7 punktów pomiędzy ich wartości. Przerzut: 2k6 + Modyfikator Krwi/Łez i determinuje ich nową wartość dla Bohatera.
Modyfikator Krwi i Łez również określa, jak długi musi być Długi Opdoczynek: 10 godzin w grze pomniejszone o najniższy modyfikator. Odpoczynki trwają do 5 minut czasu rzeczywistego, podczas kiedy Krótki Odpoczynek trwa od 2 minut czasu rzeczywistego i godzinę w grze.\n",
+ "ritual": "Rytuał",
+ "ritual_description": "Rytuały są unikalnymi ceremoniami, których wykonanie odnowi ogniska Zaklęcia lub Techniki. Jeśli ich wykonanie zakończy się sukcesem, wszystkie ogniska się odnawiają, jednak w ilości nie większej, niż pierwotnie.",
+ "ritual_placeholder": "Odnowienie wymaga RYTUAŁU i odnawia wszystkie ogniska ZAKLĘCIA lub TECHNIKI.",
+ "roll": "Rzut",
+ "roll_fail": "Porażka",
+ "roll_success": "Sukces!",
+ "roll_tie": "Rzut jest nierozwiązany.",
+ "rolls": "rzuca",
+ "select_placeholder": "Wybierz...",
+ "settings": "Opcje",
+ "sheet_mode": "Tryb arkusza",
+ "short_desc": "Krótki opis",
+ "short_rest": "Krótki odpoczynek",
+ "skill": "Umiejętność",
+ "skill_check": "Test Umiejętności",
+ "skill_check_description": "Testem Umiejętności jest rzut, który zdeterminuje rezultat akcji Bohatera, jeśli jest ona szczególnie ryzykowna lub stwarza szansę na ciekawe rozwiązanie. Przekradnięcie się koło trolla, na przykład, może wymagać Testu Umiejętności, w szczególności, jeśli sytuacja jest niebezpieczna lub są jakieś dodatkowe komplikacje.
Kiedy wykonujesz Test Umiejętności, ustalany jest PW, by zdeterminować łatwość rzutu. Jeśli gracz wyrzuci wartość poniżej PW, gracz uzyskuje czysty sukces. Jeśli jest równy PW, gracz lub Przewodnik może zasugerować lub wybrać czy będzie to sukces z Konsekwencją lub porażkę z Szansą. Jeśli wartość jest wyższa od PW, jest to porażka, co może przynieść dodatkowe komplikacje w zależności od sytuacji.\n
Jeśli wyrzuciłeś 1 w teście mając przynajmniej jedną Rangę Umiejętności, rzuć kolejny raz 1k6. Jeśli ponownie wyrzucisz 1, wynik jest perfekcyjny i staje się sukcesem z szansą. Rzuty równe PW lub nieudane mogą zostać ulepszone poprzez poświęcenie 3 punktów Krwi lub Łez, a każdy gracz może wydać jeden mniejszy poziom Więzi, by umożliwić przerzut.\n",
+ "skill_description": "Umiejętności są możliwościami z różnych dziedzin: czy to wiedzy i dziwnych rytuałów, targowania się z obcymi czy nawet zbudowania pięknego pomnika z glicynii. Mistrzostwo Bohatera w konkretnej umiejętności jest wyrażone poprzez rangi: +0 oznacza brak umiejętności, +1 to średnia znajomość tematu, +2 oznacza osobę z darem a +3 eksperta.
Rangi Umiejętności bezpośrednio wpływają na PW. Im wyższa ranga, tym łatwiejsze będzie osiągnięcie sukcesu/ Rangi Umiejętności mogą zostać podniesione bezpośrednio poprzez wydanie PD.\n",
+ "skill_info": "Informacje o Umiejętności",
+ "skills": "Umiejętności",
+ "social": "Społeczne",
+ "social_description": "Ostrożność: rozumuj, orientuj się na detale, prowadź Przywództwo: zastraszaj, wymuszaj, nacieraj Kreatywność: oczarowuj, podżegaj, inspiruj",
+ "spells_and_techniques": "Zaklęcia i Techniki",
+ "spells_and_techniques_base_effect": "Zaklęcia i Techniki są specjalnymi i rzadkimi mocami, wykraczającymi poza zwyczajne umiejętności bohatera. Ich liczba ognisk oznacza, ile razy można z niej skorzytać zanim będzie wymagany rytuał odnawiający. Zaklęcia i Techniki mają swoją podstawową i ulepszoną wersję. Ta druga może zostać wykorzystana zazwyczaj z poświęceniem Łez i dodatkowym Testem Umiejętności - Arkana dla Zaklęć i Skupienie dla Technik. Zupełnie nowe Zaklęcia i Techniki lub ich dodatkowe ogniska można zdobyć poprzez dedykowane im trudne Testy Umiejętności.",
+ "spells_and_techniques_in_conflict": "Zaklęcia i Techniki w Starciu",
+ "spells_and_techniques_in_conflict_base_effect": "W swojej turze Bohater może użyć Zaklęcia lub Techniki ze swojego ekwipunku. Jeśli jednak zostanie zaatakowany przed rozpoczęciem jego tury, Bohater będzie musiał uzyskać sukces w losowym teście z PW = 6. Ten PW będzie obniżał się o 1 po każdym ataku, bez względu na to, czy przeciwnik trafi czy nie. Jeśli Bohaterowi rzut się nie powiedzie, traci on swoją turę, jednak nie wygasa ognisko Zaklęcia czy Techniki.",
+ "spells_bind_weapon": "Związanie Broni",
+ "spells_bind_weapon_base_effect": "Nagle czujesz go w swojej dłoni: jelec magicznego miecza",
+ "spells_blackout": "Zaćmienie",
+ "spells_blackout_base_effect": "Uśpij innych",
+ "spells_burn_the_past": "Stos Przeszłości",
+ "spells_burn_the_past_base_effect": "Wymazujesz wydarzenia minionych godzin z czyjejś pamięci",
+ "spells_compel": "Wymuszenie",
+ "spells_compel_base_effect": "Zmuszasz kogoś do zachowywania się w sposób nienaturalny lub chaotyczny.",
+ "spells_from_dust_to_dust": "Z Prochu w Proch",
+ "spells_from_dust_to_dust_base_effect": "Wytwórz cokolwiek, co widziałeś, z garści prochu",
+ "spells_lifebringer": "Ratownik",
+ "spells_lifebringer_base_effect": "Możesz leczyć rany ciepłym dotykiem twoich dłoni",
+ "spells_little_escapologist": "Mały Uciekinier",
+ "spells_little_escapologist_base_effect": "Znikasz z pola widzenia",
+ "spells_manic_hands": "Maniakalne Dłonie",
+ "spells_manic_hands_base_effect": "Ręce i dłonie wystrzelają z twojej twarzy, pozwalając ci na więcej czynności",
+ "spells_master_of_elements": "Mistrz Żywiołów",
+ "spells_master_of_elements_base_effect": "Powietrze, ziemia, woda i ogień gną się do twojej woli",
+ "spells_pierce_the_veil": "Przeszycie Zasłony",
+ "spells_pierce_the_veil_base_effect": "Widzisz dowolne miejsce w dowolnym czasie",
+ "spells_secret_door": "Tajemne Drzwi",
+ "spells_secret_door_base_effect": "Za kolejnymi drzwiami otwiera się portal. Dokąd prowadzi?",
+ "spells_shadowbind": "Związanie Cieniem",
+ "spells_shadowbind_base_effect": "Powstrzymujesz przeciwnika za pomocą jego własnego cienia",
+ "spells_soundshift": "Tkanie Dźwięku",
+ "spells_soundshift_base_effect": "Dźwięk jest twoją zabawką. To ty decydujesz o jego kształcie",
+ "spells_spirit_pact": "Pakt Ducha",
+ "spells_spirit_pact_base_effect": "Przyzywasz ducha jako swojego sługę z zaświatów",
+ "spells_trick_of_the_light": "Świetlna Sztuczka",
+ "spells_trick_of_the_light_base_effect": "Formujesz światło niczym wodę, tworząc aury i iluzje",
+ "spells_trinket": "Błyskotka",
+ "spells_trinket_base_effect": "Pomniejsze efekty magiczne zdolne do zadowolenia każdego",
+ "spells_true_miracle": "Prawdziwy Cud",
+ "spells_true_miracle_base_effect": "Spełnia twoje życzenie",
+ "spells_unmask_the_self": "Demaskacja",
+ "spells_unmask_the_self_base_effect": "Poznaj imię i ukryte pragnienia każdego bytu, który zobaczysz",
+ "spells_whisper": "Szept",
+ "spells_whisper_base_effect": "Wiadomość wyszeptana w ucho niczym syrenia pieśń",
+ "spells_windstep": "Teleport",
+ "spells_windstep_base_effect": "Wyjdź i pojaw się w innym miejscu kiedy chcesz, by ścigać lub uciec przed zagrożeniem",
+ "stand_ground": "Utrzymaj pozycję",
+ "stand_ground_description": "Każdy atakujący Bohatera lub jego sojuszników w promieniu 2 wysokości otrzymuje karę -1 PW. Możesz uzyskać mniejszy poziom Więzi z sojusznikiem za każdy atak, który w ten sposób udaremnisz, dopóki nie otrzymasz w sumie pierwszego większego poziomu Więzi.
Tura bohaterów utrzymujących pozycję jest pierwszą w Rundzie.",
+ "success_fail": "Sukces/Porażka",
+ "supplies_alchemists_tools": "Zestaw alchemiczny i jedna dawka rzadkiej substancji",
+ "supplies_and_oddities": "Zapasy i Drobiazgi",
+ "supplies_and_sundries": "Zapasy i Drobiazgi",
+ "supplies_and_sundries_description": "Zapasy i Drobiazgi przydają się przy eksploracji i przetrwaniu podczas przygód.",
+ "supplies_artisans_tools": "Narzędzia rzemieślnicze i karty do gry",
+ "supplies_backpack": "Duży plecak i czysta książka",
+ "supplies_bedroll": "Śpiwór i mapa okolicy",
+ "supplies_board_games": "Gry planszowe i galon piwa",
+ "supplies_coded_letters": "Stos zaszyfrowanych liter, sygnet i szlacheckie ubrania",
+ "supplies_crowbar_and_lantern": "Łom i latarnia",
+ "supplies_encyclopeida": "Kompletny zestaw encyklopedii",
+ "supplies_fine_clothes": "Lustro i eleganckie ubrania",
+ "supplies_fishing_pole": "Wędka i zestaw do krzesania ognia",
+ "supplies_horse": "Koń i sprzęt do jazdy konnej",
+ "supplies_live_hen": "Żywa kura w klatce",
+ "supplies_rations": "Racje żywnościowe na 3 dni",
+ "supplies_rope_and_carpet": "10 wysokości liny i zwinięty dywan",
+ "supplies_spyglass": "Luneta i magiczne odczynniki",
+ "supplies_tent": "Dwuosobowy namiot i butelka wina",
+ "supplies_thieves_tools": "Przybornik złodzieja, zestaw przebrań i kajdany",
+ "supplies_traps": "Pułapki i przynęta na zwierzęta",
+ "survival": "Przetrwanie",
+ "survival_description": "Zdolność życia z darów ziemi, samowystarczalność w dziczy i przetrwanie w trakcie najsurowszych pór roku. Przykładowo: zbieranie żywności i wody w niebezpiecznym lesie, skórowanie jelenia czy nawigowanie w puszczy.
Podobnie jak w przypadku innych Praktycznych Umiejętności, bohater używając ich z Podejściem Kreatywnym może: wymyślać, adaptować się, eksperymentować. Z Podejściem Ostrożnym: uspokajać, udoskonalać, badać. A z Podejściem Przywódczym: pośpieszać, wytrzymywać lub używać brutalnej siły.",
+ "tactics": "Taktyka",
+ "tactics_description": "Znajomość bitew i konfliktów. Przykładowo: przewodzenie żołnierzami Księcia Gawronów za pomocą wyrafinowanej strategii, odpowiednie ustawienie się na polu bitwy podczas zagorzałej walki, instruowanie innej postaci jak rozmieścić się w przygotowaniu do starcia.
Podobnie jak w przypadku innych Umiejętności Wiedzy, bohater używający ich z Kreatywnym Podejściem może: teoretyzować, zmieniać, myśleć poza schematami. Z Podejściem Ostrożnym: oceniać, pytać, analizować. Z Przywódczym: przypominać, przywracać, dopisywać.",
+ "takes_a_rest": "odbywa",
+ "techniques_become_one": "Przejęcie",
+ "techniques_become_one_base_effect": "Odkryj i otrzymaj Zaklęcia i Techniki innego stworzenia",
+ "techniques_bind_magic": "Związanie Magii",
+ "techniques_bind_magic_base_effect": "Nie pozwól komuś użyć Zaklęcia czy Techniki",
+ "techniques_deadly_focus": "Zabójcze Skupienie",
+ "techniques_deadly_focus_base_effect": "Podwój zadawane obrażenia",
+ "techniques_defy_the_fates": "Przeciw Losom",
+ "techniques_defy_the_fates_base_effect": "Cofnij się w czasie",
+ "techniques_dispel": "Rozproszenie",
+ "techniques_dispel_base_effect": "Anuluj efekty Zaklęcia lub Techniki",
+ "techniques_doompause": "Zatrzymanie",
+ "techniques_doompause_base_effect": "Wstrzymaj Zagładę",
+ "techniques_flowmotion": "Przeciąg",
+ "techniques_flowmotion_base_effect": "Poruszaj się bardzo szybko",
+ "techniques_fluorescent_transcendence": "Fluorescencyjna Transcendencja",
+ "techniques_fluorescent_transcendence_base_effect": "ulepsza wszystkie Zaklęcia i Techniki na krótki moment",
+ "techniques_heartpiercer": "Sercowiec",
+ "techniques_heartpiercer_base_effect": "Twoje obrażenia ignorują pancerz i obronę",
+ "techniques_inspiration": "Inspiracja",
+ "techniques_inspiration_base_effect": "Wspomóż czyjąś następną akcję poprzez napełnienie go inspiracją",
+ "techniques_interdiction": "Ubezwłasnowolnienie",
+ "techniques_interdiction_base_effect": "Nie pozwól przeciwnikowi użyć jednego lub większej ilości Podejść",
+ "techniques_memory_seed": "Ziarno Pamięci",
+ "techniques_memory_seed_base_effect": "Wszczep komuś fałszywe wspomnienie",
+ "techniques_netherwave": "Fala z Zaświatów",
+ "techniques_netherwave_base_effect": "Puls energii tak silnej, że zwala każdego z nóg",
+ "techniques_only_ones_who_know": "Kto wie, ten wie",
+ "techniques_only_ones_who_know_base_effect": "Albo wszyscy wiedzą o tym, co zamierzasz, albo nikt",
+ "techniques_redo": "Powtórzenie",
+ "techniques_redo_base_effect": "Powtórz rzut w Teście Umiejętności - swój lub czyjś",
+ "techniques_saving_grace": "Zbawcza Łaska",
+ "techniques_saving_grace_base_effect": "Ochroń swoich sprzymierzeńców, przekierowując obrażenia na siebie",
+ "techniques_stonewall": "Kamienna Ściana",
+ "techniques_stonewall_base_effect": "Zmniejsza wszystkie obrażenia. Bądź gruboskórny - dosłownie lub w przenośni",
+ "techniques_turn_the_tide": "Odwrócenie Losu",
+ "techniques_turn_the_tide_base_effect": "Każda akcja, której się podejmujesz przynosi szansę",
+ "techniques_uncanny_alarm": "Niepokojący Alarm",
+ "techniques_uncanny_alarm_base_effect": "Zapytaj wyroczni o konsekwencje jakiejś akcji",
+ "techniques_weave_through_water": "Wtopienie się w wodę",
+ "techniques_weave_through_water_base_effect": "Możesz chodzić po wodzie lub pod nią oddychać",
+ "tests": "testy",
+ "theme": "widok",
+ "three_rumors": "Uporczywe plotki",
+ "threshold_number": "Poziom Wejścia",
+ "threshold_number_description": "Poziom Wejścia (PW) oznacza łatwość ryzykownych działań; im wyższy PW, tym łatwiejsze jest zadanie do wykonania. PW jest sumą Wartości Podejścia i Rangi Umiejętności, których gracz chciałby użyć. Przewodnik może również dodać Modyfikator Poziomu Trudności, by oddać okoliczności sytuacjyjne lub pozycyjne.
PW może również zostać podniesiony, jeśli sojusznik zdecyduje się asystować. Jeśli tak się stanie, większe poziomy Więzi tego sojusznika z bohaterem automatycznie zostają dodane do PW. Kiedy PW jest znany, gracz może wykonać rzut Testu Umiejętności.",
+ "tinker": "Majsterkowanie",
+ "tinker_description": "Ekspertyza inżynieryjna względem mechanizmów, schematów i struktur.
