diff --git a/RPGMlibrary AD+D2e/3.5.2/libRPGMaster2e.js b/RPGMlibrary AD+D2e/3.5.2/libRPGMaster2e.js new file mode 100644 index 000000000..a342b6a2a --- /dev/null +++ b/RPGMlibrary AD+D2e/3.5.2/libRPGMaster2e.js @@ -0,0 +1,11231 @@ +// Github: https://github.com/Roll20/roll20-api-scripts/tree/master/RPGMlibrary%20AD%2BD2e +// Beta: https://github.com/DameryDad/roll20-api-scripts/tree/RPGMlibrary/RPGMlibrary%20AD%2BD2e +// By: Richard @ Damery +// Contact: https://app.roll20.net/users/6497708/richard-at-damery + +var API_Meta = API_Meta||{}; // eslint-disable-line no-var +API_Meta.libRPGMaster={offset:Number.MAX_SAFE_INTEGER,lineCount:-1}; +{try{throw new Error('');}catch(e){API_Meta.libRPGMaster.offset=(parseInt(e.stack.split(/\n/)[1].replace(/^.*:(\d+):.*$/,'$1'),10)-8);}} + +/** + * libRPGMaster.js + * + * * Copyright 2022: Richard @ Damery. + * Licensed under the GPL Version 3 license. + * http://www.gnu.org/licenses/gpl.html + * + * This script is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This script is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * + * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * + * + * The goal of this script is to provide a shared library of functions + * available to all RPGmaster APIs (and anyone else who wants to use them) + * + * v0.1.0 to v2.3.4 See earlier versions for change log + * v3.0.0 13/11/2023 Added support for different Character Sheets. Corrected how the casting level of + * wizard & priest spells is calculated, especially when used as powers. + * Added support for variable look-up in parseData(), to facilitate the new MI query: + * attribute. Added Alternate Powers table for compatibility with other character sheets. + * v3.0.1 20/11/2023 Fixed fatal crash on a completely new install with initialisation of state.RPGMaster + * object. + * v3.0.2 18/12/2023 Fixed internal database overwrite error by amending the AbilityObj constructor. + * v3.1.0 21/11/2023 Added configurable application of forced hit/miss on max/min to-hit dice roll and/or + * critical roll/fumble. Added other AD&D1e sheet display fields. Generalised the + * tableFind() method to support arrays of search values and Regular Expressions. + * Extended initValues() to take an existing values object and add to it. + * v3.1.1 06/12/2023 Fixed table management system to work with empty table fields more effectively. + * Added AD&D1e AR Adjust fields in weapon tables. Support 5th Specs field for extended + * item & spell DB object inheritance. Moved weapon & armour parsing tables to library + * to support item & spell DB inheritance in resolveData(). Improved error handling by + * throwing Error() rather than raw objects. Improve tableFind() when finding a blank + * row to store new data in. + * v3.1.2 15/01/2023 Further work to extend database item inheritance to magic items databases. Implemented + * queries and variables for magic items. Added the "changeTo" recharging type to support + * items that change to another item when they reach zero charges. Fix database + * corruption by cloning database object on lookup. Make attribute maths a library + * function and generally available. Extend resolveData() to manage sheet-unique objects, + * parse table subsets, and variables. Introduce "format" db item class which does not + * appear in lists, but can be inherited and used to format outputs. Fix Auto-Hide + * configuration. Updated reWeapSpecs adj to support double-plus syntax. + * v3.1.3 02/02/2024 New default weapon table charge type of uncharged. Split Weapons db into 3. Support + * message variable access using ^^attribute_name^^ syntax. Multiple resolveData() fixes + * Fix to calcAttr() and rollDice() library function redirects. Tidying & deleting old + * commented out code. + * v3.2.0 08/02/2024 New additions to the weapons databases. Support for and use of new attackMaster, + * magicMaster & roundMaster functions. + * v3.2.1 11/02/2024 Fixed bug in resolveData().parsed which did not correctly resolve item variables. + * Enhanced parseStr() to handle undefined / empty strings without erroring. Improved + * handling of hidden items, and added config flag for default reveal on use or manually + * v3.3.0 14/03/2024 Filtered dB object types on --write to remove duplicate types. Added support for + * a standard equipment database. Added bags to spell & power resolveData() extensions. + * Added more magic items from the DMG. + * v3.4.0 06/04/2024 Fixed classAllowedItem() to allow innate items that are part of a multitype item such as + * innate-melee|MUspellL3. Added a table for initiative modifier sources. Added "init+:" + * and "init*:" data attributes for items that affect initiative rolls. Added {{hide#=...}} + * to trigger [show more...] hidden sections on RPGMspell and RPGMdefault templates. Trap + * tableLookup() method called with undefined index to return undefined result. Improve + * formatting of RPGM templates. Added support for bespoke parsing tables to classObjects(). + * Fixed handling of innate objects by classAllowedItem() to include multitype objects. + * Made parseStr() a library function. + * v3.4.1 17/05/2024 Several database fixes. + * v3.5.0 26/05/2024 Save mods table and custom save syntax. Better coding of save parsing function. + * Multiple database updates to use latest features. Split spell databases by level. + * Fix magic item rev: attribute to correctly use 'manual', 'view', or 'use'. + * Fix --display-ability to more accurately display database items. Force attack result if + * critical hit or miss dependent on config flag. Add c(...) and f(...) as RPGM maths + * operators for ceil(...) and floor(...). Grey out database item action buttons on "view" + * (toggled by config button) + * v3.5.1 03/08/2024 Changed thief detect noise skill to be on a configurable GM roll. + * v3.5.2 14/09/2024 Fixed evalAttr() to correctly deal with attribute [...] descriptors + **/ + +const libRPGMaster = (() => { // eslint-disable-line no-unused-vars + 'use strict'; + const version = '3.5.2'; + API_Meta.libRPGMaster.version = version; + const lastUpdate = 1726328386; + const schemaVersion = 0.1; + log('now in seconds is '+Date.now()/1000); + + /* + * The fields object defines all the fields on a character sheet that the + * API uses. These can be changed by the user **with caution** + * DO NOT change the name of each line in the object - this is what the API + * uses to find the name of the fields you want on the character sheet. + * ONLY CHANGE definitions within the '[...]' brackets. Before the comma is + * the name of the field on the character sheet, and after the comma is the + * property used in the attribute object with that name. + * For REPEATING TABLE LINES: the table reference is in a definition named '..._table:' + * and consists of the reference name before the comma, and a flag defining if the + * first row of the table is the 'repeating_..._$0_' line (true) or a static field (false). + * Values in the table are then defined as separate definitions below the table + * reference definition e.g. + * MW_table: ['repeating_weapons',false], + * MW_name: ['weaponname','current'], + * MW_speed: ['weapspeed','current'], + * means the MW (Melee Weapons) table has the following structure: + * 1st row: weaponname.current, weapspeed.current + * 2nd row: repeating_weapons_$0_weaponname.current, repeating_weapons_$0_weapspeed.current + * 3rd row: repeating_weapons_$1_weaponname.current, repeating_weapons_$1_weapspeed.current + * etc... + */ + + const fields = Object.freeze({ + + GameVersion: 'AD&D2e', + MagicItemDB: 'MI-DB', + WeaponDB: 'MI-DB', + MU_SpellsDB: 'MU-Spells-DB', + PR_SpellsDB: 'PR-Spells-DB', + AttacksDB: 'Attacks-DB', + PowersDB: 'Powers-DB', + ClassDB: 'Class-DB', + RaceDB: 'Race-DB', + StylesDB: 'Styles-DB', + AbilitiesDB: 'Locks-Traps-DB', + roundMaster: '!rounds', + attackMaster: '!attk', + commandMaster: '!cmd', + magicMaster: '!magic', + initMaster: '!init', + defaultTemplate: 'RPGMdefault', + menuTemplate: 'RPGMmenu', + messageTemplate: 'RPGMmessage', + spellTemplate: 'RPGMspell', + potionTemplate: 'RPGMpotion', + targetTemplate: 'RPGMattack', + weaponTemplate: 'RPGMweapon', + ammoTemplate: 'RPGMammo', + armourTemplate: 'RPGMarmour', + itemTemplate: 'RPGMitem', + itemSpellTemplate: 'RPGMitemSpell', + ringTemplate: 'RPGMring', + scrollTemplate: 'RPGMscroll', + wandSpellTemplate: 'RPGMwandSpell', + wandTemplate: 'RPGMwand', + classTemplate: 'RPGMclass', + warningTemplate: 'RPGMwarning', + CSspellTemplate: '2Espell', + CSweaponTemplate: '2Eattack', + CSdefaultTemplate: '2Edefault', + journalURL: 'http://journal.roll20.net/handout/', + ToHitRoll: '1d20', + SaveRoll: '1d20', + csVersion: ['version','current','4.17.0'], + msVersion: ['ms-version','current'], + dbVersion: ['db-version','current'], + SheetVersion: ['character_sheet','current'], + PlayerID: ['playerid','current'], + Race: ['race','current',''], + Alignment: ['alignment','current',''], // Build + Gender: ['gender','current',''], + Age: ['age','current',''], + AgeVal: ['age','max',''], + Total_level: ['level-total','current'], + Fighter_class: ['class1','current'], + Wizard_class: ['class2','current'], + Priest_class: ['class3','current'], + Rogue_class: ['class4','current'], + Psion_class: ['class5','current'], + Monster_class: ['class1','current'], + Fighter_level: ['level-class1','current'], + Wizard_level: ['level-class2','current'], + Priest_level: ['level-class3','current'], + Rogue_level: ['level-class4','current'], + Psion_level: ['level-class5','current'], + Monster_level: ['hitdice','current'], + Monster_mov: ['movement','current'], + Monster_hitDice: ['hitdice','current'], + Monster_hpExtra: ['monsterhpextra','current'], + Monster_hdReroll: ['monsterhitdice-reroll','current'], + Monster_int: ['monsterintelligence','current'], + MonsterCritHit: ['monstercrit','current'], + MonsterCritMiss: ['monstercrit','max'], + Monster_attks: ['monsteratknum','current'], + Monster_speed: ['monsterini','current'], + Monster_dmg1: ['monsterdmg','current'], + Monster_dmg2: ['monsterdmg2','current'], + Monster_dmg3: ['monsterdmg3','current'], + Monster_spAttk: ['monsterspecattacks','current'], + Monster_spDef: ['monsterspecdefenses','current'], + Monster_mr: ['monstermagicresist','current'], + Monster_size: ['monstersize','current','M'], + ClassWarriorList: ['spellmem','current'], + ClassWizardList: ['spellmem2','current'], + ClassPriestList: ['spellmem3','current'], + ClassRogueList: ['spellmem4','current'], + ClassPsionList: ['spellmem30','current'], + ClassCreatureList: ['spellmem5','current'], + RaceHumanoidList: ['spellmem','current'], + RaceCreatureList: ['spellmem2','current'], + ContainerList: ['spellmem3','current'], + Strength: ['strength','current'], + Strength_original: ['strength','max'], + Strength_hit: ['strengthhit','current'], + Strength_dmg: ['strengthdmg','current'], + Magical_hitAdj: ['strengthhit','max'], + Magical_dmgAdj: ['strengthdmg','max'], + OpenDoors: ['opendoor','current'], + BendBars: ['bendbar','current'], + Dexterity: ['dexterity','current'], + Dexterity_original: ['dexterity','max'], + Dex_missile: ['dexmissile','current'], + Dex_acBonus: ['dexdefense','current'], + Constitution: ['constitution','current'], + Constitution_original:['constitution','max'], + SystemShock: ['conshock','current'], + ResSurvive: ['conres','current'], + Regenerate: ['conregen','current'], + Regen_perRound: ['conregen','max'], + Intelligence: ['intelligence','current'], + Intelligence_original:['intelligence','max'], + LearnSpell: ['intchance','current'], + Wisdom: ['wisdom','current'], + Wisdom_original: ['wisdom','max'], + Wisdom_defAdj: ['wisdef','current'], + SpellFail: ['wisfail','current'], + Charisma: ['charisma','current'], + Charisma_original: ['charisma','max'], + Expenditure: ['expenditure','current'], + Container_trap: ['trap-name','current'], + Container_lock: ['trap-name','max'], + Old_trap: ['old-name','current'], + Old_lock: ['old-name','max'], + Trap_tokenID: ['chest','current'], + Trap_version: ['trap-version','current',0], + Trap_magical: ['magical-trap-adj','current',1], + Trap_varPrefix: ['trap-var','current'], + Lock_varPrefix: ['lock-var','max'], + Trap_imgPrefix: ['trap-img','current'], + Lock_imgPrefix: ['lock-img','max'], + Trap_vars: ['trap-vars','current',0], + Lock_vars: ['trap-vars','max',0], + Trap_imgs: ['trap-imgs','current',0], + Lock_imgs: ['trap-imgs','max',0], + Trap_status: ['trap-status','current','Armed'], + Lock_status: ['trap-status','max','Locked'], + GM_Rolls: ['gm-rolls','current','GM-Roll-'], + Container: ['race','max',''], + Container_pick: ['searcher','current',''], + Container_put: ['searcher','max',''], + Token_lockImgPrefix:['limg','max'], + Token_trapImgPrefix:['timg','current'], + Token_closedImg: ['closed-img','current',''], + Token_closedRot: ['closed-img','max',0], + Token_closedImgW: ['closed-img-size','current','70'], + Token_closedImgH: ['closed-img-size','max','70'], + Token_openImg: ['open-img','current',''], + Token_openRot: ['open-img','max',0], + Token_openImgW: ['open-img-size','current','70'], + Token_openImgH: ['open-img-size','max','70'], + Token_Thac0: ['bar2','value'], + Token_MaxThac0: ['bar2','max'], + Thac0_base: ['thac0-base','current'], + Thac0: ['thac0','current'], + MonsterThac0: ['monsterthac0','current'], + Token_HP: ['bar3','value'], + Token_MaxHP: ['bar3','max'], + HP: ['HP','current'], + MaxHP: ['HP','max'], + Token_AC: ['bar1','value'], + Token_MaxAC: ['bar1','max'], + AC: ['AC','current'], + MonsterAC: ['monsterarmor','current'], + Monster_baseAC: ['unarmored_base','current',10], // Build + BaseAC: ['armorclass_rating','current',10], // Build + Armor_name: ['armorname','current','No Armor',true], + Armor_mod_none: 'noarmorb', + Armor_mod_leather: 't', + Armor_mod_studded: 'armort', + Armor_mod_416: 'armorp', + Armor_mod_417: 'a', + Armour_normal: ['ACtouch','current'], + Armour_missile: ['ACmissile','current'], + Armour_surprised: ['ACsurprise','current'], + Armour_back: ['ACback','current'], + Armour_head: ['AChead','current'], + Shieldless_normal: ['ACshieldless','current'], + Shieldless_missile: ['ACshieldless-missile','current'], + Shieldless_surprised:['ACshieldless-surprise','current'], + Shieldless_back: ['ACshieldless-back','current'], + Shieldless_head: ['ACshieldless-head','current'], + Armourless_normal: ['ACarmourless','current'], + Armourless_missile: ['ACarmourless-missile','current'], + Armourless_surprised:['ACarmourless-surprise','current'], + Armourless_back: ['ACarmourless-back','current'], + Armourless_head: ['ACarmourless-head','current'], + StdAC: ['StandardAC','current'], + SlashAC: ['SlashAC','current'], + PierceAC: ['PierceAC','current'], + BludgeonAC: ['BludgeonAC','current'], + StdMissileAC: ['StandardAC','max'], + SlashMissileAC: ['SlashAC','max'], + PierceMissileAC: ['PierceAC','max'], + BludgeonMissileAC: ['BludgeonAC','max'], + Armour_styleMod: ['AC-stylemod','current','0'], + Saves_paralysis: ['partar','current'], + Saves_poison: ['poitar','current'], + Saves_death: ['deatar','current'], + Saves_rod: ['rodtar','current'], + Saves_staff: ['statar','current'], + Saves_wand: ['wantar','current'], + Saves_petrification:['pettar','current'], + Saves_polymorph: ['poltar','current'], + Saves_breath: ['breathtar','current'], + Saves_spell: ['sptar','current'], + Saves_modParalysis: ['parmod','current'], + Saves_modPoison: ['poimod','current'], + Saves_modDeath: ['deamod','current'], + Saves_modRod: ['rodmod','current'], + Saves_modStaff: ['stamod','current'], + Saves_modWand: ['wanmod','current'], + Saves_modPetrification:['petmod','current'], + Saves_modPolymorph: ['polmod','current'], + Saves_modBreath: ['breathmod','current'], + Saves_modSpell: ['spmod','current'], + Saves_modStrength: ['strmod','current'], + Saves_modConstitution:['conmod','current'], + Saves_modDexterity: ['dexmod','current'], + Saves_modIntelligence:['intmod','current'], + Saves_modWisdom: ['wismod','current'], + Saves_modCharisma: ['chrmod','current'], + Saves_modOpenDoors: ['odmod','current','0'], + Saves_modBendBars: ['bbmod','current','0'], + Saves_modSystemShock:['ssmod','current','0'], + Saves_modResSurvive:['rsmod','current','0'], + Saves_modLearnSpell:['lsmod','current','0'], + Saves_modSpellFail: ['sfmod','current','0'], + Saves_monParalysis: ['monpartar','current'], + Saves_monPoison: ['monpoitar','current'], + Saves_monDeath: ['mondeatar','current'], + Saves_monRod: ['monrodtar','current'], + Saves_monStaff: ['monstatar','current'], + Saves_monWand: ['monwantar','current'], + Saves_monPetri: ['monpettar','current'], + Saves_monPolymorph: ['monpoltar','current'], + Saves_monBreath: ['monbretar','current'], + Saves_monSpell: ['monspetar','current'], + SaveMod_table: ['repeating_savemod',0], + SaveMod_name: ['name','current','-'], + SaveMod_spellName: ['name','max',''], + SaveMod_saveSpec: ['mods','current',0], + SaveMod_saveCount: ['mods','max',''], + SaveMod_round: ['round','current',0], + SaveMod_curRound: ['round','max',0], + SaveMod_basis: ['basis','current'], + SaveMod_tag: ['basis','max',''], + SaveMod_modField: ['mod','current',''], + SaveMod_saveField: ['mod','max',''], + SaveMod_roll: ['roll','current','1d20'], + SaveMod_index: ['roll','max',4], + SaveMod_cmd: ['cmd','current',''], + SaveNotes: ['save-notes','current',''], + Magic_saveAdj: ['wisdef','max'], + LightSource: ['lightsource','current'], + RogueLevelPts: ['rogue-level-base','current'], + Thief_postfix: ['t','current'], + Pick_Pockets: ['pp','current'], + Open_Locks: ['ol','current'], + Find_Traps: ['rt','current'], + Move_Silently: ['ms','current'], + Hide_in_Shadows: ['hs','current'], + Detect_Noise: ['dn','current'], + Climb_Walls: ['cw','current'], + Read_Languages: ['rl','current'], + Legend_Lore: ['ib','current'], + Init_action: ['init_action', 'current'], + Init_2ndAction: ['init_action', 'max'], + Init_speed: ['init_speed', 'current'], + Init_2ndSpeed: ['init_speed', 'max'], + Init_actNum: ['init_actionnum', 'current'], + Init_2ndActNum: ['init_actionnum', 'max'], + Init_attacks: ['init_attacks','current'], + Init_2ndAttacks: ['init_attacks','max'], + Init_preInit: ['init_preinit', 'current'], + Init_2ndPreInit: ['init_preinit', 'max'], + Init_2Hweapon: ['init_2H','current'], + Init_2nd2Hweapon: ['init_2H', 'max'], + Init_chosen: ['init_chosen', 'current'], + Init_fixInit: ['init_chosen', 'max', '0'], + Init_submitVal: ['init_submitVal','current'], + Init_hand: ['init_hand','current'], + Init_done: ['init_done', 'current'], + Init_carry: ['init_carry', 'current'], + Init_carrySpeed: ['init-carry_speed', 'current'], + Init_carryAction: ['init-carry_action', 'current'], + Init_carryActNum: ['init-carry_actionnum', 'current'], + Init_carryAttacks: ['init-carry_attacks', 'current'], + Init_carryWeapNum: ['init-carry_weapno', 'current'], + Init_carryPreInit: ['init-carry_preinit', 'current'], + Init_carry2H: ['init-carry_2H', 'current'], + Init_2ndShield: ['init_shield','current','0'], + initMultiplier: ['init-mod','max'], + initMod: ['init-mod','current'], + InitModAdjust: ['init-adj','current'], + InitMultAdjust: ['init-adj','max'], + InitMagic_table: ['repeating_init',0], + InitMagic_name: ['name','current','-'], + InitMagic_cmd: ['name','max',''], + InitMagic_mod: ['initmod','current','0'], + InitMagic_mult: ['initmod','max','1'], + Prev_round: ['prev-round', 'current'], + Weapon_num: ['weapno','current'], // Fix! + Weapon_2ndNum: ['weapno','max'], // Fix! + Primary_weapon: ['weapno','current'], // Fix! + Prime_weapName: ['weapno','max'], // Fix! + NonProfPenalty: ['nonprof-penalty','current','0'], + RelWeapPenalty: ['famil-penalty','current','0'], + TwoWeapStylePenalty:['twoweap-penalty','current','9.9'], + TwoWeapPen_Primary: ['dual-pen-primary','current','-2'], + TwoWeapPen_OffHand: ['dual-pen-secondary','current','-4'], + Dmg_specials: ['abilitiesnotes','current',''], + Attk_specials: ['abilitiesnotesranged','current',''], + MWrows: 12, + MW_table: ['repeating_weapons',0], + MW_name: ['weaponname','current','-'], + MW_type: ['weaponname','max',''], + MW_range: ['range','current',''], + MW_superType: ['range','max',''], + MW_speed: ['weapspeed','current',''], + MW_dancing: ['weapspeed','max','0'], + MW_thac0: ['thac0','current','20'], + MW_magicThac0: ['thac0','max',''], + MW_noAttks: ['attacknum','current','1'], + MW_attkCount: ['attacknum','max','0'], + MW_attkRound: ['attackround','current','0'], + MW_curCount: ['attackround','max','0'], + MW_styleAttks: ['stylenum','current','0'], + MW_offhandAdj: ['stylenum','max','0'], + MW_adj: ['attackadj','current','0'], + MW_preInit: ['attackadj','max','0'], + MW_strBonus: ['strbonus','current','1'], + MW_styleAdj: ['styleadj','current','0'], + MW_styleSpeed: ['styleadj','max','0'], + MW_twoHanded: ['twohanded','current','0'], + MW_touch: ['twohanded','max','0'], + MW_size: ['size','current',''], + MW_miName: ['size','max',''], + MW_profLevel: ['prof-level','current','0'], + MW_dancingProf: ['prof-level','max','0'], + MW_critHit: ['crit-thresh','current','20'], + MW_critMiss: ['crit-thresh','max','1'], + MW_styleCH: ['style-crit','current','20'], + MW_styleCM: ['style-crit','max','1'], + MW_slash: ['weaptype-slash','current','0'], + MW_pierce: ['weaptype-pierce','current','0'], + MW_bludgeon: ['weaptype-blunt','current','0'], + MW_aradj: ['weap-aradj','current',''], + MW_hand: ['weap-hand','current',''], + MW_message: ['weapmsg','current',''], + MW_cmd: ['weapmsg','max',''], + MW_charges: ['charges','current',''], + MW_chargeType: ['charges','max','uncharged'], + MWdmgRows: 12, + Dmg_table: ['repeating_weapons-damage',0], + Dmg_name: ['weaponname1','current','-'], + Dmg_miName: ['weaponname1','max',''], + Dmg_adj: ['damadj','current','0'], + Dmg_styleAdj: ['damadj','max','0'], + Dmg_dmgSM: ['damsm','current','0'], + Dmg_dmgL: ['daml','current','0'], + Dmg_styleSM: ['styleBonus','current','0'], + Dmg_styleL: ['styleBonus','max','0'], + Dmg_strBonus: ['strBonus1','current','0'], + Dmg_specialist: ['specialist-damage','current','0'], + Dmg_type: ['type','current',''], + Dmg_superType: ['type','max',''], + Dmg_message: ['dammsg','current',''], + Dmg_cmd: ['dammsg','max',''], + Dmg_charges: ['charges1','current',''], + Dmg_chargeType: ['charges1','max',''], + Dmg_touch: ['touch','current','0'], + RWrows: 12, + RW_table: ['repeating_weapons2',0], + RW_name: ['weaponname2','current','-'], + RW_type: ['weaponname2','max',''], + RW_speed: ['weapspeed2','current',''], + RW_dancing: ['weapspeed2','max','0'], + RW_noAttks: ['attacknum2','current','1'], + RW_attkCount: ['attacknum2','max','0'], + RW_attkRound: ['attackround','current','0'], + RW_curCount: ['attackround','max','0'], + RW_thac0: ['thac02','current','20'], + RW_magicThac0: ['thac02','max',''], + RW_styleAttks: ['stylenum2','current','0'], + RW_adj: ['attackadj2','current','0'], + RW_preInit: ['attackadj2','max','0'], + RW_styleAdj: ['styleadj2','current','0'], + RW_styleSpeed: ['styleadj2','max','0'], + RW_styleRange: ['stylerange2','current','0'], + RW_styleRangeMods: ['stylerange2','max',''], + RW_strBonus: ['strbonus2','current','0'], + RW_dexBonus: ['dexbonus2','current','1'], + RW_twoHanded: ['twohanded2','current','1'], + RW_touch: ['twohanded2','max','0'], + RW_profLevel: ['prof-level2','current','0'], + RW_dancingProf: ['prof-level2','max','0'], + RW_critHit: ['crit-thresh2','current','20'], + RW_critMiss: ['crit-thresh2','max','1'], + RW_styleCH: ['style-crit2','current','20'], + RW_styleCM: ['style-crit2','max','1'], + RW_size: ['size2','current',''], + RW_miName: ['size2','max',''], + RW_range: ['range2','current',''], + RW_superType: ['range2','max',''], + RW_slash: ['weaptype-slash2','current','0'], + RW_pierce: ['weaptype-pierce2','current','0'], + RW_bludgeon: ['weaptype-blunt2','current','0'], + RW_aradj: ['weap-aradj2','current',''], + RW_hand: ['weap-hand2','current',''], + RW_message: ['weapmsg2','current',''], + RW_cmd: ['weapmsg2','max',''], + RW_charges: ['charges2','current',''], + RW_chargeType: ['charges2','max','uncharged'], + RWrange_mod: ['rangemod-','current'], + Ammo_table: ['repeating_ammo',0], + Ammo_name: ['ammoname','current','-'], + Ammo_type: ['ammoname','max',''], + Ammo_strBonus: ['strbonus3','current','0'], + Ammo_adj: ['damadj2','current','0'], + Ammo_attkAdj: ['damadj2','max','0'], + Ammo_reuse: ['reuse','current','0'], + Ammo_setQty: ['reuse','max','0'], + Ammo_styleAdj: ['styleadj3','current','0'], + Ammo_miIndex: ['styleadj3','max',''], + Ammo_dmgSM: ['damsm2','current','0'], + Ammo_range: ['damsm2','max',''], + Ammo_dmgL: ['daml2','current','0'], + Ammo_miName: ['daml2','max',''], + Ammo_styleSM: ['stylebonus2','current','0'], + Ammo_styleL: ['stylebonus2','max','0'], + Ammo_qty: ['ammoremain','current',''], + Ammo_maxQty: ['ammoremain','max',''], + Ammo_message: ['ammomsg','current',''], + Ammo_cmd: ['ammomsg','max',''], + Ammo_charges: ['ammo-charges','current',''], + Ammo_touch: ['ammo-charges','max','0'], + WP_table: ['repeating_weaponprofs',0], + WP_name: ['weapprofname','current','-'], + WP_type: ['weapprofname','max',''], + WP_expert: ['expert','current','0'], + WP_specialist: ['specialist','current','0'], + WP_mastery: ['mastery','current','0'], + MUSpellNo_table: ['spell-level',true], + MUSpellNo_total: ['-total','current'], + MUSpellNo_memable: ['-castable','current','',true], + MUSpellNo_specialist:['-specialist','current','',true], + MUSpellNo_misc: ['-misc','current','',true], + PRSpellNo_table: ['spell-priest-level',true], + PRSpellNo_total: ['-total','current'], + PRSpellNo_memable: ['-castable','current','',true], + PRSpellNo_wisdom: ['-wisdom','current','',true], + PRSpellNo_misc: ['-misc','current','',true], + MISpellNo_table: ['spell-level',true], + MISpellNo_memable: ['-castable','current'], + SpellsCols: 3, + MaxSpellCol: 72, + Spells_table: ['repeating_spells',0], + Spells_name: ['spellname','current','-'], + Spells_db: ['spellname','max',''], + Spells_speed: ['casttime','current','5'], + Spells_cost: ['casttime','max','0'], + Spells_weapon: ['cast-value','max','0'], + Spells_castValue: ['cast-value','current','0'], + Spells_castMax: ['cast-max','current','1'], + Spells_equip: ['cast-max','max',''], + Spells_storedLevel: ['spell-points','current','1'], + Spells_spellLevel: ['spell-points','max','1'], + Spells_miSpellSet: ['arc','current','0'], + Spells_msg: ['cast-macro','max',''], + Spells_macro: ['cast-macro','current',''], + SpellToMem: ['spelltomem','current'], + SpellRowRef: ['spellrowref','current'], + SpellColIndex: ['spellref','current'], + SpellCharges: ['spellcharges','current'], + SpellSpeedOR: ['spellcharges','max'], + CastingLevel: ['casting-level','current'], + Wizard_Level: ['level-wizard','current'], + Priest_Level: ['level-priest','current'], + MU_CastingLevel: ['mu-casting-level','current'], + PR_CastingLevel: ['pr-casting-level','current'], + Casting_name: ['casting-name','current'], + MUSpellbook: ['spellmem','current',''], + PRSpellbook: ['spellmem','current',''], + PowersSpellbook: ['spellmem23','current',''], + Spellbook: ['spellmem','current'], + PowersBaseCol: 67, // Use Spell shaping table? + PowerRows: 9, // Use Spell shaping table? + PowersCols: 3, // Use Spell shaping table? + Powers_table: ['repeating_spells',0], + Powers_name: ['spellname','current','-'], + Powers_db: ['spellname','max',''], + Powers_speed: ['casttime','current','5'], + Powers_cost: ['casttime','max','0'], + Powers_castValue: ['cast-value','current','0'], + Powers_castMax: ['cast-max','current','0'], + Powers_storedLevel: ['spell-points','current','1'], + Powers_miSpellSet: ['arc','current','0'], + Powers_msg: ['cast-macro','current',''], + MIRows: 100, + MIRowsStandard: 30, + MIspellLevel: 15, + MIpowerLevel: 14, + Magic_table: ['repeating_magic',0], + Magic_name: ['magicname','current','-'], + Magic_type: ['magicname','max',''], + Magic_range: ['magicrange','current',''], + Magic_superType: ['magicrange','max',''], + Magic_speed: ['magicspeed','current',''], + Magic_level: ['magicspeed','max',''], + Magic_noAttks: ['magicnum','current','1'], + Magic_attkCount: ['magicnum','max','0'], + Magic_miName: ['magicdevice','current',''], + Magic_power: ['magicdevice','max',''], + Magic_message: ['magicmsg','current',''], + Magic_cmd: ['magicmsg','max',''], + Magic_charges: ['magiccharges','current',''], + Magic_chargeType: ['magiccharges','max',''], + Magic_desc: ['magicdesc','max',''], + Magic_hitAdj: ['strengthhit','max'], + Magic_dmgAdj: ['strengthdmg','max'], + Items_table: ['repeating_potions',0], + Items_name: ['potion','current','-'], + Items_trueName: ['potion','max','-'], + Items_speed: ['potion-speed','current','5'], + Items_trueSpeed: ['potion-speed','max','5'], + Items_qty: ['potionqty','current','0'], + Items_trueQty: ['potionqty','max','0'], + Items_uses: ['equipment_current','current','0'], // Build + Items_usesMax: ['equipment_current','max','0'], // Build + Items_cost: ['potion-macro','current','0'], + Items_type: ['potion-macro','max',''], + Items_reveal: ['potion-reveal','current',''], + Items_trueType: ['potion-reveal','max',''], + Items_class: ['equipment_type','current','Gear',true], // Build + Items_carried: ['potion-carried','current',''], + ItemContainerType: ['check-for-mibag','current'], + ItemOldContainerType:['check-for-mibag','max'], + ItemContainerSize: ['container-size','current',18], + ItemContainerHide: ['container-hide','current',0], + ItemWeaponList: ['spellmem','current',''], + ItemArmourList: ['spellmem2','current',''], + ItemRingList: ['spellmem3','current',''], + ItemMiscList: ['spellmem4','current',''], + ItemPotionList: ['spellmem10','current',''], + ItemScrollList: ['spellmem11','current',''], + ItemWandsList: ['spellmem12','current',''], + ItemDMList: ['spellmem13','current',''], + ItemEquipList: ['spellmem6','current',''], + ItemAttacksList: ['spellmem5','current',''], + ItemAbilitiesList: ['pnotes','current',''], + ItemTrapsList: ['classnotes','current',''], + ItemLocksList: ['pnotes','current',''], + ItemMUspellsList: ['mi-muspells-','current',''], + ItemMUspellValues: ['mi-muspells-','max',''], + ItemPRspellsList: ['mi-prspells-','current',''], + ItemPRspellValues: ['mi-prspells-','max',''], + ItemPowersList: ['mi-powers-','current',''], + ItemPowerValues: ['mi-powers-','max',''], + ItemVar: ['mi-var-','current',''], + ItemChosen: ['mi-name','current'], + ItemCastingTime: ['MIct', 'current'], + ItemQty: ['MIct', 'max'], + ItemSelected: ['MI-chosen', 'current'], + ItemRowRef: ['MIrowref','current'], + MIspellRows: ['mi-spell-','current'], + MIspellCols: ['mi-spell-','max'], + MIspellPrefix: ['mi-spell-','current'], + MIpowerPrefix: ['mi-power-','current'], + CastingTimePrefix: ['ct-','current'], + Equip_leftHand: ['worn-Weapon1','current'], + Equip_lendLeft: ['worn-Weapon1','max'], + Equip_rightHand: ['worn-Weapon2','current'], + Equip_lendRight: ['worn-Weapon2','max'], + Equip_bothHands: ['worn-Hands','current'], + Equip_lendBoth: ['worn-Hands','max'], + Equip_leftRing: ['worn-Ring1','current','-'], + Equip_leftTrueRing: ['worn-Ring1','max','-'], + Equip_rightRing: ['worn-Ring2','current','-'], + Equip_rightTrueRing:['worn-Ring2','max','-'], + Equip_handedness: ['handedness','current'], + Equip_lentHands: ['handedness','max'], + Equip_dancing: ['dancing-count','current'], + Equip_takenInHand: ['Equip-inHand','current'], + Equip_trueInHand: ['Equip-inHand','max'], + InHand_table: ['repeating_inhand',0], + InHand_name: ['dust','current','-'], + InHand_trueName: ['dust','max',''], + InHand_miName: ['dust','max',''], + InHand_handedness: ['dustqty','current',1], + InHand_db: ['dustqty','max','MI-DB'], + InHand_index: ['dust-speed','current',''], + InHand_column: ['dust-speed','max',''], + InHand_type: ['dust-macro','current',''], + InHand_dancer: ['dust-macro','max',''], + InHand_attkCount: ['dust-attks','current'], + Quiver_table: ['repeating_quiver',0], + Quiver_name: ['scroll','current','-'], + Quiver_trueName: ['scroll','max',''], + Quiver_miName: ['scroll','max',''], + Quiver_index: ['scroll-speed','current',''], + Style_table: ['repeating_styles',0], + Style_name: ['name','current','-'], + Style_current: ['valid','current',false], + Style_proficiency: ['valid','max',0], + Money_gold: ['gold','current',0,true], + Money_silver: ['silver','current',0,true], + Money_copper: ['copper','current',0,true], + Money_treasure: ['otherval','current'], + Timespent: ['timespent','current'], + CharDay: ['in-game-day','current'], + Today: ['today','current'], + Today_weekday: ['today-weekday','current'], + Today_day: ['today-day','current'], + Today_dayth: ['today-dayth','current'], + Today_month: ['today-month','current'], + Today_year: ['today-year','current'], + Gear_table: ['repeating_gear',0], + Gear_name: ['geardesc','current',''], + Gear_qty: ['gearqty','current',1], + StoredGear_table: ['repeating_gear-stored',0], + StoredGear_name: ['gear-stored-desc','current',''], + StoredGear_qty: ['gear-stored-qty','current',1], + Dusts_table: ['repeating_dusts',0], + Dusts_name: ['dust','current',''], + Dusts_qty: ['dustqty','current',1], + Scrolls_table: ['repeating_scrolls',0], + Scrolls_name: ['scroll','current',''], + Scrolls_qty: ['scrollqty','current',1], + MonWeap_table: ['repeating_monsterweapons',0], + MonWeap_name: ['weaponname','current',''], + AltWizSpells_table: ['repeating_spells-wiz',0], + AltPriSpells_table: ['repeating_spells-pri',0], + AltSpells_name: ['spell-name','current','-',true], + AltSpells_range: ['spell-range','current',''], + AltSpells_school: ['spell-school','current',''], + AltSpells_comps: ['spell-components','current',''], + AltSpells_aoe: ['spell-aoe','current',''], + AltSpells_duration: ['spell-duration','current',''], // Build + AltSpells_save: ['spell-save','current',''], + AltSpells_speed: ['spell-cast-time','current',''], + AltSpells_remaining:['spell-cast-value','current',''], + AltSpells_memorized:['spell-memorized','current',''], + AltSpells_effect: ['spell-effect','current',''], + AltSpells_level: ['spell-level','current',''], + AltPowers_table: ['repeating_ability',0], + AltPowers_name: ['ability_name','current',''], + AltPowers_castValue:['ability_current','current',0], + AltPowers_castMax: ['ability_current','max',0], + AltPowers_effect: ['ability_macro_text','current',''], + AltPowers_level: ['ability_level','current',''], + AltPowers_desc: ['ability_description','current',''], + }); + + const blankItem = {name:'-',type:'',ct:'0',charge:'uncharged',cost:'0',body:'This is a blank slot. Go search out something new to fill it up!'}; + + const dbNames = Object.freeze({ + Attacks_DB: {bio:'

Attack Definitions Database

v2.12 13/05/2024

This sheet holds definitions of Attacks that can be made by weapons in the RPGMaster API system. The definitions include the To-Hit and Damage calculations for generic melee and ranged weapons using targeted or untargeted opponents, and having Roll20 roll dice or allowing the player to do so. 3D dice can be used if desired.', + gmnotes:'
Change Log:

v2.12 13/05/2024 Updated and corrected grenade attacks
v2.11 07/05/2024 Added special attacks for Mordenkainens Sword to set Thac0 to be the same as a fighter of 1/2 the level of the wizard
v2.10 23/02/2024 Added custom attacks for Vampiric Touch spell
v2.09 30/01/2024 Added custom targeted attack template for Spear-Cursed-Backbiting
v2.08 27/10/2023 Corrected to-hit calculation for backstabbing with melee weapons
v2.07 20/10/2023 Added ^^strAttkBonus^^ to monster attacks to support new 5th attack parameter & tohit: parameter
v2.06 14/07/2023 Fixed issue with targeted Grenade weapon attacks
v2.05 11/12/2022 Added attacks in support of a Throat Leech
v2.04 27/11/2022 Updated attacks to take account of Fighting Styles
v2.03 16/10/2022 Added custom attacks for Chromatic Orb spell
v2.02 12/10/2022 Added custom attacks for the Rod of Cancellation
v2.01 25/09/2022 Moved to RPGM Library and updated templates
v1.14 28/06/2022 Removed incorrect use of @{selected| from attack macros
v1.13 23/06/2022 Updated Touch attack and added Punch & Wrestle attacks
v1.11 22/05/2022 Updated database description.
v1.06 08/04/2022 Adapted to use RPGMaster Roll Templates
v1.05 01/04/2022 Fixed Ranged weapon attack at Point Blank
v1.04 13/03/2022 Added bespoke oil flask attack macro templates
v1.03 09/03/2022 Added attack damage type to To-Hit result text
v1.02 02/03/2022 Added capability to show AC vs. attack type on targeted attacks.
v1.01 12/02/2022 Initial release with classes defined in the Players Handbook', + root:'Attacks-DB', + api:'attk', + type:'rules', + avatar:'https://s3.amazonaws.com/files.d20.io/images/257648113/iUlG62xcBc6AdUj5lv32Ww/max.png?1638047575', + version:2.12, + db:[{name:'MW-Backstab-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ backstabs with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit^^} }}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^)}}{{Dmg L=[[ ( (([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])) * ([[{ {[[1+(^^backstab^^*ceil(^^rogueLevel^^/4))]]},{5} }kl1]][Backstab mult]))+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+])+([[^^masterProf^^*3]][Mastery+]))]]}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-Backstab-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ backstabs with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit} }}{{Attk Type=^^weapType^^}}{{Dmg S=[[ ( (([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])) * ([[{ {[[1+(^^backstab^^*ceil(^^rogueLevel^^/4))]]},{5} }kl1]][Backstab mult]))+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+])+([[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^)}}{{Dmg L=[[ ([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])+([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+])]]}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-DmgL-Punch-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ punches or wrestles their opponent}}{{Subtitle=Melee Attack}}Specs=[MWDmgL,AttackMacro,1d20,Attack]{{desc=All characters of any class are somewhat proficient in both these forms of fighting. Punching is with fists and can be one handed. Wrestling requires both hands.\nIf attempting to wrestle in armor, the modifiers on PHB Table 57 are used. Normal modifiers to the attack roll are also applied, though penalties for being held or attacking a held opponent do not apply to wrestlers.\nThe modified attack roll was [[^^thac0^^-@{^^cname^^|ac-hit}]]. Look this up below to see the resulting effect:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Attack Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Wrestle\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Hold\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;20+\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Bear hug\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;19\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Arm twist\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;18\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Kick\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;17\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Trip\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;16\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Elbow smash\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;15\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Arm lock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;14\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leg twist\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;13\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leg lock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;12\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Throw\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;11\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gouge\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;10\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Elbow smash\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;9\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leg lock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;8\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Headlock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;7\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Throw\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;6\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gouge\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;5\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Kick\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;4\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Arm lock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;3\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gouge\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;2\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Headlock\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leg twist\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Below 1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Bearhug\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'MW-DmgL-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^)}} !modattr --charid ^^cid^^ --silent --hp|{{Dmg L=[[ ([[[[floor(@{^^cname^^|level-class2}/2)]]d6]][Dice Roll])+([[^^magicDmgAdj^^]][Magic dmg adj])]]}} !!! {{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}}{{Dmg S=[[ ([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+])+([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+])]]}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-DmgSM-Punch-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ punches or wrestles their opponent}}{{Subtitle=Melee Attack}}Specs=[MWDmgL,AttackMacro,1d20,Attack]{{desc=All characters of any class are somewhat proficient in both these forms of fighting. Punching is with fists and can be one handed. Wrestling requires both hands.\nIf attempting to wrestle in armor, the modifiers on PHB Table 57 are used. Normal modifiers to the attack roll are also applied, though penalties for being held or attacking a held opponent do not apply to wrestlers.\nThe modified attack roll was [[^^thac0^^-@{^^cname^^|ac-hit}]]. Look this up below to see the resulting effect:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Attack Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Punch\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;%KO\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;20+\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Haymaker\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[10](!\\amp#13;\\amp#47;r 1d100cs\\lt10)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;19\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Wild swing\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;18\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Rabbit punch\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;17\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Kidney punch\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;16\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Glancing blow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;15\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Jab\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;14\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Uppercut\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;13\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Hook\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;12\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Kidney punch\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;11\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Hook\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;10\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Glancing blow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;9\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Combination\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;8\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Uppercut\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;7\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Combination\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;6\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Jab\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;5\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Glancing blow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;4\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Rabbit punch\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;3\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Hook\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;2\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Uppercut\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Wild swing\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;below 1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Haymaker\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n}}'}, + {name:'MW-DmgSM-Rod-of-Cancellation',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ hits with their Rod of Cancellation}}{{Subtitle=Melee Attack}}Specs=[MWtoHitRodOfCancellation,AttackMacro,1d20,Attack]{{desc=The item must save on the following table or its magic is drained:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Saving Throw\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Item\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Potion\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Scroll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ring\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Rod\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Staff\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Miscellaneous magical item\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Artifact or relic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11 (8)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Armor or shield (if +5)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9 (7)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Sword (holy sword)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Miscellaneous weapon*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n* Several small items, such as magical arrows or bolts together in one container, will be drained simultaneously.\nTo find out if the draining can be prevented, a d20 roll must be made for the target item. If the die roll result in a number equal to or higher than the number listed on the table above, the target is unaffected. If the roll is lower, the item is drained. Upon [draining an item](!magic --mi-charges ^^tid^^|0|Rod-of-Cancellation|0\\amp#13;The Rod of Cancellation drains the item hit, and itself becomes brittle and unusable again), the rod itself becomes brittle and cannot be used again. Drained items are not restorable, even by wish.}}'}, + {name:'MW-DmgSM-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}} !modattr --charid ^^cid^^ --silent --hp|{{Dmg S=[[ ([[[[floor(@{^^cname^^|level-class2}/2)]]d6]][Dice Roll])+([[^^magicDmgAdj^^]][Magic dmg adj])]]}} !!! {{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-Targeted-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[ ((([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[[ ((([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'MW-Targeted-Attk-Mordenkainens-Sword',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[21-floor(@{^^cname^^|mu-casting-level}/2)]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[ ((([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[[ ((([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'MW-Targeted-Attk-Punch-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their hands}}{{subtitle=Melee Attack}}{{Weapon Used=Hands}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{DmgSlabel=Punch}}{{Dmg S=[Punch](~^^mwSMdmgMacro^^)}}{{DmgLlabel=Wrestle}}{{Dmg L=[Wrestle](~^^mwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'MW-Targeted-Attk-Rod-of-Cancellation',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[Hit](~^^mwSMdmgMacro^^)}}{{Dmg L=[Hit](~^^mwSMdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'MW-Targeted-Attk-Spear-Cursed-Backbiter',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ tries to attack @{Target|Select Target|Token_name} with their Spear}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=@{^^cname^^|ACback} }}{{Target SAC=[[@{^^cname^^|ACback}]]}}{{Target PAC=[[@{^^cname^^|ACback}]]}}{{Target BAC=[[@{^^cname^^|ACback}]]}}{{Dmg S=[[ ((([[^^weapDmgSM^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Dmg L=[[ ((([[^^weapDmgL^^]][Dice Roll])+([[^^strDmgBonus^^ * ^^weapStrDmg^^]][Strength+])) * [[{ {1+(^^backstab^^*ceil(^^rogueLevel^^/4))},{5} }kl1]][Backstab mult])+(([[^^weapDmgAdj^^]][Weapon+])+([[^^weapStyleDmgAdj^^+^^weapStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg adj])+([[^^specProf^^*2]][Specialist+]+[[^^masterProf^^*3]][Mastery+]))]]}}{{Target HP=@{^^cname^^|HP} }}{{Target MaxHP=@{^^cname^^|HP|max} }}{{Target Heart=@{^^cname^^|HP}/@{^^cname^^|HP|max} }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'MW-Targeted-Attk-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{DmgSlabel=Spell Attack}}{{Dmg S=[Spell Attk](~^^cname^^|To-Hit-Spell)}}{{DmgLlabel=Touch}}{{Dmg L=[Touch](~^^mwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'MW-Targeted-Attk-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Melee Attack}}Specs=[MWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-([[^^magicAttkAdj^^]][Magic hit adj])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[ (([[[[floor(@{^^cname^^|level-class2}/2)]]d6]][Dice Roll])+([[^^magicDmgAdj^^]][Magic dmg adj]))]]}}{{Dmg L=N/A}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'MW-ToHit',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^)}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-ToHit-Mordenkainens-Sword',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[21-floor(@{^^cname^^|mu-casting-level}/2)]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^backstab^^*4]][Backstab])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^)}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-ToHit-Punch-Wrestle',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{DmgSlabel=Punch}}{{Dmg S=[Punch](~^^mwSMdmgMacro^^)}}{{DmgLlabel=Wrestle}}{{Dmg L=[Wrestle](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-ToHit-Rod-of-Cancellation',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ uses a Rod of Cancellation}}{{subtitle=Melee Attack}}{{Weapon Used=Rod of Cancellation}}Specs=[MWtoHitRodOfCancellation,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[^^weapStyleAdj^^]][Style+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Hit](~^^mwSMdmgMacro^^)}}{{Dmg L=[Hit](~^^mwSMdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-ToHit-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --touch-roll|$[[9]] --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-((([[^^weapAttkAdj^^]][Weapon+])+([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+])+([[^^profPenalty^^]][Prof Penalty]+[[^^specProf^^]][Specialist]+[[^^masterProf^^*3]][Mastery])+([[^^raceBonus^^]][Race mod])+([[^^magicAttkAdj^^]][Magic hit adj])+([[^^twoWeapPenalty^^]][2-weap penalty])))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{DmgSlabel=Spell Attack}}{{Dmg S=[Spell](~^^cname^^|To-Hit-Spell)}}{{DmgLlabel=Touch}}{{Dmg L=[Touch](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'MW-ToHit-Vampiric-Touch',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-([[^^magicAttkAdj^^]][Magic hit adj])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^)}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'Mon-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^attk^^}}{{subtitle=Monster Attack}}{{Weapon Used=^^attk^^}}Specs=[MonAttk,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[ ([[^^thac0^^]][Thac0]) - ([[^^strAttkBonus^^]][Str/Bonus hit adj]) - ([[^^magicAttkAdj^^]][Magic hit adj]) - ([[^^toHitRoll^^cs\\gt^^monsterCritHit^^cf\\lt^^monsterCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^monsterDmgMacroSM^^)}}{{Dmg L=[Roll](~^^monsterDmgMacroL^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}'}, + {name:'Mon-Attk-Leech-Throat',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ is Waiting to be Swallowed}}{{subtitle=Monster Attack}}Specs=[MonAttk Throat Leech,AttackMacro,1d20,Attack]{{Swallowed=[[([[^^toHitRoll^^cs\\gt19cf\\lt18]][Dice roll]) ]] \nSwallowed on a 19 or 20}}{{Do Damage=[Roll](~^^monsterDmgMacroL^^)}}{{Result=Swallowed\\gt=19}}{{section=**Throat Leech**}}{{Section1=Anyone drinking water containing a leech has a 10% chance of taking it into their mouth unlesscarefully filtered. Sucks blood doing 1d3 damage/round, until completely distended after ten rounds.\nEach round in the victim\'s throat, there is a 50% chance that the victim chokes, causing an additional 1d4 points of damage. A victim who chokes on three successive rounds dies on the third round.\nTo remove leech, use suitable magic or place a thin, heated metal object, such as a wire, into the bloated leech, causing the leech to burst.}}{{section2=**Usage**}}{{section3=If the roll indicates the leech has been swallowed, select the *Damage* button. This will roll the damage and also start the leech draining blood. As each round passes, the DM should use the button presented in the Chat Window to roll percentile dice to see if the victim chokes that round. After 10 rounds, the blood drain damage will stop, but the choking question will continue until the effect is cancelled using the DM\'s Maint Menu}}'}, + {name:'Mon-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^attk^^}}{{subtitle=Monster Attack}}Specs=[MonRoll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg L=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]]}}{{Dmg S=[Roll](~^^monsterDmgMacroSM^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}'}, + {name:'Mon-DmgL-Leech-Throat',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ Has Been Swallowed}}{{subtitle=Monster Attack}}Specs=[MonRoll Throat Leech,AttackMacro,1d20,Attack]{{Swallowed=**True!**}}{{Damage=[[([[^^monsterDmg^^]][^^attk^^ Dmg])]]}}\n!rounds --target single|^^tid^^|@{target|Who\'s the victim?|token_id}|Choke-risk_Sore throat_^^tid^^|10|-1|Definitely not feeling your best|broken-heart'}, + {name:'Mon-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^attk^^}}{{subtitle=Monster Attack}}Specs=[MonRoll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg S=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]]}}{{Dmg L=[Roll](~^^monsterDmgMacroL^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}'}, + {name:'Mon-DmgSM-Leech-Throat',type:'',ct:'0',charge:'uncharged',cost:'0',body:''}, + {name:'Mon-Targeted-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^attk^^}}{{subtitle=Monster Attack}}Specs=[MonTargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0]) - ([[^^strAttkBonus^^]][Str/Bonus hit adj]) - ([[^^magicAttkAdj^^]][Magic hit adj]) - ([[^^toHitRoll^^cs\\gt^^monsterCritHit^^cf\\lt^^monsterCritMiss^^]][Dice roll]) ]]}}{{Attk Type=^^weapType^^}}{{Target AC=^^targetAC^^}}{{Target SAC=^^ACvsSlash^^}}{{Target PAC=^^ACvsPierce^^}}{{Target BAC=^^ACvsBludgeon^^}}{{Dmg S=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]] }}{{Dmg L=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^strDmgBonus^^]][Added Str/Bonus Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]] }}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'Mon-Targeted-Attk-Leech-Throat',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ is Waiting to be Swallowed by @{Target|Select Target|Token_name}}}{{subtitle=Monster Attack}}Specs=[MonAttk Throat Leech,AttackMacro,1d20,Attack]{{Swallowed=[[([[^^toHitRoll^^cs\\gt19cf\\lt18]][Dice roll]) ]] \nSwallowed on a 19 or 20}}{{Do Damage=[Roll](~^^monsterDmgMacroL^^)}}{{Result=Swallowed\\gt=19}}{{section=**Throat Leech**}}{{Section1=Anyone drinking water containing a leech has a 10% chance of taking it into their mouth unlesscarefully filtered. Sucks blood doing 1d3 damage/round, until completely distended after ten rounds.\nEach round in the victim\'s throat, there is a 50% chance that the victim chokes, causing an additional 1d4 points of damage. A victim who chokes on three successive rounds dies on the third round.\nTo remove leech, use suitable magic or place a thin, heated metal object, such as a wire, into the bloated leech, causing the leech to burst.}}{{section2=**Usage**}}{{section3=If the roll indicates the leech has been swallowed, select the *Damage* button. This will roll the damage and also start the leech draining blood. As each round passes, the DM should use the button presented in the Chat Window to roll percentile dice to see if the victim chokes that round. After 10 rounds, the blood drain damage will stop, but the choking question will continue until the effect is cancelled using the DM\'s Maint Menu}}'}, + {name:'RW-DmgL',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWroll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^rwSMdmgMacro^^)}}{{Dmg L=[[ floor( ([[^^ammoDmgL^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}'}, + {name:'RW-DmgL-Chromatic-Orb-Black',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Black Chromatic Orb but the target saved}}{{titlebox=black}}{{titletext=white; text-shadow: 1px 1px 1px gray}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Black Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'}, + {name:'RW-DmgL-Chromatic-Orb-Blue',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Blue Chromatic Orb but the target saved}}{{titlebox=transparent}}{{titletext=blue; text-shadow: 1px 1px 1px black}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365292/gftCVVIY-it7-rUDj60Fig/thumb.png?1634239180}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Blue Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'}, + {name:'RW-DmgL-Chromatic-Orb-Green',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Green Chromatic Orb but the target saved}}{{titlebox=transparent}}{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Green Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'}, + {name:'RW-DmgL-Chromatic-Orb-Orange',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Orange Chromatic Orb but the target saved}}{{titlebox=transparent}}{{titletext=black; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Orange Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'}, + {name:'RW-DmgL-Chromatic-Orb-Red',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Red Chromatic Orb but the target saved}}{{titlebox=transparent}}{{titletext=black; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Red Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'}, + {name:'RW-DmgL-Chromatic-Orb-Turquoise',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Turquoise Chromatic Orb but the target saved}}{{titlebox=transparent}}{{titletext=blue; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250366617/6YX4WunRuiQ1C4B65RHY5A/thumb.png?1634239765}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Turquoise Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'}, + {name:'RW-DmgL-Chromatic-Orb-Violet',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Violet Chromatic Orb but the target saved}}{{titlebox=gray}}{{titletext=violet; text-shadow: 1px 1px 1px black}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Violet Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'}, + {name:'RW-DmgL-Chromatic-Orb-White',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their White Chromatic Orb but the target saved}}{{titlebox=transparent}}{{titletext=red; text-shadow: 1px 1px 1px black}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365985/WFrMhE6VZE1VCAOjx3LnkA/thumb.png?1634239477}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *White Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'}, + {name:'RW-DmgL-Chromatic-Orb-Yellow',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Yellow Chromatic Orb but the target saved}}{{titlebox=transparent}}{{titletext=yellow; text-shadow: 1px 1px 1px orange}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365570/Gh-4SRf-jrguKzn23L0G6g/thumb.png?1634239314}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=None}}{{dmgllabel=Special Power}}{{Dmg L=No effect}}{{desc=Unfortunately, even though you hit the target with the *Yellow Chromatic Orb*, the creature made its saving throw and so the *Orb* has no effect.}}'}, + {name:'RW-DmgL-Flask-of-Anesthetic-Gas',type:'',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:2Egrenademiss} {{name=Anesthetic Gas}} {{aoe=[[1]]}} {{aoesplash=[[10]]}} {{hitdmg=[Single](!rounds --target single|^^tid^^|\\amp#64;{target|Who got hit by accident?|token_id}|Anesthetic Gas|\\amp#91;[100*1d4]\\amp#93;|-10|Knocked out cold|sleepy)}} {{splashdmg=[Area](!rounds --aoe ^^tid^^|circle|feet|0|10|10|acid) \\amp [Effect](!rounds --target area|^^tid^^|\\amp#64;{target|Who\'s knocked out by accident?|token_id}|Anesthetic Gas|\\amp#91;[100*1d4]\\amp#93;|-10|Knocked out cold|sleepy))}}{{direction=[[1d10]]}} {{distancename=^^range^^}} {{distance=[[(^^rangePB^^+^^rangeS^^)d6+^^rangeM^^d10+(^^rangeL^^*2)d10+(^^rangeF^^*4)d10]]}} {{hit=[[0]]}} {{splash=[[1]]}} '}, + {name:'RW-DmgL-Grenade',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!rounds --aoe @{target|Who is the target for this grenade?|token_id}|circle|feet|0|4|0|magic\n^^toWhoPublic^^ \\amp{template:2Egrenademiss} {{name=^^weapon^^}} {{aoe=[[3]]}} {{aoesplash=[[3]]}} {{hitdmg=[Hit](~^^rwSMdmgMacro^^)}} {{splashdmg=[Damage](!\\amp#13;\\amp#47;r ^^ammoDmgL^^)}}{{direction=[[1d10]]}} {{distancename=^^range^^}} {{distance=[[^^rangeN^^d6+(^^rangePB^^+^^rangeS^^)d6+^^rangeM^^d10+(^^rangeL^^*2)d10+(^^rangeF^^*4)d10]]}} {{hit=[[0]]}} {{splash=[[1]]}}'}, + {name:'RW-DmgL-Oil-Flask',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'!rounds --aoe !rounds --aoe @{target|Who is the target for this grenade?|token_id}|circle|feet|0|4|0|fire\n^^toWhoPublic^^ \\amp{template:2Egrenademiss} {{name=Prepared Oil Flask}}Specs=[RWDmgLOilFlask,AttackMacro,1d20,Attack]{{aoe=[[3]]}} {{aoesplash=[[3]]}} {{hitdmg=[Hit](~^^rwSMdmgMacro^^)}} {{splashdmg=[Damage](!\\amp#13;\\amp#47;r ^^ammoDmgL^^)}}{{direction=[[1d10]]}} {{distancename=^^range^^}} {{distance=[[(^^rangePB^^+^^rangeS^^)d6+^^rangeM^^d10+(^^rangeL^^*2)d10+(^^rangeF^^*4)d10]]}} {{hit=[[0]]}} {{splash=[[1]]}}'}, + {name:'RW-DmgSM',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWroll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg S=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Dmg L=[Roll](~^^rwLHdmgMacro^^)}}'}, + {name:'RW-DmgSM-Chromatic-Orb-Black',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Black Chromatic Orb and the target failed to save}}{{titlebox=black}}{{titletext=white; text-shadow: 1px 1px 1px gray}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Make Save vs. Death}}{{Dmg S=[Paralysed](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|CO Paralysis|\\amp#91;[1+1d4]\\amp#93;|-1|Paralysed for the duration|fishing-net)}}{{dmgllabel=Fail Save vs. Petrification}}{{Dmg L=[Death](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|Dead|99|0|Seriously dead - need serious magic to help this one|skull)}}{{desc=A *Black Chromatic Orb* has the *power* of *Death*. Death from the orb causes the victim to die. If the victim successfully saves. vs death magic, he avoids death and instead is paralyzed for 2-5 (1d4 +1) rounds.}}'}, + {name:'RW-DmgSM-Chromatic-Orb-Blue',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Blue Chromatic Orb and the target failed to save}}{{titlebox=transparent}}{{titletext=blue; text-shadow: 1px 1px 1px black}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365292/gftCVVIY-it7-rUDj60Fig/thumb.png?1634239180}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=[[2d8]]}}{{dmgllabel=Special Power}}{{Dmg L=[Paralysis](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|CO Paralysis|\\amp#63;{Save vs. Paralysation?\\amp#124;No,\\amp#91;[4+2d8]\\amp#93;\\amp#124;Yes,\\amp#91;[2+1d8]\\amp#93;}|-1|Paralysed for the duration|fishing-net)}}{{desc=A *Blue Chromatic Orb* does 2-16 (2d8) points of damage, and has the *power* of *Paralysis*. Paralysis from the orb causes the victim to become paralyzed for 6-20 (2d8 + 4) rounds; a successful saving throw vs. paralyzation halves the number of rounds.}}'}, + {name:'RW-DmgSM-Chromatic-Orb-Green',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Green Chromatic Orb and the target failed to save}}{{titlebox=transparent}}{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=[[1d12]]}}{{dmgllabel=Special Power}}{{Dmg L=[Stinking Cloud](!rounds --aoe \\amp#64;{target|Select Target|token_id}|circle|feet|0|10|10|acid|true)}}{{desc=A *Green Chromatic Orb* does 1-12 (d12) points of damage, and has the *power* of *Stinking Cloud*. Stinking cloud from the orb surrounds the victim in a 5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling and unable to attack until he leaves the area of the vapors.}}'}, + {name:'RW-DmgSM-Chromatic-Orb-Orange',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Orange Chromatic Orb and the target failed to save}}{{titlebox=transparent}}{{titletext=black; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=[[1d8]]}}{{dmgllabel=Special Power}}{{Dmg L=[Fire](!rounds --aoe \\amp#64;{target|Select Target|token_id}|circle|feet|0|10|10|fire|true)}}{{desc=An *Orange Chromatic Orb* does 1-8 (d8) points of damage, and has the *power* of *Fire*. Fire from the orb ignites all combustible materials within 3 feet of the victim.}}'}, + {name:'RW-DmgSM-Chromatic-Orb-Red',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Red Chromatic Orb and the target failed to save}}{{titlebox=transparent}}{{titletext=black; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=[[1d6]]}}{{dmgllabel=Special Power}}{{Dmg L=[Heat vs PC/NPC](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|CO Heat vs PC|1|-1|Weakened by heat, -1 on Strength \\amp Dexterity|back-pain) [Heat vs Creature](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|CO Heat vs Creature|1|-1|Weakened by heat, penalty of 1 on To-Hit \\amp AC|back-pain)}}{{desc=A *Red Chromatic Orb* does 1-6 (d6) points of damage, and has the *power* of *Heat*. Heat from the orb is intense enough to melt 1 cubic yard of ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity (or for victims without these attributes, -1 to hit and a penalty of 1 to AC) for 1 round.}}'}, + {name:'RW-DmgSM-Chromatic-Orb-Turquoise',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Turquoise Chromatic Orb and the target failed to save}}{{titlebox=transparent}}{{titletext=blue; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250366617/6YX4WunRuiQ1C4B65RHY5A/thumb.png?1634239765}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=[[2d4]]}}{{dmgllabel=Special Power}}{{Dmg L=[Magnetism](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|CO Magnetism|\\amp#91;[3d4]\\amp#93;|-1|If wearing any metal, it is magnetic and attracts other metal|radioactive)}}{{desc=A *Turquoise Chromatic Orb* does 2-8 (2d4) points of damage, and has the *power* of *Magnetism*. Magnetism from the orb has an effect only if the victim is wearing armor made from iron. The iron armor becomes magically magnetized for 3-12 (3d4) rounds. Other iron objects within 3 feet of the caster will stick tight to the magnetized armor; only dispel magic or a similar spell can release the stuck items. At the end of the spell\'s duration, the stuck items are released.}}'}, + {name:'RW-DmgSM-Chromatic-Orb-Violet',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Violet Chromatic Orb and the target failed to save}}{{titlebox=gray}}{{titletext=violet; text-shadow: 1px 1px 1px black}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Make Save vs. Petrification}}{{Dmg S=[Slow](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|Slow|\\amp#91;[2d4]\\amp#93;|-1|Slowed, half move and attacks, 4 penalty on attks, saves \\amp AC|snail)}}{{dmgllabel=Fail Save vs. Petrification}}{{Dmg L=[Petrified](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|Petrified|99|0|Totally stoned - need serious magic to help this one|frozen-orb)}}{{desc=A *Violet Chromatic Orb* has the *power* of *Petrification*. Petrification from the orb turns the victim to stone. If the victim successfully saves vs. petrification, he avoids turning to stone and instead is slowed (as per the spell) for 2-8 (2d4) rounds.}}'}, + {name:'RW-DmgSM-Chromatic-Orb-White',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their White Chromatic Orb and the target failed to save}}{{titlebox=transparent}}{{titletext=red; text-shadow: 1px 1px 1px black}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365985/WFrMhE6VZE1VCAOjx3LnkA/thumb.png?1634239477}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=[[1d4]]}}{{dmgllabel=Special Power}}{{Dmg L=[Light](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|Light|1|-1|Blinded by the light, penalty of 4 on attacks, saves \\amp AC|aura --aoe \\amp#64;{target|Select Target|token_id}|circle|feet|0|40|40|light|true)}}{{desc=A *White Chromatic Orb* does 1-4 (d4) points of damage, and has the *power* of *Light*. Light from the orb causes the victim to become surrounded by light to a radius of 20 feet, as if affected by a light spell. The effect lasts for 1 round, during which time the victim makes his attack rolls and saving throws at a -4 penalty, and his AC is penalized by 4.}}'}, + {name:'RW-DmgSM-Chromatic-Orb-Yellow',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ hits with their Yellow Chromatic Orb and the target failed to save}}{{titlebox=transparent}}{{titletext=yellow; text-shadow: 1px 1px 1px orange}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365570/Gh-4SRf-jrguKzn23L0G6g/thumb.png?1634239314}}{{Subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWdmgSMChromaticOrb,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=Spell}}{{dmgslabel=Damage}}{{Dmg S=[[1d10]]}}{{dmgllabel=Special Power}}{{Dmg L=[Blindness](!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|blindness|@{^^cname^^|casting-level}|-1|Blinded, penalty of 4 on attacks, saves \\amp AC|bleeding-eye)}}{{desc=A *Yellow Chromatic Orb* does 1-10 (d10) points of damage, and has the *power* of *Blindness*. Blindness from the orb causes the victim to become blind as per the spell. The effect lasts for 1 round/level of the caster.}}'}, + {name:'RW-DmgSM-Flask-of-Anesthetic-Gas',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:'+fields.defaultTemplate+'}{{title=^^tname^^ has a Direct Hit with a\nFlask of Anesthetic Gas}}{{TitleBox=transparent}}{{titletext=green; text-shadow: 1px 1px 1px gray}}{{TitleImg=https://s3.amazonaws.com/files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{subtitle=Poison Gas \\amp#42; **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Flask of Anesthetic Gas}}Specs=[RWDmgSMAnestheticGas,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Direct Hit=[Choose Location](!rounds --aoe ^^tid^^|circle|feet|30|10|10|acid) by moving the cross hair, then [Mark those affected](!rounds --target ^^tid^^|\\amp#64;{target|Select the first creature knocked unconcious|token_id}|Anesthetic Gas|\\amp#91;[100*1d4]\\amp#93;|-10|Unconcious and unfeeling, away with the fairies|sleepy)}}{{Missed=If you now realise you actually missed, do [Grenade effect](~^^rwLHdmgMacro^^)}}'}, + {name:'RW-DmgSM-Grenade',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'!rounds --aoe @{target|Who\'s the target?|token_id}|circle|feet|0|7|0|acid|true --target single|^^tid^^|@{target|Who\'s the target?|token_id}|^^weapon^^|99|0|Hit by a ^^weapon^^|skull\n^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a^^weapon^^}}{{subtitle=Grenade Hit \\amp#42; **Grenades Left: ^^ammoLeft^^**}}{{Weapon Used=^^weapon^^}}Specs=[RWdmgSMGrenade,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{DmgSlabel=Direct Hit}}{{Dmg S=[[([[^^ammoDmgSM^^]][Dice Roll])]]}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}'}, + {name:'RW-DmgSM-Oil-Flask',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'!rounds --aoe @{target|Who\'s the target?|token_id}|circle|feet|0|7|0|fire|true --target single|^^tid^^|@{target|Who\'s the target?|token_id}|Oil-fire|1|-1|Taking fire damage from burning oil|three-leaves\n^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a prepared oil flask}}{{TitleBox=transparent}}{{titletext=red; text-shadow: 1px 1px 1px gray}}{{TitleImg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{subtitle=Burning oil \\amp#42; **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Burning Oil Flask}}Specs=[RWDmgSMOilFlask,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{DmgSlabel=Fire round 1}}{{Dmg S=[[([[^^ammoDmgSM^^]][Dice Roll])]]}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}'}, + {name:'RW-Targeted-Attk',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetACmissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{Dmg S=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Dmg L=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'RW-Targeted-Attk-Chromatic-Orb',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a ^^ammoName^^ Chromatic Orb at @{Target|Select Target|Token_name} }}RangeMods=[N:3,PB:3,S:3,M:2,L:1,F:-20]{{titlebox=transparent}}{{titletext=white; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250367267/GUGEGqGSoNp6DwprW2NYBg/thumb.png?1634240001}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}Specs=[RWtargetedAnestheticGas,AttackMacro,1d20,Attack]{{Target AC=^^ACvsNoModsMissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{DmgSlabel=Hit \\amp Failed Save}}{{Dmg S=[Result](~^^rwSMdmgMacro^^)}}{{DmgLlabel=Hit but Made Save}}{{Dmg L=[Result](~^^rwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}{{desc=If the attack is successful, the target should roll a Save vs. Spell. The spell caster should then select the appropriate button depending on whether the save is made or not. For some colours of orb, the target may need to make a second save against a specific effect when the spell outcome is shown.}}\n!attk --blank-weapon ^^tid^^|Chromatic-Orb|silent'}, + {name:'RW-Targeted-Attk-Flask-of-Anesthetic-Gas',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a Flask of Anesthetic Gas at @{Target|Select Target|Token_name} }}{{titlebox=transparent}}{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}Specs=[RWtargetedAnestheticGas,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^ACvsNoModsMissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{DmgSlabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'RW-Targeted-Attk-Grenade',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a ^^weapon^^ at @{Target|Select Target|Token_name} }}{{subtitle=Ranged Attack \\amp#42; **^^weapon^^s Left: ^^ammoLeft^^**}}Specs=[RWtargetedGrenade,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetACmissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{DmgSlabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Miss](~^^rwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'RW-Targeted-Attk-Oil-Flask',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws an oil flask at @{Target|Select Target|Token_name} }}{{titlebox=transparent}}{{titletext=red; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}Specs=[RWtargetedOilFlask,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetACmissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{DmgSlabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'RW-Targeted-Attk-Spear-Cursed-Backbiter',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ tries to attack @{Target|Select Target|Token_name} with their Spear}}{{subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=@{^^cname^^|ACback} }}{{Target SAC=[[@{^^cname^^|ACback}]]}}{{Target PAC=[[@{^^cname^^|ACback}]]}}{{Target BAC=[[@{^^cname^^|ACback}]]}}{{Dmg S=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Dmg L=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Target HP=@{^^cname^^|HP} }}{{Target MaxHP=@{^^cname^^|HP|max} }}{{Target Heart=@{^^cname^^|HP}/@{^^cname^^|HP|max} }}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\\lt=Target AC}}'}, + {name:'RW-ToHit',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Ranged Attack \\amp#42; **Ammo Left: ^^ammoLeft^^**}}Specs=[RWtoHit,AttackMacro,1d20,Attack]{{Weapon Used=^^weapon^^}}!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0]) - ([[^^weapAttkAdj^^]][Weapon+]) - ([[^^ammoDmgAdj^^]][Ammo+]) - ([[^^weapStyleAdj^^]][Style+]) - ([[ ^^weapDexBonus^^*[[^^dexMissile^^]] ]][Dexterity+] ) - ([[ [[^^strAttkBonus^^]]*[[^^weapStrHit^^]] ]][Strength+]) - ([[^^raceBonus^^]][Race mod]) - ([[^^profPenalty^^]][Prof penalty]) - ([[^^magicAttkAdj^^]][Magic Hit+]) - ([[^^twoWeapPenalty^^]][2-weap penalty]) - ([[^^rangeMod^^]][Range mod]) - ([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^rwSMdmgMacro^^)}}{{Dmg L=[Roll](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'RW-ToHit-Chromatic-Orb',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a ^^ammoName^^ Chromatic Orb}}RangeMods=[N:3,PB:3,S:3,M:2,L:1,F:-20]{{titlebox=transparent}}{{titletext=white; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250367267/GUGEGqGSoNp6DwprW2NYBg/thumb.png?1634240001}}{{subtitle=Ranged Attack \\amp#42; Spell}}Specs=[RWtoHitChromaticOrb,AttackMacro,1d20,Attack]{{Weapon Used=Chromatic Orb}}!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0]) - ([[ ^^weapDexBonus^^*[[^^dexMissile^^]] ]][Dexterity+] ) - ([[ [[^^strAttkBonus^^]]*[[^^weapStrHit^^]] ]][Strength+]) - ([[^^magicAttkAdj^^]][Magic Hit+]) - ([[^^weapStyleAdj^^]][Style+]) - ([[^^rangeMod^^]][Range mod]) - ([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{dmgslabel=Hit \\amp Failed Save}}{{Dmg S=[Failed Save](~^^rwSMdmgMacro^^)}}{{dmgllabel=Hit but Made Save}}{{Dmg L=[Result](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{desc=If the attack is successful, the target should roll a Save vs. Spell. The spell caster should then select the appropriate button depending on whether the save is made or not. For some colours of orb, the target may need to make a second save against a specific effect when the spell outcome is shown.}}\n!attk --blank-weapon ^^tid^^|Chromatic-Orb|silent'}, + {name:'RW-ToHit-Flask-of-Anesthetic-Gas',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a flask of Anesthetic Gas}}{{titlebox=transparent}}{{titletext=green; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365029/dey5IsSH-Ndzzv6RYxqVJQ/thumb.png?1634239057}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Flask of Anesthetic Gas}}Specs=[RWtoHitFlaskOfAnestheticGas,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-([[([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod])]][Adjustments])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{dmgslabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{dmgllabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'RW-ToHit-Grenade',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a grenade-like ^^weapon^^}}{{subtitle=Ranged Attack \\amp#42; **Grenades Left: ^^ammoLeft^^**}}{{Weapon Used=^^weapon^^}}Specs=[RWtoHitGrenade,AttackMacro,1d20,Attack]{{}}!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-([[([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) +([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod])]][Adjustments])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{dmgslabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{dmgllabel=Grenade /Splash}}{{Dmg L=[Miss](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + {name:'RW-ToHit-Oil-Flask',type:'attackmacro',ct:'0',charge:'uncharged',cost:'0',body:'^^toWhoPublic^^ \\amp{template:^^defaultTemplate^^}{{title=^^tname^^ throws a prepared oil flask}}{{titlebox=transparent}}{{titletext=red; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{subtitle=Ranged Attack \\amp#42; **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Burning Oil Flask}}Specs=[RWtoHitOilFlask,AttackMacro,1d20,Attack]{{}}!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-([[([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod])]][Adjustments])-([[^^toHitRoll^^cs\\gt^^weapCritHit^^cf\\lt^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{dmgslabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{dmgllabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}'}, + ]}, + Styles_DB: {bio:'
Warrior Fighting Styles
v1.02 23/11/2022

A database of possible Warrior Fighting Styles, as introduced in The Complete Fighter\'s Handbook. These can be extended to support new fighting styles using the associated Styles Database Help handout and programming a custom styles database.', + gmnotes:'
Change Log:
v1.02 30/11/2022 Initial release database
v1.01 23/11/2022 Initial test database', + root:'Styles-DB', + api:'attk', + type:'rules', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/315543946/IA83nBVe1y0rBnmEb7jMsg/max.png?1669192295', + version:1.02, + db:[{name:'Bowyer-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Bowyer Fighting Style}}Specs=[Bowyer,Style,2H,Fighting-style]{{desc=Bowyer Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of bows of all types.}}StyleData=[twohand:ranged, weaps:bow],[rwr:+1/+1/+2/+3,rwsp:-2],[rwr:+1/+1/+3/+5,rwsp:-3,rwn:+1/2]{{desc1=**Advantages** \nThe main advantage of bowyer technique is that it allows the character to wield two-handed bows which can do damage at long ranges, staying out of melee and making you a difficult enemy to attack.}}{{desc2=**Disadvantages**\nAs with any two-handed weapon use use, bowyer weapon technique has the drawback that the user cannot wear or use a shield, or gain the shield\'s AC bonus.}}{{desc3=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Bowyer Style.\nStyle Specialization with Bowyer Style enables you to extend your accuracy at range by 10 yards at short range, 20 at medium and 30 at long range, and improve the speed of the bow by 2 segments. As their skill improves further (by dedicating two proficiency slots), range increases further (by 30 yards at medium and 50 at long), and nocking arrows and drawing the bow faster to enable them to get additional attack every other round}}'}, + {name:'Single-Weapon-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Single Weapon Fighting Style}}Specs=[Single Weapon,Style,2H,Fighting-style]{{desc=Single-Weapon style means that the character wields a one-handed weapon in one hand and nothing in the other. Though in real life this type of weapon use is often at a disadvantage compared to many of the others, it\'s very popular in film and fiction . . . and so it has some virtue in the game.}}StyleData=[prime:melee, offhand:none, t:any, st:any],[ac:+1],[ac:+2]{{desc1=**Advantages**\nThe advantage of single-weapon style in the AD\\ampD® game is that the character keeps a hand free for grappling, for switching weapons, for surprise maneuvers, for whatever comes along in the course of combat.\nFor instance, two fighters are going at it, and one pins the other\'s weapon, the single-weapon fighter can use his free hand to perform punching and barehanded maneuvers.}}{{desc2=**Disadvantages**\nThe main disadvantage to this style is that the character does not gain the benefit of a shield\'s AC bonus.}}{{desc3=**Style Specialization**\nIf the character devotes a weapon proficiency to Style Specialization with Single-Weapon Style, he gets a +1 AC bonus when using any one-handed weapon (for which he has proficiency) in Single-Weapon Style. He doesn\'t get the bonus if he carries a shield or weapon in his off-hand.\nAdditionally, he can devote an extra proficiency to Single-Weapon Style and have a total +2 AC when fighting in this style. That\'s the limit, though: He cannot devote more than two proficiencies (for a total of +2 AC) with Single-Weapon Style.}}'}, + {name:'Thrown-Weapon-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Thrown Weapon Fighting Style}}Specs=[Thrown Weapon,Style,2H,Fighting-style]{{desc=Thrown Weapon Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of thrown weapons of all types, such as darts, daggers, warhammers and the like.}}StyleData=[prime:throwing],[rwr:+0/+1/+1/+1,rwsp:-1],[rwr:+0/+1/+1/+2,rwsp:-1,rwn:+1]{{desc1=**Advantages** \nThe main advantage of the thrown weapon technique is that it allows the character to wield weapons that can be hurled to do damage at range and, unlike bows (at least normal bows) generally benefit from strength as well as dexterity bonuses. Also, many thrown weapons can also be used in melee to do damage, if opponents close upon you.}}{{desc2=**Disadvantages**\nThrowing your weapon in hand away leaves you vunerable, without a means of dealing damage. The skill comes in drawing weapons fast, to replace that thrown.}}{{desc3=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Thrown Weapon Style.\nStyle Specialization with Thrown Weapon Style enables you to extend your accuracy at range by 10 yards at each range, and improve the speed of the weapon by 1 segment. As their skill improves further (by dedicating two proficiency slots), range increases further (to 20 additional yards at each range), and drawing the next weapon becomes faster to enable them to get an additional attack each round. However, in neither case does the melee attack improve should the weapon also be capable of melee combat}}'}, + {name:'Two-Hander-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Two Hander Fighting Style}}Specs=[Two Hander,Style,2H,Fighting-style]{{desc=Two-Hander Style involves carrying and wielding a weapon with both hands. Naturally, many weapons (including polearms, the great axe, the two-handed sword, and others) require two-handed technique. Other weapons (such as bastard sword, javelin, and spear) have it as a listed option.}}StyleData=[twohand:melee, t:any, st:any],[1H:dmg=+1, 2H:mwsp=-3],[1H:dmg=+1, 2H:mwsp=-3]{{desc1=**Advantages**\nThe main advantage of two-handed weapon technique is that it allows the character to wield large two-handed weapons which can do substantial amounts of damage. \nA second advantage is that, if you are using a two-handed weapon, the Disarm maneuver is only of partial use against you. A single successful Disarm against a two-handed weapon user won\'t knock the weapon out of the wielder\'s hands; it will merely knock his weapon askew and make him take some time to recover, so he automatically loses initiative on his next round. However, two Disarm maneuvers successfully made against the character in the same round will knock the weapon loose.}}{{desc2=**Disadvantages**\nAs with single-weapon use, two-handed weapon technique has the drawback that the user cannot wear or use a shield, or gain the shield\'s AC bonus.}}{{desc3=**Style Specialization**\nYou can, by devoting a weapon proficiency to it, take a Style Specialization with Two-Hander Style.\nStyle Specialization with Two-Hander Style gives you a very specific benefit: When you\'re using a weapon two-handed, that weapon\'s Speed Factor is reduced by 3.\nThis is because when a fighter wields such a weapon with both hands on the hilt, he has more leverage on the blade and can move it faster. That\'s what Style Specialization in Two-Hander Style will do for the character: It teaches him how to use the weapon much faster and more aggressively than someone with less specialized training in the weapon.}}{{desc4=**One-Handed Weapons Used Two-Handed**\nSome players don\'t realize that many other one-handed weapons can also be used two-handed. If you specialize in Two-Hander Style and then use a one-handed weapon in two\nhands, you also get a bonus of +1 to damage. The one-handed weapons which can be used two-handed in this fashion include: Battle axe, Club, Footman\'s flail, Footman\'s pick, Horseman\'s flail, Horseman\'s mace, Horseman\'s pick, Morning star, Long sword, Warhammer.}}'}, + {name:'Two-Weapon-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Two Weapon Fighting Style}}Specs=[Two Weapon,Style,2H,Fighting-Style]{{desc=With this popular style, the fighter has a weapon in each hand—usually a longer weapon in his good hand and a shorter one in his off-hand. Unless the character has Style Specialization in this style, the second (off-hand) weapon must be shorter than the\nprimary weapon.}}StyleData=[prime:melee, offhand:melee, t:any, st:any],[twp:0.2],[twp:0.2]{{desc1=**Advantages**\nOne great advantage to this style is that you always have another weapon in hand if you drop or lose one. A single Disarm maneuver cannot rid you of your weapons.}}{{desc2=**Disadvantages**\nThe principal disadvantage to this style, as with some other styles, is that you don\'t gain the AC benefit of a shield.}}{{desc3=**Style Specialization**\nPlease read the "Attacking with Two Weapons" section from the Player\'s Handbook, page 96, before continuing.\nIf you devote a weapon proficiency slot to style specialization with Two-Weapon Style, you get two important benefits. First, your attack penalty drops; before, it was a –2 with your primary weapon and –4 with your secondary, but with Specialization in Two-Weapon Style it becomes 0 with your primary weapon and a –2 with your secondary weapon. (If you\'re already ambidextrous, that penalty is 0 with primary weapon and 0 with secondary weapon). Second, you\'re allowed to use weapons of the same length in each hand, so you can, for example, wield two long swords.\nWhen fighting with two-weapon technique, you can choose for both weapons to try the same maneuver (for example, two strikes, or two disarms), or can have each try a different maneuver (one strike and one parry, one pin and one strike). If the two maneuvers are to be different, each receives a –1 attack penalty. \nThough rangers don\'t suffer the off-hand penalties for two-weapons use, they do not get a bonus to attack rolls if they devote a weapon proficiency slot to Two-Weapon Style. They do get the other benefit, of being able to use weapons of equal length.}}'}, + {name:'Weapon-and-Shield-Style',type:'Style',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Weapon and Shield Fighting Style}}Specs=[Weapon and Shield,Style,2H,Fighting-style]{{desc=This is the classic technique of using a one-handed weapon and carrying a shield on the other arm.}}StyleData=[prime:melee, offhand:shield|melee, t:any, st:any],[shattk:+1],[shattk:+1,twp:0.2]{{desc1=**Advantages**\nThe principal advantage of Weapon and Shield Style is that you get the AC bonus of a shield; this is especially good when you can find a magical shield which confers a better AC bonus.\nA second advantage is that the character can use the Shield-Rush maneuver.}}{{desc2=**Disadvantages**\nThe disadvantage to Weapon and Shield Style is that the left arm (right arm, for lefthanded characters) is dedicated to the shield and is not much use for anything else. If the character is disarmed, all he has to wield offensively is his shield, until he can get back to his weapon. If he is pinned in combat, he can\'t use his shield hand for grappling.}}{{desc3=**Style Specialization**\nIf you devote a weapon proficiency slot to specialization in Weapon and Shield Style, you receive one extra attack per round . . . only when using a shield on the shield-hand, that is. You can use that extra attack only for the Shield-Punch and Parry maneuvers.\nAs with the normal "Attacking with Two Weapons" rules (see the Player\'s Handbook, page 96), when striking with both hands in a single combat round, the character suffers a –2 to attack rolls with his weapon and a –4 to attack rolls with the Shield-Punch or Parry. (If you\'re ambidextrous, as described above under "Off-Hand Weapons Use," that\'s a –2 with weapon and –2 with shield.) If you devote a second weapon proficiency slot to Weapon and Shield Style Specialization, that penalty drops to with the weapon and –2 with the shield. (If you\'re ambidextrous, that penalty is 0 with weapon and 0 with shield).\nOn any round when you perform two maneuvers, you do not get the AC bonus for the shield for the rest of the round. If you swing your sword and perform a Shield-Punch in the same round, you do not get your shield\'s AC bonus if anyone attacks you later in the round.}}'}, + ]}, + Race_DB: {bio:'

Race Database

v1.10 14/11/2022

This sheet holds definitions of Races that can be used by the RPGMaster API system. The definitions includes valid alignments, the weapons & armour each race can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the race gets. Depending on API configuration, the APIs can restrict characters of a particular race to these specifications, or not as desired.', + gmnotes:'
Change Log:
v1.10 14/11/2022 First live release of the Rase Database
v1.03 25/10/2022 Added all standard races from PHB
v1.01 22/10/2022 First version of Race-DB', + root:'Race-DB', + api:'attk,magic', + type:'class,race', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/310558295/yV9eKgBGF5kOUgeJ6C_kfg/max.png?1666462585', + version:1.10, + db:[{name:'Aquatic-Elf',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Aquatic Elf}}{{subtitle=Race}}Specs=[Aquatic Elf,HumanoidRace,0H,Elf]{{Alignment=Any (Usually NG)}}{{Languages=Often *Aquatic Elvish, kuo-toa, sahuagin, dolphin, merman, abovesea common, undersea common*}}{{Height=4ft to 5ft}}{{Weight=Males 87 to 109lbs, Females 77 to 99lbs}}{{Life Expectancy=in excess of 1,200 years}}{{Section=**Attributes**}}{{Min Attributes=Dex:6, Con:8, Int:7, Chr:8}}{{Attribute Adj.=Dex:+1, Int:-1}}{{Section1=**Powers**}}{{Secret Doors=Detect secret doors \\amp concealed portals}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 360ft.}}{{Underwater living=Can breathe underwater using their gills, and move as if on land.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when using a short or long sword, but not with bows}}{{Section5=**Special Disadvantages**}}{{Water Dweller=Cannot be out of water for more than 4 hours}}RaceData=[w:Aquatic Elf, align:any, weaps:any, ac:any, thmod:longsword=+1|shortsword=+1, attr:str=8|con=7|dex=6|int=8|chr=8]{{desc=Although not as frequently encountered as other elf subraces, aquatic elves (also known as sea elves) are actually as common as their landbound brethren. They patrol the deeps of oceans and large inland waters, holding court beneath the waves. Often they are only seen when they frolic with dolphins in kelp beds.\nAquatic elves have gill slits much like fish, through which they process oxygen. They can also survive out of water for a short time by breathing. Their skin is typically silvergreen, matching the seaweed near their territory. Some possess a bluish tinge to their skin, although this is quite rare. Aquatic elves\' hair complements their skin and is also green or blue-green. The overall effect is one that makes them difficult to discern underwater, especially near kelp beds. Because of their coloring, they gain the typical elven ability to camouflage themselves in their natural environment. \nThese elves dislike sharks intensely. Because they fear the strange and terrible monsters that dwell in the sea, the aquatic elves and the dolphins have taken it upon themselves to keep at least some of it safe for those who travel across it. Thus, most seaside communities severely punish those who incur the wrath of sea elves. Only the most evil of people encourage the death of sea elves and dolphins.\nAlthough they may survive on land, aquatic elves prefer not to do so, for it causes them immense pain. They can walk on land for a number of days equal to their initial Constitution score. Every two days, all their ability scores decrease by –1 until the elves return to water. If a physical score (Strength, Dexterity, Constitution) reaches 0, the elf dies. In salt water, the sea elf\'s attributes return to normal within 15 minutes. In fresh water, an elf merely stops losing his or her scores; they do not revert to normal until the elf enters salt water.}}'}, + {name:'Deep-Dwarf',type:'HumanoidKitRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Deep Dwarf}}{{subtitle=Race}}Specs=[Deep Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=LG, LN, Usually N)}}{{Languages=Often *Deep dwarf, duergar, drow, illithid, kua-toa, troll, troglodyte, svirfneblin, undercommon, sign language.*}}{{Height=4 to 4.5 ft}}{{Weight=120lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:13}}{{Max Attributes=Dex:16, Con:19, Cha:15}}{{Attribute Adj.=Con:+2, Chr:-2}}{{Section1=Powers}}{{Expert Miners=Detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 90ft}}{{Small Size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Deep Dwarves}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Deep Dwarf, align:any, ac:any, svall+:1, attr:str=8|con=13:19|dex=1:16|chr=1:15]{{desc=Deep dwarves live far beneath the surface of the earth. They may always have lived there, or they may have gone deep underground to escape a dreadful cataclysm, marauding monsters, or perhaps were driven downward by mountain or hill dwarves.\nDeep dwarves are large boned, but leaner than other dwarves. Their skin varies from pale brown to light tan, and often carries a reddish tinge. Their eyes are large, but without the sheen of their surface cousins; in color, a washed-out blue. Hair color ranges from flame red to straw blond. The females wear their beards long, unlike other dwarf women (who are typically clean-shaven).\nDeep dwarves have little or no contact with the surface. It is too far for them to travel to the world above. They may be on friendly terms with hill and mountain dwarves, or they may harbor a grudge against them. They may avoid them because they consider them tainted by the influence of other races.\nFrequently neutral in alignment, deep dwarves may also be lawful good or lawful neutral. They are just as conservative as hill or mountain dwarves, and consider themselves to be the sole repositories of dwarven culture.}}'}, + {name:'Deep-Gnome',type:'HumanoidRace',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Deep Gnome}}{{subtitle=Race}}{{Alignment=Any (Usually N)}}Specs=[Deep Gnome,HumanoidRace,0H,Humanoid]{{Languages=*Deep Gnome, Gnome Common, Underworld Common, Drow, Kuo-toan, earth elemental language*}}{{Height=Males [36+1d6](!\\amp#13;\\amp#47;r 36+1d6 ins height)ins, Females [34+1d6](!\\amp#13;\\amp#47;r 34+1d6 ins height)ins}}{{Weight=Males [72+5d4](!\\amp#13;\\amp#47;r 72+5d4 lbs weight)lbs, Females [68+5d4](!\\amp#13;\\amp#47;r 68+5d4 lbs weight)lbs}}{{Life Expectancy=250 years}}{{Section=**Attributes**}}{{Minimum=Str:6, Con:6, Dex:6, Wis:4}}{{Maximum=Dex:19, Int:17, Chr:16}}{{Adjustment=Dex:+1, Wis:+1, Int:-1, Chr:-2}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, determine approximate depth and direction underground}}{{Inherrant Illusionist=All Deep Gnomes radiate *non-detection*. In addition, all have the innate ability to cast *blindness, blur,* and *change self* once per day.}}{{Section2=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=Deep Gnomes have a base magic resistance of 20% and gain an extra 5% for every level beyond the 3rd.}}{{Saving Throws=+3 bonus to all saving throws except against poison (which is +2 instead).}}{{Freeze in place=Remain absolutely still for long periods, giving them a 60% chance to remain undetected by any observer, even one with infravision.}}{{Surprise=Only surprised on a roll of 1 on 1d10; they surprise opponents 90% of the time.}}{{Attack bonus=+1 To Hit kobolds and goblins}}{{Improving dodging=Harder to hit as they gain experience in dodging in combat, causing improving Dexterity AC bonus by 1 point per level beyond 3, max +8}}{{Small size=Gnolls, bugbears, ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{Section3=**Special Disadvantages**}}{{Item failure=20% chance for failure of any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities.}}RaceData=[w:Deep Gnome, attr:str=6|con=8|int=7:19|Wis=3:17, svpar+:3, svpoi+:2, svdea+:3, svrod+:3, svsta+:3, svwan+:3, svpet+:3, svpol+:3, svbre+:3, svspe+:3, +:1|kobold|goblin, -:4|gnoll|bugbear|ogre|troll|ogre-magi|oni|giant|titan, ns:6],[cl:PW,w:Blindness,lv:1,sp:2,pd:1],[cl:PW,w:Blur,lv:1,sp:2,pd:1],[cl:PW,w:Change Self,lv:1,sp:1,pd:1],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Depth Underground,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Direction Underground,lv:0,sp:0,pd:-1]{{desc=To most surface dwellers the gnomes of this race are mysterious denizens of the Underdark about whom little is known. Those who judge by appearance see them as stunted and gnarled creatures and believe them to be the Rock Gnomes\' evil counterparts, the gnomish equivalent to the Drow and Duergar. In truth, they are no more evil than their more numerous cousins; their sinister reputation is merely the result of ignorance. The Deep Gnomes are the most reticent of all the gnomish subraces, surviving in an extremely hostile environment entirely by their own wiles.\nUnlike their Rock Gnome cousins, they have no friendly neighbors to ally themselves with, forcing them to become entirely selfreliant. Only the few who have won their trust know that they are in many ways as social and artistic as other gnomes.\nWhy do they endure this frankly hostile environment? The answer is simple: they are drawn by the lure of gemstones, which is more pronounced in the Deep Gnomes than in\nany other subrace. The gem that most draws the interest and devotion of the Svirfneblin is the ruby, which is the predominant symbol of the race. The Deep Gnomes view these crimson stones with reverence approaching awe--so much so that they are never used for mundane practices such as ornamentation of garments, weapons, or armor. Rubies are reserved for sacred purposes and are often employed to decorate artifacts that are dedicated to the Svirfneblin gods. They are also favored by Deep Gnome monarchs, so much so that a Svirfneblin king or queen might have a full ring of rubies around his or her crown, with others of the precious stone set in the throne and sceptre.\nDeep Gnomes make and wield *stun darts*, throwing them to a range of 40 feet, with a +2 bonus to hit. Each dart releases a small puff of gas when it strikes; any creature inhaling the gas must save versus poison or be stunned for 1 round and slowed for the four following rounds. Elite warriors (3rd-level and above) also often carry hollow darts with acid inside (+2d4 to damage) and *crystal caltrops* which, when stepped on, release a powerful sleep gas.}}'}, + {name:'Drow',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Drow}}{{subtitle=Race}}Specs=[Drow,HumanoidRace,0H,Elf]{{Alignment=Any Evil (Usually LE)}}{{Languages=Often *Drow Elvish, Elvish, duergar, svirfneblin, deep dwarf, illithid, undercommon, sign language, kuo-toa, bugbear, orcish*}}{{Height=Males 5ft to 6ft, Females 5.5ft to 6.5ft}}{{Weight=Males 83 to 110lbs, Females 98 to 125lbs}}{{Life Expectancy=in excess of 1,200 years}}{{Section=**Attributes**}}{{Min Attributes=Dex:8, Con:7, Int:9, Chr:6}}{{Max Attributes=Dex:20, Con:17, Int:19, Chr:16}}{{Attribute Adj.=Dex:+2, Int:+1, Con:-1, Chr:-2}}{{Section1=**Powers**}}{{Secret Doors=Detect secret doors \\amp concealed portals}}{{1st Level=*Dancing Lights, Faerie Fire, *and* Darkness* each 1/day}}{{4th Level=*Levitate, Know Alignment, and Detect Magic* each 1/day}}{{4th Level Priest=*Clairvoyance, Detect Lie, Suggestion,* and *Dispel Magic*}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 90ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells. 50% (+2% per level) resistance otherwise}}{{Saves=+2 vs. all magic}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Bright Light=Blinded by any light greater than torch or *Continual Light*, e.g. bright sunlight. –2 penalty to Dexterity \\amp Attack rolls. Opponents gain a +2 save against drow spells if they are within the light.}}RaceData=[w:Drow, align:any, weaps:any, ac:any, thmod:longsword=+1|shortsword=+1, svspe+:2, attr:str=8|con=7|dex=6|int=8|chr=8, ns:11],[cl:PW,w:Elf Detect Secret Doors,lv:0,sp:0,pd:-1],[cl:PW,w:dancing-lights,lv:1,sp:1,pd:1],[cl:PW,w:faerie-fire,lv:1,sp:4,pd:1],[cl:PW,w:mu-darkness,lv:1,sp:1,pd:1],[cl:PW,w:levitate,lv:4,sp:2,pd:1],[cl:PW,w:know-alignment,lv:4,sp:10,pd:1],[cl:PW,w:detect-magic,lv:4,sp:1,pd:1],[cl:PW,w:clairvoyance,lv:4,sp:3,pd:1],[cl:PW,w:detect-lie,lv:4,sp:7,pd:1],[cl:PW,w:suggestion,lv:4,sp:3,pd:1],[cl:PW,w:dispel-magic,lv:4,sp:3,pd:1]{{desc=The dark elves (also known as drow) are evil cousins of the other elves. Driven beneath the surface long ago by the light-loving elves, these sinister beings have made a home for themselves in what they call the Underdark, the niche they have brutally carved in the underground caverns. They have become the masters and mistresses of dark grottoes, and any intelligent creature shuns them. They hate the light, and they have extensively researched ways to travel while avoiding the sun, which is anathema to them. The drow have extensive tunnel networks, which may or may not canvass their world.\nDrow have an abiding hatred of all things aboveground, but nothing draws their wrath quite like the good elves. The drow take any chance they can to destroy other elves they encounter. Even the few evil elves aboveground are seen as enemies, and the drow do not hesitate to betray such a one when he or she has served a purpose.}}'}, + {name:'Duergar',type:'HumanoidKitRace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Duergar (Gray Dwarf)}}{{subtitle=Race}}Specs=[Duergar,HumanoidKitRace,0H,Dwarf]{{Alignment=Usually LE, tending to N}}{{Languages=Often *Duergar, deep dwarf, drow, illithid, kua-toa, troll, troglodyte, ghoul, undercommon, sign language*}}{{Height=4ft}}{{Weight=120lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Int:16, Chr:15}}{{Attribute Adj.=Con:+1, Chr:-2}}{{Section1=**Powers**}}{{Self Enlarge=Can *Enlarge* but only themselves and their equipment (1/day)}}{{Self Invisibility=Can use *Invisibility* on themselves (1/day)}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 120ft}}{{Immunities=Paralysis, *illusion* and *phantasm* spells, magical/alchemical poisons}}{{Surprise=Stealthy: those at least 90ft ahead of the party gain a -2 penalty to the opponent\'s surprise rolls (unless door or screen opened). Duergar receive a +2 surprise bonus.}}{{Section5=**Special Disadvantages**}}{{Bright Light=*Bright* light negates surprise bonus, gives to-hit \\amp dexterity penalty of 2}}RaceData=[w:Duergar, align:LE|NE|NN|N, svatt:con, svpoi:3.5, svrod:3.5, svsta:3.5, svwan:3.5, svspe:3.5, attr:str=8|con=11|dex=1:17|int=1:16|chr=1:15, ns:2],[cl:PW,w:Duergar Enlarge,sp:1,lv:1,pd:1],[cl:PW,w:Duergar Invisibility,sp:2,lv:1,pd:1]{{desc=Duergar, or gray dwarves, live deep underground, sometimes below the deep dwarves. They rarely venture above ground, finding it painful, except during heavily overcast days or at night. Bright light such as sunlight or a *continual light* spell does not cause them damage, but they are adversely affected. Their enhanced ability to gain surprise is negated. Dexterity is\nreduced by -2 and hit rolls are made at a -2 penalty. In situations where a duergar is in darkness but his opponents are in bright light, his Dexterity and surprise advantages are unaffected, but he suffers a -1 penalty to his attack rolls.\nOther dwarves distrust duergar and react to them at -3 penalty. They are not affected by the light of torches, lanterns, magic weapons, light or faerie fire. \nEmaciated, they possess pasty skins and white or dull gray beards. Men and women may be bald, and those who are not\nusually shave their heads.\nMost duergar are lawful evil with neutral tendencies. Other dwarves find their ways repulsive. Duergar war on other dwarf races, and sometimes even join forces with orcs and other evil races to raid dwarf strongholds.\nThey frequently compete with deep dwarves for living space and minerals. Usually the duergar are bested in such struggles. Consequently, numerous duergar strongholds are exceptionally poor, having been driven into areas rejected by others. In some cases, however, this may have been to their advantage and may have led them to the discovery of hidden subterranean wealth that they could secretly acquire.\nDuergar may at one time have lived with other dwarves before they were driven into the deep for their worship of evil gods. They may have been created by the evil gods to balance the races of lawful good dwarves. If that is the case, they will have a divine mission to eradicate or enslave all dwarves of good alignment.\nEven though their society is evil, they still retain many of the social structures of hill and mountain dwarves. They are clan based, but their crafts are usually inferior to those of other dwarves.}}'}, + {name:'Dwarf',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Dwarf}}{{subtitle=Race}}Specs=[Dwarf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually LG)}}{{Languages=Often *Dwarf, Common, Orc, Kobold, Goblin, Gnome*}}{{Height=4 to 4.5 ft}}{{Weight=150lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Chr:17}}{{Attribute Adj.=Con:+1, Chr:-1}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft}}{{Small size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Dwarves.}}{{Magic Resistance=Dwarves are nonmagical, which gives a bonus to dwarves\' saving throws against magical wands, staves, rods, and spells, of +1 for every 3.5 points of Constitution score.}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{Section5=**Special Disadvantages**}}{{Item Failure=Magical items not specifically suited to the character\'s class have a 20% chance to malfunction when used.}}RaceData=[w:Dwarf, align:any, weaps:any, ac:any, attr:str=8|con=11|dex=1:17|chr=1:17, +:1|orc|half-orc|goblin|hobgoblin, -:4|ogre|troll|ogre-magi|oni|giant|titan, svatt:con,svpoi:3.5,svrod:3.5,svsta:3.5,svwan:3.5,svspe:3.5, ns:5],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Detect New Construction,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Shifting Walls,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Stonework Traps,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Depth Underground,lv:0,sp:0,pd:-1]{{desc=Dwarves are short, stocky fellows, easily identified by their size and shape. They have ruddy cheeks, dark eyes, and dark hair. Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they do not like). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short, stocky builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering.\nThough dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings.\nDwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found underground.}}'}, + {name:'Elf',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Elf}}{{subtitle=Race}}Specs=[Elf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll*}}{{Height=Males 4.5ft to 5.5ft, Females 4ft to 5ft}}{{Weight=Males 90 to 120lbs, Females 70 to 100lbs}}{{Life Expectancy=in excess of 1,200 years}}{{Section=**Attributes**}}{{Min Attributes=Dex:6, Con:7, Int:8, Chr:8}}{{Attribute Adj.=Dex:+1, Con:-1}}{{Section1=**Powers**}}{{Hyper-aware=Searching for secret doors \\amp concealed portals}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Elf, align:any, weaps:any, ac:any, thmod:bow=+1|longsword=+1|shortsword=+1, attr:str=8|con=7|dex=6|int=8|chr=8, ns:1],[cl:PW,w:Elf Detect Secret Doors,lv:0,sp:0,pd:-1]{{desc=Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods.\nWhile they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests.}}'}, + {name:'Forest-Gnome',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Forest Gnome}}{{subtitle=Race}}{{Alignment=Any (Usually NG)}}Specs=[Forest Gnome,HumanoidRace,0H,Humanoid]{{Languages=*Forest Gnome, Gnome Common, Elf, Treant, forest mammal*}}{{Height=Males [22+2d6](!\\amp#13;\\amp#47;r 22+2d6 ins height)ins, Females [22+2d6](!\\amp#13;\\amp#47;r 22+2d6 ins height)ins}}{{Weight=Males [62+5d4](!\\amp#13;\\amp#47;r 62+5d4 lbs weight)lbs, Females [58+5d4](!\\amp#13;\\amp#47;r 58+5d4 lbs weight)lbs}}{{Life Expectancy=500 years}}{{Section=**Attributes**}}{{Minimum=Con:8, Dex:8, Wis:6}}{{Maximum=Str:17, Dex:19, Int:17}}{{Adjustment=Dex:+2, Str:-1, Wis:-1}}{{Section1=**Powers**}}{{Pass Without Trace=A Forest Gnome can pass through any kind of wooded terrain without leaving a sign of his or her passage}}{{Hide in Woods=Like the halfling, a Forest Gnome can make himself or herself virtually invisible in wooded surroundings}}{{Section3=**Special Advantages**}}{{Magic Resistance=Gnomes are magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 bonus on all attack and damage when fighting *orcs, lizard men,* or *troglodytes,* or any creature which they have directly observed damaging woodlands}}{{Small size=-4 bonus to their Armor Class whenever they fight man-sized or larger creatures}}{{Section5=**Special Disadvantages**}}{{Infravision=***None***}}{{Item failure=20% chance for failure of any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities.}}RaceData=[w:Forest Gnome, attr:str=3:17|con=8|Dex=8:19|int=3:17|Wis=6, +:1|orcs|lizardmen|troglodytes, -:4|M|L|H|G, svatt:con,svrod:3.5,svsta:3.5,svwan:3.5,svspe:3.5,ns:2],[cl:PW,w:Pass Without Trace,lv:0,sp:0,pd:-1],[cl:PW,w:Hide in Woods,lv:0,sp:0,pd:-1]{{desc=The Forest Gnomes prefer a life in which no one knows who they are or where they live. They dwell in large swaths of woodland, and--unlike the other gnomish subraces - prefer to dwell in houses that are at least partially above ground. They are creatures of nature far more than any of their cousins, and to those rare folks who meet them (and pass through the walls of initial shyness) they can prove to be steadfast allies and delightful companions.\nHowever, this subrace has not totally abandoned the love of gemstones that is so inherent to all gnomes. The emerald is the favored gem of the Forest Gnomes, no doubt because it most accurately reflects the healthy colors of their verdant homelands. While these gnomes can make excellent gemsmiths and jewelers, their work tends to be reverent images of the flowers, leaves, butterflies, and birds that are such a key part of the Forest Gnome\'s environment.\nThey share the stocky physique of the Rock and Tinker Gnome and the bulbous nose which is so characteristic of the race in general. They are the only gnomes inclined to wear beards and hair very long, and an older male is likely to have a beard that extends to within a few inches of the ground, and hair that, when unbound, falls all the way to his waist. These beards are a source of great pride to the venerable males, and they often trim them to a fine point or curl them into hornlike spikes that extend to either side.\nShy and timid when it comes to relations with other intelligent races, Forest Gnomes are very determined caretakers of their wooded domains. They are viewed with friendship by the animals of the forest and have developed a limited language of signs and sounds (similar to the Rock Gnome\'s \'speech\' with burrowing mammals) that allows them to communicate with these creatures, though without a great deal of detail.\nForest Gnomes are also very adept at protecting and caring for the plant life of their woods. They gather the nuts, fruit, and other bounty of the woods for sustenance, taking meat only infrequently--and always with a reverent ceremony to the spirit of the animal slain by the gnomish hunter. They despise the use of traps, never employing snares, pitfalls, or such traps themselves. When they encounter such devices set by humans or others, the Forest Gnomes have been known to rig the traps so that they capture (with a snare) or injure (as with a deadfall or pit trap) the trapper when he or she comes along to check for game. Generally, the trapper receives the same effect that his or her trap would have inflicted upon an animal.\nAside from meat, Forest Gnomes eat their food raw, though with a great deal of ceremony and politeness. Even a nut or a berry is only consumed after the tree or bush that gave it life has been properly, albeit silently, thanked. Needless to say, meals among the Forest Gnomes are very long, quiet affairs.\nThe most hated enemies of the Forest Gnomes are orcs, with troglodytes and lizardmen close behind. These creatures will be ruthlessly attacked and ambushed whenever they are encountered. Despite their shyness, Forest Gnomes have made friends with elves and halflings, though they tend to distrust humans and dwarves, who in their experience all-too-often view trees only as so much firewood.}}'}, + {name:'Gnome',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Gnome}}{{subtitle=Race}}Specs=[Gnome,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, dwarf, gnome, halfling, goblin, kobold,* and the simple common speech of burrowing mammals (*moles, badgers, weasels, shrews, ground squirrels,* etc.)}}{{Height=Males [38+d6](!\\amp#13;\\amp#47;r 38+1d6 ins height)ins, Females [36+d6](!\\amp#13;\\amp#47;r 36+1d6 ins height)ins}}{{Weight=Males [72+5d4](!\\amp#13;\\amp#47;r 72+5d4 lbs weight)lbs, Females [68+5d4](!\\amp#13;\\amp#47;r 68+5d4 lbs weight)lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:6, Con:8, Int:6}}{{Attribute Adj.=Int:+1, Wis:-1}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, unsafe walls, cielings \\amp floors, determine approximate depth and direction underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=Gnomes are magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 To Hit kobolds and goblins}}{{Small size=Gnolls, bugbears, ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{Section5=**Special Disadvantages**}}{{Item failure=20% chance for failure of any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities.}}RaceData=[w:Gnome, align:any, weaps:any, ac:any, attr:str=6|con=8|int=6, +:1|kobold|goblin, -:4|gnoll|bugbear|ogre|troll|ogre-magi|oni|giant|titan, svatt:con,svrod:3.5,svsta:3.5,svwan:3.5,svspe:3.5,ns:4],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Flawed Stonework,lv:0,sp:0,pd:-1],[cl:PW,w:Determine-Depth-Underground,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Direction Underground,lv:0,sp:0,pd:-1]{{desc=Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most gnomes have dark tan or brown skin and white hair.\nGnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.\nTheir diminutive stature has made them suspicious of the larger races - humans and elves - although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins\' aversion to surface dwellers foolish.}}'}, + {name:'Gray-Dwarf',type:'HumanoidKitRace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Gray Dwarf (Duergar)}}{{subtitle=Race}}Specs=[Gray Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=Usually LE, tending to N}}{{Languages=Often *Duergar, deep dwarf, drow, illithid, kua-toa, troll, troglodyte, ghoul, undercommon, sign language*}}{{Height=4ft}}{{Weight=120lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Int:16, Chr:15}}{{Attribute Adj.=Con:+1, Chr:-2}}{{Section1=**Powers**}}{{Self Enlarge=Can *Enlarge* but only themselves and their equipment (1/day)}}{{Self Invisibility=Can use *Invisibility* on themselves (1/day)}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 120ft}}{{Immunities=Paralysis, *illusion* and *phantasm* spells, magical/alchemical poisons}}{{Surprise=Stealthy: those at least 90ft ahead of the party gain a -2 penalty to the opponent\'s surprise rolls (unless door or screen opened). Duergar receive a +2 surprise bonus.}}{{Section5=**Special Disadvantages**}}{{Bright Light=*Bright* light negates surprise bonus, gives to-hit \\amp dexterity penalty of 2}}RaceData=[w:Gray Dwarf, align:LE|NE|NN|N, svatt:con, svpoi:3.5, svrod:3.5, svsta:3.5, svwan:3.5, svspe:3.5, attr:str=8|con=11|dex=1:17|int=1:16|chr=1:15, ns:2],[cl:PW,w:Duergar Enlarge,sp:1,lv:1,pd:1],[cl:PW,w:Duergar Invisibility,sp:2,lv:1,pd:1]{{desc=Duergar, or gray dwarves, live deep underground, sometimes below the deep dwarves. They rarely venture above ground, finding it painful, except during heavily overcast days or at night. Bright light such as sunlight or a *continual light* spell does not cause them damage, but they are adversely affected. Their enhanced ability to gain surprise is negated. Dexterity is\nreduced by -2 and hit rolls are made at a -2 penalty. In situations where a duergar is in darkness but his opponents are in bright light, his Dexterity and surprise advantages are unaffected, but he suffers a -1 penalty to his attack rolls.\nOther dwarves distrust duergar and react to them at -3 penalty. They are not affected by the light of torches, lanterns, magic weapons, light or faerie fire. \nEmaciated, they possess pasty skins and white or dull gray beards. Men and women may be bald, and those who are not\nusually shave their heads.\nMost duergar are lawful evil with neutral tendencies. Other dwarves find their ways repulsive. Duergar war on other dwarf races, and sometimes even join forces with orcs and other evil races to raid dwarf strongholds.\nThey frequently compete with deep dwarves for living space and minerals. Usually the duergar are bested in such struggles. Consequently, numerous duergar strongholds are exceptionally poor, having been driven into areas rejected by others. In some cases, however, this may have been to their advantage and may have led them to the discovery of hidden subterranean wealth that they could secretly acquire.\nDuergar may at one time have lived with other dwarves before they were driven into the deep for their worship of evil gods. They may have been created by the evil gods to balance the races of lawful good dwarves. If that is the case, they will have a divine mission to eradicate or enslave all dwarves of good alignment.\nEven though their society is evil, they still retain many of the social structures of hill and mountain dwarves. They are clan based, but their crafts are usually inferior to those of other dwarves.}}'}, + {name:'Grey-Elf',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Grey Elf}}{{subtitle=Race}}{{Alignment=Any (Usually LG)}}Specs=[Grey Elf,HumanoidRace,0H,Elf]{{Languages=*Grey Elvish*, and all other languages requiring speech or gestures due to so much time in libraries}}{{Height=Males [60+1d12](!\\amp#13;\\amp#47;r 60+1d12 ins height)ins, Females [55+1d12](!\\amp#13;\\amp#47;r 55+1d12 ins height)ins}}{{Weight=Males [85+3d10](!\\amp#13;\\amp#47;r 85+3d10 lbs weight)lbs, Females [75+3d10](!\\amp#13;\\amp#47;r 75+3d10 lbs weight)lbs}}{{Life Expectancy=In excess of 1,200 years}}{{Section=**Attributes**}}{{Minimum=Con:5, Dex:7, Int:8, Chr:8}}{{Maximum=Str:17, Con:16, Dex:19, Int:20}}{{Adjustment=Int:+2, Dex:+1, Con:-2, Str:-1}}{{Section1=**Powers**}}{{Hyper-aware=Searching for secret doors \\amp concealed portals}}{{Section2=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Access to knowledge=Unlimited access to their own libraries and sages. Any information the grey elf council determines to be good for the elf race may be furnished to grey elf PCs for a cheaper price than they would find elsewhere.}}{{Section3=**Special Disadvantages**}}{{Haughtiness=Because of their haughtiness and arrogance, grey elves receive a -3 on all reaction adjustments when dealing with non-elves. With other elves (not grey), grey elves suffer a -1 on reaction adjustments.}}RaceData=[w:Grey Elf, attr:str=1:17|con=5:16|dex=7:19|int=8:20|Chr=8]{{desc=Grey elves are at once the most noble and most reclusive of the elves. They have withdrawn from the world after making their mark, which was to ensure that the world was well on the path to goodness. The grey elves view themselves as the protectors of good in the world, but they will stir from their mountains and meadows to protect the "lesser" races only when they are faced with great evil.\nGrey elves act much like human knights—supercilious and condescending, full of their own importance. They think nothing of speaking their minds, provided that this remains within the bounds of elven decorum. They are often haughty, disdaining contact with most others, including all other elves save grey elves.\nWhen arming themselves for battle, they don shimmering suits of plate or chain mail, protecting the head with winged helmets. Their weapons, created by master elf crafters, shine brightly under any light. Mounted warriors ride griffons or hippogriffs into battle, swooping down upon their enemies with dreadful perfection.\nOf all elves, grey elves rely the most on their intelligence. While other elves are by no means stupid, grey elves trust less in physical prowess than they do the mind. Their line breeds more mages and mage combinations than any other, and some of the most esteemed of their subrace are scholars.\nTheir entire existence is based on developing and discovering new knowledge, and they therefore spend less time on the pleasurable pursuits that occupy other elves\' lives.\nTheir mages are without peer in the elven world. Even mages of greater power from other races speak of the knowledge of the grey elves with no small measure of fascination.}}'}, + {name:'Gully-Dwarf',type:'HumanoidKitRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Gully Dwarf}}{{subtitle=Race}}Specs=[Gully Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=Any (Usually CN)}}{{Languages=Often *Gully dwarf, common, gnome, orc, goblin*}}{{Height=4ft}}{{Weight=100lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:6, Dex:6, Con:8}}{{Max Attributes=Con:16, Int:12, Wis:14, Cha:12}}{{Attribute Adj.=Str:+1, Con:+1, Chr:-2}}{{Section1=**Powers**}}{{Grovelling=If attacked, they grovel (see the power), whine, run away, or do whatever it takes to avoid injury.}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft}}{{Small Size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Hill Dwarves}}{{Section5=**Special Disadvantages**}}{{Stupidity=Intelligence checks may be requested to see if Gully Dwarves could actually come up with ideas}}{{Magic Failure=Magic Items fail 40% of the time}}RaceData=[w:Gully Dwarf, align:any, weaps:any, ac:any, attr:str=6|con=8:16|dex=6|int=1:12|wis=1:14|chr=1:12 ns:1],[cl:PW,w:Gully Dwarf Grovel,sp:0,lv:0,pd:-1]{{desc=Gully dwarves are the most degenerate of all the dwarf races. Lacking any racial pride, they make virtues of cowardice, filth, witlessness, and dirty tricks. They live in abandoned strongholds, human villages, or in old mines and caves, in sewers, refuse dumps, or the slums of larger towns and cities. Elves will not tolerate their depravity.\nAn average gully dwarf is more slender than hill or mountain dwarves and has thin fingers. It is a status symbol for a gully dwarf to have a large pot belly for it displays his skill as a scavenger.\nSkin ranges in color from olive brown to light yellow, reminiscent of old parchment. It is often hard to determine a gully dwarf\'s skin color, however, because of the thick layers of dirt, scar tissue, boils, and scabs covering his skin.\nTheir beards and hair range from a dirty blond to a dull, indeterminate color. Female gully dwarves have hairy cheeks, but no beards. The eyes of both sexes are dull and lifeless, varying in color from watery blue through green to hazel.\nGullys are renowned for being stupid and obnoxious. A player character gully dwarf is an exception to the rule, being superior to others of his kind by virtue of his ability to think. However, players should not abuse this ability and allow their characters to concoct clever plans and schemes. Intelligence checks may be requested to see if the character could actually come up with such ideas. \nThey have high opinions of themselves and take themselves very seriously. They consider other dwarves to be "uppity" and "stuck up warts." Gully dwarves will lie, steal, bully, and cheat each other and every other race they encounter. If attacked, they grovel (see the power), whine, run away, or do whatever it takes to avoid injury. If combat cannot be avoided they will fight halfheartedly, usually with their eyes closed.\nBecause gully dwarves live in places that even orcs consider unattractive, they have few racial enemies. Scavenging most of their equipment from the junk heaps of other races, their "wealth" does not tempt others. Carrion crawlers have been known to turn up their tentacles rather than eat a gully dwarf.\nWhere do they come from? Other dwarves claim they are a cruel jest played by the gods on a mischievous stronghold of dwarves. Narvil believes that they are outcasts from a stronghold who later bred and infested the world. Perhaps they are the result of cross breeding between dwarves and gnomes, or dwarves and goblins. They may even have been the result of a vile experiment by an evil wizard. No one knows for sure, least of all the gullys themselves.\nThey are always treated with contempt, although they may be employed to perform menial tasks. Enclaves of gully dwarves could exist in most strongholds where they would be little better than slaves.\nGully dwarves are often of chaotic neutral alignment, but this diverse people may be of any alignment.}}'}, + {name:'Hairfoot-Halfling',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Hairfoot Halfling}}{{subtitle=Race}}Specs=[Hairfoot Halfling,HumanoidRace,0H,Humanoid]{{Alignment=Any (usually NG)}}{{Languages=Often *common, halfling, dwarf, elf, gnome, goblin, orc,* and any one human language}}{{Height=Males [32+2d8](!\\amp#13;\\amp#47;r 32+2d8 ins height)ins, Females [30+2d8](!\\amp#13;\\amp#47;r 30+2d8 ins height)ins}}{{Weight=Males [52+5d4](!\\amp#13;\\amp#47;r 52+5d4 lbs weight)lbs, Females [48+5d4](!\\amp#13;\\amp#47;r 48+5d4 lbs weight)lbs}}{{Life Expectancy=100 to 140 years}}{{Section=**Attributes**}}{{Minimum=Con:10, Dex:8, Int:6, Chr:7}}{{Maximum=Str:17, Dex:19}}{{Adjustment=Dex:+1, Str:-1}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Human Reactions=Hairfeet are very good at getting along with humans; this translates into a +2 bonus to all their Reaction Rolls involving human NPCs.}}{{Magic Resistance=Magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Poison Resistance=Save vs. poison at +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 To Hit with slings and thrown weapons}}{{Surprise=Enemies get a –4 penalty to surprise if the halfling is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the halfling must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Infravision=***None***}}RaceData=[w:Hairfoot Halfling, align:any, weaps:any, ac:any, attr:str=3:7|con=10|dex=8:19|int=6|chr=7, thmod:throwing=1|dart=1|hand-axe=1|magical-stone=1|slings=1, svatt:con, svpoi:3.5 svrod:3.5, svsta:3.5, svwan:3.5, svspe:3.5]{{desc=This most common of halflings is found throughout lands that have been settled by humans. They live much as humans do but prefer rural settings and villages to towns and cities. Their crafts tend toward the ordinary and practical--farmers, millers, innkeepers, weavers, brewers, tailors, bakers, and merchants are common in Hairfoot society. They rarely wear shoes (only in bad weather and bitter cold) and can be easily distinguished by the thick patches of hair growing atop each foot.\nHairfeet are only moderately industrious, but they tend to make up in talent for what they lack in drive. A Hairfoot farmer may tend a small plot in the morning, for example, and spend the afternoon lying in the shade--yet his or her irrigation ditch will be so cleverly aligned that his or her field yields a crop equal to that of a much larger humantended farm. A Hairfoot-woven tunic will have a finer weave and be less scratchy than a similar human product, thus fetching a considerably higher price.}}'}, + {name:'Half-Elf',type:'HumanoidRace',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Half-Elf}}{{subtitle=Race}}Specs=[Half-Elf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll*}}{{Height=Males [60+2d6](!\\amp#13;\\amp#47;r 60+2d6 ins height)ins, Females [58+2d6](!\\amp#13;\\amp#47;r 58+2d6 ins height)ins}}{{Weight=Males [110+3d12](!\\amp#13;\\amp#47;r 110+3d12 lbs weight)lbs, Females [85+3d12](!\\amp#13;\\amp#47;r 85+3d12 lbs weight)lbs}}{{Life Expectancy=160 years average}}{{Section=**Attributes**}}{{Min Attributes=Dex:6, Con:6, Int:4}}{{Attribute Adj.=None}}{{Section1=**Powers**}}{{Hyper-aware=Searching for secret doors \\amp concealed portals}}{{Section3=**Special Advantages**}}{{Magic Resistance=30% Resistance to *Sleep* and all *Charm*-related spells.}}{{Infravision=*Infravision* to 60ft.}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Half-Elf, align:any, weaps:any, ac:any, thmod:bow=0, attr:|con=6|dex=6|int=4, ns:1],[cl:PW,w:Elf Detect Secret Doors,lv:0,sp:10,pd:-1]{{desc=Half-elves are the most common mixed-race beings. The relationship between elf, human, and half-elf is defined as follows: 1) Anyone with both elven and human ancestors is either a human or a half-elf (elves have only elven ancestors). 2) If there are more human ancestors than elven, the person is human; if there are equal numbers or more elves, the person is half-elven.\nHalf-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of each of their races. They mingle freely with either race, being only slightly taller than the average elf.\nIn general, a half-elf has the curiosity, inventiveness, and ambition of his human ancestors and the refined senses, love of nature, and artistic tastes of his elven ancestors.\nHalf-elves do not form communities among themselves; rather, they can be found living in both elven and human communities. The reactions of humans and elves to halfelves ranges from intrigued fascination to outright bigotry. In some of the less-civilized nations, half-elves are viewed with suspicion and superstition.}}'}, + {name:'Half-Orc',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Half-Orc}}{{subtitle=Race}}Specs=[Half-Orc,HumanoidRace,0H,Humanoid]{{Alignment=Any}}{{Languages=Often *Common, Orc, Dwarf, Goblin, Ogre*}}{{Section=**Attributes**}}{{Min Attributes=Str:6, Con:8}}{{Max Attributes=Dex:17, Int:17, Wis:14, Chr:12}}{{Attribute Adj.=Str:+1, Con:+1, Chr:-2}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Half-Orc, align:any, weaps:any, ac:any]{{desc=Another example of a hybrid, half-orcs are products of human and orc parents. Of a height similar to half-elves, half-orcs usually resemble their human parent enough to pass for a human in public. Their skin ranges from peach to olive to deep tan, and their hair can be blond, red, brown, black, gray, and shades in between. They can be multi-classed in any two classes, but not three. Half-orcs can be of any alignment.}}'}, + {name:'Halfling',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Halfling}}{{subtitle=Race}}Specs=[Halfling,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually NG)}}{{Languages=Often *common, halfling, dwarf, elf, gnome, goblin,* and *orc*}}{{Height=Males [32+2d8](!\\amp#13;\\amp#47;r 32+2d8 ins height)ins, Females [30+2d8](!\\amp#13;\\amp#47;r 30+2d8 ins height)ins}}{{Weight=Males [52+5d4](!\\amp#13;\\amp#47;r 52+5d4 lbs weight)lbs, Females [48+5d4](!\\amp#13;\\amp#47;r 48+5d4 lbs weight)lbs}}{{Life Expectancy=100 to 150 years}}{{Section=**Attributes**}}{{Minimum=Str:7, Con:7, Dex:10, Int:6}}{{Maximum=Wis:17}}{{Adjustment=Dex:+1, Str:-1}}{{Section1=**Powers**}}{{Expert Miners=Stouts can detect slopes, and approximate direction underground}}{{Section3=**Special Advantages**}}{{Infravision=Any halfling character has a 15% chance to have normal infravision (this means he is pure Stout), out to 60ft; failing that chance, there is a 25% chance that he has limited infravision (mixed Stout/Tallfellow or Stout/Hairfeets lineage), effective out to 30 feet.}}{{Magic Resistance=Magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Poison Resistance=Save vs. poison at +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 To Hit with slings and thrown weapons}}{{Surprise=Enemies get a –4 penalty to surprise if the halfling is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the halfling must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Halfling, align:any, weaps:any, ac:any, attr:str=7|con=7|dex=10|int=6|wis=1:17, thmod:throwing=1|dart=1|hand-axe=1|magical-stone=1|slings=1, svatt:con, svpoi:3.5 svrod:3.5, svsta:3.5, svwan:3.5, svspe:3.5, ns:4],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Direction Underground,lv:0,sp:0,pd:-1]{{desc=Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need.\nElves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any of these other three, they get along with other races far better.\nThere are three types of halflings: Hairfeets, Tallfellows, and Stouts. Hairfeets are the most common type, but for player characters, any of the three is acceptable.}}'}, + {name:'High-Elf',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=High Elf}}{{subtitle=Race}}{{Alignment=Any (Usually NG)}}Specs=[High Elf,HumanoidRace,0H,Elf]{{Languages=*High Elvish, other forms of Elvish, dwarvish, gnomish, halfling,\ncommon, orcish, hobgoblin,* and *goblin.*}}{{Height=Males [55+1d10](!\\amp#13;\\amp#47;r 55+1d10 ins height)ins, Females [50+1d10](!\\amp#13;\\amp#47;r 50+1d10 ins height)ins}}{{Weight=Males [90+3d10](!\\amp#13;\\amp#47;r 90+3d10 lbs weight)lbs, Females [70+3d10](!\\amp#13;\\amp#47;r 70+3d10 lbs weight)lbs}}{{Life Expectancy=In excess of 1,200 years}}{{Section=**Attributes**}}{{Minimum=Con:7, Dex:6, Int:8, Chr:8}}{{Maximum=Con:17, Dex:19}}{{Adjustment=Dex:+1, Con:-1}}{{Section1=**Powers**}}{{Hyper-aware=Searching for secret doors \\amp concealed portals}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Detect Secret Doors=[1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) chance of noticing concealed door if passing within 10 feet.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:High Elf, attr:con=7:17|dex=6:19|int=8|Chr=8]{{desc=The most commonly seen of all elves, the high elves are also the most open and friendly. They have no compunction about traveling in the world outside their lands, and they do so much more often than other elves. Since they have the most contact with the non-elven world and since their subrace is more adventurous than other elves, most elf PCs are high elves.\nWhile at first they may seem aloof and arrogant, a glimmer of true self can be learned with a little effort. High elves know the value of friendship and alliance with the other good races of the world. However, they are not always easily befriended.\nTheir preferred weapon is the bow, but they are also adept with long and short swords. In battle, they wear their gleaming elven chain mail beneath cloaks "woven of the essence of the woods," which allows them to move silently through forests, strike quickly, and then retreat. Although they may befriend giant eagles and occasionally use them for transport, they rarely use mounts because horses and the like are too unwieldy in the forest. Only on the long-distance journeys or on the plains will high elves use mounts.}}'}, + {name:'Hill-Dwarf',type:'HumanoidKitRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Hill Dwarf}}{{subtitle=Race}}Specs=[Hill Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=Any (Usually LG)}}{{Languages=Often *Hill Dwarf, Common, Orc, Kobold, Goblin, Gnome*}}{{Height=4ft avg}}{{Weight=150lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Cha:17}}{{Attribute Adj.=Con:+1, Chr:-1}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft}}{{Small Size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Hill Dwarves}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Hill Dwarf, align:any, weaps:any, ac:any, attr:str=8|con=11|dex=1:17|chr=1:17]{{desc=Hill dwarves live in areas of rolling hills. Their strongholds are primarily located underground, though they frequently have outposts on the surface.\nHe is stocky and muscular. His skin is a deep tan or light brown in color and he has ruddy cheeks and bright eyes. His hair could be black, gray, or brown. He favors dark, somber, earth-toned clothes, and wears little jewelry.\nHill dwarves are the most common dwarves. They have adapted well to life above and below ground. They claim that they have always lived in the hills, but they may have migrated there either by traveling above ground, or via underground passages. If by surface travel, they are probably descended from mountain dwarves.\nThe alignment of the hill dwarves is usually lawful good, but there is no reason they cannot be of another alignment. So long as the majority of remain lawful good, strongholds of chaotic, neutral, or evil dwarves will not unbalance a campaign and will give it more flavor and variety.}}'}, + {name:'Human',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Human}}{{subtitle=Race}}Specs=[Human,HumanoidRace,0H,Humanoid]{{Alignment=Any}}{{Languages=Often *common*}}{{Height=Males [60+2d10](!\\amp#13;\\amp#47;r 60+2d10 ins height)ins, Females [58+2d10](!\\amp#13;\\amp#47;r 58+2d10 ins height)ins}}{{Weight=Males [140+6d10](!\\amp#13;\\amp#47;r 140+6d10 lbs weight)lbs, Females [100+6d10](!\\amp#13;\\amp#47;r 100+6d10 lbs weight)lbs}}{{Life Expectancy=95 years}}{{Section=**Attributes**}}{{Minimum=None}}{{Maximum=None}}{{Adjustment=None}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Section4=None}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Human, align:any, weaps:any, ac:any]{{desc=Although humans are treated as a single race in the AD\\ampD game, they come in all the varieties we know on Earth. A human PC can have whatever racial characteristics the DM allows.\nHumans have only one special ability: They can be of any character class and rise to any level in any class. Other PC races have limited choices in these areas.\nHumans are also more social and tolerant than most other races, accepting the company of elves, dwarves, and the like with noticeably less complaint.\nBecause of these abilities and tendencies, humans have become significant powers within the world and often rule empires that other races (because of their racial tendencies) would find difficult to manage.}}'}, + {name:'Mountain-Dwarf',type:'HumanoidKitRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Mountain Dwarf}}{{subtitle=Race}}Specs=[Mountain Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=Any (Usually LG)}}{{Languages=Often *Mountain Dwarf, Common, Gnome, Goblin, Kobold, orc, ogre, troll*}}{{Height=4.5ft avg}}{{Weight=170lbs}}{{Life Expectancy=400 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Con:19, Cha:16}}{{Attribute Adj.=Con:+1, Chr:-1}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft}}{{Small Size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Mountain Dwarves}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Mountain Dwarf, align:any, weaps:any, ac:any, attr:str=8|con=11:19|dex=1:17|chr=1:16]{{desc=These dwarves live beneath the mountains. Their strongholds are usually isolated and they have little contact with other races. Mountain dwarves tend to like their privacy and actively discourage visitors to their strongholds.\nHis hair is a lighter shade than his hill cousin\'s, and his skin is slightly more red in color.\nMountain dwarves claim that they are the first dwarves and all other dwarves are descended from them. They are wary of hill dwarves because of their closer dealings with humans, elves, and other races. They are clannish and keep to themselves. The majority are of lawful good alignment.}}'}, + {name:'Rock-Gnome',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Rock Gnome}}{{subtitle=Race}}Specs=[Rock Gnome,HumanoidRace,0H,Gnome]{{Alignment=Any (Usually NG)}}{{Languages=*Gnome, Common, Dwarf, Halfling, Kobold, Goblin,* and *Burrowing Animal*}}{{Height=Males [38+1d6](!\\amp#13;\\amp#47;r 38+1d6 ins height)ins, Females [36+1d6](!\\amp#13;\\amp#47;r 36+1d6 ins height)ins}}{{Weight=Males [72+5d4](!\\amp#13;\\amp#47;r 72+5d4 lbs weight)lbs, Females [68+5d4](!\\amp#13;\\amp#47;r 68+5d4 lbs weight)lbs}}{{Life Expectancy=350 years}}{{Section=**Attributes**}}{{Minimum=Str:6, Con:8, Int:7}}{{Maximum=Int:19, Wis:17}}{{Adjustment=Int:+1, Wis:-1}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, unsafe walls, cielings \\amp floors, determine approximate depth and direction underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=Gnomes are magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 To Hit kobolds and goblins}}{{Small size=Gnolls, bugbears, ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{Section5=**Special Disadvantages**}}{{Item failure=20% chance for failure of any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities.}}RaceData=[w:Rock Gnome, attr:str=6|con=8|int=7:19|Wis=3:17]{{desc=Big of nose, quick with a laugh, cheerful, visionary, and industrious in their approach to life, the Rock Gnomes form the picture of the gnomish race as it is viewed by most of the larger folk who know them. Rock Gnomes are the most common type of gnome among the known worlds, and indeed, when one speaks of a "gnome," chances are he or she means a Rock Gnome.\nAll gnomes have a fondness for gemstones of all kinds, and in fact each subrace has a stone that it reveres above all others. No other gnomish race, however, is as adept at cutting and shaping these precious baubles as are the Rock Gnomes. The gem symbol of this subrace is, appropriately, the diamond.\nWhile Rock Gnomes can survive and even flourish in a community of humans, dwarves, elves, or halflings, few would care to leave their fellow gnomes permanently. It\'s far more common for a gnome to live among other races for a few decades, perhaps even a century or more, before returning home to his or her own clan. Perhaps a quarter of all Rock Gnomes spend at least part of their second century "seeing the world" before returning to take up his or her role in clan affairs.}}'}, + {name:'Stout-Halfling',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Stout Halfling}}{{subtitle=Race}}{{Alignment=Any (usually NG)}}Specs=[Stout Halfling,HumanoidRace,0H,Halfling]{{Languages=Often *common, halfling, dwarf, elf, gnome, goblin, orc,* and any one Dwarven tongue}}{{Height=Males [24+2d8](!\\amp#13;\\amp#47;r 24+2d8 ins height)ins, Females [24+2d8](!\\amp#13;\\amp#47;r 24+2d8 ins height)ins}}{{Weight=Males [57+5d4](!\\amp#13;\\amp#47;r 57+5d4 lbs weight)lbs, Females [52+5d4](!\\amp#13;\\amp#47;r 52+5d4 lbs weight)lbs}}{{Life Expectancy=More than 130 years}}{{Section=**Attributes**}}{{Minimum=Str:5, Con:10, Dex:8, Int:6, Chr:5}}{{Maximum=Str:17, Con:19, Dex:19}}{{Adjustment=Con *or* Dex:+1, Str:-1}}{{Section1=**Powers**}}{{Expert Miners=Stouts can detect slopes, and approximate direction underground}}{{Section3=**Special Advantages**}}{{Infravision=Infravision to 60 feet}}{{Magic Resistance=Magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Poison Resistance=Save vs. poison at +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 To Hit with slings and thrown weapons}}{{Surprise=Enemies get a –4 penalty to surprise if the halfling is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the halfling must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Stout Halfling, attr:str=5:17|con=10:19|dex=8:19|int=6|chr=5]{{desc=Stouts are not as common as their cousins, the Hairfeet, but they are nonetheless a populous and widespread subrace. They are about the same height as Hairfeet but much stockier - indeed, a typical Stout weighs half again as much as the average Hairfoot! This girth is not all fat, however - Stouts are more muscular than any other halfling and tend to regularly best their kin in the wrestling contest that are a favorite Stoutish entertainment.\nThey often wear boots, which are really more like thick moccasins that offer good protection from the rocky or marshy ground typically under Stoutish feet. These halflings tend to segregate themselves from human society more than do Hairfeet, preferring the company of dwarves. Stouts and dwarves mix very readily, and their communities will often be located near to each other. Military and defensive alliances between the two races are common, and prosperous trading is also the norm. They are the only halflings with any affinity to mining, but they are quite good at it and will often develop a bustling business from the excavation of minerals. Stouts can also be skilled jewelers, stone-masons, builders, smiths, boatmen, and carvers. They are lackluster farmers at best, except where mushrooms are concerned, and as merchants they excel primarily at selling the products of the above trades.\nThe most industrious of halflings, a Stout can accomplish a great deal of work in a short time. They make doughty soldiers, and their infravision (60\' range) gives them a great advantage in night-fighting. They are skilled swimmers and boatmen and have used small, slender canoes with great effect in night attacks against larger vessels.}}'}, + {name:'Sundered-Dwarf',type:'HumanoidKitRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Sundered Dwarf}}{{subtitle=Race}}Specs=[Sundered Dwarf,HumanoidKitRace,0H,Dwarf]{{Alignment=Any Lawful (Usually LN)}}{{Languages=Often *elf, goblin, orc, gnome, kobold, halfling, hobgoblin*}}{{Height=4.5 to 5ft}}{{Weight=155lbs}}{{Life Expectancy=250 years}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Int:16, Chr:16}}{{Attribute Adj.=Str:+1, Con:+1, Chr:-1}}{{Section1=**Powers**}}{{Expert Miners=Even though claustrophobic, can still detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 30ft}}{{Small Size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Sundered Dwarves}}{{Section5=**Special Disadvantages**}}{{Claustrophobic=Save vs. death to overcome fear of the underground to enter dungeons, caves, and tombs. Underground, attack at penalty of 2 (increasing)}}RaceData=[w:Sundered Dwarf, align:any, weaps:any, ac:any, attr:str=8|con=11|dex=1:17|int=1:16|chr=1:16]{{desc=Unlike most dwarves, sundered dwarves live on the surface. Once hill or mountain dwarves, they were cut off from their kin and traditional ways of life. Where deep dwarves went downward, sundered dwarves were forced onto the surface.\nThey may have been driven there by volcanoes or earthquakes that shattered their subterranean homes, or perhaps by orcs or dragons. Finding no safe haven underground, they were forced above. Some may even have chosen to abandon their homes and give up the subterranean life.\nOver the centuries sundered dwarves adapted as best they could, but abandoning their natural habitat has taken its toll. They have lost much of their racial pride, and tend to be a miserable and dirty people. They have developed an irrational phobia of dark places, yet are uncomfortable under the open sky, in rain, and with most surface conditions.\nSundered dwarves are claustrophobic. A sundered dwarf must roll a successful saving throw vs. death in order to overcome his fear of the underground before he can enter dungeons, caves, and tombs. If the check fails, he may not enter. Once underground he must make a saving throw each day. If he fails, he will want to leave the underground by the most direct route. \nUnderground, a sundered dwarf attacks with a -2 penalty to his rolls. Should he fail his claustrophobic saving throw, the penalty increases by -1 for each additional day he stays underground. If he fails to reach open air, he may attempt further saving throws each day to overcome his claustrophobia. These saving throws are made at the same penalty as the dwarf\'s current attack roll penalty.\nSundered dwarves may be found living among other races. They may make up the majority of the inhabitants in a ghetto, or small groups of them may be found living or adventuring with other races.\nAlthough their traditional homes are gone, sundered dwarves continue to follow the crafts, especially mining and smithing. They will work for humans or elves.\nA typical sundered dwarf is slightly taller than a mountain dwarf, but he is of slimmer build. His skin is usually lighter than a hill dwarf\'s, more pink than brown. His hair is dark with tinges of blue. Stronger than other dwarves, they gain a +1 bonus to Strength in character generation.\nSundered dwarves are usually lawful neutral in alignment. Their society retains its traditional lawful organization, but is more concerned with maintaining its laws than ensuring that all citizens share in its benefits.}}'}, + {name:'Svirfneblin',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Svirfneblin\n(Deep Gnome)}}{{subtitle=Race}}Specs=[Svirfneblin,HumanoidRace,0H,Deep Gnome]{{Alignment=Any (Usually N)}}{{Languages=*Deep Gnome, Gnome Common, Underworld Common, Drow, Kuo-toan, earth elemental language*}}{{Height=Males [36+1d6](!\\amp#13;\\amp#47;r 36+1d6 ins height)ins, Females [34+1d6](!\\amp#13;\\amp#47;r 34+1d6 ins height)ins}}{{Weight=Males [72+5d4](!\\amp#13;\\amp#47;r 72+5d4 lbs weight)lbs, Females [68+5d4](!\\amp#13;\\amp#47;r 68+5d4 lbs weight)lbs}}{{Life Expectancy=250 years}}{{Section=**Attributes**}}{{Minimum=Str:6, Con:6, Dex:6, Wis:4}}{{Maximum=Dex:19, Int:17, Chr:16}}{{Adjustment=Dex:+1, Wis:+1, Int:-1, Chr:-2}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, determine approximate depth and direction underground}}{{Inherrant Illusionist=All Svirfneblin radiate *non-detection*. In addition, all have the innate ability to cast *blindness, blur,* and *change self* once per day.}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=Svirfneblin have a base magic resistance of 20% and gain an extra 5% for every level beyond the 3rd.}}{{Saving Throws=+3 bonus to all saving throws except against poison (which is +2 instead).}}{{Freeze in place=Remain absolutely still for long periods, giving them a 60% chance to remain undetected by any observer, even one with infravision.}}{{Surprise=Only surprised on a roll of 1 on 1d10; they surprise opponents 90% of the time.}}{{Attack bonus=+1 To Hit kobolds and goblins}}{{Improving dodging=Harder to hit as they gain experience in dodging in combat, causing improving Dexterity AC bonus by 1 point per level beyond 3, max +8}}{{Small size=Gnolls, bugbears, ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{Section5=**Special Disadvantages**}}{{Item failure=20% chance for failure of any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities.}}RaceData=[w:Rock Gnome, attr:str=6|con=8|int=7:19|Wis=3:17]{{desc=To most surface dwellers the gnomes of this race are mysterious denizens of the Underdark about whom little is known. Those who judge by appearance see them as stunted and gnarled creatures and believe them to be the Rock Gnomes\' evil counterparts, the gnomish equivalent to the Drow and Duergar. In truth, they are no more evil than their more numerous cousins; their sinister reputation is merely the result of ignorance. The Deep Gnomes are the most reticent of all the gnomish subraces, surviving in an extremely hostile environment entirely by their own wiles.\nUnlike their Rock Gnome cousins, they have no friendly neighbors to ally themselves with, forcing them to become entirely selfreliant. Only the few who have won their trust know that they are in many ways as social and artistic as other gnomes.\nWhy do they endure this frankly hostile environment? The answer is simple: they are drawn by the lure of gemstones, which is more pronounced in the Svirfneblin than in\nany other subrace. The gem that most draws the interest and devotion of the Svirfneblin is the ruby, which is the predominant symbol of the race. The Deep Gnomes view these crimson stones with reverence approaching awe--so much so that they are never used for mundane practices such as ornamentation of garments, weapons, or armor. Rubies are reserved for sacred purposes and are often employed to decorate artifacts that are dedicated to the Svirfneblin gods. They are also favored by Deep Gnome monarchs, so much so that a Svirfneblin king or queen might have a full ring of rubies around his or her crown, with others of the precious stone set in the throne and sceptre.\nSvirfneblin make and wield *stun darts*, throwing them to a range of 40 feet, with a +2 bonus to hit. Each dart releases a small puff of gas when it strikes; any creature inhaling the gas must save versus poison or be stunned for 1 round and slowed for the four following rounds. Elite warriors (3rd-level and above) also often carry hollow darts with acid inside (+2d4 to damage) and *crystal caltrops* which, when stepped on, release a powerful sleep gas.}}'}, + {name:'Sylvan-Elf',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Sylvan Elf}}{{subtitle=Race}}Specs=[Sylvan Elf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually N)}}{{Languages=*Sylvan Elvish, High Elvish, centaur, pixie, dryad, treant,* and other woodland creatures. Wood elves only rarely learn *common*}}{{Height=Males [60+1d12](!\\amp#13;\\amp#47;r 60+1d12 ins height)ins, Females [55+1d12](!\\amp#13;\\amp#47;r 55+1d12 ins height)ins}}{{Weight=Males [95+3d12](!\\amp#13;\\amp#47;r 95+3d12 lbs weight)lbs, Females [80+3d12](!\\amp#13;\\amp#47;r 80+3d12 lbs weight)lbs}}{{Life Expectancy=In excess of 1,200 years}}{{Section=**Attributes**}}{{Minimum=Str:6, Con:7, Dex:6, Int:8, Chr:7}}{{Maximum=Str:19, Con:17, Dex:19, Chr:17}}{{Adjustment=Str:+1, Dex:+1, Con:-1, Chr:-1}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=90% Resistance to *Sleep* and all *Charm*-related spells.}}{{Attack bonus=+1 To Hit when employing a bow of any sort other than a crossbow, or when using a short or long sword}}{{Surprise=Enemies get a –4 penalty to surprise if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Befriend=Natural Woodland Creatures. Can automatically shift its reaction by two categories. This is *not* a form of *Charm*}}{{Section5=**Special Disadvantages**}}{{Secret doors=No special abilities with secret doors. They have no experience with this sort of door and do not gain the typical bonus for finding them.}}RaceData=[w:Sylvan Elf, attr:str=6:19,con=7:17|dex=6:19|int=8|Chr=7:17]{{desc=Although wood elves (as sylvan elves are often called) are descended from the same stock as the other elves, they are far more primitive than their kin. Their lives are geared toward the simple matter of survival in the woodlands, rather than enjoyment. Yet sylvan elves find that this life, more than anything else, gives them their greatest pleasure. Not for them the sophistication of art and delicate music. They prefer a simpler life. Their music is that of wind through leaves, the howl of wolves, and the cries of birds. Their art—in the form of tattoos—is inspired by the everchanging cycle of seasons.\nWood elves, by their very nature, seem more prone to violence than their civilized cousins. Their muscles are larger, their complexions more florid.\nSylvan elves are an independent folk and do not lightly brook intruders into their forests. Anyone, even another elf, who even draws near to a wood elf encampment (within three miles) will have a constant, unseen escort of at least two wood elves (possibly more) until the intruder leaves the area. Unless the camp is directly threatened, the wood elves will leave the intruder strictly alone. Twenty-five percent of the time wood elves will allow trespassers to know that they are being watched.\nIf those encroaching the encampment draw too near and evince hostile intent, the wood elves have no compunctions about utterly destroying them. Wood elves are extraordinarily reclusive—even more so than grey elves. They have no wish to let others expose them or their lifestyle to the harsh scrutiny of the civilized world. Therefore, they may even destroy those who bear the wood elves no particular ill will. They feel this is the only way to ensure their lives and privacy.\nAbove all, wood elves never try to leave their forests. They withdrew into the woods to escape the outer world, and whenever they leave they rediscover why they withdrew in the first place. Wood elves take a dim view of those who try to forcibly remove them. In general, wood elves are unfriendly and unhelpful. Any wood elf PC who is friendly to people he or she has just met (within the past five years or so) should be docked experience points for bad role-playing!\nFinally, wood elves have an aversion to most settings that are not of the woods. They hate the sea (although they can travel on lakes) and will not willingly board a seagoing ship. They hate the underground and become claustrophobic beneath the soil. These elves are even worse in the cities and lands of other races, including those of other elves. Sylvan elves regard cities as a perversion. They cannot deal with technology and civilization, for it was civilization that drove the wood elves into their isolation.}}'}, + {name:'Tallfellow-Halfling',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Tallfellow Halfling}}{{subtitle=Race}}Specs=[Tallfellow Halfling,HumanoidRace,0H,Humanoid]{{Alignment=Any (usually NG)}}{{Languages=Often *common, halfling, dwarf, elf, gnome, goblin, orc,* and any one Elven language}}{{Height=Males [40+2d8](!\\amp#13;\\amp#47;r 40+2d8 ins height)ins, Females [38+2d8](!\\amp#13;\\amp#47;r 38+2d8 ins height)ins}}{{Weight=Males [52+5d4](!\\amp#13;\\amp#47;r 52+5d4 lbs weight)lbs, Females [48+5d4](!\\amp#13;\\amp#47;r 48+5d4 lbs weight)lbs}}{{Life Expectancy=Average at 180 years}}{{Section=**Attributes**}}{{Minimum=Con:10, Dex:8, Int:6, Wis:7, Chr:5}}{{Maximum=Str:17, Dex:19, Wis:19}}{{Adjustment=Wis *or* Dex:+1, Str:-1}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Secret Doors=Like elves, a Tallfellow can recognize a secret door on a [1 in 6](!\\amp#13;\\amp#47;r 1d6\\lt1) if passing within 10 feet.}}{{Magic Resistance=Magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Poison Resistance=Save vs. poison at +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 To Hit with slings and thrown weapons}}{{Hide in Wood=Tallfellows receive a +2 bonus to surprise rolls when in forest or wooded terrain under all circumstances.}}{{Other Surprise=Enemies get a –4 penalty to surprise if the halfling is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the halfling must open a door or screen to get to the enemy, the penalty is reduced to –2.}}{{Section5=**Special Disadvantages**}}{{Infravision=***None***}}RaceData=[w:Tallfellow Halfling, attr:str=3:17|con=10|dex=8:19|int=6|wis=7:19|chr=5, align:any, weaps:any, ac:any, thmod:throwing=1|dart=1|hand-axe=1|magical-stone=1|slings=1, svatt:con, svpoi:3.5 svrod:3.5, svsta:3.5, svwan:3.5, svspe:3.5, ns:1],[cl:PW,w:Elf Detect Secret Doors,lv:0,sp:0,pd:-1]{{desc=This subrace of halflings is not so common as the Stout or Hairfoot but exists in significant numbers in many areas of temperate woodland. Averaging a little over 4\' in height, Tallfellows are slender and light-boned, weighing little more than the average Hairfoot.\nThey enjoy the company of elves, and most Tallfellow villages will be found nearby populations of that sylvan folk, with a flourishing trade between the two peoples.\nTallfellows display the greatest affinity toward working with wood of any halfling. They make splendid carpenters (often building boats or wagons for human customers), as well as loggers, carvers, pipesmiths, musicians, shepherds, liverymen, dairymen, cheesemakers, hunters, and scouts. They are better farmers than Stouts (although not as good as Hairfeet) and more adept than any other subrace at harvesting natural bounties of berries, nuts, roots, and wild grains.\nThe only halflings who enjoy much proficiency at riding, Tallfellows favor small ponies. Indeed, many unique breeds of diminutive horse have been bred among Tallfellow clans: fast, shaggy-maned, nimble mounts with great endurance. In a charge, of course, they lack the impact of a human-mounted warhorse; nonetheless, Tallfellow companies have served admirably as light lancers and horsearchers during many a hardfought campaign.\nOn foot, Tallfellows wield spears with rare skill. They are adept at forming bristling `porcupine\' formations with these weapons, creating such a menacing array that horses and footmen alike are deterred from attacking. This is one of the few halfling formations capable of standing toe-to-toe with a larger opponent in the open field.}}'}, + {name:'Tinker-Gnome',type:'HumanoidRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Tinker Gnome}}{{subtitle=Race}}Specs=[Tinker Gnome,HumanoidRace,0H,Gnome]{{Alignment=Any (Usually NG)}}{{Languages=*Tinker Gnome, Gnome Common, various human tongues*}}{{Height=Males [38+1d6](!\\amp#13;\\amp#47;r 38+1d6 ins height)ins, Females [36+1d6](!\\amp#13;\\amp#47;r 36+1d6 ins height)ins}}{{Weight=Males [72+5d4](!\\amp#13;\\amp#47;r 72+5d4 lbs weight)lbs, Females [68+5d4](!\\amp#13;\\amp#47;r 68+5d4 lbs weight)lbs}}{{Life Expectancy=250 to 300 years (rare)}}{{Section=**Attributes**}}{{Minimum=Str:6, Con:8, Dex:8, Int:8}}{{Maximum=Wis:12}}{{Adjustment=Dex:+2, Str:-1, Wis:-1}}{{Section1=**Powers**}}{{Expert Miners=Detect slopes, unsafe walls, cielings \\amp floors, determine approximate depth and direction underground}}{{Section3=**Special Advantages**}}{{Infravision=*Infravision* to 60ft.}}{{Magic Resistance=Gnomes are magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 To Hit kobolds and goblins}}{{Small size=Gnolls, bugbears, ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack}}{{Section5=**Special Disadvantages**}}{{Item failure=20% chance for failure of any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities.}}RaceData=[w:Tinker Gnome, attr:str=6|con=8|Dex=8|int=8|Wis=3:12]{{desc=The Tinkers are a very courageous and curious bunch of gnomes.\nTinkers resemble the rest of gnomedom - in the fact that they do value various types of stones, attributing to them great and supernatural powers. However, whereas the other subraces seek gems, the Tinkers hold a different substance as the grandest rock of all: coal. The Tinkers hold that coal (also known as the "Father of Steam") is the most valuable substance of the world, and those places where it can be mined quickly become Tinker Gnome warrens.\nIn size and stature, the Tinkers resemble Rock Gnomes--so much so that the difference is not immediately apparent, at least when based only upon appearance.\nTinkers who live out their lives can attain an age of 250 or 300 years, but it must be noted that this is a rare occurrence among the members of this subrace. If one of his or her own inventions doesn\'t do a Tinker in, chances are good that one of his or her neighbor\'s gadgets will.\nEven in childhood, Tinkers are encouraged to experiment with gadgets and gimmicks, trying different means of making things to perform tasks that could otherwise be easily done by hand. The Tinker reaches adulthood at about the age of fifty (by which time perhaps 10-15% of them have already succumbed to the common fate of their kind). Despite this high attrition, it\'s not until maturity that a Tinker Gnome\'s activities begin to get really dangerous.\nUpon reaching adulthood, the Tinker Gnome must select a guild for himself or herself. The number of guilds available varies by location, but in Mount Nevermind on Krynn--which is the center of Tinker civilization and by far the largest community of these inventive creatures anywhere--there are more than 150 active guilds. These include virtually all areas of practical endeavor, and quite a few impractical ones as well.\nAfter selecting a guild, each member of the subrace settles upon a Life-quest. The actual choice of the quest may take several decades, but once it has been decided, it becomes the reason behind that Tinker\'s existence. The Lifequest is an attempt to reach a perfect understanding of some device (anything from a spelljamming helm to a screw), a task at which the Tinker very rarely succeeds. Indeed, the best estimate is that less than 1% of these gnomes ever do fully grasp the nature of the object that has occupied their attention for so much of their adult lives; the rest of these easily-distracted gnomes get hopelessly sidetracked somewhere along the way.\nDespite the vagaries of their existence, the Tinkers are a fun-loving and generally sociable race. Their speech is unique in both its speed and complexity. Two Tinkers can rattle off information and opinion to each other in a succession of thousand-word sentences, speaking simultaneously and yet listening and understanding (as much as is possible, given the esoteric nature of many discussions) each other even as they voice their own points of view. Those Tinkers who have had some experience interacting with other races have learned to slow the pace of their communication but never quite overcome their frustration with those who can\'t talk and listen at the same time.}}'}, + ]}, + Race_DB_Creatures_A_E:{bio:'

Creatures Database

v2.02 14/10/2023

This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.', + gmnotes:'
Change Log:
v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard
v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades
v1.34 24/09/2023 Fixed issues with Goblin definition
v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system
v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask
v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax
v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs
v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder
v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder)
v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively.
v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs
v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields
v1.14 25/11/2022 Added more creatures, especially undead at DM request
v1.10 14/11/2022 Initial live release of a sample creatures database
v1.02 10/11/2022 Fixes and additional creatures
v1.01 01/11/2022 First version of Race-DB-Creatures', + root:'Race-DB', + api:'cmd', + type:'class,race', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/241737383/GL25pkAS2z5JJ4S9cMKkjw/max.png?1629918721', + version:2.03, + db:[{name:'Adder',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Poison-Snake-20}{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 20]{{}}RaceData=[w:Poison Snake 20]{{title=Adder}}'}, + {name:'Advanced-Bullywug',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=, Advanced}}RaceData=[w:Advanced Bullywug, cattr:int=8:10|size=M]{{subtitle=Creature}}%{Race-DB-Creatures|Bullywug}{{Intelligence=Average (8 to 10)}}{{Size=M, 5-6ft tall}}Specs=[Bullywug Leader,CreatureRace,0H,Bullywug]{{desc1=**Advanced Bullywug:** A small number of bullywugs are larger and more intelligent than the rest of their kind. These bullywugs make their homes in abandoned buildings and caves, and send out regular patrols and hunting parties. These groups tend to be well equipped and organized, and stake out a regular territory, which varies with the size of the group. They are more aggressive than their smaller cousins, and will fight not only other bullywugs but other monsters as well. The intelligent bullywugs also organize regular raids outside their territory for food and booty, and especially prize human flesh. Since they are chaotic evil, all trespassers, including other bullywugs, are considered threats or sources of food.}}'}, + {name:'Advanced-Bullywug-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=, Advanced Shaman}}RaceData=[w:Advanced Bullywug Shaman, cattr:int=8:10|size=M|cl=pr:Shaman|lv=2]{{subtitle=Creature}}%{Race-DB-Creatures|Bullywug}{{Intelligence=Average (8 to 10)}}{{Size=M, 5-6ft tall}}Specs=[Advanced Bullywug Shaman,CreatureRace,0H,Bullywug]{{desc=**Advanced Bullywug Shaman:** For every 10 advanced bullywugs in a community, there is a 10% chance of a 2nd-level shaman being present. The creature requires the spellbook setting up, and spells to be memorised}}'}, + {name:'African-Elephant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Elephant}{{}}RaceData=[w:African Elephant]{{}}Specs=[African Elephant,CreatureRace,0H,Elephant]{{}}'}, + {name:'Air-Elemental',type:'creaturerace',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Air Elemental}}{{subtitle=Creature}}Specs=[Elemental,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=FL36 (A)}}{{Hit Dice=8, 12, or 16}}{{THAC0=13, 9, or 5}}{{Attack=1 x 2d10 (+1 bonus to hit, +4 to damage if in aerial combat)}}{{Languages=They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm}}{{Size=L to H [7+1d8](!\\amp#13;\\amp#47;r 7+1d8 feet height)feet,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Whirlwind=1 turn to form and dissipate, lasts for 1 round, and kills or does damage to those in its area of effect}}{{Aerial Combat=Gains +1 to hit and +4 damage bonuses when in aerial combat}}{{Section4=**Special Advantages**}}{{Special Defense=Only hit by +2 or better weapons}}RaceData=[w:Air Elemental, cattr:int=5:7|ac=2|mov=36|fly=36(A)|size=L|hd=8|thac0=13|attk1=2d10:Air Punch:0:B,spattk:Whirlwind power,spdef:+2 weapon or better to hit, ns:2],[cl:PW,w:Whirlwind,sp:100,lv:0,pd:-1],[cl:PW,w:AE-Aerial-Combat,sp:0,lv:0,pd:-1]{{Section9=**Description**}}{{desc=Air elementals can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shifting cloud when it answers its summons to the Prime Material plane. They rarely speak, but their language can be heard in the high-pitched shriek of a tornado or the low moan of a midnight storm.}}{{desc1=While air elementals are not readily tangible to the inhabitants of planes other than its own, they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battlefields or in extended aerial combat. In fact, the air elemental\'s mastery of its natural element gives it a strong advantage in combat above the ground. In aerial battles, they gain a +1 to hit and a +4 to the damage they inflict.\nThe most feared power of an air elemental is its ability to form a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone. It takes one\nfull turn to form and dissipate this cone. See the power description - suffice to say this whirlwind lasts for one melee round and, if it reaches full height, sweeps away and kills all creatures under 3 Hit Dice in the area of its cone, and does 2-16 points of damage to all creatures it fails to kill outright. If, because of overhead obstructions, the whirlwind fails to reach its full height, it can only sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all others in its cone.}}'}, + {name:'Amphisbaena',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Amphisbaena, cattr:mov=12|ac=3|hd=6r2|thac0=15|size=M| attk1=1d3:Bite1:0:P|attk2=1d3:Bite2:0:P|dmgmsg=If successfully hit victim must save vs. poison or immediately **die**! Remember immune to *cold* attacks, spattk:Poisonous - victim must save vs. poison or immediately **die**, spdef:Immune to *cold* attacks]{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Amphisbaena}}{{AC=3}}{{Move=12}}{{Hit Dice=6}}{{THAC0=15}}{{Attacks=2 Bites, one from each head, with an immediately fatal poison}}{{Size=M, 13ft long}}{{Section5=**Poison:** Victim must save vs. poison or immediately **die**\n**Immunity:** Immune to all forms of cold attacks}}{{desc=**Amphisbaena:** These monsters have heads at both ends, and both heads are armed with poisonous fangs. The creature travels by grasping one of its necks and rolling like a hoop. It can attack with both heads, each head attacking a separate target. Victims failing to make a saving throw vs. poison when bitten die instantly. Amphisbaena are immune to cold-based attacks.}}'}, + {name:'Animal-Skeleton',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Animal }}RaceData=[w:Animal Skeleton, cattr:mov=6|ac=8|hd=1-1r4|thac0=20|attk1=1d4:Bite:0:S]{{subtitle=Creature}}%{Race-DB-Creatures|Skeleton}{{AC=8}}Specs=[Skeleton,CreatureRace,0H,Skeleton]{{Move=6}}{{Hit Dice=1-1}}{{THAC0=20}}{{Attack=1d4 bite}}{{Size=S to M 3-5ft tall}}{{desc9=**Combat:** Animal skeletons almost always bite for 1-4 points of damage, unless they would obviously inflict less (i.e., skeletal rats should inflict only 1-2 points, etc.). Skeletons need never check morale, usually being magically commanded to fight to the death. When a skeleton dies, it falls to pieces with loud clunks and rattles.}}'}, + {name:'Aquatic-Ogre-Chief',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow-Chief}{{}}RaceData=[w:Merrow Chief]{{}}Specs=[Merrow Chief,CreatureRace,0H,Merrow Chief]{{}}'}, + {name:'Aquatic-Ogre-Female',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow-Female}{{}}RaceData=[w:Merrow Female]{{}}Specs=[Merrow Female,CreatureRace,0H,Merrow Female]{{}}'}, + {name:'Aquatic-Ogre-Merrow',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow}{{}}RaceData=[w:Merrow]{{}}Specs=[Merrow,CreatureRace,0H,Merrow]{{}}'}, + {name:'Aquatic-Ogre-Patrol-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow-Patrol-Leader}{{}}RaceData=[w:Merrow Patrol Leader]{{}}Specs=[Merrow Patrol Leader,CreatureRace,0H,Merrow Patrol Leader]{{}}'}, + {name:'Aquatic-Ogre-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow-Shaman}{{}}RaceData=[w:Merrow Shaman]{{}}Specs=[Merrow Shaman,CreatureRace,0H,Merrow Shaman]{{}}'}, + {name:'Aquatic-Ogre-Young',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Merrow-Young}{{}}RaceData=[w:Merrow Young]{{}}Specs=[Merrow Young,CreatureRace,0H,Merrow Young]{{}}'}, + {name:'Baboon',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Baboon}}RaceData=[w:Baboon, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=7|hd=1+1r6|thac0=19|size=S|attk1=1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Baboon,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12, and 12 in trees}}{{Hit Dice=1+1 HD}}{{THAC0=19}}{{Attacks=Bite for 1d4}}{{Size=S}}{{Life Expectancy=20 to 30 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wild baboons are large, herbivorous primates that are characterized by long arms and legs, large dog-like muzzles, and sharp canine teeth.}}'}, + {name:'Badger',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Badger}}RaceData=[w:Badger, align:N, weaps:none, ac:none, cattr:int=1|mov=6 Burrow 3|ac=4|hd=1+2r6|thac0=19|size=S|attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|attk3=1d3:Bite:0:P]{{subtitle=Creature}}Specs=[Badger,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=4}}{{Alignment=Neutral}}{{Move=6, Burrow 3}}{{Hit Dice=1+2 HD}}{{THAC0=19}}{{Attacks=2 Claws for 1d2, Bite for 1d3}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Badgers are vicious little creatures that prefer to run from danger than fight. If cornered, the badger will fight, attempting to bite the tender throat of its opponent.}}'}, + {name:'Basilisk-Dracolisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Dracolisk}{{}}Specs=[Dracolisk,CreatureRace,0H,Dracolisk]{{}}RaceData=[w:Dracolisk]{{}}'}, + {name:'Basilisk-Greater',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Greater-Basilisk}{{}}Specs=[Greater-Basilisk,CreatureRace,0H,Greater-Basilisk]{{}}RaceData=[w:Greater Basilisk]{{}}'}, + {name:'Basilisk-Lesser',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Lesser-Basilisk}{{}}Specs=[Lesser Basilisk,CreatureRace,0H,Lesser-Basilisk]{{}}RaceData=[W:Lesser Basilisk]{{}}'}, + {name:'Bear-Black',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Black-Bear}{{}}RaceData=[w:Black Bear]{{}}Specs=[Black Bear,CreatureRace,0H,Black-Bear]{{}}'}, + {name:'Bear-Brown',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Brown-Bear}{{}}RaceData=[w:Brown Bear]{{}}Specs=[Brown Bear,CreatureRace,0H,Brown-Bear]{{}}'}, + {name:'Bear-Cave',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cave-Bear}{{}}RaceData=[w:Cave Bear]{{}}Specs=[Cave Bear,CreatureRace,0H,Cave-Bear]{{}}'}, + {name:'Bear-Polar',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Polar-Bear}{{}}RaceData=[w:Polar Bear]{{}}Specs=[Polar Bear,CreatureRace,0H,Polar-Bear]{{}}'}, + {name:'Beholder-45-49HP',type:'creaturerace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Beholder}}{{subtitle=Creature}}Specs=[Beholder,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Exceptional (15 to 16)}}{{AC=0/2/7 [Body=0 Stalks=2 Eyes=7}}{{Alignment=Lawful Evil}}{{Move=FL 3(B)}}{{Hit Points=45 to 49HP. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}{{THAC0=11}}{{Attack=Bite 2d8}}{{Languages=*Beholder* and other Lawful Evil languages}}{{Size=M, 4-6ft diameter}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Magic Use:** Each of the eyes deploy a specific magical power. The central large eye delivers the *Anti-Magic Ray*, and the small eyes the other powers in the order shown in the Powers menu}}{{Section4=**Special Advantages**}}{{Section5=**Magic Resistance:** The central large eye casts an *anti-magic ray* with range 140yds over a 90 degree angle. Use the Power to see the area of effect.}}{{Regeneration=Destroyed eye stalks regrow within 1 week}}{{Section6=**Special Disadvantages**}}{{Section7=**Targeted Attacks:** If the body is destroyed (2/3rds of total HP) the Beholder dies. If the central eye is destroyed (1/3rd HP) the Anti-Magic ray is disabled. Destroying each eye stalk (1d8+4HP each) stops individual powers}}{{Section8=**Open to Bribery:** If confronted with a particular party there is a 50% chance they will listen to negotiations (bribery) before raining death upon their foes.}}RaceData=[w:Beholder 45-49HP, align:LE, cattr:int=15:16|fly=3(B)|ac=0 \\lbrak;body=0 eye stalks=2 eyes=7\\rbrak;|size=M|hd=9|hp=45:49|thac0=11|attk1=2d8:Bite:0:P|,spdef:AC body=0 eye stalks=2 eyes=7. HP body=2/3rds central eye=1/3rd eye stalks \\lbrak;4+1d8\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 4+1d8 eye stalk HP\\rpar;HP,spattk:Magic use - each eye separate power (see powers),ns:11],[cl:PW,w:Charm-Person,sp:1,pd:-1],[cl:PW,w:Charm-Monster,sp:4,pd:-1],[cl:PW,w:Sleep,sp:1,pd:-1],[cl:PW,w:Telekinesis,sp:5,pd:-1],[cl:PW,w:Flesh-to-Stone,sp:6,pd:-1],[cl:PW,w:Disintegrate,sp:6,pd:-1],[cl:PW,w:Wand-of-Fear,sp:4,pd:-1],[cl:PW,w:Slow,sp:3,pd:-1],[cl:PW,w:Cause-Serious-Wounds,sp:7,pd:-1],[cl:PW,w:Death-Spell,sp:6,pd:-1],[cl:PW,w:Beholder-Anti-Magic-Ray,sp:0,pd:-1]{{Section9=**Description**}}{{desc=The beholder is the stuff of nightmares. This creature, also called the sphere of many eyes or the eye tyrant, appears as a large orb dominated by a central eye and a large toothy maw, has 10 smaller eyes on stalks sprouting from the top of the orb. Among adventurers, beholders are known as deadly adversaries.\nThe globular body of the beholder and its kin is supported by levitation, allowing it to float slowly about as it wills.}}{{desc1=**Combat:** The beholder has different Armor Classes for different parts of their body. When attacking a beholder, determine the location of the attack **before** striking. Each of the beholder\'s eyes, including the central one has a different function. See Powers for the list, and take the order there as eyes 1 to 10, with ccentral eye being Anti-Magic Ray.\n**Number of Eyes in use:** A beholder may activate the magical powers of its eyes\' at will. Generally, a beholder can use 1d4 smaller eyes if attackers are within a 90 degree angle in front, 1d6 if attacked from within a 180 degree angle, 1d8 if attacked from a 270 degree arc, and all 10 eyes if attacked from all sides. The central eye can be used only against attacks from the front. If attacked from above, the beholder can use all of the smaller eyes.}}'}, + {name:'Beholder-50-59HP',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= 50 to 59HP}}RaceData=[w:Beholder 50-59HP, cattr:hd=11|hp=50:59|thac0=9]{{subtitle=Creature}}%{Race-DB-Creatures|Beholder-45-49HP}{{Hit Points=50 to 59HP. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}Specs=[Beholder,CreatureRace,0H,Beholder-45-49HP]{{}}'}, + {name:'Beholder-60-69HP',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= 60 to 69HP}}RaceData=[w:Beholder 60-69HP, cattr:hd=13|hp=60:69|thac0=7]{{subtitle=Creature}}%{Race-DB-Creatures|Beholder-45-49HP}{{Hit Points=60 to 69HP. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}Specs=[Beholder,CreatureRace,0H,Beholder-45-49HP]{{}}'}, + {name:'Beholder-70-75HP',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= 70 to 75HP}}RaceData=[w:Beholder 70-75HP, cattr:hd=15|hp=70:75|thac0=5]{{subtitle=Creature}}%{Race-DB-Creatures|Beholder-45-49HP}{{Hit Points=45 to 49HP. Body=2/3rds, Central Eye 1/3rd, Eye stalks=additional 1d8+4HP each}}Specs=[Beholder,CreatureRace,0H,Beholder-45-49HP]{{}}'}, + {name:'Birdcharmer',type:'creaturerace',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Birdcharmer Snake, cattr:mov=9|hd=3+2r3|thac0=17|size=M| attk1=1:Bite:0:P|attk2=1d3:Constrict:0:B|dmgmsg=$$If successfully hit as well as damage this round \\lbrak;all future rounds\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Constrict¦\\amp#91;\\lbrak;99\\rbrak;\\amp#93;¦0¦Argh... The squeeze is on...¦back-pain\\rpar; automatically hit and do crushing damage.\nRemember the birdcharmer charm can work on Animal intelligence \\lpar;1\\rpar; creatures, spattk:Once coiled victim takes crushing damage each round. Birdcharmer charm power vs. animal intelligence creatures, ns:1],[cl:PW,w:Birdcharmer Charm,sp:10,pd:-1]{{}}Specs=[Constrictor Snake,CreatureRace,0H,Constrictor Snake]{{}}%{Race-DB-Creatures|Constrictor-Snake}{{title=Birdcharmer Constrictor Snake}}{{Attacks=Bite and attempt to charm, coil \\amp constrict}}{{Charm=Can sway \\amp charm creatures of animal intelligence(1)}}{{desc=**Birdcharmer:** Some constrictor snakes are known as birdcharmers; these innately magical snakes can mesmerize their prey by swaying slowly and steadily while staring down their victims. Creatures of animal intelligence or less must make a saving throw against paralyzation or be effectively paralyzed for as long as the snake continues to sway, and for 2d6 rounds thereafter.}}'}, + {name:'Black-Bear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Black Bear}}{{subtitle=Creature}}Specs=[Black Bear,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=3+3}}{{THAC0=17}}{{Attack=2 x Claw 1d3, 1 x Bite 1d6}}{{Languages=None}}{{Size=M, 6ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Hug:** If score a critical hit (natural roll of 18 or better), then also do a hug for 2d4 additional damage}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Black Bear, align:N, cattr:int=2:4|mov=12|ac=7|size=M|hd=3+3r3|thac0=17|ch=18|attk1=1d3:Claw1:0:S|attk2=1d3:Claw2:0:S|attk3=1d6:Bite:1:P|dmgmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 2d4\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 2d4 Hug damage\\rpar;,spattk:Hug if roll a critical hit of 18 or better]{{Section9=**Description**}}{{desc=A rather common omnivorous mammal, bears tend to avoid humans unless provoked. Exceptions to this rule can be a most unfortunate occurrence. Bears are, in general, large and powerful animals which are found throughout the world\'s temperate and cooler climates. With dense fur protecting them from the elements and powerful claws protecting them from other animals, bears are the true rulers of the animal kingdom in the areas where they live.\nThe so-called black bear actually ranges in color from black to light brown. It is smaller than the brown bear and the most widespread species by far.}}{{desc1=**Combat:** Although black bears are usually not aggressive, they are able fighters when pressed. If a black bear scores a paw hit with an 18 or better it also hugs for 2-8 (2d4) points of additional damage.}}'}, + {name:'Black-Dragon',type:'dragonrace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Black-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Black Dragon, cattr:int=8:10|mov=12|fly=30C|swim=12|ac=5-??1|hd=(12+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-3)*5)|cl=mu:black-dragon|lv=4+??1|thac0=9-??2|dmg=??1|size=G|attk1=1d6:Claw x 2 or Claw+Kick:0:S|attk2=3d6:Bite:0:P|attk3=2d6:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*7\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*14\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to acid. Has innate *water breathing* so is amphibious, ns:=11],[cl:PW,w:Black-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:4,w:PW-Black-Dragon-Darkness,pd:3,sp:1],[cl:PW,w:PW-Corrupt-Water,age:6,pd:1,sp:1],[cl:PW,w:PR-Plant-Growth,age:8,pd:1,sp:1],[cl:PW,w:PR-Summon-Insects,age:10,pd:1,sp:1],[cl:PW,w:PW-Charm-Reptiles,age:12,pd:3,sp:1]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Black}}{{Intelligence=Average (8-10)}}{{AC=Varies with age, adult black dragon is AC -1}}{{Move=12, FL 30(C), Sw 12}}{{Hit Dice=Varies with age, adult black dragon is 14 HD}}{{THAC0=Varies with age, adult black dragon is 7}}{{Section1=**Attacks:** Damage bonus varies with age, adult black dragon is +6. 2 x Claws for 1d6 HP each, possibly with 1 or 2 kicks for 1d6 each, bite for 3d6, and tail slap for 2d6 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Black Dragon* and *Evil Dragon Common*, and 10% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A blast of acid, 5ft wide extending 60ft from the dragon. Damage varies by age from 2d4+1 to 24d4+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard spells cast at a level from 5 to 16 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Juvenile* dragons can cast *darkness* x 3 per day for 10ft radius per age category, *Adults* gain *Corrupt Water* once a day, *Old* dragons gains *Plant Growth* once a day, *Venerable* gain *Summon Insects* x 1 per day, and *Great Wyrms* gain *Charm Reptiles* x 3 per day}}{{desc8=**Black Dragons:** Black dragons are abusive, quick to anger, and resent intrusions of any kind. They like dismal surroundings, heavy vegetation, and prefer darkness to daylight. Although not as intelligent as other dragons, black dragons are instinctively cunning and malevolent.\nAt birth, a black dragon\'s scales are thin, small, and glossy. But as the dragon ages, its scales become larger, thicker, and duller, which helps it camouflage itself in swamps and marshes.\nBlack dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky. Black dragons are extremely selfish, and the majority of those encountered will be alone. When a family of black dragons is encountered, the adults will protect their young. However, if it appears the adults\' lives are in jeopardy they will abandon their young to save themselves.\nThey lair in large, damp caves and multi-chambered subterranean caverns. Older dragons are able to hide the entrance to their lairs with their plant growth ability. Black dragons are especially fond of coins. Older black dragons sometimes capture and question humans, before killing them, to find out where stockpiles of gold, silver, and platinum coins are kept.}}{{desc9=**Combat:** Black dragons prefer to ambush their targets, using their surroundings as cover. Their favorite targets are men, who they will sometimes stalk for several minutes in an attempt to gauge their strength and wealth before attacking. Against a band of men or a formidable creature, of the marsh can weaken the targets before the dragon joins the fight. Black dragons will also use their breath weapon before closing in melee. When fighting in heavily vegetated swamps and marshes, black dragons attempt to stay in the water or along the ground; the numerous trees and leafy canopies limit their flying maneuverability. When faced with an opponent which poses too much of a threat, a black dragon will attempt to fly out of sight, so it will not leave tracks, and hide in a deep pond or bog.}}'}, + {name:'Black-Rat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Rat}}RaceData=[w:Black Rat, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=1-6r6|hp=1:2|thac0=20|size=T|attk1=1:Bite:0:P|dmgmsg=If hit \\lbrak;5% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt5 if 5 or less rat carries disease\\rpar; of the ratcarrying disease. Save vs. Poison or \\lbrak;catch disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s been bitten?¦token_id}¦Rat Disease¦99¦0¦Caught disease from a rat¦death-zone\\rpar;, spattk:5% chance of carrying disease. On successful hit target save vs. poison or catch disease]{{subtitle=Creature}}Specs=[Black Rat,CreatureRace,0H,Creature]{{title=Black }}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15, Climb 3}}{{Hit Dice=¼ HD}}{{THAC0=20}}{{Attacks=Bite for 1HP damage \\amp 5% chance of save vs. poison or disease}}{{Size=T, 8ins long}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Possible disease:** There is a 5% chance that the rat carries disease of some type. If diseased, suffering a bite requires a save vs. poison or contract the diease}}{{Area Effects To Hit=}}{{Section6=**Special Disadvantages**}}{{Fear of Fire=Unless driven by hunger or magic, will avoid fire}}{{Section9=**Description**}}{{desc8=Rats are long-tailed rodents 5-12 inches long. They are aggressive, omnivorous, and adaptable, and they often carry diseases. The black rat is about 8 inches long, with a tail at least that long, a lean body, pointed nose, and long ears. The "black" rat is dark gray with brownish patches, and a gray or white belly. It is a good climber (climb 3) and jumper, but cannot swim. If rats infest a building, black rats inhabit the upper floors, and brown rats occupy the lower floor and the cellars.}}{{desc9=**Combat:** Rats normally flee anything bigger than themselves, but a trapped rat will do anything to survive and a pack of starving rats will attack anything in order to feed. Rats attack with their sharp front teeth and often carry diseases, so that a rat bite has a 5% chance of infecting its victim with a serious disease unless the victim makes a successful saving throw vs. poison. Normal rats fear fire, but brave it when very hungry.}}'}, + {name:'Blink-Dog',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Blink Dog}}{{subtitle=Creature}}Specs=[Blink Dog,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=5}}{{Alignment=Lawful Good}}{{Move=12}}{{Hit Dice=4}}{{THAC0=17}}{{Attack=Bite 1d6}}{{Languages=Blink Dog}}{{Size=M, 4ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Teleport:** A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or offhand) front flank, 3 = unshielded (or primary hand) front flank, 4-12 = behind. When blinking, the dog will appear from 1 to 3 feet from its opponent and will immediately be able to attack. Innate ability, never into objects}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Blink Dog, align:LG, cattr:int=8:10|mov=12|ac=5|size=M|hd=4r3|thac0=17|attk1=1d6:Bite:0:P|attkmsg=Teleport on \\lbrak;7 on d12\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d12cs\\gt7 teleports on 7 or better\\rpar; to 1=front 2=shield/offhand 3=prime hand 4-12 rear on \\lbrak;1d12\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d12\\rpar; just before next attack (no retreating attack),spattk:Teleport just before attack, 75% to behind opponent]{{Section9=**Description**}}{{desc=Blink dogs are yellowish brown canines which are stockier and more muscular than other wild dogs. They are intelligent and employ a limited form of teleportation when they hunt.\nA blink dog attack is well organized. They will blink to and fro without any obvious pattern, using their powers to position themselves for an attack. Fully 75% of the time they are able to attack their targets from the rear. A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or left) front flank, 3 = unshielded (or right) front flank, 4-12 = behind. When blinking, the dog will appear from 1 to 3 feet from its opponent and will immediately be able to attack.\nBlinking is an innate power and the animal will never appear inside a space occupied by a solid object. If seriously threatened, the entire pack will blink out and not return. Blink dogs are intelligent, and communicate in a complex language of barks, yaps, whines, and growls.}}'}, + {name:'Blue-Dragon',type:'dragonrace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Blue-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Blue Dragon, cattr:int=11:12|mov=9|fly=30C|burrow=4|ac=4-??1|hd=(14+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-1)*5)|cl=mu:blue-dragon/pr:blue-dragon|lv=6+??1/6+??1|thac0=7-??2|dmg=??1|size=G|attk1=1d8:Claw x 2 or Claw+Kick:0:S|attk2=3d8:Bite:0:P|attk3=2d8:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*8\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*16\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to electricity from birth, ns:=11],[cl:PW,w:Blue-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:3,w:PR-Create-Water,pd:3,sp:1],[cl:PW,age:3,w:PR-Destroy-Water,pd:3,sp:1],[cl:PW,w:PW-Sound-Imitation,age:4,pd:-1,sp:1],[cl:PW,w:PR-Dust-Devil,age:6,pd:1,sp:1],[cl:PW,w:MU-Ventriloquism,age:8,pd:1,sp:1],[cl:PW,w:MU-Hallucinatory-Terrain,age:10,pd:1,sp:1],[cl:PR,lv:1,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Blue}}{{Intelligence=Very intelligent (11-12)}}{{AC=Varies with age, adult blue dragon is AC -2}}{{Move=9, FL 30(C), Burrow 4}}{{Hit Dice=Varies with age, adult blue dragon is 16 HD}}{{THAC0=Varies with age, adult blue dragon is 5}}{{Section1=**Attacks:** Damage bonus varies with age, adult blue dragon is +6. 2 x Claws for 1d8 HP each, possibly with 1 or 2 kicks for 1d8 each, bite for 3d8, and tail slap for 2d8 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Blue Dragon* and *Evil Dragon Common*, and 12% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A bolt of electricity, 5ft wide extending 100ft from the dragon. Damage varies by age from 2d8+1 to 24d8+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 10 to 18 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Young* dragons can cast *create or destroy water* x 3 per day, *Juveniles* can do *Sound Imitation* at will, *Adult* dragons gain *Dust Devil* once a day, *Old* dragons gain *Ventriloquism* x 1 per day, and *Venerable* gain *Hallucinatory Terrain* x 1 per day}}{{desc8=**Blue Dragons:** Blue dragons are extremely territorial and voracious. They love to spend long hours preparing ambushes for herd animals and unwary travelers, and they spend equally long hours dwelling on their success and admiring their trophies.\nThe size of a blue dragon\'s scales increases little as the dragon ages, although they do become thicker and harder. The scales vary in color from an iridescent azure to a deep indigo, retaining a glossy finish through all of the dragon\'s stages because the blowing desert sands polish them. This makes blue dragons easy to spot in barren desert surroundings. However, the dragons often conceal themselves, burrowing into the sand so only part of their heads are exposed.\nBlue dragons love to soar in the hot desert air; usually flying in the daytime when temperatures are the highest. Some blue dragons nearly match the color of the desert sky and use this coloration to their advantage in combat.\nBlue dragons are found in deserts; arid, windswept plains; and hot humid badlands. They enjoy the bleak terrain because there are few obstacles-only an occasional rock outcropping or dune-to interrupt the view of their territories. They spend hours looking out over their domains, watching for trespassers and admiring their property. Most of the blue dragons encountered will be alone because they do not want to share their territories with others. However, when a family is encountered the male dragon will attack ferociously, protecting his property-his mate and young. The female dragon also will join in the attack if the threat proves significant.\nBlue dragons\' enemies are men, who kill the dragons for their skin and treasure, and brass dragons, which share the same environment. If a blue dragon discovers a brass dragon in the same region, it will not rest until the trespassing dragon is killed or driven away.\nBlue dragons lair in vast underground caverns in which they store their treasure. Although blue dragons will collect anything which looks valuable, they are fond of gems - especially sapphires.}}{{desc9=**Combat:** Blue dragons prefer to fight from a distance so their opponents can clearly witness the full force of their breath weapon and so little or no threat is posed to themselves. Often blue dragons will attack from directly above or will burrow beneath the sands until opponents come within 100 feet. Older blue dragons will use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and aid in their chances to surprise. Blue dragons will only run from a fight if they are severely damaged, since they view retreat as cowardly.}}'}, + {name:'Boalisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Boalisk, cattr:mov=12|hd=5+1r3|thac0=17|size=L| attk1=1d3:Bite:0:P|attk2=1+1d6:Constrict:0:B|attkmsg=A single creature meeing gaze e.g. surprised or attacking without -4 penalty must save vs. petrification or \\lbrak;suffer rot\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the Victim?¦\\token_id}¦Boalisk Rot¦1¦1¦Suffering from a rotting disease. Oh... it\'ll be alright...?¦radioactive\\rpar;. Can do as a 3rd attack$$If successfully hit as well as damage this round \\lbrak;all future rounds\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Boalisk Constrict¦\\amp#91;\\lbrak;99\\rbrak;\\amp#93;¦0¦Argh... The squeeze is on...¦back-pain\\rpar; automatically hit and do crushing damage, spattk:Once coiled victim takes crushing damage each round. Gaze attack causes rotting disease]{{}}Specs=[Constrictor Snake,CreatureRace,0H,Constrictor Snake]{{}}%{Race-DB-Creatures|Constrictor-Snake}{{title=Boalisk}}{{Move=12}}{{Hit Dice=5+1}}{{Attacks=Bite, attempt to coil \\amp constrict, and *Gaze* inflicts rotting disease}}{{Size=L, 25ft long}}{{Life Expectancy=Unknown}}{{Section5=**Constriction:** Suffering damage every round. Constricted humanoid creatures can escape the coils of normal constrictors with a successful open doors roll (at a -1 penalty).\n**Gaze Attack:** Any creature meeting its gaze (failing a saving throw vs. petrification) is infected with a magical rotting disease, identical to that inflicted by a mummy. Characters refusing to look at the boalisk automatically avoid its gaze but suffer a -4 penalty to their AC. Surprised victims always meet its gaze and gain no saving throw. The boalisk can use its gaze on a single victim each round in addition to normal biting and constriction attacks.}}'}, + {name:'Boar',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wild Boar}}RaceData=[w:Boar, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=3+3r4|thac0=17|size=M|attk1=3d4:Bite:0:P]{{subtitle=Creature}}Specs=[Boar,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=3+3 HD}}{{THAC0=17}}{{Attacks=Bite for 3d4. Resilient in battle, meaning will continue to fight down to -7 HP}}{{Size=M}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=*Resilient in battle* meaning the Boar will continue to fight down to -7 HP}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wild boar continue to attack until they are reduced to -7 hit points. The giant boar is often called an alothere.}}'}, + {name:'Brass-Dragon',type:'dragonrace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Brass-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Brass Dragon, cattr:int=13:14|mov=12|fly=30C|burrow=6|ac=1-??1|hd=(12+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-2)*5)|cl=mu:brass-dragon/pr:brass-dragon|lv=5+??1/5+??1|thac0=9-??2|dmg=??1|size=G|attk1=1d6:Claw x 2 or Claw+Kick:0:S|attk2=4d4:Bite:0:P|attk3=2d6:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*7\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*14\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to fire and heat from birth, ns:=11],[cl:PW,w:Brass-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:3,w:PR-Create-Water,pd:3,sp:1],[cl:PW,age:3,w:PR-Destroy-Water,pd:3,sp:1],[cl:PW,w:PR-Dust-Devil,age:4,pd:1,sp:1],[cl:PW,w:MU-Suggestion,age:6,pd:1,sp:1],[cl:PW,w:PR-Control-Temperature-10ft-Radius,age:7,pd:3,sp:1],[cl:PW,w:PR-Control-Winds,age:8,pd:1,sp:1],[cl:PW,w:PW-Summon-Djinni,age:12,pd:1,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Brass}}{{Intelligence=Highly intelligent (13-14)}}{{AC=Varies with age, adult brass dragon is AC -2}}{{Move=12, FL 30(C), Burrow 6}}{{Hit Dice=Varies with age, adult brass dragon is 14 HD}}{{THAC0=Varies with age, adult brass dragon is 7}}{{Section1=**Attacks:** Damage bonus varies with age, adult brass dragon is +6. 2 x Claws for 1d6 HP each, possibly with 1 or 2 kicks for 1d6 each, bite for 4d4, and tail slap for 2d6 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Brass Dragon* and *Good Dragon Common*, and can *speak with animals* freely from birth. 12% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A brass dragon has two breath weapons: a cone of sleep gas 70\' long, 5\' wide at the dragon\'s mouth, and 20\' wide at its end; or a cloud of blistering desert heat 50\' long, 40\' wide, and 20\' high. Creatures caught in the gas, regardless of Hit Dice or level, must save vs. breath weapon for half or fall asleep (as per *sleep* spell). Damage from the heat breath weapon varies by age from 2d4+1 to 24d4+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 10 to 17 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Young* dragons can cast *create or destroy water* x 3 per day, *Juveniles* can do *Dust Devil* x1 per day, *Adult* dragons gain *Suggestion* once a day, *Mature Adults* can do *Control Temperature 10ft Radius* x3 per day, *Old* dragons *Control Winds* x 1 per day, and a *Great Wyrm* can *Summon a Djinni* x 1 per day}}{{desc8=**Brass Dragons:** Brass dragons are great talkers, but not particularly good conversationalists. They are egotistical and often boorish. They oftern have useful information, but will divulge it only after drifting off the subject many times and after hints that a gift would be appreciated.\nAt birth, a brass dragon\'s scales are dull. Their color is a brassy, mottled brown. As the dragon gets older, the scales become more brassy, until they reach a warm burnished appearance.\nBrass dragons are found in arid, warm climates; ranging from sandy deserts to dry steppes. They love intense, dry heat and spend most of their time basking in the sun. They lair in high caves, preferably facing east where the sun can warm the rocks, and their territories always contain several spots where they can bask and trap unwary travelers into conversation.\nBrass dragons are very social. They usually are on good terms with neighboring brass dragons and sphinxes. Brass dragons are dedicated parents. If their young are attacked they will try to slay the enemy, using their heat breath weapons and taking full advantage of their own immunity. Because they share the same habitat, blue dragons are brass dragons\' worst enemies. Brass dragons usually get the worst of a one-on-one confrontation, mostly because of the longer reach of the blue dragon\'s breath weapon. Because of this, brass dragons usually try to evade blue dragons until they can rally their neighbors for a mass attack.}}{{desc9=**Combat:** Brass dragons would rather talk than fight. If an intelligent creature tries to take its leave of a brass dragon without talking to it at length, the dragon might have a fit of pique and try to force a conversation with suggestion or by giving the a dose of sleep gas. If the victim falls asleep it will awaken to find itself pinned under the dragon or buried to the neck in the sand until the dragon\'s thirst for small talk is slaked. Before melee, brass dragons create a cloud of dust with dust devil or control winds, then charge or snatch. Brass dragons often use control temperature to create heat to discomfort their opponents. When faced with real danger, younger brass dragons will fly out of sight, then hide by burrowing. Older dragons spurn this ploy.}}'}, + {name:'Bronze-Dragon',type:'dragonrace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Bronze-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Bronze Dragon, cattr:int=15:16|mov=9|fly=30C|swim=12|ac=2-??1|hd=(14+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-1)*5)|cl=mu:bronze-dragon/pr:bronze-dragon|lv=7+??1/7+??1|thac0=8-??2|dmg=??1|size=G|attk1=1d8:Claw x 2 or Claw+Kick:0:S|attk2=4d6:Bite:0:P|attk3=2d8:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*10\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*20\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to electricity from birth, ns:=11],[cl:PW,w:Bronze-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:1,w:MU-Water-Breathing,pd:-1,sp:1],[cl:PW,age:3,w:PR-Create-Food-and-Water,pd:3,sp:1],[cl:PW,w:MU-Polymorph-Self,age:3,pd:3,sp:1],[cl:PW,w:MU-Wall-of-Fog,age:4,pd:1,sp:1],[cl:PW,w:MU-ESP,age:6,pd:3,sp:1],[cl:PW,w:PW-Bronze-Dragon-Airy-Water,age:7,pd:3,sp:1],[cl:PW,w:PR-Weather-Summoning,age:8,pd:1,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:],[cl:PR,lv:3,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Bronze}}{{Intelligence=Exceptional (15-16)}}{{AC=Varies with age, adult bronze dragon is AC -4}}{{Move=9, FL 30(C), Swim 12}}{{Hit Dice=Varies with age, adult bronze dragon is 16 HD}}{{THAC0=Varies with age, adult bronze dragon is 6}}{{Section1=**Attacks:** Damage bonus varies with age, adult bronze dragon is +6. 2 x Claws for 1d8 HP each, possibly with 1 or 2 kicks for 1d8 each, bite for 4d6, and tail slap for 2d8 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Bronze Dragon* and *Good Dragon Common*, and can *speak with animals* freely from birth. 16% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A bronze dragon has two breath weapons: a stroke of lightning 100\' long and 5\' side or a cloud of repulsion gas 20\' long, 30\' wide, and 30\' high. Creatures caught in the gas must save vs. breath weapon or move away from the dragon for two minutes per age level of the dragon, plus 1-6 minutes. Creature caught in the lightning take damage, save vs. breath weapon for half. Damage from the lightning breath weapon varies by age from 2d8+1 to 24d8+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 11 to 19 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Young* dragons can *create food and water* and *polymorph self* x 3 per day, *Juveniles* can do *Wall of Fog* x1 per day, *Adult* dragons gain *ESP* x3 a day, *Mature Adults* can do *Air Water* x3 per day in a [[10*@{selected|age|max}]]ft radius, and *Old* dragons can *Summon Weather* x 1 per day}}{{desc8=**Bronze Dragons:** Bronze dragons are inquisitive and fond of humans and demi-humans. They enjoy polymorphing into small, friendly animals so they can unobtrusively observe humans and demi-humans, especially adventurers. Bronze dragons thrive on simple challenges such as riddles and harmless contests. They are fascinated by warfare and will eagerly join an army if the cause is just and the pay is good.\nAt birth, a bronze dragon\'s scales are yellow tinged with green, showing only a hint of bronze. As the dragon approached adulthood, its color deepens slowly changing to a rich bronze tone that gets darker as the dragon ages. Dragons from the very old stage on develop a blue-black tint to the edges of their scales, similar to a patina on ancient bronze armor or statues.\nBronze dragons like to be near deep fresh or salt water. They are good swimmers and often visit the depths to cool off or to hunt for pearls or treasure from sunken ships. They prefer caves that are accessible only from the water, but their lairs are always dry--they do not lay eggs, sleep, or store treasure under water.\nBronze dragons are fond of sea mammals, especially dolphins and whales. These animals provide the dragons with a wealth of information on shipwrecks, which the dragons love to plunder, and detail the haunts of large sharks. Bronze dragons detest pirates, disabling or destroying their ships.}}{{desc9=**Combat:** Bronze dragons dislike killing creatures with animal intelligence and would rather bribe them (perhaps with food), or force them away with repulsion. When confronted with intelligent opponents bronze dragons use their ESP ability to learn their opponents\' intentions. When attacking they blind their opponents with wall of fog, then charge. Or, if they are flying they will snatch opponents. When fighting under water, they use airy water to maintain the effectiveness of their breath weapons, and to keep away purely aquatic opponents. Against boats or ship they summon a storm or use their tail slap to smash the vessels\' hulls. If the dragon is inclined to be lenient, seafaring opponents might merely find themselves becalmed, fog bound, or with broken masts.}}'}, + {name:'Broom-of-Animated-Attack',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Broom of Animated Attack}}RaceData=[w:Broom of Animated Attack, align:N, weaps:none, ac:none, cattr:int=0|mov=12|ac=7|hd=4|hp=18|thac0=17|size=M|attk1=1d3:Handle End x 2:0:B|attk2=0:Broom End x 2:0:S|attkmsg=$$Instead of doing damage the broom end blinds for 1 round on a successful hit|dmgmsg=$$Blinds victim for 1 round]{{subtitle=Creature}}Specs=[Broom of Animated Attack,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=4 HD}}{{Hit Points=18HP}}{{THAC0=17}}{{Attacks=2 x bludgeoning with handle for 1d3 each, 2 x slashes with broom which blinds if hits}}{{Size=M}}{{Section2=**Powers**}}{{Section3=Broom animates if commanded to act like a *Broom of Flying*}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=If a command word ("fly,\'\' "soar,\'\' etc.) is spoken, the broom will do a loop-the-loop with its hopeful rider, dumping him on his head from 1d4 + 5 feet off the ground. The broom will then attack the stunned victim, swatting the face with the straw/twig end to blind and beating with the handle end.\nThe broom gets two attacks per round with each end (two swats with the straw, two with the handle). It attacks as if it were a 4-Hit-Dice monster. The straw end causes blindness for one round if it hits. The other end causes 1d3 points of damage when it hits. The broom is Armor Class 7 and takes 18 hit points to destroy.}}'}, + {name:'Brown-Bear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Brown }}{{name=Bear}}{{subtitle=Creature}}Specs=[Brown Bear,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=5+5}}{{THAC0=15}}{{Attack=2 x Claw 1d6, 1 x Bite 1d8}}{{Languages=None}}{{Size=L, 9ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Hug:** If score a critical hit (natural roll of 18 or better), then also do a hug for 2d6 additional damage}}{{Section6=**Fortitude:** Continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}RaceData=[w:Brown Bear, cattr:int=2:4|mov=12|ac=6|size=L|hd=5+5r3|thac0=15|ch=18|attk1=1d6:Claw1:0:S|attk2=1d6:Claw2:0:S|attk3=1d8:Bite:1:P|dmgmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 2d6\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 2d6 Hug damage\\rpar;. Continue to fight for 4 rounds to -8HP,spattk:Hug if roll a critical hit of 18 or better \\amp continue to fight to -8HP]{{Section9=**Description**}}{{desc=The brown bear, of which the infamous grizzly is the most well known variety, is a bear of very aggressive disposition. Brown bears are more carnivorous than their smaller cousins, the black bears. The grizzly in particular will often bring down large game such as deer and elk.\nBrown bears are aggressive hunters. If a brown bear scores a paw hit with a roll of 18 or better it will also hug for 2-12 (2d6) points of additional damage. Brown bears will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.}}'}, + {name:'Brown-Rat',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Brown Rat, cattr:swim=3]{{}}Specs=[Brown Rat,CreatureRace,0H,Black Rat]{{}}%{Race-DB-Creatures|Black-Rat}{{title=Brown }}{{Move=15, Swim 3}}{{desc8=Rats are long-tailed rodents 5-12 inches long. They are aggressive, omnivorous, and adaptable, and they often carry diseases. The brown rat, also known as the sewer rat or the wharf rat, is 5-10 inches long, and its tail is shorter than the black rat\'s. Its eyes and ears are also smaller, but it has a larger, fatter body. Brown rats may be gray, white, black, or piebald in color. They cannot climb, but are excellent swimmers (swim 3) and burrowers.If rats infest a building, black rats inhabit the upper floors, and brown rats occupy the lower floor and the cellars.}}'}, + {name:'Brownie',type:'creaturerace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Brownie}}{{subtitle=Creature}}Specs=[Brownie,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13 to 14)}}{{AC=3}}{{Alignment=Lawful Good}}{{Move=12}}{{Hit Dice=1/2}}{{THAC0=20}}{{Attack=Weapon 1d2}}{{Languages=*Brownie, elvish, pixie, sprite,* and *halfling,* as well as *common*}}{{Size=T, 2ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Spells:** *protection from evil, ventriloquism, dancing lights, continual light, mirror image (3 images), confusion,* and and *dimension door* each once per day}}{{Section4=**Special Advantages**}}{{Section5=**Blend into Surroundings:** They are superb at blending into\ntheir surroundings and can become all but invisible when they choose}}{{Section6=**Not Surprised:** Since their senses are so keen, it is impossible to surprise brownies.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}RaceData=[w:Brownie, align:LG, cattr:int=13:14|mov=12|ac=3|size=T|hd=1-4r5|thac0=20|attk1=1d2:Weapon:0:S,spattk:Spell-casting powers,spdef:Can blend into surroundings to become almost undetectable. Cannot be surprised,ns:7],[cl:PW,w:Protection From Evil,sp:1,pd:1],[cl:PW,w:Ventriloquism,sp:1,pd:1],[cl:PW,w:Dancing Lights,sp:1,pd:1],[cl:PW,w:Continual Light,sp:2,pd:1],[cl:PW,w:Mirror Image,sp:2,pd:1],[cl:PW,w:confusion,sp:4,pd:1],[cl:PW,w:Dimension Door,sp:1,pd:1]{{Section9=**Description**}}{{desc8=Brownies are small, benign humanoids who may be very distantly related to halflings. Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning their food. Standing no taller than 2 feet, brownies are exceedingly nimble. They resemble small elves with brown hair and bright blue eyes. Their brightly colored garments are made from wool or linen with gold ornamentation. They normally carry leather pouches and tools for repairing leather, wood, and metal.}}{{desc9=**Combat:** Brownies prefer not to engage in combat, and only do so if threatened. Angry brownies rarely meet their foes in hand to hand combat, relying instead on magic. Since their senses are so keen, it is impossible to surprise brownies. They are superb at blending into their surroundings and can become all but invisible when they choose. This, combined with their great agility, gives them an AC of 3.\nBrownies use spells to harass and drive away enemies. They can use the following spells, once per day: *protection from evil, ventriloquism, dancing lights, continual light, mirror image* (3 images), *confusion,* and *dimension door*. If cornered and unable to employ any spells, brownies attack with tiny short swords (doing 1-2HP).}}'}, + {name:'Buffalo',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Buffalo}}RaceData=[w:Buffalo, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=5r4|thac0=15|size=L|attk1=1d8:2 x Horns:0:P|attk2=3d6:Charge Horns:2:P|attk3=1d4:Charge Trample:2:B|attkmsg=Charge must be from a distance of at least 40ft. Also a 25% chance of a herd of buffalo *Stampeding* with each creature in their path taking 2d4 x 1d6 trampling damage]{{subtitle=Creature}}Specs=[Buffalo,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=5 HD}}{{THAC0=15}}{{Attacks=Gore with horns for 2 x 1d8. Charge from at least 40ft for 3d8HP impale with horns and 1d4HP trampling. Herd might stampede 25% of the time}}{{Size=L (5ft at shoulder)}}{{Life Expectancy=10 to 20 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Herd animals are four-legged hoofed mammals covered with hair. Buffalo have sharp horns.}}{{desc9=**Combat:** Buffalo defend themselves with their horns, usually attacking if approached too closely (6\' or less); if charging from a distance of at least 40\', a buffalo does 3-18 hp of impaling damage plus 1-4 hp of trampling damage.}}'}, + {name:'Bugbear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Bugbear}}{{subtitle=Creature}}Specs=[Bugbear,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=10 (can wear simple armour)}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=3d8+1}}{{THAC0=17}}{{Attack=2d4 or by weapon}}{{Languages=a foul sounding mixture of gestures, grunts, and snarls which leads many to underestimate the intelligence of these creatures. In addition, most bugbears can speak the language of goblins and hobgoblins.}}{{Size=L, 7 feet}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=60 feet}}{{Ambush=Imposes a -3 on others\' surprise rolls.}}{{Strong=+2 on damage}}{{Weapons and Armour=Can use any weapons, and armour up to AC5. Add using menus as per PC/NPCs}}RaceData=[w:Bugbear, align:CE, ac:shield|leather|padded|studded-leather|ring-mail|studded-leather|brigandine|scale-mail|hide|chain-mail|ring|cloak|magic-item, cattr:int=5:10|mov=9|size=L|dmg=+2|hd=3+1|thac0=17|attk1=2d4:Claw:4:S]{{Section9=**Description**}}{{desc8=Bugbears are giant, hairy cousins of goblins who frequent the same areas as their smaller relatives. Their hides range from light yellow to yellow brown and their thick coarse hair varies in color from brown to brick red. Though vaguely humanoid in appearance, bugbears seem to contain the blood of some large carnivore. Their eyes recall those of some savage bestial animal, being greenish white with red pupils, while their ears are wedge shaped, rising from the top of their heads. A bugbear\'s mouth is full of long sharp fangs.\nBugbears have a nose much like that of a bear with the same fine sense of smell. It is this feature which earned them their name, despite the fact that they are not actually related to bears in any way. Their tough leathery hide and long sharp nails also look something like those of a bear, but are far more\ndexterous.\nThe typical bugbear\'s sight and hearing are exceptional, and they can move with amazing agility when the need arises. Bugbear eyesight extends somewhat into the infrared, giving them infravision out to 60 feet}}{{desc9=**Combat:** Whenever possible, bugbears prefer to ambush their foes. They impose a -3 on others\' surprise rolls.\nIf a party looks dangerous, bugbear scouts will not hesitate to fetch reinforcements. A bugbear attack will be tactically sound, if not brilliant. They will hurl small weapons, such as maces, hammers, and spears before closing with their foes. If they think they are outnumbered or overmatched, bugbears will retreat, preferring to live to fight another day.}}'}, + {name:'Bugbear-Chieftain',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Bugbear Chieftain, ac:any|!plate, cattr:int=8:10|dmg=+4|hp=28:30|thac0=16]{{subtitle=Creature}}%{Race-DB-Creatures|Bugbear}{{Intelligence=Average (8-10)}}Specs=[Bugbear Chieftain,CreatureRace,0H,Bugbear]{{AC=10 (can wear simple armour up to AC3)}}{{Hit Points=28 to 30HP}}{{THAC0=16}}{{Strong=+4 on damage}}{{Weapons and Armour=Can use any weapons, and armour up to AC3. Add using menus as per PC/NPCs}}{{desc=**Chieftain:** If 24 or more bugbears are encountered, they will have a chief in addition to their leaders. Chiefs have between 28 and 30 hit points, an Armor Class of 3, and attack as 4 Hit Die monsters. Chiefs are so strong that they gain a +4 bonus to all damage caused in melee. Each chief will also have a sub-chief who is identical to the leaders described above.}}'}, + {name:'Bugbear-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader}}RaceData=[w:Bugbear Leader, ac:any|!plate, cattr:int=8:10|dmg=+3|hp=22:25|thac0=16]{{subtitle=Creature}}%{Race-DB-Creatures|Bugbear}{{Intelligence=Average (8-10)}}Specs=[Bugbear Leader,CreatureRace,0H,Bugbear]{{AC=10 (can wear simple armour up to AC4)}}{{Hit Points=22 to 25HP}}{{THAC0=16}}{{Strong=+3 on damage}}{{Weapons and Armour=Can use any weapons, and armour up to AC4. Add using menus as per PC/NPCs}}{{desc=**Leader:** If a lair is uncovered and 12 or more bugbears are encountered they will have a leader. These individuals have between 22 and 25 hit points, an Armor Class of 4, and attack as 4 Hit Die monsters. Their great strength gives them a +3 to all damage inflicted in melee combat.}}'}, + {name:'Bugbear-ac5',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= AC5}}RaceData=[w:Bugbear ac5, align:CE, ac:ring|cloak|magic-item, cattr:int=5:10|mov=9|ac=5|dmg=+2|hd=3+1|thac0=17|attk1=2d4:Claw:4:S]{{subtitle=Creature}}%{Race-DB-Creatures|Bugbear}{{AC=5}}Specs=[Bugbear,CreatureRace,0H,Creature]{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=3d8+1}}'}, + {name:'Bull',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Bull}}RaceData=[w:Bull, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=4r4|thac0=17|size=L|attk1=1d6:Horn1:0:P|attk2=1d6:Horn2:0:P|attkmsg=Bulls are 75% likely to attack if the herd is threatened and not allowed to flee. Also a 25% chance of a herd of cattle *Stampeding* with each creature in their path taking 2d4 x 1d4 trampling damage]{{subtitle=Creature}}Specs=[Bull,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=4 HD}}{{THAC0=17}}{{Attacks=75% likely to attack if threatened. Gore with horns for 2 x 1d6. Herd might stampede 25% of the time}}{{Size=M}}{{Life Expectancy=20 to 30 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Herd animals are four-legged hoofed mammals covered with hair. Bulls have sharp horns.}}{{desc9=**Combat:** Though normally passive, herd animals can be dangerous when angered or frightened. Cattle generally flee from danger, but a bull will attack 75% of the time if threatened. A bull defending his herd will gore with its horns for 2 x 1d6HP.\nIf frightened by intruders, there is a 25% that the entire herd will stampede. If a herd stampedes, roll 2d4 for each creature in the path of the stampede who does not take cover (such as by hiding in a tree or behind a rock pile or wall). This is the number of herd animals trampling the exposed creature. Trampling causes 1-4 hp of damage per trampling animal}}'}, + {name:'Bullywug',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Bullywug}}RaceData=[w:Bullywug, align:CE, cattr:int=5:7|mov=3|swim=15(9)|ac=6|size=S|hd=1r3|thac0=19|attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|attk3=1+1d4:Bite:1;P|attkmsg=When ***Hop*** 30ft forward \\amp 15ft up: +1 on attack roll \\amp x2 damage with Piercing weapons,spattk:When ***Hop*** 30ft forward \\amp 15ft up: +1 on attack roll \\amp x2 damage with Piercing weapons. **Ambush** (-2 penalty to opponent\'s surprise rolls)]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=6 (better with armour)}}{{Alignment=Chaotic Evil}}{{Move=3, Sw 15 (9 in armour)}}{{Hit Dice=1}}{{Hit Points=}}{{THAC0=19}}{{Attack=2 x Claw 1d2, 1 x Bite 1d4+1, or by weapon}}{{Languages=*Bullywug*, and the more intelligent ones can speak a limited form of *common*}}{{Size=S to M, 4-6ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Hop Attack:** Whenever they can, bullywugs attack with their hop, which can be up to 30 feet forward and 15 feet upward. When attacking with a hop, bullywugs add a +1 bonus to their attack (not damage) rolls, and double the damage if using an impaling weapon.}}{{Section6=**Ambush:** Hopping combined with their outstanding camouflage abilities, frequently puts the bullywugs in an ideal position for an ambush (-2 penalty to opponent\'s surprise rolls).}}{{Strength=}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Bullywug,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=The bullywugs are a race of bipedal, frog-like amphibians. They inhabit swamps, marshes, meres, or other dank places.\nBullywugs are covered with smooth, mottled olive green hide that is reasonably tough, giving them a natural AC of 6. They can vary in size from smaller than the average human to about seven feet in height. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. Though they wear no clothing, all bullywugs use weapons, armor, and shields if they\nare available.}}{{desc9=**Combat:** Bullywugs always attack in groups, trying to use their numbers to surround their enemies. Whenever they can, bullywugs attack with their hop, which can be up to 30 feet forward and 15 feet upward. When attacking with a hop, bullywugs add a +1 bonus to their attack (not damage) rolls, and double the damage if using an impaling weapon. This skill, combined with their outstanding camouflage abilities, frequently puts the bullywugs in an ideal position for an ambush (-2 penalty to opponent\'s surprise rolls).}}'}, + {name:'Bullywug-Advanced',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Advanced-Bullywug}{{}}RaceData=[w:Advanced Bullwug]{{}}Specs=[Advanced Bullywug,CreatureRace,0H,Advanced-Bullywug]{{}}'}, + {name:'Bullywug-Advanced-Shaman',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Advanced-Bullywug-Shaman}{{}}RaceData=[w:Advanced Bullwug Shaman]{{}}Specs=[Advanced Bullywug Shaman,CreatureRace,0H,Advanced-Bullywug-Shaman]{{}}'}, + {name:'Bullywug-Chieftain',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Bullywug Chieftain, cattr:int=8:10|hd=3r6|hp:20:24|dmg=+1|size:M]{{subtitle=Creature}}%{Race-DB-Creatures|Bullywug}{{Intelligence=Average (8 to 10)}}{{Hit Dice=3}}{{Hit Points=20+ HP}}{{Size=M, 6ft tall}}{{Strength=Strength gives a bonus of +2 on damage}}Specs=[Bullywug Chief,CreatureRace,0H,Bullywug]{{desc=**Bullywug Chieftain:** Communities of 60 or more bullywugs have a chieftain (3 HD, 20+ hp, +2 to damage)}}'}, + {name:'Bullywug-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader/Sub-leader}}RaceData=[w:Bullywug Leader, cattr:hp=8|size=M]{{subtitle=Creature}}%{Race-DB-Creatures|Bullywug}{{Size=M, 5-6ft tall}}{{Hit Points=8HP}}Specs=[Bullywug Leader,CreatureRace,0H,Bullywug]{{desc=**Bullywug Leader:** The leader of a bullywug community is a large individual with 8 hit points. Communities of 30 or more bullywugs have five subleaders (8 hp each)}}'}, + {name:'Bullywug-Sub-Chief',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sub-Chief/Leader}}RaceData=[w:Bullywug Sub-Chief, cattr:hd=2r6|dmg=+1|size:M]{{subtitle=Creature}}%{Race-DB-Creatures|Bullywug}{{Hit Dice=2}}{{Hit Points=12+ HP}}{{Size=M, 5-6ft tall}}{{Strength=Strength gives a bonus of +1 on damage}}Specs=[Bullywug Sub-Chief,CreatureRace,0H,Bullywug]{{desc=**Bullywug Sub-Chief:** Communities of 30 or more bullywugs have a powerful leader (2 HD, 12+ hp, +1 to damage). Communities of 60 or more bullywugs have five subchieftains (2 HD, 12+ hp, +1 to damage).}}'}, + {name:'Carrion-Crawler',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Carrion Crawler}}{{subtitle=Creature}}Specs=[Carrion Crawler,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=7 (except head = 3)}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=3d8+1}}{{THAC0=17}}{{Attack=8 paralysing tenticles \\amp 1d2 bite}}{{Languages=None}}{{Size=L, 9ft long,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Paralysation=On a hit with a tenticle, save to negate}}{{Section4=**Special Advantages**}}{{Keen senses=Rely on exceptional sight and smell}}RaceData=[w:Carrion Crawler, align:N, cattr:int=0|mov=12|size=L|hd=3+1|thac0=17|attk1=0:Tenticle:0:B|attk2=1d2:Bite:1:P|dmgmsg=Save vs Paralysation or \\lbrakParalysed\\rbrak(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysation¦\\amp#91;\\lbrak;10\\amp#42;2d6\\rbrak;\\amp#93;¦-1¦Paralysed by a Carrion Crawler tenticle¦padlock) for 2d6 turns$$]{{Section9=**Description**}}{{desc=The carrion crawler is a scavenger of subterranean areas, feeding primarily upon carrion. When such food becomes scarce, however, it will attack and kill living creatures.\nThe crawler looks like a cross between a giant green cutworm and a cephalopod. Like so many other hybrid monsters, the carrion crawler may well be the result of genetic experimentation by a mad, evil wizard.\nThe monster\'s head, which is covered with a tough hide that gives it Armor Class 3, sprouts eight slender, writhing tentacles. The body of the carrion crawler is not well protected and has an armor class of only 7.\nThe monster is accompanied by a rank, fetid odor which often gives warning of its approach.}}{{desc1=**Combat:** The carrion crawler can move along walls, ceilings and passages very quickly, using its many clawed feet for traction.\nWhen attacking, the monster lashes out with its 2\' long tentacles, each of which produces a sticky secretion that can paralyze its victims for 2-12 turns. A save versus paralyzation is allowed to escape these effects. They kill paralyzed creatures with their bite which inflicts 1-2 points of damage. The monster will always attack with all of its tentacles.\nCarrion crawlers are non-intelligent, and will continue to attack as long as any of their opponents are unparalyzed. Groups of crawlers attacking together will not fight in unison, but will each concentrate on paralyzing as many victims as they can. When seeking out prey, they rely primarily on their keen senses of sight and smell. Clever travelers have been known to fool an approaching carrion crawler with a sight and smell illusion, thus gaining time to make good their escape.}}'}, + {name:'Cave-Bear',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Cave }}RaceData=[w:Cave Bear, cattr:size=H|hd=6+6r3|thac0=17|attk1=1d8:Claw1:0:S|attk2=1d8:Bite:0:S|attk3=1d12:Bite:1:P|dmgmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 2d8\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 2d8 Hug damage\\rpar;. Continue to fight for 4 rounds to -8HP,spattk:Hug if roll a critical hit of 18 or better \\amp continue to fight to -8HP]{{subtitle=Creature}}%{Race-DB-Creatures|Brown-Bear}{{Hit Dice=6+6}}{{THAC0=13}}Specs=[Cave Bear,CreatureRace,0H,Brown-Bear]{{Attack=2 x Claw 1d8, 1 x Bite 1d12}}{{Size=H, 12ft tall}}{{Section5=**Hug:** If score a critical hit (natural roll of 18 or better), then also do a hug for 2d8 additional damage}}{{desc=Cave bears are quite aggressive, willing to attack well-armed parties without provocation. If a cave bear scores a paw hit with an 18 or better it also hugs for 2-16 (2d8) points of additional damage. Cave bears will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.}}'}, + {name:'Centaur',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Centaur}}RaceData=[w:Centaur, align:N|NN|NG|CG, ac:magicitem|ring|cloak, cattr:int=5:10|mov=18|ac=5|hd=4r3|thac0=17|size=L|attk1=1d6:Hooves x 2:0:B, ns:1],[cl:WP,%:50,prime:Morningstar],[cl:WP,%:15,prime:composite-shortbow,items:sheaf-arrows:10*1d3],[cl:WP,%:10,prime:composite-longbow,items:flight-arrows:10*1d3]{{subtitle=Creature}}Specs=[Centaur,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=4 is natural AC. Do not wear armour, but may use a shield}}{{Alignment=Neutral or Chaotic Good}}{{Move=18}}{{Hit Dice=4HD}}{{THAC0=17}}{{Section1=**Attacks:** 2 x Hooves for 1d6 HP damage, and either using a large Club (equivalent of a morningstar) for 1d6 damage (50%), or a Composite long- or shortbow with flight or sheaf arrows (25%). The remaining 25% are leaders.}}{{Languages=Their own language and some among them (about 10%) can converse in the tongue of elves.}}{{Size=L, 8ft to 9ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Spell Casting=}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Centaurs are woodland beings who shun the company of men. They dwell in remote, secluded glades and pastures.\nThe appearance of a centaur is unmistakable: they have the upper torso, arms, and head of a human being and the lower body of a large, powerful horse.\nCentaurs are sociable creatures, taking great pleasure in the society of others of their kind. Their overall organization is tribal, with a tribe divided into family groups living together in harmony. The size of the tribe varies, it range from 3-4 families to upwards of 20 families. Since males have the dangerous roles of hunter and protector, females outnumber males by two to one. The centaur mates for life, and the entire tribe participates in the education of the young.\nThe lair is located deep within a forest, and consists of a large, hidden glade and pasture with a good supply of running water. Depending upon the climate, the lair may contain huts or lean-tos to shelter the individual families. Centaurs are skilled in horticulture, and have been known to cultivate useful plants in the vicinity of their lair. In dangerous, monster infested areas, centaurs will sometimes plant a thick barrier of tough thorn bushes around their lair and even set traps and snares. In the open area, away from the trees, are hearths for cooking and warmth. If encountered in their lair, there will be 1-6 additional males, females equal to twice the number of males, and 5-30 young. The females (3 Hit Dice) and the young (1-3 Hit Dice) will fight only with their hooves, and only in a life or death situation.\nCentaurs survive through a mixture of hunting, foraging, fishing, agriculture and trade. Though they shun dealings with humans, centaurs have been known to trade with elves, especially for food and wine. The elves are paid from the group treasury, which comes from the booty of slain monsters. \nThe territory of a centaur tribe varies with its size and the nature of the area it inhabits. Centaurs are also not above sharing a territory with elves.\nCentaurs will take the treasure of their fallen foes, and are fully aware of its value. Most male centaurs have a small coin supply, while the tribe has a treasury which may well include some magical items. This treasure is used to buy food for the group, or to ransom (90% likely) captured or threatened members of the tribe.\nWhile basically neutral or chaotic good, centaurs have been known to become rowdy, boorish, and aggressive when under the influence of alcohol. They are also extremely protective of their females and young. Centaurs are basically pastoral, but will react with violence if their lifestyle and survival is threatened.}}{{desc9=**Combat:** A band of centaurs is always armed. Half of the centaurs will be wielding oaken clubs (the equivalent of morning stars), one quarter will carry composite bows and have 10-30 arrows (either flight or sheaf, depending on the current state of affairs in the area). The remainder of the band will be leaders. Centaurs make 3 attacks each round in melee: once with their weapons and twice with their hooves.\nThe attitude of a centaur toward a stranger in its territory will vary with the visitor. Humans and dwarves will usually be asked to leave in a polite manner, while halflings or gnomes will be tolerated, and elves will be welcomed. Monsters will be dealt with in a manner according to the threat they represent to the welfare and survival of the tribe. Were a giant or dragon to enter the territory, the centaurs would pull up stakes and relocate, while trolls and orcs and their like will be killed.}}'}, + {name:'Centaur-Druid',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Centaur Druid, cattr:cl=pr:druid|lv=3, ns:1]{{}}Specs=[Centaur Druid,CreatureRace,2H,Centaur-Leader]{{}}%{Race-DB-Creatures|Centaur-Leader}{{name=Druid}}{{Spell Casting=Each tribe will have a priest who is treated as a leader but has the spell abilities of a 3rd level druid.}}{{desc7=**Centaur Druid:** A band of centaurs is always armed, and the leaders carry shields. 25% of any band of Centaurs will be leaders (AC4; HD5) using medium shields and medium horse lances. Each tribe will have a priest who is treated as a leader but has the spell abilities of a 3rd level druid.}}'}, + {name:'Centaur-Leader',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Centaur Leader, ac:shield|magicitem|ring|cloak, cattr:int=8:10|hd=5r3, ns:1],[cl:WP,prime:Light-Horse-Lance,offhand:shield]{{}}Specs=[Centaur Leader,CreatureRace,2H,Centaur]{{}}%{Race-DB-Creatures|Centaur}{{name=Leader}}{{Intelligence=Average (8-10)}}{{AC=4 is natural AC. May use a shield}}{{Hit Dice=5HD}}{{Section1=**Attacks:** 2 x Hooves for 1d6 HP damage, and a light horse lance}}{{desc7=**Centaur Leader:** A band of centaurs is always armed, and the leaders carry shields. 25% of any band of Centaurs will be leaders (AC4; HD5) using medium shields and medium horse lances.}}'}, + {name:'Chest',type:'container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ordinary Untrapped, Unlocked Chest}}{{subtitle=Container}}Specs=[Ordinary-unlocked-untrapped-chest,Container,0H,Container]{{Size=3ft x 2ft x 2ft}}{{Slots=This chest has stackable 8 slots}}RaceData=[w:Ordinary Unlocked Untrapped Chest, slots:8, lock:No-Lock, trap:No-Trap, cimg:https://s3.amazonaws.com/files.d20.io/images/163011054/LD6xZDT2SlYSow0Q5QHb3g/thumb.png?1599509586|70|50, oimg:https://s3.amazonaws.com/files.d20.io/images/352175458/BYTfuvbA_JvbL0IUjeM0Ug/thumb.png?1690472095],{{Use=Items can be stored in this container and it can be looted without configuring or setting off any traps or overcoming any locks}}{{desc=This is an ordinary unlocked \\amp untrapped chest. When searched, it will automatically open and list its contents. Resetting it just closes it again. The GM can change its images by selecting the token and using the [Configure Container] action button}}'}, + {name:'Cloud-Castle-Giant',type:'creaturerace',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Castle Giant, align:NG, ns:3],[cl:PW,w:MU-Levitate,sp:2,pd:3],[cl:PW,w:MU-Fog-Cloud, sp:2, pd:3],[cl:PW,w:MU-Wall-Of-Fog,sp:1, pd:1]{{{}}Specs=[Cloud-Giant-Priest,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name=Priest}}{{Section3=}}{{Spell Casting=10% of good cloud giants live in castles on enchanted clouds. All giants dwelling there are able to levitate their own weight plus 2,000 pounds three times a day, create a fog cloud three times a day, and create a wall of fog once a day. These abilities are performed as a 6th level wizard.}}'}, + {name:'Cloud-Giant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Cloud }}{{title=Giant}}RaceData=[w:Cloud Giant, align:NG|NE, ac:magicitem|ring|cloak, cattr:int=8:12|mov=15|ac=0|hd=16+1d6+1r1|thac0=5|tohit=+5|dmg=+11|size=H|attk1=1d10:Fist:0:B, ns:1],[cl:WP,prime:Cloud-Giant-Morningstar,items:CG-Rock:1d4+1]{{subtitle=Creature}}Specs=[Cloud-Giant,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Average to Very (8-12)}}{{AC=0 is natural AC. Do not wear armour, but prize magical devices (and 5% will have one)}}{{Alignment=Neutral, 50% NG, 50% NE, often living in small groups of no more than 6}}{{Move=15}}{{Hit Dice=16HD +1d6+1}}{{THAC0=5}}{{Section1=**Attacks:** +5 on ToHit rolls from strength. 1 x Fist for 1d10 HP damage, or using a Cloud Giant Morningstar for 6d4 plus strength bonus of +11. Throw rocks 3 to 230 yards doing 2d12 damage}}{{Languages=*Cloud Giant* and *Giant Common*. In addition, 60% of Cloud Giants speak *Common*}}{{Size=H, 24ft tall}}{{Life Expectancy=About 400 years}}{{Section2=**Powers**}}{{Section3=None}}{{Spell Casting=}}{{Levitate=}}{{Fog Cloud=}}{{Wall of Fog=}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Cloud giants:** consider themselves above all other giants, save storm giants, whom they consider equals.\nThey are creative, appreciate fine things, and are master strategists in battle. Cloud giants have muscular human builds and handsome, well-defined features. The typical cloud giant is 24 feet tall and weighs 11,500 pounds. Female cloud giants can be 1 to 2 feet shorter and 1,000 to 2,000 pounds lighter. Cloud giants\' skin ranges in color from a milky-white tinged with blue to a light sky blue. Their hair is silvery white or brass and their eyes are an iridescent blue.\nCloud giants dress in clothing made of the finest materials available and wear jewelry. Many of the giants consider their appearance an indication of their station; the more jewelry and the better the clothes, the more important the giant. Cloud giants also appreciate music, and the majority of giants are able to play one or more instruments (their favorite is the harp). Unlike most other giant races, cloud giants leave their treasure in their lairs, carrying with them only food, throwing rocks, 10-100 (10d10) coins, and a musical instrument.\nCloud giants live in small clans of no more than six giants. However, these clans know the location of 1-8 other clans and will band together with some of these clans for celebrations, battles, or to trade. These joined clans will recognize one among them to be their leader -- this is usually an older cloud giant who has magical abilities. One in 10 cloud giants will have spells equivalent to a 4th level wizard, and one in 20 cloud giants will be the equivalent of a 4th level priest. A cloud giant cannot have both priest and wizard abilities.\nThe majority of cloud giants live on cloud-covered mountain peaks in temperate and sub-tropical areas. These giants make their lairs in crude castles.}}{{desc9=**Combat:** Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. A favorite tactic is to circle the enemy, barraging them with rocks while the giants with magical abilities assault them with spells. Cloud giants can hurl rocks to a maximum of 240 yards, causing 2-24 (2d12) points of damage. Their huge morningstars do 6-24 (6d4)+11 points of damage, three times normal (man-sized) damage plus their strength bonus. One in 10 cloud giants will have a magical weapon.}}'}, + {name:'Cloud-Giant-Juvenile-1',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Giant Juvenile 1,cattr:hd:13+1d4+1|tohit=+4|dmg=+10,ns:=1],[cl:WP,both:Cloud-Giant-Morningstar]{{}}Specs=[Cloud-Giant-Juvenile-1,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name= Juvenile-1}}'}, + {name:'Cloud-Giant-Juvenile-2',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Giant Juvenile 2,cattr:hd:14+1d4+1|tohit=+4|dmg=+10,ns:=1],[cl:WP,both:Cloud-Giant-Morningstar]{{}}Specs=[Cloud-Giant-Juvenile-2,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name= Juvenile-2}}'}, + {name:'Cloud-Giant-Juvenile-3',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Giant Juvenile 3,cattr:hd:15+1d4+1|tohit=+4|dmg=+10,ns:=1],[cl:WP,both:Cloud-Giant-Morningstar]{{}}Specs=[Cloud-Giant-Juvenile-3,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name= Juvenile-3}}'}, + {name:'Cloud-Giant-Priest',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Giant Priest,cattr:cl=mu:wizard|lv=4]{{}}Specs=[Cloud-Giant-Priest,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name=Priest}}{{Section3=}}{{Spell Casting=One in 20 cloud giants will be the equivalent of a 4th level priest. A cloud giant cannot have both priest and wizard abilities.}}'}, + {name:'Cloud-Giant-Wizard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Cloud Giant Wizard,cattr:cl=mu:wizard|lv=4],[cl:MU,lv:1,w:random|random|random|random|random|random|random|random|random|random],[cl:MU,lv:2,w:random|random|random|random|random|random|random|random|random|random]{{}}Specs=[Cloud-Giant-Wizard,CreatureRace,2H,Cloud-Giant]{{}}%{Race-DB-Creatures|Cloud-Giant}{{name=Wizard}}{{Section3=}}{{Spell Casting=One in 10 cloud giants will have spells equivalent to a 4th level wizard. A cloud giant cannot have both priest and wizard abilities.}}'}, + {name:'Constrictor-Snake',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Constrictor Snake, cattr:mov=9|hd=3+2r3|thac0=17|size=M| attk1=1:Bite:0:P|attk2=1d3:Constrict:0:B|dmgmsg=$$If successfully hit as well as damage this round \\lbrak;all future rounds\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Constrict¦\\amp#91;\\lbrak;99\\rbrak;\\amp#93;¦0¦Argh... The squeeze is on...¦back-pain\\rpar; automatically hit and do crushing damage, spattk:Once coiled victim takes crushing damage each round]{{}}Specs=[Constrictor Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Constrictor Snake}}{{Move=9}}{{Hit Dice=3+2}}{{THAC0=17}}{{Attacks=Bite and attempt to coil \\amp constrict}}{{Size=M 10-20ft long}}{{Life Expectancy=Various}}{{Section5=**Constriction:** Suffering damage every round. Constricted humanoid creatures can escape the coils of normal constrictors with a successful open doors roll (at a -1 penalty).}}{{desc8=Snakes are long, slender reptiles that can be found anywhere in the entire world, even in the coldest arctic regions.\nThere are basically two types of snakes, in all manner of sizes. The poisonous snakes make up for their relatively smaller size with deadly venoms, while the larger constrictors squeeze their victims to death. Both types sleep for days after eating. All snakes shed their skin several times each year.\nCommon constrictor species include anacondas, boas, and reticulate pythons, all of which can reach lengths of 30 feet. Their skin is valuable, with an unblemished skin selling for as much as 100 gp.}}{{desc9=**Combat:** Constrictors of all sizes hide in the branches of trees, waiting patiently until they can slowly lower themselves or suddenly drop onto their unsuspecting victims. Once they strike, the victim is constricted automatically, suffering damage every round. Constricted humanoid creatures can escape the coils of normal constrictors with a successful open doors roll (at a -1 penalty). Anyone who attempts to free a captive by hacking at the constrictor has a 20% chance of striking the victim instead (roll normal damage\nand apply it to the victim). Area spells like fireball will likewise affect both combatants, but target-specific spells like charm monster and magic missile are more precise.}}'}, + {name:'Copper-Dragon',type:'dragonrace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Copper-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Copper Dragon, cattr:int=13:14|mov=9|fly=30C|Jump=3|ac=3-??1|hd=(13+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-3)*5)|cl=mu:copper-dragon/pr:copper-dragon|lv=6+??1/6+??1|thac0=9-??2|dmg=??1|size=G|attk1=1d6:Claw x 2 or Claw+Kick:0:S|attk2=5d4:Bite:0:P|attk3=2d6:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*10\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*20\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to acid from birth, ns:=11],[cl:PW,w:Copper-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:1,w:MU-Spider-Climb,pd:-1,sp:1],[cl:PW,age:3,w:PR-Neutralize-Poison,pd:3,sp:1],[cl:PW,w:MU-Stone-Shape,age:4,pd:2,sp:1],[cl:PW,w:MU-Forget,age:6,pd:1,sp:1],[cl:PW,w:MU-Transmute-Rock-to-Mud,age:7,pd:1,sp:1],[cl:PW,w:MU-Move-Earth,age:8,pd:1,sp:1],[cl:PW,w:MU-Wall-of-Stone,age:12,pd:1,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Copper}}{{Intelligence=Highly intelligent (13-14)}}{{AC=Varies with age, adult copper dragon is AC -3}}{{Move=9, FL 30(C), Jump 3}}{{Hit Dice=Varies with age, adult copper dragon is 15 HD}}{{THAC0=Varies with age, adult copper dragon is 7}}{{Section1=**Attacks:** Damage bonus varies with age, adult copper dragon is +6. 2 x Claws for 1d6 HP each, possibly with 1 or 2 kicks for 1d6 each, bite for 5d4, and tail slap for 2d6 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Copper Dragon* and *Good Dragon Common*, and can *speak with animals* freely from birth. 14% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A copper dragon\'s breath is either a cloud of *slow* gas 30\' long, 20\' wide, and 20\' high or a spurt of *acid* 70\' long and 5\' wide. Creatures caught in the gas must save vs. breath weapon or be *slowed* for three minutes per age level of the dragon. Creatures caught in the *acid* take damage, save vs. breath weapon for half. Damage from the acid breath weapon varies by age from 2d6+1 to 24d6+12. }}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 10 to 18 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=All copper dragons can use *spider climb* on stone surfaces only. *Young* dragons can *neutralize poison* x 3 per day, *Juveniles* can do *Stone Shape* x2 per day, *Adult* dragons gain *Forget* x1 a day, *Mature Adults* can *Transmute Rock to Mud* x1 per day, *Old* dragons can *Move Earth* x 1 per day, and *Great Wyrms* can cast *Wall of Stone* once per day}}{{desc8=**Copper Dragons:** Incorrigible pranksters, joke tellers, and riddlers. They are prideful and are not good losers, although they are reasonable good winner. They are particularly selfish, and greedy for their alignment, and have an almost neutral outlook where wealth is concerned.\nAt birth, a copper dragon\'s scales have a ruddy brown color with a copper tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by the time the dragon becomes a young adult. Beginning at the venerable stage, the dragons\' scales pick up a green tint.\nCopper dragons like dry, rocky uplands and mountains. They lair in narrow caves and often conceal the entrances using move earth and stone shape. Within the lair, they construct twisting mazes with open tops. These allow the dragon to fly or jump over intruders struggling through the maze.\nCopper dragons appreciate wit, and will usually leave good or neutral creatures alone if they can relate a joke, humorous story, or riddle the dragon has not heard before. They quickly get annoyed with creatures who don\'t laugh at their joked or do not accept the dragon\'s tricks and antics with good humor.\nBecause they often inhabit hills in sight of red dragons\' lairs conflicts between the two subspecies often occur. Copper dragons usually run for cover until they can equal the odds.}}{{desc9=**Combat:** Copper dragons like to taunt and annoy their opponents, hoping they will give up or become angry and act foolishly. Early in an encounter, a copper dragon will jump from one side of an opponent to another, landing on inaccessible or vertical stone surfaces. If there are no such places around a dragon\'s lair, the dragon will create them ahead of time using *stone shape, move earth,* and *wall of stone.*\nAn angry copper dragon will mire its opponents using *rock to mud,* and will force victims who escape the mud into it with kicks. Once opponents are trapped in the mud, the dragon will crush them with a *wall of stone* or snatch them and carry them aloft. When fighting airborne opponents, a dragon will draw its enemies into narrow, stony gorges where it can use its *spider climb* ability in an attempt to maneuver the enemy into colliding with the walls.}}'}, + {name:'Courser-Stone-Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Courser Stone Horse, cattr:mov=24,hp=18,ac=3]{{}}Specs=[Courser Stone Horse,CreatureRace,0H,Medium-War-Horse]{{}}%{Race-DB-Creatures|Medium-War-Horse}{{name=(Courser Stone)}}{{desc7=**Courser Stone Horse:** Summoned by a *Stone Horse* magic item. This stone horse travels at the same movement rate as a light horse (movement rate 24) and attacks as if it were a medium warhorse (three attacks for 1d6/1d6/1d3). It is Armor Class 3 and has 18 hit points. It saves versus all applicable attack forms as if it were "Metal, hard." It can carry 1,000 pounds tirelessly and never needs to rest or feed.}}{{desc8=**Medium War Horse:** Warhorses are bred and trained to the lance, the spear, and the sword. They have higher morale than other horses, and are not as skittish about sudden movements and loud noises. *War Horses* are specially trained, and are accustomed to loud noises, strange smells, fire, or sudden movements, panicing only 10% of the time.}}{{desc9=**Combat:** War horses will fight independently of the rider on the second and succeeding rounds of a melee. They attack three-times per round by kicking with their front hooves and biting.}}'}, + {name:'Death-Dog',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Death Dog}}{{subtitle=Creature}}Specs=[Death Dog,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi-(2 to 4)}}{{AC=7}}{{Alignment=Neutral Evil}}{{Move=12}}{{Hit Dice=2+1}}{{THAC0=19}}{{Attack=2 x Bite 1d10 (one per independent head)}}{{Languages=None}}{{Size=M, 6ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Rot=Save vs. poison if bitten or contract a rotting disease which will kill them in 4-24 (4d6) days. Only a cure disease spell can save them.}}{{Knock Prone=On a critical hit (set to \\gt=19) knock opponent prone}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Death Dog, align:NE, cattr:int=2:4|mov=12|ac=7|size=M|hd=2+1r4|thac0=19|ch:19|attk1=1d10:Bite:0:P|attk2=1d10:Bite:0:P|dmgmsg=Save vs. Poison or contract \\lbrak;rotting disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who becomes diseased?¦token_id}¦Death Dog rot_You dont feel well..._\\vbar99¦0¦You really don\'t feel well...¦skull\\rpar; which kills in 4d6 days. Knock opponent prone if critical hit,spattk:Rotting disease inflicted by bite. Knock opponent prone on critical hit]{{Section9=**Description**}}{{desc=Death dogs are large two-headed hounds which are distinguished by their penetrating double bark. Death dogs hunt in large packs.\nEach head is independent, and a bite does 1-10 points of damage. Victims must save vs. poison or contract a rotting disease which will kill them in 4-24 (4d6) days. Only a *cure disease* spell can save them. A natural roll of 19 or 20 on their attack die means that a man-sized opponent is knocked prone and attacks at a -4 until able to rise to its feet again. There is an 85% chance that death dogs will attack humans on sight.}}'}, + {name:'Destrier-Stone-Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Destrier Stone Horse, cattr:mov=18,hp=26,ac=1]{{}}Specs=[Destrier Stone Horse,CreatureRace,0H,Heavy-War-Horse]{{}}%{Race-DB-Creatures|Heavy-War-Horse}{{name=(Destrier Stone)}}{{desc7=**Destrier Stone Horse:** Summoned by a *Stone Horse* magic item. This stone horse travels at the same movement rate as a medium horse (movement rate 18) and attacks as if it were a heavy warhorse (three attacks for 1d8/1d8/1d3). It is Armor Class 1 and has 26 hit points. It saves versus all applicable attack forms as if it were "Metal, hard." It can carry 1,000 pounds tirelessly and never needs to rest or feed.}}{{desc8=**Heavy War Horse:** Warhorses are bred and trained to the lance, the spear, and the sword. They have higher morale than other horses, and are not as skittish about sudden movements and loud noises. *War Horses* are specially trained, and are accustomed to loud noises, strange smells, fire, or sudden movements, panicing only 10% of the time.}}{{desc9=**Combat:** War horses will fight independently of the rider on the second and succeeding rounds of a melee. They attack three-times per round by kicking with their front hooves and biting.}}'}, + {name:'Djinni',type:'creaturerace',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Djinni}}RaceData=[w:Djinni, align:CG, weaps:any, ac:none, cattr:int=8:14|mov=9|fly=24A|ac=4|hd=7+3r4|thac0=13|size=L|attk1=2d8:Punch:1:SPB,spdef:Airbourne creatures or attacks receive -1 penalty to attack and damage. Djinn get +4 bonus to saves vs gas attack and air-based spells,ns:10],[cl:PW,w:Djinni-Whirlwind,sp:100,pd:1],[cl:PW,w:Djinni-Create-Nutritious-Food,sp:10,pd:1],[cl:PW,w:Djinni-Create-Wine-or-Water,sp:10,pd:1],[cl:PW,w:Djinni-Create-Soft-Goods,sp:10,pd:1],[cl:PW,w:Djinni-Create-Wooden-Items,sp:10,pd:1],[cl:PW,w:Djinni-Create-Metal,sp:10,pd:1],[cl:PW,w:Djinni-Create-Illusion,sp:2,pd:1],[cl:PW,w:MU-Invisibility,sp:2,pd:1],[cl:PW,w:Gaseous-Form,sp:1,pd:1],[cl:PW,w:PR-Wind-Walk,sp:10,pd:1]{{subtitle=Genie}}Specs=[Djinni,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average to Highly (8-14))}}{{AC=4}}{{Alignment=Chaotic Good}}{{Move=9 FL 24(A)}}{{Hit Dice=7+3 HD}}{{THAC0=13}}{{Attacks=1 x Punch for 2d8}}{{Size=L, 10.5ft tall}}{{Section2=**Powers**}}{{Whirlwind=Once per day, the genie can create a whirlwind, which the it can ride or even direct at will from a distance. A cone-shaped spiral, measuring up to 10 feet across at its base, 40 feet across at the top, and up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is 18, with maneuverability class A. It\'s base must touch water or a solid surface, or it will dissolve. It takes a full turn for it to form or dissolve. During that time, it has no effect. It lasts as long as the djinni concentrates on it.\nIf it strikes a non-aerial creature with fewer than 2 HD, save vs. breath weapon for each round of contact or be swept off its feet and killed. Hardier beings, as well as aerial or airborne creatures, take 2d6 points of damage per round of contact.\nA djinni can ride its whirlwind and even take along passengers, who (like the djinni) suffer no damage from the buffeting winds. The whirlwind can carry the genie and up to six man-sized or three genie-sized companions.}}{{Once per day=*create nutritious food* and *create wine or water* for 2d6 persons, *create soft goods* (up to 16cu.ft.), *create wooden items* (up to 9cu.ft.), *create metal* (up to 100lbs), *create illusion* as a 20th level wizard without concentarion, use *invisibility, gaseaous form* or *wind walk*}}{{Section4=**Special Advantages**}}{{Resistance=Airbourne creatures or attacks suffer a -1 penalty to attack \\amp damage rolls}}{{Saves=Djinn get a +4 bonus to saving throws vs. gas attacks and air-based spells}}{{Strong=Djinn are able to carry up to 600 pounds, on foot or flying, without tiring. They can carry double that for a short time: three turns if on foot, or one turn if flying. For each 100 pounds below the maximum, add one turn to the time a djinni may walk or fly before tiring. A fatigued djinni must rest for an hour before performing any additional strenuous activity.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The djinn (singular: djinni) are genies from the elemental plane of Air. Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to flight and uses its whirlwind to buffet those who follow. Genies are openly contemptuous of those life forms that need wings or artificial means to fly and use illusion and invisibility against such enemies. Thus, the capture and enslavement of djinn is better resolved by the DM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to additional effort and higher performance, while a demanding and cruel master encourages the opposite.}}'}, + {name:'Dog-Blink',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Blink-Dog}{{}}RaceData=[w:Blink Dog]{{}}Specs=[Blink Dog,CreatureRace,0H,Blink Dog]{{}}'}, + {name:'Dog-Death',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Death-Dog}{{}}RaceData=[w:Death Dog]{{}}Specs=[Death Dog,CreatureRace,0H,Death Dog]{{}}'}, + {name:'Dog-Onyx',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Onyx-Dog}{{}}RaceData=[w:Onyx Dog]{{}}Specs=[Onyx Dog,CreatureRace,0H,Onyx Dog]{{}}'}, + {name:'Dog-War',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|War-Dog}{{}}RaceData=[w:War Dog]{{}}Specs=[War Dog,CreatureRace,0H,War Dog]{{}}'}, + {name:'Dog-Wild',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Wild-Dog}{{}}RaceData=[w:Wild-Dog]{{}}Specs=[Wild Dog,CreatureRace,0H,Wild Dog]{{}}'}, + {name:'Dracolisk',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Dracolisk}}{{subtitle=Creature}}Specs=[Dracolisk,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5 to 10)}}{{AC=3}}{{Alignment=Chaotic Evil}}{{Move=9, Fl 15(E)}}{{Hit Dice=7+3}}{{THAC0=13}}{{Attack=2 x Claw 1d6, 1 x Bite 3d4}}{{Languages=None known}}{{Size=H, 15-20ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Gaze:** Its gaze turns those who meet eyes to stone. Attacking or surprised opponents automatically meet its gaze and must save vs. petrification each round they attack, unless from the rear. Can look "in general direction" to hit at -2 \\amp get 20% chance of meeting gaze. Or avert \\amp attack blindfolded for -4 to-hit}}{{Section 4=**Acid Breath Weapon:** Can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a successful saving throw vs. breath weapon is rolled. The dracolisk can spit up to three times per day.}}{{Section6=**Special Advantages**}}{{Section7=None}}{{Section8=**Special Disadvantages}}{{Reflections=If lit, and can see its own reflection, can petrify itself}}RaceData=[w:Dracolisk, align:N, cattr:int=1|mov=6|ac=4|size=M|hd=6+1r3|thac0=15|attk1=1d6:Claw:0:S|attk2=1d6:Claw:0:S|attk3=3d4:Bite:1:P|attkmsg=Gaze \\lbrak;Petrifies\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦cone¦feet¦0¦20¦20¦green¦true ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the unfortunate soul?¦token_id}¦Petrified¦99¦0¦Petrified by a Gaze Attack¦padlock\\rpar;. Those attacking without counter-measures must save every round. \\lbrak;Acid breath\\rbrak;\\lpar;!magic ~~cast-spell power¦`{selected¦token_id}\\rpar; 30ft range for 4d6HP damage 3/day,spattk:Petrification gaze attack \\amp acid breath weapon,ns:2],[cl:PW,w:Petrification-Gaze-Attack,sp:0,pd:-1],[cl:PW,w:Dracolisk-Breath,sp:0,pd:3]{{Section9=**Description**}}{{desc=The sages say that the dracolisk is the offspring of a rogue black dragon and a basilisk of the largest size. The result is a deep brown, dragon-like monster that moves with relative quickness on six legs. It can fly, but only for short periods - a turn or two at most.}}{{desc1=**Combat:** This horror can attack with its taloned forelegs and deliver vicious bites. In addition, it can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a successful saving throw vs. breath weapon is rolled. The dracolisk can spit up to three times per day.\nThe eyes of a dracolisk can petrify any opponent within 20 feet if the monster\'s gaze is met. Because its hooded eyes have nictating membranes, the monster is only 10% likely to be affected by its own gaze. Opponents in melee with a dracolisk and seeking to avoid its gaze fight with a -4 penalty to their to attack rolls.}}'}, + {name:'Draft-Horse',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Draft Horse, cattr:mov=12|attk1=1d3:Bite:0:P]{{}}Specs=[Draft Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Draft)}}{{Move=12}}{{Attacks=Bite for 1d3}}{{desc8=**Draft Horse:** Draft horses are large animals bred to haul very heavy loads, and are usually trained to be part of a dray team. Muscular but slow, these ponderous animals haul freight over long distances without complaint, and are frequently used by traders.}}{{desc9=**Combat:** Draft horses fight only if cornered. They can only bite once per round. Unless specially trained, horses can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time. Horses trained and accustomed to such things (usually warhorses) panic only 10% of the time.}}'}, + {name:'Dragon-Black',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Black-Dragon}{{}}Specs=[Black-Dragon,DragonRace,2H,Black-Dragon]{{}}RaceData=[w:Black Dragon]{{}}'}, + {name:'Dragon-Blue',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Blue-Dragon}{{}}Specs=[Blue-Dragon,DragonRace,2H,Blue-Dragon]{{}}RaceData=[w:Blue Dragon]{{}}'}, + {name:'Dragon-Brass',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Brass-Dragon}{{}}Specs=[Brass-Dragon,DragonRace,2H,Brass-Dragon]{{}}RaceData=[w:Brass Dragon]{{}}'}, + {name:'Dragon-Bronze',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Bronze-Dragon}{{}}Specs=[Bronze-Dragon,DragonRace,2H,Bronze-Dragon]{{}}RaceData=[w:Bronze Dragon]{{}}'}, + {name:'Dragon-Copper',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Copper-Dragon}{{}}Specs=[Copper-Dragon,DragonRace,2H,Copper-Dragon]{{}}RaceData=[w:Copper Dragon]{{}}'}, + {name:'Dragon-Gold',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Gold-Dragon}{{}}Specs=[Gold-Dragon,DragonRace,2H,Gold-Dragon]{{}}RaceData=[w:Gold Dragon]{{}}'}, + {name:'Dragon-Green',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Green-Dragon}{{}}Specs=[Green-Dragon,DragonRace,2H,Green-Dragon]{{}}RaceData=[w:Green Dragon]{{}}'}, + {name:'Dragon-Red',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Red-Dragon}{{}}Specs=[Red-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Red Dragon]{{}}'}, + {name:'Dragon-Silver',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Silver-Dragon}{{}}Specs=[Silver-Dragon,DragonRace,2H,Silver-Dragon]{{}}RaceData=[w:Silver Dragon]{{}}'}, + {name:'Dragon-White',type:'dragonrace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|White-Dragon}{{}}Specs=[White-Dragon,DragonRace,2H,White-Dragon]{{}}RaceData=[w:White Dragon]{{}}'}, + {name:'Dryad',type:'creaturerace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Dryad}}RaceData=[w:Dryad, align:N, cattr:int=13:14|mov=12|ac=9|size=M|hd=2r3|thac0=19|attk1=1d4:Dagger vs SM:2:P|attk2=1d3:Dagger vs. L:2:P|attkmsg=Remember *Charm Person, Dimension Door* and *Speak with Plants* powers,spattk:*Charm Person* power,spdef:*Dimension Door* back to home oak tree,ns:3],[cl:PW,w:Dryad-Charm-Person,sp:1,pd:3],[cl:PW,w:Dimension-Door,sp:1,pd:-1],[cl:PW,w:Speak-with-Plants,sp:0,pd:-1]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=High (13 to 14)}}{{AC=9}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=Generally does not engage in melee, but has a dagger as a tool}}{{Languages=*Dryad, elvish, pixie,* and *sprite*. Dryads can also speak with plants.}}{{Size=M, 5ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=*Charm Person* 3 times per day, *Dimension Door* at will (to home oak only), and *Speak with Plants,* at will.}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=**Attached to home oak:**Dryads are attached to a single, very large oak tree in their lifetimes and cannot, for any reason, go more than 360 yards from that tree. If a dryad does wander farther away, she becomes weak and dies within 6d6 hours unless returned to her home. The oak trees of dryads do not radiate magic, but someone finding a dryad\'s home has great power over her. A dryad suffers damage for any damage inflicted upon her home tree. Any attack on a dryad\'s tree will, of course, bring on a frenzied defense by the dryad.}}Specs=[Dryad,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Dryads are beautiful, intelligent tree sprites. They are as elusive as they are alluring, however, and dryads are rarely seen unless taken by surprise - or they wish to be spotted.\nThe dryad\'s exquisite features, delicate and finely chiseled, are much like an elf maiden\'s. Dryads have high cheek bones and amber, violet, or dark green eyes. A dryad\'s complexion and hair color changes with the seasons, presenting the sprite with natural camouflage. During the fall, a dryad\'s hair turns golden or red, and her skin subtly darkens from its usual light tan to more closely match her hair color.\nThis enables her to blend with the falling leaves of autumn. In winter, both the dryad\'s hair and skin are white, like the snows that cover the oak groves. When encountered in a forest during fall or winter, a dryad is often mistaken for an attractive maid, probably of elvish descent. No one would mistake a dryad for an elf maid during the spring and summer, however. At these times of year, a dryad\'s skin is lightly tanned and her hair is green like the oak leaves around her.\nDryads often appear clothed in a loose, simple garment. The clothing they wear is the color of the oak grove in the season they appear.}}{{desc9=**Combat:** Dryads are shy, nonviolent creatures. They rarely carry weapons, but they sometimes carry knives as tools. Though a dryad can use this as a weapon in a fight, she will not resort to using a knife unless seriously threatened.\nDryads have the ability to throw a powerful charm person spell three times a day (but only once per round). This spell is so powerful that targets of the spell suffer a -3 penalty to their saving throws. A Dryad always uses this spell if seriously threatened, attempting to gain control of the attacker who could help her most against his comrades. Dryads will only attempt to charm elves as a last resort because of their natural resistance to this type of spell.\nThe dryad\'s use of her ability to charm is not limited to combat situations, however. Whenever a dryad encounters a male with a Charisma of 16 or more, she usually tries to charm him. Charismatic victims of a dryad\'s attentions are taken to the tree sprite\'s home, where the men serve as amorous slaves to their beautiful captors. There is a 50% chance that a person charmed and taken away by a dryad will never\nreturn. If he does escape from the dryad\'s charms, it will be after 1d4 years of captivity.\nThis tree sprite also has two other powers that are very useful in defense. Unless surprised, a dryad has the ability to literally step through a tree and then dimension door to the oak tree she is part of. She can also speak with plants (as the 4th-level priest spell). This enables the dryad to gather information about parties traveling near her tree, and even to use vegetation to hinder potential attackers.}}'}, + {name:'Eagle-Wild',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Wild-Eagle}{{}}RaceData=[w:Wild-Eagle]{{}}Specs=[Wild Eagle,CreatureRace,0H,Wild Eagle]{{}}'}, + {name:'Earth-Elemental',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Earth Elemental}}{{subtitle=Creature}}Specs=[Elemental,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=6 (not through water}}{{Hit Dice=8, 12, or 16}}{{THAC0=13, 9, or 5}}{{Attack=1 x 4d8}}{{Languages=They rarely speak, but their voices can be heard in the silence of deep tunnels, the rumblings of earthquakes, and the grinding of stone on stone}}{{Size=L to H, [7+1d8](!\\amp#13;\\amp#47;r 7+1d8 feet height)feet,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Defense=Only hit by +2 or better weapons}}RaceData=[w:Earth Elemental, cattr:int=5:7|ac=2|mov=6|size=L|hd=8|thac0=13|attk1=4d8:Earth Ram:0:B|attk2=\\lbrak;\\lbrak;{1d8-2\\amp#44;1d8-2\\amp#44;1d8-2\\amp#44;1d8-2\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\rbrc;kh4\\rbrak;\\rbrak;:vs. Air \\amp Water borne:0:B,spdef:+2 weapon or better to hit]{{Section9=**Description**}}{{desc=Earth elementals can be conjured in any area of earth or stone. This type of common elemental appears on the Prime Material plane as a very large humanoid made of whatever types of dirt, stones, precious metals, and gems it was conjured from. It has a cold, expressionless face, and its two eyes sparkle like brilliant, multifaceted gems.\nThough earth elementals travel very slowly, they are relentless in the fulfillment of their appointed tasks. An earth elemental can travel through solid ground or stone with no penalty to movement or dexterity. However, these elementals cannot travel through water: they must either go around the body of water in their path or go under it, traveling in the ground. Earth elementals prefer the latter as it keeps them moving, more or less, in a straight line toward their goal.}}{{desc1=Earth elementals will always try to fight on the ground and will only rarely be tricked into giving up that advantage. Because of their close alliance to the rock and earth, these elementals do 4-32 points of damage (4d8) whenever they strike a creature that rests on the ground.\nAgainst constructions with foundations in earth or stone, earth elementals do great damage, making them extremely useful for armies sieging a fortification. For example, a reinforced door, which might require a few rounds to shatter using conventional methods, can be smashed with ease by an earth elemental. They can even level a small cottage in a few rounds.\nAn earth elemental\'s effectiveness against creatures in the air or water is limited; the damage done by the elemental\'s fists on airborne or waterborne targets is lessened by 2 points per die (to a minimum of 1 point of damage per die).}}'}, + {name:'Ebony-Fly',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nEbony Fly}}RaceData=[w:Ebony Fly, align:N, weaps:none, ac:none, cattr:int=0|mov=0|fly=48C|ac=4|hd=4+4r5|thac0=20|size=L]{{subtitle=Figurine}}Specs=[Ebony Fly,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=4}}{{Alignment=Neutral}}{{Move=0, FL48(C) unencumbered, 36(C) carrying up to 210lbs, 24(C) carrying up to 350lbs}}{{Hit Dice=4+4 HD}}{{THAC0=N/A (no attacks)}}{{Attacks=None}}{{Size=L}}{{Section2=**Powers**}}{{Section3=Can carry loads and riders of up to 350lbs}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=At a word, this small, carved fly comes to life and grows to the size of a pony. The ebony fly is Armor Class 4, has 4+4 Hit Dice, and maneuverability class C. It flies at a movement rate of 48 without a rider, 36 carrying up to 210 pounds weight, and 24 carrying from 211 to 350 pounds weight. The item can be used a maximum of three times per week, 12 hours per day. When 12 hours have passed or when the command word is spoken, the ebony fly once again becomes a tiny statuette.}}'}, + {name:'Efreeti',type:'creaturerace',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Efreeti}}RaceData=[w:Efreeti, align:N, weaps:any, ac:none, cattr:int=11:12|mov=9|fly=24B|ac=2|hd=10r4|thac0=11|size=L|attk1=3d8:Flame Attack:SPB,spdef:Immune to normal fire. Magical fire attacks get -1 penalty on attk \\amp dmg rolls,ns:9],[cl:PW,w:MU-Wish,sp:10,pd:3],[cl:PW,w:MU-Invisibility,sp:2,pd:1],[cl:PW,w:Gaseous Form,sp:1,pd:1],[cl:PW,w:MU-Detect-Magic,sp:1,pd:1],[cl:PW,w:MU-Enlarge,sp:1,pd:1],[cl:PW,w:MU-Polymorph-Self,sp:4,pd:1],[cl:PW,w:MU-Wall-of-Fire,sp:4,pd:1],[cl:PW,w:Improved-Phantasmal-Force,sp:2,pd:1],[cl:PW,w:MU-Pyrotechnics,sp:2,pd:-1]{{subtitle=Creature}}Specs=[Efreeti,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12)}}{{AC=2}}{{Alignment=Neutral tending to Evil}}{{Move=9 FL 24(B)}}{{Hit Dice=10 HD}}{{THAC0=11}}{{Attacks=1 x Produce Flame for 3d8HP}}{{Size=L, 12ft tall}}{{Section2=**Powers**}}{{Section3=Once per day: grant up to three *wishes*; use *invisibility, gaseous form, detect magic, enlarge, polymorph self,* and *wall of fire*; create an *illusion* with both visual and audio components which will last without concentration until magically dispelled or touched. An efreeti can also produce flame or use *pyrotechnics* at will.}}{{Section4=**Special Advantages**}}{{Immunity=Immune to normal fire-based attacks, and even an\nattack with magical fire suffers a -1 penalty on all attack and damage rolls.}}{{Strong=Efreet can carry up to 750 pounds on foot or flying, without tiring. They can also carry double weight for a limited time: three turns on foot or one turn aloft. For each 150 pounds of weight under 1500, add one turn to either walking or flying time permitted. After tiring, the efreeti must rest for one hour.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The efreet (singular: efreeti) are genies from the elemental plane of Fire. They are enemies of the djinn and attack them whenever they are encountered. A properly summoned or captured efreeti can be forced to serve for a maximum of 1,001 days, or it can be made to fulfill three wishes. Efreet are not willing servants and seek to pervert the intent of their masters by adhering to the letter of their commands.\nThe efreet are said to be made of basalt, bronze, and solid flames. They are massive, solid creatures.}}'}, + {name:'Elemental-Air',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Air-Elemental}{{}}Specs=[Air-Elemental,CreatureRace,0H,Air-Elemental]{{}}RaceData=[w:Air Elemental]{{}}'}, + {name:'Elemental-Earth',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Earth-Elemental}{{}}Specs=[Earth Elemental,CreatureRace,0H,Earth-Elemental]{{}}RaceData=[w:Earth Elemental]{{}}'}, + {name:'Elemental-Fire',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Fire-Elemental}{{}}Specs=[Fire Elemental,CreatureRace,0H,Fire-Elemental]{{}}RaceData=[w:Fire Elemental]{{}}'}, + {name:'Elemental-Water',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Water-Elemental}{{}}Specs=[Water Elemental,CreatureRace,0H,Water-Elemental]{{}}RaceData=[w:Water Elemental]{{}}'}, + {name:'Elephant',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Elephant}}{{subtitle=Creature}}Specs=[Elephant,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi-(2-4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=11}}{{THAC0=9}}{{Attack=2 x Tusks (2d8 each), Trunk constriction (2d6), 2 x Trample (2d6 each), up to 6 opponents, max 2 attacks per opponent}}{{Languages=Elephant}}{{Size=L, 11ft tall}}{{Life Expectancy=Long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Large Creatures=(larger than Ogre-sized) are not subject to trunk attacks}}{{Preserves Trunk=An elephant will never attempt to grasp anything that might harm its trunk}}{{Fire=Elephants greatly fear fire}}RaceData=[w:Elephant, align:N, cattr:int=2:4|mov=15|ac=6|size=L|hd=11r2|thac0=9|attk1=2d8:Tusks x 2:0:P|attk2=2d6:Trunk:0:B|attk3=2d6:Trample x 2:0:B]{{Section9=**Description**}}{{desc=Elephants have thick, baggy hides, covered with sparse and very coarse tufts of gray hair. The elephant\'s most renowned feature is its trunk, which it uses as a grasping limb.}}{{desc1=**Combat:** An elephant can make up to five attacks at one time in a battle. It can do stabbing damage of 2-16 points (2d8) with each of its two tusks; constricting damage of 2-12 points with its trunk; and 2-12 points of trampling damage with each of its front feet. No single opponent can be subject to more than two of these attacks at any one time. However, the elephant can battle up to six man-sized opponents at one time.\nCreatures larger than ogre-sized are not subject to the elephant\'s trunk attack. Also, an elephant will never attempt to grasp anything that might harm its trunk -- like an object covered with sharp spikes. Elephants greatly fear fire.}}'}, + {name:'Elephant-African',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Elephant}{{}}RaceData=[w:African Elephant]{{}}Specs=[African Elephant,CreatureRace,0H,Elephant]{{}}'}, + {name:'Empyrean-Priest',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:RPGMdeault}{{}}Specs=[Empyrean,CreatureRace,2H,Titan-Priest]{{}}RaceData=[w:Empyrean Priest]{{}}%{Race-DB-Creatures|Titan-Priest}{{Title=Empyrean}}{{name=Priest}}'}, + {name:'Empyrean-Wizard',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:RPGMdeault}{{}}Specs=[Empyrean,CreatureRace,2H,Titan-Wizard]{{}}RaceData=[w:Empyrean Wizard]{{}}%{Race-DB-Creatures|Titan-Wizard}{{Title=Empyrean}}{{name=Wizard}}'}, + {name:'Ettin',type:'creaturerace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ettin}}RaceData=[w:Ettin, align:CE, ac:none, cattr:int=5:7|mov=12|ac=3|hd=10r2|thac0=11|size=H|attk1=1d10:Left Fist:0:B|attk2=2d6:Right Fist:0:B, spattk:Infravision to 90ft, spdef:Only surprised on a 1 on d10, ns:1],[cl:WP,prime:Ettin-Club-Right,offhand:Ettin-Club-Left]{{subtitle=Creature}}Specs=[Ettin,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3 is natural AC. Do not wear armour or magical devices}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=10HD}}{{THAC0=11}}{{Section1=**Attacks:** In combat, an ettin has two attacks. Because each of its two heads controls an arm, an ettin does not suffer an attack roll penalty for attacking with both arms. An ettin always attacks with two large clubs, often covered with spikes. Using these weapons, the ettin causes 2d8 points of damage with its left arm, and 3d6 points of damage with its right. If the ettin is disarmed or unable to use a weapon, it attacks empty-handed, inflicting 1d10 points of damage with its left fist and 2d6 points with its right.}}{{Languages=Ettins do not have a true language of their own. Instead, they speak a mish-mash of *orc, goblin, giant dialects*, and the alignment tongue of chaotic evil creatures. Any adventurer who speaks *orcish* can understand 50% of what an ettin says.}}{{Size=H, 24ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Having two heads is definitely an advantage for the ettins, as one is always alert, watching for danger and potential food. This means that an ettin is surprised only on the roll of a 1 on 1d10.}}{{Infravision=Up to 90 feet, which enables it to hunt and fight effectively in the dark}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Ettins, or two-headed giants, as they are often called, are vicious and unpredictable hunters that stalk by night and eat any meat they can catch.\nAn ettin at first appears to be a stone or hill giant with two heads. On closer inspection, however, the creature\'s vast differences from the relatively civilized giant races become readily apparent. An ettin has pink to brownish skin, though it appears to be covered in a dark brown hide. This is because an ettin never bathes if it can help it, and is therefore usually encrusted with a thick layer of dirt and grime. Its skin is thick, giving the ettin its low Armor Class. An ettin\'s hair is long, stringy, and unkempt; its teeth are large, yellowing, and often rotten. The ettin\'s facial features strongly resemble those of an orc -- large watery eyes, turned-up piggish snout, and large mouth.\nAn ettin\'s right head is always the dominant one, and the right arm and leg will likely appear slightly more muscular and well-developed than the left. An ettin wears only rough, untreated skins, which are dirty and unwashed. Obviously, ettins smell very bad, due to their complete lack of grooming habits -- good or bad.\n**Habitat:** Ettins like to establish their lairs in remote, rocky areas. They dwell in dark, underground caves that stink of decaying food and offal. Ettins are generally solitary, and mated pairs only stay together for a few months after a young ettin is born to them. Young ettins mature very quickly, and within eight to ten months after they are born, they are self-sufficient enough to go off on their own.\nOn rare occasions, however, a particularly strong ettin may gather a small group of 1d4 ettins together. This small band of ettins stays together only as long as the leader remains alive and undefeated in battle. Any major defeat shatters the leader\'s hold over the band, and they each go their separate ways. \nEttins collect treasure only because it can buy them the services of goblins or orcs. These creatures sometimes serve ettins by building traps around their lairs, or helping to fight off a powerful opponent. Ettins have also been known to occasionally keep 1-2 cave bears in the area of their lairs.\nThe sloppy caves of ettins are a haven for parasites and vermin, and it isn\'t unusual for the ettins themselves to be infected with various parasitic diseases. Adventurers rummaging through ettin lairs for valuables will find the task disgusting, if not dangerous.}}{{desc9=**Combat:** Though ettins have a low intelligence, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, ettins usually fight furiously until all enemies are dead, or the battle turns against them. Ettins do not retreat easily, only doing so if victory is impossible.}}'}, + ]}, + Race_DB_Creatures_F_J:{bio:'

