Fixed priest level 4 spells from TOM

This commit is contained in:
Peter Bjerg Lidegaard
2022-11-20 21:24:47 +01:00
parent a8e1dd1c98
commit a75140f083
4 changed files with 13 additions and 11 deletions
+5 -5
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@@ -55251,7 +55251,7 @@ pri4['Blessed Warmth'] = {
'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.'
'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. Currently [[ [[@{level-priest}]]-6]] additional beams. Thus, a 10th-level priest could protect four other creatures in a 3’ radius.'
};
pri4['Body Clock'] = {
@@ -55355,7 +55355,7 @@ pri4['Defensive Harmony'] = {
'sphere': 'Law',
'range': '5 yards',
'duration': '[[1+2d4]] rounds',
'aoe': '[[floor([[@{level-priest}]]/2) creatures',
'aoe': '[[floor([[@{level-priest}]]/2)]] creatures',
'components': 'V, S',
'cast-time': '1',
'saving-throw': 'None',
@@ -55512,7 +55512,7 @@ pri4['Leadership'] = {
'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.',
'materials': '*Variation 1:* A pinch of steel dust.\n*Variation 2:* The priest’s holy symbol.',
'reference': 'p. 81',
'book': 'Tome of Magic',
'damage': '',
@@ -55557,7 +55557,7 @@ pri4['Modify Memory'] = {
'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.'
'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'] = {
@@ -55576,7 +55576,7 @@ pri4['Probability Control'] = {
'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.'
'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 [[15+5*floor([[@{level-priest}]]/5)]]% on 1d100 or [[3+floor([[@{level-priest}]]/5)]] on 1d20. 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'] = {
+2
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@@ -195,6 +195,8 @@ Emotion Control - Added level scaling for saving throw bonus
Random Causality - Corrected Duration and Casting time as per - Sage Advice #247 update
Rigid Thinking - Corrected "in capable" to "incapable"
Unearthly Choir - Added damage for quick reference
Defensive Harmony - Fixed area of effect calculation
Probability Control - Fixed modification calculation from 5% per level to 5% per 5 levels.
Dwarves
+5 -5
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@@ -4596,7 +4596,7 @@ pri4['Blessed Warmth'] = {
'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.'
'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. Currently [[ [[@{level-priest}]]-6]] additional beams. Thus, a 10th-level priest could protect four other creatures in a 3’ radius.'
};
pri4['Body Clock'] = {
@@ -4700,7 +4700,7 @@ pri4['Defensive Harmony'] = {
'sphere': 'Law',
'range': '5 yards',
'duration': '[[1+2d4]] rounds',
'aoe': '[[floor([[@{level-priest}]]/2) creatures',
'aoe': '[[floor([[@{level-priest}]]/2)]] creatures',
'components': 'V, S',
'cast-time': '1',
'saving-throw': 'None',
@@ -4857,7 +4857,7 @@ pri4['Leadership'] = {
'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.',
'materials': '*Variation 1:* A pinch of steel dust.\n*Variation 2:* The priest’s holy symbol.',
'reference': 'p. 81',
'book': 'Tome of Magic',
'damage': '',
@@ -4902,7 +4902,7 @@ pri4['Modify Memory'] = {
'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.'
'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'] = {
@@ -4921,7 +4921,7 @@ pri4['Probability Control'] = {
'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.'
'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 [[15+5*floor([[@{level-priest}]]/5)]]% on 1d100 or [[3+floor([[@{level-priest}]]/5)]] on 1d20. 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'] = {
+1 -1
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@@ -195,7 +195,7 @@
"type": "checkbox",
"value": "sphere-necromancers",
"checked": false,
"description": "This extends the Necromantic spheres with more spells in order to give evil necromancer NPCs access to the revisable (evil) version of some helpful spells. This is primarily intended for the DM when creating NPC necromancers for the players to defeat. If you want to use this as a player, make sure to ask for your DMs permission. This sphere expansion only increases the number of spheres a spell is included in, and therefore do not limit any current casters from accessing these spells. The description can be found on page 77 and 126 in the book. The Necromantic sphere is extended with the following spells: Slow Poison, Remove Paralysis, Speak With Dead, Neutralize Poison / Poison, Dispel Evil / Dispel Good, Fortify, Undead Ward"
"description": "This extends the Necromantic spheres with more spells in order to give evil necromancer NPCs access to the revisable (evil) version of some helpful spells. This is primarily intended for the DM when creating NPC necromancers for the players to defeat. If you want to use this as a player, make sure to ask for your DM’s permission. This sphere expansion only increases the number of spheres a spell is included in, and therefore do not limit any current casters from accessing these spells. The description can be found on page 77 and 126 in the book. The Necromantic sphere is extended with the following spells: Slow Poison, Remove Paralysis, Speak With Dead, Neutralize Poison / Poison, Dispel Evil / Dispel Good, Fortify, Undead Ward"
},
{
"attribute": "sphere-spells-and-magic",