Podobnie jak w przypadku innych Umiejętności Praktycznych, bohater używający ich z Kreatywnym Podejściem może: wymyślać, adaptować się, eksperymentować. Z Podejściem Ostrożnym: uspokajać, udoskonalać, badać. Z Przywódczym: pospieszać, wytrzymywać, używać brutalnej siły.",
+ "tn": "PW",
+ "tn_difficult": "Trudny [PW +0]",
+ "tn_easy": "Łatwy [PW +1]",
+ "tn_impossibly_difficult": "Niemożliwie trudny [PW -3]",
+ "tn_modifier+0": "[+0 do PW] Bez zmian ",
+ "tn_modifier+1": "[+1 do PW] Łatwy",
+ "tn_modifier+2": "[+2 do PW] Bardzo łatwy",
+ "tn_modifier+3": "[+3 do PW] Wyjątkowo łatwy ",
+ "tn_modifier-1": "[-1 do PW] Bardzo trudny",
+ "tn_modifier-2": "[-2 do PW] Zdumiewająco trudny",
+ "tn_modifier-3": "[-3 do PW] Niemożliwie trudny",
+ "tn_no_change": "Bez zmian",
+ "tn_staggeringly_difficult": "Zdumiewająco trudny [PW -2]",
+ "tn_very_difficult": "Bardzo trudny [PW -1]",
+ "tooltip_hide": "Ukryj",
+ "tooltip_show": "Pokaż",
+ "tooltips": "Przełącz podpowiedź",
+ "trade": "Fach",
+ "trade_description": "Doświadczenie w handlu, obycie ze zwierzętami i industrialnymi czy rynkowymi przedsięwzięciami. Przykładowo: intuicyjna świadomość, czy jakiś towar nie jest zbyt drogi, znajomość procesów garbarskich lub metalurgicznych, znajomość sposobów sprawdzania jakości ziemskich przedmiotów.
Podobnie jak w przypadku innych Umiejętności Praktycznych, bohater używający ich z Kreatywnym Podejściem może: wymyślać, adaptować się, eksperymentować. Z Podejściem Ostrożnym: uspokajać, udoskonalać, badać. Z Przywódczym: pospieszać, wytrzymywać, używać brutalnej siły.",
+ "turn": "Tura",
+ "turn_description": "Tura obejmuje akcję i/lub ruch bohatera w Starciu. Działania obejmują: utrzymanie pozycji, atak, nieszkodliwe akcje (tworzenie Przewagi, Asystowanie lub coś innego), użycie Zaklęcia lub Techniki, a nawet poruszenie się do 5 dodatkowych wysokości.
Tury uporządkowane są zgodnie z Kategorią Inicjatywy bazującej na zamiarze gracza. Przed rozpoczęciem rundy, gracze mogą przedyskutować swoje zamiary i ustalić, kto wykonuje akcje w której Kategorii Inicjatywy. Runda kończy się i zaczyna na nowo, kiedy każdy bohater miał swoją Turę.",
+ "update_character_sheet": "Nie zapomnij zaktualizować karty postaci swojego bohatera.",
+ "use_dark": "Ciemny",
+ "use_light": "Jasny",
+ "use_sync": "Synchronizuj z przeglądarką",
+ "version": "Wersja",
"versus": "vs",
- "weaponry": "Weaponry",
- "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.
As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
- "xp": "XP",
- "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).",
- "xp_spent": "Spent",
- "xp_total": "Total"
+ "weaponry": "Uzbrojenie",
+ "weaponry_description": "Biegłość w posługiwaniu się i konserwacji oręża. Uzbrojenie to jedna z dwóch umiejętności, które mogą automatycznie zadawać obrażenia w Starciu, drugą jest Krzepa. Inne zastosowania obejmują: prawidłowe obchodzenie się z mieczem, poradzenie sobie z nieporęcznym młotem, poznanie słabych punktów broni.
+
+ You travelled to or explored a location you’ve never seen before.
+
+
+ You faced dangerous foes and/or difficult situations.
+
+
+ You completed a mission or quest, or ended a significant story arc.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Settings
+
+
+
Whisper
+
Choose whether you want to share your rolls with other players or not.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
{{character}}
+
+ {{type}}
+
+
+ {{subtags}}
+
+
+
+
+
+ {{roll}}
+
+
+
+
+ roll
+
+
+
+
+ {{#rollWasFumble() roll}}
+
+
+
+ The roll exploded into negative range.
+
+
+
+
+ Additional underflow:
+
+
+ {{underflow}}
+
+
+
+ {{/rollWasFumble() roll}}
+
+
+
+
+
+
+
{{character}}
+
+ {{type}}
+
+
+ {{subtags}}
+
+
+
+
+
+ {{roll}}
+
+
+
+
+ roll
+
+
+
+
+
+
+
+
+
+
{{character}}
+
+ {{type}}
+
+
+ {{subtags}}
+
+
+
+
+
+ {{roll}}
+
+
+
+
+ roll
+
+
+
+
+
+ Bonus:
+
+
+ {{bonus}}
+
+
+
+
+
+
+
+
+
{{character}}
+
+ {{type}}
+
+
+ {{subtags}}
+
+
+
+
+
+ {{roll}}
+
+
+
+
+ roll
+
+
+
+ {{#rollWasFumble() roll}}
+
+
+
+ Ouch! That's a critical failure!
+
+
+
+ {{/rollWasFumble() roll}}
+
+
+ Skill Bonus:
+
+
+ {{skill}}
+
+
+ Activity Penalty:
+
+
+ {{activity_penalty}}
+
+
+ Movement Penalty:
+
+
+ {{movement_penalty}}
+
+
+
+
+
+
+
+
+
{{character}}
+
+ {{type}}
+
+
+ {{subtags}}
+
+
+
+
+
+ {{roll}}
+
+
+
+
+ roll
+
+
+
+ {{#rollWasFumble() roll}}
+
+
+
+ Ouch! That's a critical failure!
+
+
+
+ {{/rollWasFumble() roll}}
+
+
+ Skill Bonus:
+
+
+ {{skill}}
+
+
+ Activity Penalty:
+
+
+ {{activity_penalty}}
+
+
+
+
+
+
+
+
+
{{character}}
+
+ {{type}}
+
+
+ {{subtags}}
+
+
+
+
+
+ {{roll}}
+
+
+
+
+ roll
+
+
+
+ {{#rollWasFumble() roll}}
+
+
+
+ Ouch! That's a miss! ... and a possible fumble!
+
@@ -857,7 +1280,7 @@
- No hull points entered
+ No hull points entered
@@ -871,22 +1294,22 @@
-
-
- SHIP'S LOG
+
+
+ SHIP'S LOG
-
- I
- II
- III
-
-
+
+ I
+ II
+ III
+
+
-
DateLocation
-
+
DateLocation
+
@@ -903,7 +1326,7 @@
-
+
@@ -920,7 +1343,7 @@
-
+
@@ -940,19 +1363,19 @@
-
-
- MINOR COMPONENT DAMAGE
+
+
+ MINOR COMPONENT DAMAGE
- EFFECT
-
+ EFFECT
+
-
+
@@ -961,19 +1384,19 @@
-
-
- MAJOR COMPONENT DAMAGE
+
+
+ MAJOR COMPONENT DAMAGE
- EFFECT
-
+ EFFECT
+
-
+
@@ -985,12 +1408,12 @@
-
-
- UPGRADES
+
+
+ UPGRADES
- EFFECT
-
+ EFFECT
+
@@ -1000,7 +1423,7 @@
-
+
@@ -1012,310 +1435,325 @@
-
-
- ARMAMENTS
-
-
- I
- II
- III
- IV
- V
+
+
+ ARMAMENTS
+
+ I
+ II
+ III
+ IV
+ V
+
-
+
+
Bonus
-
+
Damage
-
- Max Range
+ Max Range
-
-
+
+
- Gunner Ranged
-
+ Gunner Ranged
+
- Gunner stress
-
+ Gunner stress
+
- Target Range
+ Target Range
- Attack
-
+ Attack
+
+ Attack
+
+
-
-
+
+
-
+
+
Bonus
-
+
Damage
-
- Max Range
+ Max Range
-
-
+
+
- Gunner Ranged
-
+ Gunner Ranged
+
- Gunner stress
-
+ Gunner stress
+
- Target Range
+ Target Range
- Attack
-
+ Attack
+
+ Attack
+
+
-
-
+
+
-
+
+
Bonus
-
+
Damage
-
- Max Range
+ Max Range
-
-
+
+
- Gunner Ranged
-
+ Gunner Ranged
+
- Gunner stress
-
+ Gunner stress
+
- Target Range
+ Target Range
- Attack
-
+ Attack
+
+ Attack
+
+
-
-
+
+
-
+
+
Bonus
-
+
Damage
-
- Max Range
+ Max Range
-
-
+
+
- Gunner Ranged
-
+ Gunner Ranged
+
- Gunner stress
-
+ Gunner stress
+
- Target Range
+ Target Range
- Attack
-
+ Attack
+
+ Attack
+
+
-
-
+
+
-
+
+
Bonus
-
+
Damage
-
- Max Range
+ Max Range
-
-
+
+
- Gunner Ranged
-
+ Gunner Ranged
+
- Gunner stress
-
+ Gunner stress
+
- Target Range
+ Target Range
- Attack
-
+ Attack
+
+ Attack
+
+
-
-
+
+
@@ -1323,12 +1761,270 @@
+
+
+
+
+
+
+ Configuration
+
+
+
+
+ Enable API rolls
+
+
+
+
+
+
+
+ Enable weights and calculated encumbrance
+
+
+
+
+
+
+
+ Only use repeating section for Gear
+
+
+
+
+
+
+
+ Use automatically calculated Health
+
+
+
+
+
+
+
+ Use squarer input boxes
+
+
+
+
+
+
+
+ Use spinners in number input fields (up and down arrows on hover)
+
+
+
+
+
+
+
+ Use space background
+
+
+
+
+
+
+
+ Dice to roll for initiative
+
+
+
+
+
+
+
+ Include panic descriptions in rolls
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Change log
+
+
+
+
+ v3.02 (2022-01-19)
+
+
+
+ Fixed armament roll issue by calculating rangemod at sheet load.
+
+
+
+
+
+ v3.01 (2022-01-10)
+
+
+
+ Fixed macros not working due to roll names being duplicated.
+
+
+
+
+
+ v3.00 (2021-12-28)
+
+
+
+ Added configuration tab for sheet level options and customizations, like input fields and background image. Link to forum post in chat.
+
+
+ Added support for API rolls using the Alien RPG dice roller script. This requires a Pro account.
+
+
+ Added default sheet settings for all the configuration options.
+
+
+ Added weights and encumbrance calculation as an option. Also added a repeating section at the end of teh gear list, to allow adding 9 items or more.
+
+
+ Added option to calculate Health automatcially, and included a Tough checkbox to include in calculation.
+
+
+ Added indicators for tabs of lists making it easier to see where there is data in the tabbed list. Thanks Richard M for this!
+
+
+ Added a repeating section at end of Gear list to allow for exapanding it, and made the panel scrollable. Also added an option to only use the repeating section, and hide the static gear rowws.
+
+
+ Added four more talent slots.
+
+
+ Added option for squarer input boxes and option to enable spinner (up and down buttons) for number fields.
+
+
+
+
+
+ v2.01
+
+
+
+ Fixed roll template, readding the AllProps for use in macros.
+
+
+ Fixed counting of successes also for Stress dice.
+
+
+
+
+
+ v2.0
+
+
+
+ Added the Ship tab.
+
+
+ Added counting of successes and failures in roll template.
+
+
+
+
+
+ v1.03 (2020-11-21)
+
+
+
+ Added internationalization to support translation of sheet.
+
+
+
+
+
+ v1.02 (2020-08-15)
+
+
+
+ Updated some of the layout, adjusted to mirror the layout/tone of the game's character sheet and to make it a bit more understandable after play session feedback.
+
+ DROP ITEM. Whether by stress, confusion or the realization that you’re all going to die anyway, you drop a weapon or other important item—the GM decides which one. Your STRESS LEVEL increases by one.
+
+ FREEZE. You’re frozen by fear or stress for one Round, losing your next slow action. Your STRESS LEVEL, and the STRESS LEVEL of all friendly PCs in SHORT range of you, increases by one.
+
+ SEEK COVER. You must use your next action to move away from danger and find a safe spot if possible. You are allowed to make a retreat roll (see page 93) if you have an enemy at ENGAGED range.
+ Your STRESS LEVEL is decreased by one, but the STRESS LEVEL of all friendly PCs in SHORT range increases by one. After one Round, you can act normally.
+
+ SCREAM. You scream your lungs out for one Round, losing your next slow action. Your STRESS LEVEL is decreased by one, but every friendly character who hears your scream must make an immediate Panic Roll.
+
+ FLEE. You just can’t take it anymore. You must flee to a safe place and refuse to leave it. You won’t attack anyone and won’t attempt anything dangerous. You are not allowed
+ to make a retreat roll (see page 93) if you have an enemy at ENGAGED range when you flee. Your STRESS LEVEL is decreased by one, but every friendly character who sees you
+ run must make an immediate Panic Roll.
+
+ BERSERK. You must immediately attack the nearest person or creature, friendly or not. You won’t stop until you or the target is Broken. Every friendly character who witnesses
+ your rampage must make an immediate Panic Roll.
+
+ DROP ITEM. Whether by stress, confusion or the realization that you’re all going to die anyway, you drop a weapon or other important item—the GM decides which one. Your STRESS LEVEL increases by one.
+
+ FREEZE. You’re frozen by fear or stress for one Round, losing your next slow action. Your STRESS LEVEL, and the STRESS LEVEL of all friendly PCs in SHORT range of you, increases by one.
+
+ SEEK COVER. You must use your next action to move away from danger and find a safe spot if possible. You are allowed to make a retreat roll (see page 93) if you have an enemy at ENGAGED range.
+ Your STRESS LEVEL is decreased by one, but the STRESS LEVEL of all friendly PCs in SHORT range increases by one. After one Round, you can act normally.
+
+ SCREAM. You scream your lungs out for one Round, losing your next slow action. Your STRESS LEVEL is decreased by one, but every friendly character who hears your scream must make an immediate Panic Roll.
+
+ FLEE. You just can’t take it anymore. You must flee to a safe place and refuse to leave it. You won’t attack anyone and won’t attempt anything dangerous. You are not allowed
+ to make a retreat roll (see page 93) if you have an enemy at ENGAGED range when you flee. Your STRESS LEVEL is decreased by one, but every friendly character who sees you
+ run must make an immediate Panic Roll.
+
+ BERSERK. You must immediately attack the nearest person or creature, friendly or not. You won’t stop until you or the target is Broken. Every friendly character who witnesses
+ your rampage must make an immediate Panic Roll.
