Added sanitized to handle missing whitespaces between 4 concurrent square brackets. This changed caught one old priest spell and 3 wizard spells
This commit is contained in:
@@ -30320,7 +30320,7 @@ wiz7['Delayed Blast Fireball'] = {
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'materials': 'A tiny ball of bat guano and sulphur',
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'reference': 'p. 233',
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'book': 'PHB',
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'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6+[[{[[@{level-wizard}]],10}kl1]]]]',
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'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6+[[{[[@{level-wizard}]],10}kl1]] ]]',
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'damage-type': 'Fire',
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'healing': '',
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'effect': 'This spell creates a fireball, with a +1 bonus to each of its dice of damage, which releases its blast anytime from instantly to five rounds later, according to the command given by the wizard. In other respects, the spell is the same as the 3rd-level spell *fireball.*'
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@@ -30846,7 +30846,7 @@ wiz8['Mass Charm'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'A *mass charm* spell affects either persons or monsters just as a *charm person* or *charm monster* spell. The *mass charm* spell, however, affects a number of creatures whose combined levels of experience or Hit Dice does not exceed twice the level of experience of the spellcaster. Currently [[2*[[@{level-wizard}]]]] levels or Hit Dice. All affected creatures must be within the spell range and within a 30-foot cube. Note that the creatures’ saving throws are unaffected by the number of recipients (see the *charm person* and *charm monster* spells), but all target creatures are subject to a penalty of –2 on their saving throws because of the efficiency and power of this spell. The Wisdom bonus against charm spells does apply.'
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'effect': 'A *mass charm* spell affects either persons or monsters just as a *charm person* or *charm monster* spell. The *mass charm* spell, however, affects a number of creatures whose combined levels of experience or Hit Dice does not exceed twice the level of experience of the spellcaster. Currently [[2*[[@{level-wizard}]] ]] levels or Hit Dice. All affected creatures must be within the spell range and within a 30-foot cube. Note that the creatures’ saving throws are unaffected by the number of recipients (see the *charm person* and *charm monster* spells), but all target creatures are subject to a penalty of –2 on their saving throws because of the efficiency and power of this spell. The Wisdom bonus against charm spells does apply.'
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};
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wiz8['Maze'] = {
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@@ -33940,7 +33940,7 @@ wiz1['Animate Dead Animals'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this particular spell (lizards, cats, frogs, weasels, tigers, and so on), including minimals and non-magical, giant-sized animals. These undead remain animated until they are destroyed in combat or turned; the animating magic cannot be dispelled.\n The number of undead that a wizard can animate depends on the animal’s original hit dice, the caster’s level, and the type of undead being created. The caster can create the following number of animal skeletons:\n • ¼ HD animal or less: 4/caster level ([[4*[[@{level-wizard}]]]])\n • ½ to 1 HD animal: 2/caster level ([[2*[[@{level-wizard}]]]])\n • 1+ to 3 HD animal: 1/caster level ([[@{level-wizard}]])\n • 3+ to 6 HD animal: 1/2 caster levels ([[floor([[@{level-wizard}]]/2)]])\n • Animal of over 6 HD: 1/4 caster levels ([[floor([[@{level-wizard}]]/4)]])\n The caster can create the following number of animal zombies:\n • ¼ HD animal or less: 2/caster level ([[2*[[@{level-wizard}]]]])\n • ½ to 1–1 HD animal: 1/caster level ([[@{level-wizard}]])\n • 1 to 3 HD animal: 1/2 caster levels ([[floor([[@{level-wizard}]]/2)]])\n • Animal of over 3 HD: 1/4 caster levels ([[floor([[@{level-wizard}]]/4)]])\n Animated skeletons of animals that had ¼ to 1 HD conform to the statistics of animal skeletons (see “Skeleton” in the *MC*). Skeletons of animals that had less than ¼ HD when living conform to those same statistics, with the following changes: AC 9, HD 1-4; hp 1, #AT 1, Dmg 1. Skeletons of those animals of over 1 HD conform to the regular animal statistics in the *MM*, with the following changes: armor class is worsened by two (AC 10 maximum), damage per attack is reduced by two (1 hp minimum), and movement is reduced by half. Animal zombies conform to the statistics for the particular animal that has been animated, with the following changes: the animal’s number of hit dice is increased by one, AC is worsened by three (AC 8 maximum), and movement is reduced by half.\n Skeletal and zombie animals gain the standard undead immunities (resistance to cold-based, *sleep*, *charm*, and *hold* spells), but lose any normal defenses that the living animal might have had. They also lose any special attacks (raking of rear claws, swallowing whole, and so on) and cannot inject poison or emit fluids, such as musk or saliva. Swallowing does no further damage to the creature swallowed, except to trap it within the swallower’s rib cage. Priests gain a +1 bonus when turning these undead.\n This spell is often a necromancer’s first experience animating corpses. For this to work, the animal bodies or skeletons must be intact.'
