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roll20-character-sheets-tester/ADnD_2E_Revised/futureIdeas.txt
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Possible NPC sheet
- Follower sheet, collapse spells for Animals/Familiars
- Add top level button to jump directly to the Follower sheet
- More detailed weapons and such for npcs
- Remove repeating NPC sections?
- Structured spell book, which fields for total pages, pages used, and remaining pages.
-- Multiple spell books
-- A roll button for the number of pages needed
-- A roll button for the number of days to write it into the book
- Armor Class detailed breakdown
- Armor class Slashing/Piercing/Bludgeoning
Follower classes
AD&D 2E Book release order
The Complete Fighter's Handbook 1989 December
The Complete Thief's Handbook 1989 December
The Complete Priest's Handbook 1990 May
The Complete Wizard's Handbook 1990 June
The Complete Psionics Handbook 1991 January
Tome of Magic 1991 May
Arms and Equipment Guide 1991 July
The Complete Book of Dwarves 1991 October
The Complete Bard's Handbook 1992 March
The Complete Book of Elves 1992 December
The Complete Book of Gnomes & Halflings 1993 February -- no content
The Complete Book of Humanoids 1993 April
The Complete Ranger's Handbook 1993 December
The Complete Book of Villains 1994 April -- no content
The Complete Paladin's Handbook 1994 May
The Complete Druid's Handbook 1994 August
The Complete Barbarian's Handbook 1995 January
The Complete Book of Necromancers 1995 March
Player's Option: Combat & Tactics 1995 June
Player's Option: Skills & Powers 1995 July
Dungeon Master Option: High-Level Campaigns 1995 August
The Complete Ninja's Handbook 1995 August
Player's Option: Spells & Magic 1996 May
Wizard's Spell Compendium, Volume 1 1996
Wizard's Spell Compendium, Volume 2 1997
Wizard's Spell Compendium, Volume 3 1998
Wizard's Spell Compendium, Volume 4 1998
Priest's Spell Compendium, Volume 1 1999
Priest's Spell Compendium, Volume 2 1999
Priest's Spell Compendium, Volume 3 2000
Create / Fabricate Scrolls, Potions, and Magical items
Scrolls / Potions
The knowledge of how to create scrolls and potions of similar function to a known spell does not just leap into his brain. He knows where to look for the information he needs to make an attempt (sages, higher level spellcaster, higher powers). The exact process for each spell is still a mystery. DMG p. 118-119
Scrolls
Wizard
- Create scrolls 9th level. PHB p. 43, DMG p. 117
- Wizards must have their spellbook at hand. DMG p. 119
Priest
- Create scrolls at 7th level. DMG p. 117
- Priests must work on a specially prepared alter. DMG p. 119
Quill and Ink must be of special or magical origin and be fresh and unused for each spell (even each inscription of the same spell requires new Quill and Ink). DMG p. 119
Success rate is known by the DM. DMG p. 119
Protection scrolls takes 6 days of undisturbed work. DMG p. 119
A single scroll can contain 1 to 6 spells, determined by the DM. DMG p. 119
Potions
- Wizards Brew potions at 9th level. PHB p, 43, DMG p. 117
-- Healing and curing potions are beyond the ken of wizards. DMG p. 119
- Priests Brew a few potions (mainly healing and cures) at 9th level. DMG p. 117, 119
- In addtion to the fantastical materials needed, potions require mundane ingredients. The basic cost of these ingredients ranges from 200 to 1,000 gp. DMG p. 119
- Wizards needs a complete alchemical laboratory. The basic cost is at least 2,000 gp for the equipment and furnishings. The location and housing is added on top of this cost. The wizard must pay 10% of its value every month for maintenance. DMG p. 120
- Priests need an alter specially consecrated to the purpose of brewing potions. DMG p. 120
- To create a potion is equal to cost of materials in gp / 100. DMG p. 120
- Success is known by the DM. DMG p. 120
Other Magical items
- Wizards create other magical items at 11th level, (if he has the spells). DMG p. 117
- Priests Create a few magical items at 11th level. DMG p. 117
- The right materials cost from 1,000 to 10,000 (or more!) gold pieces depending. DMG p, 120
- Preparing the materials takes from 2 weeks to a month and costs at least 500 gold pieces, if not more. DMG p. 121
Wizards
- First cast _Enchant an Item_ (or have another do it for them) then perform whatever is needed. DMG p. 121
- If no _permanency_ spell is cast in the end, the vessel only holds charges equal to the number of spells cast upon it. DMG p. 121
- Success is known by the DM. DMG p. 121
Priests. DMG p. 121
- Must first find the vessel of the finest or most perfect materials
- The priest must then spend two weeks in meditation and purification ceremonies and then another week in fasting and purification, to purify himself
- Then he must likewise purify the item and seek to invoke it a small portion of his deity's grandeur. This takes a single day and night.
- As the item rests upon an alter, the priest must pray for the blessed sign that the deity will endow the vessel with the desired powers. Each day there is a 1% cumulative chance that the prayers will be heard.
- Once complete the item needs to be sanctified and consecrated for a permanent enchant
- For charges, the priest have 24 hours to cast the appropriate spells into the item
Druids
- Druids with 3 proficiency slots in the Herbalism Nonweapon proficiency can create magical herbal brews. The Complete Druid's Handbook p. 103