+
diff --git a/Anima-Beyond-Fantasy/translations/fi.json b/Anima-Beyond-Fantasy/translations/fi.json
new file mode 100644
index 0000000000..99f4983226
--- /dev/null
+++ b/Anima-Beyond-Fantasy/translations/fi.json
@@ -0,0 +1,483 @@
+{
+ "0": "",
+ "tab-general": "General",
+ "tab-background": "Background",
+ "tab-magic": "Magic",
+ "tab-psychic": "Psychic",
+ "tab-ki": "Ki",
+ "tab-armory": "Armory",
+ "visible-tabs": "Visible Tabs",
+ "char-info": "Character Information",
+ "name": "Name",
+ "char-gender": "Gender",
+ "char-height": "Height",
+ "char-weight": "Weight",
+ "char-size": "Size",
+ "char-appearance": "Appear.",
+ "race": "Race",
+ "class": "Class",
+ "age": "Age",
+ "level": "Level",
+ "development-points": "DP",
+ "presence": "Presence",
+ "xperience-points": "XP",
+ "level-next": "Next Level",
+ "resistances": "Resistances",
+ "type": "Type",
+ "physical-resistance": "Physical Resistance",
+ "physical-resistance-short": "PhR",
+ "disease-resistance": "Disease Resistance",
+ "disease-resistance-short": "DR",
+ "poison-resistance": "Poison Resistance",
+ "poison-resistance-short": "PsnR",
+ "magic-resistance": "Magic Resistance",
+ "magic-resistance-short": "MR",
+ "psychic-resistance": "Psychic Resistance",
+ "psychic-resistance-short": "PsyR",
+ "fame": "Fame",
+ "bravery": "Bravery",
+ "cowardice": "Cowardice",
+ "honor": "Honor",
+ "infamy": "Infamy",
+ "talent": "Talent",
+ "unknown": "Unknown",
+ "known": "Known",
+ "popular": "Popular",
+ "renowned": "Renowned",
+ "famous": "Famous",
+ "celebrated": "Celebrated",
+ "legendary": "Legendary",
+ "beyond-legend": "Beyond Legend",
+ "all-action-modifier": "All Action Mod",
+ "number-of-actions": "Number of actions",
+ "natura": "Natura",
+ "gnosis": "Gnosis",
+ "race-natura": "Race Natura",
+ "total-natura": "Total Natura",
+ "destiny-points": "Destiny Points",
+ "characteristics": "Characteristics",
+ "ability": "Ability",
+ "magic-ability": "Magic Ability",
+ "agility": "Agility",
+ "agility-short": "AGI",
+ "constitution": "Constitution",
+ "constitution-short": "CON",
+ "dexterity": "Dexterity",
+ "dexterity-short": "DEX",
+ "strength": "Strength",
+ "strength-short": "STR",
+ "intelligence": "Intelligence",
+ "intelligence-short": "INT",
+ "perception": "Perception",
+ "perception-short": "PER",
+ "soul-power": "Power",
+ "soul-power-short": "POW",
+ "willpower": "Willpower",
+ "willpower-short": "WP",
+ "opposed": "Opposed",
+ "final-opposed": "Final Opp.",
+ "movement": "Movement",
+ "penalty-short": "Pen.",
+ "bonus": "Bonus",
+ "full-movement": "Full",
+ "1/4-movement": "1/4 Move",
+ "running-movement": "Running",
+ "feet-short": "FT",
+ "language": "Language",
+ "lifepoints-short": "LP",
+ "regeneration-short": "Regen.",
+ "resting": "Resting",
+ "not-resting": "Not Resting",
+ "reduction-penalty": "Redu. Penalty",
+ "base-value": "Base",
+ "multiples-short": "Mult.",
+ "special-bonus": "Spec.",
+ "temporary-bonus": "Temp.",
+ "final-value": "Final",
+ "bought": "Bought",
+ "yes": "Yes",
+ "no": "No",
+ "description": "Description",
+ "fatigue": "Fatigue",
+ "spell-system": "Spell System",
+ "new": "New",
+ "old": "Old",
+ "roll-as-full": "Roll as",
+ "roll": "Roll",
+ "roll-as": "as",
+ "roll-system": "Roll System",
+ "standard": "Standard",
+ "api": "API",
+ "actual-value": "Actual",
+ "attack": "Attack",
+ "hit": "hit",
+ "block": "Block",
+ "dodge": "Dodge",
+ "initiative": "Initiative",
+ "armor": "Armor",
+ "weapon": "Weapon",
+ "secondary-abilities": "Secondary Abilities",
+ "secondary-penalty": "Secondary Abilities in red are affected by armor penalties",
+ "tab-athletics": "Athletics",
+ "tab-social": "Social",
+ "tab-perceptive": "Perceptive",
+ "tab-intellectual": "Intellectual",
+ "tab-vigor": "Vigor",
+ "tab-subterfuge": "Subterfuge",
+ "tab-creative": "Creative",
+ "tab-custom": "Custom",
+ "count-natural-bonus-short": "# Nat.",
+ "attribute-short": "Atr.",
+ "natural-ability-short": "N.A.",
+ "list-skill-athletics": "acrobatics,athleticism,climb,jump,ride,swim",
+ "list-skill-social": "etiquette,intimidate,leadership,persuasion,streetwise,style,trading",
+ "list-skill-perceptive": "notice,search,track",
+ "list-skill-intellectual": "animals,appraisal,architecture,herbal lore,history,law,magic appraisal,medicine,memorize,navigation,occult,sciences,tactics",
+ "list-skill-vigor": "composure,feats of strength,withstand pain",
+ "list-skill-subterfuge": "disguise,hide,lockpicking,poisons,stealth,theft,trap lore",
+ "list-skill-creative": "alchemy,animism,art,dance,forging,jewelry,music,rune,ritual calligraphy,slight of hand,tailoring",
+ "acrobatics": "Acrobatics",
+ "athleticism": "Athleticism",
+ "climb": "Climb",
+ "jump": "Jump",
+ "ride": "Ride",
+ "swim": "Swim",
+ "etiquette": "Etiquette",
+ "intimidate": "Intimidate",
+ "leadership": "Leadership",
+ "persuasion": "Persuasion",
+ "streetwise": "Streetwise",
+ "style": "Style",
+ "trading": "Trading",
+ "notice": "Notice",
+ "search": "Search",
+ "track": "Track",
+ "animals": "Animals",
+ "appraisal": "Appraisal",
+ "architecture": "Architecture",
+ "herbal-lore": "Herbal Lore",
+ "history": "History",
+ "law": "Law",
+ "magic-appraisal": "Magic Appr.",
+ "medicine": "Medicine",
+ "memorize": "Memorize",
+ "navigation": "Navigation",
+ "occult": "Occult",
+ "sciences": "Sciences",
+ "tactics": "Tactics",
+ "composure": "Composure",
+ "feats-of-strength": "Feats of Str.",
+ "withstand-pain": "Withst. Pain",
+ "disguise": "Disguise",
+ "hide": "Hide",
+ "lockpicking": "Lockpicking",
+ "poisons": "Poisons",
+ "stealth": "Stealth",
+ "theft": "Theft",
+ "trap-lore": "Trap Lore",
+ "alchemy": "Alchemy",
+ "animism": "Animism",
+ "art": "Art",
+ "dance": "Dance",
+ "forging": "Forging",
+ "jewelry": "Jewelry",
+ "music": "Music",
+ "rune": "Runes",
+ "ritual-calligraphy": "Ritual Calligraphy",
+ "slight-of-hand": "Sl. of Hand",
+ "tailoring": "Tailoring",
+ "advantages": "Advantages",
+ "cost": "Cost",
+ "disadvantages": "Disadvantages",
+ "benefit": "Benefit",
+ "magic-projection": "Magic Projection",
+ "Imbalance": "Imbalance",
+ "offensive": "Off.",
+ "defensive": "Def.",
+ "magic-accumulation": "Magic Accumulation",
+ "accumulation": "Accumulation",
+ "magic-regeneration": "Regeneration",
+ "magic-regneration-multiples": "Regen. Mult.",
+ "magic-recovery-multiplier": "Recovery X",
+ "magic-final-regeneration-per-day": "Final Regen/Day",
+ "magic-levels": "Magic Levels",
+ "from-intelligence": "From INT",
+ "from-soul-power": "From POW",
+ "used-value": "Used",
+ "spell-paths": "Spell Paths",
+ "spell-path": "Path",
+ "magic-theorem": "Magic Theorem",
+ "magic-theorem-standard": "Standard",
+ "magic-theorem-onmyodo": "Onmyodo",
+ "magic-theorem-vodoun": "Vodoun",
+ "magic-theorem-shamanism": "Shamanism",
+ "magic-theorem-natural": "Natural Magic",
+ "innate-magic": "Innate Magic",
+ "summoning-abilities": "Summoning Abilities",
+ "summon-ritual": "Summon",
+ "control-ritual": "Control",
+ "bind-ritual": "Bind",
+ "banish-ritual": "Banish",
+ "ritual": "Ritual",
+ "free-access-and-bought-spells": "Free Access and Bought Spells",
+ "spell-name": "Spell Name",
+ "spell-mastery": "Mastery",
+ "rank": "Rank",
+ "basic": "Basic",
+ "intermediate": "Intermediate",
+ "advanced": "Advanced",
+ "arcane": "Arcane",
+ "zeon": "Zeon",
+ "maintanance": "Maint.",
+ "maintanance-short": "M.",
+ "added-effect": "Added effect",
+ "added-value": "Added",
+ "maximum-zeon-multiplier": "Max. Zeon",
+ "maximum-zeon": "Max. Zeon Multi.",
+ "base-zeon": "Base Zeon",
+ "cast-spell": "Cast Spell",
+ "active-spells-and-creatures": "Active Spells and Creatures",
+ "active-spell-or-bound-creature": "Active spell or Bound Creature",
+ "daily-cost": "Daily Cost",
+ "total-cost": "Total Cost",
+ "final-daily-regeneration": "Final Daily Regen",
+ "invocations": "Invocations",
+ "difficulty": "Difficulty",
+ "difficulty-short": "Diff.",
+ "psychic": "Psychic",
+ "psychic-points": "PP",
+ "free-psychic-points": "Free PP",
+ "psychic-potential": "Potential",
+ "spent-psychic-points": "Spent PP",
+ "psychic-projection": "Projection",
+ "projection": "Projection",
+ "psychic-disciplines": "Disciplines",
+ "mental-patterns": "Mental Patterns",
+ "cancelled": "Cancelled",
+ "modifiers": "Modifiers",
+ "modifier": "Mod",
+ "known-powers": "Known Powers",
+ "minimum-difficulty": "Min. Diff.",
+ "maintained-powers": "Maintained Powers",
+ "number-of-innate-slots": "# Innate Slots",
+ "value": "Value",
+ "effects": "Effects",
+ "effect": "Effect",
+ "ki-abilities": "Ki Abilities",
+ "use-of-ki": "Use of Ki",
+ "ki-control": "Ki Control",
+ "ki-detection": "Ki Detection",
+ "ki-erudition": "Erudition",
+ "weight-elimination": "Weight Elimination ",
+ "leviation": "Levitation",
+ "object-motion": "Object Motion",
+ "mass-movement": "Mass Movement",
+ "flight": "Flight",
+ "presence-extrusion": "Presence Extrusion",
+ "anergy-armor": "Energy Armor",
+ "armor-of-greater-energy": "Armor of Greater Energy",
+ "armor-of-arcane-energy": "Armor of Arcane Energy",
+ "aura-extension": "Aura Extension",
+ "elemental-attack-fire": "Elemental Attack: Fire",
+ "elemental-attack-ice": "Elemental Attack: Ice",
+ "elemental-attack-air": "Elemental Attack: Air",
+ "elemental-attack-earth": "Elemental Attack: Earth",
+ "elemental-attack-light": "Elemental Attack: Light",
+ "elemental-attack-darkness": "Elemental Attack: Darkness",
+ "increased-damage": "Increased Damage",
+ "increased-reach": "Increased Reach",
+ "increased-speed": "Increased Speed",
+ "destruction-by-ki": "Destruction By Ki",
+ "absorbtion-of-energy": "Absorbtion of Energy",
+ "physical-shield": "Physical Shield",
+ "ki-transmission": "Ki Transmission",
+ "ki-healing": "Ki Healing",
+ "superior-healing": "Superior Healing",
+ "stabilize": "Stabilize",
+ "life-sacrifice": "Life Sacrifice",
+ "use-of-necessary-energy": "Use of Necessary Energy",
+ "ki-concealment": "Ki Concealment",
+ "aura-of-concealment": "Aura of Concealment",
+ "false-death": "False Death",
+ "elimination-of-necessities": "Elimination of Necessities",
+ "elemental-immunity-heat": "Elemental Immunity: Heat",
+ "elemental-immunity-cold": "Elemental Immunity: Cold",
+ "elemental-immunity-electricity": "Elemental Immunity: Electricity",
+ "penalty-reduction": "Penalty Reduction",
+ "recovery": "Recovery",
+ "restore-others": "Restore Others",
+ "characteristic-augmentation": "Charact. Augmentation",
+ "superior-characteristic-augmentation": "Superior Charact. Augmentation",
+ "improvised-combat-techniques": "Improvised Combat Techniques",
+ "technique-pushing": "Technique Pushing",
+ "combat-aura": "Combat Aura",
+ "physical-dominion": "Physical Dominion",
+ "physical-change": "Physical Change",
+ "superior-change": "Superior Change",
+ "multiplication-of-bodies": "Multiplication of Bodies",
+ "greater-multiplication-of-bodies": "Greater Mult. of Bodies",
+ "arcane-multiplication-of-bodies": "Arcane Mult. of Bodies",
+ "magnitude": "Magnitude",
+ "arcane-magnitude": "Arcane Magnitude",
+ "age-control": "Age Control",
+ "technique-imitation": "Technique Imitation",
+ "inhumanity": "Inhumanity",
+ "zen": "Zen",
+ "nemesis-abilities": "Nemesis Abilities",
+ "use-of-nemesis": "Use of Nemesis",
+ "armor-of-emptiness": "Armor of Emptiness",
+ "noht": "Noht",
+ "ki-cancellation": "Ki Cancellation",
+ "greater-ki-cancellation": "Greater Ki Cancellation",
+ "magic-cancellation": "Magic Cancellation",
+ "greater-magic-cancellation": "Greater Magic Cancellation",
+ "matrices-cancellation": "Matrices Cancellation",
+ "greater-matrices-cancellation": "Greater Matrices Cancellation",
+ "binding-cancellation": "Binding Cancellation",
+ "emptiness-extrusion": "Emptiness Extrusion",
+ "body-of-emptiness": "Body of Emptiness",
+ "no-needs": "No Needs",
+ "movement-of-emptiness": "Movement of Emptiness",
+ "form-of-emptiness": "Form of Emptiness",
+ "essence-of-emptiness": "Essence of Emptiness",
+ "one-with-the-nothing": "One with the Nothing",
+ "aura-of-emptiness": "Aura of Emptiness",
+ "undetectable": "Undetectable",
+ "ki-pools": "Ki Pools",
+ "ki-pool": "Ki Pool",
+ "unified-pool": "Unified",
+ "ki-accumulation-short": "Accu.",
+ "maximum-value": "Max",
+ "martial-knowledge-full": "Martial Knowledge",
+ "ki-seals": "Ki Seals",
+ "wood-seal": "Wood",
+ "metal-seal": "Metal",
+ "air-seal": "Air",
+ "water-seal": "Water",
+ "fire-seal": "Fire",
+ "minor": "Minor",
+ "major": "Major",
+ "ki-limit": "Limit",
+ "limit-none": "None",
+ "limit-mors": "Mors: 20MK",
+ "limit-cenobus": "Cenobus: 20MK",
+ "limit-caelum": "Caelum: 15MK",
+ "limit-agon": "Agon: 20MK",
+ "limit-custodium": "Custodium: 10MK",
+ "limit-cruor": "Cruor: 10MK",
+ "limit-terminus": "Terminus: 10MK",
+ "ars-magnus": "Ars Magnus",
+ "martial-knowledge": "MK",
+ "specials": "Specials",
+ "seals": "Seals",
+ "doors": "Doors",
+ "transformation-the-seals-of-the-dragon": "Transformation : The Seals of the Dragon",
+ "martial-arts": "Martial Arts",
+ "martial-art": "Martial Art",
+ "martial-degree": "Degree",
+ "summary-of-effects": "Summary of Effects",
+ "degree-base": "Base",
+ "degree-advanced": "Advanced",
+ "degree-supreme": "Supreme",
+ "degree-arcane": "Arcane",
+ "damage": "Damage",
+ "multiplier": "Multiplier",
+ "bonus-martial-knowledge": "Bonus MK",
+ "2presence+power": "2xPresence+Power",
+ "strength+2target_strength": "Str + Target Str x2",
+ "strength+4target_strength": "Str + Target Str x4",
+ "creatures-known": "Creatures Known",
+ "creature-name": "Creature Name",
+ "required-seals": "Required Seals",
+ "ki-techniques": "Ki Techniques",
+ "action-frequency": "Frequency",
+ "action": "Action",
+ "turn": "Turn",
+ "variable": "Variable",
+ "related-action": "Related Action",
+ "defense": "Defense",
+ "counterattack": "Counterattack",
+ "ki": "Ki",
+ "use": "Use",
+ "maintenance": "Maint.",
+ "wear-armor": "Wear Armor",
+ "quality": "Quality",
+ "fortitude": "Fortitude",
+ "requirement": "Requirement",
+ "requirement-short": "Req.",
+ "cut": "CUT",
+ "impact": "IMP",
+ "thrust": "THR",
+ "heat": "HEA",
+ "cold": "COL",
+ "electricity": "ELE",
+ "energy": "ENE",
+ "final-armor-type": "Final AT",
+ "proficiencies": "Proficiencies",
+ "proficiency-name": "Proficiency name",
+ "proficiency-starting": "Starting",
+ "proficiency-similar": "Similar",
+ "proficiency-mixed-class": "Mixed Class",
+ "proficiency-different Type": "Different Type",
+ "proficiency-whole-class": "Whole Class",
+ "proficiency-archetype": "Archetype",
+ "proficiency-style": "Style",
+ "proficiency-mystical": "Mystical",
+ "proficiency-psychic": "Psychic",
+ "attacks": "Attacks",
+ "speed": "Speed",
+ "shield": "Shield",
+ "not-available": "N/A",
+ "buckler": "Buckler",
+ "full-shield": "F.Shield",
+ "primary": "Primary",
+ "secondary": "Secondary",
+ "two-handed": "Two-handed",
+ "breakage": "Breakage",
+ "final-breakage": "Final Breakage",
+ "ranged": "Ranged",
+ "melee": "Melee",
+ "valuables": "Valuables",
+ "amount": "Amount",
+ "weight": "Weight",
+ "gold-value": "GV",