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'effect': 'This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this particular spell (lizards, cats, frogs, weasels, tigers, and so on), including minimals and non-magical, giant-sized animals. These undead remain animated until they are destroyed in combat or turned; the animating magic cannot be dispelled.\n The number of undead that a wizard can animate depends on the animal’s original hit dice, the caster’s level, and the type of undead being created. The caster can create the following number of animal skeletons:\n • ¼ HD animal or less: 4/caster level ([[4*[[@{level-wizard}]] ]])\n • ½ to 1 HD animal: 2/caster level ([[2*[[@{level-wizard}]] ]])\n • 1+ to 3 HD animal: 1/caster level ([[@{level-wizard}]])\n • 3+ to 6 HD animal: 1/2 caster levels ([[floor([[@{level-wizard}]]/2)]])\n • Animal of over 6 HD: 1/4 caster levels ([[floor([[@{level-wizard}]]/4)]])\n The caster can create the following number of animal zombies:\n • ¼ HD animal or less: 2/caster level ([[2*[[@{level-wizard}]] ]])\n • ½ to 1–1 HD animal: 1/caster level ([[@{level-wizard}]])\n • 1 to 3 HD animal: 1/2 caster levels ([[floor([[@{level-wizard}]]/2)]])\n • Animal of over 3 HD: 1/4 caster levels ([[floor([[@{level-wizard}]]/4)]])\n Animated skeletons of animals that had ¼ to 1 HD conform to the statistics of animal skeletons (see “Skeleton” in the *MC*). Skeletons of animals that had less than ¼ HD when living conform to those same statistics, with the following changes: AC 9, HD 1-4; hp 1, #AT 1, Dmg 1. Skeletons of those animals of over 1 HD conform to the regular animal statistics in the *MM*, with the following changes: armor class is worsened by two (AC 10 maximum), damage per attack is reduced by two (1 hp minimum), and movement is reduced by half. Animal zombies conform to the statistics for the particular animal that has been animated, with the following changes: the animal’s number of hit dice is increased by one, AC is worsened by three (AC 8 maximum), and movement is reduced by half.\n Skeletal and zombie animals gain the standard undead immunities (resistance to cold-based, *sleep*, *charm*, and *hold* spells), but lose any normal defenses that the living animal might have had. They also lose any special attacks (raking of rear claws, swallowing whole, and so on) and cannot inject poison or emit fluids, such as musk or saliva. Swallowing does no further damage to the creature swallowed, except to trap it within the swallower’s rib cage. Priests gain a +1 bonus when turning these undead.\n This spell is often a necromancer’s first experience animating corpses. For this to work, the animal bodies or skeletons must be intact.'
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};
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//#endregion
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@@ -34460,7 +34460,7 @@ pri2['Augury'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'The priest casting an *augury* spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an *augury* spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indication of the probable outcome: “weal,” “woe,” or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell ([[70+[[@{level-priest}]]]]); for example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury. For example, if the question is “Will we do well if we venture to the third level?” and a terrible troll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight), the augury might be: “Great risk brings great reward.” If the troll is too strong for the party, the augury might be: “Woe and destruction await!” Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.'
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'effect': 'The priest casting an *augury* spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an *augury* spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indication of the probable outcome: “weal,” “woe,” or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell ([[70+[[@{level-priest}]] ]]); for example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury. For example, if the question is “Will we do well if we venture to the third level?” and a terrible troll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight), the augury might be: “Great risk brings great reward.” If the troll is too strong for the party, the augury might be: “Woe and destruction await!” Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.'
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};
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pri2['Barkskin'] = {
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@@ -35171,7 +35171,7 @@ pri3['Locate Object'] = {
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'level': '3',
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'school': 'Divination (Reversible)',
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'sphere': 'Divination',
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'range': '[[60+10*[[@{level-priest}]]]] yards',
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'range': '[[60+10*[[@{level-priest}]] ]] yards',
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'duration': '8 hours.',
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'aoe': '1 object',
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'components': 'V, S, M',
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@@ -8,6 +8,8 @@ Get-ChildItem $javascriptFolder | ForEach-Object {
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$replace = $content -replace [Regex]::Escape("\\"), "\"
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$replace = $replace -replace [Regex]::Escape(" \n"), "\n"
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$replace = $replace -replace [Regex]::Escape("[[[["), "[[ [["
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$replace = $replace -replace [Regex]::Escape("]]]]"), "]] ]]"
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if ($replace -cne $content) {
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$replace | Set-Content -NoNewline -Path $_.FullName
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}
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@@ -493,7 +493,7 @@ pri2['Augury'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'The priest casting an *augury* spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an *augury* spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indication of the probable outcome: “weal,” “woe,” or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell ([[70+[[@{level-priest}]]]]); for example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury. For example, if the question is “Will we do well if we venture to the third level?” and a terrible troll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight), the augury might be: “Great risk brings great reward.” If the troll is too strong for the party, the augury might be: “Woe and destruction await!” Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.'
