Updated druid spells

This commit is contained in:
Peter Bjerg Lidegaard
2022-12-02 20:07:39 +01:00
parent ff1b79f3f2
commit ead52ae471
3 changed files with 22 additions and 19 deletions
+9 -9
View File
@@ -53930,7 +53930,7 @@ pri3['Hold Animal'] = {
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or rep-tiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for two rounds per caster level. The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell. Each animal gets a saving throw: If only one is the subject of the spell, it has a penalty of –4 on its roll; if two are subject, each receives a penalty of –2 on its roll; if three are subject, each receives a penalty of –1 on its roll; and if four are subject, each gets an unmodified saving throw.\n A maximum body weight of 400 pounds (100 pounds for non-mammals) per animal per caster level can be affected. (Currently [[400*[[@{level-priest}]] ]]-pound mammals or [[100*[[@{level-priest}]] ]]-pound nonmammals) —for example, an 8th-level caster can affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.'
'effect': 'By means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or rep-tiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for two rounds per caster level. The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell. Each animal gets a saving throw: If only one is the subject of the spell, it has a penalty of –4 on its roll; if two are subject, each receives a penalty of –2 on its roll; if three are subject, each receives a penalty of –1 on its roll; and if four are subject, each gets an unmodified saving throw.\n A maximum body weight of 400 pounds (100 pounds for non-mammals) per animal per caster level can be affected. (Currently [[400*[[@{level-priest}]] ]]-pound mammals or [[100*[[@{level-priest}]] ]]-pound nonmammals)—for example, an 8th-level caster can affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.'
};
pri3['Locate Object'] = {
@@ -59662,7 +59662,7 @@ pri2['Fortifying Stew'] = {
'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. Currently about [[8*[[@{level-priest}]] ]] ounces. 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.'
'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. Currently about [[8*[[@{level-priest}]] ]] ounces. 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}]] turns (***Sheet Author’s note:*** Rounds changed to turns to match example below). 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'] = {
@@ -59709,7 +59709,7 @@ pri3['Shape Wood'] = {
'sphere': 'Plant',
'range': 'Touch',
'duration': 'Permanent',
'aoe': '9 cubic feet+[[@{level-priest}]] cubic foots',
'aoe': '[[9+[[@{level-priest}]] ]] cubic feet',
'components': 'V, S, M',
'cast-time': '1 round',
'saving-throw': 'None',
@@ -59757,7 +59757,7 @@ pri4['Earthmaw'] = {
'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.'
'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. Currently attacks as a [[@{level-priest}]] Hit Dice monster (THAC0 [[21-[[@{level-priest}]] ]]). 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'] = {
@@ -59776,7 +59776,7 @@ pri4['Hunger'] = {
'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.'
'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'] = {
@@ -59795,7 +59795,7 @@ pri4['Knurl'] = {
'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.'
'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'] = {
@@ -59833,7 +59833,7 @@ pri5['Cloudscape'] = {
'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.'
'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'] = {
@@ -59871,7 +59871,7 @@ pri5['Strengthen Stone'] = {
'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.'
'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'] = {
@@ -60082,7 +60082,7 @@ pri2['Resist Turning'] = {
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'While this spell is in effect, all undead within a 15-yard radius of the affected object or creature gain a resistance to being turned (or commanded) by the clerics and paladins of an opposing religion (compared to that of the caster). The base resistance of the undead to being turned is 20%, plus 5% for every two levels of experience of the caster (60% at 4th, 65% at 6th, 70% at 8th, up to a maximum of 95% at 18th level). Currently [[{50+floor([[@{level-priest}]]/2)*5,95}kl1]]% (**Note:** Base resistance set to 50% to make math match examples).\n This resistance roll is made secretly by the DM before each turning attempt is made. A single priest can continue attempting to turn or command the resistant undead creatures each round until either the resistance is overcome or the turn roll indicates failure. The spell can be centered on a stationary object or upon any moving creature, including the caster.'
'effect': 'While this spell is in effect, all undead within a 15-yard radius of the affected object or creature gain a resistance to being turned (or commanded) by the clerics and paladins of an opposing religion (compared to that of the caster). The base resistance of the undead to being turned is 20%, plus 5% for every two levels of experience of the caster (60% at 4th, 65% at 6th, 70% at 8th, up to a maximum of 95% at 18th level). Currently [[{50+floor([[@{level-priest}]]/2)*5,95}kl1]]% (***Sheet Author’s note:*** Base resistance set to 50% to make math match examples).\n This resistance roll is made secretly by the DM before each turning attempt is made. A single priest can continue attempting to turn or command the resistant undead creatures each round until either the resistance is overcome or the turn roll indicates failure. The spell can be centered on a stationary object or upon any moving creature, including the caster.'
};
pri3['Death\'s Door'] = {
+4 -1
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@@ -221,13 +221,16 @@ Complete Druid's Handbook
Beastmask - Fixed page number - Typo
Animal Spy - Clarified that only wizard familiars can save vs. spell - Typo
Fortifying Stew - Added calculation for ounces of stew enchanted
Fortifying Stew - Added sheet authors's note to tell that calcukations have been changed
Shape Wood - Fixed calculation for area of effect, adding together static and scaling part
Earthmaw - Added calculation for what hit dice the monster attacks as, and what its THAC0 is
Complete Book of Necromancers
Spectral Senses - Change level scaling to follow priest levels instead of wizard levels
Undead Alacrity - Change level scaling to follow priest levels instead of wizard levels
Complete Ninjas Handbook
Featherfoot - Swapped duration and casting time as increasing casting time with level did not make sense.