+ "inventory": "Inventory",
+ "copper-coins": "Copper Coins",
+ "silver-coins": "Silver Coins",
+ "gold-coins": "Gold Coins",
+ "open-roll-range": "Open Roll Range",
+ "open-roll-no": "Open Roll No",
+ "open-roll": "Open Roll",
+ "fumble": "Fumble",
+ "doubles": "Doubles",
+ "fumble-range": "Fumble Range",
+ "character-options": "Chraracter Options",
+ "whisper-rolls": "Whipser Rolls?",
+ "never": "Never",
+ "always": "Always",
+ "querry": "Querry",
+ "complex": "Complex",
+ "metamagic": "Metamagic",
+ "note": "Note",
+ "elan": "Elan",
+ "gifts": "Gifts",
+ "innate-bonuses": "Innate Bonuses",
+ "attack-per-level": "Attack/level",
+ "block-per-level": "Block/level",
+ "dodge-per-level": "Dodge/level",
+ "wear-armor-per-level": "Wear Armor/level",
+ "initiative-per-level": "Initiative/level",
+ "life-points-per-level": "Life Points/level",
+ "martial-knowledge-per-level": "MK/level",
+ "innate-psychic-points-per-level": "PP/level",
+ "+1-PP/3-level": "+1 PP/3 level",
+ "+1-PP/2-level": "+1 PP/2 level",
+ "+1-PP/1-level": "+1 PP/1 level",
+ "zeon-per-level": "Zeon/level",
+ "summon-per-level": "Summon/level",
+ "control-per-level": "Control/level",
+ "bind-per-level": "Bind/level",
+ "banish-per-level": "Banish/level",
+ "last-result": "Last Result",
+ "margin": "Margin"
+}
\ No newline at end of file
diff --git a/Anos20/translations/fi.json b/Anos20/translations/fi.json
new file mode 100644
index 0000000000..be1ef643db
--- /dev/null
+++ b/Anos20/translations/fi.json
@@ -0,0 +1,115 @@
+{
+ "profile": "Perfil",
+ "configuration": "Configuração",
+ "help": "Ajuda",
+ "passport": "passaporte",
+ "name": "Nome:",
+ "profession": "Profissão:",
+ "select": "Selecione",
+ "custom": "Personalizada",
+ "retiree": "Aposentado",
+ "artist": "Artista",
+ "scientist": "Cientista",
+ "detective": "Detetive",
+ "engineer": "Engenheiro",
+ "student": "Estudante",
+ "shopkeeper": "Lojista",
+ "medic": "Médico",
+ "worker": "Operário",
+ "cop": "Policial",
+ "problem": "Problema:",
+ "retiree-problem": "Tudo pelo que lutou está a ruir.",
+ "artist-problem": "Pessoas estão desacreditando da arte.",
+ "scientist-problem": "O líder do cenário está\n planejando corte de custos.",
+ "detective-problem": "O centro policial está começando a lhe\n enxergar como ameaça.",
+ "engineer-problem": "Seu espaço de trabalho têm\n diminuído.",
+ "student-problem": "Há realmente espaço pra você na\n cidade?",
+ "shopkeeper-problem": "Clientes têm diminuido\n exponencialmente.",
+ "medic-problem": "Estão surgindo doenças erradicadas, portanto\n tratamentos estão extintos.",
+ "worker-problem": "Seu valor no cenário é bem baixo, lhe\n forçando por vezes a ficar longe de outros habitantes.",
+ "cop-problem": "A violência têm se intensificado, em alguns casos a\n moral é corrompida pelo dinheiro.",
+ "sanity": "sanidade",
+ "retiree-quote": "\"Aquilo que fiz, desfrute da glória meu\n filho\"",
+ "retiree-description": "\n Os criadores da cidade agora aproveitam de tudo\n aquilo que construíram. A glória, o luxo, a ciência\n e todas as coisas que fazem esta utopia funcionar\n de forma tão magnífica.\n Apesar de todo esse glamour, algumas escamas\n das terríveis consequências da ganância começam\n a aparecer. Há valor nos progenitores deste\n objetivo?",
+ "artist-quote": "\"A arte não deve ser enclausurada\"",
+ "artist-description": "\n Arte sempre fora um dos pilares da sociedade.\n Para alguns arte é como respirar, para\n outros uma forma de escape e para alguns\n apenas uma forma de entretenimento.\n A verdade é que para o artista a arte não é apenas seu\n trabalho, mas seu motivo de vida. É de entristecer\n este profissional saber que para as pessoas e\n para o governo local arte têm sido dispensável.",
+ "scientist-quote": "\"Se o conhecimento é de um só, vão é\n nosso\n trabalho\"",
+ "scientist-description": "\n A ciência foi um dos pilares durante o estabelecer\n desta cidade. Alguns até mesmo passavam por\n cima da ética, já que a fiscalização era bem falha.\n Porém, quando as coisas avançam demais, alguns\n tendem a monopolizar o conhecimento, alguns se\n isolam e outros começam a temer que as coisas\n fiquem estagnadas devido a falta de incentivo.",
+ "detective-quote": "\"A verdade vem à tona, eles\n querendo ou não\"",
+ "detective-description": "\n Detetives começaram a trabalhar na cidade\n em trabalhos infames. Coisas como filhos\n levados, esposas e maridos infiéis, sumiço de\n pertences importantes, entre outras coisas que\n passavam do aval da polícia. Com o tempo,\n apenas pessoas mais ricas começaram a usar\n deste artifício dificultando o trabalho. Outro\n ponto chave é o desafeto com a polícia, pois\n a maioria os considera uma patente inferior.",
+ "engineer-quote": "\"Carrego a dádiva do conhecimento\n pro bem ou pro mal\"",
+ "engineer-description": "\n A engenharia avançada fora requisitada\n para formar essa magnífica utopia. Qualquer\n projeto que chegou a este mundo, que\n permeia a vida da sociedade pré-colapsada,\n passou pelos cálculos e mentes do engenho.\n Contudo, a humanidade tratou o poder\n de modo muito ambíguo. Engenheiros\n cresceram nesta cidade, talvez até demais.",
+ "student-quote": "\"Uma tela em branco, pronta para\n ser pintada\"",
+ "student-description": "\n A segunda geração após uma sociedade abre um\n leque para os futuros profissionais e validações\n pra cidade. Viver a sombra de algo tão magnífico\n é convidativo, mas também apavorador.\n O que há de novo para se aprender ou o que\n resta para escolher em meio a esta sociedade.\n Esta tela de vida há de ser preenchida?",
+ "shopkeeper-quote": "\"quando o luxo se tornou\n desumano?\"",
+ "shopkeeper-description": "\n Comércios sempre estiveram na sociedade e não\n seria diferente neste local. Nesta maravilhosa\n utopia, lojas sempre aproveitaram do luxo e com\n o dinheiro em expansão sempre passaram por\n bons bocados, isso até os insanos aparecerem.\n Lojistas foram os primeiros a sofrer com o\n descontrole social, pois eram saqueados até serem\n designados em um programa de proteção do local.\n Lojistas se mantém na parte luxuosa da cidade.",
+ "medic-quote": "\"Quando vidas se tornaram\n selecionáveis?\"",
+ "medic-description": "\n Medicina é um dos pilares da sociedade. Afinal,\n sempre precisará de alguém para precaver\n doenças que venham dizimar a população. Seu\n problema é que assim como as outras partes\n da ciência, a medicina também sofre com a\n descrença e com os valores exorbitantes para que\n as coisas possam ser executadas de forma plena.",
+ "worker-quote": "\"Como ascender nesse caos?\"",
+ "worker-description": "\n Operários foram a principal mão de obra\n durante o estabelecer da cidade, porém a\n menos valorizada. O trabalho árduo do início\n foi o que fez com que as estruturas principais\n e toda sociedade pudesse se desenvolver.\n O problema principal dessa classe que além das\n péssimas condições de trabalho, seu físico fora\n severamente castigado. Líderes das distopias por\n vezes colocam alguns pra viverem em suburbios.",
+ "cop-quote": "\"A justiça têm sido válida pra todos?\"",
+ "cop-description": "\n Segurança fora uma das forças principais\n a serem chamados para participar da\n utopia. Por um período, as coisas correram\n excepcionalmente bem, porém não demorou\n muito para que a \"justiça\" beneficiasse quem\n trouxesse vantagens a elite da cidade. Isso\n gerou medo e desconfiança por grande parte da\n população, principalmente da classe operária.",
+ "profession-description": "Descrição da Profissão",
+ "features": "características",
+ "retiree-feature1": "Aposentados podem negar 1 de sanidade a cada semana.",
+ "retiree-feature2": "Vitalidades podem custar caro. Danos custam 2 pontos à aposentados.",
+ "retiree-feature3": "Por serem os fundadores da cidade, estes vivem na parte nobre da cidade.",
+ "retiree-feature4": "A vivência prolongada em um local permite que o aposentado conheça por completo um setor da cidade, tanto prédios quanto pessoas.",
+ "artist-feature1": "Artistas têm um atelier para sua arte.",
+ "artist-feature2": "Artistas podem recuperar 1 ponto de sanidade tirando um dia para dedicar a sua arte.",
+ "artist-feature3": "Ficando uma semana sem sua arte começam a perder 1 de sanidade à cada semana subsequente.",
+ "artist-feature4": "Suas artes podem gerar contatos importantes. Quanto mais tempo produzindo mais fiel o contato.",
+ "scientist-feature1": "Cientistas podem viajar gratuitamente.",
+ "scientist-feature2": "Pode convencer alguém a ajudá-lo ou acreditar no seu ponto, porém custa 1 de sanidade.",
+ "scientist-feature3": "Cientistas podem entrar em um estado de frenesi para tentar descobrir uma subtância ou desvendar algo, porém custa 1 de sanidade e 1 de vitalidade.",
+ "scientist-feature4": "Cientistas podem ficar até dois dias sem dormir sem penalidades.",
+ "detective-feature1": "Detetives podem ter uma pistola.",
+ "detective-feature2": "Detetives possuem um distintivo para investigação. Caso necessite interrogar alguém, podem extrair uma informação importante gastando 1 de sanidade.",
+ "detective-feature3": "Este profissional tem um escritório no centro da cidade.",
+ "detective-feature4": "Devido a brigas de autoridade, a polícia se recusa a proteger seu escritório.",
+ "engineer-feature1": "Engenheiros podem descobrir um enigma automaticamente sacrificando 1 de sanidade.",
+ "engineer-feature2": "Todo engenheiro tem uma calculadora científica.",
+ "engineer-feature3": "Perdendo 1 vitalidade o profissional pode tirar um tempo para descobrir um mecanismo até então desconhecido .",
+ "engineer-feature4": "Por causa da fama da profissão, algumas lojas os tratam como prioridades. Por vezes, ganham até desconto para roupas e mais bens de consumo.",
+ "student-feature1": "Estudantes têm uma flexibilidade maior de ações por não terem um trabalho determinado.",
+ "student-feature2": "Trabalhos geralmente não rendem dinheiro, mas podem render coisas/contatos importantes.",
+ "student-feature3": "Estudantes precisam estudar. Na narrativa enfrentaram provas e precisam manter no mínimo 3 pontos de estudo para passar, caso contrário, perdem sanidade. Pode-se usar o período noturno para estudo sem penalidade até 2 vezes por semana.",
+ "shopkeeper-feature1": "Lojistas têm um estabelecimento a sua escolha.",
+ "shopkeeper-feature2": "Têm um segurança a sua disposição. Eles lidam automaticamente com ataques a loja, porém perde 1 de sanidade.",
+ "shopkeeper-feature3": "Lojistas têm um objeto de extrema valia em sua loja. Em situação de desespero podem negociá-lo sem perder sanidade.",
+ "shopkeeper-feature4": "Pela pressão de se manter lojistas devem vender algo a cada semana. Caso não venda, o estresse lhe custará 1 de vitalidade.",
+ "medic-feature1": "Médicos podem recuperar 1 de vitalidade de seus aliados. Custa 1 de sanidade.",
+ "medic-feature2": "Todo médico tem 5 kits de primeiros socorros. Pós crise insana, só eles podem comprar em farmácias. Kits recuperam 1 de Vitalidade.",
+ "medic-feature3": "Muitas pessoas pedem ajuda pelas ruas. Após 3 recusas, perde-se 1 de sanidade por recusa.",
+ "medic-feature4": "Ao ver uma doença erradicada novamente causa um desconforto ao médico. Pode-se tentar curar ou pelo menos conter com um teste, porém se falhar perde 1 de sanidade e vitalidade.",
+ "worker-feature1": "Operários, apesar dos abusos físicos dos trabalhos, aguentam desgaste. Podem negar 1 dano em vitalidade, porém perdem 1 de sanidade.",
+ "worker-feature2": "Viagens pela cidade são mais baratas por lei para operários.",
+ "worker-feature3": "Operários podem operar ferramentas e fazer reparos sem necessitar de teste.",
+ "worker-feature4": "Testes para operários podem demarcar lugares exclusivos. Custa 1 sanidade.",
+ "cop-feature1": "Polícia pode usar armas de fogo.",
+ "cop-feature2": "Policiais podem interrogar alguém para extrair informações, porém perde 1 de sanidade.",
+ "cop-feature3": "A profissão é de alto risco então policiais contam com um colete que nega 1 na redução de vitalidade.",
+ "cop-feature4": "Policiais têm 1 acerto automático em combate, porém se visto pela sociedade e for injustificado para seus superiores, perde 2 de sanidade.",
+ "feature": "característica",
+ "vitality": "vitalidade",
+ "clothes-and-accessories": "vestimenta e acessórios",
+ "credits": "Créditos",
+ "registered-studio": "Atelier Registrado",
+ "art-type": "Tipo de Arte",
+ "study-area": "Área de Estudo",
+ "pistol-name": "Nome da Pistola",
+ "study": "Estudo",
+ "medical-kit": "Kit Médico",
+ "store-name": "Nome da Loja",
+ "commerce-type": "Tipo de Comércio",
+ "weapon-type": "Tipo de Arma",
+ "work-for-the-glory-of-the-city": "trabalhe pela glória da cidade",
+ "copyright": "Anos 20 é um jogo escrito por Luis Heavy.",
+ "roll_result_3": "O personagem até sente um leve gosto da conquista que almejava mas falha na sua execução.\n ",
+ "roll_result_6": "O personagem consegue com maestria chegar a seu objetivo! A conclusão do seu ato é extremamente satisfatório, rendendo a recuperação de 1 sanidade.\n ",
+ "roll_result_5": "O personagem consegue concluir o que queria de uma forma mais satisfatória seguindo de uma forma tranquila.\n ",
+ "roll_result_2": "O personagem falha em fazer a ação que queria tendo de lidar com as consequências disso.\n ",
+ "roll_result_4": "O personagem consegue alcançar seu objetivo no limite entre o acerto e a falha.\n ",
+ "roll_result_1": "O personagem falha na ação determinada de forma desastrosa. Além de acarretar algo ruim para si ou para o grupo, perde-se 1 de sanidade.\n ",
+ "or-not": "(ou não)"
+}
\ No newline at end of file
diff --git a/Aquelarre/translations/fi.json b/Aquelarre/translations/fi.json
new file mode 100644
index 0000000000..f8ccb950f1
--- /dev/null
+++ b/Aquelarre/translations/fi.json
@@ -0,0 +1,132 @@
+{
+ "name": "Nombre",
+ "age": "Edad",
+ "weight-and-height": "Peso y Altura",
+ "kingdom": "Reino",
+ "ethnic-group": "Grupo Ëtnico",
+ "social-position": "Posición Social",
+ "profession": "Profesión",
+ "fathers-profession": "Profesión Paterna",
+ "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas",
+ "main-characteristics": "Características Principales",
+ "STRength": "FUE",
+ "AGIlity": "AGI",
+ "STAmina": "HAB",
+ "RESistance": "RES",
+ "PERception": "PER",
+ "COMunication": "COM",
+ "CULture": "CUL",
+ "APPearance": "ASP",
+ "strength-short": "STR",
+ "agility-short": "AGI",
+ "stamina-short": "STA",
+ "resistance-short": "RES",
+ "perception-short": "PER",
+ "communication-short": "COM",
+ "culture-short": "CUL",
+ "appearance-short": "APP",
+ "secondary-characteristics": "Características Secundárias",
+ "luck": "Suerte",
+ "willpower": "Templanza",
+ "rationality": "Racionalidad",
+ "irrationality": "Irracionalidad",
+ "faith-points": "Puntos de Fé",
+ "spell-points": "Pt. de Conjuro",
+ "initiative": "Iniciativa",
+ "damage-bonus": "Bonificador Daño",
+ "expierience-points": "Puntos de Aprendizaje",
+ "health": "Salud",