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'effect': 'The priest casting an *augury* spell seeks to divine whether an action in the immediate future (within one-half hour) will benefit or harm the party. For example, if a party is considering the destruction of a weird seal that closes a portal, an *augury* spell can be used to find if weal or woe will be the immediate result. If the spell is successful, the DM yields some indication of the probable outcome: “weal,” “woe,” or possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful reply is 70%, plus 1% for each level of the priest casting the spell ([[70+[[@{level-priest}]] ]]); for example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury. For example, if the question is “Will we do well if we venture to the third level?” and a terrible troll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM estimates the party could beat after a hard fight), the augury might be: “Great risk brings great reward.” If the troll is too strong for the party, the augury might be: “Woe and destruction await!” Likewise, a party casting several auguries about the same action in quick succession might receive identical answers, regardless of the dice rolls.'
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};
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pri2['Barkskin'] = {
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@@ -1204,7 +1204,7 @@ pri3['Locate Object'] = {
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'level': '3',
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'school': 'Divination (Reversible)',
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'sphere': 'Divination',
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'range': '[[60+10*[[@{level-priest}]]]] yards',
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'range': '[[60+10*[[@{level-priest}]] ]] yards',
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'duration': '8 hours.',
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'aoe': '1 object',
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'components': 'V, S, M',
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@@ -4520,7 +4520,7 @@ wiz7['Delayed Blast Fireball'] = {
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'materials': 'A tiny ball of bat guano and sulphur',
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'reference': 'p. 233',
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'book': 'PHB',
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'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6+[[{[[@{level-wizard}]],10}kl1]]]]',
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'damage': '[[ [[{[[@{level-wizard}]],10}kl1]]d6+[[{[[@{level-wizard}]],10}kl1]] ]]',
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'damage-type': 'Fire',
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'healing': '',
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'effect': 'This spell creates a fireball, with a +1 bonus to each of its dice of damage, which releases its blast anytime from instantly to five rounds later, according to the command given by the wizard. In other respects, the spell is the same as the 3rd-level spell *fireball.*'
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@@ -5046,7 +5046,7 @@ wiz8['Mass Charm'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'A *mass charm* spell affects either persons or monsters just as a *charm person* or *charm monster* spell. The *mass charm* spell, however, affects a number of creatures whose combined levels of experience or Hit Dice does not exceed twice the level of experience of the spellcaster. Currently [[2*[[@{level-wizard}]]]] levels or Hit Dice. All affected creatures must be within the spell range and within a 30-foot cube. Note that the creatures’ saving throws are unaffected by the number of recipients (see the *charm person* and *charm monster* spells), but all target creatures are subject to a penalty of –2 on their saving throws because of the efficiency and power of this spell. The Wisdom bonus against charm spells does apply.'
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'effect': 'A *mass charm* spell affects either persons or monsters just as a *charm person* or *charm monster* spell. The *mass charm* spell, however, affects a number of creatures whose combined levels of experience or Hit Dice does not exceed twice the level of experience of the spellcaster. Currently [[2*[[@{level-wizard}]] ]] levels or Hit Dice. All affected creatures must be within the spell range and within a 30-foot cube. Note that the creatures’ saving throws are unaffected by the number of recipients (see the *charm person* and *charm monster* spells), but all target creatures are subject to a penalty of –2 on their saving throws because of the efficiency and power of this spell. The Wisdom bonus against charm spells does apply.'