Featherfoot - Swapped duration and casting time as increasing casting time with level did not make sense. This is highlighted with a sheet authors note
Fixed sling, Stone long range to 160 from 1600 yards - Typo
Fixed staff sling, stone long range to 90 yards from 200 yards - Typo
Improved Mirror Image - Removed incorrect quote character - typo
+9 -9
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@@ -1219,7 +1219,7 @@ pri3['Hold Animal'] = {
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'By means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or rep-tiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for two rounds per caster level. The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell. Each animal gets a saving throw: If only one is the subject of the spell, it has a penalty of –4 on its roll; if two are subject, each receives a penalty of –2 on its roll; if three are subject, each receives a penalty of –1 on its roll; and if four are subject, each gets an unmodified saving throw.\n A maximum body weight of 400 pounds (100 pounds for non-mammals) per animal per caster level can be affected. (Currently [[400*[[@{level-priest}]] ]]-pound mammals or [[100*[[@{level-priest}]] ]]-pound nonmammals) —for example, an 8th-level caster can affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.'
'effect': 'By means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or rep-tiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for two rounds per caster level. The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell. Each animal gets a saving throw: If only one is the subject of the spell, it has a penalty of –4 on its roll; if two are subject, each receives a penalty of –2 on its roll; if three are subject, each receives a penalty of –1 on its roll; and if four are subject, each gets an unmodified saving throw.\n A maximum body weight of 400 pounds (100 pounds for non-mammals) per animal per caster level can be affected. (Currently [[400*[[@{level-priest}]] ]]-pound mammals or [[100*[[@{level-priest}]] ]]-pound nonmammals)—for example, an 8th-level caster can affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.'
};
pri3['Locate Object'] = {
@@ -6951,7 +6951,7 @@ pri2['Fortifying Stew'] = {
'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. Currently about [[8*[[@{level-priest}]] ]] ounces. 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.'
'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. Currently about [[8*[[@{level-priest}]] ]] ounces. 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}]] turns (***Sheet Author’s note:*** Rounds changed to turns to match example below). 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'] = {
@@ -6998,7 +6998,7 @@ pri3['Shape Wood'] = {
'sphere': 'Plant',
'range': 'Touch',
'duration': 'Permanent',
'aoe': '9 cubic feet+[[@{level-priest}]] cubic foots',
'aoe': '[[9+[[@{level-priest}]] ]] cubic feet',
'components': 'V, S, M',
'cast-time': '1 round',
'saving-throw': 'None',
@@ -7046,7 +7046,7 @@ pri4['Earthmaw'] = {
'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.'
'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. Currently attacks as a [[@{level-priest}]] Hit Dice monster (THAC0 [[21-[[@{level-priest}]] ]]). 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'] = {
@@ -7065,7 +7065,7 @@ pri4['Hunger'] = {
'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.'
'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'] = {
@@ -7084,7 +7084,7 @@ pri4['Knurl'] = {
'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.'
'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'] = {
@@ -7122,7 +7122,7 @@ pri5['Cloudscape'] = {
'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.'
'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'] = {
@@ -7160,7 +7160,7 @@ pri5['Strengthen Stone'] = {
'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.'
'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'] = {
@@ -7371,7 +7371,7 @@ pri2['Resist Turning'] = {
'damage': '',
'damage-type': '',
'healing': '',
'effect': 'While this spell is in effect, all undead within a 15-yard radius of the affected object or creature gain a resistance to being turned (or commanded) by the clerics and paladins of an opposing religion (compared to that of the caster). The base resistance of the undead to being turned is 20%, plus 5% for every two levels of experience of the caster (60% at 4th, 65% at 6th, 70% at 8th, up to a maximum of 95% at 18th level). Currently [[{50+floor([[@{level-priest}]]/2)*5,95}kl1]]% (**Note:** Base resistance set to 50% to make math match examples).\n This resistance roll is made secretly by the DM before each turning attempt is made. A single priest can continue attempting to turn or command the resistant undead creatures each round until either the resistance is overcome or the turn roll indicates failure. The spell can be centered on a stationary object or upon any moving creature, including the caster.'
'effect': 'While this spell is in effect, all undead within a 15-yard radius of the affected object or creature gain a resistance to being turned (or commanded) by the clerics and paladins of an opposing religion (compared to that of the caster). The base resistance of the undead to being turned is 20%, plus 5% for every two levels of experience of the caster (60% at 4th, 65% at 6th, 70% at 8th, up to a maximum of 95% at 18th level). Currently [[{50+floor([[@{level-priest}]]/2)*5,95}kl1]]% (***Sheet Author’s note:*** Base resistance set to 50% to make math match examples).\n This resistance roll is made secretly by the DM before each turning attempt is made. A single priest can continue attempting to turn or command the resistant undead creatures each round until either the resistance is overcome or the turn roll indicates failure. The spell can be centered on a stationary object or upon any moving creature, including the caster.'
};
pri3['Death\'s Door'] = {