+ "life-points": "Puntos de Vida",
+ "condition": "Estado",
+ "armor": "Armadura",
+ "localization": "Localización",
+ "protection": "Protec.",
+ "head": "Cabeza",
+ "right-arm": "Brazo Der.",
+ "left-arm": "Brazo Izq.",
+ "chest": "Tronco",
+ "abdomen": "Abdomen",
+ "right-leg": "Pierna Der.",
+ "left-leg": "Pierna Izq.",
+ "shield": "Escudo",
+ "abilities": "Habilidades",
+ "alchemy": "Alquimia",
+ "artisanry": "Artesanía",
+ "astrology": "Astrología",
+ "riding": "Cabalgar",
+ "singing": "Cantar",
+ "commerce": "Comerciar",
+ "driving": "Conducir Carro",
+ "animal-knowledge": "Conocimiento Animal",
+ "area-knowledge": "Conocimiento de Área",
+ "magical-knowledge": "Conocimiento Mágico",
+ "mineral-knowledge": "Conocimiento Mineral",
+ "plant-knowledge": "Conocimiento Vegetal",
+ "running": "Correr",
+ "court": "Corte",
+ "tasting": "Degustar",
+ "discovering": "Descubrir",
+ "dressing-up": "Disfrazarse",
+ "eloquence": "Elocuencia",
+ "empathy": "Empatía",
+ "teaching": "Enseñar",
+ "sleight-of-hand": "Escamotear",
+ "listening": "Escuchar",
+ "dodging": "Esquivar",
+ "forcing-mechanisms": "Forzar Mecanismos",
+ "language": "Idioma",
+ "gaming": "Juego",
+ "throwing": "Lanzar",
+ "reading-and-writing": "Leer y Escribir",
+ "legends": "Leyendas",
+ "commanding": "Mando",
+ "medicine": "Medicina",
+ "memory": "Memoria",
+ "music": "Música",
+ "swimming": "Nadar",
+ "navigation": "Navegar",
+ "hiding": "Ocultar",
+ "tracking": "Rastrear",
+ "jumping": "Saltar",
+ "healing": "Sanar",
+ "seduction": "Seducción",
+ "stealth": "Sigilo",
+ "theology": "Teología",
+ "torture": "Tormento",
+ "climbing": "Trepar",
+ "bows": "Arcos",
+ "crossbows": "Ballestas",
+ "knives": "Cuchillos",
+ "shields": "Escudos",
+ "swords": "Espadas",
+ "broadswords": "Espadones",
+ "axes": "Hachas",
+ "slings": "Hondas",
+ "spears": "Lanzas",
+ "maces": "Mazas",
+ "clubs": "Palos",
+ "fists": "Pelea",
+ "weapons": "Armas",
+ "weapon": "Ataque o arma",
+ "damage": "Daño",
+ "ammunition": "Nº.At.",
+ "size": "Tamaño",
+ "reload": "Recarga",
+ "range": "+20/Alcance/-20",
+ "spells-and-rituals": "Hechizos y Rituales",
+ "vis/ordo": "Vis",
+ "type/ceremony": "Tipo",
+ "expiration": "Caducidad",
+ "duration": "Duración",
+ "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto",
+ "equipment": "Equipo",
+ "notes": "Notas",
+ "purse": "Ingresos y ahorros",
+ "money": "Dineros",
+ "monthly-income": "Ingresos Mensuales",
+ "weekly-expenses": "Gastos Semanales",
+ "possessions": "Posesiones",
+ "servants": "Servidores y Criados",
+ "value": "Valor",
+ "result": "Resultado"
+}
diff --git a/Arianrhod2/translations/fi.json b/Arianrhod2/translations/fi.json
new file mode 100644
index 0000000000..4fcb61d29a
--- /dev/null
+++ b/Arianrhod2/translations/fi.json
@@ -0,0 +1,146 @@
+{
+ "special_trapsearch-u": "Search Trap",
+ "special_trapdissolve-u": "Dissolve Trap",
+ "special_dangersense-u": "Dangersense",
+ "special_enemydistinguish-u": "Enemy Knowledge",
+ "special_itemidentify-u": "Identify Item",
+ "special_spellcasting-u": "Spellcasting",
+ "special_song-u": "Bardsong",
+ "special_alchemy-u": "Alchemy",
+ "attack-u": "Attack",
+ "damage-u": "Damage",
+ "evasion-u": "Evasion",
+ "behavior-u": "Behavior",
+ "judge-action-u": "Judge(Action)",
+ "judge-reaction-u": "Judge(Reaction)",
+ "roll-enemy-action-u": "Action",
+ "roll-enemy-reaction-u": "Reaction",
+ "identify-u": "Identification Value",
+ "char-sheet-title-u": "Arianrhod 2E Character Sheet",
+ "enemy-sheet-title-u": "Arianrhod 2E Enemy Sheet",
+ "player-u": "Player",
+ "character-name-u": "Character Name",
+ "character-gender-u": "Gender",
+ "character-age-u": "Age",
+ "enhancement-point-u": "Enhancement Point",
+ "mainclass-u": "Main Class",
+ "character-supportclass-u": "Support Class",
+ "character-level-u": "Level",
+ "character-race-u": "Race",
+ "character-fate-point-u": "Fate",
+ "HP-max-u": "HP",
+ "HP-current-u": "Current HP",
+ "MP-max-u": "MP",
+ "MP-current-u": "Current MP",
+ "AttributeBase-u": "Base Attribute",
+ "AttributeBonus-u": "Attribute Bonus",
+ "MainClassMod-u": "Main Class",
+ "SupportClassMod-u": "Support Class",
+ "ExtraMod-u": "Extra Mod",
+ "Attribute-u": "Attribute",
+ "SkillBonus-u": "Skill Bonus",
+ "AttributeSum-u": "Total Mod",
+ "DiceBase-u": "Base Dice",
+ "DiceBonus-u": "Dice Bonus",
+ "DiceTotal-u": "Total Dice",
+ "AttributeRoll-u": "Attribute Roll",
+ "Roll-u": "Roll",
+ "Strength-u": "Strength",
+ "Dexterity-u": "Dexterity",
+ "Agility-u": "Agility",
+ "Intelligence-u": "Intelligence",
+ "Perception-u": "Perception",
+ "Mental-u": "Mental",
+ "Luck-u": "Luck",
+ "skill-u": "Skill",
+ "skill-level-u": "Skill Level",
+ "skill-timing-u": "Timing",
+ "skill-rolltype-u": "Roll Type",
+ "skill-target-u": "Target",
+ "skill-range-u": "Range",
+ "skill-cost-u": "Cost",
+ "skill-sl-u": "SL limit",
+ "skill-effect-u": "Effect",
+ "skill-extra-roll-u": "Extra Roll",
+ "equipment-u": "Equipment",
+ "equipment-part-u": "Part",
+ "equipment-name-u": "Name",
+ "equipment-weight-u": "Weight",
+ "equipment-attack-mod-u": "Attack Mod",
+ "equipment-damage-mod-u": "Damage Mod",
+ "equipment-evasion-mod-u": "Evasion Mod",
+ "equipment-physical-defense-u": "Physical Def",
+ "equipment-magical-defense-u": "Magical Def",
+ "equipment-behavior-mod-u": "Behavior Mod",
+ "equipment-movement-mod-u": "Movement Mod",
+ "equipment-range-u": "Range",
+ "equipment-etc-u": "Note",
+ "equipment1-part": "Right Hand",
+ "equipment2-part": "Left Hand",
+ "equipment3-part": "Head",
+ "equipment4-part": "Body",
+ "equipment5-part": "Sub Armor",
+ "equipment6-part": "Accessory",
+ "equipments-total": "Total",
+ "combat-u": "Combat",
+ "combat-attribute-u": "Attribute",
+ "combat-attack-mod-u": "Attack Mod",
+ "combat-damage-mod-u": "Damage Mod",
+ "combat-evasion-mod-u": "Evasion Mod",
+ "combat-physical-defense-u": "Physical Def",
+ "combat-magical-defense-u": "Magical Def",
+ "combat-behavior-mod-u": "Behavior Mod",
+ "combat-movement-mod-u": "Movement Mod",
+ "combat-skill-mod-u": "Skill Mod",
+ "combat-etc-mod-u": "Extra Mod",
+ "combat-total-u": "Total",
+ "combat-bonus-dice-u": "Dice",
+ "combat-roll-u": "Roll",
+ "combat-attack-u": "Attack [Dexterity]",
+ "Roll-Attack-u": "Attack Roll",
+ "combat-damage-u": "Damage",
+ "Roll-damage-u": "Damage Roll",
+ "combat-evasion-u": "Evasion [Agility]",
+ "Roll-evasion-u": "Evasion Roll",
+ "combat-phydef-u": "Physical Def",
+ "combat-magdef-u": "Magical Def [Mental]",
+ "combat-behavior-u": "Behavior [Agility]+[Perception]",
+ "combat-movement-u": "Movement [Strength]+5",
+ "special-roll-u": "Special Roll",
+ "special-roll-attribute-u": "Attribute",
+ "special-roll-skill-u": "Skill",
+ "special-roll-etc-u": "Extra",
+ "special-roll-total-u": "Total",
+ "special-roll-dice-u": "Dice",
+ "special-roll-roll-u": "Roll",
+ "special-trap-search-u": "Search Trap [Perception]",
+ "Roll-trapsearch-u": "Search Trap",
+ "special-trap-dissolve-u": "Dissolve Trap [Dexterity]",
+ "Roll-trapdissolve-u": "Dissolve Trap",
+ "special-dangersense-u": "Dangersense [Perception]",
+ "Roll-dangersense-u": "Dangersense",
+ "special-enemy-distinguish-u": "Enemy Knowledge [Intelligence]",
+ "Roll-enemydistinguish-u": "Enemy Knowledge",
+ "special-item-identify-u": "Identify Item [Intelligence]",
+ "Roll-itemidentify-u": "Identify Item",
+ "special-spellcasting-u": "Spellcasting [Intelligence]",
+ "Roll-spellcasting-u": "Spellcasting",
+ "special-song-u": "Bardsong [Mental]",
+ "Roll-song-u": "Bardsong",
+ "special-alchemy-u": "Alchemy [Derterity]",
+ "Roll-alchemy-u": "Alchemy",
+ "items-u": "Item",
+ "item-name-u": "Name",
+ "item-weight-u": "Weight",
+ "item-quantity-u": "Quantity",
+ "item-description-u": "Description",
+ "items-total-weight-u": "Total Weight",
+ "items-available-weight-u": "Carriable Weight",
+ "items-money-u": "Money",
+ "lifepath-u": "Lifepath",
+ "lifepath-origin-u": "Origin",
+ "lifepath-path-u": "Sequence",
+ "lifepath-object-u": "Goal",
+ "guild-u": "Guild",
+ "guild-master-u": "Guildmaster"
+}
\ No newline at end of file
diff --git a/Ars_Magica_5th/Ars_Magica_5th.css b/Ars_Magica_5th/Ars_Magica_5th.css
index cbf3c37563..3ea778e803 100644
--- a/Ars_Magica_5th/Ars_Magica_5th.css
+++ b/Ars_Magica_5th/Ars_Magica_5th.css
@@ -1,7 +1,7 @@
-/* DO NOT MODIFY !
-This file is automatically generated from a tempalte. Any change will be overwritten
+/*DO NOT MODIFY !
+This file is automatically generated from a template. Any change will be overwritten
*/
-@import url('https://fonts.googleapis.com/css?family=Bilbo+Swash+Caps|Kavivanar|Fredericka+the+Great|Macondo|Uncial+Antiqua&display=swap');
+@import url('https://fonts.googleapis.com/css?family=Delius|Bilbo+Swash+Caps|Kavivanar|Fredericka+the+Great|Macondo|Uncial+Antiqua&display=swap');
/* Font Import Reference
//Signatures --- font-family: 'Bilbo Swash Caps', cursive;
@@ -20,6 +20,110 @@ This file is automatically generated from a tempalte. Any change will be overwri
https://puu.sh/FqOMO/0c073a293c.png
*/
+/* prevent readonly fields from changing the cursor
+ Makes for more uniform fields between reaonly updated by sheetworkers
+ and auto-calc with disabled=true
+*/
+input[readonly] {
+ cursor: default;
+}
+
+/* Layout utilities */
+.sheet-flex-container-center {
+ display: flex;
+ flex-wrap: nowrap;
+ align-content: center;
+ justify-content: center;
+ align-items: center;
+}
+.sheet-flex-container-between {
+ display: flex;
+ flex-wrap: nowrap;
+ align-items: center;
+ justify-content: space-between;
+}
+.sheet-flex-container-left {
+ display: flex;
+ flex-wrap: nowrap;
+ align-items: center;
+ justify-content: flex-start;
+}
+
+.sheet-2colgrid {
+ display: grid;
+ grid-auto-rows: auto;
+ grid-template-columns: 50% 50%;
+}
+
+div.sheet-artgrid {
+ display: grid;
+ grid-auto-rows: auto;
+ grid-template-columns: repeat(5, 165px);
+ font-family: 'Macondo', cursive;
+ font-variant: small-caps;
+ font-weight: bold;
+ color:#53332a;
+}
+.sheet-vcenter {
+ display: flex;
+ align-items: center;
+}
+
+/* Tooltips */
+
+/* Class for container having a tooltip */
+.sheet-has-tooltip {
+ position: relative;
+ display: inline-block;
+ border-bottom: 1px dotted #331f1a;
+}
+
+.sheet-has-tooltip :not(.sheet-tooltip) {
+ cursor: help;
+}
+
+/* Tooltip itself */
+.sheet-has-tooltip .sheet-tooltip {
+ visibility: hidden;
+ background-color: #331f1a;
+ color: #fff;
+ font-family: 'Macondo';
+ font-variant: normal;
+ font-weight: normal;
+ font-size: 14px;
+ text-align: center;
+ padding: 5px;
+ border-radius: 6px;
+
+ position: absolute;
+ z-index: 1;
+
+ width: 150px;
+ bottom: 100%;
+ left: 50%;
+ margin-left: -75px;
+}
+
+/* Small arrows pointing to the tooltiped text */
+.sheet-has-tooltip .sheet-tooltip::after {
+ content: " ";
+ position: absolute;
+ top: 100%;
+ left: 50%;
+ margin-left: -5px;
+ border-width: 5px;
+ border-style: solid;
+ border-color: #331f1a transparent transparent transparent;
+ }
+
+/* Make the tooltip visible only if the tooltiped element is hovered */
+.sheet-has-tooltip:hover .sheet-tooltip {
+ visibility: visible;
+}
+.sheet-has-tooltip .sheet-tooltip:hover {
+ visibility: hidden;
+}
+
/*----------- Repeating Blocks -------------*/
.charsheet .repcontrol_add
@@ -149,6 +253,12 @@ div.sheet-alert-warning label.sheet-fakebutton:hover {
border-color: darkred;
}
+/* Hide magi-only elements of the sheet */
+input.sheet-toggle-magi[value="no"] ~ * .sheet-magi-only {
+ display: none;
+}
+
+/* End magi-only elements */
/*=======================Tabs=======================*/
@@ -208,7 +318,7 @@ div.sheet-tab-content {
.sheet-tabstoggle[value="magic"] ~ .sheet-buttonbar > .sheet-navbuttons > button.sheet-tabbutton[name="act_magic"],
.sheet-tabstoggle[value="combat"] ~ .sheet-buttonbar > .sheet-navbuttons > button.sheet-tabbutton[name="act_combat"],
.sheet-tabstoggle[value="spells"] ~ .sheet-buttonbar > .sheet-navbuttons > button.sheet-tabbutton[name="act_spells"],
-.sheet-tabstoggle[value="help"] ~ .sheet-buttonbar > .sheet-navbuttons > button.sheet-tabbutton[name="act_help"] {
+.sheet-tabstoggle[value="sheet"] ~ .sheet-buttonbar > .sheet-navbuttons > button.sheet-tabbutton[name="act_sheet"] {
background: #dcdcdc;
background-image:url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ars_Magica_5th/images/metalbar_dark.jpg);
text-shadow:0px 0px 0.5em black,0px 0px 0.5em black;
@@ -219,7 +329,7 @@ div.sheet-tab-content {
.sheet-tabstoggle[value="magic"] ~ div.sheet-tab3,
.sheet-tabstoggle[value="combat"] ~ div.sheet-tab4,
.sheet-tabstoggle[value="spells"] ~ div.sheet-tab5,
-.sheet-tabstoggle[value="help"] ~ div.sheet-tab6 {
+.sheet-tabstoggle[value="sheet"] ~ div.sheet-tab6 {
display: block;
}
@@ -297,20 +407,6 @@ button.sheet-stress-roll {
display: none;
}
-/* utility to display roll side-by-side */
-div.sheet-flex-container {
- display: flex;
- flex-wrap: nowrap;
- align-content: center;
- justify-content: center;
-}
-div.sheet-flex-container_2 {
- display: flex;
- flex-wrap: nowrap;
- align-items: center;
- justify-content: space-between;
-}
-
input.sheet-dtype-selector[value="both"] ~ div.sheet-tab-content button.sheet-simple-roll,
input.sheet-dtype-selector[value="both"] ~ div.sheet-tab-content button.sheet-stress-roll,
input.sheet-dtype-selector[value="toggle"] ~ input.sheet-selected-die[value="simple"] ~ div.sheet-tab-content button.sheet-simple-roll,
@@ -325,20 +421,22 @@ button.sheet-single-roll {
/* Configuration */
.sheet-config {
display: grid;
- grid-template-columns: 45% 45%;
- column-gap: 10%;
+ grid-template-columns: 16% 16% 16% 16% 16% 16%;
margin-top: 15px;
-}
-.sheet-config-entry span {
+ margin-bottom: 15px;
font-family: 'Macondo', cursive;
color: #663333;
font-size: 1.3em;
- justify-self: center;
+ align-items: end;
}
+.sheet-config > select {
+ align-self: start;
+}
+
.sheet-documentation p, .sheet-documentation li{
- font-family: 'Macondo', cursive;
+ font-family: 'Macondo';
color: #663333;
- font-size: 1.3em;
+ font-size: 14px;
}
.sheet-documentation li li {
font-size: 1em;
@@ -352,6 +450,12 @@ button.sheet-single-roll {
margin-bottom: 5px;
margin-top: 15px;
}
+.sheet-codespan {
+ font-family: 'Delius';
+ padding-left: 2px;
+ border-radius: 4px;
+ background-color: rgba(0, 0, 0, 0.05)
+}
@@ -485,7 +589,7 @@ textarea.sheet-textarea_1:hover,textarea.sheet-textarea_1:focus,
width:120px;
}
.sheet-number_1 {
- width:40px;
+ width:40px !important;
font-family: "Macondo", fantasy;
color:#663333;
font-size:1.2em;
@@ -499,7 +603,7 @@ textarea.sheet-textarea_1:hover,textarea.sheet-textarea_1:focus,
background:transparent;
}
.sheet-number_2 {
- width: 40px;
+ width: 40px !important;
font-family: 'Macondo', fantasy;
color:#53332a;
font-size:1.1em;
@@ -512,7 +616,8 @@ textarea.sheet-textarea_1:hover,textarea.sheet-textarea_1:focus,
box-shadow: none;
background:transparent;
}
-.sheet-number_3 {
+.sheet-number_3,
+.sheet-number-xp {
width:30px;
font-family: 'Macondo', fantasy;
color:#53332a;
@@ -527,6 +632,10 @@ textarea.sheet-textarea_1:hover,textarea.sheet-textarea_1:focus,
box-shadow: none;