Creatures Database

v2.03 24/10/2023

This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.', + gmnotes:'
Change Log:
v2.03 24/10/2023 Creatures in support of the Horn of the Tritons
v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard
v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades
v1.34 24/09/2023 Fixed issues with Goblin definition
v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system
v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask
v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax
v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs
v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder
v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder)
v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively.
v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs
v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields
v1.14 25/11/2022 Added more creatures, especially undead at DM request
v1.10 14/11/2022 Initial live release of a sample creatures database
v1.02 10/11/2022 Fixes and additional creatures
v1.01 01/11/2022 First version of Race-DB-Creatures', + root:'Race-DB', + api:'cmd', + type:'class,race', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/241737383/GL25pkAS2z5JJ4S9cMKkjw/max.png?1629918721', + version:2.03, + db:[{name:'Fire-Elemental',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Fire Elemental}}{{subtitle=Creature}}Specs=[Elemental,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=8, 12, or 16}}{{THAC0=13, 9, or 5}}{{Attack=1 x 3d8 (touched objects save vs. magic fire at -2 penalty. Fire using creatures take 1 less damage per dice)}}{{Languages=They rarely speak, but their voices can be heard in the crackle and hiss of a large fire}}{{Size=L to H, [7+1d8](!\\amp#13;\\amp#47;r 7+1d8 feet height)feet,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Defense=Only hit by +2 or better weapons}}RaceData=[w:Fire Elemental, cattr:int=5:7|ac=2|mov=12|size=L|hd=8|thac0=13|attk1=3d8:Flame Lash:0:B|attk2=\\lbrak;\\lbrak;{1d8-1\\amp#44;1d8-1\\amp#44;1d8-1\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\rbrc;kh3\\rbrak;\\rbrak;:vs. Fire-using:0:B,spdef:+2 weapon or better to hit]{{Section9=**Description**}}{{desc=Fire elementals can be conjured in any area containing a large open flame. To provide a fire elemental with an adequate shell of Prime Material flame, a fire built to house an elemental should have a diameter of at least six feet and reach a minimum of four feet into the air. On the Prime Material Plane, a fire elemental appears as a tall sheet of flame.\nThe fire elemental will always appear to have two armlike appendages, one on each side of its body. These arms seem to flicker back into the creature\'s flaming body, only to spring out from its sides seconds later. The only facial features of a fire elemental are two large glowing patches of brilliant blue fire, which seem to function as eyes for the elemental}}{{desc1=Because they resent being conjured to this plane, fire elementals are fierce opponents who will attack their enemies directly and savagely, taking what joy they can in burning the weak creatures and objects of the Prime Material to ashes. In combat, a fire elemental lashes out with one of its ever-moving limbs, doing 3-24 points of damage. Any flammable object struck by the fire elemental must save versus magical fire at a -2 or immediately begin to burn.\nFire elementals do have some limitations on their actions in the Prime Material plane. They are unable to cross water or non-flammable liquids. Often, a quick dive into a nearby lake or stream is the only thing that can save a powerful party from certain death from a fire elemental. Also, because their natural abilities give them some built-in resistance to flame-based attacks, creatures with innate fire-using abilities, like red dragons, take less damage from a fire elemental\'s attack. The elemental subtracts 1 point from each die of damage it does to these creature (to a minimum of 1 point of damage per die)}}'}, + {name:'Fire-Giant-AC-1',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Fire }}{{title=Giant}}{{name= AC-1}}RaceData=[w:Fire Giant AC-1, align:LE, ac:none, cattr:int=5:10|mov=12|ac=-1|hd=15+1d4+1r1|thac0=5|tohit=+4|dmg=+10|size=H|attk1=1d8:Fist:0:B|attkmsg=Remember immune to non-magical fire \\amp red dragon breath. Resistant to magical fire which does -1HP per die damage, spdef:Immune to non-magical fire and red dragon breath. Resistant to magical fire which does -1HP per die damage. Can catch rocks hurled at them 50% of the time, ns:1],[cl:WP,both:Fire-Giant-Sword,items:FG-Rock:1d4+1]{{subtitle=Creature}}Specs=[Fire-Giant-AC-1,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=-1 from banded mail and round metal helmets. Natural AC is 5}}{{Alignment=Lawful Evil, often living in well organised military groups}}{{Move=12}}{{Hit Dice=15HD +1d4+1}}{{THAC0=5}}{{Section1=**Attacks:** +4 on ToHit rolls from strength. 1 x Fist for 1d8 HP damage, or using a Fire Giant Two-Handed Sword for 2d10 plus strength bonus of +10. Throw rocks 3 to 200 yards doing 2d10 damage}}{{Languages=*Fire Giant* and *Giant Common*}}{{Size=H, 18ft tall, but stocky like a huge dwarf}}{{Life Expectancy=About 350 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Fire Immunity=Immune to nonmagical fire and heat, as well as red dragon breath}}{{Magical Fire Resistance=Resistant to all types of magical fire; such attacks inflict -1 hit point per die of damage}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Fire giants:** are brutal, ruthless, and militaristic.\nThey are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12 foot chest, and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and prognathous jaws that reveal dirty ivory or yellow teeth.\nThey carry their belongings in huge sacks. A typical fire giant\'s sack contains 2-5 (1d4+1) throwing rocks, the giant\'s wealth, a tinderbox, and 3-12 (3d4) common items. Everything they own is battered, filthy, and smelly, making it difficult to identify valuable items.}}{{desc8=A fire giant\'s natural Armor Class is 5. Warriors usually wear banded mail and round metal helmets (AC -1).}}{{desc9=**Combat:** They usually fight in disciplined groups, throwing rocks until they run out of ammunition or the opponent closes. Fire giants often wait in ambush at lava pools or hot springs, hurling heated rocks at victims for an extra 1-6 points of damage.\nWarriors favor huge two-handed swords. A fire giant\'s oversized weapons do double normal (man-sized) damage to all opponents, plus the giant\'s strength bonus. Thus, a fire giant two-handed sword does 2-20 (2d10) +10 points of damage.\nAdult fire giants can hurl rocks for 2-20 (2d10) points of damage. Their minimum range is 3 yards while their maximum is 200 yards. They can catch similar large missiles 50% of the time.}}'}, + {name:'Fire-Giant-AC5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant AC5,cattr:ac=5|mov=15]{{}}Specs=[Fire-Giant-AC5,CreatureRace,2H,Fire-Giant-AC-1]{{}}%{Race-DB-Creatures|Fire-Giant-AC-1}{{name= AC5}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Fire giants\' natural Armor Class is 5, when not wearing any armour. This is rare, as most wear banded mail and round metal helmets (AC -1)}}'}, + {name:'Fire-Giant-Juvenile-1',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant Juvenile 1,cattr:ac=5|hd:14+1d4+1|tohit=+3|dmg=+9,ns:=1],[cl:WP,both:Fire-Giant-Sword]{{}}Specs=[Fire-Giant-Juvenile-1,CreatureRace,2H,Fire-Giant-AC-1]{{}}%{Race-DB-Creatures|Fire-Giant-AC-1}{{name= Juvenile-1}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Fire giants\' natural Armor Class is 5, when not wearing any armour. As a juvenile, they are still growing so can\'t have armour fitted.)}}'}, + {name:'Fire-Giant-Juvenile-2',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant Juvenile 2,cattr:hd:13+1d4+1|tohit=+2|dmg=+8]{{}}Specs=[Fire-Giant-Juvenile-2,CreatureRace,2H,Fire-Giant-Juvenile-1]{{}}%{Race-DB-Creatures|Fire-Giant-Juvenile-1}{{name= Juvenile-2}}'}, + {name:'Fire-Giant-Juvenile-3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant Juvenile 3,cattr:hd:12+1d4+1|tohit=+1|dmg=+7]{{}}Specs=[Fire-Giant-Juvenile-3,CreatureRace,2H,Fire-Giant-Juvenile-1]{{}}%{Race-DB-Creatures|Fire-Giant-Juvenile-1}{{name= Juvenile-3}}'}, + {name:'Fire-Giant-Shaman-L7',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant Shaman L7,cattr:cl=pr:fire-giant-shaman|lv=7]{{}}Specs=[Fire-Giant-Shaman-L7,CreatureRace,2H,Fire-Giant-AC-1]{{}}%{Race-DB-Creatures|Fire-Giant-AC-1}{{name= Shaman}}{{Section3=**Shaman:** This Fire Giant is a Shaman that can cast spells of a number of priest spheres of magic: *Elemental, Healing, Charm, Protection, Divination,* or *Combat*}}{{desc6=**Fire Giant Shaman:** There is a 20% chance that any band of fire giants will have a shaman (80%). If the group is lead by a king, there is an 80% chance of a spell caster. Fire giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the Elemental, Healing, Charm, Protection, Divination, or Combat spheres.}}'}, + {name:'Fire-Giant-Witch-Doctor',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Fire Giant Witch Doctor,sps:any,cattr:cl=pr:fire-giant-shaman/mu:fire-giant-witch-doctor|lv=7/3,ns:1],[cl:MU,lv:1,w:random|random|random|Alarm|Charm-Person|Dancing-Lights|Grease|Hold-Portal|Magic Missile|Phantasmal-Force|Sleep|Spook],[cl:MU,lv:2,w:random|random|random|Flaming-Sphere|Glitterdust|Invisibility|Melfs-Acid-Arrow|Mirror-Image|Misdirection|Pyrotechnics|Ray-of-Enfeablement|Stinking-Cloud|Web]{{}}Specs=[Fire-Giant-Witch-Doctor,CreatureRace,2H,Fire-Giant-AC-1]{{}}%{Race-DB-Creatures|Fire-Giant-AC-1}{{name= Witch Doctor}}{{Section3=**Witch Doctor:** This Fire Giant is a Witch Doctor that can cast spells of a number of wizard spells, and priest spheres of magic: *Elemental, Healing, Charm, Protection, Divination,* or *Combat*}}{{desc6=**Fire Giant Witch Doctor:** There is a 20% chance that any band of fire giants will have a shaman (80%) or witch doctor (20%). If the group is lead by a king, there is an 80% chance of a spell caster. Fire giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can detect or thwart intruders.}}'}, + {name:'Fire-Mephit',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Imp - Fire Mephit}}{{subtitle=Creature}}RaceData=[w:Fire Mephit, align:LE|NE|CE, ac:none, weaps:none, cattr:int=8:10|mov=12|fly=24(B)|ac=5|size=M|hd=3+1|thac0=17|attk1=1d3:Claw1:0:S|attk2=1d3:Claw2:0:S|dmgmsg=A successful claw hit also does an additional \\lbrak;\\lbrak;1\\rbrak;\\rbrak;HP of heat damage, spattk:Claws do additional 1HP heat damage. 2 breath weapons: Flame Jet \\amp Flame Fan. Can cast as Power *Heat Metal* and *Magic Missile x 2* once a day, spdef:*Gate* in as Power another mephit 1/hour,ns:4],[cl:PW,w:Fire Mephit Flame Breath,sp:0,pd:3],[cl:PW,w:heat-metal,sp:5,pd:1],[cl:PW,w:magic-missile,sp:1,pd:1],[cl:PW,w:gate-mephit,sp:0,pd:24]{{Section=**Attributes**}}{{Intelligence=Average (8:10)}}{{AC=5}}{{Alignment=Any Evil}}{{Move=12, FL24(B)}}{{Hit Dice=3+2}}{{THAC0=17}}{{Attacks=2 x Claw for 1d3 and 1HP additional heat damage}}{{Languages=*Mephit*}}{{Size=M, 5ft tall}}{{Life Expectancy=Short!}}{{Section1=**Powers**}}{{Section2=Breath weapons: *Flame Jet* \\amp *Fan of Flame*. Spells as Powers: *Heat Metal*, *Magic Missile x 2* each 1/day. *Gate Mephit* 1/hour}}{{Section3=**Special Advantages**}}{{Section4=**Touching Skin:** Touching a Fire Mephit causes 1HP heat damage (no save)}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Imp-Fire-Mephit,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=**Fire Mephit:** The most mischievous of all mephits, these fiends play terrible pranks on other mephits (such as pushing lava mephits into water and watching them harden) and on their victims.\nFire Mephit breath weapons have two forms. The first is a flame jet 15 feet long and 1-foot wide. This jet automatically hits one target, of the mephit\'s choosing, for ld8+1 points of damage (half if saving throw is successful). The second form is a fan of flame covering a 120 arc directly in front of the mephit to a distance of 5 feet. Any creature in the arc suffers 4 points of damage, no saving throw allowed.}}{{desc8=Mephits are nasty little messengers created by powerful lower planes creatures. They are evil and malicious by nature and appear on the Prime Material Plane only to perform evil deeds. Six types of mephits are known: fire, ice, lava, mist, smoke, and steam. Each is created from the substance for which it is named.\nMephits appear as thin, 5-foot humanoids with wings. Their faces have exaggerated features, including hooked noses, pointed ears, wide eyes, and protruding chins. Their skin continually oozes the stuff from which they were made. Mephits speak a common mephit tongue.}}{{desc9=**Combat:** In battle, mephits attack with either clawed hands or breath weapons. Damage is variable depending on the type of mephit encountered. All mephits have the ability to gate in other mephits; the type gated in and percentage chance for success varies with the mephit initiating the gating.}}'}, + {name:'Flind',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Flind}}RaceData=[w:Flind, align:LE, weaps:club|flindbar, ac:leather|padded|studded|ring-mail|brigandine|scale-mail|hide|chain-mail, cattr:int=8:10|mov=12|ac=10|size=M|hd=2+3r3|thac0=17|tohit=+1|attk1=1d6:Club:4:B, spattk:Favour the *Flindbar*: equip this as a weapon from the weapons database. A Flindbar can disarm an opponent if they fail a *save vs. wand*,ns:1],[cl:WP,prime:Flindbar,offhand:Dagger]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=10, up to AC5 with armour}}{{Alignment=Lawful Evil}}{{Move=12}}{{Hit Dice=2+3}}{{THAC0=17}}{{Attack=Club for 1d6 (75%), or *Flindbar* for 2 attacks/round for 1d4 (25%) - both can be equipped from the weapons database}}{{Languages=*Flind, Gnoll,* and many also speak *flind, troll, orc,* or *hobgoblin*}}{{Size=M, 6-7ft tall}}{{Life Expectancy=On average 35 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Strength=Due to their great strength, Flinds gain +1 on their attack rolls}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Flind,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=The flind is similar to a gnoll in body style, though it is a little shorter, and broader. They are more muscular than their cousins. Short, dirty, brown and red fur covers their body. Their foreheads do not slope back as far, and their ears are rounded, but still animal like. }}{{desc9=**Combat:** Flinds use clubs (75%) which inflict 1-6 points of damage and flindbars (25%) which do 1-4 points of damage. A flindbar is a pair of chain-linked iron bars which are spun at great speed. A flind with a flindbar can strike twice per round. Each successful hit requires the victim to save vs. wands or have his weapon entangled in the chain and torn from his grasp by the flindbar. Due to their great strength, flinds get a +1 on their attack rolls.\nFlinds are regarded with reverence and awe by gnolls. Flind leaders are 3+3 Hit Dice, at least 13 intelligence and 18 charisma to gnolls (15 to flinds), and always use flindbars.}}'}, + {name:'Flind-Leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Flind}}RaceData=[w:Flind Leader, cattr:int=13:14|ac=5|hd=3+3r3|thac0=17|attk1=1d4:Flindbar:3:B]{{subtitle=Creature}}%{Race-DB-Creatures|Flind}{{Intelligence=High (at least 13)}}{{AC=5 (preset - can be improved with magical armour if equipped)}}{{Hit Dice=3+3}}{{THAC0=17}}{{Attack=Always use *Flindbar* for 2 attacks/round for 1d4 - equip from the weapons database}}Specs=[Flind Leader,CreatureRace,0H,Flind]{{desc=**Flind Leaders:** Flind leaders are 3+3 Hit Dice, at least 13 intelligence and 18 charisma to gnolls (15 to flinds), and always use flindbars.}}'}, + {name:'Flind-ac5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Flind}}RaceData=[w:Flind ac5, cattr:ac=5]{{subtitle=Creature}}%{Race-DB-Creatures|Flind}{{AC=5 (preset - can be improved with magical armour if equipped)}}Specs=[Flind ac5,CreatureRace,0H,Flind]{{}}'}, + {name:'Fremlin',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Fremlin, align:CN, cattr:int=8:10|fly=12 (B)|ac=6|size=T|hd=3+6r3|mr=0|mw=+1|attkmsg=Only hit by magical weapons. No magic resistance, spdef:Only hit by magical weapons. No magic resistance]{{}}%{Race-DB-Creatures|Gremlin}{{title=Fremlin}}{{Intelligence=Average (8 to 10)}}{{AC=6}}{{Alignment=Chaotic Neutral}}{{Move=6, Fl 12(B)}}{{Size=T, 1ft tall}}{{Hit Dice=3+6}}{{Magic Resistance=No magic resistance}}Specs=[Fremlin,CreatureRace,0H,Gremlin]{{desc8=Often mistaken for imps, fremlins are a type of gremlin, small winged goblinoids. There are many varieties of gremlins, and most are chaotic and mischievous. These friendly gremlins are quite harmless. They tend to be plump, whiny, and lazy, but otherwise look like small, slate colored gremlins. Their ears are very large and pointed, giving them a 65% chance to hear noise. A pair of bat-like wings enables them to fly or glide. Fremlins never wear clothing or ornamentation.}}{{desc9=**Combat:** Occasionally, fremlins become tolerable companions, if they take a liking to someone and are well fed and entertained. Even in this case, they never assist in combat and may in fact hinder it by giving away the location of hiding characters or making other such blunders.}}'}, + {name:'Freshwater-Troll',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Freshwater Troll (Scrag)}}{{subtitle=Creature}}Specs=[Freshwater Troll,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3}}{{Alignment=Chaotic Evil}}{{Move=3, Sw12}}{{Hit Dice=5+5}}{{THAC0=15}}{{Attacks=2 x Claw 1d4+1, 1 x Bite 3d4}}{{Languages=Trolls have no language of their own, using "trollspeak", a guttural mishmash of common, giant, goblin, orc, and hobgoblin. Trollspeak is highly transient and trolls from one area are only 25% likely to be able to communicate with trolls from another.}}{{Size=L 8ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Regeneration=Only in fresh water, 3 rounds after 1st blood, regenerates at 3HP per round}}{{Section4=**Special Advantages**}}{{Infravision=90 foot}}{{Priest Spells=}}RaceData=[w:Freshwater Troll, align:CE, cattr:int=5:7|ac=3|mov=3|swim=12|hd=5+5r3|regen=3|thac0=15|size=L|dmg=+8|attk1=1+1d4:Claw:0:S|attk2=1+1d4:Claw:0:S|attk3=3d4:Bite:1:P|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; 3 rounds after take damage ***and*** in fresh water, spdef:Regenerate at 3HP per round *if* in fresh water,ns:1],[cl:PW,w:regenerate,sp:0,pd:-1]{{Section9=**Description**}}{{desc8=These gilled trolls, also called scrags or river trolls, are the most loathsome of all the trolls. River trolls, as their name implies, travel the waterways in search of victims. Their arms are thin and frail but their mouths are wide and lined with dozens of needle-sharp fangs. Their color ranges from blue-green to olive. Scrags have all of the abilities of normal trolls, but they only regenerate when immersed in fresh water. Scrags can survive out of water for one hour and often come ashore in search of prey. River trolls devour anything they catch, but prefer humanoids and have a fondness for dwarves.\nScrags are devious hunters and often carry a few baubles with them. They lay gems near the water\'s edge and wait for someone to spot them and reach down. Other traps include burying themselves in the sand, in shallow water, and waiting to be stepped on or tangling the rudders of small boats. River trolls occasionally nest beneath bridges or near ferry boats, demanding a toll in exchange for passage. The toll varies, but averages the equivalent of one cow per week, per troll. Livestock and children frequently disappear when river trolls are near.}}'}, + {name:'Freshwater-Troll-Shaman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Freshwater Troll Shaman, cattr:int=7|cl=pr:scrag-shaman|lv=7]{{Intelligence=Low (7)}}%{Race-DB-Creatures|Freshwater-Troll}{{AC=3}}Specs=[Freshwater-Troll Shaman,CreatureRace,0H,Freshwater-Troll]{{name=Scrag Shaman Chieftain}}{{Priest Spells=Cast at 7th level: Charm, Divination, Elemental (Water), Sun (Darkness only), and Weather.}}{{desc=Trolls live in small packs of 3 to 12 trolls led by a dominant female who acts as shaman/chieftain. She casts priest spells at 7th level; spheres typically include Charm, Divination, Sun (Darkness only), and Weather, and Scrag Shamen also get Elemental (water) spells. Leadership is only retained by combat, so fights for pack control are frequent. Often trolls rend each other limb from limb, but these battles are never fatal. Still, it is the custom of trolls to toss the loser\'s head a great distance from the fight scene, and frequently losers must sit and stew for a week until their new head grows in.\nThe pack chieftain\'s duties are few. She leads the trolls on nightly forages, loping along, sniffing the air for prey. If a scent is found, the trolls charge, racing to get there first, and letting out a great cry once prey is spotted. In return for being the hunt leader, the shaman gets her choice of mates in the pack. Females give birth to a single troll about once every five years.}}'}, + {name:'Frost-Giant-AC0',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Frost }}{{title=Giant}}{{name= AC0}}RaceData=[w:Frost Giant AC0, align:CE, ac:none, cattr:int=5:10|mov=12|ac=0|hd=14+1d4r1|thac0=5|tohit=+4|dmg=+9|size=H|attk1=1d8:Fist:0:B|attkmsg=Remember immune to Cold, spdef:Immune to cold. Can catch rocks hurled at them 40% of the time, ns:1],[cl:WP,prime:Frost-Giant-Battle-Axe,items:FG-Rock:1d4+1]{{subtitle=Creature}}Specs=[Frost-Giant-AC0,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=0 - Warriors usually wear chain mail and metal helmets decorated with horns or feathers. Natural AC is 5}}{{Alignment=Chaotic Evil, often living in small groups}}{{Move=12 (15 without armour)}}{{Hit Dice=14HD +1d4}}{{THAC0=5}}{{Section1=**Attacks:** +4 on ToHit rolls from strength. 1 x Fist for 1d8 HP damage, or using a Frost Giant Battle Axe for 2d8 plus strength bonus of +9. Throw rocks 3 to 200 yards doing 2d10 damage}}{{Languages=*Frost Giant* and *Giant Common*}}{{Size=H, 21ft tall}}{{Life Expectancy=About 250 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Cold Immunity=Immune to all forms of cold}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Frost giants:** have a reputation for crudeness and stupidity. This reputation is deserved, but frost giants are crafty fighters.\nFrost giants have muscular, roughly human builds. The typical adult male is 21\' tall and weighs about 8,000 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants have snow-white or ivory skin. Their hair is light blue or dirty yellow, with matching eyes.\nFrost giants carry their belongings in huge sacks. A typical frost giant\'s sack contains 2-5 (1d4+1) throwing rocks, the giant\'s wealth, and 3-12 (3d4) mundane items. Everything in a giant\'s bag is old, worn, dirty, and smelly, making the identification of any valuable items difficult.}}{{desc8=A frost giant\'s natural Armor Class is 5. Warriors usually wear chain mail and metal helmets decorated with horns or feathers (AC 0). They also wear skins and pelts, along with any jewelry they own.}}{{desc9=**Combat:** Frost giants will start combat at a distance, throwing rocks until they run out of ammunition, or the opponent closes. One of their favorite strategies is to ambush victims by hiding buried in the snow at the top of an icy or snowy slope where opponents will have difficulty reaching them.\nWarriors favor huge battle axes. A frost giant\'s oversized weapons do double normal (man-sized) damage to all opponents, plus the giant\'s strength bonus. Thus, a frost giant battle axe does 2-16 (2d8) +9 points of damage.\nAdult frost giants can hurl rocks for 2-20 (2d10) points of damage. Their minimum range is 3 yards while their maximum is 200 yards. They can catch similar large missiles 40% of the time.}}'}, + {name:'Frost-Giant-AC5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant AC5,cattr:ac=5|mov=15]{{}}Specs=[Frost-Giant-AC5,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= AC5}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Frost giants\' natural Armor Class is 5, when not wearing any armour. This is rare, as most wear chain mail and metal helmets decorated with horns or feathers (AC 0).}}'}, + {name:'Frost-Giant-Jarl',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Jarl,cattr:ac=-2|hd=14+1d4r5, ns:=1],[cl:WP,prime:Frost-Giant-Battle-Axe+2,items:FG-Rock:1d4+1]{{}}Specs=[Frost-Giant-Jarl,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= Jarl}}{{desc6=**Frost Giant Jarl:** A chieftain who commands 20 or more giants is called a jarl. Jarls always will have better than normal armor and a weapon of +1 to +3 enchantment.}}'}, + {name:'Frost-Giant-Juvenile-1',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Juvenile 1,cattr:ac=5|hd:13+1d4|thac0=7|tohit=+3|dmg=+8,ns:=1],[cl:WP,both:Frost-Giant-Battle-Axe]{{}}Specs=[Frost-Giant-Juvenile-1,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= Juvenile-1}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Frost giants\' natural Armor Class is 5, when not wearing any armour. This is rare, as most wear chain mail and metal helmets decorated with horns or feathers (AC 0).}}'}, + {name:'Frost-Giant-Juvenile-2',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Juvenile 2,cattr:hd:12+1d4|tohit=+3|dmg=+7]{{}}Specs=[Frost-Giant-Juvenile-2,CreatureRace,2H,Frost-Giant-Juvenile-1]{{}}%{Race-DB-Creatures|Frost-Giant-Juvenile-1}{{name= Juvenile-2}}'}, + {name:'Frost-Giant-Juvenile-3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Juvenile 3,cattr:hd:11+1d4|thac0=9|tohit=+3|dmg=+6]{{}}Specs=[Frost-Giant-Juvenile-3,CreatureRace,2H,Frost-Giant-Juvenile-1]{{}}%{Race-DB-Creatures|Frost-Giant-Juvenile-1}{{name= Juvenile-3}}'}, + {name:'Frost-Giant-Shaman-L3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Shaman L3,cattr:cl=pr:frost-giant-shaman|lv=3]{{}}Specs=[Fire-Giant-Shaman-L3,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-Shaman-L7}'}, + {name:'Frost-Giant-Shaman-L5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Shaman L5,cattr:cl=pr:frost-giant-shaman|lv=5]{{}}Specs=[Fire-Giant-Shaman-L5,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-Shaman-L7}'}, + {name:'Frost-Giant-Shaman-L7',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Shaman L7,cattr:cl=pr:frost-giant-shaman|lv=7]{{}}Specs=[Fire-Giant-Shaman-L7,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= Shaman}}{{Section3=**Shaman:** This Frost Giant is a Shaman that can cast spells of a number of priest spheres of magic: *healing, charm, protection, divination*, or *weather*}}{{desc6=**Frost Giant Shaman:** There is a 20% chance that any band of frost giants will have a shaman (80%) or witch doctor (20%). If the group is led by a jarl, there is an 80% chance for a spell caster. Frost giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the *healing, charm, protection, divination*, or *weather* spheres. Frost giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can bewilder and confound other giants. Favorite spells include: *unseen servant, shocking grasp, detect magic, ventriloquism, deeppockets, ESP, mirror image,* and *invisibility*.}}'}, + {name:'Frost-Giant-Witch-Doctor-L3-7',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Witch Doctor,sps:any,cattr:cl=pr:frost-giant-shaman/mu:frost-giant-witch-doctor|lv=7/3,ns:1],[cl:MU,lv:1,w:random|random|random|Detect-Magic],[cl:MU,lv:2,w:random|ESP|Mirror-Image|random|random]{{}}Specs=[Frost-Giant-Witch-Doctor,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= Witch Doctor}}{{Section3=**Witch Doctor:** This Frost Giant is a Witch Doctor that can cast spells of a number of wizard spells, and priest spheres of magic:*healing, charm, protection, divination*, or *weather*}}{{desc6=**Frost Giant Witch Doctor:** There is a 20% chance that any band of frost giants will have a shaman (80%) or witch doctor (20%). If the group is led by a jarl, there is an 80% chance for a spell caster. Frost giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the *healing, charm, protection, divination*, or *weather* spheres. Frost giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can bewilder and confound other giants. Favorite spells include: *unseen servant, shocking grasp, detect magic, ventriloquism, deeppockets, ESP, mirror image,* and *invisibility*.}}'}, + {name:'Galtrit',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Galtrit, cattr:int=8:10|ac=2|size=T|hd=1-6|hp=2|thac0=20|mr=0|mw=0|dmgmsg=Anesthetic in saliva prevents victims feeling the bite. Automatically sucks \\lbrak;1HP of blood/round\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the victim?¦token_id}¦Galtrit blood drain_Feeling drained¦100¦-10¦Seem to be getting weaker... not sure why...¦arrowed\\rpar; for a full turn, if undisturbed. For each 4HP blood loss victim loses 1 Constitution. 3 Con lost victim faints. See Specials. Hit by any weapon. No magic resistance, spattk:Only detected on 1 in 8 (Elves 1 in 6). If not detected gain +3 on To Hit. Once locked on galltrits suck 1HP of blood per round for a full turn if undisturbed. If challenged in any way the galltrits flee. This loss of blood reduces the victim\'s Constitution by 1 point for every 4 hit points of blood lost. If the victim loses 3 or more points of Constitution usually due to multiple galltrits they faint from the sudden blood loss. It takes two full turns to awaken and two weeks to regain the lost Constitution points, spdef:Nil]{{}}%{Race-DB-Creatures|Gremlin}{{title=Galtrit}}{{Intelligence=Average (8 to 10)}}{{AC=2}}{{Size=T, 6ins tall}}{{Alignment=Chaotic Evil}}{{Hit Dice=1-6 (2HP)}}{{Magic Resistance=No magic resistance}}{{Surprise=Detected only on 1 in 8 roll (Elves 1 in 6). If win surprise, gain +3 on attack roll}}Specs=[Galtrit,CreatureRace,0H,Gremlin]{{desc8=**Galtrit:** These nasty little stone-gray creatures live in areas of dung, carrion, or offal. Because of their small size and coloration, they are detected only on a 1 in 8 chance (1 in 6 for elves).}}{{desc9=**Combat:** They attack anything that disturbs them. Galltrit attempt to gain surprise and bite (with a +3 bonus to the attack roll if they have surprise) somewhere unobtrusive. An anesthetic in their saliva prevents their victims from feeling the bite, rather like a vampire bat.\nOnce locked on, galltrits suck 1 hit point of blood per round for a full turn, if undisturbed. If challenged in any way, the galltrits flee. This loss of blood reduces the victim\'s Constitution by 1 point for every 4 hit points of blood lost. If the victim loses 3 or more points of Constitution, usually due to multiple galltrits, he faints from the sudden blood loss. It takes two full turns to awaken and two weeks to regain the lost Constitution points.}}'}, + {name:'Genie-Djinni',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Djinni}{{}}Specs=[Djinni,CreatureRace,0H,Djinni]{{}}RaceData=[w:Djinni]{{}}'}, + {name:'Genie-Efreeti',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Efreeti}{{}}Specs=[Efreeti,CreatureRace,0H,Efreeti]{{}}RaceData=[w:Efreeti]{{}}'}, + {name:'Ghast',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ghast}}{{subtitle=Creature}}Specs=[Ghast,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12)}}{{AC=4}}{{Alignment=Chaotic Evil}}{{Move=15}}{{Hit Dice=4}}{{THAC0=17}}{{Attack=2 x Claw 1d4, 1 x Bite 1d8}}{{Languages=Ghasts cannot talk, but have been known to utter a low moan when unable to complete an assigned task}}{{Size=M 5-6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Stench=They exude a carrion stench in a 10\' radius which causes retching and nausea unless a saving throw versus poison is made, causing them to attack at a penalty of -2.}}{{Paralysis=Their touch causes opponents to become rigid unless a saving throw versus paralyzation is successful (even Elves). This paralysis lasts for 5-10 (4+1d6) rounds or until negated by a priest.}}{{Section4=**Special Advantages**}}{{Spell Immunity=Subject to all attack forms except *sleep* and *charm* spells}}{{Infravision=No need for light (dead eyes) so can see normally in absolute darkness}}{{Section6=**Special Disadvantages**}}{{Cold Iron=A susccessful attack with a cold iron weapon does double damage to a Ghast}}RaceData=[w:Ghast, align:CE, cattr:int=11:12|mov=15|ac=4|size=M|hd=4r3|thac0=17|attk1=1d4:Claw 1:0:S|attk2=1d4:Claw 2:0:S|attk3=1d8:Bite:1:P|dmgmsg=On successful hit opponents (including elves) save vs. Paralysis or \\lbrak;Paralysed\\rbrak;(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysis¦\\amp#91;\\lbrak;40+\\lpar;10\\amp#42;1d6\\amp#41;\\rbrak;\\amp#93;¦-10¦Paralysed by a Ghoul attack¦back-pain). Remember immune to Sleep \\amp Charm; effect of Ghast stink \\amp cold iron does double damage to a Ghast, ns:1],[cl:PW,w:Ghast Stench,sp:0,pd:-1]{{Section9=**Description**}}{{desc=These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls. When a pack of ghouls and ghasts attacks it will quickly become evident that ghasts are present, for they exude a carrion stench in a 10\' radius which causes retching and nausea unless a saving throw versus poison is made. Those failing to make this save will attack at a\npenalty of -2.\nWorse, the ghast shares the ghoulish ability to paralyzation, and their attack is so potent that it will even affect elves. Paralysis caused by a ghast lasts for 5-10 (4+1d6) rounds or until negated by a priest\'s remove paralysis spell.\nGhasts, like ghouls, are undead class and thus sleep and charm spells do not affect them. Though they can be struck by any sort of weapon, cold iron inflicts double normal damage. Clerics can turn them beginning at 2nd level. The circle of protection from evil does not keep them at bay unless it is used in conjunction with cold iron (such as a circle of powdered iron or an iron ring).}}'}, + {name:'Ghost-ethereal-plane',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ghost}}{{name on Etherial Plane}}{{subtitle=Creature}}Specs=[Ghost,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14)}}{{AC=8}}{{Alignment=Lawful Evil}}{{Move=9}}{{Hit Dice=10}}{{THAC0=11}}{{Attack=Touch ages a character by 1d4 x 10 years}}{{Languages=Those known at death, and can communicate with both the dead and living}}{{Size=M, 5 to 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=**Dreadful Appearance:** The mere sight of a Ghost causes any humanoid being to age 10 years and flee in panic for 2-12 (2d6) turns unless a saving throw versus spell is made. Priests above 6th level are immune to this effect, and all other humanoids above 8th level may add +2 to their saving throws.}}{{Section4=**Magic Jar:** Any creatures within 60 yards of a ghost is subject to attack by magic jar. If the ghost fails to magic jar its chosen victim, it will then semi-materialize in order to attack by touch (in which case use a *Ghost-Material-Plane*).}}{{Section6=**Special Advantages**}}{{Aging attack=A successful touch from a Ghost ages the victim by 1d4 x 10 years}}{{Attack Immunity=Only hit by silver weapons (half-damage) and magically enchanted weapons of +1 or better (full-damage)}}{{Spell Immunity=Immune to *all spells* cast on the Material Plane. Only affected by spells cast on the Etherial plane}}{{Other Immunities=Immune to paralysation and poison}}{{Infravision=No need for light (dead eyes) so can "sense" normally in absolute darkness}}RaceData=[w:Ghost Ethereal Plane, align:LE, cattr:int=13:14|mov=9|ac=8|size=M|hd=10r2|thac0=11|attk1=0:Touch:0:B|dmgmsg=On successful hit opponents \\lbrak;age by 1d4 x 10 years\\rbrak;\\lpar;!modattr ~~charid \\amp#64;{target¦Who\'s the Victim?¦character_id} ~~age\\vbar\\amp#91;\\lbrak;10\\amp#42;1d4\\rbrak;\\amp#93; ~~fb-header Ghost Aging Attack ~~fb-content _CHARNAME_ has aged by _TCUR0_ and is now _CUR0_ years old\\rpar;. Remember immune to Sleep Charm Hold \\amp Cold. Silver \\lpar;half-damage\\rpar; or +1 or better weapons to hit and those in 60yds suffer the *Ghost Fear* power, spattk:Drain 10 x 1d4 years of age if hit, spdef:Silver \\lpar;half-damage\\rpar; or +1 or better weapons to hit. Immune to spells cast on the material plane. Ghost Fear power ages and scares those within 60yds seeing Ghost, ns:2],[cl:PW,w:Ghost Fear,sp:0,pd:-1],[cl:PW,w:Magic Jar,sp:10,-1]{{Section9=**Description**}}{{desc=Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status. Thus, they roam about at night or in places of darkness. These spirits hate goodness and life, hungering to draw the living essences from the living.}}{{desc1=**Combat:** As ghosts are non-corporeal (ethereal), they are usually encountered only by creatures in a like state, although they can be seen by non-ethereal creatures. The mere sight of one causes any humanoid being to age 10 years and flee in panic for 2-12 (2d6) turns unless a saving throw versus spell is made. Priests above 6th level are immune to this effect, and all other humanoids above 8th level may add +2 to their saving throws. Any creatures within 60 yards of a ghost is subject to attack by *magic jar*. If the ghost fails to *magic jar* its chosen victim, it will then semi-materialize in order to attack by touch (in which case the ghost is Armor Class 0). Any human or demi-human killed by a ghost is drained of its life essence and is forever dead.\nIf the ghost fails to become semi-material it can only be combatted by another in the Ethereal plane (in which case the ghost has an Armor Class of 8 - use *Ghost-etherial-plane* creature definition).\nGhosts can be turned by clerics after reaching 7th level and can be damaged by holy water while in their semi-material form.}}'}, + {name:'Ghost-material-plane',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= on Material Plane}}{{subtitle=Creature}}Specs=[Ghost,CreatureRace,0H,Ghost-ethereal-plane]{{AC=0}}RaceData=[w:Ghost Material Plane, cattr:ac=0]{{desc=}}%{Race-DB-Creatures|Ghost-etherial-plane}'}, + {name:'Ghoul',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ghoul}}{{subtitle=Creature}}Specs=[Ghoul,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=6}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=2 x Claw 1d3, 1 x Bite 1d6}}{{Languages=Ghouls cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task}}{{Size=M 5-6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Paralysis=Their touch causes humans (including dwarves, gnomes, half-elves, and halflings, **but excluding elves**) to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.}}{{Section4=**Special Advantages**}}{{Spell Immunity=Subject to all attack forms except *sleep* and *charm* spells}}{{Infravision=No need for light (dead eyes) so can see normally in absolute darkness}}RaceData=[w:Ghoul, align:N, cattr:int=5:7|mov=9|ac=6|size=M|hd=2r4|thac0=19|attk1=1d3:Claw 1:0:S|attk2=1d3:Claw 2:0:S|attk3=1d6:Bite:1:P|dmgmsg=On successful hit humans (including dwarves; gnomes; half-elves; and halflings **but excluding elves**) save vs. Paralysis or \\lbrak;Paralysed\\rbrak;(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysis¦\\amp#91;\\lbrak;20+\\lpar;10\\amp#42;1d6\\amp#41;\\rbrak;\\amp#93;¦-10¦Paralysed by a Ghoul attack¦back-pain). Remember immune to Sleep \\amp Charm]{{Section9=**Description**}}{{desc=Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively.\nGhouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.}}{{desc1=**Combat:** Ghouls attack by clawing with their filthy nails and biting with their fangs. Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul packs always attack without fear. These creatures are subject to all attack forms except sleep and charm spells. They can be turned by priests of any level. The magic circle of protection from evil actually keeps ghouls completely at bay.}}'}, + {name:'Giant-Cloud',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Giant}{{}}Specs=[Giant-Cloud,CreatureRace,2H,Cloud-Giant]{{}}RaceData=[w:Cloud Giant]{{}}'}, + {name:'Giant-Cloud-Castle',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Castle-Giant}{{}}Specs=[Giant-Cloud-Castle,CreatureRace,2H,Cloud-Castle-Giant]{{}}RaceData=[w:Cloud Castle Giant]{{}}'}, + {name:'Giant-Cloud-Juvenile-1',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Giant-Juvenile-1}{{}}Specs=[Giant-Cloud,CreatureRace,2H,Cloud-Giant-Juvenile-1]{{}}RaceData=[w:Cloud Giant Juvenile-1]{{}}'}, + {name:'Giant-Cloud-Juvenile-2',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Giant-Juvenile-2}{{}}Specs=[Giant-Cloud,CreatureRace,2H,Cloud-Giant-Juvenile-2]{{}}RaceData=[w:Cloud Giant Juvenile-2]{{}}'}, + {name:'Giant-Cloud-Juvenile-3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Giant-Juvenile-3}{{}}Specs=[Giant-Cloud,CreatureRace,2H,Cloud-Giant-Juvenile-3]{{}}RaceData=[w:Cloud Giant Juvenile-3]{{}}'}, + {name:'Giant-Cloud-Priest',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Giant-Priest}{{}}Specs=[Giant-Cloud,CreatureRace,2H,Cloud-Giant-Priest]{{}}RaceData=[w:Cloud Giant Priest]{{}}'}, + {name:'Giant-Cloud-Wizard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Cloud-Giant-Wizard}{{}}Specs=[Giant-Cloud,CreatureRace,2H,Cloud-Giant-Wizard]{{}}RaceData=[w:Cloud Giant Wizard]{{}}'}, + {name:'Giant-Cobra',type:'CreatureRace',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Cobra, cattr: attk1=1d3:Bite:0:P|dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Cobra Venom_Not quite right¦\\amp#91;\\lbrak;2d4\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison **kills the victim** in 2 to 8 rounds. Save at -2 penalty when asked to do so to only take 10HP, spattk:Cobra venom **kills the victim** in 2d4 rounds. Save at -2 penalty to only take 10HP, ns:1],[cl:PW,w:Birdcharmer Charm,sp:10,pd:-1]{{}}Specs=[Giant Cobra,CreatureRace,0H,Giant Poisonous Snake]{{}}%{Race-DB-Creatures|Giant-Poisonous-Snake}{{title=Giant Cobra}}{{Section3=**Mesmerize:** Cobras can mesmerize their prey by swaying slowly and steadily while staring down their victims. Creatures of animal intelligence or less must make a saving throw against paralyzation or be effectively paralyzed for as long as the snake continues to sway, and for 2d6 rounds thereafter.}}{{Section5=**Poison:** Giant Cobra venom gets a -2 penalty to saving throws to only take 10HP plus bite damage, or **kills the victim** in 2 to 8 rounds if don\'t save}}{{desc=**Giant Cobra:** The giant cobra is an example of a variant, giant poisonous snake. Its venom results in death 2-8 rounds after a successful strike; if the victim makes a saving throw at -2 he suffers only 10 points of damage.\nGiant cobras mesmerize prey as birdcharmer snakes do. They can kill and eat an entire goat or a demihuman up to halfling or gnome size. Some varieties of giant weasel can hunt them successfully, and jungle giants consider giant cobras a delicacy, as do some elven tribesmen.}}'}, + {name:'Giant-Constrictor-Snake',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Constrictor Snake, cattr:ac=5|hd=6+1r2|thac0=15|size=L| attk1=1d4:Bite:0:P|attk2=2d8:Constrict:0:B|dmgmsg=$$If successfully hit as well as damage this round \\lbrak;all future rounds\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Giant Constrict¦\\amp#91;\\lbrak;99\\rbrak;\\amp#93;¦0¦Argh... The squeeze is on...¦back-pain\\rpar; automatically hit and do crushing damage, spattk:Once coiled victim takes crushing damage each round]{{}}Specs=[Constrictor Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Giant Constrictor Snake}}{{AC=5}}{{Hit Dice=6+1}}{{THAC0=15}}{{Size=L, 30+ft long}}{{Section5=**Constriction:** Suffering damage every round. It requires the combined efforts of 60 total points of Strength (the coiled victim plus outside help) to extricate someone from a giant constrictor\'s steel grasp}}{{desc=**Giant Constrictor:** Giant constrictor snakes are larger and much stronger than their smaller cousins. It requires the combined efforts of 60 total points of Strength (the coiled victim plus outside help) to extricate someone from a giant constrictor\'s steel grasp.\nThe skin of a giant constrictor snake is too thick and stiff to be workable, and is valuable only as armor, not for decoration. An uncured hide can fetch 20 gp}}'}, + {name:'Giant-Fire-AC-1',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Fire-Giant-AC-1}{{}}Specs=[Fire-Giant-AC-1,CreatureRace,2H,Fire-Giant-AC-1]{{}}RaceData=[w:Fire Giant AC-1]{{}}'}, + {name:'Giant-Fire-AC5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Fire-Giant-AC5}{{}}Specs=[Fire-Giant-AC5,CreatureRace,2H,Fire-Giant-AC5]{{}}RaceData=[w:Fire Giant AC5]{{}}'}, + {name:'Giant-Fire-Juvenile-1',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Fire-Giant-Juvenile-1}{{}}Specs=[Fire-Giant-Juvenile-1,CreatureRace,2H,Fire-Giant-Juvenile-1]{{}}RaceData=[w:Fire Giant Juvenile-1]{{}}'}, + {name:'Giant-Fire-Juvenile-2',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Fire-Giant-Juvenile-2}{{}}Specs=[Fire-Giant-Juvenile-2,CreatureRace,2H,Fire-Giant-Juvenile-2]{{}}RaceData=[w:Fire Giant Juvenile-2]{{}}'}, + {name:'Giant-Fire-Juvenile-3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Fire-Giant-Juvenile-3}{{}}Specs=[Fire-Giant-Juvenile-3,CreatureRace,2H,Fire-Giant-Juvenile-3]{{}}RaceData=[w:Fire Giant Juvenile-3]{{}}'}, + {name:'Giant-Fire-Shaman-L7',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Fire-Giant-Shaman-L7}{{}}Specs=[Fire-Giant-Shaman-L7,CreatureRace,2H,Fire-Giant-Shaman-L7]{{}}RaceData=[w:Fire Giant Shaman-L7]{{}}'}, + {name:'Giant-Fire-Witch-Doctor',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Fire-Giant-Witch-Doctor}{{}}Specs=[Fire-Giant-Witch-Doctor,CreatureRace,2H,Fire-Giant-Witch-Doctor]{{}}RaceData=[w:Fire Giant Witch Doctor]{{}}'}, + {name:'Giant-Frost-AC0',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Frost-Giant-AC0}{{}}Specs=[Frost-Giant-AC0,CreatureRace,2H,Frost-Giant-AC0]{{}}RaceData=[w:Frost Giant AC0]{{}}'}, + {name:'Giant-Frost-AC5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Frost-Giant-AC5}{{}}Specs=[Frost-Giant-AC5,CreatureRace,2H,Frost-Giant-AC5]{{}}RaceData=[w:Frost Giant AC5]{{}}'}, + {name:'Giant-Frost-Jarl',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Frost-Giant-Jarl}{{}}Specs=[Frost-Giant-Jarl,CreatureRace,2H,Frost-Giant-Jarl]{{}}RaceData=[w:Frost Giant Jarl]{{}}'}, + {name:'Giant-Frost-Juvenile-1',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Frost-Giant-Juvenile-1}{{}}Specs=[Frost-Giant-Juvenile-1,CreatureRace,2H,Frost-Giant-Juvenile-1]{{}}RaceData=[w:Frost Giant Juvenile-1]{{}}'}, + {name:'Giant-Frost-Juvenile-2',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Frost-Giant-Juvenile-2}{{}}Specs=[Frost-Giant-Juvenile-2,CreatureRace,2H,Frost-Giant-Juvenile-2]{{}}RaceData=[w:Frost Giant Juvenile-2]{{}}'}, + {name:'Giant-Frost-Juvenile-3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Frost-Giant-Juvenile-3}{{}}Specs=[Frost-Giant-Juvenile-3,CreatureRace,2H,Frost-Giant-Juvenile-3]{{}}RaceData=[w:Frost Giant Juvenile-3]{{}}'}, + {name:'Giant-Frost-Shaman-L3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Shaman L3,cattr:cl=pr:frost-giant-shaman|lv=3]{{}}Specs=[Fire-Giant-Shaman-L3,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-Shaman-L7}'}, + {name:'Giant-Frost-Shaman-L5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Frost Giant Shaman L5,cattr:cl=pr:frost-giant-shaman|lv=5]{{}}Specs=[Fire-Giant-Shaman-L5,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-Shaman-L7}'}, + {name:'Giant-Frost-Shaman-L7',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Frost-Giant-Shaman-L7}{{}}Specs=[Frost-Giant-Shaman-L7,CreatureRace,2H,Frost-Giant-Shaman-L7]{{}}RaceData=[w:Frost Giant Shaman L7]{{}}'}, + {name:'Giant-Frost-Witch-Doctor-L3-7',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Frost-Giant-Witch-Doctor-L3-7}{{}}Specs=[Frost-Giant-Witch-Doctor-L3-7,CreatureRace,2H,Frost-Giant-Witch-Doctor-L3-7]{{}}RaceData=[w:Frost Giant Witch Doctor L3-7]{{}}'}, + {name:'Giant-Hill-AC0',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Hill-Giant-AC0}{{}}Specs=[Hill-Giant-AC0,CreatureRace,2H,Hill-Giant-AC3]{{}}RaceData=[w:Hill Giant AC0]{{}}'}, + {name:'Giant-Hill-AC3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Hill-Giant-AC3}{{}}Specs=[Hill-Giant-AC3,CreatureRace,2H,Hill-Giant-AC3]{{}}RaceData=[w:Hill Giant AC3]{{}}'}, + {name:'Giant-Hill-AC5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Hill-Giant-AC5}{{}}Specs=[Hill-Giant-AC5,CreatureRace,2H,Hill-Giant-AC3]{{}}RaceData=[w:Hill Giant AC5]{{}}'}, + {name:'Giant-Hill-Juvenile',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB|Hill-Giant-Juvenile}{{}}Specs=[Hill-Giant-Juvenile,CreatureRace,2H,Hill-Giant-AC3]{{}}RaceData=[w:Hill Giant Juvenile]{{}}'}, + {name:'Giant-Leech-1HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Giant Leech 1HD,cattr:hd=1|regen=1]{{}}%{Race-DB-Creatures|Giant-Leech-2HD}{{name= 1HD}}{{Hit Dice=1}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-2HD]{{Size=S, 4ft long}}'}, + {name:'Giant-Leech-2HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Giant Leech}}{{name= 2HD}}{{subtitle=Creature}}RaceData=[w:Giant Leech 2HD, align:N, ac:none, weaps:none, cattr:int=0|mov=3|swim=3|ac=9|size=S|hd=2|regen=2|thac0=19|attk1=1d4:Bite:0:P|dmgmsg=A successful bite injects anesthetizing saliva then \\lbrak;sucks blood\\rbrak;\\lpar;!setattr --silent --charid \\amp#64;{target¦Who\'s the victim?¦character_id} ~~blood-drain¦`{selected¦conregen}\\amp#13;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Blood-Drain_Somethings wrong?_`{selected¦token_id}¦99¦0¦Definitely not feeling your best¦broken-heart\\rpar; for `{selected¦conregen}HP per round. Only \\lbrak;1% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt1 detect blood drain\\rpar; victim aware of attack if in the water. Not usually felt until weakness \\lpar;the loss of 50% of hit points\\rpar; makes victim aware something is amiss There is a \\lbrak;50% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50 causes disease\\rpar; that the bite of one of these creatures \\lbrak;causes a disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Leech disease¦99¦0¦Getting weaker and feel could die in \\amp#91;\\lbrak;1d4+1\\rbrak;\\amp#93; weeks...¦radioactive\\rpar; that is fatal in 1d4+1 weeks unless cured, spattk:Bite drains blood for 1HP per HD of leech with 50% chance of causing fatal disease]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=9}}{{Alignment=Neutral}}{{Move=3, Sw 3}}{{Hit Dice=2}}{{HP=}}{{THAC0=19}}{{Attacks=Bite for 1d4 and automatic blood drain of 1HP per HD of Leech each round thereafter}}{{Languages=None}}{{Size=S, 3ft long}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Blood Drain Bite=Anesthetic saliva means victim only has 1% chance per round to notice until feel weak (50% HP drained)}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Giant Leech,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Giant leeches are horrid, slug-like creatures that dwell in wet, slimy areas and suck the blood of warm-blooded creatures. These disgusting parasites range from 2 to 5 feet long. Their slimy skin is mottled brown and tan with an occasional shade of gray. Two antennae protrude from atop the head.}}{{desc9=**Combat:** Leeches wait in the mud and slime for prey. The initial attack attaches the sucker mouth of the giant leech. On the next round, and on each round thereafter, it drains blood for 1 point of damage per Hit Die of the leech. There is only a 1% chance that the victim is aware of the attack if it occurs in the water. The leech has anesthetizing saliva, and its bite and blood drain are not usually felt until weakness (the loss of 50% of hit points) sets in and makes the victim aware that something is amiss.\nThey can be killed by attack or by salt sprinkled on their bodies. There is a 50% chance that the bite of one of these creatures causes a disease that is fatal in 1d4+1 weeks unless cured.}}'}, + {name:'Giant-Leech-3HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Giant Leech 3HD,cattr:hd=3|regen=3|thac0=17]{{}}%{Race-DB-Creatures|Giant-Leech-2HD}{{name= 3HD}}{{Hit Dice=3}}{{THAC0=17}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-2HD]{{Size=M, 5ft long}}'}, + {name:'Giant-Leech-4HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Giant Leech 4HD,cattr:hd=4|regen=4|thac0=17]{{}}%{Race-DB-Creatures|Giant-Leech-2HD}{{name= 4HD}}{{Hit Dice=4}}{{THAC0=17}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-2HD]{{Size=M, 6ft long}}'}, + {name:'Giant-Lynx',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Giant Lynx}}RaceData=[w:Giant Lynx, align:N, weaps:none, ac:none, cattr:int=11:12|mov=12|ac=6|hd=2+2r4|thac0=19|size=M|attk1=1d2:2 x Claw:0:S|attk2=1d2:Bite:1:P|attk3=1d3:Rear claw rake x 2:1:S|attkmsg=Only perform a *Rear claw rake* if both front claws successfully hit|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Giant Lynx,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11 to 12)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=2+2 HD}}{{THAC0=19}}{{Attacks=ront claws x 2 for 1d2 each, bite for 1d2. If both front claws hit, can attempt a rear claw rake for 2d3 (1d3 per claw)}}{{Size=M}}{{Language=Can communicate well with others of its kind, which greatly increases its chances of survival}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Rear claw rake=If both front claws hit, can attempt rear claw rakes for 1d3 per rear claw}}{{Hide=When hiding, a giant lynx will avoid detection 90% of the time.}}{{Surprise=The lynx can leap up to 15 feet and imposes a -6 on the surprise rolls of its prey.}}{{Detect Traps=It has a 75% chance of detecting traps.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The giant lynx is distinguished by its tufted ears and cheeks, short bobbed tail, and dappled coloring. It has a compact muscular body, with heavy legs and unusually large paws. The giant lynx prefers cold coniferous and scrub forests. The cubs remain with\ntheir mother for 6 months.\nThe giant lynx has all the advantages of the great cats plus the added bonus of a high intelligence which makes it even more adaptable.}}{{desc9=**Combat:** The giant lynx is the most intelligent of the great cats and uses its wits in combat. The giant lynx almost never attacks men. The nocturnal lynx stalks or ambushes its prey, catching rodents, young deer, grouse, and other small game.}}'}, + {name:'Giant-Owl',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Owl, spattk:Infravision 120ft. Surprise bonus of 6. Cannot be surprised at night. Surprise 3 penalty during day, cattr:int=8:10|mov=3|fly=18E|ac=6|hd=4r4|thac0=17|size=M|attk1=2d4:Talon1:0:S|attk2=2d4:Talon2:0:S|attk3=1+1d4:Beak:0:P]{{}}Specs=[Giant Owl,CreatureRace,0H,Owl]{{}}%{Race-DB-Creatures|Owl}{{title=Giant }}{{Intelligence=Average (8 to 10)}}{{AC=6}}{{Move=3, FL 18(E)}}{{Hit Dice=4 HD}}{{THAC0=17}}{{Attacks=2 x Talons for 2d4 each, Beak for 1+1d4}}{{Size=M}}{{desc7=These nocturnal creatures inhabit very wild areas, preying on rodents, large game birds, and rabbits. They are too large to gain swoop bonuses but can fly in nearly perfect silence; opponents suffer a -6 on their surprise roll. Giant owls may be friendly toward humans, though they are naturally suspicious.\nParents will fight anything that threatens their young. Eggs sell for 1,000 sp and hatchlings sell for 2,000 sp.}}'}, + {name:'Giant-Poisonous-Snake',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Poisonous Snake, cattr:ac=5|hd=4+2r3|thac0=17|size=M| attk1=1d3:Bite:0:P|dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Giant Snake Poison_Not quite right¦\\amp#91;\\lbrak;8+3d10\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison **kills the victim** in one round. Save to negate when asked to do so, spattk:Giant Snake Poison **kills the victim** in 1 round. Save to negate]{{}}Specs=[Giant Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Giant Poisonous Snake}}{{AC=5}}{{Hit Dice=4+2}}{{THAC0=17}}{{Attacks=Bite with giant snake poison}}{{Size=M, 12ft long}}{{Section5=**Poison:** Giant Snake poison gains neither benefit or penalty to saving throws, and **kills the victim** in 1 round if don\'t save}}{{desc=**Giant poisonous snakes** cause death in one round if their victims fail a saving throw vs. poison. Some varieties inflict 3-18 points of damage even if the saving throw is made.}}'}, + {name:'Giant-Rat',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Rat, align:LE|NE|CE, cattr:int=2:4|mov=12|swim=6|hd=1-4r4|hp=1:4|thac0=20|size=T|attk1=1d3:Bite:0:P]{{}}Specs=[Giant Rat,CreatureRace,0H,Black Rat]{{}}%{Race-DB-Creatures|Black-Rat}{{title=Giant }}{{Intelligence=Semi- (2 to 4)}}{{Alignment=Any Evil}}{{Move=12, Swim 6}}{{Hit Dice=½ HD}}{{Attacks=Bite for 1d3HP damage \\amp 5% chance of save vs. poison or disease}}{{Size=T, 2ft long}}{{desc8=These vile beasts plague underground areas such as crypts and dungeons. Their burrows honeycomb many graveyards, where they cheat ghouls of their prizes by tunneling to newly interred corpses. Giant rats are brown/black in color with white underbellies, and are related to the brown rat, with fatter bodies and shorter tails.}}'}, + {name:'Giant-Scorpion',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scorpion}}RaceData=[w:Giant Scorpion, align:N, ac:none, weaps:none, cattr:int=0|mov=15|ac=3|hd=5+5r2|thac0=15|size=M|attk1=1d10:Claw1:0:S|attk2=1d10:Claw2:0:S|attk3=1d4:Sting:1:P|dmgmsg=If claw hits victim is held and future stinger and claw hits are automaticly successful. Only one *Bend bar* check to escape$$If claw hits victim is held and future stinger and claw hits are automaticly successful. Only one *Bend bar* check to escape$$On a successful hit with the stinger do damage and victim must save vs. poison or be poisoned with a Type F poison and **die** immediately. If save take **20HP** damage, spattk:Stinger does poison type F. If a claw hits victim is held. Stinger \\amp claw hits are then automatic]{{subtitle=Creature}}Specs=[Scorpion,CreatureRace,0H,Creature]{{title=Giant }}{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{Alignment=Neutral}}{{AC=3 from chitinous carapace}}{{Move=15}}{{Hit Dice=5+5 HD}}{{THAC0=15}}{{Section1=**Attacks:** 2 x claws for 1d10HP each. If either hit victim is held and subsequent attacks automatically hit. Sting for 1d4HP and poison type F}}{{Size=M, 5-6ft long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Poison Sting:** Poison type F, save vs. poison or immediately **die**}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Giant scorpions are vicious predators that live almost anywhere, including relatively cold places such as dungeons, though they favor deserts and warm lands. These creatures are giant versions of the normal 4-inch-long scorpion found in desert climes.\nThe giant scorpion has a green carapace and yellowish green legs and pincers. The segmented tail is black, with a vicious stinger on the end. There is a bitter smell associated with the scorpion, which probably comes from the venom. They make an unnerving scrabbling sound as they travel across dungeon floors.}}{{desc9=**Combat:** The giant scorpion is 95% likely to attack any creature that approaches. It can fight three opponents at once. If it manages to grab a victim in a pincer, it will automatically inflict 1-10 points of damage each round until it releases the victim. The victim has but one chance to escape. If makes a *bend bars/lift gates* roll, escapes the claw, this being the character\'s only action that round only once per combat. Sting requires successful attack against an untrapped victim, but autmatically hits a trapped character.\nNote that scorpions are not immune to their own poison. If a scorpion is reduced to 1 or 2 hit points, it will go into a stinging frenzy, stinging everything in sight, gaining two attempts to hit per round with only the tail.}}'}, + {name:'Giant-Sea-Horse',type:'SeaHorseRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Giant Sea Horse\n}}RaceData=[w:Giant Sea Horse, query:How many hit dice?|2HD%%2%%19%%1d4|3HD%%3%%17%%1+1d4|4HD%%4%%17%%2d4, align:N|NN, weaps:none, ac:none, cattr:int=1|swim=21|ac=7|hd=(??1r5|thac0=??2|size=L|attk1=??3:Head Butt:0:B|attk2=0:Tail Grab:0:B|attkmsg=Can do *both* head butt *and* tail grab as an attack in one round and on two different targets in range or the same target|dmgmsg=$$A hit indicates a successful \\lbrak;tail grab\\rbrak;\\lpar;!rounds ~~target single¦@{selected¦token_id}¦\\amp#64;{target¦Who got grabbed?¦token_id}¦Restrained¦99¦-1¦Grabbed by the tail grip of a Giant Sea Horse. Roll against *Open Doors* at -1 penalty to escape¦grab\\rpar;. Opponent must successfully roll an *Open Doors* check at a penalty of -1 to free themselves.]{{subtitle=Marine Creature}}Specs=[Giant Sea Horse,SeaHorseRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=naturally 7 and cannot wear standard barding}}{{Alignment=Neutral}}{{Move=Swim 21}}{{Hit Dice=2 to 4HD}}{{THAC0=Varies by HD, 19 to 17}}{{Attacks=Head butt 2HD:1d4, 3HD:1+1d4, 4HD:2d4 bludgeoning damage. Can also grab the same or a different opponent with their tail to restrain them (requiring an *Open Doors* roll at -1 to escape from)}}{{Size=Large}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=A sea horse attacks with a head butt, but a sea horse trained as a steed can use its long tail to constrict and restrain enemies. A captured opponent can free itself with a open doors roll made with a -1 penalty. The tail of a giant sea horse is so long it can attack the same opponent its head butts, or the one its rider is attacking. The constriction causes no damage, but the sea horse can still butt the helpless victim.}}'}, + {name:'Giant-Sea-Snake',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant Sea Snake, cattr:mov=12|swim=12|ac=5|hd=10r2|thac0=11| size=G| attk1=1d6:Bite:0:P|attk2=3d6:Constrict:0:B|dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Giant Snake Poison_Not quite right¦\\amp#91;\\lbrak;1d4\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison **kills the victim** in 1d4 rounds. Save to negate when asked to do so$$If successfully hit as well as damage this round \\lbrak;all future rounds\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Giant Sea Constrict¦\\amp#91;\\lbrak;99\\rbrak;\\amp#93;¦0¦Argh... The squeeze is on...¦back-pain\\rpar; automatically hit and do crushing damage, spattk:Bite poisons and kills within 1d4 rounds. Constriction does 3d6 damage per round, spdef:-]{{}}Specs=[Giant Sea Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Giant Sea Snake}}{{Intelligence=Animal (1)}}{{AC=5}}{{Move=12}}{{Hit Dice=10}}{{THAC0=11}}{{Attacks=Bite for 1d6HP damage injecting fatal poison, and/or crush in constriction}}{{Size=G, 50+ft long}}{{Section5=**Poison:** is fatal in 1d4 rounds unless save vs. poison\n**Constrict:** for automatic damage each round}}{{desc9=**Combat:** Found only in tropical waters, the giant sea snake is the only type of snake that is both constricting and poisonous. Its constricting grasp on small ships can crush them in 10 rounds. Sea snakes attack ships only when they are hungry (20% chance). Their poisonous bite is deadly in 1-4 rounds. Sea snakes are fully capable of diving to great depths, and their nostrils (on the top of their snouts) have membranes that automatically seal them underwater.\nFrom time to time giant sea snakes gather in huge floating masses of hundreds or thousands of snakes, often 100 yards wide and 30 miles long. These may be mating rituals or they may be seasonal migrations; the actual reason is unknown.}}'}, + {name:'Giant-Skeleton',type:'CreatureRace',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Giant-Skeleton, cattr:ac=4|hd=4+4r3|thac0=15|attk1=1d12:Bone bladed scimitar:5:S|attk2=1d12:Bone bladed spear:6:P|attkmsg=**Remember** *fireball** power one/hour. Immune to *sleep charm hold* and all mind-affecting spells. Immune to fire. Cold does half damage. Lightning full damage. Half damage from edged and piercing weapons. 1HP from all arrows quarrels \\amp missiles. Blunt weapons do full damage. Turned as *mummies*, spattk:fireball from tummy fire 1 per hour, spdef: immune to *sleep charm hold* and other mind-affecting spells. Immune to fire. Cold does half damage. Lightning full damage. Half damage from edged and piercing weapons. 1HP from all arrows quarrels \\amp missiles. Blunt weapons do full damage. Turned as *mummies*,ns:1],[cl:PW,w:Fireball,sp:3,clv:8,pd:24]{{}}Specs=[Giant Skeleton,CreatureRace,0H,Skeleton]{{}}%{Race-DB-Creatures|Skeleton}{{AC=4}}{{Hit Dice=4+4 HD}}{{THAC0=15}}{{Attack=1d12 and by weapon}}{{Size=L, 12ft tall}}{{Section3=**Fireball:** Once per hour (6 turns), a skeleton may reach into its chest and draw forth a sphere of fire from the flames that burn within its rib cage. This flaming sphere can be hurled as if it were a fireball that delivers 8d6 points of damage. Because these creatures are immune to harm from both magical and normal fires, they will freely use this attack in close quarters.}}{{Turning=Turned as *mummies*}}{{Spell Immunity=Immune to all *sleep, charm, hold* and other mind-affecting spells}}{{Other Immunities=Immune to fire. Cold does half damage. Lightning full damage}}{{Damage from S\\ampP=Half damage from edged and piercing weapons. 1HP from all arrows quarrels \\amp missiles. Blunt weapons do normal damage.}}{{Infravision=No need for light (no eyes) so can see normally in absolute darkness}}{{desc8=Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts.\nGiant skeletons stand roughly 12 feet tall and look to be made from the bones of giants. In actuality, they are simply human skeletons that have been magically enlarged. A small, magical fire burns in the chest of each giant skeleton, a by-product of the magics that are used to make them. These flames begin just above the pelvis and reach upward to lick at the collar bones. Mysteriously, no burning or scorching occurs where the flames touch the bone.}}{{desc9=**Combat:** They are normally armed with long spears or scythes that end in keen bone blades. Rare individuals will be found carrying shields (and thus have an Armor Class of 3), but these are far from common. Each blow that lands inflicts 1d12 points of damage.}}'}, + {name:'Giant-Stag',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Giant Stag}}RaceData=[w:Giant Stag, align:N, weaps:none, ac:none, cattr:int=1|mov=24|ac=7|hd=5r4|thac0=16|size=L|attk1=1d4:2 x Hoof:0:B|attk2=4d4:Gore with Antlers:1:P|attkmsg=Attack either with hoofs or with antlers not both]{{subtitle=Creature}}Specs=[Giant Stag,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=24}}{{Hit Dice=5 HD}}{{THAC0=16}}{{Attacks=Either kick with front hoofs for 2 x 1d4, or charge and gore with antlers for 4d4}}{{Size=L}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wild stags are the aggressive males of the deer herds. Normally docile and passive, they defend their herds against all but the most fearsome opponents.}}'}, + {name:'Giant-Stone',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant}{{}}Specs=[Giant-Stone,CreatureRace,2H,Stone-Giant]{{}}RaceData=[w:Stone Giant]{{}}'}, + {name:'Giant-Stone-Elder',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant-Elder}{{}}Specs=[Giant-Stone-Elder,CreatureRace,2H,Stone-Giant-Elder]{{}}RaceData=[w:Stone Giant Elder]{{}}'}, + {name:'Giant-Stone-Juvenile-1',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant-Juvenile-1}{{}}Specs=[Giant-Stone,CreatureRace,2H,Stone-Giant-Juvenile-1]{{}}RaceData=[w:Stone Giant Juvenile-1]{{}}'}, + {name:'Giant-Stone-Juvenile-2',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant-Juvenile-2}{{}}Specs=[Giant-Stone,CreatureRace,2H,Stone-Giant-Juvenile-2]{{}}RaceData=[w:Stone Giant Juvenile-2]{{}}'}, + {name:'Giant-Stone-Juvenile-3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant-Juvenile-3}{{}}Specs=[Giant-Stone,CreatureRace,2H,Stone-Giant-Juvenile-3]{{}}RaceData=[w:Stone Giant Juvenile-3]{{}}'}, + {name:'Giant-Stone-Mage',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Stone-Giant-Mage}{{}}Specs=[Giant-Stone-Mage,CreatureRace,2H,Stone-Giant-Mage]{{}}RaceData=[w:Stone Giant Mage]{{}}'}, + {name:'Giant-Two-Headed',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Ettin}{{}}Specs=[Two-Headed-Giant,CreatureRace,2H,Ettin]{{}}RaceData=[w:Two-Headed Giant]{{}}'}, + {name:'Giant-Two-Headed-Troll',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Giant Two Headed }}RaceData=[w:Giant Two Headed Troll, cattr:int=8:10|hd=10r2|regen=1|thac0=11|size=L|dmg=+6|attk1=4+1d4:Claw:0:S|attk2=4+1d4:Claw:0:S|attk3=1d12:2 x Bite:1:P, spdef:Regenerate at 1HP per round, ns:5],[cl:WP,%:3,prime:Broadsword],[cl:WP,%:3,prime:Spear],[cl:WP,%:2,both:Two Handed Sword],[cl:WP,%:1,both:Great Axe],[cl:WP,%:91]{{subtitle=Creature}}%{Race-DB-Creatures|Troll}{{Intelligence=Average (8-10)}}{{Hit Dice=10}}Specs=[Giant Two Headed Troll,CreatureRace,0H,Troll]{{THAC0=11}}{{Attacks=2 x Claw 1d4+4, 2 x Bite 1d12}}{{Size=L 10ft tall}}{{Regeneration=3 rounds after 1st blood, regenerates at 1HP per round}}{{desc=These ferocious troll/ettin crossbreeds posses a mottled greenish brown skin tone, and their dress is usually moth-eaten rags or animal skins. Two-headed trolls use trollspeak as their language. Though part ettin, these monsters retain many of the abilities of trolls. They regenerate like trolls, but only 1 hit point a round, and severed limbs cannot reattach (their thicker limbs are not cleaved on a roll of 20). Two-headed trolls attack with two claws and two bites. Both bite attacks are against one opponent, but the claws may be directed against different foes. The troll can, though rarely, wield a weapon with a +6 damage bonus. Like ettins, two-headed trolls are surprised only on a 1. These creatures live in damp, underground caverns and can be found leading groups of their smaller troll cousins.}}{{desc9=}}'}, + {name:'Gnoll',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gnoll}}RaceData=[w:Gnoll, align:CE, weaps:short-blade|long-blade|pole-arm|battle-axe|bow|morningstar, ac:leather|padded|studded|ring-mail|brigandine|scale-mail|hide|chain-mail, cattr:int=5:7|mov=9|ac=10|size=L|hd=2r3|thac0=19|attk1=2d4:Weapon:3:P,ns:5],[cl:WP,%:5,prime:Shortsword],[cl:WP,%:5,prime:Longsword],[cl:WP,%:5,prime:Broadsword],[cl:WP,%:5,both:Awl Pike],[cl:WP,%:5,both:Bec de Corbin],[cl:WP,%5:,both:Fauchard],[cl:WP,%:5,both:Glaive],[cl:WP,%:5,both:Glaive-Guisarme],[cl:WP,%:5,both:Guisarme-Voulge],[cl:WP,%:5,both:Military Fork],[cl:WP,%:20,prime:Battleaxe],[cl:WP,%:5,both:Shortbow,items:Flight Arrows:20],[cl:WP,%:5,both:Longbow,items:Flight Arrows:20],[cl:WP,%:5,both:Longbow,items:Sheaf Arrows:10|Flight Arrows:10],[cl:WP,%:15,prime:Morningstar]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=10, up to AC5 with armour}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=Default weapon for 2d4, or by weapon (equip via menus)}}{{Languages=*Gnoll,* and many also speak *flind, troll, orc,* or *hobgoblin*}}{{Size=L, 7-8ft tall}}{{Life Expectancy=On average 35 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Strength=}}{{Section5=**Tactics:** Gnolls seek to overwhelm their opponents by sheer numbers, using horde tactics. When under the direction of flinds or a strong leader, they can be made to hold rank and fight as a unit. While they do not often lay traps, they will ambush or attempt to attack from a flank or rear position.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Gnoll,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands. While the body of a gnoll is shaped like that of a large human, the details are those of a hyena. They stand erect on two legs and have hands that can manipulate as well as those of any human. They have greenish gray skin, darker near the muzzle, with a short reddish gray to dull yellow mane.}}{{desc9=**Combat:** Gnolls seek to overwhelm their opponents by sheer numbers, using horde tactics. When under the direction of flinds or a strong leader, they can be made to hold rank and fight as a unit. While they do not often lay traps, they will ambush or attempt to attack from a flank or rear position. Gnolls favor swords (15%), pole arms (35%) and battle axes (20%) in combat, but also use bows (15%), morningstars (15%).}}'}, + {name:'Gnoll-Chieftain',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Gnoll Chieftain, ac:splint-mail|banded-mail|bronze-plate-mail|plate-mail, cattr:hd=4r3|ac=3|thac0=17|dmg=+3]{{subtitle=Creature}}%{Race-DB-Creatures|Gnoll}{{Hit Dice=4}}{{THAC0=17}}{{AC=3 (preset - can be improved with magical armour if equipped))}}{{Strength=Due to their great strength, Gnoll Chieftains gain +3 on damage that they do}}Specs=[Gnoll Chieftain,CreatureRace,0H,Gnoll]{{desc=**Gnoll Chieftain:** If 100 or more are encountered there will also be a chieftain who has 4 Hit Dice, an Armor Class of 3, and who receives a +3 on his damage rolls due to his great strength. Further, each chieftain will be protected by 2-12 (2d6) elite warrior guards of 3 Hit Dice (AC 4, +2 damage).}}'}, + {name:'Gnoll-Leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader}}RaceData=[w:Gnoll Leader, cattr:hd=3r3|thac0=17]{{subtitle=Creature}}%{Race-DB-Creatures|Gnoll}{{Hit Dice=3}}{{THAC0=17}}Specs=[Gnoll Leader,CreatureRace,0H,Gnoll]{{desc=**Gnoll Leader:** A gnoll lair will contain between 20 and 200 adult males. For every 20 gnolls, there will be a 3 Hit Die leader.}}'}, + {name:'Gnoll-Warrior-Guard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Warrior Guard}}RaceData=[w:Gnoll Warrior Guard, cattr:hd=3r3|thac0=17|dmg=+2]{{subtitle=Creature}}%{Race-DB-Creatures|Gnoll}{{Hit Dice=3}}{{THAC0=17}}{{AC=4 (preset)}}{{Strength=Due to their great strength, Gnoll Warrior Guards gain +2 on damage that they do}}Specs=[Gnoll Leader,CreatureRace,0H,Gnoll]{{desc=**Gnoll Leader:** A gnoll lair will contain between 20 and 200 adult males. For every 20 gnolls, there will be a 3 Hit Die leader.}}'}, + {name:'Gnoll-ac5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= AC5}}RaceData=[w:Gnoll ac5, cattr:hd=2r3|thac0=19|ac=5]{{subtitle=Creature}}%{Race-DB-Creatures|Gnoll}{{Hit Dice=2}}{{THAC0=19}}Specs=[Gnoll,CreatureRace,0H,Gnoll]{{AC=5 (preset)}}'}, + {name:'Goat',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Goat}}RaceData=[w:Goat, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=7|hd=1+2r6|thac0=19|size=M|attk1=1d3:Butt with Horns:0:B|attk2=1d3+1d2:Charge attk:2:B|attkmsg=$$Charge attack is at +2 to hit - add this in manually]{{subtitle=Creature}}Specs=[Goat,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=1+2 HD}}{{THAC0=19}}{{Attacks=Butt with horns for 1d3, charge at +2 to hit and an additional 1d2 damage}}{{Size=M}}{{Life Expectancy=15 to 18 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc9=**Combat:** When a goat charges, it gains a +2 attack bonus and does an additional 1-2 points damage.}}'}, + {name:'Goat-of-Terror',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nGoat of Terror}}RaceData=[w:Goat of Terror, align:N, weaps:none, ac:none, cattr:int=0|mov=36|ac=2|hd=6|hp=48|thac0=20|size=M,ns:1],[cl:PW,w:Goat Terror,sp:0,pd:-1]{{subtitle=Figurine}}Specs=[Goat of Terror,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=2}}{{Alignment=Neutral}}{{Move=36}}{{Hit Dice=6HD, starts as 48HP}}{{THAC0=N/A - no attacks as a creature}}{{Size=M}}{{Section2=**Powers**}}{{Section3=Radiates *Terror* in a 30ft radius when ridden vs an opponent}}{{Section4=**Special Advantages**}}{{Section5=Rider can employ the goat\'s horns as weapons}}{{Section6=**Special Disadvantages**}}{{Attacks=No attacks}}{{Uses=Can normally only be used 3 times before the figurine loses its power}}{{Section9=**Description**}}{{desc8=When called upon with the proper command word, this statuette becomes a destrier-like mount, movement rate 36, Armor Class 2, 48 hit points, and no attacks. However, its rider can employ the goat\'s horns as weapons (one horn as a spear +3 (lance), the other as a sword +6). When ridden versus an opponent, the goat of terror radiates terror in a 30-foot radius, and any opponent in this radius must roll a successful saving throw vs. spell or lose 50% of strength and suffer at least a -3 penalty to attack rolls, all due to weakness caused by terror. When all opponents are slain, or upon the proper command, the goat returns to its statuette form. It can be used once every two weeks.}}'}, + {name:'Goat-of-Travail',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nGoat of Travail}}RaceData=[w:Goat of Travail, align:N, weaps:none, ac:none, cattr:int=0|mov=24|ac=0|hd=16|hp=96|thac0=5|size=L|attk1=2+2d4:Hooves x 2:0:B|attk2=2d4:Bite:1:P|attk3=2d6:Horns x 2:2:P,attkmsg:Cannot use hooves if charging$$Cannot use bite if charging$$If charging horns do additional damage - see damage message,dmgmsg:Cannot use hooves if charging$$Cannot use bite if charging$$If charging horns do additional +6 hp damage each]{{subtitle=Figurine}}Specs=[Goat of Travail,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=0}}{{Alignment=Neutral}}{{Move=24}}{{Hit Dice=16HD, starts as 96HP}}{{THAC0=5}}{{Attacks=2 x Hooves for 2d4+2 Bludgeoning damage each, 1 x Bite for 2d4 Piercing damage, 2 x Horns for 2d6 each of Piercing damage - can *Charge* for +6 extra Horn damage, but can\'t then do Hoof or Bite attack}}{{Size=L larger than a bull!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=Can normally only be used 3 times before the figurine loses its power}}{{Section9=**Description**}}{{desc8=When commanded, this statuette becomes an enormous creature, larger than a bull, with sharp hooves (2d4+2/2d4+2), a vicious bite (2d4), and a pair of wicked horns of exceptional size (2d6/2d6). If it is charging to attack, it may only use its horns, but +6 damage is added to each hit on that round (i.e., 8-18 hit points per damage per horn). It is Armor Class 0, has 96 hit points, and attacks as a 16 Hit Dice monster. It can be called to life just once per month up to 12 hours at a time. Its movement rate is 24.}}'}, + {name:'Goat-of-Travelling',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Figurine of Wonderous Power\nGoat of Travelling}}RaceData=[w:Goat of Travelling, align:N, weaps:none, ac:none, cattr:int=0|mov=48|ac=6|hd=4|hp=24|thac0=17|size=M|attk1=1d8:Horn1:0:PB|attk2=1d8:Horn2:0:PB]{{subtitle=Figurine}}Specs=[Goat of Travelling,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Not (0)}}{{AC=6}}{{Alignment=Neutral}}{{Move=48 bearing 280lbs or less reduced by 1 for every additional 14lbs of weight carried}}{{Hit Dice=4HD, starts as 24HP}}{{THAC0=17}}{{Attacks=2 x Horns for 1d8 each of Piercing or Bludgeoning damage (depending on type of horn)}}{{Size=M}}{{Section2=**Powers**}}{{Section3=Can carry loads and riders of 280lbs or more}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=Can normally only be used 3 times before the figurine loses its power}}{{Section9=**Description**}}{{desc8=This statuette provides a speedy and enduring mount of Armor Class 6, with 24 Hit Points and 2 attacks (horns) for 1d8 each (consider as 4 Hit\nDice monster). Its movement rate is 48 bearing 280 pounds or less. Its movement is reduced by 1 for every additional 14 pounds of weight carried. The goat can travel a maximum of one day each week—continuously or in any combination of periods totalling 24 hours. At this point, or when the command word is uttered, it returns to its small form for not less than one day before it can again be used.}}'}, + {name:'Goblin',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Goblin}}{{subtitle=Creature}}Specs=[Goblin,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low to Average (5-10)}}{{AC=10 (can wear simple armour up to AC6)}}{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=1-1}}{{THAC0=20}}{{Attack=1d6 and by weapon}}{{Languages=Harsh, and pitched higher than that of humans. In addition to their own language, some goblins can speak in the kobold, orc, and hobgoblin tongues.}}{{Size=S 4ft tall}}{{Life Expectancy=50 years or so}}{{Section2=**Powers**}}{{Section3=None}}{{Priest Spells=}}{{Section4=**Special Advantages**}}{{Infravision=60 foot, but suffer -1 to attacks in bright sunlight}}RaceData=[w:Goblin, align:LE, cattr:int=5:10|mov=6|size=S|hd=1-1r4|thac0=20|attk1=1d6:Simple weapon:3:S|attkmsg=Remember -1 to-hit penalty in \\lbrak;Bright Sunlight\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦Sunlight 1 tohit penalty¦99¦0¦Suffering -1 to hit due to being in bright sunlight¦bleeding-eye\\rpar; but back to normal in \\lbrak;Shade\\rbrak;\\lpar;!rounds ~~removetargetstatus `{selected¦token_id}¦Sunlight 1 tohit penalty\\rpar;]{{Section9=**Description**}}{{desc8=These small, evil humanoids would be merely pests, if not for their great numbers. Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. They always walk upright, but their arms hang down almost to their knees. Their skin colors range from yellow through any shade of orange to a deep red. Usually a single tribe has members all of about the same color skin. Their eyes vary from bright red to a gleaming lemon yellow. They wear clothing of dark leather, tending toward dull soiled-looking colors.}}{{desc9=**Combat:** Goblins hate bright sunlight, and fight with a -1 on their attack rolls when in it. This unusual sensitivity to light, however, serves the goblins well underground, giving them infravision out to 60 feet. They can use any sort of weapon, preferring those that take little training, like spears and maces. They are known to carry short swords as a second weapon. They are usually armored in leather, although the leaders may have chain or even plate mail.\nGoblin strategies and tactics are simple and crude. They are cowardly and will usually avoid a face-to-face fight. More often than not, they will attempt to arrange an ambush of their foes.}}'}, + {name:'Goblin-Assistant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader\'s Assistant}}RaceData=[w:Goblin Assistant, cattr:hd=1r4|ac=6]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}Specs=[Goblin Assistant,CreatureRace,0H,Goblin]{{Hit Dice=1}}{{desc=**Leader\'s Assistant:** For every 40 goblins there will be a leader and his 4 assistants, each having 1 Hit Die (7 hit points).}}'}, + {name:'Goblin-Bodyguard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Bodyguard}}RaceData=[w:Goblin Bodyguard, cattr:hd=2r4|thac0=19|ac=4|attk1=1d8:Battle Axe:7:S|attk2=1d6:Shortsword:3:S]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}Specs=[Goblin Bodyguard,CreatureRace,0H,Goblin]{{Hit Dice=2}}{{THAC0=19}}{{Attack=1d6/1d8 and by weapon}}{{desc=**Chief\'s Bodyguard:** The tribe has a single goblin chief and 2-8 (2d4) bodyguards each of 2 Hit Dice, Armor Class 4, and armed with two weapons.}}'}, + {name:'Goblin-Chief',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chief}}RaceData=[w:Goblin Chief, cattr:hd=2r4|thac0=19|ac=4|attk1=1d8:Battle Axe:7:S|attk2=1d6:Shortsword:3:S]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}{{Hit Dice=2}}Specs=[Goblin Chief,CreatureRace,0H,Goblin]{{THAC0=19}}{{Attack=1d6/1d8 and by weapon}}{{desc=**Chief:** The tribe has a single goblin chief and 2-8 (2d4) bodyguards each of 2 Hit Dice, Armor Class 4, and armed with two weapons.}}'}, + {name:'Goblin-Leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader}}RaceData=[w:Goblin Leader, cattr:hd=1r4|ac=6]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}Specs=[Goblin Leader,CreatureRace,0H,Goblin]{{Hit Dice=1}}{{desc=**Leader:** For every 40 goblins there will be a leader and his 4 assistants, each having 1 Hit Die (7 hit points).}}'}, + {name:'Goblin-Shaman-L5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman}}RaceData=[w:Goblin Shaman L5, cattr:cl=pr:goblin-shaman|lv=5|ac=6]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}Specs=[Goblin Shaman,CreatureRace,0H,Goblin]{{Hit Dice=1}}{{Section3=}}{{Priest Spells=Spheres include: Divination, Healing (reversed), Protection, and Sun (reversed).}}{{desc=Goblin shamans are rare, but have been known to reach 7th level. Their spheres include: Divination, Healing (reversed), Protection, and Sun (reversed).}}'}, + {name:'Goblin-Sub-Chief',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sub-Chief}}RaceData=[w:Goblin Sub-Chief, cattr:hd=1+1r4|thac0=19|ac=5|attk1=1d8:Battle Axe:7:S]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}Specs=[Goblin Sub-Chief,CreatureRace,0H,Goblin]{{Hit Dice=1+1}}{{THAC0=19}}{{Attack=1d8 and by weapon}}{{desc=**Sub-Chief:** For every 200 goblins there will be a sub-chief and 2-8 (2d4) bodyguards, each of which has 1+1 Hit Dice (8 hit points), is Armor Class 5, and armed with a battle axe.}}'}, + {name:'Goblin-ac6',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= AC6}}RaceData=[w:Goblin ac6, cattr:ac=6]{{subtitle=Creature}}%{Race-DB-Creatures|Goblin}{{AC=6 (preset)}}Specs=[Goblin,CreatureRace,0H,Goblin]{{}}'}, + {name:'Gold-Dragon',type:'DragonRace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Gold-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Gold Dragon, cattr:int=17:18|mov=12|fly=40C|Jump=3|swim=12|ac=0-??1|hd=(16+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1+2)*5)|cl=mu:gold-dragon/pr:gold-dragon|lv=8+??1/8+??1|thac0=5-??2|dmg=??1|size=G|attk1=1d10:Claw x 2 or Claw+Kick:0:S|attk2=6d6:Bite:0:P|attk3=2d10:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*12\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*24\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to fire \\amp gas from birth, ns:=11],[cl:PW,w:Gold-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:1,w:MU-Water-Breathing,pd:-1,sp:1],[cl:PW,age:1,w:MU-Polymorph-Self,pd:3,sp:1],[cl:PW,age:3,w:PR-Bless,pd:3,sp:1],[cl:PW,w:PR-Detect-Lie,age:4,pd:3,sp:1],[cl:PW,w:PR-Animal-Summoning-1,age:6,pd:1,sp:1],[cl:PW,w:PR-Animal-Summoning-II,age:7,pd:1,sp:1],[cl:PW,w:PW-Luck-Bonus,age:7,pd:1,sp:1],[cl:PW,w:PR-Quest,age:8,pd:1,sp:1],[cl:PW,w:PW-Detect-Gems-Kind+Number,age:8,pd:3,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:],[cl:PR,lv:3,w:],[cl:PR,lv:4,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Gold}}{{Intelligence=Genius (17-18)}}{{AC=Varies with age, adult gold dragon is AC -6}}{{Move=12, FL 40(C) (winged form) FL 6(E) (wingless form), Swim 12 (winged) 15 (wingless), Jump 3}}{{Hit Dice=Varies with age, adult gold dragon is 18 HD}}{{THAC0=Varies with age, adult gold dragon is 3}}{{Section1=**Attacks:** Damage bonus varies with age, adult gold dragon is +6. 2 x Claws for 1d10 HP each, possibly with 1 or 2 kicks for 1d10 each, bite for 6d6, and tail slap for 2d10 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Gold Dragon* and *Good Dragon Common*, and can *speak with animals* freely from birth. 18% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A gold dragon has two breath weapons: a cone of fire 90\' long, 5\' wide at the dragon\'s mouth, and 30\' wide at the end or a cloud of potent chlorine gas 50\' long, 40\' wide and 30\' high. Creatures caught in either effect are entitled to a save versus breath weapon for half damage. Damage from the acid breath weapon varies by age from 2d12+1 to 24d12+12. }}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 12 to 20 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=All gold dragons can use *water breathing* at will, and can *polymorph self* 3 times a day. *Young* dragons can *bless* x 3 per day, *Juveniles* can *detect lie* x3 per day, *Adult* dragons gain *animal summoning I* x1 a day, *Mature Adults* can do *animal summoning II* x1 per day, and *luck bonus* once a day. *Old* dragons can cast *quest* x 1 per day, and *detect gems* once per day within 30ft radius.\nThe *luck bonus* power is used to aid *good* adventurers: see the description of the power by *viewing* it}}{{desc8=**Gold Dragons:** Gold dragons are wise, judicious, and benevolent. They often embark on self-appointed quests to promote goodness, and are not easily distracted from them. They hate injustice and foul play. A gold dragon frequently assumes human or animal guise and usually will be encountered disguised.\nAt birth, a gold dragon\'s scales are dark yellow with golden metallic flecks. The flecks get larger as the dragon matures until, at the adult stage, the scales grow completely golden.\nGold dragons can live anywhere. Their lairs are secluded and always made of solid stone, either caves or castles. These usually have loyal guards: either animals appropriate to the terrain, or storm or good cloud giants. The giants usually serve as guards through a mutual defensive agreement.}}{{desc9=**Combat:** Gold dragons usually parley before combat. When conversing with intelligent creatures they use *detect lie* and *detect gems* spells to gain the upper hand. In combat, they quickly use *bless* and *luck bonus*. Older dragons use *luck bonus* at the start of each day if the duration is a day or more. They make heavy use of spells in combat.}}'}, + {name:'Gorgon',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Gorgon}}{{subtitle=Creature}}Specs=[Gorgon,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=2}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=8}}{{THAC0=13}}{{Attack=2d6 gore with horns, and breath weapon}}{{Languages=None}}{{Size=L, 8ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Breath Weapon=4 times per day, cone 20ft at end, up to 60ft long, save vs. petrification}}{{Section4=**Special Advantages**}}{{Keen senses=Sense of smell is acute and are 75% likely to track their victim successfully.}}RaceData=[w:Gorgon, align:N, cattr:int=1|mov=12|size=L|hd=8|thac0=13|attk1=2d6:Gore with horns:0:P, ns:1],[cl:PW,w:Gorgon Breath,sp:0,pd:4]{{Section9=**Description**}}{{desc=Gorgons are fierce, bull-like beasts who make their lairs in dreary caverns or the fastness of a wilderness. They are aggressive by nature and usually attack any creature or person they encounter.\nMonstrous black bulls, gorgons have hides of thick metal scales. Their breath is a noxious vapor that billows forth in great puffs from their wide, bull nostrils. Gorgons walk on two hooves, when necessary, but usually assume a four-hoofed stance. Despite their great size, they can move through even heavy forests with incredible speed, for they simply trample bushes and splinter smaller trees. Gorgons speak no languages but let out a roar of anger whenever they encounter other beings.}}{{desc1=**Combat:** Four times per day gorgons can make a breath weapon attack (their preferred means of attack). Their breath shoots forth in a truncated cone, five feet wide at the base and 20 feet wide at its end, with a maximum range of 60 feet. Any creature caught in this cone must roll a saving throw vs. petrification. Those who fail are turned to stone immediately! The awareness of gorgons extends into the Astral and Ethereal planes, as do the effects of their breath weapon.\nIf necessary (i.e., their breath weapon fails) gorgons will engage in melee, charging forward to deliver a vicious head butt or horn gore. Gorgons fight with unrestricted ferocity, slashing and trampling all who challenge them until they themselves are slain.\nTheir sense of smell is acute and once they get on the trail gorgons are 75% likely to track their victim successfully. Once their victim is in sight, gorgons let out a scream of rage and then charge. Unless somehow evaded, a gorgon will pursue tirelessly, for days if necessary, until the prey either drops from exhaustion or is caught in the gorgon\'s deadly breath.}}'}, + {name:'Greater-Basilisk',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Basilisk}}{{subtitle=Creature}}Specs=[Basilisk-Greater,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5:7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=10}}{{THAC0=11}}{{Attack=2 x Claw 1d6, 1 x Bite 2d8}}{{Languages=None known}}{{Size=L, 12ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Gaze:** Its gaze turns those who meet eyes to stone. Attacking or surprised opponents automatically meet its gaze and must save vs. petrification each round they attack, unless from the rear. Can look "in general direction" to hit at -2 \\amp get 20% chance of meeting gaze. Or avert \\amp attack blindfolded for -4 to-hit}}{{Section4=**Special Advantages**}}{{Poison Claws=Claws have poison tyle K with save at +4 or take 5HP damage in 2d4 rounds}}{{Poison Breath=If within 5ft of mouth, save vs. poison at +2 or die}}{{Surprise=Only surprised on a 1}}{{Section6=**Special Disadvantages**}}{{Reflections=If lit, and can see its own reflection, can petrify itself}}RaceData=[w:Greater Basilisk, align:N, cattr:int=5:7|mov=6|ac=2|size=L|hd=10r2|thac0=11|attk1=1d6:Claw:0:S|attk2=1d6:Claw:0:S|attk3=2d8:Bite:1:P|dmgmsg=Claws have Type K poison - **save at +4 bonus** or \\lbrak;take 5HP in 2d4 rounds\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who has been struck?¦token_id}¦Poison K_Feeling Wrong_¦\\amp#91;\\lbrak;2d4\\rbrak;\\amp#93;¦-1¦Somethings wrong... not quite sure what...¦skull\\rpar;. If within 5ft of mouth **save vs. Poison at +2 or die from breath**. Gaze \\lbrak;Petrifies\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦cone¦feet¦0¦50¦50¦green¦true ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the unfortunate soul?¦token_id}¦Petrified¦99¦0¦Petrified by a Gaze Attack¦padlock\\rpar;. Those attacking without counter-measures must save every round,spattk:Petrification gaze attack,ns:1],[cl:PW,w:Petrification-Gaze-Attack,sp:0,pd:-1]{{Section9=**Description**}}{{desc=These reptilian monsters all posses a gaze that enables them to turn any fleshy creature to stone; their gaze extends into the Astral and Ethereal planes.\nThe greater basilisk is a larger cousin of the more common reptilian horror, the ordinary basilisk. These monsters are typically used to guard treasure.}}{{desc1=**Combat:** The monster attacks by raising its upper body, striking with sharp claws, and biting with its toothy maw. The claws carry Type K poison (saving throws vs. poison are made with a+4 bonus). Its foul breath is also poisonous, and all creatures, coming within 5 feet of its mouth, even if just for a moment, must roll successful saving throws vs. poison (with a+2 bonus) or die (check each round of exposure).\nEven if a polished reflector is used under good lighting conditions, the chance for a greater basilisk to see its own gaze and become petrified is only 10%, unless the reflector is within 10 feet of the creature. (While its gaze weapon is effective to 50 feet, the creature\'s oddly-shaped eyes are nearsighted and it cannot see its own gaze unless it is within 10 feet.)}}'}, + {name:'Green-Dragon',type:'DragonRace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Green-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Green Dragon, cattr:int=11:12|mov=9|fly=30C|swim=9|ac=4-??1|hd=(13+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-2)*5)|cl=mu:green-dragon|lv=5+??1|thac0=7-??2|dmg=??1|size=G|attk1=1d8:Claw x 2 or Claw+Kick:0:S|attk2=2d10:Bite:0:P|attk3=2d8:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*8\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*16\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to gasses from birth, ns:=11],[cl:PW,w:Green-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:4,w:MU-Water-Breathing,pd:-1,sp:1],[cl:PW,age:6,w:MU-Suggestion,pd:1,sp:1],[cl:PW,w:PR-Warp-Wood,age:7,pd:3,sp:1],[cl:PW,w:MU-Plant-Growth,age:8,pd:1,sp:1],[cl:PW,w:PR-Entangle,age:9,pd:1,sp:1],[cl:PW,w:PR-Pass-Without-Trace,age:11,pd:3,sp:1]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Green}}{{Intelligence=Very intelligent (11-12)}}{{AC=Varies with age, adult green dragon is AC -2}}{{Move=9, FL 30(C), Sw 9}}{{Hit Dice=Varies with age, adult green dragon is 15 HD}}{{THAC0=Varies with age, adult green dragon is 5}}{{Section1=**Attacks:** Damage bonus varies with age, adult green dragon is +6. 2 x Claws for 1d8 HP each, possibly with 1 or 2 kicks for 1d8 each, bite for 2d10, and tail slap for 2d8 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Green Dragon* and *Evil Dragon Common*, and 12% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A cloud of poisonous chlorine gas, extending 50ft from the dragon, 40ft wide and 30ft high. Damage varies by age from 2d6+1 to 24d6+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard spells cast at a level from 9 to 17 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Juvenile* dragons learn *water breathing* at will, *Adults* can do *Suggestion* once a day, a *Mature Adult* dragon gains *Warp Wood* 3 x a day, *Old* dragons gain *Plant Growth* x 1 per day, and *Wyrms* gain *Pass without Trace* x 3 per day}}{{desc8=**Green Dragons:** Green dragons are bad tempered, mean, cruel, and rude. They hate goodness and good-aligned creatures. They love intrigue and seek to enslave other woodland creatures, killing those who cannot be controlled or intimidated.\nA hatchling green dragon\'s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and become lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings. A green dragon\'s scales never become as thick as other dragons\', remaining smooth and flexible.\nGreen dragons are found in sub-tropical and temperate forests, the older the forest and bigger the trees, the better. The sights and smells of the woods are pleasing to the dragon, and it considers the entire forest or woods its territory. Sometimes the dragon will enter into a relationship with other evil forest-dwelling creatures, which keep the dragon informed about what is going on in the forest and surrounding area in exchange for their lives. If a green dragon lives in a forest on a hillside, it will seek to enslave hill giants, which the dragon considers its greatest enemy. A green dragon makes its lair in underground chambers far beneath its forest.\nThe majority of green dragons encountered will be alone. However, when a mated pair of dragons and their young are encountered, the female will leap to the attack. The male will take the young to a place of safety before joining the fight. The parents are extremely protective of their young, despite their evil nature, and will sacrifice their own lives to save their offspring.}}{{desc9=**Combat:** Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target creature intrigues the dragon or appears to be difficult to deal with, the dragon will stalk the creature, using its environment for cover, until it determines the best time to strike and the most appropriate tactics to use. If the target appears formidable, the dragon will first attack with its breath weapon, magical abilities, and spells. However, if the target appears weak, the dragon will make its presence known quickly for it enjoys evoking terror in its targets. When the dragon has tired of this game, it will bring down the creature using its physical attacks so the fight lasts longer and the creature\'s agony is prolonged.\nSometimes, the dragon elects to control a creature, such as a human or demi-human, through intimidation and suggestion. Green dragons like to question men, especially adventurers, to learn more about their society, abilities, what is going on in the countryside, and if there is treasure nearby.}}'}, + {name:'Gremlin',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gremlin}}RaceData=[w:Gremlin, align:CE, cattr:int=11:12|mov=6|fly=18 (B)|ac=4|size=T|hd=4r3|thac0=17|attk1=1d4:Bite:0:P|mr=25|mw=+1|attkmsg=Only hit by magical weapons. 25% magic resistance, spdef:Only hit by magical weapons. 25% magic resistance]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Very (11 or 12)}}{{AC=4}}{{Alignment=Chaotic Evil}}{{Move=6, Fl 18(B)}}{{Hit Dice=4}}{{THAC0=17}}{{Attack=Bite for 1d4}}{{Languages=*Gremlin*. May also understand other languages, but never known to speak them}}{{Size=T, 18ins tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=}}{{Magic Resistance=25% magic resistance}}{{Magical Weapons To Hit=Magically enchanted weapons are required to hit Gremlins}}{{Section6=**Special Disadvantages**}}{{Section7=**Avoid Melee:** Gremlins are worthless in real combat; at every opportunity they flee rather than fight face-to-face. In melee, gremlins have only their weak bite for attacks (1d4 points of damage). They can fly quite well (MC B), but they usually stay close to the ground or well over their opponents\' heads, where they are difficult to reach.}}Specs=[Gremlin,CreatureRace,0H,Creature]{{Section8=**Description**}}{{desc8=Often mistaken for imps, gremlins are small, winged goblinoids. There are many varieties of gremlins, and most are chaotic and mischievous. Their skin color ranges from brown to black to gray, frequently in a mottled blend. Their ears are very large and pointed, giving them a 65% chance to hear noise. A pair of bat-like wings enables them to fly or glide. Gremlins never wear clothing or ornamentation.}}{{desc9=**Combat:** What gremlins like to do best is cause trouble. The angrier their victims are, the happier the gremlins. Their favorite tactic is to set up a trap to humiliate opponents and maybe even cause them to damage a valued possession or hurt a loved one. If the opponent gets hurt as well, that\'s just fine. For example, the gremlin may set a trip wire across a doorway that pulls down a fragile vase onto the victim\'s head. A building infested by a gremlin pack can be reduced to shambles in a single night.}}'}, + {name:'Gremlin-Fremlin',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Fremlin}{{subtitle=Creature}}RaceData=[w:Fremlin]{{}}Specs=[Fremlin,CreatureRace,0H,Fremlin]{{}}'}, + {name:'Gremlin-Galtrit',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Galtrit}{{}}RaceData=[w:Galtrit]{{}}Specs=[Galtrit,CreatureRace,0H,Galtrit]{{}}'}, + {name:'Gremlin-Mite',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Mite}{{}}Specs=[Mite,CreatureRace,0H,Mite]{{}}RaceData=[w:Mite]{{}}'}, + {name:'Gremlin-Mite-Female',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Mite-Female}{{}}RaceData=[w:Mite Female]{{}}Specs=[Mite Female,CreatureRace,0H,Mite-Female]{{}}'}, + {name:'Gremlin-Mite-King',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Mite-King}{{}}RaceData=[w:Mite King]{{}}%{Race-DB-Creatures|Mite-King}{{}}Specs=[Mite King,CreatureRace,0H,Mite-King]{{}}'}, + {name:'Gremlin-Snyad',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB_Creatures|Snyad}{{}}RaceData=[w:Snyad]{{}}Specs=[Snyad,CreatureRace,0H,Snyad]{{}}'}, + {name:'Half-Ogre',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Half-Ogre}}{{subtitle=Creature}}Specs=[Half-Ogre,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi- to High (3-14)}}{{AC=5 (preset)}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=2+6}}{{HP=}}{{THAC0=17}}{{Attacks=By weapon, usually equipped with either a half-ogre sword or war spear}}{{Languages=Half-ogres speak *common* (more clearly and unimpeded than ogres), *ogrish, orcish, troll,* and one other, usually human, language.}}{{Size=L 9-10ft tall}}{{Life Expectancy=About 110 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Great Mass=grants +2 damage}}{{Priest Spells=}}{{Infravision=60 feet}}{{Section5=**Leaders:** Half-ogres in combat are often found with full-blooded ogres. If so, the half-ogre will most likely be leading the ogre party. The ogres fight more wisely when led by a half-ogre that concentrates assaults on characters it recognizes as spellcasters, and teaming up against skilled fighters. Ambushes are better-planned and more carefully baited.}}RaceData=[w:Half Ogre, align:CE, cattr:int=3:14|mov=12|ac=5|hd=2+6r2|thac0=17|size=L|dmg=+2|attk1=2+1d10:Sword:10:S|attk2=2+2d4:Spear:8:P|attkmsg=Better to use equipped half-ogre weapons, spattk:Strength gives bonuses to damage. Equipped half-ogre weapons better than innate attacks]{{Section9=**Description**}}{{desc8=When adventuring companies journey into the wilderness they often run into ogres; big, ugly humanoids. Occasionally, an ogre party will include one or two individuals that are a little shorter, but significantly smarter, wielding a weapon with more skill than might have been expected. They have a better understanding of their opponents, and they grunt commands that anticipate the adventurers\' moves. In\nthis way half-breeds, the issue of ogres and humans, earn the respect of their kind.\nHalf-ogres range from 7 to 8 feet in height and weigh from 315 to 425 pounds. Skin and hair color are variable, but tend toward brown, gray, black, dull yellow (skin only), or any of the above with a slight gray-green tint. Teeth and nails are always orange. Most half-ogres have human-like eyes, though about one in five have the white pupils common to ogres. Their odor is noticeable, but it is not as overpowering as that of a full-blooded ogre. The half-ogre traditionally wears heavy skins and furs, bringing his Armor Class up to that of his ogre brethren, but rare individuals have the ability to make a shirt of chain-mail, for an AC of 3.}}{{desc9=**Combat:** Half-ogres of any sort suffer -2 penalties to their attack rolls against dwarves and -4 against gnomes, since those smaller races are so skilled at battling bigger folk.\nTo earn command privileges, particularly when ogre leaders are present, a half-ogre must show himself quick to battle and fierce in combat. Half-ogres\' usual weapon of choice is a huge sword and shield, or a war spear capable of causing 2d4 points of damage. A half-ogre inflicts an additional 2 points of damage, due to his mass.}}'}, + {name:'Half-Ogre-Kader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Kader}}RaceData=[w:Half-Ogre Kader, cattr:hd=6r2|thac0=15]{{}}%{Race-DB-Creatures|Half-Ogre}{{}}Specs=[Half-Ogre Kader,CreatureRace,0H,Half-Ogre]{{Hit Dice=6}}{{THAC0=15}}{{desc=**Half-Ogre Kader:** For every 10 half-ogres in an encounter, there is a kader with 6 Hit Dice.}}'}, + {name:'Half-Ogre-Shaman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman}}RaceData=[w:Half-Ogre Shaman, cattr:hd=5+3r2|thac0=15|cl=pr:priest|lv=4]{{}}Specs=[Half-Ogre Shaman,CreatureRace,0H,Half-Ogre]{{}}%{Race-DB-Creatures|Half-Ogre}{{Hit Dice=5+3}}{{THAC0=15}}{{Priest Spells=Has spell casting capability as a 4th level priest}}{{desc=**Half-Ogre Shaman:** If more than 15 half-ogres are encountered, they will have a shaman, a fighter/priest with 5 + 3 Hit Dice and the spells of a 4th-level priest, and two acolyte shamans, with 4+6 Hit Dice and the spells of a 2nd-level priest.}}'}, + {name:'Half-Ogre-Veteran',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Veteran}}RaceData=[w:Half-Ogre Veteran, cattr:hd=5+3r2|thac0=15]{{}}%{Race-DB-Creatures|Half-Ogre}{{}}Specs=[Half-Ogre Veteran,CreatureRace,0H,Half-Ogre]{{Hit Dice=5+3}}{{THAC0=15}}{{desc=**Half-Ogre Veteran:** For every five half-ogres in an encounter, there is an additional veteran with 5+3 Hit Dice.}}'}, + {name:'Half-Ogre-no-armour',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Half-Ogre no armour, cattr:ac=9]{{}}%{Race-DB-Creatures|Half-Ogre}{{}}Specs=[Half-Ogre no armour,CreatureRace,0H,Half-Ogre]{{AC=9, can equip with armour to improve AC}}'}, + {name:'Heavy-War-Horse',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Heavy War Horse, cattr:mov=15|hd=3+3r5|attk1=1d3:Bite:0:P|attk2=1d8:Left Hoof:0:B|attk3=1d8:Right Hoof:0:B]{{}}Specs=[Heavy War Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Heavy War)}}{{Move=15}}{{Attacks=Bite for 1d3, 2 x Hooves for 1d8 each}}{{desc8=**Heavy War Horse:** Warhorses are bred and trained to the lance, the spear, and the sword. They have higher morale than other horses, and are not as skittish about sudden movements and loud noises. The choice of knights and cavalry, these are the pinnacle of military horses. There are three varieties; heavy, medium and light.\n*Heavy war horses* are similar to draft animals. Large and muscular, they are relatively slow. Their size and powerful legs allow them to be armored in plate, and to carry a warrior in plate, as easily as a pony carries saddle bags. A good heavy war horse, fully trained, costs 400 or more gold pieces.}}{{desc9=**Combat:** War horses will fight independently of the rider on the second and succeeding rounds of a melee. They attack three-times per round by kicking with their front hooves and biting.\n*War Horses* are specially trained, and are accustomed to loud noises, strange smells, fire, or sudden movements, panicing only 10% of the time.}}'}, + {name:'Hell-Hound-4HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hell Hound}}{{name=4HD}}RaceData=[w:Hell Hound 4HD, align:LE, ac:none, weaps:none, cattr:int=5:7|mov=12|ac=4|hd=4r3|thac0=17|size=M|attk1=1d10:Bite:0:B|attkmsg=Remember immune to fire; keen hearing so only surprised on 1 or 2; can see hidden or invisible creatures 50% of the time|dmgmsg=If rolled a natural 20 then do Fire Breath damage of \\lbrak;\\lbrak;@{selected¦hitdice}\\rbrak;\\rbrak; HP as well \\lpar;save vs. breath to halve\\rpar;, spattk:Fire Breath as power. Stealth means opponents get -5 penalty on surprise, spdef:Immune to fire. Only surprised on 1 or 2. See invisible or hidden creatures 50% of the time, ns:1],[cl:PW,w:Hell-Hound-Breath,pd:-1,sp:0]{{subtitle=Creature}}Specs=[Hell-Hound,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=4 is natural AC. Do not wear armour}}{{Alignment=Lawful Evil}}{{Move=12}}{{Hit Dice=4HD}}{{THAC0=17}}{{Section1=**Attacks:**}}{{Bite=for 1d10 HP damage}}{{Fire Breath=Fiery breath out to 10yds for damage equal to number of Hit Dice. On a natural 20, does both bite \\amp breath damage}}{{Languages=The baying sounds it makes have an eerie, hollow tone that send a shiver through any who hear them. While normally stealthy, when pursuing fleeing prey the hounds might bay}}{{Size=M}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Fire Breath=A 10 yard long bolt of fire which does damage equal to the number of Hit Dice of the Hell Hound}}{{Section4=**Special Advantages**}}{{Immunity=Immunity to fire of all types}}{{Stealthy=Opponents get -5 penalty on surprise when hell hounds stalk them.}}{{Exceptional Hearing=Hell hounds are only surprised on a 1 or 2 on a d10}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Hell hounds are fire-breathing canines from another plane of existence brought here in the service of evil beings.\nA hell hound resembles a large hound with rust-red or red-brown fur and red, glowing eyes. The markings, teeth, and tongue are soot black. It stands two to three feet high at the shoulder, and has a distinct odor of smoke and sulfur.\nHell hounds are native to those extradimensional planes notable for their hot, fiery landscapes. There they roam in packs of 2d20 beasts. The hell hounds on the Prime Material plane are summoned there to serve the needs of evil creatures. Most of them later escape to the wild.\nHell hounds cause more forest fires than any other creature except for humanoids. Hell hounds have their uses, though. Because of their ability to easily detect hidden or invisible creatures, hell hounds make excellent watch dogs, especially for intelligent monsters such as fire giants.}}{{desc9=**Combat:** Hell hounds are clever hunters that operate in packs of 2d20 beasts. Each pack is led by a 7-Hit Die hell hound. The leader drives off other 7 HD rivals, who form their own packs. They move with great stealth, imposing a -5 penalty to opponents\' surprise rolls. One or two of the pack sneak up on a quarry while the others form a ring around it. The first hell hound then springs from ambush, attacks the nearest victim, and attempts to drive the others toward the rest of the pack. If the prey does not run away, the rest of the pack closes in within 1d4+2 rounds. \nHell hounds attack first by breathing fire at an opponent up to 10 yards away. The hell hound then attacks with its teeth. If the hell hound rolls a natural 20 on its attack roll, it grabs a victim in its jaws and breathes fire on the victim.}}'}, + {name:'Hell-Hound-5HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hell Hound 5HD, cattr:hd=5r3|thac0=15]{{}}Specs=[Hell-Hound-5HD,CreatureRace,0H,Hell-Hound-4HD]%{Race-DB-Creatures|Hell-Hound-4HD}{{}}{{name=5HD}}{{Hit Dice=5HD}}{{THAC0=15}}'}, + {name:'Hell-Hound-6HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hell Hound 6HD, cattr:hd=6r3|thac0=15]{{}}Specs=[Hell-Hound-6HD,CreatureRace,0H,Hell-Hound-4HD]%{Race-DB-Creatures|Hell-Hound-4HD}{{}}{{name=6HD}}{{Hit Dice=6HD}}{{THAC0=15}}'}, + {name:'Hell-Hound-7HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hell Hound 7HD, cattr:hd=7r3|thac0=13]{{}}Specs=[Hell-Hound-7HD,CreatureRace,0H,Hell-Hound-4HD]%{Race-DB-Creatures|Hell-Hound-4HD}{{}}{{name=7HD}}{{Hit Dice=7HD}}{{THAC0=13}}'}, + {name:'Heway-Snake',type:'CreatureRace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Heway Snake, cattr:int=5:7|mov=12|swim=6|ac=7|hd=1+3r4|thac0=19| size=M| attk1=1d3:Bite:0:P|attkmsg=Leave poison in near-by water. Creatures drinking water are \\lbrak;poisoned\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Heway Poison_Not quite right¦\\amp#91;\\lbrak;3d6\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison inflicts damage and paralyses in 3d6 minutes. Successful save just does less damage. **Remember** hypnotic stare power., spattk:Heway poisons near-by water which poisons creatures that drink it, spdef:Hypnotic stare power, ns:1],[cl:PW,w:Hypnosis,sp:1,pd:-1]{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Heway Snake}}{{Intelligence=Low (5-7)}}{{AC=7}}{{Move=12, Sw 6}}{{Hit Dice=1+3}}{{THAC0=19}}{{Attacks=Bite for 1d3HP damage. Poisoned water near-by}}{{Size=M 12ft long}}{{Section5=**Poison:** Heways poison a near-by water source with a poison which does damage and paralyses\n**Hypnosis:** Powerful hypnosis can charm creatures which are then taken back to the Heway\'s lair and are willingly consumed}}{{desc9=**Combat:** These intelligent snakes have slimy, poisonous skins that they use to foul wells and oases. After swimming in a body of water for several hours and releasing its poison, it slinks off to wait for its prey to arrive. A creature drinking water poisoned by a heway must make a successful saving throw vs. poison at +2 or suffer 30 points damage within 3d6 minutes and be paralyzed for 1d6 hours. Creatures that make their saving throws suffer 15 points of damage. Even animals that survive the initial effects are often\ndoomed to die of dehydration.\nMany humans and animals attack heways on sight, but it can defend itself with its hypnotic stare, which has a powerful effect; any creature failing a saving throw vs. paralyzation will follow the heway to its lair and allow itself to be devoured. The heway sometimes uses this stare simply to immobilize a menacing creature. It then leaves the area while the hypnotized creature remains stationary for 1d6 turns.\nHeway are innate cowards and avoid contact with other animals. It is a weak fighter, its bite is not venomous, and its jaws are weak. Its preferred food is small animal carrion. Simply touching heway skin has no effect; the poison must be ingested.}}'}, + {name:'Hill-Giant-AC0',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hill Giant AC0,cattr:ac=0]{{}}Specs=[Hill-Giant-AC0,CreatureRace,2H,Hill-Giant-AC3]{{}}%{Race-DB-Creatures|Hill-Giant-AC3}{{name= AC0}}{{AC=Wearing very rare Hill Giant metal armour, so AC0}}{{desc8=Hill giants\' natural Armor Class is 5. Most wear crudely-sewn animal hides, which are the equivalent of leather armor, giving them AC3. Only a few (5%) of the giants fashion metal armor from the armor of men they have defeated. These giants have an Armor Class of 0.}}'}, + {name:'Hill-Giant-AC3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Hill }}{{title=Giant}}RaceData=[w:Hill Giant AC3, align:CE, ac:none, cattr:int=5:7|mov=12|ac=3|hd=12+1d2|thac0=9|tohit=+3|dmg=+7|size=H|attk1=1d6:Fist:0:B, spdef:Can catch rocks hurled at them 30% of the time, ns:1],[cl:WP,prime:Hill-Giant-Club,items:HG-Rock:2d4]{{subtitle=Creature}}Specs=[Hill-Giant-AC3,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3 from crude leather armour. Natural AC is 5}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=12+2 HD}}{{THAC0=9}}{{Section1=**Attacks:** +3 on ToHit rolls from strength. 1 x Fist for 1d6 HP damage, or using a Hill Giant Club for 2d6 plus strength bonus of +7. Throw rocks 3 to 200 yards doing 2d8 damage}}{{Languages=*Hill Giant* and *Giant Common*}}{{Size=H, 16ft tall}}{{Life Expectancy=About 200 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Hill giants:** are selfish, cunning brutes who survive through hunting and by terrorizing and raiding nearby communities. Despite their low intelligence, they are capable fighters. \nHill giants are oddly simian and barbaric in appearance, with overly long arms, stooped shoulders, and low foreheads. Even though they are the smallest of the giants, their limbs are more muscular and massive than those of the other giant races. Females have the same builds as males. Their skin color ranges from a light tan to a deep ruddy brown. Their hair is brown or black, and their eyes are black.\nLike other races of giants, hill giants carry their belongings with them in huge hide sacks. A typical hill giant\'s bag will contain 2-8 (2d4) throwing rocks, the giant\'s wealth, and 1-8 additional common items.}}{{desc8=Hill giants\' Armor Class is 3 when they wear crudely-sewn animal hides, which are the equivalent of leather armor. Nearly all hill giants wear these hides, which are a symbol of esteem in some hill giant communities -- the more hides a giant has, the more large kills to his credit.}}{{desc9=**Combat:** Hill giants prefer to fight their opponents from high rocky outcroppings where they can pelt their targets with rocks and boulders while limiting the risks posed to themselves.\nHill giants\' favorite weapons are oversized clubs which do 2-12 +7 points of damage (double the damage of a man-sized club plus their strength bonus). They hurl rocks for 2-16 (2d8) points of damage. Their targets for such attacks must be between 3 and 200 yards away from the giant. They can catch rocks or other similar missiles 30% of the time.}}'}, + {name:'Hill-Giant-AC5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hill Giant AC5,cattr:ac=5|mov=15]{{}}Specs=[Hill-Giant-AC5,CreatureRace,2H,Hill-Giant-AC3]{{}}%{Race-DB-Creatures|Hill-Giant-AC3}{{name= AC5}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Hill giants\' natural Armor Class is 5, when not wearing any armour. This is rare, as most wear crudely-sewn animal hides, which are the equivalent of leather armor.}}'}, + {name:'Hill-Giant-Juvenile',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Hill Giant Juvenile,cattr:ac=5|hd=4+1r5|tohit=+2|dmg=+2|attk1=1d10,Fist,0,B,ns:=1],[cl:WP,prime:Ogre-Club+0]{{}}Specs=[Hill-Giant-Juvenile,CreatureRace,2H,Hill-Giant-AC3]{{}}%{Race-DB-Creatures|Hill-Giant-AC3}{{name= Juvenile}}{{AC=Not wearing any armour, so natural AC of 5}}{{desc8=Hill giants\' natural Armor Class is 5, when not wearing any armour. Juveniles have not yet made their kills to source the leather for armour}}{{desc9=**Combat:** Hill giants prefer to fight their opponents from high rocky outcroppings where they can pelt their targets with rocks and boulders while limiting the risks posed to themselves.\nJuvenile hill giants have hit dice, damage, and attack rolls equal to that of an ogre. Their primary weapon is an Ogre Club (doing 2d8+2 damage) and they do not hurl rocks yet.}}'}, + {name:'Hippocampus',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hippocampus\n}}RaceData=[w:Hippocampus, align:CG, weaps:none, ac:barding, cattr:int=8:10|swim=24|ac=5|hd=4r4|thac0=17|size=H|attk1=1d4:Bite:0:P|attk2=1d2:Head butt:0:B|attkmsg=Can only do *either* bite *or* head-butt as an attack in one round|dmgmsg=$$Head butt can do the damage above and possibly *stun* the opponent. At the GMs discretion save vs. paralysation or \\lbrak;be stunned\\rbrak;\\lpar;!rounds ~~target single¦@{selected¦token_id}¦\\amp#64;{target¦Who got head-butted?¦token_id}¦Stunned¦\\lbrak;\\amp#91;1d3\\amp#93;\\rbrak;¦-1¦Stunned by a head-butt from a hippocampus¦back-pain\\rpar; for 1d3 rounds]{{subtitle=Marine Creature}}Specs=[Hippocampus,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=naturally 5. Can wear certain types of barding (GM decision)}}{{Alignment=Chaotic Good}}{{Move=Swim 24}}{{Hit Dice=4HD}}{{THAC0=17}}{{Attacks=Bite for 1d4 piercing damage *or* Head-butt for 1d2 bludgeoning damage and possibly stun the opponent (interpretation of Monsterous Manual...)}}{{Size=H - 18ft long}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=The hippocampus is the most prized of the marine steeds, a creature that combines features of a horse and a fish.\nThe hippocampus has the head, forelegs, and torso of a horse. The equine section is covered with short hair. The mane is made of long, flexible fins. The front hooves are replaced by webbed fins that fold up as the leg moves forward, then fan out as the leg strokes back. Past the rib cage the body becomes fish-like. The tail tapers 14 feet into a wide horizontal fin. A dorsal fin is located on the rump. Coloration is that of seawater. Typical colors include ivory, pale green, pale blue, aqua, deep blue, and deep green.\nHippocampi are the prized steeds of the sea. They can be found in deep waters anywhere, in freshwater lakes and oceans. They are able to breathe fresh and salt water with equal ease. They can also breathe air but require frequent gulps of water to keep from drying out. They are unable to\nmove out of water.\nDespite their radically different environments, horses and hippocampi are very similar. They have approximately the same sizes, life spans, and personalities, although hippocampi are blessed with much higher intelligence.\nHippocampi may be "domesticated" by water-breathing humanoids, especially tritons. In truth, the intelligent hippocampi cooperate with the humanoids. The hippocampi provide their services as steeds and allies while the humanoids provide protection. The benevolent hippocampi may assist surface dwellers who are visiting the aquatic world, whether voluntarily or by accident. Many a shipwrecked sailor has been saved from drowning by a passing hippocampus. Hippocampi are good judges of character; they will not assist an evil being or anyone who acts in a hostile manner toward them. Sometimes a hippocampus\'s offer of a ride can be more trouble than it is worth. Young hippocampi often forget that most surface dwellers breathe air, not water.\nHippocampi do not accumulate treasure. Most spurn even ornamental gifts such as collars or leg bands. They simply have no use for these gewgaws. They do appreciate delicacies, however, in the forms of tasty foods not available in the water.}}{{desc9=**Combat:** Hippocampi are usually peaceful creatures. They do not attack unless cornered or if another hippocampus or an ally is threatened. They are fast enough to out-swim most anything that would want to attack them.\nThe hippocampus attacks with a strong bite. It suddenly extends its head, chomps down with a crushing bite, and then releases. Hippocampi do not hold onto their opponents. Hippocampi also butt their heads against targets. Such attacks may stun an opponent or break his bones.\nTheir firm, powerfully muscled bodies provide a strong protection against attack. The blood coagulates quickly on exposure to water, thus minimizing blood loss that could both debilitate the hippocampus and attract sharks (sharks have only a 20% chance of going into a feeding frenzy if the only bleeding creature is a hippocampus).}}'}, + {name:'Hippogriff',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hippogriff}}{{subtitle=Creature}}RaceData=[w:Hippogriff, align:N, cattr:int=2:4|mov=18|fly=36(C/D)|ac=5|size=L|hd=3+3|thac0=17|attk1=1d6:Claw1:0:S|attk2=1d6:Claw2:0:S|attk3=1d10:Beak:1:P]{{Section=**Attributes**}}{{Intelligence=Semi- (2 to 4)}}{{AC=5}}{{Alignment=Neutral}}{{Move=18, FL36 (C,D)}}{{Hit Dice=3+3}}{{THAC0=17}}{{Attacks=2 x Claws for 1d6 each, Beak for 1d10}}{{Languages=None}}{{Size=L, 10ft long}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Section4=**Flying Mount:** If a hippogriff is captured while still very young (under four months), it can be domesticated and trained to serve as a steed. It will probably have to be taught to fly.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Hippogriff,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Hippogriffs are flying monsters that have an equal likelihood to be predator, prey, or steed. The hippogriff is a monstrous hybrid of eagle and equine features. It has the ears, neck, mane, torso, and hind legs of a horse. The wings, forelegs, and face are those of an eagle. It is about the size of a light riding horse. A hippogriff may be colored russet, golden tan, or a variety of browns. The feathers are usually a different shade than the hide. The beak is ivory or golden yellow.}}{{desc9=**Combat:** The hippogriff attacks with its eagle-like claws and beak. Each claw can tear for 1d6 points of damage, while the scissor-like beak inflicts 1d10 points of damage.\nThey feed on whatever is available, whether greenery, fruits, or wildlife. Hippogriffs are able to attack fairly large prey, such as bison, but they do not prey on carnivores. The exception is humanoids. Hippogriffs may, in the absence of other meat, attack small groups of people. Bodies are then carried back to the nest to feed the others; this is where the victim\'s possessions usually spill out. Hippogriffs are clean monsters; they dispose of carcasses and other debris by carrying them downhill. They like clear, sparkly things like glass, crystals, and precious gems. Males may amass a small trove kept covered by brush. As a mating ritual, he arranges these in a display to entice mares.}}'}, + {name:'Hippogriff-Baby-Foal',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Baby Foal}}RaceData=[w:Hippogriff Baby Foal, cattr:fly= |tohit=-4]{{subtitle=Creature}}%{Race-DB-Creatures|Hippogriff}{{Move=18}}{{Section8=**Immature Attacking:** Due to inexperience and lack of musculature, foals younger than 6 months old have a -4 penalty on their attack rolls}}Specs=[Hippogriff Baby Foal,CreatureRace,0H,Hippogriff]{{Section9=**Description**}}{{desc=**Baby Foal:** The foal is able to walk upon hatching. Its beak remains soft for the first two weeks; this enables the foal to nurse. Then its beak hardens and the hippogriff switches to regurgitated food from its mother. The colts learn to eat solid meat at four months, although they are clumsy killers (-4 penalty to attack rolls and damage)}}'}, + {name:'Hippogriff-Young-Foal',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Baby Foal}}RaceData=[w:Hippogriff Young Foal, cattr:fly=18(D)|tohit=-2]{{subtitle=Creature}}%{Race-DB-Creatures|Hippogriff}{{Move=18, FL18 (D)}}{{Section4=**Flying Mount:** While foals captured early enough and trained can become flying mounts, this foal is already too old}}{{Section8=**Immature Attacking:** Due to inexperience and lack of musculature, young foals have a -2 penalty on their attack rolls}}Specs=[Hippogriff Young Foal,CreatureRace,0H,Hippogriff]{{Section9=**Description**}}{{desc=**Young Foal:** At six months they can fly (18, class D) and fight with a -2 penalty to attack rolls and damage. Yearlings are identical to adults, although they are unable to breed until they are three years old.}}'}, + {name:'Hobgoblin',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hobgoblin}}{{subtitle=Creature}}RaceData=[w:Hobgoblin, align:LE, ac:leather|padded|studded|ring-mail|brigandine|scale-mail|hide|shield, weaps:polearm|morningstar|long-blade|short-blade|bow|spears|whip, cattr:int=8:10|mov=9|ac=10|size=M|hd=1+1|thac0=19|attkmsg=Hate elves and always attack them first, spattk:Hate Elves and always attack them first, ns:19],[cl:PW,w:Detect New Construction,sp:0,pd:-1],[cl:PW,w:Detect Shifting Walls,sp:0,pd:-1],[cl:PW,w:Detect Slope,sp:0,pd:-1],[cl:WP,%:5,both:Awl Pike],[cl:WP,%:5,both:Bec de Corbin],[cl:WP,%5:,both:Fauchard],[cl:WP,%:5,both:Glaive],[cl:WP,%:5,both:Glaive-Guisarme],[cl:WP,%:5,both:Military Fork],[cl:WP,%:20,prime:Morningstar],[cl:WP,%:5,prime:Shortsword,items:Shortbow:1|Sheaf Arrows:20],[cl:WP,%:5,both:Shortbow,items:Shortsword:1|Sheaf Arrows:20],[cl:WP,%:5,prime:Longsword,items:Longbow:1|Flight Arrows:20],[cl:WP,%:5,both:Longbow,items:Longsword:1|Flight Arrows:20],[cl:WP,%:10,prime:Spear],[cl:WP,%:5,prime:Shortsword,offhand:Spear],[cl:WP,%:5,prime:Spear,offhand:Shortsword],[cl:WP,%:5,prime:Shortsword,offhand:Morningstar],[cl:WP,%:5,prime:Shortsword,offhand:Whip]{{Section=**Attributes**}}{{Intelligence=Average (8 to 10)}}{{AC=10 - can equip with armour up to AC5}}{{Alignment=Lawful Evil}}{{Move=9}}{{Hit Dice=1+1}}{{Hit Points=}}{{THAC0=19}}{{Attacks=By weapon - must be equipped via menus}}{{Languages=*Hobgoblin, orcs, goblins,* and *carnivorous apes*. Roughly 20% of them can speak *common*}}{{Size=M, 6½ft tall}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=**Mining Experts:** They are highly adept at mining and can *detect new construction, sloping passages,* and *shifting walls* 40% of the time.}}{{Section3=**Special Advantages**}}{{Strength=}}{{Infravision=60 feet, with no disadvantages in light}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Hobgoblin,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Hobgoblins are a fierce humanoid race that wage a perpetual war with the other humanoid races. They are intelligent, organized, and aggressive.\nThe typical hobgoblin is a burly humanoid standing 6½\' tall. Their hairy hides range from dark reddish-brown to dark gray. Their faces show dark red or red-orange skin. Large males have blue or red noses. Hobgoblin eyes are either yellowish or dark brown while their teeth are yellow. Their garments tend to be brightly colored, often bold, blood red. Any leather is always tinted black. Hobgoblin weaponry is kept polished and repaired.}}{{desc9=**Combat:** Hobgoblins in a typical force will be equipped with polearms (30%), morningstars (20%), swords and bows (20%), spears (10%), swords and spears (10%), swords and morning stars (5%), or swords and whips (5%). Equip using standard menus.\nHobgoblins fight equally well in bright light or virtual darkness, having infravision with a range of 60 feet.\nHobgoblins hate elves and always attack them first.}}'}, + {name:'Hobgoblin-Assistant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Assisstant}}RaceData=[w:Hobgoblin Assistant, cattr:hp:9|ac=5]{{subtitle=Creature}}%{Race-DB-Creatures|Hobgoblin}{{AC= (preset) - can equip with armour up to AC5}}Specs=[Hobgoblin Assistant,CreatureRace,0H,Hobgoblin]{{desc=**Hobgoblin Assistant:** For every 20 male hobgoblins there will be a leader (known as a sergeant) and two assistants. These have 9 hit points each but still fight as 1+1 Hit Die monsters.}}'}, + {name:'Hobgoblin-Chief',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chief}}RaceData=[w:Hobgoblin Chief, cattr:hd=4r3|hp:22|ac=2|dmg=+3]{{subtitle=Creature}}%{Race-DB-Creatures|Hobgoblin}{{AC=2 (preset) - can equip with armour up to AC2}}{{Hit Dice=4HD for saves and magical attacks}}{{Hit Points=22HP as standard}}{{Strength=Gains +3 bonus to damage due to their great strength}}Specs=[Hobgoblin Chief,CreatureRace,0H,Hobgoblin]{{desc=**Hobgoblin Chief:** If the hobgoblins are encountered in their lair, they will be led by a chief with AC 2, 22 hit points, and +3 points of damage per attack, who fights as a 4 Hit Die monster. The chief has 5-20 (5d4) sub-chiefs acting as bodyguards. Leaders and chiefs always carry two weapons.}}'}, + {name:'Hobgoblin-Sergeant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sergeant}}RaceData=[w:Hobgoblin Sergeant, cattr:hp:9|ac=5]{{subtitle=Creature}}%{Race-DB-Creatures|Hobgoblin}{{AC=5 (preset) - can equip with armour up to AC5}}Specs=[Hobgoblin Sergeant,CreatureRace,0H,Hobgoblin]{{desc=**Hobgoblin Sergeant:** For every 20 male hobgoblins there will be a leader (known as a sergeant) and two assistants. These have 9 hit points each but still fight as 1+1 Hit Die monsters.}}'}, + {name:'Hobgoblin-Sub-Chief',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sub-Chief}}RaceData=[w:Hobgoblin Sub-Chief, cattr:hd=3r3|hp:16|ac=3|dmg=+2]{{subtitle=Creature}}%{Race-DB-Creatures|Hobgoblin}{{AC=3 (preset) - can equip with armour up to AC3}}{{Hit Dice=3HD for saves and magical attacks}}{{Hit Points=16HP as standard}}{{Strength=Gains +2 bonus to damage due to their great strength}}Specs=[Hobgoblin Sub-Chief,CreatureRace,0H,Hobgoblin]{{desc=**Hobgoblin Sub-Chief:** Groups numbering over 100 are led by a sub-chief who has 16 hit points and an Armor Class of 3. The great strength of a sub-chief gives it a +2 on its damage rolls and allows it to fight as a 3 Hit Die monster.}}'}, + {name:'Homonculus',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Homonculus}}{{subtitle=Creature}}RaceData=[w:Homonculus, align:any, ac:none, weaps:none, cattr:int=8:10|mov=6|fly=18(B)|ac=6|size=T|hd=2|thac0=19|attk1=1d3:Bite:0:P|dmgmsg=A successful bite injects the opponent with sleep venom: save vs. poison or \\lbrak;become comatose\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select the victim¦token_id}¦Homonculus Venom¦\\lbrak;\\amp#91;5d6\\amp#93;\\rbrak;¦-1¦That homonculus venom was powerful! Still asleep¦sleepy\\rpar; for 5d6 minutes. If homonculus dies creator takes \\lbrak;2d10HP\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 2d10 HP damage to creator of the homonculus\\rpar; damage. If creator dies homonculus dies, spattk:Bite injects venom that makes victim comatose for 5d6 minutes., spdef:Saves same as creator i.e. use creators saveing table when necessary]{{Section=**Attributes**}}{{Intelligence=Has creators intelligence}}{{AC=6}}{{Alignment=Same as creator}}{{Move=6, FL18(B)}}{{Hit Dice=2}}{{THAC0=19}}{{Attacks=Bite for 1d3 and injection of sleep venom}}{{Languages=Communicates telepathically with creator}}{{Size=T, 1½ft tall}}{{Life Expectancy=As long as creator}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Poison Bite=Sve vs. poison or victim is comatose for 5d6 minutes (rounds)}}{{Saves=Same as those of creator}}{{Infravision=60 feet, with no disadvantages in light}}{{Section7=**Special Disadvantages**}}{{Cost=Expensive in money \\amp time to create}}{{Damage on Death=If homonculus dies, creator takes 2d10 damage}}Specs=[Homonculus,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Homonculi are small mystical beings created by magicians for spying and other special tasks. The average homonculous is vaguely humanoid in form. It is 18 inches tall and its greenish, reptilian skin may have spots or warts. They have leathery, bat-like wings with a span of 24 inches and a mouth filled with long, pointed teeth that can inject a potent sleeping venom.}}{{desc9=**Combat:** The homonculous is a quick and agile flyer which uses this ability to great advantage in combat. It can dart to and fro so quickly that any attempt to capture it short of a net or web spell is almost impossible.\nIn combat, the homonculous will land on its chosen victim and bite with its needle-like fangs. In addition to doing 1-3 points of damage, the creature injects a powerful venom. Anyone bitten by the homonculous must save vs. poison or fall into a comatose sleep for 5-30 (5d6) minutes.\nThe creature\'s saving throws are the same as those of its creator. While most attacks against either the homonculous or creator do not affect the other, there is one exception. Any attack which destroys the homonculous causes its creator to suffer 2-20 (2d10) points of damage. Conversely, if the creator is slain, the homonculous also dies and its body swiftly melts away into a pool of ichor.}}'}, + {name:'Horned-Owl',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Horned Owl, cattr:mov=1|fly=24D|ac=7|hd=1-4r5|thac0=20]{{}}Specs=[Horned Owl,CreatureRace,0H,Owl]{{}}%{Race-DB-Creatures|Owl}{{title=Horned }}{{AC=7}}{{Move=1, FL 24(D)}}{{Hit Dice=1-4 HD, 2d2 HP}}{{THAC0=20}}{{Infravision=90ft infravision at night, but poor eyesight during daylight}}{{Silent Flight=95% silent when in flight}}{{desc8=**Horned Owl:** Same as a normal *Owl* except for as noted above}}'}, + {name:'Horse',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Horse\n}}RaceData=[w:Horse, align:N, weaps:none, ac:barding, cattr:int=1|mov=24|ac=7|hd=3r5|thac0=17|size=L|attk1=1d2:Hoof left:0:B|attk2=1d2:Hoof right:0:B]{{subtitle=Mammal}}Specs=[Horse,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=24}}{{Hit Dice=3HD}}{{THAC0=17}}{{Attacks=2 x Hooves for 1d2 each}}{{Size=L}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=Horses are large quadrupeds often used for transportation, or as pack and draft animals, by human and demihuman races. They are frequently bred for their speed and for their beauty.\nA horse can be solid white, gray, chestnut, brown, black, or various reddish tones; its hide can instead show a variation or combination of these colors. In addition to the coat\'s color, the horse may have markings of various sorts.\nHorses are measured in "hands." One hand equals 4 inches.}}{{desc9=**Combat:** War horses will fight independently of the rider on the second and succeeding rounds of a melee. Other breeds fight only if cornered. Most attack twice per round by kicking with their front hooves.\nUnless specially trained, horses can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time. Horses trained and accustomed to such things (usually warhorses) panic only 10% of the time.}}'}, + {name:'Horse-Draft',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Draft Horse]{{}}Specs=[Draft Horse,CreatureRace,0H,Draft Horse]{{}}%{Race-DB-Creatures|Draft-Horse}'}, + {name:'Horse-Heavy-War',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Heavy War Horse]{{}}Specs=[Heavy War Horse,CreatureRace,0H,Heavy War Horse]{{}}%{Race-DB-Creatures|Heavy-War-Horse}'}, + {name:'Horse-Light-War',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Light War Horse]{{}}Specs=[Light War Horse,CreatureRace,0H,Light War Horse]{{}}%{Race-DB-Creatures|Light-War-Horse}'}, + {name:'Horse-Medium-War',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Medium War Horse]{{}}Specs=[Medium War Horse,CreatureRace,0H,Medium War Horse]{{}}%{Race-DB-Creatures|Medium-War-Horse}'}, + {name:'Horse-Mule',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Mule]{{}}Specs=[Mule,CreatureRace,0H,Mule]{{}}%{Race-DB-Creatures|Mule}'}, + {name:'Horse-Pony',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Pony]{{}}Specs=[Pony,CreatureRace,0H,Pony]{{}}%{Race-DB-Creatures|Pony}'}, + {name:'Horse-Riding',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Riding Horse]{{}}Specs=[Riding Horse,CreatureRace,0H,Riding Horse]{{}}%{Race-DB-Creatures|Riding-Horse}'}, + {name:'Horse-Steppe-Pony',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Steppe Pony]{{}}Specs=[Steppe Pony,CreatureRace,0H,Steppe Pony]{{}}%{Race-DB-Creatures|Steppe-Pony}'}, + {name:'Horse-Wild',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Wild Horse]{{}}Specs=[Wild Horse,CreatureRace,0H,Wild Horse]{{}}%{Race-DB-Creatures|Wild-Horse}'}, + {name:'Huge-Scorpion',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Huge Scorpion, cattr:mov=12|ac=4|hd=4+4r2|attk1=1d8:Claw1:0:S|attk2=1d8:Claw2:0:S|attk3=1d3:Sting:1:P|dmgmsg=If both claws hit victim is held and future stinger and claw hits are automaticly successful. Only one *Bend bar* check to escape$$If both claws hit victim is held and future stinger and claw hits are automaticly successful. Only one *Bend bar* check to escape$$On a successful hit with the stinger do damage and victim must save vs. poison or be poisoned with a Type F poison and **die** immediately. If save take **20HP** damage, spattk:Stinger does poison type F. If both claws hit victim is held. Stinger \\amp claw hits are then automatic]{{subtitle=Creature}}Specs=[Scorpion,CreatureRace,0H,Giant Scorpion]{{}}%{Race-DB-Creatures|Giant-Scorpion}{{title=Huge }}{{AC=4 from chitinous carapace}}{{Move=12}}{{Hit Dice=4+4 HD}}{{Section1=**Attacks:** 2 x claws for 1d8HP each. If both hit victim is held and subsequent attacks automatically hit. Sting for 1d3HP and poison type F}}{{Size=M, 4ft long}}{{desc8=Often found in dungeons and wildernesses, these creatures are merely smaller versions of the giant scorpion. Colors range from tan to brown to black, and rumors persist of rare white scorpions deep underground. }}{{desc9=**Combat:** All attack with pincers and tail stinger. If struck by the stinger, the victim must save versus poison or die the next round. Huge scorpions have deadly (type F) poison and can pin a victim in a way similar to the giant scorpion, but with the huge scorpion, the victim can still fight back. It is not unusual to see scorpions of various sizes fighting with each other.}}'}, + {name:'Ice-Mephit',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Imp Ice-Mephit, cattr:hd=3|attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|dmgmsg=A successful claw hit also does an additional \\lbrak;\\lbrak;1\\rbrak;\\rbrak;HP of cold damage, spattk:Claws do additional 1HP cold damage. Breath weapon: Ice Volley \\lpar;Power\\rpar;, spdef:*Gate* in \\lpar;Power\\rpar; another mephit 1/hour,ns:=2],[cl:PW,w:Ice Mephit Volley,sp:0,pd:3],[cl:PW,w:Gate Mephit,sp:0,pd:24]{{}}%{Race-DB-Creatures|Imp-Mephit-Fire}{{title=Imp - Ice Mephit}}{{Hit Dice=3}}{{Attacks=2 x Claw for 1d2 and 1HP additional cold damage}}{{Section2=Breath weapon (Power): *Ice Shard Volley* x 3/day. *Gate Mephit* 1/hour}}{{Section4=**Touching Skin:** Touching an Ice Mephit causes 1HP freezing damage (no save)}}Specs=[Mephit,CreatureRace,0H,Imp-Mephit-Fire]{{desc=**Ice Mephit:** Angular in form, with translucent ice-blue skin. They live on the colder lower planes and never mix with fire, lava, smoke, or steam mephits. Ice mephits are aloof and cruel, surpassing all other mephits in the fine arts of torture and wanton destruction.\nFreezing effects from claws are cumulative and last three to four turns, or until the victim is healed to full hit points (whichever comes first).\nIce mephits may breathe a volley of ice shards three times per day. This volley automatically hits a single victim within 15 feet of the mephit. Damage is 1d6, halved if the victim rolls a successful saving throw. Once per hour an ice mephit may attempt to gate in one other mephit. The chance of success is 25% and the summoned mephit is either mist or ice (equal probability of each).}}'}, + {name:'Imp-Mephit-Fire',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Fire-Mephit}{{}}Specs=[Fire Mephit,CreatureRace,0H,Fire-Mephit]{{}}RaceData=[w:Fire Mephit]{{}}\n'}, + {name:'Imp-Mephit-Ice',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Ice-Mephit}{{}}RaceData=[w:Ice Mephit]]{{}}Specs=[Ice Mephit,CreatureRace,0H,Ice-Mephit]{{}}'}, + {name:'Imp-Mephit-Lava',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Lava-Mephit}{{}}RaceData=[w:Lava Mephit]{{}}Specs=[Lava Mephit,CreatureRace,0H,Lava-Mephit]{{}}'}, + {name:'Imp-Mephit-Mist',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Mist-Mephit}{{}}RaceData=[w:Mist Mephit]{{}}Specs=[Mist Mephit,CreatureRace,0H,Mist-Mephit]{{}}'}, + {name:'Imp-Mephit-Smoke',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Smoke-Mephit}{{}}RaceData=[w:Smoke Mephit]{{}}Specs=[Smoke Mephit,CreatureRace,0H,Smoke-Mephit]{{}}'}, + {name:'Imp-Mephit-Steam',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Steam-Mephit}{{}}RaceData=[w:Steam Mephit]{{}}Specs=[Steam Mephit,CreatureRace,0H,Steam-Mephit]{{}}'}, + {name:'Invisible-Stalker',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Invisible Stalker}}RaceData=[w:Invisible Stalker, align:N, weaps:none, ac:none, cattr:int=13:14|mov=12|fly=12A|ac=3|hd=8r3|thac0=13|size=L|attk1=4d4:Vortex:1:SPB,spdef:Opponents get -6 on surprise rolls. -2 on attack for opponents who can\'t see or detect invisible]{{subtitle=Creature}}Specs=[Invisible Stalker,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14))}}{{AC=3}}{{Alignment=Neutral}}{{Move=12 FL 12(A)}}{{Hit Dice=8 HD}}{{THAC0=13}}{{Attacks=1 x Air Vortex for 4d4}}{{Size=L, 8ft tall}}{{Language=Invisible stalkers understand the common speech of men, but can not speak it. They can converse only in their own language, which sounds much like the roaring and whooshing of a great wind storm.}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Invisibility=All opponents who are unable to see or detect invisible foes are at a -2 on their attack rolls. Although they are fully invisible on the Prime Material plane, their outlines can be dimly perceived on the Astral or Ethereal planes.}}{{Surprise=Due to their invisibility, these creatures impose a -6 penalty on the surprise rolls of those they choose to attack.}}{{Section6=**Special Disadvantages**}}{{Unwilling Servant=The invisible stalker is, at best, an unwilling servant. It resents any task assigned to it, although brief, uncomplicated labors may be seen as something of a diversion and thus undertaken with little resentment. Tasks that require a week or more of its time will drive the invisible stalker to pervert the stated intent of the command. Such commands must be carefully worded and come from a powerful wizard. An invisible stalker may look for a loop hole in the command as a means of striking back at its master. For example, a simple command such as "keep me safe from all harm" may result in the stalker carrying the conjurer back to the elemental plane of air and leaving him there in a well hidden location.\nEach day of the invisible stalker\'s indenturedness there is a 1% cumulative chance that the creature will seek a means to pervert its commands and free itself of servitude. If no option is open, the creature must continue to serve.}}{{Section9=**Description**}}{{desc8=The invisible stalker is a creature from the elemental plane of Air. Those present on the material plane are there as the result of a conjuration by some wizard. This magic causes the creature to serve its summoner for a time. The conjurer retains full command of the stalker until it either fulfills its duties or is defeated and driven back to its home plane. Once given a task, an invisible stalker is relentless. They are faultless trackers who can detect any trail less than a day old. If ordered to attack, they will do so with great fury and will cease their efforts only upon their own destruction or the direct orders of their master. Once their mission is accomplished, the creature is free to return to its home plane.\nThe true form of the invisible stalker is unknown. On the Material, Astral, or Ethereal planes, the invisible stalker can only be perceived as a shimmering air mass which looks much like the refraction effect caused by hot air passing in front of cold.}}{{desc9=**Combat:** Invisible stalkers attack by using the air itself as a weapon. It is capable of creating a sudden, intense vortex that batters a victim for 4-16 (4d4) points of damage. Such attacks affect a single victim on the same plane as the invisible stalker.\nInvisible stalkers can only be killed on the elemental plane of Air. If attacked on another plane, they automatically return to their home plane when their total hit points are exceeded by the damage they suffered.}}'}, + {name:'Jackal',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Jackal}}RaceData=[w:Jackal, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=7|hd=1-4r6|hp=1:4|thac0=20|size=S|attk1=1d2:Bite:0:P]{{subtitle=Creature}}Specs=[Jackal,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=1/2 HD}}{{THAC0=20}}{{Attacks=Bite for 1d2}}{{Size=S}}{{Life Expectancy=8 to 9 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Jackals are timid scavengers that run from the threat of other predators. When attacking, the jackal darts in to bite its victim and quickly retreats to a safe distance. If more than one jackal is trying to down an animal, they attack in a haphazard fashion with little or no coordination of effort.}}'}, + {name:'Jaguar',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Jaguar}}RaceData=[w:Jaguar, align:N, weaps:none, ac:none, spattk:Can leap up to 30ft, spdef:Only surprised on a 1, cattr:int=2:4|mov=15|ac=6|hd=4+1r4|thac0=17|size=L|attk1=1d3:2 x Front Claws:0:S|attk2=1d8:Bite:0:P|attk3=1+1d4:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Jaguar,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=4+1 HD}}{{THAC0=17}}{{Attacks=2 x 1d3 front claws, bite for 1d8. If both front claws hit, rake with 2 x rear claws is attempted for 1+1d4 each}}{{Size=L (5ft to 6ft long)}}{{Life Expectancy=12 to 16 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1}}{{Leap=Can leap up to 30ft after a run-up, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The jaguar is a powerful cat with a deep chest and muscular limbs. Its color ranges from light yellow to brownish red, and it is covered with dark spots.\nThe jaguar inhabits jungles, spending a great deal of time in tree tops. It climbs, swims, and stalks superbly. Jaguars are solitary and territorial, meeting only to mate. If found in a lair, there is a 75% chance there will be 1-3 cubs. Cubs do not fight effectively.}}{{desc9=**Combat:** The jaguar will attack anything that it perceives as a threat. It relies on stealth to close with its prey, often pouncing from above. Their strength and ferocity make jaguars one of the most feared predators of the jungle.}}'}, + {name:'Jermlaine',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Jermlaine}}{{subtitle=Creature}}RaceData=[w:Jermlaine, align:NE, cattr:int=8:10|mov=15|ac=7|size=T|hd=4|hp=1:4|thac0=20|attk1=1d2:Dart:1:P|attk2=1d4:Small pike:3:P|attk3=1d4:Blackjack:3:B|dmgmsg=2% cumulative chance per club hit on trapped opponent of \\lbrak;stunning the victim\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the victim?¦token_id}¦Stunned¦99¦0¦Stunned by Jermlaine Clubs. What next?¦pummeled\\rpar;but only if the victim is in armor worse than splint mail. **Remember:** detect invisible creatures 50%. Move silently 75% undetectable. Opponent surprise penalty -5, spattk:Try to trap victims or otherwise make them prone. Once trapped or prone 2% cumulative chance per club hit of stunning the victim but only if the victim is in armor worse than splint mail. Detect invisible creatures 50% of the time, spdef:Treated as 4HD monster for saves \\amp magic attacks. Move silently \\amp 75% undetectable. Opponents get -5 penalty on surprise]{{Section=**Attributes**}}{{Intelligence=Average (Genius cunning) (8 to 10)}}{{AC=7}}{{Alignment=Neutral Evil (Lawful tendancies)}}{{Move=15}}{{Hit Dice=4HD for the purposes of saves and magical attacks}}{{Hit Points=1 to 4}}{{THAC0=20}}{{Section1=**Attacks:** Dart for 1d2, Small 1.5ft pike for 1d4, Blackjack to pummel for 1d4 (2% cumulative chance to knock unconsious). Also use acid flasks \\amp flaming oil, so DM can equip with these.}}{{Section2=**Languages:** They speak in high-pitched squeaks and twitters. This speech may be mistaken for the sounds of a bat or rat. They can also converse with all sorts of rats, both normal and monstrous. Each jermlaine has a 10% chance to understand *common, dwarvish, gnomish, goblin,* or *orc* (roll separately for each language).}}{{Size=T, 1ft tall}}{{Life Expectancy=Approx. 35 years}}{{Section3=**Powers**}}{{Section4=None}}{{Section5=**Special Advantages**}}{{Drain Magic=}}{{Infravision=30 yards, and use accute hearing \\amp smell to detect even invisible creatures 50%}}{{Silent \\amp Quick=Making them 75% undetectable, even if listened and watched for}}{{Improved Saves=Jermlaine are treated as 4-Hit Die monsters for purposes of saving throws and magical attacks}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Jermlaine,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=**Jermlaine:** Jermlaine are a diminutive humanoid race that dwells in tunnels and ambushes hapless adventurers. They are known by a variety of names such as jinxkin or bane-midges.\nJermlaine appear to be tiny humans dressed in baggy clothing and leather helmets. In fact the "clothing" is their own saggy skin and pointed heads. The limbs are knottily muscled. The fingernails and toenails are thick and filthy, although the fingers and toes are very nimble. Their gray-brown, warty hide blends in with natural earth and stone. When they wear rags or scraps as clothing, such items are also camouflage colored.}}{{desc9=**Combat:** Jermlaine are cowards who have made an art of the ambush. They only attack when they feel there is no serious opposition. They prefer to attack injured, ill, or sleeping victims. They avoid directly confronting strong, alert parties, although they may try to injure them out of sheer maliciousness.\nThe jermlaines\' favorite tactic is capturing victims with nets or pits. In little-used passages the creatures prepare pits covered by camouflaged doors or string nets overhead. In more-traveled passages, the jermlaine stretch trip cords. When a victim falls afoul of a trap, the jermlaine swarm over him. Some pummel him with blackjacks while others tie him with ropes and cords. Such beatings have a cumulative 2% chance per blow of causing the victim to lapse into unconsciousness. If a victim is wearing splint, banded, or plate mail, these pummeling attacks are ineffective. Knowing this, the jermlaine attack well-armored victims with acid or flaming oil missiles.}}'}, + {name:'Jermlaine-Elder',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Elder}}RaceData=[w:Jermlaine Elder, align:NE, cattr:int=10, spattk:If can handle a magical item for \\lbrak;1d4\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d4 rounds to drain item\\rpar; rounds can drain the magic unless is an artefact. Detect invisible creatures 50% of the time]{{subtitle=Creature}}%{Race-DB-Creatures|Jermlaine}{{Drain Magic=Has the magical ability to drain the magic from most magical items if he can handle such an object for 1d4 rounds}}{{Section6=**Special Disadvantages**}}{{Section7=None}}Specs=[Jermlaine,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc=**Jermlaine Elder:** Groups of 35 or more jermlaine are accompanied by an elder -- a very old jermlaine with the magical ability to drain the magic from most magical items if he can handle such an object for 1d4 rounds. Artifacts and relics are immune to such attacks.}}'}, + {name:'Ju-Ju-Zombie',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Ju-Ju}}RaceData=[w:Ju-Ju Zombie, align:N, cattr:int=5:7|mov=9|ac=6|size=M|hd=3+12r4|thac0=15|attk1=3d4:Claw:0:S|attkmsg=Remember +1 weapons to hit; Bludgeon \\amp Piercing does half damage. Immune to *Sleep / Charm / hold / mind affecting / magic missile* and *death* spells and all cold / psionics / illusions / and electricity attacks. Fire causes only half damage, spdef:+1 weapons to hit; Bludgeon \\amp Piercing does half damage. Immune to *Sleep / Charm / hold / mind affecting / magic missile* and *death* spells and all cold / psionics / illusions / and electricity attacks. Fire bludgeoning \\amp piercing weapons cause only half damage]{{subtitle=Creature}}%{Race-DB-Creatures|Zombie}{{Intelligence=Low (5-7)}}Specs=[Ju-Ju Zombie,CreatureRace,0H,Zombie]{{AC=6}}{{Alignment=Neutral Evil}}{{Move=9}}{{Hit Dice=3d8+12}}{{THAC0=15}}{{Attack=1 x Claw 3d4, or by any type of weapon}}{{Languages=While having some vestidge of intelligence, Ju-Ju Zombies cannot talk, but understand full-sentence instructions with conditions, and use simple tactics and strategies}}{{Spell Immunity=Immune to all *sleep, charm,* and *hold* spells, *death* magic and poisons, and all forms of cold-based attacks, as well as mind affecting spells and psionics, illusions, and to electricity and magic missiles}}{{Fire Resistance=Fire causes only half damage}}{{Half Damage from B\\ampP=Bludgeoning or piercing weapons inflict only half damage. Edged, slashing weapons cause normal damage}}{{desc8=These creatures are made when a wizard drains the life force from a man-sized humanoid creature with an energy drain spell. Their skin is hard, gray, and leathery. Ju-ju zombies have a spark of intelligence. A hateful light burns in their eyes, as they realize their condition and wish to destroy living things. They understand full-sentence instructions with conditions, and use simple tactics and strategies. Since they became zombies at the moment of death, their bodies tend to be in better condition. Ju-ju zombies use normal initiative rules to determine when they strike. They are dexterous enough to use normal weapons, although they must be specifically commanded to do so. These zombies can hurl weapons like javelins or spears, and can fire bows and crossbows. Their Dexterity allows them to climb walls as a thief (92%) and they strike as a 6 Hit Die monster. Ju-ju zombies are turned as specters.\nThe animating force of a ju-ju zombie is more strongly tied to the Negative Material plane. The result is that only +1 or better magical weapons can harm them. Regardless of the magic on the weapon, edged and cleaving weapons inflict normal damage, while blunt and piercing weapons cause half damage. In addition to normal zombie spell immunities, ju-ju zombies are immune to mind affecting spells and psionics, illusions, and to electricity and magic missiles. Fire causes only half damage.}}{{desc9=}}'}, + {name:'Sea-Horse-Giant',type:'SeaHorseRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Sea-Horse}{{}}Specs=[Giant Sea Horse,SeaHorseRace,0H,Giant-Sea-Horse]{{}}RaceData=[w:Giant-Sea-Horse]{{}}'}, + ]}, + Race_DB_Creatures_K_O:{bio:'

Creatures Database

v2.03 20/12/2023

This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.', + gmnotes:'
Change Log:
v2.03 20/12/2023 Gave leopards the ability to use barding
v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard
v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades
v1.34 24/09/2023 Fixed issues with Goblin definition
v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system
v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask
v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax
v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs
v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder
v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder)
v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively.
v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs
v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields
v1.14 25/11/2022 Added more creatures, especially undead at DM request
v1.10 14/11/2022 Initial live release of a sample creatures database
v1.02 10/11/2022 Fixes and additional creatures
v1.01 01/11/2022 First version of Race-DB-Creatures', + root:'Race-DB', + api:'cmd', + type:'class,race', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/241737383/GL25pkAS2z5JJ4S9cMKkjw/max.png?1629918721', + version:2.03, + db:[{name:'Killmoulis',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Killmoulis}}{{subtitle=Creature}}Specs=[Killmoulis,CreatureRace,0H,Brownie]{{Intelligence=Average (8 to 10)}}{{AC=6}}{{Alignment=Neutral (Chaotic Good)}}{{Move=15}}{{Attack=None}}{{Languages=*Killmoulis, Brownie, elvish, pixie, sprite,* and *halfling,* as well as *common*}}{{Size=T, under 1ft tall}}{{Section5=**Blend into Surroundings:** They are superb at blending into\ntheir surroundings and are only 10% detectable}}RaceData=[w:Killmoulis, align:N|CG, cattr:int=8:10|ac=6|attk1=0:None:0:S,spattk:Spell-casting powers,spdef:Can blend into surroundings to become only 10% detectable. Cannot be surprised{{desc=**Killmoulis:** The killmoulis is a distant relative of the brownie, standing under 1-foot in height but with a disproportionately large head and a prodigious nose. Killmoulis are able to blend into surroundings and are therefore 10% detectable. They live in symbiotic relationships with humans, usually where foodstuffs are handled, making their homes under the floors, and in the walls and crawlspaces}}'}, + {name:'Kobold',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Kobold}}{{subtitle=Creature}}Specs=[Kobold,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=10, Can wear simple armour, up to AC7. Use menus to add armour)}}{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=1/2 (1d4)}}{{THAC0=20}}{{Attack=By weapon}}{{Languages=Kobolds speak their own language (which sounds like small dogs yapping); some (75%) speak orc and goblin}}{{Size=S, Barely 3 feet}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=60 ft, but suffer -1 to hit in bright sunlight}}{{Weapon use=Can use clubs, axes, javelins, shortswords, and spears. Use menus to add to character sheet}}RaceData=[w:Kobold, align:LE, weaps:clubs|axe|javelin|shortsword|spears, ac:wooden-shield|leather|padded|studded-leather|ring-mail|ring|cloak|magic-item, cattr:int=8:10|mov=6|size=S|hd=1-4r4|thac0=20|attk1=1d6:Shortsword:3:S|attk2=1d4:Crude club:4:B|attkmsg=Remember -1 to-hit penalty in \\lbrak;Bright Sunlight\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦Sunlight 1 tohit penalty¦99¦0¦Suffering -1 to hit due to being in bright sunlight¦bleeding-eye\\rpar; but back to normal in \\lbrak;Shade\\rbrak;\\lpar;!rounds ~~removetargetstatus `{selected¦token_id}¦Sunlight 1 tohit penalty\\rpar;]{{Section9=**Description**}}{{desc=Kobolds are a cowardly, sadistic race of short humanoids that vigorously contest the human and demi-human races for living space and food. They especially dislike gnomes and attack them on sight. Barely clearing 3 feet in height, kobolds have scaly hides that range from dark, rusty brown to a rusty black. They smell of damp dogs and stagnant water. Their eyes glow like a bright red spark and they have two small horns ranging from tan to white. Because of the kobolds\' fondness for wearing raggedy garb of red and orange, their non-prehensile rat-like tails, and their language (which sounds like small dogs yapping), these fell creatures are often not taken seriously. This is often a fatal mistake, for what they lack in size and strength they make up in ferocity and tenacity}}{{desc1=**Combat:** The kobold approach to combat uses overwhelming odds or trickery. Kobolds will attack gnomes on sight, but will think twice about attacking humans, elves, or dwarves unless the kobolds outnumber them by at least two to one. They often hurl javelins and spears, preferring not to close until they see that their enemies have been weakened.\nKobolds attack in overwhelming waves. Should the kobolds be reduced to only a three to two ratio in their favor, they must make a morale check. Kobolds are wary of spellcasters and will aim for them when possible.\nThis diminutive race also enjoys setting up concealed pits with spikes, crossbows, and other mechanical traps. They usually have view ports and murder holes near these traps so that they can pour flaming oil, missile weapons, or drop poisonous insects on their victims.\nKobold war bands are armed with spiked clubs, axes, javelins, short swords and spears. Their shields are seldom metal, but are normally wood or wicker. Chiefs and guards tend to have the best weapons available.\nKobolds have 60-foot infravision but do not see well in bright sunlight, suffering a -1 on their attack rolls.}}'}, + {name:'Kobold+ac7',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= with simple armour}}RaceData=[w:Kobold ac7, cattr:ac=7]{{subtitle=Creature}}%{Race-DB-Creatures|Kobold}{{Section=**Attributes**}}Specs=[Kobold,CreatureRace,0H,Kobold]{{Intelligence=Average (8-10)}}{{AC=7 (preset)}}'}, + {name:'Kobold-Chieftain',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Kobold Chieftain, weaps:+longsword, ac:+brigandine|+scale-mail|+hide|+chain-mail, cattr:ac=5|hd=1d8+1|hp=7|thac0=19|attk1=1d8:Longsword:3:S]{{subtitle=Creature}}%{Race-DB-Creatures|Kobold}{{AC=6}}Specs=[Kobold Chieftain,CreatureRace,0H,Kobold]{{Hit Dice=1d8+1 (7) }}{{THAC0=19}}{{AC=5 (preset)}}{{desc=**Kobold Chief:** In a lair there will be a chief and 2-8 guards (AC 5; HD 1+1; hp 7 each; damage 1-8).}}'}, + {name:'Kobold-Guard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Guard}}RaceData=[w:Kobold Guard, ac:+brigandine|+scale-mail|+hide|+chain-mail, cattr:hd=1d8+1|hp=7|thac0=19|attk1=1d8:Longsword:3:S]{{subtitle=Creature}}%{Race-DB-Creatures|Kobold}{{AC=6 (preset)}}Specs=[Kobold Guard,CreatureRace,0H,Kobold]{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=1d8+1 (7)}}{{THAC0=19}}{{AC=5 (preset)}}{{desc=**Kobold Chief\'s Guard:** In a lair there will be a chief and 2-8 guards (AC 5; HD 1+1; hp 7 each; damage 1-8).}}'}, + {name:'Kobold-bodyguard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Bodyguard}}RaceData=[w:Kobold Bodyguard, cattr:hd=1d8-1|hp=4]{{subtitle=Creature}}%{Race-DB-Creatures|Kobold}{{AC=6 (preset)}}Specs=[Kobold Bodyguard,CreatureRace,0H,Kobold]{{Hit Dice=1d8-1 (4) }}{{desc=**Kobold Leader\'s Bodyguard:** For every 40 kobolds in a band there will be one leader and two bodyguards (AC 6; HD 1-1; hp 4 each; damage 1-6).}}'}, + {name:'Kobold-leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader}}RaceData=[w:Kobold Leader, cattr:hd=1d8-1|hp=4]{{subtitle=Creature}}%{Race-DB-Creatures|Kobold}{{AC=6 (preset)}}Specs=[Kobold Leader,CreatureRace,0H,Kobold]{{Hit Dice=1d8-1 (4) }}{{desc=**Kobold Leader:** For every 40 kobolds in a band there will be one leader and two bodyguards (AC 6; HD 1-1; hp 4 each; damage 1-6).}}'}, + {name:'Lacedon',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Lacedon}}{{subtitle=Creature}}Specs=[Lacedon,CreatureRace,2H,Ghoul]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=6}}{{Alignment=Chaotic Evil}}{{Move=Sw9}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=2 x Claw 1d3, 1 x Bite 1d6}}{{Languages=Lacedons cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task}}{{Size=M 5-6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Paralysis=Their touch causes humans (including dwarves, gnomes, half-elves, and halflings, **but excluding elves**) to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.}}{{Section4=**Special Advantages**}}{{Spell Immunity=Subject to all attack forms except *sleep* and *charm* spells}}{{Infravision=No need for light (dead eyes) so can see normally in absolute darkness}}RaceData=[w:Lacedon, cattr:mov=|swim=9|ac=6|size=M|hd=2r4|thac0=19|attk1=1d3:Claw 1:0:S|attk2=1d3:Claw 2:0:S|attk3=1d6:Bite:1:P|dmgmsg=On successful hit humans (including dwarves; gnomes; half-elves; and halflings **but excluding elves**) save vs. Paralysis or \\lbrak;Paralysed\\rbrak;(!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Target¦token_id}¦Paralysis¦\\amp#91;\\lbrak;20+\\lpar;2+1d6\\amp#41;\\rbrak;\\amp#93;¦-10¦Paralysed by a Ghoul attack¦back-pain). Remember immune to Sleep \\amp Charm]{{Section9=**Description**}}{{desc=The Lacedon is a marine form of the ghoul. Lacedons are sometimes found near marine ghosts, particularly ghost ships. Lacedons are less common than ghouls because of the fewer corpses available for them to feed on, but they can often be found swarming around recent shipwrecks in rivers, lakes, and oceans.}}'}, + {name:'Large-Scorpion',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Large Scorpion, cattr:int=0|mov=9|ac=5|hd=2+2r3|thac0=19|size=S|attk1=1d4:Claw1:0:S|attk2=1d4:Claw2:0:S|attk3=1:Sting:1:P|dmgmsg=$$ $$On a successful hit with the stinger do damage and victim must save vs. poison or be poisoned with a \\lbrak;Type A poison\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Poison-A_Ooo that sting still hurts¦\\lbrak;\\amp#91;9+1d20\\amp#93;\\rbrak;\\vbar-1¦That sting really hurt and still is...¦arrowed\\rpar; but with +2 benefit on saving throw, spattk:Stinger does delayed weak poison type A damage]{{subtitle=Creature}}Specs=[Scorpion,CreatureRace,0H,Giant-Scorpion]{{}}%{Race-DB-Creatures|Giant-Scorpion}{{title=Large }}{{AC=5 from chitinous carapace}}{{Move=9}}{{Hit Dice=2+2 HD}}{{THAC0=19}}{{Section1=**Attacks:** 2 x claws for 1d4 each, sting for 1HP and poison}}{{Size=S, 2ft long}}{{Section5=**Poison Sting:** Weak type A poison, +2 benefit on save, 15 or 0 in 10 to 30 minutes}}{{desc8=Often found in dungeons and wildernesses, these creatures are merely smaller versions of the giant scorpion. Colors range from tan to brown to black, and rumors persist of rare white scorpions deep underground.}}{{desc9=**Combat:** All attack with pincers and tail stinger. If struck by the stinger, the victim must save versus poison. However, the poison of the large scorpion is weaker than normal (type A, 15/0 points damage in 10 to 30 minutes), giving the victim a +2 on his saving throw.}}'}, + {name:'Lava-Mephit',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Lava Mephit, cattr:hd=3|ac=6|regen=2|attk1=1:Claw1:0:S|attk2=1:Claw2:0:S|dmgmsg=A successful claw hit also does an additional \\lbrak;\\lbrak;1d8\\rbrak;\\rbrak;HP of heat damage. Regenerate at 2HP/round when in contact with lava, spattk:Claws do additional 1d8HP heat damage. Breath weapon:Lava Blob \\lpar;Power\\rpar; every 3 rounds, spdef:*Gate* in \\lpar;Power\\rpar; another two mephits each hour. Regenerate at 2HP/round when in contact with lava, ns:=3],[cl:PW,w:Lava Mephit Blob,sp:0,pd:8],[cl:PW,w:Gate Mephit,sp:0,pd:24],[cl:PW,w:Regenerate,sp:0,pd:-1]{{}}%{Race-DB-Creatures|Imp-Mephit-Fire}{{title=Imp - Lava Mephit}}{{Hit Dice=3}}{{AC=6}}{{Attacks=2 x Claw for 1HP and 1d8 HP additional heat damage}}{{Section2=Breath weapon (Power): *Lava Blob* every 3 rounds. *Gate Mephit* 1/hour. Regenerate at 2HP/round when in contact with Lava}}{{Section4=**Touching Skin:** The touch of a Lava Mephit melts or burns everything e.g. 3 rounds to totally melt Plate Armour}}Specs=[Mephit,CreatureRace,0H,Imp-Mephit-Fire]{{desc=**Lava Mephit:** the least intelligent of all mephits. They are slow on the uptake and frequently the brunt of fire mephit jokes. Lava mephits generate extreme heat that can be felt 30 feet away. Their claws are small and soft, causing only 1 point of damage when they hit, but each hit inflicts an additional 1d8 points of heat damage. The touch of a lava mephit automatically melts or burns most materials. The rate of this destruction varies from one hour to burn through an inch of wood to three rounds to completely melt plate armor.\nTheir breath weapon is a molten blob of lava usable once every three melee rounds. This blob automatically hits one target within 10 feet of the breathing mephit (1d6 points of damage, no saving throw). A lava mephit may use this weapon a maximum of eight times, after that, the mephit must recharge by soaking in a lava pool for one hour. Mephits may recharge during battle, if they come in contact with lava during combat, they regenerate 2 hit points per melee round. This ability is, of course, lost if the mephit is brought to 0 hit points or less, at this point the mephit is dead. These fiends may shapechange into a pool of lava 3 feet in diameter by 6 inches deep. This maneuver does not recharge the breath weapon. They may still be harmed normally when in this lava pool form.\nOnce every hour, a lava mephit may attempt to gate in 1-2 other mephits. The chance of success is 25%. If two are summoned, they are of the same type (equal probability of fire, lava, smoke, or steam).}}'}, + {name:'Leech-Giant-1HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Leech-1HD}{{}}RaceData=[w:Giant Leech 1HD]{{}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-1HD]{{}}'}, + {name:'Leech-Giant-2HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Leech-2HD}{{}}RaceData=[w:Giant Leech 2HD]{{}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-2HD]{{}}'}, + {name:'Leech-Giant-3HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Leech-3HD}{{}}RaceData=[w:Giant Leech 3HD]{{}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-3HD]{{}}'}, + {name:'Leech-Giant-4HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Leech-4HD}{{}}RaceData=[w:Giant Leech 4HD]{{}}Specs=[Giant Leech,CreatureRace,0H,Giant-Leech-4HD]{{}}'}, + {name:'Leech-Throat',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Throat-Leech}{{}}RaceData=[w:Throat Leech]{{}}Specs=[Throat Leech,CreatureRace,0H,Throat-Leech]{{}}'}, + {name:'Leopard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Leopard}}RaceData=[w:Leopard, align:N, weaps:none, ac:barding, spattk:Can leap upards by 20ft and forward by 25ft, spdef:Prey get a penalty of 3 on surprise and Leopard only suprised on a 1, cattr:int=2:4|mov=15|ac=6|hd=3+2r4|thac0=17|size=M|attk1=1d3:2 x Front Claws:0:S|attk2=1d6:Bite:0:P|attk3=1+1d4:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Leopard,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=3+2 HD}}{{THAC0=17}}{{Attacks=2 x 1d3 front claws, bite for 1d6. If both front claws hit, rake with 2 x rear claws is attempted for 1d4 each}}{{Size=M}}{{Life Expectancy=12 to 15 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1, prey get a penalty of 3 on surprise rolls}}{{Leap=Can leap upwards 20ft and forward 25ft after a run-up, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The leopard is a graceful cat with a long body and relatively short legs. Its color varies from buff to tawny, and its spots are rosette shaped. Leopards prefer to leap on their prey, imposing a -3 on the surprise rolls of their victims.\nLeopards are solitary, inhabiting warm deserts, forest, plains, and mountains. They swim and climb well, and will often sit in treetops sunning themselves. Leopards will also drag their prey to safety in the treetops to devour in peace. The female bears 1-3 young, and cares for them for up to two years. If found in the lair, there is a 25% chance that there will be cubs there. The young have no effective attack.}}{{desc9=**Combat:** Leopards hunt both day and night preying on animals up to the size of large antelopes. A skilled predator, the leopard is often threatened by human incursions. In areas where it is hunted, it is nocturnal.}}'}, + {name:'Leprechaun',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Leprechaun}}{{subtitle=Creature}}RaceData=[w:Leprechaun, align:N, ac:ring|cloak|protection|magicitem|miscellaneous, weaps:rod|ring|magicitem|miscellaneous, cattr:int=15:16|mov=15|ac=8|size=T|hd=1-3r3|hp=2:5|thac0=20|attkmsg=**Remember:** spells as powers *Improved Invisibility; polymorph other* \\lpar;objects only\\rpar;; *spectral force; ventriloquism;* and can grant 3 *wish*es but only in order to regain their treasure. Agreeing to ask for a 4th wish undoes the prior 3 and *teleports without error* the party 2d20 miles away, spattk:None - does not attack, spdef:Spells as powers *Improved Invisibility; polymorph other* \\lpar;objects only\\rpar;; *spectral force; ventriloquism;* and can grant 3 *wish*es but only in order to regain their treasure. Agreeing to ask for a 4th wish undoes the prior 3 and *teleports without error* the party 2d20 miles away. Never surprised, ns:6],[cl:PW,w:Detect New Construction,sp:0,pd:-1],[cl:PW,w:Improved Invisibility,sp:4,pd:-1],[cl:PW,w:Polymorph Other,sp:4,pd:-1],[cl:PW,w:Spectral Force,sp:3,pd:-1],[cl:PW,w:Ventriloquism,sp:1,pd:-1],[cl:PW,w:Wish,sp:10,pd:-1]{{Section=**Attributes**}}{{Intelligence=Exceptional (15 to 16)}}{{AC=8}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=1-3}}{{Hit Points=2 to 5}}{{THAC0=20}}{{Attacks=Does not attack - instead turns invisible or runs away}}{{Languages=Many different languages - magical ability?}}{{Size=T, 2ft tall}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=**Magical Creatures:** spells as powers *Improved Invisibility; polymorph other* \\lpar;objects only\\rpar;; *spectral force; ventriloquism;* and can grant 3 *wish*es but only in order to regain their treasure. Agreeing to ask for a 4th wish undoes the prior 3 and *teleports without error* the party 2d20 miles away}}{{Section3=**Special Advantages**}}{{Surprise=Due to their keen ears, leprechauns are never surprised}}{{Infravision=60 feet, with no disadvantages in light}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Leprechaun,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Leprechauns are diminutive folk who are found in fair, green lands and enjoy frolicking, working magic, and causing harmless mischief.\nRumored to be a cross between a species of halfling and a strong strain of pixie, leprechauns are about 2 feet tall. They have pointed ears, and their noses also come to a tapered point. About 30% of all male leprechauns have beards. Pointed shoes, brown or green breeches, green or gray coats, and either wide-brimmed or stocking caps are the preferred dress of the wee folk. Many leprechauns also enjoy smoking a pipe, usually a long-stemmed one.}}{{desc9=**Combat:** These fun-loving creatures of magical talent are by nature noncombative. They can become invisible at will, polymorph nonliving objects, create illusions (with full audio and olfactory effects), and use ventriloquism spells as often as they like. Their keen ears prevent them from ever being surprised. Being full of mischief, they often (75%) snatch valuable objects from adventurers, turn invisible and dash away. There is a 75% chance that the attempt is successful. If pursued closely, there is a 25% chance per turn of pursuit that the leprechaun drops the stolen goods. The chase never leads to the leprechaun\'s lair.\nIf caught or discovered in its lair (10% chance), the leprechaun attempts to mislead his captor into believing that he is giving over his treasure while he actually is duping the captor. It requires great care to actually obtain the leprechaun\'s treasure.\nIf an intruder secures this treasure, a leprechaun will bargain and beg to get it back. As a last desperate measure, he will grant the intruder three wishes (very limited), but only if the intruder gives over the treasure first. When this is done, the leprechaun will indeed grant the three wishes. After all three wishes, the leprechaun will flatter the intruder and declare that the three wishes were so well-phrased that he will give a fourth wish. If the fourth wish is pronounced, the leprechaun will cackle with glee, the results of all the wishes will be reversed, and the intruder plus his group will be teleported (no saving throw) to a random location 2d20 miles away.}}'}, + {name:'Lesser-Basilisk',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Basilisk}}{{subtitle=Creature}}Specs=[Basilisk,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=4}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=6+1}}{{THAC0=15}}{{Attack=1d10 bite}}{{Languages=None known}}{{Size=M, 7ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=**Gaze:** Its gaze turns those who meet eyes to stone. Attacking or surprised opponents automatically meet its gaze and must save vs. petrification each round they attack, unless from the rear. Can look "in general direction" to hit at -2 \\amp get 20% chance of meeting gaze. Or avert \\amp attack blindfolded for -4 to-hit}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages}}{{Reflections=If lit, and can see its own reflection, can petrify itself}}RaceData=[w:Lesser Basilisk, align:N, cattr:int=1|mov=6|ac=4|size=M|hd=6+1r3|thac0=15|attk1=1d10:Bite:0:P|attkmsg=Gaze \\lbrak;Petrifies\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦cone¦feet¦0¦50¦50¦green¦true ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the unfortunate soul?¦token_id}¦Petrified¦99¦0¦Petrified by a Gaze Attack¦padlock\\rpar;. Those attacking without counter-measures must save every round,spattk:Petrification gaze attack,ns:1],[cl:PW,w:Petrification-Gaze-Attack,sp:0,pd:-1]{{Section9=**Description**}}{{desc=These reptilian monsters all posses a gaze that enables them to turn any fleshy creature to stone; their gaze extends into the Astral and Ethereal planes.\nAlthough it has eight legs, its sluggish metabolism allows only a slow movement rate. A basilisk is usually dull brown in color, with a yellowish underbelly. Its eyes glow pale green.}}{{desc1=**Combat:** While it has strong, toothy jaws, the basilisk\'s major weapon is its gaze. However, if its gaze is reflected, and it sees its own eyes, it will become petrified itself, but this requires light at least equal to bright torchlight and a good, smooth reflector. In the Astral plane its gaze kills; in the Ethereal plane it turns victims into ethereal stone. These will only be seen by those in the Ethereal plane or who can see ethereal objects.}}'}, + {name:'Lich',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Lich}}{{subtitle=Creature}}Specs=[Lich,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Supra-genius(19-20)}}{{AC=0}}{{Alignment=Any Evil}}{{Move=6}}{{Hit Dice=11+}}{{THAC0=9}}{{Attack=Touch does 1d10 damage and save vs. paralysis or be paralysed until *dispelled*}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=**Aura of Power:** The aura of magical power which surrounds a lich is so potent that any creature of fewer than 5 Hit Dice (or 5th level) which sees it must save vs. spell or flee in terror for 5-20 (5d4) rounds (use Power).}}{{Section6=**Special Advantages**}}{{Spell Use=The Lich is a wizard of the same level as it was in life (that is generally L18 or higher), and can use spells in the same way}}{{Attack Immunity=Only hit by magically enchanted weapons of +1 or better (full-damage), spells, or monsters with more than 6HD or magical properties}}{{Spell Immunity=Immune to *charm, sleep, enfeeblement, polymorph, cold, electricity* or *death* spells}}{{Infravision=No need for light (dead eyes) so can "sense" normally in absolute darkness}}RaceData=[w:Lich, align:any, cattr:int=19:20|mov=6|ac=0|size=M|hd=11r3|cl=MU:wizard|lv=18|thac0=9|attk1=1d10:Touch:0:B|dmgmsg=On successful hit opponents save vs. paralysation or are \\lbrak;paralysed until *dispelled*\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the Victim?¦token_id}¦Paralysation¦99¦0¦Paralysed by a Lich until dispelled in some way¦padlock\\rpar;. Remember immune to sleep charm enfeeblement polymorph cold electricity insanity and death spells. +1 or better weapons spells or 6HD to hit and those seeing it from any distance suffer the *Lich Fear* power, spattk:Paralysation, spdef:+1 or better weapons; spells; or 6HD to hit. Seeing Lich save vs spell or suffer Lich Fear (power), ns:1],[cl:PW,w:Lich Fear,sp:0,pd:-1],[cl:MU,lv:1,w:random|random|random|random|random|random|random|random|random|random],[cl:MU,lv:2,w:random|random|random|random|random|random|random|random|random|random],[cl:MU,lv:3,w:random|random|random|random|random|random|random|random|random|random],[cl:MU,lv:4,w:random|random|random|random|random|random|random|random|random|random],[cl:MU,lv:5,w:random|random|random|random|random|random|random|random|random|random],,[cl:MU,lv:6,w:random|random|random|random|random|random|random|random],[cl:MU,lv:7,w:random|random|random|random|random|random|random],[cl:MU,lv:8,w:random|random|random|random|random|random],[cl:MU,lv:9,w:random|random|random]{{Section9=**Description**}}{{desc=The lich is, perhaps, the single most powerful form of undead known to exist. They seek to further their own power at all costs and have little or no interest in the affairs of the living, except where those affairs interfere with their own.\nA lich greatly resembles a wight or mummy, being gaunt and skeletal in form. The creature\'s eye sockets are black and empty save for the fierce pinpoints of light which serve the lich as eyes. The lich can see with normal vision in even the darkest of environments but is unaffected by even the brightest light. An aura of cold and darkness radiates from the lich which makes it an ominous and fearsome sight. They\nwere originally wizards of at least 18th level.\nLiches are often (75%) garbed in the rich clothes of nobility. If not so attired, the lich will be found in the robes of its former profession. In either case, the clothes will be tattered and rotting with a 25% chance of being magical in some way.}}{{desc1=**Combat:** Although a lich will seldom engage in actual melee combat with those it considers enemies, it is more than capable of holding its own when forced into battle.\nThe aura of magical power which surrounds a lich is so potent that any creature of fewer than 5 Hit Dice (or 5th level) which sees it must save vs. spell or flee in terror for 5-20 (5d4) rounds.\nShould the lich elect to touch a living creature, its aura of absolute cold will inflict 1-10 points of damage. Further, the victim must save vs. paralysis or be utterly unable to move. This paralysis lasts until *dispelled* in some manner.\nPriests of at least 8th level can attempt to turn a lich, as can paladins of no less than 10th level. \nA lich is able to employ spells just as it did in life. It still requires the use of its spell books, magical components, and similar objects. It is important to note that most, if not all, liches have had a great deal of time in which to research and create new magical spells and objects.}}'}, + {name:'Light-War-Horse',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Light War Horse, cattr:hd=2r5|attk1=1d4:Left Hoof:0:B|attk2=1d4:Right Hoof:0:B]{{}}Specs=[Light War Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Light War)}}{{Move=24}}{{Attacks=2 x Hooves for 1d4 each}}{{desc8=**Light War Horse:** Warhorses are bred and trained to the lance, the spear, and the sword. They have higher morale than other horses, and are not as skittish about sudden movements and loud noises. The choice of knights and cavalry, these are the pinnacle of military horses. There are three varieties; heavy, medium and light.\n*Light war horses* are the fastest of the breed. They can carry warriors in leather armor, but are rarely armored themselves. They make excellent mounts for raiding parties, light cavalry, and thieves. Light war horses cost 150 gp or more.}}{{desc9=**Combat:** War horses will fight independently of the rider on the second and succeeding rounds of a melee. Light War Horses attack twice per round by kicking with their front hooves.\n*War Horses* are specially trained, and are accustomed to loud noises, strange smells, fire, or sudden movements, panicing only 10% of the time.}}'}, + {name:'Lion',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Lion}}RaceData=[w:Lion, align:N, weaps:none, ac:none, spattk:Can leap up to 30ft, spdef:Only surprised on a 1, cattr:int=2:4|mov=12|ac=5|hd=5+2r4|thac0=15|size=M|attk1=1d4:2 x Front Claws:0:S|attk2=1d10:Bite:0:P|attk3=1+1d6:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Lion,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=Male 5 front, 6 rear, Female 6 all over}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=5+2 HD}}{{THAC0=15}}{{Attacks=2 x 1d4 front claws, bite for 1d10. If both front claws hit, rake with 2 x rear claws is attempted}}{{Size=M}}{{Life Expectancy=12 to 16 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1}}{{Leap=Can leap up to 30ft after a run-up, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Among the largest and most powerful of the great cats, lions have yellow or golden brown fur. The males are distinguished by their flowing manes. Since their senses are so keen, lions can only be surprised on a 1. All lions can leap as far as 30 feet.\nLions prefer warmer climates, thriving in deserts, jungles, grasslands, and swamps. They live and hunt in prides, and are extremely territorial. A pride usually consists of 1-3 males and 1-10 females. A lair will contain from 1-10 cubs which are 30%-60% grown. Cubs are unable to fight. Lions are poor climbers and dislike swimming.\nLions flourish only when the supply of game is adequate. Their size and strength have made them a favorite target of human hunters.}}{{desc9=**Combat:** Both male and female lions are fierce fighters. Lions hunt in prides, with females doing most of the actual hunting. Lions frequently kill animals the size of zebras or giraffes. Lionesses will cooperate when hunting, driving their prey into an ambush. They have been known to attack domestic livestock, but will almost never attack men.}}'}, + {name:'Lizardman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Lizardman}}{{subtitle=Creature}}RaceData=[w:Lizardman, align:N, weaps:any, ac:any, cattr:int=5:7|mov=6|swim=12|ac=5|size=M|hd=2+1r3|thac0=19|attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|attk3=1d6:Bite:1:P]{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=5}}{{Alignment=Neutral}}{{Move=6, Sw 12}}{{Hit Dice=2+1}}{{Hit Points=}}{{THAC0=19}}{{Attacks=2 x claw for 1d2 \\amp a bite for 1d6. May use very crude weapons}}{{Languages=*Lizardman*}}{{Size=M, 7ft tall}}{{Life Expectancy=Unknown}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Section4=None}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Lizardman,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Lizard men are savage, semi-aquatic, reptilian humanoids that live through scavenging, raiding, and, in less hostile areas, by fishing and gathering.\nAdult lizard men stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin tones range from dark green to gray to brown, and their scales give them a flecked appearance. Their tails average 3 to 4 feet long and are not prehensile. Males are nearly impossible to distinguish from females without close inspection. Lizard man garb is limited to strings of bones and other barbaric ornament.}}{{desc9=**Combat:** In combat, lizard men fight as unorganized individuals. If they have equality or an advantage over their opponents, they tend toward frontal assaults and massed rushes. When outnumbered, overmatched, or on their home ground, however, they become wily and ferocious opponents. Snares, sudden ambushes, and spoiling raids are favored tactics in these situations. While individually savage in melee, lizard men tend to be distracted by food (such as slain opponents) and by simple treasures, which may allow some of their quarry to escape. They occasionally take prisoners as slaves, for food, or to sacrifice in obscure tribal rites..}}'}, + {name:'Lizardman-King',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= King}}RaceData=[w:Lizardman King, align:CE, cattr:int=8:10|mov=9|swim=15|ac=3|size=L|hd=8r1|thac0=13|attk1=1d4:Claw x 2:0:S|attk2=1d8:Bite:1:S|attk3=2+3d6:Great Trident:7:P|dmgmsg=$$ $$If the trident to-hit roll is 5 more than needed to hit the target \\lpar;i.e. hits an AC 5 better than the opponent\\rpar; damage is doubled with a minimum of 15HP]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Intelligence=Average (8 to 10)}}{{AC=3}}{{Alignment=Chaotic Evil}}{{Move=9, Sw 15}}{{Hit Dice=8}}{{THAC0=13}}{{Attacks=2 x claw for 1d4 \\amp a bite for 1d8. Best of all, a Great Trident for 3d6+2 which, if the to-hit dice roll is 5 better than needed to hit, do double damage with a minimum of 15HP}}{{Size=L, 8ft tall}}Specs=[Lizardman King,CreatureRace,0H,Lizardman]{{desc=**Lizadman King:** A lizard king is a lizard man of above average height and intelligence, leading one or more loosely organized tribes of lizard men. The lizard king is most often armed with a great trident, which it wields with great skill and ferocity. In the hands of the lizard king, the weapon inflicts 5-20 (3d6+2) points of damage. If the attack roll is 5 or more greater than the score needed to hit, the lizard king inflicts double damage (with a minimum of 15 points).\nA lizard king usually demands two humans each week. If no humans are available, demihumans and other humanoids will be sought. If none are available, two of the lizard king\'s bodyguards will be killed and eaten instead.}}'}, + {name:'Lizardman-Patrol-Leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Patrol Leader}}RaceData=[w:Lizardman Patrol Leader, cattr:hp=17]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Hit Points=17}}Specs=[Lizardman,CreatureRace,0H,Creature]{{desc=**Lizadman Patrol Leader:** For every 10 lizard men encountered, there will be one patrol leader with maximum hit points (17 hp)}}'}, + {name:'Lizardman-Shaman-3HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman 3HD}}RaceData=[w:Lizardman Shaman 3HD, cattr:hd=3r3|thac0=17|cl=pr:Shaman|lv=3]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Hit Dice=3}}{{Section2=**Shaman:** As a shaman of the Lizardfolk, can cast priest spells allowed to a L3 shaman}}Specs=[Lizardman,CreatureRace,0H,Lizardman]{{desc=**Lizadman Shaman 3HD:** For every 10 lizard men encountered, there will be a 50% chance for a shaman with 3 Hit Dice and the abilities of a 3rd-level priest.}}'}, + {name:'Lizardman-Shaman-4HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman 4HD}}RaceData=[w:Lizardman Shaman 4HD, cattr:hd=4r3|thac0=17|cl=pr:Shaman|lv=4]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Hit Dice=4}}{{Section2=**Shaman:** As a shaman of the Lizardfolk, can cast priest spells allowed to a L4 shaman}}Specs=[Lizardman,CreatureRace,0H,Lizardman]{{desc=**Lizadman Shaman 4HD:** If one or more tribes are encountered, each tribe will also have a war leader of 6 Hit Dice, two subleaders with 4 Hit Dice, and a shaman of either 4 or 5 Hit Dice (50% chance of each).}}'}, + {name:'Lizardman-Shaman-5HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman 5HD}}RaceData=[w:Lizardman Shaman 5HD, cattr:hd=5r2|thac0=15|cl=pr:Shaman|lv=5]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Hit Dice=5}}{{Section2=**Shaman:** As a shaman of the Lizardfolk, can cast priest spells allowed to a L5 shaman}}Specs=[Lizardman,CreatureRace,0H,Lizardman]{{desc=**Lizadman Shaman 5HD:** If one or more tribes are encountered, each tribe will also have a war leader of 6 Hit Dice, two subleaders with 4 Hit Dice, and a shaman of either 4 or 5 Hit Dice (50% chance of each).}}'}, + {name:'Lizardman-Shaman-7HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman 7HD}}RaceData=[w:Lizardman Shaman 7HD, cattr:hd=7r2|thac0=13|cl=pr:Shaman|lv=7]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Hit Dice=7}}{{Section2=**Shaman:** As a shaman of the Lizardfolk, can cast priest spells allowed to a L7 shaman}}Specs=[Lizardman,CreatureRace,0H,Lizardman]{{desc=**Lizadman Shaman 7HD:** If one or more tribes are encountered, each tribe will also have a war leader of 6 Hit Dice, two subleaders with 4 Hit Dice, and a shaman of either 4 or 5 Hit Dice (50% chance of each). Any group of two or more tribes has a 50% chance for an additional shaman of 7 Hit Dice.}}'}, + {name:'Lizardman-Sub-Leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sub Leader}}RaceData=[w:Lizardman Sub Leader, cattr:hd=4r3]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Hit Dice=4}}Specs=[Lizardman,CreatureRace,0H,Creature]{{desc=**Lizadman Sub Leader:** If one or more tribes are encountered, each tribe will also have a war leader of 6 Hit Dice, two subleaders with 4 Hit Dice, and a shaman of either 4 or 5 Hit Dice (50% chance of each).}}'}, + {name:'Lizardman-War-Leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= War Leader}}RaceData=[w:Lizardman War Leader, cattr:hd=6r2]{{subtitle=Creature}}%{Race-DB-Creatures|Lizardman}{{Hit Dice=6}}Specs=[Lizardman,CreatureRace,0H,Creature]{{desc=**Lizadman War Leader:** If one or more tribes are encountered, each tribe will also have a war leader of 6 Hit Dice, two subleaders with 4 Hit Dice, and a shaman of either 4 or 5 Hit Dice (50% chance of each).}}'}, + {name:'Locathah',type:'LocathahRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Locathah}}Specs=[Locathah,LocathahRace,2H,Creature]{{subtitle=Marine Creature}}RaceData=[w:Locathah, query:Which Locathah?|Warrior%%2%%19%% %% %% |Leader%%4%%17%%hp=18%% %% |Leaders Assisstant%%3%%17%%hp=14%% %% |Chieftain%%5%%15%%hp=22%% %% |Chieftains Guard%%3%%17%%hp=12:14%% %% |Shaman%%3%%17%% %%cl=pr:shaman%%lv=1:3, align:N|NN, ac:none, cattr:int=11:12|move=1|swim=12|ac=6|hd=??1r4|??3|age=??0:??1|??3|thac0=??2|??4|??5|size=M, ns:1],[cl:WP,%:20,prime:Light-Horse-Lance],[cl:WP,%:30,both:Light-Crossbow|Light-Quarrel-Underwater:40],[cl:WP,%:30,both:Trident],[cl:WP,%:20,prime:Short-Sword]{{Section=**Attributes**}}{{Intelligence=Very (11 to 12)}}{{AC=Naturally AC6, do not wear armour}}{{Alignment=Neutral}}{{Move=Swim at 12, can move on land at 1}}{{Hit Dice=Varies by Locathah, warriors are 2HD, Leaders are 4HD (18HP), Leader\'s assistants are 3HD (14HP), Chieftains are 5HD (22HP), and Chieftain\'s guards are 3HD (12 to 14HP)}}{{THAC0=Varies by Locathah Hit Dice, from 19 to 15}}{{Section1=**Attacks:** by weapon. Light Horse (Eel) Lance (20%), Light Crossbow (30%), Trident (30%), or Short sword (20%). Since a locathah lacks claws or teeth, it cannot do damage if it is disarmed.}}{{Languages=Locathah speak their own language; 10% also speak *merman, koalinth,* or other aquatic languages.}}{{Size=Medium, 5ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Shaman=Locathah tribes may have a Shaman of up to 3rd Level, with appropriate powers \\amp spell-casting ability}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{No innate attacks=Since a locathah lacks claws or teeth, it cannot do damage if it is disarmed.}}{{Semi-Amphibious=Locathah are almost helpless on land. They are limited to slow crawls because they are unused to supporting their own weight. The use of magic to fly or levitate will negate this helplessness. They risk swift suffocation as their gills dry out; after ten turns, a surfaced locathah suffers 1 point of damage each round. If the locathah immerses itself in water, the damage is halted.}}{{Section9=**Description**}}{{desc7=The locathah are a humanoid race of aquatic nomads that roams warm coastal waters.\nA typical locathah stands 5 to 6 feet tall and weighs 150 to 200 pounds. The skin is covered in fine but tough scales. The scales vary in color from a ivory yellow on the stomach and neck to a pale yellow on the rest of the body. The fins of their ears and spine are ocher. The ear fins enhance hearing while the large eyes are designed to enhance underwater vision. The only way to distinguish males from females is a vertical ocher stripe marking the egg sac. On the surface, locathah have a typically fish-like smell.\nLocathah have a communal society organized in tribes of 20 to several hundred. Each band of forty locathah has a leader (18 hit points, treat as a 4th-level fighter) and four assistants (14 hit points, treat as 3rd-level fighters). Clans of more than 120 locathah are led by a female chieftain (22 hit points, treat as a 5th-level fighter) accompanied by 12 guards (12-14 hit points, treat as 3rd-level fighters). Locathah shamans are priests of up to the 3rd level.\nAlthough they defend their territories against hostile invaders, locathah cooperate with nonhostile visitors, especially traders. Locathan coral carvings and jewelry are highly valued by art collectors and are traded for forged metals, ceramics, and durable magical items. Locathah can be hired to assist travelers in their realm. They also collect tolls from fishermen using locathah territorial waters.}}{{desc9=**Combat:** The intelligent locathah have developed tactics that enable them to beat their deadlier rivals. They always operate in teams, the larger the better. Furthermore, when away from their homes they ride giant eelsthat act as both mounts and allies.\nSince a locathah lacks claws or teeth, it cannot do damage if it is disarmed. If that happens, it will either grapple a foe (if armed locathah are present), look for weapons, or flee. Locathah only battle to the death if cornered or if their home is threatened.\nLocathah always try to recover captive locathah or their bodies. If such are detected aboard a ship, other locathah might first demand the return of their kin or simply sink the boat by carving into its bottom.}}'}, + {name:'Lynx-Giant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Lynx}{{}}RaceData=[w:Giant Lynx]{{}}Specs=[Giant Lynx,CreatureRace,0H,Giant Lynx]{{}}'}, + {name:'Marine-Scrag',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Saltwater-Troll}{{}}Specs=[SaltwaterTroll,CreatureRace,0H,Saltwater-Troll]{{}}RaceData=[w:Saltwater Troll]{{}}'}, + {name:'Marine-Scrag-Shaman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Saltwater-Troll-Shaman}{{}}RaceData=[w:Saltwater Troll Shaman]{{}}Specs=[Saltwater Troll Shaman,CreatureRace,0H,Saltwater-Troll-Shaman]{{}}'}, + {name:'Mastodon',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Mastodon, align:N, weaps:none, ac:none, cattr:mov=12|ac=5|hd=13r2|thac0=7|attk1=3d6:Tusks x 2:0:P|attk2=2d8:Trunk:0:B|attk3=2d6:Trample x 2:0:B]{{subtitle=Mammal}}Specs=[Mastodon,CreatureRace,0H,Elephant]{{}}%{Race-DB-Creatures|Elephant}{{name=Mastodon}}{{AC=5}}{{Move=12}}{{Hit Dice=13HD}}{{THAC0=7}}{{Attacks=2 x Tusks for 3d6 Piercing damage each, 1 x Trunk crush for 2d8 Bludgeoning (crushing) damage, 2 x Trampling for 2d6 each of Bludgeoning damage. Max of 2 attacks on any single opponent, but can tackle up to 6 man-sized opponents}}{{Size=L (10ft to 14ft tall)}}{{desc8=Like the mammoth, the mastodon is an ancestor of the elephant that was common in the Pleistocene era, when they roamed from subarctic to tropical plains. They are larger than the modern elephant, hairier, and somewhat greater in length. Encountered outside of a Pleistocene campaign, mastodons are rare, and found only in subarctic plains.}}'}, + {name:'Medium-War-Horse',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Medium War Horse, cattr:mov=18|hd=2+2r5|attk1=1d3:Bite:0:P|attk2=1d6:Left Hoof:0:B|attk3=1d6:Right Hoof:0:B]{{}}Specs=[Medium War Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Medium War)}}{{Move=18}}{{Attacks=Bite for 1d3, 2 x Hooves for 1d6 each}}{{desc8=**Medium War Horse:** Warhorses are bred and trained to the lance, the spear, and the sword. They have higher morale than other horses, and are not as skittish about sudden movements and loud noises. The choice of knights and cavalry, these are the pinnacle of military horses. There are three varieties; heavy, medium and light.\n*Medium war horses* are lighter and smaller than their heavy cousins. They can be encumbered with leather or light plate armor and carry a rider wearing leather or light plate. The advantage of the medium war horse is its increased speed. The price of a medium war horse is 200 gp or more.}}{{desc9=**Combat:** War horses will fight independently of the rider on the second and succeeding rounds of a melee. They attack three-times per round by kicking with their front hooves and biting.\n*War Horses* are specially trained, and are accustomed to loud noises, strange smells, fire, or sudden movements, panicing only 10% of the time.}}'}, + {name:'Mephit-Fire',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Fire-Mephit}{{}}Specs=[Fire Mephit,CreatureRace,0H,Fire-Mephit]{{}}RaceData=[w:Fire Mephit]{{}}\n'}, + {name:'Mephit-Ice',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Ice-Mephit}{{}}RaceData=[w:Ice Mephit]]{{}}Specs=[Ice Mephit,CreatureRace,0H,Ice-Mephit]{{}}'}, + {name:'Mephit-Lava',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Lava-Mephit}{{}}RaceData=[w:Lava Mephit]{{}}Specs=[Lava Mephit,CreatureRace,0H,Lava-Mephit]{{}}'}, + {name:'Mephit-Mist',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Mist-Mephit}{{}}RaceData=[w:Mist Mephit]{{}}Specs=[Mist Mephit,CreatureRace,0H,Mist-Mephit]{{}}'}, + {name:'Mephit-Smoke',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Smoke-Mephit}{{}}RaceData=[w:Smoke Mephit]{{}}Specs=[Smoke Mephit,CreatureRace,0H,Smoke-Mephit]{{}}'}, + {name:'Mephit-Steam',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Steam-Mephit}{{}}RaceData=[w:Steam Mephit]{{}}Specs=[Steam Mephit,CreatureRace,0H,Steam-Mephit]{{}}'}, + {name:'Merman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Merman}}{{subtitle=Creature}}RaceData=[w:Merman, align:shield, weaps:trident|dagger|crossbow|javelin|spears, ac:magic|ring|cloak, cattr:int=8:12|mov=1|swim=18|ac=7|size=M|hd=1+1r4|thac0=19|attk1=1d4:Dagger:2:P|attk2=1+1d6:Trident:7:P|attk3=1d6:Javelin:4:P|attkmsg=**Tip** better to use equipped weapons as will then do correct attacks per round etc. Can use magic weapons \\amp items but not standard armour apart from shields. Merman crossbows must be equipped to be used,ns:3],[cl:WP,%:50,prime:Trident,offhand:Dagger:3],[cl:WP,%:30,both:Light Crossbow,items:Dagger:3|Light Quarrel Underwater:10|Light Quarrel:10],[cl:WP,%:20,prime:Javelin,offhand:Dagger:3]{{Section=**Attributes**}}{{Intelligence=Average to Very (8 to 12)}}{{AC=7}}{{Alignment=Neutral}}{{Move=1, Sw 18}}{{Hit Dice=1+1}}{{Hit Points=}}{{THAC0=19}}{{Attacks=By weapons used. Typically use a Dagger with any of Trident, Javelin or Crossbow}}{{Languages=*Merman*. 50% of all communities also speak *Locathah*}}{{Height=Males [5 to 6ft](!\\amp#13;\\amp#47;r 60+1d12 ins height)ins, Females [4ft6 to 5ft6](!\\amp#13;\\amp#47;r 54+1d12 ins height)ins}}{{Weight=Males [150-225lbs](!\\amp#13;\\amp#47;r 140+10d8 lbs weight)lbs, Females [100-150lbs](!\\amp#13;\\amp#47;r 95+5d10 lbs weight)lbs}}{{Life Expectancy=Around 150 years}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Section4=**Survive out of Water:** for one hour before they begin to dehydrate. When dehydrated, they lose 2 hit points per hour and will die when they reach zero; immersion in fresh or salt water immediately restores these lost hit points.}}{{Section7=**Special Disadvantages**}}{{Fire=Suffer double damage from fire attacks of any type}}Specs=[Merman,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Mermen are marine-dwelling, amphibious humanoids with the upper torso of a human and the lower torso of a fish.\nMermen were once human but were transformed by unknown powers into their current forms. They live by herding fish, but during times of need they attack other sea-peoples or ocean-going vessels. They live underwater but surface to sun themselves on large rocks. Mermen adorn themselves with coral and shell decorations.}}{{desc9=**Combat:** Mermen communities are well-armed. The arms used by mermen are as follows:\nTrident, dagger (50%) *\nCrossbow, dagger (30%)\nJavelin, dagger (20%)\n* 20% of all trident wielders are also armed with a hook and grappling line (50 feet long). Mermen crossbows have a range of 30 yards underwater. They use grapples to attack ships; the grapples can be thrown up to 50 feet. Each grapple held by 10 mermen slows a ship by 1. Once stopped, the ship is attacked and a hole is knocked in its hull in 4d4 rounds, after which the ship slowly sinks, to be looted by the mermen.}}'}, + {name:'Merman-Chieftain',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Merman Chieftain, cattr:hd=6r2]{{subtitle=Creature}}%{Race-DB-Creatures|Merman}{{Hit Dice=6}}Specs=[Merman,CreatureRace,0H,Merman]{{desc=*Merman Chieftain:** For every 120 mermen encountered, there is one chief (6 HD) and two guards (4 HD).}}'}, + {name:'Merman-Guard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Guard}}RaceData=[w:Merman Guard, cattr:hd=4r3]{{subtitle=Creature}}%{Race-DB-Creatures|Merman}{{Hit Dice=4}}Specs=[Merman,CreatureRace,0H,Merman]{{desc=*Merman Guard:** For every 120 mermen encountered, there is one chief (6 HD) and two guards (4 HD).}}'}, + {name:'Merman-Leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader}}RaceData=[w:Merman Lead, cattr:hd=4r3]{{subtitle=Creature}}%{Race-DB-Creatures|Merman}{{Hit Dice=4}}Specs=[Merman,CreatureRace,0H,Merman]{{desc=*Merman Leader:** For every 40 mermen, there is a leader (4 HD).}}'}, + {name:'Merman-Patrol-Lead-2HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Patrol Lead}}RaceData=[w:Merman Patrol Lead 2HD, cattr:hd=2r3]{{subtitle=Creature}}%{Race-DB-Creatures|Merman}{{Hit Dice=2}}Specs=[Merman,CreatureRace,0H,Merman]{{desc=*Merman Patrol Lead:** For every 20 mermen encountered, there is a patrol leader (2-3 HD) and 1-3 barracuda (AC 6; Move 30; HD 3; #AT 1; Dmg 2d4).}}'}, + {name:'Merman-Patrol-Lead-3HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Patrol Lead}}RaceData=[w:Merman Patrol Lead 3HD, cattr:hd=3r3]{{subtitle=Creature}}%{Race-DB-Creatures|Merman}{{Hit Dice=3}}Specs=[Merman,CreatureRace,0H,Merman]{{desc=*Merman Patrol Lead:** For every 20 mermen encountered, there is a patrol leader (2-3 HD) and 1-3 barracuda (AC 6; Move 30; HD 3; #AT 1; Dmg 2d4).}}'}, + {name:'Merman-Shaman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman 3HD}}RaceData=[w:Merman Shaman, cattr:hd=3r3|cl=pr:priest|lv=3|attrmsg=**Remember:* has shaman spell casting ability at level 3]{{subtitle=Creature}}%{Race-DB-Creatures|Merman}{{Hit Dice=3}}Specs=[Merman Shaman,CreatureRace,0H,Merman]{{desc=*Merman Shaman:** For every ten mermen, there is a 10% chance of a shaman (3 HD, with the spells of a 3rd-level priest).}}'}, + {name:'Merrow',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Merrow, cattr:int=8:10|mov=6|swim=12|ac=4|hd=4+4r3|thac0=15|size=L|attk1=1d6:Tallons x 2:0:S|attk2=2d4:Bite:1:P|attk3=2d6:Large spear charge:6:P|attkmsg=$$ $$A charge attack in fresh water with the large spear gains +1 to hit \\lpar;not included in innate attack\\rpar;, spattk:Surprise attack from cover so others get -5 on surprise. A charge attack in fresh water with their large spear gains +1 to hit, spdef:Hide becoming virtually invisible 10-80% of the time depending on terrain]{{}}%{Race-DB-Creatures|Ogre}{{title=Merrow}}{{Intelligence=Average (8 to 10)}}Specs=[Merrow,CreatureRace,0H,Ogre]{{AC=4}}{{Move=6, Sw 12}}{{Hit Dice=4+4}}{{THAC0=15}}{{Attacks=2 x Tallons for 1d6, Bite for 2d4, optional swimming charge attack with large spear +1 to hit, doing 2d6 damage}}{{Languages=Merrow speak their own dialect and the language of other ogres.}}{{Size=L 9ft tall}}{{Great Strength=}}{{Surprise Attack=Surprise attack from cover so others get -5 on surprise.}}{{Section9=**Description**}}{{desc7=Faster and fiercer than their land kin, the freshwater merrow are greenish and scaled with webbed hands and feet. Their necks are long and thick, their shoulders are sloping, and they have huge mouths and undershot jaws. Merrow have black teeth and nails and deep green eyes with white centers, and their hair resembles slimy seaweed. About 10% grow ivory horns, especially the more powerful males.\nAquatic ogres are very fond of tattoos, and females may have their entire bodies inked with scenes of death and destruction as a sign of status.}}{{desc8=**Combat:** Using their green coloration, aquatic ogres can hide, becoming effectively invisible 10-80% of the time, depending on terrain. They attack from cover, so others are -5 on their surprise roll. Merrow typically attack with a large piercing spear (inflicting 2-12 points of damage) in a swimming charge at +1 to hit, followed by melee with talons and teeth.}}{{desc9=**Merrow Tribe:** A typical merrow tribe consists of:\n1 chief, AC3, 6+6 Hit Dice, +2 on damage\n2 patrol leaders, AC3, 5+5 Hit Dice, +1 on damage\n2-24 standard merrow\n2-24 females, AC5, 3+3 Hit Dice, 1-2/1-2/1-6 damage\n1-12 young, AC6, 2+2 Hit Dice, 1-2/1-2/1-4 damage\n1 shaman of 3rd level ability}}'}, + {name:'Merrow-Chief',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chief}}RaceData=[w:Merrow Chief, cattr:ac=3|hd=6+6r2|thac0=13|dmg=+2|attk1=2+1d6:Talons x 2:0:S|attk2=2+2d4:Bite:1:P|attk3=2+2d6:Large spear charge:6:P]{{}}%{Race-DB-Creatures|Merrow}{{}}Specs=[Merrow Chief,CreatureRace,0H,Merrow]{{AC=3}}{{Hit Dice=6+6}}{{THAC0=13}}{{Great Strength=Grants +2 on damage}}'}, + {name:'Merrow-Female',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Female}}RaceData=[w:Merrow Female, cattr:ac=5|hd=3+3r3|thac0=17|attk1=1d2:Talons x 2:0:S|attk2=1d6:Bite:1:P|attk3=|attkmsg=]{{}}%{Race-DB-Creatures|Merrow}{{}}Specs=[Merrow Female,CreatureRace,0H,Merrow]{{AC=5}}{{Hit Dice=3+3}}{{THAC0=17}}'}, + {name:'Merrow-Patrol-Leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Merrow Patrol Leader, cattr:hd=5+5r2|thac0=15|dmg=+1|attk1=1+1d6:Talons x 2:0:S|attk2=1+2d4:Bite:1:P|attk3=1+2d6:Large spear charge:6:P]{{}}%{Race-DB-Creatures|Merrow-Chief}{{name= Patrol Leader}}Specs=[Merrow Patrol Leader,CreatureRace,0H,Merrow Chief]{{Hit Dice=5+5}}{{THAC0=15}}{{Great Strength=Grants +1 on damage}}'}, + {name:'Merrow-Shaman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman}}RaceData=[w:Merrow Shaman, cattr:hd=4+4r3|thac0=17|cl=pr:shaman|lv=3]{{}}%{Race-DB-Creatures|Merrow}{{}}Specs=[Merrow Shaman,CreatureRace,0H,Merrow]{{}}'}, + {name:'Merrow-Young',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Young}}RaceData=[w:Merrow Young, cattr:ac=6|hd=2+2r3|thac0=19|attk1=1d2:Talons x 2:0:S|attk2=1d4:Bite:1:P|attk3= |attkmsg= ]{{}}%{Race-DB-Creatures|Merrow}{{}}Specs=[Merrow Young,CreatureRace,0H,Merrow]{{AC=6}}{{Hit Dice=2+2}}{{THAC0=19}}'}, + {name:'Mist-Mephit',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Mist Mephit, cattr:hd=3+2|ac=7|attk1=1:Claw1:0:S|attk2=1:Claw2:0:S|attkmsg=Remember breath weapon of Mist Ball speed 1/2 rounds 3/hour \\amp powers of *wall of fog* and *gaseous form* \\lpar;each 1/d\\rpar; and *gate mephit* 1/hour, spattk:Breath weapon: Mist Ball \\lpar;Power\\rpar;. *wall of fog* and *gaseous form* 1/d, spdef:*Gate* in \\lpar;Power\\rpar; 1 or 2 mephits 1/hour,ns:=4],[cl:PW,w:Mist Mephit Mist Ball,sp:0,pd:3],[cl:PW,w:wall of fog,sp:1,pd:1],[cl:PW,w:gaseous form,sp:1,pd:1],[cl:PW,w:Gate Mephit,sp:0,pd:24]{{}}%{Race-DB-Creatures|Fire-Mephit}{{title=Imp - Mist Mephit}}{{Hit Dice=3+2}}{{AC=7}}{{Attacks=2 x Claw for 1HP}}{{Section2=Breath weapon (Power): *Mist Ball* x 3/hour. *Wall of Fog* and *Gaseous Form* 1/day. *Gate Mephit* 1/hour}}{{Section4=**See through fog:** Mist mephits have the ability to see clearly in fog or mist.}}Specs=[Mist Mephit,CreatureRace,0H,Fire-Mephit]{{desc=**Mist Mephit:** Mist mephits fancy themselves as spies par excellence and practice this ability on other mephits. They are quick to report other mephits who show mercy or any other treasonous behavior, and they never engage in idle banter with other mephits. Mist mephits have the ability to see clearly in fog or mist. Their skin is pale green. They never engage in melee unless they are trapped. Mist mephits may breathe a sickly, green ball of mist, every other round, up to three times an hour. This ball automatically envelopes one victim within 10 feet of the breathing mephit. The victim must roll a successful saving throw vs. poison or suffer ld4+1 points of choking damage and be blinded for ld4 rounds. In addition to the breath weapon, mist mephits can create a wall of fog (as the spell) once per day (at a 3rd level ability). They can also assume gaseous form once per day and often use this ability to spy on others or escape combat.\nOnce per hour a mist mephit may attempt to gate in 1-2 other mephits. The chance of success is 20%. If two mephits arrive, they are of the same type (either ice or mist, equal probability).}}'}, + {name:'Mite',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gremlin Mite}}{{subtitle=Creature}}RaceData=[w:Mite, align:LE, cattr:int=5:7|mov=3|ac=8|size=T|hd=1-1r4|thac0=20|attk1=1d3:Weighted Club:3:B|dmgmsg=2% cumulative chance per club hit on trapped opponent of \\lbrak;stunning the victim\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the victim?¦token_id}¦Stunned¦99¦0¦Stunned by Mite Clubs. What next?¦pummeled\\rpar;but only if the victim is in armor worse than splint mail. Hit by any weapon. No magic resistance, spattk:Try to trap victims or otherwise make them prone. Once trapped or prone 2% cumulative chance per club hit of stunning the victim but only if the victim is in armor worse than splint mail, spdef:Nil]{{Section=**Attributes**}}{{Intelligence=Low (5 to 7)}}{{AC=8}}{{Alignment=Lawful Evil}}{{Move=3 (no wings)}}{{Hit Dice=1-1}}{{THAC0=20}}{{Attack=Weighted Club for 1d3HP damage}}{{Languages=*Gremlin*. Their voices are high-pitched and twittery, conveying only the simplest ideas to each other; nongremlin races cannot make sense of their language}}{{Size=T, 2ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=}}{{Section7=**Special Disadvantages**}}{{Avoid Melee=Run away if attacked}}{{Section8=}}Specs=[Gremlin Mite,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=**Mite:** Mites are tiny, mischievous, wingless gremlins that waylay dungeon adventurers for fun and profit. Mites have hairless, warty skin varying in color from light gray to bright violet. Their heads are triangular, with bat-like ears and a long, hooked nose. Male mites sport a bone ridge down the center of their skulls and short goatee beards. Many wear filthy rags stolen from previous victims.}}{{desc9=**Combat:** Mites try to catch lone travelers and stragglers using pit traps (1d6 points of damage to the victim), nets (successful saving throw vs. paralysis or the victim is caught), and trip wires (successful Dexterity check or the victim falls prone). Mites swarm over prone or netted victims, and pummel them with weighted clubs (2% cumulative chance, per club, of stunning the victim, but only if the victim is in armor worse than splint mail). The mites bind their unconscious victims head and foot, and drag them into their lair.\nOnce inside the lair, the victims are teased and chattered at for one to four days until the mites get bored. The mites then stun their victim again, steal all their possessions and deposit them at a random place - often one that causes the victims great discomfort or embarrassment.}}'}, + {name:'Mite-Female',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Female}}RaceData=[w:Mite Female, cattr:hd=1-2r4|thac0=20|attk1=1d2:Bite:0:P]{{subtitle=Creature}}%{Race-DB-Creatures|Mite}{{Hit Dice=1-2}}{{THAC0=19}}Specs=[Mite Female,CreatureRace,0H,Mite]{{desc=**Mite Female:** Also in the king\'s chamber are 4d6 mite females and 4d6 mite children. The women have 1-2 Hit Dice and bite for 1-2 points of damage. The children are non-combatants.}}'}, + {name:'Mite-King',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= King}}RaceData=[w:Mite King, cattr:hd=1+1r4|thac0=19|attk1=1d4:Bite:0:P]{{subtitle=Creature}}%{Race-DB-Creatures|Mite}{{Hit Dice=1+1}}{{THAC0=19}}Specs=[Gremlin Mite King,CreatureRace,0H,Mite]{{desc=**Mite King:** The mite king lives in a "large" cavern in the mite warren, sitting on his tiny throne, dressed in baggy clothes stolen from previous victims. The mite king is a fierce (by mite standards) warrior with 1+1 Hit Dice. His bite causes 1d4 points of damage.}}'}, + {name:'Monster-Skeleton',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Monster }}RaceData=[w:Monster Skeleton, align:N, cattr:int=0|mov=12|size=L|hd=6r3|thac0=15|attk1=,ns:3],[cl:WP,%:40,prime:Longsword,items:Warhammer],[cl:WP,%:40,prime:Spear,offhand:Shield],[cl:WP,%:20,prime:Longsword,offhand:Spear]{{subtitle=Creature}}%{Race-DB-Creatures|Skeleton}{{AC=6}}Specs=[Monster Skeleton,CreatureRace,0H,Skeleton]{{Hit Dice=6}}{{THAC0=15}}{{Attack=Always by weapon - add weapons using menus}}{{Size=L to H 7-15ft tall}}{{desc9=**Combat:** Monster skeletons, always constructed from humanoid creatures, use giant-sized weapons which inflict the same damage as their living counterparts but without any Strength bonuses.\nSkeletons need never check morale, usually being magically commanded to fight to the death. When a skeleton dies, it falls to pieces with loud clunks and rattles.}}'}, + {name:'Monster-Zombie',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Monster}}RaceData=[w:Monster Zombie, cattr:mov=9|ac=6|size=L|hd=6r3|thac0=15|attk1=4d4:Claw:10:S|attkmsg=Remember immune to *Sleep / Charm / hold* and *death* spells and all cold attacks]{{subtitle=Creature}}%{Race-DB-Creatures|Zombie}{{AC=6}}Specs=[Monster Zombie,CreatureRace,0H,Zombie]{{Move=9}}{{Hit Dice=6}}{{THAC0=15}}{{Attack=1 x Claw 4d4}}{{Size=L 8-12ft tall}}'}, + {name:'Mouse',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Mouse}}{{subtitle=Creature}}Specs=[Mouse,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15, Br 1/2}}{{Hit Points=1}}{{THAC0=20}}{{Attack=None}}{{Languages=Mouse}}{{Size=T}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=Scare people onto chairs, and elephants...?}}{{Section6=**Special Disadvantages**}}{{No attacks - instead always run away very fast}}RaceData=[w:Mouse, align:N, cattr:int=1|mov=15|ac=7|size=T|hp=1|thac0=20]{{Section9=**Description**}}{{desc=Infest virtually every human structure. Most small mammals are harmless to humans. Some have useful traits or abilities. Most animals have only rudimentary languages that humanoids cannot use except with the aid of magical spells.}}{{desc1=**Combat:** No attacks: always runs away.}}'}, + {name:'Mule',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Mule, cattr:mov=12|hd=3r4|thac0=17|attk1=1d2:Bite:0:P|attk2=1d6:Left Hoof:0:B|attk3=1d6:Right Hoof:0:B|attkmsg=If biting cannot attack with hooves$$If kicking cannot bite$$If kicking cannot bite]{{}}Specs=[Mule,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Mule)}}{{Move=12}}{{Attacks=Bite for 1d2 **or** Kick with hooves for 1d6 each}}{{Hit Dice=3HD}}{{THAC0=17}}{{desc8=**Mule:** Sterile hybrids of horses and donkeys, mules are very sure-footed and exceptionally stubborn. They can be ridden by patient handlers who know how to control them, but are best used as pack animals in difficult or mountainous terrain. They are sometimes used by adventurers, for they are the only breed that can be taken into subterranean regions. The price of mules depends on how much grief they have given their current owners.}}{{desc9=**Combat:** Mules fight only if cornered. They attack twice per round by kicking with their front hooves *or* bite. They can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time.}}'}, + {name:'Mummy',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Mummy}}{{subtitle=Creature}}Specs=[Mummy,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=3}}{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=6+3}}{{THAC0=13}}{{Attack=Touch for 1d12, and infect with *mummy rot*}}{{Languages=None known}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Paralyse on Sight=Save vs. Spell or be paralyzed with fright for 1 to 4 rounds. For each 6 in party save at +1. Humans at +2}}{{Section4=**Special Advantages**}}{{Infect Disease=If successfully touch their victim, as well as damage, infect with *mummy rot*, kills within 6 months. Only *cure disease* can cure}}{{Attack Immunity=Only hit by magically enchanted weapons of +1 or better, which then only do half damage, rounded down}}{{Spell Immunity=Subject to all spells except *sleep, charm* \\amp *hold* spells, and all cold-based attacks}}{{Other Immunities=Immune to paralysation and poison}}{{Infravision=No need for light (dead eyes) so can "sense" normally in absolute darkness}}{{Section6=**Special Disadvantages**}}{{Fire=vulnerable to fire, even nonmagical varieties. A blow with a torch inflicts 1-3 points of damage. A flask of burning oil inflicts 1-8 points of damage on the first round it hits and 2-16 on the second round. Magical fires are +1 damage/die. Vials of holy water inflict 2-8 points of damage per direct hit.}}RaceData=[w:Mummy, align:LE, cattr:int=5:7|mov=6|ac=3|size=M|hd=6+3r3|thac0=13|attk1=1d12:Touch:0:B|dmgmsg=On successful hit opponents \\lbrak;infected\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the Victim?¦token_id}¦Mummy Rot¦1¦1¦Slowly succumbing to mummy rot¦radioactive\\rpar; with *Mummy Rot*. Remember immune to Sleep Charm Hold \\amp Cold. +1 or better weapons to hit doing half damage - round down. Vulnerable to fire, spattk:Infect with mummy rot on a successful hit, spdef:+1 or better weapons to hit, ns:1],[cl:PW,w:Mummy-Fear,sp:0,pd:-1]{{Section9=**Description**}}{{desc=Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird unlife state, whose unholy hatred of life causes them to attack living things without mercy.\nMummies are usually (but not always) clothed in rotting strips of linen. They stand between 5 and 7 feet tall and are supernaturally strong.}}{{desc1=**Combat:** its scabrous touch infects the victim with a rotting disease which is fatal in 1-6 months. For each month the rot progresses, the victim permanently loses 2 points of Charisma. The disease can be cured only with a cure disease spell. Cure wounds spells have no effect on a person inflicted with mummy rot and his wounds heal at 10% of the normal rate. A regenerate spell will restore damage but will not otherwise affect the course of the disease.\nThe mere sight of a mummy causes such terror in any creature that a saving throw versus spell must be made or the victim becomes paralyzed with fright for 1 to 4 rounds. Numbers will bolster courage; for each six creatures present, the saving throw is improved by +1. Humans save against mummies at an additional +2.}}'}, + {name:'Obsidian-Steed',type:'CreatureRace',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Obsidian Steed, cattr:fly=15D,ns:3],[cl:PW,w:MU-Fly,sp:3,pd:-1],[cl:PW,w:PW-Astral-Travel-Self,sp:3,pd:-1],[cl:PW,w:PW-Etherial-Travel-Self]{{}}Specs=[Obsidian Steed,CreatureRace,0H,Heavy War Horse]{{}}%{Race-DB-Creatures|Heavy-War-Horse}{{title=Obsidian Steed}}{{name=}}{{subtitle=Figurine}}{{Move=15}}{{Attacks=Bite for 1d3, 2 x Hooves for 1d8 each}}{{Section3=*Fly* at normal speed, *Go Astral* and *Go Etherial*}}{{desc7=**Obsidian Steed:** An obsidian steed appears to be a small, nearly shapeless lump of black stone. Only careful inspection will reveal that it vaguely resembles some form of quadruped, and of course, if magic is detected for, the figurine will radiate magic. Upon speaking the command word, the near formless piece of obsidian becomes a fantastic mount. Treat it as a heavy war horse with the following additional powers: *fly* (at normal movement speed), go ethereal, go astral. It will allow itself to be ridden, but if the rider is of good alignment, it is 10% likely per use to carry its "master\'\' to the floor of the first layer of the Gray Waste and then return to its statuette form. The tatuette can be used for a 24-hour period maximum, once per week. Note that when the obsidian steed becomes astral or ethereal, its rider and gear follow suit. Thus, travel to other planes can be accomplished by means of this item.}}{{desc8=}}{{desc9=**Combat:** The Obsidian Steed will fight as a Heavy War Horse. War horses will fight independently of the rider on the second and succeeding rounds of a melee. They attack three-times per round by kicking with their front hooves and biting.\n*War Horses* are specially trained, and are accustomed to loud noises, strange smells, fire, or sudden movements, panicing only 10% of the time.}}'}, + {name:'Ogre',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ogre}}{{subtitle=Creature}}Specs=[Ogre,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (8)}}{{AC=5}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=4+1}}{{HP=}}{{THAC0=17}}{{Attacks=Simple Club for 1d10+2, or by equipped weapon (which is +2/+6 due to Strength)}}{{Languages=It is common for ogres to speak *orc, troll, stone giant,* and *gnoll,* as well as their own guttural language.}}{{Size=L 9-10ft tall}}{{Life Expectancy=About 90 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Great Strength=+2 damage on innate attacks. If wielding an equipped weapon, gain +2 to hit and +6 on damage.}}{{Surprise Attack=}}{{Priest Spells=}}RaceData=[w:Ogre, align:CE, cattr:int=8|mov=9|ac=5|hd=4+1r3|thac0=17|size=L|tohit=+2|dmg=+6|attk1=2+1d10:Simple Club:3:B, spattk:Strength gives bonuses to hit and damage especially on equipped weapons]{{Section9=**Description**}}{{desc8=Ogres are big, ugly, greedy humanoids that live by ambushes, raids, and theft. Ill-tempered and nasty, these monsters are often found serving as mercenaries in the ranks of orc tribes, evil clerics, or gnolls. They mingle freely with giants and trolls. Adult ogres stand 9 to 10 feet tall and weigh 300 to 350 pounds. Their skin colors range from a dead yellow to a dull black-brown, and (rarely) a sickly violet. Their warty bumps are often of a different color - or at least darker than their hides. Their eyes are purple with white pupils. Teeth and talons are orange or black. Ogres have long, greasy hair of blackish-blue to dull dark green. Their odor is repellent, reminiscent of curdled milk. Dressing in poorly cured furs and animal hides, they care for their weapons and armor only reasonably well.}}{{desc9=**Combat:** In small numbers, ogres fight as unorganized individuals, but groups of 11 or more will have a leader, and groups of 16 or more usually include two leaders and a chieftain. Ogres wielding weapons get a Strength bonus of +2 to hit; leaders have +3, chieftains have +4. Females fight as males but score only 2-8 points of damage and have a maximum of only 6 hit points per die. Young ogres fight as goblins.}}'}, + {name:'Ogre-Chieftain',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Ogre Chieftain, align:CE, cattr:ac=4|hd=7r2|hp=34:37|thac0=13|tohit=+4|dmg=+6|attk1=6+2d6:Simple Club:3:B]{{}}%{Race-DB-Creatures|Ogre}{{AC=4 (preset)}}Specs=[Ogre Chieftain,CreatureRace,0H,Ogre]{{Hit Dice=7}}{{Hit Points=34:37}}{{THAC0=13}}{{Attack=2d6+6, or by equipped weapon (which is +4/+6 due to Strength)}}{{Great Strength=+6 damage on innate attacks. If wielding an equipped weapon, gain +4 to hit and +6 on damage.}}{{desc=**Ogre Chieftain:** If 16 or more ogres are encountered, they will be led by two patrol leaders and a chieftain. The chieftain is a 7 Hit Dice monster with 34-37 hit points and Armor Class 4. He inflicts 8-18 (2d6+6) points of damage per attack, +6 with weapon. Chieftains are usually the biggest and smartest ogres in their tribes.}}'}, + {name:'Ogre-Half-Ogre',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Half-Ogre}{{}}RaceData=[w:Half Ogre]{{}}Specs=[Half Ogre,CreatureRace,0H,Half Ogre]{{}}'}, + {name:'Ogre-Half-Ogre-Kader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Half-Ogre-Kader}{{}}RaceData=[w:Half Ogre Kader]{{}}Specs=[Half Ogre Kader,CreatureRace,0H,Half Ogre Kader]{{}}'}, + {name:'Ogre-Half-Ogre-Shaman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Half-Ogre-Shaman}{{}}RaceData=[w:Half Ogre-Shaman]{{}}Specs=[Half Ogre Shaman,CreatureRace,0H,Half Ogre Shaman]{{}}'}, + {name:'Ogre-Half-Ogre-Veteran',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Half-Ogre-Veteran}{{}}RaceData=[w:Half Ogre Veteran]{{}}Specs=[Half Ogre Veteran,CreatureRace,0H,Half Ogre Veteran]{{}}'}, + {name:'Ogre-Half-Ogre-no-armour',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Half-Ogre no armour, cattr:ac=9]{{}}%{Race-DB-Creatures|Half-Ogre}{{}}Specs=[Half-Ogre no armour,CreatureRace,0H,Half-Ogre]{{AC=9, can equip with armour to improve AC}}'}, + {name:'Ogre-Leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader}}RaceData=[w:Ogre Leader, align:CE, cattr:ac=3|hd=7r2|hp=30:33|thac0=13|tohit=+3|dmg=+6|attk1=3+2d6:Simple Club:3:B]{{subtitle=Creature}}%{Race-DB-Creatures|Ogre}{{AC=3 (preset)}}Specs=[Ogre Leader,CreatureRace,0H,Ogre]{{Hit Dice=7}}{{Hit Points=30 to 33}}{{THAC0=13}}{{Attack=2d6+3, or by equipped weapon (which is +3/+6 due to Strength)}}{{Great Strength=+3 damage on innate attacks. If wielding an equipped weapon, gain +3 to hit and +6 on damage.}}{{desc=**Ogre Leader:** When more than 11 ogres are encountered, a leader will be present. He is a 7 Hit Dice monster with 30-33 hit points and Armor Class 3. He inflicts 5-15 (2d6+3) points of damage per attack, +6 with weapon.}}'}, + {name:'Ogre-Mage',type:'CreatureRace',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ogre Mage}}RaceData=[w:Ogre Mage, align:LE, cattr:int=9:16|mov=9|ac=4|hd=5+2r3|thac0=15|regen=1|size=L|attk1=1d12:Simple Club:3:S|attkmsg=**Remember** to use your Regenerate power to recover 1HP/round, spattk:Spell effects as powers, spdef:Regenerate at 1HP/round. Escapes using *gaseous form*, ns:9],[cl:PW,w:Fly,sp:3,pd:1],[cl:PW,w:Invisibility,sp:2,pd:-1],[cl:PW,w:Darkness 10ft radius,sp:2,pd:-1],[cl:PW,w:Polymorph Self,sp:4,pd:-1],[cl:PW,w:Charm Person,sp:1,pd:1],[cl:PW,w:Sleep,sp:1,pd:1],[cl:PW,w:Gaseous Form,sp:1,pd:1],[cl:PW,w:Oni-Cone-of-Cold,sp:5,pd:1],[cl:PW,w:Regenerate,sp:10,pd:-1]{{subtitle=Creature}}Specs=[Ogre Mage,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average to Exceptional (9 to 16)}}{{AC=4}}{{Alignment=Lawful Evil}}{{Move=9, FL 15(B)}}{{Hit Dice=5+2}}{{HP=}}{{THAC0=15}}{{Attacks=Resorts to physical attacks only if necessary. Innate weapon does 1d12. Equip a *naganata* (75%) or a *scimitar* and *whip* (25%)}}{{Languages=Ogre magi speak the *common* tongue, their own special language, and the speech of normal ogres.}}{{Size=L 10½ft tall}}{{Life Expectancy=About 90 years}}{{Section2=**Powers**}}{{Section3=*Fly* (for 12 turns), become *invisible*, *cause darkness* in a 10-foot radius, *polymorph* to a human or similar bipedal creature (4 feet to 12 feet tall). Once per day they can do the following: charm person, sleep, assume gaseous form, and create a cone of cold 60 feet long with a terminal diameter of 20 feet, which inflicts 8-64 (8d8) points of damage (save vs. spell for half damage).}}{{Regenerate=One hit point per round (lost members must be reattached to regenerate)}}{{Section4=**Special Advantages**}}{{Great Strength=+2 damage on innate attacks. If wielding an equipped weapon, gain +2 to hit and +6 on damage.}}{{Priest Spells=}}{{Section9=**Description**}}{{desc8=The oriental ogre has light blue, light green, or pale brown skin with ivory horns. The hair is usually a different color (blue with green, green with blue) and is darker in shade; the main exception to this coloration is found in ogre magi with pale brown skin and yellow hair. They have black nails and dark eyes with white pupils. The teeth and tusks are very white. Ogre magi are taller and more intelligent than their cousins and they dress in oriental clothing and armor.}}{{desc9=**Combat:** Ogre magi can perform the following feats of magic: fly (for 12 turns), become invisible, cause darkness in a 10-foot radius, polymorph to a human or similar bipedal creature (4 feet to 12 feet tall), and regenerate one hit point per round (lost members must be reattached to regenerate). Once per day they can do the following: charm person, sleep, assume gaseous form, and create a cone of cold 60 feet long with a terminal diameter of 20 feet, which inflicts 8-64 (8d8) points of damage (save vs. spell for half damage).\nOriental ogres attack with magic first and resort to physical attacks only if necessary. They are +1 on morale. In battle, ogre magi prefer the naganata (75%) or scimitar and whip (25%). Those found in oriental settings might (25%) possess ki power or have mastered a martial arts form. As ogre magi are intelligent, they will not fight if faced with overwhelming odds, but will flee to gather their forces or hide.}}'}, + {name:'Ogre-Mage-Priest',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Priest}}RaceData=[w:Ogre Mage Priest, cattr:cl=pr:priest|lv=7]{{}}%{Race-DB-Creatures|Ogre-Mage}{{}}Specs=[Ogre Mage Priest,CreatureRace,0H,Ogre-Mage]{{Priest Spells=Ogre magi priests of up to 7th level have been reported.}}'}, + {name:'Ogrillon',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Ogrillon}}{{subtitle=Creature}}Specs=[Ogrillon,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=6 (skin with horn plates, don\'t like armour)}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=2+4}}{{THAC0=17}}{{Attacks=Don\'t like weapons, prefer 2 x Fists for 1d6+1 each}}{{Languages=Usually only learns to speak *ogrish* and a handful of words in *common*}}{{Size=M 6-7ft tall}}{{Life Expectancy=About 110 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=60 feet}}RaceData=[w:Ogrillon, align:CE, ac:none, cattr:int=5:7|mov=12|ac=6|hd=2+4r3|thac0=17|size=M|attk1=1+1d6:Fist1:0:B|attk2=1+1d6:Fist2:0:B]{{Section9=**Description**}}{{desc8=**Ogrillon:** The ogrillon is a fiercer species of the half-ogre, being the fruit of a union between ogres and orcs. The ogrillon displays the general tendencies of its larger cousin with some exceptions. It is even more brutish and violent, and it normally learns to speak only ogrish and a handful of words in common.\nThe ogrillon is the size of an orc, and closely resembles one. One in every ten is born with features and coloration very similar to those of ogres: purple eyes with white pupils, black teeth, yellowish skin with dull, dark green hair. The skin of an ogrillon of either type is covered with small horn plates, giving it a superior Armor Class and enabling it to fight without weapons. An ogrillon disdains armor and most other material items, retaining only a handful of gold pieces as treasured belongings. It is uncertain why they would keep gold, except perhaps as good luck charms.}}{{desc9=**Combat:** They love mayhem. In combat they disdain weapons and plunge in with both fists. Due to their great strength and horn-reinforced fists, each punch delivers ld6+1 points of damage. An ogrillon out of combat is restless and troubled, but it will be seen chuckling merrily to itself during a good fight. Because of their single-mindedness, ogrillons are often approached by orcs when they need good fighters against some enemy. Ogrillons are happy to join and fight, sometimes for the love of combat and destruction, but often for more lucky gold pieces. In combat, there is only a 10% chance that a typical ogrillon can be distinguished from an orc. Ogrillons that resemble ogres, of course, clearly stand out. Ogrillons are the issue of a female orc mated with a male ogre. Thankfully, it is sterile. The union of a male orc and a female ogre yields an orog, a better class of humanoid monster}}'}, + {name:'Onyx-Dog',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Onyx Dog, cattr:int=8:10]{{}}Specs=[Onyx Dog,CreatureRace,0H,War Dog]{{}}%{Race-DB-Creatures|War-Dog}{{name=Onyx Dog}}{{subtitle=Figurine}}{{Languages=Able to understand *and speak* the Common tongue}}{{Section5=**Exceptional Tracking**\nAllows exceptional tracking of known creatures.\n**Infravision**\nUp to 90ft and able to spot hidden (such as in shadows) things 80% of the time, normally invisible things 65% of the time, and noting astral, ethereal, and out-of-phase things 50% of the time.}}{{desc8=**Onyx Dog:** a creature with the same properties as a war dog, except that it is endowed with Intelligence of 8-10, can communicate in the Common tongue, and has exceptional olfactory and visual abilities. The olfactory power enables the onyx dog to scent the trail of a known creature 100% of the time if the trail is one hour old or less, -10% per hour thereafter. The dog is subject to being thrown off by false trails, breaks, water, and masking or blocking substances or scents. The visual power enables the onyx dog to use 90-foot-range infravision, spotting hidden (such as in shadows) things 80% of the time, normally invisible things 65% of the time, and noting astral, ethereal, and out-of-phase things 50% of the time. For details, see "Dog, War\'\' in the Monstrous Compendium. An onyx dog can be used for up to six continuous hours, once per week. It obeys only its owner.}}'}, + {name:'Orc',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Orc}}{{subtitle=Creature}}Specs=[Orc,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-9)}}{{AC=10 (can wear simple armour up to AC6)}}{{Alignment=Lawful Evil}}{{Move=12 (9 in armour)}}{{Hit Dice=1}}{{THAC0=19}}{{Attack=1d8 and by weapon (see description)}}{{Languages=Orcish, a language derived from older human and elvish languages, with no common standard, so the language has many dialects which vary from tribe to tribe. Orcs have also learned local common tongues, but are not comfortable with them. Some orcs have a limited vocabulary in goblin, hobgoblin, and ogre dialects.}}{{Size=M 6ft tall}}{{Life Expectancy=40 years or so}}{{Section2=**Powers**}}{{Section3=None}}{{Follow the Standard=}}{{Priest Spells=}}{{Section4=**Special Advantages**}}{{Infravision=60 foot, but suffer -1 to attacks in bright sunlight}}RaceData=[w:Orc, align:LE, cattr:int=8:9|mov=12|hd=1r5|thac0=19|attk1=1d8:Simple weapon:3:S|attkmsg=Remember -1 to-hit penalty in \\lbrak;Bright Sunlight\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦Sunlight 1 tohit penalty¦99¦0¦Suffering -1 to hit due to being in bright sunlight¦bleeding-eye\\rpar; but back to normal in \\lbrak;Shade\\rbrak;\\lpar;!rounds ~~removetargetstatus `{selected¦token_id}¦Sunlight 1 tohit penalty\\rpar;,ns:15],[cl:WP,%:5,prime:Shortsword,offhand:Footmans Flail],[cl:WP,%:10,prime:Shortsword,offhand:Spear],[cl:WP,%:5,prime:Battleaxe,items:Partisan],[cl:WP,%:5,prime:Battleaxe,items:Glaive],[cl:WP,%:5,prime:Battleaxe,items:Light Crossbow:1|Light Quarrel:20],[cl:WP,%:5,items:Battleaxe:1|Light Quarrel:20,both:Light Crossbow],[cl:WP,%:5,items:Battleaxe:1|Flight Arrows:20,both:Shortbow],[cl:WP,%:5,prime:Battleaxe,items:Light Crossbow:1|Light Quarrel:20],[cl:WP,%:5,offhand:Battleaxe,prime:Shortsword],[cl:WP,%:10,prime:Spear],[cl:WP,%:10,prime:Battleaxe],[cl:WP,%:5,both:Glaive],[cl:WP,%:5,both:Partisan],[cl:WP,%:5,both:Hook Fauchard],[cl:WP,%:5,both:Guisarme],{{Section9=**Description**}}{{desc=A species of aggressive mammalian carnivores that band together in tribes and survive by hunting and raiding. Orcs believe that in order to survive they must expand their territory, and so they are constantly involved in wars against many enemies: humans, elves, dwarves, goblins, and other orc tribes.\nOrcs vary widely in appearance, as they frequently crossbreed with other species. In general, they resemble primitive humans with grey-green skin covered with coarse hair. Orcs have a slightly stooped posture, a low jutting forehead, and a snout instead of a nose, though comparisons between this facial feature and those of pigs are exaggerated and perhaps unfair. Orcs have well-developed canine teeth for eating meat and short pointed ears that resemble those of a wolf. Orcish snouts and ears have a slightly pink tinge. Their eyes are human, with a reddish tint that sometimes makes them appear to glow red when they reflect dim light sources in near darkness. This is actually part of their optical system, a pigment which gives them infravision.}}{{desc1=**Combat:** Orcs are constantly in battle. They use the following weapons: sword and flail 5%; sword and spear 10%; axe and spear 10%; axe and polearm 10%; axe and crossbow 10%; axe and bow 10%; sword and battleaxe 5%; spear 10%; axe 10%\npolearm 20%. Use the *Add Items* or *Attk Menu/Edit Weapons \\amp Armour* menus to give the Orc weapons \\amp armour.\nPolearms are typically either halberds, pikes (set to receive charge), or glaives. Leaders typically possess two weapons. If a subchief is present, there is a 40% chance the orcs will be fighting around a standard. The presence of this standard increases attack rolls and morale by +1 for all orcs within 60 yards. The sub-chief will hav the relevant *Power* to use. Orcs typically wear studded leather armor and a shield (AC 6).}}'}, + {name:'Orc-Assistant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader\'s Assistant}}RaceData=[w:Orc Assistant, cattr:hp=8|mov=9|ac=6]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=6 (preset)}}Specs=[Orc Assistant,CreatureRace,0H,Orc]{{Hit Dice=1}}{{Hit Points=8}}{{desc=**Orc Leader\'s Assistant:** For every thirty orcs encountered, there will be a leader and three assistants. These orcs will have 8 hit points each, being the meanest and strongest in the group.}}'}, + {name:'Orc-Bodyguard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Bodyguard}}RaceData=[w:Orc Bodyguard, cattr:hd=3|hp=13:16|mov=9|ac=4|dmg=+2|attk2=1d8:Second weapon:5:B]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=4 (preset)}}Specs=[Orc Bodyguard,CreatureRace,0H,Orc]{{Hit Dice=3}}{{Hit Points=13 to 16}}{{THAC0=17}}{{Attack=1d8 and by weapon (see description), +2 for strength}}{{desc=**Kobold Chief\'s Bodyguard:** There will always be additional orcs when the encounter is in a creature\'s lair: a chief and 5-30 bodyguards (AC 4, 13-16 hit points, attack as monsters with 3 Hit Dice (THAC0 17) and inflict an extra +2 damage on all attacks due to Strength).}}'}, + {name:'Orc-Chieftain',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Orc Chietain, align:LE, cattr:hd=3|hp=13:16|mov=9|ac=4|dmg=+2|attk2=1d8:Second weapon:5:B, ns:1],[cl:PW,w:Follow the Standard,sp:0,pd:-1]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=4 (preset)}}Specs=[Orc Chieftain,CreatureRace,0H,Orc]{{Hit Dice=3}}{{Hit Points=13 to 16}}{{THAC0=17}}{{Attack=1d8 and by weapon (see description), +2 for strength}}{{Section3=**Follow the Standard:** If a chieftain is present, there is a 60% chance the orcs will be fighting around a standard. The presence of this standard increases attack rolls and morale by +1 for all orcs within 60 yards.}}{{desc=**Orc Chieftain:** There will always be additional orcs when the encounter is in a creature\'s lair: a chief and 5-30 bodyguards (AC 4, 13-16 hit points, attack as monsters with 3 Hit Dice (THAC0 17) and inflict an extra +2 damage on all attacks due to Strength).}}'}, + {name:'Orc-Guard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Guard}}RaceData=[w:Orc Guard, align:LE, cattr:hd=2|hp=11|mov=9|ac=4|dmg=+1|attk2=1d8:Second weapon:5:B]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=4 (preset)}}Specs=[Orc Guard,CreatureRace,0H,Orc]{{Hit Dice=2}}{{Hit Points=11}}{{THAC0=19}}{{Attack=1d8 and by weapon (see description), +1 for strength}}{{desc=**Orc Chieftain\'s Guard:** If 150 orcs or more are encountered there will be the following additional figures with the band: a subchief and 3-18 guards, each with Armor Class 4, 11 hit points, and +1 damage due to Strength on all attacks.}}'}, + {name:'Orc-Leader',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Leader}}RaceData=[w:Orc Leader, cattr:hp=8|mov=9|ac=6|attk2=1d8:Second weapon:5:B]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=6 (preset)}}Specs=[Orc Leader,CreatureRace,0H,Orc]{{Hit Dice=1}}{{Hit Points=8}}{{desc=**Orc Leader:** For every thirty orcs encountered, there will be a leader and three assistants. These orcs will have 8 hit points each, being the meanest and strongest in the group.}}'}, + {name:'Orc-Shaman-L5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Shaman}}RaceData=[w:Orc Shaman L5, cattr:cl=pr:Shaman|lv=5|hd=3|hp=5:24|thac0=18]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=10 (can wear simple armour up to AC6 - add via menus)}}Specs=[Orc Shaman,CreatureRace,0H,Orc]{{Hit Dice=1d8+4d4}}{{THAC0=18}}{{Section3=}}{{Priest Spells=Maximum 5th Level Priest equivalent}}{{desc=**Orc Shaman:** For every 100 orcs encountered, there will be either a shaman (maximum 5th level priest) or a witch doctor (maximum 4th-level mage). Shamans and witch doctors gain an extra 1d4 hit points for each level above 1st and fight as a monster of 1 Hit Die for every two levels (round fractions up) of spell-casting ability (e.g., a 5th-level shaman has d8+4d4 hit points and fights as a 3 Hit Dice monster.)}}'}, + {name:'Orc-Sub-Chief',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Sub-Chief}}RaceData=[w:Orc Sub-Chief, align:LE, cattr:hd=2|hp=11|mov=9|ac=4|dmg=+1|attk2=1d8:Second weapon:5:B, ns:1],[cl:PW,w:Follow the Standard,sp:0,pd:-1]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=4 (preset)}}Specs=[Orc Sub-Chief,CreatureRace,0H,Orc]{{Hit Dice=2}}{{Hit Points=11}}{{THAC0=19}}{{Attack=1d8 and by weapon (see description), +1 for strength}}{{Section3=**Follow the Standard: **If a subchief is present, there is a 40% chance the orcs will be fighting around a standard. The presence of this standard increases attack rolls and morale by +1 for all orcs within 60 yards.}}{{desc=If 150 orcs or more are encountered there will be the following additional figures with the band: a subchief and 3-18 guards, each with Armor Class 4, 11 hit points, and +1 damage due to Strength on all attacks.}}'}, + {name:'Orc-Witch-Doctor-L4',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Witch Doctor}}RaceData=[w:Orc Witch Doctor L4, cattr:int=8:9|cl=mu:wizard|lv=4|hd=2|hp=4:20|thac0=19,ns:1],[cl:MU,lv:1,w:random|random|random|random|random|random],[cl:MU,lv:2,w:random|random|random|random]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=10 (can wear simple armour up to AC6 - add via menus)}Specs=[Orc Witch Doctor,CreatureRace,0H,Orc]{{Hit Dice=1d8+3d4}}{{THAC0=19}}{{Section3=}}{{Wizard Spells=Maximum 4th Level Wizard equivalent}}{{desc=**Orc Witch Doctor:** For every 100 orcs encountered, there will be either a shaman (maximum 5th level priest) or a witch doctor (maximum 4th-level mage). Shamans and witch doctors gain an extra 1d4 hit points for each level above 1st and fight as a monster of 1 Hit Die for every two levels (round fractions up) of spell-casting ability (e.g., a 5th-level shaman has d8+4d4 hit points and fights as a 3 Hit Dice monster.)}}'}, + {name:'Orc-ac6',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= AC6}}RaceData=[w:Orc AC6, align:LE, cattr:mov=9|ac=6]{{subtitle=Creature}}%{Race-DB-Creatures|Orc}{{AC=6 (preset)}}Specs=[Orc,CreatureRace,0H,Orc]{{}}'}, + {name:'Osquip',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Osquip}}RaceData=[w:Osquip, align:N, weaps:none, ac:none, cattr:int=1|mov=12 Burrow ½|ac=7|hd=3+1|thac0=16|size=S|attk1=2d6:Bite:0:P, spattk:Can emerge quickly from their tunnels so opponents receive a -5 penalty to surprise rolls.]{{subtitle=Creature}}Specs=[Osquip,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12, Burrow ½}}{{Hit Dice=3+1 HD}}{{THAC0=16}}{{Attacks=Bite for 2d6HP damage}}{{Size=S, 2ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Trainable:** Osquips are difficult to domesticate, but jermlaine and a few wizards have succeeded by giving the creatures gems, for they collect shiny objects.}}{{Surprise=Can emerge quickly from their tunnels, and opponents receive a -5 penalty to surprise rolls.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The osquip is a multi-legged rodent the size of a small dog. It is hairless, with a huge head and large teeth. Most have six legs, but some (25%) have eight, and a few (5%) have 10. The creatures\' leathery hides are pale yellow in color.\nOsquips build small, carefully hidden tunnels, and their teeth are sharp enough to dig through stone.Osquip leather is soft and water-resistant, and their teeth can be used in digging magic. Osquips are not afraid of fire, but are poor swimmers (50% drown, 50% paddle with a movement rate of 1).}}{{desc9=**Combat:** If someone enters an area in which there are osquip tunnels, the creatures can emerge quickly, and opponents receive a -5 penalty to surprise rolls. The osquip are territorial and attack fearlessly and ferociously.}}'}, + {name:'Ostrich',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ostrich}}RaceData=[w:Ostrich, align:N, weaps:none, ac:none, cattr:int=1|mov=18|ac=7|hd=3r4|thac0=17|size=L|attk1=2d4:Kick:0:B]{{subtitle=Creature}}Specs=[Ostrich,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=18, and can be up to 40 mph}}{{Hit Dice=3 HD}}{{THAC0=17}}{{Attacks=Kick for 2d4}}{{Size=L}}{{Life Expectancy=30 to 45 years in the wild, exceptionally up to 50}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The ostrich is the largest and strongest of the flightless birds, standing 8 feet tall and weighing 300 pounds. The animal\'s small head and short, flat beak are perched atop a long, featherless neck. The ostrich is able to run at 40 miles per hour. If forced to fight, an ostrich uses its legs to deliver a kick that inflicts 2d4 points of damage.}}'}, + {name:'Owl',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Owl}}RaceData=[w:Owl, align:N, weaps:none, ac:none, spattk:Infravision 120ft. Dive attack at +2 to hit and double dmg. Surprise bonus of 6. Cannot be surprised at night. Surprise 3 penalty during day, cattr:int=1|mov=1|fly=27|ac=5|hd=1r6|thac0=19|size=S|attk1=1d2:Talon1:0:S|attk2=1d2:Talon2:0:S|attk3=1:Beak:0:P|attkmsg=If diving from more than 50ft +2 to hit and inflicts double damage with talons but does not get a beak attack|dmgmsg=Double damage if diving from more than 50ft$$Double damage if diving from more than 50ft$$Cannot attack with beak if diving from height]{{subtitle=Creature}}Specs=[Owl,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=5}}{{Alignment=Neutral}}{{Move=1, FL 27(D)}}{{Hit Dice=1 HD}}{{THAC0=19}}{{Attacks=2 x Talons for 1d2 each, Beak for 1HP. Double damage with talons if diving from more than 50ft, but does not get a beak attack}}{{Size=S}}{{Languages=}}{{Life Expectancy=5 to 12 years, wise ones much longer}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Infravision=120ft infravision at night, but poor eyesight during daylight}}{{Hearing=Quadruple normal hearing sensitivity}}{{Silent Flight=Totally silent when in flight}}{{Surprise=Due to silent flight and infravision, get a -6 bonus on surprise, and cannot be surprised during dusk and night hours or in dark}}{{Section6=**Special Disadvantages**}}{{Daylight=Get a penalty of 3 on surprise in daylight due to poor eyesight in light}}{{Section9=**Description**}}{{desc7=Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded).}}'}, + {name:'Owl-Giant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Owl}{{}}RaceData=[w:Giant Owl]{{}}Specs=[Giant Owl,CreatureRace,0H,Giant Owl]{{}}'}, + {name:'Owl-Horned',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Horned-Owl}{{}}RaceData=[w:Horned Owl]{{}}Specs=[Horned Owl,CreatureRace,0H,Horned Owl]{{}}'}, + {name:'Owl-Talking',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Talking-Owl}{{}}RaceData=[w:Talking Owl]{{}}Specs=[Talking Owl,CreatureRace,0H,Talking Owl]{{}}'}, + ]}, + Race_DB_Creatures_P_T:{bio:'

