Added scaling to summon swarm

This commit is contained in:
Peter Bjerg Lidegaard
2022-06-29 15:36:03 +02:00
parent 6b0457d46b
commit e455738359
2 changed files with 2 additions and 2 deletions
+1 -1
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@@ -36831,7 +36831,7 @@ wiz2['Summon Swarm'] = {
'damage': '1 damage per round defending else 1d4+[[@{level-wizard}]] ',
'damage-type': '',
'healing': '',
'effect': 'The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the *summon swarm* spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the caster each round. Note that spellcasting within the swarm is impossible.}}{{style=center1}}{{c1-1=**Dice Roll**}}{{c2-1=01–40}}{{c3-1=41–70}}{{c4-1=71–80}}{{c5-1=81–90}}{{c6-1=91–100}}{{c1-2=**Swarm Type**}}{{c2-2=Rats}}{{c3-2=Bats}}{{c4-2=Spiders}}{{c5-2=Centipedes/beetles}}{{c6-2=Flying insects}}{{effects2= The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. A *protection from evil* spell keeps the swarm at bay, and certain area-effect spells, such as *gust of wind* and *stinking cloud*, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a *gust of wind*). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured.'
'effect': 'The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the *summon swarm* spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the caster each round. Note that spellcasting within the swarm is impossible.}}{{style=center1}}{{c1-1=**Dice Roll**}}{{c2-1=01–40}}{{c3-1=41–70}}{{c4-1=71–80}}{{c5-1=81–90}}{{c6-1=91–100}}{{c1-2=**Swarm Type**}}{{c2-2=Rats}}{{c3-2=Bats}}{{c4-2=Spiders}}{{c5-2=Centipedes/beetles}}{{c6-2=Flying insects}}{{effects2= The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. Currently [[2*[[@{level-wizard}]] ]] damage to disperse. A *protection from evil* spell keeps the swarm at bay, and certain area-effect spells, such as *gust of wind* and *stinking cloud*, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a *gust of wind*). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured.'
};
wiz2['Tasha\'s Uncontrollable Hideous Laughter'] = {
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@@ -1565,7 +1565,7 @@ wiz2['Summon Swarm'] = {
'damage': '1 damage per round defending else 1d4+[[@{level-wizard}]] ',
'damage-type': '',
'healing': '',
'effect': 'The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the *summon swarm* spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the caster each round. Note that spellcasting within the swarm is impossible.}}{{style=center1}}{{c1-1=**Dice Roll**}}{{c2-1=01–40}}{{c3-1=41–70}}{{c4-1=71–80}}{{c5-1=81–90}}{{c6-1=91–100}}{{c1-2=**Swarm Type**}}{{c2-2=Rats}}{{c3-2=Bats}}{{c4-2=Spiders}}{{c5-2=Centipedes/beetles}}{{c6-2=Flying insects}}{{effects2= The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. A *protection from evil* spell keeps the swarm at bay, and certain area-effect spells, such as *gust of wind* and *stinking cloud*, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a *gust of wind*). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured.'
'effect': 'The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the *summon swarm* spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the caster each round. Note that spellcasting within the swarm is impossible.}}{{style=center1}}{{c1-1=**Dice Roll**}}{{c2-1=01–40}}{{c3-1=41–70}}{{c4-1=71–80}}{{c5-1=81–90}}{{c6-1=91–100}}{{c1-2=**Swarm Type**}}{{c2-2=Rats}}{{c3-2=Bats}}{{c4-2=Spiders}}{{c5-2=Centipedes/beetles}}{{c6-2=Flying insects}}{{effects2= The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. Currently [[2*[[@{level-wizard}]] ]] damage to disperse. A *protection from evil* spell keeps the swarm at bay, and certain area-effect spells, such as *gust of wind* and *stinking cloud*, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a *gust of wind*). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured.'
};
wiz2['Tasha\'s Uncontrollable Hideous Laughter'] = {