background:transparent;
}
+.sheet-number-xp {
+ width: 32px!important;
+ font-size:15px;
+}
/* Advancement */
.sheet-advance {
@@ -670,6 +779,9 @@ input.sheet-counter[type=number]::-webkit-outer-spin-button {
.sheet-cellgroup {
background:#e6dbc6;
}
+.sheet-table_center td {
+ text-align: center;
+}
/*----------- End of Tables -------------*/
@@ -762,9 +874,12 @@ select *.sheet-italic {
.sheet-hidden {
display: none;
}
+div.sheet-hide {
+ display: none;
+}
input.sheet-hider:checked ~ div.sheet-hide {
- display: none;
+ display: block;
}
/*----------- End of Hide Things -------------*/
/*----------- Checkbox -------------*/
@@ -802,7 +917,7 @@ input.sheet-checkbox_2[type="checkbox"] + span::before,
input.sheet-checkbox_1[type="checkbox"] + span::before {
font-family:"Pictos";
content: "W";
- color:#6a8c55;
+ color:#53332a;
width: 14px;
height: 14px;
font-size: 24px;
@@ -824,7 +939,7 @@ input.sheet-checkbox_2[type="checkbox"] + span::before {
input.sheet-checkbox_1[type="checkbox"]:checked + span::before {
font-family:"Pictos";
content:"W";
- color:#53332a;
+ color:#6a8c55;
}
input.sheet-checkbox_2[type="checkbox"]:checked + span::before {
content: "x";
@@ -1273,40 +1388,64 @@ button.sheet-critical:hover, button.sheet-critical:active {
/*----------- Fatigue Levels -------------*/
-:not(.sheet-fatigue-proxy[value="1"]):not(.sheet-fatigue-proxy[value="2"]):not(.sheet-fatigue-proxy[value="3"]):not(.sheet-fatigue-proxy[value="4"]):not(.sheet-fatigue-proxy[value="5"]):not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-1 {
+/*
+The replacement key is in a comment to preserve CSS syntax in the doc
+The replacement contains will end handle de-commenting itself
+*/
+:not(.sheet-fatigue-proxy[value="1"]):not(.sheet-fatigue-proxy[value="2"]):not(.sheet-fatigue-proxy[value="3"]):not(.sheet-fatigue-proxy[value="4"]):not(.sheet-fatigue-proxy[value="5"]):not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-1
+{
display: none;
}
-:not(.sheet-fatigue-proxy[value="2"]):not(.sheet-fatigue-proxy[value="3"]):not(.sheet-fatigue-proxy[value="4"]):not(.sheet-fatigue-proxy[value="5"]):not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-2 {
+:not(.sheet-fatigue-proxy[value="2"]):not(.sheet-fatigue-proxy[value="3"]):not(.sheet-fatigue-proxy[value="4"]):not(.sheet-fatigue-proxy[value="5"]):not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-2
+{
display: none;
}
-:not(.sheet-fatigue-proxy[value="3"]):not(.sheet-fatigue-proxy[value="4"]):not(.sheet-fatigue-proxy[value="5"]):not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-3 {
+:not(.sheet-fatigue-proxy[value="3"]):not(.sheet-fatigue-proxy[value="4"]):not(.sheet-fatigue-proxy[value="5"]):not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-3
+{
display: none;
}
-:not(.sheet-fatigue-proxy[value="4"]):not(.sheet-fatigue-proxy[value="5"]):not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-4 {
+:not(.sheet-fatigue-proxy[value="4"]):not(.sheet-fatigue-proxy[value="5"]):not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-4
+{
display: none;
}
-:not(.sheet-fatigue-proxy[value="5"]):not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-5 {
+:not(.sheet-fatigue-proxy[value="5"]):not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-5
+{
display: none;
}
-:not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-6 {
+:not(.sheet-fatigue-proxy[value="6"]):not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-6
+{
display: none;
}
-:not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-7 {
+:not(.sheet-fatigue-proxy[value="7"]):not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-7
+{
display: none;
}
-:not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-8 {
+:not(.sheet-fatigue-proxy[value="8"]):not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-8
+{
display: none;
}
-:not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-9 {
+:not(.sheet-fatigue-proxy[value="9"]):not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-9
+{
display: none;
}
-:not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-10 {
+:not(.sheet-fatigue-proxy[value="10"]) + table tr.sheet-addfatigue-10
+{
display: none;
}
+/*
+*/
+
+
+/* ------ Sheet tab ---------------- */
+
+div.sheet-welcome {
+ font-family: 'Macondo';
+ font-variant: normal;
+ font-size: 14px;
+ color:#53332a;
+}
-/* Empty rule to fix syntax highlighting after python integration above */
-:not(*) {}
-
+/* ----------------------------------- */
/*----------- Roll Template --------------*/
/* Common display elements */
@@ -1790,7 +1929,7 @@ button.sheet-critical:hover, button.sheet-critical:active {
.sheet-rolltemplate-arcane th {
background:#e6dbc6;
font-size:1.4em;
- line-height:.6em;
+ line-height:.8em;
border: 10px solid black;
-webkit-border-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Ars_Magica_5th/images/starbanner.png) 16 stretch; /* Safari 3.1-5 */
@@ -1922,7 +2061,11 @@ button.sheet-critical:hover, button.sheet-critical:active {
}
*/
-/* Use python integration to support all CSS v3 colors */
+/*
+Use python integration to support all CSS v3 colors
+The replacement is in a comment and will de-comment itself
+
+*/
.sheet-rolltemplate-custom .sheet-crt-container.sheet-crt-color-aliceblue {
--header-bg-color: #f0f8ff;
--header-text-color: #000;
@@ -3491,7 +3634,10 @@ button.sheet-critical:hover, button.sheet-critical:active {
--button-bg-color: #9acd32;
--button-text-color: #000;
}
+/*
+End of the python integration block
+*/
/* transparent for inline roll and ability button */
.sheet-rolltemplate-custom .sheet-crt-container.sheet-crt-rlcolor-transparent .inlinerollresult {
diff --git a/Ars_Magica_5th/Ars_Magica_5th.html b/Ars_Magica_5th/Ars_Magica_5th.html
index abf524917f..a6aa121e48 100644
--- a/Ars_Magica_5th/Ars_Magica_5th.html
+++ b/Ars_Magica_5th/Ars_Magica_5th.html
@@ -9,68 +9,357 @@ This file is automatically generated from a template. Any change will be overwri
Add new alerts *after* the old ones, otherwise you will change the automatic ID of old alerts
and the new alert will be assigned an old ID (and be hidden on many older characters)
-->
-
-
-
-
Warning - February 2021 v1.6 Update - Loss of data: ability's characteristic
- In the 'Ability' tab, the characteristic of each ability must be selected again.
-
-
-
-
-
-
-
Info - February 2021 v1.6 Update
-
-
Fixed tabs not displaying properly in firefox (tabs are again attached to an attribute)
-
Fixed ability rolltemplate being too wide in some cases
-
Added sheet documentation direclty into the sheet: check out the "Help" tab to find it
-
Added inline labels to all rolls: hover over the result to see the details (may require re-selecting arts/characteristics to work properly)
-
Added simple/stress die handling: check out the "Help" tab for configuration options. Criticals are supported too (but see caveat in the "Help" tab, 3D dice are lying to you)
-
Added support for additional fatigue levels: magical creatures and enduring characters are easier now
-
Added support for focus in magic totals & rolls
-
-
-
-
-
-
-
-
Info - February 2021 v1.6.1 Update - Rounding edges
-
-
Fixed botch die botching on 1s instead of 10s
-
Fixed critical dice displaying 10s as exploding, instead of 1s
-
Fixed spell's arts value not being updated when the character's arts are modified
-
Completely changed how arts are handled inside spells
-
A script will be run to convert your data to the new format, but may fail for some spells
-
Check the arts of your spells !
-
-
-
Added a critical roll for initiative that sets the turn tracker initiative (not visible in the sheet, use the chat button)
-
Added option to always ask which characteristic to use when rolling abilities
-
Centered the sheet in its tab
-
-
-
-
Warning - February 2021 v1.6.1 update - ERROR: Spell's arts conversion
The conversion script that updates your spell's arts to the new format failed to run. This means you need to setup the arts of your spells again.
-
- Note: The script is run each time you open your character sheet, as long as this banner is visible. If it completes normally, it will hide this banner before you can see it.
+
+ Note: The script is run each time you open your character sheet, as long as this banner is visible. If it completes normally, it will hide this banner before you can see it.
+
+
+
+
Warning - February 2021 v1.6 Update
+ In the 'Ability' tab, the characteristic of each ability must be selected again.
+
+
+
+
+
+
+
Warning - January 2022 - v1.7 - Armory Update
+ The armory and Combat modifiers list replace the old armor and combat modifier text areas. The old entries and data can be found in the 'Sheet' tab, under 'Legacy'.
+
+
+
+
+
+
+
+
Info - February 2022 - v1.7.1 - Fix
+
+
+ Fixed accelerated abilities
+
+
+
+
+
+
+
+
+
+
Info - January 2022 - v1.7 - Magic & Armory update
+
+
+
+ General changes
+
+ :
+
+
+ Added Welcome message to the "Sheet" tab, and made that tab the default tab
+
+
+ Added tooltips to some elements of the sheet to provide info about them (e.g. XP fields)
+
+
+ Repeated items (such as items, abilities, spells...) start expanded for easier completion.
+
+
+
+
+
+ Magic Update
+
+ :
+
+
+ Added a toggle to hide elements of the sheet that are specific to Magi (see Sheet tab)
+
+
+ Added deficiency toggles that halves casting totals
+
+
+ Added a roll button for non-fatiguing spontaneous casting
+
+
+ Separated the Artes Liberales and Philosophiae fields of ceremonial and ritual casting, to accomodate specialisation in either
+
+
+ Added Soak computations with Form bonuses
+
+
+ Added list for useful spontaneous spells in the "Spells" tab
+
+
+
+
+
+ Armory Update
+
+ :
+
+
+ Added an armor list with togglable elements. Can store multiple armor (parts).
+
+
+ Burden and Encumbrance are now computed automatically
+
+
+ Added combat modifiers list that is applied to rolls
+
+
+
+
+
+
+
+
+
+
+
+
Info - October 2021 v1.6.5
+
+
+ Fix to laboratory focus for characters with an affinity bonus to one of the arts used.
+
+
+
+
+
+
+
+
+
+
Info - March 2021, v1.6.4
+
+
+ Added
+
+ lalign
+
+ and
+
+ ralign
+
+ to the
+
+ custom
+
+ rolltemplate
+
+
+
+
+
+
+
+
+
+
Info - March 2021, v1.6.3
+
+
+ Added
+
+ roll-color
+
+ and
+
+ button-color
+
+ properties to the
+
+ custom
+
+ rolltemplate, with all CSSv3 colors
+
+
+
+
+
+
+
+
+
+
Info - February 2021, v1.6.2
+
+
+ Fixed centering not working
+
+
+ Fixed translation of spellcasting words options
+
+
+ Added support for the
+
+ custom
+
+ rolltemplate from the forum, with all CSS colors. Can be useful for spell tables or similar chat menus
+
+
+
+
+
+
+
+
+
+
Info - February 2021, v1.6.1
+
+
+ Fixed botch die botching on 1s instead of 10s
+
+
+ Fixed critical dice displaying 10s as exploding, instead of 1s
+
+
+ Fixed spell's arts value not being updated when the character's arts are modified
+
+
+ Completely changed how arts are handled inside spells
+
+
+ A script will be run to convert your data to the new format, but may fail for some spells
+
+
+
+
+ Added a critical roll for initiative that sets the turn tracker initiative (not visible in the sheet, use the chat button)
+
+
+ Added option to always ask which characteristic to use when rolling abilities
+
+
+ Centered the sheet in its tab
+
+
+
+
+
+
+
+
+
+
Info - February 2021, v1.6
+
+
+ Added inline labels to all rolls, hover rolls in chat to see details
+
+
+ Fixed tabs not displaying properly
+
+ (tabs are again attached to an attribute)
+
+
+
+ Added simple/stress die handling. See the "Help" tab for explanation, there's a catch
+
+
+ Support for focus in magic totals & rolls
+
+
+ Support for additional fatigue levels
+
+
+ Fixed ability rolltemplate being too wide in some cases
+
+
+ Added documentation direclty to the sheet, see the "Help" tab
+
+
+
+
+
+
+
+
+
+
Info - May 2020, v1.51
+
+
+ Small change to the Ability roll template for legibility
+
+
+
+
+
+
+
+
+
+
Info - April 2020, v1.5
+
+
+ Incorporated new fonts throughout the sheet!
+
+
+ Polished several roll templates and added new ones for Defending. Stylish!
+
+
+ Added an extra button for rerolling stress explosions, can be found next to the botch button.
+
+
+ Fixed several missing translation tags and side-effects of having translations added into the sheet. In particular, Abilities should now have access to the Accelerated Ability option.
+
+
+ Updated the sheet space and button for Soak/Armor Protection to use the combat roller templates.
+
+
+ Relinked images from imgur to github asset folders.
+
+
+
+
+
+
+
+
+
+
Info - October 2019, v1.4
+
+
+ Initiatives now output to Roll20's Tracker while selecting a token.
+
+
+ Character sheet tabs no longer attached to an attribute, so multiple players can view the same character sheet without wrestling over tab controls.
+
+
+
+
+
+
@@ -119,19 +408,20 @@ This file is automatically generated from a template. Any change will be overwri
@@ -139,11 +429,11 @@ This file is automatically generated from a template. Any change will be overwri
StressRollBotch
- Critical
+ Critical
-
-
-
+
+
+
@@ -151,6 +441,7 @@ This file is automatically generated from a template. Any change will be overwri
+
@@ -255,8 +546,8 @@ This file is automatically generated from a template. Any change will be overwri
-
-
+
+
Magus Background
@@ -301,6 +592,7 @@ This file is automatically generated from a template. Any change will be overwri
+
@@ -358,6 +650,7 @@ This file is automatically generated from a template. Any change will be overwri
+
@@ -371,49 +664,49 @@ This file is automatically generated from a template. Any change will be overwri
-
-
-
+
+
+
-
-
-
+
+
+
-
-
-
+
+
+
-
-
-
+
+
+
-
-
-
+
+
+
-
-
-
+
+
+
@@ -430,60 +723,61 @@ This file is automatically generated from a template. Any change will be overwri
-
-
-
+
+
+
-
-
-
+
+
+
-
-
-
+
+
+
-
-
-
+
+
+
-
-
-
+
+
+
-
-
-
+
+
+
+
Inventory
@@ -518,6 +812,7 @@ This file is automatically generated from a template. Any change will be overwri
+
Characteristics
@@ -533,9 +828,9 @@ This file is automatically generated from a template. Any change will be overwri
-
-
-
+
+
+
@@ -543,29 +838,9 @@ This file is automatically generated from a template. Any change will be overwri
-
-
-
-
-
-
-
Strength
-
-
-
-
-
-
-
-
-
-
Stamina
-
-
-
-
-
-
+
+
+
@@ -573,9 +848,9 @@ This file is automatically generated from a template. Any change will be overwri
-
-
-
+
+
+
@@ -583,9 +858,31 @@ This file is automatically generated from a template. Any change will be overwri
-
-
-
+
+
+
+
+
+
+
+
+
Strength
+
+
+
+
+
+
+
+
+
+
Stamina
+
+
+
+
+
+
@@ -593,9 +890,9 @@ This file is automatically generated from a template. Any change will be overwri
-
-
-
+
+
+
@@ -603,13 +900,14 @@ This file is automatically generated from a template. Any change will be overwri
-
-
-
+
+
+
+
@@ -621,13 +919,31 @@ This file is automatically generated from a template. Any change will be overwri
+
Ongoing Effects
+
-
Abilities
+
Abilities
+
+
+ Characteristic
+ Default characteristic to use. Can be overriden per ability.