Creatures Database

v2.03 20/10/2023

This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.', + gmnotes:'
Change Log:
v2.03 20/10/2023 Added more creatures for current campaigns
v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard
v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades
v1.34 24/09/2023 Fixed issues with Goblin definition
v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system
v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask
v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax
v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs
v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder
v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder)
v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively.
v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs
v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields
v1.14 25/11/2022 Added more creatures, especially undead at DM request
v1.10 14/11/2022 Initial live release of a sample creatures database
v1.02 10/11/2022 Fixes and additional creatures
v1.01 01/11/2022 First version of Race-DB-Creatures', + root:'Race-DB', + api:'cmd', + type:'class,race', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/241737383/GL25pkAS2z5JJ4S9cMKkjw/max.png?1629918721', + version:2.03, + db:[{name:'Bear-Polar-Huge',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Huge-Polar-Bear}{{}}Specs=[Huge-Polar-Bear,CreatureRace,0H,Huge-Polar-Bear]{{}}RaceData=[w:Huge Polar Bear]{{}}'}, + {name:'Huge-Polar-Bear',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Huge Polar Bear, cattr:hd=10+8r2|thac0=9|attk1=5+2d8:Claw1:0:S|attk2=5+2d8:Claw2:0:S|attk3=5+2d10:Bite:1:P]{{}}Specs=[Huge Polar Bear,CreatureRace,0H,Polar-Bear]{{}}%{Race-DB-Creatures|Polar-Bear}{{prefix=Huge}}{{Hit Dice=10+8r2}}{{THAC0=9}}{{Attack=2 x Claw 2d8+5, 1 x Bite 2d10+5}}{{Size=H, 18ft tall}}'}, + {name:'Piercer-1HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Piercer 1HD, cattr:hd=1r2|attk1=1d6:Pierce:0:P]{{}}%{Race-DB-Creatures|Piercer-2HD}{{name= 1HD}}{{Size=M, 1ft tall}}Specs=[Piercer 1HD,CreatureRace,0H,Piercer 2HD]{{Hit Dice=1}}{{Attacks=Drop from above for 1d6 damage}}'}, + {name:'Piercer-2HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Piercer}}{{name= 2HD}}{{subtitle=Creature}}Specs=[Piercer 2HD,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non- (0)}}{{AC=3}}{{Alignment=Neutral}}{{Move=1}}{{Hit Dice=2}}{{THAC0=19}}{{Attacks=Drop from above for 2d6 damage}}{{Size=S 3ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=A group of characters has a -7 penalty on surprise rolls vs. a piercer}}{{Detection=Can detect heat \\amp light up to 120 yards away}}{{Section5=**Acid Defense:** Its soft underbelly, when exposed to air, covers itself in a corrosive acid which inflicts 1 point of damage on contact with flesh. This is usually enough to dissuade natural predators from disturbing it.}}{{Section6=**Special Disadvantages**}}{{Speed=Only move at 1 per round}}{{One Attack=Piercers only get one chance to hit. If miss, have to crawl at 1 per round back to cieling}}RaceData=[w:Piercer 2HD, align:N, weaps:none, ac:none, cattr:int=0|mov=1|ac=3|hd=2r3|thac0=19|size=M|attk1=2d6:Pierce:0:P|attkmsg=If soft underbelly exposed does acid damage of 1HP on contact with flesh, spdef:If soft underbelly exposed does acid damage of 1HP on contact with flesh]{{Section9=**Description**}}{{desc8=Piercers resemble stalactites found on cave roofs. They are actually a species of gastropods that, without their shells, resemble slugs with long tails. A piercer climbs onto the ceiling of a cavern and waits patiently; when it detects prey beneath it, it drops from the ceiling and impales the victim with the sharp end of its shell.\nPiercers look like limestone growths on the ceiling of a cavern, just like ordinary stalactites. Piercers can be identified on very close inspection by a pair of tiny eyestalks that curl along the side of the stalactite.}}{{desc9=**Combat:** Piercers have only one chance to hit; if an attack fails to score a kill, the piercer cannot attack again until it slowly scales a wall to resume its position. Piercers can hear noises and detect heat sources in a 120-yard radius; these heat sources include humans. If the noise and light are stationary for many minutes at a time, piercers will slowly edge into attack position over the source of the stimulus. Piercers are virtually indistinguishable from natural phenomena. A group of characters has a -7 modifier on its surprise roll against a piercer (this guarantees that the group will be surprised unless it has some positive modifiers).\nA piercer, after it has fallen, is slow and fairly easily slain. Its soft underbelly has one defense mechanism; when exposed to air it covers itself in a corrosive acid which inflicts 1 point of damage on contact with flesh. This is usually enough to dissuade natural predators from disturbing it.}}'}, + {name:'Piercer-3HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Piercer 3HD, cattr:hd=3r2|thac0=17|attk1=3d6:Pierce:0:P]{{}}%{Race-DB-Creatures|Piercer-2HD}{{name= 3HD}}{{Size=M, 4½ft tall}}Specs=[Piercer 3HD,CreatureRace,0H,Piercer 2HD]{{Hit Dice=3}}{{THAC0=17}}{{Attacks=Drop from above for 3d6 damage}}'}, + {name:'Piercer-4HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Piercer 4HD, cattr:hd=4r2|thac0=17|attk1=4d6:Pierce:0:P]{{}}%{Race-DB-Creatures|Piercer-2HD}{{name= 4HD}}{{Size=M, 6ft tall}}Specs=[Piercer 4HD,CreatureRace,0H,Piercer 2HD]{{Hit Dice=4}}{{THAC0=17}}{{Attacks=Drop from above for 4d6 damage}}'}, + {name:'Piranha-Swarm',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Swarm of Piranha}}RaceData=[w:Piranha-Swarm, align:N, cattr:int=1|mov=0|swim=9|ac=8|size=S|hd=8r3|thac0=17|attk1=1d2:Multiple Bites:0:P|attkmsg=The piranhas in the swarm manage to get \\lbrak;\\lbrak;ceil\\lpar;20*\\at;{selected\\vbar;hp}/\\at;{selected\\vbar;hp\\vbar;max}\\rpar;\\rbrak;\\rbrak; bites in each round against any targets in their area. Do \\lbrak;attack rolls\\rbrak;\\lpar;\\amp#126;^^cname^^\\vbar;Do-not-use-Monster-Attk-1\\rpar; and count how many are successful then use \\lbrak;this button\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr \\amp#63;{How many successful attacks?}d2 HP damage\\rpar; to roll damage.,spattk:Gets multiple attacks based on HP remaining for the swarm. Can attack multiple creatures in the area of the swarm]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=8}}{{Alignment=Unaligned}}{{Move=0, Sw 9}}{{Hit Dice=8}}{{THAC0=17}}{{Attack=20 x Bite 1d2, with number of attacks reducing in line with HP}}{{Size=T to S, a few inches up to 1ft}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Swarm:** A swarm of multiple individual creatures of the same type, in this case piranhas. They can swarm around and between creatures and obstructions, so can occupy the same token space and flow through small gaps.}}{{Section7=**Special Disadvantages**}}{{Section8=None}}Specs=[Piranha Swarm,CreatureRace,0H,Creature]{{Section9=**Description**}}{{desc8=Piranhas travel in schools of 5-50. There is a 75% chance that at least one will attack any creature that swims or wades near the school. If they attack and blood is drawn, the entire school goes berserk and each piranha attacks twice per melee round. Up to 20 piranhas can attack a single, man-sized individual simultaneously.}}{{desc9=**Combat:** The number of HP of the swarm equates to the total of the individuals that make up the swarm. As individuals are wounded or killed, the total HP reduces. As HP reduces representing individuals in the swarm being lost, the number of possible attacks reduces in line.}}'}, + {name:'Poison-Snake-1-4',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 1-4, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=6|hd=2+1r3|thac0=19|size=S| attk1=1:Bite:0:P|dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 1-4_Not quite right¦\\amp#91;\\lbrak;8+3d10\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison incapacitates the victim for 2-8 days starting in 1-4 turns. Save at +3 to negate when asked to do so, spattk:Snake Poison 1-4 incapacitates for 2d4 days starting in 1-4 turns. Save at +3 to negate]{{subtitle=Creature}}Specs=[Poison Snake,CreatureRace,0H,Creature]{{title=Poisonous Snake with poison 1-4}}{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=2+1}}{{THAC0=19}}{{Attacks=Bite with snake poison type 1-4}}{{Size=S 5ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Poison:** Snake poison type 1-4 gains a +3 benefit to saving throws, or in 1 to 4 turns (8+3d10 just to make it more fun) the victim is incapacitated for 2 to 8 days}}{{Charm=}}{{Section6=**Special Disadvantages**}}{{Section7=**Fear Fire:** Snakes fear fire and will retreat from open flames, suffering a -6 morale modifier when flames are used against them.}}{{Section9=**Description**}}{{desc8=Snakes are long, slender reptiles that can be found anywhere in the entire world, even in the coldest arctic regions.\nThere are basically two types of snakes, in all manner of sizes. The poisonous snakes make up for their relatively smaller size with deadly venoms, while the larger constrictors squeeze their victims to death. Both types sleep for days after eating. All snakes shed their skin several times each year.\nTypical varieties of poisonous snakes include the asp, cobra, copperhead, coral snake, death adder, krait, mamba, puff adder, rattlesnake, sidewinder, and water moccasin.}}{{desc9=**Combat:** Some cobras and sidewinders hunt by night and can track warmblooded prey by body heat as well as by sight. They have the equivalent of 30-foot infravision. Black mambas are the fastest known snakes and can reach 30 across open ground.\nAll poisonous snakes deliver toxins automatically through their bite. Roll on the table in the Monsterous Manual (or choose) to determine what type of poison is present.}}'}, + {name:'Poison-Snake-12-14',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 12-14, cattr:dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 12-14_Not quite right¦\\amp#91;\\lbrak;1d6\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison does 3 to 12HP damage in 1 to 6 rounds. Save to negate when asked to do so, spattk:Snake Poison 12-14 does 3d4 damage in 1d6 rounds. Save to negate]{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Poisonous Snake with poison 12-14}}{{Attacks=Bite with snake poison type 12-14}}{{Section5=**Poison:** Snake poison type 12-14 victim must save or in 1 to 6 rounds take 3 to 12HP damage}}'}, + {name:'Poison-Snake-15-17',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 15-17, cattr:dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 15-17_Not quite right¦\\amp#91;\\lbrak;2d4\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison incapacitates for 1 to 4 days starting in 2 to 8 rounds. Save at -1 penalty to negate when asked to do so, spattk:Snake Poison 15-17 incapacitates for 1d4 days starting in 2d4 rounds. Save at -1 penalty to negate]{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Poisonous Snake with poison 15-17}}{{Attacks=Bite with snake poison type 15-17}}{{Section5=**Poison:** Snake poison type 15-17 gets a -1 penalty to saving throws, or in 2 to 8 rounds become incapacitated for 1 to 4 days}}'}, + {name:'Poison-Snake-18-19',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 18-19, cattr:dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 18-19_Not quite right¦\\amp#91;\\lbrak;1d4\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison incapacitates for 1 to 12 days starting in 1 to 4 rounds. Save at -2 penalty to negate when asked to do so, spattk:Snake Poison 18-19 incapacitates for 1d12 days starting in 1d4 rounds. Save at -2 penalty to negate]{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Poisonous Snake with poison 18-19}}{{Attacks=Bite with snake poison type 18-19}}{{Section5=**Poison:** Snake poison type 18-19 gets a -2 penalty to saving throws, or in 1 to 4 rounds become incapacitated for 1 to 12 days}}'}, + {name:'Poison-Snake-20',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 20, cattr:dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 20_Not quite right¦\\amp#91;\\lbrak;1\\rbrak;\\amp#93;¦-1¦That bite was very very painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a round - that way the surprise is maintained! This poison **kills in 1 round**. Save at -3 penalty to negate when asked to do so, spattk:Snake Poison 20 **kills the victim** in 1 round. Save at -3 penalty to negate]{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Poisonous Snake with poison 20}}{{Attacks=Bite with snake poison type 20}}{{Section5=**Poison:** Snake poison type 20 gets a -3 penalty to saving throws, or in 1 round **kills the victim**}}'}, + {name:'Poison-Snake-5-6',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 5-6, cattr:dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 5-6_Not quite right¦\\amp#91;\\lbrak;1+1d4\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison kills the victim in 2 to 5 rounds. Save to negate when asked to do so, spattk:Snake Poison 5-6 kills the victim in 2-5 rounds. Save at +2 to negate]{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Poisonous Snake with poison 5-6}}{{Attacks=Bite with snake poison type 5-6}}{{Section5=**Poison:** Snake poison type 5-6 gains a +2 benefit to saving throws, or in 2 to 5 rounds **the victim dies**}}'}, + {name:'Poison-Snake-7-11',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Poison Snake 7-11, cattr:dmgmsg=If successfully hit as well as damage \\lbrak;inject poison\\rbrak;\\lpar;!rounds --target single¦`{selected¦token_id}¦\\amp#64;{target¦Who is the Unfortunate Victim?¦token_id}¦Poison Snake 7-11_Not quite right¦\\amp#91;\\lbrak;2d6\\rbrak;\\amp#93;¦-1¦That bite was quite painful. Should I see a Cleric?¦stopwatch\\rpar;. **Don\'t save now!** Save when the effect message pops up in a few rounds - that way the surprise is maintained! This poison does 2 to 8HP damage in 2 to 12 rounds. Save at +1 to negate when asked to do so, spattk:Snake Poison 7-11 does 2d4 damage in 2d6 rounds. Save at +1 to negate]{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Poisonous Snake with poison 7-11}}{{Attacks=Bite with snake poison type 7-11}}{{Section5=**Poison:** Snake poison type 7-11 gains a +1 benefit to saving throws, or in 2 to 12 rounds take 2 to 8HP damage}}'}, + {name:'Polar-Bear',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Polar Bear, cattr:size=H|hd=8+8r2|thac0=11|ch=18|attk1=1d10:Claw1:0:S|attk2=1d10:Claw2:0:S|attk3=2d12:Bite:1:P|attkmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 3d6\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 3d6 Hug damage\\rpar;. Continue to fight for 1d4+1 rounds to -12HP|dmgmsg=If get a Critical Hit \\lpar;18 or better natural roll\\rpar; also get to \\lbrak;Hug for another 3d6\\rbrak;\\lpar;!\\amp#13;\\amp#47;gmroll 3d6 Hug damage\\rpar;. Continue to fight for 1d4+1 rounds to -12HP,spattk:Hug if roll a critical hit of 18 or better \\amp continue to fight to -12HP]{{}}Specs=[Polar Bear,CreatureRace,0H,Brown-Bear]{{}}%{Race-DB-Creatures|Brown-Bear}{{title=Polar}}{{Move=12, Sw 9}}{{Hit Dice=8+8r3}}{{THAC0=11}}{{Attack=2 x Claw 1d10, 1 x Bite 2d12}}{{Size=H, 14ft tall}}{{Section5=**Hug:** If score a critical hit (natural roll of 18 or better), then also do a hug for 3d6 additional damage}}{{Section6=**Fortitude:** Continue to fight for 2-5 melee rounds after reaching 0 to -12 hit points. At -13 or fewer hit points, they are killed immediately.}}{{desc=These powerful swimmers feed mostly on marine animals. A paw hit of 18 or better indicates a "hug", which inflicts 3-18 (3d6) points of additional damage. These aggressive animals will fight for 2-5 rounds after being brought to 0 to -12 hit points, but beyond that they will die instantly.}}'}, + {name:'Polar-Bear-Huge',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Huge-Polar-Bear}{{}}Specs=[Huge-Polar-Bear,CreatureRace,0H,Huge-Polar-Bear]{{}}RaceData=[w:Huge Polar Bear]{{}}'}, + {name:'Poltergeist',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Poltergeist}}RaceData=[w:Poltergeist, align:LE, weaps:none, ac:none, cattr:int=5:7|mov=12|ac=10|hd=1-4r4|thac0=15|size=M|attk1=0:Thrown item:0:B|dmgmsg=If hit no damage is done but victim must save vs. spell or \\lbrak;flee in *fear*\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the Victim?¦token_id}¦Poltergeist fear¦\\lbrak;\\amp#91;2d12\\amp#93;\\rbrak;¦-1¦Fleeing in fear from a poltergeist!¦screaming\\rpar; for 2d12 rounds. \\lbrak;50% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50 if less than 50 drop what is holding\\rpar; of dropping what is held. Gain benefits of being invisible. Silver or magical weapons to hit, spattk:If hit no damage is done but victim must save vs. spell or flee in *fear* for 2d12 rounds. 50% chance of dropping what is held, spdef:Gain benefits of being invisible. Silver or magical weapons to hit]{{subtitle=Creature}}Specs=[Poltergeist,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=10}}{{Alignment=Lawful Evil}}{{Move=6}}{{Hit Dice=½ HD}}{{THAC0=15}}{{Attacks=Throw items to create *fear*}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=**Cause Fear:** Don\'t do damage but struck opponent must save vs. spell or cause *fear* and flee for 2d12 rounds, with 50% chance of dropping whatever was held}}{{Invisible=Those who can\'t see invisible creatures get -4 penalty to-hit}}{{Silver or Magical Weapons=These are required to hit the Poltergeist}}{{Turning=If bound to a location, turned as *ghouls*. If wandering turned as *skeletons*}}{{Section6=**Special Disadvantages**}}{{Repellants=*Holy Water* and holy symbols do *not* do damage but do drive Poltergeist back}}{{Section9=**Description**}}{{desc8=Poltergeists are the spirits of restless dead. They are similar to haunts but are more malevolent. They hate living things and torment them constantly, by breaking furniture, throwing heavy objects, and making haunting noises. They are often, but not always, attached to a particular area.\nPoltergeists are always invisible. Those who can see invisible objects describe them as humans whose features have been twisted at the sight of horrors. They wear rags and are covered with chains and other heavy objects that represent a multitude of evil deeds that these creatures have committed against themselves as well as others.}}{{desc9=**Combat:** A poltergeist attacks by throwing a heavy object - any nearby object that a strong human can throw will suffice. It has the same chance to hit as a 5-HD monster (hence its adjusted THAC0). If struck the victim suffers no damage (treat deadly weapons as terrifying near misses), but must save vs. spell or flee in terror for 2d12 rounds. 50% chanceof dropping whatever he was holding (at the start of his flight). Once a person successfully saves, they are immune to further fear attempts by the poltergeist in that area.\nPoltergeists that are bonded to the area of their death are hard to dispel; treated as if they were ghouls on the *Turning Undead* table. Wandering poltergeists may be turned or destroyed by a priest as if they were skeletons.}}'}, + {name:'Pony',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Pony, cattr:mov=12|hd=1+1r6|thac0=19|attk1=1d2:Bite:0:P]{{}}Specs=[Pony,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Pony)}}{{Move=12}}{{Attacks=Bite for 1d2}}{{Hit Dice=1+1HD}}{{THAC0=19}}{{desc8=**Pony:** Small horses used primarily for transportation and occasionally farm work, ponies are a lively breed. They are more excitable than the larger horses, but frequently more gentle, as well. They are sometimes trained and used as war horses by several of the smaller demihuman races. Prices vary depending on training and size, but most cost around 500 gp.}}{{desc9=**Combat:** Unless trained as war horses for use by a smaller race, ponies fight only if cornered. They can only bite once per round. Unless specially trained, ponies can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time. Ponies trained and accustomed to such things (usually warhorses) panic only 10% of the time.}}'}, + {name:'Rakshasa',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Rakshasa}}RaceData=[w:Rakshasa, align:LE, weaps:any, ac:magicitem|cloak|ring, cattr:int=11:12|mov=15|ac=-4|hd=7r4|thac0=13|size=M|cl=F:Rakshasa|lv=7|attk1=1d3:Claw1:1:S|attk2=1d3:Claw2:1:S|attk3=1+1d4:Bite:2:P,spattk:Illusion and spell use,spdef:+1 or better magical weapon needed to hit. +1 \\amp +2 only do half damage,ns:1],[cl:PW,w:Rakshasa-Illusion,sp:0,pd:-1]{{subtitle=Creature}}Specs=[Rakshasa,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11:12))}}{{AC=-4}}{{Alignment=Lawful Evil}}{{Move=15}}{{Hit Dice=7 HD}}{{THAC0=13}}{{Attacks=2 x Claws for 1d3, 1 x Bite for 1+1d4}}{{Size=M, 6ft tall}}{{Section2=**Powers**}}{{Illusion=Rakshasas savor fresh human meat and use illusions to get it. They have a limited form of *ESP* which allows them to disguise themselves as someone the victim trusts; the rakshasa uses this illusion as a lure and strikes when the victim is most unprepared. The rakshasa must drop the illusion when it attacks.}}{{Spell Use=Rakshasas can have magical abilities, up to the following limits: four 1st level wizard spells, three 2nd level wizard spells, two 3rd level wizard spells, and three 1st level priest spells. These are cast at 7th level ability.}}{{Section4=**Special Advantages**}}{{Spell Immunity=Rakshasas are immune to all spells lower than 8th level.}}{{Resistance=An attacker needs at least a +1 magical weapon to harm a rakshasa; any weapon below +3 inflicts only half damage.}}{{Section6=**Special Disadvantages**}}{{*Blessed* crossbow bolts=A hit by any *blessed* crossbow bolt kills a rakshasa instantly}}{{Section9=**Description**}}{{desc8=Rakshasas are a race of malevolent spirits encased in flesh that hunt and torment humanity. No one knows where these creatures originate; some say they are the embodiment of nightmares.\nRakshasas stand 6 to 7 feet tall and weigh between 250 and 300 pounds. They have no uniform appearance but appear as humanoid creatures with the bodily features of various beasts (most commonly tigers and apes). Hands whose palms curve backward, away from the body, seem to be common. Rakshasas of the highest standing sometimes have several heads. All rakshasas wear human clothing of the highest quality.}}'}, + {name:'Rakshasa-Maharajah',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Rakshasa Maharajah, cattr:cl=F:Rakshasa-Maharajah|lv=13|hd=13+39,ns:1],[cl:PW,w:Rakshasa-Illusion,sp:0,pd:-1]{{}}%{Race-DB-Creatures|Rakshasa-Ruhks}{{name=Maharajah}}Specs=[Rakshasa-Maharajah,CreatureRace,0H,Rakshasa-Ruhks]{{Spell Use=Rakshasa Maharajas have the spell casting abilities of a 13th level wizard and 9th level priest, both cast at 13th level ability.}}{{desc7=**Rakshasa Maharajah:** About 5% of all rakshasa rajahs are rakshasa maharajahs, or dukes. Maharajahs have the same abilities as a ruhk, but have 13+39 Hit Dice, and the spell casting abilities of a 13th level wizard and 9th level priest. A maharajah is the leader of either several small, related clans, or a single powerful clan. Maharajahs reside on the outer planes, where they rule island communities of hundreds of rakshasas, and serve as minions to even greater powers.}}'}, + {name:'Rakshasa-Rajah',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Rakshasa Rajah, cattr:cl=F:Rakshasa-Rajah|lv=11,ns:1],[cl:PW,w:Rakshasa-Illusion,sp:0,pd:-1]{{}}%{Race-DB-Creatures|Rakshasa-Ruhks}{{name=Rajah}}Specs=[Rakshasa-Rajah,CreatureRace,0H,Rakshasa-Ruhks]{{Spell Use=Rakshasa Rajahs have the spell casting abilities of both a 6th level priest and an 8th level wizard, cast at 11th level of ability.}}{{desc7=**Rakshasa Rajah:** About 15% of all rakshasa ruhks are rakshasa rajahs, or lords. Each rajah is the leader (patriarch) of his local clan. These rulers of rakshasadom have the same abilities as a *ruhk*, but also have the spell casting abilities of both a 6th level priest and an 8th level wizard, cast at 11th level of ability.}}'}, + {name:'Rakshasa-Ruhks',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Rakshasa Ruhks, cattr:int=13:14|mov=18|ac=-5|hd=8+16r2|thac0=11|size=M|lv=9|attk1=1d6:Claw1:1:S|attk2=1d6:Claw2:1:S|attk3=1d10r1:Bite:2:P,spattk:Illusion and spell use,spdef:+2 or better magical weapon needed to hit. +1, +2 \\amp +3 only do half damage,ns:1],[cl:PW,w:Rakshasa-Illusion,sp:0,pd:-1]{{}}%{Race-DB-Creatures|Rakshasa}{{name=Ruhks}}Specs=[Rakshasa-Ruhks,CreatureRace,0H,Rakshasa]{{Intelligence=High (13:14)}}{{AC=-5}}{{Move=18}}{{Hit Dice=8+16 HD}}{{THAC0=11}}{{Attacks=2 x Claws for 1d6, 1 x Bite for 2d5 (2-10)}}{{Size=M, 6.5ft tall}}{{Spell Use=Rakshasa Ruhks can have magical abilities, up to the following limits: four 1st level wizard spells, three 2nd level wizard spells, two 3rd level wizard spells, and three 1st level priest spells. These are cast at 9th level ability.}}{{Resistance=An attacker needs at least a +2 magical weapon to harm a *rakshasa ruhks*; any weapon below +4 inflicts only half damage.}}{{desc7=**Rakshasa Ruhks:** About 15% of all rakshasas are greater rakashasas or ruhks, (knights). These warriors are the guardians of a rakshasa community. They are hit only by magical weapons of +2 or better; any weapon below +4 inflicts only half damage against them. Their spells are cast at 9th level of ability.}}'}, + {name:'Ram',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ram}}RaceData=[w:Ram, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=7|hd=2r5|thac0=19|size=M|attk1=1d4:Butt with Horns:0:B|attkmsg=This attack requires at least a 40ft run-up to do damage. Also a 25% chance of a herd of sheep *Stampeding* with each creature in their path taking 2d4 x 1d4 trampling damage]{{subtitle=Creature}}Specs=[Ram,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=2 HD}}{{THAC0=19}}{{Attacks=Butt with horns for 1d4 if have 40ft run-up}}{{Size=M}}{{Life Expectancy=10 to 12 years if not eaten first}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Herd animals are four-legged hoofed mammals covered with hair -- curly wool and short, coarse hair for sheep. Male sheep, rams, have sharp horns.}}{{desc9=**Combat:** Though normally passive, herd animals can be dangerous when angered or frightened. Sheep generally flee from danger, but will attack if cornered or threatened. A ram defending his herd will charge, inflicting 1-4 hp of butting damage if charging from at least 40\'.\nIf frightened by intruders, there is a 25% that the entire herd will stampede. If a herd stampedes, roll 2d4 for each creature in the path of the stampede who does not take cover (such as by hiding in a tree or behind a rock pile or wall). This is the number of herd animals trampling the exposed creature. Trampling causes 1-4 hp of damage per trampling animal}}'}, + {name:'Rat-Black',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Black-Rat}{{}}RaceData=[w:Black Rat]{{}}Specs=[Black Rat,CreatureRace,0H,Black Rat]{{}}'}, + {name:'Rat-Brown',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Brown-Rat}{{}}RaceData=[w:Brown Rat]{{}}Specs=[Brown Rat,CreatureRace,0H,Brown Rat]{{}}'}, + {name:'Rat-Giant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Rat}{{}}RaceData=[w:Giant Rat]{{}}Specs=[Giant Rat,CreatureRace,0H,Giant Rat]{{}}'}, + {name:'Rat-Swarm-of',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Swarm-of-Rats}{{}}RaceData=[w:Swarm of Rats]{{}}Specs=[Swarm of Rats,CreatureRace,0H,Swarm of Rats]{{}}'}, + {name:'Red-Dragon',type:'DragonRace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Red}}{{name=Dragon}}Specs=[Red-Dragon,DragonRace,2H,Creature]{{subtitle=Dragon}}RaceData=[w:Red Dragon, query:What Age?|Hatchling%%1%%-6|Very Young%%2%%-4|Young%%3%%-2|Juvenile%%4%%0|Young Adult%%5%%1|Adult%%6%%2|Mature Adult%%7%%3|Old%%8%%4|Very Old%%9%%5|Venerable%%10%%6|Wyrm%%11%%7|Great Wyrm%%12%%8, align:CE, ac:none, cattr:int=15:16|mov=9|fly=30C|jump=3|ac=1-??1|age=??0:??1|hd=(15+??2)d8r1|mr=(v(^((??1-4);0);1)*??1*5)|cl=mu:red-dragon/pr:red-dragon|lv=8+??1/8+??1|spellsp=1|thac0=7-??2|dmg=??1|size=G|attk1=1d10:Claw x 2 or Claw+Kick:0:S|attk2=3d10:Bite:0:P|attk3=2d10:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*15\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*30\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to fire, ns:11],[cl:PW,w:Red-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:3,w:MU-Affect-Normal-Fires,pd:3,sp:1],[cl:PW,w:MU-Pyrotechnics,age:4,pd:3,sp:1],[cl:PW,w:PR-Heat-Metal,age:6,pd:1,sp:1],[cl:PW,w:MU-Suggestion,age:8,pd:1,sp:1],[cl:PW,w:MU-Hypnotism,age:9,pd:1,sp:1],[cl:PW,w:Detect-Gems-Kind+Number,age:10,pd:3,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:]{{Section=**Attributes**}}{{Intelligence=Exceptional (15-16)}}{{AC=Varies with age, adult red dragon is AC -5}}{{Alignment=Chaotic Evil}}{{Move=9, FL 30(C), Jump 3}}{{Hit Dice=Varies with age, adult red dragon is 17 HD}}{{THAC0=Varies with age, adult red dragon is 5}}{{Section1=**Attacks:** Damage bonus varies with age, adult red dragon is +6. 2 x Claws for 1d10 HP each, possibly with 1 or 2 kicks for 1d10 each, bite for 3d10, and tail slap for 2d10 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Red Dragon* and *Evil Dragon Common*, and 16% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Size=G, varies with age}}{{Life Expectancy=Possibly in excess of 1,000 years. Adult dragons are considered between 100 and 200 years old}}{{Section2=**Powers**}}{{Breath Weapon=A cone of flame, 90ft long, 5ft wide at dragon and spreading to 30ft wide. Damage varies by age from 2d10+1 to 24d10+12. Save vs. Breath Weapon to take half damage}}{{Fear=Can inspire fear in creatures that see the dragon: affect varies with the level / HD of the viewing creature.}}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 9 to 20 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Young* dragons can *Affect Normal Fires* x 3 per day, *Juveniles* gain *Pyrotechnics* x3 per day, *Adult* gains *Heat Metal* x 1 per day, *Old* gain *Suggestion* x 1 per day, *Very Old* gain *Hypnotism* x 1 per day, and *Venerable* gain *Detect Gems, Kind \\amp Number* x 3 per day}}{{Special Attacks=*Snatch, Plummet, Stall*, and *Wing Buffet*}}{{Section4=**Special Advantages**}}{{Section5=Its a Dragon!}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. \nMost dragons are identified by the color of their scales. All subspecies of dragons have 12 age categories, and gain more abilities and greater power as they age. Dragons range in size from several feet upon hatching to more than 100 feet, after they have attained the status of great wyrm. The exact size varies according to age and subspecies. A dragon\'s wingspan is about equal to its body length; 15-20% of a dragon\'s body length is neck.\nDragons, especially older ones, are generally solitary due to necessity and preference. They distance themselves from civilization, which they consider to be a petty and foolish mortal invention. Dragons are fearsome predators, but scavenge when necessary and can eat almost anything if they are hungry enough. A dragon\'s metabolism operates like a highly efficient furnace, making use of 95% of all the food the dragon eats. A dragon can also metabolize inorganic material, and some dragons have developed a taste for such fare.\nAlthough dragons\' goals and ideals vary among subspecies, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magical items as possible. They find treasure pleasing to look at, and they bask in the radiance of the magical items. For a dragon, there is never enough treasure. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate areas or to get food. Dragons like to make beds of their treasure, shaping nooks and mounds to fit their bodies. By the time they mature to the great wyrm stage, hundreds of gems and coins are imbedded in their hides.}}{{desc8=**Red Dragons:** Red dragons are the most covetous and greedy of all dragons, forever seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self confident, considering themselves superior not only to other dragons, but to all other life in general.\nRed dragons can be found on great hills or on soaring mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They prefer to lair in large caves that extend deep into the earth.\nA red dragon enjoys its own company, not associating with other creatures, or even other red dragons, unless the dragon\'s aims can be furthered.}}{{desc9=**Combat:** Because red dragons are so confident, they never pause to appraise an adversary. When they notice a target they make a snap decision whether to attack, using one of many "perfect" strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insignificant, such as an unarmored man, the dragon will land to attack with its claws and bite, not wanting to obliterate the creature with its breath weapon, as any treasure might be consumed by the flames. However, if a red dragon encounters a group of armored men, it will use its breath weapon, special abilities, and spells (if it is old enough to have them) before landing.}}'}, + {name:'Rhinoceros',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Rhinoceros}}{{subtitle=Creature}}Specs=[Rhinoceros,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=8}}{{THAC0=13}}{{Attack=1 x Horn (2d4)}}{{Languages=None}}{{Size=L, 12ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Knock Prone=A Critical Hit signifies the Rhino has knocked its opponent prone and it can trample them as a bonus attack}}{{Charge=Does double damage with its horn on a charge}}{{Trample=Can trample a prone opponent for 2 x 2d8}}{{Section6=**Special Disadvantages**}}{{Section7=None}}RaceData=[w:Rhinoceros, align:N, cattr:int=1|mov=12|ac=6|size=L|hd=8r3|thac0=13|ch=19|attk1=2d4:Horn:0:P|attk2=2*2d4:Charge:5:P|attk3=2d4:Trample:0:B|dmgmsg=If get a Critical Hit \\lpar;19 or better natural roll\\rpar; knock opponent prone and also get to Trample x 2 as a bonus attack,spattk:Charge for double horn damage. Trample prone opponents]{{Section9=**Description**}}{{desc=A massive herbivorous mammal that roams the savana. Very agressive to those that get too close and will not hesitate to attack anything it sees as a threat. Keep your distance and they will be fine}}{{desc1=**Combat:** Rhinos will not seek out fights, but if challenged they are deadly. They can trample prone opponents (2-8HP for left and again for right foot, To-Hit roll required for each) , and charge for double damage with their horn. Any natural 19 or 20 on the attack roll will knock an opponent prone and grant a bonus trample attack}}'}, + {name:'Riding-Horse',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Riding Horse]{{}}Specs=[Riding Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Riding)}}{{desc8=**Riding Horse:** Riding horses are bred to the saddle. Perhaps the most common of all horses, they are ridden, worked, and raced by humans and demihumans alike. The price of a riding horse will vary, depending on its bloodlines, training, and appearance. Fast and agile, this breed is a good choice for personal transportation and general use.}}{{desc9=**Combat:** Riding horses fight only if cornered. They attack twice per round by kicking with their front hooves. They can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time.}}'}, + {name:'Roper-10HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Roper}}{{name=10HD}}RaceData=[w:Roper 10HD, align:CE, weaps:roper-strand, ac:none, cattr:int=15:16|mov=3|ac=0|hd=10r2|thac0=11|size=L, spattk:Strength drain. Opponents suffer -2 penalty on surprise, spdef:Unaffected by lightning. Half damage from cold-based attacks. But -4 penalty to saves vs. fire, ns:1],[cl:WP,prime:roper-strand:6]{{subtitle=Creature}}Specs=[Roper 10HD,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Exceptional (15-16)}}{{AC=0}}{{Alignment=Chaotic Evil}}{{Move=3}}{{Hit Dice=10 HD}}{{THAC0=11}}{{Section1=**Attacks:** 6 tenticles, with 1 attack per round with a range 10 x (1d4+1). Save vs. Poison or lose half strength for 2d4 turns. Reels in at 10ft per round then bites for 5d4 HP}}{{Languages=None known}}{{Size=L, 9ft long}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Unaffected by lightning attacks.}}{{Resistance=Only take half damage from cold-based attacks.}}{{Section6=**Special Disadvantages**}}{{Section7=**Fire based attacks:** Saves vs. fire and fire-based attacks are at a penalty of -4}}{{Section9=**Description**}}{{desc8=A roper resembles a rocky outcropping. The creature\'s hide is yellowish gray and rough, and its body very malleable. They are usually pillar-like in shape, 9 feet tall, about 3 feet in diameter at the base, and about 1 foot in diameter at the top. The roper has a single yellow eye, and a maw ringed with sharp teeth.\nHalfway up its body are small bumps which are the sources of the strands it fires at opponents (see below). Ropers have the same body temperature as their surroundings.\nRopers are not social and rarely cooperate with one another, though a group of them may be found in a good hunting spot. A group of ropers has been named a "cluster" by scholars with nothing better to do.\nRopers reproduce asexually by shedding some of their material in the form of a seed. Drawing nutrients from the cavern floor (and perhaps siphoning magical energies from deep within the earth), the infant roper grows to maturity in 2d4 weeks. Until that time has passed, the roper is indistinguishable from a boulder.\nRopers move using large, cilia-like appendages on their undersides, which also allow them to cling to walls and ceilings. They seldom leave the caverns, but may migrate to a new feeding ground when prey population drops too low in its current home. Migration usually occurs through underground tunnels, but when this is not possible, ropers travel late at night, sometimes giving rise to stories of walking stones.}}{{desc9=**Combat:** A roper can stand upright to resemble a stalagmite, lie on the ground to imitate a boulder, or even flatten itself to look like a lump on a cavern floor. They can change color a little, enough to blend into rocky backgrounds. Opponents suffer a -2 penalty to surprise rolls when faced by a roper.\nRopers attack by shooting strong, sticky strands at opponents. They can shoot a total of six strands, one per round, as far as 50 feet; each strand can extend (1d4+1) x 10 feet and pull up to 750 pounds. Each time a strand hits (requiring a normal attack roll), the victim must make a successful saving throw vs. poison or lose half its Strength (round fractions down). Strength loss occurs 1d3 round after a hit, is cumulative for multiple hits, and lasts for 2d4 turns.\nIf a roper\'s prey cannot break free, it is pulled 10 feet closer per round; when it reaches the roper, the creature bites the victim for 5d4 points of damage (automatic hit against a victim held by a strand). A strand can be pulled off or broken by a character who makes a successful open doors roll. A strand can also be cut; it is AC 0, and it must take at least 6 points damage from a single hit of an edged weapon to be severed.}}'}, + {name:'Roper-11HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Roper 11HD, cattr:hd=11r2|thac0=10, ns:1]{{}}Specs=[Roper 11HD,CreatureRace,2H,Roper-10HD]{{}}%{Race-DB-Creatures|Roper-10HD}{{name=11HD}}{{Hit Dice=11 HD}}{{THAC0=10}}'}, + {name:'Roper-12HD',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Roper 12HD, cattr:hd=12r2|thac0=10, ns:1]{{}}Specs=[Roper 11HD,CreatureRace,2H,Roper-10HD]{{}}%{Race-DB-Creatures|Roper-10HD}{{name=11HD}}{{Hit Dice=11 HD}}{{THAC0=10}}'}, + {name:'Sahuagin',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Sahuagin}}RaceData=[w:Sahuagin, align:LE, ac:ring|cloak|protection|magicitem|miscellaneous, cattr:int=13:14|mov=12|swim=24|ac=5|hd=2+2r3|thac0=19|size=M|attk1=1d2:Claws x 2:0:S|attk2=1d4:Bite:0:P|attk3=1d4:Leg Rake x 2:1:S|attkmsg=Need to decide if none one or two leg rakes are possible based on results of other hits and melee situation$$ $$**Note:** Leg rake is not always valid, depending on the results of claw hits and melee situation, spattk:Leg rake x 2 if possible, spdef:Exceptional sight and hearing underwater. Suffer -2 save penalty and 1 extra HP damage/die vs fire spells,ns:3],[cl:PW,w:Shark-Telepathy,pd:-1,sp:0],[cl:WP,%:20,both:Heavy Crossbow,items:Dagger:3|Heavy Quarrel Underwater:20],[cl:WP,%:30,prime:Spear,offhand:Dagger:3],[cl:WP,%:50,prime:Trident,offhand:Net,items:Dagger:3]{{subtitle=Creature}}Specs=[Sahuagin,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14)}}{{AC=5 from scales. Do not wear armour}}{{Alignment=Lawful Evil}}{{Move=12, Sw 24}}{{Hit Dice=2+2 HD}}{{THAC0=19}}{{Section1=**Attacks:** 2 x claws for 1d2 each, bite for 1d4 and, if possible, 1 or 2 x leg rake for 1d4 each. Can also use equipped weapons: typically Heavy crossbow \\amp dagger 20%, Spear \\amp dagger 30%,Trident, hooked net \\amp dagger 50%. Use *underwater quarrels* to get correct range}}{{Languages=Sahuagin speak their own tongue}}{{Size=M, 6ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Shark Telepathy=The Sahuagin can magically command any shark within 120 feet of it, using a limited telepathy}}{{Light of Sekolah=}}{{Whirlpool=}}{{Innate Spellcasting=}}{{Section4=**Special Advantages**}}{{Section5=**Underwater Sight \\amp Hearing:** The eyes and ears of these monsters are particularly keen. They can see for 300 feet underwater at depths of up to 100 feet. For each 100 feet of greater depth, their vision is reduced by 10 feet. Can hear clinking of metal at one mile, or a boat oar splashing at twice that distance}}{{Section6=**Special Disadvantages**}}{{Section7=**Fire:** saving throws vs. fire-based spells suffer a -2 penalty, and they receive an additional point of damage per die of damage from such attacks.}}{{Section9=**Description**}}{{desc8=Sahuagin are a vicious, predatory race of fish-men that live in warm coastal waters. They are highly organized and greatly enjoy raiding shore communities for food and sport. Typical sahuagins are blackish green on their backs, shading to green on their bellies, with black fins. Their great, staring eyes are deep, shining black. They have scaly skin, with webbed fingers and toes, and their mouths are filled with sharp fangs. About 1 in 216 sahuagin is a mutation with four usable arms. These specimens are usually black shading to gray. Females are indistinguishable from males, except that they are slightly smaller. Hatchlings are a light green color, but they darken and attain full growth approximately one to two months after hatching.}}{{desc9=**Combat:** See attacks above - equip weapons as needed. Spears are used only as thrusting weapons. Nets are set with dozens of hooks that make escape virtually impossible for unarmored victims or creatures not able to grasp and tear with a Strength of 16 or greater. Nets are replaced by three javelins when the band forays onto land. The crossbows fire a maximum of 30 feet underwater and normal ranges on the surface. Tridents have three uses -- to spear small prey, to pin prey trapped in nets, and to hold threatening opponents at bay.\nWhen raiding villages, sahuagin attack en masse, with leaders in the second rank. As long as there is no truly spirited resistance, they continue in their plunder and violence. Underwater, in their natural element, the sahuagin are far more confident. Using the three-dimensional aspect of underwater fighting, they sometimes dive down on a group of underwater explorers, coming in from behind, and swooping down and past them, dropping nets on their intended victims.\nWhen sahuagin attack ships, they swarm up from all sides and try to overwhelm with numbers. They often grab their opponents and hurl them into the sea, where at least a fourth of the raiding party lurks, waiting for such an action or as reinforcements. Some leaders carry a conch shell, which when sounded gives the signal for the group of sahuagin in reserve to enter the fray. \nSahuagin have an almost paralyzing fear of spellcasters. They direct their strongest attacks toward anyone who uses spells or spell-like powers, such as the functions of some magical items.}}'}, + {name:'Sahuagin-Baron',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Baron}}RaceData=[w:Sahuagin Baron, cattr:hd=6+6r2|thac0=13]{{}}Specs=[Sahuagin Baron,CreatureRace,0H,Sahuagin]{{}}%{Race-DB-Creatures|Sahuagin}{{Hit Dice=6+6 HD}}{{THAC0=13}}{{desc=**In Lair:** If sahuagin are encountered in their lair, there are the following additional sahuagin:\n1 baron (6+6 Hit Dice)\nNine guards (3+3 Hit Dice)\n3d4 x 10 females (2 Hit Dice)\n1d4 x 10 hatchlings (1 Hit Die)\n2d4 x 10 eggs\nAlso, there is a 10% chance per 10 male sahuagin that there is an evil priestess and 1d4 assistant priestesses, for the religious life of these creatures is dominated by the females. If a priestess is with the group in the lair, it is of 1d4+1 level ability, and the lesser clerics are 3rd or 4th level.}}'}, + {name:'Sahuagin-Chieftain',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Chieftain}}RaceData=[w:Sahuagin Chieftain, cattr:hd=4+4r3|thac0=15]{{}}Specs=[Sahuagin Chieftain,CreatureRace,0H,Sahuagin]{{}}%{Race-DB-Creatures|sahuagin}{{Hit Dice=4+4 HD}}{{THAC0=15}}{{desc=**Sahagin Chieftain:** A band of sahuagin is always led by a chieftain. He has one lieutenant for every ten members of the group. The chieftain has 4+4 Hit Dice, and his lieutenants have 3+3 Hit Dice. All are in addition to the normal sahuagin in the group.}}'}, + {name:'Sahuagin-Deep-Diver',type:'CreatureRace',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Deep Diver}}RaceData=[w:Sahuagin Deep Diver, cattr:hd=5+5r3|thac0=15|attkmsg=Remember *Blood Fury* advantage on attacks vs. injured opponents. Need to decide if none one or two leg rakes are possible based on results of other hits and melee situation$$ $$**Note:** Leg rake is not always valid, depending on the results of claw hits and melee situation, ns:=5],[cl:WP,%:60,both:Glaive,items:Dagger:3],[cl:WP,%:20,prime:Spear,offhand:Dagger:3],[cl:WP,%:20,prime:Trident,offhand:Net,items:Dagger:3],[cl:PW,w:Light-of-Sekolah,pd:-1,sp:10],[cl:PW,w:Shark-Telepathy,pd:-1,sp:0]{{}}Specs=[Sahuagin Deep Diver,CreatureRace,0H,Sahuagin]{{}}%{Race-DB-Creatures|sahuagin}{{Hit Dice=5+5 HD}}{{THAC0=15}}{{Light of Sekolah=The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light.}}{{desc=**Sahagin Deep Diver:**These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver’s forehead.}}'}, + {name:'Sahuagin-Female',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Female}}RaceData=[w:Sahuagin Female, cattr:hd=2r3|thac0=19]{{}}Specs=[Sahuagin Female,CreatureRace,0H,Sahuagin Baron]{{}}%{Race-DB-Creatures|Sahuagin-Baron}{{Hit Dice=2 HD}}{{THAC0=19}}'}, + {name:'Sahuagin-Guard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Guard}}RaceData=[w:Sahuagin Guard, cattr:hd=3+3r3|thac0=17]{{}}Specs=[Sahuagin Guard,CreatureRace,0H,Sahuagin Baron]{{}}%{Race-DB-Creatures|Sahuagin-Baron}{{Hit Dice=3+3 HD}}{{THAC0=17}}'}, + {name:'Sahuagin-Hatchling',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= Hatchling}}RaceData=[w:Sahuagin Hatchling, cattr:hd=1r3|thac0=19]{{}}Specs=[Sahuagin Hatchling,CreatureRace,0H,Sahuagin Baron]{{}}%{Race-DB-Creatures|Sahuagin-Baron}{{Hit Dice=1 HD}}{{THAC0=19}}'}, + {name:'Sahuagin-High-Priestess',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin High Priestess, cattr:hd=9+9|thac0=9|size=L|cl=pr:priest|lv=9]{{}}Specs=[Sahuagin High Priestess,CreatureRace,0H,Sahuagin King]{{}}%{Race-DB-Creatures|Sahuagin-King}{{name= High Priestess}}{{Hit Dice=9+9 HD}}{{THAC0=9}}{{Size=L, 9ft tall}}{{Section3=**Priestly Spells:** A level 9 Priestess who can cast spells memorised using the appropriate menus}}'}, + {name:'Sahuagin-King',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name= King}}RaceData=[w:Sahuagin King, cattr:hd=10+10|thac0=7|size=H]{{}}Specs=[Sahuagin King,CreatureRace,0H,Sahuagin]{{}}%{Race-DB-Creatures|Sahuagin}{{Hit Dice=10+10 HD}}{{THAC0=7}}{{Size=H, 10ft tall}}{{desc=**Sahagin Royal Hierachy:** The social structure of the sahuagin is based upon rule by a king who holds court in a vast city deep beneath the waves. This overlord\'s domain is divided into nine provinces, each ruled by a prince. Each prince has 2d10+10 nobles underneath him.\nThe sahuagin king is reported to be of enormous size (10 Hit Dice+10 hit points), and of greatest evil. The king is always accompanied by nine noble guards (9+9 Hit Dice) and the evil high priestess of all sahuagin (9+9 Hit Dice) with its retinue of nine underpriestesses (7th-level clerics).}}'}, + {name:'Sahuagin-Lair-Priestess-L2',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Lair Priestess L2, cattr:hd=2+2|thac0=19|size=M|cl=pr:priest|lv=2]{{}}Specs=[Sahuagin Lair Priestess,CreatureRace,0H,Sahuagin Baron]{{}}%{Race-DB-Creatures|Sahuagin-Baron}{{name= Lair Priestess L2}}{{Hit Dice=2+2 HD}}{{THAC0=19}}{{Size=M, 6ft tall}}{{Section3=**Priestly Spells:** A level 2 Priestess who can cast spells memorised using the appropriate menus}}'}, + {name:'Sahuagin-Lair-Priestess-L3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Lair Priestess L3, cattr:hd=3+3|thac0=17|size=M|cl=pr:priest|lv=3]{{}}Specs=[Sahuagin Lair Priestess,CreatureRace,0H,Sahuagin Baron]{{}}%{Race-DB-Creatures|Sahuagin-Baron}{{name= Lair Priestess L3}}{{Hit Dice=3+3 HD}}{{THAC0=17}}{{Size=M, 7ft tall}}{{Section3=**Priestly Spells:** A level 3 Priestess who can cast spells memorised using the appropriate menus}}'}, + {name:'Sahuagin-Lair-Priestess-L4',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Lair Priestess L4, cattr:hd=4+4|thac0=15|size=M|cl=pr:priest|lv=4]{{}}Specs=[Sahuagin Lair Priestess,CreatureRace,0H,Sahuagin Baron]{{}}%{Race-DB-Creatures|Sahuagin-Baron}{{name= Lair Priestess L4}}{{Hit Dice=4+4 HD}}{{THAC0=15}}{{Size=M, 7ft tall}}{{Section3=**Priestly Spells:** A level 4 Priestess who can cast spells memorised using the appropriate menus}}'}, + {name:'Sahuagin-Lair-Priestess-L5',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Lair Priestess L5, cattr:hd=5+5|thac0=15|size=L|cl=pr:priest|lv=5]{{}}Specs=[Sahuagin Lair Priestess,CreatureRace,0H,Sahuagin Baron]{{}}%{Race-DB-Creatures|Sahuagin-Baron}{{name= Lair Priestess L5}}{{Hit Dice=5+5 HD}}{{THAC0=15}}{{Size=L, 7ft tall}}{{Section3=**Priestly Spells:** A level 5 Priestess who can cast spells memorised using the appropriate menus}}'}, + {name:'Sahuagin-Lieutenant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Lieutenant, cattr:hd=3+3r3|thac0=17]{{}}Specs=[Sahuagin Lieutenant,CreatureRace,0H,Sahuagin]{{}}%{Race-DB-Creatures|Sahuagin}{{name= Lieutenant}}{{Hit Dice=3+3 HD}}{{THAC0=17}}{{desc=**Sahagin Lieutenant:** A band of sahuagin is always led by a chieftain. He has one lieutenant for every ten members of the group. The chieftain has 4+4 Hit Dice, and his lieutenants have 3+3 Hit Dice. All are in addition to the normal sahuagin in the group.}}'}, + {name:'Sahuagin-Noble-Guard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Noble Guard, cattr:hd=9+9|thac0=9|size=L]{{}}Specs=[Sahuagin Noble Guard,CreatureRace,0H,Sahuagin King]{{}}%{Race-DB-Creatures|Sahuagin-King}{{name= Noble Guard}}{{Hit Dice=9+9 HD}}{{THAC0=9}}{{Size=L, 9ft tall}}'}, + {name:'Sahuagin-Prince',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Prince, cattr:hd=8+8|thac0=11|size=L]{{}}Specs=[Sahuagin Prince,CreatureRace,0H,Sahuagin King]{{}}%{Race-DB-Creatures|Sahuagin-King}{{name= Prince}}{{Hit Dice=8+8 HD}}{{THAC0=11}}{{Size=L, 9ft tall}}'}, + {name:'Sahuagin-Underpriestess',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Underpriestess, cattr:hd=7+7|thac0=11|size=L|cl=pr:priest|lv=7]{{}}Specs=[Sahuagin Underpriestess,CreatureRace,0H,Sahuagin King]{{}}%{Race-DB-Creatures|Sahuagin-King}{{name= Underpriestess}}{{Hit Dice=7+7 HD}}{{THAC0=11}}{{Size=L, 8ft tall}}{{Section3=**Priestly Spells:** A level 7 Priestess who can cast spells memorised using the appropriate menus}}'}, + {name:'Sahuagin-Wave-Shaper',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Sahuagin Wave Shaper, cattr:hd=3+3r3|thac0=17|attkmsg=Remember *Blood Fury* advantage on attacks vs. injured opponents. Need to decide if none one or two leg rakes are possible based on results of other hits and melee situation$$ $$**Note:** Leg rake is not always valid, depending on the results of claw hits and melee situation,ns:4],[cl:PW,w:Shark-Telepathy,pd:-1,sp:0],[cl:PW,w:Whirlpool,pd:1,sp:10],[cl:PW,w:MU-Message,pd:-1,sp:1],[cl:PW,w:MU-Comprehend-Languages,pd:1,sp:10]{{}}Specs=[Sahuagin-Wave-Shaper,CreatureRace,0H,Sahuagin]{{}}%{Race-DB-Creatures|Sahuagin}{{name= Wave Shaper}}{{Hit Dice=3+3 HD}}{{THAC0=17}}{{Whirlpool=Once per day, The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area.}}{{Innate Spellcasting=The Wave Shaper can cast the following spells, requiring only verbal components: At will: *message*, 1/day: *comprehend languages*}}{{desc=**Sahagin Wave Shaper:** These hunched and twisted sahuagin sacrifice their bodies to the mutating magic of Sekolah. Wave shapers add elemental magic to sahuagin armed forces (as seen in *The Final Enemy*) and delight in creating destructive whirlpools.}}'}, + {name:'Salamander',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Salamander}}RaceData=[w:Salamander, align:CE, weaps:none, ac:none, cattr:int=13:14|mov=9|ac=5|hd=7+7r3|thac0=13|size=M|attk1=2d6:Constriction:1:B|attk2=1d6:Spear:1:P|dmgmsg=If opponent is vulnerable to heat damage they take an additional \\lbrak;1d6\\rbrak;\\lpar;!\\amp;#13;\\amp;#47;gr 1d6 heat damage\\rpar; heat damage,spattk:In addition to normal damage from attacks also does 1d6 heat damage,spdef:+1 or better magic weapons to hit/creature of a magical nature or 4+1 HD or more. Immune to fire *sleep charm* and *hold* spells. However cold does 1 HP additional damage per die]{{subtitle=Creature}}Specs=[Salamander,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14)}}{{AC=5/3: 5 around head \\amp front, 3 around tail}}{{Alignment=Chaotic Evil}}{{Move=9}}{{Hit Dice=7+7 HD}}{{THAC0=13}}{{Attacks=1 x Constriction for 2d6, 1 x Spear for 1d6, both also do an additional 1d6 heat damage to opponents vulnerable to heat}}{{Size=M, 7ft tall}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Immune to all fire based attacks, and *sleep, charm* \\amp *hold* spells}}{{Resistance=Only hit by +1 or better weapons, or by creatures of a magical nature or with 4+1 HD or more.}}{{Section6=**Special Disadvantages**}}{{Cold Attacks=Cold-based attacks do an additional 1HP damage per damage die}}{{Cold Environs=Salamanders hate cold, preferring temperatures of 300 degrees or more; they can abide lower temperatures for only a few hours. Their lairs are typically at least 500 degrees.}}{{Section9=**Description**}}{{desc8=Salamanders are natives of the elemental plane of Fire, and thus they thrive in hot places. These cruel, evil creatures come to the Prime Material plane for reasons known only to them.\nThe head and torso of a salamander is copper-colored and has a human-like appearance. Most of the time (80%), this aspect is a male, with flaming beard and moustache. The female version has flowing, fiery red hair. Both aspects have glowing yellow eyes that sometimes switch to fluorescent green. All aspects carry a shiny metal spear, resembling highly polished steel.\nThe lower torso is that of a large snake, with orange coloring shading to dull red at the tail end. The entire body is covered with wispy appendages that appear to burn but are never consumed.}}{{desc9=**Combat:** A salamander typically attacks with its metal spear, which inflicts 1d6 points of damage plus a like amount for the spear\'s heat. At the same time, it can lash out and coil around an opponent with its snake-like tail, constricting for 2d6 points of damage, plus an additional 1d6 points of damage from the heat of its body. While fire-resistant creatures do not suffer from the salamander\'s heat damage, they are still subject to the spear and constriction damage.\nA favorite salamander tactic, if the creature is encountered in a lava pit or roaring fire, is to grab its opponents and hurl them into the flames. The victim would naturally take damage from contact with the salamander, then take even more from being thrown inside a roaring conflagration.}}'}, + {name:'Saltwater-Troll',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Saltwater Troll (Marine Scrag)}}{{subtitle=Creature}}Specs=[Saltwater Troll,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Chaotic Evil}}{{Move=3, Sw12}}{{Hit Dice=6+12}}{{THAC0=13}}{{Attacks=2 x Claw 1d4, 1 x Bite 1d8+8}}{{Languages=Trolls have no language of their own, using "trollspeak", a guttural mishmash of common, giant, goblin, orc, and hobgoblin. Trollspeak is highly transient and trolls from one area are only 25% likely to be able to communicate with trolls from another.}}{{Size=L 10ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Regeneration=Only in salt water, 3 rounds after 1st blood, regenerates at 3HP per round}}{{Section4=**Special Advantages**}}{{Infravision=90 foot}}{{Priest Spells=}}RaceData=[w:Saltwater Troll, align:CE, cattr:int=5:7|ac=2|mov=3|swim=12|hd=6+12r3|regen=3|thac0=13|size=L|dmg=+8|attk1=1d4:Claw:0:S|attk2=1d4:Claw:0:S|attk3=8+1d8:Bite:1:P|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; 3 rounds after take damage ***and*** in salt water, spdef:Regenerate at 3HP per round *if* in salt water,ns:1],[cl:PW,w:regenerate,sp:0,pd:-1]{{Section9=**Description**}}{{desc=Like freshwater scrags, marine scrags can breathe air for one hour and have all of the abilities of normal trolls, except they regenerate only when immersed in saltwater. Large, green, and pot-bellied, marine scrags are thick-skinned and heavily scaled. Limp hair, the color of seaweed, hangs down to their shoulders. Their feet are wide and webbed to aid them in swimming. While their limbs are shorter and weaker than those of ordinary trolls, their mouths are larger and filled with hundreds of needle-sharp teeth. Marine scrags can subsist on fish and shellfish, but crave human flesh. They create their lairs in shallow ocean caves or beneath city docks. They emerge from their caves at night, climbing over ship railings in search of sailors or hunting the piers for a strolling couple or a lone drunk. Their attacks are quick and stealthy; they usually hunt in packs of four to six, but occasionally, several dozen may attack a large ship. Marine scrag shamans also have access to Elemental (water) spells.}}'}, + {name:'Saltwater-Troll-Shaman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Saltwater Troll Shaman, cattr:int=7|cl=pr:scrag-shaman|lv=7]{{Intelligence=Low (5-7)}}%{Race-DB-Creatures|Saltwater-Troll}{{name=Marine Scrag Shaman Chieftain}}Specs=[Saltwater Troll Shaman,CreatureRace,0H,Saltwater-Troll]{{Priest Spells=Cast at 7th level: Charm, Divination, Elemental (Water), Sun (Darkness only), and Weather.}}'}, + {name:'Scorpion-Giant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Scorpion}{{}}RaceData=[w:Giant Scorpion]{{}}Specs=[Giant Scorpion,CreatureRace,0H,Giant Scorpion]{{}}'}, + {name:'Scorpion-Huge',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Huge-Scorpion}{{}}RaceData=[w:Huge Scorpion]{{}}Specs=[Huge Scorpion,CreatureRace,0H,Huge Scorpion]{{}}'}, + {name:'Scorpion-Large',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Large-Scorpion}{{}}RaceData=[w:Large Scorpion]{{}}Specs=[Large Scorpion,CreatureRace,0H,Large Scorpion]{{}}'}, + {name:'Shark',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Shark}}RaceData=[w:Shark, align:LE, ac:none, cattr:int=1|swim=24|ac=2|hd=6r4|thac0=15|size=M|attk1=2d4:Bite:0:P,ns:1],[cl:PW,w:Blood-Frenzy,pd:-1,sp:0]{{subtitle=Creature}}Specs=[Shark,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6 from tough skin}}{{Alignment=Neutral}}{{Move=Swim 24}}{{Hit Dice=6 HD}}{{THAC0=15}}{{Section1=**Attacks:** 1 x Bite for 2d4 damage}}{{Languages=None}}{{Size=Medium}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Smell Blood=Sharks attack mercilessly at the scent of blood, which they can detect a mile away. The scent of blood and the thrill of the kill sends sharks into a feeding frenzy. When attacking a wounded opponent, they get two attacks per round}}{{Section4=**Special Advantages**}}{{Mass Attack=Since sharks move up, take a bite of flesh, and retreat, 10 normal-sized sharks can attack a man-sized opponent.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Sharks are formidable foes. The are viscious in attacks, often sneaking up, silent and deadly, from the depths especially when spotting prey thrashing around on the surface.\nTheir ability to smell blood in the water from a mile away draws multiple sharks to any fight, and up to 10 can attack a single man-sized creature swimming under the water (only 6 at the surface or on the sea bed). The smell of blood also puts them in a frenzy (see above)}}'}, + {name:'Shell-Shark',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Shell }}RaceData=[w:Shell Shark,cattr:cac=2]{{}}Specs=[Shell-Shark,CreatureRace,0H,Shark]{{}}%{Race-DB-Creatures|Shark}{{desc7=**Shell Shark:** These impressive creatures, swimming through the sahuagin stronghold in The Final Enemy, are chosen by priestesses of Sekolah to serve as protectors and messengers. The sharks are blessed in a ritual during which plates of shell and coral are permanently affixed to their bodies, giving them an even better armour class.}}'}, + {name:'Silver-Dragon',type:'DragonRace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Silver-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:Silver Dragon, cattr:int=15:16|mov=9|fly=30C|Jump=3|ac=1-??1|hd=(15+??2)d8r1|mr=(v(^((??1-4);0);1)*??1*5)|cl=mu:silver-dragon/pr:silver-dragon|lv=5+??1/5+??1|thac0=5-??2|dmg=??1|size=G|attk1=1d8:Claw x 2 or Claw+Kick:0:S|attk2=5d6:Bite:0:P|attk3=2d8:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*11\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*22\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to cold from birth, ns:=11],[cl:PW,w:Silver-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:1,w:PW-Cloud-Walk,pd:-1,sp:1],[cl:PW,age:1,w:MU-Polymorph-Self,pd:3,sp:1],[cl:PW,age:3,w:MU-Feather-Fall,pd:2,sp:1],[cl:PW,w:MU-Wall-of-Fog,age:4,pd:1,sp:1],[cl:PW,w:PR-Control-Winds,age:6,pd:3,sp:1],[cl:PW,w:MU-Control-Weather,age:7,pd:1,sp:1],[cl:PW,w:MU-Reverse-Gravity,age:8,pd:1,sp:1],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:],[cl:PR,lv:3,w:],[cl:PR,lv:4,w:]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=Silver}}{{Intelligence=Exceptional (15-16)}}{{AC=Varies with age, adult silver dragon is AC -5}}{{Move=9, FL 30(C), Jump 3}}{{Hit Dice=Varies with age, adult silver dragon is 17 HD}}{{THAC0=Varies with age, adult silver dragon is 3}}{{Section1=**Attacks:** Damage bonus varies with age, adult silver dragon is +6. 2 x Claws for 1d8 HP each, possibly with 1 or 2 kicks for 1d8 each, bite for 5d6, and tail slap for 2d8 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Silver Dragon* and *Good Dragon Common*. 16% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A silver dragon has two breath weapons: a cone of cold 80\' long, 5\' wide at the dragon\'s mouth, and 30\' wide at the end or a cloud of paralyzation gas 50\' long, 40\' wide, and 20\' high. Creatures caught in the cold are allowed a save versus breath weapon for half damage. Damage from the acid breath weapon varies by age from 2d10+1 to 24d10+12. }}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 9 to 17 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=All silver dragons can use *cloud walk* at will, and can *polymorph self* 3 times a day. *Young* dragons can cast *feather fall* x 2 per day, *Juveniles* can cast *wall of fog* x1 per day, *Adult* dragons gain *control winds* x3 a day, *Mature Adults* can *control weather* x1 per day. *Old* dragons can cast *reverse gravity* x 1 per day.}}{{desc8=**Silver Dragons:** Silver dragons are kind and helpful. They will cheerfully assist good creatures if their need is genuine. They often take e the forms of kindly old men or fair damsels when associating with people. At birth, a silver dragon\'s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color slowly lightens to brightly gleaming silver. An adult or older silver dragon has scales so fine that the individual scales are scarcely visible. From a distance, these dragons look as if they have been sculpted from pure metal.\nSilver dragons prefer aerial lairs on secluded mountain peaks, or amid the clouds themselves. When they lair in clouds there always will be an enchanted area with a sold floor for laying eggs and storing treasure.\nSilver dragons seem to prefer human form to their own, and often have mortal companions. Frequently they share deep friendships with mortals. Inevitably, however, the dragon reveals its true form and takes its leave to live a dragon\'s life for a time.}}{{desc9=**Combat:** Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use feather fall to stop any missiles fired at them. They use wall of fog or control weather to blind or confuse opponents before making melee attacks. If angry, they will use reverse gravity to fling enemies helplessly into the air, where they can be snatched. When faced with flying opponents, a silver dragon will hide in clouds (often creating some with control weather on clear days), remain there using cloud walking, then jump to the attack when they have the advantage.}}'}, + {name:'Skeletal-Juggernaut',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Skeletal Juggernaut, cattr:hd=18+8|thac0=2|size=H|attk1=2d8+3:Claw1:3:S|attk2=2d8+3:Claw2:3:S|attk3=4d8:Bone Avalanche:0:B|attkmsg=Remember immune to *Sleep Charm* and *hold* spells and all cold and *fear* attacks|dmgmsg= $$ $$Save vs. Dexterity-1 for half damage. Show range and set recharge for \\lbrak;Bone Avalanche\\rbrak;\\lpar;!rounds ~~aoe \\at;{selected\\vbar;token_id}\\vbar;circle\\vbar;feet\\vbar;0\\vbar;20\\vbar;20\\vbar;lightning\\vbar;true ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Bone Avalanche recharge\\vbar;\\lbrak;\\amp#91;1d2+4\\amp#93;\\rbrak;\\vbar;-1\\vbar;Bone Avalanche capability is recharging\\vbar;stopwatch\\rpar; ,spdef: immune to *Sleep Charm* and *hold* spells and all cold and *fear* attacks]{{}}%{Race-DB-Creatures|Skeleton}{{name=Skeletal Juggernaut}}Specs=[Skeletal Juggernaut,CreatureRace,0H,Skeleton]{{Hit Dice=18+8}}{{THAC0=2}}{{Attack=Claws x 2 for 2d8+3 each, Bone Avalanche for 4d8, save vs Dex-4 to halve}}{{Size=H, 14ft tall}}{{Disassembly=If reaches 0HP, automatically *disassembles* into 12 ordinary skeletons}}{{Falling Apart=If has lost HP, will loose additional HP at 10HP/round}}{{desc=**Skeletal Juggernaut:** an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time before disassembling into a gang of individual undead.}}'}, + {name:'Skeletal-Swarm',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Skeletal Swarm, cattr:hd=8+3|thac0=11|size=H|attk1=2d8+2:Claws \\gt50%HP:3:S|attk2=1d8+2:Claws \\amp#60;50%HP:3:S, spattk:Creatures are deafened while in the swarm\'s space]{{}}%{Race-DB-Creatures|Skeleton}{{name=Skeletal Swarm}}Specs=[Skeletal Swarm,CreatureRace,0H,Skeleton]{{Hit Dice=8+3}}{{THAC0=11}}{{Attack=Claws. 2d8+2 if swarm has \\gt50% HP left, or 1d8+2 if \\lt50% HP left}}{{Size=H, 20ft diameter swarm}}{{Deafening Clatter=Creatures in the swarm\'s space are deafened}}{{desc=**Skeletal Swarm:** A swarm of bones is made from the remains of several animated skeletons. A skeletal swarm alternates its appearance between partially formed humanoid shapes and a chaotic, swirling mass. Otherwise behaves much like any single skeleton.}}'}, + {name:'Skeleton',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Skeleton}}RaceData=[w:Skeleton, align:N, cattr:int=0|mov=12|ac=7|hd=1r4|thac0=19|attk1=1d6:Simple weapon:3:S|attkmsg=Remember immune to *Sleep Charm* and *hold* spells and all cold and *fear* attacks,spdef: immune to *Sleep Charm* and *hold* spells and all cold and *fear* attacks]{{}}Specs=[Skeleton,CreatureRace,0H,Creature]{{subtitle=Creature}}{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=7}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=1}}{{THAC0=19}}{{Attack=1d6 and by weapon}}{{Languages=None}}{{Size=M 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Turning=}}{{Disassembly=}}{{Deafening Clatter=}}{{Spell Immunity=Immune to all *sleep, charm,* and *hold* spells, and all forms of *fear*. Cold-based attacks also do skeletons no harm}}{{Other Immunities=}}{{Damage from S\\ampP=Half damage from edged and piercing weapons. Blunt weapons do normal damage.}}{{Infravision=No need for light (no eyes) so can see normally in absolute darkness}}{{Section6=**Special Disadvantages**}}{{Falling Apart=}}{{Holy Water=Inflicts 2d4 HP damage to a skeleton}}{{Section9=**Description**}}{{desc8=Magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests.\nSkeletons appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during the casting of an animate dead spell. Skeletons have no eyes or internal organs.}}{{desc9=**Combat:** Man-sized humanoid skeletons always fight with weapons, usually a rusty sword or spear. Because of their magical nature, they do not fight as well as living beings and inflict only 1-6 points of damage when they hit.\nSkeletons need never check morale, usually being magically commanded to fight to the death. When a skeleton dies, it falls to pieces with loud clunks and rattles.}}'}, + {name:'Skeleton-Animal',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Animal-Skeleton}{{}}RaceData=[w:Animal Skeleton]{{}}Specs=[Animal Skeleton,CreatureRace,0H,Animal-Skeleton]{{}}'}, + {name:'Skeleton-Giant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Skeleton}{{}}Specs=[Giant Skeleton,CreatureRace,0H,Giant Skeleton]{{}}RaceData=[w:Giant Skeleton]{{}}'}, + {name:'Skeleton-Monster',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Monster-Skeleton}{{}}RaceData=[w:Monster Skeleton]{{}}Specs=[Monster Skeleton,CreatureRace,0H,Monster-Skeleton]{{}}'}, + {name:'Skunk',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Skunk}}RaceData=[w:Skunk, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=8|hd=1-6r6|hp=2|thac0=20|size=S|attk1=1:Bite:0:P|attkmsg=Anyone within a skunk\'s \\lbrak;10x10x10-foot cloud\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦20¦20¦acid¦true¦`{selected¦token_id}¦area¦Skunk stink¦\\lbrak;\\amp#91;1d4\\amp#93;\\rbrak;¦-1¦Nausiated by skunk stink and lost 50% of Strength + Dexterity¦chemical-bolt\\rpar; of musk must save vs. poison or be nauseated for 1-4 rounds losing 50% of Strength and Dexterity]{{subtitle=Creature}}Specs=[Skunk,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=8}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=¼ HD}}{{THAC0=20}}{{Attacks=Bite for 1HP damage, stinking gas attack}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=*Stinking gas attack* as described below}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Anyone within a skunk\'s 10x10x10-foot cloud of musk must save vs. poison or be nauseated for 1-4 rounds, losing 50% of Strength and Dexterity}}'}, + {name:'Smoke-Mephit',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Smoke Mephit, cattr:hd=3|ac=4|attk1=1d2:Claw1:0:S|attk2=1d2:Claw2:0:S|attkmsg=Remember breath weapon of Soot Ball speed 1/2 rounds at will \\amp powers of *invisibility* and *dancing lights* \\lpar;each 1/d\\rpar; and *gate mephit* 1/hour, spattk:Breath weapon: Soot Ball \\lpar;Power\\rpar;. *invisibility* and *dancing lights* 1/d, spdef:*Gate* in \\lpar;Power\\rpar; 1 or 2 mephits 1/hour. Dies in flash of flame causing 1HP damage to all within 10ft \\lpar;no save\\rpar;, ns:=4],[cl:PW,w:Smoke Mephit Soot Ball,sp:0,pd:-1],[cl:PW,w:invisibility,sp:2,pd:1],[cl:PW,w:dancing lights,sp:1,pd:1],[cl:PW,w:Gate Mephit,sp:0,pd:24]{{}}%{Race-DB-Creatures|Fire-Mephit}{{title=Imp - Smoke Mephit}}{{Hit Dice=3}}{{AC=4}}{{Attacks=2 x Claw for 1d2 HP}}{{Section2=Breath weapon (Power): *Soot Ball* every other round at will. *Invisibility* and *Dancing Lights* 1/day. *Gate Mephit* 1/hour}}{{Section4=**Death Throw:** When a smoke mephit dies, it disappears in a flash of flame. The flash causes 1 point of damage to all creatures within 10 feet (no saving throw).}}Specs=[Mist Mephit,CreatureRace,0H,Fire-Mephit]{{desc=**Smoke Mephit:** Crude and lazy. They spend most of their time lounging around invisible, smoking pipe weed, telling bad jokes about their creators, and shirking their responsibilities. Smoke mephits\' two clawed hands cause 1-2 points of damage each. Their breath weapon consists of a sooty ball usable every other melee round, with no limit on the number of times it can be used in a day. The sooty ball automatically strikes one creature of the mephit\'s choice within 20 feet, causing ld4 points of damage and blinding the victim for 1-2 rounds. No saving throw is permitted.\nSmoke mephits may cast invisibility and dancing lights once each per day. Once per hour they can attempt to gate in 1-2 other mephits. The chance of success is 20%, with equal probability of the summoned mephits being fire, lava, smoke, or steam. If two mephits appear, they are of the same type.\nWhen a smoke mephit dies, it disappears in a flash of flame. The flash causes 1 point of damage to all creatures within 10 feet (no saving throw).}}'}, + {name:'Snake-Amphisbaena',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Amphisbaena}{{}}Specs=[Poison Snake,CreatureRace,0H,Amphisbaena]{{}}RaceData=[w:Amphisbaena]{{}}'}, + {name:'Snake-Birdcharmer',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Birdcharmer}{{}}Specs=[Constrictor Snake,CreatureRace,0H,Birdcharmer]{{}}RaceData=[w:Birdcharmer]{{}}'}, + {name:'Snake-Boalisk',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Boalisk}{{}}Specs=[Constrictor Snake,CreatureRace,0H,Boalisk]{{}}RaceData=[w:Boalisk]{{}}'}, + {name:'Snake-Constrictor',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Constrictor-Snake}{{}}Specs=[Constrictor Snake,CreatureRace,0H,Constrictor Snake]{{}}RaceData=[w:Constrictor Snake]{{}}'}, + {name:'Snake-Constrictor-Giant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Constrictor-Snake}{{}}Specs=[Constrictor Snake,CreatureRace,0H,Giant Constrictor Snake]{{}}RaceData=[w:Giant Constrictor Snake]{{}}'}, + {name:'Snake-Giant-Cobra',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Cobra}{{}}Specs=[Poison Snake,CreatureRace,0H,Giant Cobra]{{}}RaceData=[w:Giant Cobra]{{}}'}, + {name:'Snake-Giant-Sea',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Sea-Snake}{{}}Specs=[Giant Sea Snake,CreatureRace,0H,Giant Sea Snake]{{}}RaceData=[w:Giant Sea Snake]{{}}'}, + {name:'Snake-Heway',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Heway-Snake}{{}}Specs=[Constrictor Snake,CreatureRace,0H,Heway Snake]{{}}RaceData=[w:Heway Snake]{{}}'}, + {name:'Snake-Poisonous-1-4',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Poison-Snake-1-4}{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 1-4]{{}}RaceData=[w:Poison Snake 1-4]{{}}'}, + {name:'Snake-Poisonous-12-14',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Poison-Snake-12-14}{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 12-14]{{}}RaceData=[w:Poison Snake 12-14]{{}}'}, + {name:'Snake-Poisonous-15-17',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Poison-Snake-15-17}{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 15-17]{{}}RaceData=[w:Poison Snake 15-17]{{}}'}, + {name:'Snake-Poisonous-18-19',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Poison-Snake-18-19}{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 18-19]{{}}RaceData=[w:Poison Snake 18-19]{{}}'}, + {name:'Snake-Poisonous-20',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Poison-Snake-20}{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 20]{{}}RaceData=[w:Poison Snake 20]{{}}'}, + {name:'Snake-Poisonous-5-6',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Poison-Snake-5-6}{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 5-6]{{}}RaceData=[w:Poison Snake 5-6]{{}}'}, + {name:'Snake-Poisonous-7-11',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Poison-Snake-7-11}{{}}Specs=[Poison Snake,CreatureRace,0H,Poison Snake 7-11]{{}}RaceData=[w:Poison Snake 7-11]{{}}'}, + {name:'Snake-Poisonous-Giant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Poisonous-Snake}{{}}Specs=[Poison Snake,CreatureRace,0H,Giant Poisonous Snake]{{}}RaceData=[w:Giant Poisonous Snake]{{}}'}, + {name:'Snake-Spitting',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Spitting-Snake}{{}}Specs=[Poison Snake,CreatureRace,0H,Spitting Snake]{{}}RaceData=[w:Spitting Snake]{{}}'}, + {name:'Snow-Leopard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Snow Leopard, align:N, weaps:none, cattr:ac=5|hd=6d8+4r3|thac0=15|attk1=1d6:Front Claws x 2:0:S|attk2=1d8:Bite:0:P|attk3=1d6:Rear Claws x 2:0:S]{{}}Specs=[Snow Leopard,CreatureRace,0H,Leopard]{{}}%{Race-DB-Creatures|Leopard}{{AC=7 is natural AC. If kept as a trained pet then can be fitted with barding}}{{Hit Dice=6HD + 4}}{{THAC0=15}}{{Size=Medium, 5ft to 5.5ft long}}{{Life Expectancy=12 to 17 years}}{{Claws \\amp Bite=2 front claws for 1d6 each, and a bite for 1d8.}}{{Special Attack=If both front claws successfully hit then can also attack with both back claws in a leg rake for 1d6 each}}{{desc7=**Snow Leopard:** A larger form of a Leopard that lives at high altitude and in areas of low temperature. Often kept as pets and trained by Frost Giants.\nClimbing rugged mountain areas and fighting the cold has built their size and musculature, giving them more forceful attacks and a tougher hide.\nThe hides of a Snow Leopard are highly prized and are worth up to 2,000gp in excellent condition. Trained captive Snow Leopards are highly prized and make excellent attack animals}}'}, + {name:'Snyad',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Snyad, align:N, cattr:ac=-4|dexdef=-3|attk1= |attkmsg= ,spattk:Snyads never attack relying on their amazingly quick reflexes to escape combat. Surpise opponents 90% of the time, spdef:High dexterity improves dodging and gives bonus of 3 vs. non-area effect saves]{{}}%{Race-DB-Creatures|Mite}{{title=Snyad}}{{Alignment=Neutral}}{{Languages=Snyads speak no known language but seem to communicate with mites successfully}}{{Hit Dice=1+1}}{{THAC0=19}}{{Section5=**Surprise:** Amazingly quick responses mean they surprise opponents 90% of the time}}{{Section6=**Highly Dextrous:** Because of their high Dexterity, snyads gain a +3 bonus to their saving throws vs. non-area-effect spells}}{{Section8=**Easily Caught:** They are not particularly strong, and any human or demi-human character with a Strength greater than 11 can capture a snyad with a successful attack roll}}Specs=[Snyad,CreatureRace,0H,Mite]{{desc8=**Snyad:** Snyads are distant relatives of mites. Their love of treasure often compels them to steal from humans and demihumans. Snyads resemble mites, but they are slightly larger (2½ feet tall), have full, though messy, heads of hair, and are light brown in color}}{{desc9=**Combat:** Snyads and Mites sometimes team up, with the mites distracting the victim, while the snyads dart in and grab things. Snyads steal with great skill, surprising their targets 90% of the time, often snatching items directly from a person\'s hand (the victim gets a successful Wisdom check to hold onto the item), then zipping back into their holes and hiding until the pursuers leave. Spotting the entrance to a snyad lair requires a successful search roll: a 1-in-3 chance for elves and a 1-in-4 chance for all others.\nSnyads never attack, relying on their amazingly quick reflexes to escape combat. They are not particularly strong, and any human or demi-human character with a Strength greater than 11 can capture a snyad with a successful attack roll. Captured snyads kick and scream, squirming and twisting to get away, but never bite, (for fear that the captor might bite back). Snyads live in immediate families, marrying for life.}}'}, + {name:'Spectre',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Spectre}}{{subtitle=Creature}}Specs=[Spectre,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=High (13-14)}}{{AC=2}}{{Alignment=Lawful Evil}}{{Move=15, FL 30(B)}}{{Hit Dice=7+3}}{{THAC0=13}}{{Attack=Touch for 1d8, and drains 2 levels of experience}}{{Languages=Those known at death, and can communicate with both the dead and living}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Level Drain=If successfully touch their victim, as well as damage, drain 2 levels of experience permanently}}{{Attack Immunity=Only hit by magically enchanted weapons of +1 or better}}{{Spell Immunity=Subject to all spells except *sleep, charm* \\amp *hold* spells, and all cold-based attacks}}{{Other Immunities=Immune to paralysation and poison}}{{Infravision=No need for light (dead eyes) so can "sense" normally in absolute darkness, but daylight makes them powerless}}{{Section6=**Special Disadvantages**}}{{Raise Dead=The *Raise Dead* spell immediately destroys the Spectre if it fails to Save vs. Spell}}RaceData=[w:Spectre, align:LE, spattk:Drain 2 levels of experience per successful hit, spdef:+1 or better weapons to hit, cattr:int=13:14|mov=15|fly=30(B)|ac=2|size=M|hd=7+3r3|thac0=13|attk1=1d8:Touch:0:B|dmgmsg=On successful hit opponents \\lbrak;lose two levels\\rbrak;\\lpar;!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦token_id}¦-2\\rpar; of Experience. Remember immune to Sleep Charm Hold \\amp Cold. +1 or better weapons to hit]{{Section9=**Description**}}{{desc=Spectres are powerful undead that haunt the most desolate and deserted of places. They hate all life and light.\nSpectres appear as semitransparent beings and are often mistaken for haunts or ghosts. Unlike most undead, spectres retain the semblance and manner of dress of their former life and can be recognized by old friends or through paintings of the persons they used to be.}}{{desc1=**Combat:** Spectres exist primarily on the Negative Material Plane and can therefore be attacked by beings on the Prime Material Plane only with magical weapons. Daylight makes spectres powerless by weakening their ties to the Negative Material Plane.\nThe chilling touch of a spectre drains energy from living creatures. A successful attack inflicts 1-8 points of damage and drains two life energy levels from the victim. Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him. The victim loses all control of his personality and may become more or less powerful than before, depending on his level and class before becoming a spectre.\nHoly water inflicts 2-8 points of damage when it strikes a spectre. The water can be splashed on a spectre successfully.}}'}, + {name:'Spitting-Snake',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Spitting Snake, cattr:mov=12|ac=5|hd=4+2r4|thac0=17| size=M| attk1=-|attk2=1d3:Bite:0:P|dmgmsg=then wait for a poison effect message in a few rounds to preserve the surprise$$ $$ , spattk:Can spit poison up to 30ft. Equip "Spit Poison" in hand to give spitting ranged attack, spdef:-, ns:1],[cl:PW,w:Spit Poison,sp:0,pd:-1]{{}}Specs=[Spitting Snake,CreatureRace,0H,Poison Snake 1-4]{{}}%{Race-DB-Creatures|Poison-Snake-1-4}{{title=Spitting Snake}}{{Intelligence=Animal (1)}}{{AC=5}}{{Move=12}}{{Hit Dice=4+2}}{{THAC0=17}}{{Attacks=Bite for 1d3HP damage, or Spit Poison}}{{Size=M, 8ft long}}{{Section5=**Poison:** Spits poison up to 30ft against 1 opponent. Can choose poison type on attack.}}{{desc9=**Combat:** Spitting varieties of snakes bite their victims and can shoot poisonous spittle at a single target within 30 feet. Their poison is identical to normal poisonous snakes (see above). Typical species include the African spitting cobra, which can spit up to 15 feet. Its spittle can blind victims that fail a saving throw vs. poison. The blindness wears off after 2-12 hours.}}'}, + {name:'Stag-Giant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Stag}{{}}RaceData=[w:Giant Stag]{{}}Specs=[Giant Stag,CreatureRace,0H,Giant Stag]{{}}'}, + {name:'Steam-Mephit',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Steam Mephit, cattr:hd=3+3|ac=7|attk1=1d4:Claw1:0:S|attk2=1d4:Claw2:0:S|dmgmsg=A successful claw hit also does an additional \\lbrak;\\lbrak;1\\rbrak;\\rbrak;HP of heat damage from boiling water and \\lbrak;50%\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50\\rpar; chance of \\lbrak;stunning\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Stunned¦1¦-1¦Stunned \\amp considered prone¦back-pain\\rpar; for 1 round \\lpar;cumulative\\rpar;. Remember water jet breath weapon power; boiling rainstorm power; *contaminate water* and *gate mephit*, spattk:Claws do additional 1HP heat damage and stun 50% of the time. Breath weapon:Boiling water jet \\lpar;Power\\rpar; every 2 rounds. Can *contaminate water*, spdef:*Gate* in \\lpar;Power\\rpar; another two mephits each hour, ns:=4],[cl:PW,w:Steam Mephit Water Jet,sp:0,pd:-1],[cl:PW,w:Steam Mephit Rain,sp:0,pd:-1],[cl:PW,w:Putrify Food and Drink,sp:10,pd:1],[cl:PW,w:Gate Mephit,sp:0,pd:24]{{}}%{Race-DB-Creatures|Fire-Mephit}{{title=Imp - Steam Mephit}}{{Hit Dice=3+3}}{{AC=7}}{{Attacks=2 x Claw for 1d4 HP and 1 HP additional heat damage \\amp 50% chance of stunning for 1 round}}{{Section2=Breath weapon (Power): Boiling *Water Jet* every other round. *Boiling Rain* power 1/day. *Contaminate Water* (use *Putrify Food \\amp Drink*) power 1/day. *Gate Mephit* 1/hour.}}{{Section4=**Stunning Attack:** Any successful attack or water jet breath has 50% chance of stunning victim for 1 round (cumulative)}}Specs=[Mephit,CreatureRace,0H,Fire-Mephit]{{desc=**Steam Mephit:** Steam mephits are the self-appointed overlords of all mephits. They frequently give orders to weaker mephits. In addition to hissing steam escaping from their pores, steam mephits leave a trail of near-boiling water wherever they walk.\nAll stunning effects are cumulative, so a victim raked twice could be stunned for two rounds. A successful attack has 50% chance o stunning for 1 round.\nSteam mephits can breath a scalding jet of water every other round; no limit to the number of times per day this can be used. This jet has a 20-foot range and automatically hits its target. Damage is 1d3 points (no saving throw) with a 50% chance of stunning the victim for one round.\nOnce per day a steam mephit may create a rainstorm of boiling water over a 20-by 20-foot area. This storm inflicts 2d6 points of damage to all victims caught in the area of effect, with no saving throw allowed. Steam mephits may also *contaminate water* once per day (reverse of purify water).\nOnce per hour a steam mephit may attempt to gate in 1-2 other mephits with a 30% chance of success. There is an equal probability that the summoned mephits are either fire, lava, smoke, or steam. If two are summoned: they are of the same type.\nUnlike other mephits, who will delay an attack for as long as possible, steam mephits are ruled by their oversized egos. They will even ambush even large, well-armed parties, striking first with boiling rainstorms, then concentrating their breath weapons on the nearest wizard or priest.}}'}, + {name:'Steppe-Pony',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Steppe Pony, cattr:ac=6|hd=2r5|attk1=1d4:Left Hoof:0:B|attk2=1d4:Right Hoof:0:B|attk3=1d3:Bite:0:P]{{}}Specs=[Steppe Pony,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Steppe Pony)}}{{Attacks=2 x Hooves for 1d4 each, and Bite for 1d3}}{{desc8=**Steppe Pony:** A steppe pony is not attractive, graceful, or large, but its homely, ungainly appearance disguises an animal of great endurance, speed, and strength. A steppe pony looks like a cross between a horse and a pony, but is a breed unto itself. They are small, averaging 13 hands (4\'4") at the withers, and they have short necks, large heads, and heavily boned bodies. Their winter coat is shaggy and gives them the appearance of being "half-wild." They are most commonly colored copper or bronze, with a light yellow stripe running down their backs.\nThe steppe pony has remarkable endurance. It can survive by grazing alone and does not require feeding and handling by its rider, so separate supplies of grain are not needed. It can be ridden for long distances without tiring or faltering. A +3 modifier is applied to the pony\'s saving throws for lameness and exhaustion checks when travelling overland.\nIn spite of all its qualities, the steppe pony is not sought after or considered valuable. It is most commonly ridden by nomadic tribes. Outside the steppes, the animal is almost completely unknown and does not command high prices at auction. Only breeders who know the steppe pony\'s qualities, and who seek strength and stamina in their own horses\' bloodlines, are likely to consider the steppe pony as valuable.}}{{desc9=**Combat:** These horses are tough, hard to kill, and aggressive in battle. They have most of the same characteristics\nas a light war horse, with a few exceptions. It attacks three times per round, its third attack being a bite which causes 1-3 points of damage. The steppe pony\'s thick, shaggy coat and tough hide gives it an AC of 6. Its short legs are powerful and can carry horse and rider swiftly, over long distances; its small back is also very strong and it can carry as much as a medium war horse (220/330/440). The steppe pony is even-tempered and steady in battle; its morale is average (8-10), and it panics very rarely (5% chance) due to such things as fire and loud noises.}}'}, + {name:'Stone-Giant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Stone }}{{title=Giant}}RaceData=[w:Stone Giant, align:N|NN, ac:magicitem|ring|cloak, cattr:int=8:10|mov=12|ac=0|hd=14d8+1d3+1r1|thac0=7|tohit=+3|dmg=+8|size=H|attk1=1d8:Fist:0:B, spdef:Able to catch hurled rocks 90% of the time, ns:1],[cl:WP,prime:Giant-Club,items:SG-Rock:2d12]{{subtitle=Creature}}Specs=[Stone-Giant,CreatureRace,2H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=0 is natural AC. Do not wear armour, preferring stone coloured garments}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=14HD +1d3}}{{THAC0=7}}{{Section1=**Attacks:** +3 on ToHit rolls from strength. 1 x Fist for 1d8 HP damage, or using a Giant Club for 2d6 damage, plus strength bonus of +8. Throw rocks 3 to 300 yards doing 3d10 damage}}{{Languages=*Stone Giant*, as well as *Hill Giant, Cloud Giant* and *Storm Giant*, and *Giant Common*. In addition, 50% of Stone Giants speak *Common*}}{{Size=H, 18ft tall}}{{Life Expectancy=About 800 years}}{{Section2=**Powers**}}{{Section3=None}}{{Stone Giant Elder=}}{{Spell Casting=}}{{Section4=**Special Advantages**}}{{Section5=Able to catch hurled rocks 90% of the time}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=**Stone giants:** are lean, but muscular. Their hard, hairless flesh is smooth and gray, making it easy for them to blend in with their mountainous surroundings. Their gaunt facial features and deep, sunken black eyes make them seem perpetually grim.\nThe typical stone giant is 18\' tall and weighs 9,000 pounds because of its dense flesh. Females are a little shorter and lighter.\nStone giants, like several other giant races, carry some of their belongings with them. They leave their more valuable items in their lairs, however. A typical stone giant\'s bag will contain 2-24 (2d12) throwing rocks, a portion of the giant\'s wealth, and 1-8 additional common items.\nStone giants prefer to dwell in deep caves high on rocky, storm-swept mountains. They normally live in the company of their relatives, though such a clans usually include no more than 10 giants. Clans of giants do locate their lairs near each other, however, for a sense of community and protection. A mountain range commonly has 2-8 clans lairing there.\nStone giants are crude artists, painting scenes of their lives on the walls of their lairs and on tanned hide scrolls. Some giants are fond of music and play stone flutes and drums. Others make simple jewelry, fashioning painted stone beads into necklaces.\nIf eight or more giants are encountered in a clan\'s lair, one quarter will be female, one quarter male, and the remainder offspring. To determine a giant\'s maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and hit points of an ogre; rolls of 1-3 indicate older progeny with hit dice, damage, and attack rolls equal to those of a hill giant.\nStone giants are playful, especially at night. They are fond of rock throwing contests and other games that test their might. Tribes of giants will often gather to toss rocks at each other, the losing side being the giants who are hit more often.}}{{desc9=**Combat:** When possible, stone giants fight from a distance. A favorite tactic of stone giants is to stand nearly motionless against rocks, blending in with the background, then moving forward to throw rocks, surprising their foes. Many giants set up piles of rocks near their lair which can be\ntriggered like an avalanche when intruders get too close. \nWhen stone giants are forced into melee combat, they use large clubs chiseled out of stone}}'}, + {name:'Stone-Giant-Elder',type:'CreatureRace',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Stone Giant Elder,cattr:hd:14+1d4r2,ns:1],[cl:PW,w:MU-Stone-Shape,sp:10,clv:5,pd:1],[cl:PW,w:PR-Stone-Tell,sp:100, clv:5, pd:1],[cl:PW,w:MU-Transmute-Rock-to-Mud,sp:5,clv:5,pd:1],[cl:PW,w:MU-Transmute-Mud-to-Rock,sp:5,clv:5,pd:1]{{}}Specs=[Stone-Giant-Elder,CreatureRace,2H,Stone-Giant]{{}}%{Race-DB-Creatures|Stone-Giant}{{name=Elder}}{{Stone Giant Elder=One in 20 stone giants develop special abilities related to their environment. These giant elders are able to *stone shape, stone tell,* and *transmute rock to mud* (or *mud to rock*) once per day as if they were 5th level mages.}}'}, + {name:'Stone-Giant-Juvenile-1',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Stone Giant Juvenile 1,cattr:hd:11+1d2|tohit=+3|dmg=+7,ns:=1],[cl:WP,both:Giant-Club]{{}}Specs=[Stone-Giant-Juvenile-1,CreatureRace,2H,Stone-Giant]{{}}%{Race-DB-Creatures|Stone-Giant}{{name= Juvenile-1}}'}, + {name:'Stone-Giant-Juvenile-2',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Stone Giant Juvenile 2,cattr:hd:12+1d2|tohit=+3|dmg=+7,ns:=1],[cl:WP,both:Giant-Club]{{}}Specs=[Stone-Giant-Juvenile-2,CreatureRace,2H,Stone-Giant]{{}}%{Race-DB-Creatures|Stone-Giant}{{name= Juvenile-2}}'}, + {name:'Stone-Giant-Juvenile-3',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Stone Giant Juvenile 3,cattr:hd:13+1d2|tohit=+3|dmg=+7,ns:=1],[cl:WP,both:Giant-Club]{{}}Specs=[Stone-Giant-Juvenile-3,CreatureRace,2H,Stone-Giant]{{}}%{Race-DB-Creatures|Stone-Giant}{{name= Juvenile-3}}'}, + {name:'Stone-Giant-Mage',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Stone Giant Mage,cattr:cl=mu:wizard|lv=3,ns:1],[cl:MU,lv:1,w:random|random|random|random|random|random|random|random|random|random],[cl:MU,lv:2,w:random|random|random|random|random|random|random|random|random|random]{{}}Specs=[Stone-Giant-Mage,CreatureRace,2H,Stone-Giant-Elder]{{}}%{Race-DB-Creatures|Stone-Giant-Elder}{{name=Mage}}{{Spell Casting=One in 10 of Stone Giant Elders can also cast spells as if he were a 3rd level wizard. Their spells are automatically determined randomly but can be chosen to fit a specific encounter as desired. Frequently these giants are able to rise to positions of power and are considered the leaders of several clans.}}'}, + {name:'Swarm-of-Rats',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Swarm of Rats, cattr:hd=4r3|hp=|thac0=17|size=L|attk1=4:Bite:0:P|dmgmsg=Small creatures automatic hit for 4HP. Weapons can\'t do damage - need area effect. If hit \\lbrak;5% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt5 if 5 or less rat carries disease\\rpar; of the ratcarrying disease. Save vs. Poison or \\lbrak;catch disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s been bitten?¦token_id}¦Rat Disease¦99¦0¦Caught disease from a rat¦death-zone\\rpar;, spattk:Small creatures automatic hit for 4HP damage. 5% chance of carrying disease. On successful hit target save vs. poison or catch disease, spdef:Little or no effect from weapons. Need area effects to damage]{{}}Specs=[Swarm of Rats,CreatureRace,0H,Black Rat]{{}}%{Race-DB-Creatures|Black-Rat}{{name=Swarm of Rats}}{{Hit Dice=4HD}}{{THAC0=17}}{{Attacks=Bite for 4HP damage \\amp 5% chance of save vs. poison or disease. Automatic hits vs. Small creatures}}{{Size=L, 10ft x 10ft area}}{{Area Effects To Hit=Weapons can\'t successfully hit. Need area effects of spells or the like sof burning oil to do damage}}{{desc=**Swarm of Rats:** A swarm of rats can be treated as a single monster having an assigned number of Hit Dice and automatically causing damage each round to small creatures in the swarm\'s area. A typical pack might cover a 10-x10-foot area, have 4 HD, and inflict 4 points of damage per round. Weapons have little effect on a pack, but area effect spells and some other attacks (such as flaming oil) are effective. When the pack has lost its hit points, it is considered dispersed and unable to inflict mass damage.}}'}, + {name:'Symbol-of-Hopelessness',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Symbol of Hopelessness}}RaceData=[w:Symbol of Hopelessness, align:N, weaps:none, ac:none, cattr:int=0|mov=0|ac=10|hd=1|hp=1|thac0=20|size=S,ns:1],[cl:PW,w:Symbol-of-Hopelessness,sp:0,pd:-1]{{subtitle=Spell}}Specs=[Symbol of Hopelessness,CreatureRace,0H,Creature]{{Section2=**Powers**}}{{Hopelessness=Creatures seeing this symbol must turn back in dejection or surrender to capture or attack unless they roll successful saving throws vs. spell. Its effects last for 3d4 turns.}}{{Section9=**Description**}}{{desc8=This token/character sheet combination represents the casting and placement of a *symbol* of hopelessness by a high-level priest. Any creature that views this symbol within it\'s duration will suffer its effects. Achieve this using the power of Hopelessness under the *use power* action button.}}'}, + {name:'Symbol-of-Pain',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Symbol of Pain}}RaceData=[w:Symbol of Pain, align:N, weaps:none, ac:none, cattr:int=0|mov=0|ac=10|hd=1|hp=1|thac0=20|size=S,ns:1],[cl:PW,w:Symbol-of-Pain,sp:0,pd:-1]{{subtitle=Spell}}Specs=[Symbol of Pain,CreatureRace,0H,Creature]{{Section2=**Powers**}}{{Pain=Creatures affected suffer -4 penalties to their attack rolls and -2 penalties to their Dexterity ability scores due to wracking pains. The effects last for 2d10 turns.}}{{Section9=**Description**}}{{desc8=This token/character sheet combination represents the casting and placement of a *symbol* of pain by a high-level priest. Any creature that views this symbol within it\'s duration will suffer its effects. Achieve this using the power of Pain under the *use power* action button.}}'}, + {name:'Symbol-of-Pursuasion',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Symbol of Pursuasion}}RaceData=[w:Symbol of Pursuasion, align:N, weaps:none, ac:none, cattr:int=0|mov=0|ac=10|hd=1|hp=1|thac0=20|size=S,ns:1],[cl:PW,w:Symbol-of-Pursuasion,sp:0,pd:-1]{{subtitle=Spell}}Specs=[Symbol of Pursuasuin,CreatureRace,0H,Creature]{{Section2=**Powers**}}{{Pursuasion=Creatures seeing the symbol become of the same alignment as and friendly to the priest who scribed the symbol for 1d20 turns unless a saving throw vs. spell is successful.}}{{Section9=**Description**}}{{desc8=This token/character sheet combination represents the casting and placement of a *symbol* of pursuasion by a high-level priest. Any creature that views this symbol within it\'s duration will suffer its effects. Achieve this using the power of Pursuasion under the *use power* action button.}}'}, + {name:'Talking-Owl',type:'CreatureRace',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Talking Owl,spdef:Wisdom 21 - Spell immunity to *cause fear / charm person / command / friends / hypnotism / forget / hold person / ray of enfeeblement / scare / fear*, ns:1],[cl:PW,w:PR-Detect-Good,sp:10,pd:-1]{{}}Specs=[Talking Owl,CreatureRace,0H,Owl]{{}}%{Race-DB-Creatures|Owl}{{title=Talking }}{{Intelligence=Average (8 to 10)}}{{Languages=Speak common and six other languages (DM\'s option)}}{{desc8=**Talking Owl:** Talking owls appear as ordinary owls, but speak common and six other languages (DM\'s option). Their role is to serve and advise champions of good causes on dangerous quests, which they do for 1d3 weeks if treated kindly on the first encounter; a talking owl feigns a broken wing to see how a party will react.\nTalking owls can detect good. They have a *wisdom* score of 21, with the appropriate spell immunities.}}'}, + {name:'Throat-Leech',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Throat Leech}}{{subtitle=Creature}}RaceData=[w:Throat Leech,cattr:imov=1|swim=1|ac=10|size=T|hd=1-7r7|hp:1|regen=|thac0=20|attk1=1d3:Bite:0:P|attkmsg=10% chance of swallowing if drink water containing leech. If swallowed, a successful bite in the throat injects anesthetizing saliva then sucks blood doing 1d3HP per round for 10 rounds with 50% choke risk each round. 3 rounds choking in a row means death at end of 3rd round. There is a \\lbrak;50% chance\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 1d100\\lt50 causes disease\\rpar; that the bite of one of these creatures \\lbrak;causes a disease\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Who\'s the victim?¦token_id}¦Leech disease¦99¦0¦Getting weaker and feel could die in \\amp#91;\\lbrak;1d4+1\\rbrak;\\amp#93; weeks...¦radioactive\\rpar; that is fatal in 1d4+1 weeks unless cured, spattk:Bite drains blood in throat with chance of choking to death. 50% chance of causing fatal disease]{{}}%{Race-DB-Creatures|Leech-Giant-2HD}{{AC=10}}{{Move=1, Sw 1}}{{Hit Dice=1-7}}{{HP=1}}{{THAC0=20}}{{Attacks=10% chance of swallowing. If swallowed bite throat for 1d3 and automatic blood drain and risk of choking}}{{Size=T, 1ins long}}{{Blood Drain Bite=In throat if swallowed with 50% risk of choking each round, 3 rounds in a row and die}}Specs=[Throat Leech,CreatureRace,0H,Giant-Leech-2HD]{{desc8=This leech is about one inch long and resembles an inconspicuous twig. It is found in pools, lakes, and streams.}}{{desc9=**Combat:** Anyone drinking water containing a leech has a 10% chance of taking it into his mouth unless the water is carefully filtered (such as through a sheet of gauze) before drinking. The leech sucks blood at the rate of 1-3 points of damage per round, until it becomes completely distended. After ten rounds of sucking, the leech is bloated and will not suck any more blood.\nEach round that the leech is in the victim\'s throat, there is a 50% chance that the victim chokes, causing an additional 1d4 points of damage. A victim who chokes on three successive rounds dies on the third round.\nApart from magical means that may suggest themselves, the only way to kill a throat leech in a victim\'s throat is to place a thin, heated metal object, such as a wire, into the bloated leech; the hot metal causes the leech to burst and no further damage is inflicted on the victim.}}'}, + {name:'Tiger',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Tiger}}RaceData=[w:Tiger, align:N, weaps:none, ac:none, spattk:Can leap upward 10ft and forward 30 to 50ft, spdef:Only surprised on a 1, cattr:int=2:4|mov=12|ac=6|hd=5+5r4|thac0=15|size=L|attk1=1+1d4:2 x Front Claws:0:S|attk2=1d10:Bite:0:P|attk3=2d4:2 x Rear Claw Rake:1:S|attkmsg=If both front claws successfully hit then both back claws can do rake attacks$$ $$Only valid if both front claws successfully hit. One attempted rake attack for each rear claw|dmgmsg=$$ $$Only valid if both front claws successfully hit]{{subtitle=Creature}}Specs=[Tiger,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=6}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=5+5 HD}}{{THAC0=15}}{{Attacks=2 x 1+1d4 front claws, bite for 1d10. If both front claws hit, rake with 2 x rear claws is attempted for 2d4 each}}{{Size=L (6ft to 9ft long)}}{{Life Expectancy=10 to 15 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Only surprised on a 1}}{{Leap=Can leap upward 10ft and forward 30 to 50ft, e.g. when chasing prey}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The tiger is the largest and most feared of the great cats. Tigers have reddish-orange fur and dark vertical stripes. This species ranges from the subarctic to the tropics, generally inhabiting wooded or covered terrain. \nA tiger is a redoubtable foe in battle and is surprised only on a 1. Tigers are nocturnal, solitary, graceful climbers and swimmers who are capable of sustained high speed.\nFemales raise their 1-3 cubs alone. The cubs remain with their mother for several years. If encountered in the lair, there is a 25% chance that the cubs will be present.}}{{desc9=**Combat:** They are experts in stalking and often\nhunt in pairs or groups. These animals rarely fight among themselves, but will protect their territories ferociously. They are also the most unpredictable and dangerous of the great cats, not hesitating to attack men. Their favorite prey includes cattle, wild pigs and deer.\nFeared by men, tigers are hunted aggressively, and are threatened by the destruction of forests. In the untamed wilderness, however, the tiger occupies the top predatory niche.}}'}, + {name:'Titan-Priest',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Titan}}RaceData=[w:Titan Priest, cattr:cl=pr:priest/f:creature|lv=20/0]{{}}Specs=[Titan,CreatureRace,0H,Titan-Wizard]{{}}%{Race-DB-Creatures|Titan-Wizard}{{name=Priest}}'}, + {name:'Titan-Wizard',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Titan}}{{name=Wizard}}RaceData=[w:Titan Wizard, align:CG, ac:any, weaps:any, npp:0, cattr:int=19:22|mov=36|ac=0|hd=20r3|thac0=5|cl=mu:wizard/f:creature|lv=20/0|size=G|tohit=+7|dmg=+14, spattk:God-like creature able to attack twice per round with *Maul* and also use *special attack* once every other round, ns:1],[cl:WP,prime:Maul-of-the-Titans,offhand:Titan-Special-Attack],[cl:PW,w:Etherial-Travel-Self,sp:0,pd:2,clv:20],[cl:PW,w:MU-Advanced-Illusion,pd:-1,sp:10,clv:20],[cl:PW,w:MU-Alter-Self,pd:-1,sp:2,clv:20],[cl:PW,w:PR-Animal-Summoning-II,pd:-1,sp:8,clv:20],[cl:PW,w:MU-Astral-Spell,pd:-1,sp:9,clv:20],[cl:PW,w:PR-Bless,pd:-1,sp:10,clv:20],[cl:PW,w:PR-Charm-Person-or-Mammal,pd:-1,sp:5,clv:20],[cl:PW,w:PR-Commune-With-Nature,pd:-1,sp:100,clv:20],[cl:PW,w:MU-Astral-Spell,pd:-1,sp:9,clv:20],[cl:PW,w:PR-Cure-Light-Wounds,pd:-1,sp:5,clv:20],[cl:PW,w:MU-Eyebite,pd:-1,sp:6,clv:20],[cl:PW,w:PR-Fire-Storm,pd:-1,sp:10,clv:20],[cl:PW,w:MU-Hold-Person,pd:-1,sp:3,clv:20],[cl:PW,w:MU-Hold-Monster,pd:-1,sp:5,clv:20],[cl:PW,w:MU-Hold-Undead,pd:-1,sp:5,clv:20],[cl:PW,w:MU-Invisibility,pd:-1,sp:2,clv:20],[cl:PW,w:MU-Levitate,pd:-1,sp:2,clv:20],[cl:PW,w:MU-Light,pd:-1,sp:1,clv:20],[cl:PW,w:MU-Mirror-Image,pd:-1,sp:2,clv:20],[cl:PW,w:PR-Pass-Without-Trace,pd:-1,sp:10,clv:20],[cl:PW,w:PR-Produce-Fire,pd:-1,sp:7,clv:20],[cl:PW,w:Protection-From-Evil-10ft,pd:-1,sp:7,clv:20],[cl:PW,w:PR-Remove-Fear,pd:-1,sp:1,clv:20],[cl:PW,w:PR-Remove-Curse,pd:-1,sp:6,clv:20],[cl:PW,w:MU-Shield,pd:-1,sp:1,clv:20],[cl:PW,w:PR-Speak-With-Plants,pd:-1,sp:100,clv:20],[cl:PW,w:PR-Summon-Insects,pd:-1,sp:10,clv:20],[cl:PW,w:MU-Whispering-Wind,pd:-1,sp:1,clv:20]{{subtitle=Creature}}Specs=[Titan,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Supra-Genius to God-like (19 to 21+)}}{{AC=0 is natural AC. Generally only wear robes of the Greek gods, such as togas}}{{Alignment=Chaotic Good}}{{Move=36}}{{Hit Dice=20HD}}{{THAC0=5}}{{Section1=**Attacks:**}}{{Maul of the Titans=Twice per round for 4d10+2 HP damage + an additional 14 HP strength bonus}}{{Special Attack=This form of special attack is so destructive and deadly, that a titan will use it only if there are no other options left open. The form of each titan\'s attack will be different (some kick, some punch, others use a breath attack, lightning, etc.), but the effect is the same for each. The special attack inflicts 10-60 points of damage per hit and can be used every other round. These mighty attacks have been known to destroy buildings and sink ships.}}{{Languages=In addition to speaking their own language, titans are able to speak the six main dialects of giants. All titans are also conversant in the common tongue as well as that commonly spoken by forest creatures, as these giants have close ties with nature.}}{{Size=G, 25ft+ tall}}{{Life Expectancy=Immortal}}{{Section2=**Powers**}}{{Spell-like Powers=All titans have the following spell-like powers, at 20th level of spell use, usable once per round, one at a time, at will: *advanced illusion, alter self, animal summoning II, astral spell, bless, charm person or mammal, commune with nature, cure light wounds, eyebite, fire storm, hold person, hold monster, hold undead, invisibility, levitate, light, mirror image, pass without trace, produce fire, protection from evil, 10\' radius, remove fear, remove curse, shield, speak with plants, summon insects,* and *whispering wind*}}{{Spell Casting=All titans are able to employ both mage or priest spells (dependent on the individual titan -- only one, not both) as a 20th-level spell caster.}}{{Section4=**Special Advantages**}}{{Immunity=Titans are not affected by attacks from nonmagical weapons.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Titans are gargantuan, almost godlike men and woman. They, quite simply, look like 25\' tall people of great physical strength and beauty. They are commonly dressed in traditional Greek garb, favoring togas, loincloths, and such. They wear rare and valuable jewelry and in other ways make themselves seem beautiful and overpowering.\nTitans are livers of life, creators of fate. These benevolent giants are closer to the well springs of life than mere mortals and, as such, revel in their gigantic existences. Titans are wild and chaotic. They are prone to more pronounced emotions that humans and can experience godlike fits of rage. They are, however, basically good and benevolent, so they tend not to take life. They are very powerful creatures and will fight with ferocity when necessary.\nTo some, titans seem like gods. With their powers they can cause things to happen that, surely, only a god could. They are fiery and passionate, displaying emotions with greater purity and less reservation than mortal beings. Titans are quick to anger, but quicker still to forgive. In fits of rage they destroy mountains and in moments of passion will create empires. They are in all ways godlike and in all ways larger than life.\nAnd yet is should be noted that titans are not gods. They are beings that make their home in Olympus and walk among the gods. Yet they are not omnipotent, omniscient rulers of the planes. Sometimes their godlike passions and godlike rages make them seem like deities, however, and it is common for whole civilizations to mistake them for deities.\nThere they will dance, sing, study, debate and engage in all other manner of activities with titanic proportion. If a titan finds something that interests him, it would not be unusual for him to study it in great detail for many weeks, only to leave it when his interest has waned. They may also engage in debates or arguments that last literally for weeks at a time. These debates might end in a jovial laughter and good spirits or in thunder and rage. Such are the whims of titans.}}{{desc9=**Combat:** Hell hounds are clever hunters that operate in packs of 2d20 beasts. Each pack is led by a 7-Hit Die hell hound. The leader drives off other 7 HD rivals, who form their own packs. They move with great stealth, imposing a -5 penalty to opponents\' surprise rolls. One or two of the pack sneak up on a quarry while the others form a ring around it. The first hell hound then springs from ambush, attacks the nearest victim, and attempts to drive the others toward the rest of the pack. If the prey does not run away, the rest of the pack closes in within 1d4+2 rounds. \nHell hounds attack first by breathing fire at an opponent up to 10 yards away. The hell hound then attacks with its teeth. If the hell hound rolls a natural 20 on its attack roll, it grabs a victim in its jaws and breathes fire on the victim.}}'}, + {name:'Triton',type:'TritonRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Triton}}Specs=[Triton,TritonRace,2H,Creature]{{subtitle=Marine Creature}}RaceData=[w:Triton, query:Which Triton?|Normal Triton%%3%% %% %%17|Exceptional Triton%%4:6%% %% %%15|Very Exceptional Triton%%7:8%% %% %%13|Triton Leader%%9%% %% %%11|Triton Mage L1-6%%3%%cl=mu:wizard%%lv=1:6%%17|Triton Mage L7-10%%3%%cl=mu:wizard%%lv=7:10%%17|Triton Priest L2-5%%3%%cl=pr:priest%%lv=2:5%%17|Triton Priest L8-11%%3%%cl=pr:priest%%lv=8:11%%17|Female Triton%%2%% %% %%19|Juvenile Triton%%1%% %% %%20, align:N|NN|NG, ac:triton-scale, cattr:int=13:20|swim=15|ac=5|hd=??1r4|age=??0:??1|mr=90|??2|??3|thac0=??4|size=M, spattk:Exeptional and Leader Tritons can blow their conch shell to summon aid and cause *Fear*, spdef:Magic resistance @{selected|monstermagicresist}%, ns:11],[cl:WP,%:47,prime:Trident],[cl:WP,%:13,prime:Trident,items:Heavy-Crossbow|Heavy-Quarrel-Underwater:40],[cl:WP,%:28,both:Spear-Long],[cl:WP,%:12,both:Spear-Long,items:Heavy-Crossbow|Heavy-Quarrel-Underwater:40],[cl:mi,items:Horn-of-the-Tritons,age:4]{{Section=**Attributes**}}{{Intelligence=High \\amp up (13+)}}{{AC=Naturally AC5, can wear Tritons Scale Armour for AC4}}{{Alignment=Neutral, tending towards Good}}{{Move=Swim at 15}}{{Hit Dice=Varies by Triton, normally 3, Exceptional are 4 to 6HD, Very Exceptional are 7 to 8HD, or a Leader with 9HD}}{{THAC0=Varies by Triton Hit Dice, from 17 to 11}}{{Section1=**Attacks:** by weapon. Can be either tridents (60%) or long spears (40%). Some 25% are also armed with heavy\ncrossbows.}}{{Languages=Triton speak their own language as well as those of *Sea Elves* and *Locathah*.}}{{Size=Medium, 7ft tall}}{{Life Expectancy=Normal triton live approximately 300 years while their leaders and spellcasters have life expectancies of 500 years or more. Rumoured to be creatures originally from the elemental plane of Water}}{{Section2=**Powers**}}{{Triton Conch=Exceptional tritons (see below) and triton leaders always carry conch shells with them. Not magical, their sounds are well known to all marine creatures. See the description of the *Triton Conch* item for more information.}}{{Section4=**Special Advantages**}}{{Section5=Tritons are nearly impervious to magic with a natural magic resistance of 90%.}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=Tritons are rumored to be creatures from the elemental plane of Water that have been placed on the Prime Material plane for some purpose unknown to man. They are sea dwellers, inhabiting warmer waters principally but equally able to live at shallow or great depths.\nThe lower half of a triton ends in two finned legs, while its torso, head, and arms are handsomely human. Tritons have a silvery skin that fades into silver-blue scales on the lower half of their bodies. Their hair is deep blue or blue-green.\nTritons live either in great undersea castles (80% chance) or in finely sculpted caverns (20%). While tritons lean toward good alignment, they are very suspicious of outsiders and have no love for land dwellers in general.\nTritons rarely kill, unless provoked, but they are quick to apprehend those who intrude upon their seas. Trespassers found guilty of intentionally entering triton waters or treasure seeking are left "to the fate of the seas." This means being stripped of all belongings and set adrift at least 10 miles from any shoreline. Characters ruled innocent by the triton court awaken the next day on some distant shore. Tritons never aid land dwellers unless their own interests are involved in the matter.\nFor every 10 tritons encountered there is an exceptional triton of 4-6 Hit Dice. For every 20 encountered there is an exceptional triton with 7-8 Hit Dice. Groups of 50 or more are always accompanied by a triton leader (AC 2, 9 Hit Dice). There is a 10% chance for every 10 tritons encountered that they are accompanied by a triton mage of 1d6 levels.\nAt a triton lair, the following additional tritons are always found:\n60 males (with related exceptional tritons)\nOne mage of 7th- to 10th-level ability\nOne priest of 8th- to 11th-level ability\nFour priests of 2nd- to 5th-level ability\nFemale tritons equal to 100% of males (2 HD, AC 6)\nYoung equal to 100% of males (noncombatants)\nThere is also a 75% chance that the lair contains 2d6 sea lions as pets/guards.}}{{desc9=**Combat:** Triton are reclusive and nonviolent. They normally attack to capture. If a triton is killed in a battle, however, the fight immediately becomes one of retribution. Should the fighting go poorly, the tritons withdraw to their lair to either gather reinforcements or make a last stand.\nOutside their lair, tritons are 90% likely to be mounted, either on hippocampi (65%) or giant sea horses (35%). These mounts fight in defense of their riders.}}'}, + {name:'Troll',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Troll}}{{subtitle=Creature}}Specs=[Troll,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=4}}{{Alignment=Chaotic Evil}}{{Move=12}}{{Hit Dice=6d8+6}}{{THAC0=13}}{{Attacks=2 x Claw 1d4+4, 1 x Bite 1d8+4}}{{Languages=Trolls have no language of their own, using "trollspeak", a guttural mishmash of common, giant, goblin, orc, and hobgoblin. Trollspeak is highly transient and trolls from one area are only 25% likely to be able to communicate with trolls from another.}}{{Size=L 9ft tall}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Regeneration=3 rounds after 1st blood, regenerates at 3HP per round}}{{Section4=**Special Advantages**}}{{Infravision=90 foot}}{{Priest Spells=}}RaceData=[w:Troll, align:CE, cattr:int=5:7|mov=12|ac=4|hd=6+6r3|regen=3|thac0=13|size=L|dmg=+8|attk1=4+1d4:Claw1:0:S|attk2=4+1d4:Claw2:0:S|attk3=4+1d8:Bite:1:P|attkmsg=Remember to start \\lbrak;Regenerating\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦regeneration¦99¦0¦Regenerating at `{selected¦conregen} per round¦strong\\rpar; 3 rounds after take damage, spdef:Regenerate at 3HP per round,ns:2],[cl:PW,w:regenerate,sp:0,pd:-1],[cl:WP,prime:stone:5]{{Section9=**Description**}}{{desc7=Horrid carnivores found in all climes, from arctic wastelands to tropical jungles. Most creatures avoid these beasts, since trolls know no fear and attack unceasingly when hungry. Their frame appears thin and frail, but trolls possess surprising strength. Their arms and legs are long and ungainly. The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened claws. The trolls\' rubbery hide is colored a moss green, mottled green and gray, or putrid gray. A writhing hairlike mass grows out of their skulls and is usually greenish black or iron gray in color. Their dull, sunken black eyes possess 90-foot infravision. Females are easily distinguished from males; they are both larger and more powerful than their male counterparts.\nTrolls walk upright but hunched forward with sagging shoulders. The trolls\' gait is uneven and, when running, the arms dangle free and drag along the ground. For all this seeming awkwardness, trolls are very agile. They are masterful climbers and can scale even sheer cliffs with an 80% chance of success. Trolls have a poor hearing, but their sense of smell is superior.}}{{desc8=**Regeneration:** Trolls reduced to 0 or fewer hit points fall to the ground, incapacitated but not slain. Incapacitated trolls continue to regenerate and stand up to fight as soon as they have a positive number of hit points.\nWhen using an edged weapon, it is possible to sever the thin limbs of a troll (a natural 20 with an edged weapon is needed). Severed limbs continue to fight after separation from the body (hands squeeze, heads bite if stepped on, etc.). Attacks by severed limbs are at normal chances to hit.}}{{desc9=**Combat:** Can attack at multiple opponents with 2 claws \\amp bite. In the rare case that a troll wields a weapon, it attacks with a +8 damage bonus. Trolls regenerate at an amazing rate. Starting three rounds after first blood, the creatures recovers 3 hit points per round until healed.}}'}, + {name:'Troll-Freshwater-Scrag',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Freshwater-Troll}{{}}Specs=[Freshwater Troll,CreatureRace,0H,Freshwater-Troll]{{}}RaceData=[w:Freshwater Troll]{{}}'}, + {name:'Troll-Freshwater-Shaman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Freshwater-Troll-Shaman}{{}}RaceData=[w:Freshwater Troll Shaman]{{}}Specs=[Freshwater Troll Shaman,CreatureRace,0H,Freshwater-Troll-Shaman]{{}}'}, + {name:'Troll-Giant-Two-Headed',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Giant-Two-Headed-Troll}{{}}RaceData=[w:Giant Two Headed Troll]{{}}Specs=[Giant Two Headed Troll,CreatureRace,0H,Giant-Two-Headed-Troll]{{}}'}, + {name:'Troll-Saltwater-Marine-Scrag',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|SaltwaterTroll}{{}}Specs=[SaltwaterTroll,CreatureRace,0H,Saltwater-Troll]{{}}RaceData=[w:Saltwater Troll]{{}}'}, + {name:'Troll-Saltwater-Scrag-Shaman',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Saltwater-Troll-Shaman}{{}}RaceData=[w:Saltwater Troll Shaman]{{}}Specs=[Saltwater Troll Shaman,CreatureRace,0H,Saltwater-Troll-Shaman]{{}}'}, + {name:'Troll-Shaman-Chieftain',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{subtitle=Creature}}RaceData=[w:Troll Shaman Chieftain, cattr:int=7|cl=pr:troll-shaman|lv=7]{{Intelligence=Low (7)}}%{Race-DB-Creatures|Troll}{{name=Troll Shaman Chieftain}}Specs=[Troll Shaman,CreatureRace,0H,Troll]{{Priest Spells=Cast at 7th level: Charm, Divination, Sun (Darkness only), and Weather.}}{{desc=**Troll Shaman Chieftain:** Trolls live in small packs of 3 to 12 trolls led by a dominant female who acts as shaman/chieftain. She casts priest spells at 7th level; spheres typically include Charm, Divination, Sun (Darkness only), and Weather. Leadership is only retained by combat, so fights for pack control are frequent. Often trolls rend each other limb from limb, but these battles are never fatal. Still, it is the custom of trolls to toss the loser\'s head a great distance from the fight scene, and frequently losers must sit and stew for a week until their new head grows in.\nThe pack chieftain\'s duties are few. She leads the trolls on nightly forages, loping along, sniffing the air for prey. If a scent is found, the trolls charge, racing to get there first, and letting out a great cry once prey is spotted. In return for being the hunt leader, the shaman gets her choice of mates in the pack. Females give birth to a single troll about once every five years.}}'}, + {name:'Two-Headed-Giant',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Ettin}{{}}Specs=[Two-Headed-Giant,CreatureRace,2H,Ettin]{{}}RaceData=[w:Two-Headed Giant]{{}}'}, + ]}, + Race_DB_Creatures_U_Z:{bio:'

Creatures Database

v2.02 14/10/2023

This sheet holds definitions of pre-defined creatures from The Monsterous Compendium that can be used by the RPGMaster API system (creatures can also be added directly to a character sheet by editing the Monster tab on the sheet). The definitions include automatically setable attributes, valid alignments, the weapons & armour each creature can use, bonuses and penalties to saves, attacks, surprise etc, and the powers that the creature gets. Depending on API configuration, the APIs can restrict creatures to these specifications, or not as desired.', + gmnotes:'
Change Log:
v2.02 14/10/2023 Fixed issue with War Dog & added Leopard & Snow Leopard
v2.01 29/09/2023 Added several families of Giants, and all Chromatic & Metalic Dragons, Titans, & others with substantial functional upgrades
v1.34 24/09/2023 Fixed issues with Goblin definition
v1.33 13/08/2023 Added a basic chest to act as the basis for the *Drag & Drop* container system
v1.32 11/07/2023 Added creatures that can be contained in an Iron Flask
v1.31 07/06/2023 Corrected some spattk & spdef entries with wrong syntax
v1.30 30/04/2023 Added creatures to support Figurines of Wonderous Power and other MIs
v1.28 03/03/2023 Added Elephant, Rhino and Mouse to support Wand of Wonder
v1.27 12/02/2023 Added Adder as a creature to support Staff of the Serpent (Adder)
v1.26 16/01/2023 Added both attkmsg & dmgmsg to display with attack & damage respectively.
v1.25 14/01/2023 Switched round creature attack names and dice rolls so will work with character sheet buttons as well as APIs
v1.15-24 16/12/2022 Added more creatures and changed format for inherrited template fields
v1.14 25/11/2022 Added more creatures, especially undead at DM request
v1.10 14/11/2022 Initial live release of a sample creatures database
v1.02 10/11/2022 Fixes and additional creatures
v1.01 01/11/2022 First version of Race-DB-Creatures', + root:'Race-DB', + api:'cmd', + type:'class,race', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/241737383/GL25pkAS2z5JJ4S9cMKkjw/max.png?1629918721', + version:2.02, + db:[{name:'Vampire',type:'HumanoidCreature',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Vampire}}{{subtitle=Creature}}Specs=[Vampire,HumanoidCreature,0H,Creature]{{Alignment=Usually chaotic evil}}{{Languages=Whatever they knew before they were a vampire, or what their vampire parents taught them.}}{{Size=M, As per pre-vampire race (usually [65+2d6](!\\amp#13;\\amp#47;r 65+2d6 ins height)ins,}}{{Weight=Their weight before becoming a vampire or [140+6d10](!\\amp#13;\\amp#47;r 140+6d10 lbs weight)lbs}}{{Life(?) Expectancy=Immortal}}{{Section=**Attributes**}}{{Minimum=Str:18(76), Int:15}}{{Maximum=Int:16}}{{Adjustment=None}}{{Section1=**Powers**}}{{Energy Drain=Drains 2 levels from anyone they successfully touch}}{{Charm=Any person who allows the\nvampire to look into their eyes will be affected as if by a *charm person* spell. Due to the power of this enchantment, a -2 is applied to the victim\'s saving throw vs. spell}}{{Summon Creatures=Can summon swarms of creatures to their aid}}{{Shape Change=Can *Shape Change* into a large bat at will}}{{Spell-like powers=*Gaseous Form* and *Spider Climb* at will}}{{Section2=**Special Advantages**}}{{Infravision=60 feet}}{{Plus Weapons To Hit=Attackers must use weapons of at least +1 to be able to hit a vampire}}{{Immunities=Immune to *Sleep, Charm,* and *Hold* spells, Paralysis and Poison. Spells based on cold or electricity cause only half damage}}{{Section3=**Special Disadvantages**}}{{Repellants=Odor of Strong Garlic; Mirror or Holy Symbol presented with conviction}}{{Holy Water or Symbol=Burns a vampire for 2-7 (1d6+1) damage with a successful hit}}{{Others=See Monsterous Compendium for other disadvantages}}RaceData=[w:Vampire, cattr:int=15:16|ac=1|mov=12|fly=18C|hd=8d8+3|thac0=11|attk1=4+1d6:Hand:0:B|dmgmsg=[Drains 2 levels](!magic ~~level-change \\amp#64;{target¦Who is the Victim?¦token_id}¦-2) on a successful hit with a hand,spattk:Energy drain,spdef:+1 weapon to hit; immune to *sleep, charm \\amp hold*, ns:5],[cl:PW,w:Charm Person,sp:1,lv:0,pd:-1],[cl:PW,w:Summon Swarm,sp:2,lv:0,pd:-1],[cl:PW,w:Gaseous Form,sp:0,lv:0,pd:-1],[cl:PW,w:MU-Shape-Change,sp:9,lv:0,pd:-1],[cl:PW,w:Spider Climb,sp:1,lv:0,pd:-1]{{Section9=**Description**}}{{desc=Of all the chaotic evil undead creatures that stalk the world, none is more dreadful than the vampire. Moving silently through the night, vampires prey upon the living without mercy or compassion. Unless deep underground, they must return to the coffins in which they pass the daylight hours, and even in the former case they must occasionally return to such to rest, for their power is renewed by contact with soil from their graves.\nOne aspect that makes the vampire far more fearful than many of its undead kindred is its appearance. Unlike other undead creatures, the vampire can easily pass among normal men without drawing attention to itself for, although its facial features are sharp and feral, they do not seem inhuman. In many cases, a vampire\'s true nature is revealed only when it attacks. There are ways in which a vampire may be detected by the careful observer, however. Vampires cast no reflection in a glass, cast no shadows, and move in complete silence.}}'}, + {name:'War-Dog',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:War Dog, ac:barding, cattr:mov=12|ac=6|hd=2+2r5|size=M|attk1=2d4:Bite:0:P]{{}}Specs=[War Dog,CreatureRace,0H,Wild Dog]{{}}%{Race-DB-Creatures|Wild-Dog}{{name=War Dog}}{{AC=6}}{{Move=12}}{{Hit Dice=2+2 HD}}{{Attacks=Bite for 2d4}}{{Size=M}}{{Life Expectancy=5 to 7 years, exceptionally up to 12}}{{Section5=Keen senses of smell \\amp hearing}}{{desc8=Generally large mastiffs or wolfhounds, they have keen senses of smell and hearing, making them adept at detecting intruders. The status of war dogs varies greatly; some are loyal and beloved pets, some are watch dogs, others are hunting dogs, and some are trained for battle.}}{{desc9=**Combat:** Most war dogs are not usually vicious, and will rarely attack without cause.}}'}, + {name:'Water-Elemental',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Water Elemental}}{{subtitle=Creature}}Specs=[Elemental,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Low (5-7)}}{{AC=2}}{{Alignment=Neutral}}{{Move=6, SW18 (on dry land never more than 60yds from water conjoured from)}}{{Hit Dice=8, 12, or 16}}{{THAC0=12, 9, or 7}}{{Attack=1 x 5d8 (On dry land, take 1 less damage per die)}}{{Languages=They rarely speak, but their voices can be heard in the crashing of waves on rocky shores and the howl of an ocean gale}}{{Size=L to H, [7+1d8](!\\amp#13;\\amp#47;r 7+1d8 feet height)feet,}}{{Life Expectancy=Unknown}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Special Defense=Only hit by +2 or better weapons}}RaceData=[w:Water Elemental, cattr:int=5:7|ac=2|mov=6|Swim=18|size=L|hd=8|thac0=12|attk1=5d8:Wave crash:0:B|attk2=\\lbrak;\\lbrak;{1d8-1\\amp#44;1d8-1\\amp#44;1d8-1\\amp#44;1d8-1\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\amp#44;{1}\\rbrc;kh5\\rbrak;\\rbrak;:On dry land:0:B,spdef:+2 weapon or better to hit]{{Section9=**Description**}}{{desc=Water elementals can be conjured in any area containing a large amount of water or watery liquid. At least one thousand cubic feet of liquid is required to create a shell for the water elemental to inhabit. Usually a large pool serves this purpose, but several large kegs of wine or ale will do just as well.\nThe water elemental appears on the Prime Material Plane as a high-crested wave. The elemental\'s arms appear as smaller waves, one thrust out on each side of its main body. The arms ebb and flow, growing longer or shorter as the elemental moves. Two orbs of deep green peer out of the front of the wave and serve the elemental as eyes}}{{desc1=In combat, the water elemental is a dangerous adversary. It prefers to fight in a large body of water where it can constantly disappear beneath the waves and suddenly swell up behind its opponent.\nWhen the elemental strikes, it lashes out with a huge wave-like arm, doing 5-30 points of damage. Water elementals are also a serious threat to ships that cross their paths. A water elemental can easily overturn small craft (one ton of ship per hit die of the elemental) and stop or slow almost any vessel (one ton of ship per hit point of the elemental). Ships not completely stopped by an elemental will be slowed by a percentage equal to the ratio of ship\'s tons over the hit points of the attacking elemental.\nThough the water elemental is most effective in large areas of open water, it can be called upon to serve in a battle on dry land, close to the body of water from which it arose. However, the movement of the water elemental on land is the most restricted of any elemental type: a water elemental cannot move more than 60 yards away from the water it was conjured from, and 1 point of damage is subtracted from each die of damage they inflict out of the water (to a minimum of 1 point of damage per die)}}'}, + {name:'Weasel',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Weasel}}RaceData=[w:Weasel, align:N, weaps:none, ac:none, cattr:int=1|mov=15|ac=6|hd=1-6r6|hp=2|thac0=20|size=S|attk1=1:Bite:0:P]{{subtitle=Creature}}Specs=[Weasel,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=¼ HD}}{{THAC0=20}}{{Attacks=Bite for 1HP damage}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Weasels, related to minks and stoats, are common predators, though they are hunted for their pelts, or for pets.}}'}, + {name:'White-Dragon',type:'DragonRace',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[White-Dragon,DragonRace,2H,Red-Dragon]{{}}RaceData=[w:White Dragon, cattr:int=5:7|mov=12|fly=40C|swim=12|ac=2-??1|hd=(11+??2)d8r1|mr=(v(^((??1-4);0);1)*(??1-4)*5)|cl=mu:white-dragon|lv=4+??1|thac0=9-??2|dmg=??1|size=G|attk1=1d6:Claw x 2 or Claw+Kick:0:S|attk2=2d8:Bite:0:P|attk3=2d6:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\\lbrak;Show the radius\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦\\lbrak;\\lbrak;`{selected¦age¦max}*7\\rbrak;\\rbrak;¦\\lbrak;\\lbrak;`{selected¦age¦max}*14\\rbrak;\\rbrak;¦black\\rpar; then up to \\lbrak;\\lbrak;`{selected¦age¦max}\\rbrak;\\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \\lbrak;Stunned\\rbrak;\\lpar;!rounds ~~target area¦`{selected¦token_id}¦\\amp#64;{target¦Select the stunned creature¦token_id}¦Stunned¦\\lbrak;\\amp#91;1+1d4\\amp#93;\\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance @{selected|monstermagicresist}% and immune to cold from birth, ns:=11],[cl:PW,w:White-Dragon-Breath,pd:-1,sp:1],[cl:PW,age:4,w:PW-Ice-Walking,pd:-1,sp:1],[cl:PW,age:7,w:MU-Gust-of-Wind,pd:3,sp:1],[cl:PW,w:MU-Wall-of-Fog,age:9,pd:3,sp:1],[cl:PW,w:PW-Freezing-Fog,age:11,pd:3,sp:1]{{}}%{Race-DB-Creatures|Red-Dragon}{{title=White}}{{Intelligence=Low (5-7)}}{{AC=Varies with age, adult white dragon is AC -1}}{{Move=12, FL 40(C), Sw 12}}{{Hit Dice=Varies with age, adult white dragon is 13 HD}}{{THAC0=Varies with age, adult white dragon is 7}}{{Section1=**Attacks:** Damage bonus varies with age, adult white dragon is +6. 2 x Claws for 1d6 HP each, possibly with 1 or 2 kicks for 1d6 each, bite for 2d8, and tail slap for 2d6 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*White Dragon* and *Evil Dragon Common*, and 7% of hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Breath Weapon=A white dragon\'s breath weapon is a come of frost 70\' long, 5\' wide at the dragon\'s mouth, and 25\' wide at the base. Damage varies by age from 1d6+1 to 12d6+12. Save vs. Breath Weapon to take half damage}}{{Spell Casting=Knows a number of random wizard spells cast at a level from 10 to 16 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Juvenile* dragons can do *ice walking* at will, *Mature Adults* can do *Gust of Wind* x 3 a day, a *Very Old* dragon gains *Wall of Fog* 3 x a day, producing snow or hail instead of rain, and a *Wyrm* dragon gains *Freezing Fog* x 3 per day}}{{desc8=**White Dragons:** White dragons, the smallest and weakest of the evil dragons, are slow witted but efficient hunters. They are impulsive, vicious, and animalistic, tending to consider only the needs and emotions of the moment and having no foresight or regret. Despite their low intelligence, they are as greedy and evil as the other evil dragons.\nThe scales of a hatchling white dragon are a mirror-like glistening ground. As the dragons ages, the sheen disappears, and by the time it reaches the very old stage, scales of pale blue and light gray are mixed in with the white.\nWhite dragons live in chilly or cold regions, preferring lands where the temperature rarely rises above freezing and ice and snow always cover the ground. When temperatures become too warm, the dragons become lethargic. White dragons bask in the frigid winds that whip over the landscape, and they wallow and play in deep snow banks.\nWhite dragons are lackadaisical parents. Although the young remain with the parents from hatchling to juvenile or young adult stage they are not protected. Once a dragon passes from it hatchling stage, it must fend for itself, learning how to hunt and defend itself, learning how to hunt and defend itself by watching the parents.\nWhite dragons\' lairs are usually icy caves and deep subterranean chambers; they select caves that open away from the warming rays of the sun. White dragons store all of their treasure within their lair, and prefer keeping it in caverns coated in ice, which reflect the gems, especially diamonds, because they are pretty to look at.}}{{desc9=**Combat:** Regardless of a target\'s size, a white dragon\'s favorite method of attack is to use its breath weapon and special abilities before closing to melee. This tactic sometimes works to the dragon\'s detriment, as it can exhaust its breath weapon on smaller prey and then be faces with a larger creature it must attack physically. If a white dragon is pursuing creatures in the water, such as polar bears or seal, it will melee them in their element, fighting with its claws and bite.}}'}, + {name:'Wight',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wight}}{{subtitle=Creature}}Specs=[Wight,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=5}}{{Alignment=Lawful Evil}}{{Move=12}}{{Hit Dice=4+3}}{{THAC0=15}}{{Attack=Touch for 1d4, and drain 1 level}}{{Languages=None known}}{{Size=M 4 to 7ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Level Drain=If successfully touch their victim, as well as damage, drain 1 level of experience permanently}}{{Attack Immunity=Only hit by silver or magically enchanted weapons of +1 or better}}{{Spell Immunity=Subject to all attack forms except *sleep, charm* \\amp *hold* spells, and all cold-based attacks}}{{Other Immunities=Immune to paralysation and poison}}{{Infravision=No need for light (dead eyes) so can "sense" normally in absolute darkness}}{{Section6=**Special Disadvantages**}}{{Avoids Bright Light=Cannot tolerate bright light, including sunlight, and avoid it at all costs, but is not damaged by it}}RaceData=[w:Wight, align:LE, cattr:int=8:10|mov=12|ac=5|size=M|hd=4+3r3|thac0=15|attk1=1d4:Touch:0:S|dmgmsg=On successful hit opponents \\lbrak;lose one level\\rbrak;\\lpar;!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦token_id}¦-1\\rpar; of Experience. Remember immune to Sleep Charm Hold \\amp Cold. +1 or better weapons to hit, spattk:Drain 1 level of experience per successful hit, spdef:+1 or better weapons to hit]{{Section9=**Description**}}{{desc=Typically inhabit barrow mounds and catacombs. From a distance, wights can easily be mistaken for any number of humanoid races. Upon closer examination, however, their true nature becomes apparent. As undead creatures, wights are nightmarish reflections of their former selves, with cruel, burning eyes set in mummified flesh over a twisted skeleton with hands that end in sharp claws.}}{{desc1=**Combat:** Wights are fierce and deadly foes in combat. When attacked, they are unharmed by any weapons that are not forged from silver or enchanted in some manner.\nThe wight attacks with its jagged claws and powerful blows, inflicting 1-4 points of damage with each successful strike. In addition to this physical harm, the wight is able to feed on the life essence of its foes. Each blow that the wight lands drains one level from the victim, reducing Hit Dice, class bonuses, spell abilities, and so forth.}}'}, + {name:'Wild-Dog',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wild Dog}}RaceData=[w:Wild Dog, align:N, weaps:none, ac:none, cattr:int=2:4|mov=15|ac=7|hd=1+1r6|thac0=19|size=S|attk1=1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Wild Dog,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=7}}{{Alignment=Neutral}}{{Move=15}}{{Hit Dice=1+1 HD}}{{THAC0=19}}{{Attacks=Bite for 1d4}}{{Size=S}}{{Languages=}}{{Life Expectancy=5 to 7 years, exceptionally up to 12}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Smaller than wolves, the appearance of the wild dog varies from place to place. Most appear very wolf-like, while others seem to combine the looks of a wolf and a jackal. Found almost anywhere, they run in packs, and are led by the dominant male. The pack usually hunts a variety of game, even attacking deer or antelope. Pups are born in the spring. Wild dogs can be tamed if separated from their pack.}}{{desc9=**Combat:** Wild dogs fight as an organized pack. They favor small game, and attack men and human habitations only in times of great hunger. Wild dogs are omnivores which usually thrive on a combination of hunting and foraging.}}'}, + {name:'Wild-Eagle',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wild Eagle}}RaceData=[w:Eagle, align:N, weaps:none, ac:none, spattk:Dive attack at +2 to hit and double dmg. Cannot be surprised, cattr:int=1|mov=1|fly=30|ac=6|hd=1+3r6|thac0=19|size=S|attk1=1d2:Talon1:0:S|attk2=1d2:Talon2:0:S|attk3=1:Beak:0:P|attkmsg=If diving from more than 100ft +2 to hit and inflicts double damage with talons but does not get a beak attack|dmgmsg=Double damage if diving from more than 100ft$$Double damage if diving from more than 100ft$$Cannot attack with beak if diving from height]{{subtitle=Creature}}Specs=[Wild Eagle,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=6}}{{Alignment=Neutral}}{{Move=1, FL 30(C)}}{{Hit Dice=1+3 HD}}{{THAC0=19}}{{Attacks=2 x Talons for 1d2 each, Beak for 1HP. Double damage with talons if diving from more than 100ft, but does not get a beak attack}}{{Size=S}}{{Life Expectancy=20 to 30 years in the wild}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Surprise=Due to eyesight, hearing, and other factors, cannot be surprised}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded).\nEagles mate for life and, since they nest in one spot, it is easy to identify places where eagles are normally present. On occasion, in an area of rich feeding, 1d8+4 eagles are encountered instead of the normal individual or pair.}}{{desc9=**Combat:** An eagle typically attacks from great heights, letting gravity hurtle it toward its prey. If an eagle dives more than 100 feet, its diving speed is double its normal flying speed and the eagle is restricted to attacking with its claws. These high-speed attacks gain a +2 attack bonus and double damage.\nEagles generally hunt rodents, fish, and other small animals. Eagles also feed on the carrion of recently killed creatures as well. Eagles never attack humanoids, though small creatures like brownies have to be wary of a hunting eagle.}}'}, + {name:'Wild-Horse',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Wild Horse, cattr:hd=2r5|thac0=19|attk1=1d3:Bite:0:P]{{}}Specs=[Wild Horse,CreatureRace,0H,Horse]{{}}%{Race-DB-Creatures|Horse}{{name=(Wild)}}{{Attacks=Bite for 1d3}}{{Hit Dice=2HD}}{{THAC0=19}}{{desc8=**Wild Horse:** Wild horses can be captured and trained to serve as mounts or work ponies. Training usually takes twice as long as training a domestic horse. Wild horses are hardy but jittery, and difficult to catch in the wild. They are sometimes hunted for food by human and demihuman tribes.}}{{desc9=**Combat:** Wild horses fight only if cornered. They can only bite once per round. They can be panicked by loud noises, strange smells, fire, or sudden movements 90% of the time.}}'}, + {name:'Wind-Walker',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wind Walker}}RaceData=[w:Wind Walker, align:N, weaps:none, ac:none, cattr:int=11:12|mov=15|fly=30A|ac=7|hd=6+3r3|thac0=13|size=L|attk1=3d6:Wind Force:0:B|attkmsg=Damage is done to everybody who is successfully hit within 10ft diameter of Wind Walker,spattk:Attacks everybody within 10ft diameter every round,spdef:Can only be hit by +3 weapons or other creatures from the Plane of Air. Only *control weather; slow; haste; ice storm* and similar spells have any effect]{{subtitle=Creature}}Specs=[Wind Walker,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12))}}{{AC=7}}{{Alignment=Neutral}}{{Move=15 FL30(A)}}{{Hit Dice=6+3 HD}}{{THAC0=13}}{{Attacks=All within 5ft radius are attacked by Wind Force for 3d6}}{{Size=L}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Immune to all spells other than weather based spells such as *control weather* (save vs. magic or wind walker is killed), *ice storm* (drives away for 1-4 melee rounds), and *slow* (does damage like a *fireball*, but *haste* doubles damage done by the wind walker}}{{Resistance=Only hit by +3 or better weapons, or by creatures from the etherial plane of air}}{{Telepathy=Able to communicate telepathically with other wind walkers, and can detect thoughts of others within 10" to 30"}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=Wind walkers are creatures from the elemental plane of air, and on the material plane prefer to live high in mountains or in great caverns very far below the surface. Their approach is detectable at from 10”-30” as a whistling, howling or roaring depending on the number coming. These monsters are telepathic and can detect thoughts within 10”-30” (as they work in series to boost range).\nThey attack by wind force, each wind walker causing 3-18 points of damage per turn to all creatures within 1” of them who are hit. Being ethereal, wind walkers can be fought only by such creatures as djinn, efreet, invisible stalkers, or aerial servants, or affected by spells such as control weather (unless save is made versus magic, the monster dies), slow (affects monster like a fire ball), and ice storm (drives them away for 1-4 melee rounds). Haste does one-half damage to wind walkers, but it also doubles the amount of damage done by the wind walkers. Magical barriers will stop them, but wind walkers will otherwise pursue for 2-5 melee rounds minimum. They are subject to attack by telepathy. Wind walkers are sometimes forced into servitude by storm giants (for obvious reasons).}}'}, + {name:'Winter-Wolf',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}RaceData=[w:Winter Wolf, align:NE, weaps:none, ac:none, cattr:int=8:10|ac=5|hd=6r3|thac0=15|size=L|attk1=2d4:Bite:0:P|attk2=6d4:Breath Weapon:0:SPB|attkmsg=$$The breath weapon automatically hits every creature within 10ft doing damage - save vs. breath to halve. Can only be used once every 10 rounds - \\lbrak;Set AoE & timer\\rbrak;\\lpar;!rounds ~~target caster¦`{selected¦token_id}¦Attk2-Interval¦9¦-1¦Waiting to get breath back¦stopwatch ~~aoe `{selected¦token_id}¦arc180¦feet¦0¦10¦20¦cold¦true) , spdef:Immune to cold attacks but fire does an extra 1HP per die of damage]{{}}Specs=[Winter Wolf,CreatureRace,0H,Wolf]{{}}%{Race-DB-Creatures|Wolf}{{title=Winter}}{{Intelligence=Average (8 to 10)}}{{AC=5}}{{Alignment=Neutral Evil}}{{Hit Dice=6 HD}}{{THAC0=15}}{{Attacks=Bite for 2d8, Breath once every 10 rounds, 10ft arc, for 6d4 HP, save vs. breath to halve}}{{Size=L}}{{Section3=**Breath Weapon:** Living only in chill regions, they can unleash a stream of frost from their lungs once every 10 rounds, causing 6d4 points of damage to everything within 10 feet. A save vs. breath weapon is allowed for half damage.}}{{Section5=**Immune** to cold based attacks}}{{Section7=**Fire attacks** do 1HP extra per die of damage}}{{desc7=**Winter Wolves:** The most dangerous member of the species, the winter wolf is known for its great size and foul disposition. Living only in chill regions, they can unleash a stream of frost from their lungs once every 10 rounds, causing 6d4 points of damage to everything within 10 feet. A save vs. breath weapon is allowed for half damage. Cold-based attacks to not harm the winter wolf, but fire-based attacks cause an additional point of damage, per die of damage. Winter wolves are more intelligent than their cousins and, in addition to being able to communicate with worgs, have a fairly sophisticated language of their own. \nThe winter wolf is beautiful, with glistening white or silver fur and eyes of pale blue or silver. If in good condition, a pelt is worth 5,000 gold pieces.}}'}, + {name:'Wolf',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wolf}}RaceData=[w:Wolf, align:N, weaps:none, ac:none, cattr:int=2:4|mov=18|ac=7|hd=3r4|thac0=18|size=S|attk1=1+1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Wolf,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Semi (2 to 4)}}{{AC=7}}{{Alignment=Neutral}}{{Move=18}}{{Hit Dice=3 HD}}{{THAC0=18}}{{Attacks=Bite for 1+1d4}}{{Size=S}}{{Life Expectancy=10 to 20 years}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=None}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The wolf is a very active, cunning carnivore, capable of surviving in nearly every climate. Shrouded in mystery and suspicion, they are viewed as vicious killers that slaughter men and animals alike for the lack of better things to do. The truth is that never in recorded history has a non-rabid or non-charmed wolf attacked any creature having an equal or higher intellect than itself.}}{{desc9=**Combat:** Wolves hunt in packs during winter and late fall when only large herbivores are available. Wolves prefer small prey over the larger variety, because of the amount of energy required to run them down. Even then, they catch only the weak and sickly animals. Wolves usually hunt only one large quarry per week, per pack, going without food for days at a time. During summer months, a single wolf can consume over 30 mice in a single day.\nIf a wolf or wolf pack is attacked by humans, they run away, looking back momentarily to make sure they are not being followed. If backed into an inescapable location, they will attack by tearing at clothing or legs and arms until they have an opening to escape.}}'}, + {name:'Wolverine',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wolverine}}RaceData=[w:Wolverine, align:N, weaps:none, ac:none, cattr:int=1|mov=12|ac=5|hd=3r4|thac0=17|size=S|tohit=+4|attk1=1d4:Claw1:0:S|attk2=1d4:Claw2:0:S|attk3=1+1d4:Bite:0:P]{{subtitle=Creature}}Specs=[Wolverine,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Animal (1)}}{{AC=5}}{{Alignment=Neutral}}{{Move=12}}{{Hit Dice=3 HD}}{{THAC0=17}}{{Attacks=2 x Claws for 1d4, Bite for 1+1d4. Ferocious in battle, giving +4 to attacks}}{{Size=S}}{{Life Expectancy=Short}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Section5=*Ferocious in battle* giving the Wolverine +4 to attack when in battle}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc8=The wolverine, also referred to as the glutton, carcajou, or quickhatch, is the largest land-dwelling species of the family Mustelidae. It is a muscular carnivore and a solitary animal.}}'}, + {name:'Wraith',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Wraith}}{{subtitle=Creature}}Specs=[Wraith,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Very (11-12)}}{{AC=4}}{{Alignment=Lawful Evil}}{{Move=12, FL24(B)}}{{Hit Dice=5+3}}{{THAC0=15}}{{Attack=Touch for 1d6, and drain 1 level}}{{Languages=cannot communicate, except through a speak with dead spell. They do not even seem to communicate with each other, except as master to slave for combat strategy. Any attempt to speak to a wraith is met with scorn, unless by a very powerful party}}{{Size=M, 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Level Drain=If successfully touch their victim, as well as damage, drain 1 level of experience permanently}}{{Attack Immunity=Only hit by silver (half damage) or magically enchanted weapons of +1 or better}}{{Spell Immunity=Subject to all attack forms except *sleep, charm, hold* \\amp *death* spells, and all cold-based attacks}}{{Other Immunities=Immune to paralysation and poison}}{{Infravision=No need for light (dead eyes) so can "sense" normally in absolute darkness}}{{Section6=**Special Disadvantages**}}{{Avoids Bright Light=Cannot tolerate bright light, including sunlight, and cannot attack in it, but is not damaged by it}}RaceData=[w:Wraith, align:LE, cattr:int=11:12|mov=12|fly=24(B)|ac=4|size=M|hd=5+3r3|thac0=15|attk1=1d6:Touch:0:S|dmgmsg=On successful hit opponents \\lbrak;lose one level\\rbrak;\\lpar;!magic ~~level-change \\amp#64;{target¦Who\'s the Victim?¦token_id}¦-1\\rpar; of Experience. Remember immune to Sleep Charm Hold Death \\amp Cold. Silver (half-damage) or +1 or better weapons to hit, spattk:Drain 1 level of experience per successful hit, spdef:+1 or better weapons to hit]{{Section9=**Description**}}{{desc=The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy. These horrible creatures are usually seen as black, vaguely man-shaped clouds. They have no true substance, but tend to shape themselves with two upper limbs, a torso, and a head with two glowing red eyes. This shape is a convenience born from the habit of once having a human body.}}{{desc1=**Combat:** The touch of a wraith does damage in two ways. First, the chilling effect of the touch inflicts 1-6 points of damage, even to creatures immune to cold. Second, such a hit drains a level of experience from its victim.\nA wraith slowly regains its full hit points if left alone for at least a week (recovering one point every eight hours). A vial of holy water causes 2-8 points of damage (as acid) upon striking the body of a wraith. A *raise dead* spell will utterly destroy one if a saving throw vs. spell is failed.}}'}, + {name:'Xorn',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Xorn}}RaceData=[w:Xorn, align:N, weaps:none, ac:none, cattr:int=8:10|mov=9|burrow=9|ac=-2|hd=7+7r3|thac0=13|size=M|attk1=1d3:3 x Claw:0:S|attk2=6d4:Bite:1:P|attkmsg=Immune to *fire* and *cold*. Electrical attacks cause half damage if fail save and no damage if succeed. Slash causes half damage. *Phase Door* kills if hit while passing through stone,spattk:Can meld into stone to cause -5 penalty to opponents surprise. Can pass through stone for 1-3 rounds and then surprise attack again,spdef:Immune to *fire* and *cold*. Electrical attacks cause half damage if fail save and no damage if succeed. Slash causes half damage]{{subtitle=Creature}}Specs=[Xorn,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Average (8-10)}}{{AC=-2}}{{Alignment=Neutral}}{{Move=9, burrow=9}}{{Hit Dice=7+7 HD}}{{THAC0=13}}{{Attacks=3 x claws for 1d3 each, 1 bite for 6d4}}{{Size=M, 5ft tall}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Immunity=Immune to all fire and cold based attacks. Electrical attacks cause half damage if the xorn fails its saving throw, and no damage if the saving throw is successful. Edged weapons cause only half damage to xorn, though blunt and piercing weapons do full damage}}{{Resistance=Only hit by +1 or better weapons, or by creatures of a magical nature or with 4+1 HD or more.}}{{Section6=**Special Disadvantages**}}{{*Phase Door*=During any round that it passes through stone, a phase door spell kills it instantly. If fight goes against it, the xorn retreats to the nearest stone surface.}}{{Other spells=A move earth spell flings a xorn back 30 feet, and the creature is stunned for one round. A stone to flesh or rock to mud spell lowers its AC to 8 for one round. During that round the xorn will attack, as it is readjusting its substance back to stone. Lastly, a passwall spell inflicts 1d10+10 points of damage on a xorn.}}{{Section9=**Description**}}{{desc8=The xorn (zorn) are natives to the elemental plane of Earth.\nThe wide body of a xorn is made of a pebbly, stone-like material. It has a large, powerful mouth on top of its head with three long arms, tipped with sharp talons, symmetrically positioned every 120 degrees around it. Between the arms are large, stone-lidded eyes that see in all directions. At its base are three thick, short legs, each directly beneath an eye. The whole body is designed for burrowing, mouth first.\nIt is only on the Prime Material plane if forcibly summoned or if it was the victim of an interplanar accident. On their native plane, xorn are as peaceful as Prime Material plane herbivores. While xorn are intelligent, their society is limited to small clans of mineral gatherers. These clans wander from place to place, leaving behind open pockets where they have eaten out a vein of mineral. On the Prime Material plane they always seek wide regions of stone underground. What humans would consider treasures, xorn consider food. They keep their store of food in a nearby air pockets.}}{{desc9=**Combat:** Xorn do not attack flesh creatures except to defend themselves or their property, since they can not digest flesh. Xorn have no excessive love or hate for creatures of the Prime Material plane. The sole exception to this is anyone carrying a significant amount of precious metals or minerals, which it can smell up to 20 feet away. The normally peaceful xorn can become quite aggressive when after food, especially on the Prime Material plane, where such sustenance is harder to find than it is on its native plane. Xorn expect to be given a reasonable portion in exchange for peaceful passage, or else they attack (90% chance) to get food.\nIn combat, xorn have two different methods of fighting. Against a single opponent, they bend the two legs nearest the opponent deeply, angling their bodies toward the enemy. In this way all four attacks can be brought to bear. Against several opponents, they attack with arms in all directions, each striking at a different target. One of the targets suffers a second attack, as the xorn angles its body down to bite.}}'}, + {name:'Zombie',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Zombie}}{{subtitle=Creature}}Specs=[Zombie,CreatureRace,0H,Creature]{{Section=**Attributes**}}{{Intelligence=Non (0)}}{{AC=8}}{{Alignment=Neutral}}{{Move=6}}{{Hit Dice=2}}{{THAC0=19}}{{Attack=1d8 swipe}}{{Languages=Zombies cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task}}{{Size=M 6ft tall}}{{Life Expectancy=Already dead!}}{{Section2=**Powers**}}{{Section3=None}}{{Section4=**Special Advantages**}}{{Spell Immunity=Immune to all *sleep, charm,* and *hold* spells, *death* magic and poisons, and all forms of cold-based attacks}}{{Infravision=No need for light (dead eyes) so can see normally in absolute darkness}}{{Section6=**Special Disadvantages}}{{Holy Water=Inflicts 2d4 HP damage to a zombie}}RaceData=[w:Zombie, align:N, cattr:int=0|mov=6|ac=8|size=M|hd=2r4|thac0=19|attk1=1d8:Claw:10:S|attkmsg=Remember immune to *Sleep / Charm / hold* and *death* spells and all cold attacks]{{Section9=**Description**}}{{desc8=Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or priests. The condition of the corpse is not changed by the animating spell. If the body was missing a limb, the zombie created from it would be missing the same limb. Since it is difficult to get fresh bodies, most zombies are in sorry shape, usually missing hair and flesh, and sometimes even bones. This affects their movement, making it jerky and uneven. Usually zombies wear the clothing they died (or were buried) in. The rotting stench from a zombie might be noticeable up to 100 feet away, depending upon the condition of the body.}}{{desc9=**Combat:** Zombies move very slowly, always striking last in a combat round. They are given only simple, single-phrase commands. They always fight until called off or destroyed, and nothing short of a priest can turn them back. They move in a straight line toward their opponents, with arms out-stretched, seeking to claw or pummel their victims to death.}}'}, + {name:'Zombie-Ju-Ju',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Ju-Ju-Zombie}{{}}RaceData=[w:Ju-Ju-Zombie]{{}}Specs=[Ju-Ju-Zombie,CreatureRace,0H,Ju-Ju-Zombie]{{}}'}, + {name:'Zombie-Monster',type:'CreatureRace',ct:'0',charge:'uncharged',cost:'0',body:'%{Race-DB-Creatures|Monster-Zombie}{{}}RaceData=[w:Monster Zombie]{{}}Specs=[Monster Zombie,CreatureRace,0H,Monster-Zombie]{{}}'}, + ]}, + Race_DB_Containers: {bio:'
Lock & Trap Macros
v1.03 27/08/2023

A database of different types of containers, with their default closed & open images, that the Drag & Drop Container system can use to create locked and/or trapped containers.', + gmnotes:'
Change Log:
v1.01 31/08/2023 Initial debugged and tested version
v1.00 26/07/2023 Initial test database', + root:'Race-DB', + api:'cmd', + type:'race', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163011032/uPPtg9ocnclxlEHpzggomw/max.png?1599509579', + version:1.01, + db:[{name:'Backpack',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Large Sack}}{{subtitle=Container}}Specs=[Backpack,Container,0H,Container]{{Size=3ft x 2ft x 1ft, capacity 50lbs}}{{Slots=This backpack has stackable 15 slots}}RaceData=[w:Backpack, slots:15, lock:No-Lock, trap:No-Trap, cattr:ac=8|hp=15, cimg:https://s3.amazonaws.com/files.d20.io/images/10119/thumb.png?1336705218, oimg:https://s3.amazonaws.com/files.d20.io/images/10119/thumb.png?1336705218]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored in the backpack by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Creatures, NPCs or creatures *storing* items in it}}{{desc=This is an ordinary backpack, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'}, + {name:'Dead-Body',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Dead Body}}{{subtitle=Container}}Specs=[Dead Body,Container,0H,Container]{{Size=6ft x 2ft x 2ft, capacity 50lbs}}{{Slots=This dead body has stackable 18 slots}}RaceData=[w:Dead Body, slots:18, lock:Undead-Body, trap:Summon-Undead, cattr:ac=8|hp=0, cimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, oimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, ]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour. By default, the "Wake the Dead" trap is pre-set}}{{Use=Items can be stored on the dead body by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, and (if they really want) by Characters, NPCs or creatures *storing* items on it.}}{{desc=This is a dead body of some character or creature, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents, but be careful - perhaps you will wake the dead! Resetting it closes it again and resets the locks and traps.}}'}, + {name:'Desk',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Desk}}{{subtitle=Container}}Specs=[Desk,Container,0H,Container]{{Size=8ft x 3ft x 2ft 6ins, capacity 100lbs}}{{Slots=This desk has 50 stackable slots, often in locked drawers or secret panels}}RaceData=[w:Desk, slots:50, lock:Key-Lock, trap:No-Trap, cattr:ac=7|hp=50, cimg:https://s3.amazonaws.com/files.d20.io/images/356731430/w_5X7X2GPI9_H6IY2hQDSw/thumb.png?1693321943|140|70, oimg:https://s3.amazonaws.com/files.d20.io/images/356731430/w_5X7X2GPI9_H6IY2hQDSw/thumb.png?1693321943|140|70]{{GM Info=Comes by default with a key lock, but could also be trapped (e.g. on opening a particular drawer). Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.\nItems can be added to the container by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters *storing* items.\nLocks and traps can be reset by using the **!cmd --reset-chest** command or the GM\'s [Reset-Chest] button}}{{Use=Items can be stored in the desk drawers by Characters, NPCs or creatures *storing* items on it}}{{desc=This is an ordinary table, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Using the container\'s [Close] action button (which available to all players) will close it but not reset any traps.}}'}, + {name:'Large-Chest',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Large Chest}}{{subtitle=Container}}Specs=[Large Chest,Container,0H,Container]{{Size=3ft x 2ft x 2ft, capacity 100lbs}}{{Slots=This chest has stackable 18 slots}}RaceData=[w:Large Chest, slots:18, lock:No-Lock, trap:No-Trap, cattr:ac=4|hp=20, cimg:https://s3.amazonaws.com/files.d20.io/images/163011054/LD6xZDT2SlYSow0Q5QHb3g/thumb.png?1599509586|105|75, oimg:https://s3.amazonaws.com/files.d20.io/images/2839308/_RR8niUb3sTQgLSoxDhM4g/thumb.png?1390447785|105|105]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour. Items can be stored in it by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command}}{{desc=This is an ordinary chest, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'}, + {name:'Large-Sack',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Large Sack}}{{subtitle=Container}}Specs=[Large Sack,Container,0H,Container]{{Size=2ft x 2ft x 1ft, capacity 30lbs}}{{Slots=This sack has stackable 8 slots}}RaceData=[w:Large Sack, slots:8, lock:No-Lock, trap:No-Trap, cattr:ac=10|hp=5, cimg:https://s3.amazonaws.com/files.d20.io/images/354869406/YeYWOS4dDPCHFAWJD2W6zg/thumb.png?1692171906, oimg:https://s3.amazonaws.com/files.d20.io/images/354869956/wAY-o8Sb05NBODEKtrabcA/thumb.png?1692172865]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored in the sack by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items}}{{desc=This is an ordinary large sack, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'}, + {name:'Sleeping-Creature',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Sleeping Creature}}{{subtitle=Container}}Specs=[Sleeping Creature,Container,0H,Container]{{Size=6ft x 2ft x 2ft, capacity 50lbs}}{{Slots=This sleeping creature has stackable 18 slots}}RaceData=[w:Sleeping Creature, slots:18, lock:Sleeping-Creature, trap:Summon-Creature, cattr:ac=8|hp=8, cimg:https://s3.amazonaws.com/files.d20.io/images/354321408/WrQdeijg_-b16UMJ6RtMIg/max.png?1691840393|135|70, oimg:https://s3.amazonaws.com/files.d20.io/images/354321408/WrQdeijg_-b16UMJ6RtMIg/max.png?1691840393|135|70, ]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour. The "Wake the Sleeper" trap is pre-configured}}{{Use=Items can be stored in it by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items on the sleeping creature (if they really want to!)}}{{desc=This is a sleeping creature or character of some type, which can be configured to have locks and traps, and an image that represents the correct creature. When searched, after locks and traps have been overcome, it will open and list its contents, but be careful - perhaps you will wake it up! Resetting it puts it back to sleep and resets the locks and traps.}}'}, + {name:'Small-Chest',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Small Chest}}{{subtitle=Container}}Specs=[Small Chest,Container,0H,Container]{{Size=2ft x 1ft x 1ft, capacity 40lbs}}{{Slots=This chest has stackable 10 slots}}RaceData=[w:Small Chest, slots:10, lock:No-Lock, trap:No-Trap, cattr:ac=4|hp=20, cimg:https://s3.amazonaws.com/files.d20.io/images/163011032/uPPtg9ocnclxlEHpzggomw/thumb.png?1599509579|55|45, oimg:https://s3.amazonaws.com/files.d20.io/images/2839308/_RR8niUb3sTQgLSoxDhM4g/thumb.png?1390447785]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour}}{{Use=Items can be stored in the chest by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items in it}}{{desc=This is an ordinary chest, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'}, + {name:'Small-Sack',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Small Sack}}{{subtitle=Container}}Specs=[Small Sack,Container,0H,Container]{{Size=1ft x 1ft x 8", capacity 15lbs}}{{Slots=This sack has stackable 5 slots}}RaceData=[w:Small Sack, slots:5, lock:No-Lock, trap:No-Trap, cattr:ac=10|hp=3, cimg:https://s3.amazonaws.com/files.d20.io/images/354869406/YeYWOS4dDPCHFAWJD2W6zg/thumb.png?1692171906|50, oimg:https://s3.amazonaws.com/files.d20.io/images/354869956/wAY-o8Sb05NBODEKtrabcA/thumb.png?1692172865|50]{{GM Info=Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.}}{{Use=Items can be stored in the sack by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters, NPCs or creatures *storing* items in it}}{{desc=This is an ordinary small sack, which can be configured to have locks and traps. When searched, after locks and traps have been overcome, it will open and list its contents. Resetting it closes it again and resets the locks and traps.}}'}, + {name:'Spellbook',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Spellbook}}{{subtitle=Container}}Specs=[Spellbook,Container,0H,Container]{{Size=A large book size}}{{Slots=This spellbook only has 1 slot, which holds the lootable book itself}}RaceData=[w:Spellbook, slots:1, lock:No-Lock, trap:No-Trap, cattr:ac=8|hp=10, cimg:https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/thumb.png?1599726214, oimg:https://s3.amazonaws.com/files.d20.io/images/172770377/8mwvwLN9seLq_vtotNAAyg/thumb.png?1603532308, ns:1],[cl:MI,w:Spellbook]{{GM Info=The GM can change its images, locks and traps, and set variables to alter its behaviour by selecting the token and using the [Token Setup] GM button or using the **!cmd --token-img command**.}}{{Use=By default, only one item can be stored in this container, which generally would be a Spellbook item. A Character can\'t pick up the container, but can loot the Spellbook contained in it. Resetting the spell book container closes it again and resets the locks and traps.}}{{desc=This spellbook can have locks and traps placed on it, or left unlocked and/or untrapped. Generally, it only holds a lootable spell book, the spell book that the container represents. Once the spell book is looted, the GM should delete the container.}}'}, + {name:'Table',type:'Container',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Table}}{{subtitle=Container}}Specs=[Table,Container,0H,Container]{{Size=6ft x 2ft x 2ft 6ins, capacity 100lbs}}{{Slots=This table has 40 stackable slots, but generally has no lock}}RaceData=[w:Table, slots:40, lock:No-Lock, trap:No-Trap, cattr:ac=7|hp=40, cimg:https://s3.amazonaws.com/files.d20.io/images/356731433/O7FScnFkVDcsWGFbttNcmQ/thumb.png?1693321948|140|70, oimg:https://s3.amazonaws.com/files.d20.io/images/356731433/O7FScnFkVDcsWGFbttNcmQ/thumb.png?1693321948|140|70]{{GM Info=Generally, a table does not have any form of lock, but could be trapped (e.g. if the weight on the table changes, the trap might go off). Use the GM\'s [Token Setup] button, or the **!cmd --token-img** command to change the token\'s images, locks \\amp traps, and set variables to vary behaviour.\nItems can be added to the container by using the GM\'s [Add Items] button, or the **!magic --gm-edit-mi** command, or by Characters *storing* items.\nLocks and traps can be reset by using the **!cmd --reset-chest** command or the GM\'s [Reset-Chest] button}}{{Use=Items can be stored on the table by Characters, NPCs or creatures *storing* items on it}}{{desc=This is an ordinary table, which can be configured to have traps (though less often to have a lock). When searched, after locks and traps have been overcome, it will open and list its contents. Using the container\'s [Close] action button (which available to all players) will close it but not reset any traps.}}'}, + ]}, + Locks_Traps_DB: {bio:'
Lock & Trap Macros
v1.10 07/06/2024

A database of Lock & Trap Macros that can be added to a character sheet by the Drag & Drop Container system, to support objects & creatures that are part of locked and/or trapped containers.', + gmnotes:'
Change Log:

v1.10 07/06/2024 Fixed missing "no trap > open or find traps" macro
v1.09 22/12/2023 Fixed error in definition of "No-Lock" macro which caused containers with no lock not to function
v1.08 31/10/2023 Changed way GM-Roll- functions
v1.07 22/10/2023 Added narrative traps (i.e. just display text) and fixed No-Lock when GM-Roll is enabled
v1.06 16/09/2023 Added Secret Panel Lock
v1.05 11/09/2023 Fixed errors in Sleeping Creatures and Undead Bodies
v1.04 08/09/2023 Fixed errors in Return-Trap-2 & -3 when using Find Traps
v1.03 27/08/2023 Version with non-Drag & Drop Find Traps macros
v1.02 13/08/2023 Initial debugged and tested version
v1.00 26/07/2023 Initial test database', + root:'Locks-Traps-DB', + api:'cmd', + type:'race', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/112588/6pVS-gPrBoMA7mrDgfTCIA/max.png?1342983659', + version:1.10, + db:[{name:'Change-Other-Img1',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=^^chest^^\'s Trap is Sprung!}}Specs=[Change-Other-Img1,Ability,0H,Change-Other-1]{{desc=Oh no! @{^^chest^^|charName} now looks like a @{^^chest^^|trap-var1}... Have they turned into this creature? Will they attack us?}}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|thief} --set imgsrc|@{^^chest^^|trap-img1} width|@{^^chest^^|trap-img1-size} height|@{^^chest^^|trap-img1-size|max}'}, + {name:'Change-Other-Img2',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=^^chest^^\'s Trap is Sprung!}}Specs=[Change-Other-Img2,Ability,0H,Change-Other-2]{{desc=Oh no! @{^^chest^^|charName} now looks like a @{^^chest^^|trap-var2}... Have they turned into this creature? Will they attack us?}}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|thief} --set imgsrc|@{^^chest^^|trap-img2} width|@{^^chest^^|trap-img2-size} height|@{^^chest^^|trap-img2-size|max}'}, + {name:'Change-Other-Img3',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=^^chest^^\'s Trap is Sprung!}}Specs=[Change-Other-Img3,Ability,0H,Change-Other-3]{{desc=Oh no! @{^^chest^^|charName} now looks like a @{^^chest^^|trap-var3}... Have they turned into this creature? Will they attack us?}}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|thief} --set imgsrc|@{^^chest^^|trap-img3} width|@{^^chest^^|trap-img3-size} height|@{^^chest^^|trap-img3-size|max}'}, + {name:'Change-Other-Img4',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=^^chest^^\'s Trap is Sprung!}}Specs=[Change-Other-Img4,Ability,0H,Change-Other-4]{{desc=Oh no! @{^^chest^^|charName} now looks like a @{^^chest^^|trap-var4}... Have they turned into this creature? Will they attack us?}}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|thief} --set imgsrc|@{^^chest^^|trap-img4} width|@{^^chest^^|trap-img4-size} height|@{^^chest^^|trap-img4-size|max}'}, + {name:'Change-Other-Img5',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=^^chest^^\'s Trap is Sprung!}}Specs=[Change-Other-Img5,Ability,0H,Change-Other-5]{{desc=Oh no! @{^^chest^^|charName} now looks like a @{^^chest^^|trap-var5}... Have they turned into this creature? Will they attack us?}}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|thief} --set imgsrc|@{^^chest^^|trap-img5} width|@{^^chest^^|trap-img5-size} height|@{^^chest^^|trap-img5-size|max}'}, + {name:'Change-Other-Img6',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=^^chest^^\'s Trap is Sprung!}}Specs=[Change-Other-Img6,Ability,0H,Change-Other-6]{{desc=Oh no! @{^^chest^^|charName} now looks like a @{^^chest^^|trap-var6}... Have they turned into this creature? Will they attack us?}}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|thief} --set imgsrc|@{^^chest^^|trap-img6} width|@{^^chest^^|trap-img6-size} height|@{^^chest^^|trap-img6-size|max}'}, + {name:'Change-Other-Img7',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=^^chest^^\'s Trap is Sprung!}}Specs=[Change-Other-Img7,Ability,0H,Change-Other-7]{{desc=Oh no! @{^^chest^^|charName} now looks like a @{^^chest^^|trap-var7}... Have they turned into this creature? Will they attack us?}}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|thief} --set imgsrc|@{^^chest^^|trap-img7} width|@{^^chest^^|trap-img7-size} height|@{^^chest^^|trap-img7-size|max}'}, + {name:'Change-Other-Img8',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=^^chest^^\'s Trap is Sprung!}}Specs=[Change-Other-Img8,Ability,0H,Change-Other-8]{{desc=Oh no! @{^^chest^^|charName} now looks like a @{^^chest^^|trap-var8}... Have they turned into this creature? Will they attack us?}}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|thief} --set imgsrc|@{^^chest^^|trap-img8} width|@{^^chest^^|trap-img8-size} height|@{^^chest^^|trap-img8-size|max}'}, + {name:'Change-Other-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{title=^^chest^^\'s Trap is Triggered}}Specs=[Change-Other-Trap,Trap|Ability,0H,Triggered]{{desc=Tinkering with the ^^chest^^ without disarming the trap has triggered it, and a strange feeling comes over the opener}}AbilityData=[w:Change Other Trap, magical:1, tvar1:Rat%%Creature 1, tvar2:Worg%%Creature 2, tvar3:Polar Bear%%Creature 3, tvar4:Brown Bear%%Creature 4, tvar5:Ogre%%Creature 5, tvar6:Kobold%%Creature 6, tvar7:Maid%%Creature 7, tvar8:Dwarf%%Creature 8, timg1:https://s3.amazonaws.com/files.d20.io/images/356734891/qBArgQOQvHw9DUHnW6MkUA/thumb.png?1693323968|70|140%%Creature 2, timg2:https://s3.amazonaws.com/files.d20.io/images/356734884/bT0xGwjHen15L9_TixNpUQ/thumb.png?1693323965|40|50%%Creature 1, timg3:https://s3.amazonaws.com/files.d20.io/images/356734880/lJqJiGepDs1SOteQw-TSUA/thumb.png?1693323961|140|140%%Creature 3, timg4:https://s3.amazonaws.com/files.d20.io/images/356734868/eDanYUphC2xDSmltnuMNrw/thumb.png?1693323956|95|95%%Creature 5, timg5:https://s3.amazonaws.com/files.d20.io/images/356734839/6-3qH_lH4j_HMB79eGSkLQ/thumb.png?1693323942|70|140%%Creature 4, timg6:https://s3.amazonaws.com/files.d20.io/images/356734859/LZt6h_I91HMoK3CxvSmG0g/thumb.png?1693323952|70|90%%Creature 6, timg7:https://s3.amazonaws.com/files.d20.io/images/356734848/fxd02vBrCbQ7b8S9YwFOrg/thumb.png?1693323947%%Creature 8, timg8:https://s3.amazonaws.com/files.d20.io/images/356734833/pG8Z7E-CRtxYGsxg0V44Pg/thumb.png?1693323938%%Creature 7, ns:16],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Found-Magical-Trap],[cl:AB,w:Remove-Magical-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Change-Other-Img1],[cl:AB,w:Change-Other-Img2],[cl:AB,w:Change-Other-Img3],[cl:AB,w:Change-Other-Img4],[cl:AB,w:Change-Other-Img5],[cl:AB,w:Change-Other-Img6],[cl:AB,w:Change-Other-Img7],[cl:AB,w:Change-Other-Img8],[cl:AB,w:Reset-Trap],[cl:AB,w:Close-Container,action:1]{{GM Desc=This trap sets off a form of the *Change Self* spell that changes the appearance of the character or creature opening the container into one of eight alternatives. As per the *Change Self* spell, only the target\'s appearance changes - their capabilities, attacks, spell casting etc remains the same. The GM can deem when the form changes back - to do so just drag the character\'s token back onto the map (assuming their default token is set to the right image!).\nTo specify the eight possible alternate appearances and their descriptions, select the container token and use the GM\'s [Token Setup] button, or use the **!cmd --abilities** command}}\n!magic --display-ability gm|@{^^chest^^|thief}|MU-Spells-DB|Change-Self --display-ability p|@{^^chest^^|chest}|^^chestid^^|Change-Other-[[1d8]]'}, + {name:'Close-Container',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Close-Container,Ability,0H,Close]{{}}AbilityData=[w:Close,action:1]{{}}\n!magic --message @{^^chest^^|chest}|^^chest^^|The ^^chest^^ has been closed\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|chest} --set imgsrc|@{^^chest^^|closed-img} width|@{^^chest^^|closed-img-size} height|@{^^chest^^|closed-img-size|max}'}, + {name:'Combination-Lock',type:'lock|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ is Locked}}Specs=[Combination-Locked-Chest,Lock|Ability,0H,Trap-0]{{desc=Do you know the combination? [1st digit](!magic --display-ability w|^^tid^^|^^chestid^^|First-digit-\\amp#91;[ { {\\amp#91;[ \\amp#40;abs\\amp#40;\\amp#63;{What is the first digit?|1|2|3|4|5|6|7|8|9|0}-\\amp#64;{^^chest^^|lock-var1}\\amp#41;\\amp#41; ]\\amp#93;}, {1} }kl1 ]\\amp#93;). If not are you going to try \\amp [Pick the Lock](~^^chest^^|Open-Locks)? If neither, then I suppose you can try [Brute Strength](~^^chest^^|Smashed-Lock-Check)?}}AbilityData=[w:Combination Lock, lvar1:1%%Number 1, lvar2:2%%Number 2, lvar3:3%%Number 3, ns:25],[cl:AB,w:First-digit-right],[cl:AB,w:Second-digit-right],[cl:AB,w:Third-digit-right],[cl:AB,w:First-digit-wrong],[cl:AB,w:Second-digit-wrong],[cl:AB,w:Third-digit-wrong],[cl:AB,w:Trap-is-Armed],[cl:AB,w:Trap-is-Disarmed],[cl:AB,w:Smashed-Trap-is-Armed],[cl:AB,w:Smashed-Trap-is-Disarmed],[cl:AB,w:Container-is-Armed],[cl:AB,w:Container-is-Disarmed],[cl:AB,w:Pick-a-Lock],[cl:AB,w:Lock-Smash],[cl:AB,w:Unlocked-Lock],[cl:AB,w:Not-Smashed],[cl:AB,w:Find-Traps],[cl:AB,w:Return-Trap-2],[cl:AB,w:Find-Trap-Roll],[cl:AB,w:No-Traps-Found],[cl:AB,w:Open+List],[cl:AB,w:Opened-Lock],[cl:AB,w:Reset-trap]{{GM desc=The combination lock requires the searcher to enter the correct three digits in order to open the trap without setting off any trap. It does offer alternatives of picking the lock or trying to smash it using brute strength.\nIf the wrong combination is entered, the lock pick is failed, or a critical fail is rolled for smashing the lock, any configured trap is triggered.\nThe GM can set the combination and the critical failure percentage by selecting the container token and using the [Token Setup] GM button, or the command **!cmd --abilities**. The three digits must be single numbers 0-9. The percentage for the critical fail must be a number 1 to 99 (not 0)}}\n!setattr --silent --charid ^^chestid^^ --playerid|^^pid^^ --tdex|@{^^cname^^|dexterity} --thief|^^tid^^ --chest|^^targettid^^ --bruteStr|@{^^cname^^|bendbar} --tstr|@{^^cname^^|strength} --openLock|@{^^cname^^|olt} --remTrap|@{^^cname^^|rtt} --tint|@{^^cname^^|intelligence} --charName|@{^^cname^^|character_name} --casting-level|6 --casting-name|^^chest^^\n!token-mod --api-as ^^pid^^ --ignore-selected --ids ^^targettid^^ --set imgsrc|@{^^chest^^|closed-img} width|@{^^chest^^|closed-img-size} height|@{^^chest^^|closed-img-size|max}'}, + {name:'Combination-Wrong-No-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ Still Locked}}Specs=[Combination-wrong,Trap|Ability,0H,Triggered]{{desc=The ^^chest^^ did not open. Perhaps that was the wrong combination. Do you want to try [another combination](!magic --display-ability w|@{^^chest^^|thief}|^^chestid^^|Trap-0)? }}AbilityData=[w:Combination Wrong no trap, ns:4],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:No-Trap-Noticed],[cl:AB,w:Reset-trap],[cl:AB,w:Close-Container,action:1]{{GM desc=This is a specific "No-Trap" version for a Combination Lock - it allows for the searcher just trying another combination, picking the lock, or trying to smash it.}}'}, + {name:'Container-is-Armed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Container-is-Armed,Ability,0H,Container-Armed]{{}}\n!magic @{^^chest^^|playerid} --display-ability w|@{^^chest^^|thief}|^^chestid^^|@{^^chest^^|gm-rolls}Unlocked'}, + {name:'Container-is-Disarmed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Container-is-Disarmed,Ability,0H,Container-Disarmed]{{}}\n!silent --display-ability c|@{^^chest^^|thief}|^^chestid^^|Opens-List\n!magic @{^^chest^^|playerid} --message @{^^chest^^|thief}|^^chest^^|^^chest^^ remains closed'}, + {name:'Destroyed-Container',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=Remains of ^^chest^^}}Specs=[Destroyed-Container,Ability,0H,Trap-4]{{desc=This looks like a pile of ashes, but there are the remains of metal clips, a few pieces of charred wood, melted precious metals, cracked gems, perhaps they\'ll be worth something?}}'}, + {name:'Destroyed-the-Spellbook',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ is Destroyed}}Specs=[Destroyed-the-Spellbook,Ability,0H,Trap-4]{{desc=This looks like a pile of ashes, but there are the remains of bindings, metal clips, a few scraps that might indicate that it was once something fine and useful}}'}, + {name:'Destroying-Spell-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{title=^^chest^^\'s Trap is Triggered}}Specs=[Wizard-Spell-Trap,Trap|Ability,0H,Triggered]{{desc=Opening the ^^chest^^ without disarming the trap has triggered it, and a *@{^^chest^^|trap-var1}* fills the area, destroying everything!}}AbilityData=[w:Wizard Spell Trap, magical:1, tvar1:Fireball%%Wizard Spell, tvar2:10%%Casting Level, tvar3:circle%%AoE Shape, tvar4:20%%AoE Length, tvar5:20%%AoE Width, tvar6:fire%%AoE type, timg1:https://s3.amazonaws.com/files.d20.io/images/352516714/HRFQhoYxvVQUaOPUT4OHhg/thumb.png?1690664336|70|35%%Pile of Ash, ns:9],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Found-Magical-Trap],[cl:AB,w:Remove-Magical-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Destroyed-Container],[cl:AB,w:Reset-Trap],[cl:AB,w:Close-Container,action:1]{{GM desc=This trap sets off any wizard spell the GM desires when triggered, and can display an area of effect with an appropriate area of effect image (for a list \\amp description of the area of effect function and available images, see the "Area of Effect" command documentation in the RoundMaster Help handout).\nTo specify the spell that is cast, the area of effect of that spell, and trap image 1 to be a pile of ash, select the container token and use the GM\'s [Token Setup] button, or use the **!cmd --abilities** command.}}\n!rounds --aoe @{^^chest^^|chest}|@{^^chest^^|trap-var3}|feet|0|@{^^chest^^|trap-var4}|@{^^chest^^|trap-var5}|@{^^chest^^|trap-var6}|true\n!setattr --silent --charid ^^chestid^^ --trap-version|4 --casting-level|@{^^chest^^|trap-var2} --casting-name|^^chest^^\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|chest} --set imgsrc|@{^^chest^^|trap-img1} width|@{^^chest^^|trap-img1-size} height|@{^^chest^^|trap-img1-size|max}\n!magic --display-ability gm|@{^^chest^^|chest}|MU-Spells-DB|@{^^chest^^|trap-var1}'}, + {name:'Detect-Runes',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ is Trapped}}Specs=[Detect-Runes,Ability,0H,Detected-Runes]{{desc=You have successfully detected that this Spell Book is protected by an *Explosive Runes **Glyph of Warding***. You will require a *Dispel Magic* in order to be able to see its contents. Once you have cast a *Dispel Magic*, click [Here](!magic --display-ability w|@{^^chest^^|thief}|^^chestid^^|Opens-List) to open ^^chest^^.}}'}, + {name:'Explosive-Runes-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=^^chest^^}}Specs=[Explosive-Runes-Trap,Trap|Ability,0H,Triggered]{{desc=You might have triggered a trap! The reader must roll [Percentile dice](!\\amp#13;\\amp#47;r 1d100 percentile roll vs trap) and get **low** - check with the DM if you succeed.\n[Successful](!magic --display-ability w|@{^^chest^^|thief}|^^chestid^^|Detected-Runes) [Unsuccessful](!magic --display-ability public|@{^^chest^^|thief}|^^chestid^^|Take-Damage)}}AbilityData=[w:Explosive Runes Trap, magical:1, tvar1:6d4+6%%Damage Roll, timg1:https://s3.amazonaws.com/files.d20.io/images/352516714/HRFQhoYxvVQUaOPUT4OHhg/thumb.png?1690664336|70|35%%Pile of Ash, ns:7],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Detect-Runes],[cl:AB,w:Runes-Trap-Noticed],[cl:AB,w:Taken-Damage],[cl:AB,w:Destroyed-the-Spellbook],[cl:AB,w:Reset-Trap],[cl:AB,w:Close-Container,action:1]{{GM desc=The Explosive Runes trap simulates an *Explosive Rune **Glyph of Warding*** being written on the container - often a spell book. The trap does not trigger immediately - there is a chance that the searcher will notice the glyph before it goes off and stop themselves reading it. \nThe GM can set trap image 1 of the pile of ash by selecting the container token and using the [Token Setup] GM button, or the command **!cmd --abilities**.}}\n!magic --message gm|@{^^chest^^|chest}|^^chest^^|\\amp{template:'+fields.messageTemplate+'}{{name=GM info for ^^chest^^}}{{desc=Detecting an *Explosive Runes Glyph of Warding* is difficult: 5% per level of MU experience of the reader (Thieves get 5%) = [[(5*[[0+@{selected|level-class2}]])+([[{{[[0+@{selected|level-class4}]]},{1}}kl1]])]]% in this case.}}\n!setattr --silent --charid ^^chestid^^ --casting-name|^^chest^^ --casting-level|6'}, + {name:'FailedPP-Msg',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^}}Specs=[FailedPP-Msg,Ability,0H,FailedPP]{{desc=Whatever it really is, it still seems to be ^^chest^^}}{{desc1=Do you want to try and [Pick Pockets again](~^^chest^^|Open-Locks)?}}'}, + {name:'Find-Creature-Roll',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Search ^^chest^^ for Traps}}Specs=[Find-Creature-Roll,Ability,0H,Unlocked-Find-Trap]{{Target=[[{ {@{^^chest^^|remTrap} },{5} }kh1]]%}}{{Roll=[[?{Roll to Find Traps|1d100}]]%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Creature-Noticed}}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Open-or-Find-Traps}}{{desc=You have attempted to *Find Traps*. Your success has been determined against your Find/Remove Traps percentage.}}{{desc1=You can attempt to *Find Traps* as many times as you have experience levels as a *Thief*}}'}, + {name:'Find-Trap-Roll',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Search ^^chest^^ for Traps}}Specs=[Find-Trap-Roll,Ability,0H,Unlocked-Find-Trap]{{Target=[[{ {@{^^chest^^|remTrap} },{5} }kh1]]%}}{{Roll=[[?{Roll to Find Traps|1d100}]]%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Trap-Noticed}}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Open-or-Find-Traps}}{{desc=You have attempted to *Find Traps*. Your success has been determined against your Find/Remove Traps percentage.}}{{desc1=You can attempt to *Find Traps* as many times as you have experience levels as a *Thief*}}'}, + {name:'Find-Traps',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^}}Specs=[Find-Traps,Ability,0H,Unlocked]{{desc=If you want, roll against your Find Traps chance (i.e. less than or equal to [[{ {@{^^chest^^|remTrap} },{5} }kh1]]) to see if you notice anything suspicious: [Find Traps](~^^chest^^|@{^^chest^^|gm-rolls}Unlocked-Find-Trap), or perhaps allow someone more qualified to try?}}'}, + {name:'First-digit-right',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^\nSecond Digit}}Specs=[First-digit-right,Ability,0H,First-digit-0]{{desc=Do you know the combination? [2nd digit](!magic --display-ability w|@{^^chest^^|thief}|^^chestid^^|Second-digit-\\amp#91;[ { {\\amp#91;[ \\amp#40;abs\\amp#40;\\amp#63;{What is the second digit?|1|2|3|4|5|6|7|8|9|0}-@{^^chest^^|lock-var2}\\amp#41;\\amp#41; ]\\amp#93;}, {1} }kl1 ]\\amp#93;). If not are you going to try \\amp [Pick the Lock](~^^chest^^|Open-Locks)? If neither, then I suppose you can try [Brute Strength](~^^chest^^|Smashed-Lock-Check)?}}'}, + {name:'First-digit-wrong',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^\nSecond Digit}}Specs=[First-digit-wrong,Ability,0H,First-digit-1]{{desc=Do you know the combination? [2nd digit](!magic --display-ability w|@{^^chest^^|thief}|^^chestid^^|Second-digit-\\amp#91;[ { {\\amp#91;[ \\amp#40;abs\\amp#40;\\amp#63;{What is the second digit?|1|2|3|4|5|6|7|8|9|0}+1\\amp#41;\\amp#41; ]\\amp#93;}, {1} }kl1 ]\\amp#93;). If not are you going to try \\amp [Pick the Lock](~^^chest^^|Open-Locks)? If neither, then I suppose you can try [Brute Strength](~^^chest^^|Smashed-Lock-Check)?}}'}, + {name:'Found-Creature',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=Something Noticed About\n^^chest^^}}Specs=[Found-Creature,Ability,0H,Creature-Noticed]{{desc=Your keen eye (and hard-won experience, not to mention battle scars) leads you to think this is no ordinary ^^chest^^, and proceeding might wake some creature or other!}}{{desc1=This is not something you can "remove" - just don\'t wake what ever it is...}}'}, + {name:'Found-Magical-Trap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=Something Noticed About\n^^chest^^}}Specs=[Found-Magical-Trap,Ability,0H,Trap-noticed]{{desc=Your keen eye (and hard-won experience, not to mention battle scars) leads you to believe there is some sort of magic at work on ^^chest^^}}{{desc1=Roll against your Remove Traps percentage, halved as the trap is magical in nature (i.e. less than or equal to [[{ {[[ceil([[@{^^chest^^|remTrap}/@{^^chest^^|magical-trap-adj}]])]][Half chance as magical trap]},{5} }kh1]]) to see if you disarm the trap you\'ve found: [Remove Trap](~^^chest^^|Unlocked-Remove-Trap), or perhaps allow someone more qualified to try?}}{{desc2=You can only try to *Remove Traps* once. You cannot try again until you gain a level of experience}}\n!setattr --silent --charid ^^chestid^^ --trap-version|3'}, + {name:'Found-Trap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=Something Noticed About\n^^chest^^}}Specs=[Found-Trap,Ability,0H,Trap-noticed]{{desc=Your keen eye (and hard-won experience, not to mention battle scars) leads you to believe there is some sort of mechanism linked to the ^^chest^^}}{{desc1=Roll against your Remove Traps percentage, halved if the trap is magical in nature (i.e. less than or equal to [[{ {[[ceil([[@{^^chest^^|remTrap}/@{^^chest^^|magical-trap-adj}]])]][Half chance if magical trap]},{5} }kh1]]) to see if you disarm the trap you\'ve found: [Remove Trap](~^^chest^^|Unlocked-Remove-Trap), or perhaps allow someone more qualified to try?}}{{desc2=You can only try to *Remove Traps* once. You cannot try again until you gain a level of experience}}\n!setattr --silent --charid ^^chestid^^ --trap-version|3'}, + {name:'Four-Dart-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{name=Poison Dart trap Triggered!}}Specs=[Poison-dart-trap,Trap|Ability,0H,Triggered]{{desc=Oh no! You\'ve triggered a trap and four poison darts fly out, one from each side of the ^^chest^^, each doing [[@{^^chest^^|trap-var1}]]HP piercing damage and [[@{^^chest^^|trap-var2}]]HP poison damage (@{^^chest^^|trap-var3})}}AbilityData=[w:Poison Dart trap, tvar1:1%%Dart Damage Roll, tvar2:2d4%%Poison Damage Roll, tvar3:Poison Type C%%Poison Type, timg1:https://s3.amazonaws.com/files.d20.io/images/355715274/W0YneB_gsaTEXhDlbkLz9g/thumb.png?1692687256|280%%Dart Ranges, ns:9],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Poison-dart-trap-noticed],[cl:AB,w:Return-Trap-3],[cl:AB,w:Remove-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Reset-trap],[cl:AB,w:Close-Container,action:1]{{GM desc=The poison dart trap will shoot poison darts from the container if triggered. The GM can set the damage done by the darts, the damage done by the poison, the name of the poison type (DMG p73), and set trap image 1 displaying the ranges of the poison darts by selecting the container token and then using the GM\'s [Token Setup] button, or the **!cmd --abilities**.}}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|chest} --set imgsrc|@{^^chest^^|trap-img1} width|@{^^chest^^|trap-img1-size} height|@{^^chest^^|trap-img1-size|max}\n!setattr --silent --charid ^^chestid^^ --trap-version|1'}, + {name:'GM-Roll-Find-Creature-Roll',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Search ^^chest^^ for Traps}}Specs=[GM-Roll-Find-Creature-Roll,Ability,0H,GM-Roll-Unlocked-Find-Trap]{{Target=[[{ {@{^^chest^^|remTrap} },{5} }kh1]]%}}{{Roll=[[?{Roll to Find Traps|1d100}]]%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Creature-Noticed}}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Open-or-Find-Traps}}{{desc=You have attempted to *Find Traps*. Your success has been determined against your Find/Remove Traps percentage.}}{{desc1=You can attempt to *Find Traps* as many times as you have experience levels as a *Thief*}}'}, + {name:'GM-Roll-Find-Trap-Roll',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Search ^^chest^^ for Traps}}Specs=[GM-Roll-Find-Trap-Roll,Ability,0H,GM-Roll-Unlocked-Find-Trap]{{Target=[[{ {@{^^chest^^|remTrap} },{5} }kh1]]%}}{{Roll=[[%%diceRoll1%%]]%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Trap-Noticed}}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Open-or-Find-Traps}}{{desc=You have attempted to *Find Traps*. Your success has been determined against your Find/Remove Traps percentage.}}{{GM Info=This result goes **only to the GM** so that the GM can control the conversation with the player about the outcome. However, the Player does get partial information relating to the result and options for continuing examination of the container}}'}, + {name:'GM-Roll-Find-Traps',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^}}Specs=[GM-Roll-Find-Traps,Ability,0H,GM-Roll-Unlocked]{{desc=If you want, roll against your Find Traps chance (i.e. less than or equal to [[{ {@{^^chest^^|remTrap} },{5} }kh1]]) to see if you notice anything suspicious: [Find Traps](!magic --display-ability gm|@{^^chest^^|thief}|^^chestid^^|GM-Roll-Unlocked-Find-Trap|gm{Roll for Find Trap/1d100,[[1d100]]/Succeed,[[1d@{^^chest^^|remTrap}]]/Fail,[[@{^^chest^^|remTrap}+1d[[99-@{^^chest^^|remTrap}]] ]]}), or perhaps allow someone more qualified to try?}}'}, + {name:'GM-Roll-Found-Trap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=Something Noticed About\n^^chest^^}}Specs=[GM-Roll-Found-Trap,Ability,0H,GM-Roll-Trap-noticed]{{desc=Your keen eye (and hard-won experience, not to mention battle scars) leads you to believe there is some sort of mechanism linked to the ^^chest^^}}{{desc1=Roll against your Remove Traps percentage, halved if the trap is magical in nature (i.e. less than or equal to [[{ {[[ceil([[@{^^chest^^|remTrap}/@{^^chest^^|magical-trap-adj}]])]][Half chance if magical trap]},{5} }kh1]]) to see if you disarm the trap you\'ve found: [Remove Trap](!magic --display-ability p|@{^^chest^^|thief}|^^chestid^^|GM-Roll-Unlocked-Remove-Trap|gm{Roll for Remove Trap/1d100,[[1d100]]/Succeed,[[1d@{^^chest^^|remTrap}]]/Fail,[[@{^^chest^^|remTrap}+1d[[94-@{^^chest^^|remTrap}]] ]]/Trigger,[[94+1d5]]}), or perhaps allow someone more qualified to try?}}{{desc2=You can only try to *Remove Traps* once. You cannot try again until you gain a level of experience}}\n!setattr --silent --charid ^^chestid^^ --trap-version|3'}, + {name:'GM-Roll-Lock-Smash',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:' \n\\amp{template:'+fields.defaultTemplate+'}{{name=Trying to Smash ^^chest^^\'s Lock}}Specs=[GM-Roll-Lock-Smash,Ability,0H,GM-Roll-Smashed-Lock-Check]{{Target=[[@{^^chest^^|bruteStr}]]%}}{{Roll=[[%%diceRoll1%%]]%}}{{Critical=95%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Lock-Unlocked}}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Still-Locked}}{{Fumble_Roll=Roll\\gtCritical}}{{fumblecmd=!magic ^^chestid^^ ~~display-ability public|`{^^chest^^¦thief}¦^^chestid^^¦Smashed-Trap-@{^^chest^^|trap-status} }}{{desc=You have attempted to smash the lock. Your success has been determined against your *Bend Bars* percentage.}}'}, + {name:'GM-Roll-Magic-FindTrap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent NOTE: this macro is used by players when selecting the "Find-Traps" menu option on an object that is not set up with the "Drag \\amp Drop" locks \\amp traps system. Don\'t use it for other purposes please.\n\\amp{template:'+fields.defaultTemplate+'}{{name=Find Trap}}Specs=[GM-Roll-Magic-FindTrap,Ability,0H,Check-Find-Trap]{{Target=[[{ {@{selected|rtt} },{5} }kh1]]%}}{{Roll=[[%%diceRoll1%%]]%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{selected|playerid} ~~display-ability w¦@{selected|token_id}¦@{selected|character_name}¦gm\\lbrc;What kind of trap is this?/Sure No Trap,Magic-NoTrap/Not Found Trap,Magic-NotFoundTrap/Not Magical Trap,Magic-FoundTrap/Magical Trap,Magic-FoundMagicalTrap\\rbrc; }}{{failcmd=!magic @{selected|playerid} ~~display-ability w¦@{selected|token_id}¦@{selected|character_name}¦Magic-NotFoundTrap}}{{desc=You have attempted to *Find Traps*. Your success has been determined against your Open Locks percentage.}}{{desc1=You can attempt to *Find Traps* as many times as you have experience levels as a *Thief*}}{{GM info=This result goes **only** to the GM - this is so the GM can manage the conversation about the finding of the trap. Tell the player what you want about the result, then ask (if relevant) if they want to try to remove the trap, and select the appropriate action button}}'}, + {name:'GM-Roll-Pick-a-Lock',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Picking the Lock of\n^^chest^^}}Specs=[GM-Roll-Pick-a-Lock,Ability,0H,GM-Roll-Open-Locks]{{desc=You are trying to pick the lock of ^^chest^^. Your success is determined against your Open Locks percentage. Using thieves tools is required to achieve your normal chance. If you do not have thieves tools, the GM will ask you to adjust your roll accordingly}}{{desc1=You can only attempt to pick this lock once. You cannot attempt to pick it again until you gain your next experience level as a *thief*}}{{Target=[[{ {5},{@{^^chest^^|openLock} } }kh1]]%}}{{Modifier=[[?{Ask the GM for roll modifier to use|Thieves tools used,0|Improvised suitable tool,5|Awkward substitute,30|Anything else,60|Enter penalty,\\amp#63;\\amp#123;Enter penalty value\\amp#125;}]]%}}{{Roll=[[%%diceRoll1%%+?{Ask the GM for roll modifier to use}]]%}}{{Critical=95%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Lock-Unlocked}}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Still-Locked}}{{Fumble_Roll=Roll\\gtCritical}}{{fumblecmd=!magic ~~display-ability public¦`{^^chest^^¦thief}¦^^chestid^^¦Smashed-Trap-@{^^chest^^|trap-status} }}'}, + {name:'GM-Roll-Pick-a-Pocket',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Pick ^^chest^^\'s Pocket}}Specs=[GM-Roll-Pick-a-Pocket,Ability,0H,GM-Roll-Open-Locks]{{desc=You are trying to pick the pocket of ^^chest^^. Your success is determined against your Pick Pockets percentage}}{{Target=[[{ {5},{@{^^chest^^|ppchance} } }kh1]]%}}{{Roll=[[%%diceRoll1%%]]%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Unlocked\\amp#13;!setattr ~~silent ~~charid ^^chestid^^ ~~trap-version¦2}}{{failcmd=!magic ~~display-ability public¦`{^^chest^^¦thief}¦^^chestid^^¦NoticedPP¦gm{Roll to check if failed PP noticed/1d100,[[1d100]]/Not noticed,[[1d[[99-(3*@{^^chest^^|trap-var2})]] ]]/Noticed,[[(100-(3*@{^^chest^^|trap-var2}))+1d[[(3*@{^^chest^^|trap-var2})-1]] ]]} }}'}, + {name:'GM-Roll-Poison-Dart-Trap-Noticed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=Something Noticed About\n^^chest^^}}Specs=[GM-Roll-Poison-dart-trap-noticed,Ability,0H,GM-Roll-Trap-noticed]{{desc=You notice, just in time, a small hole next to the lock, and other tiny holes on the other sides now you look harder. Are they woodworm? No!}}{{desc1=Roll against your Remove Traps percentage (i.e. less than or equal to [[{ {5}, {[[@{^^chest^^|remTrap}]]} }kh1]]) to see if you disarm the trap you\'ve found: [Remove Trap](!magic --display-ability p|@{^^chest^^|thief}|^^chestid^^|GM-Roll-Unlocked-Remove-Trap|gm{Roll for Remove Trap/1d100,[[1d100]]/Succeed,[[1d@{^^chest^^|remTrap}]]/Fail,[[@{^^chest^^|remTrap}+1d[[94-@{^^chest^^|remTrap}]] ]]/Trigger,[[94+1d5]]}) or perhaps allow someone more qualified to try?}}\n!setattr --silent --charid ^^chestid^^ --trap-version|3'}, + {name:'GM-Roll-Remove-Trap-Roll',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Removing Trap from\n^^chest^^}}Specs=[GM-Roll-Remove-Trap-Roll,Ability,0H,GM-Roll-Unlocked-Remove-Trap]{{Target=[[{ {[[ceil([[@{^^chest^^|remTrap}/@{^^chest^^|magical-trap-adj}]])]][Remove Trap chance]},{5} }kh1]]%}}{{Roll=[[%%diceRoll1%%]]%}}{{Critical=95%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Trap-@{^^chest^^|trap-status|max} }}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Trap-Not-Removed}}{{Fumble_Roll=Roll\\gtCritical}}{{fumblecmd=!magic ^^chestid^^ ~~display-ability public|`{^^chest^^¦thief}¦^^chestid^^¦Triggered}}{{desc=You have attempted to Remove the trap you have found. Your success has been determined against your *Find/Remove Traps* percentage. A critical fail might trigger any trap.}}{{desc1=You cannot try to remove the trap again until you reach the next level of *thieving* experience}}'}, + {name:'GM-Roll-Smash-Lock',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=Smash ^^chest^^\'s Lock?}}Specs=[GM-Roll-Smash-Lock,Ability,0H,Smash-the-Lock]{{desc=Roll below your Bend Bars/Lift Gates percentage of [[@{^^chest^^|bruteStr}]]% to successfully smash the lock: [Smash the Lock](!magic --display-ability p|@{^^chest^^|thief}|^^chestid^^|Smashed-Lock-Check|gm{Roll for smashing the lock/1d100,[[1d100]]/Success,[[1d[[@{^^chest^^|bruteStr}]] ]]/Failure,[[@{^^chest^^|bruteStr}-1+1d[[95-@{^^chest^^|bruteStr}]] ]]/Trigger,[[94+1d5]]})}}'}, + {name:'GM-Roll-Trap-is-Locked',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=^^chest^^ is Locked}}Specs=[GM-Roll-Trap-is-Locked,Ability,0H,Trap-Locked]{{desc=You believe you have successfully disarmed any trap, but the container remains locked. Do you want to attempt to [open it?](!magic --search @{^^chest^^|thief}|@{^^chest^^|searcher}|@{^^chest^^|searcher|max})}}\n!setattr --silent --charid ^^chestid^^ --trap-status|Disarmed --trap-version|0'}, + {name:'Key-Lock',type:'lock|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ is Locked}}Specs=[Key-Lock,Lock|Ability,0H,Trap-0]{{desc=Do you have the key? [Key @{^^chest^^|lock-var1}](!magic --display-ability w|^^tid^^|^^chestid^^|Lock-Unlocked). If not are you going to try and pick the lock? To do so [Roll 1d100](~^^chest^^|Open-Locks) and get less than your Open Locks percentage, which is [[{ {@{^^cname^^|olt} },{5} }kh1]]. If neither, then I suppose you can try [Brute Strength](!magic --display-ability w|^^tid^^|^^chestid^^|Smash-the-Lock)?}}AbilityData=[w:Key Lock, lvar1:53%%Key Number, ns:21],[cl:AB,w:Reset-trap],[cl:AB,w:Unlocked-Lock],[cl:AB,w:Trap-is-Armed],[cl:AB,w:Trap-is-Disarmed],[cl:AB,w:Smashed-Trap-is-Armed],[cl:AB,w:Smashed-Trap-is-Disarmed],[cl:AB,w:Container-is-Armed],[cl:AB,w:Container-is-Disarmed],[cl:AB,w:Open+List],[cl:AB,w:Opened-Lock],[cl:AB,w:Pick-a-Lock],[cl:AB,w:Return-Trap-2],[cl:AB,w:Find-Trap-Roll],[cl:AB,w:Return-Trap-3],[cl:AB,w:Find-Traps],[cl:AB,w:No-Traps-Found],[cl:AB,w:Smash-Lock],[cl:AB,w:Lock-Smash],[cl:AB,w:Not-Smashed]{{GM desc=A key lock requires the searcher to have in their possession (though the system does not check) a particular key - or alternatively the searcher can try to pick the lock or smash it. If the lock pick fails or a critical fail is made on smashing the lock, any associated trap is triggered.\nThe GM can set the key name and the critical fail roll by selecting the container token and using the GM\'s [Token Setup] button, or the **!cmd --abilities** command.}}\n!setattr --silent --charid ^^chestid^^ --playerid|^^pid^^ --tdex|@{^^cname^^|dexterity} --thief|^^tid^^ --chest|^^targettid^^ --bruteStr|@{^^cname^^|bendbar} --tstr|@{^^cname^^|strength} --openLock|@{^^cname^^|olt} --remTrap|@{^^cname^^|rtt} --tint|@{^^cname^^|intelligence} --charName|@{^^cname^^|character_name} --casting-level|6 --casting-name|^^chest^^\n!token-mod --api-as ^^pid^^ --ignore-selected --ids ^^targettid^^ --set imgsrc|@{^^chest^^|closed-img} width|@{^^chest^^|closed-img-size} height|@{^^chest^^|closed-img-size|max}'}, + {name:'Lock-Smash',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Use Brute Strength on\n^^chest^^}}Specs=[Lock-Smash,Ability,0H,Smashed-Lock-Check]{{Target=[[@{^^chest^^|bruteStr}]]%}}{{Roll=[[?{Roll to Smash the Lock|1d100}]]%}}{{Critical=95%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Lock-Unlocked}}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Still-Locked}}{{Fumble_Roll=Roll\\gtCritical}}{{fumblecmd=!magic ^^chestid^^ ~~display-ability public|`{^^chest^^¦thief}¦^^chestid^^¦Smashed-Trap-@{^^chest^^|trap-status} }}{{desc=You have attempted to smash the lock. Your success has been determined against your *Bend Bars* percentage.}}'}, + {name:'Magic-FindTrap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent NOTE: this macro is used by players when selecting the "Find-Traps" menu option on an object that is not set up with the "Drag \\amp Drop" locks \\amp traps system. Don\'t use it for other purposes please.\n\\amp{template:'+fields.defaultTemplate+'}{{name=Find Trap}}Specs=[Magic-FindTrap,Ability,0H,Check-Find-Trap]{{Target=[[{ {@{selected|rtt} },{5} }kh1]]%}}{{Roll=[[?{Roll to Find Traps|1d100}]]%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{selected|playerid} ~~display-ability w¦@{selected|token_id}¦@{selected|character_name}¦gm\\lbrc;Is this a magical or invisible trap?/Sure No Trap,Magic-NoTrap/Not Found Trap,Magic-NotFoundTrap/Not Magical Trap,Magic-FoundTrap/Magical Trap,Magic-FoundMagicalTrap\\rbrc; }}{{failcmd=!magic @{selected|playerid} ~~display-ability w¦@{selected|token_id}¦@{selected|character_name}¦Magic-NotFoundTrap}}{{desc=You have attempted to *Find Traps*. Your success has been determined against your Open Locks percentage.}}{{desc1=You can attempt to *Find Traps* as many times as you have experience levels as a *Thief*}}'}, + {name:'Magic-FoundMagicalTrap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent NOTE: this macro is used by players when selecting the "Find-Traps" menu option on an object that is not set up with the "Drag \\amp Drop" locks \\amp traps system. Don\'t use it for other purposes please.\n\\amp{template:'+fields.messageTemplate+'}{{title=Found Trap}}Specs=[Magic-FoundTrap,Ability,0H,Check-Found-Trap]{{desc=Your keen eye (and hard-won experience, not to mention battle scars) leads you to believe there is some sort of mechanism linked to the object. However, it does not seem to be completely mechanical - either some of it is missing, or it might be partially or completely magical in nature - or maybe some of it is invisible? This is going to be harder to remove than usual... (PHB p39-40}}{{desc1=Roll against half your Remove Traps percentage rounded up (i.e. less than or equal to [[{ {5}, {[[@{selected|rtt}/2]]} }kh1]]) to see if you disarm the trap you\'ve found: [Remove Trap](~selected|Magic-RemoveMagicalTrap), or perhaps allow someone more qualified to try?}}{{desc2=You can only try to *Remove Traps* once. You cannot try again until you gain a level of experience}}\n!magic --message gm|@{selected|token_id}|Found Trap|@{selected|character_name} has been told they have found a magical trap'}, + {name:'Magic-FoundTrap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent NOTE: this macro is used by players when selecting the "Find-Traps" menu option on an object that is not set up with the "Drag \\amp Drop" locks \\amp traps system. Don\'t use it for other purposes please.\n\\amp{template:'+fields.messageTemplate+'}{{title=Found Trap}}Specs=[Magic-FoundTrap,Ability,0H,Check-Found-Trap]{{desc=Your keen eye (and hard-won experience, not to mention battle scars) leads you to believe there is some sort of mechanism linked to the ^^chest^^}}{{desc1=Roll against your Remove Traps percentage (i.e. less than or equal to [[{ {5}, {[[@{selected|rtt}]]} }kh1]]) to see if you disarm the trap you\'ve found: [Remove Trap](~selected|Magic-RemoveTrap), or perhaps allow someone more qualified to try?}}{{desc2=You can only try to *Remove Traps* once. You cannot try again until you gain a level of experience}}\n!magic --message gm|@{selected|token_id}|Found Trap|@{selected|character_name} has been told they have found a non-magical trap'}, + {name:'Magic-NoTrap',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Not Trapped}}{{desc=You are sure this item is not trapped.}}\n!magic --message gm|@{selected|token_id}|Sure Not Trapped|The character is now sure the item is not trapped'}, + {name:'Magic-NotFoundTrap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=None Found}}Specs=[Magic-NotFoundTrap,Ability,0H,Magic-NotFoundTrap]{{desc=You do not find any traps.}}\n!magic --message gm|@{selected|token_id}|Not Found a Trap|The character did not find a trap'}, + {name:'Magic-RemoveMagicalTrap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent NOTE: this macro is used by players when selecting the "Find-Traps" menu option on an object that is not set up with the "Drag \\amp Drop" locks \\amp traps system. Don\'t use it for other purposes please.\n\\amp{template:'+fields.defaultTemplate+'}{{name=Remove Trap}}Specs=[Magic-RemoveTrap,Ability,0H,Check-Remove-Trap]{{Target=[[{ {[[ceil([[@{selected|rtt}/2]])]]},{5} }kh1]]%}}{{Roll=[[?{Roll to Remove the Trap|1d100}]]%}}{{Critical=95%}}{{Result=Roll\\lt=Target}}{{Fumble_Roll=Roll\\gtCritical}}{{desc=You have attempted to Remove the trap you have found. Your success has been determined against your *Find/Remove Traps* percentage. A critical fail might trigger any trap.}}{{desc1=You cannot try to remove the trap again until you reach the next level of experience}}'}, + {name:'Magic-RemoveTrap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent NOTE: this macro is used by players when selecting the "Find-Traps" menu option on an object that is not set up with the "Drag \\amp Drop" locks \\amp traps system. Don\'t use it for other purposes please.\n\\amp{template:'+fields.defaultTemplate+'}{{name=Remove Trap}}Specs=[Magic-RemoveTrap,Ability,0H,Check-Remove-Trap]{{Target=[[{ {@{selected|rtt} },{5} }kh1]]%}}{{Roll=[[?{Roll to Remove the Trap|1d100}]]%}}{{Critical=95%}}{{Result=Roll\\lt=Target}}{{Fumble_Roll=Roll\\gtCritical}}{{desc=You have attempted to Remove the trap you have found. Your success has been determined against your *Find/Remove Traps* percentage. A critical fail might trigger any trap.}}{{desc1=You cannot try to remove the trap again until you reach the next level of experience}}'}, + {name:'Narrative-Magical-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{title=^^chest^^\'s Trap is Triggered}}Specs=[Narrative-Magical-Trap,Trap|Ability,0H,Triggered]{{desc=Tinkering with the ^^chest^^ without disarming the trap has triggered it, and @{^^chest^^|trap-var1} }}AbilityData=[w:Narrative Magical Trap, magical:1, tvar1:the DM will tell you what happens%%Text to Display, ns:8],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Found-Magical-Trap],[cl:AB,w:Remove-Magical-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Reset-Trap],[cl:AB,w:Close-Container,action:1]{{GM Desc=This trap enacts some magical effect not covered by any other trap type, and allows a textual description.\nTo specify the text to display, select the container token and use the GM\'s [Token Setup] button, or use the **!cmd --abilities** command}}'}, + {name:'Narrative-Physical-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{title=^^chest^^\'s Trap is Triggered}}Specs=[Narrative Physical Trap,Trap|Ability,0H,Triggered]{{desc=Opening the ^^chest^^ without disarming the trap has triggered it, and @{^^chest^^|trap-var1} }}AbilityData=[w:Narrative Physical Trap, tvar1:the DM will tell you what happens%%Text to Display, ns:8],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:No-Traps-Found],[cl:AB,w:Found-Trap],[cl:AB,w:Remove-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Reset-Trap],[cl:AB,w:Close-Container,action:1]{{GM desc=This trap enacts some physical effect not covered by any other trap type, and allows a textual description.\nTo specify the text to display, select the container token and use the GM\'s [Token Setup] button, or use the **!cmd --abilities** command}}'}, + {name:'No-Lock',type:'lock|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=^^chest^^}}Specs=[No Lock,Lock|Ability,0H,Trap-0]{{desc=There does not appear to be a lock on this container. Do you want to open it?\n [Yes](!magic --display-ability w|^^tid^^|^^chestid^^|No-Lock-Trap) or [No](!magic --display-ability w|^^tid^^|^^chestid^^|@{^^chest^^|gm-rolls}Unlocked)}}AbilityData=[w:No Lock, ns:12],[cl:AB,w:Find-Traps],[cl:AB,w:Return-Trap-2],[cl:AB,w:Find-Trap-Roll],[cl:AB,w:No-Traps-Found],[cl:AB,w:Trap-is-Armed],[cl:AB,w:Trap-is-Disarmed],[cl:AB,w:Container-is-Armed],[cl:AB,w:Container-is-Disarmed],[cl:AB,w:Open+List],[cl:AB,w:Opened-Lock],[cl:AB,w:Reset-Trap],[cl:AB,w:Unlocked-Lock]{{GM desc=There is no lock on this container. If it has a trap, it will be triggered as soon as a character tries to serch it, unless they do a Find Traps first}}\n!setattr --silent --charid ^^chestid^^ --playerid|^^pid^^ --tdex|@{^^cname^^|dexterity} --thief|^^tid^^ --chest|^^targettid^^ --bruteStr|@{^^cname^^|bendbar} --tstr|@{^^cname^^|strength} --openLock|@{^^cname^^|olt} --remTrap|@{^^cname^^|rtt} --tint|@{^^cname^^|intelligence} --charName|^^cname^^ --trap-version|2 --trap-status||unlocked'}, + {name:'No-Lock-Is-Trapped',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[No-Lock-Is-Trapped,Ability,0H,No-Lock-Trap]{{}}\n!magic @{^^chest^^|playerid} --display-Ability c|@{^^chest^^|thief}|^^chest^^|Triggered'}, + {name:'No-Lock-No-Trap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ Opened}}Specs=[No-Lock-No-Trap,Ability,0H,No-Lock-Trap]{{desc=There is no trap, and ^^chest^^ opens easily}}\n!setattr --silent --name ^^chest^^ --trap-version|1 --charName|@{selected|character_name}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids ^^chestid^^ --set imgsrc|@{^^chest^^|open-img} width|@{^^chest^^|open-img-size} height|@{^^chest^^|open-img-size|max}\n!magic @{^^chest^^|playerid} --pickorput @{^^chest^^|thief}|@{^^chest^^|searcher}|@{^^chest^^|searcher|max}|long'}, + {name:'No-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^}}Specs=[No-Trap,Trap|Ability,0H,Triggered]{{desc=You are relieved that a trap has not been triggered (yet). Do you want to [try opening it](!magic --display-ability w|@{^^chest^^|thief}|^^chestid^^|No-Trap-@{^^chest^^|trap-status|max}) again?}}AbilityData=[w:No Trap, ns:11],[cl:AB,w:No-Lock-No-Trap],[cl:AB,w:No-Trap-Noticed],[cl:AB,w:No-Traps-Found],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:No-Trap-is-Locked],[cl:AB,w:No-Trap-is-Unlocked],[cl:AB,w:Return-Trap-2],[cl:AB,w:Return-Trap-3],[cl:AB,w:Reset-Trap],[cl:AB,w:Close-Container,action:1]{{GM desc=This chest does not have a trap - no damage will be done or bad things happen if the searcher gets it wrong...}}\n!setattr --silent --charid ^^chestid^^ --trap-version|0 --trap-status|disarmed'}, + {name:'No-Trap-Noticed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^}}Specs=[No-Trap-Noticed,Ability,0H,Trap-Noticed]{{desc=^^chest^^ does not seem to have any traps.}}\n!magic @{^^chest^^|playerid} --display-ability w|@{^^chest^^|thief}|^^chestid^^|Trap-@{^^chest^^|trap-status|max}\n!setattr --silent --charid ^^chestid^^ --trap-version|3 --trap-status|disarmed'}, + {name:'No-Trap-is-Locked',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=^^chest^^ is Locked}}Specs=[No-Trap-is-Locked,Ability,0H,No-Trap-Locked]{{desc=You believe you have successfully disarmed any trap, but the container remains closed and may have a lock. Do you want to attempt to [open it?](!magic --search @{^^chest^^|thief}|@{^^chest^^|searcher}|@{^^chest^^|searcher|max})}}\n!setattr --silent --charid ^^chestid^^ --trap-status|Disarmed --trap-version|0'}, + {name:'No-Trap-is-Unlocked',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[No-Trap-is-Unlocked,Ability,0H,No-Trap-Unlocked]{{}}\n!magic @{^^chest^^|playerid} --display-ability w|@{^^chest^^|thief}|^^chestid^^|Opens-List\n!setattr --silent --charid ^^chestid^^ --trap-status|Disarmed'}, + {name:'No-Traps-Found',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=^^chest^^}}Specs=[No-Traps-Found,Ability,0H,Open-Or-Find-Traps]{{desc=You did not find any traps. Do you want to open it?\n [Yes](!magic --display-ability w|@{^^chest^^|thief}|^^chestid^^|Triggered) or [Look for traps again](!magic --display-ability w|@{^^chest^^|thief}|^^chestid^^|@{^^chest^^|gm-rolls}Unlocked)\nYou can try to *Find Traps* as many times as you have *Experience Levels* as a *Thief*, but each attempt takes 1d10 rounds}}'}, + {name:'Not-Found-Trap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=None Found}}Specs=[Not-Found-Trap,Ability,0H,Open-or-Find-Traps]{{desc=You do not find any traps.}}{{desc1=You can attempt to *Find Traps* as many times as you have experience levels as a *Thief*.}}\n!magic --message gm|@{selected|token_id}|Not Found a Trap|The character did not find a trap'}, + {name:'Not-Smashed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ Still Locked}}Specs=[Not-Smashed,Ability,0H,Still-Locked]{{desc=You have failed to overcome the lock. ^^chest^^ remains closed}}'}, + {name:'NoticedPP-Roll',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Pick ^^chest^^\'s Pocket Failed}}Specs=[NoticedPP-Roll,Ability,0H,NoticedPP]{{desc=You failed to pick the pocket of ^^chest^^. Did anything happen as a result...?}}{{Target=[[100-(3*@{^^chest^^|trap-var2})]]%}}{{Roll=[[%%diceRoll1%%]]%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chest^^¦FailedPP}}{{failcmd=!magic ~~display-ability public¦`{^^chest^^¦thief}¦^^chest^^¦Triggered}}'}, + {name:'Open+List',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ Opened}}Specs=[Open+List,Ability,0H,Opens-List]{{desc=You successfully disarm any trap and open the ^^chest^^}}\n!setattr --silent --name ^^chest^^ --trap-version|1\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|chest} --set imgsrc|@{^^chest^^|open-img} width|@{^^chest^^|open-img-size} height|@{^^chest^^|open-img-size|max}\n!magic --pickorput @{^^chest^^|thief}|@{^^chest^^|searcher}|@{^^chest^^|searcher|max}|long'}, + {name:'Open-the-Spellbook',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ Opened}}Specs=[Open-the-Spellbook,Ability,0H,Opens-List]{{desc=You have successfully opened the spellbook, and you can now pick it up}}\n!setattr --silent --name ^^chest^^ --trap-version|1\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|chest} --set imgsrc|@{^^chest^^|open-img} width|@{^^chest^^|open-img-size} height|@{^^chest^^|open-img-size|max}\n!magic --pickorput @{^^chest^^|thief}|@{^^chest^^|chest}|@{^^chest^^|thief}|long'}, + {name:'Opened-Lock',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'/w "^^cname^^" \\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ Open}}Specs=[Opened-Lock,Ability,0H,Trap-1]{{desc=Any trap on ^^chest^^ has been disarmed, and opening it has no further effect}}\n!magic --pickorput ^^tid^^|@{^^chest^^|searcher}|@{^^chest^^|searcher|max}|long\n!token-mod --api-as ^^pid^^ --ignore-selected --ids @{^^chest^^|chest} --set imgsrc|@{^^chest^^|open-img} width|@{^^chest^^|open-img-size} height|@{^^chest^^|open-img-size|max}'}, + {name:'Opened-the-Spellbook',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ Unlocked}}Specs=[Opened-the-Spellbook,Ability,0H,Trap-1]{{desc=Any trap on this spellbook has been disabled}}\n!magic --pickorput ^^tid^^|^^targettid^^|^^tid^^}|long'}, + {name:'Password-Lock',type:'lock|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ is Locked}}Specs=[Password-Lock,Lock|Ability,0H,Trap-0]{{desc=Do you know the password?\n[Open ^^chest^^](!magic --display-ability w|^^tid^^|^^chest^^|Attempt-?{Choose the password|@{^^chest^^|lock-var1} }) and select the correct password from the drop-down list}}AbilityData=[w:Password Lock, lvar1:Treacle \\comma;wrong|Bucket \\comma;wrong|Keraptis \\comma;wrong|Love \\comma;wrong|Idiots \\comma;wrong|Loneliness \\comma;right|Trespass \\comma;wrong|Cheese \\comma;wrong|Whoops \\comma;wrong|Polkadot \\comma;wrong|Alone \\comma;wrong|Together \\comma;wrong%%Password Choices, ns:16],[cl:AB,w:Password-right],[cl:AB,w:Password-wrong],[cl:AB,w:Open+List],[cl:AB,w:Opened-Lock],[cl:AB,w:Find-Trap-Roll],[cl:AB,w:Trap-is-Armed],[cl:AB,w:Trap-is-Disarmed],[cl:AB,w:Container-is-Armed],[cl:AB,w:Container-is-Disarmed],[cl:AB,w:No-Traps-Found],[cl:AB,w:Find-Traps],[cl:AB,w:Return-Trap-2],[cl:AB,w:Close-Container,action:1],[cl:AB,w:Reset-Trap]{{desc2=Or, do you want to try to [find/disarm traps](~^^chest^^|Unlocked-Find-Trap)? Make a percentile roll and get under your Find Traps chance, which is [[{ {@{^^cname^^|rtt} },{5} }kh1]]}}{{desc1=You can\'t see any way to pick this lock, as it seems to be magical in nature.}}{{GM desc=A password lock requires the searcher to select a correct password (there can be more than one) from a list set up by the GM. It might also be possible to pick the lock or smash it. If the wrong password is selected, the lock pick fails, or a critical fail is rolled for smashing the lock, any associated trap will be triggered.\nThe GM can set the password list, and which ones are correct, as well as the critical fail roll (which must be a number 1 to 99) by selecting the container token and pressing the GM\'s [Token Setup] button, or the **!cmd --abilities** command.\nThe password list is formed of list entries which are "possible choice,right or wrong" seperated by pipe characters. E.g.\n*Abracadabra,wrong|Alakazam,wrong|Open Seseme,right|Expeliamus,wrong|Just open will you,right*\nSelecting either "Open Seseme" or "Just open will you" will open the lock, whereas the others will trigger any trap.}}\n!setattr --silent --name ^^chest^^ --playerid|^^pid^^ --tdex|@{^^cname^^|dexterity} --thief|^^tid^^ --chest|^^targettid^^ --bruteStr|@{^^cname^^|bendbar} --tstr|@{^^cname^^|strength} --openLock|@{^^cname^^|olt} --remTrap|@{^^cname^^|rtt} --tint|@{^^cname^^|intelligence} --charName|^^cname^^ --casting-level|6 --casting-name|^^chest^^\n!token-mod --api-as ^^pid^^ --ignore-selected --ids ^^targettid^^ --set imgsrc|@{^^chest^^|closed-img} width|@{^^chest^^|closed-img-size} height|@{^^chest^^|closed-img-size|max}'}, + {name:'Password-right',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Password-right,Ability,0H,Attempt-right]{{}}\n!magic --display-ability c|@{^^chest^^|thief}|^^chest^^|Opens-List'}, + {name:'Password-wrong',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Password-wrong,Ability,0H,Attempt-wrong]{{}}\n!magic --display-ability ^^chestid^^ public|@{^^chest^^|thief}|^^chest^^|Triggered'}, + {name:'Pick-a-Lock',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Picking the Lock of\n^^chest^^}}Specs=[Pick-a-Lock,Ability,0H,Open-Locks]{{desc=You are trying to pick the lock of ^^chest^^. Your success is determined against your Open Locks percentage. Using thieves tools is required to achieve your normal chance. If you do not have thieves tools, the GM will ask you to adjust your roll accordingly}}{{desc1=You can only attempt to pick this lock once. You cannot attempt to pick it again until you gain your next experience level as a *thief*}}{{Target=[[{ {5},{@{^^chest^^|openLock} } }kh1]]%}}{{Modifier=[[?{Ask the GM for roll modifier to use|Thieves tools used,0|Improvised suitable tool,5|Awkward substitute,30|Anything else,60|Enter penalty,\\amp#63;\\amp#123;Enter penalty value\\amp#125;}]]%}}{{Roll=[[?{Roll to Pick the Lock|1d100}+?{Ask the GM for roll modifier to use}]]%}}{{Critical=95%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Lock-Unlocked}}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Still-Locked}}{{Fumble_Roll=Roll\\gtCritical}}{{fumblecmd=!magic ~~display-ability public¦`{^^chest^^¦thief}¦^^chestid^^¦Smashed-Trap-@{^^chest^^|trap-status} }}'}, + {name:'Pick-a-Pocket',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Pick ^^chest^^\'s Pocket}}Specs=[Pick-a-Pocket,Ability,0H,Open-Locks]{{desc=You are trying to pick the pocket of ^^chest^^. Your success is determined against your Pick Pockets percentage}}{{Target=[[{ {5},{@{^^chest^^|ppchance} } }kh1]]%}}{{Roll=[[?{Roll to Pick ^^chest^^\'s pockets|1d100}]]%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Unlocked\\amp#13;!setattr ~~silent ~~charid ^^chestid^^ ~~trap-version¦2}}{{failcmd=!magic ~~display-ability public¦`{^^chest^^¦thief}¦^^chestid^^¦NoticedPP¦gm{Roll to check if failed PP noticed/1d100,[[1d100]]/Not noticed,[[1d[[99-(3*@{^^chest^^|trap-var2})]] ]]/Noticed,[[(100-(3*@{^^chest^^|trap-var2}))+1d[[(3*@{^^chest^^|trap-var2})-1]] ]]} }}'}, + {name:'Poison-dart-trap-noticed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=Something Noticed About\n^^chest^^}}Specs=[Poison-dart-trap-noticed,Ability,0H,Trap-noticed]{{desc=You notice, just in time, a small hole next to the lock, and other tiny holes on the other sides now you look harder. Are they woodworm? No!}}{{desc1=Roll against your Remove Traps percentage (i.e. less than or equal to [[{ {5}, {[[@{^^chest^^|remTrap}]]} }kh1]]) to see if you disarm the trap you\'ve found: [Remove Trap](~^^chest^^|Unlocked-Remove-Trap) or perhaps allow someone more qualified to try?}}\n!setattr --silent --charid ^^chestid^^ --trap-version|3'}, + {name:'Remove-Magical-Trap-Roll',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Removing Magical Trap from\n^^chest^^}}Specs=[Remove-Magical-Trap-Roll,Ability,0H,Unlocked-Remove-Trap]{{Target=[[{ {[[ceil([[@{^^chest^^|remTrap}/@{^^chest^^|magical-trap-adj}]])]][Half chance if magical trap]},{5} }kh1]]%}}{{Roll=[[?{Roll to Remove the Trap|1d100}]]%}}{{Critical=95%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Trap-@{^^chest^^|trap-status|max} }}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Trap-Not-Removed}}{{Fumble_Roll=Roll\\gtCritical}}{{fumblecmd=!magic ^^chestid^^ ~~display-ability public|`{^^chest^^¦thief}¦^^chestid^^¦Triggered}}{{desc=You have attempted to Remove the magical trap you have found. Your success has been determined against your *Find/Remove Traps* percentage, halved as the trap is magical in nature (as per PHB p39-40). A critical fail might trigger any trap.}}{{desc1=You cannot try to remove the trap again until you reach the next level of *thieving* experience}}'}, + {name:'Remove-Trap-Roll',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Removing Trap from\n^^chest^^}}Specs=[Remove-Trap-Roll,Ability,0H,Unlocked-Remove-Trap]{{Target=[[{ {[[ceil([[@{^^chest^^|remTrap}/@{^^chest^^|magical-trap-adj}]])]][Remove Trap chance]},{5} }kh1]]%}}{{Roll=[[?{Roll to Remove the Trap|1d100}]]%}}{{Critical=95%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Trap-@{^^chest^^|trap-status|max} }}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Trap-Not-Removed}}{{Fumble_Roll=Roll\\gtCritical}}{{fumblecmd=!magic ^^chestid^^ ~~display-ability public|`{^^chest^^¦thief}¦^^chestid^^¦Triggered}}{{desc=You have attempted to Remove the trap you have found. Your success has been determined against your *Find/Remove Traps* percentage. A critical fail might trigger any trap.}}{{desc1=You cannot try to remove the trap again until you reach the next level of *thieving* experience}}'}, + {name:'Reset-trap',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Reset-Trap,Ability,0H,Reset]{{}}AbilityData=[w:Reset]{{}}\n!magic --message gm|@{^^chest^^|chest}|^^chest^^|The ^^chest^^ has been reset\n!cmd --reset-chest @{selected|token_id}'}, + {name:'Return-Trap-2',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Return-Trap-2,Ability,0H,Trap-2]{{}}\n!magic ^^pid^^ --display-ability w|^^tid^^|^^chestid^^|Container-@{^^chest^^|trap-status}\n!setattr --silent --charid ^^chestid^^ --playerid|^^pid^^ --tdex|@{^^cname^^|dexterity} --thief|^^tid^^ --chest|^^targettid^^ --bruteStr|@{^^cname^^|bendbar} --tstr|@{^^cname^^|strength} --openLock|[[{ {5},{@{^^cname^^|olt}} }kh1]] --remTrap|[[{ {5},{@{^^cname^^|rtt}} }kh1]] --tint|@{^^cname^^|intelligence} --charName|@{^^cname^^|character_name}'}, + {name:'Return-Trap-3',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Return-Trap-3,Ability,0H,Trap-3]{{}}\n!magic ^^pid^^ --display-ability w|^^tid^^|^^chestid^^|Trap-Noticed\n!setattr --silent --charid ^^chestid^^ --playerid|^^pid^^ --tdex|@{^^cname^^|dexterity} --thief|^^tid^^ --chest|^^targettid^^ --bruteStr|@{^^cname^^|bendbar} --tstr|@{^^cname^^|strength} --openLock|[[{ {5},{@{selected|olt}} }kh1]] --remTrap|[[{ {5},{@{^^cname^^|rtt}} }kh1]] --tint|@{^^cname^^|intelligence} --charName|@{^^cname^^|character_name}'}, + {name:'Runes-Trap-Noticed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Runes-Trap-Noticed,Ability,0H,Trap-Noticed]{{}}\n!magic --display-ability public|@{^^chest^^|thief}|^^chestid^^|Triggered'}, + {name:'Second-digit-right',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^\nThird Digit}}Specs=[Second-digit-right,Ability,0H,Second-digit-0]{{desc=Do you know the combination? [3rd digit](!magic --display-ability w|@{selected|token_id}|^^chestid^^|Third-digit-\\amp#91;[ { {\\amp#91;[ \\amp#40;abs\\amp#40;\\amp#63;{What is the third digit?|1|2|3|4|5|6|7|8|9|0}-@{^^chest^^|lock-var3}\\amp#41;\\amp#41; ]\\amp#93;}, {1} }kl1 ]\\amp#93;). If not are you going to try \\amp [Pick the Lock](~^^chest^^|Open-Locks)? If neither, then I suppose you can try [Brute Strength](~^^chest^^|Smashed-Lock-Check)?}}'}, + {name:'Second-digit-wrong',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^\nThird Digit}}Specs=[Second-digit-wrong,Ability,0H,Second-digit-1]{{desc=Do you know the combination? [3rd digit](!magic --display-ability w|@{^^chest^^|thief}|^^chestid^^|Third-digit-\\amp#91;[ { {\\amp#91;[ \\amp#40;abs\\amp#40;\\amp#63;{What is the third digit?|1|2|3|4|5|6|7|8|9|0}+1\\amp#41;\\amp#41; ]\\amp#93;}, {1} }kl1 ]\\amp#93;). If not are you going to try \\amp [Pick the Lock](~^^chest^^|Open-Locks)? If neither, then I suppose you can try [Brute Strength](~^^chest^^|Smashed-Lock-Check)?}}'}, + {name:'Secret-Panel-Lock',type:'lock|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ is Locked}}Specs=[Secret-Panel-Lock,Lock|Ability,0H,Trap-0]{{desc=You can\'t see any obvious opening or way of getting inside. Do you want to try to [Search](!magic --display-ability p|^^tid^^|^^chest^^|Panel-Roll|gm{What is the target percentage?/1 in 6,[[17]]/2 in 6,[[33]]/Elf 3 in 6,[[50]]/4 in 6,[[67]]/5 in 6,[[83]]/Other,\\ampamp;#63;\\lbrc;Enter percentage chance\\ampamp;#125;}|?{Roll low for success|1d100}) for Secret Panels? Your chance is dependent on your race and skills, and the target for success is determined by the GM.}}AbilityData=[w:Secret Panel Lock, ns:18],[cl:AB,w:Secret-Panel-Roll],[cl:AB,w:Unlocked-Lock],[cl:AB,w:Not-Smashed],[cl:AB,w:Open+List],[cl:AB,w:Opened-Lock],[cl:AB,w:Find-Trap-Roll],[cl:AB,w:Trap-is-Armed],[cl:AB,w:Trap-is-Disarmed],[cl:AB,w:Container-is-Armed],[cl:AB,w:Container-is-Disarmed],[cl:AB,w:Smashed-Trap-is-Armed],[cl:AB,w:Smashed-Trap-is-Disarmed],[cl:AB,w:No-Traps-Found],[cl:AB,w:Find-Traps],[cl:AB,w:Return-Trap-2],[cl:AB,w:Close-Container,action:1],[cl:AB,w:Reset-Trap]{{desc2=Or, do you want to try to [find/disarm traps](~^^chest^^|Unlocked-Find-Trap)? Make a percentile roll and get under your Find Traps chance, which is [[{ {@{^^cname^^|rtt} },{5} }kh1]]}}{{GM desc=A password lock requires the searcher to select a correct password (there can be more than one) from a list set up by the GM. It might also be possible to pick the lock or smash it. If the wrong password is selected, the lock pick fails, or a critical fail is rolled for smashing the lock, any associated trap will be triggered.\nThe GM can set the password list, and which ones are correct, as well as the critical fail roll (which must be a number 1 to 99) by selecting the container token and pressing the GM\'s [Token Setup] button, or the **!cmd --abilities** command.\nThe password list is formed of list entries which are "possible choice,right or wrong" seperated by pipe characters. E.g.\n*Abracadabra,wrong|Alakazam,wrong|Open Seseme,right|Expeliamus,wrong|Just open will you,right*\nSelecting either "Open Seseme" or "Just open will you" will open the lock, whereas the others will trigger any trap.}}\n!setattr --silent --name ^^chest^^ --playerid|^^pid^^ --tdex|@{^^cname^^|dexterity} --thief|^^tid^^ --chest|^^targettid^^ --bruteStr|@{^^cname^^|bendbar} --tstr|@{^^cname^^|strength} --openLock|@{^^cname^^|olt} --remTrap|@{^^cname^^|rtt} --tint|@{^^cname^^|intelligence} --charName|^^cname^^ --casting-level|6 --casting-name|^^chest^^\n!token-mod --api-as ^^pid^^ --ignore-selected --ids ^^targettid^^ --set imgsrc|@{^^chest^^|closed-img} width|@{^^chest^^|closed-img-size} height|@{^^chest^^|closed-img-size|max}'}, + {name:'Secret-Panel-Roll',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Searching for Secret Panels on ^^chest^^}}Specs=[Secret-Panel-Roll,Ability,0H,Panel-Roll]{{desc=You are searching ^^chest^^ for secret panels. Your success is determined by your race and how well hidden the panel might be. Tell the GM what race you are and if you have any powers or other advantages that might improve your chance}}{{desc1=You can search for secret panels as often as you want, but each search will take 10 minutes (10 rounds). Also, there is always a chance that you might set off a trap!}}{{Target=[[{ {5},{%%diceRoll1%%} }kh1]]%}}{{Roll=[[%%diceRoll2%%]]%}}{{Critical=95%}}{{Result=Roll\\lt=Target}}{{successcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Lock-Unlocked}}{{failcmd=!magic @{^^chest^^|playerid} ~~display-ability w¦`{^^chest^^¦thief}¦^^chestid^^¦Still-Locked}}{{Fumble_Roll=Roll\\gtCritical}}{{fumblecmd=!magic ~~display-ability public¦`{^^chest^^¦thief}¦^^chestid^^¦Smashed-Trap-@{^^chest^^|trap-status} }}'}, + {name:'Single-Poison-Dart-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{title=^^chest^^\'s Trap is Triggered}}Specs=[Single-Poison-Dart-Trap,Trap|Ability,0H,Triggered]{{desc=Opening the ^^chest^^ without disarming the trap has triggered it! A poison dart flies out, doing [[@{^^chest^^|trap-var1}]]HP piercing damage and [[@{^^chest^^|trap-var2}]]HP poison damage (@{^^chest^^|trap-var3})}}AbilityData=[w:Single Poison Dart Trap, tvar1:1d3%%Dart damage, tvar2:2d4%%Poison damage, tvar3:Poison Type C%%Poison type, tvar4:cone%%AoE Shape, tvar5:20%%AoE Length, tvar6:3%%AoE Width, tvar7:red%%AoE type, ns:8],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Found-Trap],[cl:AB,w:Remove-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Reset-Trap],[cl:AB,w:Close-Container,action:1]{{GM desc=This trap fires a single poisoned dart out from the container, with dart damage, poison type \\amp damage, and a range specified by the GM, and displays an area of effect for where the dart goes (for a list \\amp description of the area of effect function and available images, see the "Area of Effect" command documentation in the RoundMaster Help handout).\nTo specify the information about the dart, select the container token and use the GM\'s [Token Setup] button, or use the **!cmd --abilities** command}}\n!rounds --aoe @{^^chest^^|chest}|@{^^chest^^|trap-var4}|feet|0|@{^^chest^^|trap-var5}|@{^^chest^^|trap-var6}|@{^^chest^^|trap-var7}|true'}, + {name:'Sleeping-Creature',type:'lock|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^}}Specs=[Sleeping-Creature,Lock|Ability,0H,Trap-0]{{desc=Are you going to try and pick the body\'s pockets? Your chance of success is [[{ {@{^^cname^^|ppt} },{5} }kh1]] [Roll percentile](~^^chest^^|Open-Locks)?}}AbilityData=[w:Sleeping-Creature, cimg:https://s3.amazonaws.com/files.d20.io/images/354321408/WrQdeijg_-b16UMJ6RtMIg/max.png?1691840393|135|70, oimg:https://s3.amazonaws.com/files.d20.io/images/354321408/WrQdeijg_-b16UMJ6RtMIg/max.png?1691840393|135|70, ns:10],[cl:AB,w:Successful-PP],[cl:AB,w:NoticedPP-Roll],[cl:AB,w:FailedPP-Msg],[cl:AB,w:Pick-a-Pocket],[cl:AB,w:Open+List],[cl:AB,w:Return-Trap-2],[cl:AB,w:Find-Traps],[cl:AB,w:No-Traps-Found],[cl:AB,w:Find-Creature-Roll],[cl:AB,w:Opened-Lock],[cl:AB,w:Reset-Trap]{{GM Desc=This is a lock representing a sleeping creature that can only be looted by picking their pockets. A successful pick pockets roll will reveal the items carried by the sleeping creature, but failing will trigger any associated trap - usually the "Wake the Sleeper" trap.\nSelect the container token and use the GM\'s [Token Setup] or **!cmd --abilities** command to change the images to represent the creature you desire - remember that only images from your own image library can be used, not premium images}}\n!setattr --silent --charid ^^chestid^^ --playerid|^^pid^^ --tdex|@{^^cname^^|dexterity} --thief|^^tid^^ --ppchance|@{^^cname^^|ppt} --chest|^^targettid^^ --bruteStr|@{^^cname^^|bendbar} --tstr|@{^^cname^^|strength} --openLock|@{^^cname^^|olt} --remTrap|@{^^cname^^|rtt} --tint|@{^^cname^^|intelligence} --charName|^^cname^^ --casting-level|6 --casting-name|^^chest^^ --hitdice|@{^^chest^^|trap-var2}\n!token-mod --api-as ^^pid^^ --ignore-selected --ids ^^targettid^^ --set imgsrc|@{^^chest^^|closed-img} width|@{^^chest^^|closed-img-size} height|@{^^chest^^|closed-img-size|max}'}, + {name:'Smash-Lock',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=Smashing the Lock of\n^^chest^^}}Specs=[Smash-Lock,Ability,0H,Smash-the-Lock]{{desc=Roll below your Bend Bars/Lift Gates percentage of [[@{^^chest^^|bruteStr}]]% to successfully smash the lock: [Smash the Lock](~^^chest^^|Smashed-Lock-Check)}}'}, + {name:'Smashed-Trap-is-Armed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Smashed-Trap-is-Armed,Ability,0H,Smashed-Trap-Armed]{{}}\n!magic --display-ability p|@{^^chest^^|thief}|^^chestid^^|Triggered'}, + {name:'Smashed-Trap-is-Disarmed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Smashed-Trap-is-Disarmed,Ability,0H,Smashed-Trap-Disarmed]{{}}\n!magic @{^^chest^^|playerid} --display-ability w|@{^^chest^^|thief}|^^chestid^^|Still-Locked'}, + {name:'Successful-PP',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=Picking ^^chest^^\'s Pocket}}Specs=[Successful-PP,Ability,0H,Unlocked]{{desc=You successfully pick the pockets of the ^^chest^^}}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|chest} --set imgsrc|@{^^chest^^|open-img} width|@{^^chest^^|open-img-size} height|@{^^chest^^|open-img-size|max}\n!magic @{^^chest^^|playerid} --pickorput @{^^chest^^|thief}|@{^^chest^^|searcher}|@{^^chest^^|searcher|max}|long'}, + {name:'Summon-Creature',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{name=@{^^chest^^|trap-var1} Wakes!}}Specs=[Summon-Creature,Trap|Ability,0H,Triggered]{{desc=Oh no! You\'ve woken it! It uncurls and stands, ready to attack!}}AbilityData=[w:Summon Creature, tvar1:Human%%Waking Creature, tvar2:1%%Level/Hit Dice, timg1:https://s3.amazonaws.com/files.d20.io/images/354321414/lDEIbnjG5R4pcb1rSEfejQ/max.png?1691840398|104|70%%Awake Creature, ns:8],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Found-Trap],[cl:AB,w:Found-Creature],[cl:AB,w:Remove-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Reset-Trap]{{GM desc=This trap summons or wakes a creature specified by the GM (assuming it comes from the *Drag \\amp Drop* creature library). Often used with the "Sleeping Creature" container \\amp lock, but can be combined with any container \\amp lock to represent the magical summoning of a guardian creature. The creature will replace the container and, assuming it is a *Drag \\amp Drop* creature, it will appear fully configured and with any weapons and armour loaded. The treasure items in the original container will still be possessed by the awakened creature for later looting when the creature is defeated, or for the creature to use in combat.\nTo specify which creature is woken, and change the image of the creature, select the token container token and use the GM\'s [Token Setup] button or **!cmd --abilities** command. Remember that images must come from your own image library, not the Premium Assets. The creature waking only works properly if the specified creature is one already in the *Drag \\amp Drop* creature database, *Race-DB-Creatures*}}\n!cmd @{^^chest^^|playerid} --button Creature|@{^^chest^^|trap-var1}||@{^^chest^^|chest}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|chest} --set imgsrc|@{^^chest^^|trap-img1} width|@{^^chest^^|trap-img1-size} height|@{^^chest^^|trap-img1-size|max}\n!setattr --silent --charid ^^chestid^^ --check-for-mibag|3'}, + {name:'Summon-Undead',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{name=@{^^chest^^|trap-var1} Rises!}}Specs=[Summon-Undead,Trap|Ability,0H,Triggered]{{desc=Oh no! You\'ve woken it! What the ...! It uncurls and stands, ready to attack!}}AbilityData=[w:Summon Undead, tvar1:Zombie%%Undead Creature, tvar2:2%%Level/Hit Dice, timg1:https://s3.amazonaws.com/files.d20.io/images/354301932/D-zoLy87xpa-Lp982TeKzg/max.png?1691820282%%Undead Creature, ns:8],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Found-Trap],[cl:AB,w:Found-Creature],[cl:AB,w:Remove-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Reset-Trap]{{GM desc=This trap summons a creature specified by the GM (assuming it comes from the *Drag \\amp Drop* creature library). Often used with the "Dead Body" container \\amp lock, but can be combined with any container \\amp lock to represent the magical summoning of a guardian creature. The creature will replace the container and, assuming it is a *Drag \\amp Drop* creature, it will appear fully configured and with any weapons and armour loaded. The treasure items in the original container will still be possessed by the summoned creature for later looting when the creature is defeated, or for the creature to use in combat.\nTo specify which creature is summoned, and change the image of the creature, select the token container token and use the GM\'s [Token Setup] button or **!cmd --abilities** command. Remember that images must come from your own image library, not the Premium Assets. The creature summoning only works properly if the specified creature is one already in the *Drag \\amp Drop* creature database, *Race-DB-Creatures*}}\n!cmd @{^^chest^^|playerid} --button Creature|@{^^chest^^|trap-var1}||@{^^chest^^|chest}\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|chest} --set imgsrc|@{^^chest^^|trap-img1} width|@{^^chest^^|trap-img1-size} height|@{^^chest^^|trap-img1-size|max}\n!setattr --silent --charid ^^chestid^^ --check-for-mibag|3'}, + {name:'Taken-Damage',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{title=^^chest^^\'s Trap is Triggered!}}Specs=[Taken-Damage,Ability,0H,Take-Damage]{{desc=You have triggered an *Explosive Runes **Glyph of Warding***! The reader of the *Glyph* (@{^^chest^^|charName}) takes [[@{^^chest^^|trap-var1}]]HP of damage, with *no saving throw*.\nEveryone else within [[10]]ft radius takes the same damage, but can save vs. spell to take half this.\nThe book is destroyed.}}\n!rounds --aoe @{^^chest^^|chest}|circle|feet|0|20|20|fire|true\n!magic --display-ability gm|@{^^chest^^|chest}|MU-Spells-DB|Explosive-Runes\n!setattr --silent --name ^^chest^^ --trap-version|4\n!token-mod --api-as ^^gmid^^ --ignore-selected --ids @{^^chest^^|chest} --set imgsrc|@{^^chest^^|trap-img1} width|@{^^chest^^|trap-img1-size} height|@{^^chest^^|trap-img1-size|max}'}, + {name:'Third-digit-right',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Third-digit-right,Ability,0H,Third-digit-0]{{}}\n!magic @{^^chest^^|playerid} --display-ability w|@{^^chest^^|thief}|^^chestid^^|Lock-Unlocked'}, + {name:'Third-digit-wrong',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Third-digit-wrong,Ability,0H,Third-digit-1]{{}}\n!magic --display-ability public|@{^^chest^^|thief}|^^chestid^^|Triggered'}, + {name:'Thrusting-Blade-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{title=^^chest^^\'s Trap is Triggered}}Specs=[Thrusting-Blade-Trap,Trap|Ability,0H,Triggered]{{desc=Opening the ^^chest^^ without disarming the trap has triggered it! A blade thrusts out, doing [[@{^^chest^^|trap-var1}]]HP piercing damage}}AbilityData=[w:Thrusting Blade Trap, tvar1:1d8%%Piercing damage, tvar2:cone%%AoE Shape, tvar3:5%%AoE Length, tvar4:2%%AoE Width, tvar5:red%%AoE type, ns:8],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Found-Trap],[cl:AB,w:Remove-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Reset-Trap],[cl:AB,w:Close-Container,action:1]{{GM desc=This trap thrusts a single blade out from the container, with blade damage and a range specified by the GM, and displays an area of effect for where the dart goes (for a list \\amp description of the area of effect function and available images, see the "Area of Effect" command documentation in the RoundMaster Help handout).\nTo specify the information about the dart, select the container token and use the GM\'s [Token Setup] button, or use the **!cmd --abilities** command}}\n!rounds --aoe @{^^chest^^|chest}|@{^^chest^^|trap-var2}|feet|0|@{^^chest^^|trap-var3}|@{^^chest^^|trap-var4}|@{^^chest^^|trap-var5}|true'}, + {name:'Trap-Remains',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=^^chest^^}}Specs=[Trap-Remains,Ability,0H,Trap-Not-Removed]{{desc=You were not able to remove any trap, but happily nothing untoward happened while you tried. Do you want to try opening ^^chest^^? [Yes](!magic --display-ability w|@{^^chest^^|thief}|^^chestid^^|Triggered)}}{{desc1=You can only try to *Remove Traps* once until you gain another level of experience as a *Thief*}}'}, + {name:'Trap-is-Armed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Trap-is-Armed,Ability,0H,Trap-Armed]{{}}\n!magic --display-ability p|@{^^chest^^|thief}|^^chestid^^|Triggered'}, + {name:'Trap-is-Disarmed',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'!silent {{}}Specs=[Trap-is-Disarmed,Ability,0H,Trap-Disarmed]{{}}\n!magic @{^^chest^^|playerid} --display-ability p|@{^^chest^^|thief}|^^chestid^^|Opens-List\n!setattr --silent --charid ^^chestid^^ --trap-status||Unlocked --trap-version|2'}, + {name:'Trap-is-Locked',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=^^chest^^ is Locked}}Specs=[Trap-is-Locked,Ability,0H,Trap-Locked]{{desc=You believe you have successfully disarmed any trap, but the container remains locked. Do you want to attempt to [open it?](!magic --search @{^^chest^^|thief}|@{^^chest^^|searcher}|@{^^chest^^|searcher|max})}}\n!setattr --silent --charid ^^chestid^^ --trap-status|Disarmed --trap-version|0'}, + {name:'Trap-is-Unlocked',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^ seems Free of Traps}}Specs=[Trap-is-Unlocked,Ability,0H,Trap-Unlocked]{{desc=You believe you have overcome any lock and successfully disarmed any trap. Do you want to attempt to [open ^^chest^^?](!magic @{^^chest^^|playerid} --display-ability w|@{^^chest^^|thief}|^^chestid^^|Opens-List)}}\n!setattr --silent --charid ^^chestid^^ --trap-status|Disarmed'}, + {name:'Undead-Body',type:'lock|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{title=^^chest^^}}Specs=[Undead-Body,Lock|Ability,0H,Trap-0]{{desc=Do you have the right holy symbol? [@{^^chest^^|lock-var1}](!magic --display-ability w|^^tid^^|^^chestid^^|Opens-List). If not are you going to try pick the body\'s pockets? Your chance of success is [[{ {@{^^cname^^|ppt} },{5} }kh1]] [Roll percentile](~^^chest^^|Open-Locks)?}}AbilityData=[w:Undead Body, lvar1:Chaotic Evil symbol%%Holy Symbol, cimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, oimg:https://s3.amazonaws.com/files.d20.io/images/354301919/vRMoU4u_yXwRkh651YJkmQ/max.png?1691820277|70|110, ns:13],[cl:AB,w:Pick-a-Pocket],[cl:AB,w:Successful-PP],[cl:AB,w:NoticedPP-Roll],[cl:AB,w:FailedPP-Msg],[cl:AB,w:Open+List],[cl:AB,w:Return-Trap-2],[cl:AB,w:Find-Traps],[cl:AB,w:No-Traps-Found],[cl:AB,w:Find-Creature-Roll],[cl:AB,w:Not-Found-Trap],[cl:AB,w:Opened-Lock],[cl:AB,w:Reset-Trap]{{GM desc=This is a lock representing a "dead body" that can only be looted by picking its pockets. A successful pick pockets roll will reveal the items carried by the body, but failing will trigger any associated trap - usually the "Wake the Dead" trap which wakes the undead creature.\nSelect the container token and use the GM\'s [Token Setup] or **!cmd --abilities** command to change the images to represent the dead/undead creature you desire - remember that only images from your own image library can be used, not premium images}}\n!setattr --silent --charid ^^chestid^^ --playerid|^^pid^^ --tdex|@{^^cname^^|dexterity} --thief|^^tid^^ --ppchance|@{^^cname^^|ppt} --chest|^^targettid^^ --bruteStr|@{^^cname^^|bendbar} --tstr|@{^^cname^^|strength} --openLock|@{^^cname^^|olt} --remTrap|@{^^cname^^|rtt} --tint|@{^^cname^^|intelligence} --charName|^^cname^^ --casting-level|6 --casting-name|^^chest^^\n!token-mod --api-as ^^pid^^ --ignore-selected --ids ^^targettid^^ --set imgsrc|@{^^chest^^|closed-img} width|@{^^chest^^|closed-img-size} height|@{^^chest^^|closed-img-size|max}'}, + {name:'Unlocked-Lock',type:'ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=^^chest^^ Unlocked}}Specs=[Unlocked-Lock,Ability,0H,Lock-Unlocked]{{desc=You have successfully overcome the lock. Do you want to open ^^chest^^?\n[Yes](!magic --display-ability w|@{^^chest^^|Thief}|^^chestid^^|Trap-@{^^chest^^|trap-status}) or [No](!magic --display-ability w|@{^^chest^^|Thief}|^^chestid^^|Container-@{^^chest^^|trap-status}). Or you can just walk away...}}\n!setattr --silent --charid ^^chestid^^ --trap-version|2 --trap-status||Unlocked'}, + {name:'Wizard-Spell-Trap',type:'trap|ability',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.warningTemplate+'}{{title=^^chest^^\'s Trap is Triggered}}Specs=[Wizard-Spell-Trap,Trap|Ability,0H,Triggered]{{desc=Tinkering with the ^^chest^^ without disarming the trap has triggered it, and a *@{^^chest^^|trap-var1}* fills the area!}}AbilityData=[w:Wizard Spell Trap, magical:1, tvar1:Stinking-Cloud%%Wizard Spell, tvar2:6%%Casting Level, tvar3:square%%AoE Shape, tvar4:20%%AoE Length, tvar5:20%%AoE Width, tvar6:acid%%AoE type, ns:8],[cl:AB,w:No-Lock-Is-Trapped],[cl:AB,w:Found-Magical-Trap],[cl:AB,w:Remove-Magical-Trap-Roll],[cl:AB,w:Trap-is-Locked],[cl:AB,w:Trap-is-Unlocked],[cl:AB,w:Trap-Remains],[cl:AB,w:Reset-Trap],[cl:AB,w:Close-Container,action:1]{{GM Desc=This trap sets off any wizard spell the GM desires when triggered, and can display an area of effect with an appropriate area of effect image (for a list \\amp description of the area of effect function and available images, see the "Area of Effect" command documentation in the RoundMaster Help handout).\nTo specify the spell that is cast, and the area of effect of that spell, select the container token and use the GM\'s [Token Setup] button, or use the **!cmd --abilities** command}}\n!setattr --silent --charid ^^chestid^^ --casting-level|@{^^chest^^|trap-var2} --casting-name|^^chest^^\n!rounds --aoe @{^^chest^^|chest}|@{^^chest^^|trap-var3}|feet|0|@{^^chest^^|trap-var4}|@{^^chest^^|trap-var5}|@{^^chest^^|trap-var6}|true\n!magic --display-ability gm|@{^^chest^^|chest}|MU-Spells-DB|@{^^chest^^|trap-var1}'}, + ]}, + Class_DB: {bio:'

Character Class Database

v2.08 17/05/2024

This sheet holds definitions of Character Classes that can be used by the RPGMaster API system. The definitions includes valid alignments and races, hit dice, the weapons & armour each class can use, the types of spells usable by the class (if any), and the powers that the class gets. Depending on API configuration, the APIs can restrict characters of a particular class to these specifications, or not as desired.', + gmnotes:'
Change Log:

v2.08 17/05/2024 Corrected standard specialist mage definitions to include the specmu:1 attribute
v2.07 22/03/2024 Corrected thieves and rogues allowed armour definitions to properly include Elven chain mail
v2.06 29/09/2023 Added classes to support some giants and chromatic & metalic dragons
v2.02-5 11/07/2023 Added classes in support of creatures in Creatures database
v2.01 25/09/2022 Moved to RPGM Library and updated templates
v1.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v1.05 11/05/2022 Added Priest of the Sea as a possible Priest class.
v1.03 23/02/2022 Initial release with classes defined in the Players Handbook', + root:'Class-DB', + api:'attk,magic', + type:'class', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/141880538/q9us_ihVJqijf8PpphgrqQ/max.png?1591624422', + version:2.08, + db:[{name:'Abjurer',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Abjurer}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Wis:[[15]]}}{{Alignment=Any}}{{Race=Human only}}{{Hit Dice=1d4}}Specs=[Abjurer,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Abjuration}}{{Banned=Alteration \\amp Illusion}}ClassData=[w:Wizard, hd:1d4, race:human, sps:abjuration, spb:alteration|illusion, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Spells of this school focus magical energies to provide protection. This protection can take a number of forms, including warding off specific types of weapons or creatures and discouraging or dispelling enemies. The school also includes a variety of spells involving avoidance and repellence. Abjuration spells concentrate on eliminating or hindering sources of potential harm rather than repairing damage.}}'}, + {name:'Assassin',type:'roguekitclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Assassin}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[12]], Int:[[11]], Str:[[12]]}}{{Race=Any}}{{Hit Dice=1d6}}{{Alignment=Any not Good (most are some form of Evil)}}Specs=[Assassin,RogueKitClass,0H,Rogue]{{Skills=Thieving Abilities *Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls,* and *Read Languages*, but only with reduced percentage points to allocate. Also, Assassins can *Backstab*.\nHave a chance to *Identify Poisons*}}ClassData=[w:Assassin, hd:1d6, align:ln|nn|n|cn|le|ne|ce, weaps:any, ac:padded|leather|studdedleather|elvenchain|magicitem|ring|cloak]{{desc=In any reasonably corrupt culture, there are those who wish to eliminate someone whose very existence stands in the way of their plans. To serve them there are Assassins: trained killers whose services are for hire.\nIn the AD\\ampD(R) 2nd Edition Players\' Handbook, the idea of an assassin, a hired killer, has been divorced from any particular character class. Indeed, a character can be any class and still be an assassin; this thief kit simply shows how a thief can be converted into an efficient, discreet killer. Characters of other classes still can (and often will) be assassins, so it would be best not to let down one\'s guard . . .}}{{Reference=*The Complete Thief\'s Handbook* Assassin Kit}}'}, + {name:'Bard',type:'rogueclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Bard}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[12]], Int:[[13]], Chr:[[15]]}}{{Race=Human or Half Elf}}{{Hit Dice=1d6}}{{Alignment=Any Neutral}}Specs=[Bard,RogueClass,0H,Rogue]{{Skills=Bardish Abilities *Pick Pockets, Detect Noise, Climb Walls,* and *Read Languages*. Can cast some wizard spells from 2nd Level (less likely to be Combat-type spells)}}ClassData=[w:Bard, hd:1d6, race:human|halfelf, align:ng|nn|n|ne|ln|cn, weaps:any, ac:padded|leather|hide|brigandine|ringmail|scalemail|chainmail|ring|magicitem|cloak, sps:any, slv:6|1|100|MU, spl1:0|1|2|2|3|3|3|3|3|3|3|3|3|3|3|4|4|4|4|4, spl2:0|0|0|1|1|2|2|3|3|3|3|3|3|3|3|3|4|4|4|4, spl3:0|0|0|0|0|0|1|1|2|2|3|3|3|3|3|3|3|4|4|4, spl4:0|0|0|0|0|0|0|0|0|1|1|2|2|3|3|3|3|3|4|4, spl5:0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|3|3|3|4, spl6:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|3]{{desc=The bard is an optional character class that can be used if your DM allows. He makes his way in life by his charm, talent, and wit. A good bard should be glib of tongue, light of heart, and fleet of foot (when all else fails).\nIn precise historical terms, the title "bard" applies only to certain groups of Celtic poets who sang the history of their tribes in long, recitative poems. These bards, found mainly in Ireland, Wales, and Scotland, filled many important roles in their society. They were storehouses of tribal history, reporters of news, messengers, and even ambassadors to other tribes. However, in the AD\\ampD game, the bard is a more generalized character. Historical and legendary examples of the type include Alan-a-Dale, Will Scarlet, Amergin, and even Homer. Indeed, every culture has its storyteller or poet, whether he is called bard, skald, fili, jongleur, or something else.}}'}, + {name:'Black-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[Black-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:Black Dragon, slv:1|1|16|MU, spl1:0|0|0|0|0|0|0|1|2|3|4|5|6|7|8|9, ns:1]{{}}%{Class-DB|Red-Dragon}{{prefix=Black }}{{Hit Dice=As Black Dragon}}'}, + {name:'Blue-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[Blue-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:Blue Dragon, slv:3|1|18|MU, sps:any, spl1:0|0|0|0|0|0|0|0|0|1|2|3|3|3|3|3|3|3, spl2:0|0|0|0|0|0|0|0|0|0|0|0|1|2|3|3|3|3, spl3:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|3],[w:Blue Dragon, sps:any, slv:1|1|18|PR, spl1:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|3, ns:5],{{}}%{Class-DB|Red-Dragon}{{prefix=Blue }}{{Hit Dice=As Blue Dragon}}'}, + {name:'Brass-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[Brass-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:Brass Dragon, slv:2|1|17|MU, sps:any, spl1:0|0|0|0|0|0|0|0|0|1|1|2|3|3|4|4|5, spl2:0|0|0|0|0|0|0|0|0|0|1|1|2|3|3|4|4],[w:Brass Dragon, sps:any, slv:2|1|17|PR, spl1:0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|3, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2, ns:5],{{}}%{Class-DB|Red-Dragon}{{prefix=Brass}}{{Hit Dice=As Brass Dragon}}{{Alignment=Chaotic Good (Neutral)}}'}, + {name:'Bronze-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[Bronze-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:Bronze Dragon, slv:5|1|19|MU, sps:any, spl1:0|0|0|0|0|0|0|0|0|0|1|1|2|2|2|2|2|2|2, spl2:0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|2|2|2|2, spl3:0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2, spl4:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2, spl5:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1],[w:Bronze Dragon, sps:any, slv:3|1|19|PR, spl1:0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|2, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2, spl3:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1, ns:5],{{}}%{Class-DB|Red-Dragon}{{prefix=Bronze}}{{Hit Dice=As Bronze Dragon}}{{Alignment=Lawful Good}}'}, + {name:'Cleric',type:'priestclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Cleric}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[9]]}}{{Race=Any}}{{Hit Dice=1d8}}{{ =**Alignment**}}{{Deity=Any}}{{Priests=Any}}{{Flock=Any}}Specs=[Cleric,PriestClass,0H,Priest]{{Powers=*Turn Undead*}}{{ =Spells}}{{Major Spheres=All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, and Sun}}{{Minor Spheres=Elemental}}ClassData=[w:Cleric, hd:1d8, weaps:clubs|flails|staff|slings, ac:any, sps:all|astral|charm|combat|creation|divination|guardian|healing|necromantic|protection|summoning|sun, spm:elemental, ns:1],[cl:PW, w:Turn-Undead, lv:1, pd:-1]{{desc=The most common type of priest is the cleric. The cleric may be an adherent of any religion (though if the DM designs a specific mythos, the cleric\'s abilities and spells may be changed--see following). Clerics are generally good, but are not restricted to good; they can have any alignment acceptable to their order.\nThe cleric class is similar to certain religious orders of knighthood of the Middle Ages: the Teutonic Knights, the Knights Templars, and Hospitalers. These orders combined military and religious training with a code of protection and service. Members were trained as knights and devoted themselves to the service of the church. These orders were frequently found on the outer edges of the Christian world, either on the fringe of the wilderness or in war-torn lands. Archbishop Turpin (of The Song of Roland) is an example of such a cleric. Similar orders can also be found in other lands, such as the sohei of Japan.}}'}, + {name:'Conjurer',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Conjurer}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Con:[[15]]}}{{Alignment=Any}}{{Race=Human \\amp Half Elf}}{{Hit Dice=1d4}}Specs=[Conjurer,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Conjuration / Summoning}}{{Banned=Greater Divination \\amp Invocation}}ClassData=[w:Conjurer, hd:1d4, race:human|halfelf, sps:conjuration|summoning|conjurationsummoning, spb:greaterdivination|invocation, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=This school includes two different types of magic, though both involve bringing in matter from another place. Conjuration spells produce various forms of nonliving matter. Summoning spells entice or compel creatures to come to the caster, as well as allowing the caster to channel forces from other planes. Since the casting techniques and ability requirements are the same for both types of magic, conjuration and summoning are considered two parts of the same school.}}'}, + {name:'Copper-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[Copper-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:Copper Dragon, slv:4|1|18|MU, sps:any, spl1:0|0|0|0|0|0|0|0|0|1|2|3|3|3|3|3|3|3, spl2:0|0|0|0|0|0|0|0|0|0|0|0|1|2|3|3|3|3, spl3:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2, spl4:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1],[w:Copper Dragon, sps:any, slv:2|1|18|PR, spl1:0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|3|3|3, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|3, ns:5],{{}}%{Class-DB|Red-Dragon}{{prefix=Copper}}{{Hit Dice=As Copper Dragon}}{{Alignment=Chaotic Good}}'}, + {name:'Creature',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Creature}}{{subtitle=Warrior Class}}{{Min Abilities=None}}{{Alignment=Any}}{{Race=Any}}Specs=[Creature,CreatureClass,0H,Creature]{{Powers=None}}{{Hit Dice=1d8}}ClassData=[w:Creature, align:any, race:any, hd:1d8, weaps:any, ac:any, npp:0, twp:0.0]{{desc=A creature can be any type of monster, pet, war-trained animal, woodland beast or dungeon denizen. It can have weapon use and armour, be intelligent, speak some or many languages, and be everything any other NPC or PC can be. Generally, it uses the Monster tab on Character Sheets. A specific class of creature can be specified by giving it a Race and defining a Class Database entry for that Race}}'}, + {name:'Diviner',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Diviner}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Wis:[[16]]}}{{Alignment=Any}}{{Race=Human, Elf \\amp Half Elf}}{{Hit Dice=1d4}}Specs=[Diviner,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Greater Divination}}{{Banned=Conjuration / Summoning}}ClassData=[w:Diviner, hd:1d4, race:human|elf|halfelf, sps:greaterdivination, spb:conjurationsummoning|conjuration|summoning, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=This school includes a variety of spells that reveal information that would otherwise remain hidden or secret. Greater divination spells reveal the existence of specific items, creatures, or conditions, as well as information about the past, present, and future. This school also includes spells that contact creatures from other planes of existence, but do not induce direct action from those creatures.}}'}, + {name:'Druid',type:'priestclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Druid}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]], Chr:[[15]]}}{{Race=Human or Half Elf}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=Neutral}}{{Priests=Neutral}}{{Flock=Neutral}}Specs=[Druid,PriestClass,0H,Priest]{{ =**Powers**}}{{3rd Level=*Identify Plants \\amp Animals \\amp Pure Water, Pass Without Trace, Speak a Woodland Language* (1/level)}}{{7th Level=*Immune to woodland charm, Shapechange to Normal Animal* (3/day)}}{{ =**Spells**}}{{Major Spheres=All, Animal, Elemental, Healing, Plant, and Weather}}{{Minor Spheres=Divination}}ClassData=[w:Druid, hd:1d8, weaps:clubs|sickle|dart|spears|dagger|scimitar|slings|staff, ac:leather|padded|hide|woodenshield|magicitem|ring|cloak, sps:all|animal|elemental|healing|plant|weather, spm:divination, ns:3],[cl:PW, w:Druids-Identify, lv:3, pd:-1],[cl:PW, w:Pass-Without-Trace, lv:3, pd:-1],[cl:PW, w:Shapechange, lv:7, pd:3]{{desc=Historically, druids lived among the Germanic tribes of Western Europe and Britain during the days of the Roman Empire. They acted as advisors to chieftains and held great influence over the tribesmen. Central to their thinking was the belief that the earth was the mother and source of all life. They revered many natural things -- the sun, moon, and certain trees -- as deities. Druids in the AD\\ampD game, however, are only loosely patterned after these historical figures. They are not required to behave like or follow the beliefs of historical druids.}}'}, + {name:'Enchanter',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Enchanter}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Chr:[[16]]}}{{Alignment=Any}}{{Race=Human, Elf \\amp Half Elf}}{{Hit Dice=1d4}}Specs=[Enchanter,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Enchantment / Charm}}{{Banned=Invocation / Evocation \\amp Necromancy}}ClassData=[w:Enchanter, hd:1d4, race:human|elf|halfelf, sps:enchantment|charm|enchantmentcharm, spb:invocation|evocation|invocationevocation|necromancy, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Similar to the school of conjuration/summoning, this school encompasses two general types of spells. Both types imbue their subjects with magical energy to create specific effects. *Charm* spells induce changes or influence the behavior of creatures, usually altering their subject\'s mental or emotional states. *Enchantment* spells invest non-living objects with magical powers. Neither *charm* nor *enchantment* spells have any effect on their subject\'s physical form.}}'}, + {name:'Fighter',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Fighter}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[9]]}}{{Alignment=Any}}{{Race=Any}}Specs=[Fighter,WarriorClass,0H,Warrior]{{Powers=None}}{{Hit Dice=1d10}}ClassData=[w:Fighter, align:any, hd:1d10, race:any, weaps:any, ac:any]{{desc=The fighter is a warrior, an expert in weapons and, if he is clever, tactics and strategy. There are many famous fighters from legend: Hercules, Perseus, Hiawatha, Beowulf, Siegfried, Cuchulain, Little John, Tristan, and Sinbad. History is crowded with great generals and warriors: El Cid, Hannibal, Alexander the Great, Charlemagne, Spartacus, Richard the Lionheart, and Belisarius. Your fighter could be modeled after any of these, or he could be unique. A visit to your local library can uncover many heroic fighters.}}'}, + {name:'Fire-Giant-Shaman',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{prefix=Fire Giant }}{{title=Shaman}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Fire Giant}}{{Hit Dice=As Fire Giant}}{{Section1=**Alignment**}}{{Deity=Lawful Evil}}{{Priests=Lawful Evil}}{{Flock=Lawful Evil}}Specs=[Fire Giant Shaman,CreatureClass,0H,Priest]{{Powers=None}}{{ Section3=Spells}}{{Major Spheres=Elemental, Healing, Charm, Protection, Divination, or Combat}}{{Minor Spheres=None}}ClassData=[w:Fire Giant Shaman, weaps:any, ac:any, sps:all|Elemental|Healing|Charm|Protection|Divination|Combat]{{desc=There is a 20% chance that any band of fire giants will have a shaman (80%) or witch doctor (20%). If the group is lead by a king, there is an 80% chance of a spell caster. Fire giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the Elemental, Healing, Charm, Protection, Divination, or Combat spheres. Fire giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can detect or thwart intruders.}}'}, + {name:'Fire-Giant-Witch-Doctor',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{prefix=Fire Giant }}{{title=Witch Doctor}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Fire Giant}}{{Hit Dice=As Fire Giant}}{{Section1=**Alignment**}}{{Deity=Lawful Evil}}{{Priests=Lawful Evil}}{{Flock=Lawful Evil}}Specs=[Fire Giant Witch Doctor,CreatureClass,0H,Priest]{{Powers=None}}{{ Section3=Spells}}{{Major Spheres=Elemental, Healing, Charm, Protection, Divination, or Combat}}{{Minor Spheres=None}}ClassData=[w:Fire Giant Witch Doctor, weaps:any, ac:any, slv:7|1|20|PR, sps:all|Elemental|Healing|Charm|Protection|Divination|Combat],[w:Fire Giant Witch Doctor, sps:any, slv:2|1|3|MU]{{desc=There is a 20% chance that any band of fire giants will have a shaman (80%) or witch doctor (20%). If the group is lead by a king, there is an 80% chance of a spell caster. Fire giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the Elemental, Healing, Charm, Protection, Divination, or Combat spheres. Fire giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can detect or thwart intruders.}}'}, + {name:'Frost-Giant-Shaman',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{prefix=Frost Giant }}{{title=Shaman}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Frost Giant}}{{Hit Dice=As Frost Giant}}{{Section1=**Alignment**}}{{Deity=Chaotic Evil}}{{Priests=Chaotic Evil}}{{Flock=Chaotic Evil}}Specs=[Frost Giant Shaman,CreatureClass,0H,Priest]{{Powers=None}}{{ Section3=Spells}}{{Major Spheres=*Healing, charm, protection, divination*, or *weather*}}{{Minor Spheres=None}}ClassData=[w:Frost Giant Shaman, weaps:any, ac:any, sps:all|healing|charm|protection|divination|weather]{{desc=There is a 20% chance that any band of frost giants will have a shaman (80%) or witch doctor (20%). If the group is led by a jarl, there is an 80% chance for a spell caster. Frost giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the *healing, charm, protection, divination,* or *weather* spheres.}}'}, + {name:'Frost-Giant-Witch-Doctor',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{prefix=Frost Giant }}{{title=Witch Doctor}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Frost Giant}}{{Hit Dice=As Frost Giant}}{{Section1=**Alignment**}}{{Deity=Chaotic Evil}}{{Priests=Chaotic Evil}}{{Flock=Chaotic Evil}}Specs=[Frost Giant Witch Doctor,CreatureClass,0H,Priest]{{Powers=None}}{{Section3=Spells}}{{Major Spheres=*Healing, charm, protection, divination*, or *weather*}}{{Minor Spheres=None}}ClassData=[w:Frost Giant Witch Doctor, weaps:any, ac:any, slv:7|1|20|PR, sps:all|Healing|charm|protection|divination|weather],[w:Frost Giant Witch Doctor, sps:any, slv:2|1|3|MU]{{desc=There is a 20% chance that any band of frost giants will have a shaman (80%) or witch doctor (20%). If the group is led by a jarl, there is an 80% chance for a spell caster. Frost giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the *healing, charm, protection, divination,* or *weather* spheres. Frost giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can bewilder and confound other giants. Favorite spells include: *unseen servant, shocking grasp, detect magic, ventriloquism, deeppockets, ESP, mirror image,* and *invisibility*.}}'}, + {name:'Goblin-Shaman',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Goblin Shaman}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Goblin}}{{Hit Dice=As Goblin}}{{ =**Alignment**}}{{Deity=Any}}{{Priests=Any}}{{Flock=Any}}Specs=[Goblin Shaman,CreatureClass,0H,Priest]{{Powers=None}}{{ =Spells}}{{Major Spheres=Divination, Healing (reversed), Protection, and Sun (reversed)}}{{Minor Spheres=None}}ClassData=[w:Goblin Shaman, weaps:clubs|flails|staff|slings, ac:any, sps:all|divination|healing|protection|sun]{{desc=Goblin shamans are rare, but have been known to reach 7th level. Their spheres include: Divination, Healing (reversed), Protection, and Sun (reversed).}}'}, + {name:'Gold-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[Gold-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:Gold Dragon, slv:7|1|20|MU, sps:any, spl1:0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2|2|2|2|2, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|2|2|2|2|2|2|2, spl3:0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2|2|2|2|2, spl4:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2|2|2|2, spl5:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2|2|2, spl6:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2|2, spl7:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2, spl8:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1],[w:Gold Dragon, sps:any, slv:4|1|20|PR, spl1:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2|2, spl3:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2, spl4:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|2, ns:5],{{}}%{Class-DB|Red-Dragon}{{prefix=Gold}}{{Hit Dice=As Gold Dragon}}{{Alignment=Lawful Good}}'}, + {name:'Green-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[Green-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:Green Dragon, slv:2|1|17|MU, sps:any, spl1:0|0|0|0|0|0|0|0|1|2|3|4|4|4|4|4|5, spl2:0|0|0|0|0|0|0|0|0|0|0|0|1|2|3|4|4, ns:5],{{}}%{Class-DB|Red-Dragon}{{prefix=Green }}{{Hit Dice=As Green Dragon}}'}, + {name:'Illusionist',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Illusionist}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Dex:[[16]]}}{{Alignment=Any}}{{Race=Human, Gnome}}{{Hit Dice=1d4}}Specs=[Illusionist,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Illusion / Phantasm}}{{Banned=Abjuration, Invocation / Evocation, Necromancy}}ClassData=[w:Illusionist, hd:1d4, race:human|gnome, sps:illusion|phantasm|illusionphantasm, spb:abjuration|invocation|evocation|invocationevocation|necromancy, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Spells from the school of illusion bend reality to create apparent changes in the environment, in the caster, or in other persons or creatures. These spells do not cause real changes as alteration spells do, but instead alter the way that creatures and persons perceive reality. This school includes both illusion and phantasm spells.}}'}, + {name:'Invoker',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Invoker}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Con:[[16]]}}{{Alignment=Any}}{{Race=Human only}}{{Hit Dice=1d4}}Specs=[Invoker,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Invocation / Evocation}}{{Banned=Enchantment / Charm \\amp Conjuration / Summoning}}ClassData=[w:Invoker, hd:1d4, race:human, sps:invocation|evocation|invocationevocation, spb:enchantment|charm|enchantmentcharm|conjuration|summoning|conjurationsummoning, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=This school includes two types of spells, both of which use magical energy to create specific effects by bringing forth special forces that the caster shapes into constructs of energy or constructs of matter. Evocation spells use the natural magical forces of the planes. Invocation spells call on the intervention of powerful extradimensional beings.}}'}, + {name:'Mage',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Mage}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]]}}{{Alignment=Any}}{{Race=Human, Elf or Half-Elf}}{{Hit Dice=1d4}}Specs=[Mage,WizardClass,0H,Wizard]{{Spells=Any}}ClassData=[w:Mage, hd:1d4, race:human|elf|halfelf, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and disadvantage. On the positive side, the mage\'s selection of spells enables him to deal with many different situations. (Wizards who study within a single school of magic learn highly specialized spells, but at the expense of spells from other areas.) The other side of the coin is that the mage\'s ability to learn specialized spells is limited compared to the specialist\'s.\nMages have no historical counterparts; they exist only in legend and myth. However, players can model their characters after such legendary figures as Merlin, Circe, or Medea. Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them. These legendary figures worked toward secret ends, seldom confiding in the normal folk around them.}}'}, + {name:'Magic-User',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Magic User}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]]}}{{Alignment=Any}}{{Race=Human, Elf or Half-Elf}}{{Hit Dice=1d4}}Specs=[Magic User,WizardClass,0H,Wizard]{{Spells=Any}}ClassData=[w:Magic User, hd:1d4, race:human|elf|halfelf, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and disadvantage. On the positive side, the mage\'s selection of spells enables him to deal with many different situations. (Wizards who study within a single school of magic learn highly specialized spells, but at the expense of spells from other areas.) The other side of the coin is that the mage\'s ability to learn specialized spells is limited compared to the specialist\'s.\nMages have no historical counterparts; they exist only in legend and myth. However, players can model their characters after such legendary figures as Merlin, Circe, or Medea. Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them. These legendary figures worked toward secret ends, seldom confiding in the normal folk around them.}}'}, + {name:'Necromancer',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Necromancer}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Wis:[[16]]}}{{Alignment=Any}}{{Race=Human only}}{{Hit Dice=1d4}}Specs=[Necromancer,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Necromancy}}{{Banned=Enchantment / Charm \\amp Illusion}}ClassData=[w:Necromancer, hd:1d4, race:human, sps:necromancy, spb:enchantment|charm|enchantmentcharm|illusion|phantasm|illusionphantasm, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=This powerful school involves spells dealing with death and the dead. These spells drain vitality from living creatures and restore life functions to unliving creatures. Bones, blood, spirits, and apparitions are all associated with the magical energies shaped and controlled by the specialists of this school.}}'}, + {name:'Paladin',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Paladin}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[12]], Con:[[9]], Wis:[[13]], Chr:[[17]]}}{{Alignment=Lawful Good}}{{Race=Human only}}Specs=[Paladin,WarriorClass,0H,Warrior]{{Hit Dice=1d10}}{{=**Powers**}}{{1st Level=*Detect Evil Intent, Immune* to disease, *Lay on Hands, Cure Disease, Aura of Protection*}}{{3rd Level=*Turn Undead and Fiends*}}{{9th Level=Aquire Clerical spell casting}}{{.=**Priest Spells**}}{{Major Spheres=Combat, Divination, Healing, Protective}}ClassData=[w:Paladin, align:lg, hd:1d10, race:human, weaps:any, ac:any, sps:combat|divination|healing|protective, slv:4|9|9|PR, spl1:1|2|2|2|2|3|3|3|3|3|3|3, spl2:0|0|1|2|2|2|2|3|3|3|3|3, spl3:0|0|0|0|1|1|1|2|3|3|3|3, spl4:0|0|0|0|0|0|1|1|1|1|2|3, ns:4],[cl:PW, w:Paladin-Detect-Evil, lv:1, pd:-1],[cl:PW, w:Paladin-lay-on-hands, lv:1, pd:1],[cl:PW, w:Cure-Disease, lv:1, pd:1],[cl:PW, w:Turn-Undead, lv:3, pd:-1]{{desc=The paladin is a noble and heroic warrior, the symbol of all that is right and true in the world. As such, he has high ideals that he must maintain at all times. Throughout legend and history there are many heroes who could be called paladins: Roland and the 12 Peers of Charlemagne, Sir Lancelot, Sir Gawain, and Sir Galahad are all examples of the class. However, many brave and heroic soldiers have tried and failed to live up to the ideals of the paladin. It is not an easy task!}}'}, + {name:'Priest',type:'priestclass',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[9]]}}{{Race=Any}}{{Hit Dice=1d8}}{{ =**Alignment**}}{{Deity=Any}}{{Priests=Any}}{{Flock=Any}}Specs=[Priest,PriestClass,0H,Priest]{{Powers=*Turn Undead*}}{{ =Spells}}{{Major Spheres=All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, and Sun}}{{Minor Spheres=Elemental}}ClassData=[w:Priest, hd:1d8, weaps:clubs|flails|staff|slings, ac:any, sps:all|astral|charm|combat|creation|divination|guardian|healing|necromantic|protection|summoning|sun, spm:elemental,ns:1],[cl:PW,w:Turn Undead,sp:10,pd:-1]{{desc=The most common type of priest is the cleric. The cleric may be an adherent of any religion (though if the DM designs a specific mythos, the cleric\'s abilities and spells may be changed--see following). Clerics are generally good, but are not restricted to good; they can have any alignment acceptable to their order.\nThe cleric class is similar to certain religious orders of knighthood of the Middle Ages: the Teutonic Knights, the Knights Templars, and Hospitalers. These orders combined military and religious training with a code of protection and service. Members were trained as knights and devoted themselves to the service of the church. These orders were frequently found on the outer edges of the Christian world, either on the fringe of the wilderness or in war-torn lands. Archbishop Turpin (of The Song of Roland) is an example of such a cleric. Similar orders can also be found in other lands, such as the sohei of Japan.}}'}, + {name:'Priest-of-Agriculture',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Agriculture}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[11]], Con:[[12]]}}{{Races=Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=True Neutral or Neutral Good}}{{Flock=Any}}Specs=[Priest of Agriculture,PriesthoodClass,0H,Priest]{{ =**Spells**}}{{Major Spheres=All, Creation, Divination, Plant, Summoning}}{{Minor Spheres=Animal, Healing, Protection, Sun, Weather}}{{.=**Powers**}}{{1st Level=*Analysis, Detection, \\amp Identification; Create Food \\amp Water* (1/day); *Immunity* to *natural* food poisoning}}{{8th Level=*Heroes\' Feast,* (1/day)}}ClassData=[w:Priest of Agriculture, align:NN|NG, hd:1d8, race:gnomes|halfelves|halflings|humans, weaps:hooks|flails|handaxe|throwingaxe|scythe|sickle, ac:leather|padded|hide|woodenshield|magicitem|ring|cloak, sps:all|Creation|Divination|Plant|Summoning, spm:Animal|Healing|Protection|Sun|Weather, ns:3],[cl:PW, w:Analysis-Detection-Identification, lv:1, pd:-1],[cl:PW, w:Create-Food-and-Water, lv:1, pd:1],[cl:PW, w:Heroes-Feast, lv:8, pd:1]{{desc=Agriculture concerns Man harvesting Nature. The god has shown man how to plant, grow, reap, and utilize crops; man, in turn, worships the god as thanks for this bounty. The gods of agriculture is different from the other gods of nature and natural forces in that he represents the elements of growing that man utilizes and can control.\nThe priesthood of this god is principally interested in making sure that mankind continues to appreciate the agricultural god. An angry god of this sort can decide that crops fail, either on a local level or even worldwide, resulting in mass starvation and (eventually, if the god is not appeased) a destruction of civilization; man would return to a hunter-gatherer culture, living in small nomadic tribes and following herds of beasts, if this were to take place.\nA god of Agriculture doesn\'t have to be the god of all agriculture. He could be the god of a specific crop (especially wheat, barley, corn, vines, olives, and other principal crops) or of a specific, lesser attribute of agriculture (sowing, reaping, brewing, etc.).\nMost agricultural deities are female.\nThe priests of this god are on good terms with Druids and the priests of Community, Earth, Fertility, Fire, Life-Death-Rebirth Cycle, Nature, Seasons, and Vegetation.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Ancestors',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Ancestors}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]]}}{{Races=Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=Neutral Good}}{{Priests=Any Good}}{{Flock=Any Neutral or Good}}{{ =**Spells**}}{{Major Spheres=All, Astral, Creation, Divination, Guardian, Necromantic and Protection}}{{Minor Spheres=Charm, Healing}}Specs=[Priest of Ancestors,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Detection* of graves \\amp undead, *Immunity* to *charm* abilities of undead creatures, *Turn Undead*}}{{8th Level=*Prophecy* (not at will)}}ClassData=[w:Priest of Ancestors, align:LG|NG|CG, hd:1d8, race:dwarves|elves|gnomes|halfelves|halflings|humans, weaps:clubs|dagger|dirk|dart|knife|staff, ac:magicitem|ring|cloak, sps:all|astral|creation|divination|guardian|necromantic|protection, spm:charm|healing, ns:1],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Prophesy, lv:8, pd:-1]{{desc=A god devoted to man\'s communion with and honoring of his dead ancestors. As such, this is a god of civilization and learning, even of courtesy.\nThe priests of this god keep the deeds of ancestors and heroes in the minds of the population. They commune with and honor the dead, and are also devoted to learning from them # not just reading their writings, but communicating with them magically, even exploring alternate planes to understand the meaning of life and death.\nThey are also devoted to the protection of new generations, whom they teach to appreciate the previous generations of this race.\nThis priesthood places a high value on truth.\nPriests of the god of ancestors hate the undead, regarding them as a mockery of true and noble death. These priests seek to eradicate the undead whenever encountered. \nLesser gods of this attribute would be devoted to subsets of the broad field of Ancestors. Such subsets include: Ancestors of a particular race, of a particular city, of a particular extended clan; all male ancestors, all female ancestors, all warrior ancestors, all scholar ancestors, etc. It would be appropriate for a civic deity (see Community, below) also to be a god of the city\'s ancestors, for instance.\nAncestor deities are not inclined toward either sex.\nThe priests of this god are on good terms with the priests of Birth/Children, Community, Divinity of Mankind, Fate/Destiny, Race, and Sites. The priests of this god dislike the priests of Disease.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Darkness',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Darkness}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[11]], Int:[[11]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Neutral Good, Neutral Evil, or True Neutral}}{{Flock=Any Alignment}}{{ =**Spells**}}{{Major Spheres=All, Charm, Divination, Necromantic, Summoning and Sun}}{{Minor Spheres=Animal, Elemental, Guardian, Protection}}Specs=[Priest of Darkness,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Infravision*. NG \\amp N have *Turn Undead*, NE have *Control Undead*}}ClassData=[w:Priest of Darkness, align:NG|NN|N|NE, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:bow|crossbow|dagger|dirk|knife|stiletto|rapier|shortsword, ac:hide|leather|padded|magicitem|ring|cloak, sps:all|charm|divination|necromantic|summoning|sun, spm:animal|elemental|guardian|protection, ns:2],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Control-Undead, lv:1, pd:-1]{{desc=This god is a god of some forces that humans fear. However, this doesn\'t mean the god is evil. Generally, he\'s not. He\'s just the embodiment of darkness, including all its benefits and all its dangers. The god of Darkness and Night would be the god of sleep, of dreams, of nightmares, and of nocturnal predators; some of these traits are considered good, some ill.\nThe priests of this god are interested in making sure that man regards Darkness and Night with a reverential awe # making sure that the sentient humanoid races appreciate the virtues of night while still respecting or fearing its more frightening aspects. These priests tend to be more aloof from the common man than priests of many other gods.\nLesser gods of this attribute would be gods of only one of these factors. One might be the god of Sleep, and another the god of Nightmares. In these cases, the DM can choose to vary the god\'s alignment; the god of Sleep, much beloved of men, could be lawful good, while the god of Nightmares, hated by men, could be chaotic evil.\nGods of darkness or night are most likely to be female.\nThe priests of this god are on good terms with the priests of Dawn, Death, Elemental Forces, Hunting, Light, Magic, Moon, Oracles/Prophecy, and Sun. Some DMs may be surprised that the gods of Darkness and Night are not listed here as being opposed to those of light and sun. It\'s because they don\'t have to be; in Greek mythology, for instance, the sun-god, moon-goddess, and dawn-goddess were all siblings who never opposed one another. Naturally, the individual DM can decide for his campaign that the deities of darkness and light, moon and sun are enemies.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Dawn',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Dawn}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[10]], Chr:[[13]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=Lawful Good}}{{Priests=Any Good}}{{Flock=Any not Evil}}{{ =**Spells**}}{{Major Spheres=All, Charm, Divination, Elemental(Fire/Air), Healing, Summoning and Sun}}{{Minor Spheres=Animal, Creation, Necromantic, Plant,Protection, Weather}}Specs=[Priest of Dawn,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Charm/Fascination* 3/day (not in combat), *Immunity* to Level Drain from Undead, *Turn Undead*}}{{10th Level=*Chariot of Sustarre* 1/day}}ClassData=[w:Priest of Darkness, align:NG|LG|CG, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:bow, ac:magicitem|ring|cloak, sps:all|charm|divination|elementalfire|elementalair|healing|summoning|sun, spm:animal|creation|necromantic|plant|protection|weather, ns:3],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Charm-Fascination, lv:1, pd:3],[cl:PW, w:Chariot-of-Sustarre, lv:10, pd:1]{{desc=The god of dawn represents the border between Night and Day, Darkness and Light, Moon and Sun. He\'s a friend of mankind, a bringer of inspiration, an enemy of dark things.\nThe priests of this god work mostly to keep the flock appreciating the god\'s virtues. These priests, like their allies, the priests of the god of the Sun, are also enemies of the undead.\nDeities of the dawn are mostly likely to be female.\nThe priests of this god are on good terms with the priests of Darkness/Night, Elemental Forces, Fire, Healing, Hunting, Light, Magic, Moon, Oracles/Prophecy, and Sun.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Death',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Death}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[9]]}}{{Races=Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Any Alignment}}{{Flock=Any Alignment}}{{ =**Spells**}}{{Major Spheres=All, Astral, Charm, Divination, Protection}}{{Minor Spheres=Guardian, Necromantic, Sun, and Weather}}Specs=[Priest of Death,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Inspire Fear* 2/day, *Control Undead* even if not Evil}}ClassData=[w:Priest of Death, align:any, hd:1d8, race:dwarves|elves|gnomes|halfelves|halflings|humans, weaps:battleaxe|dagger|dirk|knife|lasso|scythe|sickle|stiletto|khopesh|shortsword, ac:magicitem|ring|cloak, sps:all|astral|charm|divination|protection, spm:guardian|necromantic|sun|weather, ns:2],[cl:PW, w:Control-Undead, lv:1, pd:-1],[cl:PW, w:Inspire-Fear, lv:1, pd:2]{{desc=The God of Death is, naturally, a terrifying figure whom man regards as an enemy, an unavoidable doom.\nBut this doesn\'t mean that death-gods are evil. Most, in fact, are true neutral. A deathgod can be the King of the Land of the Dead, the Grim Reaper who cuts down the living, or the Guide of the Souls who helps the departed spirit on to its reward or next existence.\nPriests of the death-god are often agents who must "help" people on to the afterlife, especially if such people have successfully thwarted Death in the past. This duty may take the form of assassination, or of mercy-killing. In some campaigns, spirits sometimes escape the afterlife and return to the land of the living; the death-god\'s priests must hunt them down and capture them for return to their proper place.\nDeath-gods are equally likely to be male or female.\nThe priests of this god are on good terms with the priests of Ancestors, Community, Darkness/Night, Disease, Justice/Revenge, Life-Death-Rebirth Cycle, and Time. Priests of this god are sometimes (at individual DM discretion) allies of the priests of the philosophy of Evil, but this is actually not common, regardless of how scary the god of Death might be. The priests of this god dislike the priests of Fertility and Healing, and (at the DM\'s discretion) Strength.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Disease',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Disease}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[9]], Con:[[15]]}}{{Races=Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=Neutral Evil}}{{Priests=Neutral Evil}}{{Flock=Neutral Evil}}{{ =**Spells**}}{{Major Spheres=All, Animal, Healing (reversed only), Summoning, Weather}}{{Minor Spheres=Combat, Divination, Necromantic (reversed only), Protection (reversed where applicable)}}Specs=[Priest of Disease,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Immunity* to all diseases, *Laying on Harmful Hands* 1/day}}ClassData=[w:Priest of Disease, align:ne, hd:1d8, race:dwarves|elves|gnomes|halfelves|halflings|humans, weaps:bow|dart|scourge|scythe|whip, ac:any, sps:all|animal|healing|summoning|weather, spm:combat|divination|necromantic, ns:1],[cl:PW, w:Lay-on-Harmful-Hands, lv:1, pd:1]{{desc=This is an evil god which dislikes mankind and other sentient races. It creates new and ever-more-terrifying illnesses to inflict upon the sentient races.\nThe priests of this god spread illness and ignorance. They carry infected victims and rats infested with disease-bearing insects to new ports. Through their actions, they deny their victims an honorable death and can sometimes topple entire civilizations. This is not a character class for PCs to take unless the campaign is very unusual.\nLesser gods of disease would be gods of specific ailments. It\'s entirely appropriate, for instance, for the Black Plague to have its own representative god.\nGods of disease are just as likely to be male as female.\nThe priests of this god are on good terms with the priests of Death and Evil. The priests of this god dislike the priests of Birth/Children, Fire, Healing, and Strength.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Earth',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Earth}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]]}}{{Races=Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Neutral or Neutral Good}}{{Flock=Any Alignment}}{{ =**Spells**}}{{Major Spheres=All, Creation, Elemental (Earth), Plant, Summoning}}{{Minor Spheres=Animal, Divination, Healing, Protection}}Specs=[Priest of Earth,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Detect grade or slope* 5 in 6 (dwarves \\amp gnomes automatic), *Approx Depth Underground* 50% (dwarves \\amp gnomes 5 in 6), *Immunity* to all snake venoms}}ClassData=[w:Priest of Earth, align:n|nn|ng, hd:1d8, race:dwarves|elves|gnomes|halfelves|halflings|humans, weaps:club|dagger|dirk|knife|footmansmace|maul|morningstar|picks|scythe|sickle|slings|stiletto|warhammer, ac:hide|padded|leather|woodenshield|ring|magicitem, sps:all|creation|elementalearth|plant|summoning, spm:animal|divination|healing|protection]{{desc=This deity is the manifestation of the world in all its aspects. He\'s not just a god of growing things, plants and animals; he also represents weather, volcanoes, earthquakes, flood, and many other powerful natural forces. Many earth-gods are also makers of\nmonsters.\nThis god\'s priests are a vigorous sect who insist that everyone worship the god, for without the god all creatures on the face of the world could not exist.\nLesser gods of this attribute would represent only one aspect of the earth. One might be a god of earthquakes, one a god of stony mountains, one a god of caves and caverns. The gods of Agriculture, Animals, Nature and Vegetation can also be considered lesser gods of the Earth attribute.\nLesser gods are as likely to be male as female, but the comprehensive god of all the earth is probably female.\nThe priests of this god are on good terms with Druids and the priests of Agriculture, Animals, Fertility, Life-Death-Rebirth Cycle, Nature, Seasons, Sky/Weather, and Vegetation.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Good',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Good (Philosophy)}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[9]]}}{{Races=Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Philosophy=Good}}{{Priests=Any Good}}{{Flock=Any Good}}{{ =**Spells**}}{{Major Spheres=All, Healing and Protection}}{{Minor Spheres=Charm and Divination}}Specs=[Priest of Good,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Detect Evil* 3/day, *Permanent +1 to-hit \\amp damage* vs. all Evil enemies, above \\amp beyond other bonuses, *Turn Undead*}}ClassData=[w:Priest of Good, align:lg|ng|cg, hd:1d8, race:dwarves|elves|gnomes|halfelves|halflings|humans, weaps:bow|handaxe|throwingaxe|javelin|lasso|polearm|spear|staffsling|stiletto|shortblade|mediumblade|longblade|fencingblade, ac:any|magicitem|ring|cloak, sps:all|healing|protection, spm:charm|divination, ns:2],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:PR-Detect-Evil, lv:1, pd:3]{{desc=Just as evil thoughts and deeds create evil energies, good thoughts and deeds create good energies, resulting in priests of the philosophy of Good.\nThe goal of these priests is to counter the spread of evil throughout the universe. They work primarily to anticipate the deeds of evil beings, head them off, and counter them whenever possible. They may or may not believe in Law; some of them, chaotic good priests, break all sorts of laws and restrictions of society in order to realize their good intentions.\nThe priests of this philosophy are on good terms with the priests of Divinity of Mankind, Everything, Peace, Race, Redemption, and Wisdom. The priests of this philosophy especially dislike the priests of Evil.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Healing',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Healing}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[10]], Int:[[10]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=Lawful Good}}{{Priests=Any Good}}{{Flock=Any not Evil}}{{ =**Spells**}}{{Major Spheres=All, Creation, Divination, Healing, Necromantic, Protection, Summoning}}{{Minor Spheres=Animal, Charm, Guardian, Plant, Sun, Weather}}Specs=[Priest of Healing,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*+2 to saving throws* vs. poisons and diseases, *Lay on Hands* 1/day, *Soothing Word* 3/day, and *Turn Undead*}}{{3rd Level=*Analysis \\amp Identification* of diseases and poisons if succeeding an Intelligence check}}ClassData=[w:Priest of Healing, align:lg|ng|cg, hd:1d8, race:dwarves|elves|gnomes|halfelves|halflings|humans, weaps:lasso|mancatcher|net|quarterstaff, ac:hide|padded|leather|magicitem|ring|cloak, sps:all|creation|divination|healing|necromantic|protection|summoning, spm:animal|charm|guardian|plant|sun|weather, ns:4],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Lay-on-Healing-Hands, lv:1, pd:1],[cl:PW, w:Soothing-Word, lv:1, pd:3],[cl:PW, w:Analysis-Detection-Identification, lv:3, pd:-1]{{desc=This god is the champion of doctors, medicine and other healing functions. He cures the sick and passes on his healing knowledge to his mortal doctor/priests. He is the enemy of disease and injury, and no admirer of war.\nThe priesthood is devoted to healing and are not allowed by their order to turn away a patient in need; if they can help him, they must.\nLesser gods of this attribute are gods of specific types of healing. One might be a god of combat injuries, one a god who heals illnesses of the mind. The god of childbirth could\nbe considered a lesser god of healing.\nHealing gods are as likely to be male as female.\nThe priests of this god are on good terms with the priests of Birth/Children, Dawn, Guardianship, Light, Love, Peace, and Sun. The priests of this god dislike the priests of Death, Disease, and Evil.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Light',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Light}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]], Int:[[12]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=Neutral Good}}{{Priests=Any Good}}{{Flock=Any Neutral or Good}}Specs=[Priest of Light,PriesthoodClass,0H,Priest]{{ =**Spells**}}{{Major Spheres=All, Charm, Divination, Healing and Sun}}{{Minor Spheres=Animal, Creation, Necromantic and Plant}}{{.=**Powers**}}{{1st Level=*Infravision, Turn Undead*}}{{3rd Level=*Laying on Hands* 1/day}}{{5th Level=*Charm/Fascination* 3/day}}{{9th Level=*Prophecy*}}ClassData=[w:Priest of Light, align:LG|NG|CG, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:bow|crossbow|dagger|dirk|dart|javelin|knife|slings|spear, ac:leather|padded|hide|magicitem|ring|cloak, sps:all|charm|divination|healing|sun, spm:animal|creation|necromantic|plant, ns:3],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Lay-On-Healing-Hands, lv:3, pd:1],[cl:PW, w:Charm-Fascination, lv:5, pd:3],[cl:PW, w:Prophesy, lv:9, pd:-1]{{desc=The god of all forms of light: Sunlight, moonlight, firelight, etc. The god is a friend of life, a patron of magic, a proponent of logical thought, and an enemy of the undead.\nThe priesthood of the god is devoted to celebrating these aspects of the god and to promoting positive forces such as healing.\nLesser gods of this attribute would be gods of one aspect of light. One god might be the god of Reason, another the god of Inspiration, etc.\nThis deity is as likely to be male as female.\nThe priests of this god are on good terms with the priests of Arts, Crafts, Darkness/Night, Dawn, Elemental Forces, Fire, Healing, Hunting, Literature/Poetry, Magic, Metalwork, Moon, Music/Dance, Oracles/Prophecy, and Sun.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Magic',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Magic}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]], Int:[[13]]}}{{Races=Elves, Half-Elves, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Neutral Good, True Neutral, or Neutral Evil}}{{Flock=Any Alignment}}{{ =**Spells**}}{{Major Spheres=All, Astral, Charm, Divination, Elemental, Healing, Protection, Summoning}}{{Minor Spheres=Animal, Guardian, Necromantic, Plant, Sun, Weather}}Specs=[Priest of Magic,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Inspire Fear* 2/day, *Languages* 1/level (1st-8th Level), *Turn Undead*}}{{3rd Level=*Infravision*}}{{8th Level=*Shapechange* 3/day}}ClassData=[w:Priest of Magic, align:ng|nn|n|ne, hd:1d8, race:elves|halfelves|humans, weaps:belayingpin|dagger|dirk|dart|knike|quarterstaff|sling, ac:magicitem|ring|cloak, sps:all|astral|charm|divination|elemental|healing|protection|summoning, spm:animal|guardian|necromantic|plant|sun|weather, ns:3],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Inspire-Fear, lv:1, pd:2],[cl:PW, w:Shapechange, lv:8, pd:3]{{desc=This god is the patron of magic in all its forms. At the DM\'s discretion, he could be the source of all magical energies used by the world\'s mages; or, he could just be the god responsible for teaching the most important spells and rituals to mortal mages. Either way, he is as beloved of mages as of any other class of characters.\nPriests of this god, in addition to encouraging worship of the god, act as scholars of magic. They help preserve libraries of magical information and encourage correspondence and the exchange of ideas (and spells) between mages.\nEvery school of magic or priest sphere of influence could have its own, lesser god: There could be a god of Necromancy, a god of Enchantment, etc.\nGods of magic are as likely to be male as female.\nThe priests of this god are on good terms with the priests of Darkness/Night, Dawn, Elemental Forces, Fire, Healing, Light, Moon, Oracles/Prophecy, and Sun.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-Night',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Night}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[11]], Int:[[11]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Neutral Good, Neutral Evil, or True Neutral}}{{Flock=Any Alignment}}{{ =**Spells**}}{{Major Spheres=All, Charm, Divination, Necromantic, Summoning and Sun}}{{Minor Spheres=Animal, Elemental, Guardian, Protection}}Specs=[Priest of Night,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Infravision*. NG \\amp N have *Turn Undead*, NE have *Control Undead*}}ClassData=[w:Priest of Night, align:NG|NN|N|NE, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:bow|crossbow|dagger|dirk|knife|stiletto|rapier|shortsword, ac:hide|leather|padded|magicitem|ring|cloak, sps:all|charm|divination|necromantic|summoning|sun, spm:animal|elemental|guardian|protection, ns:2],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Control-Undead, lv:1, pd:-1]{{desc=This god is a god of some forces that humans fear. However, this doesn\'t mean the god is evil. Generally, he\'s not. He\'s just the embodiment of darkness, including all its benefits and all its dangers. The god of Darkness and Night would be the god of sleep, of dreams, of nightmares, and of nocturnal predators; some of these traits are considered good, some ill.\nThe priests of this god are interested in making sure that man regards Darkness and Night with a reverential awe # making sure that the sentient humanoid races appreciate the virtues of night while still respecting or fearing its more frightening aspects. These priests tend to be more aloof from the common man than priests of many other gods.\nLesser gods of this attribute would be gods of only one of these factors. One might be the god of Sleep, and another the god of Nightmares. In these cases, the DM can choose to vary the god\'s alignment; the god of Sleep, much beloved of men, could be lawful good, while the god of Nightmares, hated by men, could be chaotic evil.\nGods of darkness or night are most likely to be female.\nThe priests of this god are on good terms with the priests of Dawn, Death, Elemental Forces, Hunting, Light, Magic, Moon, Oracles/Prophecy, and Sun. Some DMs may be surprised that the gods of Darkness and Night are not listed here as being opposed to those of light and sun. It\'s because they don\'t have to be; in Greek mythology, for instance, the sun-god, moon-goddess, and dawn-goddess were all siblings who never opposed one another. Naturally, the individual DM can decide for his campaign that the deities of darkness and light, moon and sun are enemies.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-War',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of War}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[9]], Str:[[13]]}}{{Race=Dwarves, elves, gnomes, half-elves, halflings, humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Any Neutral}}{{Flock=Any}}Specs=[Priest of War,PriesthoodClass,0H,Priest]{{ =**Spells**}}{{Major Spheres=All, Combat, Healing}}{{Minor Spheres=Necromantic, Protection}}{{.=**Powers**}}{{1st Level=*Incite Berserker Rage* 1/day}}{{5th Level=*Inspire Fear* 1/day}}ClassData=[w:Priest of War, hd:1d8, align:ng|nn|n|ne, weaps:battleaxe|bow|lance|footmansmace|horsemansmace|maul|polearm|spears|shortblade|mediumblade|longblade|fencingblade|warhammer, ac:any, sps:all|combat|healing, spm:necromantic|protection, ns:2],[cl:PW, w:Incite-Rage, lv:1, pd:1],[cl:PW, w:Inspire-Fear, lv:5, pd:1]{{desc=This god is the deity of combat and warfare. He exists only to promote and participate in bloody battle.\nEach nation has priests of this god, and in each nation the priests constitute a separate cult; they do not cooperate with one another in times of war, especially when their armies are opposed. They help train new warriors, teach battlefield tactics, and make records of the most valiant fights of any war or battle.\nIn painful times of peace, these individual sects may cooperate with one another. However, they usually only do so to conspire and start up another war.\nLesser gods of war will be gods of some secondary aspect. One might be the god of Berserker Rages, another the god of Battlefield Terror, another the god of Confusion, another the god of Tactics, another the god of Cavalry... and so on.\nThe chief war-god is male, but lesser war-gods are as likely to be female as male.\nThe priests of this god are on good terms with the priests of Community, Culture, Guardianship, Justice/Revenge, Messengers, Metalwork, Mischief/Trickery, and Rulership/Kingship. The priests of this god dislike the priests of Peace.}}'}, + {name:'Priest-of-Wisdom',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of Wisdom}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[13]]}}{{Races=Dwarves, Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=Any Good, tending to Neutral Good}}{{Priests=Any Good}}{{Flock=Any not Evil}}{{ =**Spells**}}{{Major Spheres=All, Charm, Divination}}{{Minor Spheres=Healing, Sun}}Specs=[Priest of Wisdom,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Immunity* to *confusion* and *feeblemind* spells, *Soothing Word* 3/day}}{{5th Level=*Inspire Fear* 2/day}}{{8th Level=*Prophesy*}}ClassData=[w:Priest of the Sun, align:lg|ng|cg, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:bow|crossbow|dagger|dirk|dart|javelin|knife|spear, ac:brigandine|mail|plate|studdedleather|magicitem|ring|cloak, sps:all|divination|healing|necromantic|sun, spm:charm|elementalfire|plant|protection, ns:4],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Lay-on-Hands, lv:5, pd:1],[cl:PW, w:Prophesy, lv:8, pd:-1],[cl:PW, w:Chariot-of-Sustarre, lv:10, pd:1]{{desc=This god is a god of magic, healing, inspiration, and life, sometimes of madness and heatstroke. He is an enemy of dark creatures, especially the undead.\nThe priesthood of this god exists to promote all those traits among the flock, and to celebrate the daily blessing that the sun-god shines down upon the world.\nThe sun-god is usually male.\nThe priests of this god are on good terms with the priests of Arts, Crafts, Darkness/Night, Dawn, Elemental Forces, Fire, Healing, Hunting, Light, Literature/Poetry, Magic, Metalwork, Moon, Music/Dance, and Oracles/Prophecy.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-the-Moon',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of the Moon}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[10]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Neutral Good, True Neutral, or Neutral Evil}}{{Flock=Any Alignment}}{{ =**Spells**}}{{Major Spheres=All, Charm, Divination, Summoning, Sun}}{{Minor Spheres=Animal, Elemental, Healing, Necromantic}}Specs=[Priest of the Moon,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Charm-Fascination* 3/day, *Infravision*}}{{5th Level=*Inspire-Fear* 2/day}}{{10th Level=*Chariot of Sustarre* 1/day}}ClassData=[w:Priest of the Moon, align:ng|nn|n|ne, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:bow|dagger|dirk|dart|javelin|knife|sling|spear, ac:hide|padded|leather|shield|magicitem|ring|cloak, sps:all|charm|divination|summoning|sun, spm:animal|elemental|healing|necromantic, ns:3],[cl:PW, w:Charm-Fascination, lv:1, pd:3],[cl:PW, w:Inspire-Fear, lv:5, pd:2],[cl:PW, w:Chariot-of-Sustarre, lv:10, pd:1]{{desc=This deity is a god of inspiration, magic, and mystery, and is closely related to the god of Darkness.\nHis priests celebrate the magics and light granted by the moon.\nIn a fantasy setting, there could be numerous gods of the moon... one for each of several moons the planet possesses.\nMost moon-gods are female.\nThe priests of this god are on good terms with the priests of Darkness/Night, Dawn, Hunting, Light, Magic, Oracles/Prophecy, and Sun.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-the-Sea',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of the Sea, Oceans \\amp Rivers}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[9]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=True Neutral or Neutral Good}}{{Flock=Any}}{{ =**Spells**}}{{Major Spheres=All, Animal (of the water), Divination, Elemental(Water) and Weather}}{{Minor Spheres=Charm (sea creatures), Combat, Healing, Plant and Protection}}{{Special Spells=On reaching appropriate level: *Earthquake, Transmute rock to mud, Conjure Water Elelemtal* as 6th level *Conjure Fire Elemental*}}Specs=[Priest of the Sea,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Water Breathing* self only 1/day, *Determine Depth Underwater* at will, *Infravision* underwater only}}{{5th Level=*Aquatic Language* 1 per level 5-8}}{{8th Level=*Water Breathing* on self becomes 24hr \\amp self-renewing, + 1/day on others, *Shapechanging* to limited range of aquatic animals}}ClassData=[w:Priest of the Sea, align:n|nn|ng, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:belayingpin|gaff|harpoon|hook|javelin|net|scourge|spear|sword|trident, ac:shield|magicitem|ring|cloak, sps:all|animal|divination|elemental-water|weather, spm:charm|combat|healing|plant|protection, sp5:Transmute-Rock-to-Mud, sp6:Conjure-Water-Elemental, sp7:Earthquake, ns:6],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Water-Breathing, lv:1, pd:1],[cl:PW, w:Water-Breathing-24hr, lv:8, pd:1],[cl:PW, w:Know-Underwater-Depth, lv:1, pd:-1],[cl:PW, w:Underwater-Infravision, lv:1, pd:-1],[cl:PW, w:Aquatic-Shapechanging, lv:8, pd:1]{{desc=This god is a god of large bodies of water. He doesn\'t concern himself much with mortal doings; sailors pray to him for mercy, and he shows them mercy when he feels like it, and shows them death when he prefers. He is also a storm-god, the deity of storms upon the sea, and sailors fear him.\nHis priests pray to him for good winds and good harvests of the sea, and make sacrifices to him to keep him happy and calm. They also use their powers to save the creatures of the sea, especially creatures such as mermen and dolphins, from needless death at the hands of overzealous fishermen. They are also great explorers of the sea, and when a priest of the ocean-god decides to hide from other men, only another priest of the same order or an experienced mage can find him in his underwater haven.\nLesser gods will be gods of individual rivers, lakes, and seas. In some lands, each of the continent\'s thousands of rivers will be the domain of a lesser god or goddess.\nSea-gods are just as likely to be male as female.\nThe priests of this god are on good terms with the priests of Animals (aquatic animals only) and Sky/Weather.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Priest-of-the-Sun',type:'priesthoodclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Priest of the Sun}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]], Int:[[12]]}}{{Races=Elves, Gnomes, Half-Elves, Halflings, Humans}}{{Hit Dice=1d8}}{{=**Alignment**}}{{Deity=Any Good, tending to Neutral Good}}{{Priests=Any Good}}{{Flock=Any not Evil}}{{ =**Spells**}}{{Major Spheres=All, Divination, Healing, Necromantic, Sun}}{{Minor Spheres=Charm, Elemental (Fire), Plant, Protection}}Specs=[Priest of the Sun,PriesthoodClass,0H,Priest]{{.=**Powers**}}{{1st Level=*Detect Secret Doors* as Elf, 1 in 6 10ft rad, 2 in 6 secret doors \\amp 3 in 6 concealed portal if actively searching (elven priests +1), *Infravision*, *Turn Undead*}}{{5th Level=*Lay on Hands* 1/day}}{{8th Level=*Prophesy* (not at will)}}{{10th Level=*Chariot of Sustarre* 1/day}}ClassData=[w:Priest of the Sun, align:lg|ng|cg, hd:1d8, race:elves|gnomes|halfelves|halflings|humans, weaps:bow|crossbow|dagger|dirk|dart|javelin|knife|spear, ac:brigandine|mail|plate|studdedleather|magicitem|ring|cloak, sps:all|divination|healing|necromantic|sun, spm:charm|elementalfire|plant|protection, ns:4],[cl:PW, w:Turn-Undead, lv:1, pd:-1],[cl:PW, w:Lay-on-Hands, lv:5, pd:1],[cl:PW, w:Prophesy, lv:8, pd:-1],[cl:PW, w:Chariot-of-Sustarre, lv:10, pd:1]{{desc=This god is a god of magic, healing, inspiration, and life, sometimes of madness and heatstroke. He is an enemy of dark creatures, especially the undead.\nThe priesthood of this god exists to promote all those traits among the flock, and to celebrate the daily blessing that the sun-god shines down upon the world.\nThe sun-god is usually male.\nThe priests of this god are on good terms with the priests of Arts, Crafts, Darkness/Night, Dawn, Elemental Forces, Fire, Healing, Hunting, Light, Literature/Poetry, Magic, Metalwork, Moon, Music/Dance, and Oracles/Prophecy.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}'}, + {name:'Psion',type:'psionclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Psionicist}}{{subtitle=Psion Class}}{{Min Abilities=Con:[[11]], Int:[[12]], Wis:[[15]]}}{{Race=Human, Halfling, Dwarf, Gnome, Elf, Half-Elf}}{{Hit Dice=1d6}}{{Alignment=Any not Chaotic}}Specs=[Psionicist,PsionClass,0H,Psion]{{Powers=Psionics (not yet implemented). See Reference}}ClassData=[w:Psion, hd:1d6, align:lg|ln|le|ng|nn|n|ne, weaps:shortbow|lightcrossbow|handcrossbow|shortblade|club|handaxe|throwingaxe|horsemansmace|horsemanspick|scimitar|spear|warhammer, ac:padded|leather|studdedleather|smallshield|magicitem|ring|cloak]{{desc=Psionicists are extraordinary characters who develop their powers through arduous training. (While members of other classes may occasionally boast a psionic power or two, such characters are mere shadows of true psionicists.) An NPC psionicist has the potential to stand his own against any other class. As a PC in a team of adventurers, the psionicist will complement other classes well. Most of the psionicist\'s powers are unique. He advances slowly, at a rate somewhere between the fighter and mage. At low levels, however, the psionicist has the potential to be powerful.}}'}, + {name:'Psionicist',type:'psionclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Psionicist}}{{subtitle=Psion Class}}{{Min Abilities=Con:[[11]], Int:[[12]], Wis:[[15]]}}{{Race=Human, Halfling, Dwarf, Gnome, Elf, Half-Elf}}{{Hit Dice=1d6}}{{Alignment=Any not Chaotic}}Specs=[Psionicist,PsionClass,0H,Psion]{{Powers=Psionics (not yet implemented). See Reference}}ClassData=[w:Psion, hd:1d6, align:lg|ln|le|ng|nn|n|ne, weaps:shortbow|lightcrossbow|handcrossbow|shortblade|club|handaxe|throwingaxe|horsemansmace|horsemanspick|scimitar|spear|warhammer, ac:padded|leather|studdedleather|smallshield|magicitem|ring|cloak]{{desc=Psionicists are extraordinary characters who develop their powers through arduous training. (While members of other classes may occasionally boast a psionic power or two, such characters are mere shadows of true psionicists.) An NPC psionicist has the potential to stand his own against any other class. As a PC in a team of adventurers, the psionicist will complement other classes well. Most of the psionicist\'s powers are unique. He advances slowly, at a rate somewhere between the fighter and mage. At low levels, however, the psionicist has the potential to be powerful.}}'}, + {name:'Rakshasa',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{title=Rakshasa}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Rakshasa}}{{Hit Dice=As Rakshasa}}Specs=[Rakshasa,WarriorClass,0H,Creature]{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Spells**}}{{Casting Class=**Wizard:** 4 1st level, 3 2nd level, 2 3rd level, all cast as a 7th level wizard\n**Priest:** 3 1st level cast as a 7th level Priest}}{{Major Spheres=Any}}{{Minor Spheres=None}}ClassData=[w:Rakshasa, hd:1d8, race:Rakshasa, align:LE, weaps:any, ac:magicitem|cloak|ring, sps:any, slv:3|7|7|MU|Ord, spl1:4, spl2:3, spl3:2],[w:Rakshasa, sps:any, slv:1|7|7|PR, spl1:3]{{desc=Rakshasa society is bound by rigid castes. Each rakshasa is born into a particular role in life and cannot advance. Females (known as rakshasi) are fit to be consorts, honored only by their faithfulness and the fighting ability of their children. There are 1-3 females per male.\nRakshasa society is led by a rajah or maharajah, whose commands are to be obeyed without question. Rakshasas wage war on humanity constantly, not only to feed themselves but because they believe that battle is the only way to gain honor. If confronted by humans who recognize their true appearance, they are insufferably arrogant.\nA rakshasa\'s life varies in cycles of wild self-indulgence in times of prosperity and strict fasting and sacrifice in times of trouble or before battle. They are honorable creatures but will twist the wording of an agreement to suit their purposes. They prefer to deal with humanity by using their illusion powers to deceive and manipulate them, but are brave and forthright in battle.}}'}, + {name:'Rakshasa-Maharajah',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}ClassData=[w:Rakshasa Rajah, slv:6|13|13|MU|Ord, spl1:5, spl2:5, spl3:5, spl4:4, spl5:4, spl6:2],[w:Rakshasa Rajah, slv:5|13|13|PR, spl1:4, spl2:4, spl3:3, spl4:2, spl5:1]{{}}%{Class-DB|Rakshasa}{{name=Rajah}}Specs=[Rakshasa Rajah,CreatureClass,0H,Rakshasa]{{Casting Class=**Wizard:** 5 1st level, 5 2nd level, 5 3rd level, 4 4th level, 4 5th level, 2 6th level, cast as a 13th level wizard\n**Priest:** 4 1st level, 4 2nd level, 3 3rd level, 2 4th level, 1 5th level all cast as a 9th level Priest}}{{desc1=**Rakshasa Maharajahs:** About 5% of all rakshasa rajahs are rakshasa maharajahs, or dukes. Maharajahs have the same abilities as a ruhk, but have 13+39 Hit Dice, and the spell casting abilities of a 13th level wizard and 9th level priest. A maharajah is the leader of either several small, related clans, or a single powerful clan. Maharajahs reside on the outer planes, where they rule island communities of hundreds of rakshasas, and serve as minions to even greater powers.}}'}, + {name:'Rakshasa-Rajah',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}ClassData=[w:Rakshasa Rajah, slv:4|11|11|MU|Ord, spl1:4, spl2:3, spl3:3, spl4:2],[w:Rakshasa Rajah, slv:3|11|11|PR, spl1:3, spl2:3, spl3:2]{{}}%{Class-DB|Rakshasa}{{name=Rajah}}Specs=[Rakshasa Rajah,CreatureClass,0H,Rakshasa]{{Casting Class=**Wizard:** 4 1st level, 3 2nd level, 3 3rd level, 2 4th level cast as an 11th level wizard\n**Priest:** 3 1st leve, 3 2nd level, 2 3rd level all cast as a 11th level Priest}}{{desc1=**Rakshasa Rajahs:** About 15% of all rakshasa ruhks are rakshasa rajahs, or lords. Each rajah is the leader (patriarch) of his local clan. These rulers of rakshasadom have the same abilities as a ruhk, but also have the spell casting abilities of both a 6th level priest and an 8th level wizard, cast at 11th level of ability.}}'}, + {name:'Ranger',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Ranger}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[12]], Dex:[[13]], Con:[[14]], Wis:[[14]]}}{{Alignment=Any Good}}{{Race=Human, Elf or Half-Elf}}Specs=[Ranger,WarriorClass,0H,Warrior]{{Hit Dice=1d10}}{{=**Powers**}}{{1st Level=*Tracking, Hide In Shadows* (Natural Surroundings), *Move Silently* (Natural Surroundings), *Animal Friendship*}}{{8th Level=Cast limited Priest Spells from *Animal* and *Plant* spheres}}ClassData=[w:Ranger, align:lg|ng|cg, hd:1d10, race:human|elf|halfelf, weaps:any, twp:0.0, ac:any, sps:plant|animal, slv:3|8|9|PR, spl1:1|2|2|2|2|3|3|3|3, spl2:0|0|1|2|2|2|2|3|3, spl3:0|0|0|0|1|1|2|2|3, ns:1],[cl:PW, w:Rangers-Animal-Friendship, lv:1, pd:-1]{{desc=The ranger is a hunter and woodsman who lives by not only his sword, but also his wits. Robin Hood, Orion, Jack the giant killer, and the huntresses of Diana are examples of rangers from history and legend. The abilities of the ranger make him particularly good at tracking, woodcraft, and spying.}}'}, + {name:'Red-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{prefix=Red }}{{title=Dragon}}{{subtitle=Creature Class}}{{Section=**Attributes**}}{{Min Abilities=None}}{{Race=Dragon}}{{Hit Dice=As Red Dragon}}{{Alignment=Chaotic Evil}}Specs=[Red Dragon,CreatureClass,0H,Wizard]{{Section2=**Powers**}}{{Dragon Fear=Dragons can inspire panic or fear. The mere sight of a young adult or older dragon causes creatures to flee in panic, or at least be very afraid affecting their combat abilities.}}{{Snatch=Young adult and older dragons can snatch. This occurs when a flying dragon dives and attempts to grab a creature in one of its claws.}}{{Plummet=If the DM chooses to allow plummets, an airborne dragon, or a dragon jumping and descending from at least 30 feet above a target, can land on a victim, potentially crushing \\amp pinning them.}}{{Wing Buffet=Young adult and older dragons can employ their wings in combat; targets must be at the dragon\'s sides. The damage inflicted is the same as a claw attack, and creatures struck must roll their Dexterity or less on 1d20 or be knocked prone.}}{{Stall=Any dragon flying near the ground can halt its forward motion and hover for one round; it must land immediately thereafter. Once stopped, the dragon can attack with its bite and all four legs.}}{{Spells=Dragons learn spells haphazardly over the years. The DM should randomly determine which spells any particular dragon knows.}}ClassData=[w:Red Dragon, weaps:none, ac:none, specmu:0, slv:4|1|20|MU, sps:any, spl1:0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2|2|2|2|2, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2|2|2, spl3:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2, spl4:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2],[w:Red Dragon, sps:any, slv:2|1|20|PR, spl1:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1, ns:5],[cl:PW,w:PW-Snatch,age:5,pd:-1,sp:0],[cl:PW,w:PW-Plummet,pd:-1,sp:0],[cl:PW,w:PW-Wing-Buffet,age:5,pd:-1,sp:0],[cl:PW,w:PW-Stall,pd:-1,sp:0],[cl:PW,w:PW-Dragon-Fear,age:5,pd:-1,sp:0]{{desc=Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world.\nMost dragons are identified by the color of their scales.\nAll subspecies of dragons have 12 age categories, and gain more abilities and greater power as they age, including spell-casting. Dragons learn spells haphazardly over the years. The DM should randomly determine which spells any particular dragon knows. The dragon can cast each spell once per day, unless random determination indicates the same spell more than once, in which case the dragon can cast it more than once a day. Dragons to not use spell books or pray to deities; they simply sleep, concentrate when they awaken, and remember their spells. Dragon spells have only a verbal component; the spells have a casting time of 1, regardless of level. Dragons cannot physically attack, use their breath weapon, use their magical abilities, or fly (except to glide) while casting a spell.}}'}, + {name:'Rogue',type:'rogueclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Rogue}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[9]]}}{{Race=Any}}{{Hit Dice=1d6}}{{Alignment=Any not Lawful}}Specs=[Rogue,RogueClass,0H,Rogue]{{=**Powers**}}{{1st Level=Thieving Abilities *Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls,* and *Read Languages* Also, Thieves can *Backstab*}}{{10th Level=Limited ability to use magical \\amp priest scrolls, with 25% chance of backfire}}ClassData=[w:Rogue, hd:1d6, align:ng|nn|n|ne|cg|cn|ce, weaps:club|shortblade|fencingblade|dart|handxbow|lasso|shortbow|sling|broadsword|longsword|staff, ac:padded|leather|studdedleather|elvenchainmail|magicitem|ring|cloak]{{desc=Thieves come in all sizes and shapes, ready to live off the fat of the land by the easiest means possible. In some ways they are the epitome of roguishness.\nThe profession of thief is not honorable, yet it is not entirely dishonorable, either. Many famous folk heroes have been more than a little larcenous -- Reynard the Fox, Robin Goodfellow, and Ali Baba are but a few. At his best, the thief is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation.}}'}, + {name:'Scrag-Shaman',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Freshwater Troll (Scrag) Shaman}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Troll}}{{Hit Dice=As Troll}}{{Section=**Alignment**}}{{Deity=Chaotic Evil}}{{Priests=Chaotic Evil}}{{Flock=Chaotic Evil}}Specs=[Scrag Shaman,CreatureClass,0H,Priest]{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Spells**}}{{Major Spheres=Charm, Divination, Elemental (Water), Sun (Darkness only), abd Weather}}{{Minor Spheres=None}}ClassData=[w:Troll Shaman, weaps:any, ac:any, sps:all|enchantment|charm|divination|elemental-water|sun|weather]{{desc=Trolls live in small packs of 3 to 12 trolls led by a dominant female who acts as shaman/chieftain. She casts priest spells at 7th level; spheres typically include Charm, Divination, Sun (Darkness only), and Weather, and Scrags also get Elemental (water) spells. Leadership is only retained by combat, so fights for pack control are frequent.}}'}, + {name:'Silver-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[Silver-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:Silver Dragon, slv:5|1|17|MU, sps:any, spl1:0|0|0|0|0|0|0|0|2|2|2|2|2|2|2|2|2, spl2:0|0|0|0|0|0|0|0|0|2|2|2|2|2|2|2|2, spl3:0|0|0|0|0|0|0|0|0|0|1|2|2|2|2|2|2, spl4:0|0|0|0|0|0|0|0|0|0|0|0|1|2|2|2|2, spl5:0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2, spl6:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1],[w:Silver Dragon, sps:any, slv:4|1|17|PR, spl1:0|0|0|0|0|0|0|0|0|0|0|0|2|2|2|2|2, spl2:0|0|0|0|0|0|0|0|0|0|0|0|0|0|2|2|2, spl3:0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|2|2, spl4:0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|1, ns:5],{{}}%{Class-DB|Red-Dragon}{{prefix=Silver}}{{Hit Dice=As Silver Dragon}}{{Alignment=Lawful Good}}'}, + {name:'Thief',type:'rogueclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Thief}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[9]]}}{{Race=Any}}{{Hit Dice=1d6}}{{Alignment=Any not Lawful}}Specs=[Thief,RogueClass,0H,Rogue]{{=**Powers**}}{{1st Level=Thieving Abilities *Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls,* and *Read Languages* Also, Thieves can *Backstab*}}{{10th Level=Limited ability to use magical \\amp priest scrolls, with 25% chance of backfire}}ClassData=[w:Thief, hd:1d6, align:ng|nn|n|ne|cg|cn|ce, weaps:club|shortblade|fencingblade|dart|handxbow|lasso|shortbow|sling|broadsword|longsword|staff, ac:padded|leather|studdedleather|elvenchainmail|magicitem|ring|cloak]{{desc=Thieves come in all sizes and shapes, ready to live off the fat of the land by the easiest means possible. In some ways they are the epitome of roguishness.\nThe profession of thief is not honorable, yet it is not entirely dishonorable, either. Many famous folk heroes have been more than a little larcenous -- Reynard the Fox, Robin Goodfellow, and Ali Baba are but a few. At his best, the thief is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation.}}'}, + {name:'Transmuter',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Transmuter}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Dex:[[15]]}}{{Alignment=Any}}{{Race=Human or Half Elf}}{{Hit Dice=1d4}}Specs=[Transmuter,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Alteration}}{{Banned=Abjuration \\amp Necromancy}}ClassData=[w:Transmuter, hd:1d4, race:human|halfelf, sps:alteration, spb:abjuration|necromancy, specmu:1, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Spells of this school enable the caster to channel magical energies to cause direct and specific change in an existing object, creature, or condition. Alterations can affect a subject\'s form (*polymorph other*), weight (*feather fall*), abilities (*strength*), location (*teleport without error*), or even his physical well-being (*death fog*).}}'}, + {name:'Troll-Shaman',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Troll Shaman}}{{subtitle=Creature Class}}{{Min Abilities=None}}{{Race=Troll}}{{Hit Dice=As Troll}}{{Section=**Alignment**}}{{Deity=Chaotic Evil}}{{Priests=Chaotic Evil}}{{Flock=Chaotic Evil}}Specs=[Troll Shaman,CreatureClass,0H,Priest]{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Spells**}}{{Major Spheres=Charm, Divination, Sun (Darkness only), abd Weather}}{{Minor Spheres=None}}ClassData=[w:Troll Shaman, weaps:any, ac:any, sps:all|enchantment|charm|divination|sun|weather]{{desc=Trolls live in small packs of 3 to 12 trolls led by a dominant female who acts as shaman/chieftain. She casts\npriest spells at 7th level; spheres typically include Charm, Divination, Sun (Darkness only), and Weather.\nLeadership is only retained by combat, so fights for pack control are frequent.}}'}, + {name:'Warrior',type:'warriorclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Fighter}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[9]]}}{{Alignment=Any}}{{Race=Any}}Specs=[Fighter,WarriorClass,0H,Warrior]{{Powers=None}}{{Hit Dice=1d10}}ClassData=[w:Fighter, align:any, race:any, hd:1d10, weaps:any, ac:any]{{desc=The fighter is a warrior, an expert in weapons and, if he is clever, tactics and strategy. There are many famous fighters from legend: Hercules, Perseus, Hiawatha, Beowulf, Siegfried, Cuchulain, Little John, Tristan, and Sinbad. History is crowded with great generals and warriors: El Cid, Hannibal, Alexander the Great, Charlemagne, Spartacus, Richard the Lionheart, and Belisarius. Your fighter could be modeled after any of these, or he could be unique. A visit to your local library can uncover many heroic fighters.}}'}, + {name:'White-Dragon',type:'creatureclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{}}Specs=[White-Dragon,CreatureClass,0H,Red-Dragon]{{}}ClassData=[w:White Dragon, slv:1|1|16|MU, sps:any, spl1:0|0|0|0|0|0|0|0|0|1|1|2|2|3|3|4, ns:5],{{}}%{Class-DB|Red-Dragon}{{prefix=White }}{{Hit Dice=As White Dragon}}'}, + {name:'Wizard',type:'wizardclass',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.classTemplate+'}{{name=Wizard}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]]}}{{Alignment=Any}}{{Race=Human, Elf or Half-Elf}}{{Hit Dice=1d4}}Specs=[Wizard,WizardClass,0H,Wizard]{{Spells=Any}}ClassData=[w:Wizard, hd:1d4, race:human|elf|halfelf, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=Mages are the most versatile types of wizards, those who choose not to specialize in any single school of magic. This is both an advantage and disadvantage. On the positive side, the mage\'s selection of spells enables him to deal with many different situations. (Wizards who study within a single school of magic learn highly specialized spells, but at the expense of spells from other areas.) The other side of the coin is that the mage\'s ability to learn specialized spells is limited compared to the specialist\'s.\nMages have no historical counterparts; they exist only in legend and myth. However, players can model their characters after such legendary figures as Merlin, Circe, or Medea. Accounts of powerful wizards and sorceresses are rare, since their reputations are based in no small part on the mystery that surrounds them. These legendary figures worked toward secret ends, seldom confiding in the normal folk around them.}}'}, + ]}, + MI_DB_Armour: {bio:'
Armour and Shields
v6.10 22/03/2024

This Magic Item database holds definitions for Armour & Shields for the RPGMaster series APIs.', + gmnotes:'
Change Log:
v6.10 22/03/2024 Updated qty: and rc: fields to make armour non-stackable
v6.09 25/12/2023 Added all types of magical armourusing new features
v6.08 01/11/2023 Added first MI using query:, Armor of Blending
v6.07 14/10/2023 Added barding as a new armour type, and specified chain barding
v6.06 06/06/2023 Added rogue armour tags to data
v6.05 20/04/2023 Compressed database using %{...|...} syntax
v6.04 15/04/2023 Updated charge status with new types
v6.03 03/03/2023 Added Elven Chain Mail
v6.02 15/11/2022 Fixed AC value of Field Plate
v6.01 25/09/2022 Moved to RPGM Library and updated templates
v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v5.8 09/03/2022 Added saving throw data to MIs that affect saves
v5.7 26/02/2022 Added in performance of armour vs. types of attack
v5.6 01/01/2022 Updated to common release version
v5.2 - 5.5 Skipped to even up version numbers
v5.1 29/10/2021 Encoded machine readable data to support API distribution of databases
v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.', + root:'MI-DB', + api:'attk,magic', + type:'mi', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/141800/VLyMWsmneMt4n6OBOLYn6A/max.png?1344434416', + version:6.11, + db:[{name:'-',type:'',ct:'0',charge:'uncharged',cost:'0',body:'This is a blank slot in your Magic Item bag. Go search out some new Magic Items to fill it up!'}, + {name:'Ankheg-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Ankheg Armour}}{{subtitle=Armour}}Specs=[Ankheg,Armour,0H,Plate]{{}}ACData=[a:Ankheg,st:Plate,+:0,ac:0,sz:L,qty:1,wt:25,sp:0,rc:single-uncharged,loc:body,ppa:-70,msa:-60,hsa:-60,dna:-40,cwa:-80,rac:Ankheg]{{}}%{MI-DB|Armour-Info}{{GM Info=}}{{Armour=+0 non-magical, constructed like Full Plate}}{{AC=[[0]]\nNaturally 0, no metal}}{{desc=Armour made from the shell of an Ankheg. Exceptionally durable, very light, and naturally AC0. Its construction does not involve any metal components.}}'}, + {name:'Armor-of-Blending',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Armour}}{{name=of Blending}}{{subtitle=Magical Armour}}Specs=[Armor-of-Blending,Armour,0H,MagicItem,Suit-of-Armor]{{}}ACData=[a:Armor of Blending]{{}}%{MI-DB|Suit-of-Armor}{{AC=^^armourType#2^^+^^armourPlus#1^^ at all times, even when it appears like normal clothes}}{{desc=This appears to be a normal suit of ^^armourType#0^^, which has been determined by the GM from the random armour tables in the DMG). However, upon command (a command word can be assigned if the DM desires), the armor changes shape and form, assuming the appearance of a normal set of clothing. The armor retains all its properties (including weight) when disguised. Only a *true seeing* spell will reveal the true nature of the armor when disguised.}}'}, + {name:'Armor-of-Command',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Command}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+1,+:1]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Command, that acts as Plate Mail+1}}{{AC=[[3]][[0-1]] against all attacks}}{{Area of Effect=[360 foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|360|360|light|true)}}{{desc=This finely crafted plate mail radiates a powerful aura of magic.\nWhen worn, the armor bestows a dignified and commanding aura upon its owner. The wearer is treated as if he had a Charisma of 18 for all encounter reactions. Friendly troops within 360 feet of the user have their morale increased by +2 (show this using the *Area of Effect* button). Otherwise, the armor functions as plate mail +1. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal himself in any way and still have the effect function.}}'}, + {name:'Armor-of-Missile-Attraction',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}{{subtitle=Magical Armour}}Specs=[Armor-of-Missile-Attraction,Armour,0H,MagicItem,Suit-of-Armor]{{}}ACData=[a:Armor of Missile Attraction,rc:cursed,+M:-^^armourPlus#1^^]{{}}%{MI-DB|Suit-of-Armor}{{name=of Missile Attraction}}{{desc=This appears to be a normal suit of ^^armourType#0^^ (which has been determined by the GM from the random armor tables in the DMG). However, the armor is cursed and actually serves to attract missiles. The wearer is two or three times more likely to be selected as a random target of missiles than normal. In cases where each person is the target of a set number of missiles (most often in large combats), the wearer will have a greater number of missiles fired at him. Furthermore, the magical protection of the armor will automatically fail when calculated for missile attacks (see the *Attk Menu \\gt Check AC* dialog). The true nature of the armor will not reveal itself until the character is fired upon in earnest—simple experiments (throwing rocks, etc.) will not suffice.}}'}, + {name:'Armor-of-Rage',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Rage}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+1,+:1,rc:cursed]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Rage, that acts as Plate Mail+1}}{{AC=[[3]][[0-1]] against all attacks}}{{Area of Effect=[360 foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|360|360|dark|true)}}{{desc=This finely crafted plate mail radiates a powerful aura of magic.\nThis armor is identical in appearance to armor of command and functions as a suit of plate mail +1. However, when worn, the armor causes the character to suffer a -3 penalty to all encounter checks. All friendly troops within 360 feet have their morale lowered by -2 (show this using the *Area of Effect* button). The effect is not noticeable to the wearer or those affected (i.e., characters will not immediately notice that donning the armor is the cause of their problems).}}'}, + {name:'Armour-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{Armour=}}Specs=[Armour-Info,Format,0H,Format]{{AC=}}ACData=[a:Armour Info,qty:1]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{GM Info=If Auto-Hide config is set, this armour will automatically hide as standard armour of its type when added to a container and by default will reveal manually (see Magic Help Handout about hiding and revealing items).}}{{Use=Equipping this armour by picking it up will include it in any assessment of the character\'s armour class. To exclude from consideration, place it in the character\'s backpack}}'}, + {name:'Armour-of-Resistance',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Armour of Resistance}}Specs=[Armour-of-Resistance,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Armour-of-Resistance,query:resistance=What damage type does this armour resist?|Slash%%+S/1|Pierce%%+P/2|Bludgeon%%+B/3|Missile%%+M/3$$armourPlus=What level of resistance?|+1%%4/2/1/1|+2%%5/3/2|+3%%6/4/3|+4%%7/5/4|+5%%8/6/5, ^^resistance#1^^:^^armourPlus#^^resistance#2^^^^]{{}}%{MI-DB|Field-Plate}{{}}%{MI-DB|Magical-Armour-Info}{{subtitle=Magical Armour}}{{Armour=Field Plate resistant to ^^resistance#0^^-type damage}}{{AC=[[2]]^^armourPlus#0^^\nagainst ^^resistance#0^^-type damage}}{{desc=This magical field plate provides magical resistance to ^^resistance#0^^-type damage only. Otherwise, it is a perfectly good suit of normal Field Plate.}}'}, + {name:'Armour-of-Resistance+3',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Field Plate Armour of Resistance+3}}{{subtitle=Magical Armour}}{{Armour=+3 selectively magical Field Plate}}Specs=[Armour-of-Resistance,Armour,0H,Plate]{{AC=[[2]][[0-3]]\nagainst Slashing damage}}ACData=[a:Armour-of-Resistance+3,t:Field-Plate, st:Plate,+S:3,+P:-2,+B:-3,+:3,ac:2,sz:L,qty:1,wt:60,sp:0,rc:single-uncharged,loc:body,rac:Field Plate (Disguise)]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=This armour provides resistance to Slashing damage only.\nThis armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.\nFor each +1 bonus to armor, regardless of the type of armor, the wearer\'s Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.}}'}, + {name:'Armour-of-Vulnerability+-3',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Field Plate Armour of Vulnerability+/-3}}{{subtitle=Cursed Armour}}{{Armour=+/-3 selectively magical Field Plate}}Specs=[Armour-of-Vulnerability|Armour-of-Resistance,Armour,0H,Plate]{{AC=[[2]][[0-3]] better AC against Slashing damage\n+[[3]] worse AC against any other type}}ACData=[a:Armour-of-Vulnerability+-3,t:Field-Plate,st:Mail,+S:6,+P:-2,+B:-3,ac:2,sz:L,qty:1,wt:60,sp:0,rc:cursed,loc:body,rac:Field Plate (Disguise)]{{Speed=0}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=***Curse.*** This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).}}{{desc1=This armour provides resistance to Slashing damage only, but vulnerability to Piercing and Bludgeoning damage. \nThis armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.\nFor each +1 bonus to armor, regardless of the type of armor, the wearer\'s Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10}}'}, + {name:'Banded-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Banded Mail Armour}}Specs=[Banded Mail,Armour,0H,Mail]{{subtitle=Armour}}ACData=[a:Banded-Mail,t:Banded-Mail,st:Mail,+S:2,+P:0,+B:1,+:0,ac:4,sz:L,qty:1,wt:35,loc:body,rc:single-uncharged,rac:Banded Armor (Disguise)]{{}}%{MI-DB|Armour-Info}{{Armour=Banded Mail armour}}{{AC=[[4]] vs all attacks}}{{Looks Like=This armor is made of overlapping strips of metal sewn to a backing of leather and chain mail. Generally the strips cover only the more vulnerable areas, while the chain and leather protect the joints where freedom of movement must be ensured. Through straps and buckles, the weight is more or less evenly distributed.}}{{desc=Other than being a complete set of Banded Mail, this armour does not look particularly special}}'}, + {name:'Banded-Mail+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+1,+:1]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +1 armour}}{{AC=[[4]][[0-1]] vs all attacks}}{{desc=This is an exceptionally well fashioned set of banded mail, which looks better than your average armour}}'}, + {name:'Banded-Mail+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+2,+:2]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +2 armour}}{{AC=[[4]][[0-2]] vs all attacks}}{{desc=This is an exceptionally well fashioned set of banded mail, which looks much better than your average armour}}'}, + {name:'Banded-Mail+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+3,+:3]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +3 armour}}{{AC=[[4]][[0-3]] vs all attacks}}{{desc=This is an amazingly well fashioned set of banded mail, which gleams with a soft sheen}}'}, + {name:'Banded-Mail+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+4,+:4]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +4 armour}}{{AC=[[4]][[0-4]] vs all attacks}}{{desc=This is an amazingly well fashioned set of banded mail, which glows with a well-polished sheen}}'}, + {name:'Banded-Mail+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Banded-Mail+5,+:5]{{}}%{MI-DB|Banded-Mail}{{subtitle=Magical Armour}}{{Armour=Banded Mail +5 armour}}{{AC=[[4]][[0-5]] vs all attacks}}{{desc=This is an amazingly well fashioned set of banded mail, which shines and gleams}}'}, + {name:'Banded-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Banded Mail Barding}}{{subtitle=Barding}}{{Barding=Banded Mail Barding for War Animals}}Specs=[Banded Mail Barding,Barding,1H,Barding]{{AC=Adds +4 improvement to natural AC of creature}}ACData=[a:Banded Mail Barding,t:Banded Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:4,+s:2,+b:1,sz:M,qty:1,wt:10,rc:single-uncharged,loc:body]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{Looks Like=This is similar to chain barding, but is reinforced with horizontal strips of metal. Officers and riders wealthy enough to afford this type of barding are usually the only persons who use it. Only the large war horses can bear its weight. It remains a hybrid form, and the frequency of its appearence depends on the technological level of the campaign. Such armor weighs 85 pounds. Not generally made for creatures other than Heavy War Horses.}}{{desc=This particular set of barding seems to be totally normal and ready to use}}'}, + {name:'Banded-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Banded Mail,Armour,0H,Mail,Cursed-Banded-Mail]{{}}ACData=[a:Cursed-Banded-Mail,rc:cursed]{{}}%{MI-DB|Cursed-Banded-Mail}{{}}'}, + {name:'Banded-Mail-Magical-Barding',type:'barding',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Magical }}ACData=[query:armourPlus=Magical plus?|0%%0/4|+1%%1/5|+2%%2/6|+3%%3/7|+4%%4/8|+5%%5/9,a:Banded Mail Barding^^armourPlus#1^^,+:^^armourPlus#2^^]{{}}Specs=[Banded Mail Barding,Barding,1H,Barding,Banded-Mail-Barding]{{}}%{MI-DB-Armour|Banded-Mail-Barding}{{subtitle=Magical Barding}}{{Barding=Magical Banded Mail Barding for War Animals}}{{AC=Adds +4 + a magical improvement to natural AC of creature}}{{desc=This particular set of barding seems somewhat special, though how is not exactly clear}}'}, + {name:'Body-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Body or Tower Shield}}{{subtitle=Shield}}{{Shield=1-handed body shield (also known as a tower shield) made of wood \\amp metal}}Specs=[Body Shield,Shield,1H,Shields]{{AC=+0, Body/Tower shield}}ACData=[a:Body Shield,t:Body-Shield,st:Shield,+:0,+M:1,sz:M,qty:1,wt:15,rc:single-uncharged,loc:left hand|right hand]{{Speed=[[0]]}}{{Size=Medium}}{{Immunity=None}}{{Saves=No effect}}{{desc=All shields improve a character\'s Armor Class by 1 or more against a specified number of attacks. A shield is useful only to protect the front and flanks of the user. Attacks from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus, a human\'s small shield would have all the effects of a medium shield when used by a gnome.\nThe *body shield* is a massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.}}'}, + {name:'Bracers-AC2',type:'armour|miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Bracers of Defense }}{{name=AC2}}{{subtitle=Magic Armour}}{{Armour=Magical armour composed of a pair of bracers}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item]{{AC=[[2]]}}ACData=[a:Bracers AC2,t:Magic-Bracers,st:Bracers,+:0,ac:2,sz:S,qty:1,wt:0,loc:wrists,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Small}}{{Immunity=None}}{{Saves=No effect}}{{desc=These items appear to be wrist or arm guards. Their magic bestows an effective Armor Class equal to someone wearing armor and employing a shield. If armor is actually worn, the bracers have no additional effect, but they do work in conjunction with other magical items of protection. The Armor Class the bracers of defense bestow is determined by making a percentile roll and consulting the table}}'}, + {name:'Bracers-AC3',type:'armour|miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC3,ac:3]{{}}%{MI-DB|Bracers-AC2}{{name=AC3}}{{AC=[[3]]}}'}, + {name:'Bracers-AC4',type:'armour|miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC4,ac:4]{{}}%{MI-DB|Bracers-AC2}{{name=AC4}}{{AC=[[4]]}}'}, + {name:'Bracers-AC5',type:'armour|miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC5,ac:5]{{}}%{MI-DB|Bracers-AC2}{{name=AC5}}{{AC=[[5]]}}'}, + {name:'Bracers-AC6',type:'armour|miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC6,ac:6]{{}}%{MI-DB|Bracers-AC2}{{name=AC6}}{{AC=[[6]]}}'}, + {name:'Bracers-AC7',type:'armour|miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC7,ac:7]{{}}%{MI-DB|Bracers-AC2}{{name=AC7}}{{AC=[[7]]}}'}, + {name:'Bracers-AC8',type:'armour|miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bracers,Armour|Miscellaneous,0H,Magic Item,Bracers-AC2]{{}}ACData=[a:Bracers AC8,ac:8]{{}}%{MI-DB|Bracers-AC2}{{name=AC8}}{{AC=[[8]]}}'}, + {name:'Bracers-of-Defencelessness',type:'totalac|miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Bracers of Defenselessness}}{{subtitle=Magic Armour}}Specs=[Bracers,TotalAC|Miscellaneous,0H,Magic Item]{{}}ACData=[a:Bracers of Defencelessness,t:Magic-Bracers,st:Bracers,+:0,ac:10,db:-1,svall:=0,rc:cursed,sz:S,qty:1,wt:0,rc:single-uncharged,loc:wrists]{{}}%{MI-DB|Armour-Info}{{Armour=Cursed magical armour composed of a pair of bracers}}{{AC=[[10]]}}{{Looks Like=These items appear to be wrist or arm guards. Their magic bestows an effective Armor Class equal to someone wearing armor and employing a shield. If armor is actually worn, the bracers have no additional effect, but they do work in conjunction with other magical items of protection. The Armor Class the bracers of defense bestow is determined by making a percentile roll and consulting the table}}{{desc=These appear to be bracers of defense, and will actually serve as such until the wearer is attacked in anger by a dangerous enemy. At that moment, the bracers worsen Armor Class to 10 and negate any and all other magical protections and Dexterity bonuses. Bracers of defenselessness can be removed only by means of a *remove curse* spell.}}'}, + {name:'Brigandine+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+1,+:1]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +1}}{{AC=[[6]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Brigandine+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+2,+:2]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +2}}{{AC=[[6]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Brigandine+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+3,+:3]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +3}}{{AC=[[6]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this auit of armour}}'}, + {name:'Brigandine+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+4,+:4]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +4}}{{AC=[[6]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Brigandine+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Brigandine+5,+:5]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Magical Armour}}{{Armour=Brigandine Armour +5}}{{AC=[[6]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Brigandine-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Brigandine Armour }}{{subtitle=Armour}}Specs=[Brigandine,Armour,0H,Brigandine]{{}}ACData=[a:Brigandine,st:Brigandine,t:Brigandine,+S:1,+P:1,+B:0,+:0,ac:6,sz:L,qty:1,wt:35,loc:body,rc:single-uncharged,rac:Brigandine Armor]{{}}%{MI-DB|Armour-Info}{{Armour=Brigandine Armour}}{{AC=[[6]]\nagainst all attacks}}{{Looks Like=This armor is made from small metal plates sewn or riveted to a layer of canvas or leather and protected by an outer layer of cloth. It is rather stiff and does not provide adequate protection to the joints where the metal plates must be spaced widely or left off.}}{{desc=Good, sturdy armour but nothing special}}'}, + {name:'Brigandine-Armour-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Brigandine,Armour,0H,Brigandine,Cursed-Brigandine-Armour]{{}}ACData=[a:Cursed Brigandine Armour^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Brigandine-Armour}'}, + {name:'Brigandine-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Brigandine Barding}}{{subtitle=Barding}}{{Barding=Brigandine Barding for War Animals}}Specs=[Brigandine Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Brigandine Barding,t:Brigandine Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+s:1,+p:1,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=A late period composite armor made from small metal plates sandwiched between layers of leather, brigandine is the most advanced barding that a typical village armorer can make. It is not as encumbering as the more restrictive scale, weighing 70 pounds for a war horse.}}'}, + {name:'Bronze-Plate+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+1,+:1]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+1 magical plate mail made from bronze}}{{AC=[[4]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Bronze-Plate+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+2,+:2]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+2 magical plate mail made from bronze}}{{AC=[[4]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Bronze-Plate+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+3,+:3]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+3 magical plate mail made from bronze}}{{AC=[[4]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Bronze-Plate+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+4,+:4]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+4 magical plate mail made from bronze}}{{AC=[[4]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Bronze-Plate+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Bronze Plate+5,+:5]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Magical Armour}}{{Armour=+5 magical plate mail made from bronze}}{{AC=[[4]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Bronze-Plate-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Bronze Plate Mail,Armour,0H,Mail,Cursed-Bronze-Plate]{{}}ACData=[a:Cursed Bronze Plate^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Bronze-Plate}'}, + {name:'Bronze-Plate-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Bronze Plate Mail }}{{subtitle=Armour}}Specs=[Bronze Plate Mail,Armour,0H,Mail]{{}}ACData=[a:Bronze Plate Mail,st:Mail,t:Bronze-Plate,+S:2,+P:0,+B:-2,ac:4,+:0,sz:L,qty:1,wt:45,loc:body,rc:single-uncharged,rac:Bronze Plate Mail (Disguise)]{{}}%{MI-DB|Armour-Info}{{Armour=Plate mail made from bronze}}{{AC=[[4]] against all attacks}}{{Looks Like=This is a plate mail armor - a combination of metal plates, chain mail or brigandine, leather and padding - made of softer bronze. It is easier and cheaper to make than steel armor, but it does not protect as well. A large breastplate and other metal plates cover areas of the body, but the other materials must protect the joints and movable parts of the body. It is not the full plate armor of the heavy knight of the Late Middle Ages and the Renaissance.}}{{desc=Good, sturdy armour but nothing special}}'}, + {name:'Buckler',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Buckler}}{{subtitle=Shield}}Specs=[Buckler,Shield,0H,Shields]{{}}ACData=[a:Buckler,t:Buckler,st:Shield,+:0,sz:S,wt:3,loc:left arm|right arm]{{}}%{MI-DB|Shield-Info}{{Shield=Hands-free shield for archers, made of metal}}{{AC=+0 Buckler, against 1 attack only}}{{Size=Small}}{{Looks Like=A* buckler (or target)* is a very small shield that fastens on the forearm. It can be worn by crossbowmen and archers with no hindrance. Its small size enables it to protect against only one attack per melee round (of the user\'s choice), improving the character\'s Armor Class by 1 against that attack.}}{{desc=This is a well made Buckler which fits well on the arm, but is nothing exceptional}}'}, + {name:'Buckler+1',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+1,+:1]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+1 Buckler, against 1 attack only}}{{desc=An exceptionally well made shield.}}'}, + {name:'Buckler+2',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+2,+:2]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+2 Buckler, against 1 attack only}}{{desc=An excellently crafted shield that seems to have a polished gleam}}'}, + {name:'Buckler+3',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+3,+:3]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+3 Buckler, against 1 attack only}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this shield}}'}, + {name:'Buckler+4',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+4,+:4]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+4 Buckler, against 1 attack only}}{{desc=This shield almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Buckler+5',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Buckler+5,+:5]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=+5 Buckler, against 1 attack only}}{{desc=This unique shield gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Buckler-Cursed',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Buckler,Shield,0H,Shields,Cursed-Buckler]{{}}ACData=[a:Cursed Buckler^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Buckler}'}, + {name:'Chain-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Chain Barding}}{{subtitle=Barding}}{{Barding=Chain Mail Barding for War Dogs \\amp War Horses}}Specs=[Chain Barding,Barding,1H,Barding]{{AC=Adds +3 improvement to natural AC of creature}}ACData=[a:Chain Barding,t:Chain Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:3,+s:2,+b:-2,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This barding is the standard armor for medium war horses. However, smaller or larger versions can be made to fit anything from a *war dog* to a *war elephant*. It is put on in sections, with the main pieces being attached to the saddle or laid over the horse and buckled underneath. A heavy cloth or blanket is placed under the chain to prevent rubbing and abrasions from the barding, which would cause the horse to quickly become fatigued.\nOnly in the cooler climes can a horse wear such armor for long (the horse cannot move all day with the armor on; it must have sufficient rest and free grazing). Chain barding for a horse weighs approximately 70 pounds, for a war dog about 20 pounds, and for an elephant over 200 pounds.}}'}, + {name:'Chain-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Chain Mail }}{{subtitle=Armour}}Specs=[Chain Mail,Armour,0H,Mail]{{}}ACData=[a:Chain Mail,st:Mail,t:Chain-Mail,+S:2,+P:0,+B:-2,+:0,ac:5,sz:L,rc:single-uncharged,qty:1,wt:40,loc:body,rac:Chain Mail]{{}}%{MI-DB|Armour-Info}{{Armour=Chain Mail}}{{AC=[[5]]\nvs all attacks}}{{Looks Like=This armor is made of interlocking metal rings.}}{{hide1=Chain mail is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. Several layers of mail are normally hung over vital areas. The links yield easily to blows, absorbing some of the shock. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time.}}{{desc=Good, sturdy, well made chain but nothing special}}'}, + {name:'Chain-Mail+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+1,+:1]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+1 magical chain mail}}{{AC=[[5]][[0-1]] vs all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Chain-Mail+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+2,+:2]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+2 magical chain mail}}{{AC=[[5]][[0-2]] vs all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Chain-Mail+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+3,+:3]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+3 magical chain mail}}{{AC=[[5]][[0-3]] vs all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Chain-Mail+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+4,+:4]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+4 magical chain mail}}{{AC=[[5]][[0-4]] vs all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Chain-Mail+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Chain mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Chain Mail+5,+:5]%{MI-DB|Chain-Mail}{{subtitle=Magical Armour}}{{Armour=+5 magical chain mail}}{{AC=[[5]][[0-5]] vs all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Chain-Mail-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Chain Mail,Armour,0H,Mail,Cursed-Chain-Mail]{{}}ACData=[a:Cursed Chain Mail^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Chain-Mail}'}, + {name:'Cursed-Banded-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= (cursed)}}Specs=[Banded Mail,Armour,0H,Mail,Banded-Mail]{{}}ACData=[a:Cursed-Banded-Mail,query:armourPlus=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourPlus#1^^,rc:cursed]{{}}%{MI-DB|Banded-Mail}{{subtitle=Cursed Magical Armour}}{{Armour=Cursed Banded Mail armour}}{{AC=[[4]] -? vs all attacks}}{{desc=While this looks like any other suit of banded mail, there is something not quite right about it...}}'}, + {name:'Cursed-Brigandine-Armour',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Brigandine,Armour,0H,Brigandine,Brigandine-Armour]{{}}ACData=[a:Cursed Brigandine Armour^^armourCurse#0^^,query:armourCurse=How severe a curse?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Brigandine-Armour}{{subtitle=Cursed Magical Armour}}{{Armour=Cursed Brigandine Armour}}{{AC=[[6]]-? against all attacks}}{{desc=While this looks like any other suit of Brigandine Armour, there is something not quite right about it...}}'}, + {name:'Cursed-Bronze-Plate',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Bronze Plate Mail,Armour,0H,Mail,Bronze-Plate-Mail]{{}}ACData=[a:Cursed Bronze Plate^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Bronze-Plate-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed plate mail made from bronze}}{{AC=[[4]]-? against all attacks}}{{desc=While this looks like any other suit of Bronze Plate Mail Armour, there is something not quite right about it...}}'}, + {name:'Cursed-Buckler',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Buckler,Shield,0H,Shields,Buckler]{{}}ACData=[a:Cursed Buckler^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Buckler}{{subtitle=Magical Armour}}{{AC=Cursed Buckler}}{{desc=While this looks like any other Buckler, there is something not quite right about it...}}'}, + {name:'Cursed-Chain-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Chain Mail,Armour,0H,Mail,Chain-Mail]{{}}ACData=[a:Cursed Chain Mail^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Chain-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed chain mail}}{{AC=[[5]]-? against all attacks}}{{desc=While this looks like any other suit of Chain Mail Armour, there is something not quite right about it...}}'}, + {name:'Cursed-Field-Plate',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Field-Plate}{{subtitle=Cursed Armour}}{{Armour=Cursed Field plate}}{{AC=[[3]]-? against all attacks}}{{desc=While this looks like any other suit of Field Plate, there is something not quite right about it...}}'}, + {name:'Cursed-Full-Plate',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Cursed Full Plate^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Full-Plate}{{subtitle=Cursed Armour}}{{Armour=Cursed Full Plate}}{{AC=[[1]]-? against all attacks}}{{desc=While this looks like any other suit of Field Plate, there is something not quite right about it...}}'}, + {name:'Cursed-Hide-Armour',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Cursed Hide Armour^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Hide-Armour}{{subtitle=Cursed Armour}}{{Armour=Cursed Hide Armour}}{{AC=[[6]]-? against all attacks}}{{desc=While this looks like any other suit of Hide Armour, there is something not quite right about it...}}'}, + {name:'Cursed-Leather-Armour',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Cursed Leather^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Leather}{{subtitle=Cursed Armour}}{{Armour=Cursed leather armour}}{{AC=[[8]]-? against all attacks}}{{desc=While this looks like any other suit of Leather Armour, there is something not quite right about it...}}'}, + {name:'Cursed-Padded-Armour',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Cursed Padded Armour^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Padded-Armour}{{subtitle=Cursed Armour}}{{Armour=Cursed Padded armour}}{{AC=[[8]]-? against all attacks}}{{desc=While this looks like any other suit of Leather Armour, there is something not quite right about it...}}'}, + {name:'Cursed-Plate-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Cursed Plate Mail^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Plate-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Plate Mail}}{{AC=[[3]]-? against all attacks}}{{desc=While this looks like any other suit of Plate Mail, there is something not quite right about it...}}'}, + {name:'Cursed-Ring-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Cursed Ring Mail^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Ring-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Ring Mail}}{{AC=[[7]]-? against all attacks}}{{desc=While this looks like any other suit of Plate Mail, there is something not quite right about it...}}'}, + {name:'Cursed-Scale-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Cursed Scale Mail^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Scale-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Scale Mail}}{{AC=[[6]]-? against all attacks}}{{desc=While this looks like any other suit of Scale Mail, there is something not quite right about it...}}'}, + {name:'Cursed-Shield',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Cursed Medium Shield^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed Cursed Medium Shield made of wood \\amp metal}}{{AC=+[[1]]-? against all attacks from the front}}{{desc=While this looks like any other medium shield, there is something not quite right about it...}}'}, + {name:'Cursed-Small-Shield',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Cursed Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Cursed Small Shield^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Small-Shield}{{prefix=Cursed }}{{subtitle=Cursed Shield}}{{Shield=1-handed Cused Small Shield made of wood \\amp metal}}{{AC=+[[1]]-? against only 2 attacks from the front}}'}, + {name:'Cursed-Splint-Mail',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Cursed Splint Mail^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Splint-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Splint Mail}}{{AC=[[4]]-? vs all attacks}}{{desc=While this looks like any other suit of Splint Mail, there is something not quite right about it...}}'}, + {name:'Cursed-Studded-Leather',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Cursed Studded Leather^^armourCurse#0^^,query:armourCurse=How badly cursed?|0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Studded-Leather}{{subtitle=Cursed Armour}}{{Armour=Cursed studded leather armour}}{{AC=[[7]]-? against all attacks}}{{desc=While this looks like any other suit of Studded Leather armour, there is something not quite right about it...}}'}, + {name:'Cursed-Tower-Shield',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Tower Shield,Shield,1H,Shields,Tower-Shield]{{}}ACData=[a:Cursed Tower Shield^^armourCurse#0^^,query:armourCurse=How cursed is this shield?|-0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5$$missileAdj=What additional adjustment vs. missiles?|+1%%1|-5%%-5|-4%%-4|-3%%-3|-2%%-2|-1%%-1|0%%0|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5,+:^^armourCurse#1^^,+M:^^missileAdj#1^^,rc:cursed]{{}}%{MI-DB|Tower-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourCurse#0^^}}{{subtitle=Magical Shield}}{{Shield=1-handed tower shield (also known as a body shield) made of wood \\amp metal}}{{AC=+1^^armourCurse#0^^ vs. melee attks,\n+1^^armourCurse#0^^ ^^missileAdj#0^^ vs. missiles,\nTower/Body shield}}{{desc=This tower shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. But there is definately something odd about the runes...}}'}, + {name:'Cursed-Wooden-Shield',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed}}Specs=[Wooden Shield,Shield,1H,Shields,Wooden-Shield]{{}}ACData=[a:Cursed Medium Wooden Shield^^armourPlus#0^^,,query:armourPlus=How cursed is this shield?|-0%%0|-1%%-1|-2%%-2|-3%%-3|-4%%-4|-5%%-5,+:^^armourPlus#1^^,rc:cursed]{{}}%{MI-DB|Wooden-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Cursed Shield}}{{Shield=1-handed cursed medium shield made of wood only}}{{AC=+1^^armourPlus#0^^, Medium wooden shield}}{{desc=This tower shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. But there is definately something odd about the runes...}}'}, + {name:'Elven-Chain+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+1,+:1]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +1}}{{AC=[[4]] vs all attacks}}'}, + {name:'Elven-Chain+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+2,+:2]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +2}}{{AC=[[5]][[0-2]] vs all attacks}}'}, + {name:'Elven-Chain+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+3,+:3]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +3}}{{AC=[[5]][[0-3]] vs all attacks}}'}, + {name:'Elven-Chain+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+4,+:4]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +4}}{{AC=[[5]][[0-4]] vs all attacks}}'}, + {name:'Elven-Chain+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Elven Chain Mail,Armour,0H,Mail,Elven-Chain-Mail]{{}}ACData=[a:Elven Chain Mail+5,+:5]{{}}%{MI-DB|Elven-Chain-Mail}{{subtitle=Magical Armour}}{{Armour=Elven Chain Mail +5}}{{AC=[[5]][[0-5]] vs all attacks}}'}, + {name:'Elven-Chain-Mail',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Elven }}Specs=[Elven Chain Mail,Armour,0H,Mail,Chain Mail]{{}}ACData=[a:Elven Chain Mail,rac:Elven Chain Mail]{{}}%{MI-DB|Chain-Mail}{{Armour=Elven Chain Mail}}{{desc=This armor is made of interlocking metal rings of *mithral*, created by master elven smiths. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows, though this is thinner than with normal chain. The links yield easily to blows, absorbing some of the shock. It is so light it can be worn all day with no problems, and even under other clothes to hide it. Thieves, Bards \\amp Elven spell casters can all wear Elven Chain without impacting their activities.}}'}, + {name:'Field-Plate',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Field Plate }}{{subtitle=Armour}}Specs=[Field Plate,Armour,0H,Plate]{{}}ACData=[a:Field Plate,st:Plate,t:Field-Plate,+S:3,+P:1,+B:0,ac:2,+:0,sz:L,qty:1,wt:60,loc:body,rc:single-uncharged,rac:Field Plate (Disguise)]{{}}%{MI-DB|Armour-Info}{{Armour=Field plate}}{{AC=[[3]] against all attacks}}{{Looks Like=This is the most common version of full plate armor, consisting of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, boots, and a visored helmet. A thick layer of padding must be worn underneath. However, the weight of the suit is well-distributed over the whole body. Such armor hampers movement only slightly. Aside from its expense, the main disadvantages are the lack of ventilation and the time required to put it on and take it off. Each suit of field plate must be individually fitted to its owner by a master armorer, although captured pieces can be resized to fit the new owner (unless such is patently absurd, such as a human trying to resize a halfling\'s armor).}}{{desc=This suit of armour is a good, sturdy, well made set of field plate but nothing special}}'}, + {name:'Field-Plate+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+1,+:1]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +1}}{{AC=[[3]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Field-Plate+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+2,+:2]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +2}}{{AC=[[3]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Field-Plate+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+3,+:3]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +3}}{{AC=[[3]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Field-Plate+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+4,+:4]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +4}}{{AC=[[3]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Field-Plate+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate]{{}}ACData=[a:Field Plate+5,+:5]{{}}%{MI-DB|Field-Plate}{{subtitle=Magical Armour}}{{Armour=Magical Field plate +5}}{{AC=[[3]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Field-Plate-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Field Plate Barding}}{{subtitle=Barding}}{{Barding=Field Plate Barding for War Animals}}Specs=[Field Plate Barding,Barding,1H,Barding]{{AC=Adds +6 improvement to natural AC of creature}}ACData=[a:Field Plate Barding,t:Field Plate Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:6,+s:3,+p:1,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Field plate barding is the heaviest barding normally used in battle. It is rare even in late period campaigns, and should be restricted to nobles, high officers, and unusual individuals. The construction of field plate barding requires a master armorer. The barding must be constructed and fitted to a particular horse. Field plate barding weighs 90 pounds.\n**Half Field Plate:** This gives the equivalent of field plate protection to the front of the horse only. This configuration is never encountered, except perhaps as ceremonial armor. It weighs 70 pounds.}}'}, + {name:'Field-Plate-Cursed',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field-Plate,Armour,0H,Plate,Cursed-Field-Plate]{{}}ACData=[a:Cursed Field Plate^^armourCurse#0^^,rc:cursed]{{}}%{MI-DB|Cursed-Field-Plate}'}, + {name:'Full-Plate',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Full-Plate Armour }}{{subtitle=Armour}}Specs=[Full Plate,Armour,0H,Plate]{{}}ACData=[a:Full Plate,st:Plate,t:Full-Plate,+S:4,+P:3,+B:0,+:0,ac:1,sz:L,qty:1,wt:70,loc:body,rc:single-uncharged,rac:Full Plate (Disguise)]{{}}%{MI-DB|Armour-Info}{{Armour=Full Plate}}{{AC=[[1]]\nagainst all attacks}}{{Looks Like=This is the impressive, high Gothic-style armor of the Late Middle Ages and Renaissance. It is perfectly forged and fitted. All the plates are interlocking and carefully angled to deflect blows. The surfaces are normally highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and chain mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive. *Due to these factors, it tends to be used more for parades and triumphs than actual combat.*}}{{desc=This suit of armour is a good, sturdy, well made set of Full Plate but nothing special (other than being Full Plate!)}}'}, + {name:'Full-Plate+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+1,+:1]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+1 magical Full Plate}}{{AC=[[1]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Full-Plate+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+2,+:2]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+2 magical Full Plate}}{{AC=[[1]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Full-Plate+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+3,+:3]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+3 magical Full Plate}}{{AC=[[1]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Full-Plate+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+4,+:4]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+4 magical Full Plate}}{{AC=[[1]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Full-Plate+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Full Plate,Armour,0H,Plate,Full-Plate]{{}}ACData=[a:Full Plate+5,+:5]{{}}%{MI-DB|Full-Plate}{{subtitle=Magical Armour}}{{Armour=+5 magical Full Plate}}{{AC=[[1]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Full-Plate-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Full Plate Barding}}{{subtitle=Barding}}{{Barding=Full Plate Barding for War Animals}}Specs=[Full Plate Barding,Barding,1H,Barding]{{AC=Adds +7 improvement to natural AC of creature}}ACData=[a:Full Plate Barding,t:Full Plate Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:7,+s:4,+p:3,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Full plate barding, like full plate armor, is the highest achievement of the best armorers. It is available only in late period campaigns and will be very rare at the best of times; only the most advanced and richest kingdoms can master the techniques of its construction. The services of a master armorer are required. Full plate barding weighs 90 pounds.\n**Half Full Plate:** This gives the equivalent of full plate protection to the front of the horse only. Again, this barding, if encountered, is almost certain to be ceremonial armor. It weighs 70 pounds.}}'}, + {name:'Full-Plate-Cursed',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Full Plate,Armour,0H,Plate,Cursed-Full-Plate]{{}}ACData=[a:Cursed Full Plate^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Full-Plate}'}, + {name:'Helm-of-Languages',type:'helm',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Helm of Comprehending Languages \\amp Reading Magic}}{{subtitle=Magic Item}}Specs=[Helm,Helm,0H,Helm]{{Speed=[[0]]}}ACData=[a:Helm of Languages,sp:0,qty:1,rc:single-uncharged,loc:head]{{Size=Medium}}{{Immunity=None}}{{desc=Appearing as a normal helmet, a helmet of comprehending languages and reading magic enables its wearer to understand 90% of strange tongues and writings and 80% of magical writings. (Note that these percentage figures apply to whether all or none of the speaking/writing or inscription is understandable. Understanding does not necessarily imply spell use.) This device is equal to a normal helmet of the type accompanying Armor Class 5.}}'}, + {name:'Helm-of-Underwater-Action',type:'helm',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Helm of Underwater Action}}{{subtitle=Magic Item}}Specs=[Helm,Helm,0H,Helm]{{Speed=[[0]]}}ACData=[a:Helm of Underwater Action,sp:0,qty:1,rc:single-uncharged,loc:head]{{Size=Medium}}{{Immunity=None}}{{desc=When this helm is viewed, it is indistinguishable from a normal helmet. However, detection reveals it to be magical, and the possessor is able to see and breathe underwater. Visual properties of the helm are activated when small lenses are drawn across the device from compartments on either side. These allow the wearer to see five times farther than water and light conditions allow for normal human vision. (Note that weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer\'s head, and maintains it until the command word is spoken again. Thus, the wearer can breathe freely.}}'}, + {name:'Hide-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Hide Armour}}{{subtitle=Armour}}Specs=[Hide,Armour,0H,Hide]{{}}ACData=[a:Hide,st:Hide,t:Hide,+S:0,+P:-2,+B:0,+:0,ac:6,sz:L,qty:1,wt:30,loc:body,rc:single-uncharged,rac:Hide Armor]{{}}%{MI-DB|Armour-Info}{{Armour=Hide Armour}}{{AC=[[6]]\nagainst all attacks}}{{Looks Like=This is armor prepared from the extremely thick hide of a creature (such as an elephant) or from multiple layers of regular leather. It is stiff and hard to move in.}}{{desc=This suit of armour is a good, sturdy, well made set of Full Plate but nothing special}}'}, + {name:'Hide-Armour+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+1,+:1]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +1}}{{AC=[[6]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Hide-Armour+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+2,+:2]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +2}}{{AC=[[6]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Hide-Armour+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+3,+:3]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +3}}{{AC=[[6]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Hide-Armour+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+4,+:4]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +4}}{{AC=[[6]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Hide-Armour+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Hide Armour+5,+:5]{{}}%{MI-DB|Hide-Armour}{{subtitle=Magical Armour}}{{Armour=Hide Armour +5}}{{AC=[[6]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Hide-Armour-Cursed',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Hide,Armour,0H,Hide,Hide-Armour]{{}}ACData=[a:Cursed Hide Armour^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Hide-Armour}'}, + {name:'Indirect',type:'',ct:'0',charge:'uncharged',cost:'0',body:'@{'}, + {name:'Large-Shield+1+4-vs-Missiles',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1 +4 vs Missiles}}Specs=[Large Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Large Shield+1+4,+:1,+M:4]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Large Shield, +4 vs all missiles, made of wood \\amp some metal}}{{AC=+[[1]]+[[1]] against all attacks from the front and +[[4]] vs all missiles}}{{Looks Like=A *large shield* is carried on the forearm and gripped with the hand. Its weight prevents the character from using his shield hand for other purposes. With a large shield, a character can protect against any frontal or flank attacks.}}{{desc=This is a large shield with a +1 bonus vs. melee attacks, but it is four times more effective against hand-hurled and mechanically propelled missiles of all sorts. More importantly, the shield has a [20% chance](!\\amp#13;\\amp#47;r 1d100cs\\gt81) (roll high) of negating *magic missile* attacks (from a frontal position).}}'}, + {name:'Leather',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Leather Armour}}{{subtitle=Armour}}Specs=[Leather,Armour,0H,Leather]{{}}ACData=[a:Leather,st:Leather,t:Leather,+S:0,+P:-2,+B:0,+:0,ac:8,sz:L,qty:1,wt:15,loc:body,rc:single-uncharged,rac:Leather Armor]{{}}%{MI-DB|Armour-Info}{{Armour=Leather armour}}{{AC=[[8]]\nagainst all attacks}}{{Looks Like=This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials.}}{{desc=This suit of armour is a good, sturdy, well made set of Leather Armour but nothing special}}'}, + {name:'Leather+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+1,+:1]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+1 magical leather armour}}{{AC=[[8]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Leather+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+2,+:2]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+2 magical leather armour}}{{AC=[[8]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Leather+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+3,+:3]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+3 magical leather armour}}{{AC=[[8]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Leather+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+4,+:4]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+4 magical leather armour}}{{AC=[[8]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Leather+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather+5,+:5]{{}}%{MI-DB|Leather}{{subtitle=Magical Armour}}{{Armour=+5 magical leather armour}}{{AC=[[8]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Leather-Armour',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather]{{}}%{MI-DB|Leather}'}, + {name:'Leather-Armour-Cursed',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Leather,Armour,0H,Leather,Leather]{{}}ACData=[a:Leather^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Leather-Armour}'}, + {name:'Leather-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Leather Barding}}{{subtitle=Barding}}{{Barding=Leather Barding for War Dogs, War Horses and other War Animals}}Specs=[Leather Barding,Barding,1H,Barding]{{AC=Adds +1 improvement to natural AC of creature}}ACData=[a:Leather Barding,t:Leather Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:1,+p:-2,sz:M,qty:1,wt:10,rc:single-uncharged,loc:body]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This barding is the most common type of light barding. Leather barding has most of the characteristics of the leather armor worn by warriors. Among humans, leather barding is used primarily by irregular horsemen and occasional bands of nomads, whose mounts are usually smaller and able to carry less weight than the specially bred mounts of civilized lands. Leather barding weighs 60 pounds.\nHalflings and elves tend to use leather on their light mounts. Halfling barding is usually decorated with colorful beads and bits of shells.\nAlthough dwarves and gnomes generally don\'t use barding, they will occasionally make leather barding to protect pack mules and similar animals.\nHumanoids, if they use barding on their mounts at all, often make use of this type.\nLeather barding can also be made for pets like *war dogs*, which is smaller \\amp lighter (about 10 lbs for war dogs)}}'}, + {name:'Magical-Armour',type:'dmitem',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Unknown Magical Armour}}{{subtitle=Magical Armour}}Specs=[Magical Armour,DMitem,0H,Armour]{{Speed=[[0]]}}ACData=[w:Magical Armour,qty:1,rc:single-uncharged,loc:body]{{Size=Large}}{{Immunity=Unknown}}{{Resistance=+? on AC}}{{Saves=Unknown effect}}{{desc=This armour appears especially well made, and seems to glow somewhat if in a darkened area. Check with the DM as to what type of materials it seems to be made of}}'}, + {name:'Magical-Armour-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'{{}}Specs=[Armour Info,Format,0H,Format]{{}}ACData=[a:Armour Info]{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what magical adjustments are desired of those available. If Auto-Hide config is set, this armour will also automatically hide as a standard suit of armour of its type when added to a container and will only reveal manually (see Magic Help Handout about hiding and revealing items). Use the GM Add-Items dialog to hide, reveal and set automatic revealing as you desire.}}'}, + {name:'Magical-Shield',type:'dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Unknown Magical Shield}}{{subtitle=Magical Armour}}{{Shield=+? on AC}}Specs=[Magical Shield,DMitem,1H,Shields]{{AC=AC [[0-1]] -?}}ACData=[a:Magical Shield,st:Shield,+:0,sz:M,qty:1,wt:10,loc:left hand|right hand]{{Speed=[[0]]}}{{Size=Medium (even if small)}}{{Immunity=Unknown}}{{Saves=Unknown effect}}{{desc=This shield seems to be exceptionally finely crafted, and gleams with hidden power. Check with the DM about its size and material components}}'}, + {name:'Magical-Shield-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'{{}}Specs=[Shield Info,Format,0H,Format]{{}}ACData=[a:Shield Info]{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what magical adjustments are desired of those available. If Auto-Hide config is set, this shield will also automatically hide as a standard shield of its type when added to a container and will only reveal manually (see Magic Help Handout about hiding and revealing items). Use the GM Add-Items dialog to hide, reveal and set automatic revealing as you desire.}}'}, + {name:'Magical-Tower-Shield',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Magical }}Specs=[Tower Shield,Shield,1H,Shields,Tower-Shield]{{}}ACData=[a:Tower Shield^^armourPlus#0^^,query:armourPlus=How magical is this shield?|+0%%0|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5$$missilePlus=What additional plus vs. missiles?|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5,+:^^armourPlus#1^^,+M:^^missilePlus#1^^]{{}}%{MI-DB|Tower-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Magical Shield}}{{Shield=1-handed tower shield (also known as a body shield) made of wood \\amp metal}}{{AC=+1^^armourPlus#0^^ vs. melee attks,\n+1^^armourPlus#0^^ ^^missilePlus#0^^ vs. missiles,\nTower/Body shield}}{{desc=This tower shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. It glows softly if viewed in total (natural) darkness}}'}, + {name:'Magical-Wooden-Shield',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Magical}}Specs=[Wooden Shield,Shield,1H,Shields,Wooden-Shield]{{}}ACData=[a:Medium Wooden Shield^^armourPlus#0^^,,query:armourPlus=How magical is this shield?|+0%%0|+1%%1|+2%%2|+3%%3|+4%%4|+5%%5,+:^^armourPlus#1^^]{{}}%{MI-DB|Wooden-Shield}{{}}%{MI-DB|Magical-Shield-Info}{{name=^^armourPlus#0^^}}{{subtitle=Magical Shield}}{{Shield=1-handed medium shield made of wood only}}{{AC=+1^^armourPlus#0^^, Medium wooden shield}}{{desc=This medium wooden shield seems exceptionally well crafted, with what appear to be magical runes scribed around the edge. It glows softly if viewed in total (natural) darkness}}'}, + {name:'Magical-plate+0',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Magical Plate +0}}{{subtitle=Magical Armour}}{{Armour=+0 magical armour (so resizes itself to fit}}Specs=[Full Plate,Armour,0H,Plate]{{AC=[[1]]\nagainst all attacks}}ACData=[a:Magical Plate+0,st:Plate,t:Full-Plate,+S:4,+P:3,+B:0,+:0,ac:1,sz:L,qty:1,wt:70,loc:body,rc:single-uncharged,rac:Full Plate (Disguise)]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Resistance=+[[0]] on AC}}{{Saves=No effect}}{{desc=This is the impressive, high Gothic-style armor of the Late Middle Ages and Renaissance. It is perfectly forged and fitted. All the plates are interlocking and carefully angled to deflect blows. The surfaces are normally highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and chain mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive. *Due to these factors, it tends to be used more for parades and triumphs than actual combat.*}}'}, + {name:'Memorise-MI-Power',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!magic --mem-spell MIPOWERS|@{selected|token_id}'}, + {name:'Normal-Helm',type:'helm',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Helm}}{{subtitle=Armour}}Specs=[Helm,Helm,0H,Helm]{{Speed=[[0]]}}ACData=[a:Helm,sp:0,qty:1,rc:single-uncharged,loc:head]{{Size=Medium}}{{Immunity=None}}{{desc=This appears to be a normal helm, all be it of fine quality. Perhaps there is more to it than meets the eye?}}'}, + {name:'Padded-Armour',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Padded Armour }}{{subtitle=Armour}}Specs=[Padded Armour,Armour,0H,Padded]{{}}ACData=[a:Padded Armour,st:Padded,t:Padded,+S:0,+P:-2,+B:0,+:0,ac:8,sz:L,qty:1,wt:10,loc:body,rc:single-uncharged,rac:Padded Armor]{{}}%{MI-DB|Armour-Info}{{Armour=Padded armour}}{{AC=[[8]]\nagainst all attacks}}{{Looks Like=This is the simplest type of armor, fashioned from quilted layers of cloth and batting. It tends to get hot and after a time becomes foul with sweat, grime, lice, and fleas.}}{{desc=This suit of armour is a good, sturdy, well made set of Leather Armour but nothing special}}'}, + {name:'Padded-Armour+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+1,+:1]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +1}}{{AC=[[8]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Padded-Armour+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+2,+:2]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +2}}{{AC=[[8]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Padded-Armour+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+3,+:3]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +3}}{{AC=[[8]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Padded-Armour+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+4,+:4]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +4}}{{AC=[[8]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Padded-Armour+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Padded Armour,Armour,0H,Padded,Padded-Armour]{{}}ACData=[a:Padded Armour+5,+:5]{{}}%{MI-DB|Padded-Armour}{{subtitle=Magical Armour}}{{Armour=Magical Padded armour +5}}{{AC=[[8]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Padded-Armour-Cursed',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Padded Armour,Armour,0H,Padded,Cursed-Padded-Armour]{{}}ACData=[a:Cursed Padded Armour^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Padded-Armour}'}, + {name:'Padded-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Leather Barding}}{{subtitle=Barding}}{{Barding=Leather Barding for War Dogs, War Horses and other War Animals}}Specs=[Leather Barding,Barding,1H,Barding]{{AC=Adds +1 improvement to natural AC of creature}}ACData=[a:Leather Barding,t:Leather Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:1,+p:-2,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This style of quilted barding has only minor protective value, giving the mount an AC bonus of 1. In the standard AD\\ampD® game campaign, padded barding is functionally the same as leather barding and weighs 60 pounds. Padded barding tends to wear out rapidly with use.\nHalflings and elves occasionally use this type of armor on their ponies and light horses.}}'}, + {name:'Plate+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate+1]{{}}ACData=[a:Field Plate+1]{{}}%{MI-DB|Field-Plate+1}'}, + {name:'Plate+1+3-vs-Breath',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate+1]{{}}ACData=[a:Field Plate+1+3 vs Breath Weapons,svbre:+3]{{}}%{MI-DB|Field-Plate+1}{{name=+1, +3 vs Breath Weapons}}{{Armour=Magical Field plate +1, +3 vs Breath Weapons}}{{AC=[[3]][[0-3]] vs Breath Weapons, and [[3]][[0-1]] against all other attacks}}{{Saves=+3 vs. Breath Weapons}}'}, + {name:'Plate+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Field Plate,Armour,0H,Plate,Field-Plate+2]{{}}ACData=[a:Field Plate+2]{{}}%{MI-DB|Field-Plate+2}'}, + {name:'Plate-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Plate Mail }}{{subtitle=Armour}}Specs=[Plate Mail,Armour,0H,Mail]{{}}ACData=[a:Plate Mail,st:Mail,t:Plate-Mail,+S:3,+P:0,+B:0,ac:3,+:0,sz:L,qty:1,wt:50,loc:body,rc:single-uncharged,rac:Plate Mail (Disguise)]{{}}%{MI-DB|Armour-Info}{{Armour=Plate mail made from steel}}{{AC=[[3]] against all attacks}}{{Looks Like=This armor is a combination of chain or brigandine with metal plates covering vital areas.}}{{hide2==The chain or brigandine with metal plates include cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.}}{{desc=This suit of armour is a good, sturdy, well made set of Plate Mail but nothing special}}'}, + {name:'Plate-Mail+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+1,+:1]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +1}}{{AC=[[3]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Plate-Mail+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+2,+:2]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +2}}{{AC=[[3]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Plate-Mail+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+3,+:3]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +3}}{{AC=[[3]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Plate-Mail+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+4,+:4]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +4}}{{AC=[[3]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Plate-Mail+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail+5,+:5]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail +5}}{{AC=[[3]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Plate-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Plate Mail Barding}}{{subtitle=Barding}}{{Barding=Plate Mail Barding for War Animals}}Specs=[Plate Mail Barding,Barding,1H,Barding]{{AC=Adds +5 improvement to natural AC of creature}}ACData=[a:Plate Mail Barding,t:Plate Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:5,+s:3,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This type of barding corresponds to plate mail, and is the standard protection for a fully armored war horse. Only heavy war horses can bear the weight of this armor and still fight effectively.\nThis barding includes the chanfron that covers the head, the cuello that guards the neck and mane, the poitrel that covers the forward chest and quarters, the flanchards that protect the side quarters and flanks, and the crupper that defends the rear.\nThis barding is made of chain mail and small steel plates linked together and hinged with articulated joints. Over this metal and chain rests a thick padded or quilted cloth equipped with metal studs. The complete set weighs about 85 pounds. This is extremely fatiguing to the mount, and usually such armor is put on the horse only when battle is imminent.\nPlate barding is used almost exclusively by human heavy cavalry. Elf lords may also have plate armor for their mounts.\nOnly in very rare instances will an orc, goblin, hobgoblin, or other humanoid have access to such armor. In such cases, usually only the commander or chieftain of the tribe owns such barding, and then only if allied to a ruler or wizard with the ability to construct such armor.\n**Half plate:** This gives the horse plate barding protection to its front. It weighs 65 pounds.}}'}, + {name:'Plate-Mail-Cursed',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Cursed-Plate-Mail]{{}}ACData=[a:Cursed Plate Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Plate-Mail}'}, + {name:'Plate-Mail-of-Etherealness+2',type:'armour',ct:'0',charge:'change-last',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+2,+:2,qty:5,max:5,rc:change-last,to:Plate-Mail+1]{{}}%{MI-DB|Plate-Mail-of-Etherealness+5}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+2}}{{AC=[[3]][[0-2]] against all attacks}}'}, + {name:'Plate-Mail-of-Etherealness+3',type:'armour',ct:'0',charge:'change-last',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+3,+:3,qty:5,max:10,rc:change-last,to:Plate-Mail-of-Etherealness+2]{{}}%{MI-DB|Plate-Mail-of-Etherealness+5}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+4}}{{AC=[[3]][[0-3]] against all attacks}}'}, + {name:'Plate-Mail-of-Etherealness+4',type:'armour',ct:'0',charge:'change-last',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+4,+:4,qty:5,max:15,rc:change-last,to:Plate-Mail-of-Etherealness+3]{{}}%{MI-DB|Plate-Mail-of-Etherealness+5}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+4}}{{AC=[[3]][[0-4]] against all attacks}}'}, + {name:'Plate-Mail-of-Etherealness+5',type:'armour',ct:'0',charge:'change-last',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Etherealness}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Etherealness+5,+:5,qty:5,max:20,rc:change-last,to:Plate-Mail-of-Etherealness+4]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Etherealness, that acts as Plate Mail+5}}{{AC=[[3]][[0-5]] against all attacks}}{{Use=To become ethereal, press *Use MI* action button \\amp select this armour, then press [Become Ethereal](!rounds --target caster|@{selected|token_id}|Ethereal Armour|99|0|You and all non-living possessions are ethereal|half-haze) to mark token as ethereal}}{{desc=This is seemingly normal *plate mail +5*, but if a command word is spoken, the suit enables its wearer and all nonliving items he wears and carries to become ethereal, as if *oil of etherealness* had been used. While in the ethereal state the wearer cannot attack material creatures. A *phase door* spell will negate the ethereal state and prevent the armor from functioning for one day.\nThere are 20 charges placed upon *plate mail of etherealness*. Once used, these cannot be replaced or recharged. Furthermore, every five uses reduces the bonus of the armor by one: If five charges are used to become ethereal, the armor is +4, if 10 are used it is +3, +2 if 15 are used, and only +1 if all 20 are exhausted.}}'}, + {name:'Plate-Mail-of-Fear',type:'armour',ct:'0',charge:'change-last',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Fear}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail of Fear,+:1,qty:2d23,rc:change-last,to:Plate-Mail+1]{{}}%{MI-DB|Plate-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Plate Mail of Fear, that acts as Plate Mail+1}}{{AC=[[3]][[0-1]] against all attacks}}{{Use=To radiate *fear* press *Use MI* action button \\amp select this armour, then press [Radiate Fear](!rounds --aoe @{selected|token_id}|circle|feet|0|60|60|magic|true|@{selected|token_id}|area|Fear Armour|1+1d4|-1|@{selected|character_name} frightens you! Flee in panic!|screaming) to mark tokens in the area as *feared*}}{{desc=This armor functions as normal *plate mail +1*. However, it is imbued with 2d23 *fear* charges. Upon uttering the command, a charge is spent and the wearer radiates a 30-foot aura of fear. All creatures (except the one wearing the armor) must *save vs. spell* or flee in panic for 1d4+1 rounds. When all charges are spent, the armor functions as normal *plate mail +1*. It cannot be recharged.}}'}, + {name:'Plate-Mail-of-Vulnerability',type:'armour',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=of Vulnerability}}Specs=[Plate Mail,Armour,0H,Mail,Plate-Mail]{{}}ACData=[a:Plate Mail^^armourCurse#0^^,query:armourCurse=How cursed is this armour?|-2%%+1|-3%%+2|-4%%+3,+:^^armourCurse#0^^,t:Plate-Mail^^armourCurse#1^^,rc:cursed]{{}}%{MI-DB|Plate-Mail}{{subtitle=Cursed Armour}}{{Armour=Cursed Plate Mail of Vulnerability, that acts as Plate Mail^^armourCurse#0^^}}{{AC=[[3]] worse by ^^armourCurse#0^^ against all attacks}}{{desc=This appears to every test to be magical *plate mail ^^armourCurse#1^^, but it is actually *cursed plate mail ^^armourCurse#0^^. The armor\'s great vulnerability will not be apparent until an enemy successfully strikes a blow in anger with desire and intent to kill the wearer. The armor will fall to pieces whenever an opponent strikes the wearer with an unmodified attack roll of 20 (do this manually).}}'}, + {name:'Ring-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Ring Mail}}{{subtitle=Armour}}Specs=[Ring Mail,Armour,0H,Mail]{{}}ACData=[a:Ring Mail,st:Mail,t:Ring-Mail,+S:1,+P:1,+B:0,+:0,ac:7,sz:L,qty:1,wt:30,loc:body,rc:single-uncharged,rac:Ring Mail]{{}}%{MI-DB|Armour-Info}{{Armour=Ring Mail}}{{AC=[[7]]\nagainst all attacks}}{{Looks Like=This armor is an early (and less effective) form of chain mail in which metal rings are sewn directly to a leather backing instead of being interlaced. (Historians still debate whether this armor ever existed.)}}{{desc=This suit of armour is a good, sturdy, well made set of Ring Mail but nothing special}}'}, + {name:'Ring-Mail+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+1,+:1]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+1}}{{AC=[[7]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Ring-Mail+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+2,+:2]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+2}}{{AC=[[7]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Ring-Mail+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+3,+:3]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+3}}{{AC=[[7]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Ring-Mail+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+4,+:4]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+4}}{{AC=[[7]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Ring-Mail+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Ring Mail,Armour,0H,Mail,Ring-Mail]{{}}ACData=[a:Ring Mail+5,+:5]{{}}%{MI-DB|Ring-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Ring Mail+5}}{{AC=[[7]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Ring-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Ring Mail Barding}}{{subtitle=Barding}}{{Barding=Ring Mail Barding for War Animals}}Specs=[Ring Mail Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Ring Mail Barding,t:Ring Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+s:1,+p:1,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This early form of barding is made of metal rings sewn onto a heavy cloth or leather backing. It is heavier than standard scale barding, and in most campaigns will be used only by those who can\'t get anything better. (In fact, whether a barding like ring barding actually existed is open to question; it may have been too heavy for the horses of the time.) Ring barding weighs 80 pounds when made for a war horse.}}'}, + {name:'Ring-Mail-Cursed',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Ring Mail,Armour,0H,Mail,Cursed-Ring-Mail]{{}}ACData=[a:Cursed Ring Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Ring-Mail}'}, + {name:'Scale-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Scale Barding}}{{subtitle=Barding}}{{Barding=Scale Barding for War Animals}}Specs=[Scale Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Scale Barding,t:Scale Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+p:1,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Scale barding is an early form of medium protection barding, generally superceded by chain in more advanced regions. It is most common in Dark Ages, eastern, or frontier settings, where it will still be somewhat less common than chain barding in a western medieval setting. Full scale barding weighs 75 pounds for a war horse.}}'}, + {name:'Scale-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Scale Mail}}{{subtitle=Armour}}Specs=[Scale Mail,Armour,0H,Mail]{{}}ACData=[a:Scale Mail,st:Mail,t:Scale-Mail,+S:0,+P:1,+B:0,+:0,ac:6,sz:L,qty:1,wt:40,loc:body,rc:single-uncharged,rac:Scale Mail]{{}}%{MI-DB|Armour-Info}{{Armour=Scale Mail}}{{AC=[[6]]\nagainst all attacks}}{{Looks Like=This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish.}}{{desc=This suit of armour is a good, sturdy, well made set of Scale Mail but nothing special}}'}, + {name:'Scale-Mail+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+1}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+1,+:1]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+1}}{{AC=[[6]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Scale-Mail+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+2}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+2,+:2]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+2}}{{AC=[[6]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Scale-Mail+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+3}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+3,+:3]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+3}}{{AC=[[6]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Scale-Mail+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+4}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+4,+:4]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+4}}{{AC=[[6]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Scale-Mail+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=+5}}Specs=[Scale Mail,Armour,0H,Mail,Scale-Mail]{{}}ACData=[a:Scale Mail+5,+:5]{{}}%{MI-DB|Scale-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Scale Mail+5}}{{AC=[[6]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Scale-Mail-Cursed',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Scale Mail,Armour,0H,Mail,Cursed-Scale-Mail]{{}}ACData=[a:Cursed Scale Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Scale-Mail}'}, + {name:'Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Medium }}{{title=Shield}}{{subtitle=Shield}}Specs=[Medium Shield,Shield,1H,Shields]{{}}ACData=[a:Medium Shield,t:Medium-Shield,st:Shield,+:0,sz:M,qty:1,wt:10,rc:single-uncharged,loc:left hand|right hand]{{}}%{MI-DB|Shield-Info}{{Shield=1-handed medium shield made of wood and some metal}}{{AC=+0, Medium shield}}{{Looks Like=A round or "shield shaped" barrier made of wood and metal about 2ft to 3ft diameter}}{{hide1=A *medium shield* is carried on the forearm and gripped with the hand. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.}}{{desc=This is a medium shield of reasonable quality, but nothing out of the ordinary}}'}, + {name:'Shield+1',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+1,+:1]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Medium Shield made of wood \\amp some metal}}{{AC=+[[1]]+[[1]] against all attacks from the front}}{{desc=An exceptionally well made medium wooden shield.}}'}, + {name:'Shield+2',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+2,+:2]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +2 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[2]] against all attacks from the front}}{{desc=An excellently crafted shield that seems to have the polished gleam of well buffed wood}}'}, + {name:'Shield+3',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+3,+:3]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +3 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[3]] against all attacks from the front}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this shield}}'}, + {name:'Shield+4',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+4,+:4]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +4 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[4]] against all attacks from the front}}{{desc=This shield almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Shield+5',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medium Shield+5,+:5]{{}}%{MI-DB|Shield}{{subtitle=Magical Shield}}{{Shield=1-handed +5 Medium Shield made of wood \\amp metal}}{{AC=+[[1]]+[[5]] against all attacks from the front}}{{desc=This unique shield gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Shield-Cursed',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}Specs=[Cursed Medium Shield,Shield,1H,Shields,Cursed Shield]{{}}ACData=[a:Cursed Medium Shield^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Shield}'}, + {name:'Shield-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{Shield=}}Specs=[Shield Info,Format,0H,Format]{{AC=}}ACData=[a:Shield Info]{{Speed=[[0]]}}{{Size=Medium}}{{Immunity=None}}{{Saves=No effect}}{{GM Info=If Auto-Hide config is set, this shield will automatically hide as a standard shield of its type when added to a container and by default will reveal manually (see Magic Help Handout about hiding and revealing items).}}{{Use=Equipping this shield by picking it up and taking it in-hand using *Change Weapon* will include it in any assessment of the character\'s armour class.}}{{hide2=To exclude from consideration, just use *Change Weapon* to equip something else (or nothing).\nAll shields improve a character\'s Armor Class by 1 or more against a specified number of attacks. A shield is useful only to protect the front and flanks of the user. Attacks from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus, a human\'s small shield would have all the effects of a medium shield when used by a gnome.}}'}, + {name:'Shield-Large+1+4-vs-Missiles',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Large Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Large Shield+1+4]{{}}%{MI-DB|Large-Shield+1+4-vs-Missiles}'}, + {name:'Shield-minus-1-Missile-Attractor',type:'shield',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= -1, Missile Attractor}}Specs=[Medium Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Medum Shield-1,+:-1,rc:cursed]{{}}%{MI-DB|Shield}{{subtitle=Cursed Shield}}{{Shield=1-handed -1 Cursed Medium Shield, missile attractor, made of wood \\amp some metal}}{{AC=+[[1]]-[[1]] against all attacks from the front}}{{desc=This not only makes the bearer equivalent to a shieldless person, it also attracts missiles of all types to itself: It doubles or triples the bearer\'s chances of being selected by random die rolling according to the size of the party he is with. This cursed shield is not distinguishable from a useful magical shield.}}'}, + {name:'Small-Shield',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}Specs=[Small Shield,Shield,1H,Shields,Shield]{{}}ACData=[a:Small Shield,t:Small-Shield,st:Shield,sz:S,wt:4,loc:left hand|right hand]{{}}%{MI-DB|Shield}{{prefix=Small }}{{Shield=1-handed small shield made of wood and some metal}}{{AC=+0, Small shield}}{{Looks Like=A *small shield* is carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand (although he cannot use weapons). It can be used to protect against two frontal attacks of the user\'s choice.}}{{desc=This is a small shield of reasonable quality, but nothing out of the ordinary}}'}, + {name:'Small-Shield+1',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+1,+:1]{{}}%{MI-DB|Small-Shield}{{name= +1}}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[1]] against only 2 attacks from the front}}'}, + {name:'Small-Shield+2',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+2,+:2]{{}}%{MI-DB|Small-Shield}{{name= +2}}{{subtitle=Magical Shield}}{{Shield=1-handed +2 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[2]] against only 2 attacks from the front}}'}, + {name:'Small-Shield+3',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+3,+:3]{{}}%{MI-DB|Small-Shield}{{name= +3}}{{subtitle=Magical Shield}}{{Shield=1-handed +3 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[3]] against only 2 attacks from the front}}'}, + {name:'Small-Shield+4',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+4,+:4]{{}}%{MI-DB|Small-Shield}{{name= +4}}{{subtitle=Magical Shield}}{{Shield=1-handed +4 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[4]] against only 2 attacks from the front}}'}, + {name:'Small-Shield+5',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Shield,Shield,1H,Shields,Small-Shield]{{}}ACData=[a:Small Shield+5,+:5]{{}}%{MI-DB|Small-Shield}{{name= +5}}{{subtitle=Magical Shield}}{{Shield=1-handed +5 Small Shield made of wood \\amp metal}}{{AC=+[[1]]+[[5]] against only 2 attacks from the front}}'}, + {name:'Small-Shield-Cursed',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Cursed Small Shield,Shield,1H,Shields,Cursed-Small-Shield]{{}}ACData=[a:Cursed Small Shield^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Small-Shield}'}, + {name:'Small-metal-shield+1',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Metal Shield,Shield,1H,Shields]{{}}ACData=[a:Small Metal Shield+1,t:Small-Shield,st:Shield,+:1,sz:S,qty:1,wt:5,loc:left hand|right hand,rc:single-uncharged]{{}}%{MI-DB|Small-Shield}{{title=Small Metal Shield+1 made of metal \\amp some wood}}{{subtitle=Magical Shield}}{{Shield=1-handed +1 Small Metal Shield}}{{AC=+[[1]] against only 2 attacks from the front}}'}, + {name:'Small-wood-shield+1',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Small Wooden Shield,Shield,1H,Shields]{{}}ACData=[a:Small Wooden Shield+1,t:Small-Shield,st:Shield,+:1,sz:S,qty:1,wt:5,loc:left hand|right hand,rc:single-uncharged]{{}}%{MI-DB|Small-Shield}{{title=Small Wooden Shield+1 made of wood only}}{{subtitle=Magical Wooden Shield}}{{Shield=1-handed +1 Small Wooden Shield}}{{AC=+[[1]] against only 2 attacks from the front}}'}, + {name:'Splint-Mail',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Splint Mail}}{{subtitle=Armour}}Specs=[Splint Mail,Armour,0H,Mail]{{}}ACData=[a:Splint Mail,st:Mail,t:Splint-Mail,+S:0,+P:1,+B:2,+:0,ac:4,sz:L,qty:1,wt:40,loc:body,rc:single-uncharged,rac:Splint Mail (Disguise)]{{}}%{MI-DB|Armour-Info}{{Armour=Splint Mail}}{{AC=[[4]]\nvs all attacks}}{{Looks Like=The existence of this armor has been questioned. It is claimed that the armor is made of narrow vertical strips riveted to a backing of leather and cloth padding. Since this is not flexible, the joints are protected by chain mail.}}{{desc=This suit of armour is a good, sturdy, well made set of Splint Mail but nothing special}}'}, + {name:'Splint-Mail+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+1,+:1]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+1}}{{AC=[[4]][[0-1]] vs all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Splint-Mail+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+2,+:2]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+2}}{{AC=[[4]][[0-2]] vs all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Splint-Mail+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+3,+:3]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+3}}{{AC=[[4]][[0-3]] vs all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Splint-Mail+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+4,+:4]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+4}}{{AC=[[4]][[0-4]] vs all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Splint-Mail+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Splint Mail,Armour,0H,Mail,Splint-Mail]{{}}ACData=[a:Splint Mail+5,+:5]{{}}%{MI-DB|Splint-Mail}{{subtitle=Magical Armour}}{{Armour=Magical Splint Mail+5}}{{AC=[[4]][[0-5]] vs all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Splint-Mail-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Splint Mail Barding}}{{subtitle=Barding}}{{Barding=Splint Mail Barding for War Animals}}Specs=[Splint Mail Barding,Barding,1H,Barding]{{AC=Adds +4 improvement to natural AC of creature}}ACData=[a:Splint Mail Barding,t:Splint Mail Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:4,+p:1,+b:2,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=Splint barding is similar to banded barding. The main difference is that the strips of metal are vertical instead of horizontal. The weight and protective value are the same at 85 pounds for heavy war horses}}'}, + {name:'Splint-Mail-Cursed',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Splint Mail,Armour,0H,Mail,Cursed-Splint-Mail]{{}}ACData=[a:Cursed Splint Mail^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Splint-Mail}'}, + {name:'Studded-Barding',type:'barding',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Studded Leather Barding}}{{subtitle=Barding}}{{Barding=Studded Leather Barding for War Animals}}Specs=[Studded Barding,Barding,1H,Barding]{{AC=Adds +2 improvement to natural AC of creature}}ACData=[a:Studded Barding,t:Studded Barding,st:Barding,rules:-inHand|-acall|+monster|+creature|+skin,+:2,+s:2,+p:1,sz:M,qty:1,wt:10,loc:body,rc:single-uncharged]{{Speed=[[0]]}}{{Size=Special: varies with design and what creature it is made to fit}}{{Weight=Special: varies with design and what creature it is made to fit}}{{Immunity=None}}{{Saves=No effect}}{{desc=This early barding is made of layers of soft leather, reinforced with many small metal studs intended to turn aside slashes. In all important respects, it is equal to ring barding and weighs 80 pounds.\nHumanoids tend to use studded leather barding. In some instances, the studs are long and filed to sharp points. The damage-causing ability of these short spikes is questionable, but they certainly add to the ferocious appearance of a mount.}}'}, + {name:'Studded-Leather',type:'armour',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Studded Leather Armour}}{{subtitle=Armour}}Specs=[Studded Leather,Armour,0H,Leather]{{}}ACData=[a:Studded Leather,st:Studded-Leather,t:Studded-Leather,+S:2,+P:1,+B:0,+:0,ac:7,sz:L,qty:1,wt:25,loc:body,rc:single-uncharged,rac:Studded Leather]{{}}%{MI-DB|Armour-Info}{{Armour=Studded leather armour}}{{AC=[[7]]\nagainst all attacks}}{{Looks Like=This armor is made from leather (not hardened as with normal leather armor) reinforced with close-set metal rivets. In some ways it is very similar to brigandine, although the spacing between each metal piece is greater.}}{{desc=This suit of armour is a good, sturdy, well made set of Studded Leather, but nothing special}}'}, + {name:'Studded-Leather+1',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +1}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+1,+:1]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+1 magical studded leather armour}}{{AC=[[7]][[0-1]] against all attacks}}{{desc=Well crafted armour which looks much better than average}}'}, + {name:'Studded-Leather+2',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +2}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+2,+:2]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+2 magical studded leather armour}}{{AC=[[7]][[0-2]] against all attacks}}{{desc=Excellently crafted armour that seems to have a polished gleam}}'}, + {name:'Studded-Leather+3',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +3}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+3,+:3]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+3 magical studded leather armour}}{{AC=[[7]][[0-3]] against all attacks}}{{desc=Amazingly well constructed with love \\amp care - clearly great effort has gone into creating this suit of armour}}'}, + {name:'Studded-Leather+4',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +4}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+4,+:4]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+4 magical studded leather armour}}{{AC=[[7]][[0-4]] against all attacks}}{{desc=This armour almost seems to be glowing with inner radience: definately something exceptional}}'}, + {name:'Studded-Leather+5',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name= +5}}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Studded Leather+5,+:5]{{}}%{MI-DB|Studded-Leather}{{subtitle=Magical Armour}}{{Armour=+5 magical studded leather armour}}{{AC=[[7]][[0-5]] against all attacks}}{{desc=This unique suit of armour gleams with a magical aura that some may even be able to see. Anyone can see that it has been crafted from the finest materials}}'}, + {name:'Studded-Leather-Cursed',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Cursed }}Specs=[Studded Leather,Armour,0H,Leather,Studded-Leather]{{}}ACData=[a:Cursed Studded Leather^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Studded-Leather}'}, + {name:'Suit-of-Armor',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Armor}}{{name=^^armourPlus#2^^}}{{subtitle=Armor}}Specs=[Armor,Armour,0H,MagicItem]{{}}ACData=[a:Suit of ^^armourType#0^^ ^^armourPlus#0^^, query:armourType=What type of armour?|Banded Mail%%Mail/4/2/0/1/Banded Armor (Disguise)|Brigandine%%Brigandine/6/1/1/0/Brigandine Armor|Bronze Plate Mail%%Mail/4/2/0/-2/Bronze Plate Mail (Disguise)|Chain Mail%%Mail/5/2/0/-2/Chain Mail|Field Plate%%Plate/2/3/1/0/Field Plate (Disguise)|Full Plate%%Plate/1/4/3/0/Full Plate (Disguise)|Leather%%Leather/8/0/-2/0/Leather Armor|Plate Mail%%Mail/3/3/0/0/Plate Mail (Disguise)|Ring Mail%%Mail/7/1/1/0/Ring Mail|Scale Mail%%Mail/6/0/1/0/Scale Mail|Splint Mail%%Mail/4/0/1/2/Splint Mail (Disguise)|Studded Leather%%Leather/7/2/1/0/Studded Leather$$armourPlus=What magical plus?|0%%0//single-uncharged|-5%%-5/-5/cursed|-4%%-4/-4/cursed|-3%%-3/-3/cursed|-2%%-2/-2/cursed|-1%%-1/-1/cursed|0%%0//single-uncharged|+1%%1/+1/single-uncharged|+2%%2/+2/single-uncharged|+3%%3/+3/single-uncharged|+4%%4/single-uncharged/+4|+5%%5/+5/single-uncharged, qty:1, st:^^armourType#1^^,t:^^armourType#0^^,+S:^^armourType#3^^,+P:^^armourType#4^^,+B:^^armourType#5^^,+:^^armourPlus#1^^,ac:^^armourType#2^^,rc:^^armourPlus#3^^,sz:L,wt:40,loc:body,rac:^^armourType#6^^]{{}}%{MI-DB|Armour-Info}{{}}%{MI-DB|Magical-Armour-Info}{{Armour=This suit is ^^armourType#0^^}}{{AC=^^armourType#2^^+^^armourPlus#1^^ at all times}}{{Looks Like=A normal suit of ^^armourType#0^^.}}{{desc=This appears to be a normal suit of ^^armourType#0^^, which has been determined by the GM from the random armour tables in the DMG). Well made, but nothing special}}'}, + {name:'Tower-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Tower or Body Shield}}{{subtitle=Shield}}Specs=[Tower Shield,Shield,1H,Shields]{{}}ACData=[a:Tower Shield,t:Body-Shield,st:Shield,+:0,+M:1,sz:M,qty:1,wt:15,loc:left hand|right hand,rc:single-uncharged]{{}}%{MI-DB|Shield-Info}{{Shield=1-handed tower shield (also known as a body shield) made of wood \\amp metal}}{{AC=+0, Tower/Body shield}}{{Looks Like=A massive shield reaching nearly from chin to toe.}}{{hide1=It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.}}{{desc=This is a tower shield of reasonable quality, but nothing out of the ordinary}}'}, + {name:'Tower-Shield-Cursed',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Tower Shield,Shield,1H,Shields,Cursed-Tower-Shield]{{}}ACData=[a:Cursed Tower Shield^^armourCurse#0^^]{{}}%{MI-DB|Cursed-Tower-Shield}'}, + {name:'Tower-Shield-Magical',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Tower Shield,Shield,1H,Shields,Magical-Tower-Shield]{{}}ACData=[a:Tower Shield^^armourPlus#0^^]{{}}%{MI-DB|Magical-Tower-Shield}'}, + {name:'Unknown-Armour',type:'dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Unknown Magical Armour}}{{subtitle=Magical Armour}}Specs=[Magical Armour,DMitem,0H,Armour]{{Speed=[[0]]}}ACData=[w:Magical Armour,qty:1,loc:body]{{Size=Large}}{{Immunity=Unknown}}{{Resistance=+? on AC}}{{Saves=Unknown effect}}{{desc=This armour appears especially well made, and seems to glow somewhat if in a darkened area. Check with the DM as to what type of materials it seems to be made of}}'}, + {name:'Unknown-Bracers',type:'dmitem',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Unknown Bracers}}{{subtitle=Bracers}}{{Armour=Unknown Bracers}}Specs=[Unknown Bracers,DMitem,0H,Bracers]{{save=Unknown}}ACData=[a:Unknown Bracers,st:Bracers,t:Magical-Bracers,+:0,sz:S,qty:1,wt:1,loc:wrists]{{desc=The powers of these bracers are unknown. In fact, are they magical bracers at all, or just of fine quality and just treasure?}}'}, + {name:'Wooden-Shield',type:'shield',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{title=Medium Wooden Shield}}{{subtitle=Shield}}Specs=[Wooden Shield,Shield,1H,Shields]{{}}ACData=[a:Medium Wooden Shield,st:Shield,t:Medium-Shield,+:0,sz:M,qty:1,wt:10,rc:single-uncharged,loc:left hand|right hand]{{}}%{MI-DB|Shield-Info}{{Shield=1-handed medium shield made of wood only}}{{AC=+0, Medium shield}}{{Looks Like=The *medium shield* is carried on the forearm and gripped with the hand. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.}}{{desc=This is a medium wooden shield of reasonable quality, but nothing out of the ordinary. As it is only made of wood, it can be used by druids and other characters who are unable to use metal objects}}'}, + {name:'Wooden-Shield-Cursed',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Wooden Shield,Shield,1H,Shields,Cursed-Wooden-Shield]{{}}ACData=[a:Cursed Wooden Shield^^armourPlus#0^^]{{}}%{MI-DB|Cursed-Wooden-Shield}'}, + {name:'Wooden-Shield-Magical',type:'shield',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Wooden Shield,Shield,1H,Shields,Magical-Wooden-Shield]{{}}ACData=[a:Medium Wooden Shield^^armourPlus#0^^]{{}}%{MI-DB|Magical-Wooden-Shield}'}, + ]}, + MI_DB_Weapons:{bio:'
Weapons Database
v6.26 25/01/2024

This is a blank stub database to ensure any extracted weapons database is deleted in preference to the new split db', + gmnotes:'
Change Log:
v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases', + root:'MI-DB', + api:'attk,magic', + type:'mi', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/52530/max.png?1340359343', + version:6.26, + db:[ + ]}, + MI_DB_Weapons_StdPlus:{bio:'
Weapons Database
v6.27 22/03/2024