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};
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wiz8['Maze'] = {
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@@ -8140,7 +8140,7 @@ wiz1['Animate Dead Animals'] = {
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'damage': '',
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'damage-type': '',
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'healing': '',
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'effect': 'This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this particular spell (lizards, cats, frogs, weasels, tigers, and so on), including minimals and non-magical, giant-sized animals. These undead remain animated until they are destroyed in combat or turned; the animating magic cannot be dispelled.\n The number of undead that a wizard can animate depends on the animal’s original hit dice, the caster’s level, and the type of undead being created. The caster can create the following number of animal skeletons:\n • ¼ HD animal or less: 4/caster level ([[4*[[@{level-wizard}]]]])\n • ½ to 1 HD animal: 2/caster level ([[2*[[@{level-wizard}]]]])\n • 1+ to 3 HD animal: 1/caster level ([[@{level-wizard}]])\n • 3+ to 6 HD animal: 1/2 caster levels ([[floor([[@{level-wizard}]]/2)]])\n • Animal of over 6 HD: 1/4 caster levels ([[floor([[@{level-wizard}]]/4)]])\n The caster can create the following number of animal zombies:\n • ¼ HD animal or less: 2/caster level ([[2*[[@{level-wizard}]]]])\n • ½ to 1–1 HD animal: 1/caster level ([[@{level-wizard}]])\n • 1 to 3 HD animal: 1/2 caster levels ([[floor([[@{level-wizard}]]/2)]])\n • Animal of over 3 HD: 1/4 caster levels ([[floor([[@{level-wizard}]]/4)]])\n Animated skeletons of animals that had ¼ to 1 HD conform to the statistics of animal skeletons (see “Skeleton” in the *MC*). Skeletons of animals that had less than ¼ HD when living conform to those same statistics, with the following changes: AC 9, HD 1-4; hp 1, #AT 1, Dmg 1. Skeletons of those animals of over 1 HD conform to the regular animal statistics in the *MM*, with the following changes: armor class is worsened by two (AC 10 maximum), damage per attack is reduced by two (1 hp minimum), and movement is reduced by half. Animal zombies conform to the statistics for the particular animal that has been animated, with the following changes: the animal’s number of hit dice is increased by one, AC is worsened by three (AC 8 maximum), and movement is reduced by half.\n Skeletal and zombie animals gain the standard undead immunities (resistance to cold-based, *sleep*, *charm*, and *hold* spells), but lose any normal defenses that the living animal might have had. They also lose any special attacks (raking of rear claws, swallowing whole, and so on) and cannot inject poison or emit fluids, such as musk or saliva. Swallowing does no further damage to the creature swallowed, except to trap it within the swallower’s rib cage. Priests gain a +1 bonus when turning these undead.\n This spell is often a necromancer’s first experience animating corpses. For this to work, the animal bodies or skeletons must be intact.'
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'effect': 'This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this particular spell (lizards, cats, frogs, weasels, tigers, and so on), including minimals and non-magical, giant-sized animals. These undead remain animated until they are destroyed in combat or turned; the animating magic cannot be dispelled.\n The number of undead that a wizard can animate depends on the animal’s original hit dice, the caster’s level, and the type of undead being created. The caster can create the following number of animal skeletons:\n • ¼ HD animal or less: 4/caster level ([[4*[[@{level-wizard}]] ]])\n • ½ to 1 HD animal: 2/caster level ([[2*[[@{level-wizard}]] ]])\n • 1+ to 3 HD animal: 1/caster level ([[@{level-wizard}]])\n • 3+ to 6 HD animal: 1/2 caster levels ([[floor([[@{level-wizard}]]/2)]])\n • Animal of over 6 HD: 1/4 caster levels ([[floor([[@{level-wizard}]]/4)]])\n The caster can create the following number of animal zombies:\n • ¼ HD animal or less: 2/caster level ([[2*[[@{level-wizard}]] ]])\n • ½ to 1–1 HD animal: 1/caster level ([[@{level-wizard}]])\n • 1 to 3 HD animal: 1/2 caster levels ([[floor([[@{level-wizard}]]/2)]])\n • Animal of over 3 HD: 1/4 caster levels ([[floor([[@{level-wizard}]]/4)]])\n Animated skeletons of animals that had ¼ to 1 HD conform to the statistics of animal skeletons (see “Skeleton” in the *MC*). Skeletons of animals that had less than ¼ HD when living conform to those same statistics, with the following changes: AC 9, HD 1-4; hp 1, #AT 1, Dmg 1. Skeletons of those animals of over 1 HD conform to the regular animal statistics in the *MM*, with the following changes: armor class is worsened by two (AC 10 maximum), damage per attack is reduced by two (1 hp minimum), and movement is reduced by half. Animal zombies conform to the statistics for the particular animal that has been animated, with the following changes: the animal’s number of hit dice is increased by one, AC is worsened by three (AC 8 maximum), and movement is reduced by half.\n Skeletal and zombie animals gain the standard undead immunities (resistance to cold-based, *sleep*, *charm*, and *hold* spells), but lose any normal defenses that the living animal might have had. They also lose any special attacks (raking of rear claws, swallowing whole, and so on) and cannot inject poison or emit fluids, such as musk or saliva. Swallowing does no further damage to the creature swallowed, except to trap it within the swallower’s rib cage. Priests gain a +1 bonus when turning these undead.\n This spell is often a necromancer’s first experience animating corpses. For this to work, the animal bodies or skeletons must be intact.'
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};
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//#endregion
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