+
+
+
+
+
+
+
+
+
+
+
+
@@ -639,9 +955,9 @@ This file is automatically generated from a template. Any change will be overwri
-
-
-
+
+
+
@@ -649,10 +965,15 @@ This file is automatically generated from a template. Any change will be overwri
-
-
+
+
-
Characteristic
+
+
+ Characteristic
+ Select the caracteristic to use. Overrides the gobal selector. "-Characteristic-" uses the global selector, "-Ask-" triggers a roll query (pop-up) for each roll.
+
+
Speciality
Score
Bonus
@@ -660,14 +981,14 @@ This file is automatically generated from a template. Any change will be overwri
-
-
+
+
-
-
+
+
@@ -677,8 +998,32 @@ This file is automatically generated from a template. Any change will be overwri
-
XP [//]
-
Accelerated
+
XP
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+ Accelerated
+
+
@@ -690,6 +1035,7 @@ This file is automatically generated from a template. Any change will be overwri
+
@@ -701,36 +1047,141 @@ This file is automatically generated from a template. Any change will be overwri
Exp.
Bonus
-
-
-
Creo
-
[//]
-
-
-
-
-
Intellego
-
[//]
-
-
-
-
-
Muto
-
[//]
-
-
-
-
-
Perdo
-
[//]
-
-
-
-
-
Rego
-
[//]
-
-
+
+
+
Creo
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Intellego
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Muto
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Perdo
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Rego
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
@@ -742,36 +1193,141 @@ This file is automatically generated from a template. Any change will be overwri
Exp.
Bonus
-
-
-
Animal
-
[//]
-
-
-
-
-
Aquam
-
[//]
-
-
-
-
-
Auram
-
[//]
-
-
-
-
-
Corpus
-
[//]
-
-
-
-
-
Herbam
-
[//]
-
-
+
+
+
Animal
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Aquam
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Auram
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Corpus
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Herbam
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
@@ -783,41 +1339,147 @@ This file is automatically generated from a template. Any change will be overwri
Exp.
Bonus
-
-
-
Ignem
-
[//]
-
-
-
-
-
Imaginem
-
[//]
-
-
-
-
-
Mentem
-
[//]
-
-
-
-
-
Terram
-
[//]
-
-
-
-
-
Vim
-
[//]
-
-
+
+
+
Ignem
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Imaginem
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Mentem
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Terram
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
+
+
Vim
+
+
+
+
+ XP points in this art or ability. You can store either the total amount of XP, or just the XP towards the next score.
+
+
+
+ (
+
+
+ Additional XP required for the next score, beyond the XP for the current level. If you store only the XP towards the next score in the xp input, increase the score when this amount is reached.
+
+ /
+
+
+ Total XP required for the next score. If you store the total XP in the XP input, increase the score when this amount is reached.
+
+ )
+
+
+
+
+
+
Base Casting Totals
@@ -828,18 +1490,20 @@ This file is automatically generated from a template. Any change will be overwri
Technique
Form
Focus
+
Deficiency
Sta
Aura
Artes Lib.
Philos.
+
Fatiguing
-
-
-
+
+
+
-
+
@@ -865,19 +1529,21 @@ This file is automatically generated from a template. Any change will be overwri
-
+
+
+
Ceremonial
-
-
-
+
+
+
-
+
@@ -903,18 +1569,21 @@ This file is automatically generated from a template. Any change will be overwri
-
+
+
-
+
Non-Fatiguing
-
-
+
+
+
+
@@ -940,7 +1609,8 @@ This file is automatically generated from a template. Any change will be overwri
-
+
+
@@ -950,13 +1620,14 @@ This file is automatically generated from a template. Any change will be overwri
Designed Spells
+
Formulaic
-
-
-
+
+
+
-
+
@@ -982,19 +1653,21 @@ This file is automatically generated from a template. Any change will be overwri
-
+
+
+
Ritual
-
-
-
+
+
+
-
+
@@ -1020,11 +1693,12 @@ This file is automatically generated from a template. Any change will be overwri
-
+
+
-
-
+
+
@@ -1058,6 +1732,7 @@ This file is automatically generated from a template. Any change will be overwri
+
@@ -1167,9 +1842,9 @@ This file is automatically generated from a template. Any change will be overwri
Basic Lab Total
-
+
-
+
Focus
@@ -1179,6 +1854,7 @@ This file is automatically generated from a template. Any change will be overwri
+
@@ -1224,7 +1900,7 @@ This file is automatically generated from a template. Any change will be overwri
Specializations & Bonuses
Score
-
Inc.
+
Inc.Included Check if the item is active. Unchecked items are not used in the computation
@@ -1252,6 +1928,7 @@ This file is automatically generated from a template. Any change will be overwri
+
Fatigue Levels
@@ -1380,6 +2057,7 @@ This file is automatically generated from a template. Any change will be overwri
+
Wounds
@@ -1392,7 +2070,7 @@ This file is automatically generated from a template. Any change will be overwri
Light Wounds
-
+
@@ -1404,7 +2082,7 @@ This file is automatically generated from a template. Any change will be overwri
Medium Wounds
-
+
@@ -1416,7 +2094,7 @@ This file is automatically generated from a template. Any change will be overwri
Heavy Wounds
-
+
@@ -1442,40 +2120,180 @@ This file is automatically generated from a template. Any change will be overwri
-
-
-
Armor
-
-
-
Armor Worn
-
Combat Modifiers
-
-
-
-
-
-
+
+
+
+
+
Armor
+
+
+
+
+
Protection
+
Load
+
+
+
+
Armor
+
+ Total
+
+
+
+ Total
+
+
+
Inc."Included Check if the item is active. Unchecked items are not used in the computation"
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Combat Modifiers
+
+
+
+
+
Init
+
Atk
+
Dfn
+
Dam
+
Soak
+
+
+
+
Bonus
+
+ Total
+
+
+
+ Total
+
+
+
+ Total
+
+
+
+ Total
+
+
+
+ Total
+
+
+
Inc."Included Check if the item is active. Unchecked items are not used in the computation"
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
Soak
-
Soak
-
Soak Bonus
-
Armor Protection
-
Armor Load
-
+
Soak
+
sta
+
Armor
+
Bonus
+
Bonus
+
Load
-
+
-
-
-
-
+
+
+
+
+
+
+
+
Soak by Forms
+
+
+
+
+ Animal
+
+
+
+
+ Aquam
+
+
+
+
+ Auram
+
+
+
+
+ Corpus
+
+
+
+
+ Herbam
+
+
+
+
+ Ignem
+
+
+
+
+ Imaginem
+
+
+
+
+ Mentem
+
+
+
+
+ Terram
+
+
+
+
+ Vim
+
+
+
@@ -1488,10 +2306,10 @@ This file is automatically generated from a template. Any change will be overwri
Atk
-
DFN
+
Dfn
Dam
-
Ability
+
Ability
Load
Range
@@ -1502,97 +2320,118 @@ This file is automatically generated from a template. Any change will be overwri
-
Init
-
+
Init
+
-
Atk
-
+
Atk
+
-
Dfn
-
+
Dfn
+
-
-
-
-
+
+
+
+
-
-
-
Initiative
-
-
-
Qik
-
-
Weap.
-
-
Enc.
-
-
-
-
+
-
-
-
-
-
-
-
-
-
Attack
-
-
-
Dex
-
-
Ability
-
-
Weap
-
-
-
-
+
-
-
+
-
-
-
-
-
-
Defense
-
-
-
Qik
-
-
Ability
-
-
Weapon
-
-
-
-
+
-
-
+
-
-
-
-
-
-
Damage
-
-
-
Strength
-
-
Weapon
-
-
-
-
+
-
-
-
+
+
+
Initiative
+
+
+
Qik
+
+
Weap.
+
+
Bonus
+
+
Enc.
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
+
+
+
+
+
+
+
Attack
+
+
+
Dex
+
+
Ability
+
+
Bonus
+
+
Weap
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Defense
+
+
+
Qik
+
+
Ability
+
+
Bonus
+
+
Weapon
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Damage
+
+
+
Strength
+
+
Bonus
+
+
Weapon
+
+
+
+
+
+
+
+
+
+
+
@@ -1600,6 +2439,7 @@ This file is automatically generated from a template. Any change will be overwri
+
Bonus
@@ -1627,13 +2467,14 @@ This file is automatically generated from a template. Any change will be overwri
-
Spells
+
+
Formulaic spells
-
-
-
+
+
+
@@ -1643,7 +2484,7 @@ This file is automatically generated from a template. Any change will be overwri
-
Technique
+
Technique
+
Spontaneous spells
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Technique
+
+
+
+
+
+
+
+
+
+
+
Form
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Focus
+
+
+
+ Deficiency
+
+
+
Level
+
+
+
+
+
Range
+
+
Duration
+
+
Target
+
+
Bonus
+
+
+
+
-
+
-
-
Configuration
-
-
- Botch formula
-
-
-
-
-
-
-
- Dice type
-
-
-
-
-
+
+
+
Ars Magica 5th Edition Sheet - v1.7
+
+ Welcome to the Ars Magica 5th Edition Sheet !
+
+
+
+ Those are a few important notes you'll need to read before using the sheet.
+ A more complete documentation can be found below.
+
+
+
+ First, this sheet features some configuration options, found below. Be sure to
+ review those. Configure is your character is a Magi, how you want botches to be
+ rolled and display in chat, and how you want to chose between simple and stress
+ rolls (when applicable).
+
+
+
+ Second, you might want to read a bit the section on the documentation
+ on how rolls works. The stress dice of Ars Magica 5th edition are quite
+ complicated, and this sheet isn't quite able to handle them completely
+ automatically. You'll need to copy the result before the critical roll,
+ for instance.
+
+
+
+ Third, some element of the sheet are
+
+ underlined
+ Underlined text features tooltip with additional informations
+ : this means they have a tooltip that shows additional info about them.
-
+
+
+
+
Configuration
+
+ Botch formula
+
+
+
+
+
+ Dice type
+
+
+
+
+
+ Magi character
+
+
+
+
+
+
+
+
+
Legacy
+
+ This section contains part of the sheet that are no longer used, but cannot be removed because
+ they contain character data.
+
+
+
Armor
+
+
+
Armor Worn
+
Combat Modifiers
+
+
+
+
+
+
+
+
+
+
+
+
Sheet Documentation
- Welcome the th Ars Magica 5th Edition character sheet. This page contains the documentation for the sheet.
+ Welcome the Ars Magica 5th Edition character sheet. This page contains the documentation for the sheet.
Experience
@@ -1912,7 +2911,7 @@ This file is automatically generated from a template. Any change will be overwri
- on a 10, the value will be 0. You then roll botch dice to see if you botch
+ on a 0 (or 10 on the standard d10), the value will be 0. You then roll botch dice to see if you botch
on a critical (natural 1), the value will also be 0
@@ -1925,7 +2924,7 @@ This file is automatically generated from a template. Any change will be overwri
Botch
- When you roll a 10, the formula for a stress die yields a value of 0 (though other modifiers will apply). A roll of 10 can be easily seen, as the result will be bright red. You must then roll botch dice. To roll botch dice, you have to equivalent options:
+ When you roll a 0, the formula for a stress die yields a value of 0 (though other modifiers will apply). A roll of 0 can be easily seen, as the result will be bright red. You must then roll botch dice. To roll botch dice, you have to equivalent options:
@@ -1947,7 +2946,7 @@ This file is automatically generated from a template. Any change will be overwri
on "separate", all botch die will be displayed individually in the chat, and you choose the number of botch dice with a dropdown menu (limited to 8 botch dice)
- on "grouped", only the total number of botch will be displayed (i.e. the number of 1s rolled). You enter the number of botch dice as a number. You can still see the individual rolls by hovering on the result in chat
+ on "grouped", only the total number of botch will be displayed (i.e. the number of 0s rolled). You enter the number of botch dice as a number. You can still see the individual rolls by hovering on the result in chat
@@ -2033,192 +3032,192 @@ This file is automatically generated from a template. Any change will be overwri
-
+
spell_simple
-
+
/
-
+
spell_stress
-
+
(inside a repeating section, needs special handling)
@@ -2233,28 +3232,28 @@ This file is automatically generated from a template. Any change will be overwri
-
+
stress
-
+
: If any value is supplied, indicate that the roll is a stress rolls. Changes the colors of the main roll, and displays the following buttons if appropriate
-
+
botch-button
-
+
: ability button to roll the botch dice if the roll is a botch. Usually
-
+
[@{botch_i18n}!](~@{character_name}|botch)
-
+
-
+
crit-button
-
+
: ability button to roll the critical dice if the roll is a critical. Usually
-
+
[@{critical_i18n}!](~@{character_name}|critical)
-
+
, but not always (e.g. spontaneous and initiative rolls are special-cases)
@@ -2264,386 +3263,490 @@ This file is automatically generated from a template. Any change will be overwri
-
+
custom
-
+
:
This is the improved default template created by Jakob. See
-
+
https://wiki.roll20.net/Building_Character_Sheets/Roll_Templates#Jakob.27s_Better_Default_Rolltemplate
-
+
for details. All CSS v3 colors are supported by the
-
+
color
-
+
key (names must be all lowercase)
In addition, the rolltemplate supports the
-
+
roll-color
-
+
and
-
+
button-color
-
+
to change the background color of inline rolls and ability buttons, respectively, within the template. Both values support all CSS v3 colors, as
-
+
color
-
+
does. Those also support the
-
+
transparent
-
+
color.
The keys
-
+
left-align
-
+
and
-
+
right-align
-
+
can be used to control the text alignement of the left and right column, respectively. Values can be "left", "center" or "right".
+ Added Welcome message to the "Sheet" tab, and made that tab the default tab
+
+
+ Added tooltips to some elements of the sheet to provide info about them (e.g. XP fields)
+
+
+ Repeated items (such as items, abilities, spells...) start expanded for easier completion.
+
+
+
+
+
+ Magic Update
+
+ :
+
+
+ Added a toggle to hide elements of the sheet that are specific to Magi (see Sheet tab)
+
+
+ Added deficiency toggles that halves casting totals
+
+
+ Added a roll button for non-fatiguing spontaneous casting
+
+
+ Separated the Artes Liberales and Philosophiae fields of ceremonial and ritual casting, to accomodate specialisation in either
+
+
+ Added Soak computations with Form bonuses
+
+
+ Added list for useful spontaneous spells in the "Spells" tab
+
+
+
+
+
+ Armory Update
+
+ :
+
+
+ Added an armor list with togglable elements. Can store multiple armor (parts).
+
+
+ Burden and Encumbrance are now computed automatically
+
+
+ Added combat modifiers list that is applied to rolls
+
+
+
+
+
+
+
+ October 2021 v1.6.5
+
+
+
+ Fix to laboratory focus for characters with an affinity bonus to one of the arts used.