This sheet holds definitions of standard weapons and their magical variants that can be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.', + gmnotes:'
Change Log:
v6.27 22/03/2024 De-duped type: fields
v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases
v6.25 11/01/2024 Implemented compression techniques and added magical versions of standard weapons. Fixed to-hit plus of thrown weapons
v6.21-4 01/11/2023 Added weapons for some giants & other creatures, & fixed some weapon issues
v6.20 07/03/2023 Converted artefact weapons to use Magical Attacks for powers and functions
v6.19 31/01/2023 Added Axe of Hurling and other new weapons
v6.18 25/01/2023 Added weapons from The Complete Fighter\'s Handbook
v6.17 16/12/2022 Added weapons used by creatures in the creatures database
v6.16 11/12/2022 Fixed spell/power storing weapons
v6.14-5 03/12/2022 Added more weapons including Flindbars
v6.13 14/11/2022 Added Acid and Stun Darts, and weapon supertype "Throwing-" to support Race DB definitions.
v6.11 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes to weapon definitions, and Shortbow-of-Targeting
v6.10 25/09/2022 Moved to RPGM Library and updated templates
v6.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v6.04 31/05/2022 Refixed various errors that had crept back in
v6.03 31/05/2022 Moved DB data to RPGMlib and added more weapons
v6.02 31/05/2022 Fixed speed for magical shortswords; fixed macro calls for Wave
v6.01 01/05/2022 Various minor fixes
v5.10 28/02/2022 Added Shillelagh as a magical weapon to support Priest spell
v5.9 20/02/2022 Pluralised weapon groups that had the same name as a weapon type (e.g. club and clubs) to add clarity in weapon proficiencies
v5.8 04/02/2022 Added Scimitar+3
v5.7 17/01/2022 Corrected multiple weapon definitions to ensure consistency.
v5.6 01/01/2022 Added summoned weapons needed for spells, such as Rainbow & Ice Knife
v5.5 05/11/2021 Split the Ammo and Weapons databases
v5.4 31/10/2021 Further encoded using machine readable data to support API databases
v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword
v5.3.3 07/06/2021 Added the missing Scimitar macro
v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section.
v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB
v5.3 14/05/2021 All standard weapons from the PHB now encoded.
v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons
v5.1 06/05/2021 Added a number of standard and magical weapons
v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB', + root:'MI-DB', + api:'attk,magic', + type:'mi', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/52530/max.png?1340359343', + version:6.27, + db:[{name:'Awl-Pike',type:'melee',ct:'13',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Awl Pike}}Specs=[Awl Pike,Melee,2H,Polearm]{{subtitle=Polearm}}ToHitData=[w:Awl Pike,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:12-20,sp:13,ara:-1|0|0|0|0|0|0|-1|-2,rc:uncharged]{{}}%{MI-DB-Weapons-StdPlus|Weapon-Info}{{Speed=[[13]]}}Speed=[13,uncharged]{{Size=Large}}{{Weapon=2-handed melee polearm}}{{To-hit=+0 + Str Bonus}}{{Attacks=1 per 2 rounds + specialisation \\amp level, Piercing}}{{Damage=SM:1d6, L:1d12, + Str Bonus}}DmgData=[w:Awl Pike,sb:1,+:0,SM:1d6,L:1d12]{{Looks Like=Essentially this is a long spear 12 to 20 feet long ending in a spike point of tapered spear head.}}{{desc=This is a normal Awl Pike, a type of Polearm. The point is sharp and keen, but nothing special. However, it still does double damage when set to receive a charge.}}{{hide1= It was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords.}}'}, + {name:'Awl-Pike+Magical',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Awl Pike,Melee,2H,Polearm,Awl-Pike]{{}}WeapData=[w:Awl-Pike,query:weaponMagic,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Awl Pike^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}DmgData=[w:Awl Pike^^weaponMagic#0^^,sb:1,+:^^weaponMagic#1^^,SM:1d6,L:1d12]{{}}%{MI-DB-Weapons-StdPlus|Magical-Weapon-Info}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}{{subtitle=^^weaponMagic#2^^ Polearm}}{{Speed=[[13]]}}Speed=[13,uncharged]{{Size=Large}}{{Weapon=^^weaponMagic#2^^ 2-handed melee polearm}}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Attacks=1 per 2 rounds + specialisation \\amp level, Piercing}}{{Damage=SM:1d6^^weaponMagic#0^^, L:1d12^^weaponMagic#0^^, + Str Bonus}}{{Looks Like=Essentially this is a long spear 12 to 20 feet long ending in a spike point of tapered spear head.}}{{hide1=It was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords.}}{{desc=This is an Awl Pike, a type of Polearm. The point is sharp and keen, and there might even be something special about it. It does double damage when set to receive a charge.}}'}, + {name:'Ballista',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Ballista}}{{subtitle=Crossbow}}{{Speed=[[10]]}}{{Size=Huge}}{{Weapon=4-handed ranged crossbow}}Specs=[Ballista,Ranged,4H,Crossbow]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Ballista,sb:0,db:1,+:0,n:1/2,ch:19,cm:2,sz:H,ty:P,sp:10]{{Attacks=1 per 2 rounds + level \\amp specialisation, Piercing}}{{desc=This is a ballista, somewhat like a very heavy crossbow, huge and requires four hands (two people) to operate. Made of good quality wood and various metals, it is somewhat difficult to reload, and is nothing special}}'}, + {name:'Bardiche',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bardiche}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Bardiche,Melee,2H,Polearm]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Bardiche,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:S,r:5-8,sp:9,ara:-2|-1|0|0|1|1|2|2|3,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Damage=+0, SM:1d6, L:1d12, + Str Bonus}}DmgData=[w:Awl Pike,sb:1,+:0,SM:1d6,L:1d12]{{desc=This is a normal Bardiche, a type of Polearm. The point is sharp and keen, but nothing special.}}{{hide1=One of the simplest of polearms, the bardiche is an elongated battle axe. A large curving axe-head is mounted on the end of a shaft 5 to 8 feet long. It probably grew out of common peasant tools and was popular with them. One relative disadvantage is that the bardiche required more space to wield than a pike or a spear.}}'}, + {name:'Bastard-Sword',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Bastard Sword}}Specs=[Bastard-sword, Melee, 1H, Long-blade],[Bastard-sword, Melee, 2H, Long-blade]{{}}WeapData=[w:Bastard-Sword,st:Bastard-Sword]{{}}ToHitData=[w:Bastard-Sword, sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:6,ara:-2|-1|0|0|0|0|0|+1|+2,rc:uncharged],[w:Bastard-Sword 2H,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8,ara:0|0|1|1|1|1|1|1|0]{{}}DmgData=[w:Bastard-Sword,sb:1,+:0,SM:1d8,L:1d12],[w:Bastard-Sword 2H,sb:1,+:0,SM:2d4,L:2d8]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=1H [[6]], 2H [[8]]}}{{Size=Medium}}{{Weapon=1 or 2-handed melee long blade}}{{To-hit=+0 + Str Bonus}}{{Damage=1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Looks Like=This sword is similar to a long sword in size and weight, but has a longer hilt. It can be used one- or two-handed.}}{{hide1=Use the speed factor and damage appropriate to the grip. If it is used two-handed, your character cannot employ a shield.}}{{desc=This is a normal Bastard Sword. The blade is sharp and keen, but nothing out of the ordinary.}}'}, + {name:'Bastard-Sword+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}ToHitData=[w:Bastard Sword+1, +:1],[w:Bastard Sword 2H+1, +:1]{{}}DmgData=[w:Bastard Sword+1,+:1],[w:Bastard Sword 2H+1,+:1]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str Bonus}}{{Damage=+1, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}}'}, + {name:'Bastard-Sword+2',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}ToHitData=[w:Bastard Sword+2, +:2],[w:Bastard Sword 2H+2, +:2]{{}}DmgData=[w:Bastard Sword+2,+:2],[w:Bastard Sword 2H+2,+:2]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str Bonus}}{{Damage=+2, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[2]] magical weapon at all times.}}'}, + {name:'Bastard-Sword+3',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}ToHitData=[w:Bastard Sword+3, +:3],[w:Bastard Sword 2H+3, +:3]{{}}DmgData=[w:Bastard Sword+3,+:3],[w:Bastard Sword 2H+3,+:3]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str Bonus}}{{Damage=+3, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[3]] magical weapon at all times.}}'}, + {name:'Bastard-Sword+4',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}ToHitData=[w:Bastard Sword+4, +:4],[w:Bastard Sword 2H+4, +:4]{{}}DmgData=[w:Bastard Sword+4,+:4],[w:Bastard Sword 2H+4,+:4]{{}}%{MI-DB|Bastard-Sword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str Bonus}}{{Damage=+4, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[4]] magical weapon at all times.}}'}, + {name:'Bastard-Sword-Cursed',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Bastard-sword,Melee,1H,Long-blade,Cursed-Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Cursed-Bastard-Sword]{{}}%{MI-DB|Cursed-Bastard-Sword}'}, + {name:'Battle-Axe',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Battle Axe}}Specs=[Battle-Axe,Melee,1H,Axe],[Battle-Axe,Melee,2H,Axe]{{}}WeapData=[st:Battle-Axe]{{}}ToHitData=[w:Battle Axe,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:7,ara:-3|-2|-1|-1|0|0|1|1|2,rc:uncharged]{{}}DmgData=[w:Battle Axe,sb:1,+:0,SM:1d8,L:1d12]{{}}%{MI-DB|Weapon-Info}{{subtitle=Axe}}{{Speed=[[7]]}}{{Weapon=1-handed Melee axe}}{{To-hit=+0 + str bonus}}{{Attacks=1 per round + specialisation \\amp level, Slashing}}{{Damage=+0, SM:1d8, L:1d12 + str bonus}}{{Looks Like=A stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end.}}{{hide1=Battle axes are also called broad axes.\nThe battle axe is a footman\'s weapon, giving these soldiers a longer reach and a fighting chance against mounted opponents. Its long handle allows the wielder to put considerable force into his swing. Despite the shaft length, a battle axe is a one-handed weapon (but can be wielded two-handed for no advantage).}}{{desc=A standard Battle Axe of good quality, but nothing special}}'}, + {name:'Battle-Axe+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}ToHitData=[w:Battle Axe+1,+:1]{{}}DmgData=[w:Battle Axe+1,+:1]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str Bonus}}{{Damage=+1, SM:1d8, L:1d12 + Str Bonus}}{{desc=A standard Battle Axe of fine quality, good enough to be enchanted to be a +1 magical weapon}}'}, + {name:'Battle-Axe+2',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}ToHitData=[w:Battle Axe+2,+:2]{{}}DmgData=[w:Battle Axe+2,+:2]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus}}{{Damage=+2, SM:1d8, L:1d12 + Str Bonus}}{{desc=A Battle Axe of excellent quality, good enough to be enchanted to be a +2 magical weapon}}'}, + {name:'Battle-Axe+3',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}ToHitData=[w:Battle Axe+3,+:3]{{}}DmgData=[w:Battle Axe+3,+:3]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str Bonus}}{{Damage=+3, SM:1d8, L:1d12 + Str Bonus}}{{desc=A Battle Axe of exceptional quality with a gleaming blade, good enough to be enchanted to be a +3 magical weapon}}'}, + {name:'Battle-Axe+4',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}ToHitData=[w:Battle Axe+4,+:4]{{}}DmgData=[w:Battle Axe+4,+:4]{{}}%{MI-DB|Battle-Axe}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str Bonus}}{{Damage=+4, SM:1d8, L:1d12 + Str Bonus}}{{desc=A Battle Axe of fantastic quality with a shining blade and an edge that glints, good enough to be enchanted to be a +4 magical weapon}}'}, + {name:'Battle-Axe-Cursed',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Battle-Axe,Melee,1H,Axe,Cursed-Battle-Axe],[Battle-Axe,Melee,2H,Axe,Cursed-Battle-Axe]{{}}%{MI-DB|Cursed-Battle-Axe}'}, + {name:'Bec-de-Corbin',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bec de Corbin}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee pole arm}}Specs=[bec de corbin,melee,2H,polearm]{{To-Hit=+0 + str bonus}}ToHitData=[w:Bec de Corbin,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PB,r:8,sp:9,ara:2|2|2|0|0|0|0|0|-1,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Piercing \\amp Bludgeoning}}{{Damage=+0+str bonus, SM:1d8, L:1d6}}DmgData=[w:Bec de Corbin,sb:1,+:0,SM:1d8,L:1d6]{{desc=This is a normal Bec de Corbin, a type of polearm. the point is sharp and keen, but nothing special.}}{{hide1=This was a highly specialized weapon of the upper classes during the late middle ages and the early renaissance. It is an early can-opener designed specifically to deal with plate armor. the pick or beak is made to punch through plate, while the hammer side can be used to give a stiff blow. the end is fitted with a short blade for dealing with unarmored or helpless foes. The weapon is about eight feet long. Since the weapon relies on impact, a great deal of swinging space is needed.}}'}, + {name:'Belaying-Pin',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Belaying Pin}}{{subtitle=Bludgeoning Weapon}}{{Speed=[[4]]}}{{Size=Small}}{{Weapon=1-handed melee club}}Specs=[Belaying Pin,Melee,1H,Clubs]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Belaying Pin,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:4,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d3, L:1d3}}DmgData=[w:Belaying Pin,sb:1,+:0,SM:1d3,L:1d3]{{desc=A short rod of wood or metal. It\'s inserted in a hole bored through a ship\'s rail, and ship\'s ropes are made fast (tied) to it. It can be yanked free and used in a fight. Anyone who loses a weapon or starts out without one ends up with a belaying pin in their hand.}}'}, + {name:'Bill-guisarme',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bill-guisarme}}{{subtitle=Polearm}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed melee pole arm}}Specs=[Bill-guisarme,Melee,2H,Polearm]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Bill-guisarme,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PS,r:7-8,sp:10,ara:0|0|0|0|0|0|1|0|0,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Piercing \\amp Slashing}}{{Damage=+0+Str Bonus, SM:2d4, L:1d10}}DmgData=[w:Bill-guisarme,sb:1,+:0,SM:2d4,L:1d10]{{desc=This is a normal Bill-guisarme, a type of Polearm. The point is sharp and keen, but nothing special.}}{{hide1=A particularly bizarre-looking combination weapon, the bill-guisarme is an outgrowth of the common bill hook. Mounted on a seven- to eight-foot-long pole, it has a combination of a heavy cleaver blade, a jutting back spike, and a hook or spike on the end. Thus, it can be used in several different ways. Like most polearms, it requires lots of room to use.}}'}, + {name:'Blowgun',type:'ranged',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Blowgun}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed ranged blowgun}}Specs=[Blowgun,Ranged,1H,Blowgun]{{To-hit=+0 +Dex Bonus}}ToHitData=[w:Blowgun,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:M,ty:P,sp:5,rc:uncharged]{{Attacks=2 per round + specialisation \\amp level, Piercing}}{{desc=This is a normal blowgun. The tube is clean and smooth, but nothing special.}}'}, + {name:'Bo-stick',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bo stick}}{{subtitle=Staff}}{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}Specs=[Quarterstaff,Melee,2H,Staff]{{To-hit=+0 + Str bonus}}ToHitData=[w:Bo stick,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,ara:-9|-7|-5|-3|-1|0|1|0|3]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}DmgData=[w:Bo stick,sb:1,+:0,SM:1d6,L:1d4]{{desc=A good, hardwood staff that is well balanced but nothing out of the ordinary. Unlike a quarterstaff, not iron-shod so does less damage vs. large, but shares the same proficiency.}}'}, + {name:'Bolas',type:'ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bolas}}{{subtitle=Bolas}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=1-handed ranged bolas}}Specs=[Bolas,ranged,1H,Bolas]{{To-Hit=+0 + dex \\amp str bonus}}ToHitData=[w:Bolas,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:b,sp:8,msg:If doing a *Called Shot* must declair intended outcome before attack]{{Attacks=1 per round, doing 1d8 damage}}AmmoData=[w:Bolas,t:Bolas,sb:1,+:0,SM:1d3,L:1d2,cmd:!rounds --target single|^^tid^^|\\amp#64;{target|Select Target|token_id}|Bolas Entanglement|99|0|Entangled until successful strength check|fishing-net,msg:Wraps around target taking 1 full round and a Strength check to free themselves]{{Range=S:30, M:60, L:90}}RangeData=[st:bolas,r:3/6/9]{{Looks Like=Three balls attached to ropes or cords about a yard in length; the other ends of the cords are tied together in a knot.}}{{desc= The wielder of the bolas whirls them by the knot and throws them at a target; if they hit, they wrap around the target, with the balls smashing painfully into the target as they connect.}}{{hide1=Once they have wrapped themselves around a target, it takes the victim one full round and a successful ability check vs. Strength to get them free. (If the character fails his Strength check, he does not get the bolas free this round.)\nThis weapon does only a little damage, but it is especially useful if you are using the Hit Locations rules from the *Combat Rules* chapter}}'}, + {name:'Broadsword',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Broadsword}}Specs=[Broad sword,Melee,1H,Long-blade],[Broad sword,Melee,1H,Long-blade]{{}}ToHitData=[w:Broadsword,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,ara:-3|-2|-1|0|0|1|1|1|2,rc:uncharged,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:0,+:0,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:5]{{}}DmgData=[w:Broadsword,sb:1,+:0,SM:2d4,L:1+1d6],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handled melee long blade}}{{To-hit=+0 + Str Bonus}}{{Attack=1 per round + specialisation \\amp level, Slashing}}{{Damage=+0 + Str Bonus, \nvs. SM:2d4, L:1+1d6}}{{Looks Like=A medium-sized blade designed for slashing.}}{{hide1=Any medium-sized blade designed for slashing can be called a broadsword. In ancient times, the best blades fall into this category; by the Middle Ages, this describes a civilian\'s sword or a court blade. Later broadswords were built with basket hilts, which give the weapon user a +1 bonus on any block attempts.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'}, + {name:'Broadsword-Magical',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Broad sword,Melee,1H,Long-blade,Magical-Broadsword],[Broad sword,Melee,1H,Long-blade,Magical-Broadsword]{{}}%{MI-DB|Magical-Broadsword}'}, + {name:'Cestus',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cestus}}{{subtitle=Bludgeoning Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee glove}}Specs=[Cestus|Innate,Melee,1H,Punch]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Cestus,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:2,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d4, L:1d3}}DmgData=[w:Cestus,sb:1,+:0,SM:1d4,L:1d3]{{desc=A glovelike weapon, studded with sharp spikes and edges on the back of the glove and across the knuckles. Cestus, because it is simply a bonus to punching-type attacks, does not require weapon proficiency; anyone can use cesti with no proficiency penalty. Therefore, Specialization with Cestus costs only weapon proficiency slot.}}'}, + {name:'Chain',type:'ranged',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Chain}}{{subtitle=Melee Weapon}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=2-handed melee chain}}Specs=[Chain,Ranged,2H,Chain]{{To-hit=+0 + Str bonus}}ToHitData=[w:Chain,sb:1,dx:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,sp:5,wt:4,msg:Especially useful for called shots; parry; disarm; pull/trip; dismounting riders; snag rider\'s head]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d4+1, L:1d4, + Str bonus}}AmmoData=[w:Chain,t:Chain,sb:1,+:0,SM:1+1d4,L:1d4,ru:1,rc:uncharged]{{Range=S:5, M:10, L:20}}RangeData=[t:Chain,+:0,r:=5/10/20]{{desc=A 6ft or 10ft length of chain with weights at both ends. In combat, it\'s whirled very fast, the weighted end inflicting the damage on the target.\nThe chain combines some of the useful traits of melee weapons and the lasso. You can attack with it for normal Called Shots, Disarm, Parry, and Strike/Thrust maneuvers. Additionally, you can perform three of the lasso\'s five special functions: Pull/Trip by striking at a target\'s legs, Dismount a Rider, and Snag a Rider\'s Head.}}'}, + {name:'Club',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Club}}Specs=[Club,Melee,1H,Clubs],[Club,Melee,2H,Clubs]{{}}WeapData=[w:Club,st:Club]{{}}ToHitData=[w:Club,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,ara:-5|-4|-3|-2|-1|-1|0|0|1,rc:uncharged]{{}}DmgData=[w:Club,sb:1,+:0,SM:1d6,L:1d3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bludgeoning Weapon}}{{Speed=[[4]]}}{{Weapon=1-handed melee club}}{{To-hit=+0 + Str Bonus}}{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d6, L:1d3}}{{Looks Like=Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club\'s widespread use.}}{{desc=This is a good but ordinary club. The wood is hard and heavy, but somewhat dull with smears of something brown.}}'}, + {name:'Club+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}ToHitData=[w:Club+1,+:1]{{}}DmgData=[w:Club+1,+:1]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str Bonus}}{{Damage=+1 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and heavy with a silvery sheen, and is a +[[1]] magical weapon at all times.}}'}, + {name:'Club+2',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}ToHitData=[w:Club+2,+:2]{{}}DmgData=[w:Club+2,+:2]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus}}{{Damage=+2 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and a good weight which gleams, and is a +[[2]] magical weapon at all times.}}'}, + {name:'Club+3',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}ToHitData=[w:Club+3,+:3]{{}}DmgData=[w:Club+3,+:3]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str Bonus}}{{Damage=+3 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and shines, and has an excellent balance, and is a +[[3]] magical weapon at all times.}}'}, + {name:'Club+4',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}ToHitData=[w:Club+4,+:4]{{}}DmgData=[w:Club+4,+:4]{{}}%{MI-DB|Club}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str Bonus}}{{Damage=+4 + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This is a magical club. The wood is hard and light, shining with a local aura, and is a +[[4]] magical weapon at all times.}}'}, + {name:'Club-Cursed',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Club,Melee,1H,Clubs,Cursed-Club],[Club,Melee,2H,Clubs,Cursed-Club]{{}}%{MI-DB|Cursed-Club}'}, + {name:'Composite-Longbow',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Composite Longbow}}Specs=[Composite-Longbow,Ranged,2H,Bow]{{}}ToHitData=[w:Composite Longbow,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:L,ty:P,sp:7,ara:-2|-1|0|0|1|2|2|3|3,rc:uncharged]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed ranged bow}}{{To-hit=+0 + any ammo, Dex and Str bonuses}}{{Attacks=2 per round regardless of level or specialisation}}{{Looks Like=If a bow is made from laminated horn, wood, bone, or any other materials, it is a composite bow. Composite long bows are usually only found in eastern campaigns. They can be fired from horseback if they have been specially built for it, at twice the normal cost.\nComposite long bows fire any kind of arrow.}}{{desc=This is a composite longbow. The limbs have well-bonded laminations of good quality wood, which make it strong and flexible, but nothing special}}'}, + {name:'Composite-Longbow+1',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow]{{}}ToHitData=[w:Composite Longbow+1,+:1,r:+0/+2/+2/+2]{{}}%{MI-DB|Composite-Longbow}{{subtitle=Magic Bow}}{{To-hit=+1 + any ammo, Dex \\amp Str bonuses}}{{desc=This is a magical longbow. The limbs are strong enough to add strength bonuses, and increase Short, Medium and Long range for each type of ammunition by 20 (PB remains at 30). Any bow string that is strung immediately seems like fine silver, and is a delight to draw. It is a magical weapon at all times, which counts even if using normal arrows.}}'}, + {name:'Composite-Longbow+2',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow+1]{{}}ToHitData=[w:Composite Longbow+2,+:2]{{}}%{MI-DB|Composite-Longbow+1}{{To-hit=+2 + any ammo, Dex \\amp Str bonuses}}'}, + {name:'Composite-Longbow+3',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow+1]{{}}ToHitData=[w:Composite Longbow+3,+:3]{{}}%{MI-DB|Composite-Longbow+1}{{To-hit=+3 + any ammo, Dex \\amp Str bonuses}}'}, + {name:'Composite-Longbow+4',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow+1]{{}}ToHitData=[w:Composite Longbow+4,+:4]{{}}%{MI-DB|Composite-Longbow+1}{{To-hit=+4 + any ammo, Dex \\amp Str bonuses}}'}, + {name:'Composite-Longbow-Cursed',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Composite-Longbow,Ranged,2H,Bow,Cursed-Composite-Longbow]{{}}%{MI-DB|Cursed-Composite-Longbow}'}, + {name:'Composite-Shortbow',type:'ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Composite Shortbow}}Specs=[Composite-Shortbow,Ranged,2H,Bow]{{}}ToHitData=[w:Composite Shortbow,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:M,ty:P,sp:6,ara:-3|-3|-1|0|1|2|2|2|3,rc:uncharged]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[6]]}}{{Size=Medium}}{{Weapon=2-handed ranged bow}}{{To-hit=+0 + any ammo, Dex \\amp Str bonuses}}{{Attacks=2 per round regardless of level or specialisation}}{{Looks Like=If a bow is made from laminated horn, wood, bone, or any other materials, it is a composite bow. Composite short bows are the favorite of horse archers everywhere. They can fire flight arrows or stone arrows.}}{{desc=This is a composite shortbow (otherwise known as a Recurve Bow). The limbs have well-bonded laminations of good quality wood, which make it strong and flexible, but nothing special}}'}, + {name:'Composite-Shortbow+Magical',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Composite-Shortbow,Ranged,2H,Bow,Magical-Composite-Shortbow]{{}}%{MI-DB|Magical-Composite-Shortbow}'}, + {name:'Cursed-Bastard-Sword',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{}}WeapData=[w:Bastard Sword^^weaponCurse#0^^,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Bastard Sword^^weaponCurse#0^^, +:^^weaponCurse#1^^],[w:Bastard Sword 2H^^weaponCurse#0^^, +:^^weaponCurse#1^^]{{}}DmgData=[w:Bastard Sword^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Bastard Sword 2H^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Bastard-Sword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str Bonus}}{{Damage=^^weaponCurse#0^^, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{desc=This appears to be a normal sword. The blade is sharp and keen, but there is definately something odd about it.}}'}, + {name:'Cursed-Battle-Axe',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Battle-Axe,Melee,1H,Axe,Battle-Axe],[Battle-Axe,Melee,2H,Axe,Battle-Axe]{{}}WeapData=[w:Battle Axe^^weaponCurse#0^^,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Battle Axe^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Battle Axe^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Battle-Axe}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Weapon}}{{To-hit=^^weaponCurse#0^^ + Str Bonus}}{{Damage=^^weaponCurse#0^^, SM:1d8, L:1d12 + Str Bonus}}{{desc=What appears to be a standard Battle Axe of reasonable quality with a gleaming blade, but there is something not quite right about it}}'}, + {name:'Cursed-Club',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Club,Melee,1H,Clubs,Club],[Club,Melee,2H,Clubs,Club]{{}}WeapData=[w:Club^^weaponCurse#0^^,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Club^^weaponCurse#0^^,+:^^weaponCurse#1^^,rc:cursed]{{}}DmgData=[w:Club^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Club}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=^^weaponCurse#0^^ + Str Bonus}}{{Damage=^^weaponCurse#0^^ + Str Bonus, vs SM:1d6, L:1d3}}{{desc=This appears to be an ordinary club. The wood is hard and heavy, but there is something not quite right about it.}}'}, + {name:'Cursed-Composite-Longbow',type:'ranged',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Composite-Longbow,Ranged,2H,Bow,Composite-Longbow]{{}}WeapData=[w:Composite-Longbow,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Composite Longbow^^weaponCurse#0^^,+:^^weaponCurse#1^^,rc:cursed]{{}}%{MI-DB|Composite-Longbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Bow}}{{Weapon=2-handed cursed ranged bow}}{{To-hit=^^weaponCurse#0^^ + any ammo, Dex and Str bonuses}}{{desc=This is a composite longbow. The limbs have well-bonded laminations of good quality wood, which make it strong and flexible, but something does not seem quite right}}'}, + {name:'Cursed-Dagger',type:'melee|ranged',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponCurse#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[w:Club^^weaponCurse#0^^,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Dagger^^weaponCurse#0^^,+:0]{{}}DmgData=[w:Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^],[]{{}}AmmoData=[w:Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Dagger}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Weapon}}{{To-hit=^^weaponCurse#0^^ + Str Bonus (and Dex if thrown)}}{{Damage=^^weaponCurse#0^^, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=^^weaponCurse#0^^, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=What looks like a standard dagger, perhaps of a higher quality than average, but there is something odd about it}}'}, + {name:'Cursed-Dart',type:'ranged',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}WeapData=[w:Dart^^weaponCurse#0^^,query:weaponCurse,rc:cursed]{{}}ToHitData=[w:Dart^^weaponCurse#0^^,+:0]{{}}AmmoData=[w:Dart^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:Dart,+:^^weaponCurse#1^^]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=^^weaponCurse#0^^, + Str \\amp Dex bonuses}}{{Ammo=^^weaponCurse#0^^, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A well made dart, but does not seem to be balanced as well as it should be}}'}, + {name:'Cursed-Longsword',type:'melee',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#1^^}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}WeapData=[w:Longsword,query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}ToHitData=[w:Longsword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Longsword^^weaponCurse#0^^,+:^^weaponCurse#0^^]{{}}%{MI-DB|Longsword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a fine sword. The blade is sharp and keen, but there is something wrong with it.}}'}, + {name:'Cursed-Morningstar',type:'melee',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}WeapData=[w:Morningstar,query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}ToHitData=[w:Morning Star^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Morning Star^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Morningstar}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a special Morning Star, but perhaps not in a useful way. The iron top has very sharp spikes that seem a little hazy.}}'}, + {name:'Cursed-Quarterstaff',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}WeapData=[w:Quarterstaff,query:weaponCurse,+:^^weaponCurse#1^^,rc:cursed]{{}}ToHitData=[w:Quarterstaff^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Quarterstaff^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Quarterstaff}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Staff}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d6, L:1d6, + Str bonus}}{{desc=A special wooden quarterstaff that looks a bit strange for a quarterstaff - perhaps slightly bent or made of wood that is not as hard as it should be.}}'}, + {name:'Cursed-Scimitar',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[w:Scimitar,query:weaponCurse,+:^^weaponCurse#1^^,rc:^^weaponCurse#2^^]{{}}ToHitData=[w:Scimitar^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Hilt Punch^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Scimitar^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Hilt Punch^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Scimitar}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is an odd magical sword. The blade looks sharp and shimmers making it difficult to inspect properly.}}'}, + {name:'Cursed-Shortsword',type:'melee',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}WeapData=[w:Shortsword,query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}ToHitData=[w:Shortsword^^weaponCurse#0^^,+:^^weaponCurse#1^^.rc:Cursed]{{}}DmgData=[w:Shortsword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Shortsword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Cursed Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a magical sword. The blade is sharp and keen, but seems to evade close inspection - your gaze just seems to slip past...}}'}, + {name:'Cursed-Throwing-Dagger',type:'melee|ranged',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed Throwing }}{{name= +0/^^weaponCurse#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:cursed]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger^^weaponCurse#0^^,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:Dagger,+:^^weaponCurse#1^^]{{}}%{MI-DB|Dagger}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=+0, ^^weaponCurse#0^^ when thrown, + Str \\amp Dex bonus}}{{Ammo=^^weaponCurse#0^^, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a well balanced throwing dagger, but something makes it ^^weaponCurse#0^^ to hit and for damage when thrown (though it has no issues if used in the hand)}}'}, + {name:'Cursed-Two-Handed-Sword',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed }}{{name= ^^weaponCurse#0^^}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:cursed]{{}}ToHitData=[w:Two-Handed-Sword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}DmgData=[w:Two-Handed-Sword^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}%{MI-DB|Two-Handed-Sword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magic Sword}}{{To-hit=^^weaponCurse#0^^ + Str bonus}}{{Damage=^^weaponCurse#0^^, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a magical sword but perhaps not of a good sort.}}'}, + {name:'Cutlass',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cutlass}}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[Cutlass,melee,1H,short-blade],[Cutlass,melee,1H,short-blade]{{To-Hit=+0 + str bonus}}ToHitData=[w:Cutlass,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Cutlass Punch,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d8, + str bonus}}DmgData=[w:Cutlass,sb:1,+:0,SM:1d6,L:1d8],[w:Cutlass Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{desc=A short, heavy sword, sharp along only one edge, with a heavy basket hilt (a protective cup) around the hilt to protect the hand.\nThe cutlass\' basket hilt provides the following benefits: it gives the wielder a +1 to attack rolls with the Parry maneuver; and it works just the same as an iron gauntlet if the wielder wishes to punch someone with the hilt rather than slash with the blade. (See the Player\'s Handbook, pages 97-98. metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects. Note: An enchanted cutlass, say a cutlass +1, does not confer the +1 to attack rolls and damage with these basket-hilt punches: only with blade attacks.)\nIn a campaign with pirates, cutlasses are common and readily available in any port community; they are much less common inland.}}'}, + {name:'Dagger',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Dagger}}Specs=[Dagger,Melee,1H,Short-blade],[Dagger,Ranged,1H,Throwing-blade]{{}}WeapData=[st:Dagger]{{}}ToHitData=[w:Dagger,sb:1,+:0,n:2,ch:20,cm:1,sz:S,ty:P,r:5,sp:2,ara:-3|-3|-2|-2|0|0|1|1|3,rc:uncharged],[w:Dagger,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:S,ty:P,sp:2,ara:-3|-3|-2|-2|0|0|1|1|3,rc:uncharged]{{}}DmgData=[w:Dagger,sb:1,+:0,SM:1d4,L:1d3],[ ]{{}}AmmoData=[w:Dagger,t:Dagger,st:Dagger,sb:1,+:0,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee or ranged short-bladed}}{{To-hit=+0 + Str Bonus (and Dex if thrown)}}{{Attacks=2 per round, + specialisation \\amp level, Piercing}}{{Damage=+0, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+0, vs. SM:1d4, L:1d3 + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A pointed, usually double-edged blade less than 2ft long}}{{hide1=Not a knife, which has a single edge and is a bit shorter than the dagger. Daggers with steel blades became necessary in order to penetrate armor. Although knights carried daggers, they were considered a weapon of last resort.}}{{desc=A standard Dagger of good quality, but otherwise ordinary}}'}, + {name:'Dagger+1',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Dagger+1,+:1],[w:Dagger+1,+:0]{{}}DmgData=[w:Dagger+1,+:1],[]{{}}AmmoData=[w:Dagger+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str Bonus (and Dex if thrown)}}{{Damage=+1, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+1, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A standard Dagger of fine quality, good enough to be enchanted to be a +1 magical weapon}}'}, + {name:'Dagger+2',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2,+:0]{{}}DmgData=[w:Dagger+2,+:2],[]{{}}AmmoData=[w:Dagger+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus (and Dex if thrown)}}{{Damage=+2, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+2, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A dagger of exceptional quality, good enough to be enchanted to be a +2 magical weapon}}'}, + {name:'Dagger+3',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Dagger+3,+:3],[w:Dagger+3,+:0]{{}}DmgData=[w:Dagger+3,+:3],[]{{}}AmmoData=[w:Dagger+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str Bonus (and Dex if thrown)}}{{Damage=+3, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+3, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=An exquisite dagger of exceptional quality, made of prized materials which have been enchanted to be a +3 magical weapon}}'}, + {name:'Dagger+4',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Dagger+4,+:4],[w:Dagger+4,+:0]{{}}DmgData=[w:Dagger+4,+:4],[]{{}}AmmoData=[w:Dagger+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str Bonus (and Dex if thrown)}}{{Damage=+4, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+4, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A fantastical dagger of exceptional quality, engraved with swirling designs, made of priceless materials which have been enchanted to be a +4 magical weapon}}'}, + {name:'Dagger-Bone',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Bone}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Bone Dagger],[w:Bone Dagger]{{}}DmgData=[w:Bone Dagger,msg:Shatters 2 in every 6 hits],[ ]{{}}AmmoData=[w:Bone Dagger,msg:Shatters 2 in every 6 hits]{{}}RangeData=[t:Dagger]{{}}%{MI-DB|Dagger}{{Looks Like=The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.\nBone daggers are made from the bones of large animals such as reindeer and bison, with one end sharpened and the handle carved to resemble the animal from which the bones came. Such daggers are relatively fragile, and stone replaced bone when early man discovered how to work with stone.}}{{desc=A Dagger with a bone blade. This is fragile and will shatter 2 times in every 6 hits}}'}, + {name:'Dagger-Cursed',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponCurse#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Cursed-Dagger],[Dagger,Ranged,1H,Throwing-blade,Cursed-Dagger]{{}}%{MI-DB|Cursed-Dagger}'}, + {name:'Dagger-Stone',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Stone}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Stone Dagger],[w:Stone Dagger]{{}}DmgData=[w:Stone Dagger,msg:Shatters 1 in every 6 hits],[ ]{{}}AmmoData=[w:Stone Dagger,msg:Shatters 1 in every 6 hits]{{}}RangeData=[t:Dagger]{{}}%{MI-DB|Dagger}{{Looks Like=The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.\nStone daggers are more difficult to make due to the composition of stone. Most stone daggers are made of flint, a hard stone that can be worked easily. The flint is chipped until the proper shape is achieved, usually that of a broad leaf, then it is sometimes lashed to a wooden handle. This sort of stone dagger has a major weak point: the place where the blade is attached to the handle. Primitive tribes know that the best stone dagger is made from a single piece of stone with the dagger\'s handle consisting of a straight section of stone. The handle is then wrapped in hide for a good grip. The average stone dagger measures 12 inches long.}}{{desc=A Dagger made of stone. This is fragile and will shatter 1 time in every 6 hits}}'}, + {name:'Daikyu',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Daikyu}}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=Ranged 2-handed bow}}Specs=[Daikyu,Ranged,2H,Bow]{{To-Hit=+0 + dex bonus}}ToHitData=[w:Daikyu,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:L,ty:P,sp:7]{{Attacks=Piercing, 2 per round}}{{desc=The daikyu is the great samurai longbow. It\'s 7\' long (hence its size designation of L). Its hand-grip is not in the center of the weapon; it\'s located closer to the bottom, so the daikyu can be fired from horseback and from kneeling positions.\nThe daikyu is not exported from eastern nations. However, it is a simple task, if you are in such a nation, to commission the making of one. A western bowyer would have to have studied in the east to make one.}}'}, + {name:'Dart',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Dart}}Specs=[Dart,Ranged,1H,Dart]{{}}ToHitData=[w:Dart,sb:1,db:1,+:0,n:3,ch:20,cm:1,sz:T,ty:P,sp:2,ara:-5|-4|-3|-2|-1|0|1|0|1,rc:uncharged]{{}}AmmoData=[w:Dart,t:Dart,st:Dart,sb:1,+:0,SM:1d3,L:1d2,]{{}}RangeData=[t:Dart,+:0,r:1/2/4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}{{To-hit=+0, + Str \\amp Dex bonuses}}{{Attacks=3 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d3, L:1d2 + Str Bonus}}{{Range=S:10, M:20, L:40}}{{Looks Like=The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher. Darts are known to exist among advanced caveman tribes. These darts are usually small, wooden shafts fitted with a head of bone or stone. In modern cultures, darts have leaf or arrow-shaped heads and stabilizers on the shaft\'s butt end, much like miniature arrows. Many cultures use darts for sport, hunting, and warfare on land and sea. Lizard men use barbed darts.}}{{desc=A standard Dart of good quality, but otherwise ordinary}}'}, + {name:'Dart+1',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}ToHitData=[w:Dart+1]{{}}AmmoData=[w:Dart+1,+:1]{{}}RangeData=[t:Dart,+:1]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+1, + Str \\amp Dex bonuses}}{{Ammo=+1, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of excellent quality, with a very sharp tip. A +3 weapon at all times}}'}, + {name:'Dart+2',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}ToHitData=[w:Dart+2]{{}}AmmoData=[w:Dart+2,+:2]{{}}RangeData=[t:Dart,+:2]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+2, + Str \\amp Dex bonuses}}{{Ammo=+2, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of very fine quality, with a sparkling tip. A +2 weapon at all times}}'}, + {name:'Dart+3',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}ToHitData=[w:Dart+3]{{}}AmmoData=[w:Dart+3,+:3]{{}}RangeData=[t:Dart,+:3]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+3, + Str \\amp Dex bonuses}}{{Ammo=+3, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of exceptionally fine quality, with a sparkling tip and glowing flight feathers of many colours. A +3 weapon at all times}}'}, + {name:'Dart+4',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Dart,Ranged,1H,Dart,Dart]{{}}ToHitData=[w:Dart+4]{{}}AmmoData=[w:Dart+4,+:4]{{}}RangeData=[t:Dart,+:4]{{}}%{MI-DB|Dart}{{subtitle=Magical Thrown weapon}}{{To-hit=+4, + Str \\amp Dex bonuses}}{{Ammo=+4, vs. SM:1d3, L:1d2, + Str Bonus}}{{desc=A Dart of amazing quality, with a sparkling tip, tiny magical runes along its shaft, and flight feathers of birds of legend. A +4 weapon at all times}}'}, + {name:'Dart-Cursed',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dart,Ranged,1H,Dart,Cursed-Dart]{{}}%{MI-DB|Cursed-Dart}'}, + {name:'Drusus',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Drusus}}{{subtitle=Gladius Short-Sword}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[drusus|short-sword,melee,1H,short-blade],[drusus|short-sword,melee,1H,short-blade]{{To-Hit=+0 + str bonus}}ToHitData=[w:Sharpened Drusus,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3,msg:Must have been sharpened previous night by a *blacksmith armourer* or *weaponsmith* for 30 minutes. +1 to hit is due to sharpness. Is not a magical weapon and loses +1 if not sharpened. Permanently loses +1 and becomes ordinary *Gladius* if exposed to high heat (e.g. smith\'s forge or dragon breath)],[w:Blunt Drusus,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3,msg:Unless exposed to high heat can get sharpened at end of day for 30 minutes by *blacksmith armourer* or *weaponsmith*.]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1+1d6, L:1+1d8, + str bonus}}DmgData=[w:Sharpened Drusus,sb:1,+:0,SM:1+1d6,L:1+1d8],[w:Blunt Drusus,sb:1,+:0,SM:1d6,L:1d8]{{desc=The Drusus is a Gladius (short sword) of Exceptional quality. It looks just like an ordinary gladius; only by testing the sharpness of the blade can someone tell the difference. The Drusus has been forged so that the metal is better-tempered and holds an edge better, and then sharpened until it has a razor-like edge. Because of this, it does +1 damage and confers a non-magical +1 to attack rolls over the normal gladius.\nThe Drusus also has a disadvantage. In order to keep its keen edge, it must be regularly sharpened with a lot more attention and time than an ordinary weapon requires. After any day in which the Drusus has been fought with (even one attack!), someone with the Blacksmithing, Armorer, or Weaponsmithing secondary or nonweapon proficiency, must sharpen the blade for half an hour ... or, on the next day, it will act as an ordinary short sword (losing its to-hit and damage bonus) until it is so sharpened.\nExposure to high heat (a smith\'s forge, dragon\'s breath, lava, etc.) will ruin the temper on a Drusus, turning it into an ordinary short sword and forever destroying its bonus on attack and damage rolls.}}'}, + {name:'Fauchard',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Fauchard}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=large}}{{Weapon=2-handed melee polearm}}Specs=[Fauchard,melee,2H,polearm]{{To-Hit=+0 + str bonus}}ToHitData=[w:Fauchard,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PS,r:6-8,sp:8,ara:-2|-2|-1|-1|0|0|0|-1|-1,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, piercing \\amp Slashing}}{{Damage=+0, vs. SM:1d6, l:1d8, + str bonus}}DmgData=[w:fauchard,sb:1,+:0,SM:1d6,L:1d8]{{desc=This is a normal Fauchard, a type of polearm. The point is sharp and keen, but nothing special.\nAn outgrowth of the sickle and scythe, the Fauchard is a long, inward curving blade mounted on a shaft six to eight feet long. It can slash or thrust, although the inward curving point makes thrusting rather ineffective. Its advantage is that a peasant can easily convert his common scythe into this weapon of war.}}'}, + {name:'Fauchard-Fork',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Fauchard-Fork}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Fauchard,Melee,2H,Polearm]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Fauchard-Fork,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:PS,r:6-8,sp:8,ara:-1|-1|-1|0|0|0|1|0|1,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs. SM:1d8, L1d10, + Str bonus}}DmgData=[w:Fauchard-Fork,sb:1,+:0,SM:1d8,L:1d10]{{desc=This is a normal Fauchard-Fork, a type of Polearm. The blade is sharp and keen, but nothing special.\nThis is an attempted improvement on the fauchard, adding a long spike or fork to the back of the blade. Supposedly this improves the thrusting ability of the weapon. It is still an inefficient weapon.}}'}, + {name:'Flail+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Footmans Flail,Melee,1H,Flails,Footmans-flail]{{}}ToHitData=[w:Footmans Flail+1,+:1]{{}}DmgData=[w:Footmans Flail+1,+:1]{{}}%{MI-DB|Footmans-Flail}{{To-hit=+1 + Str Bonus}}{{Damage=+1 vs. SM:1d6+1, L:2d4 + Str bonus}}{{desc=A Footman\'s Flail of very good quality, which has shiny chain, very supple and strong leather, and has a slight silvery glow about it. At all times, it is a +[[1]] weapon}}'}, + {name:'Flanged-Footmans-Mace',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Flanged}}Specs=[Footmans Mace,Melee,2H,Clubs,Footmans-Mace]{{}}WeapData=[w:Flanged-Footmans-Mace]{{}}ToHitData=[w:Flanged Footmans Mace]{{}}DmgData=[w:Flanged Footmans Mace]{{}}%{MI-DB|Footmans-Mace}{{Weapon=2-handed melee club}}{{Looks Like=The mace is a direct descendant of the basic club, being nothing more than a wooden club with a stone or iron head mounted on one end. The head design varies, with some being spiked, others flanged, and still others with pyramidical knobs.\nFootman\'s maces originated as heavy wooden truncheons, about two and a half feet in length and covered with iron studs. As time went by, flanged heads similar to the horsemen\'s mace were used instead. This mace is a two-handed weapon.}}{{desc=This is a 2-handed Flanged Footman\'s Mace, somewhat like a Horseman\'s Mace. The business end is extra hard, but nothing special.}}'}, + {name:'Flindbar',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Flindbar}}{{subtitle=Flail}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee flail}}Specs=[Flindbar,Melee,2H,Flails]{{To-hit=+0 + Str bonus}}ToHitData=[w:Flindbar,sb:1,+:0,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{Attacks=2 per round + level \\amp specialisation}}{{Damage=+0 vs SM:1d4, L:1d4}}DmgData=[w:Flindbar,sb:1,+:0,SM:1d4,L:1d4,msg:Opponent must Save vs. Wand or have their weapon entangled in the chain and torn from their grasp by the flindbar]{{desc=This is a normal Flindbar, thought to be a type of flail. A flindbar is a pair of chain-linked iron bars which are spun at great speed. The chain is somewhat rusty (but sturdy) and the bars dull, and the flindbar is nothing special.}}'}, + {name:'Footmans-Flail-Magical',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Footmans Flail,Melee,1H,Flails,Magical-Footmans-flail]{{}}%{MI-DB|Magical-Footmans-Flail}'}, + {name:'Footmans-Mace-Flanged',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Footmans Mace,Melee,2H,Clubs,Flanged-Footmans-Mace]{{}}%{MI-DB|Flanged-Footmans-Mace}'}, + {name:'Footmans-Mace-Magical',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Footmans Mace,Melee,1H,Clubs,Magical-Footmans-Mace]{{}}%{MI-DB|Magical-Footmans-Mace}'}, + {name:'Footmans-Pick-Magical',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}Specs=[Footmans Pick,Melee,1H,Clubs,Magical-Footmans-Pick]{{}}%{MI-DB|Magical-Footmans-Pick}'}, + {name:'Footmans-flail',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Footman\'s flail}}Specs=[footmans flail,melee,1H,flails],[footmans flail,melee,2H,flails]{{}}WeapData=[st:Flail]{{}}ToHitData=[w:Footmans flail,sb:1,+:0,ara:2|2|1|2|1|1|1|1|-1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Footmans flail,sb:1,+:0,SM:1+1d6,L:2d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Flail}}{{Speed=[[7]]}}{{Size=medium}}{{Weapon=1-handed melee flail}}{{To-Hit=+0, + str bonus}}{{Attacks=1 per round, + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d6+1, L:2d4, + str bonus}}{{Looks Like=The footman\'s flail is a sturdy wooden handle approximately four foot in length attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link.}}{{desc=A standard footman\'s flail of good quality, but nothing special}}'}, + {name:'Footmans-mace',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Footman\'s Mace}}Specs=[Footmans Mace,Melee,1H,Clubs]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Footmans Mace,sb:1,+:0,ara:1|1|0|0|0|0|0|1|-1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Footmans Mace,sb:1,+:0,SM:1+1d6,L:1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Mace}}{{Speed=[[7]]}}{{Weapon=1-handed melee club}}{{To-hit=+0, + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d6+1, L:1d6, + Str bonus}}{{Looks Like=A club with a stone or iron head}}{{hide1=The mace is a direct descendant of the basic club, being nothing more than a wooden club with a stone or iron head mounted on one end. The head design varies, with some being spiked, others flanged, and still others with pyramidical knobs.\nFootman\'s maces originated as heavy wooden truncheons, about two and a half feet in length and covered with iron studs.}}{{desc=This is a normal Footman\'s Mace. The business end is extra hard, but nothing special.}}'}, + {name:'Footmans-pick',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Footman\'s Pick}}Specs=[Footmans Pick,Melee,1H,Picks],[Footmans Pick,Melee,2H,Picks]{{}}WeapData=[st:Pick]{{}}ToHitData=[w:Footmans Pick,sb:1,+:0,ara:2|2|1|1|0|-1|-1|-1|0,n:1,ch:20,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:7]{{}}DmgData=[w:Footmans Pick,sb:1,+:0,SM:1+1d6,L:2d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Pick}}{{Speed=[[7]]}}{{Weapon=1-handed melee pick}}{{To-hit=+0, + Str bonus}}{{Attacks=1 per round, + level \\amp specialisation, Piercing}}{{Damage=+0, vs. SM:1d6+1, L:2d4, + Str bonus}}{{Looks Like=The military pick generally consists of a heavy piercing fluke mounted on a haft. The weapon might have either one or two flukes, and the haft might be spiked. The footman\'s version of this weapon has a longer haft (up to 5\'), enabling it to be wielded with two hands. The weapon weighs about six pounds and can be swung with great penetrating force.}}{{desc=This is a normal Footman\'s Pick. The business end is wickedly pointed, but nothing special.}}'}, + {name:'Gaff',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Gaff}}{{subtitle=Hook}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee hook}}Specs=[Gaff,Melee,1H,Hooks]{{To-hit=+0 + Str bonus}}ToHitData=[w:Gaff,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:4,sp:2]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d4, L:1d3, + Str bonus}}DmgData=[w:Gaff,sb:1,+:0,SM:1d4,L:1d3]{{desc=The gaff or hook is actually a tool used to hook and land fish. It is commonly found where fishing boats are encountered, and the hooks are in plentiful supply, affording the disarmed adventurer a weapon of last resort.\nA successful hit with the Gaff or Hook will grapple the target as well as doing damage. A Dexterity check next round escapes without additional damage, a Strength check -3 escapes with damage.\nThe gaff consists of a metal hook with a wooden or metal crossbar at the base. A onehanded tool, the hook protrudes from between the middle and ring fingers. Some sailors who have lost a hand have a cup with a gaff hook attached to the stump, guaranteeing that they are never without a weapon.}}'}, + {name:'Glaive',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Glaive}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[glaive,melee,2H,polearm]{{To-Hit=+0, + str bonus}}ToHitData=[w:Glaive,sb:1,+:0,ara:-1|-1|0|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:S,r:8-10,sp:8]{{Attacks=1 per round, + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d10, + str bonus}}DmgData=[w:Glaive,sb:1,+:0,SM:1d6,L:1d10]{{desc=This is a normal Glaive, a type of polearm. The blade is sharp and keen, but nothing special. **Inflicts double damage against charging creatures of large or greater size**.\nOne of the most basic polearms, the glaive is a single-edged blade mounted on an eight- to ten-foot-long shaft. While not the most efficient weapon, it is relatively easy to make and use. Normally the blade turns outward to increase the cutting area until it almost resembles a cleaver or axe.}}'}, + {name:'Glaive-guisarme',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Glaive-guisarme}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Glaive,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Glaive-guisarme,sb:1,+:0,ara:-1|-1|0|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:PS,r:8-10,sp:9]{{Attacks=1 per round, + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:2d4, L:2d6 + Str bonus}}DmgData=[w:Glaive-guisarme,sb:1,+:0,SM:2d4,L:2d6]{{desc=This is a normal Glaive-guisarme, a type of Polearm. The blade is sharp and keen, but nothing special. **Inflicts double damage against charging creatures of Large or greater size**.\nAnother combination weapon, this one takes the basic glaive and adds a spike or hook to the back of the blade. In theory, this increases the usefulness of the weapon although its actual application is somewhat questionable.}}'}, + {name:'Great-Axe',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Great Axe}}{{subtitle=Axe}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=2-handed melee axe}}Specs=[Great Axe,Melee,2H,Axe]{{To-hit=+0 + Str bonus}}ToHitData=[w:Great Axe,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:9]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs. SM:1d10, L:2d8, + Str bonus}}DmgData=[w:Great Axe,sb:1,+:0,SM:1d10,L:2d8]{{desc=This is an impressive Great Axe. The blade is sharp and keen, but nothing special.}}'}, + {name:'Great-Axe+1',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Great Axe+1}}{{subtitle=Axe}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=2-handed melee axe}}Specs=[Great Axe,Melee,2H,Axe]{{To-hit=+1 + Str bonus}}ToHitData=[w:Great Axe+1,sb:1,+:1,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:9]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d10, L:2d8, + Str bonus}}DmgData=[w:Great Axe+1,sb:1,+:1,SM:1d10,L:2d8]{{desc=This is an impressive Great Axe. The blade is sharp and keen, and gleams with an impossibly sharp edge.}}'}, + {name:'Greatsword',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Greatsword}}{{subtitle=Sword}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=2-handed melee great-blade}}Specs=[Greatsword, Melee, 2H, Great-blade]{{To-hit=+0 + Str bonus}}ToHitData=[w:Greatsword,Str Bonus sb:1,Attk +:0,AR Adjust ara:2|2|2|2|3|3|3|1|0,No per round n:1,Crit hit ch:20,Crit Miss cm:1,Size sz:M,Type ty:S,Range r:6,Speed sp:9]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:2d6, L:2d10, + Str bonus}}DmgData=[w:Greatsword,Str Bonus sb:1,Dmg +:0,Dmg SM:2d6,Dmg L:2d10]{{{Looks Like=The blade on the two-handed sword is a long, double-edged blade. The blade point may be sharp or rounded. The hilt has straight or slightly curved quillons. The pommel may be faceted, triangular, or pear shaped, though whatever the shape, it tends to get larger toward the top, as a counterbalancing measure. An average two-handed sword measures five to six feet in length.}}{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'}, + {name:'Guisarme',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Guisarme}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Guisarme,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Guisarme,sb:1,+:0,ara:-2|-2|-1|-1|0|0|0|-1|-1,n:1,ch:20,cm:1,sz:L,ty:S,r:8,sp:8]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:2d4, L:1d8, + Str bonus}}DmgData=[w:Guisarme,sb:1,+:0,SM:2d4,L:1d8]{{desc=This is a normal Guisarme, a type of Polearm. The blade is sharp and keen, but nothing special.\nThought to have derived from a pruning hook, this is an elaborately curved heavy blade. While convenient and handy, it is not very effective.}}'}, + {name:'Guisarme-voulge',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Guisarme-voulge}}{{subtitle=Polearm}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[guisarme,melee,2H,polearm]{{To-Hit=+0 + str bonus}}ToHitData=[w:Guisarme-voulge,sb:1,+:0,ara:-1|-1|0|1|1|1|0|0|0,n:1,ch:20,cm:1,sz:L,ty:PS,r:8,sp:10]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:2d4, L:2d4, + str bonus}}DmgData=[w:Guisarme-voulge,sb:1,+:0,SM:2d4,L:2d4]{{desc=This is a normal Guisarme-voulge a type of polearm. The blade is sharp and keen, but nothing special.\nThis weapon has a modified axe blade mounted on an eight-foot long shaft. The end of the blade tapers to a point for thrusting and a back spike is fitted for punching through armor. Sometimes this spike is replaced by a sharpened hook for dismounting riders.}}'}, + {name:'Halberd',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Halberd}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Halberd,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Halberd,sb:1,+:0,ara:1|1|1|2|2|2|1|1|0,n:1,ch:20,cm:1,sz:L,ty:PS,r:5-8,sp:9]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:1d10, L:2d6, + Str bonus}}DmgData=[w:Halberd,sb:1,+:0,SM:1d10,L:2d6]{{desc=This is a normal Halberd, a type of Polearm. The blade is sharp and keen, but nothing special.\nAfter the awl pike and the bill, this was one of the most popular weapons of the Middle Ages. Fixed on a shaft five to eight feet long is a large axe blade, angled for maximum impact. The end of the blade tapers to a long spear point or awl pike. On the back is a hook for attacking armor or dismounting riders. Originally intended to defeat cavalry, it is not tremendously successful in that role since it lacks the reach of the pike and needs considerable room to swing. It found new life against blocks of pikemen. Should the advance of the main attack stall, halberdiers issue out of the formation and attack the flanks of the enemy. The pikemen with their overlong weapons are nearly defenseless in such close combat.}}'}, + {name:'Hand-Axe',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Hand Axe}}Specs=[Hand Axe,Melee,1H,Axe],[Hand Axe,Ranged,1H,Axe]{{}}ToHitData=[w:Hand Axe,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:4],[w:Hand Axe,sb:1,db:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|1,n:1,ch:20,cm:1,sz:M,ty:S,r:1/2/3,sp:4]{{}}DmgData=[w:Hand Axe,sb:1,+:0,SM:1d6,L:1d4],[]{{}}AmmoData=[w:Hand Axe,t:Hand Axe,st:Hand Axe,sb:1,+:0,SM:1d6,L:1d4]{{}}RangeData=[t:Hand Axe,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Axe}}{{Speed=[[4]]}}{{Weapon=1-handed melee or thrown axe}}{{To-hit=+0 + Str \\amp Dex bonuses}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=+0, + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=The hand or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on top.}}{{desc=This is a normal Hand- or Throwing-Axe. The blade is sharp and it is well balanced, but nothing special.}}'}, + {name:'Hand-Axe+1',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Hand Axe,Melee,1H,Axe,Hand-Axe],[Hand Axe,Ranged,1H,Axe,Hand-Axe]{{}}ToHitData=[w:Hand Axe+1,+:1],[w:Hand Axe+1,+:0]{{}}DmgData=[w:Hand Axe+1,+:1],[]{{}}AmmoData=[w:Hand Axe+1,t:Hand Axe+1,sb:1,+:1,SM:1d6,L:1d4]{{}}RangeData=[t:Hand Axe+1,+:1]{{}}%{MI-DB|Hand-Axe}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=+1, + Str bonus}}{{desc=This is a fine quality Hand- or Throwing-Axe. The blade is ultra sharp and it is well balanced, and the weapon glows slightly in the dark.}}'}, + {name:'Hand-Axe-Magical',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Magical Hand Axe,Melee,1H,Axe,Magical-Hand-Axe],[Magical Hand Axe,Ranged,1H,Axe,Magical-Hand-Axe]{{}}%{MI-DB|Magical-Hand-Axe}'}, + {name:'Hand-Crossbow',type:'ranged',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Hand Crossbow}}Specs=[Hand Crossbow,Ranged,1H,Crossbow]{{}}ToHitData=[w:Hand Crossbow,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,sp:5]{{}}%{MI-DB|Weapon-Info}{{subtitle=Crossbow}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed ranged crossbow}}{{To-hit=+0 + Dex bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Looks Like=This deadly little bow is a pistol-sized weapon made with a steel tiller.}}{{hide1=It is more easily concealed than the light crossbow and its use is considered unethical in civilized society. Hand crossbows have a reloading mechanism built into the tiller.}}{{desc=This is a hand crossbow, small enough to use in 1 hand, with a magazine of 10 quarrels requiring reloading. Made of good quality wood and various metals, it is portable and easy to hold, but it is nothing special}}'}, + {name:'Hand-Crossbow-Magical',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Hand Crossbow,Ranged,1H,Crossbow,Magical-Hand-Crossbow]{{}}%{MI-DB|Magical-Hand-Crossbow}'}, + {name:'Harpoon',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Harpoon}}{{subtitle=Spear}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed melee or thrown weapon}}Specs=[Harpoon,Melee,1H,Spears],[Harpoon,Ranged,1H,Throwing-Spears]{{To-hit=+0, + Dex (if thrown) \\amp Str bonuses}}ToHitData=[w:Harpoon,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:5,sp:7],[w:Harpoon,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,sp:7]{{Attacks=1 per round, + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:2d4, L:2d6, + Str bonus}}DmgData=[w:Harpoon,sb:1,+:0,SM:2d4,L:2d6],[]{{Ammo=+0, vs SM:2d4, L:2d6 + Str bonus}}AmmoData=[w:Harpoon,t:Harpoon,st:Spear,sb:1,+:0,SM:2d4,L:2d6]{{Range=S:10, M:20, L:30}}RangeData=[t:Harpoon,+:0,r:1/2/3]{{desc=This is a normal Harpoon. The point is extra sharp and it is well balanced, but nothing special.}}'}, + {name:'Heavy-Crossbow',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Heavy Crossbow}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow]{{}}ToHitData=[w:Heavy Crossbow,sb:0,db:1,+:0,ara:-1|0|1|2|3|3|4|4|4,n:1/2,ch:20,cm:1,sz:M,ty:P,sp:10]{{}}%{MI-DB|Weapon-Info}{{subtitle=Crossbow}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=2-handed ranged crossbow}}{{To-hit=+0 + Dex bonus}}{{Attacks=1 per 2 rounds + level \\amp specialisation, Piercing}}{{Looks Like=A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel.\nThe main differences between the light and heavy crossbows are the size of the quarrel and the presence of a stirrup, which is found only on the heavy crossbow. Heavy and light crossbows are more correctly referred to as two-foot and one-foot crossbows, respectively. This term refers to the length of the quarrels.}}{{desc=This is a heavy crossbow, large and somewhat cumbersome. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, and is nothing special}}'}, + {name:'Heavy-Crossbow-Magical',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Magical-Heavy-Crossbow]{{}}{{}}%{MI-DB|Magical-Heavy-Crossbow}'}, + {name:'Heavy-Horse-Lance',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Heavy Horse Lance}}{{subtitle=Lance}}{{Speed=[[8]]}}{{Size=Huge}}{{Weapon=1-handed mounted melee lance}}Specs=[Lance,Melee,1H,Lances]{{To-hit=+0, + Str bonus (Heavy War Horse only)}}ToHitData=[w:Heavy Horse Lance,sb:1,+:0,ara:3|3|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:8]{{Attacks=1 per round (unless jousting), Piercing}}{{Damage=+0, vs SM:1d8+1, L:3d6, + Str bonus (Heavy War Horse only)}}DmgData=[w:Heavy Horse Lance,sb:1,+:0,SM:1+1d8,L:3d6]{{desc=This is a normal lance for use with a heavy war horse. The point is well hardened and the shaft in good condition, but nothing special.}}'}, + {name:'Hook',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Hook}}{{subtitle=Hook}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee hook}}Specs=[Hook,Melee,1H,Hooks]{{To-hit=+0, + Str bonus}}ToHitData=[w:Hook,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:4,sp:2]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0 vs SM:1d4, L:1d3, + Str bonus}}DmgData=[w:Hook,sb:1,+:0,SM:1d4,L:1d3]{{desc=The gaff or hook is actually a tool used to hook and land fish. It is commonly found where fishing boats are encountered, and the hooks are in plentiful supply, affording the disarmed adventurer a weapon of last resort.\nA successful hit with the Gaff or Hook will grapple the target as well as doing damage. A Dexterity check next round escapes without additional damage, a Strength check -3 escapes with damage.\nThe gaff consists of a metal hook with a wooden or metal crossbar at the base. A onehanded tool, the hook protrudes from between the middle and ring fingers. Some sailors who have lost a hand have a cup with a gaff hook attached to the stump, guaranteeing that they are never without a weapon.}}'}, + {name:'Hook-Fauchard',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Hook Fauchard}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Fauchard,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Hook Fauchard,sb:1,+:0,ara:-2|-2|-1|-1|0|0|0|-1|-1,n:1,ch:20,cm:1,sz:L,ty:PS,r:6-8,sp:9]{{Attacks=1 per round, + level \\amp specialisation, Piercing \\amp Slashing}}{{Damage=+0, vs SM:1d4, L:1d4, + Str bonus}}DmgData=[w:Hook Fauchard,sb:1,+:0,SM:1d4,L:1d4]{{desc=This is a normal Hook Fauchard, a type of Polearm. The blade is sharp and keen, but nothing special.\nThis combination weapon is another attempted improvement to the fauchard. A back hook is fitted to the back of the blade, supposedly to dismount horsemen. Like the fauchard, this is not a tremendously successful weapon.}}'}, + {name:'Hooked-Net',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Hooked Net}}{{subtitle=Thrown weapon}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=1-handed ranged net}}Specs=[Net,Ranged,1H,Net]{{To-hit=+0, + Str \\amp Dex bonuses}}ToHitData=[w:Hooked Net,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:M,ty:P,sp:10,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM or L:1d4+2}}AmmoData=[w:Hooked Net,t:Hooked Net,st:Net,sb:1,+:0,SM:2+1d4,L:2+1d4,msg:On a successful hit damage is done and the \\lbraktarget is restrained\\rbrak\\lpar!rounds --target single|^^tid^^|\\amp#64;{target|Who was targeted?|token_id}|Trapped in hooked net|99|0|Need to perform a strength check at -2 or remain entrapped|fishing-net\\rpar]{{Range=S:10, M:20, L:30}}RangeData=[t:Hooked Net,+:0,r:1/2/3]{{desc=A net with many sharp hooks, both does damage and restrains the target. A creature can use its action to make a Strength check at a penalty of -2 to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 8) frees the target without harming it and destroys the net.}}'}, + {name:'Horsemans-Flail',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Horseman\'s Flail}}Specs=[Horsemans Flail,Melee,1H,Flails],[Horsemans Flail,Melee,2H,Flails]{{}}WeapData=[st:Flail]{{}}ToHitData=[w:Horsemans Flail,sb:1,+:0,ara:0|0|0|0|0|1|1|1|0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:6]{{}}DmgData=[w:Horsemans Flail,sb:1,+:0,SM:1+1d4,L:1+1d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Flail}}{{Speed=[[6]]}}{{Weapon=1-handed mounted melee flail}}{{To-hit=+0, + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d4+1, L:1d4+1, + Str bonus}}{{Looks Like=The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The horseman\'s version of the flail has a two-foot-long handle. The horseman already has a good positional advantage, sitting atop a horse, and consequently does not need the greater reach afforded by the long handle of the footman\'s flail. This is a one-handed weapon (but can be used 2-handed for no advantage.}}{{desc=This is a normal Horseman\'s Flail. The business end is made of vicious steel chain and thick leather, but is nothing special.}}'}, + {name:'Horsemans-Flail-Magical',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Horsemans Flail,Melee,1H,Flails,Magical-Horsemans-Flail],[Horsemans Flail,Melee,2H,Flails,Magical-Horsemans-Flail]{{}}%{MI-DB|Magical-Horsemans-Flail}'}, + {name:'Horsemans-Mace',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Horseman\'s Mace}}Specs=[Horsemans Mace,Melee,1H,Clubs],[Horsemans Mace,Melee,2H,Clubs]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Horsemans Mace, sb:1, +:0,ara:1|1|0|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:M, ty:B,r:5, sp:6]{{}}DmgData=[w:Horsemans Mace,sb:1,+:0,SM:1d6,L:1d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Club}}{{Speed=[[6]]}}{{Weapon=1-handed mounted melee club}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level + specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}{{Looks Like=The mace is a direct descendant of the basic club, being nothing more than a wooden club with a stone or iron head mounted on one end. The head design varies, with some being spiked, others flanged, and still others with pyramidical knobs.\nThe first horseman\'s maces were a wooden handle, about 18 inches long, with a leather wrist strap at the bottom of the handle so the weapon would not be dropped, and a metal head. As time progressed, knights preferred to have maces made entirely of metal.}}{{desc=This is a normal Horseman\'s Mace. The business end is hardened wood and steel, but is nothing special.}}'}, + {name:'Horsemans-Mace-Magical',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Horsemans Mace,Melee,1H,Clubs,Magical-Horsemans-Mace],[Horsemans Mace,Melee,2H,Clubs,Magical-Horsemans-Mace]{{}}%{MI-DB|Magical-Horsemans-Mace}'}, + {name:'Horsemans-Pick',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Horseman\'s Pick}}Specs=[Horsemans Pick,Melee,1H,Picks],[Horsemans Pick,Melee,2H,Picks]{{}}WeapData=[st:Pick]{{}}ToHitData=[w:Horsemans Pick,sb:1,+:0,ara:1|1|1|1|0|0|-1|-1|-1,n:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5, sp:6]{{}}DmgData=[w:Horsemans Pick,sb:1,+:0,SM:1+1d4,L:1d4]{{}}%{MI-DB|Weapon-Info}{{subtitle=Pick}}{{Speed=[[5]]}}{{Weapon=1-handed mounted melee pick}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d4+1, L:1d4}}{{Looks Like=The military pick generally consists of a heavy piercing fluke mounted on a haft. The weapon might have either one or two flukes, and the haft might be spiked. The horseman\'s pick is lighter than the footman\'s version (about 4 pounds) and has a shortened haft (about two feet), making it easier to wield from horseback.}}{{desc=This is a normal Horseman\'s Pick. The business end is hard and sharp, but is nothing special.}}'}, + {name:'Horsemans-Pick-Magical',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Horsemans Pick,Melee,1H,Picks,Magical-Horsemans-Pick],[Horsemans Pick,Melee,2H,Picks,Magical-Horsemans-Pick]{{}}%{MI-DB|Magical-Horsemans-Pick}'}, + {name:'Javelin',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Javelin}}Specs=[Javelin,Melee,1H,Spears],[Javelin,Melee,2H,Spears],[Javelin,Ranged,1H,Throwing-Spears]{{}}WeapData=[st:Javelin]{{}}ToHitData=[w:Javelin,sb:1,+:0,ara:-5|-4|-3|-2|-1|0|1|0|1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:4],[w:Javelin 2H,sb:1,+:0,ara:-5|-4|-3|-2|-1|0|1|0|1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:4],[w:Javelin,sb:1,db:1,+:0,ara:-5|-4|-3|-2|-1|0|1|0|1,n:1,ch:20,cm:1,sz:M,ty:P,sp:4]{{}}DmgData=[w:Javelin,sb:1,+:0,SM:1d4,L:1d4],[w:Javelin 2H,sb:1,+:0,SM:1d6,L:1d6,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Javelin,t:Javelin,st:Spear,sb:1,+:0,SM:1d4,L:1d4]{{}}RangeData=[t:Javelin,+:0,r:2/2/4/6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Spear}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-or 2-handed melee or thrown spear}}{{To-hit=+0 + Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1H vs SM:1d4, L:1d4, 2H vs SM:1d6, L:1d6 + Str bonus}}{{Ammo=+0, vs SM:1d4, L:1d4 + Str bonus}}{{Range=PB:20 S:20 M:40 L:60}}{{Looks Like=A light spear, suitable for melee or missile combat, usable either on horseback or on foot.}}{{hide1=Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles.}}{{desc=This is a normal Javelin. It is light and has a sharp point, but is nothing special.}}'}, + {name:'Javelin-Magical',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Javelin,Melee,1H,Spears,Magical-Javelin],[Javelin,Melee,2H,Spears,Magical-Javelin],[Javelin,Ranged,1H,Throwing-Spears,Magical-Javelin]{{}}%{MI-DB|Magical-Javelin}'}, + {name:'Javelin-Stone',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Stone}}Specs=[Javelin,Melee,1H,Spears,Javelin],[Javelin,Melee,2H,Spears,Javelin],[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}ToHitData=[w:Stone Javelin],[w:Stone Javelin 2H],[w:Stone Javelin]{{}}DmgData=[w:Stone Javelin,msg:Will shatter 1 time in 6],[w:Stone Javelin 2H,msg:Will shatter 1 time in 6],[]{{}}AmmoData=[w:Stone Javelin,t:Stone Javelin,msg:Will shatter 1 time in 6]{{}}RangeData=[t:Stone Javelin]{{}}%{MI-DB|Javelin}{{Looks Like=Javelins are classified as light spears, suitable for melee or missile combat, usable either on horseback or on foot. Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles. This javelin appears to be made from a staligmite or staligtite, or some other pointed stone artefact.}}{{desc=This is a primative Javelin, made of stone. It is fragile and will break on hitting anything 1 time in 6.}}'}, + {name:'Jousting-Lance',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Jousting Lance}}{{subtitle=Lance}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=1-handed mounted melee lance}}Specs=[Jousting Lance,Melee,1H,Lances]{{To-hit=+0 + Str bonus (when mounted only)}}ToHitData=[w:Jousting Lance,sb:1,+:0,ara:3|3|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:8]{{Attacks=1 per round + level \\amp specialisation (while mounted \\amp except when Jousting), Piercing}}{{Damage=+0, vs SM:1d3-1, L:1, + Str bonus}}DmgData=[w:Jousting Lance,sb:1,+:0,SM:0-1+1d3,L:0-1+1d2]{{desc=This is a normal lance for use with a heavy war horse or charger trained in the competition of jousting. The point is well hardened but blunted to reduce damage in the competition, and the shaft in good condition, but nothing special.}}'}, + {name:'Katana',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Katana}}{{subtitle=Samurai Sword}}{{Speed=1H [[4]], 2H [[4]]}}{{Size=Medium}}{{Weapon=1 or 2-handed melee long blade}}Specs=[Katana, Melee, 1H, Long-blade],[Katana, Melee, 2H, Long-blade]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Katana, sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:5,sp:4,rc:uncharged],[w:Katana 2H,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:5,sp:4]{{Attacks=1 per round + specialisation \\amp level, Slashing \\amp Piercing}}{{Damage=1-handed SM:1d10 L:1d12, 2-handed SM:2d6 L:2d6}}DmgData=[w:Katana,sb:1,+:0,SM:1d10,L:1d12],[w:Katana 2H,sb:1,+:0,SM:2d6,L:2d6]{{desc=The katana is the samurai\'s sword. It\'s a medium-length, slightly curved blade with no quillions (only a small, circular guard) and a hilt suitable for one-handed and two-handed use. The blade is sharpened only along one edge and at the tip, but it is sharpened to a razor\'s edge.\nKatanas are very personal; a samurai is dishonored if he loses his, and so very few are lost. This means that it is very hard to get one in the west, other than by taking it from its owner—a difficult task. In the east, a character might be willing to commission one from a weaponsmith, for the listed price . . . if he gets a good reaction roll from the NPC. (An ordinary weaponsmith could not make one. The blade-making technique requires study in the east and the learning of a specialized individual weaponsmithing nonweapon proficiency.)\nAlso, a hero who does a favor or performs a mission for an eastern lord might be awarded a matched set of katana and wakizashi, if he\'s very lucky; this would be a high honor.}}'}, + {name:'Khopesh',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Khopesh}}Specs=[Khopesh,Melee,1H,Medium-blade]{{}}ToHitData=[w:Khopesh,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:9]{{}}DmgData=w:Khopesh,sb:1,+:0,vs SM:2d4,vs L:1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[9]]}}{{Size=Medium}}{{Weapon=1-handed melee medium-length blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:2d4, L:1d6, + Str bonus}}{{Looks Like=This is an Egyptian weapon. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1.5 feet. This makes the khopesh both heavy and unwieldy, difficult to employ properly, and slow to recover, particularly after a badly missed blow. Its sickle-like portion can snag an opponent or an opposing weapon.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'}, + {name:'Khopesh-Magical',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Khopesh,Melee,1H,Medium-blade,Magical-Khopesh]{{}}{{}}%{MI-DB|Magical-Khopesh}'}, + {name:'Knife',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Knife}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade],[Knife,Ranged,1H,Throwing-blade]{{}}ToHitData=[w:Knife,sb:1,+:0,ara:-3|-3|-2|-2|0|0|1|1|3,n:2,ch:20,cm:1,sz:S,ty:SP,r:5,sp:2],[w:Knife,sb:1,db:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:2,ch:20,cm:1,sz:S,ty:P,sp:2]{{}}DmgData=[w:Knife,sb:1,+:0,SM:1d3,L:1d2],[ ]{{}}AmmoData=[w:Knife,t:Knife,st:Knife,sb:1,+:0,SM:1d3,L:1d2]{{}}RangeData=[t:Knife,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Blade}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee fencing-blade or short-blade, or ranged throwing-blade}}{{To-hit=+0 + Str \\amp Dex bonuses}}{{Attacks=2 per round + level \\amp specialisation, Slashing \\amp Piercing}}{{Damage=+0, vs SM: 1d3, L:1d2, + Str bonus}}{{Ammo=+0, vs SM:1d3, L:1d2 + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A knife consists of a single-edged, pointed blade with a handle mounted asymmetrically, with a single straight edge or slightly curved blade. The curvature is often accentuated near the point.}}{{desc=A standard Knife of good quality, versatile in combat, but otherwise ordinary}}'}, + {name:'Knife-Bone',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Bone}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}ToHitData=[w:Bone Knife],[w:Bone Knife]{{}}DmgData=[w:Bone Knife,SM:1d2,L:1d2,msg:Shatters 2 times in 6],[ ]{{}}AmmoData=[w:Bone Knife,t:Bone Knife,st:Knife,SM:1d2,L:1d2,msg:Shatters 2 times in 6]{{}}RangeData=[t:Bone Knife]{{}}%{MI-DB|Knife}{{Damage=+0, vs SM: 1d2, L:1d2, + Str bonus}}{{Ammo=+0, vs SM:1d2, L:1d2 + Str bonus}}{{desc=A Knife with a bone blade, versatile in combat, but will break on striking 2 in 6 times}}'}, + {name:'Knife-Magical',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Magical-Knife],[Knife,Ranged,1H,Throwing-blade,Magical-Knife]{{}}%{MI-DB|Magical-Knife}'}, + {name:'Knife-Stone',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Stone}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}ToHitData=[w:Stone Knife],[w:Stone Knife]{{}}DmgData=[w:Stone Knife,SM:1d2,L:1d2,msg:Shatters 1 time in 6],[ ]{{}}AmmoData=[w:Stone Knife,t:Stone Knife,st:Knife,SM:1d2,L:1d2,msg:Shatters 1 time in 6]{{}}RangeData=[t:Stone Knife]{{}}%{MI-DB|Knife}{{Damage=+0, vs SM: 1d2, L:1d2, + Str bonus}}{{Ammo=+0, vs SM:1d2, L:1d2 + Str bonus}}{{desc=A Knife made of stone, will break on striking 1 in 6 times}}'}, + {name:'Lasso',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Lasso}}{{subtitle=Entangling Weapon}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed ranged lasso}}Specs=[Lasso,ranged,2H,Lasso]{{To-Hit=+0 + dex \\amp str bonus}}ToHitData=[w:Lasso,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:SPB,sp:10,msg:You must decide what you are trying to achieve with the lasso and agree it with the DM *before* doing the attack.]{{Attacks=1 per round + spec \\amp level, doing variable amounts of damage}}AmmoData=[w:Lasso,t:Lasso,sb:1,+:0,SM:1d3,L:1d2,ru:1,msg:Successful attack results in multiple different outcomes. See *The Complete Fighter\'s Handbook* description of a lasso]{{Range=S:10, M:20, L:30}}RangeData=[t:Lasso,r:1/2/3]{{desc=The lasso, or lariat, is a length of rope with a loop at the end; the wielder holds the slack in his off-hand, twirls the lasso in his other hand, and hurls the loop at his target. On a successful hit, the lariat settles over the target, giving the wielder the chance to dismount him, pull him to the ground, trip him, etc.\nIn other words, when you attack someone with a lasso, you must declare what you\'re trying to accomplish with the attack.}}'}, + {name:'Light-Ballista',type:'ranged',ct:'30',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Light Ballista}}{{subtitle=Siege Weapon}}{{Speed=[[30]]}}{{Size=Huge}}{{Weapon=2-handed ranged siege weapon}}Specs=[Light Ballista,Ranged,2H,Ballista]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Light Ballista,sb:0,db:0,+:0,n:1,ch:20,cm:1,sz:M,ty:P,sp:30]{{Attacks=1 per 3 rounds, Piercing}}{{desc=A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.}}'}, + {name:'Light-Catapult',type:'ranged',ct:'50',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Light Catapult}}{{subtitle=Siege Weapon}}{{Speed=[[50]]}}{{Size=Huge}}{{Weapon=4-handed ranged siege weapon}}Specs=[Light Catapult,Ranged,4H,Catapult]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Light Catapult,sb:0,db:0,+:0,n:1,ch:20,cm:1,sz:M,ty:P,sp:50]{{Attacks=1 per 5 rounds, Piercing}}{{desc=This engine usually consists of some sort of lever mounted on a sturdy frame. The lever acts as a throwing arm and is fitted with a cup or sling to hold the projectile. When fired, a catapult lobs the projectile high into the air. Tension provides the catapult\'s power.\nCatapults usually fire large stones, but they can be loaded with almost anything: small stones, chains, dead animals, or anything else small enough to fit in the sling or cup and not so heavy that it overloads the lever. Large objects inflict the damage listed on the table. Masses of small objects can inflict an extra die of damage against most creatures but are useless against structures and any creature with a natural Armor Class of 0 or better (including characters with an Armor Class of 0 before shield or Dexterity modifiers).\nA light catapult with a full crew can target Huge creatures.\nA light or medium catapult can change facing 45 degrees during the End-of-Round step of any round when it fires.}}'}, + {name:'Light-Crossbow',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Light Crossbow}}Specs=[Light Crossbow,Ranged,2H,Crossbow]{{}}ToHitData=[w:Light Crossbow,sb:0,db:1,+:0,ara:-2|-1|0|0|1|2|3|3|3,n:1,ch:20,cm:1,sz:M,ty:P,sp:7]{{}}%{MI-DB|Weapon-Info}{{subtitle=Crossbow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ranged crossbow}}{{To-Hit=+0 + dex bonus only}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Looks Like=A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel.\nThe main differences between the light and heavy crossbows are the size of the quarrel and the presence of a stirrup, which is found only on the heavy crossbow. Heavy and light crossbows are more correctly referred to as two-foot and one-foot crossbows, respectively. This term refers to the length of the quarrels. The light (or one-foot) crossbow is made with a steel tiller and is quite rugged. It may be easily concealed beneath flowing garments such as cloaks or robes. It is frowned upon by the more lawful, civilized cities.}}{{desc=This is a light crossbow. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, and is nothing special}}'}, + {name:'Light-Crossbow-Magical',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Light Crossbow}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Magical-Light-Crossbow]{{}}%{MI-DB|Magical-Light-Crossbow}'}, + {name:'Light-Horse-Lance',type:'melee',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Light Horse Lance}}{{subtitle=Lance}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=1-handed mounted melee lance}}Specs=[Lance,Melee,1H,Lances]{{To-hit=+0 + Str bonus}}ToHitData=[w:Light Horse Lance,sb:1,+:0,ara:-2|-2|-1|0|0|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:6]{{Attacks=1 per round when mounted (except if jousting)}}{{Damage=+0, vs SM:1d6, L:1d8, + Str bonus (when mounted)}}DmgData=[w:Light Horse Lance,sb:1,+:0,SM:1d6,L:1d8]{{desc=This is a normal lance for use with a light war horse. The point is well hardened and the shaft in good condition, but nothing special.}}'}, + {name:'Long-Spear',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[spear,melee,1H,spears,spear-long],[spear,melee,2H,spears,spear-long],[spear,ranged,1H,throwing-spears,spear-long]{{}}%{MI-DB|Spear-Long}'}, + {name:'Longbow',type:'ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Longbow}}Specs=[longbow,ranged,2H,bow]{{}}ToHitData=[w:Longbow,sb:0,db:1,+:0,ara:-1|0|0|1|2|3|3|3|3,n:2,n:2,ch:20,cm:1,sz:L,ty:P,sp:8]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=Ranged 2-handed bow}}{{To-Hit=+0 + dex bonus}}{{Attacks=Piercing, 2 per round}}{{Looks Like=Bows are long, slender rods (also called staves) made of wood with a string of animal tendon or plant fiber. the staff is about as high as the archer, usually 6 to 6 1/2 feet. It has better range than the short bow, and can fire both flight and sheaf arrows.}}{{desc=This is a normal longbow. The wood is polished, the string taut, but nothing special.}}'}, + {name:'Longbow-Magical',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[longbow,ranged,2H,bow,Magical-Longbow]{{}}%{MI-DB|Magical-Longbow}'}, + {name:'Longsword',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Longsword}}Specs=[Longsword,Melee,1H,Long-blade],[Longsword,Melee,2H,Long-blade]{{}}ToHitData=[name w:Longsword,strength bonus sb:1,magic+:0,AR Adjustment ara:-2|-1|0|0|0|0|0|1|2, attks per round n:1,crit hit ch:20,crit miss cm:1,size sz:M, type ty:S, range r:5,speed sp:5]{{}}DmgData=[name w:Longsword,strength bonus sb:1,magic+:0,vs SM:1d8,vs L:1d12]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d8, L:1d12, + Str bonus}}{{Looks Like=Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing. Their length ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. There is no single version of the long sword; the design and length vary from culture to culture.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'}, + {name:'Longsword+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}ToHitData=[w:Longsword+1,+:1]{{}}DmgData=[w:Longsword+1,+:1]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}}'}, + {name:'Longsword+2',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}ToHitData=[w:Longsword+2,+:2]{{}}DmgData=[w:Longsword+2,+:2]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[2]] magical weapon at all times.}}'}, + {name:'Longsword+3',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}ToHitData=[w:Longsword+3,+:3]{{}}DmgData=[w:Longsword+3,+:3]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[3]] magical weapon at all times.}}'}, + {name:'Longsword+4',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}ToHitData=[w:Longsword+4,+:4]{{}}DmgData=[w:Longsword+4,+:4]{{}}%{MI-DB|Longsword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a magical sword. The blade is sharp and keen, and is a +[[4]] magical weapon at all times.}}'}, + {name:'Longsword-Cursed',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Longsword,Melee,1H,Long-blade,Cursed-Longsword],[Longsword,Melee,2H,Long-blade,Cursed-Longsword]{{}}%{MI-DB|Cursed-Longsword}'}, + {name:'Lucern-Hammer',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Lucern Hammer}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Lucern Hammer|Bec de Corbin,Melee,2H,Polearm],[Lucern Hammer|Bec de Corbin,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Lucern Hammer,sb:1,+:0,ara:1|1|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:PB,r:8-10,sp:9],[w:Lucern Hammer set vs charge,sb:1,+:0,ara:1|1|2|2|2|1|1|0|0,n:1,ch:20,cm:1,sz:L,ty:PB,r:8-10,sp:9]{{Attacks=1 per round + level \\amp specialisation, Piercing \\amp Bludgeoning}}{{Damage=+0, vs SM:2d4, L:1d6 (if set vs charge SM:4d4, L:2d6) + Str bonus}}DmgData=[w:Lucern Hammer,sb:1,+:0,SM:2d4,L:1d6],[w:Lucern Hammer vs charge,sb:1,+:0,SM:4d4,L:2d6]{{desc=This is a normal Lucern Hammer, a type of Polearm. The blade is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**\nThis weapon is similar to the bec de corbin. Fitted with a shaft up to ten feet long, it is usually found in the hands of the common soldier. Like the bec de corbin, its main purpose is to punch through armor. The end is fitted with the long point of an awl pike to hold off enemy cavalry.}}'}, + {name:'Magical-Broadsword',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponMagic#0^^}}Specs=[Broad sword,Melee,1H,Long-blade,Broadsword],[Broad sword,Melee,1H,Long-blade,Broadsword]{{}}WeapData=[w:Magical-Broadsword,query:weaponMagic]{{}}ToHitData=[w:Broadsword^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^],[w:Hilt Punch,+:^^weaponMagic#1^^]{{}}DmgData=[w:Broadsword^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hilt Punch,,+:^^weaponMagic#1^^]{{}}%{MI-DB|Broadsword}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Sword}}{{Weapon=1-handled ^^weaponMagic#2^^ melee long blade}}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^ + Str Bonus, \nvs. SM:2d4, L:1+1d6}}{{desc=This is a fine sword. Its blade looks extra sharp and it could be a magical blade of some sort.}}'}, + {name:'Magical-Composite-Shortbow',type:'ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponPlus#2^^}}{{name=^^weaponPlus#0^^}}Specs=[Composite-Shortbow,Ranged,2H,Bow,Composite-Shortbow]{{}}WeapData=[st:Composite-Shortbow,query:weaponMagic,re:^^weaponMagic#2^^]{{}}ToHitData=[w:Composite Shortbow^^weaponMagic#0^^,sb:1,db:1,+:^^weaponMagic#1^^,n:2,ch:20,cm:1,sz:M,ty:P,sp:6,rc:^^weaponMagic#2^^]{{}}%{MI-DB|Composite-Shortbow}{{}}%{MI-DB|Magical-Weapon-Info}{{To-hit=^^weaponPlus#0^^ + any ammo, Dex \\amp Str bonuses}}{{desc=This is a composite shortbow (otherwise known as a Recurve Bow). The limbs are laminations of the finest materials, which make it exceptionally strong and flexible. Perhaps it is something special?}}'}, + {name:'Magical-Footmans-Flail',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Footmans Flail,Melee,1H,Flails,Footmans-flail]{{}}WeapData=[w:Footmans-Flail,query:weaponMagic,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Footmans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Footmans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Footmans-Flail}{{}}%{MI-DB|Magical-Weapon-Info}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^ vs. SM:1d6+1, L:2d4 + Str bonus}}{{desc=A Footman\'s Flail of very good quality, which has shiny chain, very supple and strong leather, and has a slight silvery glow about it. At all times, it is a ^^weaponMagic#0^^ weapon}}'}, + {name:'Magical-Footmans-Mace',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Footmans Mace,Melee,1H,Clubs,Footmans-Mace]{{}}WeapData=[w:Footmans-Mace,query:weaponMagic,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Footmans Mace^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Footmans Mace^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Mace}}{{To-hit=^^weaponMagic#0^^, + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d6+1, L:1d6, + Str bonus}}{{desc=This is a magical Footman\'s Mace. The business end is extra hard and may shine when in the dark. But perhaps there is something odd about this mace.}}'}, + {name:'Magical-Footmans-Pick',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponPlus#0^^}}Specs=[Footmans Pick,Melee,1H,Clubs,Footmans-Pick]{{}}WeapData=[w:Footmans-Pick,query:weaponMagic,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Footmans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Footmans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Pick}}{{To-hit=^^weaponMagic#0^^, + Str bonus}}{{Damage=^^weaponMagic#0^^, vsSM:1d6+1, L:2d4, + Str bonus}}{{desc=This is a magical Footman\'s Pick. The business end is extra sharp and may shine when in the dark. But perhaps there is something odd about this pick.}}'}, + {name:'Magical-Hand-Axe',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Magical Hand Axe,Melee,1H,Axe,Hand-Axe],[Magical Hand Axe,Ranged,1H,Axe,Hand-Axe]{{}}WeapData=[w:Hand Axe,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Hand Axe^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hand Axe^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Hand Axe^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Hand Axe^^weaponMagic#0^^,t:Magical Hand Axe,+:^^weaponMagic#1^^,SM:1d6,L:1d4]{{}}RangeData=[t:Magical Hand Axe,+:^^weaponMagic#1^^]{{}}%{MI-DB|Hand-Axe}{{}}%{MI-DB|Magical-Weapon-Info}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, + Str bonus}}{{desc=This is a fine quality Hand- or Throwing-Axe. The blade is ultra sharp and it is well balanced, and the weapon glows slightly in the dark. However, there might be something odd about it?}}'}, + {name:'Magical-Hand-Crossbow',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Hand Crossbow,Ranged,1H,Crossbow,Hand-Crossbow]{{}}WeapData=[w:Hand Crossbow,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Hand Crossbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Hand-Crossbow}{{Weapon=^^weaponMagic#2^^ 1-handed ranged crossbow}}{{To-hit=^^weaponMagic#0^^ + Dex bonus}}{{desc=This is a hand crossbow, small enough to use in 1 hand, with a magazine of 10 quarrels requiring reloading. Made of good quality wood and various metals, it is portable and easy to hold. It fits the hand like a glove... or is that a manicle?}}'}, + {name:'Magical-Heavy-Crossbow',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}{{}}WeapData=[w:Heavy Crossbow,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Heavy Crossbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Heavy-Crossbow}{{subtitle=^^weaponMagic#2^^ Crossbow}}{{Weapon=^^weaponMagic#2^^ 2-handed ranged crossbow}}{{To-hit=^^weaponMagic#0^^ + Dex bonus}}{{desc=This is a heavy crossbow, large and somewhat cumbersome. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, perhaps less so or more so than you expect}}'}, + {name:'Magical-Horsemans-Flail',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Horsemans Flail,Melee,1H,Flails,Horsemans-Flail],[Horsemans Flail,Melee,2H,Flails,Horsemans-Flail]{{}}WeapData=[w:Horsemans Flail,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Horsemans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Horsemans Flail^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Horsemans-Flail}{{subtitle=^^weaponMagic#2^^ Flail}}{{Weapon=1-handed ^^weaponMagic#2^^ mounted melee flail}}{{To-hit=^^weaponMagic#0^^, + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4+1, + Str bonus}}{{desc=This is an exceptional Horseman\'s Flail. The business end is made of vicious steel chain and thick leather, and there are runes engraved on the handle.}}'}, + {name:'Magical-Horsemans-Mace',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Horsemans Mace,Melee,1H,Clubs,Horsemans-Mace],[Horsemans Mace,Melee,2H,Clubs,Horsemans-Mace]{{}}WeapData=[w:Horsemans Mace,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Horsemans Mace^^weaponMagic#0^^, +:^^weaponMagic#1^^]{{}}DmgData=[w:Horsemans Mace^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Horsemans-Mace}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Club}}{{Weapon=1-handed ^^weaponMagic#2^^ mounted melee club}}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d4, + Str bonus}}{{desc=This is an exceptional Horseman\'s Mace. The business end is highly polished wood and sparkling steel. It might be something special.}}'}, + {name:'Magical-Horsemans-Pick',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Horsemans Pick,Melee,1H,Picks,Horsemans-Pick],[Horsemans Pick,Melee,2H,Picks,Horsemans-Pick]{{}}WeapData=[w:Horsemans Pick,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Horsemans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Horsemans Pick^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Horsemans-Pick}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Pick}}{{Weapon=1-handed ^^weaponMagic#2^^ mounted melee pick}}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4}}{{desc=This is an exceptional Horseman\'s Pick. The business end is hard and sharp. It may well be something special.}}'}, + {name:'Magical-Javelin',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Javelin,Melee,1H,Spears,Javelin],[Javelin,Melee,2H,Spears,Javelin],[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[w:Javelin,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Javelin^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Javelin 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Javelin^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Javelin^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Javelin 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Javelin^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[t:Javelin,+:0,r:2/2/4/6]{{}}%{MI-DB|Javelin}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=1-or 2-handed ^^weaponMagic#2^^ melee or thrown spear}}{{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Damage=^^weaponMagic#0^^, 1H vs SM:1d4, L:1d4, 2H vs SM:1d6, L:1d6 + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4, L:1d4 + Str bonus}}{{desc=This is an exceptional Javelin. It is light and has a sharp point, and might be special in some way or other.}}'}, + {name:'Magical-Khopesh',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Khopesh,Melee,1H,Medium-blade,Khopesh]{{}}WeapData=[w:Khopesh,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Khopesh^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Khopesh^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Khopesh}{{}}%{MI-DB|Magical-Weapon-Plus}{{subtitle=^^weaponMagic#2^^ Sword}}{{Weapon=1-handed ^^weaponMagic#2^^ melee medium-length blade}}{{To-hit=^^weaponMagic#0^^ + Str bonus}}{{Damage=^^weaponMagic#0^^, vs SM:2d4, L:1d6, + Str bonus}}{{desc=This is an exceptional sword. The blade is sharp and keen, and may be something special.}}'}, + {name:'Magical-Knife',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}WeapData=[w:Knife,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Knife^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Knife^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Knife^^weaponMagic#0^^,+:^^weaponMagic#1^^],[ ]{{}}AmmoData=[w:Knife^^weaponMagic#0^^,t:Knife,st:Knife,+:^^weaponMagic#1^^]{{}}RangeData=[t:Knife,+:^^weaponMagic#1^^]{{}}%{MI-DB|Knife}{{subtitle=^^weaponMagic#2^^ Blade}}{{Weapon=1-handed ^^weaponMagic#0^^ melee fencing-blade or short-blade, or ranged throwing-blade}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Damage=^^weaponMagic#0^^, vs SM: 1d3, L:1d2, + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d3, L:1d2 + Str bonus}}{{desc=A Knife of exceptional quality, versatile in combat, and perhaps something out of the ordinary}}'}, + {name:'Magical-Light-Crossbow',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Light Crossbow}}Specs=[light crossbow,ranged,2H,crossbow,Light-Crossbow]{{}}WeapData=[w:Light Crossbow,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Light Crossbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Light-Crossbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Crossbow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ^^weaponMagic#2^^ ranged crossbow}}{{To-Hit=^^weaponMagic#0^^ + dex bonus only}}{{Looks Like=A crossbow is a bow mounted crosswise on a wooden or metal shaft, the latter called a tiller. The bow is usually made of ash or yew. The crossbow fires a quarrel.\nThe main differences between the light and heavy crossbows are the size of the quarrel and the presence of a stirrup, which is found only on the heavy crossbow. Heavy and light crossbows are more correctly referred to as two-foot and one-foot crossbows, respectively. This term refers to the length of the quarrels. The light (or one-foot) crossbow is made with a steel tiller and is quite rugged. It may be easily concealed beneath flowing garments such as cloaks or robes. It is frowned upon by the more lawful, civilized cities.}}{{desc=This is a light crossbow. Made of good quality wood and various metals, it is somewhat difficult to hold and reload, and is nothing special}}'}, + {name:'Magical-Long-Spear',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[spear,melee,2H,spears,spear-long],[spear,ranged,1H,throwing-spears,spear-long]{{}}%{MI-DB|Spear-Long-Magical}'}, + {name:'Magical-Longbow',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#1^^}}Specs=[longbow,ranged,2H,bow,Longbow]{{}}WeapData=[w:Longbow,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Longbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Longbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Bow}}{{Weapon=Ranged 2-handed ^^weaponMagic#2^^ bow}}{{To-Hit=^^weaponMagic#0^^ + dex bonus}}{{desc=This is a fine longbow. The wood is polished with a inner gleam, the string might even be silver or magical spider\'s web, and possibly something special.}}'}, + {name:'Magical-Quarterstaff',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}%{MI-DB|Quarterstaff-Magical}'}, + {name:'Magical-Sabre',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Sabre,Melee,1H,Fencing-blade,Sabre],[Sabre,Melee,1H,Fencing-blade,Sabre]{{}}WeapData=[w:Sabre,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Sabre^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hilt Punch^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}DmgData=[w:Sabre^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Hilt Punch^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Sabre}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Sword}}{{Weapon=1-handed ^^weaponMagic#2^^ melee fencing-blade}}{{To-hit=^^weaponMagic#0^^ no bonuses}}{{Damage=^^weaponMagic#0^^, vs SM:1d6+1, L:1d8+1, or punch + str bonus}}{{desc=This is a special Sabre, made with a steel blade inlaid or alloyed with some interesting materials. It is something special, but how special is uncertain}}'}, + {name:'Magical-Shortbow',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Shortbow,ranged,2H,Bow]{{}}WeapData=[st:Shortbow,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Shortbow^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}%{MI-DB|Shortbow}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Magical Bow}}{{Weapon=2-handed ^^weaponMagic#2^^ ranged bow}}{{To-Hit=^^weaponMagic#1^^ + dex bonus}}{{desc=This is an exceptional shortbow. The wood is highly polished and covered in inked runes, the string taut and gleams and sparkles, but is there anything odd about it?}}'}, + {name:'Magical-Sling',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Sling,Ranged,1H,Slings,Sling],[Sling,Ranged,2H,Slings,Sling]{{}}WeapData=[st:Sling,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Sling^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^],[w:Sling^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}%{MI-DB|Sling}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Ranged Weapon}}{{Weapon=1- or 2-handed ^^weaponMagic#2^^ ranged sling}}{{To-hit=^^weaponMagic#0^^ + Dex bonus}}{{desc=A fine sling, made of some magical beast\'s skin - though does which beast matter? Can be either 1-handed or 2-handed. However, 1-handed is slightly slower to load and fire and requires more coordination, and thus can only get 1 shot per round. 2-handed gets 2 shots per round}}'}, + {name:'Magical-Spear',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[spear,melee,1H,spears,spear],[spear,melee,2H,spears,spear],[spear,ranged,1H,throwing-spears,spear]{{}}WeapData=[st:Spear, query:weaponMagic, +:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Spear^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Spear 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Spear^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Spear^^weaponMagic#0^^, +:^^weaponMagic#1^^],[w:Spear 2H^^weaponMagic#0^^, +:^^weaponMagic#1^^,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear^^weaponMagic#0^^, +:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Spear}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=1- or 2-handed melee or thrown ^^weaponMagic#2^^ spear}}{{To-Hit=^^weaponMagic#0^^ + str \\amp dex bonuses}}{{Damage=^^weaponMagic#0^^ 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=^^weaponMagic#0^^ vs SM:1d6, l:1d8, + str bonus}}{{desc=This is an exceptional spear. The point looks sharp and it is well balanced, but you can\'t decipher the runes enscribed on its shaft.}}'}, + {name:'Magical-Stone',type:'innate-ranged',ct:'1',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Magical Stone (spell)}}{{subtitle=Thrown or slung ammo}}{{Speed=[[1]] if thrown\nor as per sling}}{{Size=Tiny}}{{Weapon=1-handed ranged stone, usable as sling ammo}}Specs=[Magical Stone,Innate-Ranged,1H,Magical Stone]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Magical Stone,sb:0,db:1,+:0,n:3,ch:20,cm:1,sz:T,ty:B,sp:1,rc:recharging]{{Ammo=+0, no bonuses, but acts as if +1 ammo}}AmmoData=[w:Magical Stone,st:Magical Stone,+:0,SM:1d4,L:1d4],[w:Magical Stone vs Undead,st:Magical Stone,+:0,SM:2d4,L:2d4],[w:Magical Sling Stone,st:Sling,+:0,SM:1d4,L:1d4],[w:Magical Sling Stone vs Undead,st:Sling,+:0,SM:2d4,L:2d4]{{Range=30yds or as sling stone}}RangeData=[t:Magical Stone,+:0,r:9],[t:Magical Stone vs Undead,+:0,r:30],[t:sling,+:0,r:2/3/6/12]{{desc=A magically endowed stone made magical by the *Magical Stone* spell, which is +0, but hits creatures that need at least a +1 weapon. Can be thrown with range 30yds, or used as ammo for a sling.}}'}, + {name:'Magical-Trident',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident]{{}}WeapData=[st:Trident,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Trident^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Trident 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Trident^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Trident^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Trident 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Trident^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Trident}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=1 or 2-handed ^^weaponMagic#2^^ melee or thrown spear}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Damage=^^weaponMagic#0^^, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d6+1, L:3d4, + Str bonus}}{{desc=This trident is of good quality, but the runes on its staff are somewhat odd.}}'}, + {name:'Magical-Warhammer',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs,Warhammer]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Warhammer^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Warhammer^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Warhammer^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Warhammer^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Warhammer}{{subtitle=^^weaponMagic#2^^ Hammer/Club}}{{Weapon=1-handed ^^weaponMagic#2^^ melee or thrown club}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonus}}{{Damage=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4+1, L:1d4, + Str bonus}}{{desc=This is a special warhammer. The head solid and gleams with inner energy. However, the runes on the head face are unfamiliar.}}'}, + {name:'Magical-Weapon-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'{{}}Specs=[Weapon Info,Format,0H,Format,Weapon-Info]{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what magical adjustments are desired of those available. If Auto-Hide config is set, this weapon will also automatically hide as a standard weapon of its type when added to a container and by default will reveal manually.}}'}, + {name:'Main-Gauche',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Main-Gauche}}{{subtitle=Large Dagger}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee short-bladed}}Specs=[Main-Gauche,Melee,1H,Short-blade]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Main-Gauche,sb:1,+:0,n:2,ch:20,cm:1,sz:S,ty:SP,r:5,sp:2,rc:uncharged,msg:If proficient add +1 benefit on Disarm \\amp Parry maneuvers]{{Attacks=2 per round, + specialisation \\amp level, mainly Piercing (can do Slashing)}}{{Damage=+0, vs. SM:1d4, L:1d3, + Str Bonus}}DmgData=[w:Main-Gauche,sb:1,+:0,SM:1d4,L:1d3]{{desc=A large-bladed dagger with a basket hilt (see the description of a Cutlass) and large quillions. Though it is a stabbing weapon, it\'s primarily a defensive weapon wielded in the left-hand in two-weapon technique (or two-weapon style specialization).\nWhen used by someone with Main-gauche weapon proficiency, the weapon confers a +1 bonus to attack rolls with the Disarm and Parry maneuvers. Because of its cutlass-like basket hilt, the main-gauche, too, works like an iron gauntlet if the wielder wishes to punch someone with the hilt rather than slash with the blade.}}'}, + {name:'Mancatcher',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Mancatcher}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed melee polearm}}Specs=[Mancatcher,Melee,1H,Polearm]{{To-hit=+0 + *Dex* bonus}}ToHitData=[w:Mancatcher,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:N,r:10,sp:7]{{Attacks=1 per round, automatic once caught}}{{Damage=+0, vs SM:1d2, L:1d2, automatic each round, no other bonuses}}DmgData=[w:Mancatcher,sb:1,+:0,SM:1d2,L:1d2]{{desc=This item is a highly specialized type of polearm designed to capture without killing a victim. It consists of a long pole with a spring-loaded set of sharpened jaws at the end. The victim is caught between the arms, which then snap shut. The mancatcher is effective only on man-sized creatures. The target is always treated as AC 10, modified for Dexterity. If a hit is scored, the character is caught. The caught victim loses all shield and Dexterity bonuses and can be pushed and pulled about. This causes an automatic 1d2 points of damage per round and gives a 25% chance of pulling the victim to the ground. The victim can escape on a successful bend bars/lift gates roll, although this results in 1d2 points more damage. A common tactic is to use the weapon to pull horsemen off their mounts, then pin them to the ground.}}'}, + {name:'Medium-Horse-Lance',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Medium Horse Lance}}{{subtitle=Lance}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed mounted melee lance}}Specs=[Lance,Melee,1H,Lances]{{To-hit=+0 + Str bonus when mounted}}ToHitData=[w:Medium Horse Lance,sb:1,+:0,ara:0|1|1|1|1|0|0|0|0,n:1,ch:20,cm:1,sz:L,ty:P,r:10,sp:7]{{Attacks=1 per round + level \\amp specialisation (when mounted), Piercing}}{{Damage=+0, vs SM:1d6+1, L:2d6, + Str bonus when mounted}}DmgData=[w:Medium Horse Lance,sb:1,+:0,SM:1+1d6,L:2d6]{{desc=This is a normal lance for use with a medium war horse. The point is well hardened and the shaft in good condition, but nothing special.}}'}, + {name:'Military-Fork',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Military fork}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[military fork,melee,2H,polearm]{{To-Hit=+0 + str bonus}}ToHitData=[w:Military Fork,sb:1,+:0,ara:-2|-2|-1|0|0|1|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:8-10,sp:7]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d8, l:2d4, + str bonus}}DmgData=[w:Military Fork,sb:1,+:0,SM:1d8,L:2d4]{{desc=This is a normal military fork, a type of polearm. The points are sharp and keen, but nothing special. **Inflicts double damage against charging creatures of large or greater size.**\nThis is one of the simplest modifications of a peasant\'s tool since it is little more than a pitchfork fixed to a longer shaft. With tines strengthened and straightened, the military fork serves well. The need for cutting and cleaving eventually often results in combining the fork with other weapons.}}'}, + {name:'Mongol-Horse-Bow',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Mongol Horse Bow}}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ranged bow}}Specs=[Shortbow,Ranged,2H,Bow]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Mongol Horse Bow,sb:1,db:1,+:0,ara:-5|-4|-1|0|0|1|2|2|2,n:2,ch:20,cm:1,sz:M,ty:P,sp:7]{{Attacks=2 per round, no increases, Piercing}}{{desc=Very similar to a shortbow, the Mongol Horse Bow is designed to work really well from the back of a horse, but works identically to a shortbow at all times.}}'}, + {name:'Morningstar',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Morningstar}}Specs=[morningstar,melee,1H,clubs],[morningstar,melee,2H,clubs]{{}}ToHitData=[w:Morningstar,sb:1,+:0,ara:0|1|1|1|1|1|1|2|2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Morningstar,sb:1,+:0,SM:2d4,L:1+1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Mace/Club}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=1-handed melee club}}{{To-Hit=+0 + str bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d4, L:1d6+1, + str bonus}}{{Looks Like=The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.}}{{desc=This is a good morningstar. The metl bit has sharp spikes, but otherwise it is an ordinary weapon.}}'}, + {name:'Morningstar+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}ToHitData=[w:Morning Star+1,+:1]{{}}DmgData=[w:Morning Star+1,+:1]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[1]] magical weapon at all times.}}'}, + {name:'Morningstar+2',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}ToHitData=[w:Morning Star+2,+:2]{{}}DmgData=[w:Morning Star+2,+:2]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[2]] magical weapon at all times.}}'}, + {name:'Morningstar+3',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}ToHitData=[w:Morning Star+3,+:3]{{}}DmgData=[w:Morning Star+3,+:3]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[3]] magical weapon at all times.}}'}, + {name:'Morningstar+4',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Morningstar,Melee,1H,Clubs,Morningstar],[Morningstar,Melee,2H,Clubs,Morningstar]{{}}ToHitData=[w:Morning Star+4,+:4]{{}}DmgData=[w:Morning Star+4,+:4]{{}}%{MI-DB|Morningstar}{{subtitle=Magic Weapon}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:2d4, L:1d6+1, + Str bonus}}{{desc=This is a fine magical Morning Star. The iron top has very sharp spikes that seem extra pointy, and is a +[[4]] magical weapon at all times.}}'}, + {name:'Morningstar-Cursed',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed}}{{name=^^weaponCurse#0^^}}Specs=[Morningstar,Melee,1H,Clubs,Cursed-Morningstar],[Morningstar,Melee,2H,Clubs,Cursed-Morningstar]{{}}%{MI-DB|Cursed-Morningstar}'}, + {name:'Naginata',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Naginata}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Naginata,Melee,2H,Polearm]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Naginata,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Piercing}}{{Damage=+0, vs. SM:1d8, L:1d10, + Str Bonus}}DmgData=[w:Naginata,sb:1,+:0,SM:1d8,L:1d10]{{desc=This is a polearm, a 6\' to 8\' shaft with a curved, sword-like blade at the end. It\'s the favored weapon of the female fighters of the orient, but they are not limited to it, nor is it limited to them.\nNaginata proficiency is related to all other polearms. Weapon specialization confersthe usual benefits.\nNaginatas are readily available in oriental ports, and such weapons are readily exported, if the DM says there is a market for them.}}'}, + {name:'Net',type:'ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Net}}{{subtitle=Net}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=1-handed ranged net}}Specs=[folded net,ranged,1H,nets],[unfolded net,ranged,1H,nets]{{To-Hit=+0 + dex bonus}}ToHitData=[w:Folded Net,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:spb,sp:10,qty:1,msg:A folded net will unfold on first use. The unfolded net has a -3 penalty to hit. To refold use *Change Weapon* to re-equip],[w:Unfolded Net,sb:0,db:1,+:-3,n:1,ch:20,cm:1,sz:L,ty:spb,sp:10,qty:1,msg:An unfolded net has a -3 penalty to hit which has already been taken into account. To refold use *Change Weapon* to re-equip]{{Attacks=1 per round, no damage but entangling. Unfolds on first use, making -3 to-hit}}AmmoData=[w:Folded Net,t:Folded Net,sb:0,+:0,SM:0,L:0,ru:3,msg:Press \\lbrak;Entangled\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_id}\\vbar;Netted\\vbar;99\\vbar;-1\\vbar;^^tname^^ has successfully netted \\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_name}\\vbar;fishing-net\\rpar; if a successful hit is made and select the victim],[w:Unfolded Net,t:Unfolded Net,sb:0,+:0,SM:0,L:0,ru:1,qty:=0,msg:Press \\lbrak;Entangled\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_id}\\vbar;Netted\\vbar;99\\vbar;-1\\vbar;^^tname^^ has successfully netted \\amp#64;{target\\vbar;Who\'s been netted?\\vbar;token_name}\\vbar;fishing-net\\rpar; if a successful hit is made and select the victim]{{Range=S:10, M:20, L:30}}RangeData=[st:nets,r:1/2/3],[st:nets,r:1/2/3]{{desc=This is a normal net. The rope is strong, but nothing special.}}'}, + {name:'Nunchaku',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Nunchaku}}{{subtitle=Samuri Weapon}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee nunchaku}}Specs=[Nunchaku,Melee,1H,Nunchaku]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Nunchaku,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:3,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Bludgeoning}}{{Damage=+0, vs. SM:1d6, L:1d6, + Str Bonus}}DmgData=[w:Nunchaku,sb:1,+:0,SM:1d6,L:1d6]{{desc=The nunchaku consists of two lengths of hard wood connected by a short length of chain or rope.\nMasters of the weapon often have weapon specialization in nunchaku and Style Specialization in Two-Weapons Style, giving them the ability to fight effectively with nunchaku in either hand. The only way to acquire this proficiency is to study with someone who already has the proficiency, and to have a proficiency slot available to spend on nunchaku.\nNunchaku are readily available in oriental ports, and such weapons are exported; western collectors are quite enthusiastic about them, even if these collectors usually cannot use them.}}'}, + {name:'Partisan',type:'melee',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Partisan}}{{subtitle=Polearm}}{{Speed=[[9]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[partisan,melee,2H,polearm]{{To-Hit=+0 + str bonus}}ToHitData=[w:Partisan,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:10-14,sp:9]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d6, L:1d6+1, + str bonus}}DmgData=[w:Partisan,sb:1,+:0,SM:1d6,L:1+1d6]{{desc=This is a normal partisan, a type of polearm. The point is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**\nShorter than the awl pike but longer than the spear, the partisan is a broad spear-head mounted on an eight-foot-long shaft. Two smaller blades project out from the base of the main blade, just to increase damage and trap weapons. Since it is a thrusting weapon, it can be used in closely packed formations.}}'}, + {name:'Punch-Wrestle',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Punch or Wrestle}}{{subtitle=Innate Action}}{{Speed=[[0]]}}{{Size=None}}{{Weapon=1- or 2-handed melee innate ability}}Specs=[Innate,Melee,1H,Innate],[Innate,Melee,2H,Innate]{{To-hit=+0 + Str bonus}}ToHitData=[w:Punch-Wrestle,sb:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,r:5,sp:0],[w:Punch-Wrestle,sb:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,r:5,sp:0]{{Attacks=1 per round + level}}{{Damage=None}}DmgData=[w:Punch-Wrestle,sb:0,+:0,SM:0,L:0],[w:Punch-Wrestle,sb:0,+:0,SM:0,L:0]{{desc=Punching or Wrestling with bare hands or other limb not containing a weapon. All classes and characters have some proficiency in this form of attack.}}'}, + {name:'Quarterstaff',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Quarterstaff}}Specs=[Quarterstaff,Melee,2H,Staff]{{}}ToHitData=[w:Quarterstaff,sb:1,+:0,ara:-7|-5|-3|-1|0|0|1|1|1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4]{{}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Staff}}{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d6, L:1d6, + Str bonus}}{{Looks Like=The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The quarterstaff must be wielded with both hands.}}{{desc=A good, hardwood quarterstaff that is well balanced but nothing out of the ordinary}}'}, + {name:'Quarterstaff+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}ToHitData=[w:Quarterstaff,+:1,]{{}}DmgData=[w:Quarterstaff,+:1]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[1]] weapon at all times}}'}, + {name:'Quarterstaff+2',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}ToHitData=[w:Quarterstaff,+:2]{{}}DmgData=[w:Quarterstaff,+:2]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[2]] weapon at all times}}'}, + {name:'Quarterstaff+3',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}ToHitData=[w:Quarterstaff,+:3]{{}}DmgData=[w:Quarterstaff,+:3]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[3]] weapon at all times}}'}, + {name:'Quarterstaff+4',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}ToHitData=[w:Quarterstaff,+:4]{{}}DmgData=[w:Quarterstaff,+:4]{{}}%{MI-DB|Quarterstaff}{{subtitle=Magical Staff}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d6, L:1d6, + Str bonus}}{{desc=An excellent hardwood quarterstaff that is exceptionally well balanced and has a slight warm shine to the wood. A +[[4]] weapon at all times}}'}, + {name:'Quarterstaff-Cursed',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Quarterstaff,Melee,2H,Staff,Cursed-Quarterstaff]{{}}%{MI-DB|Cursed-Quarterstaff}'}, + {name:'Ranseur',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ranseur}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Ranseur,Melee,2H,Polearm],[Ranseur,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Ranseur,sb:1,+:0,ara:-2|-1|-1|0|0|0|0|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:10-14,sp:8],[w:Ranseur set vs charge,sb:1,+:0,ara:-2|-1|-1|0|0|0|0|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:10-14,sp:8]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:2d4, L:2d4, if set vs charge SM:4d4, L:4d4, + Str bonus}}DmgData=[w:Ranseur,sb:1,+:0,SM:2d4,L:2d4],[w:Ranseur vs charge,sb:1,+:0,SM:4d4,L:4d4]{{desc=This is a normal Ranseurn, a type of Polearm. The point is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**\nVery much like the partisan, the Ranseur differs in that the main blade is thinner and the projecting blades extended more like tines of a fork. These can trap a weapon and sometimes punch through armor.}}'}, + {name:'Rapier',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Rapier}}{{subtitle=Sword}}{{Speed=[[2]]}}{{Size=Medium}}{{Weapon=1-handed melee fencing-blade}}Specs=[Rapier,Melee,1H,Fencing-blade]{{To-hit=+0 no bonuses}}ToHitData=[w:Rapier,sb:0,+:0,n:2,ch:20,cm:1,sz:M,ty:P,r:5,sp:2,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:0,+:0,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:2]{{Attacks=2 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d4+2, L:1d4, no bonuses}}DmgData=[w:Rapier,sb:0,+:0,SM:2+1d4,L:1d4],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{desc=This is a normal fencing sword. The blade is sharp but is otherwise unremarkable.}}'}, + {name:'Rapier-for-Thieves',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Thieves Rapier}}{{subtitle=Sword}}{{Speed=[[2]]}}{{Size=Medium}}{{Weapon=1-handed melee fencing-blade}}Specs=[Thieves-Rapier,Melee,1H,Fencing-blade]{{To-hit=+1 + Str bonus}}ToHitData=[w:Rapier,sb:1,+:1,n:2,ch:20,cm:1,sz:M,ty:P,r:5,sp:2]{{Attacks=2 per round + level, Piercing}}{{Damage=+1, vs SM:1d4+2, L:1d4, + Str bonus}}DmgData=[w:Rapier,sb:1,+:1,SM:2+1d4,L:1d4]{{desc=This is a normal fencing sword, but extra-effective in the hands of a thief. The blade is sharp but is otherwise unremarkable.}}'}, + {name:'Sabre',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sabre}}Specs=[Sabre,Melee,1H,Fencing-blade],[Sabre,Melee,1H,Fencing-blade]{{}}ToHitData=[w:Sabre,sb:0,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:2,ch:20,cm:1,sz:M,ty:S,r:5,sp:4,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{}}DmgData=[w:Sabre,sb:0,+:0,SM:1+1d6,L:1+1d8],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee fencing-blade}}{{To-hit=+0 no bonuses}}{{Attacks=1 per round + level \\amp specialisation, Slashing \\amp Bludgeoning}}{{Damage=+0, vs SM:1d6+1, L:1d8+1, or punch vs. + str bonus}}{{Looks Like=The sabre is a light slashing weapon. Its practitioners commonly use only sabre, and often take Single-Weapon Style Specialization and Sabre Weapon Specialization. They are very deadly with their blades and may be inordinately proud of the facial scars they accumulate (and deal out).\nSabre requires its own proficiency, which is related to rapier proficiency. Sabres, like cutlasses and main-gauches, are made with a basket hilt. This confers the normal basket-hilt benefits: +1 to attack rolls with Parry maneuver, and the iron-gauntlet benefit for Punching.}}{{desc=This is a normal Sabre, made with a steel blade sharpened to a sharp edge. Otherwise it is nothing special}}'}, + {name:'Sabre-Magical',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Sabre,Melee,1H,Fencing-blade,Magical-Sabre],[Sabre,Melee,1H,Fencing-blade,Magical-Sabre]{{}}%{MI-DB|Magical-Sabre}'}, + {name:'Sai',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sai}}{{subtitle=Bludgeoning Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee bludgeoning weapon}}Specs=[Sai,Melee,1H,Sai]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Sai,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:2,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+0 + Str Bonus, vs SM:1d4, L:1d2}}DmgData=[w:Sai,sb:1,+:0,SM:1d4,L:1d2]{{desc=This is a short, defensive weapon, consisting of a metal bar with a hilt, and oversized upward-curving quillions. When used by someone with proficiency in the weapon, sai confer a +1 to attack rolls bonus when using the Pin and Disarm maneuvers. Many warriors proficient in the sai take Style Specialization in Two-Weapon technique and utilize twin sai in combat.\nThe normal sai is only a Bludgeoning-damage weapon. However, certain warriors prefer for it to be a sharp stabbing weapon, so the damage may be Piercing instead. A sai may only have one type of damage, not both. This type is for bludgeoning.\nSai are readily available in oriental ports, and are exported.}}'}, + {name:'Sai-Piercing',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Piercing Sai}}{{subtitle=Piercing Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee piercing weapon}}Specs=[Sai,Melee,1H,Sai]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Piercing Sai,sb:1,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:5,sp:2,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Piercing}}{{Damage=+0 + Str Bonus, vs SM:1d4, L:1d2}}DmgData=[w:Sai,sb:1,+:0,SM:1d4,L:1d2]{{desc=This is a short, defensive weapon, consisting of a metal bar with a hilt, and oversized upward-curving quillions, and in this case sharpened at the tip. When used by someone with proficiency in the weapon, sai confer a +1 to attack rolls bonus when using the Pin and Disarm maneuvers. Many warriors proficient in the sai take Style Specialization in Two-Weapon technique and utilize twin sai in combat.\nThe normal sai is only a Bludgeoning-damage weapon. However, certain warriors prefer for it to be a sharp stabbing weapon, so the damage may be Piercing instead. A sai may only have one type of damage, not both. This type is for Piercing.\nSai are readily available in oriental ports, and are exported.}}'}, + {name:'Scimitar',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Scimitar}}Specs=[Scimitar,Melee,1H,Long-blade],[Scimitar,Melee,1H,Long-blade]{{}}ToHitData=[w:Scimitar,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5]{{}}DmgData=[w:Scimitar,sb:1,+:0,SM:1d8,L:1d8],[w:Hilt Punch,sb:1,+:0,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d8, L:1d8, + Str bonus}}{{Looks Like=A light slashing edged weapon made with a basket hilt.}}{{hide1=Scimitar requires its own proficiency, which is related to rapier proficiency. Scimitars, like sabres, cutlasses and main-gauches, are made with a basket hilt. This confers the normal basket-hilt benefits: +1 to attack rolls with Parry maneuver, and the iron-gauntlet benefit for Punching.}}{{desc=This is a normal sword. The blade is sharp but is otherwise unremarkable.}}'}, + {name:'Scimitar+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar+1,+:1],[w:Hilt Punch+1,+:1]{{}}DmgData=[w:Scimitar+1,+:1],[w:Hilt Punch+1,+:1]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[1]] magical weapon at all times.}}'}, + {name:'Scimitar+2',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar+2,+:2],[w:Hilt Punch+2,+:2]{{}}DmgData=[w:Scimitar+2,+:2],[w:Hilt Punch+2,+:2]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[2]] magical weapon at all times.}}'}, + {name:'Scimitar+3',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar+3,+:3],[w:Hilt Punch+3,+:3]{{}}DmgData=[w:Scimitar+3,+:3],[w:Hilt Punch+3,+:3]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[3]] magical weapon at all times.}}'}, + {name:'Scimitar+4',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar+4,+:4],[w:Hilt Punch+4,+:4]{{}}DmgData=[w:Scimitar+4,+:4],[w:Hilt Punch+4,+:4]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d8, L:1d8, + Str bonus}}{{desc=This is a normal magical sword. The blade is very sharp and shimmers with a silvery hue, and is a +[[4]] magical weapon at all times.}}'}, + {name:'Scimitar-Cursed',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Scimitar,Melee,1H,Long-blade,Cursed-Scimitar],[Scimitar,Melee,1H,Long-blade,Cursed-Scimitar]{{}}%{MI-DB|Cursed-Scimitar}'}, + {name:'Scourge',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Scourge}}{{subtitle=Whip}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed melee whip}}Specs=[Scourge,Melee,1H,Whips]{{To-hit=+0 + Str bonus}}ToHitData=[w:Scourge,sb:1,+:0,ara:-3|-2|-2|-1|0|0|1|1|3,n:1,ch:20,cm:1,sz:S,ty:N,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d4, L:1d2, + Str bonus}}DmgData=[w:Scourge,sb:1,+:0,SM:1d4,L:1d2]{{desc=A standard Scourge of good quality, but nothing special.\nThis wicked weapon is a short whip with several thongs or tails. Each thong is studded with metal barbs, resulting in a terrible lash. It is sometimes used as an instrument of execution.}}'}, + {name:'Shillelagh',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Shillelagh}}{{subtitle=Magical Bludgeoning Weapon}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee club}}Specs=[Club,Melee,1H,Clubs]{{To-hit=+1 + Str Bonus}}ToHitData=[w:Shillelagh,sb:1,+:1,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,rc:uncharged]{{Attacks=1 per round + specialisation \\amp level, Bludgeoning}}{{Damage=+1 + Str Bonus, vs SM:2d4, L:1+1d4}}DmgData=[w:Club,sb:1,+:1,SM:2d4,L:1+1d4]{{desc=This is a good club improved with the Level 1 Priest spell, Shillelagh. The wood is hard and heavy, and gleams with a magical aura.}}'}, + {name:'Shortbow',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Shortbow}}Specs=[Shortbow,ranged,2H,Bow]{{}}WeapData=[st:Shortbow]{{}}ToHitData=[w:Shortbow,sb:0,db:1,+:0,ara:-5|-4|-1|0|0|1|2|2|2,n:2,ch:20,cm:1,sz:M,ty:P,sp:7]{{}}%{MI-DB|Weapon-Info}{{subtitle=Bow}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=2-handed ranged bow}}{{To-Hit=+0 + dex bonus}}{{Attacks=2 per round, no increases, Piercing}}{{Looks Like=A bow with staves about 5 1/2 ft long}}{{hide1=Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 1/2 feet long on the average.}}{{desc=This is a normal shortbow. The wood is polished, the string taut, but nothing special.}}'}, + {name:'Shortbow-Magical',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Shortbow,ranged,2H,Bow]{{}}%{MI-DB|Magical-Shortbow}'}, + {name:'Shortsword',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Shortsword}}Specs=[short-sword,melee,1H,short-blade]{{}}ToHitData=[w:Shortsword,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3,ara:-3|-2|-1|0|0|0|1|0|2]{{}}DmgData=[w:Shortsword,sb:1,+:0,SM:1d6,L:1d8]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}{{To-Hit=+0 + str bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d6, L:1d8, + str bonus}}{{Looks Like=Appears as a dagger with a blade so long that it can no longer be called a dagger.}}{{hide1=The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting. Short swords are fitted with a handle that can accommodate only one hand.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'}, + {name:'Shortsword+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}ToHitData=[w:Shortsword+1,+:1]{{}}DmgData=[w:Shortsword+1,+:1]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}}'}, + {name:'Shortsword+2',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}ToHitData=[w:Shortsword+2,+:2]{{}}DmgData=[w:Shortsword+2,+:2]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[2]] magical weapon at all times.}}'}, + {name:'Shortsword+3',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}ToHitData=[w:Shortsword+3,+:3]{{}}DmgData=[w:Shortsword+3,+:3]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[3]] magical weapon at all times.}}'}, + {name:'Shortsword+4',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}ToHitData=[w:Shortsword+4,+:4]{{}}DmgData=[w:Shortsword+4,+:4]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d6, L:1d8, + Str Bonus}}{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[4]] magical weapon at all times.}}'}, + {name:'Shortsword-Cursed',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{}}%{MI-DB|Cursed-Shortsword}'}, + {name:'Shuriken',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Shuriken}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged shuriken}}Specs=[Shuriken,Ranged,1H,Shuriken]{{To-hit=+0, + Str \\amp Dex bonuses}}ToHitData=[w:Shuriken,sb:1,db:1,+:0,n:2,ch:20,cm:1,sz:T,ty:P,sp:2,rc:uncharged]{{Attacks=2 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d4, L:1d4 + Str Bonus}}AmmoData=[w:Shuriken,t:Shuriken,st:Shuriken,sb:1,+:0,SM:1d4,L:1d4,]{{Range=S:20, M:40, L:60}}RangeData=[t:Shuriken,+:0,r:2/4/6]{{desc=Shuriken, often called throwing stars, are small thrown weapons. They do as much damage as a thrown dagger, and are considerably more concealable. Ornamental shuriken can often be worn as jewelry and not recognized as weapons, and a pocketful of shuriken weigh no more than many other single weapons.\nShuriken are available in oriental ports, but most occidental collectors don\'t know how to use them.}}'}, + {name:'Sickle',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sickle}}{{subtitle=Short Blade}}{{Speed=[[5]]}}{{Size=Small}}{{Weapon=1-handed melee short-blade}}Specs=[Sickle,Melee,1H,Short-blade]{{To-hit=+0 + Str bonus}}ToHitData=[w:Sickle,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d4+1, L:1d4}}DmgData=[w:Sickle,sb:1,+:0,SM:1+1d4,L:1d4]{{desc=This is a normal Sickle. The blade is sharp and keen, but nothing special.}}'}, + {name:'Sling',type:'ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sling}}Specs=[Sling,Ranged,1H,Slings],[Sling,Ranged,2H,Slings]{{}}WeapData=[st:Sling]{{}}ToHitData=[w:Sling,sb:0,db:1,+:0,ara:-2|-2|-1|0|0|0|2|1|3,n:1,ch:20,cm:1,sz:S,ty:B,sp:7,r:Varies by ammo],[w:Sling,sb:0,db:1,+:0,ara:-2|-2|-1|0|0|0|2|1|3,n:2,ch:20,cm:1,sz:S,ty:B,sp:6,r:Varies by ammo]{{}}%{MI-DB|Weapon-Info}{{subtitle=Ranged Weapon}}{{Speed=2H [[6]]/1H [[7]]}}{{Size=Small}}{{Weapon=1- or 2-handed ranged sling}}{{To-hit=+0 + Dex bonus}}{{Attacks=1-handed=1/round, 2-handed=2/round, Bludgeoning}}{{Looks Like=The basic sling consists of a leather or fabric strap with a pouch for holding the missile. A sling\'s projectile is capable of producing severe bruising or even broken bones against a man or his mount. Against armor, however, the sling loses most of its effectiveness.}}{{desc=A sling, made of supple leather. Can be either 1-handed or 2-handed. However, 1-handed is slightly slower to load and fire and requires more coordination, and thus can only get 1 shot per round. 2-handed gets 2 shots per round}}'}, + {name:'Sling-Magical',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Sling,Ranged,1H,Slings,Magical-Sling],[Sling,Ranged,2H,Slings,Magical-Sling]{{}}%{MI-DB|Magical-Sling}'}, + {name:'Spear',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Spear}}Specs=[spear,melee,1H,spears],[spear,melee,2H,spears],[spear,ranged,1H,throwing-spears]{{}}WeapData=[st:Spear]{{}}ToHitData=[w:Spear,sb:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6],[w:Spear 2H,sb:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6],[w:Spear,sb:1,db:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,sp:6]{{}}DmgData=[w:Spear,sb:1,+:0,SM:1d6,L:1d8],[w:Spear 2H,sb:1,+:0,SM:1+1d8,L:2d6,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear,t:spear,st:spear,sb:1,+:0,SM:1d6,L:1d8]{{}}RangeData=[t:spear,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Spear}}{{Speed=[[6]]}}{{Size=Medium}}{{Weapon=1- or 2-handed melee or thrown spear}}{{To-Hit=+0 + str \\amp dex bonuses}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=+0, vs SM:1d6, l:1d8, + str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A spear shaft about 5 to 8ft long}}{{hide1=Spear shafts are usually made from yew or ash, since these woods are both flexible and strong, with a metal tip. The shafts range five to eight feet in length (ten or more feet are Long Spears). In melee, spears may be used either one or two handed, with more damage inflicted if used in the latter mode.}}{{desc=This is a normal spear. The point is sharp and it is well balanced, but nothing special.}}'}, + {name:'Spear-Long',type:'melee|ranged',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[long spear,melee,2H,spears,spear],[long spear,ranged,1H,throwing-spears,spear]{{}}ToHitData=[w:Long Spear 2H,sz:L,r:10,sp:8],[w:Long Spear,sz:L,sp:8]{{}}DmgData=[w:Long Spear 2H,SM:2d6,L:3d6,msg:Used 2-handed this weapon does double damage when set against charge],[]{{}}AmmoData=[w:Long Spear,t:long spear,st:long spear,sb:1,+:0,SM:1d8,L:1d8]{{}}RangeData=[t:long spear,+:0,r:1/2/3]{{}}%{MI-DB|Spear}{{title=Long Spear}}{{subtitle=Spear}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee or thrown spear}}{{Damage=+0, vs SM:2d6, L:3d6, + str bonus}}{{Ammo=+0, vs SM:1d8, l:1d8, + str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=Spear shafts are usually made from yew or ash, since these woods are both flexible and strong, with a metal tip. The shafts range ten to twelve feet in length. In melee, long spears may be used only two handed, with more damage inflicted if set against charge.}}{{desc=This is a normal spear, but longer than normal. The point is sharp and it is well balanced, but nothing special.}}'}, + {name:'Spear-Long-Magical',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[spear,melee,2H,spears,spear-long],[spear,ranged,1H,throwing-spears,spear-long]{{}}WeapData=[st:Spear, query:weaponMagic, +:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Spear 2H^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Spear^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Spear 2H^^weaponMagic#0^^, +:^^weaponMagic#1^^,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear^^weaponMagic#0^^, +:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Spear-Long}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}}{{Weapon=2-handed melee or thrown ^^weaponMagic#2^^ spear}}{{To-Hit=^^weaponMagic#0^^ + str \\amp dex bonuses}}{{Damage=^^weaponMagic#0^^ 2-handed vs. vs SM:2d6, L:3d6, + str bonus}}{{Ammo=^^weaponMagic#0^^ vs SM:1d8, L:1d8, + str bonus}}{{desc=This is an exceptional spear. The point looks sharp and it is well balanced, but you can\'t decipher the runes enscribed on its shaft.}}'}, + {name:'Spear-Magical',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[spear,melee,1H,spears,magical-spear],[spear,melee,2H,spears,magical-spear],[spear,ranged,1H,throwing-spears,magical-spear]{{}}%{MI-DB|Magical-Spear}'}, + {name:'Spear-Stone',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[stone spear,melee,1H,spears,spear],[stone spear,melee,2H,spears,spear],[stone spear,ranged,1H,throwing-spears,spear]{{}}ToHitData=[w:Stone Spear],[w:Stone Spear 2H],[w:Stone Spear]{{}}DmgData=[w:Stone Spear,SM:1d4,L:1d6,msg:Shatters 1 time in 6],[w:Stone Spear 2H,SM:1d6,L:2d4,msg:Shatters 1 time in 6],[]{{}}AmmoData=[w:Stone Spear,SM:1d4,L:1d6,msg:Shatters 1 time in 6]{{}}RangeData=[t:spear,+:0,r:1/2/3]{{}}%{MI-DB|Spear}{{title=Stone Spear}}{{Damage=+0, 1-handed vs SM:1d4, L:1d6, 2-handed vs SM:1d6, L:2d4, + str bonus}}{{Ammo=+0, vs SM:1d4, l:1d6, + str bonus}}{{desc=This is a normal spear, but made of stone which is fragile and shatters 1 time in 6. The point is sharp and it is well balanced, but nothing special.}}'}, + {name:'Spetum',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Spetum}}{{subtitle=Polearm}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Spetum,Melee,2H,Polearm],[Spetum,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Spetum,sb:1,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:20,cm:1,sz:L,ty:P,r:8-10,sp:8],[w:Spetum set vs charge,sb:1,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:20,cm:1,sz:L,ty:P,r:8-10,sp:8]((Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d6+1, L:2d6, if set vs charge SM:2d6+2, L:4d6, + Str bonus}}DmgData=[w:Spetum,sb:1,+:0,SM:1+1d6,L:2d6],[w:Spetum vs charge,sb:1,+:0,SM:2+2d6,L:4d6]{{desc=This is a normal Spetum, a type of Polearm. The point is sharp and keen, but nothing special. **Inflicts double damage when set firmly vs. charge.**\nThe spetum is a modification of the normal spear. The shaft increases to eight to ten feet and side blades are added. Some have blades that angle back, increasing the damage when pulling the weapon out of a wound. These blades can also trap and block weapons or catch and hold an opponent.}}'}, + {name:'Staff-Sling',type:'ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Staff-Sling}}{{subtitle=Ranged Weapon}}{{Speed=[[11]]}}{{Size=Medium}}{{Weapon=2-handed ranged sling}}Specs=[Staff-Sling,Ranged,2H,Slings]{{To-hit=+0 no bonuses}}ToHitData=[w:Staff-Sling,sb:0,+:0,ara:-2|-2|-1|0|0|0|2|1|3,n:2,ch:20,cm:1,sz:S,ty:B,r:+2/+3/+4,sp:6]{{Attacks=2 per round + level \\amp specialisation, Bludgeoning}}{{desc=A staff sling, made of supple leather and a sturdy pole. Ideal for slinging balls for dogs to fetch...}}'}, + {name:'Stiletto',type:'melee|ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Stiletto}}{{subtitle=Knife}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee fencing-blade, short-blade or throwing-blade}}Specs=[Stiletto|Knife,Melee,1H,Fencing-blade|Short-blade],[Stiletto|Knife,Ranged,1H,Throwing-blade]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Stiletto,sb:1,+:0,ara:-3|-2|-1|0|0|0|1|0|2,n:2,ch:20,cm:1,sz:S,ty:P,r:3,sp:2,msg:Manually add a +2 bonus to hit when attacking those wearing *Plate Mail* (bronze or normal) *Ring Mail* or *Chain Mail* as its narrow point and blade slip in more readily through any sort of armor that is not solid metal or overlapping plates of metal.],[w:Stiletto,sb:1,db:1,+:0,ara:-3|-2|-1|0|0|0|1|0|2,n:2,ch:20,cm:1,sz:S,ty:P,sp:2,msg:Manually add a +2 bonus to hit when attacking those wearing *Plate Mail* (bronze or normal) *Ring Mail* or *Chain Mail* as its narrow point and blade slip in more readily through any sort of armor that is not solid metal or overlapping plates of metal.]{{Attacks=2 per round + level \\amp specialisation, Slashing \\amp Piercing}}{{Damage=+0, vs SM: 1d3, L:1d2, + Str bonus}}DmgData=[w:Stiletto,sb:1,+:0,SM:1d3,L:1d2],[ ]{{Ammo=+0, vs SM:1d3, L:1d2 + Str bonus}}AmmoData=[w:Stiletto,t:Stiletto|Knife,sb:1,+:0,SM:1d3,L:1d2]{{Range=S:10, M:20, L:30}}RangeData=[t:Stiletto|Knife,+:0,r:1/2/3]{{desc=A standard Stiletto, a type of knife, of good quality. Pointedly sharp, but otherwise ordinary.\nConfers a +2 (non-magical) bonus to attack rolls against certain armor types: Plate mail (bronze and normal), ring mail, and chain mail. (This is because its narrow point and blade slip in more readily through any sort of armor that is not solid metal or overlapping plates of metal.)}}'}, + {name:'Stone',type:'ranged',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Stone}}{{subtitle=Stone}}{{Speed=[[1]]}}{{Size=Small}}{{Weapon=1-handed ranged stone}}Specs=[stone,ranged,1H,stones]{{To-Hit=+0 + dex \\amp str bonus}}ToHitData=[w:Stone,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,sp:1]{{Attacks=1 per round, doing 1d8 damage}}AmmoData=[w:Stone,t:Stone,sb:1,+:0,SM:1d8,L:1d8]{{Range=S:10, M:20, L:20}}RangeData=[st:stones,r:1/2/2]{{desc=A normal stone from the ground, weighing approximately 10 to 20 lbs}}'}, + {name:'Strong-Longbow',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Strong }}Specs=[Longbow,Ranged,2H,Bow,Longbow]{{}}ToHitData=[w:Longbow,sb:1]{{}}%{MI-DB|Longbow}{{To-hit=+0, + Str \\amp Dex bonuses}}{{desc=This is a longbow with strong limbs, able to be drawn by a very strong bowyer, incorporating strength bonuses. The wood is polished, the limbs flexible, the string taut, but nothing special.}}'}, + {name:'Strong-Shortbow',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Strong }}Specs=[Shortbow,ranged,2H,bow,Shortbow]{{}}ToHitData=[w:Shortbow,sb:1]{{}}%{MI-DB|Shortbow}{{To-Hit=+0 + dex \\amp str bonus}}{{desc=This is a strong shortbow, made with woods and other materials that make it strong enough to impart the archer\'s strength bonus to the shot. The wood is polished, the string taut, and a desirable object.}}'}, + {name:'Tetsubo',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Tetsubo}}{{subtitle=Polearm}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Tetsubo,Melee,2H,Polearm]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Tetsubo,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:7,rc:uncharged]{{Attacks=1 per round, + specialisation \\amp level, Bludgeoning}}{{Damage=+0, vs. SM:1d8, L:1d8, + Str Bonus}}DmgData=[w:Tetsubo,sb:1,+:0,SM:1d8,L:1d8]{{desc=The tetsubo is a long walking-staff, its upper end shod with studded iron strips. \nIts weapon proficiency is related to other polearms; specialization confers the usual benefits.\nTetsubos can be had in oriental markets, but none are exported because it is a relatively simple weapon to make.}}'}, + {name:'Touch',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Touch}}{{subtitle=Innate Action}}{{Speed=[[0]]}}{{Size=None}}{{Weapon=1- or 2-handed melee innate ability}}Specs=[Innate,Melee,1H,Innate],[Innate,Melee,2H,Innate],[Innate,Ranged,1H,Innate],[Innate,Ranged,2H,Innate]{{To-hit=+0 + Str bonus (melee only)}}ToHitData=[w:Touch,sb:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,r:5,sp:0],[w:Touch,sb:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,r:5,sp:0],[w:Touch,sb:0,+:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:0],[w:Touch,sb:0,+:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:0]{{Attacks=1 per round + level}}{{Damage=Depends on action or spell}}DmgData=[w:Touch,sb:0,+:0,SM:0,L:0],[w:Touch,sb:0,+:0,SM:0,L:0],[],[]{{Ranged Effect=Only relevant when casting a ranged attack spell}}AmmoData=[w:Touch,t:Touch,ru:1,sb:0,+:0,SM:0,L:0]{{Range=As per ranged attack spell}}RangeData=[t:Touch,+:0,r:-/20]{{desc=Touching with a hand or other limb not containing a weapon. Typically a spell caster\'s ability which they select as a weapon when aiming to use a Touch spell}}'}, + {name:'Trident',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Trident}}Specs=[Trident,Melee,1H,Spears],[Trident,Melee,2H,Spears],[Trident,Ranged,1H,Throwing-Spears]{{}}WeapData=[st:Trident]{{}}ToHitData=[w:Trident,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Trident 2H,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Trident,sb:1,db:1,+:0,ara:-3|-2|-1|-1|0|0|1|0|1,n:1,ch:20,cm:1,sz:L,ty:P,sp:7]{{}}DmgData=[w:Trident,sb:1,+:0,SM:1+1d6,L:3d4],[w:Trident 2H,sb:1,+:0,SM:1+1d8,L:3d4],[]{{}}AmmoData=[w:Trident,t:Trident,st:Spear,sb:1,+:0,qty:1,SM:1+1d6,L:3d4]{{}}RangeData=[t:Trident,+:0,r:1/1/2]{{}}%{MI-DB|Weapon-Info}{{subtitle=Spear}}{{Speed=7}}{{Size=Large}}{{Weapon=1 or 2-handed melee or thrown spear}}{{To-hit=+0 + Str \\amp Dex bonuses}}{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=+0, vs SM:1d6+1, L:3d4, + Str bonus}}{{Range=S:10, L:20}}{{Looks Like=A three-tined metal fork atop a stout 6-foot long rod appears to be a barbed military fork or Trident. It can be used a either a melee weapon or thrown a short distance as a ranged weapon.}}{{desc=This trident is of good quality, but otherwise ordinary.}}'}, + {name:'Trident-Magical',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Trident,Melee,1H,Spears,Magical-Trident],[Trident,Melee,2H,Spears,Magical-Trident],[Trident,Ranged,1H,Throwing-Spears,Magical-Trident]{{}}%{MI-DB|Magical-Trident}'}, + {name:'Two-Handed-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Two Handed Sword}}Specs=[Two-Handed-Sword,Melee,2H,long-blade|great-blade]{{}}ToHitData=[w:Two-Handed-Sword,sb:1,+:0,ara:2|2|2|2|3|3|3|1|0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:10]{{}}DmgData=[w:Two-Handed-Sword,sb:1,+:0,SM:1d10,L:3d6]{{}}%{MI-DB|Weapon-Info}{{subtitle=Sword}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=2-handed melee long-blade}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d10, L:3d6, + Str bonus}}{{Looks Like=The blade on the two-handed sword is a long, double-edged blade. The blade point may be sharp or rounded. The hilt has straight or slightly curved quillons. The pommel may be faceted, triangular, or pear shaped, though whatever the shape, it tends to get larger toward the top, as a counterbalancing measure. An average two-handed sword measures five to six feet in length.}}{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'}, + {name:'Two-Handed-Sword+1',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[st:Great Blade]{{}}ToHitData=[w:Two-Handed-Sword+1,+:1]{{}}DmgData=[w:Two-Handed-Sword+1,+:1]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'}, + {name:'Two-Handed-Sword+2',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}ToHitData=[w:Two-Handed-Sword+2,+:2]{{}}DmgData=[w:Two-Handed-Sword+2,+:2]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Damage=+2, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'}, + {name:'Two-Handed-Sword+3',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}ToHitData=[w:Two-Handed-Sword+3,+:3]{{}}DmgData=[w:Two-Handed-Sword+3,+:3]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+3 + Str bonus}}{{Damage=+3, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'}, + {name:'Two-Handed-Sword+4',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}ToHitData=[w:Two-Handed-Sword+4,+:4]{{}}DmgData=[w:Two-Handed-Sword+4,+:4]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+4 + Str bonus}}{{Damage=+4, vs SM:1d10, L:3d6, + Str bonus}}{{desc=This is a really well balanced sword. The blade is extra sharp and keen, and has a magical glint.}}'}, + {name:'Two-Handed-Sword-Cursed',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade|Great-blade,Cursed-Two-Handed-Sword]{{}}%{MI-DB|Cursed-Two-Handed-Sword}'}, + {name:'Voulge',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Voulge}}{{subtitle=Polearm}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=2-handed melee polearm}}Specs=[Voulge,Melee,2H,Polearm]{{To-hit=+0 + Str bonus}}ToHitData=[w:Voulge,sb:1,+:0,ara:-1|-1|0|1|1|1|0|0|0,n:1,ch:20,cm:1,sz:L,ty:S,r:7-8,sp:10]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0 vs SM:2d4, L:2d4}}DmgData=[w:Voulge,sb:1,+:0,SM:2d4,L:2d4]{{desc=This is a normal Voulge a type of Polearm. The blade is sharp and keen, but nothing special.\nThe voulge, like the bardich, is a variation on the axe and the cleaver. The voulge is little more than a cleaver on the end of a long (seven- to eight-foot) pole. It is a popular weapon, easy to make and simple to learn. It is also called the Lochaber axe.}}'}, + {name:'Wakizashi',type:'melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Wakizashi}}{{subtitle=Samurai Sword}}{{Speed=1H [[3]], 2H [[3]]}}{{Size=Medium}}{{Weapon=1-handed melee long blade that can be used 2-handed}}Specs=[Wakizashi, Melee, 1H, Long-blade],[Wakizashi, Melee, 2H, Short-blade]{{To-hit=+0 + Str Bonus}}ToHitData=[w:Wakizashi, sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:6,sp:3,rc:uncharged],[w:Wakizashi 2H,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SP,r:4,sp:3]{{Attacks=1 per round + specialisation \\amp level, Slashing \\amp Piercing}}{{Damage=1-handed SM:1d8 L:1d8, 2-handed SM:1d8 L:1d8}}DmgData=[w:Wakizashi,sb:1,+:0,SM:1d8,L:1d8],[w:Wakizashi 2H,sb:1,+:0,SM:1d8,L:1d8]{{desc=The wakizashi is the short-sword companion of the katana. Its blade is forged the same way, and the weapon looks like a shorter version of the katana. It is often part of a matched set with the katana, and is of almost equal importance as the katana to the samurai. Only samurai can wear both katana and wakizashi.\nWakizashi proficiency is related to short sword. Specialization confers the usual benefits. Many samurai fight with the katana in one hand and wakizashi in the other, in two-weapon technique, and some learn the two-weapon style specialization to further improve their ability with this style.\nWakizashis are as hard to come by as katanas.\nThe Wakizashi is created as a 1-handed weapon, but can be used 2-handed}}'}, + {name:'Warhammer',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Warhammer}}Specs=[Warhammer,Melee,1H,Clubs],[Warhammer,Ranged,1H,Throwing-Clubs],[Warhammer,Melee,2H,Clubs]{{}}WeapData=[st:Warhammer]{{}}ToHitData=[name w:Warhammer,strength bonus sb:1,magic+:0, ar adjustment ara:0|1|0|1|0|0|0|0|0,attks per round n:1,crit hit ch:20,crit miss cm:1,size sz:M, type ty:B, range r:5,speed sp:4],[name w:Warhammer,strength bonus sb:1,dexterity bonus db:1,magic+:0, ar adjustment ara:0|1|0|1|0|0|0|0|0,attks per round n:1,crit hit ch:20,crit miss cm:1,size sz:M, type ty:B, speed sp:4]{{}}DmgData=[name w:Warhammer,strength bonus sb:1,magic+:0,vs SM:1+1d4,vs L:1d4][]{{}}AmmoData=[w:Warhammer,t:Warhammer,st:Throwing-club,sb:1,+:0,SM:1+1d4,L:1d4]{{}}RangeData=[t:Warhammer,+:0,r:1/2/3]{{}}%{MI-DB|Weapon-Info}{{subtitle=Hammer/Club}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee or thrown club}}{{To-hit=+0 + Str \\amp Dex bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d4+1, L:1d4, + Str bonus}}{{Ammo=+0, vs SM:1d4+1, L:1d4, + Str bonus}}{{Range=S:10, M:20, L:30}}{{Looks Like=A hammer of steel, with rondels protecting and strengthening the 18 inch long grip.}}{{hide1=The horseman\'s war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.}}{{desc=This is a normal warhammer. The head is solid and well used, but nothing special.}}'}, + {name:'Warhammer-Magical',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Warhammer,Melee,1H,Clubs,Magical-Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Magical-Warhammer],[Warhammer,Melee,2H,Clubs,Magical-Warhammer]{{}}%{MI-DB|Magical-Warhammer}'}, + {name:'Weapon-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Weapon-Info,Format,0H,Format]{{}}WeapData=[a:Weapon Info]{{Weapon=}}{{Speed=}}{{Size=Medium}}{{To-hit=}}{{Attacks=}}{{Damage=}}{{Ammo=}}{{Range=}}{{Immunity=None}}{{Saves=No effect}}{{GM Info=If Auto-Hide config is set, this weapon will automatically hide as a standard weapon of its type when added to a container and will reveal manually by default (see Magic Help Handout about hiding and revealing items).}}{{Use=This weapon must be taken in-hand using the *Attk Menu \\gt Change Weapon* dialog in order to attack with it.}}'}, + {name:'Whip',type:'melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Whip}}{{subtitle=Whip}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=1-handed melee whip}}Specs=[Whip,Melee,1H,Whips]{{To-hit=+0 + Str bonus}}ToHitData=[w:Whip,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:N,r:10,sp:8]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+0, vs SM:1d2, L:1 + Str bonus \\amp entangle}}DmgData=[w:Whip,sb:1,+:0,SM:1d2,L:1]{{desc=A standard Whip of good quality, but nothing special.\nTo inflict damage, the whip must strike exposed or lightly covered flesh. Heavy clothing, thick hair, or fur gives considerable protection until torn away by repeated lashing. The type of armor determines how long it takes the whip to begin doing damage. With heavy clothing, damage begins on the third successful blow; thick hair or fur, on the second; padded armor, on the fourth; leather armor, on the fifth; hide armor, on the sixth. The whip can do no harm through armor heavier than that. Thick hide, such as that of an elephant or rhinoceros, will allow a slight sting at best, with no real damage inflicted.\nWhips can be up to 25ft long, and are useful for Entanglement, with various percentages for achieving this: success = 5% per level for proficient wielders, and if successful, roll 1d100 for result (1-50: a non-weapon limb, 51-60: two limbs, 61-80 weapon wielding limb, 81-00 head). You can use a called shot at -10% on success roll to be able to vary the outcome roll by 20% either way (e.g. so if successful, you could make a 35 into a 55 and entangle 2 limbs instead of one)}}'}, + ]}, + MI_DB_Weapons_Special: {bio:'
Weapons Database
v6.32 07/05/2024

This sheet holds definitions of special magical weapons defined in the AD&D2E Dungeon Master\'s Guide and other manuals. They can be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.', + gmnotes:'
Change Log:
v6.32 07/05/2024 Updated sword effects to use latest features, e.g. the save mods table
v6.31 04/04/2024 Started adding hide#= sections to long desc= to trigger "show more..." buttons
v6.30 22/02/2024 Added all final weapons
v6.29 20/02/2024 Fixed Sword of Dancing which wasn\'t!
v6.28 08/02/2024 Added multiple new special weapons from the DMG
v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases
v6.25 11/01/2024 Implemented compression techniques and added magical versions of standard weapons. Fixed to-hit plus of thrown weapons.
v6.21-4 01/11/2023 Added weapons for some giants & other creatures, & fixed some weapon issues
v6.20 07/03/2023 Converted artefact weapons to use Magical Attacks for powers and functions
v6.19 31/01/2023 Added Axe of Hurling and other new weapons
v6.18 25/01/2023 Added weapons from The Complete Fighter\'s Handbook
v6.17 16/12/2022 Added weapons used by creatures in the creatures database
v6.16 11/12/2022 Fixed spell/power storing weapons
v6.14-5 03/12/2022 Added more weapons including Flindbars
v6.13 14/11/2022 Added Acid and Stun Darts, and weapon supertype "Throwing-" to support Race DB definitions.
v6.11 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes to weapon definitions, and Shortbow-of-Targeting
v6.10 25/09/2022 Moved to RPGM Library and updated templates
v6.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v6.04 31/05/2022 Refixed various errors that had crept back in
v6.03 31/05/2022 Moved DB data to RPGMlib and added more weapons
v6.02 31/05/2022 Fixed speed for magical shortswords; fixed macro calls for Wave
v6.01 01/05/2022 Various minor fixes
v5.10 28/02/2022 Added Shillelagh as a magical weapon to support Priest spell
v5.9 20/02/2022 Pluralised weapon groups that had the same name as a weapon type (e.g. club and clubs) to add clarity in weapon proficiencies
v5.8 04/02/2022 Added Scimitar+3
v5.7 17/01/2022 Corrected multiple weapon definitions to ensure consistency.
v5.6 01/01/2022 Added summoned weapons needed for spells, such as Rainbow & Ice Knife
v5.5 05/11/2021 Split the Ammo and Weapons databases
v5.4 31/10/2021 Further encoded using machine readable data to support API databases
v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword
v5.3.3 07/06/2021 Added the missing Scimitar macro
v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section.
v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB
v5.3 14/05/2021 All standard weapons from the PHB now encoded.
v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons
v5.1 06/05/2021 Added a number of standard and magical weapons
v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB', + root:'MI-DB', + api:'attk,magic', + type:'mi', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/52530/max.png?1340359343', + version:6.32, + db:[{name:'Acorn-Fire-Seed',type:'ranged',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Acorn Fire Seed (spell)}}{{subtitle=Thrown magical seed}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}Specs=[Acorn-Fire-Seed,Ranged,1H,Dart]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Acorn Fire Seed,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:2,rc:charged,msg:Each acorn bursts upon striking any hard surface igniting any combustible materials within a \\lbrak;10-foot diameter\\rbrak;\\lpar;!rounds ~~aoe \\amp#64;{selected\\vbar;token_id}\\vbar;circle\\vbar;feet\\vbar;120\\vbar;10\\vbar;10\\vbar;fire\\rpar; of the point of impact. If a successful saving throw vs. spell is made a creature within the burst area receives only one-half damage. A creature struck directly suffers full damage (i.e. no saving throw)]{{Attacks=1 per round, + specialisation \\amp level, Fire burst}}{{Ammo=+0, vs. SM:2d8, L:2d8 in 10ft dia. from fire}}AmmoData=[w:Acorn Fire Seed,t:Acorn Fire Seed,st:Dart,sb:0,+:0,ru:-1,SM:2d8,L:2d8]{{Range=S:40, M:40, L:40}}RangeData=[t:Acorn Fire Seed,+:0,r:40]{{desc=The Fire Seed spell turns up to four acorns into special grenadelike missiles that can be hurled up to 40 yards. An attack roll is required to strike the intended target, and proficiency penalties are considered. Each acorn bursts upon striking any hard surface, causing 2d8 points of damage and igniting any combustible materials within a 10-foot diameter of the point of impact. If a successful saving throw vs. spell is made, a creature within the burst area receives only one-half damage, but a creature struck directly suffers full damage (i.e., no saving throw)}}'}, + {name:'Axe-of-Hurling',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=^^weaponMagic#2^^}}{{title=Axe}}{{name=of Hurling^^weaponMagic#1^^}}Specs=[Axe of Hurling,Melee,1H,Axe,Axe-of-Hurling+1],[Axe of Hurling,Ranged,1H,Axe,Axe-of-Hurling+1]{{}}WeapData=[w:Axe of Hurling,query:weaponMagic,rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Axe of Hurling^^weaponMagic#0^^,+:^^weaponMagic#1^^],[w:Axe of Hurling^^weaponMagic#0^^,+:0]{{}}DmgData=[w:Axe of Hurling^^weaponMagic#0^^,+:^^weaponMagic#1^^],[]{{}}AmmoData=[w:Axe of Hurling^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[t:Axe of Hurling,+:^^weaponMagic#1^]{{}}%{MI-DB|Axe-of-Hurling+1}{{}}%{MI-DB|Magical-Weapon-Info}{{name=^^weaponMagic#0^^}}{{subtitle=Magical Axe}}{{To-hit=^^weaponMagic#0^^ + Str \\amp Dex bonuses}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed ^^weaponMagic#2^^ melee or thrown axe}}{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=^^weaponMagic#0^^, vs SM:1d6, L:1d4, + Str bonus}}{{Ammo=^^weaponMagic#0^^, + Str bonus, returning}}'}, + {name:'Axe-of-Hurling+1',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Axe}}Specs=[Axe of Hurling+1,Melee,1H,Axe],[Axe of Hurling+1,Ranged,1H,Axe]{{}}WeapData=[w:Axe of Hurling,st:Hand-Axe]{{}}%{MI-DB|Weapon-Info}{{name= of Hurling+1}}{{subtitle=Magical Axe}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee or thrown axe}}{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Axe of Hurling+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:4,ara:-3|-2|-2|-1|0|0|+1|+1|+1],[w:Axe of Hurling+1,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:4/10/18,sp:4,ara:-3|-2|-2|-1|0|0|+1|+1|+1]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d6, L:1d4 in-hand, + Str bonus}}DmgData=[w:Hand Axe,sb:1,+:1,SM:1d6,L:1d4],[]{{Ammo=+1, SM:2d6 L:2d4 when thrown, + Str bonus, returning}}AmmoData=[w:Axe of Hurling+1,t:Axe of Hurling+1,sb:1,+:1,SM:2d6,L:2d4,ru:1]{{Range=S:40, M:100, L:180}}RangeData=[t:Axe of Hurling+1,+:1,r:4/10/18]{{Looks Like=A hand axe with a sturdy handle, a sharp long curved blade often with points at each end, and excellent balance. Feels so well balanced around its centre of gravity that it might work well when thrown.}}{{desc=This appears to be a normal hand axe. With familiarity and practice, however, the possessor will eventually discover that the axe can be hurled up to 180 feet, and it will return to the thrower in the same round whether or not it scores a hit.}}{{hide1=Damage inflicted by the magical throwing attack is twice normal (2d6 vs. S or M, 2d4 vs. L), with the weapon\'s magical bonus added thereafter. (For example, an axe of hurling +3 will inflict 2d6+3 points of damage vs. S- or M-sized creatures and 2d4+3 points of damage vs. creatures of size L if it hits the target after being thrown.) The axe will cause only normal damage (plus its magical bonus) when used as a hand-held weapon.\nAfter each week of using the weapon, the possessor has a one-in-eight chance of discovering the full properties of the weapon. In any event, the magical properties of the weapon will be fully known to the possessor after eight full weeks of such familiarization.}}'}, + {name:'CG-Rock',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cloud Giant}}Specs=[CG-Rock,Ranged,2H,CG-Rock,Rock]{{}}ToHitData=[w:Rock]{{}}AmmoData=[w:Rock]{{}}RangeData=[t:Rock]{{}}%{MI-DB|Rock}{{desc=These rocks are hurled by giants, especially *Cloud Giants*.}}'}, + {name:'Chimera-Breath',type:'innate-melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Chimera Breath}}{{subtitle=Breath Weapon}}{{Speed=0 (Innate attack)}}{{Weapon=Innate breath melee weapon}}Specs=[Chimera Breath,Innate-Melee,1H,Breath]{{Range=[5 yards](!rounds --aoe @{selected|token_id}|cone|yards|0|5|1|fire|true)}}ToHitData=[w:Chimera Breath, sb:0,+:0,n:1/3,ch:20,cm:1,sz:T,ty:P,r:15,sp:0,rc:uncharged]{{Attacks=1 per 3 rounds}}{{Damage=3d8 damage\nsave to half}}DmgData=[w:Chimera Breath,sb:0,+:0,SM:3d8,L:3d8]{{desc=If it desires to do so, a Chimera dragon head can loose a stream of flame onc every 3 rounds which is some 5 yards long in lieu of biting. The dragon\'s fire causes 3-24 (3d8) points damage, although a saving throw vs. breath weapon will cut the damage in half. The chimera will always attempt to breathe if its opponents are in range.}}'}, + {name:'Cloud-Giant-Morningstar',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cloud Giant Morningstar}}{{subtitle=Morningstar}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1- or 2-handed melee club}}Specs=[Cloud-Giant-Morningstar,Melee,1H,Clubs],[Cloud-Giant-Morningstar,Melee,2H,Clubs]{{To-hit=+0 + Str bonus}}ToHitData=[w:Cloud Giant Morningstar,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:8,sp:7]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:6d4, L:6d4, + Str bonus}}DmgData=[w:Cloud Giant Morningstar,sb:1,+:0,SM:6d4,L:6d4]{{desc=This is an enormous morningstar that can be wield one or two handed by a Cloud Giant or any creature with cloud giant strength (23). Creatures of Frost Giant strength or better (21) can only wield it two-handed, and those weaker cannot wield it at all. The spikes glint sharply in torchlight, but it is nothing special.}}'}, + {name:'Cutlass+1-Luck-Blade',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cutlass +1 Luck Blade}}{{subtitle=Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[Cutlass,melee,1H,short-blade],[Cutlass,melee,1H,short-blade]{{To-Hit=+1 + str bonus}}ToHitData=[w:Cutlass+1 Luck Blade,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Cutlass+1 Punch,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}WeaponData=[svall:+1,rules:+inHand]{{Damage=+1, vs SM:1d6, L:1d8, + str bonus}}DmgData=[w:Cutlass+1 Luck Blade,sb:1,+:1,SM:1d6,L:1d8],[w:Cutlass+1 Punch,sb:1,+:1,SM:1d3,L:1d3,msg:See the Player\'s Handbook p97-98. Metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects.]{{desc=A short, heavy sword, sharp along only one edge, with a heavy basket hilt (a protective cup) around the hilt to protect the hand.\nThe *Luck Blade* gives its possessor a +1 bonus to all saving throws and will have 1d4+1 wishes. The DM should keep the number of wishes secret.}}{{hide1=The cutlass\' basket hilt provides the following benefits: it gives the wielder a +1 to attack rolls with the Parry maneuver; and it works just the same as an iron gauntlet if the wielder wishes to punch someone with the hilt rather than slash with the blade. (See the Player\'s Handbook, pages 97-98. metal gauntlets and other metal hand-protection makes that 1d3 plus strength bonus and punching effects. Note: An enchanted cutlass, say a cutlass +1, does not confer the +1 to attack rolls and damage with these basket-hilt punches: only with blade attacks.)\nIn a campaign with pirates, cutlasses are common and readily available in any port community; they are much less common inland.}}'}, + {name:'Dagger+2-Longtooth',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2, Longtooth}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger],[Dagger,Melee,1H,Short-blade,Dagger]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2,+:0],[w:Dagger+2 Longtooth,+:2,db:0,r:5],{{}}DmgData=[w:Dagger+2,+:2],[ ],[w:Dagger+2 Longtooth,sb:1,+:2,SM:1d6,L:1d8]{{}}AmmoData=[w:Dagger+2,t:Dagger,st:Dagger,+:2,SM:1d4,L:1d3]{{}}RangeData=[t:Dagger,+:2,r:1/2/3]{{}}%{MI-DB|Dagger}{{subtitle=Magical Weapon}}{{To-hit=+2 + Str Bonus (and Dex if thrown)}}{{Attacks=2 per round, + specialisation \\amp level, Piercing, even when in Longtooth mode}}{{Damage=+2, vs. SM:1d4, L:1d3, or as Longtooth SM 1d6, L:1d8 + Str Bonus}}{{Ammo=+2, vs. SM:1d4, L:1d3 + Str bonus. Longtooth reverts to dagger when thrown}}{{desc=This appears to be a normal weapon, or perhaps a nonspecial magical weapon. However, when this broad-bladed weapon is wielded by a small demihuman (like a gnome or halfling), it will actually lengthen and function as a short sword (retaining its +2 bonus in this form). Even when functioning in this way it remains as light and handy to use as a dagger would be in the hands of the same character. The weapon will actually penetrate wood or stone as easily as it will softer material, inflicting maximum damage against either substance.}}'}, + {name:'Dagger-Elf-Slayer',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2 +4 vs Elves}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger],[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Dagger+2,+:2],[w:Dagger+2,+:0],[w:Dagger+4 vs Elves,db:0,sb:1,+:4,r:5],[w:Dagger+4 vs Elves,sb:1,db:1,+:4]{{}}DmgData=[w:Dagger+2,+:2],[],[w:Dagger+4 vs Elves,db:0,sb:1,+:4,SM:1d4,L:1d3],[]{{}}AmmoData=[w:Dagger+2,+:2],[w:Dagger+4 vs Elves,t:Dagger,st:Dagger,sb:1,+:4,SM:1d4,L:1d3]{{}}RangeData=[t:dagger,+:2],[t:dagger,+:4,r:-/1/2/3]{{}}%{MI-DB|Dagger}{{To-hit=+2, +4 vs Elves + Str Bonus (and Dex if thrown)}}{{Damage=+2, +4 vs Elves, vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+2 +4 vs Elves, vs. SM:1d4, L:1d3 + Str bonus}}{{desc=A Dagger of extra-fine quality, with an engraving of a lying sleeping (or dead?) Elf in the blade. It is enchanted to be a +2 magical weapon, but +4 when used against Elves}}'}, + {name:'Dagger-of-Throwing',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Throwing^^weaponPlus#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Short-blade,Dagger]{{}}WeapData=[w:Dagger of Throwing^^weaponPlus#0^^,query:weaponPlus]{{}}ToHitData=[w:Dagger of Throwing^^weaponPlus#0^^,+:^^weaponPlus#1^^],[w:Dagger of Throwing^^weaponPlus#0^^,+:0]{{}}DmgData=[w:Dagger of Throwing^^weaponPlus#0^^,+:^^weaponPlus#1^^],[]{{}}AmmoData=[w:Dagger of Throwing^^weaponPlus#0^^,+:^^weaponPlus#1^^,SM:2d4,L:2d3]{{}}RangeData=[t:dagger,+:^^weaponPlus#1^^,r:3/6/12/18]{{}}%{MI-DB|Dagger}{{}}%{Magical-Weapon-Info}{{subtitle=Magic Weapon}}{{To-hit=^^weaponPlus#0^^ + Str Bonus (and Dex if thrown)}}{{Damage=^^weaponPlus#0^^, melee vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=^^weaponPlus#0^^, vs. SM:2d4, L:2d3 when thrown + Str bonus}}{{Range=PB: 30, S:60, M:120, L:180}}{{desc=This appears to be a normal weapon but will radiate strongly of magic when this is checked for. The balance of this sturdy blade is perfect, such that when it is thrown by anyone, the dagger will demonstrate superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180 feet. A successful hit when it is thrown will inflict twice normal dagger damage, plus the bonus provided by the blade, which will range from +1 to +4.}}'}, + {name:'Dagger-of-Throwing+2',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Throwing+2}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Short-blade,Dagger]{{}}ToHitData=[w:Dagger of Throwing+2,+:2],[w:Dagger of Throwing+2,+:0]{{}}DmgData=[w:Dagger of Throwing+2,+:2],[]{{}}AmmoData=[w:Dagger of Throwing+2,+:2,SM:2d4,L:2d3]{{}}RangeData=[t:dagger,+:2,r:3/6/12/18]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+2 + Str Bonus (and Dex if thrown)}}{{Damage=+2, melee vs. SM:1d4, L:1d3, + Str Bonus}}{{Ammo=+2, vs. SM:2d4, L:2d3 when thrown + Str bonus}}{{Range=PB: 30, S:60, M:120, L:180}}{{desc=This appears to be a normal weapon but will radiate strongly of magic when this is checked for. The balance of this sturdy blade is perfect, such that when it is thrown by anyone, the dagger will demonstrate superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180 feet. A successful hit when it is thrown will inflict twice normal dagger damage, plus the bonus provided by the blade, which will range from +1 to +4.}}'}, + {name:'Dagger-of-Venom',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dagger,Melee,1H,Short-blade,Dagger+1],[Dagger,Ranged,1H,Throwing-blade,Dagger+1]{{}}ToHitData=[w:Dagger of Venom],[w:Dagger of Venom]{{}}DmgData=[w:Dagger of Venom,msg:On a critical hit a potentially leathal dose of poison is injected. Victim must save vs. poison or die],[ ]{{}}AmmoData=[w:Dagger of Venom,msg:On a critical hit a potentially leathal dose of poison is injected. Victim must save vs. poison or die]{{}}%{MI-DB|Dagger+1}{{name=of Venom}}{{Damage=+1, vs. SM:1d4, L:1d3, + Str Bonus + poison on critical hit}}{{Ammo=+0, vs. SM:1d4, L:1d3 + Str bonus + poison on critical hit}}{{desc=This appears to be a standard dagger +1, but its hilt holds a hidden store of poison. Any hit on a roll of 20 injects fatal poison into the opponent unless a saving throw vs. poison is successful. The dagger of venom holds up to six doses of poison. If the hilt contains fewer than six doses, the owner can pour more in up to the maximum. (Use of this weapon by good—particularly lawful good—characters must be carefully monitored for effects on alignment.)}}'}, + {name:'Dart-of-Homing',type:'ranged',ct:'0',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dart,Ranged,1H,Dart,Dart+3]{{}}WeapData=[rc:change-each,to:Dart]{{}}ToHitData=[w:Dart of Homing]{{}}AmmoData=[w:Dart of Homing,cmd:!attk ~~setammo `{selected|token_id}¦Dart-of-Homing¦+1¦+1¦silent]{{}}RangeData=[r:2/4/8]{{}}%{MI-DB|Dart+3}{{name=of Homing}}{{Range=S:20, M:40, L:80}}{{desc=These appear to be normal projectiles, but are actually +3 magical weapons. If a dart hits the intended target, it will magically return to the thrower in the same round and can be re-used. A dart inflicts a base 1d6 points of damage plus its magical bonus on a successful hit against any size creature (4-9 points total). A dart that misses its target loses its magical power. These weapons have twice the range of ordinary darts—20 yards short, 40 yards medium, 80 yards long.}}'}, + {name:'Dragonslayer-Broadsword',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= Dragonslayer}}Specs=[Broadsword,Melee,1H,Long-blade,Broadsword],[Broadsword,Melee,1H,Long-blade,Broadsword],[Broadsword,Melee,1H,Long-blade,Broadsword]{{}}ToHitData=[w:Broadsword,+:2,msg:Gains +1 attack bonus on Parry maneuver],[w:Hilt Punch,+:2],[w:Dragonslayer vs. Dragon,sb:1,+:4,ara:-3|-2|-1|0|0|1|1|1|2,ty:S]{{}}DmgData=[w:Broadsword+2,+:2],[w:Hilt Punch,+:2],[w:Dragonslayer vs Dragon,sb:1,+:4,SM:2d4,L:1+1d6]{{}}%{MI-DB|Broadsword}{{subtitle=Magical Sword}}{{To-hit=+2, +4 vs. Dragons, + Str Bonus}}{{Damage=+2, +4 vs Dragons, + Str bonus. Kills 1 type - or does triple damage}}{{desc=This +2 sword has a +4 bonus against any sort of true dragon. It either inflicts triple damage against one sort of dragon (i.e., 3d6+3+4), or might be of a type that slays the dragon in 1 blow and immediately disintegrates. It will only act as a normal +2 sword against a dragon of a diametrically different colour (e.g. if a Black Dragonslayer, then will only be ordinary vs. a Silver dragon). Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment. Determine dragon type (excluding unique ones like Bahamut and Tiamat) by rolling 1d10:\n1 black (CE)\n2 blue (LE)\n3 brass (CG)\n4 bronze (LG)\n5 copper (CG)\n6 gold (LG)\n7 green (LE)\n8 red (CE)\n9 silver (LG)\n10 white (CE)}}'}, + {name:'Ettin-Club-Left',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ettin Club (left)}}{{subtitle=Club}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=1-handed melee club}}Specs=[Ettin Club,Melee,1H,Clubs]{{To-hit=+0 + Str bonus}}ToHitData=[w:Left Ettin Club,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,sz:L, ty:B, r:6,sp:5]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Left Ettin Club,sb:1,+:0,SM:2d8,L:2d8]{{desc=This club is massive, and requires the strength of a *Hill Giant* to wield.}}'}, + {name:'Ettin-Club-Right',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ettin Club (right)}}{{subtitle=Club}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=1-handed melee club}}Specs=[Ettin Club,Melee,1H,Clubs]{{To-hit=+0 + Str bonus}}ToHitData=[w:Right Ettin Club,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,sz:L, ty:B, r:6,sp:5]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:3d6, L:3d6, + Str bonus}}DmgData=[w:Right Ettin Club,sb:1,+:0,SM:3d6,L:3d6]{{desc=This club is massive, and requires the strength of a *Hill Giant* to wield.}}'}, + {name:'FG-Rock',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Frost Giant}}Specs=[FG-Rock,Ranged,2H,FG-Rock,Rock]{{}}ToHitData=[w:Rock]{{}}AmmoData=[w:Rock,t:FG-Rock,st:FG-Rock,SM:2d10,L:2d10]{{}}RangeData=[t:FG-Rock,r:4/10/20]{{}}%{MI-DB|Rock}{{Damage=+0, vs SM:2d10, L:2d10, No strength bonus}}{{Range=S:40, M:100, L:200}}{{desc=These rocks are hurled by giants, especially *Fire Giants*.}}'}, + {name:'Fire-Giant-Sword',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1}}Specs=[Fire-Giant-Sword,Melee,2H,Long-blade|Great-blade,Two-Handed-Sword]{{}}WeapData=[st:Great Blade]{{}}ToHitData=[w:Fire Giant Sword,+:0]{{}}DmgData=[w:Fire Giant Sword,+:0,sm:2d10,L:2d10]{{}}%{MI-DB|Two-Handed-Sword}{{subtitle=Magic Sword}}{{To-hit=+0 + Str bonus}}{{Damage=+0, vs SM:2d10, L:2d10, + Str bonus}}{{desc=This is a really well balanced, but enormous sword, for use with Fire Giant strength. The blade is sharp, but nothing special}}'}, + {name:'Flaming-Scimitar',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Flaming Scimitar}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Scimitar,Melee,1H,Long-blade],[Scimitar,Melee,1H,Long-blade]{{To-hit=+1 + Str bonus}}ToHitData=[w:Scimitar+1,sb:1,+:1,ara:-3|-2|-2|-1|0|0|1|1|3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,rc:uncharged],[w:Scimitar+1 Flaming,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, normally SM:1d8, L:1d8, + Str bonus, when flaming add 1d6}}DmgData=[w:Scimitar+1,sb:1,+:1,SM:1d8,L:1d8],[w:Scimitar+1 Flaming,sb:1,+:1,SM:1d8+1d6,L:1d8+1d6]{{desc=This sword flames upon the command of the wielder, causing flame to appear all along the blade as if fed from some invisible magical oil channels running from the hilt. The flame easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. For creatures who take flame damage, does an additional 1d6 of flaming damage}}'}, + {name:'Frost-Giant-Battle-Axe',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Frost Giant Battle Axe}}{{subtitle=Axe}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1- or 2-handed melee long-blade}}Specs=[Frost-Giant-Battle-Axe,Melee,1H,Axe],[Frost-Giant-Battle-Axe,Melee,2H,Axe]{{To-hit=+0 + Str bonus}}ToHitData=[w:Frost Giant Battle Axe,sb:1,+:0,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:L,ty:S,r:8,sp:7]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Frost Giant Battle Axe,sb:1,+:0,SM:2d8,L:2d8]{{desc=This is an enormous battle axe that can be wield one or two handed by a Frost Giant or any creature with frost giant strength (21). Creatures of Hill Giant strength or better (19) can only wield it two-handed, and those weaker cannot wield it at all. The blade is sharp and keen, but nothing special.}}'}, + {name:'Frost-Giant-Battle-Axe+2',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Frost Giant Battle Axe+2}}{{subtitle=Axe}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1- or 2-handed melee long-blade}}Specs=[Frost-Giant-Battle-Axe,Melee,1H,Axe],[Frost-Giant-Battle-Axe,Melee,2H,Axe]{{To-hit=+2 + Str bonus}}ToHitData=[w:Frost Giant Battle Axe,sb:1,+:2,ara:-3|-2|-1|-1|0|0|1|1|2,n:1,ch:20,cm:1,sz:L,ty:S,r:8,sp:7]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+2, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Frost Giant Battle Axe,sb:1,+:2,SM:2d8,L:2d8]{{desc=This is an enormous battle axe that can be wield one or two handed by a Frost Giant or any creature with frost giant strength (21). Creatures of Hill Giant strength or better (19) can only wield it two-handed, and those weaker cannot wield it at all. The blade is sharp and keen, but nothing special.}}'}, + {name:'Giant-Club',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Giant Club}}{{subtitle=Club}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=1-handed melee club}}Specs=[Giant Club,Melee,1H,Clubs]{{To-hit=+0 + Str bonus}}ToHitData=[w:Giant Club,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,sz:L, ty:B, r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d6, L:2d6, + Str bonus}}DmgData=[w:Giant Club,sb:1,+:0,SM:2d6,L:2d6]{{desc=This club is massive, and requires the strength of a *Hill Giant* to wield.}}'}, + {name:'HG-Rock',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hill Giant}}Specs=[HG-Rock,Ranged,2H,HG-Rock,Rock]{{}}ToHitData=[w:Rock]{{}}AmmoData=[w:Rock,t:HG-Rock,st:HG-Rock,SM:2d8,L:2d8]{{}}RangeData=[t:HG-Rock,r:4/10/20]{{}}%{MI-DB|Rock}{{Damage=+0, vs SM:2d8, L:2d8, No strength bonus}}{{Range=S:40, M:100, L:200}}{{desc=These rocks are hurled by giants, especially *Hill Giants*.}}'}, + {name:'Half-Ogre-Sword',type:'melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Half-Ogre Sword}}{{subtitle=Sword}}{{Speed=[[10]]}}{{Size=Large}}{{Weapon=1-handed melee great-blade}}Specs=[Half-Ogre-Sword,Melee,1H,long-blade|great-blade]{{To-hit=+0 + Str bonus}}ToHitData=[w:Half-Ogre-Sword,sb:1,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:10]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d10, L:3d6, + Str bonus}}DmgData=[w:Half-Ogre-Sword,sb:1,+:0,SM:1d10,L:3d6]{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}'}, + {name:'Half-Ogre-War-Spear',type:'melee|ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Half-Ogre War Spear}}{{subtitle=Spear}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=1-handed melee or thrown spear}}Specs=[Spear,Melee,1H,Spears],[Spear,Ranged,1H,Throwing-Spears]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Half-Ogre War Spear,sb:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6],[w:Half-Ogre War Spear,sb:1,db:1,+:0,ara:-2|-1|-1|-1|0|0|0|0|0,n:1,ch:20,cm:1,sz:M,ty:P,sp:6]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:2d4, L:2d4, + Str bonus}}DmgData=[w:Half-Ogre War Spear,sb:1,+:0,SM:2d4,L:2d4],[]{{Ammo=+0, vs SM:2d4, L:2d4, + Str bonus}}AmmoData=[w:Half-Ogre War Spear,t:Spear,st:Spears,sb:1,+:0,SM:2d4,L:2d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Spear,+:0,r:1/2/3]{{desc=This is a normal Spear. The point is sharp and it is well balanced, but nothing special.}}'}, + {name:'Hammer-Dwarven-Thrower',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= Dwarven Thrower}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs]{{}}ToHitData=[w:Warhammer+2,+2],[w:Warhammer+2],[w:Dwarf Throwing Hammer,+:3,db:0,r:5],[w:Dwarf Throwing Hammer],[w:Dwarf Throwing vs Giant]{{}}DmgData=[w:Warhammer+2,+:2],[],[w:Dwarven Throwing Hammer,sb:1,db:0,+:3,SM:1+1d4,L:1d4]{{}}AmmoData=[w:Warhammer+2,t:Warhammer,st:Throwing-club,sb:1,+:2,SM:1+1d4,L:1d4],[w:Dwarf Throwing Hammer,t:Warhammer,st:Throwing-club,sb:1,+:3,ru:1,SM:2+2d4,L:2d4],[w:Dwarf Throwing vs Giant,t:Warhammer,st:Throwing-club,sb:1,+:3,ru:1,SM:3+3d4,L:3d4]{{}}RangeData=[t:Warhammer,+:0,r:1/2/3],[t:Warhammer,+:0,r:6/12/18],[t:Warhammer,+:0,r:6/12/18]{{}}%{MI-DB|Warhammer}{{subtitle=Magical Hammer}}{{To-hit=+2, +3 for Dwarves + Str \\amp Dex bonus}}{{Damage=+2, +3 for Dwarves vs SM:1d4+1, L:1d4, + Str bonus}}{{Ammo=+2, vs SM:1d4+1, L:1d4, for Dwarves +3 \\amp double dmg, tripple dmg vs. giant-size creatures + Str bonus}}{{Range=S:10, M:20, L:30, for Dwarves S:60, M:120, L:180}}{{desc=This appears to be a standard hammer +2. In the hands of a dwarven fighter who knows the appropriate command word, its full potential is realized. In addition to the +3 bonus, the hammer has the following characteristics:\nThe hammer has a 180-foot range and will return to its wielder\'s hand like a boomerang. It has a +3 bonus to attack and damage rolls. When hurled, the hammer inflicts double damage against all opponents except giants (including ogres, ogre magi, trolls, and ettins). Against giants it causes triple damage (plus the bonus of +3).}}'}, + {name:'Hammer-of-Thunderbolts',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Thunderbolts}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs]{{}}ToHitData=[w:Warhammer+3,+:3,msg:This hammer can only be wielded by a creature more than 6ft tall and with a strength greater than 18/01],[w:Warhammer+3,+:3,n:1/2,msg:This hammer can only be wielded by a creature more than 6ft tall and with a strength greater than 18/01],[w:Warhammer + Girdle + Gauntlets,sb:1,db:0,+:5,msg:This attack requires a creature 6ft tall wearing a *girdle of giant strength* and *gauntlets of ogre power* and speaking the hammer\'s true name],[w:Warhammer + Girdle + Gauntlets,sb:1,db:1,+:0,msg:This attack requires a creature 6ft tall wearing a *girdle of giant strength* and *gauntlets of ogre power* and speaking the hammer\'s true name]{{}}DmgData=[w:Warhammer+3,+:3,SM:2+2d4,L:2d4],[],[w:Warhammer + Girdle + Gauntlets,sb:1,db:0,+:5,SM:2+2d4,L:2d4,msg:If the opponent struck is a giant of any type it is struck dead instantly - DM might define a wider or narrower interpretation - see DMG.],[]{{}}AmmoData=[w:Warhammer+3,t:Warhammer,st:Throwing-club,+:3,SM:2+2d4,L:2d4],[w:Warhammer + Girdle + Gauntlets,t:Warhammer,st:Throwing-club,sb:1,+:5,SM:2+2d4,L:2d4,msg:If the opponent struck is a giant of any type it is struck dead instantly - DM might define a wider or narrower interpretation - see DMG. A **great noise** like a \\lbrak;Thunderclap\\rbrak;\\lpar;!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦180¦180¦lightning¦false¦`{selected¦token_id}¦area¦stuned¦1¦-1¦Stunned by a hammer of thunderbolts¦pummeled\\rpar; stuns all creatures within 90ft for 1 round]{{}}RangeData=[t:Warhammer,+:3,r:1/2/3],[t:Warhammer,+:5,r:6/12/18]{{}}%{MI-DB|Warhammer}{{subtitle=Magical Hammer}}{{To-hit=Requires a creature 6ft tall and of strength 18/01 or better, +3 + Str \\amp Dex bonus, and with a *Girdle of Giant Strength* and *Gauntlets of Ogre Power* grants +5}}{{Damage=+3, vs SM:2d4+2, L:2d4, + Str bonus. With *Girdle* \\amp *Gauntlets* grants +5, killing giants with a successful blow}}{{Ammo=+0, vs SM:2d4+2, L:2d4, + Str bonus. With *Girdle* \\amp *Gauntlets* grants +5, triggering a stunning thunderclap and killing giants with a successful blow}}{{Range=S:10, M:20, L:30, or with *Girdle* and *Gauntlets* S:60, M:120, L:180}}{{desc=A large, extra-heavy hammer.Only wielded by a character more than 6 feet tall and with Strength greater than 18/01. The hammer functions with a +3 bonus and gains double damage dice on any hit.\nIf the wielder wears a *girdle of giant strength* and *gauntlets of ogre power* and he knows the hammer\'s true name, it gains a +5 bonus, double damage dice, all *girdle* and *gauntlet* bonuses, and it strikes dead any giant upon which it scores a hit.\n(Depending on the campaign, the DM might wish to limit the effect to exclude storm giants and include ogres, ogre magi, trolls, ettins, and clay, flesh, and stone golems.)\nWhen hurled and successfully hitting, a great noise, like a clap of thunder, stuns all creatures within 90 feet for one round. Throwing range is 180 feet. (Thor would throw the hammer about double the above range.) The hammer of thunderbolts is difficult to hurl, so only one throw every other round can be made. After five throws within the space of any two-turn period, the wielder must rest for one turn.}}'}, + {name:'Heavy-Crossbow-of-Accuracy',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Accuracy}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}ToHitData=[w:Heavy Crossbow of Accuracy,+:3,r:=240]{{}}%{MI-DB|Heavy-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+3 + dex bonus only}}{{desc=This is a heavy crossbow, large and somewhat cumbersome. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +3 bonus to attack rolls with its missiles but not to damage. All ranges are considered short. About 10% of these weapons will be heavy crossbows.}}'}, + {name:'Heavy-Crossbow-of-Distance',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Distance}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}ToHitData=[w:Heavy Crossbow of Distance,+:++1,r:+3/+8/+16/+24]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +1 bonus to attack rolls with its missiles and to damage. All ranges are doubled.}}'}, + {name:'Heavy-Crossbow-of-Speed',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Speed}}Specs=[Heavy Crossbow,Ranged,2H,Crossbow,Heavy-Crossbow]{{}}ToHitData=[w:Heavy Crossbow of Speed,+:++1,pre:1,n:1]{{}}%{MI-DB|Heavy-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a heavy crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload. However, allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the Crossbow of Speed will automatically cock itself. In surprise situations it is of no help. Otherwise, it allows first fire in any melee round, and end-of-round fire also, when applicable. It gives a +1 bonus to attack rolls with its missiles and to damage.}}'}, + {name:'Hill-Giant-Club',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Hill Giant Club}}{{subtitle=Club}}{{Speed=[[5]]}}{{Size=Large}}{{Weapon=1-handed melee club}}Specs=[Hill Giant Club,Melee,1H,Clubs]{{To-hit=+0 + Str bonus}}ToHitData=[w:Hill Giant Club,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,sz:L, ty:B, r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d6, L:2d6, + Str bonus}}DmgData=[w:Longsword,sb:1,+:0,SM:2d6,L:2d6]{{desc=This club is massive, and requires the strength of a *Hill Giant* to wield.}}'}, + {name:'Horeshoes-of-Strength',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Horseshoes of Strength}}{{subtitle=Magic Item}}{{Speed=No effect}}{{Size=Small}}{{Weapon=1-hooved melee horseshoe}}Specs=[Horseshoes,Melee,1H,Horseshoes]{{To-hit=+1}}ToHitData=[w:Horseshoes+1,+:1,n:1,ch:20,cm:1,sz:S,ty:SB,r:5,sp:0]{{Attacks=2 per round (front kicks or rear kicks, Bludgeoning)}}{{Damage=+1, vs SM:1d3, L:1d3, for War Horse}}DmgData=[w:Horseshoes+1,+:1,SM:1d3,L:1d3]{{Reference=House Rules / Prices / Horses}}{{desc=Enable a horse to carry loads as if one level of horse higher. If a Heavy War Horse already, add 50% extra load. Also act as +1 weapon when horse attacks with hooves.}}'}, + {name:'Hornblade-Dagger',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hornblade}}{{name=^^weaponPlus#0^^}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}WeapData=[query:weaponPlus,+:^^weaponPlus#1^^]{{}}ToHitData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[w:Hornblade^^weaponPlus#0^^]{{}}DmgData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[ ]{{}}AmmoData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}RangeData=[+:^^weaponPlus#1^^]{{}}%{MI-DB|Hornblade-Knife}{{To-hit=+^^weaponPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=+^^weaponPlus#0^^, vs SM:1d4, L:1d3, + Str bonus}}{{Ammo=+^^weaponPlus#0^^, vs SM:1d4, L:1d3, + Str bonus}}'}, + {name:'Hornblade-Knife',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hornblade}}{{name=^^weaponPlus#0^^}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Knife],[Knife,Ranged,1H,Throwing-blade,Knife]{{}}WeapData=[query:weaponPlus,+:^^weaponPlus#1^^]{{}}ToHitData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[w:Hornblade^^weaponPlus#0^^]{{}}DmgData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^],[ ]{{}}AmmoData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}RangeData=[+:^^weaponPlus#1^^]{{}}%{MI-DB|Knife}{{}}%{MI-DB-Magical-Weapon-Info}{{subtitle=Magical Blade}}{{To-hit=+^^weaponPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=+^^weaponPlus#0^^, vs SM: 1d3, L:1d2, + Str bonus}}{{Ammo=+^^weaponPlus#0^^, vs SM:1d3, L:1d2 + Str bonus}}{{Looks Like=A piece of horn of a 1/2-foot to 1 1/2-foot in length, set in some sort of handle or grip.}}{{desc=This is a magical weapon with a sickle-like blade resembling some sort of animal horn. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of a _-foot to 1_-foot in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.\nThe small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both the attack number and damage determination.\nAny character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).}}'}, + {name:'Hornblade-Scimitar',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Hornblade}}{{name=^^weaponPlus#0^^}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}WeapData=[query:weaponPlus,+:^^weaponPlus#1^^]{{}}ToHitData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}DmgData=[w:Hornblade^^weaponPlus#0^^,+:^^weaponPlus#1^^]{{}}%{MI-DB|Hornblade-Knife}{{To-hit=+^^weaponPlus#0^^ + Str \\amp Dex bonuses}}{{Damage=+^^weaponPlus#0^^, vs SM:1d8, L:1d8, + Str bonus}}'}, + {name:'Javelin-of-Lightning',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Lightning}}Specs=[Javelin,Melee,1H,Spears,Javelin],[Javelin,Melee,2H,Spears,Javelin],[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[rc:uncharged,qty:1+1d4]{{}}ToHitData=[w:Javelin of Lightning,c:0,msg:Consider a +2 weapon for purposes of creratures only hit by magical weapons but is actually +0],[w:Javelin of Lightning 2H,c:0,msg:Consider a +2 weapon for purposes of creratures only hit by magical weapons but is actually +0],[w:Javelin of Lightning,c:0,msg:Consider a +2 weapon for purposes of creratures only hit by magical weapons but is actually +0]{{}}DmgData=[w:Javelin of Lightning,SM:20+1d6,L:20+1d6,c:1,rc:rechargeable,cmd:!rounds ~~aoe `{target¦Select Target¦token_id}¦bolt¦feet¦0¦30¦5¦lightning,msg:On a successful hit the javelin forms the source of a 5ft x 30ft bolt of lightning. Target hit takes full 20HP damage with no save. Others in the area take 20HP save to half. The weapon is consumed by the lightning],[w:Javelin of Lightning 2H,SM:20+1d6,L:20+1d6,c:1,rc:rechargeable,cmd:!rounds ~~aoe `{target¦Select Target¦token_id}¦bolt¦feet¦0¦30¦5¦lightning,msg:On a successful hit the javelin forms the source of a 5ft x 30ft bolt of lightning. Target hit takes full 20HP damage with no save. Others in the area take 20HP save to half. The weapon is consumed by the lightning],[]{{}}AmmoData=[w:Javelin of Lightning,SM:20+1d6,L:20+1d6,cmd:!rounds ~~aoe `{target¦Select Target¦token_id}¦bolt¦feet¦0¦30¦5¦lightning \n!attk ~~setammo `{selected¦token_id}¦Javelin-of-Lightning¦¦-1¦silent,msg:On a successful hit the javelin forms the source of a 5ft x 30ft bolt of lightning. Target hit takes full 20HP damage with no save. Others in the area take 20HP save to half. The weapon is consumed by the lightning]{{}}%{MI-DB|Javelin}{{To-hit=Considered +2 for attacks vs. creatures requiring magical weapons to-hit, but is +0 + Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Piercing + Electrical damage}}{{Damage=+0, vs SM:1d6, L:1d6 + Str bonus + lightning 20HP save to half (no save for target struck)}}{{Ammo=+0, vs SM:1d6, L:1d6 + Str bonus + lightning 20HP save to half (no save for target struck)}}{{desc=considered equal to a +2 magical weapon, although it has neither attack nor damage bonuses. It has a range of 90 yards and whenever it strikes, the javelin becomes the head of a 5-foot wide, 30-foot long stroke of lightning. Any creature hit by the javelin suffers 1d6 points of damage, plus 20 points of electrical damage. Any other creatures in the path of the stroke take either 10 or 20 points of damage, based on whether their saving throws are successful or not.\nFrom 2-5 javelins will be found. The javelin is consumed in the lightning discharge.}}'}, + {name:'Javelin-of-Piercing',type:'ranged',ct:'0',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Piercing}}Specs=[Javelin,Ranged,1H,Throwing-Spears,Javelin]{{}}WeapData=[c:0,rc:change-each,to:Javelin,qty:2d4]{{}}ToHitData=[w:Javelin of Piercing,db:1,r: ,c:0,msg:Whether it hits successfully or not this will now become a normal javelin,cmd:!attk ~~dance `{selected¦token_id}¦Javelin-of-Piercing¦stop]{{}}AmmoData=[w:Javelin of Piercing,+:6,SM1d6,L:1d6]{{}}RangeData=[r:18]{{}}%{MI-DB|Javelin}{{To-hit=+6 + Str Bonus}}{{Ammo=+6, vs SM:1d6, L:1d6 + Str bonus}}{{Range=180 feet with all ranges considered short}}{{Use=This weapon *is not* taken in-hand, but instead used as a magical weapon and [launched](!attk --dance @{selected|token_id}|Javelin-of-Piercing) (click "launched" button to attack). As each *javelin of piercing" is used, they automatically turn back into normal javelins}}{{desc=This weapon is not actually hurled - when a command word is spoken, the javelin of piercing launches itself. Range is 180 feet, all distances considered as short range. The javelin has a +6 bonus to attack rolls and inflicts 1d6+6 points of damage. (Note this missile will fly horizontally, vertically, or any combination thereof to the full extent of its range.) From 2-8 (2d4) will be found at one time. The magic of the javelin of piercing is good for only one throw after which it becomes a normal javelin.}}'}, + {name:'Knife-Buckle',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Knife,Melee,1H,Fencing-blade|Short-blade,Magical-Knife],[Knife,Ranged,1H,Throwing-blade,Magical-Knife]{{}}WeapData=[st:Belt-Buckle]{{}}%{MI-DB|Magical-Knife}{{Looks Like=Looks just like a large belt-buckle ornament or a complete small buckle.}}{{desc=This magical blade has a hilt that looks just like a large belt-buckle ornament or a complete small buckle. The hilt can be grasped easily and the weapon drawn from its belt-sheath. The knife blade is short but has a very sharp point—it inflicts damage as a knife.}}'}, + {name:'Light-Crossbow-of-Accuracy',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Accuracy}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Light-Crossbow]{{}}ToHitData=[w:Light Crossbow of Accuracy,+:3,r:=180]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+3 + dex bonus only}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +3 bonus to attack rolls with its missiles but not to damage. All ranges are considered short.}}'}, + {name:'Light-Crossbow-of-Distance',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Distance}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Light-Crossbow]{{}}ToHitData=[w:Light Crossbow of Distance,+:++1,r:+3/+6/+12/+18]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload, but gives a +1 bonus to attack rolls with its missiles and to damage. All ranges are doubled.}}'}, + {name:'Light-Crossbow-of-Speed',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Speed}}Specs=[Light Crossbow,Ranged,2H,Crossbow,Light-Crossbow]{{}}ToHitData=[w:Light Crossbow of Speed,+:++1,pre:1,n:2]{{}}%{MI-DB|Light-Crossbow}{{subtitle=Magical Crossbow}}{{To-Hit=+1 + dex bonus only}}{{Damage=+1 bonus to ammo}}{{desc=This is a light crossbow. Made of rare woods and exotic metals, it is somewhat difficult to hold and reload. However, allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the crossbow of speed will automatically cock itself. In surprise situations it is of no help. Otherwise, it allows first fire in any melee round, and end-of-round fire also, when applicable. It gives a +1 bonus to attack rolls with its missiles and to damage.}}'}, + {name:'Longsword+1+3-vs-Regenerating',type:'melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword +1,+3 vs Regenerating (charged)}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-Hit=+1, +3 vs Regenerating (uses 1 charge), + Str bonus}}ToHitData=[w:Longsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Regen+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, +3 vs Regenerating (uses 1 charge), vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Longsword vs Regen+3,sb:1,+:3,SM:1d8,L:1d12]{{desc=This sword has a hilt guard with a centre boss of a sculpted Troll. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. When facing Regenerating creatures, its blade seems to turn blood red, and the increasing sharpness can almost be seen by the wielder. \n It is +[[3]] on attack and damage vs. Regenerating creatures, but each hit will use a charge if the sword has charges}}'}, + {name:'Longsword-of-Dancing',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Longsword of Dancing}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{}}WeapData=[dancing d:+1|4]{{}}ToHitData=[w:Dancing Longsword]{{}}DmgData=[w:Dancing Longsword]{{}}%{MI-DB|Longsword}{{subtitle=Magical Sword}}{{Weapon=1- or 2-handed dancing melee long-blade}}{{To-hit=+1/2/3/4 + Str bonus}}{{Damage=+1/2/3/4, vs SM:1d8, L:1d12, + Str bonus}}{{desc=This is a very special sword. It is etched with dramatic battle scenes, almost balletic in grace and poise.}}'}, + {name:'Mace-of-Disruption',type:'melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Disruption}}Specs=[Footmans Mace,Melee,1H,Clubs,Footmans-Mace],[Footmans Mace,Melee,1H,Clubs,Footmans-Mace]{{}}WeapData=[st:Mace]{{}}ToHitData=[w:Mace+1,+:1],[w:Mace vs Undead+Evil,+:1,sb:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{}}DmgData=[w:Mace+1,+:1],[w:Mace vs Undead+Evil,+:2,sb:1,SM:2+2d6,L:2d6,msg:Instantly kills *Skeletons Zombies Ghouls Shadows Wights \\amp Ghasts.* Others save *Wraiths* 5% *Mummies* 20% *Specters* 35% *Vampires* 50% *Ghosts* 65% *Liches* 80% Others 95% of time or die]{{}}%{MI-DB|Footmans-Mace}{{subtitle=Magical Mace}}{{To-hit=+1, + Str bonus}}{{Damage=+1, vs SM:1d6+1, L:1d6, double vs Undead or Evil from lower planes, + Str bonus. Chance of instant kill}}{{desc=This appears to be a mace +1, but it has a neutral good alignment, and any evil character touching it will receive 5d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of disruption strikes any undead creature or evil creature from one of the lower planes, may utterly destroy the creature.\nSkeletons, zombies, ghouls, shadows, wights, and ghasts, if hit, are instantly blasted out of existence. Other creatures roll saving throws as follows:\nCreature Save\nWraiths 5%\nMummies 20%\nSpectres 35%\nVampires 50%\nGhosts 65%\nLiches 80%\nOther affected evil creatures 95%\nEven if these saving throws are effective, the *mace of disruption* scores double damage upon opponents of this sort, and twice the damage bonus.}}'}, + {name:'Manticore-tail',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Manticore Tail}}{{subtitle=Ranged Weapon}}{{Speed=[[0]] Innate Weapon}}{{Size=Large}}{{Weapon=Body part with projectile spikes}}Specs=[Manticore Tail,Ranged,1H,Innate]{{To-hit=+0 + Dex bonus}}ToHitData=[w:Manticore-tail,sb:1,db:0,+:0,n:1d6,ch:20,cm:1,sz:L,ty:P,sp:0,r:6/12/18]{{Attacks=1d6/round, Piercing}}{{desc=The tail of a Manticore is covered in spikes. In total, the typical Manticore tail has a total of 4d6 tail spikes which can be fired in upto 4 volleys. Each spike does 1d6 damage if it hits.}}'}, + {name:'Maul-of-the-Titans',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Maul of the Titans}}{{subtitle=Mallet}}{{Speed=[[4]]}}{{Size=Large}}{{Weapon=Giant Mallet}}Specs=[Maul-of-the-Titans,Melee,1H,Clubs],[Maul-of-the-Titans,Melee,2H,Clubs]{{To-hit=+2 + str bonus}}ToHitData=[w:Maul of the Titans,dx:0,sb:1,+:2,n:2,sz:L, ty:B,sp:4,rc:uncharged]{{Attacks=2 per round, Bludgeoning}}{{Damage=4d10 bludgeoning damage + str dmg}}DmgData=[w:Maul of the Titans,sb:1,+:2,SM:4d10,L:4d10]{{Range=10ft}}{{desc=This huge mallet is 8 feet long and weighs over 150 pounds. Any giant-sized creature with Strength of 21 or grater can employ it to drive piles of up to 2 feet in diameter into normal earth at 4 feet per blow—two blows per round. The maul will smash to flinders an oaken door of up to 10-foot height by 4-foot width by 2-inch thickness in one blow—two if the door is heavily bound with iron. If used as a weapon, it has a +2 bonus to attack rolls and inflicts 4d10 hit points of damage, exclusive of Strength bonuses.}}'}, + {name:'Mordenkainens-Sword',type:'innate-melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Mordenkainen\'s Sword (spell)}}{{subtitle=Summoned Sword}}{{Speed=[[7]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Mordenkainens-Sword,Innate-Melee,1H,Long-blade]{{To-hit=+0 no Str bonus}}ToHitData=[w:Mordenkainens Sword,sb:0,+:0,ara:-2|-1|0|0|0|0|0|1|2,n:1,ch:19,cm:1,sz:M,ty:S,r:5,sp:7]{{Attacks=1 per round + level as Fighter of [[ceil(@{selected|casting-level}/2)]], Slashing}}{{Damage=+0, vs SM:5d4, vs L:5d6, no Str bonus}}DmgData=[w:Mordenkainens Sword,sb:0,+:0,SM:5d4,L:5d6]{{desc=This sword is called into being by a *Mordenkainen\'s Sword* spell. The sword has no magical attack bonuses, but it can hit nearly any sort of opponent, even those normally struck only by +3 weapons or those who are astral, ethereal, or out of phase. It hits any Armor Class on a roll of 19 or 20. It inflicts 5d4 points of damage to opponents of man size or smaller, and 5d6 points of damage to opponents larger than man size}}'}, + {name:'Ogre-club+0',type:'melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ogre Club +0}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee club}}Specs=[Ogre-Club,Melee,1H,Clubs]{{To-hit=+0 + Str bonus, requires Str 18 to wield}}ToHitData=[w:Ogre-Club+0,sb:1,+:0,ara:-5|-4|-3|-2|-1|-1|0|0|1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{Attacks=1 per round + level \\amp specialisation if strong enough, Bludgeoning}}{{Damage=+0, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Ogre-Club+0,sb:1,+:0,SM:2d8,L:2d8]{{desc=This is a large, heavy club needing a strength of at least 18 to wield, which hits as a magic weapon but at +[[0]]. The wood is incredibly dense but still heavily blood-stained, and is a +[[0]] magical weapon at all times.}}'}, + {name:'Quarterstaff-Magical',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=^^weaponCurse#1^^}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{}}WeapData=[w:Quarterstaff,query:weaponPlus=Roll d20 for the magical plus this Quarterstaff has|1-5%%+1/1|6-9%%+2/2|10-13%%+3/3|14-17%%+4/4|18-20%%+5/5,+:^^weaponPlus#2^^]{{}}ToHitData=[w:Quarterstaff^^weaponPlus#1^^,+:^^weaponPlus#2^^]{{}}DmgData=[w:Quarterstaff^^weaponPlus#1^^,+:^^weaponPlus#2^^]{{}}%{MI-DB|Quarterstaff}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Staff}}{{To-hit=^^weaponPlus#1^^ + Str bonus}}{{Damage=^^weaponPlus#1^^, vs SM:1d6, L:1d6, + Str bonus}}{{desc=The shaft is as strong as steel, and has two magical qualities. Upon command, the staff will alter its length from as short as 6 feet to as long as 12 feet (or any length in between). It inflicts damage as a quarterstaff, with additions to attack and damage rolls based upon its magical bonus.}}'}, + {name:'Rainbow-Bow',type:'innate-ranged',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Rainbow Shortbow}}{{subtitle=Bow}}{{Speed=[[6]]}}{{Size=Medium}}{{Weapon=2-handed ranged magical bow conjured by the *Rainbow* spell}}Specs=[Rainbow-Bow,Innate-Ranged,2H,Rainbow-bow]{{To-hit=Use only Rainbow arrows to gain Dex \\amp Str bonuses}}ToHitData=[w:Rainbow Bow,sb:1,db:1,+:0,ara:-3|-3|-1|0|1|2|2|2|3,n:4,ch:20,cm:1,sz:M,ty:P,sp:6,rc:uncharged]{{Attacks=Up to 4 per round regardless of level or specialisation}}{{desc=This is a magical composite shortbow (otherwise known as a Recurve Bow) conjured by the Rainbow spell. The limbs appear to be made from the light of a rainbow!}}'}, + {name:'Rock',type:'ranged',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Rock}}Specs=[Rock,Ranged,2H,Rock]{{}}WeapData=[st:Rock]{{}}ToHitData=[w:Rock,dx:1,sb:0,+:0,n:1,sz:L, ty:B,sp:3,rc:uncharged]{{}}AmmoData=[w:Rock,t:Rock,st:Rock,sb:0,+:0,SM:2d12,L:2d12]{{}}RangeData=[t:Rock,+:0,r:4/12/24]{{subtitle=Ranged Weapon}}{{Speed=[[3]]}}{{Size=Large}}{{Weapon=2-handed ranged rock}}{{To-hit=+0 + Str bonus}}{{Attacks=1 per round, Bludgeoning}}{{Damage=+0, vs SM:2d12, L:2d12, No strength bonus}}{{Range=S:40, M:120, L:240}}{{desc=These rocks are hurled by giants and other giant, huge and strong humanoids.}}'}, + {name:'Roper-Strand',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Roper Strand}}{{subtitle=Ranged Tenticle}}{{Speed=[[0]]}}{{Size=Large}}{{Weapon=Tenticle}}Specs=[Roper-Strand,Ranged,1H,Roper-Strand]{{To-hit=+0 no str bonus}}ToHitData=[w:Roper Strand,dx:0,sb:0,+:0,n:1,sz:L, ty:B,sp:0,rc:uncharged, cmd:!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦\\lbrak;\\lbrak;10*(1+1d4)\\rbrak;\\rbrak;¦¦acid¦true, msg:This strand is only as long as shown by the area of effect and can only entangle those in its area]{{Attacks=1 per round, Bludgeoning}}{{Damage=No damage until "roped in", then bite for 5d4. Also, target must save vs. poison or be weakened to half strength (cumulative per successful attack)}}AmmoData=[w:Roper-Strand,t:Roper-Strand,st:Roper-Strand,sb:0,+:0,SM:0,L:0,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who has been roped?¦token_id}¦RoperStrand¦#\\ques;{Distance in feet from roper to victim?¦10\\comma;1¦20\\comma;2¦30\\comma;3¦40\\comma;4¦50\\comma;5}¦-1¦Entangled by the sticky tenticle and being reeled in¦grab ~~target single¦`{selected¦token_id}¦`{target¦Who has been roped?¦token_id}¦RoperAttack¦#\\lbrak;\\lbrak;10*1d3\\rbrak;\\rbrak;¦-10¦You feel somewhat strange¦stopwatch, msg:A successful hit by the tenticle has entangled the victim who is now being reeled in 10ft a round! Also you feel somewhat odd...]{{Range=S:30, L:50}}RangeData=[t:Roper-Strand,+:0,r:3/5]{{desc=A *roper* can shoot a total of six strands, one per round, as far as 50 feet; each strand can extend (1d4+1) x 10 feet and pull up to 750 pounds. Each time a strand hits (requiring a normal attack roll), the victim must make a successful saving throw vs. poison or lose half its Strength (round fractions down). Strength loss occurs 1d3 round after a hit, is cumulative for multiple hits, and lasts for 2d4 turns.\nIf a roper\'s prey cannot break free, it is pulled 10 feet closer per round; when it reaches the roper, the creature bites the victim for 5d4 points of damage (automatic hit against a victim held by a strand). A strand can be pulled off or broken by a character who makes a successful open doors roll. A strand can also be cut; it is AC 0, and it must take at least 6 points damage from a single hit of an edged weapon to be severed.}}'}, + {name:'SG-Rock',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Storm Giant}}Specs=[SG-Rock,Ranged,2H,SG-Rock,Rock]{{}}ToHitData=[w:Rock]{{}}AmmoData=[w:Rock,t:SG-Rock,st:SG-Rock,SM:3d10,L:3d10]{{}}RangeData=[t:SG-Rock,r:7/15/30]{{}}%{MI-DB|Rock}{{Damage=+0, vs SM:3d10, L:3d10, No strength bonus}}{{Range=S:70, M:150, L:300}}{{desc=These rocks are hurled by giants, especially *Storm Giants*.}}'}, + {name:'Scimitar-of-Speed',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Speed}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar of Speed,pre:1,+:2,n:3/2],[w:Hilt Punch of Speed,pre:1,+:2,n:3/2]{{}}DmgData=[w:Scimitar of Speed,+:2],[w:Hilt Punch of Speed,+:2]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Attacks=By level \\amp specialisation + extra 1/2, Slashing}}{{Damage=+2, vs SM:1d8, L:1d8, + Str bonus, Hilt Punch 1d3 + Str bonus}}{{desc=This is a magical sword. usually of +2 bonus, that automatically grants its wielder the first attack in a melee round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one strike in some rounds, increasing the wielder\'s figure for attacks per melee round by one place, so that if one attack is normal, then the improvement is to three attacks per two rounds. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).}}'}, + {name:'Scimitar-of-Speed+',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Speed +^^weapPlus#1^^}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar-of-Speed],[Scimitar,Melee,1H,Long-blade,Scimitar-of-Speed]{{}}WeapData=[query:weapPlus=Roll d100 to define plus|01-75%%2|76-88%%1|89-95%%3|96-98%%4|99-00%%5,+:^^weapPlus#1^^]{{}}ToHitData=[+:^^weapPlus#1^^],[+:^^weapPlus#1^^]{{}}DmgData=[+:^^weapPlus#1^^],[+:^^weapPlus#1^^]{{}}%{MI-DB|Scimitar-of-Speed}{{To-hit=+^^weapPlus#1^^ + Str bonus}}{{Damage=+^^weapPlus#1^^, vs SM:1d8, L:1d8, + Str bonus, Hilt Punch 1d3 + Str bonus}}'}, + {name:'Shortsword-of-Quickness',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Shortsword,Melee,1H,Long-blade,Sword-Short-of-Quickness]{{}}%{MI-DB|Sword-Short-of-Quickness}'}, + {name:'Sling-of-Seeking+2',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Seeking+2}}Specs=[Sling,Ranged,1H,Slings,Sling],[Sling,Ranged,2H,Slings,Sling]{{}}ToHitData=[w:Sling of Seeking,+:2,msg:Imparts a notional +1 to ammo with respect to whether or not certain creatures are affected by the weapon],[w:Sling of Seeking,+:2,msg:Imparts a notional +1 to ammo with respect to whether or not certain creatures are affected by the weapon]{{}}%{MI-DB|Sling}{{subtitle=Magical Ranged Weapon}}{{To-hit=+2 + Dex bonus, and the +2 is also added to damage}}{{desc=A sling, made of supple leather. This gives its user a +2 bonus for both attack and damage rolls, but missiles from such a weapon are regarded as +1 with respect to whether or not certain creatures are affected by the weapon (i.e., a special defense of "+1 or better weapon to hit" means the creature is vulnerable to normal missiles from this sling).\nCan be either 1-handed or 2-handed. However, 1-handed is slightly slower to load and fire and requires more coordination, and thus can only get 1 shot per round. 2-handed gets 2 shots per round}}'}, + {name:'Spear+1-Biting',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1 Biting}}Specs=[spear,melee,1H,spears,spear],[spear,melee,2H,spears,spear],[spear,ranged,1H,throwing-spears,spear]{{}}WeapData=[qty:1,cmd:!modattr ~~charid `{selected¦character_id} ~~silent ~~spear-biter-count|+1 \n!magic ~~message gm¦`{selected¦token_id}¦Cursed Backbiting Spear¦This spear will become a \\lbrak;cursed backbiter\\rbrak;\\lpar;\\api;attk \\amp#45;~blank-weapon `{selected¦token_id}\\amp#124;Spear-Biter+1\\amp#124;silent \\amp#13;\\api;magic ~\\amp#45;add-mi `{selected¦token_id}\\amp#124;Spear+1-Biting\\amp#124;Spear-Cursed-Backbiter\\amp#124;1\\amp#124;0\\amp#124;NOCURSE\\amp#124;SILENT ~\\amp#45;message gm\\amp#124;`{selected¦token_id}\\amp#124;Spear Cursed Backbiter\\amp#124;The spear has changed into a new cursed backbiting weapon\\amp#13;\\api;delattr \\amp#45;~charid `{selected¦character_id} \\amp#45;~silent \\amp#45;~spear-biter-count\\rpar; ^^spear-biter-count^^ in 20 \\lpar;roll low\\rpar;. d20 roll = \\lbrak;\\lbrak;1d20\\rbrak;\\rbrak;]{{}}ToHitData=[w:Spear+1,+:1,ru:0],[w:Spear 2H +1,+:1,ru:0],[w:Spear+1,+:1,ru:0]{{}}DmgData=[w:Spear+1,+:1],[w:Spear 2H +1,+:1,msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Spear+1,ru:0,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Spear}{{subtitle=Magical Spear}}{{To-Hit=+1 + str \\amp dex bonuses}}{{Damage=+1, 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=+1, vs SM:1d6, L:1d8, + str bonus}}{{GM Info=This item appears to be a *perfectly normal* +1 spear. However, each use (whether it hits or not) will increment a counter which is displayed to the GM only. Once the GM rolls under that number with a d20 (or whenever the GM wants, really) the GM can press the displayed button to turn this weapon into a *Spear, Cursed Backbiter* without the player being aware}}{{desc=This appears to be a +1 spear. The point is extra sharp and it is brilliantly balanced, but perhaps there is something odd about it?}}'}, + {name:'Spear-Cursed-Backbiter',type:'melee|hide|ranged',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Cursed Backbiter}}Specs=[spear,melee|hide,1H,spears,spear],[spear,melee|hide,2H,spears,spear],[spear,ranged|hide,1H,throwing-spears,spear]{{}}WeapData=[rc:Cursed,msg:Aarrrgh! The spear tried to stab ***you** in the back* rather than your opponent! Did it hit you (without shield of dexterity bonus)?]{{}}ToHitData=[w:Spear+1 Biting,+:1,ru:1,rc:cursed],[w:Spear+1 Biting 2H,+:1,ru:1,rc:cursed],[w:Spear+1 Biting,+:1,ru:1,rc:cursed,msg:Aarrrgh! The spear flew round in a circle and tried to hit ***you** in the back* rather than your opponent! Did it hit you (without shield of dexterity bonus)?]{{}}DmgData=[w:Spear+1 Biting,+:1,msg:This is damage to ***you*** if it hit your back\'s AC],[w:Spear+1 Biting 2H,+:1,msg:This is damage to ***you*** if it hit your back\'s AC],[]{{}}AmmoData=[w:Spear+1 Biting,+:1,ru:1,SM:2d6,L:2d8,msg:This is damage to ***you*** if it hit your back\'s AC]{{}}%{MI-DB|Spear}{{subtitle=Cursed Spear}}{{To-Hit=+1 + str \\amp dex bonuses}}{{Attacks=Backbiting \\amp Cursed, 1 per round + level \\amp specialisation, Piercing}}{{Damage=+1, Cursed \\amp Backbiting, 1-handed vs SM:1d6, L:1d8, 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}{{Ammo=+1, Cursed \\amp Backbiting, vs SM:2d6, L:2d8, + str bonus}}{{GM Info=It is recommended that this item *is not* used - instead use the item called *Spear+1-Biting*. This will count uses, messaging the GM the number after each use, with an optional button to replace the item with this one if the dice roll indicates that should happen. The player will not be aware of the change unless or until the hidden item is revealed using the GM\'s [Add Items] dialog}}{{desc=This is to all tests a magical spear with a +1 bonus. It may even function normally in combat against a deadly enemy, but each time it is used in melee against a foe, there is a one in 20 cumulative chance that it will function against its wielder. Once it begins functioning in this way, you can\'t get rid of it without a remove curse spell. The character always seems to find the spear in his hand despite his best efforts or intentions.\nWhen the curse takes effect, the spear curls around to strike its wielder in the back, negating any shield and Dexterity bonuses to Armor Class, and inflicting normal damage. The curse even functions when the spear is hurled, but if the wielder has hurled the spear, the damage done to the hurler will be double. Once the spear has returned to him, the character will again find himself compelled to use the spear.}}'}, + {name:'Stun-Dart',type:'ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Stun Dart}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}Specs=[Stun Dart,Ranged,1H,Stun Dart,Dart]{{To-hit=+2, + Str \\amp Dex bonuses}}ToHitData=[w:Stun Dart,sb:1,db:1,+:2,n:3,ch:20,cm:1,sz:T,ty:P,sp:2,rc:uncharged]{{Attacks=3 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d3, L:1d2 + Str Bonus}}AmmoData=[w:Stun Dart,t:Stun Dart,st:Stun Dart,sb:1,+:0,SM:1d3,L:1d2, msg:Releases \\lbrak;Stun Gas\\rbrak;\\lpar;!rounds ~~aoe \\amp#64;{target\\vbar;Who was hit and breathes the gas?\\vbar;token_id}\\vbar;circle\\vbar;feet\\vbar;0\\vbar;5\\vbar;5\\vbar;acid\\vbar;true ~~target area¦^^tid^^¦\\amp#64;{target\\vbar;Who was hit and breathes the gas?\\vbar;token_id}\\vbar;Stun dart gas\\vbar;1\\vbar;-1\\vbar;Stunned for 1 round - followed by 4 rounds slowed\\vbar;lightning-helix\\rpar; which stuns the victims for 1 round, and then slows them for 4 more rounds]{{Range=S:10, M:20, L:40}}RangeData=[t:Dart,+:0,r:1/2/4]{{desc=Deep Gnomes make and wield stun darts, throwing them to a range of 40 feet, with a +2 bonus to hit. Each dart releases a small puff of gas when it strikes; any creature inhaling the gas must save versus poison or be stunned for 1 round and slowed for the four following rounds.}}'}, + {name:'Sun-Blade',type:'melee|magic',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sun Blade}}{{}}Specs=[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword,Melee,2H,Long-blade],[Bastard-sword,Melee,2H,Long-blade],[Bastard-sword,Melee,2H,Long-blade],[Bastard-sword,Magic,0H,Alteration]{{}}WeapData=[w:Sun Blade,rc:uncharged,ns:1],[cl:PW,w:Sunray,sp:3,lv:6,pd:1]{{}}ToHitData=[w:Sunblade +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Sunblade vs Evil,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Sunblade vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Sunblade 2H +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Sunblade 2H vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Sunblade 2H vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Sunray,pw:Sunray,sp:3,lv:6]{{}}DmgData=[w:Sunblade+2,sb:1,+:2,SM:1d8,L:1d12],[w:Sunblade vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Sunblade vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8],[w:Sunblade 2H +2,sb:1,+:2,SM:1d8,L:1d12],[w:Sunblade 2H vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Sunblade 2H vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8]{{subtitle=Magic Sword}}{{Speed=[[3]]}}{{Size=Special (feels like a Shortsword)}}{{Weapon=1 or 2 handed melee Long or Short blade}}{{To-hit=+2, +4 vs Evil + Str Bonus}}{{Attacks=1 per round}}{{Damage=+2, +4 vs Evil, double vs. Negative Plane or those drawing power from there, + 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}{{Looks Like=The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.\nSome bastard swords are equipped with knuckle guards, and others have asymmetrical pommels shaped like animal or bird heads.\nThis is a particularly fine bastard sword, with precious metals and interesting ornamental stones decorating the hilt and guard}}{{desc=This sword is the size of a bastard sword. However, its enchantment enables the *sun blade* to be wielded as if it were a short sword with respect to encumbrance, weight, speed factor, and ease of use (i.e., the weapon appears to all viewers to be a bastard sword, and inflicts bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword). Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a *sun blade*.\nIn normal combat, the glowing golden blade of the weapon is equal to a +2 sword. Against evil creatures, its bonus is +4. Against Negative Energy Plane creatures or those drawing power from that plane (such as certain undead), the sword inflicts double damage.\nFurthermore, the blade has a special *sunray* power. Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. All *sun blades* are of good alignment.}}'}, + {name:'Sword+1+2-vs-magic-using+enchanted-creatures',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+2 vs Magic Using and Enchanted Creatures}}Specs=[Sword+1+2,Melee,1H,Long-blade,Sword+Format],[Sword+1+2,Melee,2H,Long-blade,Sword+Format],[Sword+1+2,Melee,1H,Long-blade,Sword+Format],[Sword+1+2,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ vs MU+Enchanted, +:2],[w:^^swordType#0^^ vs MU+Enchanted, +:2],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs others, +:1]{{}}DmgData=[w:^^swordType#0^^+2 vs MU+Enchanted, +:2],[w:^^swordType#0^^+2 vs MU+Enchanted, +:2],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +2 vs magic using \\amp enchanted + Str bonus}}{{Damage=+1/+2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like wizards and mythical beasts.\nThis sword always provides a +1 bonus. The +2 bonus takes effect when the sword is employed against wizards, monsters that can cast spells, and conjured, created, gated, or summoned creatures. Note that the +2 bonus would not operate against a creature magically empowered by an item (such as a ring of spell storing) to cast spells.}}'}, + {name:'Sword+1+3-vs-Regenerating',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+3 vs Regenerating Creatures}}Specs=[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format],[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ vs Regenerating, +:3],[w:^^swordType#0^^ vs Regenerating, +:3],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs Others, +:1]{{}}DmgData=[w:^^swordType#0^^+3 vs Regenerating, +:3],[w:^^swordType#0^^+3 vs Regenerating, +:3],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1],{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +3 vs Regenerating Creatures + Str bonus}}{{Damage=+1/+3, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like trolls.\nThis will give the +3 bonus to its wielder even when the regenerating creature does so because of a magical device—such as a ring of regeneration.}}'}, + {name:'Sword+1+3-vs-lycanthropes+shape-changers',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+3 vs Lycanthropes \\amp Shape Changers}}Specs=[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format],[Sword+1+3,Melee,1H,Long-blade,Sword+Format],[Sword+1+3,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^ vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs Others, +:1]{{}}DmgData=[w:^^swordType#0^^+3 vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^+3 vs Lycanthrope+Shape Change, +:3],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +3 vs Lycanthrope+Shape Change + Str bonus}}{{Damage=+1/+3, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like wolfmen.\nThis gives its +3 against werecreatures—those able to assume the form of another creature (such as a vampire or a druid), or any creature under the influence of a polymorph or shape change spell.}}'}, + {name:'Sword+1+4-vs-Reptiles',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1+3 vs Reptiles}}Specs=[Sword+1+4,Melee,1H,Long-blade,Sword+Format],[Sword+1+4,Melee,2H,Long-blade,Sword+Format],[Sword+1+4,Melee,1H,Long-blade,Sword+Format],[Sword+1+4,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ vs Reptiles, +:4],[w:^^swordType#0^^ vs Reptiles, +:4],[w:^^swordType#0^^ vs Others, +:1],[w:^^swordType#0^^ vs Others, +:1]{{}}DmgData=[w:^^swordType#0^^+4 vs Reptiles, +:4, +:4],[w:^^swordType#0^^+4 vs Reptiles, +:4, +:4],[w:^^swordType#0^^+1, +:1],[w:^^swordType#0^^+1, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +4 vs Reptiles + Str bonus}}{{Damage=+1/+4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like dragons.\nthis gives the +4 against such creatures as dinosaurs, dragons, hydras, lizards, snakes, wyverns, etc.}}'}, + {name:'Sword+1-Cursed',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1, Cursed}}Specs=[Sword+1,Melee,1H,Long-blade,Sword+Format],[Sword+1,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[rc:cursed]{{}}ToHitData=[w:^^swordType#0^^+1, rc:cursed],[w:^^swordType#0^^+1 2H, rc:cursed]{{}}DmgData=[w:^^swordType#0^^+1,+:1],[w:^^swordType#0^^+1 2H,+:1]{{}}%{MI-DB|Sword+Format}{{}}{{To-hit=+1 + Str bonus}}{{Damage=+1, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes between what might be berserk fighters.\nThis performs in all respects as a +1 weapon, but when its wielder is faced by an enemy, the sword will weld itself to the character\'s hand and force him to fight until the enemy or the wielder is slain. Thereafter, the possessor can loose, but never rid himself of, the cursed sword. No matter what is done, it will appear in his hand whenever an opponent is faced. The character can be freed of the weapon only by a *remove curse* spell.}}'}, + {name:'Sword+1-Flame-tongue',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1 Flame Tongue\n+2 vs regenerating\n+3 vs cold using, inflammable or avian\n+4 vs undead}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Others, +:1],[w:Flame Tongue vs Others, +:1]{{}}DmgData=[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Regenerating, +:2],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Cold-Using etc, +:3],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Undead, +:4],[w:Flame Tongue vs Others, +:1],[w:Flame Tongue vs Others, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1, +2 vs regenerating creatures,\n+3 vs Cold-using, inflammable or avian creatures,\n+4 vs Undead,\nall + Str bonus}}{{Damage=+1/+2/+3/+4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a very special sword. It is etched with dramatic battle scenes against all sorts of different creatures: you would not want to be in that battle without this sword!\nThis sword always provides a +1 bonus. The +2 bonus takes effect when the sword is employed against creatures that can regenerate, a +3 bonus when fighting cold-using, inflammable or avian creatures, and +4 when tackling undead of all types.\nIt will flame \\amp shed light when its possessor speaks a command word or phrase. When activated, the flame tongue sword\'s fire illuminates the area as brightly as a torch. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. Cold-using creatures are those whose attack mode involves cold (ice toads, white dragons, winter wolves, yeti, etc.).}}'}, + {name:'Sword+1-Luck-Blade',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+1 Luck Blade}}Specs=[Sword,Melee,1H,Long-blade],[Sword,Melee,2H,Long-blade]{{}}WeapData=[query:swordType,svall:+1,rules:+inHand]{{}}ToHitData=[w:^^swordType#0^^+1, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:1,n:1,ch:20,cm:1,r:5][w:^^swordType#0^^+1, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:1,n:1,ch:20,cm:1,r:5]{{}}DmgData=[w:^^swordType#0^^+1, SM:^^swordType#4^^, L:^^swordType#5^^,+:1,sb:1],[w:^^swordType#0^^+1, SM:^^swordType#9^^, L:^^swordType#10^^,+:1,sb:1]{{}}%{MI-DB|Sword+Format}{{Saves=This weapon also gives +1 to all saving throws while in-hand}}{{To-hit=+1 + Str bonus}}{{Damage=+1, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what magical adjustments are desired of those available. If Auto-Hide config is set, this weapon will also automatically hide as a standard weapon of its type when added to a container and will only reveal manually (see Magic Help Handout about hiding and revealing items). Use the GM Add-Items dialog to hide, reveal and set automatic revealing as you desire.\nThis *Luck Blade* has 1d4+1 wishes. The GM should roll to see how many and then keep that number hidden}}{{desc=This is a special sword. It is etched with amazing and almost unbelievable acts of battle e.g. on one side of the blade a lone fighter faces a horde of hundreds, and on the other the fighter faces a field of snuffling pigs!\nThis sword always provides a +1 bonus. It even gives a +1 bonus to all saving throws but *only while held in-hand*.\nThe unknowable possibility which makes this sword much desired is *"does it grant any wishes...?"*}}'}, + {name:'Sword+2-Dragon-Slayer',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2 ^^dragonType#1^^ Dragon Slayer}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format][Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[query:swordType$$dragonType=Which dragon does this sword slay?|1 Black%%Black|2 Blue%%Blue|3 Brass%%Brass|4 Bronze%%Bronze|5 Copper%%Copper|6 Gold%%Gold|7 Green%%Green|8 Red%%Red|9 Silver%%Silver|10 White%%White]{{}}ToHitData=[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4],[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs others, +:2],[w:Dragon Slayer vs others, +:2]{{}}DmgData=[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4, sm:3*^^swordType#4^^, l:3*^^swordType#5^^],[w:Dragon Slayer vs ^^dragonType#1^^ dragons, +:4, sm:3*^^swordType#9^^, l:3*^^swordType#10^^],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs other dragons, +:4],[w:Dragon Slayer vs others, +:2],[w:Dragon Slayer vs others, +:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2, +4 vs dragons + Str bonus}}{{Damage=+2, +4 vs dragons, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^, vs ^^dragonType#1^^ dragons does tripple damage, + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against a ^^dragonType#1^^ dragon.\nThis sword always provides a +2 bonus. This has a +4 bonus against any sort of true dragon. It inflicts triple damage against one sort of dragon. Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment.}}'}, + {name:'Sword+2-Giant-Slayer',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2 Giant Slayer}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format][Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:Giant Slayer vs true Giant, +:3],[w:Giant Slayer vs true Giant, +:3],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs others, +:2],[w:Giant Slayer vs others, +:2]{{}}DmgData=[w:Giant Slayer vs true Giant, +:3, sm:2*^^swordType#4^^, l:2*^^swordType#5^^],[w:Giant Slayer vs true Giant, +:3, sm:2*^^swordType#9^^, l:2*^^swordType#10^^],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs giant creature, +:3],[w:Giant Slayer vs others, +:2],[w:Giant Slayer vs others, +:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2, +3 vs Giants \\amp giant creatures + Str bonus}}{{Damage=+2, +3 vs Giants \\amp giant creatures, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^, vs true Giants does double damage, + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes against several Giants and giant creatures.\nThis sword always provides a +2 bonus. This has a +3 bonus against giant, giant-kin, ettin, ogre mage, or titan. It inflicts double damage against true Giants (hill, stone, frost, fire, cloud, storm).}}'}, + {name:'Sword+2-Nine-Lives-Stealer',type:'melee',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+2, Nine Lives Stealer}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[query:swordType,qty:9,rc:single-uncharged, msg:If a Critical Hit is achieved the opponent must save vs spell or \\lbrak;they are slain\\rbrak;\\lpar;!magic ~~mi-charges `{selected¦token_id}¦-1¦Sword+2-Nine-Lives-Stealer¦¦charged¦The opponent\'s life has been stolen¦The sword is sated and can steal no more lives. Just do damage\\rpar;. Only nine lives can be stolen this way. If the save is made damage is still done and no charge is lost.]{{}}ToHitData=[w:Life Stealer+2, +:2, c:0],[w:Life Stealer+2, +:2, c:0]{{}}DmgData=[w:^^swordType#0^^+2, +:2],[w:^^swordType#0^^+2,+:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2 + Str bonus}}{{Damage=+2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus,\nplus up to nine lives will be stolen when critical hits are scored}}{{desc=This is a special sword. Its hilt is bound in black velvet and leather, with stones of jet set into the guard. It is etched with images of hard life and sudden death.\nThis sword always provides a +2 bonus, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. A natural 20 must be scored on the wielder\'s attack roll for the sword to function. The victim is entitled to a saving throw vs. spell. If this succeeds, the sword does not function, no charge is used, and normal damage is determined.}}'}, + {name:'Sword+3-Frost-Brand',type:'melee|magic',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+3 Frost Brand}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Magic,1H|2H,Long-blade,Sword+Format]{{}}ToHitData=[w:Frost Brand vs fire using or dwelling, +:6],[w:Frost Brand vs fire using or dwelling, +:6],[w:Frost Brand vs others, +:3],[w:Frost Brand vs others, +:3],[w:Extinguish Fire, msg:Attempting to extinguish a fire. Roll \\lbrak;1d100\\rbrak;\\lpar;!\\cr;\\ampamp;#47;r 1d100\\rpar; and get less than 51% to \\lbrak;Extinguish fire\\rbrak;\\lpar;\\api;rounds ~~aoe \\amp#64;{selected|token_id}¦circle¦feet¦0¦20¦20¦cold¦true\\rpar;]{{}}DmgData=[w:^^swordType#0^^ vs fire using or dwelling, +:6],[w:^^swordType#0^^ vs fire using or dwelling, +:6],[w:^^swordType#0^^ vs others, +:3],[w:^^swordType#0^^ vs others, +:3]{{}}%{MI-DB|Sword+Format}{{Powers=50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius - including a *wall of fire* but excluding a *fireball, meteor swarm*, or *flame strike*. To use this power, take the *Frost Brand* in-hand, attack with it and choose the *Extinguish Fire* attack to see the area of effect.}}{{Immunity=Equivalent to a *Ring of Fire Resistance*}}{{To-hit=+3, +6 vs fire using or dwelling creatures + Str bonus}}{{Damage=+3, +6 vs fire using or dwelling creatures, \n1-handed SM:^^swordType#4^^ L:^^swordType#5^^, 2-handed SM:^^swordType#9^^ L:^^swordType#10^^ + Str bonus}}{{Use=Take this weapon in-hand using the *attk menu \\gt change weapon* dialog to attack with it or use its powers.}}{{desc=This is a special sword. It is etched with scenes of fire and ice.\nThis sword always provides a +3 bonus. The +6 bonus takes effect against creatures that use fire or live in fiery environments. The weapon does not shed any light, except when the air temperature is below 0 degrees F. It does give special benefits against fire, for its wielder is protected as if he were wearing a *ring of fire resistance*.\nThe frost brand sword also has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius including a *wall of fire* but excluding a *fireball, meteor swarm*, or *flame strike*.}}'}, + {name:'Sword+4-Defender',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4 Defender}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[on:!setattr --silent --charid @{selected|character_id} --defender-acmod|0, off:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|+@{selected|defender-acmod}]{{}}ToHitData=[w:Defender+4,+:4,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-0\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|0],[w:Defender+4,+:4,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-0\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|0],[w:Defender+3,+:3,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-1\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|1],[w:Defender+3,+:3,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-1\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|1],[w:Defender+2,+:2,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-2\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|2],[w:Defender+2,+:2,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-2\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|2],[w:Defender+1,+:1,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-3\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|3],[w:Defender+1,+:1,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-3\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|3],[w:Defender+0,+:0,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-4\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|4],[w:Defender+0,+:0,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+4 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-4\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|4]{{}}DmgData=[w:Defender+4,+:4],[w:Defender+4,+:4],[w:Defender+3,+:3],[w:Defender+3,+:3],[w:Defender+2,+:2],[w:Defender+2,+:2],[w:Defender+1,+:1],[w:Defender+1,+:1],[w:Defender+0,+:0],[wDefender+0,+:0]{{}}%{MI-DB|Sword+Format}{{Powers=When fighting an opponent using a melee weapon (not any sort of ranged attack) the wielder can choose to use all, some or none of the magical bonus of this sword to improve their armour class. Select an attack other than a +4 to achieve this. If hit by a missile weapon the character\'s AC should (manually) be considered to be their original AC}}{{To-hit=+0 to +4 (depending on split with AC) + Str bonus}}{{Damage=+0 to +4 (depending on split with AC), \n1-handed SM:^^swordType#4^^ L:^^swordType#5^^, 2-handed SM:^^swordType#9^^ L:^^swordType#10^^ + Str bonus}}{{Use=Take this weapon in-hand using the *attk menu \\gt change weapon* dialog to attack with it or use its powers. Selecting any attack other than +4 will alter AC appropriately. When facing ranged attacks the +4 option should be used, or the weapon should be sheathed (removed from any hand in the *attk menu \\gt change weapon* dialog}}{{desc=This gives its wielder the option of using all, some, or none of the +4 bonus in defense (improving his Armor Class) against any opponent using a handheld weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other two bonus factors to be added to his Armor Class. This can be done each round.}}'}, + {name:'Sword+5-Defender',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+4 Defender}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[on:!setattr --silent --charid @{selected|character_id} --defender-acmod|0, off:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|+@{selected|defender-acmod}]{{}}ToHitData=[w:Defender+5,+:5,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-0\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|0],[w:Defender+5,+:5,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-0\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|0],[w:Defender+4,+:4,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-1\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|1],[w:Defender+4,+:4,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-1\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|1],[w:Defender+3,+:3,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-2\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|2],[w:Defender+3,+:3,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-2\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|2],[w:Defender+2,+:2,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-3\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|3],[w:Defender+2,+:2,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-3\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|3],[w:Defender+1,+:1,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-4\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|4],[w:Defender+1,+:1,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-4\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|4],[w:Defender+0,+:0,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-5\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|5],[w:Defender+0,+:0,cmd:!modattr --charid @{selected|character_id} --fb-header ^^swordType#0^^+5 Defender --ac|\\lbrak;\\lbrak;@{selected|defender-acmod}-5\\rbrak;\\rbrak;\\cr;!setattr --charid @{selected|character_id} --silent --defender-acmod|5]{{}}DmgData=[w:Defender+5,+:5],[w:Defender+5,+:5],[w:Defender+4,+:4],[w:Defender+4,+:4],[w:Defender+3,+:3],[w:Defender+3,+:3],[w:Defender+2,+:2],[w:Defender+2,+:2],[w:Defender+1,+:1],[w:Defender+1,+:1],[w:Defender+0,+:0],[wDefender+0,+:0]{{}}%{MI-DB|Sword+Format}{{Powers=When fighting an opponent using a melee weapon (not any sort of ranged attack) the wielder can choose to use all, some or none of the magical bonus of this sword to improve their armour class. Select an attack other than a +5 to achieve this. If hit by a missile weapon the character\'s AC should (manually) be considered to be their original AC}}{{To-hit=+0 to +5 (depending on split with AC) + Str bonus}}{{Damage=+0 to +5 (depending on split with AC), \n1-handed SM:^^swordType#4^^ L:^^swordType#5^^, 2-handed SM:^^swordType#9^^ L:^^swordType#10^^ + Str bonus}}{{Use=Take this weapon in-hand using the *attk menu \\gt change weapon* dialog to attack with it or use its powers. Selecting any attack other than +5 will alter AC appropriately. When facing ranged attacks the +5 option should be used, or the weapon should be sheathed (removed from any hand in the *attk menu \\gt change weapon* dialog}}{{desc=This gives its wielder the option of using all, some, or none of the +5 bonus in defense (improving his Armor Class) against any opponent using a handheld weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other three bonus factors to be added to his Armor Class. This can be done each round.}}'}, + {name:'Sword+5-Holy-Avenger',type:'melee',ct:'0',charge:'enable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=+5 Holy Avenger}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format][Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[on:!magic --message @{selected|token_id}|Holy Avenger|The sword wants to know "are you a paladin?" \\lbrak;Yes\\rbrak;\\lpar;!magic \\amp#45;-message @{selected|token_id}\\amp#124;Holy Avenger\\amp#124;You gained a 5ft radius area of 50% magic resistance which also dispels magic at their level\\amp#124;!token-mod \\amp#126;~ignore-selected \\amp#126;~ids @{selected|token_id} \\amp#126;~off aura2_square \\amp#126;~set aura2_radius\\amp#166;5ft aura2_color\\amp#166;#b8860b \\amp#92;n!attk \\amp#126;~quiet-modweap @{selected|token_id}\\amp#166;Holy Avenger vs Chaotic Evil\\amp#166;melee\\amp#166;c:0\\amp#92;n!attk \\amp#126;~quiet-modweap @{selected|token_id}\\amp#166;Holy Avenger vs Others\\amp#166;melee\\amp#166;c:0\\amp#92;n!attk \\amp#126;~quiet-modweap @{selected|token_id}\\amp#166;^^swordType#0^^+2\\amp#166;melee\\amp#166;c:2\\rpar;, off:!token-mod --ignore-selected --ids @{selected|token_id} --set aura2_radius|]{{}}ToHitData=[w:Holy Avenger vs Chaotic Evil, +:5, c:2, rc:enable],[w:Holy Avenger vs Chaotic Evil, +:5, c:2, rc:enable],[w:Holy Avenger vs Others, +:5, c:2, rc:enable],[w:Holy Avenger vs Others, +:5, c:2, rc:enable],[w:^^swordType#0^^+2, +:2, c:0, rc:enable],[w:^^swordType#0^^+2, +:2, c:0, rc:enable]{{}}DmgData=[w:Holy Avenger vs Chaotic Evil, +:10],[w:Holy Avenger vs Chaotic Evil, +:10],[w:Holy Avenger vs Others, +:5],[w:Holy Avenger vs Others, +:5],[w:^^swordType#0^^+2, +:2],[w:^^swordType#0^^+2, +:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2, +5 for Paladins only, + Str bonus}}{{Damage=+2, +5 for Paladins \\amp +10 for Paladins vs Chaotic Evil creatures, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^, + Str bonus}}{{desc=This is a holy sword, especially prized by paladins wishing to defeat evil in all its forms, but especially the hated evil of chaos. It is etched with dramatic battle scenes against strikingly evil forces.\nIn the hands of any character other than a paladin, this holy\nsword will perform only as a sword +2. In the hands of a paladin, however, it creates a magic resistance of 50% in a 5-foot radius, dispels magic in a 5-foot radius at the level of the paladin, and inflicts +10 points of bonus damage upon chaotic evil opponents.}}'}, + {name:'Sword+Format',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sword}}Specs=[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade],[Sword+1+2,Format,1H,Long-blade],[Sword+1+2,Format,2H,Long-blade]{{}}WeapData=[query:swordType,qty:1]{{}}ToHitData=[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5]{{}}DmgData=[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1]{{Weapon=}}{{GM Info=}}{{Powers=}}{{Immunity=}}{{Saves=}}{{Size=}}{{Speed=}}{{Attacks=}}{{To-hit=}}{{Damage=}}{{Use=}}{{Looks Like=}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Sword}}{{Speed=[[^^swordType#3^^]]}}{{Size=^^swordType#1^^}}{{Weapon=Magical melee long-blade}}{{Powers=}}{{Protection=}}{{Saves=}}{{To-hit=+, ++ vs ? + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+/++?, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{Looks Like=A standard ^^swordType#0^^. See descriptions elsewhere for what that type of sword looks like.}}{{desc=This is a special sword. It is etched with dramatic battle scenes against what look like mythical creatures.}}'}, + {name:'Sword-2-Cursed',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=-2, Cursed}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[rc:cursed]{{}}ToHitData=[w:^^swordType#0^^ -2, +:-2,rc:cursed],[w:^^swordType#0^^ -2 2H, +:-2, rc:cursed]{{}}DmgData=[w:^^swordType#0^^ -2,+:-2],[w:^^swordType#0^^ -2 2H,+:-2]{{}}%{MI-DB|Sword+Format}{{}}{{To-hit=-2 + Str bonus}}{{Damage=-2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with dramatic battle scenes, in which it seems the wielder is not fareing very well.\nThis is a sword that gives off a magical aura and performs well against targets in practice, but when it is used against an opponent in combat it lowers its user\'s attack rolls by -2. Only by careful observation can this lowering be detected.\nAll damage scored is reduced by 2 hit points, but never below a 1 in any event. The sword will always force the character to employ it against enemies, appearing in the character\'s hand. It can be gotten rid of only by means of *limited wish* or *wish* (i.e. *remove curse* is not good enough).}}'}, + {name:'Sword-Cursed-Berserking',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Cursed Berserking}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[rc:cursed, rev:use]{{}}ToHitData=[w:^^swordType#0^^+2, rc:cursed, cmd:!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦60¦60¦dark¦true ~~target caster¦`{selected¦token_id}¦Berserk-Sword¦99¦0¦You are suffering a berserking curse. Kill everything within 60ft¦screaming \n\\api;attk ~~quiet-modweap `{selected¦token_id}¦Sword-Cursed-Berserking¦melee¦cmd\\clon;\\api;silent],[w:^^swordType#0^^+2, rc:cursed, cmd:!rounds ~~aoe `{selected¦token_id}¦circle¦feet¦0¦60¦60¦dark¦true ~~target caster¦\\amp#64;{selected¦token_id}¦Berserk-Sword¦99¦0¦You are suffering a berserking curse. Kill everything within 60ft¦screaming \n\\api;attk ~~quiet-modweap \\amp#64;{selected¦token_id}¦Sword-Cursed-Berserking¦melee¦cmd\\clon;\\api;silent]{{}}DmgData=[w:^^swordType#0^^+2,+:2],[w:^^swordType#0^^+2 2H,+:2]{{}}%{MI-DB|Sword+Format}{{To-hit=+2 + Str bonus}}{{Damage=+2, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. Its made of exotic materials and has an extra sharp edge.\nThis performs by every test, save that of the heat of battle, as a +2 magical ^^swordType#0^^. However, in actual battle its wielder will go berserk, attacking the nearest creature and continuing to fight until dead or until no living thing remains within 60 feet. The sword has a +2 bonus and otherwise acts as a *cursed sword +1*. The possessor of a *cursed berserking sword* can be rid of it only if it is exorcised via a *remove curse* spell or *wish*.}}'}, + {name:'Sword-Short-of-Quickness',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Quickness}}Specs=[Shortsword,Melee,1H,Long-blade,Shortsword]{{}}ToHitData=[w:Shortsword of Quickness,pre:1,+:2]{{}}DmgData=[w:Shortsword of Quickness,+:2]{{}}%{MI-DB|Shortsword}{{subtitle=Magic Sword}}{{To-hit=+2 + Str bonus}}{{Attacks=1 + level \\amp specialisation, Slashing}}{{Damage=+2, vs SM:1d6, L:1d8, + Str bonus}}{{desc=This is a special +2 blade that enables the wielder to strike first in every combat round. If the wielder encounters someone with a similar weapon (e.g., a scimitar of speed), both strike simultaneously.}}'}, + {name:'Sword-Vorpal',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Vorpal}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}WeapData=[msg:If you score a critical hit you will sever your opponent\'s head - the required critical hit is automatically set by attack type]{{}}ToHitData=[w:^^swordType#0^^ vs normal or armoured, +:3, ch:17],[w:^^swordType#0^^ vs normal or armoured, +:3, ch:17],[w:^^swordType#0^^ vs larger than man, +:3, ch:18],[w:^^swordType#0^^ vs larger than man, +:3, ch:18],[w:^^swordType#0^^ vs metal or stone, +:3, ch:19],[w:^^swordType#0^^ vs metal or stone, +:3, ch:19]{{}}DmgData=[w:^^swordType#0^^ vs normal or armoured, +:3],[w:^^swordType#0^^ vs normal or armoured, +:3],[w:^^swordType#0^^ vs larger than man, +:3],[w:^^swordType#0^^ vs larger than man, +:3],[w:^^swordType#0^^ vs metal or stone, +:3],[w:^^swordType#0^^ vs metal or stone, +:3]{{}}%{MI-DB|Sword+Format}{{To-hit=+3 + Str bonus}}{{Damage=+3, severs opponent\'s head on a critical hit, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=A vorpal weapon has a +3 bonus to attack and damage rolls. Check the table below to determine whether an attack roll is good enough to sever the neck/head of the opponent:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Opponent is\\amplt;\\th\\ampgt;\\amplt;th\\ampgt;Modified score to sever*\\amplt;\\th\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;normal/armored\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;19-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;larger than man-sized\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;20-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Solid metal or stone\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;\\table\\ampgt;\n* Considering only the sword\'s bonus of +1.\nNote that many creatures have no heads or can change their form and, therefore, cannot suffer decapitation. There are also creatures that have heads but will not necessarily be killed by decapitation (among these are dopplegangers, elementals, and golems).}}'}, + {name:'Sword-of-Dancing',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Sword of Dancing}}Specs=[Sword-of-Dancing,Melee,1H,Long-blade],[Sword-of-Dancing,Melee,2H,Long-blade]{{}}WeapData=[query:swordType,d:+1|4]{{}}ToHitData=[w:Dancing ^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#1^^, ty:^^swordType#2^^, sp:^^swordType#3^^,sb:1,+:0,n:1,ch:20,cm:1,r:5],[w:Dancing ^^swordType#0^^, t:^^swordType#0^^, sz:^^swordType#6^^, ty:^^swordType#7^^, sp:^^swordType#8^^,sb:1,+:0,n:1,ch:20,cm:1,r:5]{{}}DmgData=[w:Dancing ^^swordType#0^^, sm:^^swordType#4^^, l:^^swordType#5^^,+:0,sb:1],[w:Dancing ^^swordType#0^^, sm:^^swordType#9^^, l:^^swordType#10^^,+:0,sb:1]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Sword}}{{Speed=[[^^swordType#3^^]]}}{{Size=^^swordType#1^^}}{{Weapon=Magical melee long-blade}}{{To-hit=+1/2/3/4 + Str bonus}}{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+1/2/3/4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{Looks Like=A standard ^^swordType#0^^. See descriptions elsewhere for what that type of sword looks like.}}{{desc=This is a very special sword. It is etched with dramatic battle scenes, almost balletic in grace and poise.}}'}, + {name:'Sword-of-Life-Stealing',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Life Stealing}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ of Life Stealing, +:2, msg:When rolling damage if asked select the opponent you have just successfully hit to drain a level.],[w:^^swordType#0^^ of Life Stealing, +:2, msg:When rolling damage if asked select the opponent you have just successfully hit to drain a level.]{{}}DmgData=[w:^^swordType#0^^ of Life Stealing, +:2, cmd:!magic --level-change @{target|Select Target|token_id}|-1, msg:Remember to add drained HP (manually and not including damage done by weapon) to yours up to your maximum],[w:^^swordType#0^^ of Life Stealing, +:2, cmd:!magic --level-change @{target|Select Target|token_id}|-1, msg:Remember to add drained HP (manually and not including damage done by weapon) to yours up to your maximum]{{}}%{MI-DB|Sword+Format}{{To-hit=+2 + Str bonus}}{{Damage=+2 + Str bonus and drains 1 level of experience, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^}}{{desc=This +2 weapon will eliminate one level of experience (or Hit Die) and accompanying hit points and abilities when it strikes any opponent on a natural roll of 20. This function is the same as the level-draining ability of certain undead creatures.\nThe sword wielder can gain as many hit points as an opponent loses to this function of the weapon, up to the maximum number of hit points the character is allowed (i.e., only a character who has suffered loss of hit points can benefit from the function).}}'}, + {name:'Sword-of-Sharpness',type:'melee|magic',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Sharpness}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Magic,1H|2H,Alteration],[Sword,Magic,1H|2H,Alteration],[Sword,Magic,1H|2H,Alteration],[Sword,Magic,1H|2H,Alteration]{{}}WeapData=[msg:Considered a +3 weapon for the purposes of who or what can be hit. If you score a critical hit you will sever one of the opponent\'s extremities to be determined by the DM - the required critical hit is automatically set by attack type]{{}}ToHitData=[w:^^swordType#0^^ vs normal or armoured, +:1, ch:18],[w:^^swordType#0^^ vs normal or armoured, +:1, ch:18],[w:^^swordType#0^^ vs larger than man, +:1, ch:19],[w:^^swordType#0^^ vs larger than man, +:1, ch:19],[w:^^swordType#0^^ vs metal or stone, +:1, ch:20],[w:^^swordType#0^^ vs metal or stone, +:1, ch:20],[w:No Light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦none,msg:The sword now emits no light],[w:5ft light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦weapon,msg:The sword now emits light to 5ft radius],[w:15ft light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦torch,msg:The sword now emits light to 15ft radius],[w:30ft light,cmd:!magic ~~light \\amp#64;{selected|token_id}¦hooded,msg:The sword now emits light to 30ft radius]{{}}DmgData=[w:^^swordType#0^^ vs normal or armoured, +:1],[w:^^swordType#0^^ vs normal or armoured, +:1],[w:^^swordType#0^^ vs larger than man, +:1],[w:^^swordType#0^^ vs larger than man, +:1],[w:^^swordType#0^^ vs metal or stone, +:1],[w:^^swordType#0^^ vs metal or stone, +:1]{{}}%{MI-DB|Sword+Format}{{To-hit=+1 + Str bonus, counted as +3 regarding who or what can be hit}}{{Damage=+1, severs an extremity on a critical hit, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This weapon is treated as +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. Its power is great, however, for on a very high attack roll, it will sever an extremity—arm, leg, neck, tail, tentacle, whatever (but not head) determined by random dice roll:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Opponent is\\amplt;\\th\\ampgt;\\amplt;th\\ampgt;Modified score to sever*\\amplt;\\th\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;normal/armored\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;19-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;larger than man-sized\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;20-21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Solid metal or stone\\amplt;\\td\\ampgt;\\amplt;td\\ampgt;21\\amplt;\\td\\ampgt;\\amplt;\\tr\\ampgt;\\amplt;\\table\\ampgt;\n* Considering only the sword\'s bonus of +1.\nA sword of sharpness will respond to its wielder\'s desire with respect to the light it sheds—none, a 5-foot circle of dim illumination, a 15-foot light, or a 30-foot radius glow equal to a light spell.}}'}, + {name:'Sword-of-Wounding',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Wounding}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ of Wounding, +:1, msg:If you hit select target to wound when asked],[w:^^swordType#0^^ of Wounding, +:1, msg:If you hit select target to wound when asked]{{}}DmgData=[w:^^swordType#0^^ of Wounding, +:1,msg:These wounds can only be healed by natural means (rest etc) and cannot be healed by any potion spell or other magical means short of a *wish*,cmd:!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Wounding|#10|-1|Magically wounded and loosing 1HP per round|half-heart],[w:^^swordType#0^^ of Wounding, +:1,msg:These wounds can only be healed by natural means (rest etc) and cannot be healed by any potion spell or other magical means short of a *wish*,cmd:!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Wounding|#10|-1|Magically wounded and loosing 1HP per round|half-heart]{{}}%{MI-DB|Sword+Format}{{To-hit=+1 + Str bonus}}{{Damage=+1 and another 1HP per wound/round for 10 rounds, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This is a special sword. It is etched with images of ever-flowing blood which magically seem to move as the blade is tilted.\nThis is a sword of only +1 bonus, but any hit made with it cannot be healed by *regeneration*. In subsequent rounds, the opponent so wounded loses one additional hit point for each wound inflicted by the sword.\nThus, an opponent hit for four points of damage on the first melee round will automatically lose one additional hit point on the second and each successive round of combat. Loss of the extra point stops only when the creature so wounded bandages its wound or after 10 melee rounds (one turn).\nDamage from a sword of wounding can be healed only by normal means (rest and time), never by potion, spell, or other magical means short of a wish. Note that successive wounds will damage in the same manner as the first.}}'}, + {name:'Sword-of-the-Planes',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of the Planes}}Specs=[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format],[Sword,Melee,1H,Long-blade,Sword+Format],[Sword,Melee,2H,Long-blade,Sword+Format]{{}}ToHitData=[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Astral-Etherial, +:4],[w:^^swordType#0^^ vs. Astral-Etherial, +:4]{{}}DmgData=[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Prime Plane, +:1],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Inner Plane, +:2],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Outer Plane, +:3],[w:^^swordType#0^^ vs. Astral-Etherial, +:4],[w:^^swordType#0^^ vs. Astral-Etherial, +:4],{{}}%{MI-DB|Sword+Format}{{To-hit=+1/2/3/4 + Str bonus}}{{Damage=+1/2/3/4, 1-handed vs SM:^^swordType#4^^, L:^^swordType#5^^, 2-handed SM:^^swordType#9^^, L:^^swordType#10^^ + Str bonus}}{{desc=This magical weapon has a base bonus of +1 on the Prime Material Plane, but on any Inner Plane its bonus increases to +2. (The +2 bonus also applies on the Prime Material Plane when the weapon is used against opponents from the Inner Planes.) Similarly, when used on an Outer Plane or against creatures from the Outer Planes, the sword becomes a +3 weapon. Finally, it operates as a +4 weapon on the Astral or Ethereal Plane or when used against opponents from either of those planes.}}'}, + {name:'Throwing-Axe',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Throwing Axe}}{{subtitle=Axe}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee \\amp thrown axe}}Specs=[Throwing Axe,Melee,1H,Axe],[Throwing Axe,Ranged,1H,Axe]{{To-hit=+0, + Str \\amp Dex bonuses}}ToHitData=[w:Throwing Axe,sb:1,+:0,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:4],[w:Throwing Axe,sb:1,db:1,+:0,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,sp:4]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+0, vs SM:1d6, L:1d4, + Str bonus}}DmgData=[w:Throwing Axe,sb:1,+:0,SM:1d6,L:1d4],[]{{Ammo=+0, SM:1d6, L:1d4, + Str bonus}}AmmoData=[w:Throwing Axe,t:Throwing Axe,st:Axe,sb:1,+:0,SM:1d6,L:1d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Throwing Axe,+:0,r:1/2/3]{{desc=This is a normal Hand- or Throwing-Axe. The blade is extra sharp and it is well balanced, but nothing special.}}'}, + {name:'Throwing-Dagger+1',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+1}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+1,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+1,+:1]{{}}RangeData=[t:Dagger,+:1]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +1 when thrown, + Str \\amp Dex bonus}}{{Ammo=+1, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +1 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'}, + {name:'Throwing-Dagger+2',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+2}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+2,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+2,+:2]{{}}RangeData=[t:Dagger,+:2]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +2 when thrown, + Str \\amp Dex bonus}}{{Ammo=+2, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +2 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'}, + {name:'Throwing-Dagger+3',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+3}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+3,+:0]{{}}DmgData=[w:Throwing Dagger+0,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+3,+:3]{{}}RangeData=[t:Dagger,+:3]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +3 when thrown, + Str \\amp Dex bonus}}{{Ammo=+3, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +3 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'}, + {name:'Throwing-Dagger+4',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Throwing }}{{name= +0/+4}}Specs=[Dagger,Melee,1H,Short-blade,Dagger],[Dagger,Ranged,1H,Throwing-blade,Dagger]{{}}ToHitData=[w:Throwing Dagger+0],[w:Throwing-Dagger+4,+:0]{{}}DmgData=[w:Throwing Dagger+0,sb:1,+:0],[ ]{{}}AmmoData=[w:Throwing Dagger+4,t:Dagger,st:Dagger,sb:1,+:4]{{}}RangeData=[t:Dagger,+:4]{{}}%{MI-DB|Dagger}{{subtitle=Magic Weapon}}{{To-hit=+0, +4 when thrown, + Str \\amp Dex bonus}}{{Damage=+0, vs SM:1d4, L:1d3, + Str bonus}}{{Ammo=+4, vs SM:1d4, L:1d3, + Str bonus}}{{desc=This is a finely balanced throwing dagger, which is +4 to hit and for damage when thrown (though it has no bonuses if used in the hand)}}'}, + {name:'Throwing-Dagger-Cursed',type:'melee|ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Dagger,Melee,1H,Short-blade,Cursed-Throwing-Dagger],[Dagger,Ranged,1H,Throwing-blade,Cursed-Throwing-Dagger]{{}}%{MI-DB|Cursed-Throwing-Dagger}'}, + {name:'Throwing-axe+1',type:'melee|ranged',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Throwing Axe+1}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee or thrown axe}}Specs=[Throwing-Axe,Melee,1H,Axe],[Throwing-Axe,Ranged,1H,Throwing-blade]{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Throwing Axe+1,sb:1,+:1,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,r:3,sp:4],[w:Throwing Axe+1,sb:1,db:1,+:0,ara:-4|-3|-2|-1|-1|0|0|0|1,n:1,ch:20,cm:1,sz:M,ty:S,sp:4,r:-/1/2/3]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+1, vs SM:1d6, L:1d4, + Str bonus}}DmgData=[w:Throwing Axe+1,sb:1,+:1,SM:1d6,L:1d4],[]{{Ammo=+1, vs SM:1d6, L:1d4, + Str bonus}}AmmoData=[w:Throwing Axe,t:Throwing-Axe,sb:1,+:1,SM:1d6,L:1d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Throwing-Axe,+:1,r:-/1/2/3]{{desc=A standard Throwing Axe of fine quality, good enough to be enchanted to be a +1 magical weapon}}'}, + {name:'Titan-Special-Attack',type:'melee|ranged',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Titan Special Attack}}{{subtitle=Special Attack}}{{Speed=[[10]]}}{{Size=N/A}}{{Weapon=Some Titans kick, some punch, others use a breath attack, lightning, etc.}}Specs=[Titan-Special-Attack,Melee,1H,Titan-Special-Attack],[Titan-Special-Attack,Ranged,1H,Titan-Special-Attack]{{To-hit=+0 no str bonus}}ToHitData=[w:Titans Special Melee Attack,dx:0,sb:0,+:0,n:1/2, ty:SPB,sp:10,r:1000,rc:uncharged],[w:Titans Special Ranged Attack,dx:0,sb:0,+:0,n:1/2, ty:SPB,sp:10,rc:uncharged]{{Attacks=one every two rounds, either Melee or Ranged}}DmgData=[w:Titan Special Attack,sb:0,+:0,SM:10*1d6,L:10*1d6],[]{{Damage=10 to 60 HP damage}}AmmoData=[w:Titans Special Ranged Attack,t:Titan-Special-Attack,st:Titan-Special-Attack,sb:0, ru:1,+:0,SM:10*1d6,L:10*1d6]{{Range=Special}}RangeData=[t:Titan-Special-Attack,r:1000/2000/3000]{{desc=Titans may choose to make a single other attack in a round. This form of special attack is so destructive and deadly, that a titan will use it only if there are no other options left open. The form of each titan\'s attack will be different (some kick, some punch, others use a breath attack, lightning, etc.), but the effect is the same for each. The special attack inflicts 10-60 points of damage per hit and can be used every other round. These mighty attacks have been known to destroy buildings and sink ships.}}'}, + {name:'Trident-of-Fish-Command',type:'melee|ranged|magic',ct:'7',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Fish Command}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,0H,Enchantment-Charm]{{}}WeapData=[w:Trident of Fish Command,sp:7,rc:rechargeable]{{}}ToHitData=[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:0],[w:Fish Command,desc:Fish-Command,sp:1,lv:6,c:1]{{}}DmgData=[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:1],[]{{}}AmmoData=[w:Trident Fish Command,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Trident}{{subtitle=Magic Trident}}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6+1, L:3d4, + Str bonus}}{{Ammo=+1, vs SM:1d6+1, L:3d4, + Str bonus}}{{Other Powers=Fish Command}}{{desc=This three-tined fork atop a stout 6-foot long rod appears to be a barbed military fork of some sort. However, its magical properties enable its wielder to cause all fish within a 60-foot radius to roll saving throws vs. spell. This uses one charge of the trident. Fish failing this throw are completely under empathic command and will not attack the possessor of the trident nor any creature within 10 feet of him. The wielder of the device can cause fish to move in whatever direction is desired and can convey messages of emotion (i.e., fear, hunger, anger, indifference, repletion, etc.). Fish making their saving throw are free of empathic control, but they will not approach within 10 feet of the trident.\nIn addition to ordinary fish, the trident affects sharks and eels. It doesn\'t affect molluscs, crustaceans, amphibians, reptiles, mammals, and similar sorts of non-piscine marine creatures. A school of fish should be checked as a single entity.\nA trident of this type contains 1d4+16 charges. It is otherwise a +1 magical weapon.}}'}, + {name:'Trident-of-Submission',type:'melee|ranged',ct:'7',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Submission}}Specs=[Trident of Submission,Melee,1H,Spears,Trident],[Trident of Submission,Melee,2H,Spears,Trident],[Trident of Submission,Ranged,1H,Throwing-Spears,Trident]{{}}WeapData=[w:Trident of Submission,qty:16+1d4,sp:7,rc:rechargeable]{{}}ToHitData=[w:Trident of Submission,+:1,c:1],[w:Trident of Submission,+:1,c:1],[w:Trident of Submission,+:1,c:1]{{}}DmgData=[w:Trident of Submission,+:1,msg:The opponent struck must save vs spell. If fail must do a morale check as their only action next round. If fail that they [cease fighting](!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Surrender|[[2d4]]|-1|You have failed a morale check and stopped fighting - surrendering to your opponent|black-flag) and surrender for 2-8 rounds],[w:Trident of Submission,+:1,msg:The opponent struck must save vs spell. If fail must do a morale check as their only action next round. If fail that they [cease fighting](!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Surrender|[[2d4]]|-1|You have failed a morale check and stopped fighting - surrendering to your opponent|black-flag) and surrender for 2-8 rounds],[]{{}}AmmoData=[w:Trident of Submission,t:Trident-of-Submission,st:Trident-of-Submission,+:1,msg:The opponent struck must save vs spell. If fail must do a morale check as their only action next round. If fail that they [cease fighting](!rounds --target single|@{selected|token_id}|@{target|Select Target|token_id}|Surrender|[[2d4]]|-1|You have failed a morale check and stopped fighting - surrendering to your opponent|black-flag) and surrender for 2-8 rounds]{{}}RangeData=[t:Trident-of-Submission,+:1]{{}}%{MI-DB|Trident}{{subtitle=Magic Trident}}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6+1, L:3d4, + Str bonus, + possibly make opponent surrender}}{{Ammo=+1, vs SM:1d6+1, L:3d4, + Str bonus, + possibly make opponent surrender}}{{desc=A weapon of this nature appears unremarkable, exactly as any normal trident. The wielder of a trident of submission causes any opponent struck to save vs. spell. If the opponent fails to save, it must check morale the next round instead of attacking; if morale is good, the opponent may act normally next round, but if it is poor, the opponent will cease fighting and surrender, overcome with a feeling of hopelessness. The duration of this hopelessness is 2-8 rounds. Thereafter the creature is normal once again. The trident has 17-20 charges. A trident of this type is a +1 magical weapon.}}'}, + {name:'Trident-of-Warning',type:'melee|ranged|magic',ct:'7',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Warning}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,0H,Divination]{{}}WeapData=[w:Trident of Warning,sp:7,sz:L,rc:rechargeable]{{}}ToHitData=[w:Trident of Warning,+:2],[w:Trident of Warning,+:2],[w:Trident of Warning,+:0],[w:Find Marine Predators,cmd:!rounds --aoe \\amp#64;{selected|token_id}|arc|feet|0|240|180|light|true|\\amp#64;{selected|token_id}|Trident of Warning|2|-1|Detecting marine predators in range|light,msg:The Trident will detect and warn the wielder of the location depth species and number of hostile or hungry marine predators within range]{{}}DmgData=[w:Trident of Warning,+:2],[w:Trident of Warning,+:2],[]{{}}AmmoData=[w:Trident of Warning,+:2]{{}}RangeData=[+:3]{{}}%{MI-DB|Trident}{{subtitle=Magical Spear}}{{To-hit=+2 + Str \\amp Dex bonuses}}{{Damage=+2, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=+2, vs SM:1d6+1, L:3d4, + Str bonus}}{{Other Powers=Aquatic Hostiles detection}}{{desc=A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within 240 feet. A trident of warning must be grasped and pointed in order for the person using it to gain such information, and it requires one round to scan a hemisphere with a radius of 240 feet. There are 19-24 charges in a trident of this type, each charge sufficient to last for two rounds of scanning. The weapon is otherwise a +2 magical weapon}}'}, + {name:'Trident-of-Yearning',type:'melee',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Yearning}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident]{{}}WeapData=[w:Trident of Yearning, rc:cursed, on:\\api;magic ~~message `{selected|token_id}|Trident of Yearning|You feel an overwhelming desire to immerse yourself in as great a depth of water as possible. This unquenchable longing causes you to proceed immediately toward the largest/deepest body of water - one that is sufficient to completely cover your person. Once there you will immerse yourself permanently \n\\api;rounds ~~target caster¦`{selected¦token_id}¦Yearning for Water¦99¦0¦Proceeding to water for immersion¦chained-heart]{{}}ToHitData=[w:Trident of Yearning,+:-2],[w:Trident of Yearning,+:-2]{{}}DmgData=[w:Trident of Yearning,+:-2],[w:Trident of Yearning,+:-2]{{}}%{MI-DB|Trident}{{subtitle=Cursed Spear}}{{To-hit=-2 + Str bonuses, cursed}}{{Damage=-2, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{desc=A *trident of yearning* looks exactly like any normal trident, and its aura is indistinguishable from that of other enchanted weapons of this sort. Any character grasping this type of trident immediately feels an overwhelming desire to immerse himself in as great a depth of water as possible. This unquenchable longing causes the affected character to proceed immediately toward the largest/deepest body of water—in any event, one that is sufficient to completely cover his or her person. Once there, he will immerse himself permanently.\nThe character cannot loose his grip on the trident, and only a *water breathing* spell (after submersion) or a *wish* will enable the character to do so. The trident is otherwise a -2 cursed magical weapon. Note that this item does not confer the ability to breathe underwater.}}'}, + {name:'Vorpal-Sword',type:'melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Sword,Melee,1H,Long-blade,Sword-Vorpal],[Sword,Melee,2H,Long-blade,Sword-Vorpal],[Sword,Melee,1H,Long-blade,Sword-Vorpal],[Sword,Melee,2H,Long-blade,Sword-Vorpal],[Sword,Melee,1H,Long-blade,Sword-Vorpal],[Sword,Melee,2H,Long-blade,Sword-Vorpal]{{}}%{MI-DB|Sword-Vorpal}'}, + ]}, + MI_DB_Weapons_Custom: {bio:'
Weapons Database
v6.27 08/02/2024