+
+
+
March 2021, v1.6.4
@@ -2747,13 +3850,16 @@ This file is automatically generated from a template. Any change will be overwri
- Added inline labels to all rolls
+ Added inline labels to all rolls, hover rolls in chat to see details
- Fixed tabs not displaying properly (now attched to an attribute again)
+ Fixed tabs not displaying properly
+
+ (tabs are again attached to an attribute)
+
- Added simple/stress die handling
+ Added simple/stress die handling. See the "Help" tab for explanation, there's a catch
Support for focus in magic totals & rolls
@@ -2765,7 +3871,7 @@ This file is automatically generated from a template. Any change will be overwri
Fixed ability rolltemplate being too wide in some cases
- Added documentation direclty to the sheet
+ Added documentation direclty to the sheet, see the "Help" tab
@@ -2806,7 +3912,7 @@ This file is automatically generated from a template. Any change will be overwri
- October 2019
+ October 2019, v1.4
@@ -2942,6 +4048,11 @@ This file is automatically generated from a template. Any change will be overwri
{{name}}
+ {{#weapon}}
+
+
{{weapon}}
+
+ {{/weapon}}
Attack
{{^stress}}
@@ -2974,6 +4085,11 @@ This file is automatically generated from a template. Any change will be overwri
{{name}}
+ {{#weapon}}
+
+
{{weapon}}
+
+ {{/weapon}}
Defend
{{^stress}}
@@ -3031,6 +4147,12 @@ This file is automatically generated from a template. Any change will be overwri
{{soakbonus}}
{{/soakbonus}}
+ {{#formlabel}}
+
+
{{formlabel}}
+
{{formbonus}}
+
+ {{/formlabel}}
@@ -3216,16 +4338,23 @@ This file is automatically generated from a template. Any change will be overwri
{{/label6}}
{{#textlabel}}
-
+
-
{{textlabel}}
+
{{textlabel}}
+ {{/textlabel}}
+ {{#textsublabel}}
+
+
{{textsublabel}}
+
+ {{/textsublabel}}
+ {{#textfield}}
{{textfield}}
- {{/textlabel}}
+ {{/textfield}}
@@ -3254,7 +4383,6 @@ This file is automatically generated from a template. Any change will be overwri
-
@@ -3267,6 +4395,7 @@ This file is automatically generated from a template. Any change will be overwri
+
@@ -3293,10 +4422,10 @@ This file is automatically generated from a template. Any change will be overwri
-
-
+
+
@@ -3318,7 +4447,10 @@ This file is automatically generated from a template. Any change will be overwri
-
+
+
+
+
@@ -3327,7 +4459,7 @@ This file is automatically generated from a template. Any change will be overwri
diff --git a/Aventures/Aventures.png b/Aventures/Aventures.png
deleted file mode 100644
index 0390154b0f..0000000000
Binary files a/Aventures/Aventures.png and /dev/null differ
diff --git a/Aventures/aventures.jpg b/Aventures/aventures.jpg
new file mode 100644
index 0000000000..31e3618342
Binary files /dev/null and b/Aventures/aventures.jpg differ
diff --git a/Aventures/aventuresLogo.jpg b/Aventures/aventuresLogo.jpg
deleted file mode 100644
index e4d8474c2a..0000000000
Binary files a/Aventures/aventuresLogo.jpg and /dev/null differ
diff --git a/Aventures/Aventures-bg.jpg b/Aventures/img/Aventures-bg.jpg
similarity index 100%
rename from Aventures/Aventures-bg.jpg
rename to Aventures/img/Aventures-bg.jpg
diff --git a/Aventures/aventures-logo2.png b/Aventures/img/aventures-logo2.png
similarity index 100%
rename from Aventures/aventures-logo2.png
rename to Aventures/img/aventures-logo2.png
diff --git a/Aventures/broken-heart.png b/Aventures/img/broken-heart.png
similarity index 100%
rename from Aventures/broken-heart.png
rename to Aventures/img/broken-heart.png
diff --git a/Aventures/chained-heart.png b/Aventures/img/chained-heart.png
similarity index 100%
rename from Aventures/chained-heart.png
rename to Aventures/img/chained-heart.png
diff --git a/Aventures/img/minus.png b/Aventures/img/minus.png
new file mode 100644
index 0000000000..4931f0aacc
Binary files /dev/null and b/Aventures/img/minus.png differ
diff --git a/Aventures/readme.md b/Aventures/readme.md
new file mode 100644
index 0000000000..44729055d6
--- /dev/null
+++ b/Aventures/readme.md
@@ -0,0 +1,23 @@
+V 3 :
+Cette MAJ d'Aventures contient :
+
+ Correction du CSS pour Chrome
+ Correction du roll des compétences qui ne prenait pas en compte les malus des cartons
+ Ajout d'un champ fixe pour les dégâts des dons
+ Ajout de la traduction, langues FR-EN
+ Correction de différents bugs visuels
+
+V 2 :
+Cette MAJ d'Aventures contient :
+
+ Une fiche responsive aux tailles d'écrans
+ la gestion des bonus de sous-statistiques (puissance, finesse ect...)
+ la correction des règles de cartons (jaune = -10% en stat globale & -1 à la sous-stat concernée ; rouge = -(valeur de la sous-stat *10) & sous-stat inutilisable
+ ajout d'une zone de texte pour donner le détail des bonus
+ intégration des dès d'aventures depuis la fiche (le nombre disponible doit se modifier à la main)
+ ajout de la zone de texte vocation
+ posibilité de lancer des dons d'attaque depuis la fiche
+ type d'arme (contondant - tranchant - perforant)
+ ajout d'une zone pour répertorier les compétences/dons passifs
+
+Enjoy it !
diff --git a/Aventures/sheet.json b/Aventures/sheet.json
index 0b2a8bd7b9..0d2f0fe481 100644
--- a/Aventures/sheet.json
+++ b/Aventures/sheet.json
@@ -1,10 +1,9 @@
{
"html": "Aventures.html",
"css": "Aventures.css",
- "authors": "Lyra S.,Alain H.,Kasenai3",
- "roll20userID": "1492292,67962,340910",
- "preview": "Aventures.png",
+ "authors": "Lyra S.,Alain H.,Kasenai3. Nouvelle fiche : Mihawk59",
+ "roll20userID": "1492292,67962,340910. 5237613",
+ "preview": "aventures.jpg",
"instructions": "Feuille de personnage pour Aventures.",
- "tipeee": "https://fr.tipeee.com/zakarik",
- "legacy": true
-}
\ No newline at end of file
+ "legacy": false
+}
diff --git a/Aventures/translation.json b/Aventures/translation.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translation.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/af.json b/Aventures/translations/af.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/af.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/ca.json b/Aventures/translations/ca.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/ca.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/cs.json b/Aventures/translations/cs.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/cs.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/da.json b/Aventures/translations/da.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/da.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/de.json b/Aventures/translations/de.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/de.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/el.json b/Aventures/translations/el.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/el.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/en.json b/Aventures/translations/en.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/en.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/es.json b/Aventures/translations/es.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/es.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/fi.json b/Aventures/translations/fi.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/fi.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/fr.json b/Aventures/translations/fr.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/fr.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/he.json b/Aventures/translations/he.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/he.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/hu.json b/Aventures/translations/hu.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/hu.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/it.json b/Aventures/translations/it.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/it.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/ja.json b/Aventures/translations/ja.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/ja.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/ko.json b/Aventures/translations/ko.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/ko.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/nl.json b/Aventures/translations/nl.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/nl.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/pl.json b/Aventures/translations/pl.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/pl.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/pt.json b/Aventures/translations/pt.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/pt.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/ru.json b/Aventures/translations/ru.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/ru.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/sl.json b/Aventures/translations/sl.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/sl.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/sv.json b/Aventures/translations/sv.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/sv.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/tr.json b/Aventures/translations/tr.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/tr.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/uk.json b/Aventures/translations/uk.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/uk.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/Aventures/translations/zh.json b/Aventures/translations/zh.json
new file mode 100644
index 0000000000..fa6656a0b6
--- /dev/null
+++ b/Aventures/translations/zh.json
@@ -0,0 +1,65 @@
+{
+ "personnage": "Personnage",
+ "nom:": "Nom :",
+ "race:": "Race :",
+ "classe:": "Classe :",
+ "element:": "Élément :",
+ "themes:": "Thèmes :",
+ "langues:": "Langues connues :",
+ "vocation:": "Vocation :",
+ "nom": "Nom",
+ "race": "Race",
+ "classe": "Classe",
+ "element": "Élément",
+ "themes": "Thèmes",
+ "langues": "Langues connues",
+ "vocation": "Vocation",
+ "statistiques": "Statistiques",
+ "physique": "Physique",
+ "social": "Social",
+ "mental": "Mental",
+ "puissance": "Puissance",
+ "finesse": "Finesse",
+ "aura": "Aura",
+ "relations": "Relations",
+ "instinct": "Instinct",
+ "savoir": "Savoir",
+ "bonus": "Bonus",
+ "avantage": "Avantage",
+ "desavantage": "Désavantage",
+ "niveau": "Niveau",
+ "sante": "Santé",
+ "psy": "Psy",
+ "postureBase": "Posture de base",
+ "desAventures": "Dés d'aventures :",
+ "desMesaventures": "Dés de mésaventures :",
+ "restant": "Restant :",
+ "competences": "Compétences",
+ "equipement": "Équipement",
+ "competencesetdons": "Compétences et Dons",
+ "dons": "Dons",
+ "passives": "Passives",
+ "passivesdetails": "Compétences passives",
+ "armes": "Armes",
+ "armure": "Armure",
+ "equipementtotal": "Équipement total",
+ "autres": "Autres",
+ "jetbonusmalus": "Bonus/Malus dans les jets :",
+ "posture": "posture",
+ "offensif": "Offensif",
+ "defensif": "Défensif",
+ "focus": "Focus",
+ "attribut": "Attribut",
+ "type": "Type",
+ "perforant": "Perforant",
+ "tranchant": "Tranchant",
+ "contondant": "Contondant",
+ "bonusdetails": "Détails des bonus",
+ "competencenom": "Nom de la compétence",
+ "donname": "Nom du don",
+ "armenom": "Nom de l'arme",
+ "armurenom": "Nom de l'armure",
+ "physiquereduit": "Phy",
+ "objet": "Objet",
+ "quantitereduit": "Qté"
+}
diff --git a/BESM4eExtras/BESM4eExtras.css b/BESM4eExtras/BESM4eExtras.css
index d854939fde..44bc04cbf2 100644
--- a/BESM4eExtras/BESM4eExtras.css
+++ b/BESM4eExtras/BESM4eExtras.css
@@ -1,5 +1,5 @@
/* === VERSION === */
-/* 1.0.0 */
+/* 1.5.0 */
/* === GENERAL === */
.charsheet {
@@ -74,6 +74,10 @@ button.sheet-d6button-large[type=roll]::before{
font-size: 32px;
}
+button[type=roll].sheet-hyperlink::before {
+ content: '';
+}
+
.sheet-border{
border: 1px solid;
border-radius: 5px;
@@ -95,6 +99,12 @@ input.sheet-dynamic:checked ~ div.sheet-body {
font-weight: bold;
}
+button.sheet-multi-select[type="action"] {
+ width: 85%;
+ height: 1.5em;
+ font-size: 12px;
+}
+
/*============= TABS =============*/
div.sheet-tab-content
@@ -840,7 +850,6 @@ input.sheet-activate[type="checkbox"]:checked + span::before
/* END flux formatting */
span.sheet-targeted-inactive{
- font-family: "Pictos Custom";
color: Black;
cursor: not-allowed;
}
@@ -850,12 +859,12 @@ span.sheet-targeted-inactive{
cursor: help;
}
.sheet-tooltip strong { line-height: 30px; }
-.sheet-tooltip:hover span {
+.sheet-tooltip:hover span.sheet-tooltip {
display: block;
position: absolute;
}
.sheet-tooltip:hover { text-decoration: none; }
-.sheet-tooltip span {
+.sheet-tooltip span.sheet-tooltip {
display: none;
border-radius: 4px;
box-shadow: 2px 2px 3px #ccc;
@@ -1477,6 +1486,7 @@ input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div >
input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="1"]:checked ~ div > div > div > div > h4 > div > div > div > div > span,
+input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > span,
/*Skill Template Tooltip*/
input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span,
input.sheet-theme[value="1"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span,
@@ -1487,6 +1497,7 @@ input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
+input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span,
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div,
input.sheet-theme[value="1"]:checked ~ div > div > div > button[type="action"],
@@ -1499,11 +1510,14 @@ input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > span > div > div > button[type="action"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="action"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"]
{
background: #d77979;
@@ -1527,6 +1541,7 @@ input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div >
input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="2"]:checked ~ div > div > div > div > h4 > div > div > div > div > span,
+input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > span,
/*Skill Template Tooltip*/
input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span,
input.sheet-theme[value="2"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span,
@@ -1537,6 +1552,7 @@ input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
+input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span,
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div,
input.sheet-theme[value="2"]:checked ~ div > div > div > button[type="action"],
@@ -1549,11 +1565,14 @@ input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > span > div > div > button[type="action"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="action"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"]
{
background: #F4B183;
@@ -1577,6 +1596,7 @@ input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div >
input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="3"]:checked ~ div > div > div > div > h4 > div > div > div > div > span,
+input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > span,
/*Skill Template Tooltip*/
input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span,
input.sheet-theme[value="3"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span,
@@ -1587,6 +1607,7 @@ input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
+input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span,
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div,
input.sheet-theme[value="3"]:checked ~ div > div > div > button[type="action"],
@@ -1599,11 +1620,14 @@ input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > span > div > div > button[type="action"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="action"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"]
{
background: #FFD966;
@@ -1627,6 +1651,7 @@ input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div >
input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="4"]:checked ~ div > div > div > div > h4 > div > div > div > div > span,
+input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > span,
/*Skill Template Tooltip*/
input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span,
input.sheet-theme[value="4"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span,
@@ -1637,6 +1662,7 @@ input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
+input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span,
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div,
input.sheet-theme[value="4"]:checked ~ div > div > div > button[type="action"],
@@ -1649,11 +1675,14 @@ input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > span > div > div > button[type="action"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="action"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"]
{
background: #A9D18E;
@@ -1677,6 +1706,7 @@ input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div >
input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="5"]:checked ~ div > div > div > div > h4 > div > div > div > div > span,
+input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > span,
/*Skill Template Tooltip*/
input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span,
input.sheet-theme[value="5"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span,
@@ -1687,6 +1717,7 @@ input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
+input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span,
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div,
input.sheet-theme[value="5"]:checked ~ div > div > div > button[type="action"],
@@ -1699,11 +1730,14 @@ input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > span > div > div > button[type="action"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="action"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"]
{
background: #8FAADC;
@@ -1727,6 +1761,7 @@ input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div >
input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="6"]:checked ~ div > div > div > div > h4 > div > div > div > div > span,
+input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > span,
/*Skill Template Tooltip*/
input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span,
input.sheet-theme[value="6"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span,
@@ -1737,6 +1772,7 @@ input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
+input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span,
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div,
input.sheet-theme[value="6"]:checked ~ div > div > div > button[type="action"],
@@ -1749,11 +1785,14 @@ input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > span > div > div > button[type="action"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="action"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"]
{
background: #A162D0;
@@ -1777,6 +1816,7 @@ input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div >
input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="7"]:checked ~ div > div > div > div > h4 > div > div > div > div > span,
+input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > span,
/*Skill Template Tooltip*/
input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span,
input.sheet-theme[value="7"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span,
@@ -1787,6 +1827,7 @@ input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
+input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span,
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div,
input.sheet-theme[value="7"]:checked ~ div > div > div > button[type="action"],
@@ -1799,11 +1840,14 @@ input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > span > div > div > button[type="action"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="action"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"]
{
background: #AFABAB;
@@ -1827,6 +1871,7 @@ input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div >
input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="8"]:checked ~ div > div > div > div > h4 > div > div > div > div > span,
+input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > span,
/*Skill Template Tooltip*/
input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span,
input.sheet-theme[value="8"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span,
@@ -1837,6 +1882,7 @@ input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
+input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span,
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div,
input.sheet-theme[value="8"]:checked ~ div > div > div > button[type="action"],
@@ -1849,11 +1895,14 @@ input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > span > div > div > button[type="action"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="action"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"]
{
background: #595959;
@@ -1877,6 +1926,7 @@ input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div >
input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="9"]:checked ~ div > div > div > div > h4 > div > div > div > div > span,
+input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > span,
/*Skill Template Tooltip*/
input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span,
input.sheet-theme[value="9"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span,
@@ -1887,6 +1937,7 @@ input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
+input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4,
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span,
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div,
input.sheet-theme[value="9"]:checked ~ div > div > div > button[type="action"],
@@ -1899,11 +1950,14 @@ input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div >
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > span > div > div > button[type="action"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"],
+input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="action"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"]
{
background: #D9D9D9;
@@ -1919,6 +1973,7 @@ input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > button[type
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"],
+input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="1"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"],
@@ -1935,6 +1990,7 @@ input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > button[type
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"],
+input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="2"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"],
@@ -1951,6 +2007,7 @@ input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > button[type
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"],
+input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="3"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"],
@@ -1967,6 +2024,7 @@ input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > button[type
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"],
+input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="4"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"],
@@ -1983,6 +2041,7 @@ input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > button[type
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"],
+input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="5"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"],
@@ -1999,6 +2058,7 @@ input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > button[type
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"],
+input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="6"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"],
@@ -2015,6 +2075,7 @@ input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > button[type
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"],
+input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="7"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"],
@@ -2031,6 +2092,7 @@ input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > button[type
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"],
+input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="8"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"],
@@ -2047,6 +2109,7 @@ input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > button[type
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"],
+input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > button[type="roll"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"],
input.sheet-theme[value="9"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"],
@@ -2272,13 +2335,13 @@ input.sheet-stats:checked + button.sheet-major-stat {
}
button.sheet-allaspects-stat-inactive[type="action"],
-button.sheet-condition[type="action"],
+button.sheet-push-button[type="action"],
h4.sheet-protection {
opacity: 0.65;
}
input.sheet-protectionstate:checked + h4.sheet-protection,
-input.sheet-condition:checked + button.sheet-condition {
+input.sheet-push-button:checked + button.sheet-push-button {
opacity: 1;
}
@@ -2286,7 +2349,7 @@ input.sheet-block-switch,
input.sheet-stats,
input.sheet-weapon,
input.sheet-protectionstate,
-input.sheet-condition {
+input.sheet-push-button {
opacity: 0;
left: -9999px;
position: absolute;
@@ -2306,6 +2369,14 @@ div.sheet-flex-container-evenlyspace {
align-content: space-around;
}
+div.sheet-flex-container-wrap {
+ display: flex;
+ justify-content: space-between;
+ flex-flow: row wrap;
+ align-content: space-around;
+ gap: 3px;
+}
+
div.sheet-flex-container-spacearound {
display: flex;
justify-content: space-around;
@@ -2326,6 +2397,13 @@ div.sheet-flex-container-right {
align-content: space-between;
}
+div.sheet-flex-container-wrap {
+ display: flex;
+
+ flex-flow: row wrap;
+ align-content: space-around;
+}
+
div.sheet-flex-grow {
flex-grow: 1;
}
diff --git a/BESM4eExtras/BESM4eExtras.html b/BESM4eExtras/BESM4eExtras.html
index b58e37e665..21dd371e3e 100644
--- a/BESM4eExtras/BESM4eExtras.html
+++ b/BESM4eExtras/BESM4eExtras.html
@@ -30,7 +30,7 @@