This sheet holds definitions of custom weapons that do not appear in the DMG or other manuals. They can optionally be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.', + gmnotes:'
Change Log:
v6.27 08/02/2024 A few tweeks to conform to new standards
v6.26 25/01/2024 Split growing Weapons Database into standard, special (DMG) and custom databases
v6.25 11/01/2024 Implemented compression techniques and added magical versions of standard weapons. Fixed to-hit plus of thrown weapons.
v6.21-4 01/11/2023 Added weapons for some giants & other creatures, & fixed some weapon issues
v6.20 07/03/2023 Converted artefact weapons to use Magical Attacks for powers and functions
v6.19 31/01/2023 Added Axe of Hurling and other new weapons
v6.18 25/01/2023 Added weapons from The Complete Fighter\'s Handbook
v6.17 16/12/2022 Added weapons used by creatures in the creatures database
v6.16 11/12/2022 Fixed spell/power storing weapons
v6.14-5 03/12/2022 Added more weapons including Flindbars
v6.13 14/11/2022 Added Acid and Stun Darts, and weapon supertype "Throwing-" to support Race DB definitions.
v6.11 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes to weapon definitions, and Shortbow-of-Targeting
v6.10 25/09/2022 Moved to RPGM Library and updated templates
v6.06 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v6.04 31/05/2022 Refixed various errors that had crept back in
v6.03 31/05/2022 Moved DB data to RPGMlib and added more weapons
v6.02 31/05/2022 Fixed speed for magical shortswords; fixed macro calls for Wave
v6.01 01/05/2022 Various minor fixes
v5.10 28/02/2022 Added Shillelagh as a magical weapon to support Priest spell
v5.9 20/02/2022 Pluralised weapon groups that had the same name as a weapon type (e.g. club and clubs) to add clarity in weapon proficiencies
v5.8 04/02/2022 Added Scimitar+3
v5.7 17/01/2022 Corrected multiple weapon definitions to ensure consistency.
v5.6 01/01/2022 Added summoned weapons needed for spells, such as Rainbow & Ice Knife
v5.5 05/11/2021 Split the Ammo and Weapons databases
v5.4 31/10/2021 Further encoded using machine readable data to support API databases
v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword
v5.3.3 07/06/2021 Added the missing Scimitar macro
v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section.
v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB
v5.3 14/05/2021 All standard weapons from the PHB now encoded.
v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons
v5.1 06/05/2021 Added a number of standard and magical weapons
v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB', + root:'MI-DB', + api:'attk,magic', + type:'mi', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/52530/max.png?1340359343', + version:6.27, + db:[{name:'Acid-Dart',type:'Ranged',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Acid Dart}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Tiny}}{{Weapon=1-handed ranged dart}}Specs=[Acid Dart,Ranged,1H,Acid Dart,Dart]{{To-hit=+2, + Str \\amp Dex bonuses}}ToHitData=[w:Acid Dart,sb:1,db:1,+:2,n:3,ch:20,cm:1,sz:T,ty:P,sp:2,rc:uncharged]{{Attacks=3 per round, + specialisation \\amp level, Piercing}}{{Ammo=+0, vs. SM:1d3, L:1d2 + Str Bonus}}AmmoData=[w:Acid Dart,t:Acid Dart,st:Acid Dart,sb:1,+:0,SM:1d3+2d4,L:1d2+2d4, msg:The acid does the extra damage of 2d4]{{Range=S:10, M:20, L:40}}RangeData=[t:Dart,+:0,r:1/2/4]{{desc=Deep Gnome Elite warriors (3rd-level and above) often carry hollow darts with acid inside (+2d4 additional acid damage)}}'}, + {name:'Bastardsword-of-Adaptation+1',type:'Melee|Melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Bastardsword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1- or 2-handed melee long-blade}}Specs=[Bastard-sword,Melee,1H,Long-blade,Bastard-Sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-Sword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Bastardsword of Adapt+1, +:1],[w:Bastardsword of Adapt 2H+1, +:1]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1,\n **1H:** SM:1d8, L:1d12\n**2H:** SM:2d4, L:2d8\n+ Str bonus}}DmgData=[w:Bastardsword of Adapt+1,+:1],[w:Bastardsword of Adapt 2H+1,+:1]{{}}%{MI-DB|Bastard-sword}{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'}, + {name:'Blackrazor',type:'Melee|Melee|Magic|Magic',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[Greatsword,Melee,2H,Long-blade,Greatsword],[Greatsword,Melee,2H,Long-blade,Greatsword],[Greatsword,Magic,2H,Long-blade,Greatsword],[Greatsword,Magic,2H,Long-blade,Greatsword]{{}}WeapData=[w:Blackrazor,ns:1],[cl:PW,w:Blackrazor-Haste,sp:3,lv:12,pd:1]{{}}ToHitData=[w:Blackrazor, +:3,rc:uncharged],[w: Blackrazor vs Undead,+:3,sp:8,rc:uncharged],[w:Haste,pw:Blackrazor-Haste,sp:3,lv:12,c:0],[w:Devour Soul,msg:If reduce target to 0HP you get temporary HP equal to slain creature\'s HP max - subsequent kills overwrite. HP fade after Long Rest. While have temporary HP and *Blackrazor* is in hand have advantage on attacks / saves / NWP checks]{{}}DmgData=[w:Blackrazor,sb:1,+:3,SM:2d6,L:2d10],[w:Blackrazor vs Undead,sb:1,SM:0-1d10,L:0-1d10]{{}}%{MI-DB|Greatsword}{{title=Blackrazor\nIntelligent, Chaotic Neutral}}{{subtitle=Magic Sword}}{{Speed=[[8]]}}{{To-hit=+3 + Str Bonus}}{{Damage=+3 + Str Bonus, SM:2d6, L:2d10, drain HP on kill, -ve vs. Undead}}{{resistance=Charm \\amp Fright (e.g. *Spook, Fear*)}}{{saves=Advantage on To-Hit, Saves \\amp NWP roles}}{{desc=**Blackrazor:** Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)\n\n**Attacks:** +3 on attack and damage\n**Devour Soul:** If reduce target to [[0]] HP, you get temporary HP equal to slain creature\'s HP max (subsequent kills overwrite). HP fade after Long Rest. While have temporary HP and *Blackrazor* is in hand, have advantage on attacks, saves, and NWP checks - roll d20 twice \\amp take best roll.\n**Undead:** If hit undead, you take [1d10](!\\amp#13;\\amp#47;r 1d10) necrotic damage, target regains the HP you loose. If this necrotic damage reduces you to 0 hit points, *Blackrazor* devours your soul.\n**Soul Hunter:** While held, you are aware of Tiny or larger creatures within [[60]] feet, not constructs or undead.\n**Immunity:** Can\'t be *charmed* or *frightened*.\n**Haste.** 1/day ***It*** decides to cast and maintains concentration on it so that you don\'t have to.}}'}, + {name:'Bow-of-Dancing',type:'Ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=^^weaponMagic#0^^ of Dancing}}Specs=[Bow-of-Dancing,Ranged,2H,Bow]{{}}WeapData=[query:weaponMagic=What type of bow?|Long Bow%%L/8/0|Short Bow%%M/7/0|Composite Long Bow%%L/7/0|Composite Short Bow%%M/6/0|Strong Long Bow%%L/8/1|Strong Short Bow%%M/7/1|War Bow%%L/9/1,d:+1|4]{{}}ToHitData=[w:Dancing ^^weaponMagic#0^^, t:^^weaponMagic#0^^, sz:^^weaponMagic#1^^, sp:^^weaponMagic#2^^,sb:^^weaponMagic#3^^,+:0,n:2,ch:20,cm:1]{{}}%{MI-DB|Weapon-Info}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Bow}}{{Speed=[[^^weaponMagic#2^^]]}}{{Size=^^weaponMagic#1^^}}{{Weapon=Magical ranged dancing bow}}{{To-hit=+1/2/3/4 + Str bonus}}{{Attacks=2 per round, no increase}}{{Damage=Dependent on ammunition and type of bow}}{{Looks Like=A standard ^^weaponMagic#0^^. See descriptions elsewhere for what that type of sword looks like.}}{{desc=This is a very special bow. It is etched with dramatic battle scenes, almost balletic in grace and poise.}}'}, + {name:'Dancing-Longbow',type:'Ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Dancing }}WeapData=[d:+1/4]{{}}Specs=[Longbow,Ranged,2H,Bow,Longbow]{{}}ToHitData=[w:Dancing Longbow]{{}}%{MI-DB|Longbow}{{subtitle=Magical Bow}}{{Weapon=2-handed ranged dancing bow}}{{To-hit=+1/2/3/4 + Dex bonus (only when held)}}{{desc=This is a dancing longbow. Use it in hand for 4 rounds, and it will improve your aim by 1, then 2 then 3, then 4 points. Then it will dance for 1, 2, 3, 4 rounds before returning to your side.}}'}, + {name:'Extended-Range-Longbow',type:'Ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{prefix=Extended Range }}Specs=[Longbow,Ranged,2H,Bow,Longbow]{{}}ToHitData=[w:X-range Longbow,r:+0/+2/+2/+2]{{}}%{MI-DB|Longbow}{{subtitle=Magical Bow}}{{Range=Range of Ammo +20 at each of S, M \\amp L}}{{desc=This is a strong longbow which imparts extra range to its ammunition. The wood is polished, the string taut, and the limbs seem both stronger and more springy than the average bow. As a result, it can both impart the bowyer\'s strength bonus and 20 extra yards per range category (except PB)}}'}, + {name:'Felling-Axe',type:'Melee|Ranged',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Felling Axe}}{{subtitle=Magic Weapon}}{{Speed=[[7]]}}{{Size=M}}{{Weapon=2-handed melee axe or 1-handed ranged throwing axe}}Specs=[Felling-Axe,Melee,2H,Axe,Hand-Axe],[Throwing-Axe,Ranged,1H,Throwing-blade,Hand-Axe]{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Felling Axe,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:7,rc:uncharged],[w:Felling Axe,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:-/1/2/3,sp:7,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=As melee weapon +1, vs. SM:2d6, L:2d6 + Str bonus}}DmgData=[w:Felling Axe,sb:1,+:1,SM:2d6,L:2d6],[]{{Ammo=As ranged weapon +1, SM:1d6, L1d4 + Str Bonus}}AmmoData=[w:Felling Axe,t:Felling-Axe,st:Felling-Axe,sb:1,+:1,SM1d6,L:1d4]{{Range=S:10, M:20, L:30}}[t:Felling-Axe,+:1,r:-/1/2/3]{{desc=Axe of unsurpassed balance and sharpness. Used as a Weapon it is +1, 2D6+1, but if used as a felling axe any individual of 12 or greater strength can fell a 2\' diameter tree in one round (pro-rate to other trees on ratio of diameters). A character of 17 strength can use it as a throwing axe.}}'}, + {name:'Huge-Flaming-Scimitar',type:'Melee|Melee',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Huge Flaming Scimitar}}{{subtitle=Magic Sword}}{{Speed=[[8]]}}{{Size=Large}}{{Weapon=2-handed melee long-blade}}Specs=[Huge Scimitar,Melee,2H,Great-blade,Scimitar],[Huge Scimitar,Melee,2H,Great-blade,Scimitar]{{To-hit=+1 + Str bonus}}ToHitData=[w:Huge Scimitar+1,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:S,r:5,sp:8,rc:uncharged],[w:Huge Scimitar+1 Flaming,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:S,r:5,sp:8,rc:uncharged]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, normally SM:2d8, L:2d8, + Str bonus, when flaming add 1d8}}DmgData=[w:Huge Scimitar+1,sb:1,+:1,SM:2d8,L:2d8],[w:Huge Scimitar+1 Flaming,sb:1,+:1,SM:3d8,L:3d8]{{desc=This sword is a huge 2-handed version of a Flaming Scimitar+1, normally wielded by creatures from the elemental plane of fire, or other flame-oriented magical creatures. It requires at least *Hill Giant Strength* (Strength 19 or greater) in order to wield it. It flames upon the command of the wielder, causing flame to appear all along the blade as if fed from some invisible magical oil channels running from the hilt. The flame easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. For creatures who take flame damage, does an additional 1d8 of flaming damage}}'}, + {name:'Jim-the-Sun-Blade',type:'Melee|Melee|Melee|Melee|Melee|Melee|Magic|Magic|Magic|Magic|Magic',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Jim the Sun Blade\nIntelligent, Neutral}}{{subtitle=Magic Sword}}{{Speed=[[3]]}}WeapData=[w:Jim the Sun Blade,rc:uncharged,ns:5][cl:PW,w:Jims-Locate-Object,sp:100,lv:6,pd:1],[cl:PW,w:Jims-Find-Traps,sp:5,lv:6,pd:2],[cl:PW,w:Jims-Levitation,sp:2,lv:1,pd:3],[cl:PW,w:Jims-Sunlight,sp:3,lv:6,pd:1],[cl:PW,w:Jims-Fear,sp:4,lv:6,pd:2]{{Size=Special (feels like a Shortsword)}}{{Weapon=1 or 2 handed melee Long or Short blade}}Specs=[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade,Bastard-Sword],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade,Bastard-sword],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade,Bastard-sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-sword],[Bastard-sword,Melee,2H,Long-blade,Bastard-sword],[Bastard-sword,Magic,0H,Divination],[Bastard-sword,Magic,0H,Divination],[Bastard-sword,Magic,0H,Alteration],[Bastard-sword,Magic,0H,Alteration],,[Bastard-sword,Magic,0H,Illusion-Phantasm]{{To-hit=+2, +4 vs Evil + Str Bonus}}ToHitData=[w:Jim +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim 2H +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Jim 2H vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Jim 2H vs Neg Plane,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:8],[w:Locate Object,pw:Jims-Locate-Object,sp:2,lv:6],[w:Detect Traps,pw:Jims-Find-Traps,sp:5,lv:6],[w:Levitate,pw:Jims-Levitation,sp:2,lv:1],[w:Sunlight,pw:Jims-Sunlight,sp:3,lv:6],[w:Fear,pw:Jims-Fear,sp:4,lv:6]{{Attacks=1 per round}}{{Damage=+2, +4 vs Evil, double vs. Negative Plane or those drawing power from there, + 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}DmgData=[w:Jim+2,sb:1,+:2,SM:1d8,L:1d12],[w:Jim vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Jim vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8],[w:Jim 2H +2,sb:1,+:2,SM:1d8,L:1d12],[w:Jim 2H vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Jim 2H vs Neg Plane,sb:1,+:4,SM:2*2d4,L:2*2d8]{{desc=An intelligent weapon: A Sun Blade called Jim (DMs Guide Page 185). It is Neutral. It needs its owner to be proficient with either a Short or Bastard Sword or promise to get such proficiency as soon as possible. It cannot be used by someone who is not proficient. It requires its owner to be Neutral on at least one of its axis, and may not be Evil. NG LN CN and of cause true N are all ok. Abilities:\n**1:** It is +2 normally, or +4 against evil creatures, and does Bastard sword damage.\n**2:** It feels and react as if it is a short sword and uses short sword striking time.\n**3:** *Locate Object* at [[6]]th Level in 120\' radius (1x day). \n**4:** *Detect traps* of large size in 10\' radius (2xday). \n**5:** *Levitation* 3x a day for 1 turn (cast at 1st Level).\n**6:** *Sunlight* Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely.\n**7:** It has a special purpose namely Defeat Evil. \n**8:** On hitting an Evil being it causes *Fear* for 1d4 rounds (unless saving throw is made). It can do this **twice a day** when the wielder desires.\n**9:** It speaks Common and its name is Jim. It will talk to the party.\n**10:** It has an ego of 16 and is from Yorkshire. \n**11:** It will insist on having a Neutral wielder. (See Intelligent weapons on page 187 in DMG). \n**12:** If picked by a player, it will be keen to become the players main weapon.\n**13:** If picked up by a player who is not Neutral it will do them 16 points of damage}}'}, + {name:'LightBringer-Mace',type:'Melee|Melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=LightBringer Mace+1}}{{subtitle=Magical Weapon}}{{Speed=7}}{{Size=Medium}}{{Weapon=1-handed melee club}}Specs=[Footmans-Mace,Melee,1H,Clubs,Footmans-Mace],[Footmans-Mace,Melee,1H,Clubs,Footmans-Mace]{{To-hit=+1 + Str bonus}}ToHitData=[w:Lightbringer Mace+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7],[w:Lightbringer vs Undead,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+1\n**vs Undead** SM:2d6+1, L:2d6,\n**vs other** SM:1d6+1, L:1d6}}DmgData=[w:Lightbringer Mace+1,sb:1,+:1,SM:1+1d6,L:1d6],[w:Lightbringer vs Undead,sb:1,+:1,SM:1+2d6,L:2d6]{{Other Powers=Torch [On](!rounds --target caster|@{selected|token_id}|Lightbringer-mace|99|0|Lightbringer is lit|aura) or [Off](!tj --removestatus lightbringer-mace) \\amp [Light burst](!\\amp#13;\\amp#47;r 1d6 radient damage vs undead) vs undead}}{{desc= This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.\nIt can be used by anyone.\nIt glows on command without limitation as brightly as a torch}}'}, + {name:'Longsword+1+2-vs-Orcs',type:'Melee|Melee|Melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword Orc-slayer}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-Hit=+1, +2 vs Orcs, + Str bonus}}ToHitData=[w:Longsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Orcs+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, +2 vs Orcs, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Longsword vs Orcs+2,sb:1,+:2,SM:1d8,L:1d12]{{desc=This sword has a hilt guard with a centre boss of a sculpted Orc\'s face, scowling. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. When facing Orcs, its blade seems to glisten, and the increasing sharpness can almost be seen by the wielder. \n It is +[[2]] on attack and damage vs. Orcs}}'}, + {name:'Longsword+1+3-vs-undead',type:'Melee|Melee|Melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword +1,+3 vs Undead}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-Hit=+1, +3 vs Undead, + Str bonus}}ToHitData=[w:Longsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Undead+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round +level \\amp specialisation, Slashing}}{{Damage=+1, +3 vs Undead, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Longsword vs Undead+3,sb:1,+:3,SM:1d8,L:1d12]{{desc=This sword has a hilt guard with a centre boss of a sculpted Skull. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. When facing Undead, its blade seems to darken, and the increasing sharpness can almost be seen by the wielder. \n It is +[[3]] on attack and damage vs. Undead}}'}, + {name:'Longsword+2-Planteater',type:'Melee|Melee|Melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword+2, Planteater}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-hit=+2 + Str bonus}}ToHitData=[w:Longsword+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Longsword vs Plant+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+2, vs SM:1d8, L:1d12, + Str bonus. Always max damage vs plants}}DmgData=[w:Longsword+2,sb:1,+:2,SM:1d8,L:1d12],[w:Longsword vs Plant+2,sb:1,+:2,SM:8,L:12]{{desc=This is an extra fine magical sword. The blade is very sharp and keen with a greenish hue and engraved with pictures of vines, leaves, branches, plants and plant-based monsters. It is a +[[2]] magical weapon at all times, and does automatic ***maximum*** damage if it hits plant-based material.}}'}, + {name:'Longsword-of-Adaptation+1',type:'Melee|Melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Longsword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Melee,1H,Long-blade,Longsword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Longsword of Adapt+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword of Adapt+1,sb:1,+:1,SM:1d8,L:1d12]{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'}, + {name:'Ogre-Club-Flyswatter+2+4',type:'Melee|Melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Ogre Club of Flyswatting +2,+4}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee club}}Specs=[Ogre-Club,Melee,1H,Clubs,Ogre-club+0],[Ogre-Club,Melee,1H,Clubs,Ogre-club+0]{{To-hit=+2, +4 vs insectoids, + Str bonus, requires Str 18 to wield}}ToHitData=[w:Ogre-Club+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4],[w:Ogre-Club+4 vs insectoids,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4]{{Attacks=1 per round + level \\amp specialisation if strong enough, Bludgeoning}}{{Damage=+2, +4 vs insectoids, vs SM:2d8, L:2d8, + Str bonus}}DmgData=[w:Ogre-Club+2,sb:1,+:2,SM:2d8,L:2d8],[w:Ogre-Club+4 vs Insectoids,sb:1,+:4,SM:2d8,L:2d8]{{desc=This is a large, heavy club needing a strength of at least 18 to wield, originally used by an Ogre. A [Medallion of Flyswatting](-MI-DB|Medallion-of-Flyswatting) has been attached. When attached to any type of weapon, will turn it into +2, +4 vs Insectoids - any existing plusses and powers are "overwritten" while this medallion is attached. On examination it will be found to display the holy symbol of the holder (changes with holder), and may be used to turn undead at +1 level, cumulative with other turning undead items or powers. If used by a holder with no power to turn, gives power as a 1st level cleric}}'}, + {name:'Powerful-Longsword+2',type:'Melee|Magic|Melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Powerful Longsword+2}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade,Longsword],[Longsword,Magic,1H,Long-blade,Longsword],[Longsword,Melee,2H,Long-blade,Longsword]{{To-hit=+2 + Str bonus}}ToHitData=[w:Longsword+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Powers,cmd:!magic --cast-spell mi-power|\\amp#64;{selected|token_id}|Powerful-Longsword+2|6,sp:1,lv:6]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+2 + Str bonus}}DmgData=[w:Longsword+2,sb:1,+:2,SM:1d8,L:1d12]{{Powers=[View](!magic --view-spell mi-power|@{selected|token_id}|Powerful-Longsword+2|6) powers}}{{desc=This is a very fine magical sword, perhaps with some personality. The blade is very sharp and keen, and is a +[[2]] magical weapon at all times, and it also seems to exude power! Use the *View* button to see what it does. Access the powers after taking the weapon in-hand using *Change Weapon*, then the *Powers* button on the *Attack* action.}}'}, + {name:'Quarterstaff-of-Dancing',type:'Melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Quarterstaff-of-Dancing}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed \\amp dancing melee staff}}Specs=[Quarterstaff,Melee,2H,Staff,Quarterstaff]{{To-hit=+1/2/3/4 increasing over 4 rounds, + Str bonus (no bonus when dancing)}}ToHitData=[w:Quarterstaff-of-Dancing,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4]{{Attacks=1 per round + level \\amp specialisation, even when dancing, Bludgeoning}}{{Damage=+1/2/3/4 increasing over 4 rounds, vs SM: 1d6, L:1d6, + Str bonus (no bonus when dancing)}}DmgData=[w:Quarterstaff-of-Dancing,sb:1,+:1,SM:1d6,L:1d6]{{desc=This quarterstaff acts the same as a standard Sword of Dancing. Round one weapon is +1, on the second +2, on the third +3, and on the fourth it is +4. On the fifth round, it drops back to +1 and the cycle begins again. In addition, after four rounds of melee its wielder can opt to allow it to "dance."\nDancing consists of loosing the staff on any round (after the first) when its bonus is +1. The staff then fights on its own at the same level of experience as its wielder. After four rounds of dancing, the staff returns to its wielder, who must hold it (and use it) for four rounds before it can dance again. When dancing, the staff will leave its owner\'s hand and may go up to [[30]] feet distant. At the end of its fourth round of solo combat, it will move to its possessor\'s hand automatically. Note that when dancing the staff cannot be physically hit, although certain magical attacks such as a fireball, lightning bolt, or transmute metal to wood spell could affect it.\nFinally, remember that the dancing staff fights alone exactly the same; if a 7th-level thief is the wielder, the staff will so fight when dancing. Relieved of his weapon for four melee rounds, the possessor may act in virtually any manner desired—resting, discharging missiles, drawing another weapon and engaging in hand-to-hand combat, etc.—as long as he remains within [[30]] feet of the staff. If he moves more than 30 feet from the weapon, it falls lifeless to the ground and is a +1 weapon when again grasped.}}'}, + {name:'Scimitar-of-Adaptation+1',type:'Melee|Melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Adaptation +1}}Specs=[Scimitar,Melee,1H,Long-blade,Scimitar],[Scimitar,Melee,1H,Long-blade,Scimitar]{{}}ToHitData=[w:Scimitar of Adapt+1,+:1],[w:Hilt Punch+1,+:1]{{}}DmgData=[w:Scimitar of Adapt+1,+:1],[w:Hilt Punch+1,+:1]{{}}%{MI-DB|Scimitar}{{subtitle=Magic Sword}}{{To-hit=+1 + Str bonus}}{{Damage=+1, vs SM:1d8, L:1d8, + Str bonus, Hilt Punch for 1d3 + Str bonus}}{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'}, + {name:'Shadowbane-Broadsword',type:'Melee|Melee|Melee|Melee',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sword +2, Dragon Slayer (special)}}{{subtitle=Magic Sword}}{{Speed=[[5]] or by sword}}{{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Broad-sword,Melee,1H,Long-blade,Broad-sword],[Broad-sword,Melee,1H,Long-blade,Broad-sword],[Broad-sword,Melee,1H,Long-blade,Broad-sword],[Broad-sword,Melee,1H,Long-blade,Broad-sword]{{To-hit=+2, +4 vs dragons, + Str bonus}}ToHitData=[w:Shadowbane+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Shadowbane vs Dragon,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Shadowbane vs Silver,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5],[w:Shadowbane vs Black,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:5]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+2, +4 vs dragons except Silver \\amp Black}}DmgData=[w:Shadowbane+2,sb:1,+:2,SM:2d4,L:1+1d6],[w:Shadowbane vs Dragon,sb:1,+:4,SM:1d12,L:1d12],[w:Shadowbane vs Silver,sb:1,+:2,SM:2d4,L:1+1d6],[w:Shadowbane vs Black,sb:1,+:4,SM:2000,L:2000]{{Special=vs. Black Dragon, a hit kills, then sword disintegrates\nvs. Silver Dragon normal damage}}{{desc=This has a +[[4]] bonus against any sort of true dragon. It automatically kills one sort of dragon but then immediately disintegrates and can no longer be used. Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment. Determine dragon type (excluding unique ones like Bahamut and Tiamat) by rolling 1d10:\n1 black (CE) 6 gold (LG)\n2 blue (LE) 7 green (LE)\n3 brass (CG) 8 red (CE)\n4 bronze (LG) 9 silver (LG)\n5 copper (CG) 10 white (CE)}}'}, + {name:'Shortbow-of-Targeting',type:'Ranged|Ranged|Ranged|Ranged',ct:'6',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=of Targeting}}}Specs=[Shortbow,Ranged,2H,Bow,Shortbow],[Shortbow,Ranged,2H,Bow,Shortbow],[Shortbow,Ranged,2H,Bow,Shortbow],[Shortbow,Ranged,2H,Bow,Shortbow]{{}}ToHitData=[w:Shortbow +0,c:0,rc:recharging],[w:Shortbow +1,sb:0,db:1,+:1,n:2,ch:20,cm:1,sz:M,ty:P,sp:6,c:1,rc:recharging],[w:Shortbow +2,sb:0,db:1,+:2,n:2,ch:20,cm:1,sz:M,ty:P,sp:5,c:2,rc:recharging],[w:Shortbow +4,sb:0,db:1,+:4,n:2,ch:20,cm:1,sz:M,ty:P,sp:3,c:3,rc:recharging]{{}}%{MI-DB|Shortbow}{{subtitle=Magical Bow}}{{Speed=7/6/5/3}}{{To-hit=Dexterity bonus +\n0 charges = normal bow\n1 charge = +1 to hit\n2 charges = +2 to hit\n3 charges = +4 to hit}}{{desc=This shortbow has a charged magical targeting sight which incorporates a zoom dial. Increasing the zoom uses more magical charges, but improves the attack roll: 1 charge = +1, 2 charges = +2 and 3 charges = +4. Extra charges also speed up the bow as it is easier to draw the shot. The zoom can be returned to zero, and the bow shot as a normal shortbow.\nOnce all charges are expended, the bow continues to operate as a normal bow, and the charges will be regained after a long rest.}}'}, + {name:'Shortsword-of-Adaptation+1',type:'Melee',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Shortsword of Adaptation +1}}{{subtitle=Magic Sword}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee short-blade}}Specs=[Short-sword,Melee,1H,Short-blade,Shortsword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Shortsword of Adapt+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+1, vs SM:1d6, L:1d8, + Str bonus}}DmgData=[w:Shortsword of Adapt+1,sb:1,+:1,SM:1d6,L:1d8]{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'}, + {name:'Spiked-Shield',type:'Melee|Shield',ct:'3',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Spiked Shield}}{{subtitle=Melee Shield Weapon}}{{Speed=[[3]]}}{{Size=Medium}}{{Weapon=1-handed melee weapon}}Specs=[Spiked Shield,Melee|Shield,1H,Shields]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Spiked Shield,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d6+2, L:1d6+2, + Str bonus}}DmgData=[w:Spiked Shield,sb:1,+:0,SM:2+1d6,L:2+1d6]{{AC=+0, Medium shield}}ACData=[a:Spiked Shield,t:Medium-Shield,st:Shields,+:0,sz:M,wt:10]{{desc=This is a normal shield with a spike in its centre, ready to do damage to anyone approaching too close. The point is sharp and it is well balanced, but nothing special.}}'}, + {name:'Sword-of-adaptation+1',type:'Melee',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Sword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}Specs=[Sword of Adaptation,Melee,1H,Sword]{{To-hit=+[[1]]}}{{Damage=+[[1]]}}{{Roll=Varies by use}}{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'}, + {name:'Trident-of-Fish-Command',type:'Melee|Melee|Ranged|Magic',ct:'7',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Fish Command}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,0H,Enchantment-Charm]{{}}WeapData=[w:Trident of Fish Command,sp:7,rc:rechargeable]{{}}ToHitData=[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:0],[w:Fish Command,desc:Fish-Command,sp:1,lv:6,c:1]{{}}DmgData=[w:Trident Fish Command,+:1],[w:Trident Fish Command,+:1],[]{{}}AmmoData=[w:Trident Fish Command,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Trident}{{subtitle=Magic Trident}}{{To-hit=+1 + Str \\amp Dex bonuses}}{{Damage=+1, vs SM:1d6+1, L:3d4, + Str bonus}}{{Ammo=+1, vs SM:1d6+1, L:3d4, + Str bonus}}{{Other Powers=Fish Command}}{{desc=This three-tined fork atop a stout 6-foot long rod appears to be a barbed military fork of some sort. However, its magical properties enable its wielder to cause all fish within a 60-foot radius to roll saving throws vs. spell. This uses one charge of the trident. Fish failing this throw are completely under empathic command and will not attack the possessor of the trident nor any creature within 10 feet of him. The wielder of the device can cause fish to move in whatever direction is desired and can convey messages of emotion (i.e., fear, hunger, anger, indifference, repletion, etc.). Fish making their saving throw are free of empathic control, but they will not approach within 10 feet of the trident.\nIn addition to ordinary fish, the trident affects sharks and eels. It doesn\'t affect molluscs, crustaceans, amphibians, reptiles, mammals, and similar sorts of non-piscine marine creatures. A school of fish should be checked as a single entity.\nA trident of this type contains 1d4+16 charges. It is otherwise a +1 magical weapon.}}'}, + {name:'Trident-of-Warning',type:'Melee|Melee|Ranged|Magic',ct:'7',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name= of Warning}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,0H,Divination]{{}}WeapData=[w:Trident of Warning,sp:7,sz:L,rc:rechargeable]{{}}ToHitData=[w:Trident of Warning,+:2],[w:Trident of Warning,+:2],[w:Trident of Warning,+:0],[w:Find Marine Predators,cmd:!rounds --aoe \\amp#64;{selected|token_id}|arc|feet|0|240|180|light|true|\\amp#64;{selected|token_id}|Trident of Warning|2|-1|Detecting marine predators in range|light,msg:The Trident will detect and warn the wielder of the location depth species and number of hostile or hungry marine predators within range]{{}}DmgData=[w:Trident of Warning,+:2],[w:Trident of Warning,+:2],[]{{}}AmmoData=[w:Trident of Warning,+:2]{{}}RangeData=[+:3]{{}}%{MI-DB|Trident}{{subtitle=Magical Spear}}{{To-hit=+2 + Str \\amp Dex bonuses}}{{Damage=+2, 1-handed vs SM:1d6+1, L:3d4, 2-handed vs SM:1d8+1, L:3d4, + Str bonus}}{{Ammo=+2, vs SM:1d6+1, L:3d4, + Str bonus}}{{Other Powers=Aquatic Hostiles detection}}{{desc=A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within 240 feet. A trident of warning must be grasped and pointed in order for the person using it to gain such information, and it requires one round to scan a hemisphere with a radius of 240 feet. There are 19-24 charges in a trident of this type, each charge sufficient to last for two rounds of scanning. The weapon is otherwise a +2 magical weapon}}'}, + {name:'Two-Handed-Sword-of-Adaptation+1',type:'Melee',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Two Handed Sword of Adaptation+1}}{{subtitle=Magic Sword}}{{Speed=[[10]]}}{{Size=Medium}}{{Weapon=2-handed melee long-blade}}Specs=[Two-Handed-Sword,Melee,2H,Long-blade,Two-Handed-Sword]{{To-hit=+1 + Str bonus}}ToHitData=[w:Two-Handed Sword of Adapt+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:10]{{Attacks=1 per round + level \\amp specialisation, Slashing}}{{Damage=+1, vs SM:1d10, L:3d6, + Str bonus}}DmgData=[w:Two-Handed Sword of Adapt+1,sb:1,+:1,SM:1d10,L:3d6]{{desc=This is an exceptional magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times. However, it can adapt to be a sword of any type the wielder desires (and is proficient with). It will take [[1]] round to change shape to a different type of sword.}}'}, + {name:'Wave',type:'Melee|Melee|Ranged|Magic|Magic|Magic|Magic|Magic|Magic',ct:'7',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Wave\nIntelligent, Neutral}}{{subtitle=Magic Trident}}WeapData=[w:Wave,sp:7,rc:recharging]{{Speed=[[7]]}}{{Size=M}}{{Weapon=1-handed melee or thrown spear}}Specs=[Trident,Melee,1H,Spears,Trident],[Trident,Melee,2H,Spears,Trident],[Trident,Ranged,1H,Throwing-Spears,Trident],[Trident,Magic,1H,Enchantment-Charm],[Trident,Magic,1H,Divination],[Trident,Magic,1H,Alteration],[Trident,Magic,1H,Evocation],[Trident,Magic,1H,Evocation],[Trident,Magic,1H,Alteration]{{To-hit=+3 + Str bonus}}ToHitData=[w:Wave,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Wave,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7],[w:Wave,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,sp:7],[w:Fish Command,desc:Fish-Command,sp:1,lv:12,c:1],[w:Find Marine Predators,cmd:!rounds --aoe \\amp#64;{selected|token_id}|arc|feet|0|240|180|light|true|\\amp#64;{selected|token_id}|Trident of Warning|2|-1|Detecting marine predators in range|light,msg:\\amp#64;{selected|token_id}|Trident of Warning|The Trident will detect and warn the wielder of the location depth species and number of hostile or hungry marine predators within range,c:1,sp:1,lv:12],[w:Cap of Water Breathing,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Wave-Breath|99|0|Breathing under water|strong,msg:Able to breathe underwater as if from a *cap of water breathing*,c:1,sp:1,lv:12],[w:Cube of Force,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{Which function of the Cube of Force?|Gasses+Wind\\amp#44;-1|Non-living Matter\\amp#44;-2|Living Matter\\amp#44;-3|Magic\\amp#44;-4|Everything\\amp#44;-6}|Wave\\amp#13;!rounds --movable-aoe \\amp#64;{selected|token_id}|square|feet|0|10|10|magic|false --target caster|\\amp#64;{selected|token_id}|Cube of Force|10|-1|Inside a Cube of Force|aura,sp:5,lv:12,c:0],[w:Cube Extras,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{What extra situation does the Cube protect?|Catapult-like missiles\\amp#44;1|Very hot normal fire\\amp#44;2|Horn of Blasting\\amp#44;6|Delayed blast fireball\\amp#44;3|Disintegrate\\amp#44;6|Fireball\\amp#44;3|Fire Storm\\amp#44;3|Flame Strike\\amp#44;3|Lightning Bolt\\amp#44;4|Meteor Storm\\amp#44;8|Passwall\\amp#44;3|Phase Door\\amp#44;5|Prismatic spray\\amp#44;7|Wall of Fire\\amp#44;2}|Wave],[w:Squeak with Aquatic Animals,desc:PR-Speak-with-Animals,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Wave Speak with Animals|24|-1|Able to speak with an animal within 30ft,sp:5,lv:12,c:1]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+3, vs SM:1d6+1, L:3d4, + Str bonus}}DmgData=[w:Wave,sb:1,+:3,SM:1+1d6,L:3d4],[w:Wave,sb:1,+:3,SM:1+1d8,L:3d4],[]{{Ammo=+3, vs SM:1d6+1, L:3d4, + Str bonus}}AmmoData=[w:Wave,t:Trident,st:Spear,sb:1,+:3,SM:1+1d6,L:3d4,qty:1]{{Range=S:10, L:20}}RangeData=[t:Trident,+:3,r:1/1/2]{{desc=**Wave**\nWeapon (trident), legendary (requires attunement by a creature that worships a god of the sea)\n\n**Powers**\n+3 bonus to attack and damage rolls\nCritical hit causes extra damage of half target\'s HP maximum.\nFunctions as\n**1.** Trident of Fish Command (1 charge)\n**2.** Weapon of Warning (1 charge)\n**3.** Cap of Water Breathing (1 charge)\n**4.** Cube of Force (Various no. of charges)\n**5.** Squeak with Aquatic Animals (1 charge)\n\n***Sentience:*** Neutral alignment, Int 14, Wisdom 10, Chr 18. Hearing and *darkvision* range [[120]] feet. Telepathic with wielder, can speak, read, and understand Aquan}}{{Use=Take Wave in-hand using *Change Weapon* to be able to use its attacks and powers via the *Attack* action}}\n!setattr --charid @{selected|character_id} --silent --casting-level|12 --casting-name|Wave'}, + {name:'Whelm',type:'Melee|Ranged|Melee|Magic|Magic|Magic|Magic',ct:'4',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Whelm\nIntelligent, Lawful Neutral}}{{subtitle=Magic Warhammer}}{{Speed=[[10]]}}{{Size=M}}WeapData=[w:Whelm,wt:10,sp:4,rc:single-uncharged,ns:4],[cl:PW,w:Whelm-Shockwave,sp:10,pd:1,lv:12],[cl:PW,w:Whelm-Detect-Evil,sp:10,pd:1,lv:12],[cl:PW,w:Whelm-Detect-Good,sp:10,pd:1,lv:12],[cl:PW,w:Whelm-Locate-Object,sp:100,pd:1,lv:12]{{Weapon=1-handed melee or thrown club}}Specs=[Warhammer,Melee,1H,Clubs,Warhammer],[Warhammer,Ranged,1H,Throwing-Clubs,Warhammer],[Warhammer,Melee,2H,Clubs,Warhammer],[Warhammer,Magic,1H|2H,Evocation],[Warhammer,Magic,1H|2H,Divination],[Warhammer,Magic,1H|2H,Divination],[Warhammer,Magic,1H|2H,Divination]{{To-hit=+3 + Str \\amp Dex bonuses}}ToHitData=[w:Whelm,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4],[w:Whelm,sb:1,db:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,sp:4],[w:Whelm,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4],[w:Shockwave,pw:Whelm-Shockwave,sp:10,lv:12],[w:Detect Evil,pw:Whelm-Detect-Evil,sp:10,lv:12],[w:Detect Good,pw:Whelm-Detect-Good,sp:10,lv:12],[w:Locate Object,pw:Whelm-Locate-Object,sp:10,lv:12]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+3, vs SM:1d4+1, L:1d4, + Str bonus}}DmgData=[w:Whelm,sb:1,+:3,SM:1+1d4,L:1d4],[],[w:Whelm,sb:1,+:3,SM:1+1d4,L:1d4]{{Ammo=+3, vs SM:1d4+1d8+1, L:1d4+2d8, + Str Bonus, and automatically returns}}AmmoData=[w:Whelm,t:Warhammer,st:Throwing-club,+:3,ru:1,SM:1+1d4+1d8,L:1d4+2d8]{{Range=S:20, M:40, L:60}}RangeData=[t:Warhammer,+:3,r:2/4/6]{{desc=**Whelm:** Weapon (warhammer), legendary. Powerful war-hammer forged by dwarves.\n\n**Attacks:** +3 attack and damage rolls.\n**Disadvantage:** Wielder has fear of being outdoors. Disadvantage (roll twice and take the worse outcome) on attack, saves, and ability checks under daytime sky.\n**Thrown Weapon:** range 20/40/60 feet. extra 1d8 (TSM) 2d8 (LG) bludgeoning damage when thrown. Flies back to your hand after attack. If don\'t have hand free, weapon lands at your feet.\n**Shock Wave:** Strike the ground with *Whelm* and send out *Shock Wave* (1 per day). Creatures of your choice within [[60]]ft of impact point must save vs. Staves or stunned for [[1]] turn (additional save each round)\n**Detect Evil:** 1/day\n**Detect Good:** 1/day\n**Locate Object:** 1/day\n\n***Sentience:*** Lawful Neutral weapon, Int 15, Wisdom 12, Chr 15.Hearing and *darkvision* range 120 ft, uses powers at L12. Communicates telepathically with wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.}}{{Use=Take Wave in-hand using *Change Weapon* to be able to use its attacks and powers via the *Attack* action}}\n!setattr --charid @{selected|character_id} --silent --MI-used|Whelm doing Shock Wave --MI-cast|Whelm-Stunned --MI-duration|10 --MI-direction|-1 --MI-msg|Stunned roll save vs Staves again --MI-marker|fishing-net --casting-level|12 --casting-name|Whelm'}, + ]}, + MI_DB_Ammo: {bio:'

Weapons Database

v6.05 30/01/2024

This sheet holds definitions of weapons that can be used in the RPGMaster API system. They are defined in such a way as to be lootable and usable magic items for MagicMaster and also usable weapons in attackMaster.', + gmnotes:'
Change Log:
v6.05 30/01/2024 Added more magical ammo options
v6.04 23/01/2024 Compressed database items and added standard magical versions
v6.03 16/10/2023 Added Ballista Javelin
v6.02 10/12/2022 Added quarrels for crossbows used underwater
v6.01 25/09/2022 Moved to RPGM Library and updated templates
v5.8 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v5.7 06/04/2022 Force update to RPGMaster templates
v5.6 01/01/2022 Added summoned Rainbow Sheaf Arrows for Rainbow spell
v5.5 05/11/2021 Split the Weapon and Ammo databases
v5.4 31/10/2021 Further encoded using machine readable data to support API databases
v5.3.4 21/08/2021 Fixed incorrect damage for all types of Two-handed Sword
v5.3.3 07/06/2021 Added the missing Scimitar macro
v5.3.2 31/05/2021 Cleaned ranged weapon ranges, as specifying a range for the weapon in the {{To-Hit=...}} section will now adjust the range of the ammo by that amount (for extended range weapons). Self-ammoed weapons (like thrown daggers) should specify their range in the {{Range=...}} section.
v5.3.1 19/05/2021 Fixed a couple of bugs, missing weapons in the transfer from MI-DB
v5.3 14/05/2021 All standard weapons from the PHB now encoded.
v5.2 12/05/2021 Added support for weapon types (S,P,B), and more standard weapons
v5.1 06/05/2021 Added a number of standard and magical weapons
v5.0 28/04/2021 Initial separation of weapons listings from the main MI-DB', + root:'MI-DB', + api:'attk,magic', + type:'mi', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/52530/max.png?1340359343', + version:6.06, + db:[{name:'-',type:'',ct:'0',charge:'uncharged',cost:'0',body:'This is a blank slot in your Magic Item bag. Go search out some new Magic Items to fill it up!'}, + {name:'Ammo-Info',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{}}Specs=[Weapon-Info,Format,0H,Format]{{}}WeapData=[a:Weapon Info]{{Speed=}}{{Size=Small}}{{Ammo=}}{{Range=}}{{Immunity=None}}{{Saves=No effect}}{{GM Info=If Auto-Hide config is set, this weapon will automatically hide as a standard weapon of its type when added to a container and by default will reveal manually (see Magic Help Handout about hiding and revealing items).}}{{Use=Ammunition will automatically be transferred to the quiver or pouch when the appropriate ranged weapon is taken in-hand using the *Attk Menu \\gt Change Weapon* dialog.)}}'}, + {name:'Arrow-of-Direction',type:'ammo',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}WeapData=[ns:1],[cl:PW,w:MU-Locate-Object,sp:2,pd:1]{{}}AmmoData=[w:Arrow of Direction]{{}}%{MI-DB|Flight-Arrow}{{Power=Limited [Locate Object](!magic --mi-power @{selected|token_id}|MU-Locate-Object|Flight-Arrow-of-Direction) capability}}{{Use=To indicate use of the Power, select the *Locate Object* button on the displayed information. Ammunition will automatically be transferred to the quiver or pouch when the appropriate ranged weapon is taken in-hand using the *Attk Menu \\gt Change Weapon* dialog.}}{{desc=This typically appears to be a normal arrow. However, its magical properties make it function like a locate object spell, empowering the arrow to show the direction to the nearest stairway, passage, cave, etc.\nOnce per day the device can be tossed into the air; it will fall and point in the requested direction. This process can be repeated seven times during the next seven turns. The request must be for one of the following:\n• Stairway (up or down)\n• Sloping passage (up or down)\n• Dungeon exit or entrance\n• Cave or cavern\nRequests must be phrased by distance (nearest, farthest, highest, lowest) or by direction (north, south, east, west, etc.).}}'}, + {name:'Arrow-of-Slaying',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow+3]{{}}WeapData=[query:Slays=Which creatures does this arrow slay outright?|Arachnids%% |Avians%% |Bards%% |Clerics%% |Dragons%% |Druids%% Elementals%% |Fighters%% |Giants%% |Golems%% |Illusionists%% |Mages%% |Mammals%% |Paladins%% |Rangers%% |Reptiles%% |Sea Monsters%% |Thieves%% |Titans%% |Undead%% ]{{}}AmmoData=[w:Arrow of Slaying ^^Slays#0^^]{{}}%{MI-DB|Flight-Arrow+3}{{GM Info=When the GM adds this item to a container or character RPGMaster will ask the GM what creature type it slays. The list is as given in the DMG. Create your own version to alter the list. If Auto-Hide config is set, this weapon will also automatically hide as a standard flight arrow when added to a container and will only reveal manually (see Magic Help Handout about hiding and revealing items). Use the GM Add-Items dialog to hide, reveal and set automatic revealing as you desire.}}{{Power=If this arrow successfully hits a ^^Slays#0^^, the creature is instantly slayed (no saving throw specified - DM\'s discression)}}{{Looks Like=This arrow has unusual physical characteristics—a shaft of some special material, feathers of some rare creature, a head of some strange design, a rune carved on the nock, etc.}}{{desc=This is an arrow +3. The characteristics indicate the arrow is effective against some creature type. If the arrow is employed against ^^Slays#0^^, the missile will kill it instantly if it hits the target creature.}}'}, + {name:'Ballista-Javelin',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Ballista Javelin}}{{subtitle=Ammo}}{{Speed=As per Ballista}}{{Size=Large}}Specs=[Ballista Javelin,Ammo,1H,Quarrel]{{Ammo=+0, vs SM:1d4+1, L:1d6+1, Piercing}}AmmoData=[w:Ballista Javelin,t:Ballista,+:0,SM:3d6,L:1+2d6],{{Range=PB:60 S:160 M:320 L:480}}RangeData=[t:Ballista,+:0,r:6/16/32/48]{{desc=Ammunition for a Ballista, of good quality but otherwise ordinary}}'}, + {name:'Barbed-Dart-Magical',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Barbed Dart,Ammo,1H,Blowgun,Barbed-Dart]{{}}%{MI-DB|Magical-Barbed-Dart}'}, + {name:'Barbed-dart',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Barbed Dart}}Specs=[Barbed Dart,Ammo,1H,Blowgun]{{}}AmmoData=[w:Barbed Dart,t:Blowgun,+:0,SM:1d3,L:1d2,rc:uncharged]{{}}RangeData=[t:Blowgun,+:0,r:1/2/3]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo for Blowgun}}{{Speed=As per blowgun}}{{Size=Tiny}}{{Ammo=For Blowgun, SM:1d3, L:1d2}}{{Range=1/2/3}}{{Looks Like=The blowgun dart is a small arrow with a wad of cotton or other plant fibers instead of fletching. Barbed darts have backward-facing barbs as part of the tip to prevent or cause damage on removal.}}{{desc=A Blowgun dart, barbed and of good quality but otherwise ordinary}}'}, + {name:'Bullet',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Sling Bullet}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet,st:Sling,+:0,SM:1+1d4,L:1+1d6]{{}}RangeData=[t:sling,+:0,r:3/4/8/16]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per sling}}{{Size=Tiny}}{{Ammo=+0, vs SM:1+1d4, L:1+1d6}}{{Range=Point Blank 6-30,\nShort 31-40,\nMedium 41-80,\nLong 81-160}}{{Looks Like=A small, spherical bullet made of lead. While stones are easier to find, the lead bullet causes more damage and flies farther than the stone.}}{{desc=A Sling Bullet of good quality but otherwise ordinary}}'}, + {name:'Bullet+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Bullet}{{Ammo=+1, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'}, + {name:'Bullet+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+2}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Bullet}{{Ammo=+2, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'}, + {name:'Bullet+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+3}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Bullet}{{Ammo=+3, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'}, + {name:'Bullet+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+4}}Specs=[Bullet,Ammo,1H,Bullet]{{}}AmmoData=[w:Bullet+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Bullet}{{Ammo=+4, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of excellent quality, perfectly spherical and with some unknown substance alloyed with the lead.}}'}, + {name:'Bullet-Cursed',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Bullet,Ammo,1H,Bullet,Cursed-Bullet]{{}}%{MI-DB|Cursed-Bullet}'}, + {name:'Chalk',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Chalk Stone}}Specs=[Chalk,Ammo,1H,Bullet]{{}}AmmoData=[w:Chalk,st:Sling,+:2,SM:1+1d4,L:1+1d6]{{}}RangeData=[t:sling,+:0,r:3/5/10/20]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per sling}}{{Size=Tiny}}{{Ammo=+2, vs SM:1+1d4, L:1+1d6}}{{Range=Point Blank 6-30,\nShort 31-50,\nMedium 51-100,\nLong 101-200}}{{desc=A piece of teacher\'s chalk, which can be used to great effect in a sling (though teachers can possibly just throw it with the same effect!)}}'}, + {name:'Cursed-Bullet',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Bullet,Ammo,1H,Bullet]{{}}WeapData=[w:Bullet,query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Bullet^^weaponCurse#0^^,+:^^weaponCurse#1^^,rc:cursed]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Bullet}{{Ammo=^^weaponCurse#0^^, vs SM:1+1d4, L:1+1d6}}{{desc=A Sling Bullet of good quality, perfectly spherical and with some unknown substance alloyed with the lead. But is there something odd?}}'}, + {name:'Cursed-Flight-Arrow',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Flight Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Warbow Flight Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:longbow,+:^^weaponCurse#1^^],[t:shortbow,+:^^weaponCurse#1^^],[t:warbow,+:^^weaponCurse#1^^],[t:compositelongbow,+:^^weaponCurse#1^^],[t:compositeshortbow,+:^^weaponCurse#1^^]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=^^weaponCurse#0^^,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of good quality, but there\'s something not quite right about the markings on the shaft}}'}, + {name:'Cursed-Hand-Quarrel',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Hand Quarrel ^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Hand-Quarrel}{{}}%{MI-DB|Magical-Ammo-Info}{{subtitle=Cursed Ammo}}{{Ammo=^^weaponCurse#0^^, vs SM:1d3, L:1d2, Piercing}}{{desc=A quarrel for a hand crossbow, which has some odd markings on the shaft.}}'}, + {name:'Cursed-Heavy-Quarrel',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Heavy Quarrel ^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Heavy-Quarrel}{{}}%{MI-DB|Magical-Ammo-Info}{{subtitle=Cursed Ammo}}{{Ammo=^^weaponCurse#0^^, vs SM:1d4+1, L:1d6+1, Piercing}}{{desc=A quarrel for a heavy crossbow, which has some odd markings on the shaft and head.}}'}, + {name:'Cursed-Light-Quarrel',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Light Quarrel^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[+:^^weaponCurse#1^^]{{}}%{MI-DB|Cursed-Light-Quarrel}{{}}%{MI-DB|Magical-Weapon-Info}{{Ammo=^^weaponCurse#0^^, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of questionable quality but suitable for holding an enchantment. The designs etched into the pointed metal head are disturbing.}}'}, + {name:'Cursed-Sheaf-Arrow',type:'ammo',ct:'0',charge:'Cursed',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name= ^^weaponCurse#0^^}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}WeapData=[query:weaponCurse,+:^^weaponCurse#1^^,rc:Cursed]{{}}AmmoData=[w:Sheaf Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^],[w:Warbow Sheaf Arrow^^weaponCurse#0^^,+:^^weaponCurse#1^^]{{}}RangeData=[t:longbow,+:^^weaponCurse#1^^],[t:warbow,+:^^weaponCurse#1^^],[t:compositelongbow,+:^^weaponCurse#1^^]{{}}%{MI-DB|Sheaf-Arrow}{{}}%{MI-DB|Magical-Weapon-Info}{{Ammo=^^weaponCurse#0^^,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of questionable quality with odd markings on the shaft and etched into the head}}'}, + {name:'Daikyu-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Daikyu Arrow}}specs=[Daikyu-arrow,Ammo,1H,Arrow]{{}}AmmoData=[w:Daikyu Arrow,t:Daikyu,+:0,sm:1d8,l:1d6,rc:uncharged]{{}}RangeData=[t:Daikyu,sb:1,+:0,r:3/7/14/21]{{subtitle=Ammo}}{{Speed=As per bow}}{{Size=small}}{{Ammo=+0,\n**Daikyu** vs. sm:1d8, l:1d6,\n**Other bows** does not work, Piercing}}{{Range=PB:30, S:70, M:140, L:210}}{{desc=An arrow that, due to the nock and the shape of the flights, can only be used with a Daikyu bow.}}'}, + {name:'Flight-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Flight Arrow}}Specs=[Flight-Arrow,Ammo,1H,Arrow],[Flight-Arrow,Ammo,1H,Arrow]{{}}AmmoData=[w:Flight Arrow,st:Bow,+:0,SM:1d6,L:1d6,rc:uncharged],[w:Warbow Flight Arrow,t:warbow,+:0,SM:1d8,L:1d8,rc:uncharged]{{}}RangeData=[t:longbow,sb:1,+:0,r:3/6/12/21],[t:shortbow,+:0,r:3/5/10/15],[t:warbow,sb:1,+:0,r:3/9/16/25],[t:compositelongbow,sb:1,+:0,r:3/7/14/21],[t:compositeshortbow,sb:1,+:0,r:3/5/10/18]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per bow}}{{Size=Small}}{{Ammo=+0,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{Range=PB:30, others vary by bow\n**Shortbow:**\nS:50, M:100, L150,\n**Longbow:**\nS:60, M:120, L:210,\n**Warbow:**\nS90, M:160, L:250,\n**Composite Sbow:**\nS:50, M:100, L:180,\n**Composite Lbow:**\nS:70, M:140, L:210}}{{Looks Like=An arrow of 30 to 40 ins.}}{{Hide1=In general, arrows range in length from 20 to 40 inches. The feathers, or fletching, of the arrow consist of two or more feathers set coaxially to the shaft. The flight arrow is built for distance. These are lightweight arrows and are often used for hunting. Most of these arrows are made of ash or birch and are 30 to 40 inches long.}}{{desc=A Flight Arrow of good quality but otherwise ordinary}}'}, + {name:'Flight-Arrow+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}AmmoData=[w:Flight Arrow+1,+:1],[w:Warbow Flight Arrow+1,+:1]{{}}RangeData=[t:longbow,+:1],[t:shortbow,+:1],[t:warbow,+:1],[t:compositelongbow,+:1],[t:compositeshortbow,+:1]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+1,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'}, + {name:'Flight-Arrow+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+2}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}AmmoData=[w:Flight Arrow+2,+:2],[w:Warbow Flight Arrow+2,+:2]{{}}RangeData=[t:longbow,+:2],[t:shortbow,+:2],[t:warbow,+:2],[t:compositelongbow,+:2],[t:compositeshortbow,+:2]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+2,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'}, + {name:'Flight-Arrow+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+3}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}AmmoData=[w:Flight Arrow+3,+:3],[w:Warbow Flight Arrow+3,+:3]{{}}RangeData=[t:longbow,+:3],[t:shortbow,+:3],[t:warbow,+:3],[t:compositelongbow,+:3],[t:compositeshortbow,+:3]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+3,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'}, + {name:'Flight-Arrow+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+4}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}AmmoData=[w:Flight Arrow+4,+:4],[w:Warbow Flight Arrow+4,+:4]{{}}RangeData=[t:longbow,+:4],[t:shortbow,+:4],[t:warbow,+:4],[t:compositelongbow,+:4],[t:compositeshortbow,+:4]{{}}%{MI-DB|Flight-Arrow}{{subtitle=Magic Weapon}}{{Ammo=+4,\n**Warbow** vs. SM:1d8, L:1d8,\n**Other Bows** vs. SM:1d6, L:1d6, Piercing}}{{desc=A magical Flight Arrow of fine quality}}'}, + {name:'Flight-Arrow-Cursed',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Cursed-Flight-Arrow],[Flight-Arrow,Ammo,1H,Arrow,Cursed-Flight-Arrow]{{}}%{MI-DB|Cursed-Flight-Arrow}'}, + {name:'Flight-Arrow-Stone',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Flight arrow - stone}}{{subtitle=ammo}}{{speed=As per bow}}{{size=Small}}specs=[flight-arrow,ammo,1h,arrow],[flight-arrow,ammo,1h,arrow]{{ammo=+0,\n**warbow** vs. sm:0, l:0,\n**other bows** vs. sm:1d4, l:1d4, piercing}}ammodata=[w:Stone flight arrow,st:bow,+:0,sm:1d4,l:1d4,rc:uncharged],[w:Stone flight arrow,t:warbow,+:0,sm:0,l:0,rc:uncharged,msg:Automatically shatters with the force from the bow]{{range=pb:30, others vary by bow\n**shortbow:**\ns:50, m:100, l150,\n**longbow:**\ns:60, m:120, l:210,\n**warbow:**\ns:0, m:0, l:0,\n**composite sbow:**\ns:50, m:100, l:180,\n**composite lbow:**\ns:70, m:140, l:210}}rangedata=[t:longbow,sb:1,+:0,r:3/6/12/21],[t:shortbow,+:0,r:3/5/10/15],[t:warbow,sb:1,+:0,r:3/9/16/25],[t:compositelongbow,sb:1,+:0,r:3/7/14/21],[t:compositeshortbow,sb:1,+:0,r:3/5/10/18]{{desc=A stone flight arrow. Shatters 1 in 6 times. If used with a warbow, will shatter as soon as fired from the bow without doing any damage (won\'t travel even 5ft) as the bow is just too powerful for it.}}'}, + {name:'Flight-Arrows',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Flight-Arrow,Ammo,1H,Arrow,Flight-Arrow]{{}}%{MI-DB|Flight-Arrow}'}, + {name:'Flight-arrow+?',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Flight Arrow+?}}{{subtitle=Magic Weapon}}{{Speed=As per bow}}{{Size=Small}}Specs=[Flight-Arrow,Ammo,1H,Arrow]{{To-hit=Unknown}}{{damage=Unknown}}{{desc=A magical Flight Arrow of very fine quality, but with unknown plusses}}'}, + {name:'Glass-Arrow+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Glass Sheaf Arrow+3}}{{subtitle=Magic Weapon}}{{Speed=As per bow}}{{Size=Small}}Specs=[Glass Arrow,Ammo,1H,Arrow],[Glass Arrow,Ammo,1H,Arrow]{{Ammo=+3 Piercing,\n**Warbow** vs\nSM:1d10, L:1d10\n**Other Bows** vs\nSM:1d8, L:1d8,\nbreaks on use}}AmmoData=[w:Glass Arrow+3,st:Bow,+:3,ru:-1,SM:1d8,L:1d8],[w:Glass Arrow+3,t:warbow,+:3,ru:-1,SM:1d10,L:1d10]{{Range=Varies by bow:\n**Longbow**\nPB:30 S:50 M:100 L:170\n**Shortbow**\nPB:30 S:40 M:80 L:150\n**Warbow**\nPB:30 S:70 M:120 L:210\n**Composite Lbow**\nPB:30 S:50 M:100 L:180\n**Composite Sbow**\nPB:30 S:50 M:100 L:150}}RangeData=[t:longbow,+:3,r:3/5/10/17],[t:shortbow,+:3,r:3/4/8/15],[t:warbow,+:3,r:3/7/12/21],[t:compositelongbow,+:3,r:3/5/10/18],[t:compositeshortbow:,+:3,r:3/5/10/17]{{desc=A magical Sheaf Arrow made of ultra-sharp glass. The arrows always shatter on use.}}'}, + {name:'Glass-arrow+10',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Glass Sheaf Arrow+3}}{{subtitle=Magic Weapon}}{{Speed=As per bow}}{{Size=Small}}Specs=[Glass Arrow,Ammo,1H,Arrow],[Glass Arrow,Ammo,1H,Arrow]{{Ammo=+10 Piercing,\n**Warbow** vs\nSM:1d10, L:1d10\n**Other Bows** vs\nSM:1d8, L:1d8,\nbreaks on use}}AmmoData=[w:Glass Arrow+10,st:Bow,+:10,ru:-1,SM:1d8,L:1d8],[w:Glass Arrow+10,t:warbow,+:10,ru:-1,SM:1d10,L:1d10]{{Range=Varies by bow:\n**Longbow**\nPB:30 S:50 M:100 L:170\n**Shortbow**\nPB:30 S:40 M:80 L:150\n**Warbow**\nPB:30 S:70 M:120 L:210\n**Composite Lbow**\nPB:30 S:50 M:100 L:180\n**Composite Sbow**\nPB:30 S:50 M:100 L:150}}RangeData=[t:longbow,+:10,r:3/5/10/17],[t:shortbow,+:10,r:3/4/8/15],[t:warbow,+:10,r:3/7/12/21],[t:compositelongbow,+:10,r:3/5/10/18],[t:compositeshortbow:,+:10,r:3/5/10/17]{{desc=A magical Sheaf Arrow made of ultra-sharp glass. The arrows always shatter on use.}}'}, + {name:'Hand-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Hand Quarrel}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel]{{}}AmmoData=[w:Hand Quarrel,t:Hand Crossbow,+:0,SM:1d3,L:1d2]{{}}RangeData=[t:Hand Crossbow,+:0,r:2/2/4/6]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}{{Ammo=+0, vs SM:1d3, L:1d2, Piercing}}{{Range=PB:20, S:20, M:40, L:60}}{{Looks Like=Quarrels or bolts are the ammunition fired by crossbows. Crossbows are rated as hand, one-footers (light) or two-footers (heavy), according to the bolt\'s length. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.}}{{desc=A quarrel for a hand crossbow, of good quality but otherwise ordinary}}'}, + {name:'Hand-Quarrel+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel]{{}}AmmoData=[w:Hand Quarrel+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Hand-Quarrel}{{subtitle=Magical Ammo}}{{Ammo=+1, vs SM:1d3, L:1d2, Piercing}}{{desc=A well made quarrel for a hand crossbow, of excellent quality and suitable for enchanting}}'}, + {name:'Hand-Quarrel+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel+1]{{}}AmmoData=[w:Hand Quarrel+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Hand-Quarrel+1}{{name=+2}}{{Ammo=+2, vs SM:1d3, L:1d2, Piercing}}'}, + {name:'Hand-Quarrel+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel+1]{{}}AmmoData=[w:Hand Quarrel+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Hand-Quarrel+1}{{name=+3}}{{Ammo=+3, vs SM:1d3, L:1d2, Piercing}}'}, + {name:'Hand-Quarrel+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Hand-Quarrel+1]{{}}AmmoData=[w:Hand Quarrel+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Hand-Quarrel+1}{{name=+4}}{{Ammo=+4, vs SM:1d3, L:1d2, Piercing}}'}, + {name:'Hand-Quarrel-Cursed',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Hand-Quarrel,Ammo,1H,Quarrel,Cursed-Hand-Quarrel]{{}}%{MI-DB|Cursed-Hand-Quarrel}'}, + {name:'Heavy-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Heavy Quarrel}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel]{{}}AmmoData=[w:Heavy Quarrel,t:Heavy Crossbow,+:0,SM:1+1d4,L:1+1d6]{{}}RangeData=[t:Heavy Crossbow,+:0,r:3/8/16/24]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}{{Ammo=+0, vs SM:1d4+1, L:1d6+1, Piercing}}{{Range=PB:30 S:80 M:160 L:240}}{{Looks Like=Quarrels or bolts are the ammunition fired by crossbows. Crossbows are rated as hand, one-footers (light) or two-footers (heavy), according to the bolt\'s length. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.}}{{desc=A quarrel for a heavy crossbow, of good quality but otherwise ordinary}}'}, + {name:'Heavy-Quarrel+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel]{{}}AmmoData=[w:Heavy Quarrel+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Heavy-Quarrel}{{subtitle=Magic Ammo}}{{Ammo=+1, vs SM:1d4+1, L:1d6+1, Piercing}}{{desc=A quarrel for a heavy crossbow, of excellent quality and suitable for holding an enchantment}}'}, + {name:'Heavy-Quarrel+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel+1]{{}}AmmoData=[w:Heavy Quarrel+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Heavy-Quarrel+1}{{name=+2}}{{Ammo=+2, vs SM:1d4+1, L:1d6+1, Piercing}}'}, + {name:'Heavy-Quarrel+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel+1]{{}}AmmoData=[w:Heavy Quarrel+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Heavy-Quarrel+1}{{name=+4}}{{Ammo=+4, vs SM:1d4+1, L:1d6+1, Piercing}}'}, + {name:'Heavy-Quarrel-Cursed',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=Cursed }}{{name=^^weaponCurse#0^^}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Cursed-Heavy-Quarrel]{{}}%{MI-DB|Cursed-Heavy-Quarrel}'}, + {name:'Heavy-Quarrel-Magical-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Magical-Heavy-Quarrel-Underwater]{{}}%{MI-DB|Magical-Heavy-Quarrel-Underwater}'}, + {name:'Heavy-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= used Underwater}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel]{{}}AmmoData=[w:Heavy Quarrel Underwater]{{}}RangeData=[t:Heavy Crossbow,r:2/5/8/12]{{}}%{MI-DB|Heavy-Quarrel}{{Range=PB:20 S:50 M:80 L:120}}{{desc=A quarrel for a heavy crossbow, of good quality but otherwise ordinary, used underwater so range is halved}}'}, + {name:'Heavy-Quarrelt+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel+1]{{}}AmmoData=[w:Heavy Quarrel+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Heavy-Quarrel+1}{{name=+3}}{{Ammo=+3, vs SM:1d4+1, L:1d6+1, Piercing}}'}, + {name:'Heavy-Xbow-Bolt+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Magic Crossbow Bolts}}{{subtitle=Magic Ammo}}{{Size=Tiny}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel]{{Ammo=+2, vs SM:1d4+1, L:1d6+1, no other bonuses}}AmmoData=[t:heavy-crossbow,st:heavy-crossbow,sb:0,+:2,SM:1+1d4,L:1+1d6]{{Range=PB:30 S:80 M:160 L:240}}RangeData=[t:heavy-crossbow,+:2,r:3/8/16/24]{{desc=Fine quality heavy crossbow bolts which are +2 on to-hit and damage. The tips are sharp and keen, and are very shiny.}}'}, + {name:'Indirect',type:'',ct:'0',charge:'uncharged',cost:'0',body:'@{'}, + {name:'Light-Ballista-Bolt',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Light-Ballista Bolt}}{{subtitle=Ammo}}{{Speed=As per Ballista}}{{Size=Large}}Specs=[Light Ballista Bolt,Ammo,1H,Quarrel]{{Ammo=+0, vs SM:2d6, L:3d6, Piercing}}AmmoData=[w:Light Ballista Bolt,t:Light-Ballista,+:0,SM:2d6,L:3d6],{{Range=S:110 M:220 L:330}}RangeData=[t:Light-Ballista,+:0,r:110/220/330]{{desc=A bolt for a light ballista, of good quality but otherwise ordinary}}'}, + {name:'Light-Catapult-Stone',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Light Catapult Stone}}{{subtitle=Ammo}}{{Speed=As per Catapult}}{{Size=Large}}Specs=[Light Catapult Stone,Ammo,1H,Stone]{{Ammo=+0, vs SM:2d10, L:2d10, Bludgeoning}}AmmoData=[w:Light Catapult Stone,t:Light-Catapult,+:0,SM:2d10,L:2d10],{{Range=300}}RangeData=[t:Light-Catapult,+:0,r:300]{{desc=An ordinary stone sized for a light catapult}}'}, + {name:'Light-Quarrel',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Light Quarrel}}Specs=[Light Quarrel,Ammo,1H,Quarrel]{{}}AmmoData=[w:Light Quarrel,t:Light Crossbow,+:0,SM:1d4,L:1d4]{{}}RangeData=[t:Light Crossbow,+:0,r:3/6/12/18]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per crossbow}}{{Size=Tiny}}{{Ammo=+0, vs SM:1d4, L:1d4, Piercing}}{{Range=PB:30 S:60 M:120 L:180}}{{Looks Like=Quarrels or bolts are the ammunition fired by crossbows. Crossbows are rated as hand, one-footers (light) or two-footers (heavy), according to the bolt\'s length. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.}}{{desc=A quarrel for a light crossbow, of good quality but otherwise ordinary}}'}, + {name:'Light-Quarrel+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+1}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel+1,+:1]{{}}RangeData=[+:1]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+1, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'}, + {name:'Light-Quarrel+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+2}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel+2,+:2]{{}}RangeData=[+:2]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+2, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'}, + {name:'Light-Quarrel+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+3}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel+3,+:3]{{}}RangeData=[+:3]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+3, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'}, + {name:'Light-Quarrel+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=+4}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel+4,+:4]{{}}RangeData=[+:4]{{}}%{MI-DB|Light-Quarrel}{{Ammo=+4, vs SM:1d4, L:1d4, Piercing}}{{desc=A quarrel for a light crossbow, of excellent quality and suitable for holding an enchantment}}'}, + {name:'Light-Quarrel-Cursed',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Cursed-Light-Quarrel]{{}}%{MI-DB|Cursed-Light-Quarrel}'}, + {name:'Light-Quarrel-Magical-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Light-Quarrel,Ammo,1H,Quarrel,Magical-Light-Quarrel-Underwater]{{}}%{MI-DB|Magical-Light-Quarrel-Underwater}'}, + {name:'Light-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= used Underwater}}Specs=[Light Quarrel,Ammo,1H,Quarrel,Light-Quarrel]{{}}AmmoData=[w:Light Quarrel Underwater,t:Light Crossbow,+:0,SM:1d4,L:1d4]{{}}RangeData=[t:Light Crossbow,+:0,r:2/4/6/9]{{}}%{MI-DB|Light-Quarrel}{{Range=PB:20 S:40 M:60 L:90}}{{desc=A quarrel for a light crossbow, of good quality but otherwise ordinary, used underwater to the range is halved}}'}, + {name:'Magic-Ammo',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Unknown Magical Ammo}}{{subtitle=Magic Ammo}}{{Speed=As per ranged weapon?}}{{Size=Small}}Specs=[Magic-Ammo,Ammo,1H,Ammo]{{To-hit=Unknown}}{{damage=Unknown}}{{desc=Magical Ammo of fine quality}}'}, + {name:'Magic-Heavy-Xbow-Bolts',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Magic Crossbow Bolts}}{{subtitle=Magic Ammo}}{{Size=Tiny}}Specs=[Magic-Ammo,Ammo,1H,Ammo]{{Ammo=[t:heavy-xbow,st:heavy-xbow,sb:0,+:2,SM:1+1d4,L:1+1d6]{{desc=Fine quality heavy crossbow bolts. The tips are sharp and keen, and are very shiny.}}'}, + {name:'Magical-Barbed-Dart',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name=^^weaponMagic#0^^}}Specs=[Barbed Dart,Ammo,1H,Blowgun,Barbed-Dart]{{}}WeapData=[w:Barbed-Dart,query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^{{}}AmmoData=[w:Barbed Dart^^weaponMagic#0^^,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Barbed-Dart}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Ammo for Blowgun}}{{Ammo=For Blowgun, ^^weaponMagic#0^^ SM:1d3, L:1d2}}{{desc=A Blowgun dart, barbed and is something special}}'}, + {name:'Magical-Heavy-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Heavy-Quarrel,Ammo,1H,Quarrel,Heavy-Quarrel-Underwater]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}AmmoData=[w:Heavy Quarrel ^^weaponMagic#0^^ Underwater,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}RangeData=[t:Heavy Crossbow,+:^^weaponMagic#1^^]{{}}%{MI-DB|Heavy-Quarrel-Underwater}{{}}%{MI-DB|Magical-Weapon-Info}{{prefix=^^weaponMagic#2^^}}{{name= ^^weaponMagic#0^^ used Underwater}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4+1, L:1d6+1, Piercing}}{{Range=Underwater PB:20 S:50 M:80 L:120}}{{desc=A quarrel for a heavy crossbow, of exceptional quality made with special materials, used underwater so range is halved. The markings on the shaft and etched into the head are intriguing}}'}, + {name:'Magical-Light-Quarrel-Underwater',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Light-Quarrel,Ammo,1H,Quarrel,Light-Quarrel-Underwater]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}AmmoData=[w:Light Quarrel ^^weaponMagic#0^^ Underwater,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}RangeData=[t:Light Crossbow,+:^^weaponMagic#1^^]{{}}%{MI-DB|Light-Quarrel-Underwater}{{}}%{MI-DB|Magical-Weapon-Info}{{prefix=^^weaponMagic#2^^}}{{name= ^^weaponMagic#0^^ used Underwater}}{{Ammo=^^weaponMagic#0^^, vs SM:1d4, L:1d4, Piercing}}'}, + {name:'Magical-Needle',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{prefix=^^weaponMagic#2^^}}{{name= ^^weaponMagic#0^^}}Specs=[Needle,Ammo,1H,Blowgun,Needle]{{}}WeapData=[query:weaponMagic,+:^^weaponMagic#1^^,rc:^^weaponMagic#2^^]{{}}AmmoData=[w:Needle ^^weaponMagic#0^^,+:^^weaponMagic#1^^]{{}}RangeData=[+:^^weaponMagic#1^^]{{}}%{MI-DB|Needle}{{}}%{MI-DB|Magical-Weapon-Info}{{subtitle=Magical Ammo for Blowgun}}{{Ammo=^^weaponMagic#0^^, vs SM:1, L:1, no bonuses}}{{desc=A Blowgun needle, tiny and sharp, made of some exotic material that gleams and sparcles - careful! Perhaps dipped in poison?}}'}, + {name:'Magical-Sheaf-Arrows',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Unknown Magical Sheaf Arrow}}{{subtitle=Magic Ammo}}{{Speed=As per bow?}}{{Size=Small}}Specs=[Magic-Ammo,Ammo,1H,Ammo]{{To-hit=Unknown}}{{damage=Unknown}}{{desc=A magical Sheaf Arrow of fine quality}}'}, + {name:'Manticore-Tail-Spikes',type:'ranged',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Manticore Tail Spikes}}{{subtitle=Ammo}}{{Size=Tiny}}Specs=[Manticore Tail Spikes,Ranged,1H,Quarrel]{{Ammo=+1, vs SM:1d6, L:1d6, for a light crossbow with no other bonuses}}AmmoData=[t:light-crossbow,st:light-crossbow,sb:0,+:1,SM:1d6,L:1d6]{{Range=PB:30 S:60 M:120 L:180}}RangeData=[t:light-crossbow,+:2,r:3/6/12/18]{{desc=These Manticore Tail Spikes can be used as ammunition for a light crossbow with a +1 to hit \\amp on damage}}'}, + {name:'Needle',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Needle}}Specs=[Needle,Ammo,1H,Blowgun]{{}}AmmoData=[w:Needle,t:Blowgun,+:0,SM:1,L:1]{{}}RangeData=[t:Blowgun,+:0,r:1/2/3]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo for Blowgun}}{{Speed=As per blowgun}}{{Size=Tiny}}{{Ammo=+0, vs SM:1, L:1, no bonuses}}{{Range=S:10, M:20, L:30}}{{Looks Like=A thin needle made of metal or a very hard wood which might have a groove or be hollow. One end might have a wider section to fit a blowgun barrel}}{{desc=A Blowgun needle, tiny and sharp, of good quality but otherwise ordinary - careful! Perhaps dipped in poison?}}'}, + {name:'Needle+Magical',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Needle,Ammo,1H,Blowgun,Magical-Needle]{{}}%{MI-DB|Magical-Needle}'}, + {name:'Rainbow-Sheaf-Arrow',type:'ammo',ct:'0',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Rainbow Sheaf Arrow+2}}{{subtitle=Magic Weapon}}{{Speed=As per bow}}{{Size=Small}}Specs=[Rainbow-Sheaf-Arrow,Ammo,1H,Arrow]{{Ammo=+2,\n**Rainbow Bow** vs. SM:1d8, L:1d8}}AmmoData=[w:Rainbow-Sheaf Arrow+2,st:Rainbow-Bow,sb:1,+:2,SM:1d8,L:1d8,rc:recharging]{{Range=PB:30, S:50, M:100, L:170}}RangeData=[t:rainbow-bow,+:2,r:3/5/10/17]{{desc=A magical rainbow-hewed Sheaf Arrow of pure magic. See *Rainbow* spell for full details.}}'}, + {name:'Sheaf-Arrow',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{title=Sheaf Arrow}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow]{{}}AmmoData=[w:Sheaf Arrow,st:Bow,sb:1,+:0,SM:1d8,L:1d8],[w:Warbow Sheaf Arrow,t:warbow,sb:1,+:0,SM:1d10,L:1d10]{{}}RangeData=[t:longbow,+:0,r:3/5/10/17],[t:warbow,+:0,r:3/7/12/21],[t:compositelongbow,+:0,r:3/5/10/18]{{}}%{MI-DB|Ammo-Info}{{subtitle=Ammo}}{{Speed=As per bow}}{{Size=Small}}{{Ammo=+0,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{Range=PB:30, others vary by bow\n**Longbow:**\nS:50, M:100, L:170,\n**Warbow:**\nS70, M:120, L:210,\n**Composite Lbow:**\nS:70, M:100, L:180}}{{Looks Like=A heavier arrow with a steel arrowhead.}}{{hide1=Sheaf arrows, also known as war arrows, are heavier arrows with less range than flight arrows, but cause more damage. The arrowheads are steel and quite sharp. Sheaf arrows are used in warfare and can be fired only by long bows. These arrows range in length from 20 to 27 inches.}}{{desc=A Sheaf Arrow of good quality but otherwise ordinary}}'}, + {name:'Sheaf-Arrow+1',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +1}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}AmmoData=[w:Sheaf Arrow+1,+:1],[w:Warbow Sheaf Arrow+1,+:1]{{}}RangeData=[t:longbow,+:1],[t:warbow,+:1],[t:compositelongbow,+:1]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+1,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'}, + {name:'Sheaf-Arrow+2',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +2}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}AmmoData=[w:Sheaf Arrow+2,+:2],[w:Warbow Sheaf Arrow+2,+:2]{{}}RangeData=[t:longbow,+:2],[t:warbow,+:2],[t:compositelongbow,+:2]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+2,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'}, + {name:'Sheaf-Arrow+3',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +3}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}AmmoData=[w:Sheaf Arrow+3,+:3],[w:Warbow Sheaf Arrow+3,+:3]{{}}RangeData=[t:longbow,+:3],[t:warbow,+:3],[t:compositelongbow,+:3]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+3,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'}, + {name:'Sheaf-Arrow+4',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name= +4}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}AmmoData=[w:Sheaf Arrow+4,+:4],[w:Warbow Sheaf Arrow+4,+:4]{{}}RangeData=[t:longbow,+:4],[t:warbow,+:4],[t:compositelongbow,+:4]{{}}%{MI-DB|Sheaf-Arrow}{{Ammo=+4,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}{{desc=A Sheaf Arrow of exceptional quality with interesting markings on the shaft and etched into the head}}'}, + {name:'Sheaf-Arrow-Cursed',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Cursed-Sheaf-Arrow]{{}}%{MI-DB|Cursed-Sheaf-Arrow}'}, + {name:'Sheaf-Arrows',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{}}Specs=[Sheaf-Arrow,Ammo,1H,Arrow,Sheaf-Arrow]{{}}%{MI-DB|Sheaf-Arrow}'}, + {name:'Silver-Bullets',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Silver Bullet}}{{subtitle=Ammo}}{{Speed=As per sling}}{{Size=Tiny}}Specs=[Silver Bullet,Ammo,1H,Bullet]{{Ammo=+0, vs SM:1d4+1, L:1d6+1, no bonuses}}[w:Silver Bullet,st:Sling,+:0,SM:1+1d4,L:1+1d6]{{Range=PB:30 S:40 M:80 L:160}}RangeData=[t:sling,+:0,r:3/4/8/16]{{desc=A Sling Bullet coated or made of silver of good quality but otherwise ordinary}}'}, + {name:'Silver-tipped-Sheaf',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Silver-Tipped Sheaf Arrow}}{{subtitle=Ammo}}{{Speed=As per bow}}{{Size=Small}}Specs=[Sheaf Arrow,Ammo,1H,Arrow]{{Ammo=+0,\n**Warbow** vs. SM:1d10, L:1d10,\n**Other Bows** vs. SM:1d8, L:1d8, Piercing}}AmmoData=[w:Silver Sheaf Arrow,st:Bow,+:0,SM:1d8,L:1d8],[w:Warbow Silver Sheaf Arrow,t:warbow,+:0,SM:1d10,L:1d10]{{Range=PB:30, others vary by bow\n**Longbow:**\nS:50, M:100, L:170,\n**Warbow:**\nS70, M:120, L:210,\n**Composite Lbow:**\nS:70, M:100, L:180}}RangeData=[t:longbow,+:0,r:3/5/10/17],[t:warbow,+:0,r:3/7/12/21],[t:compositelongbow,+:0,r:3/5/10/18]{{desc=A Sheaf Arrow of good quality with a silver tip, good against werecreatures}}'}, + {name:'Stone',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ammoTemplate+'}{{name=Sling Stone}}{{subtitle=Ammo}}{{Speed=As per sling}}{{Size=Tiny}}Specs=[Stone,Ammo,1H,Bullet]{{Ammo=+0, no bonuses}}AmmoData=[w:Stone,st:Sling,+:0,SM:1+1d4,L:1+1d6]{{Range=PB:20 S:30 M:60 L:120}}RangeData=[t:sling,+:0,r:2/3/6/12]{{desc=A nicely rounded stone that can be used in a sling}}'}, + ]}, + MI_DB_Equipment:{bio:'
Light Sources
v6.05 31/03/2024

This database holds definitions for equipment such as torches & lanterns that can be carried by creatures or found in locations and picked up.
', + gmnotes:'
Change Log
v6.04-5 31/03/2024 Added more standard equipment
v6.03 17/03/2024 Added equipment for the Robe of Useful Items
v6.02 28/02/2024 Changed from MI-DB-Light to -Equipment and added basic equipment objects
v6.01 25/09/2022 Moved to RPGM Library and updated templates
v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v5.8 06/04/2022 Force update to RPGMaster templates
v5.7 01/02/2022 Added common light sources
v5.6 01/01/2022 Updated to common release version
v5.2 - 5.5 Skipped to even up version numbers
v5.1 31/10/2021 Encoded using machine readable data to support API databases
v5.0 08/10/2021 Initial creation by separating out the MI-DB into item types
', + root:'MI-DB', + api:'magic', + type:'mi', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/6671/thumb.png?1336327350', + version:6.05, + db:[{name:'Backpack',type:'equipment',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Backpack}}{{subtitle=Equipment}}MiscData=[w:Sack,sp:0,wt:1,qty:1,rc:single-uncharged,loc:back,Bag:0]{{Size=Medium}}Specs=[Sack,Equipment,1H,Equipment]{{Use=When viewed or used as an item, a "Backpack" character sheet will be created the ownership of which will follow the ownership of this item. Items can be stored in it or removed from it by dragging it onto the playing surface and using the *Items Menu \\gt Search* \\amp *\\gt Store* functions}}{{GM Info=In order to keep sacks separate and easily identifyable, the GM should use the facilities of the [Add Items] dialog to rename them individually}}{{desc=A backpack that can hold other items.}}'}, + {name:'Bag-of-100gp',type:'equipment',ct:'0',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Coin Bag}}{{name=of 100gp}}{{subtitle=Equipment}}MiscData=[w:Coin Bag,gp:100,sp:0,wt:10,rc:uncharged,loc:belt|backpack]{{Size=Small}}Specs=[Coin Bag,Equipment,1H,Equipment]{{Use=Does not automatically change coins: do this manually}}{{desc=A simple bag containing 100gp}}'}, + {name:'Beacon-Lantern',type:'light',ct:'0',charge:'uncharged',cost:'150',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Beacon Lantern}}{{subtitle=Light Source}}Data=[w:Beacon Lantern,sp:0,gp:150,wt:50,rc:uncharged,qty:1,loc:left hand|right hand]{{Cost=150gp - this is a substantial piece of kit!}}{{Size=Medium}}{{Weight=50 lbs - heavy iron and glass}}{{Lantern=Put down on a pillar, table or other foundation, and provides a beamed light source}}Specs=[Beacon Lantern,Light,2H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'}, + {name:'Bullseye-Lantern',type:'light',ct:'0',charge:'uncharged',cost:'12',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Bullseye Lantern}}{{subtitle=Light Source}}Data=[w:Bullseye Lantern,gp:12,sp:0,qty:1,wt:3,rc:uncharged,loc:left hand|right hand]{{Cost=12gp}}{{Size=Small}}{{Weight=3 lbs}}{{Lantern=Held in 1 hand, and provides a light source}}Specs=[Bullseye Lantern,Light,1H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'}, + {name:'Chain-Heavy-feet',type:'equipment',ct:'0',charge:'uncharged',cost:'4',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Heavy}}{{title=Chain}}{{subtitle=Equipment}}MiscData=[w:Heavy Chain,gp:4,sp:0,wt:3,qty:10,rc:uncharged]{{Size=Medium}}{{Cost=4gp per foot}}{{Weight=3 lbs per foot}}Specs=[Chain,Equipment,1H,Chain]{{Use=Heavy chain is defined by the foot. Add the quantity of feet you require}}{{desc=Heavy chain that is reasonably made and will take the expected weight before breaking}}'}, + {name:'Chain-Light-feet',type:'equipment',ct:'0',charge:'uncharged',cost:'3',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Light}}{{title=Chain}}{{subtitle=Equipment}}MiscData=[w:Light Chain,gp:3,sp:0,wt:1,qty:10,rc:uncharged]{{Size=Medium}}{{Cost=3gp per foot}}{{Weight=1 lb per foot}}Specs=[Chain,Equipment,1H,Chain]{{Use=Light chain is defined by the foot. Add the quantity of feet you require}}{{desc=Light chain that is reasonably made and will take the expected weight before breaking}}'}, + {name:'Continual-Light-Lantern',type:'light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Continual Light Lantern}}{{subtitle=Light Source}}Data=[w:Continual Light Lantern,sp:0,qty:1,rc:uncharged,loc:left hand|right hand]{{Cost=7gp for a hooded lantern, plus cost of casting or procuring a *continual light* spell}}{{Size=Medium}}{{Weight=As per host lantern, e.g. a hooded lantern weighs 2 lbs}}{{Lantern=Held in 1 hand, and provides a light source}}Specs=[Continual Light Lantern,Light,1H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'}, + {name:'Empty-Oil-Flask',type:'equipment',ct:'0',charge:'change-each',cost:'1',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Empty}}{{title=Oil Flask}}{{subtitle=Bottle}}MiscData=[w:Empty Oil Flask,gp:1,sp:0,wt:1,rc:change-each,to:oil-flask]{{Size=Small, 1 dose}}{{Cost=1gp}}Specs=[Empty Oil Flask,Equipment,1H,Bottle]{{Use=If you want to fill this flask, for instance to fill from a barrel of oil, just select it by using the *Use MI* or *Use Item* actions - the empty bottle will change to a full "Oil Flask" which can then be used as a weapon, if desired}}{{desc=A well made empty bottle ready to take oil.}}'}, + {name:'Empty-Potion-Bottle',type:'equipment',ct:'0',charge:'charged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Empty}}{{title=Potion Bottle}}{{subtitle=Bottle}}MiscData=[w:Empty Potion Bottle,gp:10,sp:0,wt:1,rc:charged]{{Size=Small, holds only 1 dose per bottle}}{{Cost=10gp due to fine nature \\amp special glass resistant to most potions}}Specs=[Empty Potion Bottle,Equipment,1H,Bottle]{{Use=If you want to fill this bottle, for instance to split doses of a potion between two characters, just select it by using the *Use MI* or *Use Item* actions - the empty bottle will be consumed. Then just loot or store doses from the original source container/character with the potion up to the number of empty bottles consumed}}{{desc=A well made empty bottle ready to take up to 4 doses of most potions, as long as extra-special materials are not required.}}'}, + {name:'Empty-Wineskin',type:'equipment',ct:'10',charge:'change-each',cost:'0.1',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Empty}}{{title=Wineskin}}{{subtitle=Food \\amp Drink}}MiscData=[w:Empty Wineskin,gp:0.1,sp:10,st:Wineskin,qty:7,wt:1,rc:change-each,to:Full-Wineskin]{{Size=Small}}{{Cost=1sp and fill it soon...}}Specs=[Wineskin,Equipment,1H,Food]{{Use=To fill this wineskin, use it by selecting it using *Use MI/Item*}}{{desc=A standard empty wineskin, ready to be filled with your favourite tipple}}'}, + {name:'Fishing-Net',type:'ranged|equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{}}Specs=[folded fishing net,ranged|equipment,1H,nets,net],[unfolded fishing net,ranged|equipment,1H,nets,net]{{}}WeapData=[qty:1,rc:uncharged]{{}}ToHitData=[w:Folded Fishing Net,+:-1],[w:Unfolded Fishing Net,+:-4]{{}}AmmoData=[w:Folded Fishing Net,t:Folded Fishing Net],[w:Unfolded Fishing Net,t:Unfolded Fishing Net]{{}}RangeData=[st:nets,r:1/2/3],[st:nets,r:1/2/3]{{}}%{MI-DB|Net}{{prefix=Fishing}}{{title=Net}}{{name=}}{{Size=10ft square}}{{Weapon=1-handed ranged net}}{{To-Hit=+0 + dex bonus}}{{Range=S:10, M:20, L:30}}{{desc=This is a normal fishing net. The rope is strong, but nothing special. It can be used in the same way as a gladiator\'s net, but it is -1 to hit (-4 when unfolded) and easier to cut and escape from}}'}, + {name:'Flint+Steel',type:'equipment',ct:'1+1d6',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Flint \\amp Steel}}{{subtitle=Equipment}}MiscData=[w:Flint+Steel,gp:0.5,sp:1+1d6,wt:1,qty:1,rc:uncharged]{{Size=Small}}{{Cost=5sp}}Specs=[Flint+Steel,Equipment,1H,Equipment]{{desc=A standard fire-making kit}}'}, + {name:'Full-Wineskin',type:'equipment',ct:'10',charge:'change-each',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Full}}{{title=Wineskin}}{{subtitle=Food \\amp Drink}}MiscData=[w:Full Wineskin,gp:0.5,sp:10,qty:7,st:Wineskin,wt:1,rc:change-each,to:Empty-Wineskin]{{Size=Small}}{{Cost=1gp and don\'t drink it too quickly!}}Specs=[Wineskin,Equipment,1H,Food]{{Use=Using this wineskin will empty it. Select it using the *Use MI / Item* action}}{{desc=A standard wineskin, hopefully filled with an exceptional vintage - or at least something drinkable}}'}, + {name:'Gem-of-100gp-value',type:'equipment',ct:'0',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Gem}}{{name=worth 100gp}}{{subtitle=Equipment}}MiscData=[w:Gem worth 100gp,gp:100,sp:0,rc:uncharged]{{Size=Tiny}}Specs=[Gem,Equipment,1H,Equipment]{{Use=Trade directly for goods, or manually add value to character\'s money}}{{desc=A gem worth 100gp}}'}, + {name:'Grappling-Hook',type:'equipment',ct:'3',charge:'uncharged',cost:'0.8',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Grappling Hook}}{{subtitle=Equipment}}MiscData=[w:Grappling Hook,gp:0.8,sp:3,wt:4,qty:1,rc:uncharged]{{Size=Medium}}{{Cost=8sp}}Specs=[Grappling Hook,Equipment,1H,Equipment]{{desc=A standard three- or four-pointed grappling hook - much more useful if you also have rope!}}'}, + {name:'Hooded-Lantern',type:'light',ct:'0',charge:'uncharged',cost:'7',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Hooded Lantern}}{{subtitle=Light Source}}Data=[w:Hooded Lantern,gp:7,sp:0,qty:1,wt:2,rc:uncharged,loc:left hand|right hand]{{Size=Medium}}{{Lantern=Held in 1 hand, and provides a light source}}Specs=[Hooded Lantern,Light,1H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'}, + {name:'Horseshoes-Set-of-4',type:'equipment',ct:'0',charge:'charged',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Set of 4 Horseshoes}}{{subtitle=Equipment}}MiscData=[w:Horseshoes,gp:0.5,sp:0,wt:10,rc:charged]{{Size=Small}}{{Cost=5sp per set}}{{Weight=10 lbs}}Specs=[Horseshoes,Equipment,1H,Horseshoes]{{desc=A set of 4 standard iron horseshoes that require fitting by a skilled farrier at an additional cost of 5sp}}'}, + {name:'Iron-Door',type:'hide|equipment',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Iron Door}}{{subtitle=Equipment}}MiscData=[w:Iron Door,sp:0,wt:100,qty:1,rc:single-uncharged]{{Size=Huge}}{{Weight=100 lbs}}Specs=[Door,Hide|Equipment,0H,Equipment]{{desc=Door, made of iron (up to 10 feet wide and 10 feet high) barred on 1 side - must be placed upright, will attach and hinge itself.\nThis is typically an item found as part of a magic item, such as a *Robe of Useful Items*}}'}, + {name:'Ladder-24ft',type:'equipment',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=24ft}}{{title=Ladder}}{{subtitle=Equipment}}MiscData=[w:Ladder,sp:0,wt:50,qty:1,rc:single-uncharged]{{Size=Large}}{{Weight=50 lbs}}Specs=[Ladder,Equipment,1H,Equipment]{{desc=A ladder which is 24ft long}}'}, + {name:'Lantern',type:'light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Lantern}}{{subtitle=Light Source}}Data=[w:Lantern,sp:0,qty:1,rc:uncharged,loc:left hand|right hand]{{Size=Medium}}{{Lantern=Held in 1 hand, and provides a light source}}Specs=[Lantern,Light,1H,Lantern]{{desc=Provides light to illuminate your way. It can be:\nType................Illuminates\nHooded............30ft\nBullseye...........60ft beam\nBeacon............240ft beam\nContinual Light 60ft}}'}, + {name:'Lantern-Beacon',type:'light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Beacon Lantern,Light,2H,Lantern,Beacon-Lantern]{{}}%{MI-DB|Beacon-Lantern}{{}}'}, + {name:'Lantern-Bullseye',type:'light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Bullseye Lantern,Light,1H,Lantern,Bullseye-Lantern]{{}}%{MI-DB|Bullseye-Lantern}{{}}'}, + {name:'Lantern-Continual-Light',type:'light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Continual Light Lantern,Light,1H,Lantern,Continual-Light-Lantern]{{}}%{MI-DB|Continual-Light-Lantern}{{}}'}, + {name:'Lantern-Hooded',type:'light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Hooded Lantern,Light,1H,Lantern,Hooded-Lantern]{{}}%{MI-DB|Hooded-Lantern}{{}}'}, + {name:'Mirror',type:'equipment',ct:'0',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mirror}}{{subtitle=Equipment}}MiscData=[w:Mirror,gp:10,sp:0,qty:1,rc:uncharged,loc:left hand|right hand]{{Cost=10gp}}{{Size=Medium}}{{Mirror=Held in 1 hand, and provides a reflection of an object or creature}}Specs=[Mirror,Equipment,1H,Equipment]{{desc=Provides a means of reflecting a scene without viewing it directly. Thus a creature like a *medusa* can be viewed safely, or the situation around a corner observed without exposure to attack}}'}, + {name:'Mule-with-Saddle-Bags',type:'hide|equipment',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Mule}}{{name=with Saddle Bags}}{{subtitle=Equipment}}MiscData=[w:Mule,sp:0,qty:1,rc:single-uncharged,bag:0]{{Size=Large}}Specs=[Mule,Hide|Equipment,0H,Equipment]{{Use=Viewing or Using this item will create a character sheet called *Mule with Saddle Bags* owned and controlled by whomever has this item. The ownership of the character seet will automatically follow the ownership of this item. Drag the Mule\'s character sheet onto the playing surface and use *Item Menu \\gt Store* and *\\gt Search* functions to store and retrieve items from the saddle bags}}{{GM Info=Rename this item *before* it creates a character sheet to make it unique and avoid clashes}}{{desc=A mule equipped with saddle bags}}'}, + {name:'Oil-Flask-Empty',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Oil-Flask,Equipment,1H,Equipment,Empty-Oil-Flask]{{}}%{MI-DB|Empty-Oil-Flask}{{}}'}, + {name:'Pit-10ft-cube',type:'hide|equipment',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=10ft cube}}{{title=Pit}}{{subtitle=Equipment}}MiscData=[w:Pit,sp:0,qty:1,rc:charged]{{Size=Large}}Specs=[Pit,Hide|Equipment,1H,Equipment]{{Use=If you use this pit, draw the pit onto the playing surface}}{{desc=A pit 10ft on a side}}'}, + {name:'Pole-10ft',type:'innate-melee|equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=10ft}}{{title=Pole}}{{subtitle=Equipment}}MiscData=[w:Pole-10ft,wt:2,sp:0,rc:uncharged,loc:left hand|right hand]{{Size=Medium}}Specs=[Pole,Innate-Melee|Equipment,1H,Equipment]{{}}ToHitData=[w:Pole 10ft,sp:5,r:8,ty:B]{{}}DmgData=[w:Pole 10ft,sm:1,l:1]{{desc=A pole generally made of wood which has many uses, and is often used for testing ground, or poking ceilings to check for safety.}}'}, + {name:'Potion-Bottle-Empty',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Potion-Bottle,Equipment,1H,Equipment,Empty-Potion-Bottle]{{}}%{MI-DB|Empty-Potion-Bottle}{{}}'}, + {name:'Rations-Common',type:'equipment',ct:'100',charge:'charged',cost:'0.3',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Standard}}{{title=Rations}}{{subtitle=Food}}MiscData=[w:Standard Rations,gp:0.3,sp:100,wt:1,qty:7,rc:charged]{{Size=Small}}{{Cost=3sp per day-pack}}Specs=[Rations,Equipment,1H,Food]{{desc=A day\'s ration pack made of perfectly edible parts, but nothing special}}'}, + {name:'Rations-Good',type:'equipment',ct:'150',charge:'charged',cost:'0.5',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Good}}{{title=Rations}}{{subtitle=Food}}MiscData=[w:Good Rations,gp:0.5,sp:150,wt:1,qty:7,rc:charged]{{Size=Small}}{{Cost=5sp per day-pack}}Specs=[Rations,Equipment,1H,Food]{{desc=A day\'s ration pack with high quality ingredients and tasty treats. After eating this you feel nourished and motivated}}'}, + {name:'Rations-Poor',type:'equipment',ct:'60',charge:'charged',cost:'0.1',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Poor}}{{title=Rations}}{{subtitle=Food}}MiscData=[w:Poor Rations,gp:0.1,sp:60,wt:1,qty:7,rc:charged]{{Size=Small}}{{Cost=1sp per day-pack}}Specs=[Rations,Equipment,1H,Food]{{desc=A day\'s ration pack made of poor quality stuff, barely edible but might keep you going for a while if you don\'t have to do much}}'}, + {name:'Rope-50ft',type:'equipment',ct:'0',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=50ft Hemp}}{{title=Rope}}{{subtitle=Equipment}}MiscData=[w:Rope-50ft,gp:1,sp:0,wt:20,rc:uncharged,loc:left hand|right hand]{{Cost=1gp per 50ft}}{{Size=Medium}}Specs=[Rope,Equipment,1H,Equipment]{{Weight=20 lbs per 50ft}}{{desc=A strong rope, thin enough to effectively tie up a captive, but also sturdy enough to use to climb or absail a cliff-face}}'}, + {name:'Rowboat',type:'hide|equipment',ct:'0',charge:'discharging',cost:'100',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Rowboat}}{{subtitle=Equipment}}MiscData=[w:Rowboat,gp:100,sp:0,qty:1,wt:200,rc:discharging]{{Size=Huge, 12ft long}}Specs=[Rowboat,Hide|Equipment,1H,Equipment]{{Use=If you use this rowboat, the GM should place an image of a rowboat on the playing surface}}{{desc=A medium-sized rowboat, 12ft long, complete with ores}}'}, + {name:'Sack-Large',type:'equipment',ct:'0',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Large}}{{title=Sack}}{{subtitle=Equipment}}MiscData=[w:Sack,gp:0.2,sp:0,wt:1,rc:uncharged,loc:back,bag:0]{{Cost=2sp}}{{Size=Medium}}Specs=[Sack,Equipment,1H,Equipment]{{Use=When viewed or used as an item, a "Sack-Large" character sheet will be created the ownership of which will follow the ownership of this item. Items can be stored in it or removed from it by dragging it onto the playing surface and using the *Items Menu \\gt Search* \\amp *\\gt Store* functions}}{{GM Info=In order to keep sacks separate and easily identifyable, the GM should use the facilities of the [Add Items] dialog to rename them individually}}{{desc=A large sack that can hold other items.}}'}, + {name:'Silver-Coffer',type:'equipment',ct:'0',charge:'single-uncharged',cost:'500',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Silver}}{{title=Coffer}}{{subtitle=Equipment}}MiscData=[w:Silver Coffer,gp:500,sp:0,wt:5,qty:1,rc:single-uncharged,loc:backpack]{{Size=Medium}}{{Weight=5 lbs}}Specs=[Coffer,Equipment,1H,Equipment]{{desc=A coffer, 1ft x 6ins x 6ins, made of silver, with a value of 500gp}}'}, + {name:'Thieves-Tools',type:'equipment',ct:'3',charge:'uncharged',cost:'30',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Thieves Tools}}{{subtitle=Equipment}}MiscData=[w:Thieves Tools,gp:30,sp:3,wt:1,qty:1,rc:uncharged]{{Size=Small}}{{Cost=30gp and don\'t get caught with them!}}Specs=[Thieves Tools,Equipment,1H,Equipment]{{desc=A standard set of lock picks, pliers, micro-files, etc. Generally very personal to the owner, with favourite tools. May take many uses to get used to a new set.}}'}, + {name:'Torch',type:'innate-melee|innate-ranged|light',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Torch}}Specs=[Torch,Innate-Melee,1H,Torch],[Torch,Innate-Ranged,1H,Torch],[Torch,Light,1H,Lantern]{{subtitle=Light Source}}ToHitData=[w:Torch,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:0,rc:uncharged],[w:Torch,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:N,sp:0,rc:uncharged]{{Size=Medium}}DmgData=[w:Torch,sb:0,+:0,SM:2d6,L:2d6],[ ]{{Torch=Held in 1 hand, with flame}}AmmoData=[w:Torch,t:Torch,sb:0,+:0,SM:2d6,L:2d6]{{Attack=Thrust or throw to set light to a target}}LightData=[qty:1,loc:left hand|right hand]{{Range=S:10, M:20, L:30}}RangeData=[t:Torch,+:0,r:1/2/3]{{desc=Provides some crude illumination in dark places, or can be used to set fire to objects}}'}, + {name:'War-Dog',type:'hide|equipment',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=War Dog}}{{subtitle=Equipment}}MiscData=[w:War Dog,sp:0,qty:1,rc:charged]{{Size=Medium}}Specs=[War Dog,Hide|Equipment,0H,Equipment]{{Use=When used, the GM should drag a *Drag \\amp Drop* War Dog onto the playing surface and grant control to the player or NPC using the item}}{{desc=A War Dog, generally *summoned* as part of a power of a magic item}}'}, + {name:'Whetstone',type:'equipment',ct:'10',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Whetstone}}{{subtitle=Equipment}}MiscData=[w:Whetstone,gp:0.02,sp:10,wt:1,rc:uncharged]{{Size=Small}}{{Cost=2cp or picked up}}Specs=[Whetstone,Equipment,1H,Stone]{{desc=A standard whetstone used for sharpening ordinary edged weapons}}'}, + {name:'Window',type:'hide|equipment',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Window}}{{subtitle=Equipment}}MiscData=[w:Window,qty:1,sp:0,wt:50,rc:single-uncharged]{{Size=Large}}Specs=[Window,Hide|Equipment,0H,Equipment]{{desc=A Window (2 feet by 4 feet - can form a window of this size in any wall up to 2 feet deep). Often created as part of a magic item power, such as a *Robe of Useful Items*}}'}, + {name:'Wineskin-Empty',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Wineskin,Equipment,1H,Food,Empty-Wineskin]{{}}%{MI-DB|Empty-Wineskin}{{}}'}, + {name:'Wineskin-Full',type:'equipment',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Wineskin,Equipment,1H,Food,Full-Wineskin]{{}}%{MI-DB|Full-Wineskin}{{}}'}, + ]}, + MI_DB_Potions: {bio:'
Potions, Pills and Oils
v6.05 07/05/2024

This Magic Item database holds definitions for Potions, Pills, Oils and other consumable liquids and similar substances.', + gmnotes:'
Change Log
v6.05 07/05/2024 Updated potion effects to use latest features, especially save mod table
v6.04 27/04/2024 Added Ointments of Seeing
v6.03 04/04/2024 Started adding hide#= sections to get "show more..." button for long texts
v6.02 10/02/2023 Fixed a number of potion duration macros
v6.01 25/09/2022 Moved to RPGM Library and updated templates
v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v5.8 06/04/2022 Adapted to use --display-ability command for chaining abilities
v5.7 13/03/2022 Added Oil Flask which can be thrown as a Ranged Weapon
v5.6 01/01/2022 Updated to common release version
v5.2 - 5.5 Skipped to even up version numbers
v5.1 31/10/2021 Encoded using machine readable data to support API databases
v5.0 08/10/2021 Initial creation by separating out the MI-DB into item types', + root:'MI-DB', + api:'magic', + type:'mi', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/40483/thumb.png?1339823257', + version:6.05, + db:[{name:'Elixier-of-Madness',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Elixier}}{{name=of Madness}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Elixier of Madness,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[Permanent](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Elixier of Madness|99|0|Totally mad...|broken-skull|svspe\\clon;-2)}}{{aoe=Consumer}}{{save=Negates at -2 \\amp Wisdom mod}}{{Looks like=A curious liquid, perhaps with a hint of sparcle in it, in an unmarked bottle}}{{effects=A single sip of this elixir causes the imbiber to go mad, as if affected by the 4th-level wizard spell, confusion, until a heal, restoration, or wish spell is used to remove the madness. Once any creature is affected by the elixir, the remaining draught loses all magical properties, becoming merely a foul-tasting liquid.}}{{hide1=\nCauses confusion in one or more creatures within the area, creating indecision and the inability to take effective action. \nConfused creatures react as follows:\n\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D10 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt; Action\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wander away (unless prevented)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stand confused for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Attack nearest creature for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Act normally for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThose who fail a saving throw vs spell are checked by the DM for actions each round for the duration of the spell, or until the "wander away" result occurs.\nWandering creatures move as far from their original location as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.}}{{materials=Potion}}{{use=Use the *Duration* button to add a marker to the affected creature}}'}, + {name:'Elixier-of-Youth',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Elixier}}{{name= of Youth}}{{splevel=Potion}}{{school=Alteration}}Specs=[Elixier of Youth,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{Looks like=A liquid of swirling colours in an ornate crystal bottle}}{{effects=Quaffing this rare and potent elixir will reverse aging. Taking the full potion at once reduces the imbiber\'s age by [1d4 + 1 years](!\\amp#13;\\amp#47;r 1d4+1 years). Taking just a sip first, instead of drinking it down, will reduce the potency of the liquid, and drinking the lower-potency liquid reduces age by only [1d3 years](!\\amp#13;\\amp#47;r \\amp#91;[ceil(1d6/2\\amp#41;]\\amp#93; years.)}}{{materials=Potion}}{{use=Apply the effects manually to your character sheet}}'}, + {name:'Elixir-of-Health',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Elixir}}{{name= of Health}}{{splevel=Potion}}{{school=Healing}}Specs=[Elixir of Health,Potion,1H,Healing]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{Looks like=A pink liquid in a small potion bottle}}{{effects=This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills (DM\'s choice).}}{{materials=Potion}}{{use=Apply the effects manually to your character sheet}}'}, + {name:'Firebreath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Potion}}{{name= of Firebreath}}{{save=Save vs breath weapon halves flame damage}}{{One draught=[10 x 20ft](!rounds --aoe \\amp#64;{selected|token_id}|cone|feet|0|20|10|fire --removetargetstatus \\amp#64;{selected|token_id}|Potion of Firebreath) doing [1d10 + 2](!\\amp#13;\\amp#47;r 1d10+2 HP fire damage) HP fire damage}}{{Two draughts=[10 x 20ft](!rounds --aoe \\amp#64;{selected|token_id}|cone|feet|0|40|10|fire --removetargetstatus \\amp#64;{selected|token_id}|Potion of Firebreath\\amp#13;!magic --mi-charges \\amp#64;{selected|token_id}|-1|Potion of Firebreath) doing [2d10 + 4](!\\amp#13;\\amp#47;r 2d10+4 HP fire damage) HP fire damage}}{{Four draughts=[10 x 20ft](!rounds --aoe \\amp#64;{selected|token_id}|cone|feet|0|80|20|fire --removetargetstatus \\amp#64;{selected|token_id}|Potion of Firebreath\\amp#13;!magic --mi-charges \\amp#64;{selected|token_id}|-3|Potion of Firebreath) doing [5d10](!\\amp#13;\\amp#47;r 5d10 HP fire damage) HP fire damage}}'}, + {name:'Oil-of-Acid-Resistance',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Acid Resistance}}{{splevel=Oil}}{{school=Protection}}Specs=[Oil of Acid Resistance,Potion,1H,Protection]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[1440 rounds](!rounds --target-nosave multi|@{selected|token_id}|Oil of Acid Resistance|1440|-#|Invulnerability to acid for creature and its equipment|chemical-bolt) divided across 1 or more creatures}}{{aoe=Creatures and equipment covered}}{{save=None}}{{Looks like=An oily liquid with a green tint in a bottle of think glass}}{{effects=When this oil is applied to skin, cloth, or any other material, it confers virtual invulnerability against acid. The oil wears off, but slowly—one application lasts for a whole day (1440 rounds).}}{{hide1=Each time the protected material is exposed to acid, the duration of the oil is reduced by as many rounds as hit points of damage the acid would have caused to exposed flesh. Thus, if a black dragon breathes for 64 points of acid damage, a person protected by this oil would lose 1 hour and 4 minutes of protection (64 rounds—32 if a saving throw vs. breath weapon was successful).\nEach flask contains sufficient oil to protect one man-sized creature (and equipment) for 24 hours; or to protect any combination of creatures and duration between these extremes.}}{{materials=Potion}}{{use=Use the *Duration* button, select all the tokens representing creatures to gain the benefit and then press *add status changes* to set a timed status marker to each (**Note:** requires the Turn Order to be incremented, or the *Maintenance Menu* used to increment the Round Counter).}}'}, + {name:'Oil-of-Disenchantment',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Disenchantment}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Disenchantment,Potion,1H,Alteration]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=Creature: Permanent\nObject: [1d10+20 Turns](!\\amp#13;\\amp#47;gr 20+1d10 Turns duration on object applied to)}}{{aoe=1 Creature or 1 Object}}{{save=None}}{{Looks like=A thin and oily grey liquid in a plain ordinary bottle}}{{effects=Enables the removal of all enchantments and charms placed upon living things, and the suppression of such effects on objects. If the oil is rubbed in a creature, all enchantments and charms on it are immediately removed. If rubbed onto objects bearing an enchantment, the magic will be lost for 1d10 + 20 turns. After this time, the oil loses potency and the item regains its enchantment. The oil does not radiate magic once it is applied, and masks the enchantment of whatever it coats, so that an item so coated will not show any enchantment for as long as the oil remains effective.}}{{materials=Potion}}{{use=The *Duration* button just rolls the relevant dice. Apply all effects manually as appropriate.}}'}, + {name:'Oil-of-Elemental-Invulnerability',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{bane= of Elemental Invulnerability}}{{splevel=Oil}}{{school=Protection}}Specs=[Oil of Elemental Invulnerability,Potion,1H,Protection]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability|99|0|Invulnerability to damage from one of air, earth, fire or water|bolt-shield) divided across 1 to 8 creatures}}{{aoe=Creatures and equipment covered}}{{save=None}}{{Looks like=An oily liquid in an interesting bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: wind storms, fires, earth slides, floods, and so forth.}}{{hide1=There is a 10% chance that each such flask will also be effective on the relevant Elemental plane - this allows the protected individual to operate freely and without danger from elemental forces. Attacks by elemental creatures are still effective, but with a -1 penalty per die of damage. A flask contains enough oil to coat one man-sized creature for eight days or eight individuals for one day.\nThe element protected against is determined randomly by rolling 1d4. \n1: Air\n2: Earth\n3: Fire\n4: Water}}{{materials=Potion}}{{use=Use the *Duration* button then select 1 to 8 creatures before pressing the *add status changes* button in the the chat window to place a status marker on each protected creature. Apply all effects manually.}}'}, + {name:'Oil-of-Elemental-Invulnerability-vs-Air',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Air,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Air]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Air}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Air|99|0|Invulnerability to damage from air|flying-flag) divided across 1 to 8 creatures}}{{Looks like=A very light and insubstantial oily liquid in a thin, fragile bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case air damage such as wind storms.}}'}, + {name:'Oil-of-Elemental-Invulnerability-vs-Earth',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Earth,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Earth]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Earth}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Earth|99|0|Invulnerability to damage from earth|tread) divided across 1 to 8 creatures}}{{Looks like=A heavy brown oily liquid in a think, heavy bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case earth damage such as a land slip.}}'}, + {name:'Oil-of-Elemental-Invulnerability-vs-Fire',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Fire,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Fire]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Fire}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Fire|99|0|Invulnerability to damage from fire|three-leaves) divided across 1 to 8 creatures}}{{Looks like=An opaque bottle made of some white thick papery substance containing an oily liquid that sparkles with red flecks which leave trails of red in the liquid (almost appearing like flames)}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case fire damage such as forest fires.}}'}, + {name:'Oil-of-Elemental-Invulnerability-vs-Water',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Oil of Elemental Invulnerability vs Water,Potion,1H,Protection,Oil-of-Elemental-Invulnerability]{{}}PotionData=[w:Oil of Elemental Invulnerability vs Water]{{}}%{MI-DB|Oil of Elemental Invulnerability}{{name= of Elemental Invulnerability\nvs. Water}}{{duration=[8 days](!rounds --target-nosave multi|@{selected|token_id}|Oil of Elemental Invulnerability vs Water|99|0|Invulnerability to damage from water|frozen-orb) divided across 1 to 8 creatures}}{{Looks like=A very watery thin oil, with a hint of a blue-green colour, in an ordinary potion bottle}}{{effects=This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: in this case water damage such as floods.}}'}, + {name:'Oil-of-Etherealness',type:'potion',ct:'30',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Etherealness}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Etherealness,Potion,1H,Alteration]{{components=M}}{{time=[[3]] rounds after application}}PotionData=[sp:30,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invisibility|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Ethereal|Ninja-mask)}}{{aoe=Imbiber}}{{save=None}}{{Looks like=An oily liquid with swirling patterns of "nothingness" in what is clearly a very special container}}{{effects=This potion is actually a light oil that is applied externally to clothes and exposed flesh, conferring etherealness.}}{{hide1=In the ethereal state, the individual can pass through solid objects in any direction—sideways, upward, downward—or to different planes. The individual cannot touch non-ethereal objects.\nThe oil takes effect three rounds after application, and it lasts for 4+1d4 turns unless removed with a weak acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as creatures. One potion is sufficient to anoint a normal human and such gear as he typically carries (two or three weapons, garments, armor, shield, and miscellaneous gear). Ethereal individuals are invisible.}}{{materials=Oil}}{{use=Use the *Duration* button to place a timed status marker on the protected creature (requires use of the Turn Order or the *Maint Menu* to increment the Round Counter). Automatically improves AC by 4 for the duration.}}'}, + {name:'Oil-of-Fiery-Burning',type:'innate-ranged|potion',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Fiery Burning}}{{splevel=Oil}}{{school=Evocation}}Specs=[Flask,Innate-Ranged|Potion,1H,Flask]{{components=M}}PotionData=[sp:1,rc:charged]{{time=1}}ToHitData=[w:Oil of Fiery Burning,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:1,ru:-1,rc:charged]{{duration=Instantanious}}AmmoData=[w:Oil of Fiery Burning,t:Flask,st:Flask,sb:0,+:0,SM:5d6,L:5d6]{{Range=S:10, M:20, L:30}}RangeData=[t:Oil of Fiery Burning,+:0,r:1/2/3]{{aoe=Special}}{{save=Halves}}{{Looks Like=An oil flask, sealed, with some liquid sloshing around inside - but it does not behave like ordinary oil...}}{{effects=When this oil is exposed to air, it immediately bursts into flame, inflicting [5d6](!\\amp#13;\\amp#47;gmroll 5d6 fire damage) points of damage to any creature directly exposed to the substance (save vs. spell for half damage). If hurled, the flask will always break. Any creature within 10 feet of the point of impact (up to a maximum of six creatures) will be affected.\nThe oil can, for instance, be used to consume the bodies of as many as six regenerating creatures, such as trolls. If the flask is opened, the creature holding it immediately suffers [1d4](!\\amp#13;\\amp#47;gmroll 1d4 fire damage) points of damage. Unless a roll equal to or less than the creature\'s Dexterity is made on [2d10](!\\amp#13;\\amp#47;gmroll 2d10 Dexterity check), the flask cannot be re-stoppered in time to prevent the oil from exploding, with effects as described above.}}{{materials=Potion}}{{use=Can be taken in hand as a weapon, like an Oil Flask, and used as a ranged weapon attack. All damage, even from splash, is as if a direct hit, doing 5d6}}'}, + {name:'Oil-of-Fumbling',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Fumbling}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Fumbling,Potion,1H,Alteration]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who\'s the unlucky victim?|token_id}|Oil of Fumbling|\\amp#91;[100\\amp#42;(4+1d4\\amp#41;]\\amp#93;|-10|50% chance of fumbling and dropping whatever you hold every round|broken-shield)}}{{aoe=1 creature}}{{save=None}}{{effects=This oil will seem to be of a useful type - acid resistance, slipperiness, etc. - until the wearer is under stress in an actual melee situation. At that point, he has a 50% chance each round to fumble and drop whatever he holds - weapon, shield, spell components, and so forth. Only a thorough bath of some solvent (alcohol, etc.) will remove the oil before it wears off.}}{{materials=Potion}}{{use=The DM should "Hide" the oil as another type until the true nature is revealed (see the MagicMaster command --gm-edit-mi). When used, the user or the DM should press the *Duration* button and select the creature to which the oil is applied - each turn a message will be displayed for that creature requesting a dice roll to see if what is held is then dropped.}}'}, + {name:'Oil-of-Impact',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Impact}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Impact,Potion,1H,Alteration]{{components=M}}{{time=[1d4+1](!\\amp#13;\\amp#47;r 1d4+1)}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=One hit within [8+1d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Oil of Impact|\\amp#91;[8+1d4]\\amp#93;|-1|Coated weapons that have not yet hit still have +3/+6|strong)}}{{aoe=4-5 sling stones or two larger \nweapons per application}}{{save=None}}{{materials=Oil}}{{Looks like=An oil with a steely grey colour in a metal bottle}}{{effects=This oil has beneficial effects on blunt weapons and missiles, both magical and nonmagical. When applied to a blunt weapon such as a club, hammer, or mace, it bestows a +3 bonus to attack rolls and a +6 bonus to damage. The effect lasts 1d4 + 8 rounds per application. One application will treat one weapon.\nWhen applied to a blunt missile, such as a hurled hammer, hurled club, sling stone, or bullet, it bestows a +3 bonus to attack rolls and a +3 bonus to damage. The effect last until the missile is used once. One application will treat 4-5 sling stones or two larger weapons. A flask of oil of impact holds 1d3+2 applications.}}{{use=Pressing the *Duration* button will apply a status timer to the holder of the oil for the maximum duration of the effect. Weapon bonuses currently must be applied manually - future enhancement needed.}}'}, + {name:'Oil-of-Slipperiness',type:'potion',ct:'30',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Slipperiness}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Slipperiness,Potion,1H,Alteration]{{components=M}}{{time=[[3]] rounds after application}}PotionData=[sp:30,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=[8 hours](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Oil-of-Slipperiness|99|0|Slippery customer, cannot be grabbed or hugged|drink-me)}}{{aoe=User}}{{save=None}}{{Looks like=A light oily substance that coats the inside of its container}}{{effects=This potion is actually a light oil that is applied externally to clothes and exposed flesh. This application makes it impossible for the individual to be grabbed, grasped, or hugged by any opponent, or constricted by snakes or tentacles. (Note that a roper could still inflict weakness, but that the monster\'s tentacles could not entwine the opponent coated with *oil of slipperiness*.)}}{{hide1=In addition, such obstructions as webs, magical or otherwise, will not effect an anointed individual. Bonds such an ropes, manacles, and chains can be slipped free. Magical ropes and the like are not effective against this oil. If poured on a floor or on steps, there is a 95% chance that creatures standing on the surface will slip and fall. The oil requires eight hours to wear off normally, or it can be wiped off with an alcohol solution (even wine!)}}{{materials=Oil}}{{use=Press the *Duration* button and select a target creature to set a status timer for the duration of effectiveness (requires the Turn Order or the *Mentenance Menu* to be used to increment the Round Counter). Effects should then be played out manually.}}'}, + {name:'Oil-of-Timelessness',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil}}{{name= of Timelessness}}{{splevel=Oil}}{{school=Alteration}}Specs=[Oil of Timelessness,Potion,1H,Alteration]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=Permanent}}{{aoe=1 flask can treat 8 man-sized objects or equivalent area}}{{save=None}}{{Looks like=An oily liquid in what looks like a brand new potion bottle - no scratches, misting, or chips in the glass}}{{effects=When this oil is applied to any matter that was once alive (leather, leaves, paper, wood, dead flesh, etc, note not living flesh), it allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object has a +1 bonus on all saving throws. The oil never wears off, although it can be magically removed. One flask contains enough oil to coat eight mansized objects, or an equivalent area.}}{{materials=Potion}}{{use=Apply all effects manually.}}'}, + {name:'Ointment-of-False-Seeing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Ointment}}{{name= of False Seeing}}{{splevel=Potion}}{{school=Divination}}Specs=[Ointment of False Seeing,Potion,1H,Divination]{{components=M}}{{time=1 to apply\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=Special}}{{aoe=User}}{{save=None}}{{Looks like=An ointment in a small, shallow screw-top container}}{{effects=Imbued with the effects of the *False Seeing* priest spell used to create the ointment. Causes the person to see things as they are not: rich is poor, rough is smooth, beautiful is ugly. The duration is 1 round per level of the caster / creator of the ointment. The victim must be fooled, charmed or otherwise persuaded to use the ointment}}{{use=Once persuaded to use it, target the victim with [apply ointment](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the unfortunate victim?|token_id}|False Seeing_Comfy Eyes|\\amp#63;{Level of ointment creator?|9|10|11|12|13|14|15|16|17|18|19|20}|-1|Eyes seem fine \\amp ointment works well|bleeding-eye)}}{{materials=Potion}}'}, + {name:'Ointment-of-True-Seeing',type:'potion',ct:'8',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Ointment}}{{name= of True Seeing}}{{splevel=Potion}}{{school=Divination}}Specs=[Ointment of True Seeing,Potion,1H,Divination]{{components=M}}{{time=8 to apply and take effect}}PotionData=[sp:8,rc:change-each,to:Empty-Potion-Bottle]{{range=User}}{{duration=Special}}{{aoe=User}}{{save=None}}{{Looks like=An ointment in a small, shallow screw-top container}}{{effects=Imbued with the effects of the *True Seeing* priest spell used to create the ointment. Causes the person to see all things as they actually are.}}{{hide1=The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become quite visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted things are apparent. Even the aura projected by creatures becomes visible, so that alignment can be discerned. Further, the recipient can focus his vision to see into the Ethereal plane or the bordering areas of adjacent planes. The range of vision conferred is 120 feet. *True seeing*, however, does not penetrate solid objects; it in no way confers X-ray vision or its equivalent. In addition, the spell effects cannot be further enhanced with known magic.}}{{use=Once persuaded to use it, target the victim with [apply ointment](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the unfortunate victim?|token_id}|False Seeing_Comfy Eyes|\\amp#63;{Level of ointment creator?|9|10|11|12|13|14|15|16|17|18|19|20}|-1|Eyes seem fine \\amp ointment works well|bleeding-eye)}}{{materials=Potion}}'}, + {name:'Philter-of-Glibness',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Glibness}}{{splevel=Potion}}{{school=Alteration}}Specs=[Philter of Glibness,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Philter?|token_id}|Philter of Glibness|\\amp#91;[10*(4+1d4\\amp#41;]\\amp#93;|-1|Have the gift of the gab|trophy)}}{{aoe=Anyone listening to the Consumer}}{{save=None}}{{Looks like=A very clear and pure potion liquid in a potion bottle with a space for a label (but nothing written on it)}}{{effects=This potion enables the imbiber to speak fluently—even tell lies—smoothly, believably, and undetectably. Magical investigation (such as the 4th level priest spell, *detect lie*) will not give the usual results, but will reveal that some minor "stretching of the truth\'\' might be occurring.}}{{use=Press the* *Duration* button and select the token of the creature who is drinking the Philter of Glibness to add a status timer (requires the Turn Order or *Maintenance Menu* to be used to increment the Round Counter).}}{{materials=Potion}}'}, + {name:'Philter-of-Love',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'!setattr --charid @{selected|character_id} --MIduration|[[10*(4+1d4)]]\n\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Love}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Philter of Love,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Philter?|token_id}|Philter of Love|\\amp#64;{@{selected|character_name}|MIduration}|-1|Charmed by, and perhaps enamoured with \\amp#64;{target|Who is the subject of their amourous actions?|character_name}|chained-heart --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the subject of their amourous actions?|token_id}|Philter of Love|\\amp#64;{@{selected|character_name}|MIduration}|-1|Subject of amourous advances by \\amp#64;{target|Who is drinking the Philter?|character_name}|chained-heart)}}{{aoe=The Consumer and the first creature they see}}{{save=None}}{{Looks like=A pink liquid in a ornately engraved potion bottle}}{{effects=Causes the individual drinking it to become charmed (see *charm* spells) with the first creature seen after consuming the draught. The imbiber may actually become enamored if the creature is of a similar race.\nCharm effects wear off in 1d4+4 turns, but the enamoring effects last until a dispel magic spell is cast upon the individual.}}{{use=Press the *Duration* button then first select the creature that is drinking the potion, then select the creature that they see and become charmed by (requires the Turn Order or *Maintenance Menu* to be used to increment the Round Counter).}}{{materials=Potion}}'}, + {name:'Philter-of-Persuasiveness',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Persuasiveness}}{{splevel=Potion}}{{school=Evocation}}Specs=[Philter of Persuasiveness,Potion,1H,Evocation]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who becomes persuasive?|token_id}|Philter of Persuasiveness|\\amp#91;[40+10\\amp#42;1d4]\\amp#93;|-1|You seem incredibly persuasive|aura)}}{{aoe=Special}}{{save=None}}{{Looks like=A very plain, straight sided potion bottle containing a clear liquid}}{{effects=When this potion is imbibed the individual becomes more charismatic, gaining a bonus of +5 on reaction dice rolls. The individual is also able to [Suggest](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Suggestion) (see the 3rd-level wizard spell, *Suggestion*) once per turn to all creatures within 30 yards of him.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to apply a status timer **and** automatically improve the Reaction Adjustment score for that duration (requires Turn Order or *Maintenance Menu* to increment the Round Counter).}}'}, + {name:'Philter-of-Stammering-and-Stuttering',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Philter}}{{name= of Stammering and Stuttering}}{{splevel=Potion}}{{school=Alteration}}Specs=[Philter of Stammering and Stuttering,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Philter?|token_id}|Philter of Stammering|\\amp#91;[10\\amp#42;(4+1d4\\amp#41;]\\amp#93;|-1|Can\'t seem to get your words right, -5 penalty on reactions|pummeled)}}{{aoe=Consumer}}{{save=None}}{{Looks Like=A potion bottle with an interesting liquid inside. Nothing can be told by just looking at it!}}{{effects=When consumed, it will seem to be beneficial - *philter of glibness* or *persuasiveness*, for instance. However, whenever a meaningful utterance must be spoken (the verbal component of a spell, the text of a scroll, negotiation with a monster, etc.), the potion\'s true effect is revealed - nothing can be said properly, and the reactions of all creatures hearing such nonsense will be at a -5 penalty.}}{{GM Info=The DM should "Hide" this item using the !magic --gm-edit-mi command, only revealing its true nature when appropriate.}}{{Use=The consumer or DM should press the *Duration* button then select the creature that is drinking the potion - their *Reaction Adjustment* will be altered appropriately for the duration (requires the Turn Order or *Maintenance menu* to increment the Round Counter)}}{{materials=Potion}}'}, + {name:'Poison-Potion',type:'innate-ranged|potion',ct:'1',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{prefix=Poison }}{{title=Potion}}{{splevel=Poison}}{{school=Necromancy}}Specs=[Poison Potion,Innate-Ranged|Potion,1H,Grenade]{{components=M}}PotionData=[w:Poison Potion,sp:1,rc:change-each,to:Empty-Potion-Bottle]{{time=1}}ToHitData=[w:Poison Potion,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:1,ru:-1,rc:change-each,to:Empty-Potion-Bottle]{{duration=Special}}AmmoData=[w:Poison Potion,t:Poison Potion,sb:0,+:0,SM:Special,L:Special,msg:The DM will determine the type of poison\\amp#44; the saving throw required\\amp#44; and the damage done using table 51 *Poison Strength* in the DMG]{{Range=S:10, M:20, L:30}}RangeData=[t:Poison Potion,+:0,r:1/2/3]{{aoe=Special}}{{save=Special}}{{Looks like=An odorless liquid of any colour in a fragile bottle that will clearly break if dropped}}{{effects=A poison potion is simply a highly toxic liquid in a potion flask. Typically, poison potions are odorless and can be of any color. Ingestion, introduction of the poison through a break in the skin, or, in some cases, just skin contact, will cause death. Poison can be weak (+4 to +1 bonus to the saving throw), average, or deadly (-1 to -4 penalty or greater on the saving throw). Some poison can be so toxic that a neutralize poison spell will simply lower the toxicity level by 40%—say, from a -4 penalty to a +4 bonus to the saving throw vs. poison. The DM selects the strength of poison desired, although most are strength "J\'\' (see Table 51, Poison Strength). You might wish to allow characters to hurl poison flasks (see Combat, "Grenade-Like Missiles").}}{{materials=Potion}}{{use=Can be taken in hand as a weapon, like an Oil Flask, and used as a ranged weapon attack. The DM will determine the outcome, depending on the success or failure of the attack roll and any splash that results}}'}, + {name:'Potion-of-Animal-Control-Any',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{title=Potion}}{{name= of Control Any Animal}}{{splevel=Potion}}{{school=Enchantment-Charm}}{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}{{range=Consumer}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which animals to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{aoe=Special}}{{save=Special}}{{effects=Enables the imbiber to empathize with and control the emotions of any animal of one type—eagles, rats, snakes, fish, etc.}}{{hide1=The number of animals controlled depends upon size: 5d4 animals of the size of giant rats; 3d4 animals of about man-size; or 1d4 animals weighing about 1/2 ton or more.\nAnimals with Intelligence of 5 (low Intelligence) or better are entitled to a saving throw vs. spell. Control is limited to emotions or drives unless some form of communication is possible. Note that many monsters can\'t be controlled by the use of this potion, nor can humans, demihumans, or humanoids (see ring of mammal control).}}{{materials=Potion}}{{use=Press the *Duration* button and select each target in turn to potentially add a status timer (requires use of Turn Order or *Maintenance Menu* to increment the Round Counter) - the DM will be given a chance to Confirm or Reject based on any saving throw.}}'}, + {name:'Potion-of-Animal-Control-Avians',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Animal Control-Avians]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of Avian Control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which avians to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of avians of one type—eagles, robins, falcons etc.}}'}, + {name:'Potion-of-Animal-Control-Cold-Blooded',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Animal Control-Cold Blooded]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of Cold Blooded animal control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which cold-blooded animals to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of cold-blooded animals (reptiles, amphibians, fish) of one type—snakes, toads, sharks etc.}}'}, + {name:'Potion-of-Animal-Control-Fish',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Fish Control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of fish control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which fish to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of fish of one type—sea bass, sharks, tuna etc.}}'}, + {name:'Potion-of-Animal-Control-Mammals',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Mammal Control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of mammal control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which mammals to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of mammals or marsupials of one type—cats, dogs, horses, etc.}}'}, + {name:'Potion-of-Animal-Control-Reptiles+Amphibians',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of Reptile \\amp Amphibian Control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of reptile \\amp amphibian control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which reptiles \\amp amphibians to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of reptiles or amphibians of one type—lizards, snakes, frogs etc.}}'}, + {name:'Potion-of-Animal-Control-Warm-Blooded',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Animal Control,Potion,1H,Enchantment-Charm,Potion-of-Animal-Control-Any]{{}}PotionData=[w:Potion of warm blooded animal control]{{}}%{MI-DB|Potion-of-Animal-Control-Any}{{name= of warm blooded animal control}}{{duration=[4 + d4 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which reptiles \\amp amphibians to control?|token_id}|Animal Control|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Emotions \\amp drives controlled by @{selected|character_name}|chained-heart)}}{{effects=Enables the imbiber to empathize with and control the emotions of warm-blooded animals (mammals, marsupials, avians) of one type—dogs, kangaroo, eagles, etc.}}'}, + {name:'Potion-of-Clairaudience',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Clairaudience}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of Clairaudience,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Special}}{{duration=[2 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Clairaudience|20|-1|Hear distant conversations|aura)}}{{aoe=Special}}{{save=None}}{{Looks like=An ordinary clear potion in an ordinary potion bottle}}{{effects=Concentrate upon some locale and hear in their mind any noise within a 60-foot radius of that point.}}{{hide1=Distance is not a factor except that, unlike the spell, the potion can be used on unknown locales within 30yds of the consumer. Only sounds that are normally detectable by the consumer can be heard by use of this potion. Lead sheeting or magical protections prevent operation, and the consumer has some indication that the potion operation is so blocked. The potion creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The potion functions only on the wizard\'s current plane of existence.}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'}, + {name:'Potion-of-Clairvoyance',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Clairvoyance}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of Clairvoyance,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Special}}{{duration=[1 turn](!rounds --target-nosave caster|@{selected|token_id}|Potion of Clairaudience|10|-1|Hear distant conversations|aura)}}{{aoe=Special}}{{save=None}}{{Looks like=An ordinary clear potion in an ordinary potion bottle}}{{effects=See in their mind whatever is within sight range from the locale chosen.}}{{hide1=Distance from the consumer is not a factor except that, unlike the spell, the potion can be used on unknown locales within 30yds of the consumer. Light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell\'s area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protections prevent operation, and the consumer has some indication that the potion operation is so blocked. The potion creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The potion functions only on the wizard\'s current plane of existence.}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'}, + {name:'Potion-of-Climbing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Climbing}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Climbing,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[10+5d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Potion of Climbing|\\amp#91;[10+5d4]\\amp#93;|-1|Climb like a thief|strong)}}{{aoe=Consumer}}{{save=None}}{{Looks like=An ordinary clear potion in an ordinary potion bottle, but with what seems to be grit in the bottom of the bottle}}{{effects=Climb as a thief, up or down vertical surfaces.}}{{hide1=The base chance of slipping and falling is 1%. Make a percentile check at the halfway point of the climb—01 means the character falls. For every 100 pounds carried by the character, add 1% to the chance of slipping. If the climber wears armor, add the following to the falling chance:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Armor\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Chance to Fall\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;studded leather\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;ring mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;scale mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;chain mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;banded or splinted armor\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;plate mail\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;field plate\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;full plate\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;magical armor, any type\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'}, + {name:'Potion-of-Delusion',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Delusion}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Delusion,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Special}}{{aoe=Consumer}}{{save=Special}}{{Looks like=An ordinary clear potion in an ordinary potion bottle}}{{effects=Affects the mind of the character so that he believes the liquid is some other potion (healing, for example, is a good choice—damage is "restored\'\' by drinking it, and only death or rest after an adventure will reveal that the potion only caused the imbiber to believe that he was aided). If several individuals taste this potion, it is 90% probable that they will all agree it is the same potion (or whatever type the DM announces or hints at).}}{{materials=Potion}}{{GM Info=The DM should "Hide" this potion using the MagicMaster --gm-edit-mi command as whatever other potion is desired, and only reveal it as appropriate.}}'}, + {name:'Potion-of-Diminution',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Diminution}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Diminution,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[7 + 1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Diminution|\\amp#91;[10\\amp#42;\\amp#40;7+1d4\\amp#41;]\\amp#93;|-1|Shrunk in the wash...|drink-me)}}{{aoe=Consumer}}{{save=None}}{{Looks like=An ordinary clear potion in a small but ordinary potion bottle}}{{effects=The individual (and everything they are carrying and wearing) diminishes in size—to as small as 5% of normal size. The percentage of the potion drunk determines the amount a character shrinks: For example, if 40% of the contents are swallowed, the person shrinks to 60% of normal size.}}{{materials=Potion}}{{use=Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'}, + {name:'Potion-of-Dragon-Control-Black',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name=of Black Dragon Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=60 yds}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Black Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}{{aoe=Consumer}}{{save=Negates at -2}}{{effects=Cast what is, in effect, a charm monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. spell, but with a -2 penalty. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received.}}{{hide1=\nAny affected creature regards the spellcaster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature follows reasonable requests, instructions, or orders most faithfully (see the suggestion spell). If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new saving throw against the charm.}}{{materials=Potion}}{{use=Press the *Duration* button and select the dragon to control to prompt a saving throw and, if failed, add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A liquid contained in a small bottle with a stopper}}'}, + {name:'Potion-of-Dragon-Control-Blue',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Blue Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Blue Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'}, + {name:'Potion-of-Dragon-Control-Brass',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Brass Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Brass Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'}, + {name:'Potion-of-Dragon-Control-Bronze',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Bronze Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Bronze Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'}, + {name:'Potion-of-Dragon-Control-Copper',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Copper Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Copper Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'}, + {name:'Potion-of-Dragon-Control-Evil',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Evil Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Evil Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}{{effects=Evil dragons are Black, Blue, Green, Red and White. Cast what is, in effect, a charm monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. spell, but with a -2 penalty. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received.}}'}, + {name:'Potion-of-Dragon-Control-Gold',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Gold Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Gold Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'}, + {name:'Potion-of-Dragon-Control-Good',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Good Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Good Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}{{effects=Good dragons are Brass, Bronze, Copper, Gold and Silver. Cast what is, in effect, a charm monster spell upon a particular dragon within 60 yards. The dragon is entitled to a saving throw vs. spell, but with a -2 penalty. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received.}}'}, + {name:'Potion-of-Dragon-Control-Green',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Green Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Green Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'}, + {name:'Potion-of-Dragon-Control-Red',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Red Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Red Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'}, + {name:'Potion-of-Dragon-Control-Silver',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of Silver Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which Silver Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'}, + {name:'Potion-of-Dragon-Control-White',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Dragon Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{}}%{MI-DB|Potion-of-Dragon-Control-Black}{{name=of White Dragon Control}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which White Dragon?|token_id}|Potion of Dragon Control|\\amp#91;[5d4]\\amp#93;|-1|Controlled and does @{selected|character_name}\'s bidding|chained-heart|svspe\\clon;-2)}}'}, + {name:'Potion-of-ESP',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of ESP}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of ESP,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{aoe=[[[{ {[[5*@{selected|casting-level}]]}, {90} }kl1}]] yds](!rounds --aoe @{selected|token_id}|circle|yards|0|[[{ {[[5*@{selected|casting-level}]]}, {90} }kl1}]]|0|magic|true)}}{{save=None}}{{duration=[Read Thoughts for 5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion-of-ESP|\\amp#91;[5d8]\\amp#93;|-1|Reading surface thoughts|broken-skull)}}{{effects=When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range--except for those of undead and creatures without minds (as we know them). The ESP is stopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil.}}{{hide1=The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP does not always reveal what sort of creature it is. If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM\'s ruling. The creature\'s Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought. The material component of this spell is a copper piece.}}{{materials=Potion}}{{use=Press the *Area of Effect* button to display the aoe. Press the *Duration* button and select the imbiber to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A thick syrupy potion in a small phile}}'}, + {name:'Potion-of-Extra-Healing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Extra Healing}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Extra Healing,Potion,1H,Healing]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[3d8+3](!\\amp#13;\\amp#47;r 3d8+3)}}{{effects=This potion restores 3d8 + 3 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-third that is drunk.}}{{materials=Potion}}{{use=Apply all effects manually}}'}, + {name:'Potion-of-Fire-Resistance',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Fire Resistance}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Fire Resistance,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[10 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Fire-Resistance|\\amp#63;{Consume how much?|All,10|Half,5}|-1|Immune to normal fire, +4 save -2/die dmg from intense fire|white-tower)}}{{aoe=Consumer}}{{save=None}}{{effects=This potion bestows upon the person drinking it magical invulnerability to all forms of normal fire (such as bonfires, burning oil, or even huge pyres of flaming wood).}}{{hide1=It also gives resistance to fires generated by molten lava, a wall of fire, a fireball, fiery dragon breath, and similar intense flame/heat. All damage from such fires is reduced by -2 from each die of damage, and if a saving throw is applicable, it is rolled with a +4 bonus. If one-half of the potion is consumed, it confers invulnerability to normal fires and half the benefits noted above (-1, +2). The potion lasts one turn, or five rounds for half doses.}}{{materials=Potion}}{{use=Press the *Duration* button and select the dragon to control to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A potion with red specks floating in it that leave trails of red as they swirl around}}'}, + {name:'Potion-of-Firebreath',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Firebreath}}{{splevel=Potion}}{{school=Evocation}}Specs=[Potion of Firebreath,Potion,1H,Evocation]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,qty:4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[1 hour](!rounds --target-nosave caster|@{selected|token_id}|Potion of Firebreath|60|-1|Ready to [spew fire!](!magic \\dash-display-ability @{selected|token_id}\\vbarMI-DB\\vbarFirebreath\\amp#41;|three-leaves)}}{{aoe=Special}}{{save=Halves flame dmg}}{{effects=This potion allows the imbiber to spew a tongue of flame any time within one hour of quaffing the liquid. Each potion contains enough liquid for four small draughts.}}{{hide1=One draught allows the imbiber to breathe a cone of fire 10 feet wide and up to 20 feet long that inflicts 1d10 + 2 points of damage (d10 + 2). A double draught doubles the range and damage. If the entire potion is taken at once, the cone is 20 feet wide, up to 80 feet long, and inflicts 5d10 points of damage. Saving throws vs. breath weapon for half damage apply in all cases. If the flame is not expelled before the hour expires, the potion fails, with a 10% chance that the flames erupt in the imbiber\'s system, inflicting double damage upon him, with no saving throw allowed.}}{{materials=Potion}}{{use=Press the *Duration* button to add a status timer to the holder of the potion (requires use of Turn Order or *Maint Menu* to increment Round Counter). Each round, the holder will get a *Spew Fire* button on their Turn Announcement - do not press until you want to spew fire, when you will be asked how many draughts you took and be allowed to roll the appropriate damage.}}{{Looks like=A potion with red bits floating in it that leave firey trails of red as they swirl around}}'}, + {name:'Potion-of-Flying',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Flying}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Flying,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion-of-Flying|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Flying|fluffy-wing)}}{{aoe=Consumer}}{{save=None}}{{effects=Equivalent to the 3rd level MU Spell.\nThis spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of [[18]] (half that if ascending,\ntwice that if descending in a dive).}}{{hide1=The manoeuvrability class is B. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of [[3]]). Possible combat penalties while flying are known to the DM (found in the "Aerial Combat" section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.\nThe material component of the fly spell is a wing feather of any bird.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=Difficult to see any potion in the bottle - almost seems as if filled with air but there is a faint hint of a very clear and insubstantial liquid}}'}, + {name:'Potion-of-Gaseous-Form',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Gaseous Form}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Gaseous Form,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{Who is drinking the potion?|token_id}|Potion of Gaseous Form|\\amp#91;[10*\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|In transparent gaseous form|chemical-bolt)}}{{aoe=Consumer}}{{save=None}}{{effects=Causes the consumer\'s body, as\nwell as anything he\'s carrying or wearing, to become gaseous. The gaseous form is able to flow at a base speed of 3/round. (A gust of wind spell, or even normal strong air currents, will blow the gaseous form at air speed.)}}{{hide1=The gaseous form is transparent and insubstantial. It wavers and shifts, and can\'t be harmed except by magical fire or lightning, which do normal damage. A whirlwind inflicts double damage upon a creature in gaseous form. When in such condition the individual is able to enter any space that is not airtight—even a small crack or hole that allows air to penetrate also allows entry by a creature in gaseous form. The entire potion must be consumed to achieve this result}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=Difficult to see any potion in the bottle - almost seems as if filled with air but there is a faint hint of a misty and insubstantial liquid}}'}, + {name:'Potion-of-Giant-Control-Cloud',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm]{{}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{title=Potion}}{{name= of Cloud Giant Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}{{range=Consumer}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Cloud Giant?|token_id}|Potion of Cloud Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;}}{{aoe=1 or 2 Cloud Giants}}{{save=1 giant affected at -4 penalty, 2 giants at +2 bonus}}{{effects=A full draught of this potion must be consumed for its effects to be felt. It will influence one or two giants like a charm monster spell.}}{{hide1=Control lasts for 5d6 rounds. If only one giant is influenced, it is entitled to a saving throw vs. spell with a -4 penalty; if two are influenced, the die rolls gain a +2 bonus—you\'re weakening the effect of the potion.}}{{materials=Potion}}{{use=Press the *Duration* button and select the one or two giant(s) being controlled before clicking *add status changes* in the chat window (prompts for saving throws with correct penalty/bonus) to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A big draught of a cloudy potion}}'}, + {name:'Potion-of-Giant-Control-Fire',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Fire Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Fire Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Fire Giants?|token_id}|Potion of Fire Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;}}{{Looks like=A big draught of a potion with large, crunchy red flakes drifting through it}}'}, + {name:'Potion-of-Giant-Control-Frost',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Frost Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Frost Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Frost Giants?|token_id}|Potion of Frost Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;}}{{Looks like=A big draught of a potion with what appear to be snow flakes drifting through it}}'}, + {name:'Potion-of-Giant-Control-Hill',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Hill Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Hill Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Hill Giants?|token_id}|Potion of Hill Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;}}{{Looks like=A potion contained in a very knobbly potion bottle}}'}, + {name:'Potion-of-Giant-Control-Stone',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Stone Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Stone Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Stone Giants?|token_id}|Potion of Stone Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;}}{{Looks like=A big draught of a potion with crunchy grey grit drifting through it}}'}, + {name:'Potion-of-Giant-Control-Storm',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Control,Potion,1H,Enchantment-Charm,Potion-of-Giant-Control-Cloud]{{}}PotionData=[w:Potion of Storm Giant Control]{{}}%{MI-DB|Potion-of-Giant-Control-Cloud}{{name= of Storm Giant Control}}{{duration=[5d6 Rounds](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Control which Storm Giants?|token_id}|Potion of Storm Giant Control|\\amp#91;[5d6]\\amp#93;|-1|Controlled by @{selected|character_name}|chained-heart|svspe\\clon;\\amp#40;\\amp#40;\\amp#40;#-1\\amp#41;\\amp#42;6\\amp#41;-4\\amp#41;}}{{Looks like=A draught of a potion seems to be continually swirling and moving, even when the bottle is at rest}}'}, + {name:'Potion-of-Giant-Strength',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Giant Strength}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Giant Strength,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|\\amp#63;{Which type of Giant - roll 1d20?|1,Hill|2,Hill|3,Hill|4,Hill|5,Hill|6,Hill|7,Stone|8,Stone|9,Stone|10,Stone|11,Frost|12,Frost|13,Frost|14,Frost|15,Fire|16,Fire|17,Fire|18,Cloud|19,Cloud|20,Storm}-Giant-Strength|\\amp#91;[10\\amp#42;(4+1d4\\amp#41;]\\amp#93;|-1|Gained \\amp#63;{Which type of Giant - roll 1d20?} Giant Strength|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=Can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when they score a hit with any hand-held or thrown weapon. Note that the type of giant strength gained by drinking the potion is randomly determined by rolling 1d20 when consuming.}}{{hide1=It is also possible for the person to hurl rocks as shown on the table below.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Giant\\amplt;/th\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Range\\amplt;/th\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hill\\amplt;/td\\ampgt;\\amplt;td\\ampgt;80 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stone\\amplt;/td\\ampgt;\\amplt;td\\ampgt;160 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Frost\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire\\amplt;/td\\ampgt;\\amplt;td\\ampgt;120 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18-19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cloud\\amplt;/td\\ampgt;\\amplt;td\\ampgt;140 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Storm\\amplt;/td\\ampgt;\\amplt;td\\ampgt;160 yd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter). Roll the type of potion when prompted. The selected creature\'s strength will automatically be increased appropriately for the duration, and returned to normal afterwards.}}{{Looks like=A large draght of a glittery potion with a strong scent}}'}, + {name:'Potion-of-Giant-Strength-Cloud',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Cloud Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength}{{name= of Cloud Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Cloud-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Cloud Giant Strength=23|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 140yds\n**Damage:** = [1d10](!\\amp#13;\\amp#47;r 1d10 damage from a hearled rock)}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter). The selected creature\'s strength will automatically be increased appropriately for the duration, and returned to normal afterwards.}}'}, + {name:'Potion-of-Giant-Strength-Fire',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Fire Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Fire Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Fire-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Fire Giant Strength=22|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 160yds\n**Damage:** = [1d12](!\\amp#13;\\amp#47;r 1d12 damage from a hearled rock)}}'}, + {name:'Potion-of-Giant-Strength-Frost',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Frost Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Frost Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Frost-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Frost Giant Strength=21|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 100yds\n**Damage:** = [1d8](!\\amp#13;\\amp#47;r 1d8 damage from a hearled rock)}}'}, + {name:'Potion-of-Giant-Strength-Hill',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Hill Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Hill Giant Strength}}{{duration=[4+1d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Hill-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Hill Giant Strength=19|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 80yds\n**Damage:** = [1d6](!\\amp#13;\\amp#47;r 1d6 damage from a hearled rock)}}'}, + {name:'Potion-of-Giant-Strength-Stone',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Stone Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Stone Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Stone-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Stone Giant Strength=20|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 160yds\n**Damage:** = [1d12](!\\amp#13;\\amp#47;r 1d12 damage from a hearled rock)}}'}, + {name:'Potion-of-Giant-Strength-Storm',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Giant Strength,Potion,1H,Alteration,Potion-of-Giant-Strength]{{}}PotionData=[w:Potion of Storm Giant Strength]{{}}%{MI-DB|Potion-of-Giant-Strength-Cloud}{{name= of Storm Giant Strength}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Storm-Giant-Strength|\\amp#63;{Duration?|\\amp#91;[4+1d4]\\amp#93;}|-1|Storm Giant Strength=24|strong)}}{{effects=This potion can be used only by warriors. When a giant strength potion is consumed, the individual gains great strength and bonuses to damage when he scores a hit with any hand-held or thrown weapon. It is also possible for the person to hurl rocks:\n**Range:** = 160yds\n**Damage:** = [1d12](!\\amp#13;\\amp#47;r 1d12 damage from a hearled rock)}}'}, + {name:'Potion-of-Growth',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Growth}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Growth,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is consuming the potion?|token_id}|Potion of Growth|\\amp#91;[10\\amp#42;\\amp#40;4+1d4\\amp#41;]\\amp#93;|-1|Grown by [[6\\amp#42;\\amp#63;{How many doses?|1|2|3|4}]]ft, moves and weight as appropriate|strong\\amp#13;!magic --mi-charges @{selected|token_id}|-\\amp#91;[\\amp#63;{How many doses?|1|2|3|4}-1]\\amp#93;)}}{{aoe=Consumer}}{{save=None}}{{effects=Causes the height and weight of the person consuming it to increase.}}{{hide1=Garments and other worn and carried gear also grow in size. Each fourth of the liquid consumed causes 6 feet of height growth—in other words, a full potion increases height by 24 feet. Weight increases should be proportional to the change in height.\nStrength is increased sufficiently to allow bearing armor and weapons commensurate with the increased size, but does not provide combat bonuses. Movement increases to that of a giant of approximately equal size.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion, and the number of doses, to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=This potion bottle only seems to have a small amount of liquid in it - must be potent!}}'}, + {name:'Potion-of-Healing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Healing}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Healing,Potion,1H,Healing]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[2d4+2](!\\amp#13;\\amp#47;r 2d4+2)}}{{effects=An entire potion must be consumed in a single round. If this is done, the potion restores [2d4+2](!\\amp#13;\\amp#47;r 2d4+2) hit points of damage}}{{materials=Potion}}{{use=Press the *Healing* button to roll the dice}}{{Looks like=The liquid appears to be the clearest water, but it smells of wild flowers and herbs}}'}, + {name:'Potion-of-Heroism',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Heroism}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Heroism,Potion,1H,Alteration]{{components=M}}{{time=1+1d4+1}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[4+1d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Heroism-\\amp#91;[{ {4-ceil\\amp#40;\\amp#64;{target|Who is drinking the potion?|level-class1}/3\\amp#41;}, {0} }kh1]\\amp#93;|\\amp#91;[10\\amp#42;(4+1d4\\amp#41;]\\amp#93;|-1|Increased skill in fighting, improved THAC0 \\amp HD|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=Gives the imbiber a temporary increase in levels (hit points, combat ability, and saves) if he has fewer than 10 levels of experience.}}{{hide1=\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th width="25%" scope="col"\\ampgt;Level of Imbiber\\amplt;/th\\ampgt;\\amplt;th width="40%" scope="col"\\ampgt;No. of Levels Bestowed\\amplt;/th\\ampgt;\\amplt;th width="35%" scope="col"\\ampgt;Addl. Temp HP\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4d10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1st-3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3d10+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4th-6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d10+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7th-9th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d10+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nWhen the potion is quaffed, the individual fights as if he were at the experience level bestowed by the magic of the elixir. Damage sustained is taken first from magically gained hit dice and bonus points. This potion can only be used by warriors.}}{{use=Select the *Duration* button and target the creature drinking the potion to apply a status timer and the benefits for the duration of the potion (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{materials=Potion}}{{Looks like=A heavy potion bottle made of led crystal, containing a swirling liquid of indeterminate colour}}'}, + {name:'Potion-of-Humanoid-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Humanoid Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink, 1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=[120 yds](!rounds --aoe @{selected|token_id}|circle|yards|0|120|120|magic|true)}}{{duration=[Control Humanoids for 5d6 rounds](!rounds --target-nosave area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Humanoid-Control|\\amp#91;[5d6]\\amp#93;|-1|Humanoid Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{aoe=Up to 32 levels/HD}}{{save=Negates}}{{effects=A potion of humanoid control (humanoid variety) allows the imbiber to control up to 32 levels or Hit Dice of gnolls, orcs, goblins, etc. as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{materials=Potion}}{{use=Optionally use the Range button to display the range.\nClick on the Duration button and, when prompted, select each humanoid creature in turn to try to control it (remember to select the next one using the button that appears in the Chat Window). Requires use of Turn Order or *Maint Menu* to increment Round Counter.}}{{Looks like=A liquid of swirling colours in a normal potion bottle}}'}, + {name:'Potion-of-Humanoid-Control-Dwarf',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Dwarf Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Dwarf Control}}{{duration=[Control Dwarves for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Dwarf-Control|\\amp#91;[5d6]\\amp#93;|-1|Dwarf Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (dwarf variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely orange coloured potion in a normal potion bottle}}'}, + {name:'Potion-of-Humanoid-Control-Elf',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Elf+Half Elf Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Elf \\amp Half-Elf Control}}{{duration=[Control for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Elf+Half-Elf-Control|\\amp#91;[5d6]\\amp#93;|-1|Elf+Half-Elf Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (elf \\amp half-elf variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely green coloured potion in a normal potion bottle}}'}, + {name:'Potion-of-Humanoid-Control-Elf+Human',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Human+Elf Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Human, Elf \\amp Half-Elf Control}}{{duration=[Control for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Human+Elf-Control|\\amp#91;[5d6]\\amp#93;|-1|Human+Elf Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (human, elf \\amp half-elf variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely blue-coloured potion in a normal potion bottle}}'}, + {name:'Potion-of-Humanoid-Control-Gnome',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Gnome Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Gnome Control}}{{duration=[Control Gnomes for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Gnome-Control|\\amp#91;[5d6]\\amp#93;|-1|Gnome Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (gnome variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely steely-coloured potion in a normal potion bottle}}'}, + {name:'Potion-of-Humanoid-Control-Half-Orc',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Half-Orc Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Half-Orc Control}}{{duration=[Control Half-Orcs for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Half-Orc-Control|\\amp#91;[5d6]\\amp#93;|-1|Half-Orc Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (half-orc variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely reddish coloured potion in a normal potion bottle}}'}, + {name:'Potion-of-Humanoid-Control-Halfling',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Halfling Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Halfling Control}}{{duration=[Control Halflings for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Halfling-Control|\\amp#91;[5d6]\\amp#93;|-1|Halfling Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (halfling variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely brown potion in a normal potion bottle}}'}, + {name:'Potion-of-Humanoid-Control-Human',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Human Control,Potion,1H,Enchantment-Charm,Potion-of-Humanoid-Control]{{}}PotionData=[w:Potion of Human Control]{{}}%{MI-DB|Potion-of-Humanoid-Control}{{name= of Human Control}}{{duration=[Control Humans for 5d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Potion-of-Human-Control|\\amp#91;[5d6]\\amp#93;|-1|Human Control - Charmed by @{selected|character_name}|chained-heart|svspe\\clon;+0)}}{{effects=A potion of humanoid control (human variety) allows the imbiber to control up to 32 levels or Hit Dice of dwarves as if a charm person spell had been cast. All creatures are entitled to saving throws vs. spell. Any pluses on Hit Dice are rounded down to the lowest whole die (e.g., 1 + 2 = 1, 2 + 6 = 2, etc.). This potion lasts for 5d6 rounds.}}{{Looks like=A vaguely pink coloured potion in a normal potion bottle}}'}, + {name:'Potion-of-Invisibility',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Invisibility}}{{splevel=as per Level 2 Wizard spell}}{{school=Illusion/Phantasm}}Specs=[Potion of Invisibility,Potion,1H,Illusion-Phantasm]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,qty:8,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[Full Dose](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invisibility|99|0|Invisible|half-haze\\amp#13;!magic --mi-charges @{selected|token_id}|-7|Potion-of-Invisibility) until attack or [[24]] hours or [Gulp: 3 to 6](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invisibility|\\amp#91;[100\\amp#42;(2+1d4\\amp#41;]\\amp#93;|-10|Invisible|half-haze) turns for 1/8th}}{{aoe=Consumer}}{{save=None}}{{effects=Same as 2nd Level Wizard spell, *Invisibility*. }}{{hide1=Consumer vanishes from sight, undetectable by normal vision or infravision. Not magically silenced. Allies cannot see the invisible creature or gear, unless can normally see invisible things or employ magic to do so. Items put down become visible; items picked up disappear if tucked into the clothing or pouches. Light never becomes invisible, although source of light can become so.\nRemains in effect until magically broken or dispelled, until recipient attacks any creature, or until [[24]] hours have passed. If only a gulp is taken, equal to 1/8th, will last 3 to 6 turns - system rolls and player does not know result. If creature attacks, the invisibility enables him to attack first, but then appears. Note that priest spells bless, chant, and prayer are not attacks for this purpose. All Intelligence [[13]] or more creatures with \\gt [[10]] Hit Dice or Levels can roll saving throws vs. spell; success means they noticed the invisible object.}}{{materials=Potion}}{{use=Select either *Full Dose* or *Gulp* button, then select who is drinking the potion to add a status marker/timer (requires use of Turn Order or *Maint Menu* to increment the Round Counter). AC will automatically improve by 4 for the duration.}}{{GM Info=Set quantity to 8. 1 = 1/8th of potion, 8 = Full Dose}}{{Looks like=A very clear liquid in a finely blown potion bottle}}'}, + {name:'Potion-of-Invulnerability',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Invulnerability}}{{splevel=Potion}}{{school=Protection}}Specs=[Potion of Invulnerability,Potion,1H,Protection]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Invulnerability|\\amp#91;[\\amp#63;{Duration?|5d4}]\\amp#93;|-1|Invulnerable, Magic weapon to hit, +[[2]] on AC+saves|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=This potion confers immunity to nonmagical weapons. It also protects against attacks from creatures (not characters) with no magical properties or with fewer than 4 Hit Dice.}}{{hide1=Thus, an 8th-level character without a magical weapon could not harm the imbiber of an invulnerability potion.\nThe potion also improves Armor Class rating by 2 classes and gives a bonus of +2 to the individual on his saving throws versus all forms of attack. Its effects are realized only when the entire potion is consumed, and they last for 5d4 rounds. Only warriors can use this potion}}{{materials=Potion}}{{use=Select *Duration* button, then select who is drinking the potion to add a status marker/timer (requires use of Turn Order or *Maint Menu* to increment the Round Counter). AC will automatically improve by 2 for the duration.}}{{Looks like=A potion bottle made of metal hides the colour and nature of this potion}}'}, + {name:'Potion-of-Levitation',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Levitation}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Levitation,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Levitate|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Levitating vertical not horizontal, minuses on missile fire|fluffy-wing)}}{{aoe=Consumer}}{{save=None}}{{effects=A levitation potion enables the consumer to levitate in much the same manner as the 2nd-level wizard spell of the same name.}}{{hide1=The potion allows levitation of the individual only, to a maximum weight of 600 pounds. The consumer can carry\nanother person, as long as their total weight is within this limit.\nWhen a levitate potion is consumed, they can move vertically up or down at a movement rate of 2 per round. The potion does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally.\nOnce consumed, the effect requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of [[0-1]], the second [[0-2]], the third [[0-3]], etc., up to a maximum of [[0-5]]. A full round spent stabilizing allows the creature to begin again at -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=This potion in its bottle seems lighter than it looks}}'}, + {name:'Potion-of-Longevity',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Longevity}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Longevity,Potion,1H,Necromancy]{{components=M}}{{time=1+1d4+1}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=Reduces the character\'s age by [1d12](!\\amp#13;\\amp#47;r 1d12 years regained) years, restoring youth and vigor. The entire potion must be consumed to achieve the desired result. It is also useful as a counter to magical or monster-based aging attacks.\nEach time one drinks a longevity potion, there is a 1% cumulative chance the effect will be the reverse of what the consumer wants—all age removed by previous drinks will be restored!}}{{materials=Potion}}{{use=Apply all effects manually}}{{Looks like=A thick, grey potion with the consistency of syrup}}'}, + {name:'Potion-of-Plant-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Plant Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Plant Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer)}}{{duration=[4+1d4 turns](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Potion?|token_id}|Potion of Plant Control|\\amp#91;[10\\amp#42;(4+1d4\\amp#41;]\\amp#93;|-1|Able to control plants within 90 yds|three-leaves --aoe \\amp#64;{target|Who is drinking the Potion?|token_id}|circle|yards|0|90|90|magic|true)}}{{aoe=90 yards}}{{save=Special}}{{effects=Enables the individual who consumes it to influence the behavior of vegetable life forms. This includes normal plants, fungi, and even molds and shambling mounds - within the parameters of their normal abilities. Vegetable monsters with Intelligence of 5 or higher are entitled to a saving throw vs. spell.}}{{hide1=The imbiber can cause the vegetable forms to remain still or silent, move, entwine, etc., according to their limits. Plants within a 20-foot by 20-foot square can be controlled, subject to the limitations set forth above, for 5d4 rounds. Self-destructive control is not directly possible if the plants are intelligent (see *charm plants* spell). Control range is 90 yards.}}{{use=Press the *Duration* button then select the creature that is drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter) and show the area of effect. Check any relevant saving throws in the area shown}}{{materials=Potion}}{{Looks like=A thick green syrup in a standard potion bottle}}'}, + {name:'Potion-of-Polymorph-Self',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Polymorph Self}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Polymorph Self,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber)}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Potion?|token_id}|Potion of Polymorph Self|\\amp#91;[10\\amp#42;(4+1d4\\amp#41;]\\amp#93;|-1|Can poly-self as per spell into any corporial animal size from wren to hippo|snail)}}{{aoe=Imbiber}}{{save=None}}{{effects=As per Wizard 4th Level Polymorph-Self spell, able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well.}}{{hide1=No system shock roll is required. The spell does not give the new form\'s other abilities (attack, magic, special movement, etc.), nor does it run the risk of the wizard changing personality and mentality. The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls (as practical for the new form), and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{materials=Potion}}{{Looks like=Very much reminds you of the fruit juice of some sort of exotic fruit, the type with bits}}'}, + {name:'Potion-of-Rainbow-Hues',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Rainbow Hues}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Rainbow Hues,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,qty:7,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=[1 hour](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the Potion?|token_id}|Potion of Rainbow Hues|60|-1|Can change your own colour just by thinking about it|aura)}}{{aoe=Imbiber}}{{save=None}}{{effects=This rather syrupy potion must be stored in a metallic container. The imbiber can become any hue or combination of hues desired at will. Any color or combination of colors is possible, if the user simply holds the thought in his mind long enough for the hue to be effected. If the potion is quaffed sparingly, a flask will yield up to seven draughts of one hour duration each.}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{materials=Potion}}{{Looks like=A metalic container containing a syrupy liquid}}'}, + {name:'Potion-of-Speed',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Speed}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Speed,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber)}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select who drinks the potion|token_id}|Haste|\\amp#91;[5d4]\\amp#93;|-1|Hasted, double attacks, move etc|Strong)}}{{aoe=The Imbiber}}{{save=None}}{{effects=The imbiber of the potion functions at double normal movement and attack rates.}}{{materials=Potion of Speed}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter). Double attacks will automatically be applied for duration (if using *InitMaster* for initiative each round).}}{{Looks like=A very slick and clear, light potion}}'}, + {name:'Potion-of-Super-Heroism',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name=of Super-Heroism}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Super Heroism,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|character_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Super-heroism-[[6-ceil\\amp#40;\\amp#40;{ {\\amp#64;{target|Who is drinking the potion?|level-class1} }, {12} }kl1\\amp#41;/3\\amp#41;]]|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Superhero, level increase|strong)}}{{aoe=Consumer}}{{save=None}}{{effects=This potion gives the individual a temporary increase in levels (see heroism potion) if he has fewer than 13 levels of experience. It is similar to the heroism potion, but more powerful, and its effects last just 5d6 melee rounds:\n\\amplt;table\\ampgt; \\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Imbiber\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Levels Bestowed\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Additonal Temporary Hit Dice\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[5d10](!\\amp#13;\\amp#47;r 5d10)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1st-3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[4d10+1](!\\amp#13;\\amp#47;r 4d10+1)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4th-6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[3d10+2](!\\amp#13;\\amp#47;r 3d10+2)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7th-9th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[2d10+3](!\\amp#13;\\amp#47;r 2d10+3)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10th-12th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[1d10+4](!\\amp#13;\\amp#47;r 1d10+4)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=Potion}}{{use=Select the *Duration* button and target the creature drinking the potion to apply a status timer and the benefits for the duration of the potion (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A heavy potion bottle made of cut led crystal, containing a swirling liquid of indeterminate colour}}'}, + {name:'Potion-of-Treasure-Finding',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name=of Treasure Finding}}{{splevel=Potion}}{{school=Divination}}Specs=[Potion of Treasure Finding,Potion,1H,Divination]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber)}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select who is drinking the potion|token_id}|Potion of Treasure Finding|\\amp#91;[5d4]\\amp#93;|-1|Can sense the direction of lots of teasure|aura)}}{{aoe=Imbiber}}{{save=None}}{{effects=Empowers the drinker with a location sense, so that he can point to the direction of the nearest mass of treasure. The treasure must be within 240 yards, and its mass must equal metal of at least 10,000 copper pieces or 100 gems or any combination.}}{{hide1=Note that only valuable metals (copper, silver, electrum, gold, platinum, etc.) and gems (and jewelry, of course) are located. The potion won\'t locate worthless metals or magical items which don\'t contain precious metals or gems. The imbiber of the potion can "feel\'\' the direction in which the treasure lies, but not its distance.\nIntervening substances other than special magical wards or lead-lined walls will not withstand the powers that the liquor bestows upon the individual. The effects of the potion last for 5d4 rounds.}}{{use=Press the *Duration* button and select the creature drinking the potion (requires rounds to be counted in the Turn Order, which can be incremented using the *Maintenance Menu*.}}{{materials=Potion}}{{Looks like=A yellowish potion with flecks of a gold-coloured substance floating in it}}'}, + {name:'Potion-of-Undead-Control',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion}}{{name= of Undead Control}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120|120|magic|true)}}{{duration=5d4 rounds}}{{aoe=16HD of Undead}}{{save=Special}}{{effects=Gives the imbiber the ability to charm undead.}}{{hide1=The charm ability is similar to the 1st-level wizard spell, *charm person*. It affects a maximum of 16 Hit Dice of undead, rounding down any hit point additions to the lowest die (e.g., 4 + 1 equals 4 Hit Dice). The undead are entitled to saving throws vs. spell only if they have intelligence. Saving throws are rolled with -2 penalties due to the power of the potion; the effects wear off in 5d4 rounds. To determine the type of undead\naffected by a particular potion, roll 1d10 and consult the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D10 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Undead Type\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Ghasts](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Ghast-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Ghast-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Ghosts](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Ghost-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Ghost-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Ghouls](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Ghoul-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Ghoul-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Shadows](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Shadow-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Shadow-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Skeletons](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Skeleton-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Skeleton-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Spectres](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Spectre-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Spectre-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Wights](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Wight-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Wight-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Wraiths](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Wraith-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Wraith-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Vampires](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Vampire-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Vampire-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Zombies](!magic --add-mi @{selected|token_id}|Potion-of-Undead-Control|Potion-of-Undead-Zombie-Control|=|||silent --display-ability @{selected|token_id}|MI-DB|Potion-of-Undead-Zombie-Control)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{use=To change this potion into that to control a specific undead *show more*, roll a d10 to identify which undead is controlled and then select the relevant undead button}}{{materials=Potion}}{{Looks like=A swirling, blackish liquid which sparkles with many different hues}}'}, + {name:'Potion-of-Undead-Ghast-Control',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Ghast Control]{{}}%{MI-DB|Potion-of-Undead-Control}{{name= of Undead Control vs Ghasts}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Ghast to control|token_id}|Potion of Ghast Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 4 Ghasts (16HD)}}{{save=At -2 penalty, Negates}}{{effects=Gives the imbiber the ability to charm ghasts (a type of *Potion of Undead Control*).}}{{hide1=The charm ability is similar to the 1st-level wizard spell, *charm person*. It affects a maximum of 16 Hit Dice of undead, rounding down any hit point additions to the lowest die (e.g., 4 + 1 equals 4 Hit Dice). The undead are entitled to saving throws vs. spell only if they have intelligence. Saving throws are rolled with -2 penalties due to the power of the potion; the effects wear off in 5d4 rounds.}}{{use=Press the *Duration* button and select each creature to be charmed in turn. Each selection will prompt to make saving throws and confirm the effects (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*)}}{{Looks like=A swirling, blackish liquid with flecks of red}}'}, + {name:'Potion-of-Undead-Ghost-Control',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Ghost Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Ghosts}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select The Ghost to control|token_id}|Potion of Ghost Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=1 Ghost of 10HD}}{{effects=Gives the imbiber the ability to charm a ghost (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of white}}'}, + {name:'Potion-of-Undead-Ghoul-Control',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Ghoul Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Ghoul}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Ghoul to control|token_id}|Potion of Ghoul Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 8 Ghouls (16HD)}}{{effects=Gives the imbiber the ability to charm ghouls (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of grey}}'}, + {name:'Potion-of-Undead-Shadow-Control',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Shadow Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Shadows}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Shadow to control|token_id}|Potion of Shadow Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 5 Shadows (15HD)}}{{effects=Gives the imbiber the ability to charm shadows (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of darker black}}'}, + {name:'Potion-of-Undead-Skeleton-Control',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Skeleton Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Skeletons}}{{duration=[5d4 rounds](!rounds --target-nosave area|@{selected|token_id}|\\amp#64;{target|Select first Skeleton to control|token_id}|Potion of Skeleton Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart)}}{{aoe=Up to 16 Skeletons (16HD)}}{{save=None}}{{effects=Gives the imbiber the ability to charm skeletons (a type of *Potion of Undead Control*).}}{{use=Press the *Duration* button and select each creature to be charmed in turn to set the effects (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*)}}{{Looks like=A swirling, blackish liquid with flecks of ivory}}'}, + {name:'Potion-of-Undead-Spectre-Control',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Spectre Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Spectres}}{{duration=[5d4 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a Spectre to control|token_id}|Potion of Spectre Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=One Spectre (13-14HD)}}{{effects=Gives the imbiber the ability to charm a spectre (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with flecks of pink}}'}, + {name:'Potion-of-Undead-Vampire-Control',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Vampire Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Vampires}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Vampire to control|token_id}|Potion of Vampire Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=One or two Vampires (16HD)}}{{effects=Gives the imbiber the ability to charm one or two vampires (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with spots of blood red}}'}, + {name:'Potion-of-Undead-Wight-Control',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Wight Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Wights}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Wight to control|token_id}|Potion of Wight Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to 4 Wights (16HD)}}{{effects=Gives the imbiber the ability to charm wights (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with floating flesh-like bits}}'}, + {name:'Potion-of-Undead-Wraith-Control',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Wraith Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Wraith}}{{duration=[5d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first Wraith to control|token_id}|Potion of Wraith Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart|svspe\\clon;-2)}}{{aoe=Up to three Wraiths (15HD)}}{{effects=Gives the imbiber the ability to charm wraiths (a type of *Potion of Undead Control*).}}{{Looks like=A swirling, blackish liquid with insubstantial dark grey smudges}}'}, + {name:'Potion-of-Undead-Zombie-Control',type:'potion',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{}}Specs=[Potion of Undead Control,Potion,1H,Enchantment-Charm,Potion-of-Undead-Control]{{}}PotionData=[w:Potion of Zombie Control]{{}}%{MI-DB|Potion-of-Undead-Ghast-Control}{{name=of Undead Control vs Zombies}}{{duration=[5d4 rounds](!rounds --target-nosave area|@{selected|token_id}|\\amp#64;{target|Select first Zombie to control|token_id}|Potion of Zombie Control|\\amp#91;[5d4]\\amp#93;|-1|Charmed by @{selected|character_name}|chained-heart)}}{{aoe=Up to 8 Zombies (16HD)}}{{save=None}}{{effects=Gives the imbiber the ability to charm zombies (a type of *Potion of Undead Control*).}}{{use=Press the *Duration* button and select each creature to be charmed in turn to set the effects (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*)}}{{Looks like=A swirling, blackish liquid with what appears to be floating nail clippings}}'}, + {name:'Potion-of-Ventriloquism',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Ventriloquism}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Ventriloquism,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=[90 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|90|90|magic|true)}}{{duration=[4+1d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is drinking the potion?|token_id}|Potion of Ventriloquism|\\amp#91;[4+1d4]\\amp#93;|-1|Able to throw voice up to 6 times|radioactive)}}{{aoe=Imbiber}}{{save=vs. Spell at -2 penalty, Negates}}{{effects=Allows the user to make his voice sound as if it (or someone\'s voice or a similar sound) were issuing from someplace other than where he is—from another creature, a statue, from behind a door, down a passage, etc.}}{{hide1=The user can speak in any language he knows, or make any sound he can normally make. To detect the ruse, listeners must roll a successful saving throw vs. spell with a penalty of -2. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this effect—the combined illusion may be perfect! The imbiber can use the ventriloquism ability up to six times within the duration of the potion.}}{{use=Press the *Duration* button and select a token to set a timer on the Imbiber (requires rounds to be counted in the Turn Order, which can also be incremented using the *Maintenance Menu*). Use the *Range* button to show the area of effect.}}{{materials=Potion}}{{Looks like=A light purple liquid in a standard potion bottle}}'}, + {name:'Potion-of-Vitality',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Vitality}}{{splevel=Potion}}{{school=Enchantment/Charm}}Specs=[Potion of Vitality,Potion,1H,Enchantment-Charm]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=7 days}}{{aoe=Imbiber}}{{save=None}}{{effects=Restores the user to full vitality despite exertion, lack of sleep, and going without food and drink for up to seven days. It will nullify up to seven days of deprivation, and will continue in effect for the remainder of its seven-day duration. The potion also makes the user proof against poison and disease while it is in effect, and the user will recover lost hit points at the rate of 1 every 4 hours.}}{{use=Make a manual record of time and adjust HP manually as necessary}}{{materials=Potion}}{{Looks like=A dark brown liquid in a standard potion bottle}}'}, + {name:'Potion-of-Water-Breathing',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Water Breathing}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Water Breathing,Potion,1H,Alteration]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=[6 turns +1d10 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Water-breathing|\\amp#91;[\\amp#63;{Duration?|60+1d10}]\\amp#93;|-1|Water breathing like a fish|drink-me)}}{{aoe=Consumer}}{{save=None}}{{effects=The potion allows the character drinking it to breathe normally in liquids that contain suspended oxygen. This ability lasts for one full hour per dose of potion quaffed, with an additional 1d10 rounds (minutes) variable. Thus, a character who has consumed a water breathing potion could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted.}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature drinking the potion to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}{{Looks like=A standard potion bottle contains slightly dirty water, such as might be found in a river in the countryside (not from a town - that would be much dirtier)}}'}, + {name:'Slippery-Oil-Flask',type:'potion',ct:'1+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Oil in a Slippery Flask}}{{splevel=Oil}}{{school=Unknown}}Specs=[Slippery Oil Flask,Potion,1H,Unknown]{{components=M}}{{time=1+1d4}}PotionData=[sp:1+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Touch}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who\'s the unlucky victim?|token_id}|Oil of Fumbling|\\amp#91;[100\\amp#42;(4+1d4\\amp#41;]\\amp#93;|-10|50% chance of fumbling and dropping whatever you hold every round|broken-shield)}}{{aoe=1 creature}}{{save=None}}{{effects=The flask definately contains oil, and it looks and smells of very fine quality: not an oil that burns, it seems more like an oil for the skin. However, the flask seems very slippery, so be careful not to drop it...}}{{materials=Potion}}{{use=Press the *Duration* button and select the creature holding the oil flask to add a status timer (requires use of Turn Order or *Maint Menu* to increment Round Counter).}}'}, + {name:'Sweet-Water',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Sweet Water}}{{splevel=Potion}}{{school=Alteration}}Specs=[Sweet Water,Potion,1H,Alteration]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Imbiber}}{{duration=Permanent, can\'t be recontaminated for [5d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Sweet Water|\\amp#91;[5d4]\\amp#93;|-1|Purified water still protected from contamination|drink-me)}}{{aoe=Imbiber}}{{save=None}}{{effects=This liquid is not actually a potion to be drunk (though it tastes good). *Sweet Water* is added to other liquids in order to change them to pure, drinkable water. It will neutralize poison and ruin magical potions (no saving throw). The contents of a single container will change up to 100,000 cubic feet of polluted, salt, or alkaline water to fresh water. It will turn up to 1,000 cubic feet of acid into pure water. The effects of the potion are permanent, but the liquid may be contaminated after an initial period of 5d4 rounds.}}{{use=To set a timer for the continuing purifying effects of *Sweet Water*, press the *Duration* button (requires rounds to be counted in the Turn Order, which can be incremented using the *Maintenance Menu*)}}{{materials=Potion}}{{Looks like=This potion (if it is a potion) just looks like normal water in a standard bottle}}'}, + {name:'Unknown-Potion',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'}, + {name:'Unknown-Potion-A',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion A,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'}, + {name:'Unknown-Potion-B',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion B,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'}, + {name:'Unknown-Potion-C',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion C,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'}, + {name:'Unknown-Potion-D',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion D,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'}, + {name:'Unknown-Potion-E',type:'potion',ct:'2+1d4',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion E,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:change-each,to:Empty-Potion-Bottle]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'}, + ]}, + MI_DB_Rings: {bio:'
Rings
v6.10 07/06/2024

This Magic Item database holds definitions for all types of rings.', + gmnotes:'
Change Log:

v6.10 07/06/2024 Updated all ring definitions to use the latest facilities
v6.09 04/04/2024 Started to add hide#= sections to long descriptions to trigger "show more..." button
v6.08 02/02/2024 Test update to Ring-of-Protection to trial MI inheritance and db compression
v6.07 15/10/2023 Fixed Ring of Regeneration
v6.06 20/04/2023 Implemented rule-based AC combination restrictions for rings o protection
v6.05 17/04/2023 Fixed bug stopping cursed rings from being cursed.
v6.04 13/04/2023 Maintenance release.
v6.03 31/01/2023 Updated definition of Ring of Shocking Grasp
v6.02 04/10/2022 Added lots more rings from DMG
v6.01 25/09/2022 Moved to RPGM Library and updated templates
v5.92 23/09/2022 Updated with additional Ring definitions
v5.9 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v5.8 06/04/2022 Adapted to use --display-ability command for chaining abilities
v5.7 09/03/2022 Added saving throw data to Rings of Protection
v5.6 01/01/2022 Updated to common release version
v5.2 - 5.5 Skipped to even up version numbers
v5.11 31/10/2021 Merged in Arc\'s Rings of Spell Storing
v5.1 31/10/2021 Encoded using machine readable data to support API databases
v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.', + root:'MI-DB', + api:'magic', + type:'mi', + avatar:'https://s3.amazonaws.com/files.d20.io/images/8344/thumb.png?1336510825', + version:6.10, + db:[{name:'Ring-of-Animal-Friendship',type:'ring',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Animal Friendship}}{{subtitle=Ring}}Specs=[Ring of Animal Friendship,Ring,1H,Enchantment-Charm]{{Speed=[[0]]}}RingData=[w:Ring of Animal Friendship,sp:0,qty:27,c:0,rc:discharging,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Area of Effect=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|magic|true)}}{{desc=When the wearer of this ring approaches within 10 feet of any animals of neutral alignment and animal intelligence, the creatures must roll saving throws vs. spell. If they succeed, they move rapidly away from the ring wearer. If the saving throws fail, the creatures become docile and follow the ring wearer around. The item functions at 6th level, so up to 12 Hit Dice of animals can be affected by this ring.}}{{hide1=Animals feeling friendship for the wearer will actually guard and protect that individual if he expends a charge from the ring to cause such behavior. A ring of this sort typically has 27 charges when discovered, and it cannot be recharged. A druid wearing this ring can influence twice the prescribed Hit Dice worth of animals (24 rather than 12), and a ranger is able to influence 18 Hit Dice worth of animals.}}{{Use=Befriend animals manually after displaying *area of effect* and failing saving throws. Click [Guard \\amp Protect](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select the first animal friend|token_id}|Animal Guard|99|0|Guarding \\amp protecting @{selected|token_name}|all-for-one\\amp#13;!magic --mi-charges @{selected|token_id}|-1|Ring-of-Animal-Friendship) only when requesting animal friends so to do, and select upto 12, 18 or 24HD of animal friends one at a time.}}{{Looks Like=A ring of base metal, engraved with pictures of common pets}}'}, + {name:'Ring-of-Berserk-Strength',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Berserk Strength}}{{subtitle=Ring}}Specs=[Ring of Weakness,Ring,1H,Alteration]{{Speed=[[3]]}}RingData=[w:Ring of Weakness,sp:0,rc:cursed+uncharged,loc:left finger|right finger,on:\\api;setattr --silent --charid @{selected|character_id} --ring-berserk-str|@{selected|strength}|@{selected|constitution}\\amp#13;\\api;rounds --target-nosave caster|@{selected|token_id}|@{selected|token_id}|Increasing-Strength_Ring-Effect|100|-10||spanner,off:\\api;setattr --silent --charid @{selected|character_id} --strength|`{selected|ring-berserk-str}|`{selected|ring-berserk-str} --constitution|`{selected|ring-berserk-str|max}|`{selected|ring-berserk-str|max}\\amp#13;\\api;rounds --deltargetstatus @{selected|token_id}|Increasing-Strength]{{Size=Tiny}}{{Use=Putting this ring on will start its effect. Taking it off will stop its effect}}{{desc=The *ring of weakness* can be removed only if a *remove curse* spell, followed by a *dispel magic*, is cast upon the ring. There is a 5% chance that this procedure will reverse the ring\'s effect, changing it to a *ring of berserk strength*. This increases Strength and Constitution at a rate of 1 point per ability per turn, to a maximum of 18 each (roll percentile dice for bonus Strength if the wearer is a warrior). However, once 18 is reached in both abilities, the wearer will ***immediately*** melee with any opponent he meets, regardless of circumstances. *Berserk strength* is lost when the ring is removed (by casting a remove curse), as are Constitution points gained.}}{{Looks Like=A dull, base metal ring}}'}, + {name:'Ring-of-Blinking',type:'ring',ct:'0',charge:'selfchargeable',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Blinking}}{{subtitle=Ring}}Specs=[Ring of Blinking,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Blinking,sp:0,qty:1,rc:selfchargeable,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Activate=[Blink](!rounds --target-nosave caster|@{selected|token_id}|Ring-of-Blinking|6|-1|You are *blinking* as per the spell|half-haze)}}{{desc=When the wearer of this ring issues the proper verbal command, the item activates, and he is affected as if a [blink](!magic --display-ability standard-view|@{selected|token_id}|MU-Spells-DB|Blink) spell were operating upon his person. The effect lasts for six rounds.}}{{hide1=The ring then ceases to function for six turns (one hour) while it replenishes itself. The command word is usually engraved somewhere on the ring. The ring will activate whenever this word is spoken, even though the command might be given by someone other than the wearer, provided that the word is spoken within 10 feet of the ring.}}{{Looks Like=A polished base metal ring that catches the light and flashes}}'}, + {name:'Ring-of-Chameleon-Power',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Chameleon Power}}{{subtitle=Ring}}Specs=[Ring of Chameleon Power,Ring,1H,Illusion-Phantasm]{{Speed=[[0]]}}RingData=[w:Ring of Chameleon Power,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Use=Click [Chameleon Power](!rounds --target-nosave caster|@{selected|token_id}|Chameleon-Power|1|+1|90% stealth in foliage, by walls etc, or seem same as others|ninja-mask) to set a duration status marker}}{{desc=Whenever the wearer of this ring desires, he is able to magically blend in with the surroundings. This enables 90% invisibility in foliage, against walls, and so forth.}}{{hide1=If the wearer is associating with creatures of Intelligence 4 or greater at a distance of 60 feet or less, the ring enables the wearer to seem to be one of those creatures, but each turn of such association carries a 5% cumulative chance that the creatures will detect the ring wearer for what he is. Thus, such an association can never persist for more than 20 turns without the wearer being detected—at the end of that time, the chance of detection has risen to 100%. Creatures with 16 or greater Intelligence use their Intelligence score as an addition to the base chance of detection. For example, a creature of Intelligence 16 would have a base chance of (16+5%) = 21% at the end of turn 1, 26% at the end of turn 2, and so forth. Creatures with 3 or lower Intelligence instinctively and automatically detect the wearer if they come within a 10-foot radius of him.}}{{Looks Like=A ring made of a metal with an iridescent surface}}'}, + {name:'Ring-of-Clumsiness',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration]{{}}RingData=[w:Ring of Clumsiness,hide:hide]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}}{{name= of Clumsiness}}{{hide2=The possible secondary powers are:\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;r 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Secondary Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Free action](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Free-Action+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Feather falling](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Feather-Falling+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-35\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Invisibility](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Invisibility+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;36-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Jumping](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Jumping+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Swimming](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Swimming+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Warmth](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Warmth+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-100\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Water walking](!magic --add-mi @{selected|token_id}|Ring-of-Clumsiness|Ring-of-Water-Walking+Clumsiness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Looks Like=A ring identical to that of the secondary power, but perhaps a little damaged}}'}, + {name:'Ring-of-Clumsiness+Feather-Falling',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{}}'}, + {name:'Ring-of-Clumsiness+Free-Action',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Free-Action+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Free-Action+Clumsiness}{{}}'}, + {name:'Ring-of-Clumsiness+Invisibility',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Invisibility+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Invisibility+Clumsiness}{{}}'}, + {name:'Ring-of-Clumsiness+Jumping',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Jumping+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Jumping+Clumsiness}{{}}'}, + {name:'Ring-of-Clumsiness+Swimming',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Swimming+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Swimming+Clumsiness}{{}}'}, + {name:'Ring-of-Clumsiness+Warmth',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Warmth+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Warmth+Clumsiness}{{}}'}, + {name:'Ring-of-Clumsiness+Water-Walking',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Water-Walking+Clumsiness]{{}}RingData=[w:Ring of Clumsiness]{{}}%{MI-DB|Ring-of-Water-Walking+Clumsiness}{{}}'}, + {name:'Ring-of-Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:hide]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Contrariness}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}{{GM Info=These rings hide themselves as a ring appropriate to the secodary power, and set the reveal condition to be manual. Alternatively, use the GM [Add Items] dialog to hide as desired, and then when the wearer is stressed use the [Reveal Now] button to show its true nature. Apply all effects manually.}}{{hide2=The contrariness ring will have one of the following additional magical properties (select the appropriate button to turn this ring into the desired version):\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;r 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Secondary Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Flying](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Flying+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-40\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Invisibility](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Invisibility+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;41-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Levitation](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Levitation+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-70\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Shocking Grasp (1/r)](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Shocking-Grasp+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;71-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Spell Turning](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Spell-Turning+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Strength](!magic --add-mi @{selected|token_id}|Ring-of-Contrariness|Ring-of-Strength+Contrariness|=|=|NOCURSE|SILENT)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Ring-of-Contrariness+Flying',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness,sp:0,hide:Ring-of-Flying,rev:manual,rc:cursed+uncharged,loc:left finger|right finger]{{}}%{MI-DB|Ring-of-Contrariness}{{title=Ring}}{{name= of Flying \\amp Contrariness}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Flying*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Flying).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}{{desc=This magical ring is cursed, making its wearer unable to agree with any idea, statement, or action. Once put on, the ring can be removed only after a remove curse spell is cast upon the individual wearing it. Because of the curse, the wearer will resist any attempts to cast such a spell.}}{{hide1=Note that contrariness can never be removed from the ring. The wearer will use his own powers, plus those of the ring, to retain it on his finger. The wearer of the ring will never damage himself. If, for example, other characters suggest that the wearer make certain that attacks upon him are well-defended against, or that he should not strike his own head, the ring wearer will agree—possibly attacking or striking at the speaker\'s head—because obviously the result must be contrary in this case. If a ring of contrariness turns spells, the cumulative remove curse cast upon the individual wearing it must equal or exceed 100%.}}'}, + {name:'Ring-of-Contrariness+Invisibility',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:Ring-of-Invisibility]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Invisibility \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Invisibility*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility).}}{{Looks like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'}, + {name:'Ring-of-Contrariness+Levitation',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:Ring-of-Levitation]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Levitation \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Levitation*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Levitation).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'}, + {name:'Ring-of-Contrariness+Shocking-Grasp',type:'ring|innate-melee',ct:'0',charge:'selfchargeable',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring|Innate-Melee,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:Ring-of-Shocking-Grasp,rc:selfchargeable,qty:3,off:!rounds --target-nosave caster|@{selected|token_id}|Ring Shocking Grasp Recharge|10|-1|Ring of Shocking Grasp is recharging|stopwatch]{{}}ToHitData=[w:Ring of Shocking Grasp,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:0,rc:selfchargeable]{{}}DmgData=[w:Ring of Shocking Grasp,c:1,sb:0,+:0,SM:6+1d8,L:6+1d8,rc:selfchargeable]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{name= of Shocking Grasp \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Shocking Grasp*](!magic --display-ability s-view|@{selected|token_id}|MI-DB|Ring-of-Shocking-Grasp) (once per round).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'}, + {name:'Ring-of-Contrariness+Spell-Turning',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:Ring-of-Spell-Turning]{{}}%{MI-DB|Ring-of-Contrariness}{{name= of Spell Turning \\amp Contrariness}}{{GM Info=}}{{hide2=If a *ring of contrariness* turns spells, the cumulative *remove curse* cast upon the individual wearing it must equal or exceed 100%.}}{{Use=This contrariness ring has the *secondary power* of a [*Ring of Spell Turning*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Spell-Turning).}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'}, + {name:'Ring-of-Contrariness+Strength',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness+Flying]{{}}RingData=[w:Ring of Contrariness,hide:hide,on:\\api;setattr --name @{selected|character_name} --RoC+S|@{selected|strength} --strength|18(00),off::\\api;setattr --name @{selected|character_name} --strength|@{selected|RoC+S}]{{}}%{MI-DB|Ring-of-Contrariness}{{name= of Strength \\amp Contrariness}}{{Use=This contrariness ring has the *secondary power* of giving the wearer a strength of 18(00). This change *should* be automatically applied when the ring is worn (do check)}}{{Looks Like=A ring that appears to be made of either white gold or darkest jet, depending on the light and the angle from which it is viewed.}}'}, + {name:'Ring-of-Delusion',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Delusion}}{{subtitle=Ring}}Specs=[Ring of Delusion,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Delusion,sp:0,rc:uncharged,loc:left finger|right finger,hide:hide,rev:use]{{Size=Tiny}}{{Immunity=None}}{{desc=A *delusion ring* convinces the wearer that it is some other sort of ring - whatever sort the wearer really desires. The wearer will be completely convinced that the ring is actually one with other magical properties, and he will unconsciously use his abilities of any sort (including those of other magical items available) to produce a result commensurate with the supposed properties of the *delusion* ring. The DM determines how successful the self-delusion is, as well as how observers are affected and what they will observe. The ring can be removed at any time, but the possessor continues to believe it is a useful ring and will wear it again when appropriate.}}{{Looks Like=A ring of some high quality precious metal and a design of a quality suitable for magical enchantment}}'}, + {name:'Ring-of-Djinni-Summoning',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{name=Ring of Djinni Summoning}}{{subtitle=Ring}}Specs=[Ring of Djinni Summoning,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Djinni Summoning,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=One of the many fabled rings of fantasy legend, the "genie\'\' ring is most useful indeed, for it is a special "gate\'\' by means of which a certain djinni can be summoned from the elemental plane of Air. When the ring is rubbed, the summons is served, and the djinni will appear on the next round. The djinni will faithfully obey and serve the wearer of the ring, but if the servant of the ring is ever killed, the ring becomes nonmagical and worthless. See the *Monstrous Manual* for details of a djinni\'s abilities.}}{{Looks Like=A gold ring with a large semi-precious gem of some type set in it, perhaps slightly dull and could do with a polish}}'}, + {name:'Ring-of-Elemental-Air-Command',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Air Elemental Command,sp:5,rc:uncharged,hide:Ring-of-Invisibility,rev:manual,loc:left finger|right finger,ns:5],[cl:PW,w:Gust-of-Wind,sp:5,lv:12,pd:1],[cl:PW,w:Fly,sp:5,lv:12,pd:-1],[cl:PW,w:Wall-of-Force,sp:5,lv:12,pd:1],[cl:PW,w:Control-Winds,sp:5,lv:12,pd:1],[cl:PW,w:Invisibility,sp:5,lv:12,pd:-1]{{title=Ring}}{{name= of Air Elemental Command}}{{subtitle=Ring}}{{Speed=[[5]]}}{{Size=Tiny}}{{Immunity=None}}{{desc=The ring will appear to be an [invisibility ring](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility) until a certain condition is met (having the ring blessed, slaying an air elemental, or whatever the DM determines as necessary to activate its full potential), but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Air Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the air elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with air elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. fire.\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Gust of wind](!magic --mi-power @{selected|token_id}|Gust-of-Wind|Ring-of-Elemental-Air-Command|12) (once per round)\n• [Fly](!magic --mi-power @{selected|token_id}|Fly|Ring-of-Elemental-Air-Command|12) (at will)\n• [Wall of force](!magic --mi-power @{selected|token_id}|Wall-of-Force|Ring-of-Elemental-Air-Command|12) (once per day)\n• [Control winds](!magic --mi-power @{selected|token_id}|Control-Winds|Ring-of-Elemental-Air-Command|12) (once per week)\n• [Invisibility](!magic --mi-power @{selected|token_id}|Invisibility|Ring-of-Elemental-Air-Command|12) (at will)}}{{Looks Like=A ring made of a durable translucent crystal}}'}, + {name:'Ring-of-Elemental-Command',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Elemental Command,sp:5,rc:uncharged,hide:hide,loc:left finger|right finger]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name= of Elemental Command}}{{desc=The four types of elemental command rings are very powerful. Each appears to be nothing more than an ordinary ring but has certain other powers as well:}}{{hide1=**1.** Elementals of the plane to which the ring is attuned can\'t attack or even approach within 5 feet of the wearer. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (saving throw applicable with a -2 penalty to the die). If the charm fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental.\n**2.** Creatures, other than normal elementals, from the plane to which the ring is attuned attack with -1 penalties to their attack rolls. The ring wearer takes damage at -1 on each die of damage and makes applicable saving throws from the creature\'s attacks at +2. All attacks are made by the wearer of the ring with a +4 bonus to the attack roll (or -4 on the elemental creature\'s saving throw), and the wearer inflicts +6 damage (total, not per die) adjusted by any other applicable bonuses and penalties. Any weapon used by the ring wearer can hit elementals or elemental creatures even if it is not magical.\n**3.** The wearer of the ring is able to converse with the elementals or elemental creatures of the plane to which the ring is attuned. These creatures will recognize that he wears the ring, and will show a healthy respect for the wearer, if alignments are similar. If alignment is opposed, creatures will fear the wearer if he is strong, hate and desire to slay him if the wearer is weak. Fear, hatred, and respect are determined by the DM.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty as follows:\n*Air* -2 vs. fire\n*Earth* -2 vs. petrification\n*Fire* -2 vs. water or cold\n*Water* -2 vs. lightning/electricity\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.}}{{hide2=In addition to the powers described above, the ring gives characters the following abilities:\n**Air**\n• Gust of wind (once per round)\n• Fly\n• Wall of force (once per day)\n• Control winds (once per week)\n• Invisibility\nThe ring will appear to be an [invisibility ring](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility) until a certain condition is met (having the ring blessed, slaying an air elemental, or whatever the DM determines as necessary to activate its full potential).\n**Earth**\n• Stone tell (once per day)\n• Passwall (twice per day)\n• Wall of stone (once per day)\n• Stone to flesh (twice per week)\n• Move earth (once per week)\n• Feather fall\nThe ring will appear to be a [ring of feather falling](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Feather-Falling) until the DM established condition is met.\n**Fire**\n• Burning hands (once per turn)\n• Pyrotechnics (twice per day)\n• Wall of fire (once per day)\n• Flame strike (twice per week)\n• Fire resistance\nThe ring will appear to be a [ring of fire resistance](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Fire-Resistance) until the DM-established condition is met.\n**Water**\n• Purify water\n• Create water (once per day)\n• Water breathing (5-foot radius touch)\n• Wall of ice (once per day)\n• Airy water\n• Lower water (twice per week)\n• Part water (twice per week)\n• Water walking\nThe ring will appear to be a [ring of water walking](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Water-Walking) until the DM-established condition is met.}}{{hide3=These rings operate at 12th level of experience, or the minimum level needed to perform the equivalent magical spell, if greater. The additional powers have an initiative modifier of +5.}}{{Looks Like=A ring made of some type of metal, with an indistinct engraving}}'}, + {name:'Ring-of-Elemental-Earth-Command',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Earth Elemental Command,sp:5,hide:Ring-of-Feather-Falling,rev:manual,rc:uncharged,loc:left finger|right finger,ns:6],[cl:PW,w:Stone-Tell,sp:5,lv:12,pd:1],[cl:PW,w:Passwall,sp:5,lv:12,pd:2],[cl:PW,w:Wall-of-Stone,sp:5,lv:12,pd:1],[cl:PW,w:Stone-to-Flesh,sp:5,lv:12,pd:2],[cl:PW,w:Move-Earth,sp:5,lv:12,pd:1],[cl:PW,w:Feather-Fall,sp:5,lv:12,pd:-1]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name=of Earth Elemental Command}}{{desc=The ring will appear to be a [ring of feather falling](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Feather-Falling) until the DM established condition is met, but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Earth Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the earth elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with earth elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. petrification.\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Stone tell](!magic --mi-power @{selected|token_id}|Stone-Tell|Ring-of-Elemental-Earth-Command|12) (once per day)\n• [Passwall](!magic --mi-power @{selected|token_id}|Passwall|Ring-of-Elemental-Earth-Command|12) (twice per day)\n• [Wall of stone](!magic --mi-power @{selected|token_id}|Wall-of-Stone|Ring-of-Elemental-Earth-Command|12) (once per day)\n• [Stone to flesh](!magic --mi-power @{selected|token_id}|Stone-to-Flesh|Ring-of-Elemental-Earth-Command|12) (twice per week)\n• [Move earth](!magic --mi-power @{selected|token_id}|Move-Earth|Ring-of-Elemental-Earth-Command|12) (once per week)\n• [Feather fall](!magic --mi-power @{selected|token_id}|Feather-Fall|Ring-of-Elemental-Earth-Command|12) (at will)}}{{hide2=}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'}, + {name:'Ring-of-Elemental-Fire-Command',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Fire Elemental Command,sp:5,hide:Ring-of-Fire-Resistance,rev:manual,rc:uncharged,loc:left finger|right finger,ns:5],[cl:PW,w:Burning-Hands,sp:5,lv:12,pd:-1],[cl:PW,w:MU-Pyrotechnics,sp:5,lv:12,pd:2],[cl:PW,w:MU-Wall-of-Fire,sp:5,lv:12,pd:1],[cl:PW,w:Flame-Strike,sp:5,lv:12,pd:2],[cl:PW,w:Fire-Resistance,sp:5,lv:12,pd:1]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name=of Fire Elemental Command}}{{desc=The ring will appear to be a [ring of fire resistance](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Fire-Resistance) until the DM-established condition is met, but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Fire Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the fire elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with fire elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. water or cold\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Burning Hands](!magic --mi-power @{selected|token_id}|Burning-Hands|Ring-of-Elemental-Fire-Command|12) (once per turn)\n• [Pyrotechnics](!magic --mi-power @{selected|token_id}|MU-Pyrotechnics|Ring-of-Elemental-Fire-Command|12) (twice per day)\n• [Wall of fire](!magic --mi-power @{selected|token_id}|MU-Wall-of-Fire|Ring-of-Elemental-Fire-Command|12) (once per day)\n• [Flame strike](!magic --mi-power @{selected|token_id}|Flame-Strike|Ring-of-Elemental-Fire-Command|12) (twice per week)\n• [Fire resistance](!magic --mi-power @{selected|token_id}|PW-Fire-Resistance|Ring-of-Elemental-Fire-Command|12)}}{{hide2=}}{{Looks Like=A brass ring adorned with tiny rubies}}'}, + {name:'Ring-of-Elemental-Water-Command',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Elemental Command,Ring,1H,Alteration]{{}}RingData=[w:Ring of Water Elemental Command,sp:5,hide:ring-of-water-walking,rev:manual,rc:uncharged,loc:left finger|right finger,ns:8],[cl:PW,w:Purify-Water,sp:5,lv:12,pd:-1],[cl:PW,w:Create-Water,sp:5,lv:12,pd:1],[cl:PW,w:PR-Water-Breathing,sp:5,lv:12,pd:-1],[cl:PW,w:Wall-of-Ice,sp:5,lv:12,pd:1],[cl:PW,w:Airy-Water,sp:5,lv:12,pd:-1],[cl:PW,w:PR-Lower-Water,sp:5,lv:12,pd:2],[cl:PW,w:PR-Part-Water,sp:5,lv:12,pd:2],[cl:PW,w:Water-Walk,sp:5,lv:12,pd:-1]{{}}%{MI-DB|Ring-of-Elemental-Air-Command}{{name=of Water Elemental Command}}{{desc=The ring will appear to be a [ring of water walking](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Water-Walking) until the DM-established condition is met, but has certain other powers as well:}}{{hide1=The following common properties:\n**1.** Air Elementals can\'t attack or even approach within 5 feet of the wearer.\n**2.** Creatures, other than normal elementals, from the air elemental plane attack with penalties to their attack, damage \\amp saving throw rolls.\n**3.** The wearer of the ring is able to converse with air elementals or elemental creatures.\n**4.** The possessor of a ring of elemental command suffers a saving throw penalty of -2 vs. lightning/electricity\n**5.** Only one of the powers of a ring of elemental command can be in use at any given time.\nIn addition to the powers described above, the ring gives characters the following abilities:\n• [Purify water](!magic --mi-power @{selected|token_id}|PW-Purify-Water|Ring-of-Elemental-Water-Command|12) (at will)\n• [Create water](!magic --mi-power @{selected|token_id}|Create-Water|Ring-of-Elemental-Water-Command|12) (once per day)\n• [Water breathing](!magic --mi-power @{selected|token_id}|PR-Water-Breathing|Ring-of-Elemental-Water-Command|12) (at will)\n• [Wall of ice](!magic --mi-power @{selected|token_id}|Wall-of-Ice|Ring-of-Elemental-Water-Command|12) (once per day)\n• [Airy water](!magic --mi-power @{selected|token_id}|Airy-Water|Ring-of-Elemental-Water-Command|12) (at will)\n• [Lower water](!magic --mi-power @{selected|token_id}|PR-Lower-Water|Ring-of-Elemental-Water-Command|12) (twice per week)\n• [Part water](!magic --mi-power @{selected|token_id}|PR-Part-Water|Ring-of-Elemental-Water-Command|12) (twice per week)\n• [Water walk](!magic --mi-power @{selected|token_id}|Water-Walk|Ring-of-Elemental-Water-Command|12) (at will)}}{{hide2=}}{{Looks Like=A sculpted ring engraved with rolling waves and adorned with a single aquamarine stone}}'}, + {name:'Ring-of-Eloquence+2',type:'ring',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Eloquence +2}}{{subtitle=Ring}}Specs=[Ring of Eloquence,Ring,1H,Enchantment-Charm]{{Speed=[[3]]}}RingData=[w:Ring of Eloquence,sp:3,rc:uncharged,loc:left finger|right finger,on:!magic --change-attr @{selected|token_id}|+2|Charisma,off:!magic --change-attr @{selected|token_id}|-2|Charisma]{{Size=Tiny}}{{desc=While worn, this ring increases the wearer\'s charisma by +2}}{{Looks Like=A plain silver ring on the outside, with runes engraved on the inside which translate to a common pleasant greeting in a local language}}'}, + {name:'Ring-of-Feather-Falling',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Feather Falling}}{{subtitle=Ring}}Specs=[Ring of Feather Falling,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Feather Falling,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring protects its wearer by automatic activation of a *feather fall* if the individual falls 5 feet or more, immediately assuming the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing. The feather fall works as long as the maximum weight of the wearer and held objects does not exceed a combined total of 2400 pounds.}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'}, + {name:'Ring-of-Feather-Falling+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Clumsiness]{{}}RingData=[w:Ring of Clumsiness,sp:0,rc:cursed+uncharged,loc:left finger|right finger,hide:Ring-of-Feather-Falling,rev:manual]{{}}%{MI-DB|Ring-of-Clumsiness}{{title=Ring}}{{name= of Feather Falling and Clumsiness}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Use=It has a secondary power as a [*Ring of Feather Fall*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Feather-Falling).}}{{GM Info=The ring should hide itself as a ring appropriate to the secodary power and set the reveal condition to be manual. Otherise use the GM\'s [Add Item] dialog to hide appropriately and then when the wearer is stressed use the [Reveal Now] button to show its true nature. Apply all effects manually.}}{{desc=This cursed ring typically radiates an aura like another, beneficial, ring to disguise a baneful nature. The ring works normally, except when the wearer is under stress - combat, stealth, delicate activity, and the like - at which time the clumsiness takes effect. Dexterity is lowered to half normal, rounded down. Chances for stealth and precise actions are also lowered by one-half, rounded down. Any attempt at spellcasting that requires the handling of a material component or the accomplishment of a somatic component will succeed only if the wearer rolls a successful saving throw vs. spell; otherwise, the spell is botched and annulled.}}{{hide1=The ring can be taken off only by a successfully cast dispel magic spell (vs. 12th-level magic). Success destroys both the primary and secondary power of the ring.}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'}, + {name:'Ring-of-Fire-Resistance',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Fire Resistance}}{{subtitle=Ring}}Specs=[Ring of Fire Resistance,Ring,1H,Alteration-Protection]{{Speed=[[0]]}}RingData=[w:Ring of Fire Resistance,sp:0,rc:uncharged,loc:left finger|right finger,on:!attk --set-savemod @{selected|token_id}|spf=spe|Fire Spell|Fire Resistance|svspf\\clon;+4 --set-savemod @{selected|token_id}|brf=bre|Fire Breath|Fire Resistance|svbrf\\clon;+4 --set-savemod @{selected|token_id}|rof=rod|Fire Rod|Fire Resistance|svrof\\clon;+4,off:!attk --set-savemod @{selected|token_id}|delspell|Fire|Fire Resistance]{{Size=Tiny}}{{Immunity=Normal Fires}}{{Resistance=V.large/hot fires cause no more than 10HP/round}}{{Saves=Extremely hot fires save+[[4]] \\amp [[0-2]] per dice damage}}{{desc=The wearer of this ring is totally immune to the effects of normal fires—torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration.\nExceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc., are saved against with a +4 bonus to the die roll, and all damage dice are calculated at -2 per die, but each die is never less than 1 in any event. As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, those of exceptional heat (25 or more hit points)}}{{Looks Like=A brass ring adorned with tiny rubies}}'}, + {name:'Ring-of-Flying',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Flying}}{{subtitle=Ring}}Specs=[Ring of Flying,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Flying,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring bestows the power of magical flight. The wearer is able to move vertically and horizontally at will at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using the fly ring requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the "Aerial Combat" section of Chapter 9 of the DMG).}}{{Looks Like=A ring made of a very light metal engraved with an image of feathers}}'}, + {name:'Ring-of-Flying+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Flying}{{}}'}, + {name:'Ring-of-Free-Action',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Free Action}}{{subtitle=Ring}}Specs=[Ring of Free Action,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Free Action,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=This ring enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water. The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic.}}{{Looks Like=A base metal ring engraved with the image of an open hand}}'}, + {name:'Ring-of-Free-Action+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Free-Action]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Free Action and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Free Action*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Free-Action).}}{{Looks Like=A base metal ring engraved with the image of an open hand}}'}, + {name:'Ring-of-Human-Influence',type:'ring',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Human Influence}}{{subtitle=Ring}}Specs=[Ring of Human Influence,Ring,1H,Enchantment-Charm]{{Speed=[[0]]}}RingData=[w:Ring of Human Influence,sp:3,rc:uncharged,loc:left finger|right finger,on:\\api;setattr --fb-from Magic Items --fb-header Ring of Human Influence - Put on --fb-content _CHARNAME_ chooses to put on the Ring of Human Influence and now has a Charisma of 18 vs Humans and Humanoids --name @{selected|character_name} --RoHI-chr|@{selected|charisma} --charisma|18,off:\\api;resetattr --fb-from Magic Items --fb-header Ring of Human Influence - Take off --fb-content _CHARNAME_ chooses to take off the ring and their Charisma returns to normal --name @{selected|character_name} --RoHI-chr --charisma|@{selected|RoHI-chr},ns:2],[cl:PW,w:Suggestion,sp:3,lv:12,pd:1],[cl:PW,w:MU-Charm-Person,sp:3,lv:12,pd:1]{{Size=Tiny}}{{Immunity=None}}{{desc=Has the effect of raising the wearer\'s Charisma to 18 on encounter reactions with humans and humanoids. The wearer can make a [*suggestion*](!magic --mi-power @{selected|token_id}|Suggestion|Ring-of-Human-Influence|12) to any human or humanoid (saving throw applies). The wearer can also [charm](!magic --mi-power @{selected|token_id}|Charm-Person|Ring-of-Human-Influence|12) up to 21 levels/Hit Dice of human/humanoids (saving throws apply) just as if he were using the wizard spell, *charm person*. The two latter uses of the ring are applicable but once per day. Suggestion or charm has an initiative penalty of +3.}}{{Use=Putting on the ring using the Change Weapon function changes Charisma to 18, and taking it off returns Charisma to its previous value. If using InitiativeMaster Group or Individual Initiative, select Initiative for a Magic Item, then the Ring of Human Influence to get the right item speed. Cast the spells by Using the Ring as a Magic Item, then selecting the appropriate spell in the Effect description.}}{{Looks Like=A silver ring with flat sections polished to a mirror finish that flashes and flickers in any light}}'}, + {name:'Ring-of-Invisibility',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Invisibility}}{{subtitle=Ring}}Specs=[Ring of Invisibility,Ring,1H,Illusion-Phantasm]{{Speed=[[0]]}}RingData=[w:Ring of Invisibility,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Action=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible, AC improved by 4|half-haze)}}{{desc=The wearer of an invisibility ring is able to become invisible at will, instantly. This nonvisible state is exactly the same as the wizard *invisibility* spell.\nThe wearer vanishes from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable.}}{{hide1=Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).\nThe effect remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, or until the recipient attacks any creature. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose.}}{{Looks Like=A ring made of a durable translucent crystal}}'}, + {name:'Ring-of-Invisibility+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Invisibility]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Invisibility and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Invisibility*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Invisibility).}}{{Looks Like=A ring made of a durable translucent crystal}}'}, + {name:'Ring-of-Invisibility+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Invisibility}{{}}'}, + {name:'Ring-of-Invisibility+Inaudibility',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Invisibility \\amp Inaudibility}}{{subtitle=Ring}}Specs=[Ring of Invisibility,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Invisibility,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Action=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible and inaudible, AC improved by 4|half-haze)}}{{desc=The wearer of an invisibility ring is able to become invisible at will, instantly. This nonvisible state is exactly the same as the wizard *invisibility* spell, except that they have inaudibility as well, making the wearer absolutely silent. If the wearer wishes to speak, he breaks all silence features in order to do so.}}{{hide1=The wearer vanishes from sight and be undetectable by normal vision or even infravision and is magically silenced. Certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).\nThe effect remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, or until the recipient attacks any creature. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose.}}'}, + {name:'Ring-of-Jumping',type:'ring',ct:'0',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Jumping}}{{subtitle=Ring}}Specs=[Ring of Jumping,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Jumping,sp:0,qty:4,rc:recharging,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=The wearer of this ring is able to leap 30 feet ahead or 10 feet backward or straight up, with an arc of about 2 feet for every 10 feet traveled (see the 1st level wizard spell, *jump*). The wearer must use the ring\'s power carefully, for it can perform only four times per day.}}{{Looks Like=A base metal ring engraved with the image of a frog}}'}, + {name:'Ring-of-Jumping+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Jumping]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Jumping and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Jumping*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Jumping).}}{{Looks Like=A base metal ring engraved with the image of a frog}}'}, + {name:'Ring-of-Levitation',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Levitation}}{{subtitle=Ring}}Specs=[Ring of Levitation,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Levitation,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=Bestows the power of Levitation at will, subject to a maximum weight limit of 1200 pounds. The wearer can move vertically up or down at a movement rate of 2 per round. This ring does not empower horizontal movement, but could push along the face of a cliff, for example, to move laterally. The wearer can cancel the effect as desired.\nThe ring effect requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of -1, the second -2, the third -3, etc., up to a maximum of -5. A full round spent stabilizing allows the creature to begin again at -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow.}}{{Looks Like=A ring made of a very light metal engraved with an image of a feather}}'}, + {name:'Ring-of-Levitation+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Levitation}{{}}'}, + {name:'Ring-of-Mammal-Control',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Mammal Control}}{{subtitle=Ring}}Specs=[Ring of Mammal Control,Ring,1H,Enchantment-Charm]{{Speed=[[0]]}}RingData=[w:Ring of Mammal Control,sp:5,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=Enables its wearer to [exercise complete control](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Choose a mammal to control|token_id}|Ring of Mammal Control|99|0|Controlled by @{selected|character_name}|chained-heart) over mammals with Intelligence of 4 or less (animal or semi-intelligent mammals). Up to 30 Hit Dice of mammals can be controlled. The wearer\'s control over creatures is so great he can even command them to kill themselves, but complete concentration is required. (Note: The ring does not affect bird-mammal combinations, humans, semi-humans, and monsters such as lammasu, shedu, manticores, etc.). If the DM is in doubt about whether any creature can be controlled by the wearer of this ring, assume it can\'t be controlled.}}{{use=Select using the ring for initiative (if doing group or individual initiative) to get the right action speed. To mark mammals as influenced, use the ring as a magic item and then select the button in the Effect description, targeting each mammal in turn.}}{{Looks Like=A silver ring with the sculpted head of a male lion where a gem might be}}'}, + {name:'Ring-of-Mind-Shielding',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Mind Shielding}}{{subtitle=Ring}}Specs=[Ring of Mind Shielding,Ring,1H,Abjuration]{{Speed=[[0]]}}RingData=[w:Ring of Mind Shielding,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=Completely immune to *ESP, Detect Lie,* and *Know Alignment*}}{{desc=This ring is usually of fine workmanship and wrought from heavy gold. The wearer is completely immune to *ESP, detect lie,* and *know alignment.*}}{{Looks Like=A ring of beads on string, which reminds you of a miniature dream-catcher}}'}, + {name:'Ring-of-Protection',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection,w:Ring of Protection]{{}}%{MI-DB|Ring-of-Protection+1}{{GM Info=To determine the value of a protection ring, use the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[D100 Roll](!\\amp#13;\\amp#47gr 1d100)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Level of Protection\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[01-10](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+0|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+0 cursed (optional)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[11-70](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+1|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[71-82](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+2|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[83](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+2-5ft-radius|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2, 5-foot radius protection\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[84-90](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+3|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[91](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection+3-5ft-radius|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3, 5-foot radius protection\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[92-97](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection-AC+4-Save+2|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+4 on AC, +2 to saving throws\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[98-00](!magic --add-mi @{selected|token_id}|Ring-of-Protection|Ring-of-Protection-AC+6-Save+1|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+6 on AC, +1 to saving throws\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe radius bonus of 5 feet extends to all creatures within its circle, but applies only to their saving throws (i.e., only the ring wearer gains Armor Class additions)}}'}, + {name:'Ring-of-Protection+0',type:'protection ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+0,+:0,w:Ring of Protection+0,rc:cursed+uncharged,svsav:0]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+0}}{{Protection=+[[0]] on AC}}{{Saves=+[[0]] on saves}}'}, + {name:'Ring-of-Protection+1',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection]{{}}ACData=[a:Ring of Protection+1,w:Ring of Protection+1,st:Ring,+:1,rules:-magic,sz:T,wt:0,sp:0,svsav:1,rc:uncharged,loc:left finger|right finger]{{title=Ring of Protection}}{{name=+1}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Protection=+[[1]] on AC}}{{Saves=+[[1]] on saves}}{{Looks Like=A relatively plain ring made of some exotic metal. You are unable to distinguish it from any other ring by just looking at it...}}{{desc=A ring of protection improves the wearer\'s Armour Class value and saving throws versus all forms of attack.}}{{hide1=A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:\n1. The ring does not improve Armour Class if magical armour is worn, although it does add to saving throw die rolls.\n2. Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protection.}}'}, + {name:'Ring-of-Protection+2',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+2,+:2,svsav:2,w:Ring of Protection+2]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+2}}{{Protection=+[[2]] on AC}}{{Saves=+[[2]] on saves}}'}, + {name:'Ring-of-Protection+2-5ft-radius',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+2,+:2,svsav:2,w:Ring of Protection+2,on:\\api;token-mod --ignore-selected --ids @{selected|token_id} --off aura1_square --set aura1_radius|4 aura1_color|3fbf3f,off:\\api;token-mod --ignore-selected --ids @{selected|token_id} --set aura1_radius|]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+2\n5ft radius}}{{Protection=+[[2]] on AC for wearer only}}{{Saves=+[[2]] on saves for all in 5ft of wearer}}\n{{hide2=The radius bonus of 5 feet extends to all creatures within its circle, but applies only to their saving throws (i.e., only the ring wearer gains Armor Class additions).}}{{Use=Putting on the ring using the Change Weapon function will display the radius of effect. It will also update the *wearer\'s* AC and Saves, but not the saves of others in the radius of effect - that bonus must be applied manually. Taking the ring off will remove the visual radius of effect.}}'}, + {name:'Ring-of-Protection+3',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+3,+:3,w:Ring of Protection+3,svsav:3]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+3}}{{Protection=+[[3]] on AC}}{{Saves=+[[3]] on saves}}'}, + {name:'Ring-of-Protection+3-5ft-radius',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+2-5ft-radius]{{}}ACData=[a:Ring of Protection+3,+:3,svsav:3,w:Ring of Protection+3]{{}}%{MI-DB|Ring-of-Protection+2-5ft-radius}{{name=+3\n5ft radius}}{{Protection=+[[3]] on AC for wearer only}}{{Saves=+[[3]] on saves for all in 5ft of wearer}}'}, + {name:'Ring-of-Protection-AC+4-Save+2',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection]{{}}ACData=[a:Ring of Protection-AC+4-Save+2,+:4,w:Ring of Protection-AC+4-Save+2,svsav:2]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+4 to AC, +2 to Saves}}{{Protection=+[[4]] on AC}}{{Saves=+[[2]] on saves}}'}, + {name:'Ring-of-Protection-AC+6-Save+1',type:'protection ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection-AC+6-Save+1,+:6,w:Ring of Protection-AC+6-Save+1,svsav:1]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+6 to AC, +1 to Saves}}{{Protection=+[[6]] on AC}}{{Saves=+[[1]] on saves}}'}, + {name:'Ring-of-Regeneration',type:'ring',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{name=Ring of Regeneration}}{{subtitle=Ring}}Specs=[Ring of Regeneration,Ring,1H,Healing]{{Speed=[[3]]}}RingData=[w:Ring of Regeneration,sp:3,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=The standard ring of regeneration restores one point of damage per turn (and will eventually replace lost limbs or organs). It will bring its wearer back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in his system.) Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the ring must be worn, and its removal stops the regeneration processes.}}{{Use=Apply all effects of this ring manually}}'}, + {name:'Ring-of-Shocking-Grasp',type:'ring|innate-melee',ct:'0',charge:'selfchargeable',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Shocking Grasp}}{{subtitle=Ring}}Specs=[Ring of Shocking Grasp,Ring|Innate-Melee,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Shocking Grasp,sp:0,rc:selfchargeable,qty:3,loc:left finger|right finger,zero:!rounds --target-nosave caster|@{selected|token_id}|Ring Shocking Grasp Recharge|10|-1|Ring of Shocking Grasp is recharging|stopwatch]{{Size=Tiny}}ToHitData=[w:Ring of Shocking Grasp,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:0,rc:selfchargeable]{{Immunity=None}}DmgData=[w:Ring of Shocking Grasp,c:1,sb:0,+:0,SM:6+1d8,L:6+1d8,rc:selfchargeable]{{desc=This ordinary-seeming ring radiates only a faint, unidentifiable aura of magic when examined, but it contains a strong enchantment, capable of inflicting damage on an opponent. If the wearer touches an enemy with the hand upon which the ring is worn, a successful attack roll deliverers 1d8+6 points of damage to the target.\nAfter three discharges of this nature, regardless of the time elapsed between them, the ring becomes inert for one turn, over which it recharges to full charge. When actually functioning, this ring causes a circular, charged extrusion appear on the palm of the wearer\'s hand.}}{{Use=To attack with the ring, ensure the ring is **both** worn on a hand, **and** held in hand as a weapon. Then use an attack to touch a creature which will discharge a charge. The ring can be taken off and put on later without affecting any remaining charges. Once all charges are expended, the ring will automatically recharge itself (requires use of *RoundMaster* \\amp the Turn Order)}}{{Looks Like=A copper ring made of twisted strands of copper}}'}, + {name:'Ring-of-Shocking-Grasp+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Shocking-Grasp}{{}}'}, + {name:'Ring-of-Shooting-Stars',type:'ring',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Shooting Stars}}{{subtitle=Ring}}Specs=[Ring of Shooting Stars,Ring,1H,Evocation]{{Speed=[[5]]}}RingData=[w:Ring of Shooting Stars,sp:5,rc:discharging,loc:left finger|right finger,ns:6], [cl:PW,w:MU-Dancing-Lights,sp:5,pd:12], [cl:PW,w:MU-Light,sp:5,pd:2], [cl:PW,w:RoSS-Ball-Lightning,sp:5,pd:1], [cl:PW,w:RoSS-Shooting-Stars,sp:5,pd:3], [cl:PW,w:PR-Faerie-Fire,sp:5,pd:2], [cl:PW,w:RoSS-Spark-Shower,sp:5,pd:1] {{Size=Tiny}}{{Immunity=None}}{{Resistance=None}}{{Saves=None}}{{desc=This ring has two modes of operation—at night and underground—both of which work only in relative darkness. \n***During night hours, under the open sky***, the shooting stars ring will perform the following functions:\n• [*Dancing lights*](!magic --mi-power @{selected|token_id}|MU-Dancing-Lights|Ring-of-Shooting-Stars|1) as spell (once per hour).\n• [*Light*](!magic --mi-power @{selected|token_id}|MU-Light|Ring-of-Shooting-Stars|1), as spell (twice per night), 120-foot range.\n• [*Ball lightning*](!magic --mi-power @{selected|token_id}|RoSS-Ball-Lightning|Ring-of-Shooting-Stars|1), as power (once per night).\n• [*Shooting stars*](!magic --mi-power @{selected|token_id}|RoSS-Shooting-Stars|Ring-of-Shooting-Stars|1), as power (special).\n***Indoors at night, or underground***, the ring of shooting stars has the following properties:\n[*Faerie fire*](!magic --mi-power @{selected|token_id}|PR-Faerie-Fire|Ring-of-Shooting-Stars|1) (twice per day) as spell\n[*Spark shower*](!magic --mi-power @{selected|token_id}|RoSS-Spark-Shower|Ring-of-Shooting-Stars|1) (once per day) as power\nRange, duration, and area of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5}}{{Looks Like=A ring made of jet with small specs of quartz embedded}}\n!setattr --silent --sel --casting-level|1 --casting-name|@{selected|token_name}\'s Ring of Shooting Stars'}, + {name:'Ring-of-Spell-Storing',type:'ring',ct:'5',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Storing}}{{subtitle=Ring}}Specs=[Ring of Spell Storing,Ring,1H,Conjuration-Summoning]{{Speed=[[5]] regardless of spell}}RingData=[w:Ring of Spell Storing HHSLS,sp:5,qty:1,hide:reveal,rc:single-uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Spells=[Store](!magic --mem-spell MI-MU|@{selected|token_id}) or [View](!magic --view-spell mi-spells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}) spells}}{{Use=Click the buttons in the *Spells* section to view, cast and restore spells in the ring. If the possessor is not able to restore a spell, the ring can be passed to one who can using *Items/MI menu \\gt Store items*}}{{Looks Like=A ring made of some exotic material but otherwise indistinuishable from other rings}}{{desc=A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The ring empathically imparts to the wearer the names of its spells.}}{{hide1=Once spell class, level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of [[5]].}}{{GM Info=The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see "Scrolls\'\'). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows:\nPriest: 1d6, if 6 is rolled, roll 1d4 instead.\nWizard: 1d8, if 8 is rolled, roll 1d6 instead.\nWhich spell type of any given level is contained by the ring is also randomly determined. The GM can add and thereby set the original spells to the ring using the GM\'s [Add Items] dialog}}\n'}, + {name:'Ring-of-Spell-Turning',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Turning}}{{subtitle=Ring}}Specs=[Ring of Spell Turning,Ring,1H,Abjuration]{{Speed=[[0]]}}RingData=[w:Ring of Spell Turning,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Reference=DMG p}}{{Use=All effects must be applied manually}}{{desc=Some spells immune to ring of spell turning:\n1. Area-effect Spells not cast directly at the ring wearer.\n2. Spells that are delivered by touch.\n3. Magic contained in devices triggered without spellcasting. A scroll spell is not considered a device.\n4. Spells affecting numbers of levels must affect enough levels for both target \\amp caster added together.\nRoll [1d10](!\\amp#13;\\amp#47;r 10*1d10 percent turned) multiplied by 10 percent turned. Saves gain a + equal to die roll \\amp caster also must save at a + of the d10 dice roll.\nSave also allowed against spells that normally don\'t get one, at a base save of 20, less the beneficial modifier being as above for each of target and caster.\nEffects divided proportionately as appropriate based on the d10 roll. Damage and durations are split proportionately. If both caster \\amp target wear *Rings of Spell Turning* see DMG description for effects}}{{Looks Like=A highly polished silver ring but otherwise plain and ordinary}}'}, + {name:'Ring-of-Spell-Turning+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Spell-Turning}{{}}'}, + {name:'Ring-of-Strength+Contrariness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Contrariness,Ring,1H,Alteration,Ring-of-Contrariness]{{}}RingData=[w:Ring of Contrariness]{{}}%{MI-DB|Ring-of-Contrariness+Strength}{{}}'}, + {name:'Ring-of-Sustenance',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Sustenance}}{{subtitle=Ring}}Specs=[Ring of Sustenance,Ring,1H,Healing]{{Speed=[[3]]}}RingData=[w:Ring of Sustenance,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=This magical ring provides its wearer with life-sustaining nourishment even though he or she might go for days without food or drink. The ring also refreshes the body and mind, so that its wearer needs to sleep only two hours per day to gain the benefit of eight hours of sleep.\nThe ring must be worn for a full week in order to function properly. If it is removed, the wearer immediately loses its benefit and must wear it for another week to reattune it to himself. After functioning for any period of seven consecutive days, a ring of sustenance will cease to function for a week while it replenishes itself.}}{{Use=Apply all effects manually}}{{Looks Like=A ring made of polished wood}}'}, + {name:'Ring-of-Swimming',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Swimming}}{{subtitle=Ring}}Specs=[Ring of Swimming,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Swimming,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=The ring of swimming bestows upon the wearer the ability to swim at a full 21 base speed. (This assumes, of course, that the wearer is clad in garments appropriate for such activity.) The ring further enables the wearer to dive up to 50 feet into water without injury, providing the depth of the water is at least 1.5 feet per 10 feet of diving elevation. The wearer can stay underwater for up to four rounds without needing a breath of air. Surface swimming can continue for four hours before a one hour (floating) rest is needed. The ring confers the ability to stay afloat under all but typhoon-like conditions.}}{{Looks Like=A ring made of some durable spongy material, orange \\amp white}}'}, + {name:'Ring-of-Swimming+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Swimming]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Swimming and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Swimming*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Swimming).}}{{Looks Like=A ring made of some durable spongy material, orange \\amp white}}'}, + {name:'Ring-of-Telekinesis',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis,sp:0,rc:uncharged,loc:left finger|right finger]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis}}{{desc1=The amount of weight the wearer can move varies. Roll percentile dice to find the strength of the ring:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[Roll d100](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Can move\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[01-25](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[26-50](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[51-89](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[90-99](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;200 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[00](!magic --add-mi @{selected|token_id}|Ring-of-Telekinesis|Ring-of-Telekinesis-25lbs|=|=||silent)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;400 lbs. maximum\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Ring-of-Telekinesis-100lbs',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis]{{}}RingData=[w:Ring of Telekinesis 100lbs,sp:0,rc:uncharged,loc:left finger|right finger]{{title=Ring}}{{name= of Telekinesis\n100lbs capability}}{{Speed=[[3]]}}{{Size=Tiny}}{{desc=This ring enables the wearer to manipulate objects in the same manner as the 5th-level wizard spell, [*telekinesis*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Telekinesis).}}{{desc1=The wearer can only move up to 100lbs using this ring.}}{{Looks Like=A ring made of base metal with a large translucent quartz crystal set on it}}'}, + {name:'Ring-of-Telekinesis-200lbs',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 200lbs]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n200lbs capability}}{{desc1=The wearer can only move up to 200lbs using this ring.}}'}, + {name:'Ring-of-Telekinesis-25lbs',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 25lbs]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n25lbs capability}}{{desc1=The wearer can only move up to 25lbs using this ring.}}'}, + {name:'Ring-of-Telekinesis-400lbs',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 400lbs]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n400lbs capability}}{{desc1=The wearer can only move up to 400lbs using this ring.}}'}, + {name:'Ring-of-Telekinesis-50lbs',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Telekinesis,Ring,1H,Alteration,Ring-of-Telekinesis-100lbs]{{}}RingData=[w:Ring of Telekinesis 50lbs]{{}}%{MI-DB|Ring-of-Telekinesis-100lbs}{{name= of Telekinesis\n50lbs capability}}{{desc1=The wearer can only move up to 50lbs using this ring.}}'}, + {name:'Ring-of-The-Ram',type:'ring',ct:'5',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of the Ram}}{{subtitle=Ring}}Specs=[Ring of the Ram,Ring,1H,Evocation]{{Speed=[[5]]}}RingData=[w:Ring of The Ram,sp:5,qty:5+1d5,rc:rechargeable,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Looks Like=This ornate ring can be of any hard metal, usually a silver alloy or iron. It has the head of a ram (or a buck goat) as its device.}}{{GM Info=Anyone who attempts a detect magic on the ring discovers an *evocation* upon it.\nWhen saving throws are being considered, the DM can make circumstantial adjustments according to need. For instance, a fire giant balanced on a narrow ledge should not gain any benefit from Strength and weight unless he knows that he\'s about to be struck by the force of the ring. This is a case where common sense will serve best.}}{{desc=The wearer can cause the ring to give forth a ram-like force, manifested by a vaguely discernible shape which resembles the head of a ram or goat. This force strikes one target for 1d6 points of damage if [one charge](!\\amp#13;\\amp#47;r 1d6 damage for 1 charge expended) is expended, 2d6 points if [two charges](!magic --mi-charges @{selected|token_id}|-1|Ring-of-the-Ram\\amp#13;\\amp#47;r 2d6 damage for 2 charges expended) are used, or 3d6 points if [three charges](!magic --mi-charges @{selected|token_id}|-2|Ring-of-the-Ram\\amp#13;\\amp#47;r 3d6 damage for 3 charges expended) (the maximum) are used.\nIn addition to its attack mode, the ring of the ram also has the power to open doors as if a person of 18/00 Strength were doing so by its use (which expends 1 charge). If [two charges](!magic --mi-charges @{selected|token_id}|-1|Ring-of-the-Ram\\amp#13;Two charges expended, so @{selected|token_name}\'s equivalent strength is 19) are expended, the effect is as for a character of 19 Strength, and if [three charges](!magic --mi-charges @{selected|token_id}|-2|Ring-of-the-Ram\\amp#13;Three charges expended, so @{selected|token_name}\'s equivalent strength is 20) are expended, the effect is as if a 20 Strength were used. Magically held or locked portals can be opened in this manner.}}{{hide1=The ring is quite useful for knocking opponents off walls or ladders, or over ledges, among other things. The force of the blow is considerable, and a victim who fails to save versus spell is knocked down. The range of this power is 30 feet. The target of the blow applies adjustments to the saving throw from the following list:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Target smaller than man-sized\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Larger than man-sized\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Strength under 12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Strength of 18-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Strength over 20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4 or more legs\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Over 1,000 lbs. weight\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2 charges expended\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3 charges expended\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{hide2= Structural damage from the ramlike force is identical to an actual battering ram, with double or triple damage accruing for applications of two or three charges. Magical items struck by the ramlike force must save versus crushing blow if three charges are used; otherwise, the force will not affect them. Nonmagical items which are the target of the force save versus crushing blow from the impact.\nIt can be recharged by a wizard employing enchant an item and Bigby\'s clenched fist in combination.}}'}, + {name:'Ring-of-Truth',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Truth}}{{subtitle=Ring}}Specs=[Ring of Truth,Ring,1H,Divination]{{Speed=[[3]]}}RingData=[w:Ring of Truth,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=There is little doubt that wearing a ring of truth is a mixed blessing. The wearer can detect any lie told to him, but he is unable to tell any sort of falsehood himself. If the wearer tries to tell a lie, he finds himself speaking the literal truth instead. On the plus side, the wearer is able to discern the last lie told by another—in fact, the power of the ring causes the voice of the liar to rise to a falsetto.\nIf the wearer of the ring encounters magic that enables falsehoods to be spoken without detection (such as an undetectable lie spell or a philter of glibness), no lie is detected. However, the ring wearer will find himself unable to hear the voice of the person so influenced, whether or not he is trying to listen. This, of course, reveals the lie indirectly.}}{{Looks Like=A plain, pure gold ring}}'}, + {name:'Ring-of-Warmth',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Warmth}}{{subtitle=Ring}}Specs=[Ring of Warmth,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Warmth,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring provides its wearer with body heat even in conditions of extreme cold where the wearer has no clothing whatsoever. It also restores damage caused by cold at the rate of one point per turn. It provides a saving throw bonus of +2 versus cold-based attacks, and reduces damage sustained by -1 per die.}}{{Looks Like=A base metal ring set with one small ruby}}'}, + {name:'Ring-of-Warmth+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Warmth]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Warmth and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Warmth*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Warmth).}}{{Looks Like=A base metal ring set with one small ruby}}'}, + {name:'Ring-of-Water-Walking',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Water Walking}}{{subtitle=Ring}}Specs=[Ring of Water Walking,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Water Walking,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring enables the wearer to walk on any liquid without sinking into it - this includes mud, quicksand, oil, running water, and even snow. Up to 1,200 pounds can be supported by a ring of water walking. The ring wearer\'s feet do not actually contact the surface he is walking upon (but oval depressions about 1 1/2 inches deep per 100 pounds of weight of the walker will be observed in hardening mud or set snow). The wearer moves at his standard movement rate.}}{{Looks like=A sculpted ring engraved with rolling waves and adorned with a single aquamarine stone}}'}, + {name:'Ring-of-Water-Walking+Clumsiness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Clumsiness,Ring,1H,Alteration,Ring-of-Feather-Falling+Clumsiness]{{}}RingData=[w:Ring of Clumsiness,hide:Ring-of-Water-Walking]{{}}%{MI-DB|Ring-of-Feather-Falling+Clumsiness}{{name= of Water Walking and Clumsiness}}{{Use=It has a secondary power as a [*Ring of Water Walking*](!magic --display-ability @{selected|token_id}|MI-DB|Ring-of-Water-Walking).}}{{Looks like=A sculpted ring engraved with rolling waves and adorned with a single aquamarine stone}}'}, + {name:'Ring-of-Weak-Invisibility',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{}}Specs=[Ring of Weakness,Ring,1H,Alteration,Ring-of-Weakness]{{}}RingData=[w:Ring of Weakness,hide:reveal]{{}}%{MI-DB|Ring-of-Invisibility}{{title=Ring}}{{name= of Weak Invisibility}}{{subtitle=Ring}}{{Speed=[[3]]}}{{Size=Tiny}}{{Action=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible, AC improved by 4|half-haze --target-nosave caster @{selected|token_id}|Increasing-Weakness_Ring-Effect|+0|-20||spanner)}}'}, + {name:'Ring-of-Weakness',type:'ring',ct:'0',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Weakness}}{{subtitle=Ring}}Specs=[Ring of Weakness,Ring,1H,Alteration]{{Speed=[[3]]}}RingData=[w:Ring of Weakness,hide:Ring-of-Weak-Invisibility,rev:manual,sp:0,rc:cursed+uncharged,loc:left finger|right finger,on:\\api;setattr --silent --charid @{selected|character_id} --ring-weakness-str|@{selected|strength}|@{selected|constitution}\\amp#13;\\api;rounds @{selected|token_id} --target-nosave caster|@{selected|token_id}|Increasing-Weakness_Ring-Effect|100|-10||spanner,off:\\api;setattr --silent --charid @{selected|character_id} --strength|`{selected|ring-weakness-str}|`{selected|ring-weakness-str} --constitution|`{selected|ring-weakness-str|max}|`{selected|ring-weakness-str|max}\\amp#13;\\api;rounds @{selected|token_id} --deltargetstatus @{selected|token_id}|Increasing-Weakness_ring-effect]{{Size=Tiny}}{{Use=Putting this ring on will start its effect. Taking it off will stop its effect}}{{Use=[Become Invisible](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible, AC improved by 4|half-haze --target-nosave caster @{selected|token_id}|Increasing-Weakness_Ring-Effect|+0|-20||blank)}}{{desc=This cursed ring causes the wearer to lose 1 point of Strength and 1 point of Constitution per turn until the individual reaches three in each ability. This loss is not noticeable until the individual actually observes his weakened state through some exertion (such as combat or heavy lifting). The ring can also make the wearer *invisible* at will}}{{hide1=(at the cost of double the standard rate of Strength and Constitution loss). When the affected abilities reach 3, the wearer will be unable to function in his class.\nPoints lost from the ring are restored by rest on a one-for-one basis, with 1 point of each ability lost being restored in one day of rest. The ring of weakness can be removed only if a *remove curse* spell, followed by a *dispel magic*, is cast upon the ring.\nThere is a 5% chance that this procedure will reverse the ring\'s effect, changing it to a *ring of berserk strength* - if this happens, [click here](!rounds --deltargetstatus @{selected|token_id}||Increasing-Weakness_ring-effect --target-nosave caster|@{selected|token_id}|Increasing-Strength_Ring-Effect|100|-10||blank\\amp#13;!magic --add-mi @{selected|token_id}|Ring-of-Weakness|Ring-of-Berserk-Strength|=|=|nocurse|silent) to transform this ring.}}{{Looks Like=A dull, base metal ring (any previous appearance was a magical effect)}}'}, + {name:'Ring-of-Wishes',type:'ring',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{name=Ring of Wishes}}{{subtitle=Ring}}Specs=[Ring of Wishes,Ring,1H,Conjuration-Summoning]{{Speed=[[0]] - so fast, you can\'t change your mind, but the effect may take forever to happen}}RingData=[w:Ring of Wishes,sp:0,rc:discharging,loc:left finger|right finger]{{Size=Tiny}}{{desc=As with any wish, the DM should be very judicious in handling the request. If players are greedy and grasping, interpret their wording exactly, twist the wording, or simply rule the request is beyond the power of the magic. In any case, the wish is used up, whether or not the wish was granted, and regardless of the DM\'s interpretation of the wisher\'s request. No wish can cancel the decrees of god-like beings, unless it comes from another such creature.\n**House rules:** Legitimate uses for a full wish with no splash\n1. Raise a single attribute to 16\n2. Raise a single attribute from 16 to 17, or 17 to 18, or 18 to 19, or 19 to 20. Cannot be raised above 20 using a single wish.\n3. Restore a party to full heath (even if some members dead/paralysed/etc)}}'}, + {name:'Ring-of-Wizardry',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Wizardry}}{{subtitle=Ring}}Specs=[Ring of Wizardry,Ring,1H,Alteration]{{Speed=[[0]]}}RingData=[w:Ring of Wizardry,sp:0,rc:uncharged,loc:left finger|right finger,on:\\api;modattr --charid @{selected|character_id} --spell-level3-misc|@{selected|spell-level3-castable} --fb-header Ring of Wizardry --fb-content _CHARNAME_ gains _TCUR0_ additional memorisable spells at 3rd level,off:\\api:modattr --charid @{selected|character_id} --spell-level3-misc|-@{selected|spell-level3-castable} --fb-header Ring of Wizardry --fb-content _CHARNAME_ loses _TCUR0_ additional memorisable spells at 3rd level]{{Size=Tiny}}{{Immunity=None}}{{desc=This ring confers on the bearer double the number of 3rd level wizard spells that can be memorized per day, while it is worn. If it is removed, the possessor will loose those spells gained at random - i.e. roll a dice to determine which memorized spells are instantly forgotten.}}{{Use=Putting on the ring using *Attk Menu \\gt Change Weapon* should add the correct number of *misc* 3rd level spell slots, and taking it off will reduce by the same value. This can be adjusted by using the *Spells menu \\gt Memorise Spells* dialog, going to 3rd level spells and clicking the number of spells and then the *# misc* button}}{{Looks Like=A ring made of intertwined threads of silver and gold but otherwise unadorned}}'}, + {name:'Ring-of-Xray-Vision',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name=of X-ray Vision}}{{subtitle=Ring}}Specs=[Ring of X-ray Vision,Ring,1H,Divination]{{Speed=[[3]]}}RingData=[w:Ring of X-ray Vision,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{desc=This ring gives its possessor the ability to see into and through substances that are impenetrable to normal sight. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light.}}{{hide1=X-ray vision can penetrate 20 feet of cloth, wood, or similar animal or vegetable material, and up to 10 feet of stone or some metals (some metals can\'t be penetrated at all):\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Substance Scanned\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Thickness Penetrated per Round of X-Raying\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Maximum Thickness\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Animal matter\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\'\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Vegetable matter\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2.5\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\'\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Stone\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\'\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Iron, Steel, etc.\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1"\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10"\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Lead, Gold, Platinum\\amplt;/td\\ampgt;\\amplt;td\\ampgt;nil\\amplt;/td\\ampgt;\\amplt;td\\ampgt;nil\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;table\\ampgt;\nIt is possible to scan up to 100 square feet of area during one round. Thus, during one round, the wearer of the ring could scan an area of stone 10 feet wide and 10 feet high. Alternatively, he could scan an area 5 feet wide and 20 feet high.\nSecret compartments, drawers, recesses, and doors are 90% likely to be located by xray vision scanning.}}{{GM Info=Even though this ring enables its wearer to scan secret doors, traps, hidden items, and the like, it also limits his use of the power, for it drains 1 point of Constitution if used more frequently than once every six turns. If it is used three turns in one hour, the user loses 2 points from his total Constitution score, 3 if used for four turns, etc.\nThis Constitution loss is recovered at the rate of 2 points per day of rest. If Constitution reaches 2, the wearer is exhausted and must rest immediately. No activity, not even walking, can be performed until Constitution returns to 3 or better.}}{{Use=Apply all effects of the ring manually}}{{Looks Like=A ring made of very clear transparent material (diamond?), so clear it is almost invisible}}'}, + ]}, + MI_DB_Scrolls_Books:{bio:'
Scrolls & Spellbooks
v6.09 22/05/2024

This Magic Item database holds definitions for both Wizard and Priest Scrolls and Spellbooks.', + gmnotes:'
Change Log:

v6.09 22/05/2024 Updates to use latest API features. Added Paper, Parchment & Papyrus
v6.08 27/04/2024 Added character/player writeable scroll
v6.07 04/04/2024 Started adding hide#= sections for longer descriptions to trigger "show more.." buttons
v6.06 02/08/2023 Added a blank spellbook that the GM can add spells to
v6.05 20/04/2023 Further charge type updates
v6.04 14/04/2023 Updated charge types for books from charged to discharging to prevent division
v6.02 11/12/2022 Fixed spell/power storing items
v6.01 25/09/2022 Moved to RPGM Library and updated templates
v5.8 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v5.6 01/01/2022 Updated to common release version
v5.2 - 5.5 Skipped to even up version numbers
v5.11 31/10/2021 Merged in spellbooks from "The Undiscovered Caverns"
v5.1 31/10/2021 Encoded using machine readable data to support API databases, and corrected some typos
v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.', + root:'MI-DB', + api:'magic', + type:'mi', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/5063/thumb.png?1336230370', + version:6.09, + db:[{name:'Blank-Scroll',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Blank Scroll}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Blank-Scroll,Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,rc:charged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This scroll can hold any number of spells. Use the buttons to [View](!magic --view-spell mi-spells|@{selected|token_id}|Blank-Scroll) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Blank-Scroll) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.\nThis scroll currently holds:\n@{selected|mi-muspells-blank-scroll}\\amp{noerror},@{selected|mi-prspells-blank-scroll}\\amp{noerror},@{selected|mi-powers-blank-scroll}\\amp{noerror}}}{{materials=Scroll}}'}, + {name:'Boccobs-Blessed-Book',type:'scroll|miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{prefix=Boccobs Blessed}}{{title=Book}}{{splevel=Book}}{{school=Any}}{{sphere=Any}}Specs=[Boccobs Blessed Book,Scroll|Miscellaneous,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,st:Book,qty:1,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=Copies of Boccob\'s blessed book gain a +3 bonus on their saving throws (as "leather or book").}}{{hide1= The pages of such a book accept magic spells scribed upon them, and any book can contain up to 45 spells of any level. The book is thus highly prized by wizards of all sorts as a traveling spell book. It is unlikely that such a libram will ever be discovered (randomly) with spells already inscribed—inscribed or partially inscribed works of this nature are kept carefully by their owners.\nThis scroll currently holds:\n@{selected|mi-muspells-boccobs-blessed-book}\\amp{noerror},@{selected|mi-prspells-boccobs-blessed-book}\\amp{noerror},@{selected|mi-powers-boccobs-blessed-book}\\amp{noerror}}}{{Use=Use the button to [View](!magic --view-spell mi-spells|@{selected|token_id}) the spells.}}{{GM Info=The GM can add spells to the book using the [Add Items] menu.}}{{materials=Scroll}}{{Looks like=This well-made tome is always of small size. One will typically be no more than 12 inches tall, 6 inches wide, and 1 inch thick—some are a mere 6 inches in height. All such books are durable, waterproof, iron- and silver-bound, and locked.}}'}, + {name:'Book-of-Exalted-Deeds',type:'scroll|miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Book}}{{name=of Exalted Deeds}}{{splevel=Book}}{{school=Alteration}}Specs=[Book of Exaulted Deeds,Scroll|Miscellaneous,1H,Alteration]{{components=V,M}}{{time=One week}}ScrollData=[sp:10,st:Book,qty:1,rc:charged,hide:hide,rev:view]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{GM Info=This book will automatically be hidden as just a Book when added to a character, creature or other container and set to reveal itself on being viewed. All effects are manually applied.}}{{effects=This holy book is sacred to clerics of good alignment. Study of the work will require one week, but upon completion the good cleric will gain one point of Wisdom and experience points sufficient to place him halfway into the next level of experience.}}{{hide1=Clerics neither good nor evil lose 20,000-80,000 experience points for perusing the work (a negative xp total is possible, requiring restoration but not lowering level below 1st). Evil clerics lose one full experience level, dropping to the lowest number of experience points possible to hold the level; furthermore, they have to atone by magical means or by offering up 50% of everything they gain for 1d4 + 1 adventures.\nFighters who handle or read the book are unaffected, though a paladin will sense that it is good. Mages who read it lose one point of Intelligence unless they save versus spell. If they fail to save, they lose 2,000-20,000 experience points. A thief who handles or reads the work sustains 5d6 points of damage and must successfully save vs. spell or lose one point of Dexterity. A thief also has a 10%-50% chance of giving up his profession to become a good cleric if Wisdom is 15 or higher. Bards are treated as neutral priests.\nExcept as indicated above, the writing in a book of exalted deeds can\'t be distinguished from any other magical book, libram, tome, etc. It must be perused. Once perused, the book vanishes, never to be seen again, nor can the same character ever benefit from perusing a similar tome a second time.}}{{materials=Book}}{{Looks like=A fine book or religeous tome of some type, that could well be a magical text}}'}, + {name:'Book-of-Infinite-Spells',type:'scroll|miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Book}}{{name= of Infinite Spells}}{{splevel=Book}}{{school=Any}}{{sphere=Any}}Specs=[Book of Infinite Spells,Scroll|Miscellaneous,1H,Any]{{components=VM}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,st:Book,qty:22+1d8,c:0,rc:discharging]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This magical work bestows upon any character of any class the ability to use the spells within its pages. However, upon first reading the work, any character not already able to use spells suffers 5d4 points of damage and is stunned for 5d4 turns. Thereafter, he can examine the writing without further harm.\nEach page (charge) is either blank or holds a Wizard or a Priest spell (determined randomly by the GM - see DMG p161).}}{{hide1=The page may be turned, but once a page is turned it can never be flipped back—paging through a book of infinite spells is a one-way trip. When the last page is turned, the book vanishes. The owner of the book can cast the spell to which the book is opened, once per day only. (If the spell is one that the character would normally be able to cast by reason of class and level, however, the spell can be cast up to four times per day due to the book\'s magical powers.)\nThe owner of the book need not have the book on his person in order to use its power. The book can be stored in a place of safety while the owner is adventuring and still allow its owner to cast spells by means of its power.\nTreat each spell use as if a scroll were being employed, including time of casting, spell failure, etc.\nEach time a spell is cast there is a chance that the energy connected with its use will cause the page to magically turn (despite all precautions).\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Spellcaster employing spells usable by own class and level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Spellcaster using spells foreign to own class or level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Nonspellcaster using priest spell\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Nonspellcaster using wizard spell\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;}}{{Use=Use the buttons to [View](!magic --view-spell mi-powers|@{selected|token_id}|Book-of-Infinite-Spells) or [Cast](!magic --cast-spell MI-POWERS|@{selected|token_id}|Book-of-Infinite-Spells) the spell on the current page.}}{{GM Info=When the page turns, the GM must just [add one spell](!magic --mi-charges @{selected|token_id}|-1|Book-of-Infinite-Spells||charged --store-spells @{selected|token_id}|Book-of-Infinite-Spells|POWERS-ALL|1|) at a time to the book by clicking this button, by removing and/or overwriting the existing spell}}{{materials=Scroll}}{{Looks like=A thin book of fine quality, as might be used for a spellbook. However, this one seems different somehow, perhaps overly ornate (or overly plain)}}'}, + {name:'Book-of-Vile-Darkness',type:'scroll|miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Book}}{{name= of Vile Darkness}}{{splevel=Book}}{{school=Alteration}}Specs=[Book of Vile Darkness,Scroll|Miscellaneous,1H,Alteration]{{components=V,M}}{{time=One week}}ScrollData=[sp:10,st:Book,hide:hide,rev:view,qty:1,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{GM Info=This book will automatically be hidden as just a Book when added to a character, creature or other container and set to reveal itself on being viewed. All effects are manually applied.}}{{effects=This is a work of ineffable evil - meat and drink to priests of that alignment. To fully consume the contents requires one week of study, but once this has been accomplished, the evil priest gains one point of Wisdom and enough experience points to place him halfway into the next level of experience.}}{{hide1=Priests neither good nor evil who read the book either lose 30,000-120,000 experience points or become evil without benefit from the book; there is a 50% chance for either. Good priests perusing the pages of the unspeakable book of vile darkness will have to successfully save vs. poison or die; and if they do not die they must successfully save vs. spell or become permanently insane. In the latter event, even if the save is successful, the priest loses 250,000 experience points, less 10,000 for each point of Wisdom he has. Other characters of good alignment suffer 5d6 points of damage from handling the tome, and if they look inside, there is an 80% chance a night hag will attack the character that night. Nonevil neutral characters suffer 5d4 points of damage from handling the book, and reading its pages causes them to succeed on a save vs. poison or become evil, immediately seeking out an evil priest to confirm their new alignment (see *Book of Exalted Deeds* for other details).}}{{materials=Book}}{{Looks like=A fine book or religeous tome of some type, that could well be a magical text}}'}, + {name:'Paper',type:'scroll|equipment',ct:'10',charge:'splitable',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Paper}}{{name=for Scrolls}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll|Equipment,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,rc:splitable]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-PR-ADD|@{selected|token_id}|Paper) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Paper) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Paper) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used (paper grants +5 bonus). For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}{{Looks like=A sheet of finely made paper, which will take the very best inks}}'}, + {name:'Papyrus',type:'scroll|equipment',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Papyrus}}{{name=for Scrolls}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll|Equipment,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-PR-ADD|@{selected|token_id}|Papyrus) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Papyrus) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Papyrus) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used (papyrus incurs a -5% penalty). For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}{{Looks like=Fine papyrus, suitable for writing on with good inks as long as the writer is careful to let the ink dry and not to smudge it}}'}, + {name:'Parchment',type:'scroll|equipment',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Parchment}}{{name=for Scrolls}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll|Equipment,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This sheet can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-PR-ADD|@{selected|token_id}|Parchment) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Parchment) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Parchment) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used (parchment gives no penalty or bonus). For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}{{Looks like=A well-made parchment, reasonably flat and well cured, which will take ink without smudging}}'}, + {name:'Scroll-Format',type:'format',ct:'0',charge:'uncharged',cost:'0',body:'{{title=Scroll}}Specs=[Scroll-Format,Format,0H,Format]{{splevel=Scroll}}{{Looks like=A standard scroll of magical text or runes written on parchment of fine quality}}{{materials=Scroll}}'}, + {name:'Scroll-of-Amnesia',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Amnesia,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Amnesia}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** loses their memory, even of the members of the party, the campaign their on, any spells they have memorised, and what they had for breakfast etc...}}{{materials=Scroll}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Amnesia|99|0|You have forgotten everything, including memorised spells|broken-skull\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Amnesia** and should suffer the consequences!}}'}, + {name:'Scroll-of-Animate-Rock',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Animate Rock,Scroll,1H,Alteration]{{}}ScrollData=[sp:10,rc:charged]{{}}%{PR-Spells-DB|Animate-Rock}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest }}{{name=of Animate Rock}}{{duration=[[15]]rounds}}{{aoe=[30 cu.ft](!rounds --movable-aoe @{selected|token_id}|rectangle|feet|120|||magic --target-nosave caster|@{selected|token_id}|Animate-Rock|15|-1|Animated a rock which will obay simple commands|edge-crack)}}{{material=The scroll, a stone and drop of the caster\'s blood.}}{{desc=Scroll casts spell as if by 15th level priest}}'}, + {name:'Scroll-of-Armour',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Armour,Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:10,rc:charged]{{}}%{MU-Spells-DB|Armour}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name=of Armour}}{{duration=Lasts until the target takes [[8+6]] points of damage}}{{desc=Scroll casts spell as a level 6 wizard}}\n!setattr --silent --charid @{selected|character_id} --mu-casting-level|6'}, + {name:'Scroll-of-Augury',type:'scroll',ct:'20',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Augury,Scroll,1H,Divination]{{}}ScrollData=[sp:20,rc:charged]{{}}%{PR-Spells-DB|Augury}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name=of Augury}}{{effects=Asks divine guidance on whether action in next [[3]] turns will be for the benefit of or harmful to the party. If successful DM will reveal "weal" or "Woe" or perhaps some cryptic clue. Chance of success is [[76]]% adjusted by DM for circumstances.}}{{desc=Scroll casts spell as if by 6th level priest}}'}, + {name:'Scroll-of-Bad-Luck',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Bad Luck,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name=of Bad Luck}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is cursed with *Bad Luck*, resulting in a penalty of -1 on all attack and saving throw rolls}}\n!rounds --target-nosave caster|@{selected|token_id}|Bad-Luck-1|99|0|Suffering from bad luck|broken-shield\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Bad Luck** and should suffer the consequences!}}'}, + {name:'Scroll-of-Beard-Growing',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Beard Growing,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name=of Beard Growing}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is cursed with *Beard Growing*, resulting in them growing a beard at 6 inches per minute. If left uncut, risk of tripping increases by 5% from round 5 onwards.}}\n!rounds --target-nosave caster|@{selected|token_id}|Beard-Growing|6|6|Beard growing fast!|broken-shield\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Beard Growing** and should suffer the consequences!}}'}, + {name:'Scroll-of-CLW',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of CLW,Scroll,1H,Healing]{{}}ScrollData=[sp:5,rc:charged]{{}}%{PR-Spells-DB|CLW}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Cure Light Wounds}}{{desc=Scroll casts spell as if by 6th level priest}}'}, + {name:'Scroll-of-Charm-Person',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Charm Person,Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:1,rc:charged]{{}}%{MU-Spells-DB|Charm-Person}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Charm Person}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Coma',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Coma,Scroll,1H,Curse]{{name= of Coma}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** falls into a deep sleep from which they cannot be roused.}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Coma|99|0|You are in a deep, dreamless sleep and cannot be roused|sleepy\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Coma** and should suffer the consequences!}}'}, + {name:'Scroll-of-Command',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Command,Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:1,rc:charged]{{}}%{PR-Spells-DB|Command}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Command}}{{desc=Scroll casts spell as if by 6th level priest}}'}, + {name:'Scroll-of-Conjure-Elemental',type:'scroll',ct:'100',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Conjure Elemental,Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:100,rc:charged]{{}}%{MU-Spells-DB|Conjure-Air-Elemental}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Conjure Elemental}}{{duration=[[10]]turns}}{{effects=There are actually four spells in the conjure elemental spell. The wizard is able to conjure an air, earth, fire, or water elemental with this spell--assuming he has the material component for the particular elemental. (A considerable fire source must be in range to conjure a fire elemental; a large amount of water must be available to conjure a water elemental.) Conjured elementals have 8 Hit Dice.}}{{material=The scroll and appropriate element}}{{Use=Click [Conjure Elemental](!rounds --target-nosave caster|@{selected|token_id}|Conjure-Elemental|[[10*@{selected|mu-casting-level}]]|-1|Now I\'ve got this Elemental, what will I do with it?|stopwatch) to set a duration timer, then ask the GM to *Drag \\amp Drop* the appropriate elemental onto the playing area in the area of effect}}{{desc=Scroll casts spell as if by 10th level wizard}}'}, + {name:'Scroll-of-Cowardice',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Cowardice,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Cowardice}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** becomes cowardly, needing to make a morale check each time they encounter a monster! Assume a base morale score of 14 (Elite), the DM can advise on modifiers. Roll d20 and get under the current morale score for each encounter, or take appropriate cowardly action}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Cowardice|99|0|You have become a coward! Roll a morale check for each encounter|screaming\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Cowardice** and should suffer the consequences!}}'}, + {name:'Scroll-of-Deeppockets',type:'scroll',ct:'100',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Deeppockets,Scroll,1H,Alteration-Enchantment]{{}}ScrollData=[sp:100,rc:charged]{{}}%{MU-Spells-DB|Deeppockets}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}{{name= of Deeppockets}}{{duration=[[18]] hours}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Dispel-Magic',type:'scroll',ct:'300',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Dispel Magic,Scroll,1H,Abjuration]{{}}ScrollData=[sp:300,rc:charged]{{}}%{MU-Spells-DB|Dispel-Magic}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Dispel Magic}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Explosive-Runes',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Explosive Runes,Scroll,1H,Alteration]{{}}ScrollData=[sp:3,rc:charged]{{}}%{MU-SPELLS-DB|Explosive-Runes}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Explosive Runes}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Fear',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Fear,Scroll,1H,Illusion-Phantasm]{{}}ScrollData=[sp:4,rc:charged]{{}}%{MU-Spells-DB|Fear}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Fear}}{{desc=Scroll casts spell as if by 8th level wizard}}'}, + {name:'Scroll-of-Feeling-Small',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Feeling Small,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Feeling Small}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is reduced to half their size, but thier clothes and equipment are not! Move is reduced to 2/3rds of normal}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Feeling Small|99|0|You are feeling small|broken-shield\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Feeling Small** and should suffer the consequences!}}'}, + {name:'Scroll-of-Find-Familiar',type:'scroll',ct:'1000',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Find Familiar,Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:1000,rc:charged]{{}}%{MU-Spells-DB|Find-Familiar}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name=of Find Familiar}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Fireball',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Fireball,Scroll,1H,Evocation]{{}}ScrollData=[sp:3,rc:charged]{{}}%{MU-Spells-DB|Fireball}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Fireball}}{{range=[[70]] yds}}{{aoe=[20ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|420|40||fire)}}{{damage=[6d6](!magic --message @{selected|token_id}|Scroll of Fireball|The *fireball* does \\amp#91;[6d6]\\amp#93; HP of damage to those in the area of effect, save vs. spell to halve)}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Flame-Blade',type:'innate-melee|scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Flame-Blade,Innate-Melee|Scroll,1H,Evocation],[Scroll of Flame-Blade,Innate-Melee|Scroll,1H,Evocation],[Scroll of Flame-Blade,Innate-Melee|Scroll,1H,Evocation]{{}}ToHitData=[w:Flame Blade vs normal,+:0],[w:Flame Blade vs vulnerable,+:0],[w:Flame Blade vs protected,+:0]{{}}DmgData=[w:Flame Blade vs normal,+:0,sm:4+1d4,L:4+1d4],[w:Flame Blade vs vulnerable,+:2,sm:4+1d4,L:4+1d4],[w:Flame Blade vs protected,+:-2,sm:4+1d4,L:4+1d4]{{}}weapData=[rc:charged,on:\\api;rounds --target-nosave caster|@{selected|token_id}|Flame-Blade|7|-1|If hit Flameblade does 1d4+4 dmg\\comma; +2 fire dmg|all-for-one,off:\\api;rounds --removetargetstatus @{selected|token_id}|Flame-Blade\\amp#13;\\api;magic ~~mi-charges @{selected|token_id}|-1|Scroll-of-Flame-Blade||charged]{{}}ScrollData=[w:Flame-Blade,sp:4,cs:VSM,sph:Elemental-Fire,rc:charged]{{}}%{MI-DB|Scroll-Format}{{name= of Flame Blade}}{{splevel=Level 2 Priest}}{{school=Evocation}}{{sphere=Elemental (Fire)}}{{time=[[4]]}}ScrollData=[sp:4,rc:charged]{{range=[[0]]}}{{duration=[[7]] rounds}}{{aoe=[[3]]ft long blade}}{{save=None}}{{components=V,S,M}}{{reference=PHB p205}}{{use=Take the *Flame Blade* in-hand using the *Change Weapon* menu for the duration of the spell, and use it to attack opponents. It will disappear when the duration expires or you *Change Weapon* to another weapon.}}{{effects=Causes a blazing ray of red-hot fire to spring forth from the caster\'s hand, which is wielded as if it were a scimitar.}}{{materials=The caster\'s holy symbol, and a leaf of sumac (1sp)}}{{hide1=If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function under water.}}{{desc=Scroll casts spell as if by 6th level priest}}'}, + {name:'Scroll-of-Frugality',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Frugality,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Frugality}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** decides to give up all their possessions. The will give them away - not purposfully to the other party members alone with a view to get them back later, but to whom you genuinely feel to be the most needy, or sell them and give the money to your temple. You become truely frugal and eschew future possessions until the curse is lifted.}}\n!rounds --target-nosave caster|@{selected|token_id}|Scroll of Frugality|99|0|You do not want possessions.|angel-outfit\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Frugality** and should suffer the consequences!}}'}, + {name:'Scroll-of-Getting-Stoned',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Getting Stoned,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Getting Stoned}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=vs. Petrification Negates}}{{effects=The creature reading this scroll must save vs. petrification or ***immediately*** become a stone statue, suffering Petrification. A *Stone to Flesh* spell is required to reverse the effect.}}\n!rounds --target-nosave caster|@{selected|token_id}|Petrification|99|0|You have been petrified|aura\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Getting Stoned** and should suffer the consequences!}}'}, + {name:'Scroll-of-Glitterdust',type:'scroll',ct:'2',charge:'charged',cost:'0',body:'!setattr --silent --charid @{selected|character_id} --mu-casting-level|6\n\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Glitterdust,Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:2,rc:charged]{{}}%{MU-Spells-DB|Glitterdust}{{}}%{MI-DB|Scroll-Format}{{name= of Glitterdust}}{{range=[[60]]yards}}{{duration=Blinding [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) rounds, Glittered [1d4+6](!\\amp#13;\\amp#47;r 1d4+6) rounds}}{{desc=As if cast by a 6th level wizard}}'}, + {name:'Scroll-of-Grease',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Grease,Scroll,1H,Conjuration]{{}}ScrollData=[sp:1,rc:charged]{{}}%{MU-Spells-DB|Grease}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Grease}}{{duration=[[9]] Rounds}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Heal',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Heal,Scroll,1H,Evocation]{{}}ScrollData=[sp:3,rc:charged]{{}}%{PR-Spells-DB|Heal}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Heal}}{{school=Necromancy}}{{desc=Scroll casts spell as if by 12th level wizard}}'}, + {name:'Scroll-of-Heroes-Feast',type:'scroll',ct:'100',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Heroes Feast,Scroll,1H,Evocation]{{}}ScrollData=[sp:100,rc:charged]{{}}%{PR-Spells-DB|Heroes-Feast}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name=of Heroes Feast}}{{splevel=Scroll}}{{aoe=[[12]] feasters}}{{Use=Click [Make Heroes](!rounds --target-nosave multi|@{selected|token_id}|Eating-Heroes-Feast|60|-1|Eating a Heroes Feast to ready for battle|trophy) and select up to [[12]] creatures to invite to the feast, before pressing *add status changes* in the chat window}}{{desc=Scroll casts spell as if by 12th level priest}}'}, + {name:'Scroll-of-Hold-Person',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hold Person,Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:3,rc:charged]{{}}%{MU-Spells-DB|Hold-Person}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Hold Person}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Hold-Person-for-Priests',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hold Person,Scroll,1H,Enchantment-Charm]{{}}ScrollData=[sp:3,rc:charged]{{}}%{PR-Spells-DB|Hold-Person}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Hold Person}}{{desc=Scroll casts spell as if by 6th level priest}}'}, + {name:'Scroll-of-Hunger',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hunger,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Hunger}}{{splevel=Scroll}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** gains an insatiable appetite. From this point on, you must have food in at least one of your hands and be always taking bites of it. Your backpack will gradually become full of just food, and lose space for anything else!}}\n!rounds --target caster|@{selected|token_id}|Scroll of Hunger|99|0|Feed Me! Feed Me! Feed Me, Seymour!|screaming\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Hunger** and should suffer the consequences!}}'}, + {name:'Scroll-of-Hurting',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Hurting,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Hurting}}{{splevel=Scroll}}{{school=Curse}}Specs=[Scroll of Hurting,Scroll,1H,Curse]{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** suffers 2d3 damage}}\n!modattr --charid @{selected|character_id} --hp|-[[2d3]] --fb-public --fb-header @{selected|character_name} suffers _TCUR0_ points of damage from reading a cursed scroll\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Hurting** and should suffer the consequences!}}'}, + {name:'Scroll-of-Inflict-Wounds',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Inflict Wounds,Scroll,1H,Necromancy]{{}}ScrollData=[sp:5,rc:charged]{{}}%{PR-Spells-DB|Cause-Light-Wounds}{{}}%{MI-DB|Scroll-Format}{{prefix=Priest}}{{name= of Inflict Wounds}}{{desc=Scroll casts spell as if by 6th level priest}}'}, + {name:'Scroll-of-Invisibility',type:'scroll',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Invisibility,Scroll,1H,Illusion-Phantasm]{{}}ScrollData=[sp:2,rc:charged]{{}}%{MU-Spells-DB|Invisibility}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Invisibility}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Knock',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Knock,Scroll,1H,Alteration]{{}}ScrollData=[sp:1,rc:charged]{{}}%{MU-Spells-DB|Knock}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Knock}}{{aoe=[60 sq. ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|180|||magic)}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Magic-Mouth',type:'scroll',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Magic Mouth,Scroll,1H,Alteration]{{}}ScrollData=[sp:2,rc:charged]{{}}%{MU-Spells-DB|Magic-Mouth}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Magic Mouth}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Protection-vs-Acid',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Acid,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Acid}}{{time=[[6]]}}{{duration=[1d4+8 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is reading the scroll?|token_id}|Protection-vs-Acid|\\amp#91;[\\amp#63;{Duration?|1d4+4}*10]\\amp#93;|-1|Protected vs Acid attacks|white-tower)}}{{aoe=Reader}}{{effects=The reader is protected from all forms of acid, to a maximum damage of 20 Hit Dice or a maximum duration of 1d4+8 turns, whichever occurs first.}}{{use=Press the *Duration* button to add a status timer to the reader\'s token (requires use of Turn Order or *Maint Menu* to increment Round Counter). If reader takes, and the scroll resists more than 20 Hit Dice of damage, press the button that appears for the reader\'s player each round to end the status. **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'}, + {name:'Scroll-of-Protection-vs-Cold',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Cold,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:3,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Cold}}}{{time=[[3]]}}{{duration=[1d4+4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Cold|\\amp#91;[\\amp#63;{Duration?|1d4+4}*10]\\amp#93;|-1|Protected vs Cold|white-tower)}}{{aoe=30ft diameter sphere}}{{effects=Protection extends outward from the reader to a 30-foot diameter sphere. All within the area are protected from the effects of nonmagical cold to a temperature of absolute zero (-460 degrees). Against magical cold, the scroll confers a +6 bonus to saving throws and one-quarter damage (one-eighth if the saving throw is made).}}{{use=Select the *Duration* button to add a status timer to the reader (requires use of the Turn Order or *Maint Menu* to increment the Round Counter). An area of protection will appear around, and move with the reader for the duration. Apply saving throw bonuses manually}}'}, + {name:'Scroll-of-Protection-vs-Dragon-Breath',type:'scroll',ct:'1d10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Dragon Breath,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:1d10,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Dragon Breath}}{{time=Variable}}{{duration=[1d4+4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is reading the scroll?|token_id}|Protection-vs-Dragon-Breath|\\amp#91;[\\amp#63;{Duration?|1d4+4}]\\amp#93;|-1|Protected vs all forms of Dragon Breath|white-tower)}}{{aoe=Reader}}{{effects=Only the individual reading the scroll is protected. Protection extends to all forms of dragon breath and lasts 2d4+4 rounds.}}{{use=Press the *Duration* button to add a status timer to the reader\'s token (requires use of Turn Order or *Maint Menu* to increment Round Counter). **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'}, + {name:'Scroll-of-Protection-vs-Electricity',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Electricity,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:5,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Electricity}}{{time=[[5]]}}{{duration=[3d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Electricity|\\amp#91;[\\amp#63;{Duration?|3d4}]\\amp#93;|-1|Protected from all damage done by Electricity|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=Protection is provided in a 20-foot diameter sphere centered on the reader. Those protected are immune to all electrical attacks and associated effects. The protection lasts 3d4 rounds.}}'}, + {name:'Scroll-of-Protection-vs-Elemental-Air',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Air Elementals,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Air Elementals}}{{time=[[6]]}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Air Elementals|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magic protects the reader and all within 10 feet of him from the type of elemental noted, as well as elemental creatures of the same plane(s). The protection affects a maximum of 24 Hit Dice of elemental creatures. The spell lasts for 5d8 rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more Hit Dice than are protected against or by several elemental creatures—those in excess of the protected number of Hit Dice are able to enter and attack.}}'}, + {name:'Scroll-of-Protection-vs-Elemental-Earth',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Earth Elementals,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Earth Elementals}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Earth Elementals|white-tower)}}'}, + {name:'Scroll-of-Protection-vs-Elemental-Fire',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Fire Elementals,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Fire Elementals}}{{school=Alteration}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Fire Elementals|white-tower)}}'}, + {name:'Scroll-of-Protection-vs-Elemental-Water',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Water Elementals,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Water Elementals}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 24HD of Water Elementals|white-tower)}}'}, + {name:'Scroll-of-Protection-vs-Elementals',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs All Elementals,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:6,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Elemental-Air}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. All Elementals}}{{duration=[5d8 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Elementals|\\amp#91;[\\amp#63;{Duration?|5d8}]\\amp#93;|-1|Protected from up to 16HD of Elementals|white-tower)}}{{aoe=20ft diameter sphere}}{{save=None}}'}, + {name:'Scroll-of-Protection-vs-Fiends',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Fiends,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:10,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Fiends}}{{time=[[10]]}}{{duration=[5d4 rounds](!rounds --target-nosave caster|@{selected|token_id}|Protection-vs-Fiends|\\amp#91;[\\amp#63;{Duration?|5d4}]\\amp#93;|-1|Protected vs Demons, Devils \\amp other fiends|white-tower)}}{{aoe=[[10]]ft diameter sphere}}{{effects=This scroll generates a 10-foot diameter sphere of protection centered on the reader. All within the area are immune to attacks or other effects caused by demons, devils or other Fiends from the lower planes. They may not enter the area of protection, but those inside can attack through the barrier. The barrier may not be used in any way offensively - trapping a fiend and forcing the barrier against it will end the protection.}}'}, + {name:'Scroll-of-Protection-vs-Fire',type:'scroll',ct:'8',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Fire,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:8,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Fire}}{{time=[[8]]}}{{duration=[1d4+4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Fire|\\amp#91;[\\amp#63;{Duration?|4+1d4}*10]\\amp#93;|-1|Protected from all types of normal \\amp magical fire|white-tower)}}{{aoe=30ft diameter sphere}}{{effects=Protection extends to a 30-foot diameter sphere centered on the reader. All in this area are able to withstand flame and heat of the hottest type, even of magical and elemental nature.}}'}, + {name:'Scroll-of-Protection-vs-Gas',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Gas,Scroll,1H,Alteration-Protection]{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Gas}}{{school=Alteration}}{{sphere=Protection}}{{components=V,M}}{{time=[[3]]}}ScrollData=[sp:3,rc:charged]{{range=[[0]]}}{{duration=[1d4+4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Gas|\\amp#91;[\\amp#63;{Duration?|1d4+4}]\\amp#93;|-1|Protected vs Gas attacks|white-tower)}}{{aoe=10ft diameter sphere}}{{save=None}}{{effects=This scroll generates a 10-foot diameter sphere of protection centered on the reader. All within the area are immune to the effects of any gas—poison gas, gaseous breath weapons, spells that generate gas (such as stinking cloud and cloudkill), and all similar forms of noxious, toxic vapors.}}{{use=Select the *Duration* button to add a status timer to the reader (requires use of the Turn Order or *Maint Menu* to increment the Round Counter). An area of protection will appear around, and move with the reader for the duration. **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'}, + {name:'Scroll-of-Protection-vs-Gaze-Attacks',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Gaze Attacks,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:5,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection from Gaze Attacks}}{{time=[[5]]}}{{aoe=Reader}}{{duration= [1d4+4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who is the reader?|token_id}|Protection-vs-Gaze|\\amp#91;[\\amp#63;{Duration?|1d4+4}]\\amp#93;|Protected vs Gaze attacks|white-tower)}}{{effects=This scroll generates a shimmering aura around the reader which disrupts the effect of gaze attacks. The reader is immune to the effects of any gaze attack, including those from basilisks or vampires, and MIs or spells that grant gaze attacks (such as *eyes of charming* and *eyebite*), and all similar effects. The protection lasts for 1d4+4 rounds.)}}{{use=Select the *Duration* button to add a status timer to the reader (requires use of the Turn Order or *Maint Menu* to increment the Round Counter). **Note:** the possessor can nominate someone else as the reader when pressing the *duration* button}}'}, + {name:'Scroll-of-Protection-vs-Lycanthropes',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Lycanthropes,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Lycanthropes}}{{time=[[4]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Lycanthropes|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magical circle from the reading of the scroll extends in a 10-foot radius and moves with the reader. Each scroll protects against 49 Hit Dice of lycanthropes, rounding all hit point pluses down unless they exceed +2. Attack out of the circle is possible, as is attack into it by any lycanthrope with more Hit Dice than are protected against or by several lycanthropes - those in excess of the protected number of Hit Dice are able to enter and attack.}}'}, + {name:'Scroll-of-Protection-vs-Magic',type:'scroll',ct:'8',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Magic,Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:8,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Magic}}{{time=[[8]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scroll|token_id}|Protection-vs-Magic|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|Protected from Magic|white-tower)}}{{aoe=5ft radius}}{{effects=This scroll invokes a very powerful, invisible globe of antimagic in a 5-foot radius from the reader. No form of magic can pass into or out of it, but physical things are not restricted by the globe. As with other protections, the globe of antimagic moves with its invoker.}}'}, + {name:'Scroll-of-Protection-vs-Petrification',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Petrification,Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:5,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Petrification}}{{time=[[5]]}}{{duration=[5d4 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Petrification|\\amp#91;[\\amp#63;{Duration?|5d4}]\\amp#93;|-1|Protected from all forms of Petrification|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=A 10-foot radius circle of protection extends from, and moves with, the reader of this scroll. Everyone within its confines is absolutely immune to all attack forms, magical or otherwise, that turn flesh to stone.}}'}, + {name:'Scroll-of-Protection-vs-Plants',type:'scroll',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Plants,Scroll,1H,Abjuration-Protection]{{}}ScrollData=[sp:10,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Plants}}{{time=[[1]] Round}}{{duration=[4+1d4 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader|token_id}|Protection-vs-Plants|\\amp#91;[10*(4+1d4\\amp#41;]\\amp#93;|-1|Protected vs Plants of all types|white-tower)}}{{aoe=[[10]]ft diameter sphere}}{{effects=A protective sphere 10 feet in diameter is centered on the reader. All forms of vegetable life (including fungi, slimes, molds, and the like) are unable to penetrate the sphere. If it is moved toward plant life that is capable of movement, the plant will be pushed away. If the plant is immobile (a well-rooted shrub, bush, or tree, for instance), the sphere cannot be moved through or past it unless the reader has enough strength and mass to uproot the plant under normal conditions.}}'}, + {name:'Scroll-of-Protection-vs-Shape-Changers',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Shape Changers,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Shape Changers}}{{time=[[4]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Shape-Changers|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Shape Changers|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magical circle from the reading of the scroll extends in a 10-foot radius and moves with the reader. Each scroll protects against 49 Hit Dice of shape changers, rounding all hit point pluses down unless they exceed +2. Protects against monsters (except gods and godlike creatures) able to change their form to that of man: dopplegangers, certain dragons, druids, jackalweres, and lycanthropes, for example. Attack out of the circle is possible, as is attack into it by any lycanthrope with more Hit Dice than are protected against or by several lycanthropes - those in excess of the protected number of Hit Dice are able to enter and attack.}}'}, + {name:'Scroll-of-Protection-vs-Werebears',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Werebears,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Werebears}}{{time=[[4]]}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Werebears|white-tower)}}{{aoe=20ft diameter sphere}}{{effects=The magical circle from the reading of the scroll extends in a 10-foot radius and moves with the reader. Each scroll protects against 49 Hit Dice of lycanthropes, rounding all hit point pluses down unless they exceed +2. Attack out of the circle is possible, as is attack into it by any lycanthrope with more Hit Dice than are protected against or by several lycanthropes - those in excess of the protected number of Hit Dice are able to enter and attack.}}'}, + {name:'Scroll-of-Protection-vs-Wereboars',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Wereboars,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Werebears}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Wereboars}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Wereboars|white-tower)}}'}, + {name:'Scroll-of-Protection-vs-Wererats',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Wererats,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Werebears}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Wererats}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Wererats|white-tower)}}'}, + {name:'Scroll-of-Protection-vs-Weretigers',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Weretigers,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Gas}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Weretigers}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Weretigers|white-tower)}}'}, + {name:'Scroll-of-Protection-vs-Werewolves',type:'scroll',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Protection vs Werewolves,Scroll,1H,Alteration-Protection]{{}}ScrollData=[sp:4,rc:charged]{{}}%{MI-DB|Scroll-of-Protection-vs-Werebears}{{}}%{MI-DB|Scroll-Format}{{name=of Protection vs. Werewolves}}{{duration=[5d6 rounds](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the reader of the scoll|token_id}|Protection-vs-Lycanthropes|\\amp#91;[\\amp#63;{Duration?|5d6}]\\amp#93;|-1|Protected from 49HD of Werewolves|white-tower)}}'}, + {name:'Scroll-of-Random-Encounter',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Random Encounter,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Random Encounter}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Party}}{{save=None}}{{effects=A random creature appears (use an appropriate Monster Summoning table) in a random direction (use d8) within 50ft of the creature reading this scroll, to an area that must be an available space (i.e. not into a wall, underwater, rock etc). Distance can be shortened to achieve this.}}\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Random Encounter** and should suffer the consequences!}}'}, + {name:'Scroll-of-Random-Teleportation',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Randon Teleportation,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Random Teleportation}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is teleported 50 yards in a random direction (roll d8 to determine), to an area that must be an available space (i.e. not into a wall, underwater, rock etc). Distance can be shortened to achieve this.}}\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Random Teleportation** and should suffer the consequences!}}'}, + {name:'Scroll-of-Realignment',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Realignment,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Realignment}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Instantaneous}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll must save vs. Death Magic or ***immediately*** change alignment randomly! Roll d10 and consult the following table for the alignment change - if already of the resulting alignment, no change occurs:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th width="20%" scope="col"\\ampgt;Roll Result \n\\amplt;/th\\ampgt;\\amplt;th width="80%" scope="col"\\ampgt;Change in Alignment\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Absolute Neutral\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more chaotic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more evil\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more lawful\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Move 1 more good\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Good\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Lawful\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Chaotic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Evil\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Become Absolute Neutral\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Realignment** and should suffer the consequences!}}'}, + {name:'Scroll-of-Rhyme',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Rhyme,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Rhyme}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is cursed to speak **only** in rhyme. This means that, for instance, spellcasters can\'t cast any spell with a Vocal component, any Magic Item with a command word can\'t be used, and similar effects on other actions.}}\n!rounds --target caster|@{selected|token_id}|Scroll of Rhyme|99|0|Now and for all time, you have to speak in rhyme!|back-pain\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Rhyme** and should suffer the consequences!}}'}, + {name:'Scroll-of-Shocking-Grasp',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Shocking Grasp,Scroll,1H,Alteration]{{}}ScrollData=[sp:1,rc:charged]{{}}%{MU-Spells-DB|Shocking-Grasp}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Shocking Grasp}}{{duration=[[6]] rounds or until used}}{{damage=[1d8+6](!\\amp#13;\\amp#47;r 1d8+6) HP}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Silence-15ft-Radius',type:'scroll',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Silence 15ft Radius,Scroll,1H,Alteration-Guardian]{{}}ScrollData=[sp:5,rc:charged]{{}}%{PR-Spells-DB|Silence-15ft-radius}{{}}%{MI-DB|Scroll-Format}{{prefix=Clerical}}{{name=of Silence 15ft radius}}{{duration=[[12]] rounds}}{{Use=If casting on a creature click [Silence them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who should be silenced?|token_id}|Silence-15ft|12|-1|Silenced - no verbalisation possible|ninja-mask|svspe\\clon;+0) and select the creature, which will then prompt for a saving throw}}{{desc=Scroll casts spell as if by 6th level priest}}'}, + {name:'Scroll-of-Spells',type:'scroll',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{}}%{MI-DB|Scroll-Format}{{name= of Spells}}{{subtitle=Scroll}}{{Speed=[[3]]}}ScrollData=[sp:3,rc:uncharged]{{Size=Small}}{{Spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}|6||Charged) spell from scroll}}{{desc=This is a scroll with the following spells written on it:\n@{selected|mi-muspells-scroll-of-spells} \\amp{noerror} @{selected|mi-prspells-scroll-of-spells} \\amp{noerror}\nUse the View button above to see the spells that are held on this scroll.}}{{GM Info=The DM should use the GM\'s Add Items menu (MagicMaster --gm-edit-mi command) to add spells to this scroll, only after it has been placed in a container such as a Chest or a character\'s Magic Item bag.}}'}, + {name:'Scroll-of-Spider-Climb',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Spider Climb,Scroll,1H,Alteration]{{}}ScrollData=[sp:1,rc:charged]{{}}%{MU-Spells-DB|Spider-Climb}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Spider Climb}}{{duration=[[21]] rounds}}{{use=Click [Grant Spidy-powers!](!rounds --target-save single|@{selected|token_id}|\\amp#64;{target|Select Spider-man|token_id}|Spider-climb|21|-1|Has Spidy-Powers to climb walls \\amp ceilings, move 6|strong) and select the recipient. If an unwilling target, make a saving throw when the GM is prompted to confirm}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Spook',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Spook,Scroll,1H,Illusion-Phantasm]{{}}ScrollData=[sp:1,rc:charged]{{}}%{MU-Spells-DB|Spook}{{}}%{MI-DB|Scroll-Format}{{name= of Spook}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Squeaks',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Squeaks,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Squeaks}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=vs. Polymorph, Negates}}{{effects=Save vs. Polymorph or the creature reading this scroll ***immediately*** is *polymorphed* into a normal mouse.}}\n!rounds --target caster|@{selected|token_id}|Scroll of Squeaks|99|0|Squeak! Squeak!|snail\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Squeaks** and should suffer the consequences!}}'}, + {name:'Scroll-of-Stillness',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Stillness,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Stillness}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=vs. Paralysation to Negate}}{{effects=The creature reading this scroll ***immediately*** is paralysed and cannot move from the position they are in right now (probably sitting or standing holding this scroll and looking at it). Oddly, their posture cannot be changed - they have to be moved in whatever posture they are in! Requires a *Remove Curse* to remove paralysation.}}\n!rounds --target caster|@{selected|token_id}|Scroll of Stillness|99|0|You are totally paralysed an can\'t move a muscle!|frozen-orb\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Stillness** and should suffer the consequences!}}'}, + {name:'Scroll-of-Stone-to-Flesh',type:'scroll',ct:'6',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Stone to Flesh,Scroll,1H,Alteration]{{}}ScrollData=[sp:6,rc:charged]{{}}%{MU-Spells-DB|Stone-to-Flesh}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Stone to Flesh}}{{school=Alteration}}{{range=[130 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|130||lightning|true)}}{{desc=Scroll casts spell as if by 13th level wizard}}'}, + {name:'Scroll-of-Summon-Swarm',type:'scroll',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Summon Swarm,Scroll,1H,Conjuration-Summoning]{{}}ScrollData=[sp:2,rc:charged]{{}}%{MU-Spells-DB|Summon-Swarm}{{}}%{MI-DB|Scroll-Format}{{name= of Summon Swarm}}{{duration=until [[12]]HP damage done to swarm}}{{damage=[[1]] defending, [1d4+2](!\\amp#13;\\amp#47;r 1d4+2) otherwise}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Tongues',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Tongues,Scroll,1H,Alteration]{{}}ScrollData=[sp:3,rc:charged]{{}}%{PR-Spells-DB|Tongues}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Tongues}}{{splevel=Level 3 Wizard}}{{duration=[[6]] rounds}}{{Use=[Universal Translator](!rounds --target caster|@{selected|token_id}|Tongues-Translate|6|-1|Speaks your language|Strong)}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Water-Breathing',type:'scroll',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Water Breathing,Scroll,1H,Alteration]{{}}ScrollData=[sp:3,rc:charged]{{}}%{MU-Spells-DB|Water-Breathing}{{}}%{MI-DB|Scroll-Format}{{prefix=Wizard}}{{name= of Water Breathing}}{{duration=[1d4+6 hours](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the wanabe fish|token_id}|Water-Breathing|\\amp#91;[\\amp#40;1d4+6\\amp#41;*60]\\amp#93;|0|Comfortably breathe underwater|strong)}}{{desc=Scroll casts spell as if by 6th level wizard}}'}, + {name:'Scroll-of-Weakness',type:'scroll',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{}}Specs=[Scroll of Weakness,Scroll,1H,Curse]{{}}%{MI-DB|Scroll-Format}{{name= of Weakness}}{{school=Curse}}{{components=V,M}}{{time=[[0]]}}ScrollData=[sp:1,hide:hide,rev:view,rc:charged]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{effects=The creature reading this scroll ***immediately*** is rendered weak, their Strength score automatically being halved (though those with strength 18(##) need to manually adjust the outcome}}\n!rounds --target caster|@{selected|token_id}|Scroll of Weakness|99|0|You are feeling very weak|back-pain\n!magic --mi-charges @{selected|token_id}|-1||0\n/w gm \\amp{template:'+fields.warningTemplate+'}{{name=Curse}}{{desc=@{selected|character_name} has read a **Scroll of Weakness** and should suffer the consequences!}}'}, + {name:'Spellbook',type:'scroll',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Spellbook}}{{splevel=Book}}{{school=Any}}{{sphere=Any}}Specs=[Spellbook,Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,qty:1,learn:1,rc:uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This spellbook can hold any number of spells. Use the button to [View](!magic --view-spell mi-spells|@{selected|token_id}) the spells. Note: you can\'t cast directly from this spell book - you must add them to your own spell book and (if successful) memorise the spell for the day.\nThe DM can also rename the spellbook using the [Add Items] menu to reflect the spells it holds.}}{{materials=Spellbook}}'}, + {name:'Writeable-Scroll',type:'scroll',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Writable Scroll}}{{splevel=Scroll}}{{school=Any}}{{sphere=Any}}Specs=[Writeable-Scroll,Scroll,1H,Any]{{components=V}}{{time=Up to 1 Round or longer}}ScrollData=[sp:10,rc:single-uncharged]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This parchment can be used to write up to 6 spells on (spell casters are assumed to carry the appropriate ink and quill). Use the buttons to [Write](!magic --mem-spell MI-PR-ADD|@{selected|token_id}|Writeable-Scroll) a spell, [View](!magic --view-spell mi-spells|@{selected|token_id}|Writeable-Scroll) or [Cast](!magic --cast-spell MI|@{selected|token_id}|||charged|Writeable-Scroll) the spells.\nThe DM can also rename the scroll using the [Add Items] menu to reflect the spells it holds.}}{{GM Info=After the work is completed, the **DM secretly checks for success**. The base chance is 80%. This can be increased or decreased by the materials used. For every level of the spell, 1% is subtracted from the success chance, but every level of the spellcaster adds 1%. Thus, a 15th-level mage (+15) making a scroll of a 7th-level spell (-7), using papyrus (-5) and writing with a cockatrice quill plucked with his own hand (+5) would have an (80 + 15 - 7 - 5 + 5 =) 88% chance of success.\nIf the attempt fails, the scroll is cursed in some way. The DM secretly decides an appropriate effect based on the spell that was attempted. A failed attempt to create a *fireball* scroll may result in a cursed scroll that explodes in a fiery ball of flame upon reading. The player character cannot detect the cursed effect until it is too late.}}{{materials=Scroll}}'}, + ]}, + MI_DB_Wands_Staves_Rods:{bio:'
Wands, Staves & Rods
v6.12 20/05/2024

This Magic Item database holds definitions for Wands, Staves and Rods, except for those such as Dancing Quarterstaffs that are considered weapons, and can be found in the MI-DB-Weapons database', + gmnotes:'
Change Log:

v6.12 20/05/2024 Corrected invalid use of MIrowref
v6.11 17/05/2024 Corrected Rod of Lordly Might overall functioning
v6.10 31/03/2024 Corrected Rod of Lordly Might charge type and simplified class type
v6.09 08/06/2023 Corrected Staff of Curing: Cure Blindness
v6.08 08/05/2023 Added automatic hiding data
v6.07 30/04/2023 Added default quantities to all items
v6.06 14/04/2023 Changed charge types from charge to discharging where division is inappropriate
v6.05 03/03/2023 Added all remaining wands, staves & rods from the DMG
v6.04 01/12/2022 Added Wand of Fear to support Beholder powers
v6.03 21/10/2022 Added \'on\', \'off\' & \'c\' data attributes for weapons, and Staff-of-Striking
v6.02 12/10/2022 Added more Rods from the DMG
v6.01 25/09/2022 Moved to RPGM Library and updated templates
v5.91 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v5.9 06/04/2022 Adapted to use --display-ability command for chaining abilities
v5.8 & v5.7 Various unrecorded changes
v5.6 01/01/2022 Updated to common release version
v5.2 - 5.5 Skipped to even up version numbers
v5.11 31/10/2021 Merged in Rod of Revitalisation from "The Undiscovered Caverns"
v5.1 31/10/2021 Encoded using machine readable data to support API databases
v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item. See MI-DB for earlier Change Log.', + root:'MI-DB', + api:'magic', + type:'mi', + avatar:'https://s3.amazonaws.com/files.d20.io/images/310316689/jA220k9-qPy8BLZMScbegA/thumb.png?16663393185', + version:6.12, + db:[{name:'Glass-Staff',type:'staff',ct:'1',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Glass Staff}}{{splevel=Magic Item}}{{school=Protection}}Specs=[Glass Staff,Staff,1H,Staff]{{components=The Staff}}{{time=[[1]]}}StaffData=[w:Glass Staff,wt:6,sp:1,qty:19+1d6,rc:recharging,loc:left hand|right hand]{{range=[[0]]}}{{duration=Recharges [1d6+4](!\\amp#13;\\amp#47; 1d6+4) per night, max [[10]] charges}}{{aoe=Creature holding}}{{save=None}}{{Looks Like=The staff seems to be made of clear, blueish/greenish glass, but is as strong as oak.}}{{effects=The staff can have a maximum of [[10]] charges, and uses [[1]] if the wielder casts the spell [*Armour*](!rounds --target caster|@{selected|token_id}|Armour|99|0|Glass Staff Armour, AC6, for \\amp#91;[16]\\amp#93;HP|bolt-shield --mi-charges @{selected|token_id}|+\\amp#91;[1d6+4]\\amp#93;|Glass-Staff|10) on themselves, or [[2]] for [*Shield*](!rounds --target caster|@{selected|token_id}|Shield|40|-1|Glass Staff Shield, AC2,3,4|bolt-shield --mi-charges @{selected|token_id}|+\\amp#91;[1d6+4]\\amp#93;|Glass-Staff|10). It regains upto 1d6+4 charges each midnight, but never exceeds its maximum 10}}\n!setattr --charid @{selected|character_id} --silent --casting-level|8 --casting-name|Glass Staff'}, + {name:'Rod-of-Absorption',type:'magic|rod',ct:'1',charge:'absorbing',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Absorption}}{{splevel=Rod}}WandData=[w:Rod of Absorption,st:Rod,wt:2,sp:1,c:0,qty:1,rc:absorbing,loc:left hand|right hand]{{school=Abjuration}}Specs=[Rod of Absorption,Magic|Rod,1H,Rod],[Rod of Absorption,Magic|Rod,1H,Abjuration]{{components=V,M}}{{time=[[1]]}}{{range=Special}}ToHitData=[w:Absorb Spell Levels,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{How many spell levels to absorb?|+1|+2|+3|+4|+5|+6|+7|+8|+9}|Rod-of-Absorption|50||The charges have been absorbed and have recharged the staff.|The staff has reached its maximum number of absorbed charges. You can use these charges to cast spells but after that the rod will no longer be of use.],[w:Cast Spell using Rod,cmd:!magic --cast-spell MU-PR|\\amp#64;{selected|token_id}|||charged|Rod-of-Absorption]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A rod about 3ft long, made of some unidentifyable hard metal, tipped by silver caps.}}{{effects=This rod acts as a magnet, drawing magic spells of any nature (priest or wizard) into itself. It then nullifies their effects and stores their potential until the wielder releases this energy in the form of spells of his own casting. The magic absorbed must have been directed at the character possessing the rod. The wielder can instantly detect a spell\'s level as the rod absorbs the spell\'s energy. The wielder of the rod can use captured spell energy to cast any spell he has memorized, at a casting time of 1, without loss of spell memory.\nThe rod of absorption can never be recharged. It absorbs 50 spell levels and can thereafter only discharge any remaining potential it might have. The wielder will know that the rod\'s limit has been reached upon grasping the item. Used charges indicate that it has already absorbed some of its maximum of 50 spell levels and that some of those have been used.\n}}{{use=This rod can be taken in-hand using the *Change Weapon* dialogue (and then the *Attack* action displays its powers) or used via the *Use MI* action and powers selected from buttons in the Item description.\nSelect [Absorb Levels](!magic --mi-charges @{selected|token_id}|\\amp#63;{How many spell levels to absorb?|+1|+2|+3|+4|+5|+6|+7|+8|+9}|Rod-of-Absorption|50||The charges have been absorbed and have recharged the staff.|The staff has reached its maximum number of absorbed charges. You can use these charges to cast spells, but after that the rod will no longer be of use.) to absorb the effects of a spell cast at you, and then you can use [Cast Spell](!magic --cast-spell MU-PR|@{selected|token_id}|||charged|Rod-of-Absorption) to cast from the Rod}}'}, + {name:'Rod-of-Alertness',type:'melee|magic|rod',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'spell}{{title=Rod}}{{name= of Alertness}}specs=[Rod of Alertness,melee,1h,Clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,Rod,1H,conjuration-summoning]{{splevel=Footman\'s mace/Rod}}weapdata=[w:Rod of Alertness,wt:10,st:Rod,init+:-1]{{school=Conjuration/Summoning}}tohitdata=[w:Rod of Alertness,st:Mace,sb:1,+:1,n:1,ch:20,cm:1,sz:m,ty:b,r:5,sp:10,rc:uncharged],[w:RoA Know Alignment,desc:PR-know-alignment,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Evil,desc:PR-detect-evil,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Good,desc:PR-detect-good,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Illusions,desc:detect-illusions,n:1,sp:10,c:0,rc:uncharged,lv:8],[w:RoA Detect Invisibility,desc:MU-detect-invisibility,n:1,sp:2,c:0,rc:uncharged,lv:8],[w:RoA Detect Lie,desc:PR-detect-lie,n:1,sp:7,c:0,rc:uncharged,lv:8],[w:RoA Detect Magic,desc:PR-detect-magic,n:1,sp:10,c:0,rc:uncharged,lv:8]{{components=M}}dmgdata=[w:Rod of Alertness,sb:1,+:1,sm:1+1d6,l:1d6]{{time=[[10]]}}wanddata=[w:Rod of Alertness,wt:10,sp:10,c:0,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=Indistinguishable from a footman\'s mace. It has eight flanges on its macelike head.}}{{effects=The rod bestows +1 to the possessor\'s die roll for being *surprised*, and in combat the possessor gains -1 on initiative die rolls. If it is grasped firmly, the rod enables the character to detect [alignment](!magic --display-ability @{selected|token_id}|pr-spells-db|know-alignment), [evil](!magic --display-ability @{selected|token_id}|pr-spells-db|detect-evil), [good](!magic @{selected|token_id}|pr-spells-db|detect-good), [illusions](!magic --display-ability @{selected|token_id}|powers-db|detect-illusions), [invisibility](!magic --display-ability @{selected|token_id}|mu-spells-db|detect-invisibility), [lie](!magic --display-ability @{selected|token_id}|pr-spells-db|detect-lie), or [magic](!magic --display-ability @{selected|token_id}|pr-spells-db|detect-magic). The use of these detect powers does not expend any of the charges in the rod.\nIf the rod of alertness is planted in the ground, and the possessor wills it to alertness, the rod will "sense" any creature intends to harm the possessor. each of the flanges on the rod\'s head then cast a [light spell](!rounds --aoe @{selected|token_id}|cone|feet|0|60|50|light) along one of the main directions (n, ne, e, etc.) out to a 60-foot range. At the same time, the rod creates the effect of a [prayer spell](!magic --mi-charges @{selected|token_id}|-1|rod-of-alertness --display-ability @{selected|token_id}|pr-spells-db|prayer) upon all creatures friendly to the possessor in a [20-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|magic). Immediately thereafter, the rod sends forth a mental alert to these friendly creature, warning them of possible danger from the unfriendly creature(s) within the [120-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|120|0|yellow).\nLastly, the rod can be used to simulate the casting of an [animate object spell](!magic --mi-charges @{selected|token_id}|-1|rod-of-alertness --display-ability @{selected|token_id}|pr-spells-db|animate-object), utilizing any 16 (or fewer) objects specially designated by the possessor and placed roughly around the perimeter of a 6-foot-radius circle centered on the rod. The selected objects can be 16 shrubs, 16 specially shaped branches, or whatever.\nAll of the rod\'s protective functions require one charge. The animate object power require one additional charge, so, if all of the rod\'s protective devices are utilized at once, two charges are expended.\nThe rod can be recharged by a priest of 16th level or higher, as long as at least one charge remains in the rod when the recharging is attempted.}}{{use=Taking in hand as a weapon will improve initiative scores by 1 automatically. surprise bonus is manual, and allow use of the detection capabilities.\n- selecting any of the detect buttons does not use a charge but will display the specifications of the spell and allow its effects to occur.\n- when invoking alertness, the player should use the 120ft radius button to set the area of effect. \n- selecting the light button should be used by the dm when alertness is triggered to point the cone of light in the right direction.\n- the player should then select the 20ft radius button to show the aoe of the prayer\n- then select the prayer spell button, which will expend a charge and allow the prayer effect markers to be set.\n- selecting the [animate object] button will expend a charge and display the spell specs to allow it to have effect.}}'}, + {name:'Rod-of-Beguiling',type:'magic|rod',ct:'8',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Beguiling}}{{splevel=Rod}}{{school=Enchantment-Charm}}Specs=[Rod of Beguiling,Magic,1H,Rod],[Rod of Beguiling,rod,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Rod of Beguiling,desc:MI-Rod-of-Beguiling,sp:8,lv:8,c:1]{{time=[[1]]}}WandData=[w:Rod of Beguiling,st:Rod,wt:2,sp:1,c:0,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=[20ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|magic|true)}}{{duration=[1 turn](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is beguiled?|token_id}|Rod of Beguiling|10|-1|Hangs on @{selected|token_name}\'s every word|chained-heart)}}{{aoe=Special}}{{save=Special}}{{Looks Like=A 3 foot rod made of hard wood tipped with mirror-shine metal caps}}{{effects=Enables its possessor to radiate an emotional and mental wave of fellow feeling to all creatures with any Intelligence whatsoever (1 or higher Intelligence). The rod causes all such creatures within a 20-foot radius of the device to regard the wielder as their comrade, friend, or mentor (no saving throw).\nThe beguiled creatures will love and respect the rod wielder. They will listen, trust, and obey him, insofar as communication is possible and instructions given don\'t consign the beguilded to needless injury or destruction or go against their nature or alignment. Each charge of the rod beguiles for one turn. It can be recharged.}}{{materials=Wand}}{{use=Display the area of effect using the Range button, and then add a timed status marker to each creature affected using the Duration button}}'}, + {name:'Rod-of-Cancellation',type:'innate-melee|rod',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'spell}{{title=Rod}}{{name= of Cancellation}}specs=[Rod of Cancellation,innate-melee,1h,Rod],[Rod of Cancellation,rod,1h,Alteration]{{splevel=Rod}}{{school=Alteration}}tohitdata=[w:Rod of Cancellation,sb:1,+:0,n:1,ch:20,cm:1,sz:s,ty:b,r:5,sp:3,rc:discharging]{{components=M}}dmgdata=[w:Rod of Cancellation,sb:1,+:0,sm:0,l:0]{{time=[[3]]}}wanddata=[w:Rod of Cancellation,st:Rod,wt:10,sp:10,qty:1,rc:uncharged,loc:left hand|right hand]{{range=0}}{{duration=Instantaneous}}{{aoe=Item Hit}}{{save=Special}}{{Looks Like=A rod 3 foot long, made of black ebony, tipped with ivory caps.}}{{effects=This dreaded rod is a bane to all classes, for its touch drains items of all magical properties unless a saving throw versus the cancellation is made. Contact is made by making a normal attack roll in melee combat.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;saving throw\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;item\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;potion\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;scroll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ring\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;rod\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;staff\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;miscellaneous magical item\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;artifact or relic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11 (8)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;armor or shield (if +5)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9 (7)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sword (holy sword)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;miscellaneous weapon*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n* several small items, such as magical arrows or bolts together in one container, will be drained simultaneously.\nTo find out if the draining can be prevented, a d20 roll must be made for the target item. If the die roll result in a number equal to or higher than the number listed on the table above, the target is unaffected. If the roll is lower, the item is drained. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are not restorable, even by wish.}}{{use=Take in hand as a weapon and try to hit with it. If susccessful, do damage to drain the rod of cancellation of its charge, and tell the character/player/dm the cancellation was successful.}}'}, + {name:'Rod-of-Flailing',type:'innate-melee|magic|rod',ct:'5',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Flailing}}{{splevel=Rod}}{{school=Evocation}}Specs=[Rod of Flailing,Innate-melee,1H,Rod],[Rod of Flailing,Innate-melee,1H,Rod],[Rod of Flailing,Magic,1H,Rod],[Rod of Flailing,Rod,1H,Evocation]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Flailing,st:Rod,wt:2,sp:5,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=5ft in flail form}}{{To-Hit=+3, + str bonus}}ToHitData=[w:Rod of Flailing mounted,sb:1,+:3,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:6,c:0,rc:uncharged],[w:Rod of Flailing on foot,sb:1,+:3,n:2,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,c:0,rc:uncharged],[w:RoF +4 on AC \\amp Saves,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Rod of Flailing|10|-1|Rod of Flailing giving +4 bonus to AC and saves|bolt-shield,msg:AC and Saves improved by +4 for 1 turn at a cost of 1 charge from the Rod of Flailing]{{Attacks=2 per round (one using each end), + level \\amp specialisation, Bludgeoning}}{{Damage=+3, vs SM: 1d4+1 mounted, 1d6+1 on foot, L:1d4+1 mounted, 2d4 on foot, + str bonus}}DmgData=[w:Rod of Flailing mounted,sb:1,+:3,SM:1+1d4,L:1+1d4],[w:Footmans flail,sb:1,+:0,SM:1+1d6,L:2d4]{{Looks Like=A normal-seeming rod of 3ft length, if a little thicker than normal at each end.}}{{effects=Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman\'s weapon (base damage 1d4+1, SM/L); otherwise, it is a footman\'s weapon (base damage 1d6+1/2d4, S-M/L). \nIn either form, the weapon has a +3 bonus to attack and damage rolls. Each of the weapon\'s two heads can be used to attack, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side.\nIf the holder of the rod expends one charge, he gains +4 bonuses on Armor Class and saving throws for one turn. The rod need not be in weapon-form for this protection benefit to be employed. Transforming it into a weapon (or back into a rod) does not expend any charges.}}{{materials=Rod}}{{use=Take the Rod in-hand using *Change Weapon* to use either while mounted or on foot, or to gain the advantages of expending a charge}}'}, + {name:'Rod-of-Lordly-Might',type:'innate-melee|magic|rod',ct:'5',charge:'perm-discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Lordly Might}}{{subtitle=Rod}}{{school=Evocation}}Specs=[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Innate-melee,1H,Rod],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Magic,1H,Evocation],[Rod of Lordly Might,Rod,1H,Evocation]{{components=V,M}}{{time=[[5]] or speed of weapon}}WandData=[w:Rod of Lordly Might,st:Rod,wt:10,sp:5,c:0,qty:40+1d10,rc:perm-discharging,loc:left hand|right hand]{{range=Special}}{{To-Hit=By weapon, + str bonus}}ToHitData=[w:RoLM Mace+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|0],[w:RoLM Flaming Shortsword+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|1|2],[w:RoLM Flaming Sword+1 vs flame resistant,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:5,sp:3,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|1|2],[w:RoLM Battle Axe+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:7,c:0,rc:uncharged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|3],[w:RoLM Paralysation,sb:0,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:1,rc:charged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|4],[w:RoLM Drain,sb:0,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:1,rc:charged,cmd:!attk --button PRIMARY|@{selected|token_id}|Rod-of-Lordly-Might|0||silent|5],[w:RoLM Button 1,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|4,msg:Paralysation button pressed,c:0,sp:1,lv:8],[w:RoLM Button 2,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|12|12|magic|true||area|RoLM-Fear|8|-1|Feared so running from \\amp#64;{selected|character_name}|screaming,msg:Fear button pressed,c:1,sp:1,lv:8],[w:RoLM Button 3,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|5,msg:Drain button pressed,c:0,sp:1,lv:8],[w:RoLM Button 4,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|0,msg:Mace+2 button pressed,c:0,sp:1,lv:8],[w:RoLM Button 5,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|1|2,msg:Flaming sword+1 button pressed,c:0,sp:1,lv:8],[w:RoLM Button 6,cmd:!attk --button PRIMARY|\\amp#64;{selected|token_id}|Rod-of-Lordly-Might|0||silent|3,msg:Battle Axe+4 button pressed,c:0,sp:1,lv:8],[w:RoLM Button 7,msg:Climbing Pole button pressed,sp:1,c:0,lv:8],[w:RoLM Button 8,msg:Climbing Pole retraction button pressed,sp:1,c:0,lv:8],[w:RoLM Button 9,msg:Compass button pressed,sp:1,c:0,lv:8]{{Attacks=1 per round, + level \\amp specialisation, type by weapon}}{{Damage=by weapon}}DmgData=[w:RoLM Mace+2,sb:1,+:2,SM:1+1d6,L:1d6],[w:RoLM Flaming Shortsword+1,sb:1,+:1,SM:2d6,L:1d8+1d6],[w:RoLM Flaming Sword+1 vs flame resistant,sb:1,+:1,SM:1d6,L:1d8],[w:RoLM Battle Axe+4,sb:1,+:4,SM:1d8,L:1d8],[w:RoLM Paralysation,sb:0,+:0,SM:0,L:0,msg:No damage but \\lbrak;Paralyses\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\at;\\lbrc;selected\\vbar;token_id\\rbrc;\\vbar;\\amp#64;\\lbrc;target\\vbar;Who has been Paralysed?\\vbar;token_id\\rbrc;\\vbar;RoLM Paralysis\\vbar;99\\vbar;0\\vbar;Paralysed and unable to do anything\\vbar;interdiction\\rpar; on a successful hit],[w:RoLM Drain,sb:0,+:0,SM:2d4,L:2d4,msg:\\lbrak;Add drained damage\\rbrak;\\lpar!modbattr ~~charid ^^cid^^ ~~hp\\vbar;$\\lbrak;\\amp#91;0\\amp#93;\\rbrak; ~~fb-header Drain Attack ~~fb-content ^^cname^^ has gained _TCUR0_ HP and now has _CUR0_ HP\\rpar; to my HP]{{Looks Like=Made of metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater Strength to wield properly (-1 penalty to attack rolls for each point of Strength below 16).}}{{desc=This rod has functions that are spell-like, but it can also be used as magic weapons of various sorts. It also has several more mundane uses.}}{{hide1=The spell-like functions of the rod are:\n*Paralysation, Fear, Drain*\nEach function draws off one charge from the rod. The *Fear* function entitles victims to a saving throw vs. spell. *Paralysation* and *Drain* require a successful hit during melee combat.\nThe weapon uses of the rod do not use charges. These are:\n*Mace+2, Sword of Flame+1, Battle Axe+3*\nThe mundane uses of the rod do not use charges. These are:\n**Climbing pole:** A spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens 5 to 50 feet in a single round, stopping at the length desired by the user. Horizontal bars three inches long fold out from the sides, one foot apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds weight. It retracts by pushing anotehr button (not needed here).\nThe ladder function can also be used to force open doors. The rod\'s base is planted 30 feet or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant Strength.\n**Compass:** The rod will indicate magnetic north and give the possessor a knowledge of his approximate depth beneath the surface (or height above it).\nThe rod of lordly might cannot be recharged. When its charges are exhausted, spelllike functions cease, as do all weapon functions except the mace +2. The rod continues to work in all other ways.}}{{Use=Use it as a weapon, taking the rod in-hand using the *Change Weapon* dialogue. All melee *Attack* options are now available until a Button is pressed, which will then select the appropriate attack mode, or for the *Fear, Climbing Pole,* or *Compass* functions to be used.}}'}, + {name:'Rod-of-Passage',type:'magic|rod',ct:'8',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Passage}}{{subtitle=Rod}}Specs=[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Magic,1H,Rod],[Rod of Passage,Rod,1H,Alteration]{{components=V,M}}ToHitData=[w:Activate Rod,cmd:!magic --mi-rest @{selected|token_id}|Rod-of-Passage|1,msg:The Rod of Passage has been activated at the cost of one charge,c:1,sp:8,lv:8],[w:Astral Travel self,pw:Astral Travel self,sp:9,lv:20,c:0],[w:Astral Travel 5,pw:Astral Travel 5,sp:9,lv:20,c:0],[w:Dimension Door,pw:MU-Dimension-Door,sp:1,lv:8,c:0],[w:Passwall,pw:MU-Passwall,sp:5,lv:10,c:0],[w:Phase Door,pw:MU-Phase-Door,sp:7,lv:15,c:0],[w:Teleport without error,pw:MU-Teleport-Without-Error,sp:1,lv:15,c:0]{{time=[[5]]}}WandData=[w:Rod of Passage,st:Rod,wt:4,sp:5,c:0,qty:40+1d10,rc:rechargeable,loc:left hand|right hand,ns:6],[cl:PW,w:Astral Travel self,sp:9,pd:0],[cl:PW,w:Astral Travel 5,sp:9,pd:0],[cl:PW,w:MU-Dimension Door,sp:1,pd:0],[cl:PW,w:MU-Passwall,sp:5,pd:0],[cl:PW,w:MU-Phase Door,sp:7,pd:0],[cl:PW,w:MU-Teleport Without Error,sp:1,pd:0]{{range=Special}}{{Looks Like=A rod about 3ft long, made of ivory, tipped with silver caps.}}{{desc=This potent item allows its wielder to perform any of the following, one at a time, one per round: *Astral Travel self, Dimension Door, Passwall, Phase Door,* and *Teleport Without Error*. It is necessary to expend one charge to activate the rod, but once it is activated can perform each function one time. The rod remains charged for one day. Expend another charge to use functions again.\nCan use Astral Travel 5 for as many as five creatures (must include wielder). Remaining functions are cancelled. Because the physical bodies of the travelers, and their possessions, are actually empowered to become astral, the recharging of the rod requires a wizard of 20th level or higher.}}{{Use=Take the rod in-hand using the *Change Weapon* dialogue to show and use all its functions. Each day, after a Long Rest, powers cannot be used until a charge is expended using the *activate rod* button. Then, use the powers via the *Attack* action, each once per expended charge - after a long rest another charge will need to be expended to activate the rod again}}'}, + {name:'Rod-of-Resurrection',type:'magic|rod',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Resurrection}}{{subtitle=Rod}}Specs=[Rod of Resurrection,Magic,1H,Rod],[Rod of Resurrection,Rod,1H,Necromancy]{{components=V,M}}ToHitData=[w:Resurrect,pw:Resurrection-Rod,sp:10,c:0]{{time=1 turn}}WandData=[w:Rod of Resurrection,wt:4,sp:10,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand,ns:1],[cl:PW,w:Resurrection-Rod,sp:10,pd:1]{{range=Touch}}{{Looks Like=A rod that is 3 1/2ft long, made of bone capped with ebony. The bone is inscribed with powerful sigils and runes, which a priest has a chance of knowing if they have the right non-weapon proficiencies.}}{{desc=Once per day, this rod grants the power to a cleric to resurrect the dead - even elven, dwarven, gnome, or halfling - as if he were of high enough level to cast the resurrection spell. No rest is required, as the rod bestows the life giving effects.}}{{Use=To use the rod, take the rod in-hand using the *Change Weapon* dialogue, then use the *Attack* action to use its power. If the rod has not been used yet today, the [resurrect the dead] button will then be available on the next dialogue}}'}, + {name:'Rod-of-Revitalisation',type:'innate-melee|rod',ct:'2',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Rod}}{{name= of Revitalisation}}Specs=[Rod of Revitalisation,Innate-Melee,1H,Rod],[Rod of Revitalisation,Rod,1H,Alteration]{{subtitle=Rod}}ToHitData=[w:Rod of Revitalisation,sb:0,+:1,n:1,ch:20,cm:1,sz:S,ty:B,r:3,sp:2,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{Speed=[[2]]}}DmgData=[w:Rod of Revitalisation,sb:0,+:0,SM:0,L:0]{{Looks Like=A rod of about 2ft long, made of gold or a gold-coloured metal.}}{{desc=Restores 1,000 XP per charge expended up to original XP (cannot increase beyond earned XP using charges), can be recharged at a sacrifice of 500 XP per charge (which reduces the maximum XP of the person doing the charging, and cannot be regained using the Rod). Excess experience from campaigns can thus be stored as charges in the Rod (at 500 XP per charge). Can be (but does not have to be) used as a weapon to drain 1,000 XP on a successful hit (as a +1 weapon) which adds 1 charge up to the maximum 20 charges, but only works on creatures that have XP (i.e. NPCs, Characters, or intelligent monsters that the DM judges as having XP, and can work out XP for e.g. equate Hit Dice to Levels and use the Character XP table to determine). Can hold a maximum of 20 charges. This Rod can be used by anyone.}}'}, + {name:'Rod-of-Rulership',type:'magic|rod',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Rulership}}{{splevel=Rod}}{{school=Enchantment/Charm}}Specs=[Rod of Rulership,Magic|Rod,1H,Rod],[Rod of Rulership,Magic|Rod,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Show Rulership area of effect,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|240|240|magic|true,sp:5,lv:8,c:0],[w:Gain Subjects,sp:5,lv:8,c:1,cmd:!rounds --target area|\\amp#64;{selected|token_id}|\\amp#64;{target|Who are your subjects?|token_id}|Rod of Rulership|10|-1|A subject of your absolute sovereign \\amp#64;{selected|character_name}|chained-heart, msg:One charge has been expended. From 200 to 500 Hit Dice /lpar;or levels of experience/rpar; can be ruled but creatures with 15 or greater Intelligence and 12 or more Hit Dice/levels are entitled to a saving throw vs. spell. Ruled creatures will obey the wielder of the rod of rulership as if he or she were their absolute sovereign. Still if the wielder gives a command that is absolutely contrary to the nature of the creatures commanded the magic will be broken.]{{time=[[5]]}}WandData=[w:Rod of Rulership,st:Rod,wt:4,sp:5,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=[[0]]}}{{duration=1 turn}}{{aoe=120 feet}}{{save=Special}}{{Looks Like=A rod of about 4ft long, made of precious metals and gem encrusted, with a figurine of an eagle formed on the top end.}}{{effects=The individual who possesses this magic rod is able to command the obedience and fealty of creatures within 120 feet when he or she activates the device. From 200 to 500 Hit Dice (or levels of experience) can be ruled, but creatures with 15 or greater Intelligence and 12 or more Hit Dice/levels are entitled to a saving throw vs. spell. Ruled creatures will obey the wielder of the *rod of rulership* as if he or she were their absolute sovereign. Still if the wielder gives a command that is absolutely contrary to the nature of the creatures commanded, the magic will be broken. The rod has a casting time of 5. Each charge lasts for one turn. The rod cannot be recharged.}}{{use=Take the rod in-hand by using the *Change Weapon* dialogue, then use its power by using the *Attack* action. Select the Area of Effect button to highlight the creatures that can be affected, and then use the *Gain Subjects* button to set a status marker on each of them}}'}, + {name:'Rod-of-Security',type:'rod',ct:'5',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Security}}{{splevel=Rod}}{{school=Abjuration}}Specs=[Rod of Security,Rod,1H,Abjuration]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Security,st:Rod,wt:3,sp:5,qty:40+1d10,rc:rechargeable,loc:left hand|right hand]{{range=Touch}}{{duration=Special}}{{aoe=User plus up to 199 other creatures}}{{save=None}}{{Looks Like=A rod of about 3ft long, enameled with images of peaceful and idilic living.}}{{effects=Each time a charge is expended, this item creates a non-dimensional space, a "pocket paradise." There the rod\'s possessor and as many as 199 other creatures can stay in complete safety for a period of time, the maximum being 200 days divided by the number of creatures affected. Thus, one creature (the rod\'s possessor) can stay for 200 days; four creatures can stay for 50 days; a group of 60 creatures can stay for three days. All fractions are rounded down, so that a group numbering between 101 and 200 inclusive can stay for one day only.\nIn this "paradise,\'\' creatures don\'t age (except from magical causes such as the casting of a wish spell), and natural healing and curing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved, so that protection from the elements is not necessary.\nActivation of the rod causes the wielder and as many creatures as were touched with the item at the time of use to be transported instantaneously to the paradise. (Members of large groups can hold hands or otherwise touch each other, allowing all to be "touched\'\' by the rod at once.)\nWhen the rod\'s effect is cancelled or expires, all of the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for "re-entry."\nThe rod can be recharged by the joint efforts of a priest of 16th or higher level and a wizard of 18th or higher level.}}'}, + {name:'Rod-of-Smiting',type:'innate-melee|rod',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Smiting}}{{splevel=Rod}}{{school=Evocation}}Specs=[Rod of Smiting,Innate-melee,1H,Rod],[Rod of Smiting,Innate-melee,1H,Rod],[Rod of Smiting,Rod,1H,Evocation]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Smiting,st:Rod,wt:2,sp:5,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=5ft}}{{To-Hit=+3, +6 vs. Golems, + str bonus}}ToHitData=[w:Rod of Smiting,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:0,rc:uncharged],[w:Rod Smiting vs Golem,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:0,rc:uncharged]{{Attacks=1 per round, + level, Bludgeoning}}{{Damage=+3 magical weapon, 1d8+3, 2d8+6 vs. Golems, Scores (roll + mods) of 20 or better does x3 damage vs Outer Planes, or destroys a Golem}}DmgData=[w:Rod of Smiting,sb:1,+:3,SM:1d8,L:1d8,msg:Score of 20 or better vs. creatures of the Outer Planes do \\lbrak;\\lpar;1d8+3\\rpar; x 3\\rbrak;\\lpar;!magic ~~mi-charges \\at;{selected\\vbar;token_id}\\vbar;-1\\vbar;Rod-of-Smiting\\amp#13;\\amp#47;w gm \\lbrak;\\amp#91;3*\\amp#40;1d8+3\\amp#41;\\amp#93;\\rbrak;) and draw 1 charge],[w:Rod Smiting vs Golem,sb:1,+:6,SM:2d8,L:2d8,c:1,rc:charged,msg:Score of 20 or better vs. Golems always totally destroy the Golem. All hits vs. Golems draw a charge]{{Looks Like=A sturdy rod of thick black knobly metal, 3ft long}}{{effects=This rod is a +3 magical weapon that inflicts 1d8+3 points of damage. Against golems, the rod causes 2d8+6 points of damage, and any score of 20 or better completely destroys the golem. Any hit upon a golem drains one charge.\nThe rod causes normal damage (1d8+3) versus creatures of the Outer Planes. Any score of 20 or better draws off one charge and causes triple damage: (1d8+3) x3. The rod cannot be recharged.}}{{materials=Rod}}{{use=Take the Rod in-hand using *Change Weapon* to attack either Golems or other creatures. If the modified to-hit roll is 20 or better (hover over the AC Hit to see the mods), do damage as normal and also follow the info in the damage message}}'}, + {name:'Rod-of-Splendor',type:'rod',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Rod}}{{name= of Splendor}}{{splevel=Rod}}{{school=Alteration}}Specs=[Rod of Splendor,Rod,1H,Alteration]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Splendor,st:Rod,wt:2,sp:5,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{Reference=DMG p153}}{{Looks Like=A splendid rod, about 3ft long which looks very proper as a walking stick or soldier\'s rod}}{{effects=Charisma raised to 18 (no benefit if already at 18 or more) while rod held or carried. Garments \\amp armour appear finest quality (no actual change takes place \\amp no magical benefit to AC).\nExpending one charge, the rod actually creates and garbs the wielder in clothing of the finest fabrics, plus adornments of furs and jewels. Apparel created by the magic of the rod remains in existence unless the possessor attempts to sell any part of it, or if any of the garb is forcibly taken from. See DMG for details.\nSecond special power also requiring one charge creates a palatial tent of between 1,500 and 3,000 sq.ft. with temporary furnishings \\amp food suitable for up to 100 persons. This lasts for 1 day, at which point it can be renewed by expending another charge. Again see DMG for details}}'}, + {name:'Rod-of-Terror',type:'innate-melee|magic|rod',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod}}{{name= of Terror}}{{splevel=Rod}}{{school=Illusion/Phantasm}}Specs=[Rod of Terror,Innate-melee,1H,Rod],[Rod of Terror,Magic|Rod,1H,Illusion-Phantasm]{{components=V,M}}{{time=[[5]]}}WandData=[w:Rod of Terror,st:Rod,wt:4,sp:5,c:0,qty:40+1d10,rc:discharging,loc:left hand|right hand]{{range=[30ft radius]()}}{{To-Hit=+2, + str bonus}}ToHitData=[w:Rod of Terror,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:5,c:0,rc:uncharged],[w:Spread Terror,sp:8,lv:8,c:1,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|magic|true||area|Rod of Terror|99|0|Paralysed with terror by \\amp#64;{selected|character_name}|screaming\\amp#13;!modbattr --charid \\amp#64;{selected|character_id} --charisma|[\\amp#91; { { { {\\amp#91;[\\amp#63;{Check for reduction in Charisma. Don\'t get less than 20%|1d100}-20]\\amp#93;}, {0} }kl1 }, {-1} }kh1 \\amp#93;] --fb-header Rod of Terror --fb-content _CHARNAME_\'s Charisma loses _TCUR0_ point this time and is now _CUR0_,msg:Now has a terrible aura, at a cost of one charge - and what else?]{{Attacks=1 per round, + level, Bludgeoning}}{{Damage=+2 magical weapon, 1d6+1 + str bonus}}DmgData=[w:Rod of Terror,sb:1,+:2,SM:1+1d6,L:1+1d6]{{Looks Like=A black rod, about 3ft long, capped with an ivory or bone sculpture (?) of a skull}}{{effects=This rod is a +2 magical weapon capable of inflicting 1d6 +3 points of damage per hit. Furthermore, the wielder can expend a charge to envelop himself in a terrifying aura. His clothes and appearance are transformed into an illusion of darkest horror, such that all within 30ft radius who view him must roll successful saving throws vs. rods or be struck motionless with terror. Those who succeed on their save suffer a -1 penalty to their morales and must make immediate morale checks. However, each time the rod is used, there is a 20% chance the wielder will permanently lose 1 point from his Charisma score.}}{{materials=Rod}}{{use=Take the Rod in-hand using *Change Weapon* to use it as a +2 weapon, or use the power to Spread Terror. Using the Spread Terror button will displa an area of effect and then use the button in chat to target the affected creatures - this also automatically uses a charge and rolls a 1d100 to check for the effect on charisma}}'}, + {name:'SoP-RoP',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Ray of Paralysation}}{{splevel=Wand}}{{school=Evocation}}{{components=V,M}}{{time=[[3]]}}{{range=[60 feet](!rounds --aoe @{selected|token_id}|cone|feet|0|60|5|lightning|true)}}{{duration=[5d4](!\\amp#13;\\amp#47;r 5d4) rounds}}{{aoe=1 creature}}{{save=Negates}}{{damage=[Zap them!](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who to zap?|token_id}|Paralyse|\\amp#91;[5d4]\\amp#93;|-1|Paralysed|fishing-net)}}{{effects=This wand shoots forth a thin ray of bluish colour to a maximum range of 60 feet. Any creature touched by the ray must roll successful saving throw vs. wand or be rendered rigidly immobile for 5d4 rounds. A save indicates the ray missed, and there is no effect. As soon as the ray touches one creature, it stops—the wand can attack only one target per round. The wand has an initiative modifier of +3 , and each use costs one charge. The wand may operate once per round. It may be recharged.}}{{materials=Wand}}'}, + {name:'Staff-Mace',type:'innate-melee|staff',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff-Mace}}{{subtitle=Staff}}{{school=Alteration}}Specs=[Staff-Mace|Quarterstaff,Innate-melee,0H,Staff],[Staff-Mace|Footmans-Mace,Innate-melee,0H,Staff],[Staff-Mace|Horsemans-Mace,Innate-melee,0H,Staff],[Staff-Mace,Staff,0H,Alteration]{{components=V,M}}{{time=[[5]] or speed of weapon}}WandData=[w:Staff-Mace,st:Staff,wt:4,sp:5,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{range=Special}}{{To-Hit=By weapon, + str bonus}}ToHitData=[w:Staff-Mace Quarterstaff+3,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Staff-Mace Great Mace+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,c:0,rc:uncharged],[w:Staff-Mace Mace+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:6,c:0,rc:uncharged]{{Attacks=By weapon, + level, type by weapon}}{{Damage=by weapon}}DmgData=[w:Staff-Mace Quarterstaff+3,sb:1,+:3,SM:1d6,L:1d6],[w:Staff-Mace Great Mace+1,sb:1,+:1,SM:1+1d6,L:1d6],[w:Staff-Mace Mace+2,sb:1,+:1,SM:1d6,L:1d8]{{Looks Like=Appears to be a normal wooden staff of the type used when trekking in the wilderness. This item is typically made of bronzewood, reinforced by heavy bands and tips of iron.}}{{desc=This clerical weapon gives off a very faint aura of alteration magic. Upon command, the staff-mace takes on one of three forms, as desired by the possessor.\n[Quarterstaff:](!attk --button PRIMARY|@{selected|token_id}|Staff-Mace|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Mace|Quarterstaff+3 button pressed) quarterstaff +3, iron-shod\n[Great Mace:](!attk --button PRIMARY|@{selected|token_id}|Staff-Mace|0||silent|1\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Mace|Great Mace+1 button pressed) footman\'s mace +1, iron\n[Mace:](!attk --button PRIMARY|@{selected|token_id}|Staff-Mace|0||silent|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Mace|Mace+2 button pressed) horseman\'s mace +2, iron}}{{Use=Use it as a Magic Item, then press one of the buttons above, which will put a weapon in hand which can be used to *Attack*.}}'}, + {name:'Staff-Spear+1',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+1}}WandData=[w:Staff-Spear+1,st:Staff,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +1 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+1,sb:1,db:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+1 12ft,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+1,sb:1,+:1,SM:1d6,L:1d8],[],[w:Staff-Spear+1 12ft,sb:1,+:1,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+1,t:spear,st:spear,sb:1,+:1,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with copper.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+1|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+1|Staff-Spear+1 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+1|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+1|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+1|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+1|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'}, + {name:'Staff-Spear+2',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+2}}WandData=[w:Staff-Spear+2,st:Staff,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +2 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+2,sb:1,db:1,+:2,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+2 12ft,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+2,sb:1,+:2,SM:1d6,L:1d8],[],[w:Staff-Spear+2 12ft,sb:1,+:2,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +2 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+2,t:spear,st:spear,sb:1,+:2,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with iron.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+2|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+2|Staff-Spear+2 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+2|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+2|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+2|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+2|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'}, + {name:'Staff-Spear+3',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+3}}WandData=[w:Staff-Spear+3,st:Staff,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +3 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+3,sb:1,db:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+3 12ft,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+3,sb:1,+:3,SM:1d6,L:1d8],[],[w:Staff-Spear+3 12ft,sb:1,+:3,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +3 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+3,t:spear,st:spear,sb:1,+:3,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with bronze.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+3|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3|Staff-Spear+3 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'}, + {name:'Staff-Spear+3-ranseur',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+3 Ranseur}}WandData=[w:Staff-Spear+3 ranseur,st:Staff,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +3 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+3 ranseur,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+3 ranseur,sb:1,db:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+3 ranseur 12ft,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+3 ranseur,sb:1,+:3,SM:2d4,L:2d4],[],[w:Staff-Spear+3 ranseur 12ft,sb:1,+:3,SM:1+2d4,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +3 1-handed vs SM:2d4, L:2d4,\n12ft 2-handed vs. SM:2d4+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+3 ranseur,t:spear,st:spear,sb:1,+:3,SM:2d4,L:2d4,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with brass.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+3-ranseur|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3 ranseur|Staff-Spear+3 ranseur command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3-ranseur|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3 ranseur|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+3-ranseur|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+3 ranseur|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'}, + {name:'Staff-Spear+4',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+4}}WandData=[w:Staff-Spear+4,st:Staff,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +4 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+4,sb:1,db:1,+:4,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+4 12ft,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+4,sb:1,+:4,SM:1d6,L:1d8],[],[w:Staff-Spear+4 12ft,sb:1,+:4,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +4 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+4,t:spear,st:spear,sb:1,+:4,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with silver.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+4|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+4|Staff-Spear+4 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+4|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+4|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+4|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+4|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'}, + {name:'Staff-Spear+5',type:'melee|ranged|rod',ct:'4',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name=-Spear+5}}WandData=[w:Staff-Spear+5,st:Rod,wt:4,sp:4,qty:19+1d6,rc:discharging,loc:left hand|right hand]{{subtitle=Staff}}{{Speed=[[6]]}}{{Size=Large}}{{Weapon=2-handed staff, magically transforms to a 1- or 2-handed melee or thrown spear}}Specs=[Quarterstaff,Melee,2H,Staff],[Spear,Melee,0H,Spears],[Spear,Ranged,0H,Throwing-Spears],[Spear,Melee,0H,Spears],[Staff-Spear,Rod,0H,Alteration]{{To-Hit=Normal form +0, Spear form +5 + str \\amp dex bonuses}}ToHitData=[w:Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:6,sp:4,c:0],[w:Staff-Spear+5,sb:1,+:5,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0],[w:Staff-Spear+5,sb:1,db:1,+:5,n:1,ch:20,cm:1,sz:M,ty:P,sp:6,c:0],[w:Staff-Spear+5 12ft,sb:1,+:5,n:1,ch:20,cm:1,sz:M,ty:P,r:8,sp:6,c:0]{{Attacks=1 per round + level \\amp specialisation, Piercing}}DmgData=[w:Quarterstaff,sb:1,+:0,SM:1d6,L:1d6],[w:Staff-Spear+5,sb:1,+:5,SM:1d6,L:1d8],[],[w:Staff-Spear+5 12ft,sb:1,+:5,SM:1+1d8,L:2d6,msg:Does double damage if set against charge]{{Damage=Normal form +0, vs SM:1d6, L:1d6,\nSpear form +5 1-handed vs SM:1d6, L:1d8,\n12ft 2-handed vs. SM:1d8+1, L:2d6, + str bonus}}AmmoData=[w:Staff-Spear+5,t:spear,st:spear,sb:1,+:5,SM:1d6,L:1d8,ru:-2]{{Range=S:10, M:20, L:30}}RangeData=[t:spear,+:0,r:1/2/3]{{Looks Like=A quarterstaff of oak or beechwood, shod with gold.}}{{desc=When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration.\nUpon the [first command](!attk --button PRIMARY|@{selected|token_id}|Staff-Spear+5|0||silent|1|2\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+5|Staff-Spear+5 command given. A long and sharp spear blade shoots forth from its upper end), a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff.\nUpon a [second command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+5|0||silent|3\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+5|12 foot extension command given. The length of the weapon elongates to a full 12 feet), the length of the weapon will elongate to a full 12 feet.\nThe [third command](!attk --button BOTH|@{selected|token_id}|Staff-Spear+5|0||silent|0\\amp#13;!magic --message standard|@{selected|token_id}|Staff-Spear+5|Third command given. Staff returns to its original form) will recall it to its original form.}}{{Use=Using the Staff-Spear as a magic item uses a charge to change form, including back to its Quarterstaff form from a spear form. To change the form, use it as a magic item and press one of the command buttons presented in the description}}'}, + {name:'Staff-of-Command-for-Priests',type:'magic|staff',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Command}}{{subtitle=Staff}}{{school=Enchantment/Charm}}Specs=[Staff of Command,Magic|Staff,1H,Staff],[Staff of Command,Magic|Staff,1H,Enchantment-Charm],[Staff of Command,Magic|Staff,1H,Enchantment-Charm],[Staff of Command,Magic|Staff,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Suggestion,desc:MU-Suggestion,sp:3,lv:8,c:1],[w:Charm-Person,desc:MU-Charm-Person,sp:1,lv:8,c:1],[w:Animal Control,cmd:!rounds --target area|\\amp#64;{selected|token_id}|\\amp#64;{target|Which animals to control?|token_id}|Staff of Command Animal Control|10|-1|Emotions \\amp drives controlled by \\amp#64;{selected|character_name}|chained-heart,sp:4,lv:8,c:1],[w:Plant Control,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Staff of Command Plant Control|10|-1|Able to control plants|three-leaves\\amp#13;!magic --mi-charges \\amp#64;{selected|token_id}|-\\amp#63;{How many 10ft square areas?|1|2|3|4|5|6|7|8|9|10}|Staff-of-Command-for-Priests,sp:3,lv:8,c:0]{{time=[[3]] or speed of spell}}WandData=[w:Staff of Command,st:Staff,wt:4,sp:3,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{Looks Like=A quarterstaff, shod with a precious metal of some type, inscribed with runes.}}{{desc=This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest\'s hands. The three functions are:\nHuman influence: This power duplicates that of the ring of the same name. Each *suggestion* or *charm* draws one charge from the staff.\nMammal control/animal control:This power functions only as *mammal control* when the staff is used by a wizard. In the hands of a priest it is a staff of *animal control* (as the *potion of animal control*, all types of animals listed). Either use drains one charge per turn or fraction thereof.\nPlant control: *plant control* duplicates that of the *potion of plant control*, but for each 10-square-foot ares of plants controlled for one turn or lass, one charge is used. A wizard cannot control plants at all.\nThe staff can be recharged.}}{{Use=Take the staff in-hand using the *Change Weapon* dialogue, and then use the powers of the staff using the *Attack* action}}'}, + {name:'Staff-of-Command-for-Wizards',type:'magic|staff',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Command}}{{subtitle=Staff}}{{school=Enchantment/Charm}}Specs=[Staff of Command,Magic|Staff,1H,Staff],[Staff of Command,Magic|Staff,1H,Enchantment-Charm],[Staff of Command,Magic|Staff,1H,Enchantment-Charm]{{components=V,M}}ToHitData=[w:Suggestion,desc:MU-Suggestion,sp:3,lv:8,c:1],[w:Charm-Person,desc:MU-Charm-Person,sp:1,lv:8,c:1],[w:Mammal Control,cmd:!rounds --target area|\\amp#64;{selected|token_id}|\\amp#64;{target|Choose a mammal to control|token_id}|Staff of Command mammal ctrl|10|-1|Controlled by \\amp#64;{selected|character_name}|chained-heart,sp:4,lv:8,c:1]{{time=[[3]] or speed of spell}}WandData=[w:Staff of Command,st:Staff,wt:4,sp:3,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{Looks Like=A quarterstaff, shod with a precious metal of some type, inscribed with runes.}}{{desc=This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest\'s hands. The three functions are:\nHuman influence: This power duplicates that of the ring of the same name. Each *suggestion* or *charm* draws one charge from the staff.\nMammal control/animal control:This power functions only as *mammal control* (as the ring of that name) when the staff is used by a wizard: up to 30 Hit Dice of mammals can be controlled. This drains one charge per turn or fraction thereof.\nPlant control: A wizard cannot control plants at all.\nThe staff can be recharged.}}'}, + {name:'Staff-of-Curing',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Curing}}Specs=[Staff of Curing|Quarterstaff,Rod|Melee,2H,Staff],[Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Magic,1H|2H,Necromancy|Healing][Staff of Curing,Rod,2H,Necromancy|Healing]{{subtitle=Staff}}ToHitData=[w:Staff of Curing,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4],[w:SoC Cure Disease,pw:PR-Cure-Disease,sp:10,c:1,lv:8],[w:SoC Cure Blindness,pw:PW-Cure-Blindness,sp:10,c:1,lv:8],[w:SoC Cure Wounds,pw:Cure-Wounds,sp:10,c:1,lv:8],[w:SoC Cure Insanity,pw:Cure-Insanity,sp:10,c:1,lv:8]{{Speed=[[4]]}}WandData=[w:Staff of Curing,st:Staff,sp:4,qty:19+1d6,rc:rechargeable,c:0,wt:2,loc:left hand|right hand,ns:4],[cl:PW,w:PR-Cure-Disease,lv:8,pd:2],[cl:PW,w:PR-Cure-Blindness,lv:8,pd:2],[cl:PW,w:Cure-Wounds,lv:8,pd:2],[cl:PW,w:Cure-Insanity,lv:8,pd:2]{{Size=Medium}}{{Weapon=1-handed melee oaken staff}}{{To-hit=+0, +Str Bonus}}{{Attacks=1 per round, bludgeoning}}{{Damage= SM: 1d6, L:1d6}}DmgData=[w:Staff of Curing,sb:1,+:0,SM:1d6,L:1d6]{{Looks Like=A quarterstaff, shod with ivory or bone hardened in some fashion, and carved with symbols of healing.}}{{desc=This device can *[Cure Disease](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Cure-Disease), [Cure Blindness](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Cure-Blindness), [Cure Wounds](!\\amp#13;\\amp#47;r 3+3d6 HP of healing delivered)* (3d6+3 hit points), or *[Cure Insanity](!magic --display-ability @{selected|token_id}|Powers-DB|Cure-Insanity)*. Each function drains one charge. The device can be used once per day on any person (dwarf, elf, gnome, half-elf, halfling included), and no function may be employed more than twice per day(i.e., the staff can function only eight times during a 24-hour period). It can be recharged.}}{{Use=In order to do initiative and cast powers of the Staff properly, take the Staff of Curing in hand using the *Change Weapon* menu, then use the *Attack* dialogue to either attack with the staff or use its powers}}'}, + {name:'Staff-of-Power',type:'staff|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Power}}{{subtitle=Magic Weapon}}WandData=[w:Staff-of-Power,st:Staff,sp:4,rules:+inhand,svsav:+2,ac:+2,c:0,qty:19+1d6,rc:rechargeable]{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}Specs=[Staff of Power,Staff|Melee,2H,Staff],[Staff of Power,Staff|Melee,2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff],[Staff of Power,Magic,1H|2H,Staff]{{To-hit=+[[2]]}}ToHitData=[w:Staff of Power,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,rc:uncharged,loc:left hand|right hand],[w:Staff of Power Double Damage,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,c:1,loc:left hand|right hand],[w:SoP Continual Light,desc:MU-Continual-Light,sp:2,c:1,lv:8],[w:SoP Magic Missile,desc:MU-Magic-Missile,sp:1,c:1,lv:8],[w:SoP Lightning Bolt,desc:MU-Lightning-Bolt,sp:3,c:1,lv:10],[w:SoP Darkness 15ft radius,desc:MU-Darkness-15ft-radius,sp:2,c:1,lv:8],[w:SoP Ray of Enfeeblement,desc:MU-Ray-of-Enfeeblement,sp:2,c:1,lv:6],[w:SoP Levitation,desc:MU-Levitate,sp:2,c:1,lv:8],[w:SoP Cone of Cold,desc:MU-Cone-of-Cold,sp:5,c:1,lv:8],[w:SoP Fireball,desc:MU-Fireball,sp:3,c:1,lv:8],[w:SoP Shield,desc:MU-Shield,sp:1,c:1,lv:8],[w:SoP Globe of Invulnerability,desc:MU-Globe-of-Invulnerability,sp:10,c:1,lv:8],[w:SoP Ray of Paralysation,desc:MI-SoP-RoP,sp:2,c:1,lv:8]{{damage=+[[2]],damage x2 if use charge}}DmgData=[w:Staff of Power,sb:1,+:2,SM:1d6,L:1d6],[w:Staff of Power Double Damage,sb:1,+:2,SM:2*1d6,L:2*1d6,msg:Expended one charge and done double damage]{{Looks Like=A fine, hard quarterstaff, shod with iron.}}{{desc=This staff can be used as a standard +2 quarterstaff to inflict damage in melee combat. However, it has the following additional powers:\nDo double damage, **Expends 1 charge** to use this power. To do this, just use the appropriate button when attacking with the Staff.\nThe following spells can be cast as an 8th level MU:\n***1 charge***:\nCone of Cold, Continual Light, Darkness 15ft radius, Fireball, Levitation, Lightning Bolt, Magic-Missile, Ray of Enfeeblement\n***2 charges***:\nGlobe of Invulnerability, Ray of Paralysation, Shield}}{{Use=Take the *Staff of Power* in-hand as a weapon using the *Change Weapon* menu and attack with it to get access to all it\'s powers.}}'}, + {name:'Staff-of-Slinging',type:'innate-melee|staff',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name= of Slinging}}{{subtitle=Staff}}{{school=Alteration}}Specs=[Staff of Slinging|Quarterstaff,Innate-melee,2H,Staff],[Staff of Slinging,Staff,0H,Alteration]{{components=M}}{{time=[[4]]}}WandData=[w:Staff of Slinging,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{To-Hit=+1, + dex bonus}}ToHitData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged]{{Attacks=1 per round, + level + special}}DmgData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,SM:1d6,L:1d6]{{Damage=+1, Quarterstaff SM\\ampL:1d6}}{{Looks Like=An oaken quarterstaff, of pure wood, intricately carved with vines, leaves, and plants}}{{desc=This magical quarterstaff appears to be a +1 weapon unless it is grasped by a druid, whereupon its power of slinging becomes evident.}}{{Use=Take the weapon in-hand using the *Change Weapon* menu, and then attack using the relevant attack button.}}'}, + {name:'Staff-of-Slinging-for-Druid',type:'innate-melee|innate-ranged|staff',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{title=Staff}}{{name= of Slinging\nused by a Druid only}}{{subtitle=Staff}}WandData=[w:Staff of Slinging for Druid,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{school=Alteration}}Specs=[Staff of Slinging|Quarterstaff,Innate-melee,2H,Staff],[Staff of Slinging druid normal,Innate-ranged,2H,Staff of Slinging druid normal],[Staff of Slinging druid large,Innate-ranged,2H,Staff of Slinging druid large],[Staff of Slinging,Staff,0H,Alteration]{{components=M}}{{time=[[4]]}}{{To-Hit=+1, + dex bonus}}ToHitData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Staff of Slinging normal object+1,t:Staff of Slinging druid normal,sb:0,db:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,sp:4,c:0,rc:uncharged],[w:Staff of Slinging large object+1,t:Staff of Slinging druid large,sb:0,db:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,sp:4,c:0]{{Attacks=1 per round, + level}}DmgData=[w:Staff of Slinging Quarterstaff+1,sb:1,+:1,SM:1d6,L:1d6],[],[]{{Damage=+1, Quarterstaff SM\\ampL:1d6, normal object SM\\ampL:1d6, large object (1 charge) SM\\ampL:3d10}}AmmoData=[w:Staff of Slinging normal object+1,t:Staff of Slinging druid normal,+:1,sb:0,ru:1,SM:1d6,L:1d6],[w:Staff of Slinging large object+1,t:Staff of Slinging druid large,+:1,sb:0,ru:-3,SM:3d10,L:3d10]{{range=normal objects = 60/120/180, large objects (1 charge) = 80/180/300}}RangeData=[t:Staff of Slinging druid normal,+:0,r:6/12/18],[t:Staff of Slinging druid large,+:0,r:8/18/30]{{Looks Like=An oaken quarterstaff, of pure wood, intricately carved with vines, leaves, and plants}}{{desc=This magical quarterstaff appears to be a +1 weapon unless it is grasped by a druid, whereupon its power of slinging becomes evident. This power, which can be employed only by a druid, is activated when one end of the staff is touched to a heavy object of roughly spherical shape (a stone, metal ball, pottery crock, etc.) of up to nine inches in diameter and five pounds in weight. The object adheres to the end of the staff, and the wielder need then only swing the staff in an overhand arc to release the missile toward a desired target.\nThe missile leaves the staff on the downstroke of the overhand swing and travels in a low, rising trajectory, with the missile going one foot upward for every 10 feet traveled. Of course, the arc may be higher, or the missile aimed so as to travel nearly vertically. (In the latter case, reverse the arcing ratio so that one foot of distance laterally is covered for every 10 feet of vertical rise.) The maximum range of such a missile is 180 feet, with limits of 60 feet and 120 feet on short and medium range, respectively.\nThis staff also carries charges, and a druid wielding the item can expend one charge and thereby use the staff to hurl a missile of large size, as if the wielder were a stone giant (range out to 300 feet, 3d10 points of damage per hit). Whether used as a magical quarterstaff or by employing one of its slinging powers, the staff bestows +1 to the wielder\'s attack roll and +1 per die to damage dealt out. The weapon may be recharged by a druid of 12th or higher level.}}{{Use=Take the weapon in-hand using the *Change Weapon* menu, and then attack using the relevant attack button. Attacking with a large object will automatically deduct a charge}}'}, + {name:'Staff-of-Striking',type:'rod|melee',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Striking}}Specs=[Staff of Striking|Quarterstaff,Rod|Melee,2H,Staff],[Staff of Striking|Quaretstaff,Melee,2H,Staff],[Staff of Striking|Quarterstaff,Melee,2H,Staff],[Staff of Striking,Rod,2H,Alteration]{{subtitle=Staff}}ToHitData=[w:Staff of Striking 1 charge,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:1,rc:rechargeable],[w:Staff of Striking 2 charges,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:2,rc:rechargeable],[w:Staff of Striking 3 charges,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:3,rc:rechargeable]{{Speed=[[4]]}}WandData=[st:Staff,qty:19+1d6]{{Size=Medium}}{{Weapon=2-handed melee oaken staff}}{{To-hit=+3, +Str Bonus}}{{Attacks=1 per round, magically the most favourable weapon type}}{{Damage= SM: 1d6, L:1d6, 1 charge: +3, 2 charges: +6, 3 charges: +9}}DmgData=[w:Staff of Striking 1 charge,sb:1,+:3,SM:1d6,L:1d6],[w:Staff of Striking 2 charges,sb:1,+:6,SM:1d6,L:1d6],[w:Staff of Striking 3 charges,sb:1,+:9,SM:1d6,L:1d6]{{Use=Melee weapon attack as normal, selecting the appropriate plus, which will deduct the number of charges automatically.}}{{Looks Like=A hardwood quarterstaff, with bands of base metal and shod at the foot.}}{{desc=This oaken staff is the equivalent of a +3 magical weapon. (If the weapon vs. armor type adjustment is used, the staff of striking is treated as the most favorable weapon type vs. any armor.) It causes 1d6+3 points of damage when a hit is scored. This expends a charge. If two charges are expended, bonus damage is doubled (1d6+6); if three charges are expended, bonus damage is tripled (1d6+9). No more than three charges can be expended per strike. The staff can be recharged.}}'}, + {name:'Staff-of-Swarming-Insects',type:'staff|melee|magic',ct:'5',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Staff}}{{name= of Swarming Insects}}{{splevel=Staff}}WandData=[w:Staff of Swarming Insects,st:Staff,wt:4,sp:5,qty:30+1d20,rc:discharging,loc:left hand|right hand]{{school=Conjuration/Summoning}}Specs=[Staff of Swarming Insects|Quarterstaff,Staff|Melee,2H,Staff],[Staff of Swarming Insects,Magic|Staff,2H,Conjuration-Summoning]{{components=V,M}}{{time=[[5]]}}{{range=[ [[60+(10*@{selected|casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[60+(10*@{selected|casting-level})]]||green|true)}}ToHitData=[w:Staff of Swarming Insects,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Summon Swarm,desc:MI-Staff-of-Swarming-Insects,c:1,sp:8,lv:8]{{duration=1 round}}DmgData=[w:Staff of Swarming Insects,sb:1,+:0,SM:1d6,L:1d6]{{aoe=1 creature}}{{save=Special}}{{damage=[1HP per 10 insects](!\\amp#13;\\amp#47;w gm Swarm of Insects does [[6+@{selected|casting-level}]]HP damage to 1 creature within range)}}{{Looks Like=This staff is short and thick. When initially obtained or encountered, much of its length is covered with finely done carvings depicting winged biting and stinging insects (bees, deerflies, horseflies, wasps, and the like).}}{{effects= Any priest character (cleric, druid, shaman, witch doctor, etc.) holding it can command the staff to create a swarm of such insects, at the same time expending one of the staff\'s charges.\nRange is 60 yards+10 yards per level of the user. The number of insects produced is 60 plus 10 per level. Every 10 insects will inflict 1 point of damage upon the target victim, regardless of Armor Class, unless the victim is protected by a force field, engulfed in flames, etc. Note, however, that the insects will not affect creatures larger than man-sized\nwith a natural Armor Class of 5 or better.\nWhen a vulnerable target is attacked by the swarm of flying insects, the target will be unable to do anything other than attempt to dislodge and kill the things. The insect attack lasts for one round. Each time the staff is employed, one of the insect-shapes carved into its wooden surface will disappear, so it is easy to determine how many charges are left in the staff. Unlike others of its ilk, a staff of this sort can have as many as 50 initial charges. However, it cannot be recharged.}}'}, + {name:'Staff-of-Thunder+Lightning',type:'melee|magic|staff',ct:'2',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Staff}}{{name= of Thunder \\amp Lightning}}{{splevel=Staff}}{{school=Alteration}}Specs=[Staff of Thunder+Lightning|Quarterstaff,Melee,2H,Staff],[Staff of Thunder+Lightning|Quarterstaff,Melee,2H,Staff],[Staff of Thunder+Lightning|Quarterstaff,Melee,2H,Staff],[Staff of Thunder+Lightning,Magic,1H|2H,Staff],[Staff of Thunder+Lightning,Magic,1H|2H,Staff],[Staff of Thunder+Lightning,Magic,1H|2H,Staff],[Staff of Thunder+Lightning,Staff,1H|2H,Alteration]{{components=V,M}}{{time=[[2]]}}WandData=[w:Staff of Thunder+Lightning,st:Staff,wt:4,sp:2,c:0,qty:19+1d6,rc:discharging,loc:left hand|right hand,ns:3],[cl:PW,w:Thunderclap,sp:2,pd:-1],[cl:PW,w:Lightning-Stroke,sp:2,pd:-1],[cl:PW,w:Thunder+Lightning,sp:4,pd:-1]{{range=Special}}ToHitData=[w:Staff of T+L Quarterstaff+2,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Staff of T+L Thunder,sb:1,+:3,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:1,c:1],[w:Staff of T+L Lightning,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:1,msg:Metal armour is counted as AC10. If attack misses AC displayed above but hit because armour is metal, only take \\lbrak;2d6\\rbrak;\\lpar;!\\amp#13;\\amp#47;gr 2d6 shock damage\\rpar; lightning shock damage. If hit successful then use normal damage button that will do both quarterstaff and shock damage],[w:Staff of T+L Thunderclap,pw:Thunderclap,lv:8,n:1,r:5,sp:2,c:2],[w:Staff of T+L Lightning Stroke,pw:Lightning-Stroke,lv:8,n:1,r:5,sp:2,c:2],[w:Staff of T+L Thunder+Lightning,pw:Thunder+Lightning,lv:8,n:1,r:5,sp:4,c:4]{{duration=Special}}DmgData=[w:Staff of T+L Quarterstaff+2,sb:1,+:2,SM:1d6,L:1d6],[w:Staff of T+L Thunder,sb:1,+:3,SM:1d6,L:1d6,msg:Victim is \\lbrak;*stunned*\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who has been stunned by Thunder?\\vbar;token_id}\\vbar;Staff of T+L Thunder\\vbar;1\\vbar;-1\\vbar;Stunned by Thunder - goes last for initiative\\vbar;broken-skull\\rpar; for 1 round and comes last in initiative until they recover],[w:Staff of T+L Lightning,sb:1,+:2,SM:1d6+2d6,L:1d6+2d6]{{aoe=1 creature}}{{save=Special}}{{Looks Like=Casual examination of this stout quarterstaff will show it to be exceptional, constructed of wood (ash, oak, bronzewood, or the like) and bound with iron set with silver rivets.}}{{effects=If the staff is magically examined, it will radiate an aura of alteration magic. It has the properties of a +2 magical weapon without any expenditure of its magical charges. Its other magical properties are as follows:\n**Thunder:** Take in hand and attack with *Thunder*. The staff strikes as a +3 weapon, and unless the opponent struck saves successfully vs. rods, staves, and wands, he will be stunned from the noise of the staff\'s impact—unable to take any further action in the round struck, and automatically having last initiative in the following round. This power requires the expenditure of one charge.\n**Lightning:** Take in hand and attack with *Lightning*. A short spark of electricity leaps forth when the opponent is struck, causing normal staff damage, plus 2d6 additional points of damage from shock. Note that the staff might not score a hit, but the electrical discharge discounts any form of metal armor (making the target effectively AC 10 for this purpose), so only such damage might apply. This power requires the expenditure of one charge.\n[**Thunderclap:**](!magic --display-ability @{selected|token_id}|Powers-DB|Thunderclap --mi-charges @{selected|token_id}|-2|Staff-of-Thunder+Lightning) The staff sends forth a cone of deafening noise, 5 feet wide at the apex, 40 feet long, and 20 feet wide at a point farthest from the source. All creatures within this cone, wholly or partially, must roll a successful saving throw vs. rods, staves, and wands or be stunned for 1d2 rounds (unable to attack during this time) and unable to hear for 1d2 additional rounds. Those who save are unable to hear for 1d4 rounds, but suffer no loss of attacks. This function requires the expenditure of two charges.\n[**Lightning Stroke:**](!magic --display-ability @{selected|token_id}|Powers-DB|Lightning-Stroke} --mi-charges @{selected|token_id}|-2|Staff-of-Thunder+Lightning) A bolt similar to that from a wand of lightning is generated, but it is of 8d6 strength, causing 16-48 points of damage (rolls of 1 are counted as 2) to those who fail a saving throw. The stroke can be single or forked. This function of the rod uses two charges.\n[**Thunder \\amp Lightning:**](!magic --display-ability @{selected|token_id}|Powers-DB|Thunder+Lightning} --mi-charges @{selected|token_id}|-4|Staff-of-Thunder+Lightning) This power combines the thunderclap, described above, with a forked lightning bolt as in the lightning stroke. Damage from the lightning is a total of 8d6 with rolls of 1 or 2 counted as rolls of 3, for a range of 24-48 points. A saving throw applies, with deafness and half damage suffered by those who are successful. This power requires the expenditure of four charges.\nThe casting time required for any function is equal to the number of charges expended; thus, the thunder \\amp lightning function costs four charges and has an initiative modifier of +4.}}'}, + {name:'Staff-of-Withering',type:'rod|melee',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of Withering}}{{subtitle=Staff}}WandData=[w:Staff of Withering,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee oaken staff}}Specs=[Staff of Withering|Quarterstaff,Rod|Melee,2H,Staff],[Staff of Withering|Quaretstaff,Melee,2H,Staff],[Staff of Withering|Quarterstaff,Melee,2H,Staff],[Staff of Withering,Rod,2H,Necromancy]{{To-hit=+3, +Str Bonus}}ToHitData=[w:Staff of Withering+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Staff of Withering 2 charge,sb:1,+:,1n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:2],[w:Staff of Withering 3 charges,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:3]{{Attacks=+1, 1 per round + level \\amp spec}}{{Damage= SM: 1d6, L:1d6, 2 charges: target ages by 10 years, 3 charges: save or wither a limb}}DmgData=[w:Staff of Withering+1,sb:1,+:1,SM:1d6,L:1d6],[w:Staff of Withering 2 charges,sb:1,+:1,SM:1d6,L:1d6,msg:The victim takes damage and ages by 10 years with all resulting consequences],[w:Staff of Withering 3 charges,sb:1,+:1,SM:1d6,L:1d6,msg:Victim takes damage and ages by 10 years and must save vs. spell or a random limb will wither and become useless]{{Use=Melee weapon attack as normal, selecting the appropriate attack for the number of charges to expend. Charges will automatically be consumed.}}{{Looks Like=A quarterstaff made of ebony, and carved with powerful sigils and runes.}}{{desc=This is a +1 magical weapon. A hit from it causes 1d4+1 points of damage. If two charges are expended when a hit is scored, the creature struck also ages 10 years, its abilities and lifespan adjusted for the resulting age increase. If three charges are expended when a hit is made, one of the opponent creature\'s limbs can be made to shrivel and become useless unless it successfully saves vs. spell (check by random number generation for which limb is struck).\nAgeless creatures (undead, demons, devils, etc) cannot be aged or withered. Each effect of the staff is cumulative, so that three charges will score damage, age, and wither.\nAging a dwarf is of little effect, while aging a dragon could actually aid the creature.}}'}, + {name:'Staff-of-the-Magi',type:'melee|magic|rod',ct:'4',charge:'absorbing-exploding',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Magi}}{{subtitle=Staff}}WandData=[w:Staff of the Magi,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:absorbing-exploding,rules:+inhand,svspe:+2,loc:left hand|right hand,ns:4],[cl:PW,w:MU-Conjure-Air-Elemental,sp:100,pd:1],[cl:PW,w:MU-Conjure-Earth-Elemental,sp:100,pd:1],[cl:PW,w:MU-Conjure-Fire-Elemental,sp:100,pd:1],[cl:PW,w:MU-Conjure-Water-Elemental,sp:100,pd:1]{{school=All}}Specs=[Staff of the Magi|Quarterstaff,Melee,2H,Staff],[Staff of the Magi,Magic|Rod,1H|2H,Divination],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Abjuration],[Staff of the Magi,Magic|Rod,1H|2H,Abjuration],[Staff of the Magi,Magic|Rod,1H|2H,Illusion-Phantasm],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Abjuration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Conjuration-Summoning],[Staff of the Magi,Magic|Rod,1H|2H,Evocation],[Staff of the Magi,Magic|Rod,1H|2H,Alteration],[Staff of the Magi,Magic|Rod,1H|2H,Alteration]{{components=V,M}}ToHitData=[w:SotM Quarterstaff,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,c:0,rc:uncharged],[w:Detect Magic,desc:MU-Detect-Magic,c:0,sp:1,lv:8],[w:Enlarge,desc:MU-Enlarge,c:0,sp:1,lv:8],[w:Hold Portal,desc:MU-Hold-Portal,c:0,sp:1,lv:8],[w:Light,desc:MU-Light,c:0,sp:1,lv:8],[w:Protection from Evil,desc:MU-Protection-from-Evil,c:0,sp:1,lv:8],[w:Protection from Good,desc:MU-Protection-from-Good,c:0,sp:1,lv:8],[w:Invisibility,desc:MU-Invisibility,c:1,sp:1,lv:8],[w:Fireball,desc:MU-Fireball,c:1,sp:3,lv:8],[w:Knock,desc:MU-Knock,c:1,sp:1,lv:8],[w:Lightning Bolt,desc:MU-Lightning-Bolt,c:1,sp:3,lv:8],[w:Pyrotechnics,desc:MU-Pyrotechnics,c:1,sp:2,lv:8],[w:Ice Storm,desc:MU-Ice-Storm,c:1,sp:4,lv:8],[w:Web,desc:MU-Web,c:1,sp:3,lv:8],[w:Wall of Fire,desc:MU-Wall-of-Fire,c:1,sp:4,lv:8],[w:Dispel Magic,desc:MU-Dispel-Magic,c:1,sp:3,lv:8],[w:Passwall,desc:MU-Passwall,c:1,sp:5,lv:8],[w:Whirlwind,desc:PW-Djinni-Whirlwind,c:2,sp:1,lv:8],[w:Air Elemental,pw:MU-Conjure-Air-Elemental,c:2,sp:100,lv:8],[w:Earth Elemental,pw:MU-Conjure-Earth-Elemental,c:2,sp:100,lv:8],[w:Fire Elemental,pw:MU-Conjure-Fire-Elemental,c:2,sp:100,lv:8],[w:Water Elemental,pw:MU-Conjure-Water-Elemental,c:2,sp:100,lv:8],[w:Plane Travel,desc:PW-Astral-Travel-self,c:2,sp:8,lv:8],[w:Telekinesis,desc:MU-Telekinesis,c:2,sp:5,lv:8],[w:Absorb Wizard Spell,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|gm{How many spell levels to absorb?/+1/+2/+3/+4/+5/+6/+7/+8/+9}|Staff-of-the-Magi|100||The charges have been absorbed and have recharged the staff.|Maximum charges exceeded: retributive strike initialised!,sp:1,c:0,lv:8]{{time=[[4]] or speed of spell}}{{range=Special}}DmgData=[w:SotM Quarterstaff,sb:1,+:0,SM:1d6,L:1d6]{{Looks Like=Easily identified as an exceptional staff, bound with bronze with gold studs and rivits, with each band inscribed with powerful sigils.}}{{desc=The following powers do not drain charges:\n*Detect Magic, Enlarge, Hold Portal, Light, Protection Form Evil,* and *Protection Form Good.*\n\nThe following powers drain one charge per usage:\n*Invisibility, Fireball, Knock, Lightning Bolt, Pyrotechnics, Ice Storm, Web, Wall of Fire, Dispel Magic,* and *Passwall.*\n\nThese powers drain two charges per usage:\n*Whirlwind, Conjure Elemental* (each type once per day, with 8HD), *Plane travel,* and *Telekinesis.*\nThe staff of the magi adds a +2 bonus to all saving throw rolls vs. spell. It can be used to *absorb* wizard spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit, it will explode as if a "retributive strike" (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea how many spell levels are cast at him, for the staff does not communicate this knowledge as a rod of absorption does. Absorbing spells is risky, but absorption is the only way this staff can be recharged.\nRetributive strike is a breaking of the staff. It must be purposeful and declared by the wizard wielding it. When this is done all levels of spell energy in the staff are released in a globe of 30-foot radius. All creatures within 10 feet of the broken staff suffer hit points of damage equal to eight times the number of spell levels of energy in the rod (1 to 25), those between 10 feet to 20 feet take 6 x levels, and those 20 feet to 30 feet distant take 4 x levels. Successful saving throws versus magic indicate only one-half damage is sustained.\nThe wizard breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy totally destroys him.\nThis staff and the staff of power are the only magical items capable of a retributive strike.}}{{Use=Take the staff in-hand using the *Change Weapon* dialogue, then use the *Attack* action to use it as a weapon or use its powers. Use any of the spell buttons in order to cast those spells, which automatically expends the relevant number of charges.\nTo absorb spell levels, use the *Absorb Wizard Spell* button and ask the DM to select how many levels to absorb (a choice will appear on the DM\'s screen) - this does not reflect what the *character* knows, as they do not know the number of levels absorbed. The device will respond with success or if a *retributive strike* initiated!}}'}, + {name:'Staff-of-the-Serpent-Adder',type:'staff|melee|magic',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Serpent\n(Adder)}}Specs=[Staff of the Serpent|Quarterstaff,Staff|Melee,2H,Staff],[Staff of the Serpent,Magic|Staff,2H,Conjuration-Summoning|Animal]{{subtitle=Staff}}ToHitData=[w:Staff of the Serpent,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:3,sp:4,qty:1,rc:uncharged],[w:Reveal Adder Head,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Staff of the Serpent Adder|10|-1|The head of your staff is an adder head - *Evil*!|death-zone,sp:8,c:0,lv:8]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}{{To-hit=+1, +Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+1, SM: 2d2, L:2d2}}DmgData=[w:Staff of the Serpent,sb:1,+:1,SM:2d2,L:2d2]{{Use=Melee weapon attack as normal. Adder - take the staff in-hand as for the melee attack, then select the *Reveal Adder Head* button displayed on the *Attack* action dialogue to add a status timer, then hit as normal, but victim must roll a save vs. poison (type E) or be slain. *Drag \\amp Drop* an Adder and set its AC to 5 and HP to 20}}{{Looks Like=A normal quarterstaff, but with a bulbous head.}}{{desc=The adder strikes as a +1 magical weapon and does 2d2 points of damage when it hits. Upon command the head of the staff becomes that of an actual serpent (AC 5, 20 hit points). This head remains for one full turn. When a hit is scored, damage is not increased, but the victim must roll a successful saving throw vs. poison (strength E) or be slain. Only evil priests will employ an adder staff. If the snake head is killed, the staff is destroyed.}}'}, + {name:'Staff-of-the-Serpent-Python',type:'staff|melee',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Serpent\n(Python)}}Specs=[Staff of the Serpent|Quarterstaff,Staff|Melee,2H,Staff],[Staff of the Serpent,Staff,2H,Conjuration-Summoning|Animal]{{subtitle=Staff}}ToHitData=[w:Staff of the Serpent,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:3,sp:4,qty:1,rc:uncharged]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}{{To-hit=+2, +Str Bonus}}{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+2, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Serpent,sb:1,+:2,SM:1d6,L:1d6]{{Use=Melee weapon attack as normal. Python - *Drag \\amp Drop* Python character sheet onto map, and set its AC to 3 \\amp HP to 49}}{{Looks Like=A rather bent and wonky quarterstaff, hinting at sinuous movement.}}{{desc=Strikes as a +2 magical weapon and inflicts 1d6+2 points of damage when it hits. If the priest throws the staff to the ground, it grows from its 6-foot length, becoming a giant constrictor snake, 25 feet long (AC 3, 49 hit points, movement rate of 9). This happens in one round. The snake will entwine if it scores a hit, the opponent being constricted for 2d4+2 points of damage per round. The victim will remain trapped by the python until he dies or the creature is destroyed. Note that the python will return to its owner upon command. If it is destroyed while in snake form, the staff is destroyed.}}'}, + {name:'Staff-of-the-Woodlands+1',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+1}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands,ns:3],[cl:PW,w:PR-Pass-Without-Trace,sp:10,pd:1],[cl:PW,w:PR-Barkskin,sp:5,pd:1],[cl:PW,w:PR-Tree,sp:6,pd:1]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+1, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+1,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1],[w:Pass Without Trace,pw:PR-Pass-Without-Trace,sp:10,lv:8,c:0],[w:Barkskin,pw:PR-Barkskin,sp:5,lv:8,c:0],[w:Tree,pw:PR-Tree,sp:6,lv:8,c:0]{{Attacks=+1, 1 per round + level \\amp spec}}{{Damage=+1 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+1,sb:1,+:1,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +4 staff has no additional powers; the +3 staff also confers the power of pass without trace; the +2 staff confers the powers of pass without trace and barkskin; the +1 staff confers the powers of the +2 staff plus the power of the tree spell.}}'}, + {name:'Staff-of-the-Woodlands+2',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+2}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands,ns:2],[cl:PW,w:PR-Pass-Without-Trace,sp:10,pd:1],[cl:PW,w:PR-Barkskin,sp:5,pd:1]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+2, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1],[w:Pass Without Trace,pw:PR-Pass-Without-Trace,sp:10,lv:8,c:0],[w:Barkskin,pw:PR-Barkskin,sp:5,lv:8,c:0]{{Attacks=+2, 1 per round + level \\amp spec}}{{Damage=+2 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+2,sb:1,+:2,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +2 staff confers the powers of *pass without trace* and *barkskin*.}}'}, + {name:'Staff-of-the-Woodlands+3',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+3}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands,ns:1],[cl:PW,w:PR-Pass-Without-Trace,sp:10,pd:1]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+3, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+3,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1],[w:Pass Without Trace,pw:PR-Pass-Without-Trace,sp:10,lv:8,c:0]{{Attacks=+3, 1 per round + level \\amp spec}}{{Damage=+3 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+3,sb:1,+:3,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +3 staff confers the power of *pass without trace*.}}'}, + {name:'Staff-of-the-Woodlands+4',type:'rod|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Woodalnds+4}}{{subtitle=Staff}}WandData=[w:Staff of the Woodlands,st:Staff,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:both hands]{{Speed=[[4]]}}{{Size=Medium}}{{Weapon=2-handed melee staff}}Specs=[Staff of the Woodlands|Quarterstaff,Rod|Melee,2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Magic,1H|2H,Staff],[Staff of the Woodlands,Rod,1H|2H,Alteration]{{To-hit=+4, +Str Bonus}}ToHitData=[w:Staff of the Woodlands+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:4,c:0],[w:Wall of Thorns,desc:PR-Wall-of-Thorns,sp:9,lv:12,c:1],[w:Animal Friendship+Speak with Animals,cmd:!magic --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Animal-Friendship --display-ability \\amp#64;{selected|token_id}|PR-Spells-DB|Speak-with-Animals,sp:10,lv:8,c:1],[w:Animate Tree,desc:Animate-Tree,sp:10,lv:12,c:1]{{Attacks=+4, 1 per round + level \\amp spec}}{{Damage=+4 plus str bonus, SM: 1d6, L:1d6}}DmgData=[w:Staff of the Woodlands+4,sb:1,+:4,SM:1d6,L:1d6]{{Use=Take in-hand using the *Change Weapon* dialogue, then use the *Attack* action for a Melee weapon attack as normal, or to use one of the powers of the staff}}{{Looks Like=This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved with vines, leaves and scenes of nature, and bound with bronze.}}{{desc=It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:\n• Wall of thorns\n• Animal friendship plus speak with animals (together for 1 charge)\n• Animate tree\nIn addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day. However, the +4 staff has no additional powers.}}'}, + {name:'To-hit-Wand-PolyTouch',type:'',ct:'0',charge:'uncharged',cost:'0',body:'**@{selected|token_name} hits AC [[( [[0]] - [[1d20]] + (@{selected|thac0}) )]] with their Wand of Polymorph in touch mode.**\n/w "@{selected|character_name}" [Success](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Poly-touch|16|-1|Polymorphed by Poly-Touch|snail)'}, + {name:'WW-Cast',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand of Wonder}}{{splevel=Wand}}{{school=Alteration}}{{components=V,M}}{{time=[[6]]}}{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Where Applicable}}{{effects=The *wand of wonder* is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. A percentile dice is rolled to determine what the effect is. With this version of the wand, the player does not know what the effects are until they happen.\n[Roll D100](!\\amp#13;\\amp#47;gr 1d100 for Wand of Wonder) then choose from\n[01-10](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Slow which creature?|token_id}|Slow|10|-1|Creature is slowed, with a worse AC \\amp attacks|snail) [11-18](!magic --message gm|@{selected|token_id}|Wand of Wonder|Tell player that the result is actually \\amp#91;[1d100]\\amp#93; which is actually untrue and belief only lasts for 1 round) [19-25](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Gust-of-Wind) [26-30](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Stinking-Cloud) [31-33](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|blue|true\\amp#13;!magic --message public|@{selected|token_id}|Heavy Rain|A heavy downpour of rain occurs in the displayed area) [34-36](!magic --message @{selected|token_id}|Summon Mammal|\\lbrak;Roll d100 again\\rbrak;\\lpar;!\\cr;\\ampamp;#47;r 1d100\\rpar; and summon rhino on 1-25, elephant on 26-50, or mouse on 51-00. Ask DM to *Drag \\amp Drop* the relevant creature onto the map) [37-46](!rounds --aoe @{selected|token_id}|bolt|feet|0|70|5|lightning|true\\amp#13;!magic --message @{selected|token_id}|Lightning Bolt|The lightning bolt does \\lbrak;6d6, 1s as 2s\\rbrak;\\lpar;!\\ampamp;#13;\\ampamp;#47;w gm \\ampamp;#91;\\lbrak;{ {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {2}, {2}, {2}, {2}, {2}, {2} }k6\\rbrak;\\ampamp;#93;HP damage\\rpar; HP of damage) [47-49](!magic --message @{selected|token_id}|Butterflies|Everyone in the area marked, including the caster, is blinded by clouds of large fluttering butterflies! Use the *Select a Target* button to select blinded creatures\\amp#13;!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|light|true|@{selected|token_id}|area|Blindness|2|-1|Blinded by 600 large butterflies fluttering in a cloud|bleeding-eye) [50-53](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Enlarge) [54-58](!rounds --aoe @{selected|token_id}|circle|feet|30|30|30|dark\\amp#13;!magic --message w|@{selected|token_id}|Darkness 15ft Radius|Place the corsshair on the edge of the range circle then confirm) [59-62](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|40|green|true\\amp#13;!magic --message public|@{selected|token_id}|Instant Field|Grass has grown in the 160sq.ft. indicated) [63-65](!magic --message public|@{selected|token_id}|Vanishing Object|A target nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size has vanished) [66-69](!magic --message public|@{selected|token_id}|Shrinkage|The wand wielder has diminished to 1/12th of their previous size) [70-79](!magic --display-ability @{selected|token_id}|Powers-DB|WoF-Fireball) [80-84](!rounds --target caster|@{selected|token_id}|Invisibility|99|0|Have become invisible, as per spell, with +4 improvement in AC. Become visible on attack|half-haze) [85-87](!rounds --aoe @{selected|token_id}|circle|feet|0|60|60|green|true|@{selected|token_id}|single|WoW Leafy|99|0|Make like a tree and leaf|three-leaves) [88-90](!rounds --aoe @{selected|token_id}|bolt|feet|0|30|2|magic|true\\amp#13;!magic --message public|@{selected|token_id}|Stream of 1gp Gems|\\amp#91;\\lbrak;10\\amp#42;\\lpar;1d4\\rpar;\\rbrak;\\amp#93; gems shoot out of the wand and do \\amp#91;\\lbrak;5d4\\rbrak;\\amp#93; HP damage to the 1st creature they hit in range) [91-97](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|30|magic|true|@{selected|token_id}|area|Blindness|\\amp#91;[1d6]\\amp#93;|-1|Blinded by the pretty dancing lights!|bleeding-eye) [98-00](!rounds --aoe @{selected|token_id}|bolt|feet|0|60|5|magic|true|@{selected|token_id}|single|WoW Petrified|99|0|If was flesh, is now stone. If was stone, is now flesh|aura)\nThe wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-MM-1',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Wand of Magic Missiles\nfires 1 missile}}{{desc=One missile does [[?{Roll missile damage|1+1d4}]] damage to the target creature}}'}, + {name:'Wand-MM-2',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Wand of Magic Missiles\nfires 2 missiles}}{{desc=Missile 1 does [[?{Roll missile 1 damage|1+1d4}]] HP damage to the target creature.\nMissile 2 does [[?{Roll missile 2 damage|1+1d4}]] HP damage to the target creature.}}\n!magic --mi-charges @{selected|token_id}|-1'}, + {name:'Wand-MM-3',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Wand of Magic Missiles\nfires 3 missiles}}{{desc=Missile 1 does [[?{Roll missile 1 damage|1+1d4}]] HP damage to the target creature.\nMissile 2 does [[?{Roll missile 2 damage|1+1d4}]] HP damage to the target creature.\nMissile 3 does [[?{Roll missile 3 damage|1+1d4}]] HP damage to the target creature.}}\n!magic --mi-charges @{selected|token_id}|-2'}, + {name:'Wand-of-Conjuration',type:'magic|wand',ct:'5',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Conjuration}}{{splevel=Wand}}{{school=Conjuration}}Specs=[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Magic,1H,Wand],[Wand of Conjuration,Wand,1H,Conjuration-Summoning]{{components=V,M}}{{time=[[5]]}}WandData=[w:Wand of Conjuration,st:Wand,wt:1,sp:5,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=Special}}ToHitData=[w:Recognise Conjuration Spell,msg:Recognise the spell just cast *if* it was a conjuration/summoning spell - the DM or Player playing the creature that cast the spell must tell you what it was and at what level it was cast,lv:6,sp:5,c:0],[w:Unseen Servant,desc:MU-Unseen-Servant,lv:6,sp:5,c:1],[w:Monster Summoning I,desc:MU-Monster-Summoning-I,sp:5,c:1],[w:Monster Summoning II,desc:MU-Monster-Summoning-II,sp:5,c:2],[w:Monster Summoning III,desc:MU-Monster-Summoning-III,sp:5,c:3],[w:Curtain of Blackness,desc:Curtain-of-Blackness,sp:5,lv:6,c:2],[w:Prismatic Sphere,desc:MU-Prismatic-Sphere,sp:5,lv:18,c:1],[w:Prismatic Wall,desc:MU-Prismatic-Wall,sp:5,lv:16,c:1]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand, obviously.}}{{effects=Grasping this device enables a wizard to recognize any cast or written conjuration/summoning spell (unseen servant, monster summoning, conjure elemental, death spell, invisible stalker, limited wish, symbol, maze, gate, prismatic sphere, wish). The wand also has the following powers, which require expenditure of one charge each:\n• *unseen servant*\n• *monster summoning*\nA maximum of six charges may be expended on Monster Summoning at any one time, one per level of the monster summoning: i.e. six *monster summoning I*, three *monster summoning II*, or two *monster summoning III*, or any combination totaling six. The wizard must be of a **sufficient experience level** to cast the appropriate summoning spell.\nThe wand of conjuration can also conjure up a *curtain of blackness* - a veil of total black that absorbs all light. The *curtain of blackness* can cover a maximum area of 600 square feet (60\' x 10\', 40\' x 15\', 30\' x 20\'), but it must stretch from ceiling to floor, wall to wall. The curtain takes two charges to conjure. The veil of total lightlessness can be penetrated only by physical means or magic.\nThe wand also enables its wielder to construct a *prismatic sphere* (or *wall*), one color at a time, red to violet, at a cost of one charge per color.\nEach function of the wand has an initiative penalty of +5, and only one function per round is possible. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-Earth+Stone',type:'magic|wand',ct:'6',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Wand}}{{name= of Earth \\amp Stone}}WandData=[w:Wand of Earth+Stone,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Magic|Wand,1H,Wand],[Wand of Earth+Stone,Wand,1H,Alteration]{{components=V,M}}{{time=[[5]]}}{{range=Special}}ToHitData=[w:Dig,desc:MU-Dig,lv:6,sp:4,c:1],[w:Passwall,desc:MU-Passwall,lv:6,sp:5,c:1],[w:Move Earth,desc:MU-Move-Earth,sp:10,c:2],[w:Transmute Mud to Rock,desc:MU-Transmute-Mud-to-Rock,sp:5,c:1],[w:Transmute Rock to Mud,desc:MU-Transmute-Rock-to-Mud,sp:5,c:1]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand of this sort is typically short and tipped with some form of mineral.}}{{effects=This wand is imbued with the following powers:\n*Dig* one charge/use\n*Passwall* one charge/use\n*Move earth* two charges/use\nIn addition, 50% of all such wands have the following powers:\n*Transmute mud to rock* one charge/use\n*Transmute rock to mud* one charge/use}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-Enemy-Detection',type:'magic|wand',ct:'6',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Wand}}{{name= of Enemy Detection}}WandData=[w:Wand of Enemy Detection,st:Wand,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Enemy Detection,Magic|Wand,1H,Wand],[Wand of Enemy Detection,Wand,1H,Divination]{{components=V,M}}{{time=[[1]]}}{{range=0}}ToHitData=[w:Detect Enemies,cmd:!rounds --target caster|@{selected|token_id}|Wand of Enemy Detection|10|-1|The wand will pulse and point towards any enemy|lightning-helix,lv:6,sp:1,c:1]{{duration=1 Turn}}{{aoe=[60 feet](!rounds --movable-aoe @{selected|token_id}|circle|feet|0|120|120|magic|true)}}{{save=None}}{{Looks Like=A wand, obviously, with a piece of *loadstone* at its tip.}}{{effects=This wand pulses in the wielder\'s hand and points in the direction of any creature(s) hostile to the bearer of the device. The creature(s) can be invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. Detection range is a 60-foot sphere. The function requires one charge to operate for one turn. The wand can be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-Fear',type:'magic|wand',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Fear}}{{splevel=Wand}}{{school=Illusion/Phantasm}}Specs=[Wand of Fear,Magic,1H,Wand],[Wand of Fear,Wand,1H,Illusion-Phantasm]{{components=V,M}}{{time=[[4]]}}WandData=[w:Wand of Fear,st:Wand,wt:1,sp:4,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=0}}ToHitData=[w:Wand of Fear,desc:MI-Wand-of-Fear,lv:6,sp:4,c:1]{{duration=6 rounds}}{{aoe=Cone [60ft long 20ft at base](!rounds --aoe @{selected|token_id}|cone|feet|0|60|20|dark)}}{{save=vs. Wand negates}}{{damage=[Zap them!](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Fear|6|-1|Screaming and running in fear|screaming)}}{{Looks Like=A wand, obviously, and this one has a bead of amber at its tip.}}{{effects=a pale amber ray springs from the tip of the wand, forming a cone 60 feet long by 20 feet in base diameter, which flashes on and instantly disappears. Each creature touched by the ray must roll a successful saving throw vs. wand or react as per the cause fear spell (1st-level priest spell, remove fear reversal). In other words, creatures affected by the wand turn and move at fastest possible speed away from the wielder for six rounds. Each use costs one charge. It can operate just once per round. The wand can be recharged.}}{{materials=Wand}}'}, + {name:'Wand-of-Fire',type:'magic|wand',ct:'2',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Fire}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Fire,Magic|Wand,1H,Wand],[Wand of Fire,Magic,1H,Wand],[Wand of Fire,Magic,1H,Wand],[Wand of Fire,Magic,1H,Wand],[Wand of Fire,Wand,1H,Evocation]{{components=V,M}}{{time=[[2]]}}WandData=[w:Wand of Fire,st:Wand,wt:1,sp:2,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=Special}}ToHitData=[w:WoF Burning Hands,desc:PW-Burning-Hands,sp:0,lv:6,c:1],[w:WoF Pyrotechnics,desc:MU-Pyrotechnics,sp:2,lv:6,c:1],[w:WoF Fireball,desc:PW-Fireball,sp:2,lv:6,c:2],[w:WoF Wall of Fire,desc:MU-Wall-of-Fire,sp:3,lv:6,c:2]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand, obviously, with a small ruby at its tip.}}{{effects=This wand can function like the following wizard spells, cast as if by a L[[6]] Wizard:\n• **Burning hands: Note: specs different from spell**. The wand emits a [[120]]degree fan-shaped sheet of fire [[10]] feet wide at its end and [[12]] feet long. Each creature touched suffers [[6]] points of damage. The sheet of fire appears instantly, shoots forth dark red flames, and snuffs out in less than one second. It expends [[1]] charge.\n• **Pyrotechnics:** This function duplicates the spell of the same name. It has an initiative modifier of +2 and expends [[1]] charge.\n• **Fireball: Note: specs different from spell.** The wand coughs forth a pea-sized sphere that streaks out to the desired range (to a maximum of 160 feet) and bursts in a fiery, violet-red blast, just like the fireball spell. The initiative modifier is +2, and this expends [[2]] charges. The fireball inflicts [6d6 min 2/dice](!\\amp#13;\\amp#47;r {1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1 points of fireball damage, save to half) points of damage, but all 1s rolled are counted as 2s (i.e., the burst causes 12-36 points). A saving throw vs. wand is applicable.\n• **Wall of fire:** The wand can be used to draw a fiery curtain of purplish-red flames 1200 feet square (10\' x 120\', 20\' x 60\', 30\' x 40\', etc.). The flames last for six rounds and cause 2d6+6 points damage if touched (2d4 points if within 10 feet of the fire, 1d4 if within 20 feet). The flames can also be shaped into a ring around the wand user (but the circle is 25 feet in diameter). The initiative modifier is +3, and its use expends [[2]] charges.\nThe wand of fire can operate just once per round. It can be recharged.}}{{materials=Wand}}{{Use=Take the wand in hand using the *Change Weapon* dialogue, then when ready perform an *Attack* to use the powers}}'}, + {name:'Wand-of-Flame-Extinguishing',type:'melee|wand|magic',ct:'6',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Flame Extinguishing}}{{splevel=Wand}}{{school=Abjuration}}Specs=[Wand of Flame Extingushing,Melee|Wand,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Magic,1H,Wand],[Wand of Flame Extingushing,Wand,1H,Abjuration]{{components=V,M}}WandData=[w:Wand of Flame Extinguishing,st:Wand,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{time=[[6]]}}ToHitData=[w:Wand vs Flaming Creature,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:6,c:2,rc:rechargeable],[w:Non-magical Fires,msg:The normal-sized non-magical fire has been extinguished,sp:6,lv:6,c:0],[w:Large non-magical fires,msg:The large-sized non-magical fire has been extinguished at the cost of 1 charge,sp:6,lv:6,c:1],[w:Small magical fires,msg:The small magical fire like *burning hands* has been extinguished at the cost of 1 charge,sp:6,lv:6,c:1],[w:Continuous magical fires,msg:Temporarily dousing a continually-burning magical fire at the cost of 1 charge,cmd:\\api;rounds ~~target single\\vbar;\\amp#64;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who to extinguish?\\vbar;token_id}\\vbar;Wand of Flame Extinguishing\\vbar;6\\vbar;-1\\vbar;Flame extinguished by \\amp#64;{selected\\vbar;character_name}\\vbar;interdiction,sp:6,lv:6,c:1],[w:Large non-creature magical fire,msg:The large-sized magical fire which is not a creature has been extinguished at the cost of 2 charges,sp:6,lv:6,c:2]{{range=Special}}DmgData=[w:Wand of Flame Extinguishing,sb:0,+:0,SM:6d6,L:6d6]{{duration=Special}}{{aoe=Special}}{{save=None)}}{{Looks Like=A wand with a small bright blue but frosted saphire at its tip.}}{{effects=This wand has five separate functions: against **small nonmagical fires, large nonmagical fires, continual magical flames, large magical fires,** and **creatures composed of flame**.}}{{hide1=**Nonmagical fires** of normal size can be extinguished without using any charges. Normal size includes anything up to the size of a bonfire or a fire in a regular fireplace—equal to four to six billets of wood burning hotly.\nTo extinguish **large, nonmagical fires**, flaming oil in quantity equal to a gallon or more, the fire produced by a fiend, a flame tongue sword, or a burning hands spell, one charge is expended from the wand. \n**Continual magical flames**, such as those of a sword or a creature able to ignite, expend one charge and will be extinguished for six rounds and will flare up again after that time.\nWhen applied to **large magical fires** such as those caused by *fireball, flame strike,* or *wall of fire spells*, two charges are expended from the wand as the flames are extinguished.\nIf the device is used upon a **creature composed of flame** (a fire elemental, for instance), a successful attack roll inflicts 6d6 points of damage upon the creature. Take the wand in-hand and attack with it.}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue and then use the *Attack* action to use an attack or a power of the wand.}}'}, + {name:'Wand-of-Frost',type:'magic|wand',ct:'2',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Wand}}{{name= of Frost}}WandData=[w:Wand of Frost,wt:1,sp:2,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Frost,Magic|Wand,1H,Wand],[Wand of Frost,Magic|Wand,1H,Wand],[Wand of Frost,Magic|Wand,1H,Wand],[Wand of Frost,Wand,1H,Evocation]{{components=V,M}}{{time=[[2]]}}{{range=Special}}ToHitData=[w:Ice Storm,desc:MU-Ice-Storm,lv:6,sp:2,c:1],[w:Wall of Ice,desc:MU-Wall-of-Ice,lv:6,sp:2,c:1],[w:Cone of Cold,desc:PW-WoF-Cone-of-Cold,lv:6,sp:2,c:2]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand with an *ever-frozen* tip of ice.}}{{effects=A *frost* wand can perform three functions that duplicate wizard spells:\n• *Ice storm:* A silvery ray springs forth from the wand and an ice (or sleet) storm occurs up to 60 feet away from the wand holder. This function requires one charge.\n• *Wall of ice:* The silvery ray forms a wall of ice, six inches thick, covering a 600-squarefoot area (10\' x 60\', 20\' x 30\', etc.). Its initiative modifier is +2, and it uses one charge.\n• *Cone of cold:* White crystalline motes spray forth from the wand in a cone with a 60-foot length and a terminal diameter of 20 feet. The initiative modifier is +2, and the effect lasts just one second. The temperature is -100 degrees F., and damage is 6d6, treating all 1s rolled as 2s (6d6, 12-36). The cost is two charges per use. Saving throw vs. wands is applicable.\nThe wand can function once per round, and may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-Illumination',type:'magic|wand',ct:'6',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Illumination}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Illumination,Magic|Wand,1H,Wand],[Wand of Illumination,Magic,1H,Evocation],[Wand of Illumination,Magic,1H,Evocation],[Wand of Illumination,Magic,1H,Evocation]{{components=V,M}}{{time=[[6]]}}WandData=[w:Wand of Illumination,st:Wand,wt:1,sp:6,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=Special}}{{duration=Instantaneous}}ToHitData=[w:WoI Dancing Lights,desc:MU-Dancing-Lights,sp:1,lv:6,c:1],[w:WoI Light,desc:MU-Light,sp:1,lv:6,c:1],[w:WoI Continual Light,desc:MU-Continual-Light,sp:2,lv:6,c:2],[w:WoI Sunburst,desc:MI-WoI-Sunburst,sp:1,lv:6,c:3],{{aoe=Special}}{{save=Special}}{{Looks Like=A wand with a diamond at the base of its handle.}}{{effects=This wand has four separate functions, three of which approximate wizard spells, and one of which is unique:\n1: **Dancing lights:** One charge.\n2: **Light:** One charge.\n3: **Continual light:** This function requires two charges.\n4: **Sunburst**: When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays. The range of this sunburst is [[120]] yards maximum, and its duration is 1/10 of a second. Its area of effect is a globe of 40-foot diameter. Any undead within this globe suffer 6d6 points of damage, with no saving throw. Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period. (Of course, the creatures in question must have sight organs sensitive to the visible light spectrum). The function requires three charges.\nThe wand can be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue, and then use the *Attack* action to access its capabilities}}'}, + {name:'Wand-of-Illusion',type:'magic|wand',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Wand}}{{name= of Illusion}}WandData=[w:Wand of Illusion,st:Wand,wt:1,sp:3,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Illusion/Phantasm}}Specs=[Wand of Illusion,Magic|Wand,1H,Wand],[Wand of Illusion,Magic|Wand,1H,Illusion-Phantasm],[Wand of Illusion,Magic|Wand,1H,Illusion-Phantasm]{{components=V,M}}{{time=[[3]]}}{{range=Special}}ToHitData=[w:Audible Illusion,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|WoI Audible Illusion|10|-10|An audible illusion with no visual component cast from a Wand of Illusion|half-haze,msg:Casts an audible illusion similar to Audible Glamer \\amp#40;but not linked to caster\'s level for range \\amp duration\\amp#41; costing 1 charge per round,lv:6,sp:3,c:1],[w:Visual Illusion,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|WoI Visual Illusion|10|-10|A visual illusion with no audible component cast from a Wand of Illusion|ninja-mask,msg:Casts a visual illusion similar to Phantasmal Force \\amp#40;but not linked to caster\'s level for range \\amp duration\\amp#41; costing 1 charge per round,lv:6,sp:3,c:1],[w:Audio-Visual Illusion,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|WoI Audio-Visual Illusion|10|-10|An illusion with both audible and visual components cast from a Wand of Illusion|lightning-helix,msg:Casts an audio-visual illusion similar to Improved Phantasmal Force \\amp#40;but not linked to caster\'s level for range \\amp duration\\amp#41; costing 2 charges per round,lv:6,sp:3,c:2]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{Looks Like=A wand, obviously.}}{{effects=This wand creates audible and visual illusions (see *audible glamer, phantasmal force*). The wand emits an invisible ray, with a 140-yard maximum range. The effect has an initiative modifier of +3. The wand wielder must concentrate on the illusion in order to maintain it—he may move normally but can\'t melee during this time. Each portion, audible and visual, cost one charge to effect and one per round to continue. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-Lightning',type:'magic|innate-melee|wand',ct:'2',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Wand}}{{name= of Lightning}}WandData=[w:Wand of Lightning,st:Wand,wt:1,sp:2,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Lightning,Magic|Innate-Melee,1H,Wand],[Wand of Lightning,Magic|Wand,1H,Evocation]{{components=V,M}}{{time=[[2]]}}{{range=Special}}ToHitData=[w:Shock,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,r:5,sp:2,c:1,msg:Metal armour is counted as AC10 and armour magic bonus does not apply but rings etc do apply],[w:Lightning Bolt,desc:WoL-Lightning-Bolt,lv:6,sp:2,c:2]{{duration=Special}}DmgData=[w:Shock,sb:0,+:0,SM:1d10,L:1d10,c:0]{{aoe=Special}}{{save=Special}}{{Looks Like=A wand carved with zig-zags and with a chip of quartz in its handle.}}{{effects=This wand has two functions that closely resemble wizard spells:\n• Shock: This does 1-10 hit points of damage to a target struck in melee combat, with no saving throw. Characters wearing metal armor and/or shields are treated as armor class 10. Plain leather and wood work normally. Magical bonuses on metal armor do not affect Armor Class, but a ring of protection does. The shock uses one charge.\n• Lightning Bolt: The possessor of the wand can discharge a bolt of lightning. The stroke can be either a forked or straight bolt (see wizard spell, lightning bolt). Damage is 12-36 (6d6, treating 1s as 2s), but a saving throw is applicable. This function uses two charges and has an initiate modifier of +2.\nThe wand may be recharged. It can perform only one function per round.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-MM',type:'wand',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Magic Missiles}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Magic Missiles,Wand,1H,Evocation]{{components=V,M}}{{time=[[3]]}}WandData=[w:Wand of Magic Missiles,st:Wand,wt:1,sp:3,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||lightning|true)}}{{duration=Instantanious}}{{aoe=1 or more creatures in [[10]]ft cube}}{{save=None}}{{damage=\n[1 missile](!magic --display-ability @{selected|token_id}|MI-DB|Wand-MM-1) [2 missiles](!magic --display-ability @{selected|token_id}|MI-DB|Wand-MM-2) [3 missiles](!magic --display-ability @{selected|token_id}|MI-DB|Wand-MM-3)}}{{Looks Like=A wand with a triangular handle and shaft, each marked with one, two or three strokes.}}{{effects=This wand discharges magic missiles similar to those of the 1st-level wizard spell of the same name. The missile causes [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) points of damage. It always hits its target when the wand is wielded by a wizard, otherwise an attack roll is required. The wand has an initiative modifier of +3, and each missile costs one charge. A maximum of three may be expended in one round. The wand may be recharged.}}{{materials=Wand}}'}, + {name:'Wand-of-Magic-Detection',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Magic Detection}}WandData=[w:Wand of Magic Detection,st:Wand,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Magic Detection,Magic|Wand,1H,Wand],[Wand of Magic Detection,Wand,1H,Divination]{{components=V,M}}{{time=[[1]]}}{{range=0}}ToHitData=[w:Detect Magic,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Wand of Magic Detection|10|-1|The wand will pulse and point towards the strongest magic|lightning-helix --movable-aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|magic|true,lv:6,sp:10,c:1]{{duration=1 Turn}}{{aoe=30 foot radius}}{{save=None}}{{Looks Like=A wand with a tip made of some strange, lustorous stone, perhaps *hematite*.}}{{effects=This wand is similar in operation to the enemy detection wand. If any form of magic is in operation, or a magical item exists within a 30-foot radius, the magic detection wand will pulse and point to the strongest source. Note that it will point to a person upon whom a spell has been cast.\nOperation requires one round, and successive rounds will point out successively less powerful magical radiation. The school of magic (abjuration, alteration, etc.) can be determined if one round is spent concentrating on the subject emanation. One charge is expended per turn (or fraction thereof) of use. Starting with the second round of continuous use, there is a 2% cumulative chance per round that the wand will temporarily malfunction and indicate nonmagical items as magical, or vice-versa. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-Magic-Missiles',type:'melee|wand|magic',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Magic Missiles}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Magic Missiles,Melee|Wand,1H,Wand],[Wand of Magic Missiles,Melee,1H,Wand],[Wand of Magic Missiles,Magic,1H,Evocation],[Wand of Magic Missiles,Magic,1H,Evocation]{{components=V,M}}{{time=[[3]]}}WandData=[w:Wand of Magic Missiles,st:Wand,wt:1,sp:3,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||lightning|true)}}{{duration=Instantanious}}{{aoe=1 or more creatures in [[10]]ft cube}}ToHitData=[w:Non-Wizard MM1,mulv:0:0,sb:0,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:240,sp:3,c:1],[w:Non-Wizard MM2,mulv:0:0,sb:0,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:240,sp:3,c:2],[w:Wizard 1 Magic Missile,desc:MI-Wand-MM-1,sp:3,lv:6,mulv:1,c:1],[w:Wizard 2 Magic Missiles,desc:MI-Wand-MM-2,sp:3,lv:6,mulv:1,c:2]{{save=None}}DmgData=[w:Non-Wizard MM1,sb:0,+:0,SM:1+1d4,L:1+1d4],[w:Non-Wizard MM2,sb:0,+:0,SM:1+1d4,L:1+1d4,msg:Roll damage twice - once for each missile]{{Looks Like=A wand with a triangular handle and shaft, each marked with one, two or three strokes.}}{{effects=This wand discharges magic missiles similar to those of the 1st-level wizard spell of the same name. The missile causes [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) points of damage. It always hits its target when the wand is wielded by a wizard, otherwise an attack roll is required. The wand has an initiative modifier of +3, and each missile costs one charge. A maximum of three may be expended in one round. The wand may be recharged.}}{{materials=Wand}}'}, + {name:'Wand-of-Metal+Mineral-Detection',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Metal \\amp Mineral Detection}}WandData=[w:Wand of Metal+Mineral Detection,st:Wand,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Metal+Mineral Detection,Magic|Wand,1H,Wand],[Wand of Metal+Mineral Detection,Wand,1H,Divination]{{components=V,M}}{{time=[[10]]}}{{range=0}}ToHitData=[w:Detect Metal+Minerals,cmd:!rounds --target caster|\\amp#64;{selected|token_id}|Wand of Metal+Mineral Detection|20|-1|The wand will pulse and point towards the strongest metal/mineral|lightning-helix --movable-aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|magic|true,lv:6,sp:10,c:1]{{duration=2 Turns}}{{aoe=30 foot radius}}{{save=None}}{{Looks Like=A wand with a metal tip that it is difficult to stop clinging to your fellow adventurer\'s armour.}}{{effects=This wand has a 30-foot radius range. It pulses in the wielder\'s hand and points to the largest mass of metal within its effective area of operation. However, the wielder can concentrate on a specific metal or mineral (gold, platinum, quartz, beryl, diamond, corundum, etc.). If the specific mineral is within range, the wand will point to any and all places it is located, and the wand possessor will know the approximate quantity as well. Each operation requires one round. Each charge powers the wand for two full turns. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-Negation',type:'magic|wand',ct:'6',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Negation}}WandData=[w:Wand of Negation,st:Wand,wt:1,sp:6,c:0,qty:80+1d20,rc:discharging,loc:left hand|right hand]{{splevel=Wand}}{{school=Abjuration}}Specs=[Wand of Negation,Magic|Wand,1H,Wand],[Wand of Negation,Wand,1H,Abjuration]{{components=V,M}}{{time=[[6]]}}{{range=0}}ToHitData=[w:Negate,cmd:!rounds --aoe \\amp#64;{selected|token_id}|bolt|feet|0|60|2|lightning,lv:6,sp:6,c:1]{{duration=1 Round}}{{aoe=1 device}}{{save=Wands: None. Rods/Staves: save 25% of time}}{{Looks Like=A wand with a jade tip.}}{{effects=This device negates the spell or spell-like function(s) of rods, staves, wands, and other magical items. The individual with the negation wand points to the device, and a pale gray beam shoots forth to touch the target device or individual. This totally negates any wand function, and makes any other spell or spell-like function from that device 75% likely to be negated, regardless of the level or power of the spell.\nThe wand can function once per round, and each negation drains one charge. The wand cannot be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-Paralysation',type:'magic|wand',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Paralysation}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Paralysation,Magic|Wand,1H,Wand],[Wand of Paralysation,Magic|Wand,1H,Evocation]{{components=V,M}}ToHitData=[w:Wand Area of Effect,cmd:!rounds --aoe \\amp#64;{selected|token_id}|cone|feet|0|60|5|lightning|true,sp:3,lv:6,c:0,rc:uncharged],[w:Wand of Paralysation,desc:MI-Wand-of-Paralysation,cmd:!rounds --target single|\\amp#64;{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Paralyse|\\amp#91;[\\amp#63;{Duration?|5d4}\\amp#93;\\amp#93;|-1|Paralysed|fishing-net,sp:3,lv:6,c:1]{{time=[[3]]}}WandData=[w:Wand of Paralysation,st:Wand,wt:1,sp:3,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=[60 feet](!rounds --aoe @{selected|token_id}|cone|feet|0|60|5|lightning|true)}}{{duration=5d4 rounds}}{{aoe=1 creature}}{{save=Negates}}{{Looks Like=A wand made of a thin needle of metal.}}{{effects=This wand shoots forth a thin ray of bluish colour to a maximum range of 60 feet. Any creature touched by the ray must roll successful saving throw vs. wand or be rendered rigidly immobile for 5d4 rounds. A save indicates the ray missed, and there is no effect. As soon as the ray touches one creature, it stops—the wand can attack only one target per round. The wand has an initiative modifier of +3 , and each use costs one charge. The wand may operate once per round. It may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue, and then use the *Attack* action to use the capabilities of the wand}}'}, + {name:'Wand-of-Polymorphing',type:'melee|wand|magic',ct:'3',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Polymorphing}}{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Polymorphing,Melee|Wand,1H,Wand],[Wand of Polymorphing,Magic|Wand,1H,Evocation],[Wand of Polymorphing,Magic|Wand,1H,Evocation]{{components=V,M}}ToHitData=[w:WoP Polymorph Touch,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:B,r:5,sp:3,c:0],[w:WoP Show Ray,cmd:!rounds --aoe \\amp#64;{selected|token_id}|bolt|yards|0|60|2|green|true,sp:3,c:0,lv:6],[w:WoP Poly Other with Ray,desc:MU-Polymorph-Other,msg:Note can only polymorph into a small inoffensive creature,c:1,sp:3,lv:6]{{time=[[3]]}}WandData=[w:Wand of Polymorphing,st:Wand,wt:1,sp:3,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{range=[60 yards](!rounds --aoe @{selected|token_id}|bolt|yards|0|60|2|green|true), or Touch}}{{duration=Permanent or [[16]] turns}}DmgData=[w:WoP Polymorph Touch,sb:0,+:0,SM:0,L:0,c:1,ru:1,msg:If successfully touched target they are \\lbrak;polymorphed\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\amp#64;{selected¦token_id}¦\\amp#64;{target\\vbar;Select a target\\vbar;token_id}\\vbar;Poly-other\\vbar;99\\vbar;0\\vbar;Polymorphed by WoP Poly-Other\\vbar;snail\\amp#13;!magic ~~mi-power \\amp#64;{selected\\vbar;token_id}\\vbar;MU-Polymorph-Self\\vbar;Wand-of-Polymorphing\\vbar;6\\rpar;. Press button to set a status marker and view the effect]{{aoe=Special}}{{save=Special}}{{Looks Like=A wand that, as you hold it, seems to want to change shape, becoming stable and solid wood as it is gripped and concentrated on by its wielder.}}{{effects=This wand has two possible effects.\n**Poly-Other:** emits a thin, green beam that darts forth a maximum distance of [[60]] yards. Any creature touched by this beam must make a saving throw vs. wands (success indicating a miss) or be polymorphed (as the polymorph others spell). The wielder may opt to turn the victim into a snail, frog, insect, etc., as long as the result is a small and inoffensive creature.\n**Poly-touch:** The possessor of the wand may elect to touch a creature with the device instead. Unwilling creatures must be hit and are also entitled to a saving throw. If the touch is successful, the recipient is surrounded by dancing motes of sparkling emerald light, and then transforms into whatever creature-shape the wielder wants. This is the same magical effect as the polymorph self spell.\nEither function has an initiative modifier of +3. Each draws one charge. Only one function per round is possible. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue, abd then use the *Attack* action to cast the ray or do an attack to touch with the wand}}\n!setattr --silent --charid @{selected|character_id} --casting-level|8 --casting-name|@{selected|token_name}s Wand of Polymorphing'}, + {name:'Wand-of-Secret-Door+Trap-Location',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Secret Door \\amp Trap Location}}WandData=[w:Wand of Secret Door+Trap Location,st:Wand,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Divination}}Specs=[Wand of Secret Door+Trap Location,Magic|Wand,1H,Wand],[Wand of Secret Door+Trap Location,Magic|Wand,1H,Divination]{{components=V,M}}{{time=[[10]]}}{{range=0}}ToHitData=[w:Detect Secret Doors,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|30|30|light|true,lv:6,sp:6,c:1],[w:Detect Traps,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|light|true,lv:6,sp:6,c:1]{{duration=1 Round per charge}}{{aoe=Secret Doors: 15 foot radius, Traps: 30 foot radius}}{{save=None}}{{Looks Like=A wand with a glowing tip.}}{{effects=This wand has an effective radius of 15 feet for secret door location and 30 feet for trap location. When the wand is energized it will pulse in the wielder\'s hand and point to all secret doors or traps within range. Note that it locates either doors or traps, not both during one operation. It requires one round to function and draws one charge. The wand may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-Size-Alteration',type:'magic|wand',ct:'10',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Size Alteration}}WandData=[w:Wand of Size Alteration,st:Wand,wt:1,sp:10,c:0,qty:80+1d20,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wand of Size Alteration,Magic|Wand,1H,Wand],[Wand of Size Alteration,Magic|Wand,1H,Alteration]{{components=V,M}}{{time=[[10]]}}{{range=10 feet}}ToHitData=[w:Enlarge,desc:MU-Enlarge,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|20|20|magic|true|single|\\amp#64;{selected|token_id}|Enlarge|30|-1|Enlarged so Strength as per equivalent giant|overdrive,lv:6,sp:6,c:1],[w:Deminish,cmd:!rounds --aoe \\amp#64;{selected|token_id}|circle|feet|0|60|60|light|true|single|\\amp#64;{selected|token_id}|Deminish|30|-1|Deminished by 50% per casting|overdrive,lv:6,sp:6,c:1]{{duration=30 rounds}}{{aoe=1 creature}}{{save=Negates}}{{Looks Like=A wand with its handle in the middle and two ends, one short and one long.}}{{effects=A wand of this sort enables the wielder to cause any single creature of virtually any size to enlarge (using the long end) or diminish (using the small end). Either effect causes a 50% change in size.\nRelative Strength and power increases or decreases proportionally, providing the weaponry employed is proportionate or usable. For humanoid creatures enlarged, Strength is roughly proportional to that of a giant of corresponding size. For example, a humanoid enlarged to 9 feet tall is roughly equivalent to a hill giant (19 strength), and a 13-foot tall humanoid equals a fire giant (22 Strength).\nThe wand\'s power has a range of 10 feet. The target creature and all it is wearing or carrying are affected unless a saving throw succeeds. Note that a willing target need not to make a saving throw.\nThe effect of the wand can be removed by a dispel magic spell, but if this is done, the target must roll a system shock check. It can also be countered if the possessor of the wand wills the effect to be canceled before the duration of the effect expires. Each usage of the wand (but not the cancellation of an effect) expends one charge. It can be recharged by a wizard of 12th or higher level.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wand-of-Wonder',type:'magic|wand',ct:'6',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Wonder}}WandData=[w:Wand of Wonder,st:Wand,wt:1,sp:6,c:0,qty:80+1d20,rc:discharging,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wand of Wonder,Magic|Wand,1H,Wand],[Wand of Wonder,Wand,1H,Alteration]{{components=V,M}}{{time=[[6]]}}{{range=Special}}ToHitData=[w:Try your luck,desc:MI-WoW-Cast,sp:6,lv:6,c:1]{{duration=Special}}{{aoe=Special}}{{save=Where Applicable}}{{Looks Like=A very strange and ornate wand. The runes carved on its shaft seem to change every time it is used.}}{{effects=The *wand of wonder* is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. The usual effects are shown on the table below, but you may alter these for any or all of these wands in your campaign as you see fit. Possible effects of the wand include:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;01-10\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Slow creature pointed at for one turn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;11-18\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Deludes wielder for one round into believing the wand functions as indicated by a second die roll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;19-25\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gust of wind, double force of spell\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;26-30\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Stinking cloud at 30-foot range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;31-33\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Heavy rain falls for one round in 60-foot radius of wand wielder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;34-36\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Summon rhino (1-25), elephant (26-50), or mouse (51-00)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;37-46\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Lightning bolt (70\' x 5\') as wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;47-49\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Stream of 600 large butterflies pour forth and flutter around for two rounds, blinding everyone (including wielder)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;50-53\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Enlarge target if within 60 feet of wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;54-58\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;59-62\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;63-65\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;66-69\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Diminish wand wielder to 1/12 height\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;70-79\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Fireball as wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;80-84\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Invisibility covers wand wielder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;85-87\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leaves grow from target if within 60 feet of wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;88-90\\amplt;/th\\ampgt;\\amplt;td\\ampgt;10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path -- roll 5d4 for number of hits\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;91-97\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Shimmering colors dance and play over a 40-by 30-foot area in front of wand - creatures therein blinded for 1d6 rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;98-00\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Flesh to stone (or reverse if target is stone) if target is within 60 feet\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'WoI-Sunburst',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=@{selected|Token_name} uses Wand of Illumination to cast\na Sunburst}}{{splevel=Magic Item}}{{school=Alteration (Reversable)}}{{components=M}}{{time=[[3]]}}{{range=[[120]] yds.}}{{duration=Instantaneous}}{{aoe=[40ft diameter globe](!rounds --aoe @{selected|token_id}|circle|feet|360|40||light)}}{{save=Special}}{{effects=When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays. The range of this sunburst is [[120]] yards maximum, and its duration is 1/10 of a second. Its area of effect is a globe of 40-foot diameter. Any undead within this globe suffer 6d6 points of damage, with no saving throw. Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period. (Of course, the creatures in question must have sight organs sensitive to the visible light spectrum).}}\n!magic --mi-charges @{selected|token_id}|-2'}, + {name:'WoW-Cast',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand of Wonder}}{{splevel=Wand}}{{school=Alteration}}{{components=V,M}}{{time=[[6]]}}{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Where Applicable}}{{effects=The *wand of wonder* is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. The usual effects are shown on the table below, but you may alter these for any or all of these wands in your campaign as you see fit. Possible effects of the wand include:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;gr 1d100 for Wand of Wonder)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[01-10](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Slow which creature?|token_id}|Slow|10|-1|Creature is slowed, with a worse AC \\amp attacks|snail)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Slow creature pointed at for one turn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[11-18](!magic --message gm|@{selected|token_id}|Wand of Wonder|Tell player that the result is actually \\amp#91;[1d100]\\amp#93; which is actually untrue and belief only lasts for 1 round)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;The wand functions as indicated by a second die roll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[19-25](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Gust-of-Wind)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Gust of wind, double force of spell\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[26-30](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Stinking-Cloud)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Stinking cloud at 30-foot range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[31-33](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|blue|true\\amp#13;!magic --message public|@{selected|token_id}|Heavy Rain|A heavy downpour of rain occurs in the displayed area)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Heavy rain falls for one round in 60-foot radius of wand wielder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[34-36](!magic --message @{selected|token_id}|Summon Mammal|\\lbrak;Roll d100 again\\rbrak;\\lpar;!\\cr;\\ampamp;#47;r 1d100\\rpar; and summon rhino on 1-25, elephant on 26-50, or mouse on 51-00. Ask DM to *Drag \\amp Drop* the relevant creature onto the map)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Summon rhino (1-25), elephant (26-50), or mouse (51-00)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[37-46](!rounds --aoe @{selected|token_id}|bolt|feet|0|70|5|lightning|true\\amp#13;!magic --message @{selected|token_id}|Lightning Bolt|The lightning bolt does \\lbrak;6d6, 1s as 2s\\rbrak;\\lpar;!\\ampamp;#13;\\ampamp;#47;w gm \\ampamp;#91;\\lbrak;{ {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {2}, {2}, {2}, {2}, {2}, {2} }k6\\rbrak;\\ampamp;#93;HP damage\\rpar; HP of damage)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Lightning bolt (70\' x 5\') as wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[47-49](!magic --message @{selected|token_id}|Butterflies|Everyone in the area marked, including the caster, is blinded by clouds of large fluttering butterflies! Use the *Select a Target* button to select blinded creatures\\amp#13;!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|light|true|@{selected|token_id}|area|Blindness|2|-1|Blinded by 600 large butterflies fluttering in a cloud|bleeding-eye)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Stream of 600 large butterflies pour forth and flutter around for two rounds, blinding everyone (including wielder)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[50-53](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Enlarge)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Enlarge target if within 60 feet of wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[54-58](!rounds --aoe @{selected|token_id}|circle|feet|30|30|30|dark\\amp#13;!magic --message w|@{selected|token_id}|Darkness 15ft Radius|Place the corsshair on the edge of the range circle then confirm)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[59-62](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|40|green|true\\amp#13;!magic --message public|@{selected|token_id}|Instant Field|Grass has grown in the 160sq.ft. indicated)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[63-65](!magic --message public|@{selected|token_id}|Vanishing Object|A target nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size has vanished)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[66-69](!magic --message public|@{selected|token_id}|Shrinkage|The wand wielder has diminished to 1/12th of their previous size)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Diminish wand wielder to 1/12 height\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[70-79](!magic --display-ability @{selected|token_id}|Powers-DB|WoF-Fireball)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Fireball as wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[80-84](!rounds --target caster|@{selected|token_id}|Invisibility|99|0|Have become invisible, as per spell, with +4 improvement in AC. Become visible on attack|half-haze)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Invisibility covers wand wielder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[85-87](!rounds --aoe @{selected|token_id}|circle|feet|0|60|60|green|true|@{selected|token_id}|single|WoW Leafy|99|0|Make like a tree and leaf|three-leaves)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Leaves grow from target if within 60 feet of wand\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[88-90](!rounds --aoe @{selected|token_id}|bolt|feet|0|30|2|magic|true\\amp#13;!magic --message public|@{selected|token_id}|Stream of 1gp Gems|\\amp#91;\\lbrak;10\\amp#42;\\lpar;1d4\\rpar;\\rbrak;\\amp#93; gems shoot out of the wand and do \\amp#91;\\lbrak;5d4\\rbrak;\\amp#93; HP damage to the 1st creature they hit in range)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path -- roll 5d4 for number of hits\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[91-97](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|30|magic|true|@{selected|token_id}|area|Blindness|\\amp#91;[1d6]\\amp#93;|-1|Blinded by the pretty dancing lights!|bleeding-eye)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Shimmering colors dance and play over a 40-by 30-foot area in front of wand - creatures therein blinded for 1d6 rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;[98-00](!rounds --aoe @{selected|token_id}|bolt|feet|0|60|5|magic|true|@{selected|token_id}|single|WoW Petrified|99|0|If was flesh, is now stone. If was stone, is now flesh|aura)\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Flesh to stone (or reverse if target is stone) if target is within 60 feet\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Wonder-Wand',type:'magic|wand',ct:'6',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Wand}}{{name= of Wonder}}WandData=[w:Wand of Wonder,st:Wand,wt:1,sp:6,c:0,rc:discharging,loc:left hand|right hand]{{splevel=Wand}}{{school=Alteration}}Specs=[Wonder Wand,Magic|Wand,1H,Wand],[Wonder Wand,Wand,1H,Alteration]{{components=V,M}}{{time=[[6]]}}{{range=Special}}ToHitData=[w:Try your luck,desc:MI-WW-Cast,sp:6,lv:6,c:1]{{duration=Special}}{{aoe=Special}}{{save=Where Applicable}}{{Looks Like=A very strange and ornate wand. The runes carved on its shaft seem to change every time it is used.}}{{effects=The *wand of wonder* is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. A percentile dice is rolled to determine what the effect is. With this version of the wand, the player does not know what the effects are until they happen.\nThe wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + ]}, + MI_DB_Miscellaneous:{bio:'
Miscellaneous Items
v6.24 04/04/2024

This Magic Item database holds definitions for all other Magic Items that do not easily fall into any other category', + gmnotes:'
Change Log

v6.25 27/05/2024 Updated to use very latest capabilities of the API suite
v6.21-4 31/03/2024 Added all of the items from DMG. Started adding hide#= sections to long desc= to trigger "show more..." buttons
v6.20 14/02/2024 Renamed to overcome inability to extract
v6.16-9 20/07/2023 Added more standard items
v6.15 20/04/2023 Added more items & started DB compression
v6.14 15/04/23 Added more magic items
v6.13 09/04/2023 Added ability for bags to automatically create item character sheet, optionally containing initial items
v6.11 31/01/2023 Added new magic items
v6.10 25/09/2022 Moved to RPGM Library and updated templates
v6.01 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v6.00 06/04/2022 Adapted to use --display-ability command for chaining abilities
v5.9 09/03/2022 Added saving throw data to MIs that affect saves
v5.8 23/02/2022 Fixed issues with Headband of Intelligence, Robe of Protection, & Shocking Bracers
v5.7 04/02/2022 Shocking Bracers updated to fix errors on first use
v5.6 01/01/2022 Updated to common release version
v5.2 - 5.5 Skipped to even up version numbers
v5.1 31/10/2021 Encoded using machine readable data to support API databases
v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item
v4.3.3 09/06/2021 Bug fix for Red Ioun Stone
v4.3.2 06/05/2021 Added some magic items from the Dungeon of Death
v4.3.1 09/04/2021 Fixed a couple of Magic Item macro bugs
v4.3 02/04/2021 Changed spell targeting to use MagicMaster API
v4.2.1 24/03/2021 Added new MIs for Dungeon of Death
v4.2 07/03/2021 Added DM-only list of Magic Items as Priest Level 3 - does not appear for Players. Also changed Magic Item powers to use the !magic API
v4.1.11 04/03/2021 Added in a few MIs from Simon\'s dungeon & added 5 unknown potions, A to E
v4.1.10 25/02/2021 Unfroze the MI Powers table by duplication
v4.1.9 23/02/2021 Added more MIs from Simon\'s Dungeon of Death
v4.1.8 17/02/2021 Added MIs from Simon\'s Dungeon of Death
v4.1.7 29/01/2021 Added MIs held by characters that somehow seem to have got lost in this version of the MI-DB
v4.1.6 21/01/2021 Added new MIs from Simon\'s Dungeon of Death
v4.1.5 19/01/2021 Added missing MI Power of Clairaudience for the Robe of Ears
v4.1.4 08/01/2021 Added missing entry for Ointment of Flying in Potions list
v4.1.3 16/12/2020 Fixed issue with Wand of Paralysation duration when targeting, plus some other small bugs
v4.1.2 29/11/2020 New magic items created for Jacob & Solar (Steve L.\'s characters)
v4.1.1 09/11/2020 Sorted the MI-DB, compressed some item descriptions so fit better in chat window, and also replaced long descriptions with linked Handouts where possible.
v4.1 08/11/2020 Introduction of Magic Item powers for unique MIs, which are stored in the MI-DB rather than player character sheets. This allows them to not need loading into a character\'s powers, but to automatically be available once the MI is acquired.
v4.0 29/10/2020 Same as v3.3.1, but aligned version number with v4 Macro Library release
v3.3.1 20/10/2020 Updated all embedded macro calls to deal with separation of database from macro library, and also set casting levels & names for various MI spell effects.
v3.3 16/10/2020 Split the database of Magic Items from the macro workings so that the MI database can be shared with other macro systems.
v3.2.2 14/10/2020 Added Ring of The Hawk, supported by Attacks macro library v3.6
v3.2.1 14/10/2020 Added Magic Items for both Lost Mines & The High Dungeon
v3.2 19/09/2020 Updated to deal more effectively with lag, adjusted some menus, and added support for multi-status effects. Developed and then abandoned the use of Dusts for rechargable MIs, but totally changed this approach in later version.
v3.1 25/08/2020 Added the ability to deduct multiple charges of a Magic Item when using it. Player specified, and not linked to what they are using it for.
v3.0 25/08/2020 Vetted & updated ready for Roger\'s campaign. Also changed all calls to !tj to take \'--\' as the command introducer and allow multiple commands in one call and forcing execution in order, so as to overcome asynchronous processing issues.
v2.0 Jumped this major version number entirely, to bring in line with other library releases.
v1.3 22/08/2020 Added Magic Items gained in various recent quests
v1.2 08/08/2020 Changed whispers /w using Token_name to instead use Character_name, as if they were different, errors occurred.
v1.1 06/08/2020 Loaded all known character-held MIs from current campaigns. Coordinated all markers and effects across all MIs & Spell libraries.
v1.0 01/08/2020 Testing went fine in Alpha and Beta, so applying first wave of enhancements.
v0.1 19/07/2020 Initial creation for testing', + root:'MI-DB', + api:'magic', + type:'mi', + avatar:'https://s3.amazonaws.com/files.d20.io/images/255019818/RIYjLxZ2bkSCIibdZ7yMhw/thumb.jpg?1636631849', + version:6.25, + db:[{name:'Alchemy-Jug',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Jug}}{{name= of Alchemy}}{{subtitle=Magic Item}}Specs=[Alchemy Jug,Miscellaneous,1H,Conjuration]{{Speed=Special}}MiscData=[w:Alchemy Jug,st:Jug,sp:3,rc:recharging]{{Save=None}}{{Looks Like=A jug with some liquid in it. The jug looks ordinary, but there is an interesting set of runes inscribed on the rim.}}{{desc=This magical device can pour forth various liquids upon command. The quantity of each liquid is dependent upon the liquid itself. The jug can pour only one kind of liquid on any given day, seven pourings maximum. The liquids pourable and quantity per pouring are:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Salt water\\amplt;/td\\ampgt;\\amplt;td\\ampgt;16 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Fresh water\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Beer\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Vinegar\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 gallons\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Wine\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 gallon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Ammonia\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 quart\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Oil\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 quart\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Aqua regia\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 gills (8 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Alcohol\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 gil (4 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Chlorine\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8 drams (1 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Cyanide\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 drams (1/2 oz.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe jug will pour forth two gallons per round, so it will require eight rounds to complete a pouring of salt water.}}'}, + {name:'Amulet-Proof-vs-Detection+Location',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Proof Against Detection and Location}}{{subtitle=Magic Item}}Specs=[Amulet Proof vs Detection+Location,Miscellaneous,1H,Abjuration]{{Size=Small}}MiscData=[w:Amulet Proof vs Detection+Location,st:Amulet,sp:0,rc:uncharged]{{Powers=Can\'t be located by magic}}{{Looks Like=An amulet made of glass or crystal, inscribed with etched runes}}{{desc=This device protects the wearer against all divination and magical location and detection. The wearer cannot be detected through *clairaudience, clairvoyance, ESP, crystal balls,* or any other scrying devices. No aura is discernible on the wearer, and predictions cannot be made regarding him unless a powerful being is consulted.}}'}, + {name:'Amulet-of-Inescapable-Location',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Inescapable Location}}{{subtitle=Magic Item}}Specs=[Amulet of Inescapable Location,Miscellaneous,1H,Abjuration]{{Size=Small}}MiscData=[w:Amulet of Inescapable Location,st:Amulet,sp:0,rc:cursed]{{Powers=Doubles the range at which wearer can be located}}{{Looks Like=An amulet made of glass or crystal, inscribed with etched runes}}{{desc=This device is typically worn on a chain or as a brooch. It appears to be an amulet that prevents location, scrying (crystal ball viewing and the like), or detection or influence by ESP or telepathy. Actually, the amulet doubles the likelihood and/or range of these location and detection modes. Normal item identification attempts, including detect magic, will not reveal its true nature.}}'}, + {name:'Amulet-of-Life-Protection',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Life Protection}}{{subtitle=Magic Item}}Specs=[Amulet of Life Protection,Miscellaneous,1H,Abjuration]{{Speed=Instantanious}}MiscData=[w:Amulet of Life Protection,st:Amulet,sp:0,rc:uncharged]{{Save=None}}{{Looks Like=A pendant or brooch with a single rune design, which implies something to do with life.}}{{desc=This pendant or brooch device serves as protection for the psyche. The wearer is protected from the magic jar spell or any similar mental attack that would usurp control of the wearer\'s body. If the wearer is slain, the psyche enters the amulet and is protected for seven full days. Thereafter, it departs to the plane of its alignment. If the amulet is destroyed during the seven days, the psyche is utterly and irrevocably annihilated.}}'}, + {name:'Amulet-of-the-Planes',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of the Planes}}{{subtitle=Magic Item}}Specs=[Amulet of the Planes,Miscellaneous,1H,Alteration]{{Speed=Instantanious}}MiscData=[w:Amulet of the Planes,st:Amulet,sp:3,rc:uncharged]{{Save=None}}{{Looks Like=A geometrical amulet with 24 straight edges, each with difficult to see tiny runes written along them}}{{desc=This device enables the individual possessing it to transport himself instantly to or from any one of the closest levels of the Outer Planes. This travel is absolutely safe, if not absolutely sure, but until the individual learns the device, transport will be random. Either use the [Roll 1d24] below, or roll 1d6. On a 4-6, add 12 to the result of a 1d12 roll (for a result between 1 and 24). On a 1-3, do not add 12 to a 1d12 roll. Figure the total and consult the following table to determine where the holder of the amulet ends up:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[Roll 1d24](!\\amp#13;\\amp#47;r 1d24)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Plane Reached\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mount Celestia\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bytopia\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Elysium\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Beastlands\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Arborea\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ysgard\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Limbo\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Pandemonium\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The Abyss\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Carceri\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The Gray Waste\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gehenna\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Baator\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Acheron\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mechanus\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Arcadia\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-24\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Prime Material Plane*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n*As an alternative, you can substitute the following for totals between 22 and 24:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;22\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Etheral plane\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;23\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Astral plane\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;24\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Prime, but alternate Earth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Amulet-vs-Undead',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= vs Undead}}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{Size=Small}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{Powers=Turn or Control Undead}}{{Looks Like=An amulet made of ivory or bone, inscribed with runes and powerful sigils}}{{desc=This prized charm is a specially blessed symbol that enables the wearer to turn undead like a cleric. The amulet appears ordinary, but glows brightly when presented strongly (i.e., as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined by the power of the amulet. The strength of each amulet varies, and when one is discovered, its type is ascertained by rolling on the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[Roll d100](!\\amp#13;\\amp#47;r 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effective Clerical\\amplt;br\\ampgt;Level of Amulet\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;31-55\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;56-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe amulet must be worn at all times to remain effective. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on.}}'}, + {name:'Amulet-vs-Undead-5th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= vs Undead\n5th Level}}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{Size=Small}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{Powers=Turn or Control Undead}}{{Looks Like=An amulet made of ivory or bone, inscribed with runes and powerful sigils}}{{desc=This prized charm is a specially blessed symbol that enables the wearer to turn undead like a cleric. The amulet appears ordinary, but glows brightly when presented strongly (i.e., as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined by the power of the amulet.\nThe amulet must be worn at all times to remain effective. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on.}}'}, + {name:'Amulet-vs-Undead-6th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n6th Level}}'}, + {name:'Amulet-vs-Undead-7th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n7th Level}}'}, + {name:'Amulet-vs-Undead-8th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n8th Level}}'}, + {name:'Amulet-vs-Undead-9th-level',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Amulet vs Undead,Miscellaneous,1H,Necromantic]{{}}MiscData=[w:Amulet vs Undead,st:Amulet,sp:10,rc:uncharged]{{}}%{MI-DB|Amulet-vs-Undead-5th-level}{{name= vs Undead\n9th Level}}'}, + {name:'Bag-of-Beans',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Beans}}{{subtitle=Magic Item}}Specs=[Bag of Beans,Miscellaneous,1H,Evocation]{{Size=A large sack}}MiscData=[w:Bag of Beans,st:Bag,sp:0,rc:uncharged,bag:7],[cl:MI,w:BoB-Blue-Bean],[cl:MI,w:BoB-Red-Bean],[cl:MI,w:BoB-Green-Bean],[cl:MI,w:BoB-Yellow-Bean],[cl:MI,w:BoB-Black-Bean],[cl:MI,w:BoB-White-Bean],[cl:MI,w:BoB-Rainbow-Bean]{{Access=Drag the *Bag of Beans* token onto the map and use your MI menu *Search* function to retrieve beans from it.}}{{Looks Like=This bag, constructed of heavy cloth, is about two feet wide and four feet long (the size of any other large bag or sack). A character who opens it will find several large, pebble-like objects inside.}}{{desc=If dumped out of the bag, the objects found inside explode for 5d4 points of damage each. All creatures within a 10 foot radius must successfully save vs. spell or suffer full damage. To be removed safely, the beans in the bag must be taken out by hand—telekinesis won\'t prevent them from exploding, nor will working them out with tools. If placed in dirt and watered, each pebble-like bean will "sprout\'\' a creature or object. Bags of beans generally hold 3d4 beans.}}{{GM Info=The GM should alter the beans contained in the bag by changing the MiscData specification and programming new beans or choosing a differrent selection of those provided. Only 1 or 2 beans will be beneficial, the others sprouting monsters or useless things.}}'}, + {name:'Bag-of-Devouring',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Devouring}}{{subtitle=Creature}}Specs=[Bag of Devouring,Miscellaneous,1H,Animal]{{Size=Medium}}MiscData=[w:Bag of Devouring,st:Bag,sp:3,rc:uncharged]{{GM Info=Use your *Add Item* dialog to hide the *Bag of Devouring* as a *Bag of Holding* or any other form of bag, which is revealed only when used, or under the GM\'s control, so that the unsuspecting character uses it as intended by the description}}{{Looks Like=This bag appears to be an ordinary sack.}}{{desc=This bag possibly appears empty, or possibly holding beans. The sack is, however, the lure used by an extradimensional creature—this is one of its feeding orifices.\nAny substance of animal or vegetable nature is subject to "swallowing\'\' if it is thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusions, but any time it senses living human flesh within, it is 60% likely to close and attempt to draw the whole victim in—base 75% chance for success, less Strength bonus for "damage,\'\' and each +1 = -5% on base chance. Thus, an 18 Strength character (with +2 damage) is only 65% likely to be drawn into the bag, while a 5 Strength character (with -1 damage) is 80% likely to be drawn in.\nThe bag radiates magic. It can hold up to 30 cubic feet of matter. It will act as a bag of holding (normal capacity), but each turn it has a 5% cumulative chance of "swallowing\'\' the contents and then "spitting the stuff out" in some non-space. Creatures drawn within are consumed in one round, eaten, and gone forever.}}'}, + {name:'Bag-of-Holding',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Holding}}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{Size=[[15]]/[[250]]lbs, 30cu.ft}}MiscData=[w:Bag of Holding,st:Bag,sp:3,rc:uncharged,bag:0]{{Access=Drag the *Bag of Holding* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=This bag appears to be a common cloth sack of about 2 feet by 4 feet size.}}{{desc=The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. This weight, the bag\'s weight limit in contents, and its volume limit are 15 lbs. 250 lbs. 30 cu. ft.\nIf overloaded, or if sharp objects pierce it (from inside or outside), the bag will rupture and be ruined. The contents will be lost forever in the vortices of nilspace.}}'}, + {name:'Bag-of-Holding-150cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Bag of Holding,st:Bag,sp:3,rc:uncharged,bag:0]{{}}%{MI-DB|Bag-of-Holding-30cu-ft}{{name= of Holding\n150 cu. feet}}{{Size=[[35]]/[[1000]]lbs, 150cu.ft}}'}, + {name:'Bag-of-Holding-250cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Bag of Holding,st:Bag,sp:3,rc:uncharged,bag:0]{{}}%{MI-DB|Bag-of-Holding-30cu-ft}{{name= of Holding\n250 cu. feet}}{{Size=[[60]]/[[1500]]lbs, 250cu.ft}}'}, + {name:'Bag-of-Holding-30cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Holding\n30 cu feet}}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{Size=[[15]]/[[250]]lbs, 30 cu. feet}}MiscData=[w:Bag of Holding,st:Bag,sp:3,rc:uncharged,bag:0]{{Access=Drag the *Bag of Holding* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=This bag appears to be a common cloth sack of about 2 feet by 4 feet size.}}{{desc=The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. This weight, the bag\'s weight limit in contents, and its volume limit are as specified above. If overloaded, or if sharp objects pierce it (from inside or outside), the bag will rupture and be ruined. The contents will be lost forever in the vortices of nilspace.}}'}, + {name:'Bag-of-Holding-70cu-ft',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Bag of Holding,st:Bag,sp:3,rc:uncharged,bag:0]{{}}%{MI-DB|Bag-of-Holding-30cu-ft}{{name= of Holding\n70 cu. feet}}{{Size=[[15]]/[[500]]lbs, 70cu.ft}}'}, + {name:'Bag-of-Transmuting',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Transmuting}}{{subtitle=Creature}}Specs=[Bag of Transmuting,Miscellaneous,1H,Alteration]{{Size=Medium}}MiscData=[w:Bag of Transmuting,st:Bag,sp:3,rc:uncharged]{{GM Info=Use your *Add Item* dialog to hide the *Bag of Transmuting* as a *Bag of Holding* or any other form of bag, which is revealed only when used, or under the GM\'s control, so that the unsuspecting character uses it as intended by the description}}{{Looks Like=This bag appears to be a cloth sack of about 2 feet by 4 feet size.}}{{desc=This magical sack appears to be a bag of holding of one of the four sizes described above. It will perform properly for 1d4 + 1 uses (or more if the usages are made within a few days\' time). At some point, however, the magical field will waver, and metals and gems stored in the bag will be turned into common metals and stones of no worth.\nWhen emptied, the bag pours forth these transmuted metals and minerals. Any magical items (other than artifacts and relics) placed in the bag will become ordinary lead, glass, or wood as appropriate (no saving throw) once the transmuting effects have begun.}}'}, + {name:'Bag-of-Tricks-A',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Tricks (Type A)}}{{subtitle=Magic Item}}Specs=[Bag of Tricks,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Bag of Tricks,st:Bag,sp:3,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{Use=Once the type of animal has been rolled for, the GM can *Drag and Drop* an appropriate animal character sheet/token onto the map (all these animals are in the distributed Creature Database), then [Set a Timer](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which animal did you bring forth?|token_id}|Bag of Tricks|10|-1|Bravely doing @{selected|character_name}\'s bidding|chained-heart) on it for 1 turn}}{{Looks Like=A typical sack, which visual or other examination (other than reaching in) will show to be empty}}{{desc=Anyone who reaches inside will feel a small, fuzzy object. If this object is taken from the bag and tossed one foot to 20 feet away, it will turn into one of the animals on the following table.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr width="100%"\\ampgt;\\amplt;th width="12%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="30%" scope="col"\\ampgt;Animal\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;AC\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HD\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HP\\amplt;/th\\ampgt;\\amplt;th width="25% scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tbody\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Weasel\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Skunk\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Musk\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Badger\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-2/1-2/1-3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wolf\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lynx, giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3/1-2/1-2/1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wolverine\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4/1-4/2-5 + musk\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Boar\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3+3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stag, giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4-16 or 1-4/1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tbody\\ampgt;\\amplt;/table\\ampgt;\nThese animals will obey and fight for the individual who brought them into being. The kind of animal inside a bag of tricks varies each time an animal is drawn from the bag. \nOnly one creature can be drawn forth at a time. It alone exists until it is slain, until one turn has elapsed, or until it is ordered back into the bag of tricks. At that point, the creature vanishes. Only then can another animal be brought forth. Up to 10 creatures can be drawn from the bag each week.}}'}, + {name:'Bag-of-Tricks-B',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Tricks (Type B)}}{{subtitle=Magic Item}}Specs=[Bag of Tricks,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Bag of Tricks,st:Bag,sp:3,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{Use=Once the type of animal has been rolled for, the GM can *Drag and Drop* an appropriate animal character sheet/token onto the map (all these animals are in the distributed Creature Database), then [Set a Timer](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which animal did you bring forth?|token_id}|Bag of Tricks|10|-1|Bravely doing @{selected|character_name}\'s bidding|chained-heart) on it for 1 turn}}{{Looks Like=A typical sack, which visual or other examination (other than reaching in) will show to be empty}}{{desc=Anyone who reaches inside will feel a small, fuzzy object. If this object is taken from the bag and tossed one foot to 20 feet away, it will turn into one of the animals on the following table.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr width="100%"\\ampgt;\\amplt;th width="12%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="30%" scope="col"\\ampgt;Animal\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;AC\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HD\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HP\\amplt;/th\\ampgt;\\amplt;th width="25% scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tbody\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Rat\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Owl\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dog\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Goat\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ram\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bull\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6/1-6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5+5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6/1-6/1-8/2-12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lion\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5/6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;28\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4/1-4/1-10/2-7/2-7\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tbody\\ampgt;\\amplt;/table\\ampgt;\nThese animals will obey and fight for the individual who brought them into being. The kind of animal inside a bag of tricks varies each time an animal is drawn from the bag. \nOnly one creature can be drawn forth at a time. It alone exists until it is slain, until one turn has elapsed, or until it is ordered back into the bag of tricks. At that point, the creature vanishes. Only then can another animal be brought forth. Up to 10 creatures can be drawn from the bag each week.}}'}, + {name:'Bag-of-Tricks-C',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bag}}{{name= of Tricks (Type C)}}{{subtitle=Magic Item}}Specs=[Bag of Tricks,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Bag of Tricks,st:Bag,sp:3,rc:uncharged]{{Size=Small}}{{Immunity=None}}{{Saves=None}}{{Use=Once the type of animal has been rolled for, the GM can *Drag and Drop* an appropriate animal character sheet/token onto the map (all these animals are in the distributed Creature Database), then [Set a Timer](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which animal did you bring forth?|token_id}|Bag of Tricks|10|-1|Bravely doing @{selected|character_name}\'s bidding|chained-heart) on it for 1 turn}}{{Looks Like=A typical sack, which visual or other examination (other than reaching in) will show to be empty}}{{desc=Anyone who reaches inside will feel a small, fuzzy object. If this object is taken from the bag and tossed one foot to 20 feet away, it will turn into one of the animals on the following table.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr width="100%"\\ampgt;\\amplt;th width="12%" scope="col"\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th width="30%" scope="col"\\ampgt;Animal\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;AC\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HD\\amplt;/th\\ampgt;\\amplt;th width="10% scope="col"\\ampgt;HP\\amplt;/th\\ampgt;\\amplt;th width="25% scope="col"\\ampgt;Dmg\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tbody\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Jackel\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Eagle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-2/1-2/1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Baboon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1+1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ostrich\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4 or 2-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Leopard\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3/1-6/1-4/1-4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Jaguar\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;21\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-3/1-3/1-8/2-5/2-5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Buffalo\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8/1-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Tiger\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5+5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-5/2-5/1-10/2-8/2-8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tbody\\ampgt;\\amplt;/table\\ampgt;\nThese animals will obey and fight for the individual who brought them into being. The kind of animal inside a bag of tricks varies each time an animal is drawn from the bag. \nOnly one creature can be drawn forth at a time. It alone exists until it is slain, until one turn has elapsed, or until it is ordered back into the bag of tricks. At that point, the creature vanishes. Only then can another animal be brought forth. Up to 10 creatures can be drawn from the bag each week.}}'}, + {name:'Bead-of-Force',type:'magic|miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bead}}{{name= of Force}}{{subtitle=Magic Item}}{{Speed=[[3]]}}MiscData=[w:Bead of Force,st:Marble,sp:3,rc:charged]{{Size=Tiny}}Specs=[Bead of Force,Magic,1H|2H,Marble],[Bead of Force,Miscellaneous,1H,Evocation]{{Range=Up to 30yds}}ToHitData=[w:Throw Bead of Force,cmd:!rounds --aoe @{selected|token_id}|circle|yards|0|60||dark|true|@{selected|token_id}|area|Bead of Force|\\amp#91;[3d4]\\amp#93;|-1|Held in Sphere of Force|fishing-net,msg:All those in the area of effect take \\amp#91;\\lbrak;5d4\\rbrak;\\amp#93;HP damage and must make a saving throw or be trapped,sp:1,c:1]{{damage=5d4 damage in 10ft radius}}{{duration=3d4 rounds}}{{Save=vs. Spell to escape sphere or captured in *Sphere of Force*}}{{Looks Like=These small, black spheres might be mistaken for common beads, marbles, or unusually black but lusterless pearls. From 5-8 of these beads are usually found at one time. Each is about three-quarters of an inch in diameter and quite heavy, weighing almost an ounce.}}{{desc=Each bead can be hurled up to 30 yards. Upon impact, the bead sends forth a burst of force that inflicts 5d4 points of damage upon all creatures within a 10-foot radius of its center. Each victim is allowed a saving throw vs. spell. Those who save will be thrown out of the blast area, but those who fail to save will be encapsulated by a sphere of force after taking damage.\nThe sphere will form around any and all such creatures in the 10-foot-radius area, even those of large size, and will persist for 3d4 rounds. Victims will be unable to escape except by the same means and used to bring down a wall of force spell.}}'}, + {name:'Beaker-of-Plentiful-Potions',type:'potion',ct:'1+1d4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Beaker}}{{name= of Plentiful Potions}}{{splevel=Magic Item}}{{school=Potion}}Specs=[Beaker of Plentiful Potions,Potion,1H,Conjuration]{{Range=Imbiber of potion}}{{Components=M}}{{Duration=Special}}{{Time=1+1d4 segments}}{{aoe=Imbiber of Potion}}{{Save=Special}}MiscData=[w:Beaker of Plentiful Potions,st:Jug,sp:1+1d4,rc:uncharged,bag:0]{{Use=Drag the *Beaker of Plentiful Potions* token onto the map and use your MI menu *Search* function to retrieve the next potion from it.}}{{Looks Like=A particularly fine beaker or flask, but is it anything out of the ordinary?}}{{Effects=This container is a magical beaker with alchemical properties allowing it to create 1d4 + 1 doses of 1d4 + 1 potions. (The kinds of potions are determined by random selection on Table 89 in the DMG.) Different potion sorts are layered in the container, and each pouring takes one round and results in one dose of one potion type.\nIf the container holds only two potions, it will dispense them one each per day, three times per week; if three are contained, it will dispense them one each per day, two times per week; and if four or five are contained it will produce each just one time per week.\nOnce opened, the beaker gradually loses the ability to produce potions. This reduction in ability results in the permanent loss of one potion type per month, determined randomly.}}{{GM Info=The GM should add the Beaker to a Character, Creature or Container using *Add Items*, and then fill the Beaker sheet that is automatically created with the relevant potions by dragging the sheet for the Beaker onto the map to dropp a token, and then use the GM\'s *Add Items* function to add the potions to the Beaker. The player who gets the Beaker can then search the Beaker and use the potions in sequence. Delusion, duplication and poison are possible. Record each potion in order of occurrence - the potions are layered and are poured in order.}}'}, + {name:'BoB-Black-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Blue Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Black Bean,st:Black Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A black bean, about the size of a small pebble}}{{desc=When planted or just dropped, [smoke and gas](!rounds --aoe @{selected|token_id}|circle|feet|0|100|100|black --target caster|@{selected|token_id}|Black Bean|50|-1|Smoke \\amp Gas cover the area and any creature within the area are blinded for 1d6 rounds after leaving the cloud|bleeding-eye) cover an area of 50-foot radius for five turns; creatures in the smoke cloud can\'t see and will be blinded for 1d6 rounds when they step out of the cloud.}}'}, + {name:'BoB-Blue-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Blue Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Blue Bean,st:Blue Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A blue bean, about the size of a small pebble}}{{desc=When planted or just dropped, three shriekers spring up and begin wailing}}'}, + {name:'BoB-Green-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Green Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Green Bean,st:Green Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A green bean, about the size of a small pebble}}{{desc=A poisonous raspberry bush with animated runners shoots up, but each of its 5d4 berries is a gem of 100 or 500 gp base value (or perhaps just worthless glass)}}'}, + {name:'BoB-Rainbow-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Blue Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Rainbow Bean,st:Rainbow Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A bean sparkling with all the colours of the rainbow, about the size of a small pebble}}{{desc=When planted or just dropped, poison gas seeps out slowly, forming a cloud of [20-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|40|40|acid --target caster|@{selected|token_id}|Rainbow Bean|10|-1|Poison gas is seeping from the ground in this area|skull) that persists for one turn; while it lasts it might turn some dirt at its center to magical dust (appearance, vanishing, sneezing and choking)}}'}, + {name:'BoB-Red-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Red Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Red Bean,st:Red Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A red bean, about the size of a small pebble}}{{desc=When planted or just dropped, an [Ice Storm](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Ice-Storm) strikes the area}}\n!setattr --silent --charid @{selected|character_id} --casting-level|8'}, + {name:'BoB-White-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Blue Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:White Bean,st:White Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A white bean, about the size of a small pebble}}{{desc=A wyvern grows instantly and attacks; its sting is a *javelin of piercing* (GM: use a *drag \\amp drop* creature)}}'}, + {name:'BoB-Yellow-Bean',type:'miscellaneous',ct:'5',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Blue Bean}}{{subtitle=Magic Bean}}Specs=[Bean,Miscellaneous,1H,Evocation]{{Speed=Special}}MiscData=[w:Yellow Bean,st:Yellow Bean,sp:5,rc:charged]{{Save=None}}{{Looks Like=A yellow bean, about the size of a small pebble}}{{desc=When planted or just dropped, a hole opens in the ground; a purple worm or a *djinni ring* can be below}}'}, + {name:'Boots-Winged',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= (Winged)}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Winged Boots,st:Boots,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Flying Class=}}{{Use=Select to [Fly](!rounds --target caster|@{selected|token_id}|Boots of Flying|\\amp#64;{selected|MIct|max}|-1|Flying with winged boots|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Boots-of-Flying)}}{{Looks Like=These boots appear to be ordinary footgear. However, whomever wears them they fit, adjusting in size as necessary.}}{{effects=If magic is detected for, the boots radiate a faint aura of both enchantment and alteration. When they are on the possessor\'s feet and he or she concentrates on the desire to fly, the boots sprout wings at the heel and empower the wearer to fly, without having to maintain the concentration.\nThe wearer can use the boots for up to two hours per day, all at once or in several shorter flights. If the wearer tries to use them for a longer duration, the power of the boots fades rapidly, but it doesn\'t abruptly disappear - the wearer slowly descends to the ground.\nFor every twelve hours of uninterrupted non-use, the boots regain one hour of flying power. No amount of non-use allows the boots to be used for more than two hours at a time, however.}}{{GM Info=Some winged boots are better than others. To determine the quality of a given pair, roll [1d4](!\\amp#13;\\amp#47;gr 1d4) and consult the table below:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D4\\amplt;br\\ampgt;Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Flying\\amplt;br\\ampgt;Speed\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Maneuverability\\amplt;br\\ampgt;Class\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;1\\amplt;/th\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;A\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;2\\amplt;/th\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;B\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;3\\amplt;/th\\ampgt;\\amplt;td\\ampgt;21\\amplt;/td\\ampgt;\\amplt;td\\ampgt;C\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;4\\amplt;/th\\ampgt;\\amplt;td\\ampgt;24\\amplt;/td\\ampgt;\\amplt;td\\ampgt;D\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nWhen storing item, set the number of charges for the Boots of Flying to 120 (= 2 hours in rounds). They will then use 1 charge per round of flying with the effect ending when charges reach 0. Charges are regained after a long rest, which is really too short - should be 24 hours.}}'}, + {name:'Boots-Winged-15A',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Winged Boots,st:Boots,sp:3,rc:uncharged]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL15(A)}}{{Flying Class=Some winged boots are better than others. These boots are FL15(A) manouverability class}}'}, + {name:'Boots-Winged-18B',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Winged Boots,st:Boots,sp:3,rc:uncharged]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL18(B)}}{{Flying Class=Some winged boots are better than others. These boots are FL18(B) manouverability class}}'}, + {name:'Boots-Winged-21C',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Winged Boots,st:Boots,sp:3,rc:uncharged]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL21(C)}}{{Flying Class=Some winged boots are better than others. These boots are FL21(C) manouverability class}}'}, + {name:'Boots-Winged-24D',type:'',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}Specs=[Winged Boots,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Winged Boots,st:Boots,sp:3,rc:uncharged]{{}}%{MI-DB|Boots-Winged}{{name= (Winged)\nType FL24(D)}}{{Flying Class=Some winged boots are better than others. These boots are FL24(D) manouverability class}}'}, + {name:'Boots-of-Dancing',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Dancing}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Dancing,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Boots of Dancing,st:Boots,sp:0,rc:cursed]{{range=Wearer}}{{duration=While worn in or fleeing from melee}}{{aoe=Wearer}}{{save=None}}{{Use=When revealed in melee [start boots dancing](!rounds --target caster|@{selected|token_id}|Boots of Dancing|99|0|Your feet are dancing and you can\'t stop - AC 4 penalty, saves at -6|tread) then when finished [Stop boots dancing](!rounds --removetargetstatus @{selected|token_id}|Boots of Dancing)}}{{Looks Like=These boots appear to be ordinary footgear. However, whomever wears them they fit, adjusting in size as necessary.}}{{effects=These magical boots expand or contract to fit any foot size, from halfling to giant (just as other magical boots do). They radiate a dim magic if detection is used. They are indistinguishable from other magical boots, and until actual melee combat is engaged in they function like one of the other types of useful boots.\nWhen the wearer is in (or fleeing from) melee combat, the boots of dancing impede movement, begin to tap and shuffle, heel and toe, or shuffle off to Buffalo, making the wearer behave as if *Otto\'s irresistible dance* spell had been cast upon him (-4 penalty to Armor Class rating, saving throws with a -6, and no attacks possible). Only a remove curse spell will enable the boots to be removed once their true nature is revealed.}}{{GM Info=Use the *Hide* function of the *Add Items* menu to hide these boots as some other magical Boots, to be *Revealed* only on use in melee.}}'}, + {name:'Boots-of-Elvenkind',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Elvenkind}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Elvenkind,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Elvenkind,st:Boots,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These soft boots appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise - 95% chance of silence in the worst of conditions, 100% in the best.}}'}, + {name:'Boots-of-Levitation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Levitation}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Levitation,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Levitation,st:Boots,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These soft, light boots appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=Boots of levitation enable the wearer to ascend or descend vertically, at will. The speed of ascent/descent is 20 feet per round, with no limitation on duration.\nThe amount of weight the boots can levitate is randomly determined in 14-pound increments by rolling 1d20 and adding the result to a base of 280 pounds (i.e., a given pair of boots can levitate from 294 to 560 pounds of weight). Thus, an ogre could wear such boots, but its weight would be too great to levitate. (See the 2nd-level wizard spell, [*levitation*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Levitate).}}'}, + {name:'Boots-of-Speed',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Speed}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Speed,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Boots of Speed,st:Boots,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{use=[Apply 2 bonus to AC](!modattr --charid @{selected|character_id} --fb-header Boots of Speed --fb-content _CHARNAME_\'s AC improves from @{selected|AC} to _CUR0_ due to the speed imparted by their boots --AC|-2) or [Remove 2 bonus from AC](!modattr --charid @{selected|character_id} --fb-header Boots of Speed --fb-content _CHARNAME_\'s AC regresses from @{selected|AC} to _CUR0_ as the speed imparted by their boots is not helping at the moment --AC|+2)}}{{Looks Like=These boots appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=These boots enable the wearer to run at the speed of a fast horse - 24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate.\nFor every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armor Class in combat situations in which movement of this sort is possible.}}'}, + {name:'Boots-of-Striding+Springing',type:'protection-boots',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Striding \\amp Springing}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Striding+Springing,Protection-Boots,1H,Alteration]{{components=M}}{{time=[[3]]}}ACData=[a:Boots of Striding+Springing,w:Boots of Striding+Springing,st:Boots,+:1,sp:3,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These soft boots appear to be ordinary footgear, although quite light and springy. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=The wearer of these magical boots has a base movement rate of 15, regardless of size or weight. While "normal\'\' paces for the individual wearing this type of footgear are three feet long, the boots also enable forward jumps of up to 30 feet, backward leaps of 9 feet, and vertical springs of 15 feet.}}{{hide1=A speed of 15 can be maintained tirelessly for up to 12 hours per day, but thereafter the boots no longer function for 12 hours—they need that long to "recharge."\nIn addition to the striding ability, these boots allow the wearer to make great leaps.The boots also enable forward jumps of up to 30 feet, backward leaps of 9 feet, and vertical springs of 15 feet.\nIf circumstances permit the use of such movement in combat, the wearer can effectively strike and spring away when he has the initiative during a melee round. However, such activity involves a degree of danger—there is a base 20% chance that the wearer of the boots will stumble and be stunned on the following round. Adjust the 20% chance downward by 3% for each point of Dexterity the wearer has above 12 (i.e., 17% at Dexterity, 14% at 14, 11% at 15, 8% at 16, 5% at 17, and only 2% at 18 Dexterity). In any event, the boots better Armor Class by 1 due to the quickness of movement they allow, so Armor Class 2 becomes 1, Armor Class 1 becomes 0, etc.}}'}, + {name:'Boots-of-Varied-Tracks',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of Varied Tracks}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of Varied Tracks,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Boots of Varied Tracks,st:Boots,sp:0,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These boots, made of several types of leather, appear to be ordinary footgear. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=The wearer of these ordinary-looking boots is able, on command, to alter the tracks he leaves. The footprints of the wearer can be made as small as those of a halfling or as large as those of an ogre, bare or shod as desired. In addition, each pair of these boots has four additional track-making capabilities. This pair these are: Goat, Dog, Boar, Tiger}}'}, + {name:'Boots-of-the-North',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Boots}}{{name= of The North}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Boots of the North,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Boots of the North,st:Boots,sp:0,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These boots appear to be ordinary footgear, lined with wool and exceptionally warm. However, they fit whomever wears them, adjusting in size as necessary.}}{{effects=This footgear bestows many powers upon the wearer. First, he is able to travel across snow at normal rate of movement, leaving no tracks. The boots also enable the wearer to travel at half normal movement rate across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Boots of the north warm the wearer, so that even in a temperature as low as -50 degrees F., he is comfortable with only scant clothing—a loin of cloth and cloak, for instance. If the wearer of the boots is fully dressed in cold-weather clothing, he can withstand temperatures as low as -100 degrees F.}}'}, + {name:'Bowl-Commanding-Water-Elementals',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bowl}}{{name= Commanding Water Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Bowl Commanding Water Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Bowl Commanding Water Elementals,st:Beautiful Bowl,sp:10,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1 Summoned Water Elemental}}{{save=None}}{{Looks Like=This large container is usually fashioned from blue or green semi-precious stone (malachite or lapis lazuli, for example, or sometimes jade). It is about one foot in diameter, half that deep, and relatively fragile.}}{{effects=When the bowl is filled with fresh or salt water, and certain words are spoken, a water elemental of 12 Hit Dice will appear. The summoning words require one round to speak.\nNote that if salt water is used, the elemental will be stronger (+2 per Hit Die, maximum 8 hp per die, however). Information about water elementals can be found in the *Monstrous Compendium*.}}{{Use=Use the bowl as a magic item, then ask the GM to *Drag \\amp Drop* a Water Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}'}, + {name:'Bowl-of-Watery-Death',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bowl}{{name= of Watery Death}}{{splevel=Magic Item}}{{school=Necromancy}}Specs=[Bowl of Watery Death,Miscellaneous,1H,Necromancy]{{components=M}}{{time=[[10]]}}MiscData=[w:Bowl of Watery Death,st:Beautiful Bowl,sp:0,rc:uncharged]{{range=10}}{{duration=Permanent}}{{aoe=The Wizard}}{{save=vs. Spell Negates the effect}}{{Looks Like=This large container is usually fashioned from blue or green semi-precious stone (malachite or lapis lazuli, for example, or sometimes jade). It is about one foot in diameter, half that deep, and relatively fragile.}}{{effects=This device looks exactly like a bowl commanding water lementals, right down to the color, design, magical radiation, etc. However, when it is filled with water, the wizard must successfully save vs. spell or be shrunk to the size of a small ant and plunged into the center of the bowl. If salt water is poured into the bowl, the saving throw suffers a -2 penalty.\nThe victim will drown in 1d6 + 2 rounds, unless magic is used to save him, for he cannot be physically removed from the bowl of watery death except by magical means: *animal growth, enlarge,* or *wish* are the only spells that will free the victim and restore normal size; a *potion of growth* poured into the water will have the same effect; a *sweet\nwater potion* will grant the victim another saving throw (i.e., a chance that the curse magic of the bowl works only briefly). If the victim drowns, death is permanent, no resurrection is possible, and even a *wish* will not work.}}{{GM Info=Hide this item as a *Bowl Commanding Water Elementals* using the *Add Items* menu}}'}, + {name:'Bracers-of-Archery',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bracers}}{{name= of Archery}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Bracers of Archery,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Bracers of Archery,st:Bracers,sp:0,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These appear to be perfectly normal bracers, to be used by any soldier}}{{effects=These magical wrist bands are indistinguishable from normal, non-magical protective wear. When worn by a character type or creature able to employ a bow, they enable the wearer to excel at archery.\nThe bracers empower such a wearer to use any bow (not including crossbows) as if he were proficient in its usage, if such is not already the case. If the wearer of the bracers has proficiency with any type of bow, he gains a +2 bonus to attack rolls and a +1 bonus to damage inflicted whenever that type of bow is used. These bonuses are cumulative with any others, including those already bestowed by a magical bow or magical arrows, **except for a bonus due to weapon specialization.**}}{{Use=The bonuses for these bracers should be applied manually to the relevant attacks}}'}, + {name:'Bracers-of-Brachiation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bracers}}{{name= of Brachiation}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Bracers of Brachiation,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Bracers of Brachiation,st:Bracers,sp:3,rc:uncharged]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These wrist bands appear to be of the ordinary sort, embossed with trees, vines, ferns and other woodland images}}{{effects=These bracers enable the wearer to move by swinging from one tree limb, vine, etc., to another to get from place to place. The power can be employed only in locales where these sorts of hand-holds can be found. Movement is at a rate of 3, 6, or 9—the more jungle-like the conditions, the greater the movement rate.\nThe wearer is also able to climb trees, vines, poles, ropes, etc., at a rate of 6, and can swing on a rope, vine, or other dangling, flexible object as if he were an ape. The wearer can also jump as if wearing *boots of striding and springing*, but the jump must culminate in the grasping of a rope or vine, movement through the upper portion of trees, the climbing of a tree or pole, or some other activity associated with brachiation.}}'}, + {name:'Brass-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Brass Bottle}}{{subtitle=Special Item}}Specs=[Brass Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Brass Bottle,st:Smoking Bottle,wt:1,sp:3,qty:1,rc:uncharged]{{Size=S}}{{desc=Fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it.}}{{GM Info=This can be used to hide an Efreeti Bottle}}'}, + {name:'Brass-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Brass Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla-Brass}'}, + {name:'Brazier-Commanding-Fire-Elementals',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Brazier}}{{name= Commanding Fire Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Brazier Commanding Fire Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Brazier Commanding Fire Elementals,st:Brazier,sp:10,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1 Summoned Fire Elemental}}{{save=None}}{{Looks Like=Appears to be a normal container for holding burning coals}}{{effects=The brazier radiates magic if detected for. It enables a mage to summon an elemental of 12-Hit-Dice strength from the Elemental Plane of Fire. A fire must be lit in the brazier—one round is required to do so. If sulphur is added, the elemental will gain +1 on each Hit Die (i.e., 2-9 hit points per Hit Die). The fire elemental will appear as soon as the fire is burning and a command word is uttered. (See Monstrous Compendium for other details.)}}{{Use=Use the brazier as a magic item, then ask the GM to *Drag \\amp Drop* a Fire Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}'}, + {name:'Brazier-of-Sleep-Smoke',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Brazier}}{{name= of Sleep Smoke}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Brazier of Sleep Smoke,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[10]]}}MiscData=[w:Brazier of Sleep Smoke,st:Brazier,sp:10,rc:uncharged]{{range=0}}{{duration=Special}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|magic|true|@{selected|token_id}|area|Sleep|99|-1|Deeply asleep and can only be woken by *dispel magic* or *remove curse*|sleepy) \\amp 1 Summoned Fire Elemental}}{{save=None}}{{Looks Like=Appears to be a normal container for holding burning coals}}{{effects=This device is exactly like the brazier commanding fire elementals. However, when a fire is started within it, the burning causes a great cloud of magical smoke to pour forth in a 10-foot radius from the brazier. All creatures within the cloud must successfully save vs. spell or fall into a deep sleep.\nAt the same moment, a fire elemental of 12 Hit Dice appears and attacks the nearest creature. Sleeping creatures can be awakened only by means of a *dispel magic* or *remove curse* spell.}}{{Use=Use the brazier as a magic item, select the *Duration* button, then ask the GM to *Drag \\amp Drop* a Fire Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}{{GM Info=When setting up or allocating this item, hide it as a *Brazier Commanding Fire Elementals* using the *Add Items* menu.}}'}, + {name:'Broach-of-Shielding',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broach}}{{name= of Shielding}}{{splevel=Magic Item}}{{school=Abjuration}}Specs=[Broach of Shielding,Miscellaneous,1H,Abjuration]{{components=M}}{{time=[[0]]}}MiscData=[w:Broach of Shielding,st:Broach,sp:0,qty:101,rc:discharging]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=This appears to be a piece of silver or gold jewelry (10% chance that there are jewels set in it). It is used to fasten a cloak or cape.}}{{effects=In addition to this mundane task, it can absorb magic missiles of the sort generated by spell, wand, or other magical device. A brooch can absorb up to 101 points of magic missile damage before it melts and becomes useless. Its use can be determined only by means of a detect magic spell and then experimentation.}}{{Use=Instead of deducting HP from the wearer\'s token, [Absorb MM HP damage](!magic --mi-charges @{selected|token_id}|\\amp#63;{Absorb how many HP from Magic Missiles?}|Brooch-of-Shielding) which will deduct charges down to zero}}'}, + {name:'Bronze-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Bronze Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla-Bronze}'}, + {name:'Broom-of-Animated-Attack',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broom}}{{name= of Animated Attack}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Broom of Animated Attack,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[3]]}}MiscData=[w:Broom of Animated Attack,st:Broom,sp:3,rc:uncharged]{{range=Wearer}}{{duration=Permanent}}{{aoe=Wearer}}{{save=None}}{{Looks Like=Looks like a normal broom, that would be used by any surf to sweep the yard.}}{{effects=Indistinguishable from a normal broom, except by means of detection of its magic. It is identical to a broom of flying by all tests short of attempted use. Using it reveals that a broom of animated attack is a very nasty item:\nIf a command word ("fly,\'\' "soar,\'\' etc.) is spoken, the broom will do a loop-the-loop with its hopeful rider, dumping him on his head from 1d4 + 5 feet off the ground. The broom will then attack the stunned victim, swatting the face with the straw/twig end to blind and beating with the handle end.\nThe broom gets two attacks per round with each end (two swats with the straw, two with the handle). It attacks as if it were a 4-Hit-Dice monster. The straw end causes blindness for one round if it hits. The other end causes 1d3 points of damage when it hits.\nThe broom is Armor Class 7 and takes 18 hit points to destroy.}}{{Use=Ask the GM to *Drag \\amp Drop* a *Broom of Animated Attack* onto the map to interact with}}{{GM Info=Hide the Broom as a *Broom of Flying* using the *Add Item* menu and set it to reveal on use. The Creature *Drag \\amp Drop* database includes a *Broom of Animated Attack*. When used and revealed, *Drag \\amp Drop* one on to the map to attack the victim.}}'}, + {name:'Broom-of-Flying',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broom}}{{name= of Flying}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Broom of Flying,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Broom of Flying,st:Broom,sp:3,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=Rider}}{{save=None}}{{Looks Like=Looks like a normal broom, that would be used by any surf to sweep the yard.}}{{effects=This magical broom is able to fly through the air at up to 30 base movement speed. The broom can carry 182 pounds at this rate, but every 14 additional pounds slows movement by 1. The device can climb or dive at an angle of 30 degrees. A command word (determined by the DM) must be used. The broom will travel alone to any destination named. It will come to its owner from as far away as [300 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|300|300|magic|true) when he speaks the command word.}}{{Use=Select one of [Fly](!rounds --target caster|@{selected|token_id}|Broom of Flying|99|-1|Flying on a broom|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Broom-of-Flying)}}'}, + {name:'Bucknards-Everfull-Purse',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Purse}}{{Subtitle=Magic Item}}Specs=[Bucknards Everfull Purse,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Bucknards Everfull Purse,st:Purse,sp:3,rc:uncharged]{{desc=This item appears to be a leather pouch or small bag. It has a few coins already in it.}}{{GM Info=Use this item to hide the bag of the determined type using the *Add Items* menu, until the players work out how to use it.\nEach morning the bag duplicates certain coins - and possibly gems as well, as determined by the table below. When found, the purse will be full of the coins listed. If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if one of any coin is placed within the bag, the coins listed will be found inside the next morning. The types of coins found is determined by consulting the table below.\nOnce the type of bag is determined by roll, its abilities will not change.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;CP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;SP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;EP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;GP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;PP\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Gems^\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;26\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Base 10 gp gems that can increase to a maximum of 100 gp only.}}'}, + {name:'Bucknards-Everfull-Purse-type-1',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Purse}}{{name=\nBucknards Everfull Purse}}{{Subtitle=Magic Item}}Specs=[Bucknards Everfull Purse,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Bucknards Everfull Purse,st:Purse,sp:3,rc:uncharged]{{Looks Like=This item appears to be a leather pouch or small bag. It has a few coins already in it.}}{{desc=Each morning the bag duplicates certain coins - and possibly gems as well. When found, the purse will be full of 26SP, 26EP \\amp 26GP. If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if one of any coin is placed within the bag, another 26SP, 26EP and 26GP will be found inside the next morning. }}{{GM Info=Until the players determine what this bag is, hide this version of the item with the *Bucknards-Everfull-Purse* untyped version, using the *Add Items* menu}}'}, + {name:'Bucknards-Everfull-Purse-type-2',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Purse}}{{name=\nBucknards Everfull Purse}}{{Subtitle=Magic Item}}Specs=[Bucknards Everfull Purse,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Bucknards Everfull Purse,st:Purse,sp:3,rc:uncharged]{{Looks Like=This item appears to be a leather pouch or small bag. It has a few coins already in it.}}{{desc=Each morning the bag duplicates certain coins - and possibly gems as well. When found, the purse will be full of 26CP, 26EP \\amp 26PP. If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if one of any coin is placed within the bag, another 26CP, 26EP and 26PP will be found inside the next morning. }}{{GM Info=Until the players determine what this bag is, hide this version of the item with the *Bucknards-Everfull-Purse* untyped version, using the *Add Items* menu}}'}, + {name:'Bucknards-Everfull-Purse-type-3',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Purse}}{{name=\nBucknards Everfull Purse}}{{Subtitle=Magic Item}}Specs=[Bucknards Everfull Purse,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Bucknards Everfull Purse,st:Purse,sp:3,rc:uncharged]{{Looks Like=This item appears to be a leather pouch or small bag. It has a few coins already in it.}}{{desc=Each morning the bag duplicates certain coins - and possibly gems as well. When found, the purse will be full of 26CP, 26EP \\amp 26 Gems (base 10gp, can increase to 100gp max). If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if one of any coin is placed within the bag, another 26CP, 26EP and 26 Gems will be found inside the next morning. }}{{GM Info=Until the players determine what this bag is, hide this version of the item with the *Bucknards-Everfull-Purse* untyped version, using the *Add Items* menu}}'}, + {name:'Candle-of-Invocation',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Candle}}{{name= of Invocation}}{{subtitle=Magic Item}}Specs=[Candle of Invocation,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Candle of Invocation,st:Candle,sp:3,qty:240,rc:discharging]{{Size=Small}}{{Immunity=None}}{{Saves=Only as affected by Level}}{{Use=As long as the alignment of the candle matches yours [Burn Candle](!rounds --target caster|@{selected|token_id}|Candle of Invocation|99|0|Level increased by 2|strong) or [Snuff Candle](!rounds --removetargetSataus @{selected|token_id}|Candle of Invocation)}}{{Looks Like=A clerical candle, unremarkable but clearly well made.}}{{desc=These specially blessed tapers are dedicated to the pantheon of gods of one of the nine alignments. If a detection spell is cast, it will radiate magic. It also radiates good or evil, if appropriate. Simply burning the candle generates a favorable aura for the individual so doing - if the candle\'s alignment matches that of the character\'s. If burned by a priest of the same alignment, the candle temporarily increases the priest\'s level of experience by 2, enabling him to cast additional spells. He can even cast spells normally unavailable to him, as if he were of the higher level, but only so long as the candle continues to burn. Any burning allows the casting of a *gate* spell, the respondent being of the alignment of the candle, but the taper is immediately consumed in the process.\nOtherwise, each candle burns for four hours. It is possible to extinguish the candle as placed in a lantern or otherwise sheltered to protect it from drafts and other things which could put it out. This doesn\'t affect its magical properties.}}{{GM Info=If so desired, rename the Candle to be of the alignment you desire using the *Add Items / Rename Item* function}}'}, + {name:'Carpet-of-Flying',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}}{{title=Carpet}}{{name= of Flying}}{{Subtitle=Magic Item}}Specs=[Carpet of Flying,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Carpet of Flying,st:Rug,sp:3,rc:uncharged]{{Looks Like=An oriental carpet with a beautiful and intricate design.}}{{desc=The size, carrying capacity, and speed of a carpet are determined by rolling percentile dice and consulting the table below. Each carpet has its own command word (if you use the optional command word rules) to activate it - if the device is within voice range, the command word will activate it. The carpet is then controlled by spoken directions.\nThese rugs are of oriental make and design. Each is beautiful and durable. Note, however, that tears or other rents cannot be repaired without special weaving techniques generally known only in distant, exotic lands.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Size\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Capacity\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Speed\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\' x 5\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 person\\amplt;/td\\ampgt;\\amplt;td\\ampgt;42\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21-55\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\' x 6\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 people\\amplt;/td\\ampgt;\\amplt;td\\ampgt;36\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;56-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\' x 7\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 people\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\' x 9\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 people\\amplt;/td\\ampgt;\\amplt;td\\ampgt;24\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Use=Select one of [Fly](!rounds --target caster|@{selected|token_id}|Carpet of Flying|99|-1|Flying on a carpet|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Carpet-of-Flying)}}{{GM Info=Once the type is determined, consider renaming the Carpet to indicate its capacity using the *Add Items / Rename Item* dialog function}}'}, + {name:'Censer-Controlling-Air-Elementals',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Censer}}{{name= Controlling Air Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Censer Controlling Air Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Censer Controlling Air Elementals,st:Censer,sp:10,rc:uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1 Summoned Air Elemental}}{{save=None}}{{Looks Like=This 6-inch wide, 1-inch high perforated golden vessel resembles thuribles found in places of worship.}}{{effects=If filled with incense and lit, a command word need only be spoken to summon forth a 12 Hit Dice air elemental on the following round. If *incense of meditation* is burned within the censer, the air elemental will have a +3 bonus to each of its Hit Dice, and it will obey the commands of its summoner. If the censer is extinguished, the elemental will remain and turn on the summoner (see *Elemental* in the *Monstrous Compendium*)}}{{Use=Use the censer as a magic item, then ask the GM to *Drag \\amp Drop* an Air Elemental onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}'}, + {name:'Censer-of-Summoning-Hostile-Air-Elementals',type:'miscellaneous',ct:'10',charge:'cursed-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Censer}}{{name= of Summoning\nHostile Air Elementals}}{{splevel=Magic Item}}{{school=Conjuration / Summoning}}Specs=[Censer of Summoning Hostile Air Elementals,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Censer of Summoning Hostile Air Elementals,st:Censer,sp:10,rc:cursed-uncharged]{{range=0}}{{duration=Permanent}}{{aoe=1d4 Summoned Air Elementals}}{{save=None}}{{Looks Like=This 6-inch wide, 1-inch high perforated golden vessel resembles thuribles found in places of worship.}}{{effects=This thurible is indistinguishable from other magical and ordinary censers. It is cursed: any incense burned within it causes [1d4](!\\amp#13;\\amp#47;gr 1d4) enraged air elementals to appear, one per round. These attack any and all creatures within sight. The censer cannot be extinguished, and it will burn until either the summoner or the elementals have been killed.}}{{Use=Use the censer as a magic item, then ask the GM to *Drag \\amp Drop* Air Elementals onto the map. The Hit Dice and Hit Points will need adjusting on the Character Sheet to match the description}}{{GM Info=Hide this item as a *Censer Controlling Air Elementals* using the GM\'s *Add Items* dialog function, setting it to *reveal on use*}}'}, + {name:'Chime-of-Hunger',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Chime}}{{name= of Hunger}}{{subtitle=Magic Item}}Specs=[Chime of Hunger,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Chime of Hunger,st:Metal Tube,wt:1,sp:10,c:1,rc:discharging]{{Size=S}}{{Use=[Sound the Chime](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|acid|true|@{selected|token_id}|area|Chime of Hunger|99|0|Ravenously hungry - MUST EAT - can try a save vs. spell after 1st round|chemical-bolt)}}{{Looks Like=A hollow fine metal tube about 1 foot long. When it is struck, it sends forth a beautiful note.}}{{desc=This device looks exactly like a *chime of opening*. In fact, it will operate as a *chime of opening* for several uses before its curse is put into operation.\nWhen the curse takes effect, at the DM\'s discretion, striking the chime causes all creatures within 60 feet to be immediately struck with ravenous hunger. Characters will tear into their rations, ignoring everything else, even dropping everything they are holding in order to eat. Creatures without food immediately available will rush to where the *chime of hunger* sounded and attack any creatures there in order to kill and eat them.\nAll creatures must eat for at least one round. After that, they are entitled to a saving throw vs. spell on each successive round until they succeed. At that point, hunger is satisfied.}}{{GM Info=Hide this item as a *Chime of Opening* using the GM\'s *Add Item* dialog, setting it to reveal manually so that it can work for a short while as a *Chime of Opening*}}'}, + {name:'Chime-of-Interruption',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Chime}}{{name= of Interruption}}{{subtitle=Magic Item}}Specs=[Chime of Interruption,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Chime of Interruption,st:Metal Tube,wt:1,sp:3,qty:1,c:1,rc:recharging]{{Size=S}}{{Use=[Sound the Chime](!rounds --movable-aoe @{selected|token_id}|circle|feet|0|60|60|magic|true --target caster|@{selected|token_id}|Chime of Interruption|3|-1|No spells with a verbal component can be cast in the area shown|screaming)}}{{Looks Like=A hollow fine metal tube about 1 foot long. When it is struck, it sends forth a beautiful note.}}{{desc=This magical instrument can be struck once per turn. Its resonant tone lasts for three full rounds. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster is able to make a saving throw vs. breath weapon. After its effects fade, the chime must be rested for at least seven rounds. If it is struck again before this time elapses, no sound issues forth, and a full turn must elapse from that point in time before it can again be sounded.}}'}, + {name:'Chime-of-Opening',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Chime}}{{name= of Opening}}{{subtitle=Magic Item}}Specs=[Chime of Opening,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Chime of Opening,st:Metal Tube,wt:1,sp:10,c:1,rc:discharging]{{Size=S}}{{Looks Like=A hollow precious metal tube about 1 foot long. When it is struck, it sends forth a beautiful note.}}{{desc=When a *chime of opening* is struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, etc. The chime of opening also destroys the magic of a hold portal spell or even a wizard lock cast by a wizard of less than 15th level.\nThe chime must be pointed at the area of the item or gate which is to be loosed or opened. It is then struck, a clear chiming ring sounds (which may attract monsters), and in one round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. If a chest is chained, padlocked, locked, and wizard locked, it will take four soundings of the chime of opening to get it open. A silence spell negates the power of the device. The chime has 1d8 x 10 charges before it cracks and becomes useless.}}'}, + {name:'Cloak-of-Arachnida',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Arachnida}}{{subtitle=Magic Item}}Specs=[Cloak of Arachnida,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Arachnida,st:Cloak,wt:1,sp:3,rc:uncharged,ns:2],[cl:PW,w:MU-Spider-Climb,sp:1,pd:-1],[cl:PW,w:MU-Web,sp:2,pd:1]{{Size=M}}{{Use=[Spider Climb](!magic --mi-power @{selected|token_id}|MU-Spider-Climb|Cloak-of-Arachnida) or [Create Web](!magic --mi-power @{selected|token_id}|MU-Web|Cloak-of-Arachnida|[[2*@{selected|casting-level}]])\n+2 vs. spider poison must be applied as a situational modifier}}{{Looks Like=A black cloak that has a few silver threads woven through it in a web-like design.}}{{desc=This black garment gives the wearer the ability to climb as if a *spider climb* spell had been placed upon him. When magic is detected for, the cloak radiates a strong aura of alteration magic.\nIn addition to the wall-climbing ability, the cloak grants the wearer immunity to entrapment by webs of any sort—the wearer can actually move in webs at a rate equal to that of the spider that created the web, or at a base movement rate of 6 in other cases.\nOnce per day the wearer of this cloak can cast a double-sized *web*. This operates like the 2nd-level wizard spell.\nFinally, the wearer is less subject to the poison of arachnids. He gains a +2 bonus to all saving throws vs. such poison.}}'}, + {name:'Cloak-of-Displacement-Large',type:'protection cloak',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Displacement\nSized for Humans \\amp Elves}}{{subtitle=Magic Item}}Specs=[Cloak of Displacement,Protection Cloak,1H,Alteration]{{Speed=[[3]]}}ACdata=[w:Cloak of Displacement,st:Cloak,+:2,wt:1,sp:3,rc:uncharged]{{Size=M}}{{Use=AC benefit is automatic but all other effects must be taken into account manually}}{{Looks Like=Appears as a normal cloak sized for humans and elves, and does not resize for other races.}}{{desc=When the cloak is worn by a character its magical properties distort and warp light waves. This displacement of light wave causes the wearer to appear to be 1 foot to 2 feet from his actual position. Any missile or melee attack aimed at the wearer automatically misses the first time. This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.\nAfter the first attack, the cloak affords an automatic +2 bonus to protection (i.e., two classes better on Armor Class), as well as a +2 bonus to saving throws versus attacks directed at the wearer (such as spells, gaze weapon attacks, spitting and breath attacks, etc., which are aimed at the wearer of the cloak of displacement).\nNote that 75% of all cloaks of displacement are sized for humans or elves (persons 5 to 6 feet tall), and 25% are sized for persons of about 4 feet in height (dwarves, gnomes, halflings).}}'}, + {name:'Cloak-of-Displacement-Small',type:'protection cloak',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Displacement\nSized for Dwarves, Gnomes \\amp Halflings}}{{subtitle=Magic Item}}Specs=[Cloak of Displacement,Protection Cloak,1H,Alteration]{{Speed=[[3]]}}ACdata=[w:Cloak of Displacement,st:Cloak,+:2,wt:1,sp:3,rc:uncharged]{{Size=M}}{{Use=AC benefit is automatic but all other effects must be taken into account manually}}{{Looks Like=Appears as a normal cloak sized for dwarves, gnomes \\amp halflings, and does not resize for other races.}}{{desc=This item appears to be a normal cloak, but when it is worn by a character its magical properties distort and warp light waves. This displacement of light wave causes the wearer to appear to be 1 foot to 2 feet from his actual position. Any missile or melee attack aimed at the wearer automatically misses the first time. This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.\nAfter the first attack, the cloak affords an automatic +2 bonus to protection (i.e., two classes better on Armor Class), as well as a +2 bonus to saving throws versus attacks directed at the wearer (such as spells, gaze weapon attacks, spitting and breath attacks, etc., which are aimed at the wearer of the cloak of displacement).\nNote that 75% of all cloaks of displacement are sized for humans or elves (persons 5 to 6 feet tall), and 25% are sized for persons of about 4 feet in height (dwarves, gnomes, halflings).}}'}, + {name:'Cloak-of-Elvenkind-Large',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Elvenkind\nSized for Humans \\amp Elves}}{{subtitle=Magic Item}}Specs=[Cloak of Elvenkind,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Elvenkind,st:Cloak,wt:1,sp:3,rc:uncharged]{{Size=M}}{{Looks Like=This cloak of neutral gray cloth and appears to be an ordinary cloak sized for humans \\amp elves.}}{{desc=When this cloak is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleonlike powers.\nOutdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;*Outdoors, natural surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;heavy growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;99%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;open fields\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;rocky terrain\\amplt;/td\\ampgt;\\amplt;td\\ampgt;98%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Urban surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;buildings\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;brightly lit room\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Underground*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;torch/lantern light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;infravision\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light spell/continual light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nFully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height).}}'}, + {name:'Cloak-of-Elvenkind-Small',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Elvenkind\nSized for Dwarves, Gnomes \\amp Halflings}}{{subtitle=Magic Item}}Specs=[Cloak of Elvenkind,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Elvenkind,st:Cloak,wt:1,sp:3,rc:uncharged]{{Size=M}}{{Looks Like=This cloak of neutral gray cloth and appears to be an ordinary cloak sized for dwarves, gnomes and halflings.}}{{desc=When this cloak is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleonlike powers.\nOutdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;*Outdoors, natural surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;heavy growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light growth\\amplt;/td\\ampgt;\\amplt;td\\ampgt;99%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;open fields\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;rocky terrain\\amplt;/td\\ampgt;\\amplt;td\\ampgt;98%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Urban surroundings*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;buildings\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;brightly lit room\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;\\amplt;br\\ampgt;*Underground*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;torch/lantern light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;infravision\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;light spell/continual light\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nFully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height).}}'}, + {name:'Cloak-of-Poisonousness',type:'miscellaneous',ct:'3',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Poisonousness}}{{subtitle=Magic Item}}Specs=[Cloak of Poisonousness,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cloak of Poisonousness,st:Cloak,wt:1,sp:3,rc:cursed]{{Size=M}}{{Looks Like=This particular cloak is usually made of a wool-like material, although it can be made of leather.}}{{desc=The cloak radiates magic. The cloak can be handled without harm, but as soon as it is actually donned, the wearer is stricken stone dead.\nA *cloak of poisonousness* can be removed only with a *remove curse* spell—this destroys the magical properties of the cloak. If a *neutralize poison* spell is then used, it may be possible to revive the victim with a *raise dead* or *resurrection* spell, but there is a -10% chance of success because of the poison.}}'}, + {name:'Cloak-of-Protection+1',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of Protection+1}}{{subtitle=Cloak}}{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Protection=+[[1]] on AC}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{Saves=+[[1]] on saves}}ACData=[a:Cloak of Protection+1,st:Cloak,+:1,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Cloak of Protection+1,sp:0,svsav:1,rc:uncharged,loc:Cloak]{{Looks Like=Appears as a normal cloak of cloth, or perhaps of leather.}}{{desc=Each plus of a cloak of protection betters Armor Class by one and adds one to saving throw die rolls. Thus, a cloak +1 would lower Armor Class 10 (no armor) to Armor Class 9, and give a +1 bonus to saving throw rolls.\nThis device can be combined with other items or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal armor not made of leather, or with a shield of any sort.}}'}, + {name:'Cloak-of-Protection+2',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[a:Cloak of Protection,st:Cloak,+:2,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Cloak of Protection+2,sp:0,svsav:2,rc:uncharged,loc:Cloak]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+2}}{{Protection=+[[2]] on AC}}{{Saves=+[[2]] on saves}}'}, + {name:'Cloak-of-Protection+3',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[a:Cloak of Protection,st:Cloak,+:3,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Cloak of Protection+3,sp:0,svsav:3,rc:uncharged,loc:Cloak]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+3}}{{Protection=+[[3]] on AC}}{{Saves=+[[3]] on saves}}'}, + {name:'Cloak-of-Protection+4',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[a:Cloak of Protection,st:Cloak,+:4,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Cloak of Protection+4,sp:0,svsav:4,rc:uncharged,loc:Cloak]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+4}}{{Protection=+[[4]] on AC}}{{Saves=+[[4]] on saves}}'}, + {name:'Cloak-of-Protection+5',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Cloak}}{{}}ACData=[a:Cloak of Protection,st:Cloak,+:5,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Cloak of Protection+5,sp:0,svsav:5,rc:uncharged,loc:Cloak]{{}}Specs=[Cloak of Protection,Protection Cloak,0H,Abjuration-Protection]{{}}%{MI-DB|Cloak-of-Protection+1}{{name= of Protection+5}}{{Protection=+[[5]] on AC}}{{Saves=+[[5]] on saves}}'}, + {name:'Cloak-of-the-Bat',type:'protection cloak',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of the Bat}}{{subtitle=Magic Item}}Specs=[Cloak of the Bat,Protection Cloak,1H,Alteration]{{Speed=[[3]]}}ACdata=[w:Cloak of the Bat,st:Cloak,+:2,wt:1,sp:3,rc:uncharged]{{Size=M}}{{Use=at night, in the dark [Fly holding Cloak](!rounds --target caster|@{selected|token_id}|Cloak of the Bat|60|-1|Flying by holding the corners of a Cloak of the Bat at night|fluffy-wing) or [Fly as a Bat](!rounds --target caster|@{selected|token_id}|Cloak of the Bat|60|-1|Flying by transforming into a bat|lightning-helix) and then can\'t fly either way for the same duration}}{{Looks Like=Fashioned of dark brown or black cloth, a cloak of this type is not readily noticeable as unusual.}}{{desc= The cloak radiates both enchantment and alteration in equal proportions. The cloak bestows a 90% probability of being invisible when the wearer is stationary within a shadowy or dark place. The wearer is also able to hang upside down from the ceiling, like a bat, and to maintain this same chance of invisibility.\nBy holding the edges of the garment, the wearer is able to fly at a speed of 15 (Maneuver Class: B). If he desires, the wearer can actually transform himself into an ordinary bat - all possessions worn or carried will be part of the transformation—and fly accordingly. Flying, either with the cloak or as an ordinary bat, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to one hour at a time, but after a flight of any duration, the cloak will not bestow any flying power for a like period of time.\nThe cloak also automatically provides a +2 bonus to Armor Class. This benefit extends to the wearer even when he is in bat form.}}'}, + {name:'Cloak-of-the-Manta-Ray',type:'miscellaneous|innate-melee',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cloak}}{{name= of the Manta Ray}}Specs=[Cloak of the Manta Ray,Miscellaneous|Innate-Melee,1H,Alteration]{{subtitle=Magic Item}}MiscData=[w:Cloak of the Manta Ray,st:Cloak,wt:1,ac:6,sp:1,rc:uncharged]{{Speed=[[1]]}}ToHitData=[w:Manta Ray tail,+:0,sp:1,sb:0,n:1,sz:L,ty:P]{{Size=M}}DmgData=[w:Manta Ray tail,+:0,SM:1d6,L:1d6]{{Use=Note that the tail can only be used as a weapon *underwater* by taking the Cloak in-hand as a weapon using the *Change Weapon* dialog}}{{Looks Like=This cloak appears to be made of leather.}}{{desc=This cloak appears to be leather until the wearer enters salt water. At that time the *cloak of the manta ray* adheres to the individual, and they appear nearly identical to a manta-ray—there is only a 10% chance that someone seeing the wearer will know he isn\'t a manta ray.\nThe wearer can breathe underwater and has a movement rate of 18, like a manta ray (see the Monstrous Compendium).}}{{hide1=The wearer also has an Armor Class of at least six, that of a manta ray. Other magical protections or magical armor can improve that armor value.\nAlthough the cloak does not enable the wearer to bite opponents as a manta ray does, the garment has a tail spine which can be used to strike at opponents behind him. The spine inflicts 1d6 points of damage, and there is no chance of stunning. This attack can be used in addition to other sorts, for the wearer can release his arms from the cloak without sacrificing underwater movement if so desired.}}{{GM Info=To use weapons/shields in both hands and the Manta Ray tail, add an additional hand to the character using the GM version of the *Change Weapon* dialog. The Player can then get the character to take the Cloak in-hand as a weapon.}}'}, + {name:'Concentrated-Universal-Solvent',type:'potion|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Universal Solvent,Potion|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Concentrated Universal Solvent,st:Bottle of Liquid,sp:3,qty:9,rc:discharging]{{}}%{MI-DB|Universal-Solvent}{{prefix=Concentrated Universal}}{{Use=Use the concentrated solution by selecting the *Use Item* or *Use MI* action button. If attempting to hit a moving target, then select the *[attack roll]* button. Target creatures should then make any relevant saving throw before being marked as dissolving}}{{effects=If *universal solvent* is carefully distilled to bring it down to one-third of its original volume, each ounce will dissolve one cubic foot of organic or inorganic material, just as if a [*disintegrate*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Disintegrate) spell had been employed. To find if a moving target is affected by this concentrated solution, a normal [attack roll](~selected|To-Hit-Spell) is required, and the subject is entitled to a saving throw vs. spell. Inanimate objects are automatically affected by the solution, although if they are magical, a saving throw vs. disintegrate applies.}}{{materials=Solvent}}\n!magic --touch @{selected|token_id}|Dissolving|99|0|This object is dissolving in front of your eyes|chemical-bolt'}, + {name:'Crystal-Ball',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Crystal Ball }}{{subtitle=Magic Item}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball,st:Crystal Ball,wt:3,sp:10,rc:uncharged]{{Size=S (6 inches diameter)}}{{Looks Like=A ball made of clear crystal, though perhaps there is a glow or swirling smoke at its centre - difficult to see}}{{desc=This is the most common form of scrying device: a crystal sphere about 6 inches in diameter. A wizard can use the device to see over virtually any distance or into other planes of existence. The user of a crystal ball must know the subject to be viewed. Knowledge can be from personal acquaintance, possession of personal belongings, a likeness of the object, or accumulated information. Knowledge, rather than distance, is the key to how successful location will be. The chance of locating also dictates how long and how frequently a wizard will be able to view the subject.\nViewing beyond the periods or frequencies noted will force the wizard to roll a saving throw vs. spell each round. A failed saving throw permanently lowers the character\'s Intelligence by one point and drives him insane until healed.\nCertain spells cast upon the user of the crystal ball can improve his chances of using the device successfully. These are comprehend languages, read magic, infravision, and tongues. Two spells - detect magic and detect evil/good - can be cast through a crystal ball. The chance of success is 5% per level of experience of the wizard.}}{{GM Info=View the DMG for the tables detailing chance of locating, viewing periods \\amp frequencies, and chance of detection.\nCertain crystal balls have additional powers. These spell functions operate at 10th level. To determine whether a crystal ball has extra powers, roll percentile dice and\nconsult the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Additional Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball with clairaudience\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball with ESP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;crystal ball with telepathy\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Crystal-Ball-With-Telepathy',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=with Telepathy}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball with Telepathy,st:Crystal Ball,wt:3,sp:10,rc:uncharged,ns:1],[cl:PW,w:MU-Telepathy,lv:10,sp:3,pd:-1]{{Size=S (6 inches diameter)}}{{Use=Select [Telepathy](!magic --mi-power @{selected|token_id}|MU-Telepathy|Crystal-Ball-with-Telepathy|10) to display this power}}%{MI-DB|Crystal-Ball}'}, + {name:'Crystal-Ball-with-Clairaudience',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=with Clairaudience}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball with Clairaudience,st:Crystal Ball,wt:3,sp:10,rc:uncharged,ns:1],[cl:PW,w:MU-Clairaudience,lv:10,sp:3,pd:-1]{{Size=S (6 inches diameter)}}{{Use=Select [Clairaudience](!magic --mi-power @{selected|token_id}|MU-Clairaudience|Crystal-Ball-with-Clairaudience|10) to display this power}}%{MI-DB|Crystal-Ball}'}, + {name:'Crystal-Ball-with-ESP',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=with ESP}}Specs=[Crystal Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Ball with ESP,st:Crystal Ball,wt:3,sp:10,rc:uncharged,ns:1],[cl:PW,w:MU-ESP,lv:10,sp:3,pd:-1]{{Size=S (6 inches diameter)}}{{Use=Select [ESP](!magic --mi-power @{selected|token_id}|MU-ESP|Crystal-Ball-with-ESP|10) to display this power}}%{MI-DB|Crystal-Ball}'}, + {name:'Crystal-Hypnosis-Ball',type:'miscellaneous',ct:'10',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Crystal Ball}}{{name= of Hypnosis}}{{subtitle=Magic Item}}Specs=[Crystal Hypnosis Ball,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Crystal Hypnosis Ball,st:Crystal Ball,wt:3,sp:10,rc:cursed]{{Size=M}}{{Looks Like=A ball made of clear crystal, though perhaps there is a glow or swirling smoke at its centre - difficult to see}}{{desc=This cursed item is indistinguishable from a normal *crystal ball*, and it radiates magic, but not evil, if detected for. Any wizard attempting to use it will become hypnotized, and a telepathic *suggestion* will be implanted in his mind.\nThe user of the device will believe that the desired object was viewed, but actually he came partially under the influence of a powerful wizard, lich, or even some power/being from another plane. Each further use brings the crystal ball gazer more under the influence of the creature, either as a servant or tool. The DM decides whether to make this a gradual or sudden affair according to the surroundings and circumstances peculiar to the finding of the crystal hypnosis ball and the character(s) locating it.}}{{GM Info=Hide this item as a standard *Crystal Ball* using the GM\'s *Add Items* dialog. Set to reveal manually, which may not happen for a long time, if ever - perhaps only when a *remove curse* is cast on it}}'}, + {name:'Cube-of-Force',type:'magic|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Cube}}{{name= of Force}}{{splevel=Magic Item}}MiscData=[w:Cube of Force,st:Dice,sp:3,qty:36,rc:discharging]{{school=Alteration/Invocation}}Specs=[Cube of Force,Magic|Miscellaneous,1H,Dice],[Cube of Force,Magic,1H,Evocation]{{components=M}}ToHitData=[w:Cube of Force,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{Which function of the Cube of Force?|Gasses+Wind\\amp#44;-1|Non-living Matter\\amp#44;-2|Living Matter\\amp#44;-3|Magic\\amp#44;-4|Everything\\amp#44;-6}|Wave\\amp#13;!rounds --movable-aoe \\amp#64;{selected|token_id}|square|feet|0|10|10|magic|false --target caster|\\amp#64;{selected|token_id}|Cube of Force|10|-1|Inside a Cube of Force|aura,sp:3,lv:12,c:0],[w:Cube Extras,cmd:!magic --mi-charges \\amp#64;{selected|token_id}|\\amp#63;{What extra situation does the Cube protect?|Catapult-like missiles\\amp#44;1|Very hot normal fire\\amp#44;2|Horn of Blasting\\amp#44;6|Delayed blast fireball\\amp#44;3|Disintegrate\\amp#44;6|Fireball\\amp#44;3|Fire Storm\\amp#44;3|Flame Strike\\amp#44;3|Lightning Bolt\\amp#44;4|Meteor Storm\\amp#44;8|Passwall\\amp#44;3|Phase Door\\amp#44;5|Prismatic spray\\amp#44;7|Wall of Fire\\amp#44;2}|Wave]{{time=[[3]]}}DmgData=[]{{range=[[0]]}}{{duration=Special}}{{aoe=10ft cube}}{{save=None}}{{Looks Like=This device can be made of ivory, bone, or any hard mineral. It is about the size of a large die—perhaps 3/4 of an inch across.}}{{effects=This cube enables its possessor to put up a wall of force 10 feet per side around his person. This cubic screen is impervious to the attack forms shown on the table below. The cube has 36 charges, and this energy is restored each day. The holder presses one face of the cube to activate or deactivate the field. See the *Cube of Force* in the DMG for details of Faces, Charges \\amp Movement Rates}}'}, + {name:'Cube-of-Frost-Resistance',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cube}}{{name= of Frost Resistance}}{{subtitle=Magic Item}}Specs=[Cube of Frost Resistance,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cube of Frost Resistance,st:Dice-size Cube,wt:1,sp:3,rc:uncharged]{{Size=T}}{{Use=[Place area](!rounds --movable-aoe @{selected|token_id}|square|feet|0|10|10|cold) then select it and give it 100 hit points (it is a player-selectable token)}}{{Looks Like=This device can be made of ivory, bone, or any hard mineral. It is about the size of a large die—perhaps 3/4 of an inch across.}}{{desc=When the cube is activated it encloses an area 10 feet per side, resembling a cube of force. The temperature within this area is always 65 degrees F. The field will absorb all cold-based attacks (i.e., cone of cold, ice storm, and even white dragon\'s breath). However, if the field is subjected to more than 50 points of cold damage in any turn (10 rounds), it collapses and cannot be renewed for one hour. If it receives over 100 points of damage in one turn, the cube is destroyed.\nCold below 0 degrees F. effectively inflicts 2 points of cold damage on the cube for every -10 degrees F., -4 at -11 to -20, etc. Thus, at -40 degrees F. the device can withstand only 42 points of damage.}}'}, + {name:'Cubic-Gate',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cube}}{{name=, Cubic Gate}}{{subtitle=Magic Item}}Specs=[Cubic Gate,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Cubic Gate,st:Dice-size Cube,wt:1,sp:3,rc:uncharged]{{Size=T}}{{Looks Like=This device can be made of ivory, bone, or any hard mineral. It is about the size of a large die—perhaps 3/4 of an inch across.}}{{desc=Another small cubic device, this item is fashioned from carnelian. The six sides of the cube are each keyed to a plane, one of which will always be the Prime Material. The other five sides/planes can be determined by the DM in any manner he chooses.\nIf a side of the cubic gate is pressed once, it opens a nexus to the appropriate plane. There is a 10% chance per turn that something will come through it looking for food, fun, or trouble.\nIf a side is pressed twice, the creature so doing, along with all creatures in a 5-foot radius will be drawn through the nexus to the other plane. It is impossible to open more than one nexus at a time.}}'}, + {name:'Daerns-Instant-Fortress',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Cube}}{{name=\nDaern\'s Instant Fortress}}{{subtitle=Magic Item}}Specs=[Daerns Instant Fortress,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Daerns Instant Fortress,st:Dice-size Cube,wt:1,sp:3,qty:1,c:1,rc:discharging]{{Size=T}}{{Use=[Place Fortress](!rounds --movable-aoe @{selected|token_id}|bolt|feet|0|20|20|black|true) then select it and give it 200 hit points (it is a player-selectable token. Any creature in the area immediately takes [10d10 HP damage](!magic --message public|@{selected|token_id}|Crushed by Daern\'s Instant Fortress|Everyone in the area where the forttress has appeared takes \\lbrak;[10d10]\\rbrak;HP damage)}}{{Looks Like=This device can be made of metal. It is about the size of a large die - perhaps 3/4 of an inch across.}}{{desc=This metal cube is small, but when activated it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a machicolated battlement atop it. The metal walls extend 10 feet into the ground. The fortress has a small door which will open only at the command of the owner of the fortress - even *knock* spells can\'t open the door.\nThe adamantite walls of *Daern\'s instant fortress* are unaffected by normal weapons other than catapults. The tower can absorb 200 points of damage before collapsing. Damage sustained is cumulative, and the fortress cannot be repaired (although a wish will restore 10 points of damage sustained).\nThe fortress springs up in just one round, with the door facing the device\'s owner. The door will open and close instantly at his command. People and creatures (except the owner) must be careful not to be caught by the fortress\'s sudden growth. Anyone so caught sustains 10d10 points of damage.}}'}, + {name:'Decanter-of-Endless-Water',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Decanter}}{{name= of Endless Water}}{{subtitle=Magic Item}}Specs=[Decanter of Endless Water,Miscellaneous,1H,Conjuration]{{Speed=[[3]]}}MiscData=[w:Decanter of Endless Water,st:Bottle,wt:1,sp:3,rc:uncharged]{{Size=T}}{{Use=Command a [Stream](!rounds --target caster|@{selected|token_id}|Endless Water|1|+1|Gallons of water, at 1 gallon per round flow out of the decanter|drink-me), a [Fountain](!rounds --movable-aoe @{selected|token_id}|bolt|feet|0|5|1|lightning|true --target caster|@{selected|token_id}|Endless Water|5|+5|Gallons of water, at 5 gallons per round flow out of the decanter|drink-me), a [Geyser](!rounds --movable-aoe @{selected|token_id}|bolt|feet|0|20|1|lightning|true --target caster|@{selected|token_id}|Endless Water|30|+30|Gallons of water, at 30 gallons per round flow out of the decanter|drink-me), or [Stop the flow](!rounds --removetargetstatus @{selected|token_id}|Endless Water). The player can move the water flow image as their character moves, if the GM agrees}}{{Looks Like=A stoppered flask, containing a colourless liquid.}}{{desc=This stoppered flask looks ordinary but radiates the aura of magic. If the stopper is removed, and the proper words spoken, a stream of fresh or salt water pours out, as ordered. There are separate command words for the amount as well as the type of water. Water can be made to come forth as follows:\\amplt;ul\\ampgt;\\amplt;li\\ampgt;*Stream:* pours out 1 gallon per round\\amplt;/li\\ampgt;\\amplt;li\\ampgt;*Fountain:* 5-foot long stream at 5 gallons per round\\amplt;/li\\ampgt;\\amplt;li\\ampgt;*Geyser:* 20-foot long stream at 30 gallons per round\\amplt;/li\\ampgt;\\amplt;/ul\\ampgt;The geyser causes considerable back pressure, and the holder must be well braced or be knocked over. The force of the geyser will kill small animals and insects (mice, moles, small bats, etc.). The command word must be given to cease.}}'}, + {name:'Deck-of-Illusions',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Deck of cards}}{{name= of Illusions}}{{subtitle=Magic Item}}Specs=[Deck of Illusions,Miscellaneous,1H,Illusion-Phantasm]{{Speed=[[3]]}}MiscData=[w:Deck of Illusions,st:Deck of Cards,wt:1,sp:3,qty:34,rc:discharging]{{Size=S}}{{Looks Like=This set of parchment cards is usually found in an ivory, leather, or wood box. A full deck consists of 34 cards of 4 suits.}}{{desc=When a card is drawn at random and thrown to the ground, an illusion with audible and visual components is formed. This lasts until dispelled. The illusionary creature will not go more than 30 feet away from where the card landed, but will otherwise move and act as if it were real. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are as follows:\n\n**DECK OF ILLUSIONS Cards**\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Hearts\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Diamonds\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Red dragon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;A:Beholder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Fighter \\amp 4 guards\\amplt;/td\\ampgt;\\amplt;td\\ampgt;K:Wizard \\amp apprentice\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Female Wizard\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Q:Night hag\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Druid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;J:Harpy\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10:Cloud giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10:Fire giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9:Ettin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9:Ogre mage\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8:Bugbear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8:Gnoll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Goblin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2:Kobold\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;---\\amplt;/td\\ampgt;\\amplt;td\\ampgt;---\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Spades\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Clubs\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Lich\\amplt;/td\\ampgt;\\amplt;td\\ampgt;A:Iron golem\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Cleric \\amp 2 underpriests\\amplt;/td\\ampgt;\\amplt;td\\ampgt;K:Thief \\amp 3 cohorts\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Medusa\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Q:Pixies\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Paladin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;J:Bard\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10:Frost giant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10:Hill giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9:Troll\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9:Ogre\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8:Hobgoblin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8:Orc\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Goblin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2:Kobold\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td colspan="2"\\ampgt;Jokers (2): Illusion of the deck\'s owner\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe cards in a particular deck may differ from these, and a deck may be discovered with some of its cards missing. The illusions perform normal routines and respond to attacks - they should be played as if they were real creatures.}}{{GM Info=Some but not all the creatures exist as *Drag \\amp Drop*, so it is recommended to create playable tokens for all illusions ahead of the game. A normal deck of cards, or a Roll20 custom Playable Deck can be used}}'}, + {name:'Deck-of-Many-Things-13',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Deck of Cards}}{{name= of Many Things}}{{subtitle=Magic Item}}Specs=[Deck of Many Things,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Deck of Many Things,st:Deck of Cards,wt:1,sp:3,qty:13,rc:uncharged]{{Size=S}}{{Looks Like=A deck of ivory or vellum cards usually found in a wooden box or leather pouch. This deck has just 13 cards.}}{{desc=A deck of many things (beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards, or plaques, made of ivory or vellum. Each is engraved with glyphs, characters, and magical sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.\nThe character with a deck of many things can announce that he is drawing only one card, or he can draw two, three, four, or more. However, the number must be announced prior to drawing the first card. If a jester is drawn, the possessor of the deck may elect to draw two additional cards.\nEach time a card is taken from the deck it is replaced (making it possible to draw the same card twice) unless the draw is a jester or fool, in which case the card is discarded from the pack.\n\n**DECK OF MANY THINGS Cards**\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Hearts\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Throne\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain Charisma of 18 plus a small keep\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Key\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain a treasure map plus one magic weapon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Knight\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain the service of a 4th-level fighter\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Diamonds\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Sun\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain beneficial miscellaneous magical item and 50,000 XP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Moon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;You are granted 1d4 wishes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Star\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately gain 2 points to prime requisite ability\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Clubs\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:**The Void**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Body functions, but soul is trapped elsewhere\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Flames\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Enmity between you and an outer planar creature\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Skull\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Defeat Death or be forever destroyed\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Spades\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Ruin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately lose all wealth and real property\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Euryale\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-3 penalty to all saving throws vs. petrification\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Rogue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One of your henchmen turns against you\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Jester:Joker\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain 10,000 XP or two more draws from the deck\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nUpon drawing the last card possible, or immediately upon drawing the cards in bold face (The Void and Donjon), the deck disappears. The cards are explained in greater detail in the DMG}}'}, + {name:'Deck-of-Many-Things-22',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Deck of Cards}}{{name= of Many Things}}{{subtitle=Magic Item}}Specs=[Deck of Many Things,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Deck of Many Things,st:Deck of Cards,,wt:1,sp:3,qty:13,rc:uncharged]{{Size=S}}{{Looks Like=A deck of ivory or vellum cards usually found in a wooden box or leather pouch. This deck has just 22 cards.}}{{desc=A deck of many things (beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards, or plaques, made of ivory or vellum. Each is engraved with glyphs, characters, and magical sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.\nThe character with a deck of many things can announce that he is drawing only one card, or he can draw two, three, four, or more. However, the number must be announced prior to drawing the first card. If a jester is drawn, the possessor of the deck may elect to draw two additional cards.\nEach time a card is taken from the deck it is replaced (making it possible to draw the same card twice) unless the draw is a jester or fool, in which case the card is discarded from the pack.\n\n**DECK OF MANY THINGS Cards**\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Hearts\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Fates\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Avoid any situation you choose . . . once\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Throne\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain Charisma of 18 plus a small keep\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Key\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain a treasure map plus one magic weapon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Knight\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain the service of a 4th-level fighter\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Gem\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain your choice of 20 pieces of jewelry or 50 gems\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Diamonds\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Vizier\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Know the answer to your next dilemma\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Sun\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain beneficial miscellaneous magical item and 50,000 XP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Moon\\amplt;/td\\ampgt;\\amplt;td\\ampgt;You are granted 1d4 wishes\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Star\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately gain 2 points to prime requisite ability\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Comet\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Defeat the next monster you meet to gain one level\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Clubs\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:Idiot\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lose 1d4 points of Intelligence; you may draw again\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:**The Void**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Body functions, but soul is trapped elsewhere\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Flames\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Enmity between you and an outer planar creature\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Skull\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Defeat Death or be forever destroyed\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Talons\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All magical items you possess disappear permanently\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Spades\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;A:**Donjon**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;You are imprisoned\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;K:Ruin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Immediately lose all wealth and real property\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Q:Euryale\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-3 penalty to all saving throws vs. petrification\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;J:Rogue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One of your henchmen turns against you\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2:Balance\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Change alignment instantly\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Jester:Joker\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gain 10,000 XP or two more draws from the deck\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Jester TM:Fool\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lose 10,000 experience points and draw again\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nUpon drawing the last card possible, or immediately upon drawing the cards in bold face (The Void and Donjon), the deck disappears. The cards are explained in greater detail in the DMG}}'}, + {name:'Drums-of-Deafening',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Drums}}{{name= of Deafening}}{{subtitle=Magic Item}}Specs=[Drums of Deafening,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Drums of Deafening,st:Kettle Drums,wt:1,sp:3,rc:uncharged]{{Size=T}}{{Use=[Strike The Drums](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|light|true --aoe @{selected|token_id}|circle|feet|0|140|140|magic|true|@{selected|token_id}|area|Stunned by Drums|\\amp#91;[2d4]\\amp#93;|-1|Stunned by the sound of Drums of Deafening|back-pain) then select each in the inner circle as stunned.\nNote on Character Sheets all creatures in the larger area as they are permanently deaf.}}{{Looks Like=A pair of kettle drums about 1 1/2 feet in diameter.}}{{desc=This item radiates magic, if so detected, but are otherwise unremarkable. If either is struck nothing happens, but if both are sounded together all creatures within 70 feet are permanently deafened and will remain so until a heal spell or similar cure is used to restore shattered eardrums. An affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component. \nFurthermore, those within 10 feet of the drums will be stunned by the noise for 2d4 rounds.}}'}, + {name:'Drums-of-Panic',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Drums}}{{name= of Panic}}{{subtitle=Magic Item}}Specs=[Drums of Panic,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Drums of Panic,st:Kettle Drums,wt:1,sp:3,rc:uncharged]{{Size=T}}{{Use=[Spread Panic](!rounds --aoe @{selected|token_id}|circle|feet|0|40|40|light|true --aoe @{selected|token_id}|circle|feet|0|240|240|magic|true|@{selected|token_id}|area|Paniced by Drums|99|0|Paniced by the sound of Drums, running away screaming, save each round after first|back-pain)}}{{Looks Like=A pair of kettle drums about 1 1/2 feet in diameter.}}{{desc=These kettle drums are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a "safe zone\'\' of 20 feet radius from the drums) must roll a successful saving throw vs. spell or turn and move directly away from the sound for one full turn.\nEach turn thereafter, panicked creatures may attempt to save vs. spell again. Each failure brings another turn of movement away from the drums of panic. Movement is at the fastest possible speed while fleeing in panic, and three rounds of rest are required for each turn of fast movement after the saving throw is made. Creatures with an Intelligence of 2 roll saving throws -2 with penalties, and those with 1 or less roll with -4 penalties.}}'}, + {name:'Dust-in-Bone-Blowtubes',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{subtitle=Dust}}Specs=[Dust in Bone Blowtubes,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Dust in Bone Blowtubes,st:Tubes of Dust,wt:1,sp:3,rc:charged]{{}}%{MI-DB|Dust-in-Silk-Packets}{{name=in Bone Blowtubes}}'}, + {name:'Dust-in-Silk-Packets',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust }}{{name=in Silk Packets}}{{subtitle=Magic Dust}}Specs=[Dust in Silk Packets,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust in Silk Packets,st:Packets of Dust,wt:1,sp:3,rc:charged]{{Size=T}}{{desc=Packets of an unidentified dust, which might or might not be magical.}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use this item to hide Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}'}, + {name:'Dust-of-Appearance-Bone-Tube',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Dust of Appearance,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Dust of Appearance,st:Tubes of Dust,wt:1,sp:3,rc:charged]{{}}%{MI-DB|Dust-of-Appearance-Silk-Packet}{{Use=[Blow Dust tube](!rounds --aoe @{selected|token_id}|cone|feet|0|20|15|light|true|@{selected|token_id}|area|Dust of Appearance|\\amp#91;[10*2d10]\\amp#93;|-1|Revealed by Dust of Appearance|aura)}}'}, + {name:'Dust-of-Appearance-Silk-Packet',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Appearance}}{{subtitle=Magic Dust}}Specs=[Dust of Appearance,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust of Appearance,st:Packets of Dust,wt:1,sp:3,rc:charged]{{Size=T}}{{Use=[Spread Dust packet](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|light|true|@{selected|token_id}|area|Dust of Appearance|\\amp#91;[10*2d10]\\amp#93;|-1|Revealed by Dust of Appearance|aura)}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=Looks like any other dust unless a careful examination is conducted. This will reveal it to be a very fine, very light, metallic dust. A single handful of this substance flung into the air will coat all objects, making them visible even if they are invisible, out of phase, astral, or ethereal. Note that the dust will also reveal mirror images and projected images for what they are, and it likewise negates the effects of cloaks of displacement or elvenkind and robes of blending. The dust\'s effect lasts for 2d10 turns.\nDust of appearance is typically stored in small silk packets or hollow bone blow tubes. A packet can be shaken out to cover an area with a radius of 10 feet from the user. A tube can be blown in a cone shape, 1 foot wide at the start, 15 feet at the end, and 20 feet long.\nAs few as 5 or as many as 50 containers may be found in one place.}}{{GM Info=Dusts are difficult to identify, and may only be distinguished when used. Hide this item as a generic Dust in a similar container using the GM\'s *Add Items* menu and set *Reveal* to be *on use*}}'}, + {name:'Dust-of-Disappearance-Bone-Blowtube',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Dust of Disappearance,Miscellaneous,1H,Illusion-Phantasm]{{}}MiscData=[w:Dust of Disappearance,st:Tubes of Dust,wt:1,sp:3,rc:charged]{{}}%{MI-DB|Dust-of-Disappearance-Silk-Packet}{{Use=[Blow Dust tube](!rounds --aoe @{selected|token_id}|cone|feet|0|20|15|dark|true|@{selected|token_id}|area|Dust of Disappearance|\\amp#91;[10*2d10]\\amp#93;|-1|Hidden by Dust of Appearance, AC bonus of 4, always win surprise|aura)}}'}, + {name:'Dust-of-Disappearance-Silk-Packets',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Disappearance}}{{subtitle=Magic Dust}}Specs=[Dust of Disappearance,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust of Disappearance,st:Packets of Dust,wt:1,sp:3,rc:charged]{{Size=T}}{{Use=[Spread Dust packet](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|light|true|@{selected|token_id}|area|Dust of Disappearance|\\amp#91;[10*2d10]\\amp#93;|-1|Hidden by Dust of Disappearance|half-haze) or on [One Creature Carefully](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Make which creature disappear?|token_id}|Dust of Disappearance|\\amp#91;[10*(10+1d10)]\\amp#93;|-1|Hidden by Dust of Disappearance|half-haze)}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=This dust looks just like *dust of appearance*, and it is typically stored in the same manner and quantity. All things touched by it reflect and bend light of all sorts (infrared and ultraviolet included), becoming invisible. Normal sight can\'t see dusted creatures or objects, nor can they be detected by any normal detection or even magical means. Even *detect invisibility* spells don\'t work. *Dust of appearance*, however, does reveal people and objects made invisible by *dust of disappearance*.\nInvisibility bestowed by the dust lasts for 2d10 turns (1d10+10 if sprinkled carefully upon an object). Attack while thus invisible is possible, always by surprise if the opponent fails to note the invisible thing and always at an Armor Class 4 better than normal (while invisibility lasts). Unlike the *invisibility* spell, *dust of disappearance* remains effective even after an attack is made.}}{{GM Info=Dusts are difficult to identify, and may only be distinguished when used. Hide this item as a generic Dust in a similar container using the GM\'s *Add Items* menu and set *Reveal* to be *on use*}}'}, + {name:'Dust-of-Dryness',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Dryness}}{{subtitle=Magic Dust}}Specs=[Dust of Dryness,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust of Dryness,st:Packets of Dust,wt:1,sp:3,qty:4+1d6,rc:charged]{{Size=T}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use this item to hide Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=This special dust has many uses. If a pinch is cast into a cubic yard of water, the liquid is instantly transformed to nothingness, and the dust pinch becomes a marble-sized pellet, floating or resting where it was cast. If this pellet is hurled down, it breaks and releases the same volume of water. When the dust is sprinkled over an area (such as with a wave of the arm), it dries up as much as 15 cubic feet of water. The dust affects only water (whether fresh, salt, brackish, or alkaline), not other liquids.\nIf the dust is employed against a water elemental or similar creature, the creature must save vs. spell or be destroyed. A successful save still inflicts [5d6](!\\amp#13;\\amp#47r 5d6) points of damage upon the water-creature.}}'}, + {name:'Dust-of-Illusion',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Illusion}}{{subtitle=Magic Dust}}Specs=[Dust of Illusion,Miscellaneous,1H,Illusion-Phantasm]{{Speed=[[3]]}}MiscData=[w:Dust of Illusion,st:Packets of Dust,wt:1,sp:3,qty:10+1d10,rc:charged]{{Size=T}}{{Save=vs. Spell negates}}{{Use=[Alter Appearance](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Alter the appearance of which creature??|token_id}|Dust of Illusion|\\amp#91;[60*(6+1d6)]\\amp#93;|-1|Appearance altered by Dust of Illusion|half-haze)}}{{Looks Like=This fine powder appears like chalk dust or powered graphite, unless stared at.}}{{desc=If it is stared at the dust changes color and form. Put a pinch of dust of illusion on a creature and the creature appears to become any other creature of similar shape, with a size variance of 50% (plus or minus) from the actual size of the affected creature. Thus, a halfling could appear as a human of small stature, a human as an ogre, a pegasus as a mule, etc. An unwilling recipient is allowed a saving throw vs. spell to escape the effect.\nThe individual who sprinkles the magical dust must envision the illusion desired as the powder is shaken over the subject creature. The illusionary power lasts for 1d6+6 hours unless otherwise dispelled.}}{{GM Info=Dusts are difficult to identify, and may only be distinguished when used. Hide this item as a generic Dust in a similar container using the GM\'s *Add Items* menu and set *Reveal* to be *on use*}}'}, + {name:'Dust-of-Sneezing+Choking',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Sneezing and Choking}}{{subtitle=Magic Dust}}Specs=[Dust of Sneezing and Choking,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust of Sneezing and Choking,st:Packets of Dust,wt:1,sp:3,rc:charged]{{Size=T}{{Looks Like=This fine powder appears like any other dust.}}}{{desc=If this dust is spread, it causes those within a 20-foot radius to fall into fits of sneezing and coughing. Those failing a saving throw vs. poison die immediately; those who make their saving throw are [disabled by the choking](!rounds --target caster|@{selected|token_id}|Sneezing \\amp Choking|\\amp#91;[5d4]\\amp#93;|-1|Sneezing and Choking and unable to do anything else - effectively prone|back-pain) for 5d4 rounds.}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use *Dust in Silk Packets* (or, as suggested, *Dust of Appearance* or *Dust of Disappearance* to hide this Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}'}, + {name:'Dust-of-Tracelessness',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Dust}}{{name= of Tracelessness}}{{subtitle=Magic Dust}}Specs=[Dust of Tracelessness,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Dust of Tracelessness,st:Packets of Dust,wt:1,sp:3,qty:12+1d12,rc:charged]{{Size=T}}{{Looks Like=This fine powder appears like any other dust.}}{{desc=This normal-seeming dust is actually a highly magical powder that can be used to conceal the passage of its possessor and his companions. Tossing a pinch of this dust into the air causes a chamber of up to 1,000 square feet to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.\nA pinch of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for a mile back into the distance. No magical radiation occurs from the use of this dust.\nThe substance is typically found in a finely sewn pouch}}{{GM Info=Containers of different types of Dust are very similar, and may only be distinguishable when used. Use *Dust in Silk Packets* to hide this Dust using the GM\'s *Add Items* menu, setting *Reveal* to be *on use*}}'}, + {name:'Efreeti-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bottle}}{{name=containing an Efreeti}}{{subtitle=Magic Item}}Specs=[Efreeti Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Efreeti Bottle,st:Smoking Bottle,wt:1,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=When used, ask the GM to *Drag \\amp Drop* an Efreeti onto the map}}{{Looks Like=This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it.}}{{desc=There is a 10% chance that the efreeti will be insane and attack immediately upon being released. There is also a 10% chance that the efreeti of the bottle will only grant three wishes. The other 80% of the time, however, the inhabitant of the bottle will serve normally (see Monstrous Manual). When opened, the efreeti issues from the bottle instantly.}}{{GM Info=Hide this bottle as a *Brass Bottle* using the GM\'s *Add Items* menu}}'}, + {name:'Eversmoking-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Bottle}}{{name= (Eversmoking)}}{{subtitle=Magic Item}}Specs=[Eversmoking Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Eversmoking Bottle,st:Smoking Bottle,wt:1,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Looks Like=This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it.}}{{desc=This metal urn is identical to an efreeti bottle except that it does nothing but smoke. The amount of smoke is very great if the stopper is pulled out, pouring from the bottle and totally obscuring vision in a 50,000-cubic-foot area in one round (e.g. 50 x 100 x 10 ft high). Left unstoppered, the bottle will fill another 10,000 cubic feet of space with smoke each round until 120,000 cubic feet of space is fogged. This area remains smoked until the eversmoking bottle is stoppered. When the bottle is stoppered, smoke dissipates normally. The bottle can be resealed only if a command word is known.}}{{GM Info=Hide this bottle as a *Brass Bottle* using the GM\'s *Add Items* menu}}'}, + {name:'Eyes-of-Charming',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of Charming}}{{subtitle=Magic Item}}Specs=[Eyes of Charming,Miscellaneous,1H,Encharntment-Charm]{{Speed=[[3]]}}MiscData=[w:Eyes of Charming,st:Lenses,wt:1,sp:3,qty:2,rc:uncharged]{{Size=S}}{{Use=[Charm Person](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Charm-Person) then follow the spell description. Remember, save suffers penalty of 2 if both eyes are worn, bonus of 2 if only 1 is worn}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=When in place, the wearer is able to charm persons merely by meeting their gaze. Those failing a saving throw vs. spell are charmed as per the spell. The user can look at and charm one person per round. Saving throws suffer a -2 penalty if the wearer has both lenses, or a +2 bonus if he wears only one of a pair of eyes of charming.}}'}, + {name:'Eyes-of-Minute-Seeing',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of Minute Seeing}}{{subtitle=Magic Item}}Specs=[Eyes of Minute Seeing,Miscellaneous,1H,Encharntment-Charm]{{Speed=[[3]]}}MiscData=[w:Eyes of Minute Seeing,st:Lenses,wt:1,sp:3,qty:2,rc:uncharged]{{Size=S}}{{Use=[Wear the Eyes](!rounds --target caster|@{selected|token_id}|Eyes-of-Minute-Seeing|99|0|Can see 100x smaller|overdrive\\amp#13;!magic --message @{selected|token_id}|Eyes of Minute Seeing|@{selected|token_name} dons some odd crystals into their eyes, now has a penetrating gaze, and looks very closely at everything and everyone)\n[Remove the Eyes](!rounds --removetargetstatus @{selected|token_id}|Eyes-of-Minute-Seeing\\amp#13;!magic --message @{selected|token_id}|Eyes of Minute Seeing|@{selected|token_name} removes the strange crystals from their eyes, and their glance is now less piercing)}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=In appearance, *eyes of minute seeing* are much like other magical lenses, but they enable the wearer to see 100 times better at distances of 1 foot or less. Thus, tiny seams, minute marks, even the impression left from writing can be seen. Secret compartments and hidden joints can be noted and the information acted upon. \nWearing only one of the pair causes a character to become dizzy and, in effect, stunned, for one round. Thereafter, one eye must always be covered to avoid this sensation of vertigo.}}'}, + {name:'Eyes-of-Petrification',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of Petrification}}{{subtitle=Magic Item}}Specs=[Eyes of Petrification,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Eyes of Petrification,st:Lenses,wt:1,sp:3,qty:2,rc:uncharged,on:!rounds ~~target caster|@{selected|token_id}|Eyes of Petrification|99|0|Petrified - turned to stone|frozen-orb]{{Size=S}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=Totally indistinguishable from any other magical lenses, the effect of donning *eyes of petrification* is dramatic: the wearer is instantly turned to stone. Note that 25% of these devices work as the gaze of a basilisk does, including reflection of the eyes turning the gazer to stone.}}{{GM Info=Hide this item as any other form of *eyes* using the GM\'s *Add Items* menu, with *Reveal* set to *on use*}}'}, + {name:'Eyes-of-Unknown-Type',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Eyes of Unknown Type}}{{subtitle=Magic Item}}Specs=[Eyes of Unknown Type,Miscellaneous,1H,Encharntment-Charm]{{Speed=[[3]]}}MiscData=[w:Eyes of Unknown Type,st:Lenses,wt:1,sp:3,qty:2,rc:uncharged]{{Size=S}}{{desc=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes, but what they will do when worn is clearly uncertain.}}'}, + {name:'Eyes-of-the-Eagle',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lenses}}{{name=\nEyes of the Eagle}}{{subtitle=Magic Item}}Specs=[Eyes of the Eagle,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Eyes of the Eagle,st:Lenses,sp:10,rc:uncharged,loc:Eyes]{{Size=Tiny}}{{Use=[Wear the Eyes](!rounds --target caster|@{selected|token_id}|Eyes-of-the-Eagle|99|0|Can see 100x better|overdrive\\amp#13;!magic --message @{selected|token_id}|Eyes of the Eagle|@{selected|token_name} dons some odd crystals into their eyes, now has a piercing stare, and looks far into the distance)\n[Remove the Eyes](!rounds --removetargetstatus @{selected|token_id}|Eyes-of-the-Eagle\\amp#13;!magic --message @{selected|token_id}|Eyes of the Eagle|@{selected|token_name} removes the strange crystals from their eyes, and their glance is now less piercing)}}{{Looks Like=These lenses of some unidentifyable crystal are obviously intended to be worn in your eyes.}}{{desc=These items are made of special crystal and fit over the eyes of the wearer. They give vision 100 times greater than normal at distances of 1 foot or more (i.e., the wearer can see at 2,000 feet what a person could normally see at 20 feet). It takes 1 round to put the crystal in each eye, and 1 round to take each out again.\nWearing only one of the pair causes a character to become dizzy and, in effect, stunned, for one round. Thereafter, one eye must always be covered to avoid this sensation of vertigo.}}'}, + {name:'Figurine-Ebony-Fly',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Figurine}}{{name= of Wonderous Power\nEbony Fly}}{{subtitle=Magic Item}}Specs=[Ebony Fly,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[3]]}}MiscData=[w:Ebony Fly,st:Figurine,wt:1,sp:3,qty:1,rc:uncharged]{{Size=T (1 inch high figurine)}}{{Use=Ask the GM to *Drag \\amp Drop* an Ebony Fly onto the map from the *Creature Database*}}{{Looks Like=A small, intricately carved figurine of a fly, made of some black material}}{{desc=There are several kinds of figurines of wondrous power. Each appears to be a tiny statuette of an animal an inch or so high. When the figurine is tossed down and a command word spoken, it becomes a living animal of normal size (except when noted below). The animal obeys and serves its owner.\nIf a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined, all magic is lost, and it has no power. If slain in animal form, the figurine simply reverts to a statuette and can be used again at a later time.}}{{desc1=***Ebony Fly:*** At a word, this small, carved fly comes to life and grows to the size of a pony. The ebony fly is Armor Class 4, has 4+4 Hit Dice, and maneuverability class C. It flies at a movement rate of 48 without a rider, 36 carrying up to 210 pounds weight, and 24 carrying from 211 to 350 pounds weight. The item can be used a maximum of three times per week, 12 hours per day. When 12 hours have passed or when the command word is spoken, the ebony fly once again becomes a tiny statuette.}}'}, + {name:'Figurine-Elephant-Normal',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Marble Elephant,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Marble Elephant,st:Figurine,wt:1,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* an Elephant onto the map from the *Creature Database*}}{{name= of Wonderous Power\nMarble Elephant (Normal)}}{{Looks Like=A statuette of an elephant, being about the size of a human hand}}{{desc1=***Marble Elephant:*** This is the largest of the figurines. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine\'s owner, serving as a beast of burden, mount, or combatant.\nThe statuette can be used a maximum of 24 hours at a time, four times per month.}}{{GM Info=The type of marble elephant obtained is determined by rolling percentile dice and consulting the table below:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Elephant Type\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-09\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Normal Elephant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Prehistoric Elephant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Figurine-Elephant-Prehistoric',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Marble Elephant,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Marble Elephant,st:Figurine,wt:1,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Figurine-Elephant-Normal}{{name= of Wonderous Power\nMarble Elephant (Prehistoric)}}{{Use=Ask the GM to *Drag \\amp Drop* a Mastodon onto the map from the *Creature Database*}}{{Looks Like=A statuette of a *mastodon* (a type of prehistoric elephant), about the size of a human hand}}'}, + {name:'Figurine-Goat-of-Terror',type:'melee|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Goat of Terror,Melee|Miscellaneous,1H,Spears],[Goat of Terror,Melee|Miscellaneous,1H,long-blade],[Goat of Terror,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Goat of Terror,st:Figurine,wt:1,sp:3,qty:3,rc:discharging]{{}}ToHitData=[w:Goat Horn Lance,sb:1,+:3,n:1,ty:P,r:10,sp:5],[w:Goat Horn Sword,sb:1,+:6,n:1,ty:S,sp:6]{{}}DmgData=[w:Goat Horn Lance,db:0,sb:1,sm:1d6,l:1d8],[w:Goat Horn Sword,db:0,sb:1,sm:1d8,l:1d12]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a Goat of Terror onto the map from the *Creature Database*. To use the horns as weapons, take the *Figurine Goat of Terror* in-hand using the *Change Weapon* dialog which will then give a *Spear+3* and a *Longsword+6* as equipped weapons}}{{name=Figurine of Wonderous Power\nGoat of Terror}}{{Looks Like=A figurine of a goat, posed as if running fast. The horns of the figurine appear a little lose.}}{{desc1=***Goat of Terror:*** When called upon with the proper command word, this statuette becomes a destrier-like mount, movement rate 36, Armor Class 2, 48 hit points, and no attacks. However, its rider can employ the goat\'s horns as weapons (one horn as a *spear +3* (lance), the other as a *sword +6*). When ridden versus an opponent, the *goat of terror* radiates terror in a 30-foot radius, and any opponent in this radius must roll a successful saving throw vs. spell or lose 50% of strength and suffer at least a -3 penalty to attack rolls, all due to weakness caused by terror. When all opponents are slain, or upon the proper command, the goat returns to its statuette form. It can be used once every two weeks.\nAfter three uses, each of the goats loses its magical ability forever.}}'}, + {name:'Figurine-Goat-of-Travail',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Goat of Travail,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Goat of Travail,st:Figurine,wt:1,sp:3,qty:3,rc:discharging]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a Goat of Travail onto the map from the *Creature Database*}}{{name= of Wonderous Power\nGoat of Travail}}{{Looks Like=A figurine of a goat, posed as if about to ram an opponent.}}{{desc1=***Goat of Travail:*** When commanded, this statuette becomes an enormous creature, larger than a bull, with sharp hooves (2d4+2/2d4+2), a vicious bite (2d4), and a pair of wicked horns of exceptional size (2d6/2d6). If it is charging to attack, it may only use its horns, but +6 damage is added to each hit on that round (i.e., 8-18 hit points per damage per horn). It is Armor Class 0, has 96 hit points, and attacks as a 16 Hit Dice monster. It can be called to life just once per month up to 12 hours at a time. Its movement rate is 24.\nAfter three uses, each of the goats loses its magical ability forever.}}'}, + {name:'Figurine-Goat-of-Travelling',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Goat of Travelling,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Goat of Travelling,st:Figurine,wt:1,sp:3,qty:3,rc:discharging]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a Goat of Travelling onto the map from the *Creature Database*}}{{name= of Wonderous Power\nGoat of Travelling}}{{Looks Like=A figurine of a goat, posed as if running very fast}}{{desc1=***Goat of Travelling:*** This statuette provides a speedy and enduring mount of Armor Class 6, with 24 Hit Points and 2 attacks (horns) for 1d8 each (consider as 4 Hit Dice monster). Its movement rate is 48 bearing 280 pounds or less. Its movement is reduced by 1 for every additional 14 pounds of weight carried. The goat can travel a maximum of one day each week—continuously or in any combination of periods totalling 24 hours. At this point, or when the command word is uttered, it returns to its small form for not less than one day before it can again be used.\nAfter three uses, each of the goats loses its magical ability forever.}}'}, + {name:'Figurine-Golden-Lions',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Golden Lions,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Golden Lions,st:Figurine,wt:1,sp:3,qty:2,rc:uncharged]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* a pair of Lions onto the map from the *Creature Database*}}{{name= of Wonderous Power\nGolden Lions}}{{Looks Like=A pair of figurines of lions, fabricated in some golden metal, possibly gold plated or even solid gold, small enough that both figurines can fit in the palm of your hand.}}{{desc1=***Golden Lions:*** These come in pairs. They become normal adult male lions (Armor Class 5/6, 5+2 Hit Dice, and normal attack modes). If slain in combat, the lions cannot be brought back from statuettes form for one full week; otherwise, they can be used once every day. They enlarge and shrink upon speaking the command word.}}'}, + {name:'Figurine-Obsidian-Steed',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Obsidian Steed,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Obsidian Steed,st:Figurine,wt:1,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Ask the GM to *Drag \\amp Drop* an *Obsidian Steed* onto the map from the *Creature Database*}}{{name= of Wonderous Power\nObsidian Steed}}{{Looks Like=A small, *nearly shapeless* lump of black stone.}}{{desc1=***Obsidian Steed:*** Only careful inspection will reveal that it vaguely resembles some form of quadruped, and of course, if magic is detected for, the figurine will radiate magic. Upon speaking the command word, the near formless piece of obsidian becomes a fantastic mount. Treat it as a heavy war horse with the following additional powers: fly (at normal movement speed), go ethereal, go astral. It will allow itself to be ridden (see GM Info). The statuette can be used for a 24-hour period maximum, once per week. Note that when the obsidian steed becomes astral or ethereal, its rider and gear follow suit. Thus, travel to other planes can be accomplished by means of this item.}}{{GM Info=It will allow itself to be ridden, but if the rider is of good alignment, it is 10% likely per use to carry its "master\'\' to the floor of the first layer of the Gray Waste and then return to its statuette form. }}'}, + {name:'Figurine-Serpentine-Owl',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Serpantine Owl,Miscellaneous,1H,Conjuration-Summoning]{{}}MiscData=[w:Serpentine Owl,st:Figurine,wt:1,sp:3,qty:3,rc:single-uncharged,ns:1],[cl:PW,w:PW-Serpentine-Giant-Owl,sp:3,pd:3]{{}}%{MI-DB|Figurine-Ebony-Fly}{{Use=Either ask the GM to *Drag \\amp Drop* a *Horned Owl* onto the map from the *Creature Database* ***or*** [Transform to a Giant Owl](!magic --mi-power @{selected|token_id}|Serpentine-Giant-Owl|Figurine-Serpentine-Owl --mi-charges @{selected|token_id}|-1|Figurine-Serpentine-Owl||charged)}}{{name= of Wonderous Power\nSerpentine Owl}}{{Looks Like=A skillfully carved figurine of an owl grasping a snake in its talons, fashioned of heavy hardwood, possibly oak}}{{desc1=***Serpentine Owl:*** becomes a normal-sized horned owl (AC 7; move 24(D); 2d2 hit points; 1d2/1d2 points of damage when attacking) if its possessor so commands, or it can become a giant owl if its owner so requires. The maximum duration of the transformation is eight hours in either case. (However, after three transformations into giant owl form, the statuette loses all of its magical properties.) The normal-sized form of the magical statuette moves with 95% silence, has infravision to 90 feet, can see in normal, above-ground darkness as if it were full light, and twice as well as a human. Its hearing is so keen it can detect a mouse moving up to 60 feet away. Anyone or anything trying to move silently has his (or its) chances reduced 50% against the serpentine owl in smaller form. Furthermore, the owl can and will communicate with its owner by telepathic means, informing him of all it sees and hears within the limitations of its intelligence. If commanded to giant-size, a serpentine owl is in all respects the same as a\ngiant owl.}}'}, + {name:'Flask-of-Curses',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Flask}}{{name= of Curses}}{{subtitle=Magic Item}}Specs=[Flask of Curses,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Flask of Curses,st:Flask,wt:1,sp:3,qty:1,rc:charged]{{Size=S}}{{Use=The GM will tell you what happens when you use this item}}{{Looks Like=An ordinary beaker, bottle, container, decanter, flask, or jug of some type, containing a little liquid of some unidentifyable sort}}{{desc=It has magical properties, but detection will not reveal the nature of the flask of curses. It may contain a liquid or it may emit smoke. When the flask is first unstoppered, a curse of some sort will be visited upon the person or persons nearby. After that, it is harmless. The type of curse is up to the DM}}{{GM Info=Hide this as some other jug, flask or bottle, using the GM\'s *Add Items* menu, and set *Reveal* to *on use*. Invent an imaginative curse to enact! Suggestions include the reverse of the priest\'s bless spell. Typical curses found on scrolls are recommended for use here as well. Or perhaps a monster could appear and attack all creatures in sight.}}'}, + {name:'Gauntlets-of-Dexterity',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Dexterity}}{{subtitle=Magic Item}}Specs=[Gauntlets of Dexterity,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gauntlets of Dexterity,st:Gauntlets,wt:1,sp:3,rc:uncharged]{{Size=S}}{{Use=Apply the effects to the Character manually while these gauntlets are worn}}{{Looks Like=A pair of these gloves \nappears to be nothing more than lightweight leather handwear of the everyday sort except that, strangely, they will resize to fit any hand, from that of a huge human to that of a small halfling.}}{{desc=Naturally, the gloves radiate magic if so detected. *Gauntlets of Dexterity* increase overall Dexterity by 4 points if the wearer\'s Dexterity is 6 or less, by 2 points if at 7-13, and by 1 point if Dexterity is 14 or higher. Furthermore, wearing these gloves enables a nonthief character to pick pockets (45% chance) or open locks (37% chance) as if he were a 4th-level thief. If worn by a thief, they increase these two abilities by 10%.}}'}, + {name:'Gauntlets-of-Fumbling',type:'miscellaneous',ct:'3',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Fumbling}}{{subtitle=Magic Item}}Specs=[Gauntlets of Fumbling,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gauntlets of Fumbling,st:Gauntlets,wt:1,sp:3,rc:cursed]{{Size=S}}{{Use=Apply the effects to the Character manually while these gauntlets are worn}}{{Looks Like=Might be either made of supple leather or heavy protective material suitable for use with armor. The GM will tell you which.}}{{desc=These gauntlets may be of supple leather or heavy protective material suitable for use with armor (ring, scale, chain, etc.). In the former instance, these will appear to be *gauntlets of dexterity*; in the latter case, they will appear to be *gauntlets of ogre power*. They will perform according to every test as if they were *gauntlets of dexterity* or *ogre power* until the wearer finds himself under attack or in a life and death situation. At that time, the curse is activated, and the wearer will become very clumsy, with a 50% chance each round of dropping anything held in either hand—not from both singly. The gauntlets will also lower overall Dexterity by 2 points. Once the curse is activated, the gloves can be removed only by means of a *remove curse* spell or a *wish*.}}{{GM Info=Hide these gauntlets in a container or on a dead body (or NPC that the part can loot) as either *gauntlets of dexterity* or *gauntlets of ogre power* using the GM\'s *Add Items* menu, set *Reveal* to *manually by GM*. Then reveal when the situation fits the criteria. Until then, they will appear and work as the displayed gauntlets}}'}, + {name:'Gauntlets-of-Ogre-Power',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gauntlets}}{{name= of Ogre Power}}{{subtitle=Magic Item}}Specs=[Gauntlets of Ogre Power,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gauntlets of Ogre Power,st:Gauntlets,wt:1,sp:3,rc:uncharged]{{Size=S}}{{Use=Apply the effects to the Character manually while these gauntlets are worn}}{{Looks Like=These gauntlets are typical of handwear for use with armour of some type (the GM will tell you if they are chain, plate, heavy leather etc)}}{{desc=The wearer of these gloves, is imbued with 18/00 Strength in his hands, arms, and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add a +3 bonus to attack rolls and a +6 bonus to damage inflicted when a hit is made. These gauntlets are particularly desirable when combined with a *girdle of giant strength* and a hurled weapon. They grow or shrink to fit human to halfling-sized hands.}}'}, + {name:'Gauntlets-of-Swimming+Climbing',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Gloves}}{{name= of Swimming \\amp Climbing}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Gauntlets of Swimming+Climbing,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Gauntlets of Swimming+Climbing,st:Gauntlets,sp:0,rc:uncharged,loc:Hands]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=A pair of these gloves appear to be normal light-weight handwear. However, they seem to resize themselves to fit hands from large human to small halfling.}}{{effects=These gloves radiate magic if a detection is attempted. The wearer can swim as fast as a triton (movement of 15) underwater, and as fast as a merman (movement 18) on the surface. These gauntlets do not empower the wearer to breathe in water.\nThese gloves give the wearer a very strong gripping ability with respect to climbing. He can climb vertical or nearly vertical surfaces, upward or downward, with a 95% chance of success. If the wearer is a thief, the gauntlets increase success probability to 99%.}}'}, + {name:'Gem-of-Brightness',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name= of Brightness}}{{subtitle=Magic Item}}Specs=[Gem of Brightness,Miscellaneous,1H,Evocation]{{Speed=[[3]]}}MiscData=[w:Gem of Brightness,st:Prism,wt:1,sp:3,qty:50,c:0,rc:discharging]{{Size=S}}{{Use=Select [Shed Pale Light](!rounds --target caster|@{selected|token_id}|Gem of Brightness Light|99|0|Illuminating with the Gem of Brightness|aura) or [Stop Shedding Light](!rounds --removetargetstatus @{selected|token_id}|Gem of Brightness Light) or [Bright Ray](!rounds --aoe @{selected|token_id}|bolt|feet|0|50|1|light|true|@{selected|token_id}|area|Blindness|\\amp#91;[1d4]\\amp#93;|-1|Blinded by the Gem of Brightness, penalty of 4 on AC+Attk|bleeding-eye\\amp#13;!magic --mi-charges @{selected|token_id}|-1|Gem of Brightness) or [Blinding Flash](!rounds --aoe @{selected|token_id}|cone|feet|0|30|5|light|true|@{selected|token_id}|area|Blindness|\\amp#91;[1d4]\\amp#93;|-1|Blinded by the Gem of Brightness, penalty of 4 on AC+Attk and permanent eye damage|bleeding-eye\\amp#13;!magic --mi-charges @{selected|token_id}|-5|Gem of Brightness)\n[Absorb *Darkness*](!magic --mi-charges @{selected|token_id}|-1|Gem of Brightness --message @{selected|token_id}|Gem of Brightness|The *darkness* cast at the gem has been absorbed at a cost of 1 charge) or [Absorb *Continual Darkness*](!magic --mi-charges @{selected|token_id}|-5|Gem of Brightness --message @{selected|token_id}|Gem of Brightness|The *continual darkness* cast at the gem has been absorbed at a cost of 5 charges)}}{{Looks Like=Appears to be a long, rough prism, such as might be used by an alchemist or street magicians to produce rainbows}}{{desc=Upon utterance of the proper spell words, the crystal emits light of one of three sorts: a pale cone of light, a bright ray, or a blinding flash. *Darkness* or *Continual Darkness* can be absorbed at a cost.}}{{hide1=One command word causes the gem to shed a pale light in a cone-shape 10 feet long, emanating from the gem to a radius of 2_ feet at the end of the beam. This does not discharge any of the energy of the device.\nAnother command causes the gem of brightness to send out a very bright ray 1 foot in diameter and 50 feet long. Any creature struck in the eyes by this beam will be dazzled and unable to see for 1d4 rounds. The target creature is entitled to a saving throw versus magic to determine whether or not its eyes were shut or averted in time. This use of the gem expends one energy charge.\nThe third manner in which the item may be used is to cause it to flare in a blinding flash of light in a cone 30 feet long with a 5-foot radius at its end. Although this glare lasts but a moment, all creatures within its area must save versus magic or be blinded for 1-4 rounds and thereafter suffer a penalty of -1 to -4 to attack rolls due to permanent eye damage. This use expends five charges.\nDazzling or blindness effects can be reversed by a *cure blindness* spell; eye damage can be cured only by a *heal* spell. The *gem of brightness* has 50 charges and cannot be recharged. A *darkness* spell cast at the gem\'s owner drains one charge from a *gem of brightness*, or makes it useless for one round, at the option of the gem owner. A *continual darkness* spell causes it to be useless for one day, or to expend five charges, at the option of the owner.}}'}, + {name:'Gem-of-Insight',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name= of Insight}}{{subtitle=Magic Item}}Specs=[Gem of Insight,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gem of Insight,st:Gem,wt:1,sp:3,qty:1,rc:uncharged]{{Size=T}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=This jewel appears to be a well-cut stone of not less than 5,000 gp value.}}{{desc=If magic is detected for, the gem radiates a faint aura of the enchantment sort. If any character possesses the item, he will begin to feel its power after keeping the gem on his person for one week. At the end of two weeks, the individual will discover that he is able to understand things more easily, have better insight, memory, recall, etc. In fact, possession of the gem on a continuing basis (three or more months) raises the Intelligence and Wisdom of the character by one point each. If for any reason the gem is not kept beyond the three-month period, the additional Intelligence remains, but the additional Wisdom is lost. A *gem of insight* functions once every 50 years. If a character acquires a second gem, the second item has no effect.}}'}, + {name:'Gem-of-Seeing',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name= of Seeing}}{{subtitle=Magic Item}}Specs=[Gem of Seeing,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gem of Seeing,st:Gem,wt:1,sp:3,qty:1,rc:uncharged]{{Size=T}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A finely cut and polished gem, that seems very clear and free of defects, almost like a lens}}{{desc=These finely cut and polished stones are indistinguishable from ordinary jewels, although a *detect magic* will reveal its enchantment. When gazed through, the *gem of seeing* enables the user to detect all hidden, illusionary, invisible, astral, ethereal, or out-of-phase things within viewing range.\nPeering through the crystal is time-consuming and tedious. The viewing range of the gem is 300 feet for a cursory scan if only large, obvious objects are being sought, 100 feet if small things are to be seen. It requires one round to scan a 200-square-foot area in a cursory manner, two rounds to view a 100-square-foot area in a careful way. There is a 5% chance each time the gem is used that the viewer will see an hallucination, something that is not there, or possibly through some real thing as if it were an illusion.}}'}, + {name:'Girdle-of-Cloud-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Cloud Giant Strength}}{{desc1=Cloud Giant Strength is 23, To-Hit bonus +5, Damage bonus +11, Open doors 18/20, Locked dors 16/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 935 lbs, range: 14 yds, damage: 1d10, rock weight: 184 lbs, % lift gates: 90%}}'}, + {name:'Girdle-of-Dwarvenkind',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Dwarvenkind}}{{subtitle=Magic Item}}Specs=[Girdle of Dwarvenkind,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Dwarvenkind,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A girdle of sturdy construction from various leathers and metal plates, with dwarvish runes inscribed in several places.}}{{desc=This belt lowers the wearers\' Charisma score by 1 with respect to nondwarves and their ilk. The girdle causes the wearer to gain one point of Charisma with respect to halflings of the stout sort and with respect to all gnomes as well.\nDwarves regard the wearer as if he has Charisma two points higher than before. The girdle enables the wearer to understand, speak, and read dwarvish language. The wearer also gains the racial benefits of dwarvenkind (i.e., +1 Constitution, saving throw bonuses based on total Constitution, 60-foot infravision, and detection/determination of approximate depth underground as described in the Player\'s Handbook). All bonuses and penalties apply only as long as the individual actually wears the girdle. Benefits such as additional languages and combat bonuses against giant-type-opponents never apply.}}'}, + {name:'Girdle-of-Femininity/Masculinity',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Femininity/Masculinity}}{{subtitle=Magic Item}}Specs=[Girdle of Femininity-Masculinity,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Femininity-Masculinity,st:Girdle,wt:2,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A girdle of fine construction from various leathers and metal plates, but otherwise ordinary.}}{{desc=This broad leather band appears to be a normal belt, but, if buckled on, it will immediately change the sex of its wearer to the opposite gender. It then loses all power. There is no sure way to restore the character\'s original sex, although there is a 50% chance a wish might do so, and a powerful being can alter the situation. In other words, it takes a godlike creature to set matters aright with certainty. Ten percent of these girdles actually remove all sex from the wearer.}}'}, + {name:'Girdle-of-Fire-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Fire Giant Strength}}{{desc1=Fire Giant Strength is 22, To-Hit bonus +4, Damage bonus +10, Open doors 18/20, Locked dors 14/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 785 lbs, range: 12 yds, damage: 1d8, rock weight: 170 lbs, % lift gates: 80%}}'}, + {name:'Girdle-of-Frost-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Frost Giant Strength}}{{desc1=Frost Giant Strength is 21, To-Hit bonus +4, Damage bonus +9, Open doors 17/20, Locked dors 12/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 635 lbs, range: 10 yds, damage: 1d8, rock weight: 156 lbs, % lift gates: 70%}}'}, + {name:'Girdle-of-Hill-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Hill Giant Strength}}{{subtitle=Magic Item}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A girdle of fine construction from various leathers and metal plates, but otherwise ordinary.}}{{desc=When worn it increases the physical prowess of its wearer, giving him the Strength of a giant. (It doesn\'t cause the wearer to grow to giant size, however!).\nThe Strength gained is not cumulative with normal or magical Strength bonuses except in combination with *gauntlets of ogre power* and magical warhammers.}}{{desc1=Hill Giant Strength is 19, To-Hit bonus +3, Damage bonus +7, Open doors 16/20, Locked dors 8/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 485 lbs, range: 8 yds, damage: 1d6, rock weight: 140 lbs, % lift gates: 50%}}{{GM Info=Roll on the following table to determine which type of giant strength girdle has been found:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-30\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hill Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;31-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stone Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-70\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Frost Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;71-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-95\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cloud Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;96-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Storm Giant\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tabe\\ampgt;}}'}, + {name:'Girdle-of-Many-Pouches',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Girdle}}{{name= of Many Pouches}}{{subtitle=Magic Item}}Specs=[Girdle of Many Pouches,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Girdle of Many Pouches,st:Girdle,wt:3,sp:3,qty:1,rc:uncharged,bag:64]{{Size=S}}{{Use=When viewed or used, this item creates a container character sheet of the same name in the Player\'s Journal. Drag this sheet onto the map and use the *MI Menu / Search* and *Store* functions to extract and store items in the pouches}}{{Looks Like=This broad waistbelt seems to be nothing more than a wellmade article of dress. However, examination will reveal that the girdle has eight small pouches on its inner front surface.}}{{desc=If magic is detected for, the item will radiate strong enchantment along with a fainter aura of alteration.\nIn fact, there are a total of 64 magical pouches in the girdle, seven others "behind\'\' each of the eight apparent ones. Each of these pouches is similar to a miniature *bag of holding*, able to contain up to one cubic foot of material weighing as much as 10 pounds. The girdle responds to the thoughts of its wearer by providing a full pouch (to extract something from) or an empty one (to put something in) as desired. Naturally, this item is greatly prized by spellcasters, for it will hold components for many spells and make them readily available.}}'}, + {name:'Girdle-of-Stone-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Stone Giant Strength}}{{desc1=Stone Giant Strength is 20, To-Hit bonus +3, Damage bonus +8, Open doors 17/20, Locked dors 10/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 535 lbs, range: 16 yds, damage: 1d12, rock weight: 198 lbs, % lift gates: 60%}}'}, + {name:'Girdle-of-Storm-Giant-Strength',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Girdle of Giant Strength,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Girdle of Giant Strength,st:Girdle,wt:5,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Girdle-of-Hill-Giant-Strength}{{name= of Storm Giant Strength}}{{desc1=Storm Giant Strength is 24, To-Hit bonus +6, Damage bonus +12, Open doors 19/20, Locked dors 17/20.\nThe wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a *potion of giant strength*. These abilities are: weight allowance: 1,235 lbs, range: 16 yds, damage: 1d12, rock weight: 212 lbs, % lift gates: 95%}}'}, + {name:'Gloves-of-Missile-Snaring',type:'miscellaneous|magic',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gloves}}{{name= of Missile Snaring}}{{subtitle=Magic Item}}Specs=[Gloves of Missile Snaring,Miscellaneous|Magic,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Gloves of Missile Snaring,st:Gloves,wt:1,sp:3,qty:1,rc:uncharged]{{Size=T}}ToHitData=[w:Snare Missile,msg:If the missile is an arrow, bolt, dart, bullet, javelin, axe, hammer, spear or a similar ranged weapon \\lpar;that is, not a spell such as *magic missile*\\rpar; you successfully pluck it from the air and add it to your inventory,cmd:!magic ~~pickorput \\at;{selected\\vbar;token_id}\\vbar;\\at;{target\\vbar;Who fired the missile?\\vbar;token_id}\\vbar;\\at;{selected\\vbar;token_id},sp:0,c:0]{{Use=The glove should be taken *In Hand* using the *Change Weapon* dialog (thus ensuring you have nothing else in that hand). If a missile should be caught, use the *Attack* action to display the *Snare Missile* action button which, when pressed will ask who fired the missile to be targeted, at which point the missile fired can be "plucked" from their character sheet!}}{{Looks Like=These gloves "fit like a glove" - so well in fact that they seem to meld with the hands, becoming almost invisible (undetectable unless within five feet of the wearer).}}{{desc=These gloves radiate slightly of enchantment and alteration if magic is detected for. Once snugly worn, they seem to meld with the hands, becoming almost invisible (undetectable unless within five feet of the wearer). Either or both hands so clad, if not already holding something, can be used to pick many sorts of missiles out of the air, thus preventing possible harm, and enabling the wearer to return a hand-thrown missile to its sender as an attack in a subsequent round.\nAll forms of small, hand-hurled or weapon-propelled missiles (arrows, bolts, darts, bullets, javelins, axes, hammers, spears, and the like) can be caught. If the weapon magically returns to the attacker, then catching it simply prevents damage, and returning the weapon does not result in an attack.}}{{GM Info=**Note:** if the missile is non-returning and the quantity left is 0, the user of the gloves may not be able to pick the weapon from the thrower\'s character sheet - in this case, the GM may need to use their *Add Items* menu (or the Player use their *Edit Weapons \\amp Armour* dialog) to add the weapon to their inventory.}}'}, + {name:'Harp-of-Charming',type:'miscellaneous|magic',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Harp}}{{name= of Charming}}{{subtitle=Magic Item}}Specs=[Harp of Charming,Miscellaneous|Magic,2H,Alteration]{{Speed=[[3]]}}MiscData=[w:Harp of Charming,st:Harp,wt:10,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:MU-Suggestion,lv:6,sp:3,pd:1]{{Size=M}}ToHitData=[w:Cast Suggestion,cmd:!magic ~~mi-power \\at;{selected\\vbar;token_id}\\vbar;MU-Suggestion\\vbar;Harp-of-Charming\\vbar;6\\ampamp;#13;!rounds ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Harp Suggestion Recharging\\vbar;10\\vbar;-1\\vbar;Keep playing the harp while the Suggestion power recharges\\vbar;stopwatch]{{Use=Take the Harp in hand as a two-handed weapon using the *Change Weapon* dialog, then use the *Attack* action to cast the *Suggestion*. The *Suggestion* will automatically recharge over 1 turn.}}{{Looks Like=This instrument appears identical to all other fine quality harps.}}{{desc=When played by a person proficient in the instrument, the player is able to cast one *suggestion* spell each turn of playing. Optionally, the DM can require a successful proficiency check be made to cast the *suggestion*. On a die roll of 20, the harpist has played so poorly as to enrage all those who hear.}}{{GM Info=If using the optional Proficiency Roll means of allowing the *suggestion* to be cast, use the *Maintenance Menu* to alter the duration of the timer on the harpist, or just delete the status off the harpist, which will reinstate the *suggestion* power.}}'}, + {name:'Harp-of-Discord',type:'miscellaneous|magic',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Harp}}{{name= of Discord}}{{subtitle=Magic Item}}Specs=[Harp of Discord,Miscellaneous|Magic,2H,Alteration]{{Speed=[[3]]}}MiscData=[w:Harp of Discord,st:Harp,wt:10,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:MU-Suggestion,lv:6,sp:3,pd:1]{{Size=M}}ToHitData=[w:Cast Suggestion,cmd:!magic ~~mi-power \\at;{selected\\vbar;token_id}\\vbar;MU-Suggestion\\vbar;Harp-of-Charming\\vbar;6\\ampamp;#13;!rounds ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Harp Suggestion Recharging\\vbar;10\\vbar;-1\\vbar;Keep playing the harp while the Suggestion power recharges\\vbar;stopwatch]{{Use=[Roll d100](!\\amp#13;\\amp#47;gr 1d100cs\\gt51cf\\lt50) to determine if the harp acts as a *harp of charming* (51-00). If a *harp of charming* take the Harp in hand as a two-handed weapon using the *Change Weapon* dialog, then use the *Attack* action to cast the *Suggestion*. The *Suggestion* will automatically recharge over 1 turn.\nIf as a *harp of discord* all effects should be applied manually in agreement with the GM.}}{{Looks Like=This instrument appears identical to all other fine quality harps.}}{{desc=However, when played, the harp emits painful and discordant tones 50% of the time. The remaining 50% of the time it acts as a harp of charming. When discordant, the music has the effect of automatically enraging all those within 30 feet. Those enraged will attack the musicians 50% of the time or the nearest other target the remaining 50% of the time. The harpist is not affected by this frenzy unless he is being attacked. The frenzy lasts for 1d4 + 1 rounds after the music stops.}}{{GM Info=If using the optional Proficiency Roll means of allowing the *suggestion* to be cast, use the *Maintenance Menu* to alter the duration of the timer on the harpist, or just delete the status off the harpist, which will reinstate the *suggestion* power.}}'}, + {name:'Hat-of-Disguise',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{name= of Disguise}}{{subtitle=Magic Item}}Specs=[Hat of Disguise,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Hat of Disguise,st:Hat,wt:5,sp:3,qty:1,rc:uncharged]{{Size=S}}{{Use=All of the effects of this item need to be applied manually with agreement of the GM}}{{Looks Like=A normal appearing hat.}}{{desc=This normal-appearing hat contains a powerful enchantment that allows its wearer to alter his appearance as follows:\n*Height:* +/-25% of actual height\n*Weight:* +/-50% of actual weight\n*Sex:* Male or female\n*Hair:* Any color\n*Eyes:* Any color\n*Complexion:* Any color\n*Facial features:* Highly mutable\nThus, the wearer could appear as a comely woman, a half-orc, or possibly even a gnome. If the hat is removed, the disguise is instantly dispelled. The headgear can be used over and over. Note that the hat can be changed (as part of a disguise) to appear as a comb, ribbon, head band, fillet, cap, coif, hood, helmet, etc.}}'}, + {name:'Hat-of-Stupidity',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{name= of Stupidity}}{{subtitle=Cursed Magic Item}}Specs=[Hat of Stupidity,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Hat of Stupidity,st:Hat,sp:0,rc:uncharged,loc:Head]{{Size=Small}}{{Immunity=None}}{{Looks Like=This hat is indistinguishable from any other hat.}}{{desc=Indistinguishable even when most carefully detected by magical means. Only by placing it upon the head can its powers be determined. Of course, once on the head, the wearer will believe that the hat is a beneficial item, for he will be overcome by stupidity. Intelligence is lowered to 7, or by -1 if the wearer has a 7 or lower Intelligence normally. The wearer will always desire to have the hat on—especially when he is engaged in any activity which requires thinking, spellcasting, etc. Without the benefit of a remove curse spell or similar magic, the wearer will never be free from the magic of the hat. If released, the wearer\'s Intelligence returns to its normal level.}}'}, + {name:'Helm-of-Brilliance',type:'helm|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Brilliance}}ACData=[a:Helm of Brilliance,st:Helm,+:2,rules:+acall,sz:M,wt:10,w:Helm of Brilliance,sp:3,qty:1,rc:uncharged,loc:Head,ns:4],[cl:PW,w:MU-Prismatic-Spray,lv:14,sp:7,pd:10],[cl:PW,w:PR-Wall-of-Fire,lv:10,sp:8,pd:20],[cl:PW,w:MU-Fireball,lv:6,sp:3,pd:30],[cl:PW,w:PR-Light,lv:2,sp:4,pd:40]{{subtitle=Magic Item}}Specs=[Helm of Brilliance,Helm|Miscellaneous,0H,Helm]{{Speed=[[3]]}}{{Size=M}}{{Use=Select one of the following gems to use:\n[Diamond](!magic --mi-power @{selected|token_id}|MU-Prismatic-Spray|Helm-of-Brilliance|14|1|1) [Ruby](!magic --mi-power @{selected|token_id}|PR-Wall-of-Fire|Helm-of-Brilliance|14|1|1) [Fire Opal](!magic --mi-power @{selected|token_id}|MU-Fireball|Helm-of-Brilliance|14|1|1) [Opal](!magic --mi-power @{selected|token_id}|PR-Light|Helm-of-Brilliance|14|1|1)\n\nIn addition, can [Make Sword of Flame](!attk --mod-weapon @{selected|token_id}|Blade|DMG|sm\\clon;+1d6,l\\clon;+1d6). To stop, *Change Weapon* (even to same weapon). Other effects must be applied manually.}}{{GM Info=Note that this helm adds an AC bonus of +2 to the whole body, not just the head.}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=When worn, it functions only upon the utterance of a special command word. When so empowered the true nature of the helm is visible to all. The helm is armor of +2 value. It is of brilliant silver and polished steel, and set with 10 diamonds, 20 rubies, 30 fire opals, and 40 opals—each of large size and magicked—which perform as explained below. When struck by bright light, the helm will scintillate and send forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels\' functions are:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Diamond\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Prismatic spray* (as the 7th-level wizard spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Ruby\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Wall of fire* (as the 5th-level priest spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Fire Opal\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Fireball* (as the 3rd-level wizard spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;Opal\\amplt;/th\\ampgt;\\amplt;td\\ampgt;*Light* (as the 1st-level priest spell)\\amplt;/td\\ampgt;\\amplt;tr\\ampgt;\\amplt;/table\\ampgt;\nEach gem can perform its spell-like power just once. The helm may be used once per round. The level of the spell is doubled to obtain the level at which the spell was cast with respect to range, duration, and such considerations. Until all of its jewels are magically expended, a *helm of brilliance* also has the following magical properties when activated.\n1. It glows with a bluish light when undead are within 30 feet. This light causes pain and 1d6 points of damage to all such creatures except skeletons and zombies.\n2. The wearer may command any sword he wields to become a *sword of flame*. This is in addition to any other special properties it may have. This takes one round to take effect.\n3. The wearer is protected as if a double-strength *fire resistance ring* were worn, but this protection cannot be augmented by further magical means.\nOnce all of its jewels have lost their magic, the helm loses all of its powers. The gems turn to worthless powder when this occurs. Removing a jewel destroys the gem. They may not be recharged.\nIf a creature wearing the helm is attacked by magical fire and fails to save vs. magical fire, he must attempt another saving throw for the helmet without magical additions. If this is failed, the remaining gems on the helm overload and detonate, inflicting on the wearer whatever accumulated effects the gems would normally have.}}'}, + {name:'Helm-of-Opposite-Alignment',type:'helm|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Opposite Alignment}}MiscData=[w:Helm of Opposite Alignment,st:Helm,sz:M,wt:10,sp:3,qty:1,rc:discharging,loc:Head]{{subtitle=Magic Item}}Specs=[Helm of Opposite Alignment,Helm|Miscellaneous,0H,Helm]{{Speed=[[3]]}}{{Size=M}}{{Use=All effects of this device must be applied manually in agreement with the GM}}{{GM Info=Hide the *helm of opposite alignment* as another helm using the GM\'s *Add Item* dialog.}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=If magic is detected for, the helm radiates magic of an indeterminate sort. Once placed upon the head, however, its curse immediately takes effect, and the alignment of the wearer is radically altered—good to evil, neutral to some absolute commitment (LE, LG, CE, CG) as radically different from the former alignment as possible. Alteration in alignment is mental and, once effected, is desired by the individual changed by the magic.\nOnly a wish can restore former alignment, and the affected individual will not make any attempt to return to the former alignment. If a paladin is concerned, he must undergo a special quest and atone if the curse is to be obliterated. Note that once a helm of opposite alignment has functioned, it loses all of its magical properties.}}'}, + {name:'Helm-of-Telepathy',type:'helm|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Telepathy}}MiscData=[w:Helm of Telepathy,st:Helm,sz:M,wt:10,sp:3,qty:1,rc:uncharged,loc:Head]{{subtitle=Magic Item}}Specs=[Helm of Telepathy,Helm|Miscellaneous,0H,Helm]{{Speed=[[3]]}}{{Size=M}}{{Use=Cast [Suggestion](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Suggestion --message @{selected|token_id}|Helm of Telepathy|The creature receiving the suggestion gains a saving throw vs. spell with a -1 penalty for every two points of Intelligence lower than the telepathist, but a +1 bonus for every point of Intelligence higher than the wearer of the helm. If Intelligence is equal, no adjustment is made when the saving throw is rolled.) but apply the saving throw modifiers manually.}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=The helm will radiate magic if this is detected for. The wearer of a *helm of telepathy* is able to determine the thoughts of creatures within a 60-foot range. There are two limitations on this power: The wearer must know the language used by such creatures (the racial tongue will be used in thoughts in preference to the Common, the Common in preference to alignment languages); and there can\'t be more than 3 feet of solid stone, 3 inches of iron, or any solid sheeting of lead or gold between the wearer and\nthe creatures. The thought pick-up is directional. Conscious effort must be made to pick up thoughts.\nThe wearer may communicate by language with any creature within range if there is a mutually known speech, or emotions may be transmitted (empathy) so that a creature will receive the emotional message of the wearer.\nIf the wearer of the helm wants to implant a *suggestion* (see the 3rd-level wizard spell of that name in the *Player\'s Handbook*), he can attempt to do so as follows: The creature receiving the *suggestion* gains a saving throw vs. spell with a -1 penalty for every two points of Intelligence lower than the telepathist, but a +1 bonus for every point of Intelligence higher than the wearer of the helm. If Intelligence is equal, no adjustment is made when the saving throw is rolled.}}'}, + {name:'Helm-of-Teleportation',type:'helm|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Teleportation\n(Non-Wizard version)}}MiscData=[w:Helm of Teleportation,st:Helm,sz:M,wt:10,sp:3,qty:1,rc:uncharged,loc:Head,ns:1],[cl:PW,w:MU-Teleport,sp:2,pd:1]{{subtitle=Helm}}Specs=[Helm of Teleportation,Helm|Miscellaneous,0H,Hat]{{Speed=[[2]]}}{{Size=M}}{{Use=Select to cast [Teleportation](!magic --mi-power @{selected|token_id}|MU-Teleport|Helm-of-Teleportation-Wizard|10)}}{{Looks Like=Appears to be nothing more than an ordinary piece of armor for head protection—a helmet, bassinet, mallet, etc. of iron or steel.}}{{desc=Will give\noff a magical aura if detected for. Any character wearing this device may teleport once per day, exactly as if he were a wizard—the destination must be known, and a risk is involved.}}'}, + {name:'Helm-of-Teleportation-Wizard',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Helm}}{{name= of Teleportation\n(Wizard version)}}MiscData=[w:Helm of Teleportation,st:Helm,sz:M,wt:10,sp:3,qty:1,rc:uncharged,loc:Head,ns:2],[cl:PW,w:MU-Teleport,sp:2,pd:7],[cl:PW,w:PW-Teleport-Other,sp:2,pd:3]{{subtitle=Helm}}Specs=[Helm of Teleportation,Miscellaneous,0H,Hat]{{Speed=[[3]]}}{{Size=M}}{{Use=If have a *Teleport* spell memorised cast [Teleportation (Self)](!magic --mi-power @{selected|token_id}|MU-Teleport|Helm-of-Teleportation-Wizard) or [Teleportation (Other)](!magic --mi-power @{selected|token_id}|PW-Teleport-Other|Helm-of-Teleportation-Wizard)}}{{Looks Like=Appears to be nothing more than an ordinary hat - perhaps a trilby, panama, fez, or broad-brimmed sunhat}}{{desc=Will give off a magical aura if detected for. A wizard of higher than 9th level can use the helm\'s full powers, for the wearer can then memorize a *teleportation* spell, and use the helm to refresh his memory so he can repeat the spell up to three times upon objects or characters and still be able to personally teleport by means of the helm. As long as the wizard retains the *teleportation* spell uncast, he can personally teleport up to six times before the memory of the spell is lost, and even then a usage of the helm remains for one more *teleportation* spell from the helm.}}'}, + {name:'Hewards-Handy-Haversack',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Backpack}}{{name=\nHeward\'s Handy Haversack}}{{subtitle=Magic Item}}Specs=[Hewards Handy Haversack,Miscellaneous,1H,Bag]{{Speed=[[3]]}}MiscData=[w:Hewards Handy Haversack,st:Backpack,wt:3,sp:3,qty:1,rc:uncharged,bag:0]{{Size=M}}{{Use=Viewing or using the backpack, or picking it up from a container, will add a *Heward\'s Handy Haversack* character sheet to your journal. Drag this onto the map to drop a token and use as you would any other container.}}{{Looks Like=A backpack of this sort appears quite ordinary - well-made and well-used. It is of finely tanned leather, and the straps have brass hardware and buckles. There are two side pouches, each of which appears large enough to hold about a quart of material.}}{{desc=The two side pouches are each similar to a bag of holding and will actually contain material equal to as much as two cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to eight cubic feet or 80 pounds of material. The pack has an even greater power: When the wearer reaches into it for a specific item, that item will always be on top. Thus, no digging around and fumbling is ever necessary to find what the haversack contains. Heward\'s handy haversack and whatever it contains gain a +2 bonus to all saving throws.}}'}, + {name:'Horn-of-Blasting',type:'miscellaneous',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Horn}}{{name= of Blasting}}{{splevel=Magic Item}}{{school=Combat}}Specs=[Horn,Miscellaneous,1H,Horn]{{components=M}}{{time=[[4]]}}MiscData=[w:Horn of Blasting,st:Horn,sp:4,rc:uncharged]{{range=[[0]]}}{{duration=Instantanious}}{{aoe=[120ft cone, 30ft at end](!rounds --aoe @{selected|token_id}|cone|feet|0|120|30|magic)}}{{save=[Save](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Stunned|1|-1|Stunned and incapacitated|back-pain --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Deaf|3|-1|Deafened|interdiction) or [Fail](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Stunned|2|-1|Stunned and incapacitated|back-pain --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Deaf|6|-1|Deafened|interdiction\\amp#13;And the victim takes [[1d10]] of damage) vs. Spell}}{{Looks Like=This horn appears to be a normal trumpet.}}{{effects=This magical horn radiates magic if a detect magic is cast upon it. It can be sounded as a normal horn, but if the correct word is spoken and the instrument is then played, it has the following effects, both of which happen at once:\n1. A cone of sound, 120 feet long and 30 feet wide at the end, issues forth from the horn. All within this area must roll a successful saving throw vs. spell. Those saving are stunned for one round and deafened for two. Those failing the saving throw sustain 1d10 points of damage, are stunned for two rounds, and deafened for four.\n2. A wave of ultrasonic sound 1 foot wide and 100 feet long issues from the horn. This causes a weakening of such materials as metal, stone, and wood. The weakening is equal in effect to the damage caused by a hit from a missile hurled by a large catapult. See "Siege Damage" in Chapter 9, and suffer an additional -2 penalty to the die roll described there.\nIf a horn of blasting is used magically more than once per day, there is a 10% cumulative chance that it will explode and inflict 5d10 points of damage upon the person sounding it.\nThere are no charges upon a horn, but the device is subject to stresses as noted above, and each time it is used to magical effect there is a 2% cumulative chance of the instrument self-destructing. In the latter case, no damage is inflicted on the character blowing it.}}{{materials=The Horn of Blasting}}'}, + {name:'Horn-of-Bubbles',type:'miscellaneous',ct:'3',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Bubbles}}{{subtitle=Cursed Magic Item}}Specs=[Horn of Bubbles,Miscellaneous,1H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Bubbles,st:Horn,wt:3,sp:3,qty:1,rc:cursed]{{Size=M}}{{Use=Ask the GM to look at the GM Info and inform you of the effects.}}{{Looks Like=Appears as a normal horn of fine quality.}}{{GM Info=It appears as a normal horn, or possibly any of the many magical ones, so choose how you want to hide it using the GM\'s *Add Items* dialog. When you decide that the bubbles appear, select the character\'s token and [Click here](!rounds --target caster|@{selected|token_id}|Blindness|\\amp#91;[2d10]\\amp#93;|-1|Blinded by bubbles, just at the wrong moment!|bleeding-eye) to blind the character for 2d10 rounds.}}{{desc=This cursed musical instrument will radiate magic if detected for. It appears as a normal horn, or possibly any of the many magical ones. It will sound a note and call forth a mass of bubbles that completely surround and blind the individual who blew the horn for 2d10 rounds, but these bubbles appear only in the presence of a creature actively seeking to slay the character who played the horn, so their appearance might be delayed for a very short or extremely lengthy period.}}'}, + {name:'Horn-of-Collapsing',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Collapsing}}{{subtitle=Magic Item}}Specs=[Horn of Collapsing,Miscellaneous,1H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Collapsing,st:Horn,wt:3,sp:3,qty:1,rc:uncharged]{{Size=M}}{{Use=Ask the GM to look at the GM Info and inform you of the effects.}}{{Looks Like=The horn appears to be a normal musical instrument, perhaps a bugle or warning horn of some sort. }}{{GM Info=Hide the horn using the GM\'s *Add Items* dialog until the character knows the command word. Until then, if it is sounded improperly (e.g., without first speaking the proper command word) or 10% of the time in any event, the following will result:\n*Out-of-doors:* A torrent of fist-sized rocks will strike the individual sounding the horn, 2d6 in number, each causing 1d6 hit points of damage = [Roll total damage](!\\amp#13;\\amp#47;w gm \\amp#91;[ \\amp#91;[2d6]\\amp#93;d6]\\amp#93;HP damage from falling rocks)\n*Indoors:* The ceiling overhead will collapse when the device is blown. The character suffers [3d12](!\\amp#13;\\amp#47;gr 3d12 damage from overhead collapse) points of damage.\n*Underground:* The area immediately above the character sounding the horn will fall upon him. The damage is as described below for an underground fall.}}{{desc=Proper use of a *horn of collapsing* enables the character to sound it while it is pointed at the roof overhead from 30 to 60 feet beyond the user. The effect is to [collapse](!rounds --aoe @{selected|token}|circle|feet|60|20|20|magic) a section of roof up to 20 feet wide and 20 feet long (10-foot radius from the central aiming point) which inflicts the following damage:\n*Indoors:* Victims suffer [3d12](!\\amp#13;\\amp#47;r 3d12 damage from falling rock) points of damage.\n*Underground:* The area immediately above the character sounding the horn will fall upon him. The damage is [5d4](!\\amp#13;\\amp#91;[\\amp#63;{How high?}%10*5d4]\\amp#93; points of damage from a cave-in) points base, multiplied by one for each 10 feet of height which the material above drops (i.e., twice damage if a 20-foot ceiling, three times damage if a 30-foot ceiling, etc.).}}'}, + {name:'Horn-of-Evil',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Evil,Magic,1H,Horn],[Horn of Evil,Miscellaneous,0H,Horn]{{}}MiscData=[w:Horn of Evil,st:Horn,wt:2,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:PR-Protection-from-Good,sp:3,pd:1]{{}}ToHitData=[w:Protection from Good,pw:PR-Protection-from-Good]{{}}%{MI-DB|Horn-of-Goodness}{{name= of Evil}}{{Looks Like=Appears as a normal horn of fine quality.}}'}, + {name:'Horn-of-Fog',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Fog}}{{subtitle=Magic Item}}Specs=[Horn of Fog,Magic,1H,Horn],[Horn of Fog,Magic,1H,Horn],[Horn of Fog,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Fog,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{Size=M}}ToHitData=[w:Start Blowing,cmd:!rounds ~~target caster\\vbar;\\at;{selected\\vbar;token_id}\\vbar;Blowing Horn of Fog\\vbar;99\\vbar;0\\vbar;Blowing fog from a horn\\vbar;half-haze],[w:Stop Blowing,cmd:!rounds ~~removetargetstatus \\at;{selected\\vbar;token_id}\\vbar;Blowing Horn of Fog]{{Use=This horn must be taken in-hand using the *Change Weapon* dialog, then used by selecting the *Attack* action. On the *attack* menu, select *Start Blowing* to start producing 10 cubic feet of fog per round, then *Stop Blowing* to stop and set the duration timer.}}{{Looks Like=A small, buglelike device.}}{{desc=This small, buglelike device allows its possessor to blow forth a thick cloud of heavy fog equal to that of a [fog cloud](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Fog-Cloud) spell. Each round spent blowing it creates a 10-foot cube fog cloud. The cloud lasts for 2d4 rounds after the last round of blowing the instrument. Note that should it stop being sounded for a round, a new fog cloud will have begun, as the initial one has a life expectancy of but 2d4 more minutes, and will have drifted away from the individual sounding it. The device makes a deep, horn-like noise, the note dropping abruptly to a lower register at the end.}}'}, + {name:'Horn-of-Goodness',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Goodness}}{{subtitle=Magic Item}}Specs=[Horn of Goodness,Magic,1H,Horn],[Horn of Goodness,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Goodness,st:Horn,wt:2,sp:3,qty:1,rc:uncharged,ns:1],[cl:PW,w:PR-Protection-from-Evil,sp:3,pd:1]{{Size=M}}ToHitData=[w:Protection from Evil,pw:PR-Protection-from-Evil]{{Use=This horn must be taken in-hand using the *Change Weapon* dialog, then used by selecting the *Attack* action. On the *attack* menu, select the *Protection* spell to cast.}}{{Looks Like=Appears as a normal horn of fine quality.}}{{desc=This magical instrument adapts itself to the alignment of its possessor, so it will produce either a good or an evil effect depending on the alignment of its owner. If the possessor is absolutely neutral, the horn will have no power whatsoever. If the owner is good, then blowing the horn has the effect of a protection from evil spell in a 10-foot radius, and this protection will last for 10 rounds. Each friendly/allied creature within this area will be affected as if granted the spell. If the horn is of evil alignment, then the reverse of the noted spell occurs within the area of effect. The horn can be blown once per day.}}'}, + {name:'Horn-of-Neutrality',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Neutrality,Miscellaneous,0H,Horn]{{}}MiscData=[w:Horn of Neutrality,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Goodness}{{name= of Neutrality}}{{Use=Taking this horn in-hand is pointless, as it will not function for Neutrals.}}{{Looks Like=Appears as a normal horn of fine quality.}}'}, + {name:'Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of Valhalla}}{{subtitle=Magic Item}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged],{{Size=M}}{{Use=Ask the GM to add the requisite number of Berserker class characters to the battle area}}{{Looks Like=Appears as a normal horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. They are Armor Class 4, have 6 hp points per die, and are armed with sword and spear (50%), or battle-axe and spear (50%). The type of horn, its powers, and who is able to employ it are determined by rolling 1d20 and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Type of Horn\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Berserk Fighters Summoned\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Usable By\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Silver\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d4+2 2nd level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;any group\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Brass\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d4+1 3rd level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;P, Wi, R\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bronze\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d4 4th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;P, Wa\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Iron\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d4+1 5th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wa\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nAny character whose group is unable to employ a particular horn of Valhalla will be attacked by the berserk fighters summoned when the character blows the horn.}}{{desc=This appears to be a normal instrument until its command word is spoken. Then, it summons a number of berserkers from Valhalla to fight for the character who summoned them by blowing the horn. It can be blown just once every seven days.\nSummoned fighters gladly attack anyone the possessor of the horn commands them to fight, until they or their opponents are slain, or six turns have elapsed, whichever occurs first.\nFully 50% of these horns are aligned and will summon only fighters of the horn\'s alignment. A radical alignment difference will cause the horn blower to be attacked by the fighters.}}'}, + {name:'Horn-of-Valhalla-Brass',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Brass Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Brass Horn}}{{Looks Like=Appears as a brass horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 2d4+1 in number, each of 3rd level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 18 hp points. The horn can be used by Priests, Wizards and Rogues.}}'}, + {name:'Horn-of-Valhalla-Bronze',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Bronze Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Bronze Horn}}{{Looks Like=Appears as a bronze horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 2d4 in number, each of 4th level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 24 hp points. The horn can be used by Priests and Warriors.}}'}, + {name:'Horn-of-Valhalla-Iron',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Iron Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Iron Horn}}{{Looks Like=Appears as an iron horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 1d4+1 in number, each of 5th level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 30 hp points. The horn can only be used by Warriors.}}'}, + {name:'Horn-of-Valhalla-Silver',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Silver Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla}{{title=Silver Horn}}{{Looks Like=Appears as a silver horn of fine quality.}}{{GM Info=It is best to prepare appropriate Berserker class warrior Character Sheets prior to the horn being used, so that these can be brought into play quickly. These will be 2d4+2 in number, each of 2nd level, 50% with sword \\amp spear, and 50% with battle-axe \\amp spear, are AC 4, and have 12 hp points. The horn can be used by any character.}}'}, + {name:'Horn-of-the-Tritons',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horn}}{{name= of the Tritons}}{{subtitle=Magic Item}}Specs=[Horn of the Tritons,Magic,1H,Horn],[Horn of the Tritons,Magic,1H,Horn],[Horn of the Tritons,Magic,1H,Horn],[Horn of the Tritons,Miscellaneous,0H,Horn]{{Speed=[[3]]}}MiscData=[w:Horn of the Tritons,st:Horn,wt:1,sp:3,qty:1,rc:uncharged]{{Size=M}}ToHitData=[w:Calm Rough Waters,msg:Calms rough waters in a one mile radius. (This has the effect of dispelling a water elemental or water weird.)],[w:Summon Creatures,desc:MI-Triton-Horn-Creatures-\\amp#91;\\lbrak;1d6\\rbrak;\\amp#93;],[w:Panic Marine Creatures,msg:Panic creatures of the sea with animal or lower *intelligence* that can hear the horn causing them to flee unless they save vs spell. Those that save have a -5 penalty to their attack rolls for \\lbrak;3d6 turns\\rbrak;(!rounds ~~target area\\vbar;\\ampat;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Which creatures can hear the horn?\\vbar;token_id}\\vbar;Horn of the Tritons Panic\\vbar;\\amp#91;\\lbrak;10*3d6\\rbrak;\\amp#93;\\vbar;-1\\vbar;Attacking with a penalty of -5 on ToHit rolls\\vbar;screaming).]{{Use=This horn must be taken in-hand using the *Change Weapon* dialog, then used by selecting the *Attack* action. On the *attack* menu, select the desired power.}}{{Looks Like=A conch shell}}{{desc=This device is a conch shell horn which can be blown once per day (except by a triton who can sound it three times daily). A horn of the tritons can do any one of the following functions when blown:\n1. Calm rough waters in a one mile radius. (This has the effect of dispelling a water elemental or water weird.)\n2. Summon 5d4 hippocampi (on a d6 roll of 1 or 2), 5d6 giant sea horses (on a roll of 3-5), or 1d10 sea lions (on a roll of 6) if the character is in a body of water in which such creatures dwell. The creatures summoned will be friendly and will obey, to the best of their understanding, the character who sounded the horn.\n3. Panic marine creatures with animal or lower Intelligence, causing them to flee unless each saves vs. spell. Those who do save must take a -5 penalty on their attack rolls for 3d6 turns (30-180 rounds).\nAny sounding of a horn of the tritons can be heard by all tritons within a three-mile radius.}}'}, + {name:'Horseshoes-of-Speed',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horseshoes}}{{name= of Speed}}{{subtitle=Magic Item}}Specs=[Horseshoes of Speed,Miscellaneous,0H,Horseshoes]{{Speed=[[0]]}}MiscData=[w:Horseshoes of Speed,st:Horseshoes,wt:2,sp:3,qty:4,rc:uncharged],{{Size=S}}{{Use=Apply all effects of this item manually}}{{Looks Like=A set of four ordinary horseshoes which look totally unused.}}{{desc=These iron shoes come in sets of four like ordinary horseshoes, but they are magical and will not wear out. When affixed to a horse\'s hooves, they double the animal\'s speed. There is a 1% chance per 20 miles traveled that a shoe will drop off, and if this passes unnoticed, the horse\'s speed will drop to 150% normal rate. If two or more are lost, speed returns to normal.}}'}, + {name:'Horseshoes-of-a-Zephyr',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Horseshoes}}{{name= of a Zephyr}}{{subtitle=Magic Item}}Specs=[Horseshoes of a Zephyr,Miscellaneous,0H,Horseshoes]{{Speed=[[0]]}}MiscData=[w:Horseshoes of a Zephyr,st:Horseshoes,wt:2,sp:3,qty:4,rc:uncharged],{{Size=S}}{{Use=Apply all effects of this item manually}}{{Looks Like=A set of four ordinary horseshoes which look totally unused.}}{{desc=These iron shoes can be affixed like normal horseshoes, but they allow a horse to travel without actually touching the ground. Among other things, this means water can be crossed—passed over without effort—and movement is possible without leaving tracks on any sort of ground. The horse is able to move at normal speeds, and it will not tire for as long as 12 hours\' continuous riding per day when wearing these magical horseshoes.}}'}, + {name:'Incense-of-Meditation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Incense}}{{name= of Meditation}}{{subtitle=Magic Item}}Specs=[Incense of Medititation,Miscellaneous,0H,Incense]{{Speed=[[3]]}}MiscData=[w:Incense of Meditation,st:Incense blocks,wt:2,sp:3,qty:2d4,rc:uncharged],{{Size=T}}{{Use=Apply all effects of this item manually}}{{Looks Like=A number of small, rectangular blocks of incense ready to be lit.}}{{desc=The small rectangular blocks of sweet-smelling *incense of meditation* are indistinguishable from nonmagical incense until one is lit. When burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by any priest of 5th or higher level.\nWhen a priest lights a block of the *incense of meditation* and spends eight hours praying and meditating nearby, the incense will enable him to gain maximum spell effects. Thus, *cure wounds* spells are always maximum, spell effects are of the broadest area possible, and saving throws against their effects suffer -1 penalties, and when dead are brought back to life, their chance of not surviving is reduced by one-half (rounded down).\nWhen this item of magic is discovered, there will be 2d4 pieces of incense. Each piece burns for eight hours, the effects remain for 24 hours.}}'}, + {name:'Incense-of-Obsession',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Incense}}{{name= of Obsession}}{{subtitle=Magic Item}}Specs=[Incense of Obsession,Miscellaneous,0H,Incense]{{Speed=[[3]]}}MiscData=[w:Incense of Obsession,st:Incense blocks,wt:2,sp:3,qty:2d4,rc:uncharged],{{Size=T}}{{Use=Apply all effects of this item manually}}{{Looks Like=A number of small, rectangular blocks of incense ready to be lit.}}{{GM Info=Hide this item as *Incense of Meditation* or just as *Incense* using the GM\'s *Add Items* dialogue, set to reveal manually (i.e. only after the character or the rest of the party realise the true nature of this incense (the burning time difference is a clue)}}{{desc=These strange blocks of incense exactly resemble *incense of meditation*. If meditation and prayer are conducted while the lit incense of obsession is nearby, its odor and smoke will cause the priest to become totally confident that his spell ability is superior, due to the magical incense. The priest will be determined to use his spells at every opportunity, even when not needed or when useless. The priest will remain obsessed with his abilities and spells until all are cast or 24 hours have elapsed.\nThere are 2d4 pieces of this incense normally, each burning for one hour.}}'}, + {name:'Ioun-Stone',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Ioun Stone}}{{subtitle=Magic Item}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{Speed=[[3]]}}MiscData=[w:Ioun Stone,st:Floating Stone,wt:2,sp:3,qty:1d10,rc:uncharged],{{Size=T}}{{Use=Determine which type of Ioun Stone each one is, then add these individually}}{{Looks Like=A coloured stone that is floating in the air}}{{GM Info=Determine the type of each Ioun Stone using the table below and then add each individual type to the container as required.\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Color of Stone\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Shape\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pale blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;rhomboid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Str. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;scarlet \\amp blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Int. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;incandescent blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Wis. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;deep red\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Dex. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pink\\amplt;/td\\ampgt;\\amplt;td\\ampgt;rhomboid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Con. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pink \\amp green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sphere\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 point to Cha. (18 max.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pale green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;prism\\amplt;/td\\ampgt;\\amplt;td\\ampgt;adds 1 level of experience\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;clear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;spindle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sustains person without food/water\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;iridescent\\amplt;/td\\ampgt;\\amplt;td\\ampgt;spindle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sustains person without air\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pearly white\\amplt;/td\\ampgt;\\amplt;td\\ampgt;spindle\\amplt;/td\\ampgt;\\amplt;td\\ampgt;regenerates 1 hp/turn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11\\amplt;/td\\ampgt;\\amplt;td\\ampgt;pale lavender\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ellipsoid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;absorbs spells up to 4th level^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;lavender \\amp green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ellipsoid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;absorbs spells up to 8th level^^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;vibrant purple\\amplt;/td\\ampgt;\\amplt;td\\ampgt;prism\\amplt;/td\\ampgt;\\amplt;td\\ampgt;stores 2d6 levels of spells\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;dusty rose\\amplt;/td\\ampgt;\\amplt;td\\ampgt;prism\\amplt;/td\\ampgt;\\amplt;td\\ampgt;gives +1 protection\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;dull gray\\amplt;/td\\ampgt;\\amplt;td\\ampgt;any\\amplt;/td\\ampgt;\\amplt;td\\ampgt;burned out, "dead" stone\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{desc=}}{{hide9=These magical stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires the stones, he must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling 1d3 feet from his head. Thereafter, the stones must be grasped or netted to separate them their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but he loses the benefits of the stones during that time. 1d10 ioun stones will be found, though there are 14 different kinds, in all. Roll 1d20 to determine the property of each stone, a duplication indicating a stone which is burned out and useless but counts as one of the number found. Whenever ioun stones are exposed to attack, they are treated as Armor Class -4 and take 10 points of damage to destroy. They save as if they were of hard metal—+3 bonus.}}'}, + {name:'Ioun-Stone-Clear',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Clear)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Clear Ioun Stone,st:Floating Clear Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Sustains person without food/water. Apply the effects of this item manually}}{{Looks Like=A clear spindle-shaped stone that is floating in the air}}{{GM Info=}}{{desc=The *Clear Ioun Stone* sustains the possessor without any food or water for as long as the stone is circling thier head. When stopped, hunger and thirst return normally.}}'}, + {name:'Ioun-Stone-Deep-Red',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Deep Red)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Deep Red Ioun Stone,st:Floating Deep Red Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Dexterity (18 max.). Apply the effects of this item manually}}{{Looks Like=A deep red coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *deep red ioun stone* adds 1 point to Dexterity to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s dexterity returns to normal.}}'}, + {name:'Ioun-Stone-Dull-Grey',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Dull Grey)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Dull Grey Ioun Stone,st:Floating Dull Grey Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Useless - does nothing but orbit the possessor\'s head. Apply the effects of this item manually}}{{Looks Like=A dull grey stone that is floating in the air}}{{GM Info=}}{{desc=The *dull gray ioun stone* is burned out, and will not even circle the possessor\'s head.}}'}, + {name:'Ioun-Stone-Dusty-Rose',type:'protection-ioun-stone',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Dusty Rose)}}Specs=[Ioun Stone,Protection-Ioun-Stone,0H,Stone]{{}}ACData=[a:Dusty Rose Ioun Stone,w:Dusty Rose Ioun Stone,st:Floating Dusty Rose-coloured Stone,+:1,svsav:+1,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Gives a +1 benefit to all saving throws and armour. With the *Dusty Rose Ioun Stone* in the character\'s possession, use the *Attk Menu / Check AC* and *Other Actions / Saving Throws / Auto-Check Saving Throws* button to ensure the +1 benefit is taken into account.}}{{Looks Like=A dusty rose prismatic stone that is floating in the air}}{{GM Info=}}{{desc=The *dusty rose ioun stone* adds a +1 benefit to armour class and saving throws, as if wearing a +1 *ring of protection*. It will combine with other forms of protection while it circles the possessor\'s head}}'}, + {name:'Ioun-Stone-Incandescent-Blue',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Incandescent Blue)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Incandescent Blue Ioun Stone,st:Floating Incandescent Blue Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Wisdom (18 max.). Apply the effects of this item manually}}{{Looks Like=An incandescent blue coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *Incancescent blue ioun stone* adds 1 point to wisdom to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s wisdom returns to normal.}}'}, + {name:'Ioun-Stone-Iridescent',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Iridescent)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Iridescent Ioun Stone,st:Floating Iridescent Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Sustains person without air. Apply the effects of this item manually}}{{Looks Like=An iridescent spindle-shaped stone that is floating in the air}}{{GM Info=}}{{desc=The *irridescent ioun stone* sustains the possessor without air (for instance under water) while it circles their head.}}'}, + {name:'Ioun-Stone-Lavender+Green',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Lavender \\amp Green)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Lavender+Green Ioun Stone,st:Floating Lavender+Green Stone,wt:2,sp:3,qty:10*2d4,c:0,rc:discharging]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Absorbs levels of spells up to 8th level and the quantity of levels shown. Select [Absorb spells](!magic --mi-charges @{selected|token_id}|\\amp#63;{Absorb what level of spell?|1,-1|2,-2|3,-3|4,-4|5,-5|6,-6|7,-7|8,-8}|Ioun-Stone-Lavender+Green) to reduce remaining quantity. When hits zero, will burn out.}}{{Looks Like=A pale lavender coloured elipsoid stone that is floating in the air}}{{GM Info=The number of charges is 10*2d4, which is the number of levels of spell that can be absorbed. The charges will reduce as the *Absorb Spells* button is used.}}{{desc=The *lavender \\amp green ioun stone* absorbs spells up to 8th level while circling the possessor\'s head.}}'}, + {name:'Ioun-Stone-Pale-Blue',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Blue)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pale Blue Ioun Stone,st:Floating Pale-Blue Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Strength (18 max.). Apply the effects of this item manually}}{{Looks Like=A pale blue coloured rhomboid stone that is floating in the air}}{{GM Info=}}{{desc=The *pale blue ioun stone* adds 1 point to strengthto a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s strength returns to normal.}}'}, + {name:'Ioun-Stone-Pale-Green',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Green)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pale Green Ioun Stone,st:Floating Pale-Green Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 level of experience. Apply the effects of this item manually}}{{Looks Like=A pale green coloured prismatic stone that is floating in the air}}{{GM Info=}}{{desc=The *pale green ioun stone* adds 1 level to experience while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s level returns to normal.}}'}, + {name:'Ioun-Stone-Pale-Lavender',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pale Lavender)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pale Lavender Ioun Stone,st:Floating Pale-Lavender Stone,wt:2,sp:3,qty:10*1d4,c:0,rc:discharging]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Absorbs levels of spells up to 4th level and the quantity of levels shown. Select [Absorb spells](!magic --mi-charges @{selected|token_id}|\\amp#63;{Absorb what level of spell?|1,-1|2,-2|3,-3|4,-4}|Ioun-Stone-Pale-Lavender) to reduce remaining quantity. When hits zero, will burn out.}}{{Looks Like=A pale lavender coloured elipsoid stone that is floating in the air}}{{GM Info=The number of charges is 10*1d4, which is the number of levels of spell that can be absorbed. The charges will reduce as the *Absorb Spells* button is used.}}{{desc=The *pale lavender ioun stone* absorbs spells of up to 4th level while the ioun stone is in use by the possessor.}}'}, + {name:'Ioun-Stone-Pearly-White',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pearly White)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pearly White Ioun Stone,st:Floating Pearly White Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=regenerates 1 hp/turn. Apply the effects of this item manually}}{{Looks Like=A pearly white spindle-shaped stone that is floating in the air}}{{GM Info=}}{{desc=The *pearly white ioun stone* grants the possessor 1hp/turn regeneration while it is in use circling their head.}}'}, + {name:'Ioun-Stone-Pink',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pink)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pink Ioun Stone,st:Floating Pink Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Constitution (18 max.). Apply the effects of this item manually}}{{Looks Like=A pink coloured rhomboid stone that is floating in the air}}{{GM Info=}}{{desc=The *pink ioun stone* adds 1 point to constitution to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s constitution returns to normal.}}'}, + {name:'Ioun-Stone-Pink+Green',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Pink \\amp Green)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Pink+Green Ioun Stone,st:Floating Pink and Green Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Charisma (18 max.). Apply the effects of this item manually}}{{Looks Like=A pink \\amp green coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *pink \\amp green ioun stone* adds 1 point to charisma to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s charisma returns to normal.}}'}, + {name:'Ioun-Stone-Scarlet+Blue',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Scarlet \\amp Blue)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Scarlet+Blue Ioun Stone,st:Floating Scarlet and Blue Stone,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Adds 1 point to Inteligence (18 max.). Apply the effects of this item manually}}{{Looks Like=A scarlet \\amp blue coloured spherical stone that is floating in the air}}{{GM Info=}}{{desc=The *scarlet \\amp blue ioun stone* adds 1 point to intelligence to a maximum score of 18 while the ioun stone is in use by the possessor. When not circling their head, the possessor\'s intelligence returns to normal.}}'}, + {name:'Ioun-Stone-Vibrant-Purple',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=\n(Vibrant Purple)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Vibrant Purple Ioun Stone,st:Floating Vibrant Purple Stone,wt:2,sp:3,qty:2d6,lvl:1,store:any,rc:single-uncharged]{{}}%{MI-DB-Miscellaneous|Ioun-Stone}{{Size=T}}{{Use=Can store "quantity" levels of spell that the possessor casts into it. [Store Spells](!magic --mem-spell MI-MU|@{selected|token_id}|Ioun-Stone-Vibrant-Purple) or [View Spells](!magic --view-spell MI|@{selected|token_id}|Ioun-Stone-Vibrant-Purple) or [Cast Spell](!magic --cast-spell MI|@{selected|token_id}||Vibrant Purple Ioun Stone||Ioun-Stone-Vibrant-Purple). The quantity/number of charges represents the number of levels of spell that can be stored.}}{{Looks Like=A vibrant purple prismatic stone that is floating in the air}}{{GM Info=This version of the Vibrant Purple Ioun Stone can store *any* spell and the player character can change the spells stored.}}{{desc=The *vibrant purple ioun stone* can store three spells (or more at the discretion of the GM) with combined levels up to the stated quantity, which can be cast by the user of the stones regardless of class.}}'}, + {name:'Iron-Bands-of-Bilarro',type:'innate-ranged|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Spherical Iron}}{{name= Bands of Bilarro}}{{subtitle=Magic Item}}Specs=[Iron Bands of Bilarro,Innate-Ranged,0H,Grenade],[Iron Bands of Bilarro,Miscellaneous,0H,Grenade]{{Speed=[[3]]}}MiscData=[w:Iron Bands of Bilarro,st:Iron Sphere,wt:2,sp:3,qty:1,rc:uncharged]{{Size=T}}ToHitData=[w:Iron Bands of Bilarro,sb:0,db:0]{{Use=Take this item in-hand using *Change Weapon*, then throw it as a ranged weapon}}AmmoData=[w:Iron Bands of Bilarro,t:Iron Bands of Bilarro,sb:0,db:0,SM:0,L:0,cmd:\\api;rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s the target?|token_id}|Iron Bands of Billarro|99|0|Locked in tight iron bands|padlock]{{Looks Like=An iron sphere of about 3ins. diameter, composed of bands of iron wrapped around each other}}RangeData=[w:Iron Bands of Bilarro,t:Iron Bands of Bilarro,r:1/2/3]{{desc=Magic detection will reveal strong magic of an indeterminate nature. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and tightly constrict the target creature if a successful, unadjusted attack roll is made. A single creature of up to frost/fire giant-size can be captured thus and held immobile until the command word is spoken to bring the bands into globular form again. Any creature captured in the bands, however, gets the chance to break (and ruin) the bands by successfully bending bars. Only one attempt is possible before the bands are so set as to be inescapable.}}'}, + {name:'Iron-Flask',type:'innate-ranged',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Iron Flask}}{{subtitle=Magic Item}}Specs=[Iron Flask,Innate-Ranged,0H,Flask]{{Speed=[[3]]}}MiscData=[w:Iron Flask,wt:3,sp:3,qty:1,rc:charged]{{Size=S}}{{Use=Once opened, ask the GM to *drag \\amp drop* the creature contained (if there is one). The GM will tell you if you have spoken the right command word to trap or command the creature}}{{Looks Like=An iron flask inlaid with runes of silver and stoppered by a brass plug bearing a seal set round with sigils, glyphs, and special\nsymbols}}{{GM info=Determine which creature is contained (if any) on the following table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Contents\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Empty\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-54\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Air Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;55-65\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Djinni\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;66-69\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Earth Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;70-72\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Efreeti\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;73-76\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;77-86\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Invisible Stalker\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;87-89\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Rakshasa\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;90-93\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Salamander\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;94-97\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Water Elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;98-99\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wind Walker\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Xorn\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{desc=When the user speaks a command, he can force any creature from another plane into the container, provided the creature fails its saving throw vs. spell - after magic resistance, if any, is checked. Range is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.\nIf the individual freeing the captured creature knows the command word, the creature can be forced to serve for one turn (or to perform a minor service which takes up to one hour). If freed without command knowledge, dice for the creature\'s reaction. Any attempt to force the same creature into the flask a second time allows it +2 on its saving throw and makes it very angry and totally hostile.}}'}, + {name:'Iron-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Iron Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla-Iron}'}, + {name:'Jewel-of-Attacks',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Jewel}}{{name= of Attacks}}{{subtitle=Magic Item}}Specs=[Jewel of Attacks,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Jewel of Attacks,st:Jewel,sz:t,wt:0,sp:0,rc:cursed]{{Looks Like=Appears to be an incredibly valuable gem, which gleams and sparkles}}{{GM Info=Hide this Jewel either automatically or manually (if auto-hide not enabled) so that the possessor does not immediately know its properties, revealing only in the correct circumstances using the *Add-Items* dialog, *Reveal Now* button, or the button on the GM\'s item description}}{{desc=It is cursed, however, and doubles the likelihood of encountering wandering monsters and the likelihood of pursuit when monsters are encountered and the party seeks to evade them by flight. Once picked up, the jewel of attacks will always magically return to its finder (secreting itself in pouch, bag, pack, pocket, etc.) until a *remove curse* spell or an *atonement* is cast upon them.}}'}, + {name:'Jewel-of-Flawlessness',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Jewel}}{{name= of Flawlessness}}{{subtitle=Jewel}}Specs=[Jewel of Flawlessness,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Jewel of Flawlessness,st:Jewel,sz:t,wt:0,sp:0,qty:10d10,rc:single-uncharged,ns:1],[cl:PW,w:Improve-Gem,sp:10,pd:-1]{{Looks Like=Appears to be a fine jewel with many facets}}{{Use=Select [Place with gem](!magic --mi-power @{selected|token_id}|Improve-Gem|Jewel-of-Flawlessness) to see if the jewel works its magic - doing this automatically manages the charges of the *Jewel of Flawlessness* correctly (whereas rolling manually does not)}}{{desc=This magical gem appears to be a very fine stone of some sort, but if magic is detected for, its magical aura will be noted. When a jewel of flawlessness is placed with other gems, it doubles the likelihood of their being more valuable (i.e., the chance for each stone going up in value increases from 10% to 20%). The jewel has from 10-100 facets, and whenever a gem increases in value because of the magic of the jewel of flawlessness (a roll of 2 on d10), one of these facets disappears. When all are gone, the jewel is a spherical stone that has no value. Only one attempt can be made to improve each gem - if it does not work first time, the Jewel of Flawlessness will never improve that gem}}'}, + {name:'Keoghtoms-Ointment',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Keoghtom\'s }}{{name=Ointment}}{{subtitle=Ointment}}Specs=[Keoghtoms Ointment,Miscellaneous,0H,Healing]{{Size=Small}}MiscData=[w:Keoghtoms Ointment,st:Ointment,sz:S,wt:1,sp:3,qty:[[5*1d3]],rc:charged]{{Looks Like=A jar of the unguent is small - perhaps three inches in diameter and one inch deep}}{{desc=This sovereign salve is useful for drawing poison, curing disease, or healing wounds. A jar of the unguent is small—perhaps three inches in diameter and one inch deep—but contains five applications. Placed upon a poisoned wound (or swallowed), it detoxifies any poison or disease. Rubbed on the body, the ointment heals [1d4+8](!magic --message @{selected|token_id}|Keoghtom\'s Ointment|Does \\amp#91;[1d4+8]\\amp#93; HP of healing, and detoxifies any disease and poison) points of damage. Generally, 1d3 jars will be found.}}'}, + {name:'Lens-of-Detection',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lens}}{{name= of Detection}}{{subtitle=Lens}}Specs=[Lens of Detection,Miscellaneous,0H,Divination]{{Size=Small}}MiscData=[w:Lens of Detection,st:Lens,sz:s,wt:1,sp:3,qty:1,rc:single-uncharged]{{Looks Like=A circular prism about 6 inches in diameter}}{{desc=This circular prism enables its user to detect minute things at 50% of the ability of eyes of minute seeing, but it also enables the possessor to look through the lens and track as a 5th-level ranger does. The lens of detection is about six inches in diameter. It must be set in a frame with a handle in order to be properly used.}}'}, + {name:'Libram-of-Gainful-Conjuration',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Libram}}{{name= of Gainful Conjuration}}{{subtitle=Book}}Specs=[Libram of Gainful Conjuration,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Libram of Gainful Conjuration,st:Book,sz:S,wt:2,sp:10,qty:1,rc:charged]{{Looks Like=An ornately brass-bound tome}}{{desc=This mystic book contains much arcane knowledge for wizards of neutral, chaotic neutral, and lawful neutral alignment.}}{{desc1=If a character of this class and alignment spends a full week cloistered and undisturbed, pondering its contents, he gains experience points sufficient to place him exactly at the mid-point of the next higher level. When this occurs, the libram disappears - totally gone - and that character can never benefit again from reading such a work.\nAny wizard not of this alignment reading so much as a line of the libram suffers [[[5d4]] points of damage](!rounds --target caster|@{selected|token_id}|Unconscious|[[($[[0]])*10]]|-1|Reading this tome has knocked you unconscious|broken-skull\\amp#13;!magic --message @{selected|token_id}|Libram|You should not have read this Libram. Take $[[0]] points of damage and fall unconscious), falls unconscious for a like number of turns, and must seek a priest in order to atone and regain the ability to progress in experience (until doing so, he gains no further experience).\nAny nonwizard perusing the work must roll a saving throw vs. spell in order to avoid insanity. Characters who go insane can be healed only by a *remove curse* and rest for 1 month or by having a priest *heal* them.}}'}, + {name:'Libram-of-Ineffable-Damnation',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Libram of Ineffable Damnation,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Libram of Ineffable Damnation,st:Book,sz:S,wt:2,sp:10,qty:1,rc:charged]{{}}%{MI-DB|Libram-of-Gainful-Conjuration}{{name= of Ineffable Damnation}}{{Looks Like=An ornately brass-bound tome}}{{desc=This work is exactly like the *libram of gainful conjuration* except that it benefits evil wizards. Nonevil characters of that class [lose one level of experience](!magic --level-change @{selected|token_id}|-1) merely by looking inside its brass-bound covers, in addition to the other ill effects of perusing as little as one line of its contents.}}'}, + {name:'Libram-of-Silver-Magic',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Libram of Ineffable Damnation,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Libram of Silver Magic,st:Book,sz:S,wt:2,sp:10,qty:1,rc:charged]{{}}%{MI-DB|Libram-of-Gainful-Conjuration}{{name= of Silver Magic}}{{Looks Like=An ornately brass-bound tome}}{{desc=This work is exactly like the *libram of gainful conjuration* except that it benefits good wizards. Evil characters of that class [lose one level of experience](!magic --level-change @{selected|token_id}|-1) merely by looking inside its brass-bound covers, in addition to the other ill effects of perusing as little as one line of its contents.}}'}, + {name:'Loadstone',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Stone of Weight,Miscellaneous,0H,Stone]{{}}%{MI-DB|Stone-of-Weight}{{}}'}, + {name:'Lyre-of-Building',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Lyre}}{{name= of Building}}{{subtitle=Musical Instrument}}Specs=[Lyre of Building,Miscellaneous,0H,Alteration]{{Size=Medium}}MiscData=[w:Lyre of Building,st:Lyre,sz:M,wt:5,sp:3,qty:1,rc:single-uncharged]{{Looks Like=A regular lyre made of good quality materials}}{{desc=The enchantments placed upon this instrument make it indistinguishable from a normal one. Even if its magic is detected, it cannot be told from an ordinary instrument until it is played. If the proper chords are struck, a single use of the lyre will negate the effects of a horn of blasting, a disintegrate spell, or the effects of up to three rounds of attack from a ram or similar siege item. The lyre can be used in this way once per day.\nThe lyre is also useful with respect to actual building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but three turns of playing is equal to the work of 100 men laboring for three days.\nA check must be made whenever the lyre is played. Under normal circumstances, a false chord is sounded on a roll of 1-3 on 1d20. (Characters with the musical instrument proficiency play a false chord only on a roll of 1.) If the player of the lyre is under physical or mental attack, the chance of a false chord increases to 1-10. (Proficient characters resolve a proficiency check by the standard rules under these circumstances.) If a false chord is struck, all effects of the lyre are 20% likely to be negated.}}'}, + {name:'Manual-of-Bodily-Health',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Manual}}{{name= of Bodily Health}}{{subtitle=Magic Item}}Specs=[Manual of Bodily Health,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Manual of Bodily Health,st:Book,sp:0,rc:discharging]{{Size=Small}}{{Immunity=None}}{{Saves=Only as affected by Constitution}}{{Use=Manually adjust Constitution by +1, and other consequences such as Hit Points}}{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{desc=If a detect magic spell is cast upon the *manual of bodily health*, the manual will radiate an aura of magic. Any character who reads the work (24 hours of time over 3-5 days) will know how to increase his Constitution by one point—this involves a special dietary regimen and breathing exercises over a one-month period. The book disappears immediately upon completion of its contents.\nThe point of Constitution is gained only after the prescribed regimen is followed. In three months the knowledge of the secrets to bodily health will be forgotten. The knowledge cannot be articulated or recorded by the reader. The manual will not be useful to any character a second time, nor will more than one character be able to benefit from a single copy.}}'}, + {name:'Manual-of-Clay-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{}}MiscData=[w:Manual of Clay Golems,st:Book,sz:M,wt:4,sp:3,qty:1,rc:charged]{{name= of Clay Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of clay golems. It contains all of the information and incantations necessary for a Priest to make a clay golem at a cost of 65,000gp over 1 month}}'}, + {name:'Manual-of-Flesh-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{}}MiscData=[w:Manual of Flesh Golems,st:Book,sz:M,wt:4,sp:3,qty:1,rc:charged]{{name= of Flesh Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of flesh golems. It contains all of the information and incantations necessary for a Wizard to make a flesh golem at a cost of 50,000gp over 2 months}}'}, + {name:'Manual-of-Gainful-Exercise',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Bodily Health,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Manual of Bodily Health,st:Book,sz:S,wt:3,sp:3,rc:discharging]{{}}%{MI-DB|Manual-of-Bodily-Health}{{name= of Gainful Exercise}}{{Saves=Only as affected by Strength}}{{Use=Manually adjust Strength by +1, and other consequences such as ToHit adjustments}}{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{desc=Any character who reads the work (24 hours of time over 3-5 days) will know how to increase his Strength by one point.}}'}, + {name:'Manual-of-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Manual}}{{name= of Golems}}{{subtitle=Book}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{Size=Medium}}MiscData=[w:Manual of Golems,st:Book,sz:M,wt:4,sp:3,qty:1,rc:charged]{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{GM info=The type of manual found is determined by rolling 1d20 and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[D20 Roll](!\\amp#13;\\amp#47;gr 1d20)\\amplt;/th\\ampgt;\\amplt;ht scope="col"\\ampgt;Type of Golem\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Construction Time\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;GP Cost\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-5\\amplt;/td\\ampgt;Clay (P)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 month\\amplt;/td\\ampgt;\\amplt;td\\ampgt;65,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-17\\amplt;/td\\ampgt;Flesh (W)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 months\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;Iron (W)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4 months\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;Stone (W)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 months\\amplt;/td\\ampgt;\\amplt;td\\ampgt;80,000\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Use=The GM must determine which type of book this is and store the appropriate magic item from the databases into the container}}{{desc=This compilation is a treatise on the construction and animation of golems. It contains all of the information and incantations necessary to make one of the four sorts of golems.}}{{desc1=The construction and animation of a golem takes a considerable amount of time and costs quite a bit as well. During the construction / animation process, a single wizard or priest must have the manual at hand to study, and he must not be interrupted. The type of manual found is determined by the GM.\nOnce the golem is finished, the writing fades and the book is consumed in flames. When the ashes of the manual are sprinkled upon the golem, the figure becomes fully animated.\nIt is assumed that the user of the manual is of 10th or higher level. For every level of experience under 10th, there is a cumulative 10% chance that the golem will fall to pieces within one turn of completion due to the maker\'s imperfect understanding.\nIf a priest reads a work for wizards, he will lose 10,000-60,000 experience points. A wizard reading a priestly work will lose one level of experience. The DM must decide in advance which it is meant for. Any other class of character will suffer 6d6 hit points of damage from opening the work.}}'}, + {name:'Manual-of-Iron-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{}}MiscData=[w:Manual of Iron Golems,st:Book,sz:M,wt:4,sp:3,qty:1,rc:charged]{{name= of Iron Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of iron golems. It contains all of the information and incantations necessary for a Wizard to make an iron golem at a cost of 100,000gp over 4 months}}'}, + {name:'Manual-of-Quickness-of-Action',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Quickness of Action,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Manual of Quickness of Action,st:Book,sz:S,wt:3,sp:3,rc:discharging]{{}}%{MI-DB|Manual-of-Bodily-Health}{{name= of Quickness of Action}}{{Saves=Only as affected by Dexterity}}{{Use=Manually adjust Dexterity by +1, and other consequences such as AC adjustments}}{{Looks Like=The metal-bound manual appears to be an arcane, rare, but nonmagical book.}}{{desc=Any character who reads the work (3 days of uninterrupted study) will know how to increase his Dexterity by one point.}}'}, + {name:'Manual-of-Skill-at-Arms',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Manual}}{{name= of Puissant Skill at Arms}}{{splevel=Tome}}{{school=Alteration}}Specs=[Manual of Skill at Arms,Miscellaneous,1H,Alteration]{{components=V,M}}{{time=[[48]] hours}}MiscData=[w:Manual of Skill at Arms,st:Book,sp:0,rc:discharging]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{Looks Like=A leather bound book, with an unidentifyable coat of arms tooled into the front cover, along with some runes.}}{{effects=Any Bard, Fighter or Barbarian who reads will move to the midpoint of the next highest level (so always gains a level). Cover says (For Bard Fighter or Barbarian NOT Ranger or Paladin)}}{{materials=Book}}'}, + {name:'Manual-of-Stealthy-Pilfering',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Manual}}{{name= of Stealthy Pilfering}}{{subtitle=Book}}Specs=[Manual of Stealthy Pilfering,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Manual of Stealthy Pilfering,st:Book,sz:S,wt:1,sp:10,qty:1,rc:discharging]{{Looks Like=A small, light paperback book}}{{desc=This is a guide to expertise at thievery. It is so effective that any thief or bard who reads it and then spends one month practicing the skills therein will gain enough experience points to place him at the mid-point of the next higher level. The text disappears after reading, but knowledge is retained for three months. As with other magical texts of this sort, however, the knowledge cannot be recorded or repeated to others. Any additional reading of a similar manual is of no benefit to the character.\nFighters and wizards are unable to comprehend the work. Priests, rangers, and paladins who read even a word of the book suffer [[[5d4]] points of damage](!rounds --target caster|@{selected|token_id}|Unconscious|$[[0]]|-1|Reading this tome has knocked you unconscious|broken-skull\\amp#13;!magic --message @{selected|token_id}|Libram|You should not have read this Libram. Take $[[0]] points of damage and fall unconscious), are stunned for a like number of rounds, and, if a saving throw vs. spell is failed, they lose 5,000-20,000 experience points as well. In addition, such characters must atone within one day or lose one point of Wisdom.}}'}, + {name:'Manual-of-Stone-Golems',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Manual of Golems,Miscellaneous,0H,Conjuration-Summoning]{{}}MiscData=[w:Manual of Stone Golems,st:Book,sz:M,wt:4,sp:3,qty:1,rc:charged]{{name= of Stone Golems}}{{GM info=}}{{Use=}}{{desc=This compilation is a treatise on the construction and animation of stone golems. It contains all of the information and incantations necessary for a Wizard to make a stone golem at a cost of 80,000gp over 3 months}}'}, + {name:'Mattock-of-the-Titans',type:'melee|miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mattock}}{{name= of the Titans}}{{subtitle=Mattock}}Specs=[Mattock of the Titans,Melee|Miscellaneous,0H,Combat]{{Size=Huge}}MiscData=[w:Mattock of the Titans,st:Mattock,sz:H,wt:100,sp:3,qty:1,rc:single-uncharged]{{Speed=3}}ToHitData=[w:Mattock of the Titans,sp:3,+:3,sb:1,r:10,n:1,ty:B]{{Looks Like=A huge digging tool which is 10 ft long and weighs over 100 pounds}}DmgData=[w:Mattock of the Titans,+:0,sb:0,sm:5d6,l:5d6]{{desc=Any giant-sized creature with a Strength of 20 or more can use it to loosen (or tumble) earth or earthen ramparts in a 100-cubic-foot area in one turn. It will smash rock in a 20-cubic-foot area in the same amount of time. If used as a weapon, it has a +3 bonus to attack rolls and inflicts 5d6 points of damage, exclusive of Strength bonuses (see girdle of giant strength).}}'}, + {name:'Medallion-of-ESP',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Medallion}}{{name= of ESP}}{{subtitle=Necklace}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{Range=0}}{{Components=M}}{{Duration=1 round}}{{Time=1 round}}{{AoE=Special}}{{Save=Fails on a roll of [6 on 1d6](!\\amp#13;\\amp#47;gr 1d6cf\\gt6 ESP fails on a 6)}}MiscData=[w:Medallion of ESP,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{Looks Like=A normal pendant disk hung from a neck chain. It is usually fashioned from bronze, copper, or nickel-silver.}}{{GM info=There are different powers of medallion. The type of medallion found is determined by consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Medallion\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\' range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30\' range with empathy\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;60\' range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90\' range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe GM should then store the appropriate medallion in the container}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion and broadening 2 feet every 10 feet from the device the magic reaches, up to an 11-foot maximum width at 50 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}{{desc=Use of the medallion requires a full round. It is prevented from functioning by stone of over 3-foot thickness, metal of over 1/6-inch thickness, or any continuous sheet of lead, gold or platinum of any thickness greater than paint. The medallion malfunctions (with no result) on a roll of 6 on 1d6, and the device must be checked each time is used.\nThe character using the device can pick up only the surface thoughts of creatures in the ESP path. The general distance can be determined, but all thoughts will be understandable only if the user knows the language of the thinkers. If target creatures use no language, only the prevailing emotions can be felt. Note that undead and mindless golems have neither readable thoughts nor emotions.}}'}, + {name:'Medallion-of-ESP-30ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of ESP 30ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 30ft range}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'}, + {name:'Medallion-of-ESP-30ft+Empathy',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of ESP 30ft with Empathy,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 30ft range with ESP}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts with empathy in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'}, + {name:'Medallion-of-ESP-60ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of ESP 60ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 60ft range}}{{AoE=[60ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|60|11|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 60 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'}, + {name:'Medallion-of-ESP-90ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of ESP,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of ESP 90ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of ESP 90ft range}}{{AoE=[90ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|90|11|magic)}}{{GM info=}}{{effects=The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 90 feet. Note that the wearer cannot send thoughts through a medallion of ESP.}}'}, + {name:'Medallion-of-Thought-Projection',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-ESP}{{name= of Thought Projection}}{{Save=Does not project on a roll of [6 on 1d6](!\\amp#13;\\amp#47;gr 1d6cf\\gt6 Thoughts remain secret on a 6)}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion and broadening 2 feet every 10 feet from the device the magic reaches, up to an 11-foot maximum width at 50 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'}, + {name:'Medallion-of-Thought-Projection-30ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection 30ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 30ft range}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'}, + {name:'Medallion-of-Thought-Projection-30ft+Empathy',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection 30ft with Empathy,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 30ft range with Empathy}}{{AoE=[30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|7|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 7 feet wide at 30 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'}, + {name:'Medallion-of-Thought-Projection-60ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection 60ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 60ft range}}{{AoE=[60ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|60|11|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 60 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'}, + {name:'Medallion-of-Thought-Projection-90ft',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Medallion of Thought Projection,Miscellaneous,0H,Divination]{{}}MiscData=[w:Medallion of Thought Projection 90ft,st:Medallion,sz:S,wt:0,loc:neck,sp:10,qty:1,rc:single-uncharged]{{}}%{MI-DB|Medallion-of-Thought-Projection}{{name= of Thought Projection 90ft range}}{{AoE=[90ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|90|11|magic)}}{{GM info=}}{{effects=This device is like an ESP Medallion in every respect, even as to the range at which it functions. The device enables the wearer to concentrate and pick up thoughts in a path 1 foot wide at the medallion, and 11 feet wide at 90 feet. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.}}'}, + {name:'Mirror-of-Life-Trapping',type:'miscellaneous',ct:'3',charge:'selfchargeable',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mirror}}{{name= of Life Trapping}}{{subtitle=Mirror}}Specs=[Mirror of Life Trapping,Miscellaneous,0H,Conjuration-Summoning]{{Size=Medium (4sq. ft.)}}MiscData=[w:Mirror of Life Trapping,st:Mirror,sz:M,wt:10,sp:3,qty:12+1d6,rc:selfchargeable]{{Looks Like=This crystal device is usually about 4 square feet in area, framed in metal, wood, etc. Can be affixed to a wall, furniture or other object}}{{Area of Effect=[30 foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|magic|true)}}{{GM info=Set the item up with the number of charges equal to the number of empty cells. If not carried by the wizard, but instead attached to a surface, create a new character sheet and token for the mirror (use the *token-setup* dialog to give it the *Use MI* and/or *MI menu* action buttons), and give it this magic item. Use the Area of Effect button if you need to check the range. You need to record the cells manually. For any creature trapped, make a note of which cell it is in, then use the button below to use a cell up (deduct a charge). Then I suggest you move the token for the creature stored on a different map (or the GM layer). To eject a creature from a cell, the user must say which cell to retrieve (or roll for a random slot) on your recorded list, then use the other button below to add an empty cell back (add a charge)\n[Store in Cell](!magic --mi-charges @{selected|token_id}|-1|Mirror of Life Trapping) [Retrieve a cell](!magic --mi-charges @{selected|token_id}|-1|Mirror of Life Trapping)}}{{desc=It is usable only by wizards, although it can operate alone by giving a command word. A mirror has from 13 to 18 nonspatial / extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its reflection must successfully save vs. spell or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device will always see its reflection, the probability dropping to 50% if the creature is aware that the\nmirror traps life.\nWhen a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but automatons and nonliving matter (including golems but excluding intelligent undead) are\nnot trapped. The possessor of the mirror can call the reflection of any creature that is trapped within to the surface of the mirror, and the powerless creature can be engaged in conversation. If mirror capacity is exceeded, one victim (determined randomly) will be set free in order to accommodate the latest one.\nIf the mirror is broken, all victims are freed (usually to then attack the possessor of the device). Note that the possessor of a mirror of life trapping can speak a command word to free a trapped creature, but the creature\'s cell must be known. Example: "In the name of Zagig the Great, I command the occupant of the third cell to come forth!"}}'}, + {name:'Mirror-of-Mental-Prowess',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mirror}}{{name= of Mental Prowess}}{{subtitle=Mirror}}Specs=[Mirror of Mental Prowess,Miscellaneous,0H,Divination]{{Size=Medium}}MiscData=[w:Mirror of Mental Prowess,st:Mirror,sz:M,wt:5,sp:3,qty:1,rc:single-uncharged]{{Looks Like=This mirror looks ordinary and is 5 feet by\n2 feet.}}{{desc=The possessor who knows the proper commands can cause it to perform as follows:\n**1.** Read the thoughts of any creature reflected therein, even though these thoughts are in an unknown language.\n**2.** Scry with it as if it were a [*crystal ball with clairaudience*](!magic --display-ability @{selected|token_id}|MI-DB|Crystal-Ball-with-Clairaudience), even being able to view into other planes if the viewer is sufficiently familiar with them.\n**3.** Use it as a portal to visit other places (possibly other planes, as well, at the DM\'s option) by first scrying them and then stepping through to the place pictured - an invisible area remains on the "other side," and those using the portal can return if the correct spot can be found. (Note that creatures being scried can step through if the place is found by them!)\n**4.** Once per week it will answer one short question regarding a creature whose image is shown upon its surface.}}'}, + {name:'Mirror-of-Opposition',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Mirror}}{{name= of Opposition}}{{subtitle=Mirror}}Specs=[Mirror of Opposition,Miscellaneous,0H,Conjuration-Summoning]{{Size=Medium}}MiscData=[w:Mirror of Opposition,st:Mirror,sz:M,wt:3,sp:3,qty:1,rc:single-uncharged]{{Looks Like=This mirror looks ordinary and is whatever size the GM says it is}}{{Use=The GM will need to make a copy character sheet of the creature reflected (a copy means HP, the effects of magic, and use of magic items are individual to both the character and the duplicate - dragging on another token will not achieve this), and then drag the copied sheet onto the map to drop a token. ***The GM should ensure the dropped token represents and is linked to the copied sheet, not the original***, and then make the duplicate GM controlled: all of this can be achieved using the GM\'s *token-setup* dialog.}}{{desc=This item exactly resembles a normal mirror. If a creature is reflected in its surface, an exact duplicate of the creature will come into being, and this opposite will immediately attack the creature reflected. Note that the duplicate will have all items and powers of the original (including magic), but upon the defeat or destruction of either, the duplicate and his items disappear completely.}}'}, + {name:'Murlynds-Spoon',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Spoon}}{{name= (Murlynd\'s)}}{{subtitle=Magical Spoon}}Specs=[Murlynds Spoon,Miscellaneous,0H,Conjuration]{{Size=Small}}MiscData=[w:Murlynds Spoon,st:Spoon,sz:S,wt:0,sp:3,rc:uncharged]{{Looks Like=An unremarkable eating utensil typically fashioned from horn.}}{{desc=It radiates a dim aura of conjuration if magic is detected for. If the spoon is placed in an empty container - a bowl, a cup, dish, etc. - the vessel will fill with a thick, pasty gruel. Although this substance has a flavor similar to warm, wet cardboard, it is highly nourishing. It contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon will produce sufficient gruel each day to feed up to four humans.}}'}, + {name:'Necklace-of-Adaptation',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Necklace}}{{name= of Adaptation}}{{subtitle=Magical Necklace}}Specs=[Necklace of Adaptation,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Necklace of Adaptation,st:Necklace,sz:S,wt:1,loc:Neck,sp:3,qty:1,rc:uncharged]{{Looks Like=This chain resembles a medallion}}{{desc=The wearer can ignore all sorts of gases that affect creatures through respiration. He can also breathe underwater or even exist in airless space for up to seven days.}}'}, + {name:'Necklace-of-MM',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Necklace}}{{name= of Magic Missiles}}{{splevel=Magic Item}}{{school=Evocation}}Specs=[Necklace of Magic Missiles,Miscellaneous,1H,Evocation]{{components=M}}{{time=[[3]]}}MiscData=[w:Necklace of Magic Missiles,st:Necklace,sp:3,rc:discharging,loc:Neck]{{range=[[120]] yds}}{{duration=Instantanious}}{{aoe=1 or more creatures in [[10]]ft cube}}{{save=None}}{{Looks Like=A necklace with a number of tigers-eye semi-precious stones threaded on a fine silver or mithral chain.}}{{effects=This necklace discharges magic missiles similar to those of the 1st-level wizard spell of the same name. The missile causes [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) points of damage. It always hits its target when the necklace is used by a wizard, otherwise an attack roll is required. The necklace has an initiative modifier of +3, and each missile costs one charge. A maximum of two may be expended in one round. The necklace may be recharged.}}{{materials=Necklace}}'}, + {name:'Necklace-of-Missiles',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Necklace}}{{name= of Missiles}}{{subtitle=Magical Necklace}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{Range=[70 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|70|70|green|true)}}{{Components=M}}{{Duration=Instantaneous}}{{Time=3}}{{aoe=Special}}{{Save=vs. spell for half damage}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,c:0,qty:1,rc:discharging]{{Looks Like=Nothing but a cheap medallion or piece of valueless jewelry}}ToHitData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,db:1,sb:1,sp:3,sz:S,n:1,c:0,ty:SPB]{{Use=Cast the selected fireball using one of the buttons presented. **Optional:** If the GM needs you to make a grenade-like attack, take the necklace (representing just one missile) in-hand using the *change weapon* dialog, and then make a ranged attack with it. On a successful hit, the fireball lands where it was aimed. On a miss, use the Grenade Miss button to determine where it landed.}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles]{{GM info=The number of missiles, and their respective Hit Dice of fireball damage, are determined by rolling 1d20 and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col" rowspan="2"\\ampgt;D20 Roll\\amplt;/th\\ampgt;;\\amplt;th scope="col" colspan="10"\\ampgt;Number of Missiles and Power in Dice\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;11\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;10\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;9\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;8\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;7\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;6\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;5\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;4\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;3\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;2\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nFor example, on a roll of 9-12, the necklace will possess seven missiles—one 7-dice, two 5-dice, and four 3-dice fireballs.\nThe size will show that there is a difference in power between globes, but the number of dice and damage each causes cannot generally be known.}}RangeData=[w:Fireball Globe,t:Necklace-of-Missiles,r:7]{{desc1=If a character places it about his neck they can see the necklace as it really is - it is actually a golden chain from which hang a number of golden missile globes. The spheres are detachable only by the wearer, who can easily hurl them up to a 70-foot distance. When they arrive at the end of their trajectory, they burst as a magical *fireball*.\nIf the necklace is being worn or carried by a character who fails his saving throw versus a magical fire attack, the item must undergo a saving throw check as well. If it fails to save, all remaining missiles detonate simultaneously.}}'}, + {name:'Necklace-of-Missiles-1-4',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:3],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Large Globe,lv:5,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-1-4]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-1-4)}}'}, + {name:'Necklace-of-Missiles-13-16',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:9],[cl:MU,w:Tiny Globe,lv:2,sp:3],[cl:MU,w:Small Globe,lv:4,sp:3],[cl:MU,w:Tiny Globe,lv:2,sp:3],[cl:MU,w:Medium Globe,lv:6,sp:3],[cl:MU,w:Large Globe,lv:8,sp:3],[cl:MU,w:Medium Globe,lv:6,sp:3],[cl:MU,w:Tiny Globe,lv:2,sp:3],[cl:MU,w:Small Globe,lv:4,sp:3],[cl:MU,w:Tiny Globe,lv:2,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-13-16]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-13-16)}}'}, + {name:'Necklace-of-Missiles-17-18',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:7],[cl:MU,w:Tiny Globe,lv:3,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Large Globe,lv:9,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Tiny Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-17-18]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-17-18)}}'}, + {name:'Necklace-of-Missiles-19',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:9],[cl:MU,w:Tiny Globe,lv:4,sp:3],[cl:MU,w:Small Globe,lv:6,sp:3],[cl:MU,w:Tiny Globe,lv:4,sp:3],[cl:MU,w:Medium Globe,lv:8,sp:3],[cl:MU,w:Large Globe,lv:10,sp:3],[cl:MU,w:Medium Globe,lv:8,sp:3],[cl:MU,w:Tiny Globe,lv:4,sp:3],[cl:MU,w:Small Globe,lv:6,sp:3],[cl:MU,w:Tiny Globe,lv:4,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-19]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-19)}}'}, + {name:'Necklace-of-Missiles-20',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:9],[cl:MU,w:Tiny Globe,lv:3,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Large Globe,lv:9,sp:3],[cl:MU,w:Largest Globe,lv:11,sp:3],[cl:MU,w:Large Globe,lv:9,sp:3],[cl:MU,w:Medium Globe,lv:7,sp:3],[cl:MU,w:Small Globe,lv:5,sp:3],[cl:MU,w:Tiny Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-20]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-20)}}'}, + {name:'Necklace-of-Missiles-5-8',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:5],[cl:MU,w:Small Globe,lv:2,sp:3],[cl:MU,w:Medium Globe,lv:4,sp:3],[cl:MU,w:Large Globe,lv:6,sp:3],[cl:MU,w:Medium Globe,lv:4,sp:3],[cl:MU,w:Small Globe,lv:2,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-5-8]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-5-8)}}'}, + {name:'Necklace-of-Missiles-9-12',type:'innate-ranged|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Necklace-of-Missiles,Innate-Ranged,1H,Grenade],[Necklace of Missiles,Miscellaneous,1H,Evocation]{{}}MiscData=[w:Necklace of Missiles,st:Necklace,sz:S,wt:2,loc:Neck,sp:3,qty:1,c:0,rc:discharging,ns:7],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Medium Globe,lv:5,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Large Globe,lv:7,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3],[cl:MU,w:Medium Globe,lv:5,sp:3],[cl:MU,w:Small Globe,lv:3,sp:3]{{}}AmmoData=[w:Fireball Globe,t:Necklace-of-Missiles,+:0,ru:1,c:0,sb:0,sm:0,l:0,cmd:!magic ~~cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-9-12]{{}}%{MI-DB|Necklace-of-Missiles}{{GM info=}}{{effects=[Use a globe](!magic --cast-spell MI|@{selected|token_id}|||charged|Necklace-of-Missiles-9-12)}}'}, + {name:'Necklace-of-Prayer-Beads',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Necklace}}{{name= of Prayer Beads}}{{subtitle=Magical Necklace}}Specs=[Necklace of Prayer Beads,Miscellaneous,0H,Conjuration]{{Size=Small}}MiscData=[w:Necklace of Prayer Beads,st:Necklace,sz:S,wt:3,loc:Neck,sp:3,qty:1,rc:uncharged]{{Looks Like=Appears to be a normal piece of nonvaluable jewelry}}{{Use=Use a *commune* spell to [View the Powers](!magic --view-spell mi-power|@{selected|token_id}|Necklace-of-Prayer-Beads) or [Use a gem](!magic --cast-spell mi-power|@{selected|token_id}||||Necklace-of-Prayer-Beads)}}{{GM info=Store this magical item in a container using the *Add-Items* dialog, then add [1d4+2](!\\amp#13;\\amp#47;gr 1d4+2 powers) Powers to it using the same dialog from the following table (roll 1d20 for each bead):\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th style="text-align:center" scope="col"\\ampgt;[Dice Roll](!\\amp#13;\\amp#47;gr 1d20)\\amplt;/th\\ampgt;\\amplt;th style="text-align:center" scope = "col"\\ampgt;Results\\amplt;/th\\ampgt;\\amplt;th style="text-align:center" scope = "col"\\ampgt;Store\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of atonement\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The 5th-level *atonement* as a power\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of blessing\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The 1st-level spell *bless* as a power\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of curing\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The power *bead of curing*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bead of karma\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The power *bead of karma*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt; Bead of summons\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The power *bead of summons*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt; Bead of wind walking\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The 7th-level spell *wind walking* as a power\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nIf the priest summons his deity frivolously, the deity will, at the very least, take the necklace as punishment. The function of each bead is known only when the bead is grasped and a *commune* spell used. All powers of the special beads are lost if they are removed from the necklace.}}{{desc=A magical necklace of this sort appears to be a normal piece of nonvaluable jewelry until it is placed about a character\'s neck. Even then, the true nature of the item will be revealed only if the wearer is a priest (excluding druids and characters otherwise able to use spells of a priestly or druidical nature such as paladins and rangers). The necklace of prayer beads consists of 1d6+24 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his deity to grant desired spells. \nThere will also be 1d4+2 special beads (precious stones, gems of 1,000 gp base value). Each special bead has a magical power that can be used once per day.}}'}, + {name:'Necklace-of-Strangulation',type:'miscellaneous',ct:'3',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Necklace}}{{name= of Strangulation}}{{subtitle=Magical Necklace}}Specs=[Necklace of Strangulation,Miscellaneous,0H,Necromancy]{{Size=Small}}MiscData=[w:Necklace of Strangulation,st:Necklace,sz:S,wt:1,loc:Neck,sp:3,qty:1,rc:cursed]{{Looks Like=Appears to be a normal piece of nonvaluable jewelry}}{{GM info=Hide this item either automatically or manually using the *Add Item* dialog until a creature uses it.}}{{desc=A *necklace of strangulation* can be identified only when placed around a character\'s neck. The necklace immediately constricts and cannot be removed by any means short of a limited wish or wish spell. The wearer suffers 6 points of strangulation damage per round until he is dead. The necklace remains clasped around the character\'s throat until he is a dry skeleton. It can be reused.}}'}, + {name:'Net-of-Entrapment',type:'weapon',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Net}}{{name= of Entrapment}}{{subtitle=Magical Net}}Specs=[Net,Weapon,0H,Net]{{Size=Tiny}}MiscData=[w:Net of Entrapment,st:Net,sz:M,wt:5,sp:10,qty:1,rc:uncharged]{{Looks Like=A seemingly normal net, 10ft square with a 3-inch mesh size}}{{Use=[Deploy the net](!range --aoe @{selected|token_id}|square|feet|20|10|10|dark|false|@{selected|token_id}|area|entangled|99|0|Entangled in the net|fishing-net). Those in the area must save vs. breath weapon or be intangled. Those who save dodge to just outside the area}}{{desc1=This magical rope net is strong enough to defy Strength under 20 and is equal to AC -10 with respect to blows aimed at cutting it. (Normal sawing attempts to cut it with dagger or sword will not succeed; to sever a strand of the mesh, a character must hack at it until he does 5 points of damage on a strand.)\nEach net is 10 feet square and has a 3-inch-square mesh. It can be thrown 20 feet so as to cover and close upon opponents; each creature in range must roll a successful saving throw vs. dragon breath to avoid being entrapped. It can be suspended from a ceiling (or generally overhead) and drop upon a command word. It can be laid upon the floor and close upward upon command. The net stretches so as to close over an area up to five cubic feet. It can be loosened by its possessor on command.}}'}, + {name:'Net-of-Snaring',type:'weapon',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Net}}{{name= of Snaring}}{{subtitle=Magical Net}}Specs=[Net,Weapon,0H,Net,Net-of-Entrapment]{{}}MiscData=[w:Net of Snaring]{{Use=[Deploy the net](!range --aoe @{selected|token_id}|square|feet|30|10|10|dark|false|@{selected|token_id}|area|entangled|99|0|Entangled in the net|fishing-net). Those in the area must save vs. breath weapon or be intangled. Those who save dodge to just outside the area}}{{desc=This net looks just like a net of entrapment, but it functions only underwater. There, it can be commanded to shoot forth up to 30 feet to trap a creature. It is otherwise the same as the net of entrapment.}}'}, + {name:'Nolzurs-Marvelous-Pigments',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pot}}{{name= of Nolzur\'s Marvelous Pigments}}{{subtitle=Paint}}Specs=[Nolzurs Marvelous Pigments,Miscellaneous,0H,Conjuration-Summoning]{{Size=Small}}MiscData=[w:Nolzurs Marvelous Pigments,st:Pots,sz:S,wt:1,loc:Neck,sp:3,qty:1d4,rc:charged]{{Looks Like=Pots of pigments or paint of some type, swirling with multiple colours}}{{desc=These magical emulsions enable their possessor to create actual objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the wielder concentrates on the desired image. One pot of *Nolzur\'s marvelous pigments* is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Thus, a 10-foot by 10-foot rendition of a pit would result in an actual 10-foot by 10-foot by 10-foot pit; a 10-foot by 10-foot depiction of a room would result in a 10-foot by 10-foot by 10-foot room; and so on.\nOnly normal, inanimate things can be created—doors, pits, flowers, trees, cells, etc.; monsters, people, golems, and the like can\'t be created. The pigments must be applied to a surface (i.e., a floor, wall, ceiling, door, etc.). From [1d4](!\\amp#13;\\amp#47 gr 1d4 pots of pigment) containers of pigments will be found, usually with a single instrument about 1 foot long with which to apply them. It takes one turn to depict an object with pigments. Objects of value depicted by pigments - precious metals, gems, jewelry, ivory, etc. - will appear to be valuable but will really be made of tin, lead, paste gems, brass, bone, etc. Normal armor or weapons can, of course, be created.}}'}, + {name:'Pearl-of-Cursed-Power',type:'miscellaneous',ct:'3',charge:'cursed-recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Power}}{{subtitle=Magic Item}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{Speed=[[3]]}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,rc:cursed-recharging]{{Size=Tiny}}{{Immunity=None}}{{Saves=None}}{{Looks Like=A seemingly normal pearl of average size and coloration.}}{{GM info=Hide this pearl either automatically or manually using the *Add-Item* dialog until a character uses it. The level of spell to be forgotten by holding this *cursed* pearl is determined by rolling percentile dice and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Spell Recalled by Pearl\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;first\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;26-45\\amplt;/td\\ampgt;\\amplt;td\\ampgt;second\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;46-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;third\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fourth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fifth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-92\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sixth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;93-96\\amplt;/td\\ampgt;\\amplt;td\\ampgt;seventh\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;97-98\\amplt;/td\\ampgt;\\amplt;td\\ampgt;eighth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;99\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ninth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;recalls two spells of 1st to 6th level (use 1d6)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;Once the level is determined, use the *memorise MU spells* dialog for the wizard, go to the right level, click on the *[#] of spells at level* button, then click the [misc] button and enter -1. This will reduce the number of spells that the wizard can memorise at that level by 1: remember to reverse this if the wizard rids himself of the pearl}}{{desc=This seemingly normal pearl is usually a potent aid to a ***wizard***, but not in this case. One in 20 *pearls of power* is of the opposite effect, causing a spell to be forgotten. These pearls can be gotten rid of only by means of a *wish*!}}'}, + {name:'Pearl-of-Lost-Wisdom',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Lost Wisdom}}{{subtitle=Magical Pearl}}Specs=[Pearl of Lost Wisdom,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Pearl of Lost Wisdom,st:Pearl,sz:T,wt:0,sp:3,qty:1,rc:charged]{{Use=Manually deduct a point of wisdom from the possessor\'s character sheet}}{{Looks Like=A seemingly normal pearl of average size and coloration}}{{GM info=Hide this pearl either automatically or manually using the *Add-Item* dialog until a character uses it.}}{{desc=one in 20 Pearls of Wisdom are cursed to work in reverse, and once the point of Wisdom is lost, the pearl turns to powder; the loss is permanent barring some magical restoration means such as a *wish* or *tome of understanding*.}}'}, + {name:'Pearl-of-Power',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Power}}{{subtitle=Magic Item}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{Speed=[[3]]}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,rc:recharging]{{Size=Tiny}}{{Immunity=None}}{{Saves=None}}{{Use=[Re-memorise a spell](!magic --mem-spell MU|@{selected|token_id}) but only one you memorised for today}}{{Looks Like=A seemingly normal pearl of average size and coloration.}}{{GM info=The power of the pearl is determined by rolling percentile dice and consulting the table below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Spell Recalled by Pearl\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;first\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;26-45\\amplt;/td\\ampgt;\\amplt;td\\ampgt;second\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;46-60\\amplt;/td\\ampgt;\\amplt;td\\ampgt;third\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;61-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fourth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;fifth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-92\\amplt;/td\\ampgt;\\amplt;td\\ampgt;sixth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;93-96\\amplt;/td\\ampgt;\\amplt;td\\ampgt;seventh\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;97-98\\amplt;/td\\ampgt;\\amplt;td\\ampgt;eighth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;99\\amplt;/td\\ampgt;\\amplt;td\\ampgt;ninth\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;recalls two spells of 1st to 6th level (use 1d6)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;Once the power is determined, replace this version of the pearl with the one of the correct level}}{{desc=This seemingly normal pearl is a potent aid to a ***wizard***. Once a day, a pearl of power enables the possessor to recall any one spell as desired, even if the spell has already been cast. Of course, the wizard must have the spell to be remembered among those he most recently memorized.}}'}, + {name:'Pearl-of-Power-1st-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*1st level spells*}}{{Use=Re-memorise [a 1st level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|1|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'}, + {name:'Pearl-of-Power-1st-to-6th',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:2,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*two 1st to 6th level spells*}}{{Use=Re-memorise [a [[1d6]] level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|$[[0]]|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'}, + {name:'Pearl-of-Power-2nd-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*2nd level spells*}}{{Use=Re-memorise [a 2nd level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|2|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'}, + {name:'Pearl-of-Power-3rd-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*3rd level spells*}}{{Use=Re-memorise [a 3rd level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|3|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'}, + {name:'Pearl-of-Power-4th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*4th level spells*}}{{Use=Re-memorise [a 4th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|4|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'}, + {name:'Pearl-of-Power-5th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*5th level spells*}}{{Use=Re-memorise [a 5th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|5|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'}, + {name:'Pearl-of-Power-6th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*6th level spells*}}{{Use=Re-memorise [a 6th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|6|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'}, + {name:'Pearl-of-Power-7th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*7th level spells*}}{{Use=Re-memorise [a 7th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|7|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'}, + {name:'Pearl-of-Power-8th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*8th level spells*}}{{Use=Re-memorise [a 8th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|8|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'}, + {name:'Pearl-of-Power-9th-Level',type:'miscellaneous',ct:'3',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Pearl of Power,Miscellaneous,1H,Invocation]{{}}MiscData=[w:Pearl of Power,st:Pearl,sp:3,qty:1,rc:recharging]{{}}%{MI-DB|Pearl-of-Power}{{name= of Power\n*9th level spells*}}{{Use=Re-memorise [a 9th level spell](!magic --button EDIT_MUSPELLS|@{selected|token_id}|9|-1|-1|||single) but only one you memorised for today}}{{GM info=}}'}, + {name:'Pearl-of-Wisdom',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of Wisdom}}{{subtitle=Magical Pearl}}Specs=[Pearl of Wisdom,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Pearl of Wisdom,st:Pearl,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{Looks Like=A seemingly normal pearl of average size and coloration}}{{Use=Manually add a point of wisdom to the possessor\'s wisdom after 30 days.}}{{desc=Although it appears to be a normal pearl, a pearl of wisdom causes a priest to increase one point in Wisdom if they retains the pearl for one month. The increase happens at the end of 30 days, but thereafter the priest must keep the pearl with them or the one point gain will be lost.}}'}, + {name:'Pearl-of-the-Sirines',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pearl}}{{name= of the Sirines}}{{subtitle=Magical Pearl}}Specs=[Pearl of the Sirines,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Pearl of the Sirines,st:Pearl,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{Looks Like=A seemingly normal pearl of good size and excellent coloration, very beautiful and worth at least 1,000 gp}}{{desc=Radiates faintly of enchantment if magic is detected for. If it is clasped firmly in hand (or to the breast) and the possessor attempts actions related to the pearl\'s power areas, he will understand and be able to employ the item.\nThe pearl enables its possessor to breathe in water as if he were in clean, fresh air. Underwater movement rate is 24. The possessor is immune to ill effects from the poison touch of a sirine. The pearl must be within the general area of the possessor - less than 10 feet distant - to convey its powers to him.}}'}, + {name:'Pearly-White-Ioun-Stone',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=White Stone}}{{name=\nPearly White Ioun Stone}}{{splevel=Magic Item}}{{school=Necromancy}}Specs=[Ioun Stone,Miscellaneous,1H,Necromancy]{{components=M}}{{time=Continuous}}MiscData=[w:Pearly White Ioun Stone,st:White Stone,sp:0,rc:uncharged,loc:Above Head+]{{range=[[0]]}}{{duration=While wearing stone above head}}{{aoe=Wearer}}{{save=None}}{{Looks Like=An off-white pinkish/yellowish stone, with polished edges, and runes inscribed on its surface.}}{{effects=These magical stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires the stones, he must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling [1d3](!\\amp#13;\\amp#47;r 1d3) feet from his head. Thereafter, the stones must be grasped or netted to separate them their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but he loses the benefits of the stones during that time. Whenever ioun stones are exposed to attack, they are treated as Armor Class [[0-4]] and take [[10]] points of damage to destroy. They save as if they were of hard metal—+[[3]] bonus.\nThis **Pearly White Ioun Stone** allows the wearer to regain [[1]]HP *per turn*, up to their normal maximum HP}}{{materials=The Ioun stone}}'}, + {name:'Periapt-of-Foul-Rotting',type:'miscellaneous',ct:'3',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name=\nPeriapt of Foul Rotting}}{{subtitle=Cursed Gem}}Specs=[Periapt of Foul Rotting,Miscellaneous,0H,Necromancy]{{Size=Tiny}}MiscData=[w:Periapt of Foul Rotting,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:cursed]{{Use=Manually deduct a point each of Dexterity, Constitution, and Charisma per week beginning one week after claiming the item from the possessor\'s character sheet}}{{GM info=Always either auto-hide or manually hide this item using the *Add-Items* dialog and do not reveal except when finally and fully identified by the party or NPCs assisting the party.}}{{Looks Like=A gem of small value, engraved with some indistinct design}}{{desc=If any character claims it as his own, they will contract a terrible rotting disease which can be removed only by application of a *remove curse* spell followed by a *cure disease* and then a *heal*, *limited wish*, or *wish* spell. The rotting can also be countered by crushing a *periapt of health* and sprinkling its dust upon the afflicted character. Otherwise, the afflicted loses one point each of Dexterity, Constitution, and Charisma per week beginning one week after claiming the item. When any score reaches 0, the character is dead. Each point lost due to the disease will be permanent regardless of subsequent removal of the affliction.}}'}, + {name:'Periapt-of-Health',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name=\nPeriapt of Health}}{{subtitle=Magical Gem}}Specs=[Periapt of Health,Miscellaneous,0H,Necromancy]{{Size=Tiny}}MiscData=[w:Periapt of Health,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{Use=Manually apply all effects of this gem}}{{Looks Like=A gem of small value, engraved with some indistinct design}}{{desc=This gem appears exactly the same as a *periapt of foul rotting*, but the possessor will be immune from all diseases save that of the latter periapt so long as they have it on their person.}}'}, + {name:'Periapt-of-Proof-Against-Poison',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Gem}}{{name=\nPeriapt of Proof Against Poison}}{{subtitle=Magical Gem}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{Size=Tiny}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{Use=Manually apply all effects of this gem}}{{Looks Like=A gem of small value, engraved with some indistinct design}}{{GM info=Roll 1d20 and consult the table below to determine the effectiveness of a particular periapt. Then place the appropriate power of periapt in the container:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th style="text-align:center"\\ampgt;[D20 roll](!\\amp#13;\\amp#47;gr 1d20)\\amplt;/th\\ampgt;\\amplt;th style="text-align:center"\\ampgt;Special Save\\amplt;/th\\ampgt;\\amplt;th style="text-align:center"\\ampgt;Plus of Periapt\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison that normally disallow any such opportunity. The Special Save column on the table below lists the saving throw for such poisons. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a plus on all other poison saves.}}'}, + {name:'Periapt-of-Proof-Against-Poison+1',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+1}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 19 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +1 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'}, + {name:'Periapt-of-Proof-Against-Poison+2',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+2}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 17 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +2 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'}, + {name:'Periapt-of-Proof-Against-Poison+3',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+3}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 15 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +3 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'}, + {name:'Periapt-of-Proof-Against-Poison+4',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Periapt of Proof Against Poison,Miscellaneous,0H,Necromancy]{{}}MiscData=[w:Periapt of Proof Against Poison,st:Engraved Gem,sz:T,wt:0,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Periapt-of-Proof-Against-Poison}{{name=\nPeriapt of Proof Against Poison+4}}{{GM info=}}{{}}{{desc=Indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison of 13 for poison that normally would disallow any such opportunity. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a gets +4 on all other poison saves.\n**Note:** these benefits are *not* applied automatically, and should be set as situational modifiers for any appropriate saving throw.}}'}, + {name:'Periapt-of-Wound-Closure',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Periapt}}{{name= of Wound Closure}{{splevel=Magic Item}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Periapt of Wound Closure,Miscellaneous,1H,Healing]{{components=M}}{{time=[[3]]}}MiscData=[w:Periapt of Wound Closure,st:Stone,sp:3,rc:uncharged]{{range=[[0]]}}{{duration=Permanent}}{{aoe=Holder}}{{save=None}}{{Looks Like=A gem or semi-precious stone of little value, inscribed with some runes.}}{{effects=This magical stone looks exactly the same as the others of this ilk. The person possessing it need never fear open, bleeding wounds because the periapt prevents them. In addition, the periapt doubles the normal rate of healing, or allows normal healing of wounds that would not do so normally.}}'}, + {name:'Philosophers-Stone',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Philosopher\'s }}{{title=Stone}}{{subtitle=Magical Stone}}Specs=[Philosophers Stone,Miscellaneous,0H,Alteration]{{Size=Tiny}}MiscData=[w:Philosophers Stone,st:Stone,sz:T,wt:1,sp:3,qty:1,rc:charged]{{Use=Manually apply all effects of this stone}}{{Looks Like=An ordinary, sooty black piece of rock}}{{desc=This is a rare and magical substance. It radiates faintly of unknown magic. If the stone is broken open, a cavity will be discovered. The interior of this cavity is lined with a quicksilver which enables the transmutation of the base metals (iron and lead) into silver and gold. A wizard will be required to bring about such transmutation, however. \nFrom 50 to 500 pounds of iron can be made into silver; from 10 to 100 pounds of lead can be turned into gold from a single *philosopher\'s stone*. Transmutation must be made fully upon the first attempt, all the quicksilver being employed at one time.\nTwo other substances may be found in a *philosopher\'s stone* instead of the quicksilver described above, at the DM\'s discretion. If he decides there\'s something different in the stone, there is a 75% chance that a greenish, crystalline salt will be found. This allows the manufacture of 1d4 *potions of longevity*. There is a 25% chance that a white powder will be found in a stone. When mixed with a *potion of longevity*, this can actually restore life to a dead human or demihuman. The mixture must be administered internally within one week of the creature\'s demise (see the *raise dead* spell).}}'}, + {name:'Phylactery-of-Faithfulness',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Faithfulness}}{{subtitle=Magical Amulet}}Specs=[Phylactery,Miscellaneous,0H,Divination]{{Size=Small}}MiscData=[w:Phylactery of Faithfulness,st:Phylactery,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=Use this as a magic item to indicate that you are contemplating an action on which you require a determination of how it will affect the relationship with your deity}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=There is no means to determine what function this device performs until it is worn. The wearer of a *phylactery of faithfulness* will be aware of any action or item that will adversely affect his alignment and standing with his deity. He acquires this information prior to performing the action or becoming associated with such an item, if a moment is taken to contemplate the action. The phylactery must be worn normally by the priest, of course.}}'}, + {name:'Phylactery-of-Long-Years',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Long Years}}{{subtitle=Magical Amulet}}Specs=[Phylactery,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Phylactery of Long Years,st:Phylactery,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=Manually apply all effects of this phylactery}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=This device slows the aging process by one-quarter for as long as the priest wears it. The reduction applies even to magical aging. Thus, if a priest dons the phylactery at age 20, he will age nine months in every 12 that pass; in 12 chronological years, he will have aged just nine years, and will be 29 (physically) rather than 32. One in 20 of these devices is cursed to operate in reverse.}}'}, + {name:'Phylactery-of-Monstrous-Attention',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Monstrous Attention}}{{subtitle=Magical Armband}}Specs=[Phylactery,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Phylactery of Monstrous Attention,st:Phylactery,sz:S,wt:1,sp:0,qty:1,rc:cursed]{{Use=Manually apply all effects of this phylactery}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=While this arm wrapping appears to be a beneficial device, it actually draws the attention of supernatural creatures of exactly the opposite alignment of the priest wearing it. This results in the priest being plagued by powerful and hostile creatures whenever he is in an area where such creatures are or can appear. If the priest is of 10th or higher level, the attention of his deity\'s most powerful enemy will be drawn, causing this being to interfere directly. Once donned, a *phylactery of monstrous attention* cannot be removed without a *wish* spell and then a quest must be performed to re-establish the priest in his alignment.}}'}, + {name:'Phylactery-of-Short-Years',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Phylactery}}{{name=of Short Years}}{{subtitle=Magical Amulet}}Specs=[Phylactery,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Phylactery of Long Years,st:Phylactery,sz:S,wt:1,sp:0,qty:1,rc:cursed]{{Use=Manually apply all effects of this phylactery}}{{Looks Like=An amulet of fine quality, marked with religeous symbols of some type. The symbols give no information as to what the phylactory actualy does}}{{desc=This device accelerates the aging process by one-quarter for as long as the priest wears it - it is the cursed version of a *Phylactery of Long Years*. The acceleration applies even to magical aging. Thus, if a priest dons the phylactery at age 20, he will age 15 months in every 12 that pass; in 12 chronological years, he will have aged fifteen years, and will be 35 (physically) rather than 32. It cannot be removed and will continue to function until a *Remove Curse* is used.}}'}, + {name:'Pipes-of-Haunting',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of Haunting}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Alteration]{{Size=Small}}MiscData=[w:Pipes of Haunting,st:Pan-Pipes,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=[Sound the pipes](!rounds --target area|@{selected|token_id}|@{target|Who is listening to the pipes?|target_id}|Haunting music|99|0|Feeling nervous and scared. Morale checks at -2 and surprise at -1|screaming) by pressing this button and selecting the creatures who hear and are affected by the music}}{{Looks Like=A small set of pan pipes of excellent quality, but unmarked with plain and simple tubes}}{{desc=If checked, it faintly radiates magic. When played by a person skilled in music, the pipes create an eerie, spell-binding tune. A listener will think the source of the music is somewhere within 30 feet of the musician. Those hearing the tune and not aware of the piper must make a saving throw vs. spell. Those who fail become nervous and scared. All morale checks are made with a -2 penalty and the listeners suffer a -1 penalty to all surprise rolls.}}'}, + {name:'Pipes-of-Pain',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of Pain}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Evocation]{{Size=Small}}MiscData=[w:Pipes of Pain,st:Pan-Pipes,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=[Play the pipes](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|magic|true|@{selected|token_id}|area|pipes-of-pain|[[2d4]]|-1|Suffering 1d4 damage each round that you hear any sound at all|back-pain) by pressing this button and selecting the creatures who hear and are affected by the music. Apply 1d4 damage in ***every round*** that *any* sound is heard (including but not exclusively that of the pipes) while affected. Once the innitial effect has expired, penalties will automatically be applied to attack and saving throws}}{{Looks Like=These appear to be like any other standard or magical set of pipes with nothing to reveal their true nature}}{{desc=When played by a character proficient in music, the pipes create a wondrous melody, surpassing any sound ever heard. All within 30 feet, including the piper, must save vs. spells or be enchanted by the sound. So long as the pipes are played, no one will attack or attempt any action if affected.\nAs soon as the piping stops, all those affected will be stricken by intense pain at even the slightest noise, causing 1d4 points of damage per round. This pain will last for 2d4 rounds. Thereafter, the least noise will cause the victim to wince, reducing the character\'s attack and saving throw rolls -2. The effect can be negated only by a *forget* or *remove curse* spell.}}'}, + {name:'Pipes-of-Sounding',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of Sounding}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Illusion]{{Size=Small}}MiscData=[w:Pipes of Sounding,st:Pan-Pipes,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=Play all of the effects of this magical item manually}}{{Looks Like=A small set of pan pipes of excellent quality, but unmarked with plain and simple tubes}}{{desc=When played by a character proficient in music, these pipes can be used to create a variety of sounds. To a listener the source of the sound will seem to be anywhere within 60 feet of the piper. The possible sounds that can be created are: wind blowing, laughter, whistling, bird calls, moaning, footsteps, crying, mumbled voices, screams, running water, or creaking. (Note: The DM can rule that other similar sounds are possible.)}}'}, + {name:'Pipes-of-the-Sewers',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pipes}}{{name=of the Sewers}}{{subtitle=Magical Pan Pipes}}Specs=[Pan-Pipes,Miscellaneous,0H,Summoning]{{Size=Small}}MiscData=[w:Pipes of the Sewers,st:Pan-Pipes,sz:S,wt:1,sp:0,qty:1,rc:uncharged]{{Use=*Drag \\amp Drop* blank character sheets and use the *Drag \\amp Drop* Creature menu to make the sheets into brown/black rats or giant rats}}{{Looks Like=A small set of unadorned wooden pan pipes of unremarkable quality, unmarked with plain and simple tubes}}{{desc=These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract from 10-60 [1d6 x 10](!\\amp#13;\\amp#47;r \\amp#91;[ \\amp#91;[1d6]\\amp#93;\\amp#42;10]\\amp#93; giant rats) giant rats [80%](!\\amp#13;\\amp#47;r 1d100) or 30-180 [3d6 x 10](!\\amp#13;\\amp#47;r \\amp#91;[ \\amp#91;[3d6]\\amp#93;\\amp#42;10]\\amp#93; normal rats) normal rats (20%) if either or both are within 400 feet. For each 50-foot distance the rats have to travel, there will be a one-round delay. The piper must continue playing until the rats appear, and when they do so, they are 95% likely to obey the piper so long as he continues to play. If for any reason the piper ceases playing, the rats summoned will leave immediately. If they are called again, it is 70% probable that they will come and obey, 30% likely that they will turn upon the piper.\nIf the rats are under control of a creature such as a vampire, the piper\'s chance of taking over control is 30% per round of piping. Once control is assumed, there is a 70% chance of maintaining it if the other creature is actively seeking to reassert its control.}}'}, + {name:'Portable-Hole',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Portable Hole}}{{subtitle=Magic Item}}Specs=[Portable Hole,Miscellaneous,1H,Alteration]{{Size=Small to Tiny}}MiscData=[w:Portable Hole,st:Circular Cloth,sp:3,rc:uncharged,bag:0]{{Powers=Interdimensional Storage}}{{Access=Drag the *Portable Hole* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=A circle of a very fine cloth about 6 feet in diameter: increadibly if not impossibly light and can be folded as small as a pocket handkerchief. Laid on the ground, it is dark and three dimentional like a hole in the ground}}{{desc=A portable hole is a circle of magical cloth spun from the webs of a phase spider interwoven with strands of ether and beams of Astral plane luminaries. When spread upon any surface, it causes an extra-dimensional hole 10 feet deep to come into being. This hole can be "picked up" from inside or out by simply taking hold of the edges of the magical cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.\nThe only oxygen in the hole is that allowed by creation of the space, so creatures requiring the gas cannot remain inside for more than a turn or so without opening the space again by means of the magical cloth. The cloth does not accumulate weight even if its hole is filled (with gold, for example). Each *portable hole* opens on its own particular non-dimensional space. If a *bag of holding* is placed within a *portable hole*, a rift to the Astral Plane is torn in the space, and the bag and the cloth are sucked into the void and forever lost. If a *portable hole* is placed within a *bag of holding*, it opens a gate to another plane, and the hole, bag, and any creatures within a 10-foot radius are drawn to the Astral Plane, the *portable hole* and bag of holding being destroyed in the process.}}'}, + {name:'Pouch-of-Accessibility',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Pouch}}{{name=of Accessibility}}{{subtitle=Magical Storage}}Specs=[Pouch,Miscellaneous,1H,Alteration]{{Size=Small}}MiscData=[w:Pouch of Accessibility,st:Pouch,sp:3,rc:uncharged,bag:0]{{Powers=Interdimensional Storage}}{{Access=Drag the *Pouch of Accessibility* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{Looks Like=A normal-seeming pouch made of leather to be hung on a belt}}{{desc=This normal-seeming pouch is actually a strongly magicked item which can contain up to 300 lbs. in 30 specially constructed pockets within it. Each pocket, in turn, holds a maximum of 10 lbs., or one cubic foot of volume, whichever is reached first.\nThis device also enables the possessor to open it and call forth the item(s) desired. Merely speaking the name of a desired object causes it to appear at the top of the pouch,\nready for instant grasp.\nThese items are similar to *bags of holding* and *portable holes*, and the strictures about placement within such magical spaces apply fully. The pouch weighs 1 lb. empty and 4 lbs. when filled.}}'}, + {name:'Quaals-Feather-Anchor-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Anchor Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Anchor Token,st:Feather,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A blue feather, with a white quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Anchor Token**: a token useful to moor a craft in water so as to render it immobile for up to one full day.}}'}, + {name:'Quaals-Feather-Bird-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Bird Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Bird Token,st:Feather,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A brown feather, with a white quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Bird Token**: a token that can be used to drive off hostile avian creatures or as a vehicle of transportation equal to a roc of the largest size (one-day duration).}}'}, + {name:'Quaals-Feather-Fan-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Fan Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Fan Token,st:Feather,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A white feather, with a black quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Fan Token**: a token that forms a huge flapping fan which can cause a strong breeze in an area large enough to propel one ship. This wind is not cumulative with existing wind speeds—if there is already a strong breeze blowing, this cannot be added to it to create a gale. It can, however, be used against it to create an area of relative calm or lesser winds (though this will not affect wave size in a storm, of course). The fan can be used up to eight hours a day. It will not function on land.}}'}, + {name:'Quaals-Feather-Swan-Boat-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Swan Boat Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Swan Boat Token,st:Feather,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A white feather, with a white quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Swan Boat Token**: a token that forms a huge swanlike boat capable of swimming at a rate of 24, and carrying eight horses and gear or 32 men or any equivalent combination (one-day duration).}}'}, + {name:'Quaals-Feather-Tree-Token',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Tree Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Quaals Feather Tree Token,st:Feather,sp:10,rc:charged]{{Use=Apply all the effects of this token manually}}{{Looks Like=A green feather, with a brown quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Tree Token**: a token that causes a great oak to spring into being (6-foot diameter trunk, 60-foot height, 40-foot top diameter).}}'}, + {name:'Quaals-Feather-Whip-Token',type:'melee|miscellaneous',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Feather}}{{prefix=\nQuaal\'s}}{{name=Whip Token}}{{subtitle=Magical Feather}}Specs=[Quaals Feather Whip,Melee,1H,Whips],[Quaals Feather Token,Miscellaneous,1H,Conjuration-Summoning]{{}}ToHitData=[w:Quaals Feather Whip,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:N,r:10,sp:8]{{}}DmgData=[w:Quaals Feather Whip,sb:1,+:1,SM:1d6,L:1d6,msg:The opponent must save vs. spell or become \\lbrak;bound by the whip\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦\\amp#64;{target¦Select Opponent¦token_id}¦Entangled in whip¦\\lbrak;\\amp#91;1d6+1\\amp#93;\\rbrak;¦-1¦Bound by the coils of the whip¦padlock\\rpar; for 1d6+1 rounds]{{Speed=[[8]]}}WeapData=[w:Quaals Feather Whip Token,st:Feather,sp:10,rc:uncharged,on:!rounds ~~target caster¦`{selected¦token_id}¦Quaals-Feather-Whip¦60¦-1¦Quaal\'s Feather Whip continues to dance¦all-for-one]{{Use=Take the Feather Whip in hand as a weapon, and it will start to dance immediately as a weapon wielded as if by a proficient 9th level fighter}}{{Looks Like=A black feather, with a black quill which, if examined closely, has tiny runes incribed on it.}}{{desc=Feather tokens are small magical devices of various forms to suit special needs. Each token is usable once.\n**Whip Token**: a token that causes a huge leather whip to appear and be wielded against any opponent desired (+1 weapon, 9th-level fighter\'s attack roll, 1d6+1 points damage plus a saving throw vs. spell or be bound fast for 1d6+1 rounds) for up to six turns. (See *Sword of dancing*).}}'}, + {name:'Quiver-of-Ehlonna',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Quiver}}{{name=of Ehlonna}}{{subtitle=Magical Quiver}}Specs=[Quiver,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Quiver of Ehlonna,st:Quiver,sp:0,rc:uncharged]{{Use=Apply all the effects of this token manually, allowing stacks of appropriate objects in the character\'s equipment to reach the indicated numbers (though then only fair that DMs limit stack sizes in other\'s equipment to more normal numbers)}}{{Looks Like=A typical arrow container capable of holding about 20 arrows}}{{desc=It has an aura of alteration if magic is detected for, and examination shows that it has three distinct portions. The first and smallest one can contain up to 60 objects of the same general size and shape as long bow arrows. The second, slightly longer, compartment will hold up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case will contain as many as six objects of the same general size and shape as a bow—spears or staves, for example. Such a quiver is always found empty, but once the owner has filled it, he can command the quiver to produce any stored items he wishes each round.}}'}, + {name:'Red-ioun-stone',type:'miscellaneous',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Semi-Precious}}{{name= Light Red Ioun Stone}}{{splevel=Magic Item}}{{school=Illusion/Phantasm}}Specs=[Ioun Stone,Miscellaneous,1H,Illusion-Phantasm]{{components=M}}{{time=[[4]]}}MiscData=[w:Red Ioun Stone,st:Reddish Stone,sp:4,rc:uncharged,loc:Above Head+]{{range=[[0]]}}{{duration=[[8]] rounds}}{{aoe=[60ft cone, 30ft at end, 5ft base](!rounds --aoe @{selected|token_id}|cone|feet|0|60|30|acid)}}{{save=Negates}}{{damage=[Frighten them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Red-Ioun-Stone|8|-1|Fear|screaming)}}{{Looks Like=A red semi-precious stone, with polished edges, and runes inscribed on its surface.}}{{effects=These magical stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires the stones, he must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling [1d3](!\\amp#13;\\amp#47;r 1d3) feet from his head. Thereafter, the stones must be grasped or netted to separate them their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but he loses the benefits of the stones during that time. Whenever ioun stones are exposed to attack, they are treated as Armor Class [[0-4]] and take [[10]] points of damage to destroy. They save as if they were of hard metal—+[[3]] bonus.\nThis Red Ioun stone is able to cast *Fear* once per day, as per the 4th level Wizard spell. When a fear spell is cast, the wizard sends forth an invisible cone of terror that causes creatures within its area of effect to turn away from the caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell; the base\nchance of this is 60% at 1st level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus, at 10th level there is only a 15% chance, and at 13th\nlevel no chance, of dropping items. Creatures affected by fear flee at their fastest rate for a number of melee rounds equal to the level of experience of the user. Undead and creatures that successfully roll their saving throws vs. spell are not affected.}}{{materials=The Ioun stone}}'}, + {name:'Robe-of-Blending',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Blending}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Illusion-Phantasm]{{}}MiscData=[st:Robe,sz:L,wt:1,w:Robe of Blending,sp:0,rc:uncharged,loc:Robe]{{GM Info=Creatures with exceptional (15+) or better Intelligence have a 1% per Intelligence point chance of detecting something amiss when they are within 30 feet of someone disguising himself with a robe of blending. Creatures with low Intelligence or better and 10 or more levels of experience or Hit Dice have a 1% chance per level or Hit Die of likewise noting something unusual about a robe-wearing character. (The latter is cumulative with the former chance for detection, so an 18 Intelligence wizard of 12th level has a 30% chance - 18% + 12% - of noting something amiss.) After an initial check per eligible creature, successive checks should be made each turn thereafter, if the same creatures are within the 30-foot range.}}{{Use=All effects of this robe must be applied manually}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=This ordinary-appearing robe cannot be detected by magical means. When it is put on, however, the wearer will know that the garment has very special properties. A *robe of blending* enables its wearer to appear to be part of a rock wall or a plant—whatever is appropriate. It can even make the wearer appear to be a creature of his choice.\nThe robe does have its limits: It will not make its wearer appear to be more than twice normal height or less than one-half normal. It does not impart vocal capabilities—either understanding or imitating the creature the wearer looks like. (In situations where several different forms are appropriate, the wearer is obliged to state which form he wishes the robe to camouflage him as.)\nAll creatures acquainted with and friendly to the wearer will see him normally.}}'}, + {name:'Robe-of-Eyes',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Eyes}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Robe of Eyes,sp:0,st:Robe,sz:L,wt:1,rc:uncharged,loc:Robe]{{Use=All effects of this robe must be applied manually. Set *infravision* on the token to 120ft (remember to note what it was before). If a *light* spell or a *continual light* spell are cast on the *robe*, the DM should use the [Maint Menu] to alter the duration of the effect appropriately.}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=Its wearer is able to "see\'\' in all directions at the same moment due to scores of magical "eyes\'\' which adorn the robe. The wearer also gains infravision to a range of 120 feet, and the power to see displaced or out-of-phase objects and creatures in their actual positions. The *robe of eyes* sees all forms of invisible things within a 240-foot normal vision range (or 120 feet if *infravision* is being used).\n*Invisibility, dust of disappearance, robes of blending,* and *improved invisibility* **are not proof against observation**, but astral or ethereal things cannot be seen by means of this robe. Solid objects obstruct even the robe\'s powers of observation. Illusions and secret doors also can\'t be seen, but creatures camouflaged or hidden in shadows are easily detected, so ambush or surprise of a character wearing a *robe of eyes* is impossible. Finally, the robe enables its wearer to track as if he were a 12th-level ranger. \nA *light* spell thrown directly on a *robe of eyes* will blind it for 1d3 rounds, a *continual light* for 2d4 rounds.}}'}, + {name:'Robe-of-Powerlessness',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Powerlessness}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Robe of Powerlessness,st:Robe,sz:L,wt:1,sp:0,rc:uncharged,loc:Robe]{{GM Info=The robe can be removed easily, but in order to restore mind and body, the character must have a *remove curse* spell and then a *heal* spell placed upon him.}}{{Use=All effects of this robe must be applied manually. Remember to make a note of the character\'s Strength and Intelligence before changing them (for when they are restored).}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=A *robe of powerlessness* appears to be a robe of another sort, and detection will discover nothing more than the fact that it has a magical aura. As soon as a character dons this garment, he drops to 3 Strength and 3 Intelligence, forgetting all spells and magical knowledge. The GM knows what is needed to restore these.}}'}, + {name:'Robe-of-Scintillating-Colours',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Scintillating Colours}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Enchantment-Charm]{{}}MiscData=[w:Robe of Scintillating colours,st:Robe,sz:L,wt:1,sp:0,rc:uncharged,loc:Robe]{{Use=Only usable by characters with Intelligence 15 or more and Wisdom of 13 or more.\nIn combat press [scintillate](!rounds --aoe @{selected|token_id}|circle|feet|0|40|40|magic|true|@{selected|token_id}|RoSC-Hypnotized|\\amp#91;[1+\\amp#91;[1d4]\\amp#93;] \\amp#93;]|-1|Hypnotized by the pretty colours|bleeding-eye --target caster|@{selected|token_id}|Scintillating-Robe-AC|5|-1|Getting harder to hit|bolt-shield) to show aoe and target hypnotized creatures that fail their save vs. magic. If not in combat, then instead use [hypnotize](!rounds --aoe @{selected|token_id}|circle|feet|0|40|40|magic|true|@{selected|token_id}|Hypnotized|\\amp#91;[10*(1+\\amp#91;[1d4]\\amp#93;]) \\amp#93;]|-1|Hypnotized by the pretty colours|bleeding-eye)}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=Only a wearer with an Intelligence of 15 or higher and a Wisdom of 13 or more can cause a robe of scintillating colors to function. If Intelligence and Wisdom are sufficient, the wearer can cause the garment to become a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light.\nThis effect sheds light in a 40-foot diameter sphere, and it has the power to hypnotize opponents, making them unable to attack the wearer. A full round passes before the colors begin "flowing\'\' on the robe. Each round after that, any opponent who fails a saving throw vs. spell (or magic resistance check, then save) will stand hypnotized and transfixed for 1d4+1 rounds. Even when this effect wears off, additional saves must be made in order to attack.\nFurthermore, every round of continuous scintillation of the robe makes the wearer 5% more difficult to hit with missile attacks or hand-held or body weaponry (hands, fists, claws, fangs, horns, etc.) until a maximum of 25% (-5) is attained—five continuous rounds of the dazzling play of hues.\nAfter the initial round of concealment, the wearer is able to cast spells or engage in all forms of activity that do not require movement of more than 10 feet from his starting position. In noncombat situations, the robe simply hypnotizes creatures failing their saving throws vs. spell for 1d4+1 turns.}}'}, + {name:'Robe-of-Shooting-Stars',type:'ranged|miscellaneous',ct:'0',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Shooting Stars}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe of Shooting Stars,Ranged|Miscellaneous,0H,Alteration|Evocation]{{Saves=+1 bonus to all saving throws}}MiscData=[w:Robe of Shooting Stars, st:Robe, svall:+1, sz:L, wt:1, sp:0, rc:charged, qty:6, loc:Robe]{{Use=The 6 shooting stars on the chest can be taken in-hand using the *Attk Menu \\gt Change Weapon* dialog and then thrown using the *Attack* action button. Recovery at 1 per day must be achieved manually using the *Attk Menu \\gt Recover Ammo* dialog}}ToHitData=[w:Shooting Star,+:5,t:Dart,st:Dart,sp:3,ty:P]{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or high level wizard}}AmmoData=[w:Shooting Star,+:5,t:Robe-of-Shooting-Stars,sm:2d4,l:2d4]{{}}RangeData=[t:Ring-of-Shooting-Stars,+:5,r:3/5/6]{{desc=The robe enables its wearer to travel physically on the Astral Plane, along with all that he is wearing or carrying. The garment also enables the wearer to survive comfortably in the void of outer space. In other situations, the robe gives its wearer a +1 bonus to all saving throws.\nThe robe is embroidered with stars, and the wearer can use up to six of these as missile weapons, provided he is proficient with darts as a weapon. Each star is a throwing weapon of +5 value, both to hit and damage. Maximum range is 60 feet and base damage is 2d4 points per hit. The special star weapons are located on the chest portion of the robe. If the wearer does not use all of these missiles, they will replace themselves magically at the rate of one per day. If all six are used, all of the robe\'s traveling and missile powers are gone forever.}}'}, + {name:'Robe-of-Useful-Items',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Useful Items}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Conjuration]{{}}MiscData=[st:Robe,sz:L,wt:1,w:Robe of Useful Items, qty:1, sp:0, rc:uncharged, loc:Robe, store:nostore, bag:6],[cl:MI,w:Dagger,qty:2],[cl:MI,w:Hooded-Lantern,qty:2],[cl:MI,w:Mirror,qty:2],[cl:MI,w:Pole-10ft,qty:2],[cl:MI,w:Rope-50ft,qty:2],[cl:MI,w:Backpack,qty:2]{{GM Info=To set this object up correctly, add this item to a character, NPC or container, and then view it - this will trigger the creation of an associated character sheet, named *Robe of Useful Items*. Then use these buttons to add equipment to it as specified in the item description in the DMG:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[Roll 4d4](!\\amp#13;\\amp#47;r 4d4 items to be added)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;for quantity to add\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;[Roll D100](!\\amp#13;\\amp#47;r 1d100)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;to randomly select item\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[01-08](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Bag-of-100gp|1|||silent --message @{selected|token_id}|Robe of Useful Items|Bag of 100gp added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bag of 100gp\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[09-15](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Silver-Coffer|1|||silent --message @{selected|token_id}|Robe of Useful Items|Silver Coffer added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Silver Coffer\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[16-22](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Iron-Door|1|||silent --message @{selected|token_id}|Robe of Useful Items|Iron Door added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Iron Door\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[23-30](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Gem-of-100gp-value|10|||silent --message @{selected|token_id}|Robe of Useful Items|10 Gems of 100gp value added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10 x 100gp Gem\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[31-44](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Ladder-24ft|1|||silent --message @{selected|token_id}|Robe of Useful Items|24ft ladder added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;24ft Ladder\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[45-51](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Mule-with-Saddle-Bags|1|||silent --message @{selected|token_id}|Robe of Useful Items|Mule with Saddle Bags added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mule with Saddle Bags\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[52-59](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Pit-10ft-cube|1|||silent --message @{selected|token_id}|Robe of Useful Items|10ft cubic pit added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10ft Pit\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[60-68](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Potion-of-Extra-Healing|1|||silent --message @{selected|token_id}|Robe of Useful Items|Potion of Extra Healing added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Potion of Extra Healing\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[69-75](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Rowboat|1|||silent --message @{selected|token_id}|Robe of Useful Items|12ft Rowboat added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12ft Rowboat\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[76-83](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Scroll|1|||silent --message @{selected|token_id}|Robe of Useful Items|*Scroll* place-holder added to the Robe but requires replacing with one you select randomly --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Random Scroll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[84-90](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|War-Dog|2|||silent --message @{selected|token_id}|Robe of Useful Items|Pair of War Dogs added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Two War Dogs\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n[91-96](!magic --add-mi @{Robe-of-Useful-Items|character_id}\\amp{noerror}|\'-\'|Window|1|||silent --message @{selected|token_id}|Robe of Useful Items|2ft x 4ft window added to the Robe --display-ability gm|@{selected|token_id}|MI-DB|Robe-of-Useful-Items)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2ft x 4ft Window\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\n97-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Roll again twice\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{Use=When you want to use one of the Useful items, drag the *Robe of Useful Items* onto the playing surface and search it as if it were a backpack (containing useful items)}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=A wizard who dons it will note that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see, recognize, and detach these patches. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A robe of useful items always begins with two each of the following patches:\ndagger\nlantern (filled and lit)\nmirror (large)\npole (10-foot length)\nrope (50-foot coil)\nsack (large)\nIn addition, the robe will have 4d4 items which must be diced for. The GM should view this item to gain access to the buttons to add these additional items.}}'}, + {name:'Robe-of-Vermin',type:'miscellaneous',ct:'10',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name=of Vermin}}{{subtitle=Robe}}{{Size=Large}}{{Immunity=None}}Specs=[Robe,Miscellaneous,0H,Enchantment]{{}}MiscData=[w:Robe of Vermin,sp:10,qty:1,st:Robe of Protection,sz:L,wt:1,rc:cursed,loc:Robe]{{Use=Use the Robe as a magic item and ask the GM to view the description and apply effects manually}}{{GM Info=This cursed item is infested with vermin. [Click here](!rounds --target caster|@{selected|token_id}|Infested with vermin|99|0|50% chance of spell failure or failure of any other action|screaming) to mark the wearer as infested.\nThe wearer immediately suffers a multitude of bites from the insects that magically infest the garment. They must cease all other activities in order to scratch, shift the robe, and generally show signs of extreme discomfort from the movement and biting of these pests.\nThe wearer is unable to gain initiative, and has a 50% chance of being unable to complete a spell due to the vermin. All other actions and attack forms requiring manual / locomotive / somatic activity are at half normal probability. The garment can\'t be removed except by means of a *remove curse* spell or similar magic.}}{{Looks Like=Appears as a very fine robe of cloth, or perhaps of leather, as worn by many a rich lord or adventurous citizen}}{{desc=This fine robe clearly has magical properties. However, you can\'t determine what they are and only the GM can apply them (mainly because it\'s too difficult to apply them automatically!)}}'}, + {name:'Robe-of-the-Archmagi',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=^^alignment#2^^}}{{title=Robe}}{{name=of the Archmagi}}{{subtitle=Robe}}{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Protection=AC5}}Specs=[Robe,Protection Cloak,0H,Abjuration-Protection]{{Saves=+[[1]] on saves}}ACData=[a:Robe of the Archmagi,st:Robe,query:alignment=What alignment is this robe (roll d100)?|01-45 Good%%Good/White/LG¦NG¦CG|46-75 Neutral%%Neutral/Gray/LN¦NN¦N¦CN|76-00 Evil%%Evil/Black/LE¦NE¦CE,ac:5,rules:-shield|-acall|+skin|+worn,sz:L,wt:2,w:Robe of the Archmagi,sp:0,svsav:1,rc:uncharged,loc:Robe]{{Use=Wearing this item (having it in the character\'s equipment is enough) confers its AC and saving throw benefits automatically. Magic resistance and effects on opponents must be considered manually}}{{Looks Like=Appears as a normal robe of cloth, or perhaps of leather, as worn by many a rich wizard or witch. Maybe it is unwashed, or messed up in some way but the true colour is difficult to make out.}}{{GM info=White (45%—good\nalignment), gray (30%—neutral, but neither good nor evil, alignment), or black (25%—evil alignment) is determined when you first store the robe in a container or give it to a creature via a query. This one is **^^alignment#1^^**. The color of a *robe of the archmagi* is not determined until it is donned by a wizard so the item should be hidden so that the player does not know the colour until too late!\nIf a white robe is donned by an evil wizard, he suffers [[11d4+7]] points of damage and loses 18,000-51,000 experience points at the DM\'s discretion. The reverse is true with respect to a black robe donned by a good aligned wizard. An evil or good wizard putting on a gray robe, or a neutral wizard donning either a white or black robe, incurs [[6d4]] points damage, 6,000-24,000 experience points loss, and the wearer will be moved toward the alignment of the robe by its enchantments (i.e., he will feel himself urged to change alignment to that of the robe, and he will have to make an effort to maintain his old alignment).}}{{desc=This normal-appearing garment grants its wearer the following powers:\n1. It serves as armor equal to AC 5.\n2. The robe confers a 5% magic resistance.\n3. It adds a +1 bonus to saving throw scores.\n4. The robe reduces the victim\'s magic resistance and saving throws by 20%/-4 when the wearer casts any of the following spells: *charm monster, charm person, friends, hold monster, hold person, polymorph other, suggestion*.}}'}, + {name:'Rope-of-Climbing',type:'magic|miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Rope}}{{name=of Climbing}}{{subtitle=Magic Item}}{{Size=Medium}}{{Immunity=None}}Specs=[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rope of Climbing,sp:10,qty:1,st:Rope,sz:L,wt:3,rc:uncharged]{{Use=Take the rope in-hand and use the buttons that appear on the *Attack* action dialog}}ToHitData=[w:Extend Rope,cmd:!rounds --target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Rope of Climbing|99|0|Extending rope at 10ft per round to 60ft|overdrive,msg:The rope starts to extend at 10ft per round up to 60ft],[w:Knott the Rope,cmd:!rounds --target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Knotted Rope of Climbing|99|0|The knotted rope extends at 10ft per round up to 50ft|overdrive,msg:The knotted rope starts to extend at 10ft per round up to 50ft],[w:Retract rope,cmd:!rounds --removetargetstatus \\amp#64;\\lbrc;selected|token_id\\rbrc;|Rope of Climbing|Knotted Rope of Climbing,msg:The rope releases any attachment and is able to be gathered in]{{Looks Like=A 60ft long rope, but it is no thicker than a wand and so light it weighs less than 3lbs}}{{desc=A 60-foot long *rope of climbing* is strong enough to support 3,000 pounds. Upon command (using the *Attack* action), the rope will snake forward, upward, downward, or any other direction at 10 feet per round and attach itself securely wherever desired. It will return or unfasten itself in a similar manner. A rope of climbing can also be commanded (using the *Attack* action) to knot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied. One end of the rope **must be held** by a character when its magic is invoked.)}}'}, + {name:'Rope-of-Constriction',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Rope}}{{name=of Constriction}}{{subtitle=Magic Item}}{{Size=Medium}}{{Immunity=None}}Specs=[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rope of Constriction,sp:3,qty:1,st:Rope,rev:use,sz:L,wt:3,rc:uncharged]{{Use=Take the rope in-hand and use the buttons that appear on the *Attack* action dialog}}ToHitData=[w:Entangle Creatures,cmd:!rounds --target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|\\amp#64;\\lbrc;target|Select 1d4 others constricted|token_id\\rbrc;|Rope of Constriction|99|0|Being constricted by the rope and taking damage each round|fishing-net --aoe \\amp#64;\\lbrc;selected|token_id\\rbrc;|circle|feet|0|10|10|dark|true|\\amp#64;\\lbrc;selected|token_id\\rbrc;|area|Rope of Constriction|99|0|Being constricted by the rope and taking damage each round|fishing-net,msg:The rope entwines itself around the wielder\'s neck and body and \\lbrak;\\lbrak;1d4\\rbrak;\\rbrak; others. Save vs. spell or automatically constricted for 2d6 points of damage each round],[w:Retrieve Rope,msg:Oh! The rope won\'t let go!]{{Looks Like=A 50ft long rope, but it is no thicker than a wand and so light it weighs less than 3lbs}}{{desc=This rope looks exactly like a *rope of climbing* or *entanglement*. As soon as it is commanded to perform some action, however, it lashes itself about the neck of the character holding it, and from 1d4 others within 10 feet. Everyone caught by the rope is entitled to a saving throw vs. spell. Anyone failing the saving throw is strangled and crushed (2d6 hit points of damage), and the rope continues to constrict until a dispel magic is cast upon it.\nCreatures entwined by the rope cannot cast spells or free themselves. An unentangled character can cast a dispel magic or try to cut through the rope—it is AC -2 and takes 22 points of damage to cut through; all hit points must be inflicted by the same creature (not the one entangled).}}'}, + {name:'Rope-of-Entanglement',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Rope}}{{name=of Entanglement}}{{subtitle=Magic Item}}{{Size=Medium}}{{Immunity=None}}Specs=[Rope,Magic|Miscellaneous,1H,Alteration],[Rope,Magic|Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rope of Entanglement,sp:3,qty:1,st:Rope,sz:L,wt:3,rc:uncharged]{{Use=Take the rope in-hand and use the buttons that appear on the *Attack* action dialog}}ToHitData=[w:Entangle Creatures,cmd:!rounds --aoe \\amp#64;\\lbrc;selected|token_id\\rbrc;|bolt|feet|0|20|5|light||\\amp#64;\\lbrc;selected|token_id\\rbrc;|area|Entangled_Entangled_\\amp#64;\\lbrc;selected|token_id\\rbrc;|99|0|Entangled in a magical rope|fishing-net,msg:The rope extends 20ft forward or 10ft upward and entangles up to 8 man-sized creatures in its path. Ratios are **Tiny**=0.33^ **Small**=0.5^ **Medium**=1 **Large**=3 **Huge**=4 **Gigantic**=8],[w:Retrieve Rope,cmd:!rounds --removeglobalstatus Entangled_Entangled_\\amp#64;\\lbrc;selected|token_id\\rbrc;,msg:The rope releases any entangleing and is able to be gathered in]{{Looks Like=A 50ft long rope, but it is no thicker than a wand and so light it weighs less than 3lbs}}{{desc=Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle up to eight man-sized creatures. For purposes of entanglement, creatures of different sizes are assigned values, as follows:\nSize Value\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Size\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Value\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Tiny\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0.33^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Small\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0.5^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Medium\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Large\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Huge\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Gigantic\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Round up.\nAdd the values of all creatures entangled to determine how many are affected by the rope. For example, the rope could entangle up to 24 Tiny creatures or 2 Huge creatures. Any combination of sizes is possible as long as the total value doesn\'t exceed eight.\nThe rope cannot be broken by sheer strength—it must be hit by an edged weapon. The rope is AC -2 and takes 22 points of damage to cut through; all damage must be inflicted by the same creature (not the one entangled). Damage under 22 points will repair itself in six turns. If a rope of entanglement is severed, it is destroyed.)}}'}, + {name:'Rug-of-Smothering',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}}{{prefix=Rug / }}{{title=Carpet}}{{name= of Smothering}}{{Subtitle=Magic Item}}Specs=[Rug,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rug of Smothering,st:Rug,sp:3,rev:manual,rc:uncharged]{{Looks Like=An oriental carpet with a beautiful and intricate design. There appears to be a command word woven into the carpet. [Use the Command Word](!rounds --target caster|@{selected|token_id}|Suffocating|\\amp#91;[2+1d4]\\amp#93;|-1|The rug continues to wrap itself surround you - it is ever more difficult to breath|back-pain \\amp#13;!magic --message \\amp#64;{selected|token_id}|Rug of Smothering|Oh no! The rug has wrapped itself around @{selected|character_name} and starts to smother them. It seems impossible to stop it!)}}{{GM Info=The victim needs to pick up the rug and view it - this presents them with a "Command Word" button that, if pressed, will cause the smothering to start. If the victim escapes because someone casts *animate object, hold plant,* or *wish* (or by any other means you deem fair), then select the victim\'s token and press [release victim](!rounds --removestatus Suffocating)}}{{desc=The character seating himself upon the *rug of smothering* and giving a command will be surprised, however, as the rug of smothering rolls itself tightly around him, suffocating him in 1d4+2 rounds. The rug cannot be physically prevented from wrapping itself, and it can be prevented from smothering its victim only by the casting of any one of the following spells: *animate object, hold plant, wish.*}}'}, + {name:'Rug-of-Welcome',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}}{{title=Rug}}{{name= of Welcome}}{{Subtitle=Magic Item}}Specs=[Rug,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Rug of Welcome,st:Rug,sp:3,rc:uncharged]{{Looks Like=An oriental carpet with a beautiful and intricate design. There appears to be a command word woven into the carpet.}}{{Use=To fly, press [Fly](!rounds --target caster|@{selected|token_id}|Rug of Welcome Flying|99|-1|Flying on a carpet|fluffy-wing) or [Stop Flying](!rounds --removetargetstatus @{selected|token_id}|Rug of Welcome Flying) or [View *Carpet of Flying*](!magic --display-ability @{selected|token_id}|MI-DB|Carpet of Flying). When placing the rug, either to smother or as metal, draw the location on the map. If a creature steps on it in smothering mode, use the *Use MI* action, select *Rug of Welcome* and press [Use the Command Word](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is the victim?|token_id}|Suffocating|\\amp#91;[2+1d4]\\amp#93;|-1|The rug continues to wrap itself surround you - it is ever more difficult to breath|back-pain)}}{{GM Info=If the victim escapes because someone casts *animate object, hold plant,* or *wish* (or by any other means you deem fair), then select the victim\'s token and press [release victim](!rounds --removestatus Suffocating)}}{{desc=A rug of this type appears exactly the same as a *carpet of flying*, and it performs the functions of one (6-foot by 9-foot size), but a *rug of welcome* has other, additional powers. Upon command it will function as a *rug of smothering*, entrapping any creature up to ogre-size which steps upon it. A *rug of welcome* can also elongate itself and become as hard and strong as steel, the maximum length being 27 feet by 2 feet. In this form, it can serve as a bridge, barricade, etc. In this latter form it is AC 0 and will take 100 points of damage to destroy. Finally, the possessor need only utter a word of command, and the rug will shrink to half size for easy storage and transportation.}}'}, + {name:'Saw-of-Mighty-Cutting',type:'innate-melee|miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Saw}}{{name=of Mighty Cutting}}{{subtitle=Magic Item}}{{Size=Large}}{{Immunity=None}}Specs=[Saw,Innate-Melee|Miscellaneous,2H,Plant]{{}}MiscData=[w:Saw of Mighty Cutting,sp:10,st:Saw,sz:M,wt:10,rc:uncharged,loc:Both Hands]{{Use=Take the saw in-hand two-handed to indicate use - if being used by 2 characters of 17 strength, one should lend their hands to the other. Otherwise, all effects of this robe must be applied manually.}}ToHitData=[w:Saw,r:10,ty:S]{{Looks Like=This notched adamantite blade is 12 feet long and over 1 foot wide.}}DmgData=[w:Saw,sm:1d3,l:1d3]{{desc=The saw requires 18/00 or greater Strength to operate alone, or two people of 17 or greater Strength working in tandem. The blade will slice through a 1-foot diameter tree in three rounds, a 2-foot thick hardwood tree in one turn, or a 4-foot thick trunk in three turns. \nAfter six turns (cumulative) of cutting with the saw, the character or characters must rest for six turns before doing any further work.}}'}, + {name:'Scarab-of-Cursed-Protection',type:'miscellaneous',ct:'3',charge:'cursed+discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Cursed }}{{title=Scarab}}{{name=of Protection}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Abjuration]{{}}MiscData=[w:Cursed Scarab of Protection,sp:3,st:Scarab,qty:12,c:0,svspe:-2,rev:view,sz:T,wt:1,rc:cursed+discharging,ns:1],[cl:PW,w:Scarab-Protect-Absorb,pd:12,sp:3,lv:12]{{GM Info=One in five of these cursed items will become a +2 scarab if the curse is removed by a cleric of 16th-level or higher. In this case, the scarab will have absorption capability of 24 rather than 12.}}{{Looks Like=A small amulet of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Effect on *save vs. spell* is always active. Use the item by selecting the *Use MI* action then click either [Exceptional Save vs Spell](~Do-not-use-Spell-save) or [Absorb Level Drain](!magic --mi-power @{selected|token_id}|Scarab-Protect-Absorb|Scarab-of-Protection --mi-charges @{selected|token_id}|-1|Scarab-of-Protection)}}{{desc=If this scarab is held for one round, an inscription will appear on its surface letting the holder know it is a protective device (but not that it is cursed...).\nThe possessor gains a -2 penalty to all saving throws vs. spell. However,iIf no save is normally possible the still get a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.\nThe scarab can also absorb up to 12 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 12 such attacks the scarab turns to powder - totally destroyed.\nOne in 20 of these scarabs will be a cursed item, giving the possessor a -2 penalty to his saving throws.}}\n!attk --build-save @{selected|token_id}|Spell|20'}, + {name:'Scarab-of-Death',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Death}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Necromancy]{{}}MiscData=[w:Scarab of Death,sp:10,st:Scarab,sz:T,wt:1,rc:uncharged]{{Looks Like=A small pin of good quality with a motif shaped like an ornamental scarab beetle.}}{{desc=This small pin appears to be any one of the various beneficial amulets, brooches, or scarabs. However, if it is held for more than one round or placed within a soft container (bag, pack, etc.) within 1 foot of a warm, living body for one turn, it changes into a horrible burrowing beetle-like creature. The thing will tear through any leather or cloth, burrow into flesh, and reach the victim\'s heart in a single round, causing death. It then returns to its scarab form. (Placing the scarab in a container of hard wood, ceramic, bone, ivory, or metal will prevent the monster from coming to life.)}}'}, + {name:'Scarab-of-Enraging-Enemies',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Enraging Enemies}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Enchantment]{{}}MiscData=[w:Scarab of Enraging Enemies,sp:3,st:Scarab,qty:18+1d6,sz:T,wt:1,rc:discharging]{{Looks Like=A small broach of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Click [Speak Command Word](!rounds --aoe @{selected|token_id}|circle|0|80|80|magic|true|@{selected|token_id}|area|Enraged by Scarab|\\amp#91;[6+1d6]\\amp#93;|-1|Enraged and will attack nearest creature|death-zone \\amp#13;!magic --message c|@{selected|token_id}|Scarab of Enraging Enemies|Select each enemy in the displayed area in turn using the button in chat and the GM will make saving throws for each you select \\amp#13;!magic --message gm|Scarab of Enraging Enemies|When asked to confirm a status, save vs. spell and confirm only if fail) then select each enemy creature within the displayed radius. The GM will roll saving throws for them and mark those that fail. Effects of the device on enemy attack, damage \\amp AC are then automatically applied.}}{{desc=When one of these devices is displayed and a command uttered, all intelligent hostile creatures within a 40-foot radius must successfully save vs. spell or become enraged. Those whose saving throws succeed may perform normally; enraged enemies fly into a berserk fury and attack the nearest creature, even their own comrades (+1 bonus to attack rolls, +2 bonus to damage, -3 to their own Armor Class).\nThe rage lasts for 1d6+6 rounds, and during this period, the enraged creatures will attack continually, without reason or fear, moving on to attack other creatures nearest them if initial opponents are slain. A scarab of this type contains from 1d6+18 charges.}}'}, + {name:'Scarab-of-Insanity',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Insanity}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Enchantment]{{}}MiscData=[w:Scarab of Insanity,sp:3,st:Scarab,qty:8+1d8,sz:T,wt:1,rc:discharging]{{Looks Like=A small broach of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Use the item by selecting the *Use MI* action then click [Speak Command Word](!rounds --aoe @{selected|token_id}|circle|0|40|40|magic|true|@{selected|token_id}|area|Scarab Insanity|\\amp#91;[8+1d4]\\amp#93;|-1|Insane! Can\'t cast spells or use reasoning|broken-skull \\amp#13;!magic --message c|@{selected|token_id}|Scarab of Insanity|Select each creature \\lpar;including friends\\rpar; in the displayed area in turn using the button in chat and the GM will make saving throws for each you select \\amp#13;!magic --message gm|Scarab of Insanity|When asked to confirm a status, save vs. spell at -2 penalty and 10% penalty to any magic resistance and confirm only if fail) then select each creature in turn within the displayed radius. The GM will roll saving throws for them and confirm those that fail.}}{{desc=When displayed and a command word is spoken, all other creatures within a 20-foot radius must save vs. spell with a -2 penalty (and -10% penalty to any magic resistance as well). Those failing the save are completely insane for 1d4+8 rounds, unable to cast spells or use reasoning of any sort (treat as a *confusion* spell with no chance for acting in a non-confused manner). The scarab has 1d8+8 charges.}}'}, + {name:'Scarab-of-Protection+1',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Protection+1}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Abjuration]{{}}MiscData=[w:Scarab of Protection,sp:3,st:Scarab,qty:12,c:0,svspe:+1,rev:view,sz:T,wt:1,rc:discharging,ns:1],[cl:PW,w:Scarab-Protect-Absorb,pd:12,sp:3,lv:12]{{GM Info=}}{{Looks Like=A small amulet of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Effect on *save vs. spell* is always active. Use the item by selecting the *Use MI* action then click either [Exceptional Save vs Spell](~Do-not-use-Spell-save) or [Absorb Level Drain](!magic --mi-power @{selected|token_id}|Scarab-Protect-Absorb|Scarab-of-Protection --mi-charges @{selected|token_id}|-1|Scarab-of-Protection)}}{{desc=If this scarab is held for one round, an inscription will appear on its surface letting the holder know it is a protective device.\nThe possessor gains a +1 bonus to all saving throws vs. spell. If no save is normally possible, he gets a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.\nThe scarab can also absorb up to 12 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 12 such attacks the scarab turns to powder - totally destroyed.}}\n!attk --build-save @{selected|token_id}|Spell|20'}, + {name:'Scarab-of-Protection+2',type:'miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=of Protection+2}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Abjuration]{{}}MiscData=[w:Scarab of Protection+2,sp:3,st:Scarab,qty:24,c:0,svspe:+2,rev:view,sz:T,wt:1,rc:discharging,ns:1],[cl:PW,w:Scarab-Protect-Absorb,pd:24,sp:3,lv:12]{{GM Info=}}{{Looks Like=A small amulet of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Effect on *save vs. spell* is always active. Use the item by selecting the *Use MI* action then click either [Exceptional Save vs Spell](~Do-not-use-Spell-save) or [Absorb Level Drain](!magic --mi-power @{selected|token_id}|Scarab-Protect-Absorb|Scarab-of-Protection --mi-charges @{selected|token_id}|-1|Scarab-of-Protection)}}{{desc=If this scarab is held for one round, an inscription will appear on its surface letting the holder know it is a protective device.\nThe possessor gains a +2 bonus to all saving throws vs. spell. If no save is normally possible, he gets a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.\nThe scarab can also absorb up to 24 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 24 such attacks the scarab turns to powder - totally destroyed.}}\n!attk --build-save @{selected|token_id}|Spell|20'}, + {name:'Scarab-vs-Golems',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scarab}}{{name=versus ^^golemType#1^^ Golem}}{{subtitle=Broach}}{{Size=Tiny}}{{Immunity=None}}Specs=[Scarab,Miscellaneous,2H,Alteration]{{}}MiscData=[w:Scarab vs ^^golemType#1^^ Golem,query:golemType=Which golem type - Roll D100?|01-30 Flesh Golem%%Flesh|31-55 Clay Golem%%Clay|56-75 Stone Golem%%Stone|76-85 Iron Golem%%Iron|86-95 Flesh Clay and Wood Golems%%Flesh Clay and Wood|96-00 Any Golem%%Any,sp:0,st:Scarab,sz:T,wt:1,rc:uncharged]{{Looks Like=A small pin of good quality with a motif shaped like an ornamental scarab beetle.}}{{Use=Press [Detect Golems](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|magic|true) to show area in which golems can be detected. Otherwise, when attacking ^^golemType#1^^ golems, apply the effects manually}}{{desc=This magical pin enables its wearer to detect any golem within 60 feet, although he must concentrate in order for the detection to take place. Furthermore, the scarab enables its possessor to combat a ^^golemType#1^^ golem, with hand-held or missile weapons, as if it were a normal monster, with no special defenses.}}'}, + {name:'Sheet-of-Smallness',type:'miscellaneous',ct:'20',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Material Sheet}}{{name=of Smallness}}{{subtitle=Cloth}}{{Size=Tiny}}{{Immunity=None}}Specs=[Cloth,Miscellaneous,2H,Alteration]{{}}MiscData=[w:Sheet of Smallness,sp:20,st:Cloth,sz:T,wt:1,rc:uncharged]{{Looks Like=Appears to be nothing more than a well-made piece of material—possibly some sort of covering or sheet woven of very fine linen or silk. One side will have a larger pattern than the other, or perhaps one side will be white, the other black.}}{{Use=Apply all effects of this item manually}}{{desc=There will be an aura of alteration detectable from this cloth if magic is checked for. This item causes any magical item wrapped within it to shrink to 1/12 its normal size and weight. If the item is then wrapped in the sheet so as to be touching the reverse side of the material, it will grow back to its normal size and weight. Note that this item has no effect on artifacts, relics, or living material—it affects only non-living, ordinary magical items—and no item shrunk in this fashion is functional or usable while in reduced form. Change in size requires two rounds to accomplish, either in shrinking or restoring to normal size.}}'}, + {name:'Silver-Horn-of-Valhalla',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{}}Specs=[Horn of Valhalla,Miscellaneous,0H,Horn]{{}}MiscData=[w:Silver Horn of Valhalla,st:Horn,wt:2,sp:3,qty:1,rc:uncharged]{{}}%{MI-DB|Horn-of-Valhalla-Silver}'}, + {name:'Slippers-of-Spider-Climb',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Slippers}}{{name=of Spider Climbing}}{{subtitle=Slippers}}{{Size=Small}}{{Immunity=None}}Specs=[Slippers,Miscellaneous,2H,Alteration]{{}}MiscData=[w:Slippers of Spider Climb,sp:3,st:Slippers,sz:S,wt:1,rc:uncharged]{{Looks Like=Appears to be nothing more than a well made pair of slippers with the design of a spider on their soles}}{{Use=If worn continuously, act out effects manually. If not worn continuously, select *Use Item/MI* as an action and press [wear slippers](!rounds --target caster|@{selected|token_id}|Spider Climb|99|0|Able to walk up walls \\amp over ceilings at 12|tread) to indicate wearing them, or press [remove slippers](!rounds --removetargetstatus @{selected|token_id}|Spider Climb) to take them off - again, act out effects manually}}{{desc=They will give off a faint aura of alteration magic if detected for. When worn, a pair of these slippers enable the individual to move at a 60-foot rate on vertical surfaces or even upside down along ceilings, with hands free to do whatever the wearer desires. Extremely slippery surfaces—ice, oiled, or greased surfaces - make these slippers useless.}}'}, + {name:'Smoke-Powder',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Smoke}}{{title=Powder}}{{subtitle=Magical Powder}}{{Size=A small pouch}}{{Immunity=None}}Specs=[Powder,Miscellaneous,2H,Evocation]{{}}MiscData=[w:Smoke Powder, sp:3,st:Powder,sz:S,wt:1,qty:3d6,c:0,rc:charged]{{Looks Like=A charcoal-coloured powder in a small pouch}}{{Use=Draw something on the playing surface to represent placement of the *Smoke Powder*. Then, to ignite it, use the *Use Item/MI* action selecting *Smoke Powder* and then press [Ignite Smoke Powder](!magic --mi-charges @{selected|token_id}|-\\amp#63;{Ignite how many charges?|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18}|Smoke-Powder --message @{selected|token_id}|Smoke Powder|\\amp#63;{Ignite how many charges?} charges of *smoke powder* ignite with the desired effect, and cause **\\amp#91;[\\amp#63;{Ignite how many charges?}d2]\\amp#93; HP damage** to objects and creatures in the blast radius) to choose how many charges go off and show the damage}}{{desc=These powders are extremely scarce and, due to its volatile nature, dangerous to combine. *Smoke powder* is commonly found divided into two separate components - one, a steely-blue granular substance, the other, a fine white powder. Alone, each component is inert and harmless. However, when equal portions of the two are mixed together, the *smoke powder* is complete and dangerous.}}{{hide1=When touched by a flame, the mixed powder explodes with great force, noise, and smoke. The size and force of the explosion varies according to the amount of *smoke powder* used. A small, measured amount (a spoonful of each component) causes 1d2 points of damage. Such an amount is sufficient for a large firecracker or a single charge of an arquebus (if these optional weapons exist in the campaign). Increasing the amount increases the damage proportionally - doubling causes 2d2 points of damage, tripling causes 3d2, and so on.\nAn explosion capable of causing 30 points of damage (15 charges) has a 5-foot radius. Blasts capable of causing 50 or more points of damage (25 or more charges) have a radius of 15 feet, and affect items and fortifications as would a giant\'s blow.\n*Smoke powder components* will be available in a campaign only if the DM allows it. If the DM doesn\'t want it in the campaign, it simply doesn\'t exist. When discovered, a pouch of *smoke powder* contains 3d6 charges. Charges from several pouches of *smoke powder* can be combined to create bigger, more damaging explosions.}}'}, + {name:'Smoke-Powder-Components',type:'miscellaneous',ct:'10',charge:'change-each',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Steely Blue and White}}{{title=Powders}}{{subtitle=Powder}}{{Size=Two separate tiny to small pouches}}{{Immunity=None}}Specs=[Powder,Miscellaneous,2H,Evocation]{{}}MiscData=[w:Steely Blue \\amp White Powders, sp:10,st:Powders,sz:T,wt:1,qty:3d6,c:0,rc:change-each,to:Smoke-Powder]{{Looks Like=Steely blue granuals held in one pouch and a white powder, ground fine and held in another small pouch}}{{Use=Press [make Smoke Powder](!magic --mi-charges @{selected|token_id}|-\\amp#63;{Combine how many charges?|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18}|Steely-Blue-Powder --message @{selected|token_id}|Smoke Powder Components|Combined \\amp#63;{Combine how many charges?} charges of the steely blue granuals with the same of the white powder and created a charcoal-coloured substance) to combine the blue and white powders}}{{desc=These powders are extremely scarce and, due to its volatile nature, dangerous to combine. *Smoke powder* is commonly found divided into two separate components - one, a steely-blue granular substance, the other, a fine white powder. Alone, each component is inert and harmless. However, when equal portions of the two are mixed together, the *smoke powder* is complete and dangerous.}}{{hide1=When touched by a flame, the mixed powder explodes with great force, noise, and smoke. The size and force of the explosion varies according to the amount of *smoke powder* used. A small, measured amount (a spoonful of each component) causes 1d2 points of damage. Such an amount is sufficient for a large firecracker or a single charge of an arquebus (if these optional weapons exist in the campaign). Increasing the amount increases the damage proportionally - doubling causes 2d2 points of damage, tripling causes 3d2, and so on.\nAn explosion capable of causing 30 points of damage (15 charges) has a 5-foot radius. Blasts capable of causing 50 or more points of damage (25 or more charges) have a radius of 15 feet, and affect items and fortifications as would a giant\'s blow.\n*Smoke powder components* will be available in a campaign only if the DM allows it. If the DM doesn\'t want it in the campaign, it simply doesn\'t exist. When discovered, a pouch of *smoke powder* contains 3d6 charges. Charges from several pouches of *smoke powder* can be combined to create bigger, more damaging explosions.}}'}, + {name:'Sovereign-Glue',type:'miscellaneous',ct:'20',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Sovereign}}{{title=Glue}}{{subtitle=Oil}}{{Size=Small}}{{Immunity=None}}Specs=[Glue,Miscellaneous,0H,Glue]{{}}MiscData=[w:Sovereign Glue,sp:20,st:Thick Liquid,qty:1d10,sz:S,wt:1,rc:charged]{{Looks Like=This pale amber substance is thick and viscous, contained in a glass-stoppered bottle}}{{Use=Apply all effects of this item manually. Initiative speed of 2 rounds (20 segments) includes both 1 round of application and 1 round of setting}}{{desc=Because of its particular powers, *sovereign glue* can be contained only within a flask coated with *oil of slipperiness*, and each time any of the bonding agent is poured from the flask, a new application of the *oil of slipperiness* must be put on the flask within one round to prevent the remaining glue from adhering to the side of the container.\nOne ounce of the adhesive will cover approximately one square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes one full round to set; if the objects are pulled apart before that time has elapsed, that application of the glue will lose its stickiness and be worthless. If the glue is allowed to set, then attempting to separate the two bonded objects will only result in the rending of one or the other except when *oil of etherealness* or *universal solvent* is applied to the bond - *sovereign glue* is dissolved only by those liquids. A typical container of the substance holds 1d10 ounces of glue.}}'}, + {name:'Spade-of-Colossal-Excavation',type:'magic|miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Spade}}{{name=of Colossal Excavation}}{{subtitle=Spade}}{{Size=Large}}{{Immunity=None}}Specs=[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool],[Spade,Magic|Miscellaneous,2H,Tool]{{}}MiscData=[w:Spade of Colossal Excavation,sp:3,st:Spade,qty:1,sz:L,wt:8]{{Looks Like=This digging tool is 8 feet long with a spade-like blade 2 feet wide and 3 feet long}}ToHitData=[w:Dig Clay,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging clay at 1 cu.yd. per 2 rounds|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 1/2 cubic yard of clay],[w:Dig Gravel,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging gravel at 1 cu.yd. per 2 rounds|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 1/2 cubic yard of gravel],[w:Dig Loose Soil,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging loose soil at 2 cu.yds. per round|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 2 cubic yards of loose soil],[w:Dig Anything Else,cmd:!rounds --gm-target caster|\\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation|\\lt;10|-1|Digging 1 cu.yd. per round|strong \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|You have dug 1 cubic yard of soil],[w:Stop Digging + Rest,cmd:!rounds --removetargetstatus \\amp#64;\\lbrc;selected|token_id\\rbrc;|Colossal Excavation \\amp#13;!magic --message \\amp#64;\\lbrc;selected|token_id\\rbrc;|Spade of Colossal Excavation|After all that hard work you need to rest before you can do any more excavating...]{{Use=Requires 18 strength. Take the spade in both hands using *attk menu \\gt Change Weapon* and use the magical *attack* buttons to control digging from round to round}}{{desc=Any fighter with 18 Strength can use this magical shovel to dig great holes. One cubic yard of normal earth can be excavated in one round. After 10 rounds of digging, the user must rest for five rounds. Hard pan clay takes twice as long to dig, as does gravel. Loose soil takes only half as long.}}'}, + {name:'Sphere-of-Annihilation',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Sphere}}{{name=of Annihilation}}{{subtitle=Magic Item}}{{Size=Medium (2ft dia.)}}{{Immunity=None}}Specs=[Sphere of Annihilation,Miscellaneous,0H,Alteration]{{}}MiscData=[w:Sphere of Annihilation,sp:0,st:Black Sphere,qty:1,sz:M,wt:0,rc:uncharged]{{Looks Like=A globe of absolute blackness, a ball of nothingness 2 feet in diameter. If on the ground it just looks like a flat hole as it is impossible to see perspective and curviture of the surace}}{{Use=Use [place sphere](!rounds --aoe @{selected|token_id}|circle|feet|0|2|2|black) to draw the sphere on the map}}{{GM info=You can move the sphere drawing on the map until control is established, then grant the player control using the token settings}}{{desc=A sphere is actually a hole in the continuity of the multiverse, a void. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, utterly destroyed - even *wishes* and similar magicks have no effect!\nA *sphere of annihilation* is basically static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort. The brain waves of the individual concentrating on moving it bend spatial fabrics, causing the hole to slide. Control range is 40 feet initially, 10 feet/level once control is established. Basic movement rate is 10 feet per round, modified as shown below.\nConcentration control is based on Intelligence and level of experience—the higher the level the greater the mental power and discipline. For every point of Intelligence above 12, the wizard adds 1%; for every point over 15, he adds another 3%. In other words, add 1% for each point from 13 to 15, and an additional 3% for each point from 16-18 - a maximum of 12% bonus at 18 Intelligence. The bonus applies to this table:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Level of Wizard\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Move / Round\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Probability of Control / Round\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;up to 5th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6th-7th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8th-9th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10th-11th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;11\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;40%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12th-13th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14th-15th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;13\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;60%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16th-17th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;14\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;70%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18th-20th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;75%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21st \\amp above\\amplt;/td\\ampgt;\\amplt;td\\ampgt;16\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;80%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nAny attempt to control the sphere will cause it to move, but if control is not established, the sphere will slide toward the wizard attempting to move it. The sphere will continue to move in this direction for 1d4 rounds and as long as the wizard is within 30 feet thereafter.\nIf two or more wizards vie for control of a *sphere of annihilation*, the one with the highest percentage chance to control the sphere is checked first, then the next strongest, etc. Control chance is reduced 5% per person, cumulative, when two or more wizards concentrate on the sphere, even if they are cooperating. If none are successful, the sphere will slip toward the strongest. Control must be checked each round.\nShould a *gate* spell be cast upon a sphere, there is a 50% chance that the spell will destroy it, 35% that the spell will do nothing, and 15% that a gap will be torn in the spatial fabric, and everything in a 180-foot radius will be catapulted into another plane or universe.\nIf a *rod of cancellation* touches a sphere, a tremendous explosion will occur as they negate each other. Everything within a 60-foot radius will sustain 3d4 x 10 points of damage.}}'}, + {name:'Stone-Horse',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone Horse}}{{subtitle=Statue}}{{Size=Large (life size)}}{{Immunity=None}}Specs=[Stone Horse,Miscellaneous,0H,Statue]{{}}MiscData=[w:^^hType#0^^ Stone Horse,query:hType=Which type of Stone Horse?|Courser%%24/3/18/Light/Medium/6|Destrier%%18/1/26/Medium/Heavy/8,sp:3,st:Horse Statue,qty:1,sz:H,wt:500,rc:single-uncharged]{{Looks Like=This appears to be full-sized, roughly hewn statue of a horse, carved from some type of hard stone.}}{{Use=If you know the comand word, ask the GM to use the *Drag \\amp Drop* creature system to drop a *^^hType#0^^ stone horse* onto the playing surface.}}{{GM Info=When used, create a new blank character sheet (preferably with a horse image) and *drag \\amp drop* it onto the playing area. Make sure the token is selected and use the [Creature] button on the dialog that has appeared in chat to select the ^^hType#0^^ Stone Horse}}{{desc=A command word brings the steed to life, enabling it to carry a burden, and even to attack as if it were a warhorse.\nThis is a ^^hType#0^^: This stone horse travels at the same movement rate as a ^^hType#4^^ horse (movement rate ^^hType#1^^) and attacks as if it were a ^^hType#5^^ warhorse (three attacks for 1d^^hType#6^^/1d^^hType#6^^/1d3). It is Armor Class ^^hType#2^^ and has ^^hType#3^^ hit points. It saves versus all applicable attack forms as if it were "Metal, hard."\nA stone horse can carry 1,000 pounds tirelessly and never needs to rest or feed. Damage inflicted upon it can be repaired by first using a stone to flesh spell, thus causing the stone horse to become a normal horse. If then allowed to graze and rest, the animal will heal its wounds at the rate of one point per day. When it is fully healed, it will automatically revert to its magical form.}}'}, + {name:'Stone-of-Controlling-Earth-Elementals',type:'magic|miscellaneous',ct:'10*1d4',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone}}{{name=of Controlling Earth Elementals}}{{subtitle=Stone}}{{Size=Small}}{{Immunity=None}}Specs=[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone],[Stone of Controlling Earth Elementals,Magic|Miscellaneous,1H,Stone]{{}}MiscData=[w:Stone of Controlling Earth Elementals,st:Stone,sp:10*1d4,qty:1,sz:S,wt:1,rc:recharging,ns:2],[cl:PW,w:Summon-Earth-Elemental,sp:10*1d4,pd:1]{{Looks Like=An oddly shaped bit of roughly polished rock}}ToHitData=[w:Use Loose Earth,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 12HD Earth Elemental],[w:Use Mud or Clay,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 12HD Earth Elemental],[w:Use Sand,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 8HD Earth Elemental],[w:Use Rough Stone,pw:Summon-Earth-Elemental,sp:10*1d4,rc:recharging,msg:You summon a 8HD Earth Elemental],[w:Use Worked Stone,sp:40,rc:recharging,msg:You attempt to summon an Earth Elemental and wait for 4 rounds but it does not seem to work]{{Use=Take the stone in-hand using *Attk Menu \\gt Change Weapon*, attack with it and select the appropriate situation button}}{{desc=The possessor of such a stone need but utter a single command word, and an earth elemental of 12-Hit-Dice size will come to the summoner if earth is available, an 8-Hit-Dice elemental if rough, unhewn stone is the summoning medium. (An earth elemental cannot be summoned from worked stone, but one can be from mud, clay, or even sand, although one from sand is an eight-dice monster.) The area of summoning for an earth elemental must be at least 4 feet square and have four cubic yards volume. The elemental will appear in 1d4 rounds. For detailed information about elementals and their control see the Monstrous Compendium. The stone can be used to summon one elemental per day.}}'}, + {name:'Stone-of-Good-Luck+1',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone}}{{name= of Good Luck}}{{subtitle=Magic Item}}Specs=[Stone of Good Luck,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Stone of Good Luck+1,st:Stone,sp:0,svall:+1,rc:uncharged]{{Size=Tiny}}{{Immunity=None}}{{Damage=+[[1]] on To-Hit rolls}}{{Saves=+[[1] on saves and NWP checks}}{{Looks Like=A piece of polished agate.}}{{desc=While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.)}}'}, + {name:'Stone-of-Weight',type:'miscellaneous',ct:'3',charge:'cursed+uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stone}}{{name=of Weight}}{{subtitle=Loadstone}}{{Size=Small}}{{Immunity=None}}Specs=[Stone of Weight,Miscellaneous,0H,Stone]{{}}MiscData=[w:Stone of Weight,st:Stone,sp:3,qty:1,sz:S,wt:1,init*:0.5,rc:cursed+uncharged,pick:!setattr --silent --charid @{selected|character_id} --basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}\\rpar;\\rpar;/2\\rbrak;\\rbrak;,put:!setattr --silent --charid @{selected|character_id} --basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}\\rpar;\\rpar;*2\\rbrak;\\rbrak;]{{Looks Like=An oddly shaped bit of roughly polished rock}}{{GM Info=This cursed stone will affect attacks automatically, reducing by 50%. However, effect on movement rate must be managed manually}}{{desc=This magical stone appears to be any one of the other sorts, and testing will not reveal its nature. However, as soon as the possessor of a stone of weight is in a situation where he is required to move quickly in order to avoid an enemy - combat or pursuit - the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate. Furthermore, the stone cannot be gotten rid of by any nonmagical means - if it is thrown away or smashed, it will reappear somewhere on the character\'s person. If a *dispel evil* is cast upon a *loadstone*, the item will disappear and no longer haunt the individual.}}'}, + {name:'Talisman-of-Pure-Good',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Pure Good}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Pure Good,Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of Pure Good,st:Talisman,sp:3,qty:7,sz:S,wt:1,rc:charged,pick:!magic --message public|@{selected|token_id}|Talisman|If you are a Neutral Priest take \\lbrak;\\lbrak;7d4\\rbrak;\\rbrak;hp damage or if you are an Evil Priest take \\lbrak;\\lbrak;12d4\\rbrak;\\rbrak;hp damage. Anyone else take no damage]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=On being picked up the talisman will report damage done to any priest of the wrong alignment. Apply all the effects of this talisman manually}}{{desc=A high priest who possesses this item can cause a flaming crack to open at the feet of an evil priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed, the evil priest will gain a saving throw vs. death.\nA talisman of pure good has seven charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If an evil priest touches one, he will suffer 12d4 points of damage. Nonpriests will not be affected by the device.}}'}, + {name:'Talisman-of-Ultimate-Evil',type:'miscellaneous',ct:'3',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Ultimate Evil}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Ultimate Evil,Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of Ultimate Evil, st:Talisman,sp:3,qty:6,sz:S,wt:1,rc:charged,pick:!magic --message public|@{selected|token_id}|Talisman|If you are a Neutral Priest take \\lbrak;\\lbrak;7d4\\rbrak;\\rbrak;hp damage or if you are a Good Priest take \\lbrak;\\lbrak;12d4\\rbrak;\\rbrak;hp damage. Anyone else take no damage]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=On being picked up the talisman will report damage done to any priest of the wrong alignment. Apply all the effects of this talisman manually}}{{desc=A high priest who possesses this item can cause a flaming crack to open at the feet of a good priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be evil, and if he is not exceptionally pure in thought and deed, the good priest will gain a saving throw vs. death.\nA *talisman of ultimate evil* has six charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If a good priest touches one, he will suffer 12d4 points of damage. Nonpriests will not be affected by the device.}}'}, + {name:'Talisman-of-Zagy',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Zagy}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Zagy,Miscellaneous,0H,Stone]{{}}MiscData=[w:Talisman of Zagy, st:Talisman, sp:3, qty:1, sz:S, wt:1, rc:single-uncharged,pick:!magic --message @{selected|token_id}|Talisman of Zagy|Having picked up the Talisman of Zagy you must now make a Reaction Check having rolled \\lbrak;\\lbrak;\\lpar;2d10cs\\lt1cf\\gt10\\rpar;-\\lpar;@{selected|chareact}\\ampnoerror}\\rpar;-\\lpar;@{selected|comreact}\\amp{noerror}\\rpar;\\rbrak;\\rbrak; and then select between \\lbrak;Friendly\\rbrak;\\lpar;\\api;magic ~~addmi @{selected|token_id}\\vbar;Talisman-of-Zagy\\vbar;Zagy-Friendly-Talisman\\vbar;\\lbrak;\\lbrak;ceil((0+@{selected|charisma}\\amp{noerror})/6)\\rbrak;\\rbrak;\\vbar;1\\vbar;\\vbar;silent\\rpar; or \\lbrak;Neutral\\rbrak;\\lpar;\\api;magic ~~addmi @{selected|token_id}\\vbar;Talisman-of-Zagy\\vbar;Zagy-Neutral-Talisman\\vbar;1\\vbar;\\vbar;\\vbar;silent\\rpar; or \\lbrak;Hostile\\rbrak;\\lpar;\\api;magic ~~addmi @{selected|token_id}\\vbar;Talisman-of-Zagy\\vbar;Zagy-Stone-of-Weight\\vbar;1\\vbar;\\vbar;\\vbar;silent\\rpar;]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=This talisman will affect attacks automatically, reducing by 50%. However, effect on movement rate must be managed manually}}{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. Whenever a character touches a talisman of Zagy, a reaction check is made as if the individual were meeting another creature.\nIf a hostile reaction result is obtained, the device will act as a *stone of weight*, although discarding it or destroying it results only in 5d6 points of damage and the disappearance of the talisman. If the possessor of a *zagy stone of weight* is in a situation where he is required to move quickly in order to avoid an enemy - combat or pursuit - the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate.}}'}, + {name:'Talisman-of-the-Sphere',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of the Sphere}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of theSphere,Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of the Sphere,st:Talisman,sp:3,qty:1,sz:S,wt:1,rc:single-uncharged,pick:!magic --message public|@{selected|token_id}|Talisman|If you are ***not*** a Wizard take \\lbrak;\\lbrak;5d6\\rbrak;\\rbrak;hp damage]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=On being picked up the talisman will report damage done to any non-wizard. Apply all the effects of this talisman manually}}{{desc=This is a small adamantite loop and handle which will be useless to nonwizards. Characters of any other class touching a talisman of this sort will suffer 5d6 points of damage. When held by a wizard concentrating on control of a *sphere of annihilation*, a *talisman of the sphere* doubles the Intelligence bonus percentage for control (i.e., 2% per point of Intelligence from 13-15, 6% per point of Intelligence from 16-18).\nIf control is established by the wielder of a talisman, he need check for continual control only every other round thereafter. If control is not established, the sphere will move toward the wizard at maximum speed (16 feet/round). Note that a *wand of negation* will have no effect upon a *sphere of annihilation*, but if the wand is directed at the talisman it will negate its power of control as long as the wand is directed at it.}}'}, + {name:'Tattered-Useless-Fan',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Tattered Useless}}{{title=Fan}}{{subtitle=Fan}}{{Size=Small}}{{Immunity=None}}Specs=[Fan,Miscellaneous,0H,Fan]{{}}MiscData=[w:Tattered Useless Fan,st:Fan,sp:3,qty:1,sz:S,wt:1,c:0,rc:uncharged,ns:1],[cl:PW,w:MU-Gust-of-Wind,sp:3,pd:0]{{Looks Like=What used to be a fan but is now nothing more than a collection of wood and papyrus or cloth.}}{{desc=Totally useless as it is. Perhaps you can make these parts into something useful?}}'}, + {name:'Tome-of-Clear-Thought',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Tome of Clear Thought,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Tome of Clear Thought,st:Book,sp:0,qty:1,rc:discharging]{{}}%{MI-DB|Tome-of-Leadership+Influence}{{name=of Clear Thought}}{{effects=A work of this nature is indistinguishable from any normal book. Any single character who reads a *tome of clear thought* will be able to practice mental exercises that will increase their intelligence by one point. Reading a work of this nature takes 48 hours time over six days, and immediately thereafter the book disappears.\nThe reader must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Intelligence goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of a *tome of clear thought* will be of no benefit to the character.}}{{materials=Book}}'}, + {name:'Tome-of-Leadership+Influence',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Tome}}{{name= of Leadership + Influence}}{{splevel=Tome}}{{school=Alteration}}Specs=[Tome of Leadership+Influence,Miscellaneous,1H,Alteration]{{components=V,M}}{{time=[[48]] hours over 6 days}}MiscData=[w:Tome of Leadership+Influence,st:Book,sp:0,qty:1,rc:discharging]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{Looks Like=A leather-and-brass-bound book that is indistinguishable from any other normal book. If you could read the runes on the spine, it might give a clue to the nature of the work, but they are worn and faded, with some clearly missing.}}{{effects=Any single character who reads a *tome of leadership \\amp influence* will be able to practice exercises that will increase their Charisma by one point. Reading a work of this nature takes 48 hours time over six days, and immediately thereafter the book disappears. The reader must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Charisma goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of the tome will be of no benefit to the character.}}{{materials=Book}}'}, + {name:'Tome-of-Understanding',type:'miscellaneous',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Tome of Understanding,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Tome of Understanding,st:Book,sp:0,qty:1,rc:discharging]{{}}%{MI-DB|Tome-of-Leadership+Influence}{{name=of Understanding}}{{effects=A work of this nature is indistinguishable from any normal book. Any single character who reads a *tome of understanding* will be able to practice mental exercises that will increase their wisdom by one point. Reading a work of this nature takes 48 hours time over six days, and immediately thereafter the book disappears.\nThe reader must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Wisdom goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of a *tome of understanding* will be of no benefit to the character.}}{{materials=Book}}'}, + {name:'Triton-Horn-Creatures-1',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=Summoning Creatures}}{{desc=Summoning [[5d4]] hippocampi. Ask the GM to *Drag \\amp Drop* them onto the map and give you control.}}'}, + {name:'Triton-Horn-Creatures-2',type:'',ct:'0',charge:'uncharged',cost:'0',body:'%{MI-DB|Triton-Horn-Creatures-1}'}, + {name:'Triton-Horn-Creatures-3',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=Summoning Creatures}}{{desc=Summoning [[5d6]] giant sea horses. Ask the GM to *Drag \\amp Drop* them onto the map and give you control.}}'}, + {name:'Triton-Horn-Creatures-4',type:'',ct:'0',charge:'uncharged',cost:'0',body:'%{MI-DB|Triton-Horn-Creatures-3}'}, + {name:'Triton-Horn-Creatures-5',type:'',ct:'0',charge:'uncharged',cost:'0',body:'%{MI-DB|Triton-Horn-Creatures-3}'}, + {name:'Triton-Horn-Creatures-6',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.messageTemplate+'}{{name=Summoning Creatures}}{{desc=Summoning [[1d10]] sea lions. Ask the GM to *Drag \\amp Drop* them onto the map and give you control.}}'}, + {name:'Universal-Solvent',type:'potion|miscellaneous',ct:'3',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{prefix=Universal}}{{title=Solvent}}{{splevel=Liquid}}{{school=Alteration}}Specs=[Universal Solvent,Potion|Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Universal Solvent,st:Bottle of Liquid,sp:3,qty:27,rc:discharging]{{range=[[0]]}}{{duration=Instantanious}}{{aoe=1 cu.ft. per ounce/charge}}{{save=Special}}{{Looks Like=An oil or potion of some type - the GM will give you more information}}{{GM Info=Upon first examination, it seems to have the properties of both [oil of slipperiness](!magic --display-ability @{selected|token_id}|MI-DB|Oil-of-Slipperiness) and a [potion of delusion](!magic --display-ability @{selected|token_id}|MI-DB|Potion-of-Delusion).}}{{effects=If this liquid is applied to any form of adhesive or sticky material, the solution will immediately dissolve it. Thus, for instance, the effect of sovereign glue will immediately be negated by this liquid, as will any other form of cement, glue, or adhesive. The area of effect of this liquid is one cubic foot per ounce, and a typical container holds 27 ounces.\nIf the liquid is carefully distilled to bring it down to one-third of its original volume, each ounce will dissolve one cubic foot of organic or inorganic material, just as if a *disintegrate* spell had been employed. To do this, [distil liquid](!magic --addmi @{selected|token_id}|Universal-Solvent|Concentrated-Universal-Solvent|/3|||silent --view-mi @{selected|token_id}) }}{{materials=Solvent}}'}, + {name:'Vacuous-Grimoire',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{}}Specs=[Vacuous Grimoire,Miscellaneous,1H,Alteration]{{}}MiscData=[w:Vacuous Grimoire,st:Book,sp:0,qty:1,rc:single-uncharged]{{}}%{MI-DB|Tome-of-Leadership+Influence}{{prefix=Vacuous}}{{title=Grimoire}}{{name=}}{{Looks Like=A leather-and-brass-bound book that is indistinguishable from any other normal book - in fact, if with other books it will look identical to them.}}{{effects=A book of this sort is identical to a normal one, although if a *detect magic* spell is cast, a magical aura will be noted. Any character who opens the work and reads so much as a single glyph therein must make two saving throws vs. spell. The first is to determine if one point of Intelligence is lost or not; the second is to find if two points of Wisdom are lost. Once opened and read, the *vacuous grimoire* remains; to be destroyed, the book must be burned and a *remove curse* spell cast. If the tome is placed with other books, its appearance will instantly alter to conform to the look of these other works.}}{{materials=Book}}'}, + {name:'Well-of-Many-Worlds',type:'miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Well}}{{name=of Many Worlds}}{{subtitle=Cloth}}{{Size=Large (but folds down small)}}{{Immunity=None}}Specs=[Well of Many Worlds,Miscellaneous,0H,Well]{{}}MiscData=[w:Well of Many Worlds,st:Well,sp:3,qty:1,sz:L,wt:1,rc:single-uncharged]{{Looks Like=A circle of a very fine cloth about 6 feet in diameter: increadibly if not impossibly light and can be folded as small as a pocket handkerchief. Laid on the ground, it is dark and three dimentional like a hole in the ground}}{{Use=Apply all effects of this device manually}}{{desc=This strange interdimensional device looks just like a *portable hole*. Anything placed within it is immediately cast to another world—a parallel earth, another planet, or a different plane at the DM\'s option or by random determination. If the well is moved, the random factor again comes into play. It can be picked up, folded, etc., just like a *portable hole*. Things from the world the well touches can come through the opening, just as easily as from the initiating place.}}'}, + {name:'Wind-Fan',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Wind}}{{title=Fan}}{{subtitle=Fan}}{{Size=Small}}{{Immunity=None}}Specs=[Wind Fan,Miscellaneous,0H,Fan]{{}}MiscData=[w:Wind Fan,st:Fan,sp:3,qty:1,sz:S,wt:1,c:0,to:Tattered-Useless-Fan,rc:uncharged,ns:1],[cl:PW,w:MU-Gust-of-Wind,sp:3,pd:6]{{Looks Like=A fan that appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze.}}{{Use=Apply all effects of this device manually}}{{desc=The possessor can, by uttering the correct word, cause the fan to generate air movement duplicating a [*gust of wind*](!magic --mi-power @{selected|token_id}|MU-Gust-of-Wind|Wind-Fan/Tattered-Useless-Fan|5 --mi-charges @{selected|token_id}|\\amp#91;[({ {({ {(\\amp#91;[\\amp#63;{Roll chance of destruction|1d100}\\amp#41;]\\amp#93;-(20*(6-@{selected|SpellCharges}\\amp#41;\\amp#41; \\amp#41;}, {0} }kl1\\amp#41;}, {-1} }kh1\\amp#41;]\\amp#93;|Wind-Fan||change-last) spell as if cast by a 5th-level wizard. The fan can be used once per day with no risk.\nIf it is used more frequently, there is a cumulative 20% chance per usage that the device will tear into useless, nonmagical tatters.}}\n!magic --query-qty @{selected|token_id}|MIPOWER|Gust-of-Wind|Silent'}, + {name:'Wings-of-Flying',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Wings of Flying}}{{title=Cloak}}{{subtitle=Cloak}}{{Size=Large}}{{Immunity=None}}Specs=[Wings of Flying,Miscellaneous,0H,Cloak]{{}}MiscData=[w:Wings of Flying,st:Cloak,sp:3,qty:1,sz:L,wt:1,rc:uncharged,ns:1],[cl:PW,w:Wings-of-Flying-fly,sp:3,pd:1]{{Looks Like=A plain cloak of old, black cloth.}}{{Use=Click [Fly](!magic --mi-power @{selected|token_id}|Wings-of-Flying-fly|Wings-of-Flying\\amp#13;!rounds --target caster|@{selected|token_id}|Wings-Flying|10|-1|Flying at up to a speed of up to 32|fluffy-wing) to start flying and follow the speed restrictions displayed on your turn announcement}}{{desc=If the wearer speaks a command word, the cloak will turn into a pair of gigantic bat wings (20-foot span) and empower the wearer to fly as follows:\n2 turns at speed 32\n3 turns at speed 25\n4 turns at speed 18\n6 turns at speed 15\n8 turns at speed 12\nAfter the maximum number of possible turns flying, the wearer must rest for one hour - sitting, lying down, or sleeping. Shorter periods of flight do not require full rest, but only relative quiet such as slow walking for one hour. Any flight of less than one turn\'s duration does not require any rest. *Wings of flying* can be used just once per day regardless of the length of time spent flying. They will support up to 500 pounds weight.}}'}, + {name:'Zagy-Friendly-Talisman',type:'hide|magic|miscellaneous',ct:'3',charge:'cursed+discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Zagy}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Zagy,Hide|Magic|Miscellaneous,1H,Talisman]{{}}MiscData=[w:Talisman of Zagy,st:Talisman,sp:3,qty:1,sz:S,wt:1,on:!magic --message gm|@{selected|token_id}|Talisman of Zagy|@{selected|character_name} has taken the Talisman in hand and it will warn of mechanical and magical traps within 20ft,c:0,rc:cursed+discharging,pick:!magic --message @{selected|token_id}|Talisman of Zagy|Wow! This talisman really likes you! It might be worth checking out what it might do for you.]{{Looks Like=An oddly shaped bit of roughly polished rock}}ToHitData=[w:Wish,desc:MU-Wish,lv:18,sp:1,c:1,rc:cursed+discharging]{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. \nIf a friendly reaction result is obtained, the character will find it impossible to be rid of the talisman for as many months as he has points of Charisma. The device will grant one [*wish*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Wish --mi-charges @{selected|token_id}|-1|Zagy-Friendly-Talisman) for every six points of the character\'s Charisma. It will also grow warm and throb whenever its possessor comes within 20 feet of a mechanical or magical trap. (If the talisman is not held, its warning heat and pulses will be of not avail.)\nRegardless of which reaction result is obtained, when its time period expires, the talisman will disappear. A base 10,000 gp diamond will remain in its stead.}}'}, + {name:'Zagy-Neutral-Talisman',type:'hide|miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Talisman}}{{name=of Zagy}}{{subtitle=Talisman}}{{Size=Small}}{{Immunity=None}}Specs=[Talisman of Zagy,Hide|Miscellaneous,0H,Talisman]{{}}MiscData=[w:Talisman of Zagy,st:Talisman,sp:3,qty:1,sz:S,wt:1,rc:single-uncharged,pick:!magic --message @{selected|token_id}|Talisman of Zagy|This talisman can take or leave you - it\'s pretty neutral. That might be a good thing]{{Looks Like=An oddly shaped bit of roughly polished rock}}{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. A neutral reaction results in the talisman remaining with the character for 5d6 hours, or until a [*wish*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Wish --mi-charges @{selected|token_id}|-1|Zagy-Neutral-Talisman||charged) is made upon it, whichever first occurs, and it will then disappear.\nRegardless of which reaction result is obtained, when its time period expires, the talisman will disappear. A base 10,000 gp diamond will remain in its stead.}}'}, + {name:'Zagy-Stone-of-Weight',type:'hide|miscellaneous',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{prefix=Zagy}}{{title=Stone}}{{name=of Weight}}{{subtitle=Loadstone}}{{Size=Small}}{{Immunity=None}}Specs=[Stone of Weight,Hide|Miscellaneous,0H,Stone]{{}}MiscData=[w:Zagy Stone of Weight, st:Stone, sp:3, qty:1, sz:S, wt:1, init*:0.5, rc:single-uncharged,pick:!magic --message @{selected|token_id}|Talisman of Zagy|The talisman has reacted badly to you. What is going to happen next?|!setattr ~~silent ~~charid @{selected|character_id} ~~basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}))/2\\rbrak;\\rbrak;,put:!magic --message @{selected|token_id}|Talisman of Zagy|Disposing of or destroying the Talisman of Zagy causes @{selected|character_name} \\lbrak;5d6\\rbrak;\\lpar;!\\cr;\\amp#47;r 5d6 hp of damage\\rpar;hp of damage and the talisman then disappears|!setattr ~~silent ~~charid @{selected|character_id} ~~basespeed|\\lbrak;\\lbrak;(0+(@{selected|basespeed}\\amp{noerror}))*2\\rbrak;\\rbrak;]{{Looks Like=A small talisman which might or might not be of use, but looks quite pretty}}{{GM Info=This talisman will affect attacks automatically, reducing by 50%. However, effect on movement rate must be managed manually. Discarding the talisman or destroying it results only in 5d6 points of damage and the disappearance of the talisman}}{{desc=A talisman of this sort appears exactly the same as a *stone of controlling earth elementals*. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. Whenever a character touches a talisman of Zagy, a reaction check is made as if the individual were meeting another creature.\nIf a hostile reaction result is obtained, the device will act as a *stone of weight*. If the possessor of a *zagy stone of weight* is in a situation where he is required to move quickly in order to avoid an enemy - combat or pursuit - the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate.\nRegardless of which reaction result is obtained, when its time period expires, the talisman will disappear. A base 10,000 gp diamond will remain in its stead.}}'}, + ]}, + MI_DB_Custom: {bio:'
Custom Magic Items
v6.20 04/04/2024

This Magic Item database holds definitions for all custom Magic Items that do not come from any published manual', + gmnotes:'
Change Log
v6.20 04/04/2024 Started adding hide#1 sections to long desc= sections to trigger "show more..." buttons
v6.18-9 30/10/2023 Fixes to Staff of Frost & others
v6.17 16/10/2023 Merged in custom items from Lost & Found campaign
v6.16 21/04/2023 Split custom magic items from the standard database
v6.15 20/04/2023 Added more items & started DB compression
v6.14 15/04/23 Added more magic items
v6.13 09/04/2023 Added ability for bags to automatically create item character sheet, optionally containing initial items
v6.11 31/01/2023 Added new magic items
v6.10 25/09/2022 Moved to RPGM Library and updated templates
v6.01 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v6.00 06/04/2022 Adapted to use --display-ability command for chaining abilities
v5.9 09/03/2022 Added saving throw data to MIs that affect saves
v5.8 23/02/2022 Fixed issues with Headband of Intelligence, Robe of Protection, & Shocking Bracers
v5.7 04/02/2022 Shocking Bracers updated to fix errors on first use
v5.6 01/01/2022 Updated to common release version
v5.2 - 5.5 Skipped to even up version numbers
v5.1 31/10/2021 Encoded using machine readable data to support API databases
v5.0 01/10/2021 Split MI-DB into separate databases for different types of Item
v4.3.3 09/06/2021 Bug fix for Red Ioun Stone
v4.3.2 06/05/2021 Added some magic items from the Dungeon of Death
v4.3.1 09/04/2021 Fixed a couple of Magic Item macro bugs
v4.3 02/04/2021 Changed spell targeting to use MagicMaster API
v4.2.1 24/03/2021 Added new MIs for Dungeon of Death
v4.2 07/03/2021 Added DM-only list of Magic Items as Priest Level 3 - does not appear for Players. Also changed Magic Item powers to use the !magic API
v4.1.11 04/03/2021 Added in a few MIs from Simon\'s dungeon & added 5 unknown potions, A to E
v4.1.10 25/02/2021 Unfroze the MI Powers table by duplication
v4.1.9 23/02/2021 Added more MIs from Simon\'s Dungeon of Death
v4.1.8 17/02/2021 Added MIs from Simon\'s Dungeon of Death
v4.1.7 29/01/2021 Added MIs held by characters that somehow seem to have got lost in this version of the MI-DB
v4.1.6 21/01/2021 Added new MIs from Simon\'s Dungeon of Death
v4.1.5 19/01/2021 Added missing MI Power of Clairaudience for the Robe of Ears
v4.1.4 08/01/2021 Added missing entry for Ointment of Flying in Potions list
v4.1.3 16/12/2020 Fixed issue with Wand of Paralysation duration when targeting, plus some other small bugs
v4.1.2 29/11/2020 New magic items created for Jacob & Solar (Steve L.\'s characters)
v4.1.1 09/11/2020 Sorted the MI-DB, compressed some item descriptions so fit better in chat window, and also replaced long descriptions with linked Handouts where possible.
v4.1 08/11/2020 Introduction of Magic Item powers for unique MIs, which are stored in the MI-DB rather than player character sheets. This allows them to not need loading into a character\'s powers, but to automatically be available once the MI is acquired.
v4.0 29/10/2020 Same as v3.3.1, but aligned version number with v4 Macro Library release
v3.3.1 20/10/2020 Updated all embedded macro calls to deal with separation of database from macro library, and also set casting levels & names for various MI spell effects.
v3.3 16/10/2020 Split the database of Magic Items from the macro workings so that the MI database can be shared with other macro systems.
v3.2.2 14/10/2020 Added Ring of The Hawk, supported by Attacks macro library v3.6
v3.2.1 14/10/2020 Added Magic Items for both Lost Mines & The High Dungeon
v3.2 19/09/2020 Updated to deal more effectively with lag, adjusted some menus, and added support for multi-status effects. Developed and then abandoned the use of Dusts for rechargable MIs, but totally changed this approach in later version.
v3.1 25/08/2020 Added the ability to deduct multiple charges of a Magic Item when using it. Player specified, and not linked to what they are using it for.
v3.0 25/08/2020 Vetted & updated ready for Roger\'s campaign. Also changed all calls to !tj to take \'--\' as the command introducer and allow multiple commands in one call and forcing execution in order, so as to overcome asynchronous processing issues.
v2.0 Jumped this major version number entirely, to bring in line with other library releases.
v1.3 22/08/2020 Added Magic Items gained in various recent quests
v1.2 08/08/2020 Changed whispers /w using Token_name to instead use Character_name, as if they were different, errors occurred.
v1.1 06/08/2020 Loaded all known character-held MIs from current campaigns. Coordinated all markers and effects across all MIs & Spell libraries.
v1.0 01/08/2020 Testing went fine in Alpha and Beta, so applying first wave of enhancements.
v0.1 19/07/2020 Initial creation for testing', + root:'MI-DB', + api:'magic', + type:'mi', + avatar:'https://s3.amazonaws.com/files.d20.io/images/255019818/RIYjLxZ2bkSCIibdZ7yMhw/thumb.jpg?1636631849', + version:6.20, + db:[{name:'6-Slot-Bag',type:'miscellaneous',ct:'10',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=6 Slot Item Bag}}{{subtitle=Item}}Specs=[MI Bag,Miscellaneous,1H,Bag]{{Speed=[[10]]}}MiscData=[w:6-slot MI Bag,sp:10,rc:charged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{Looks Like=What appears to be a perfectly normal bag, made out of some material that the DM has not yet determined!}}{{desc=This is an add-on Magic Item bag, that adds to the slots in the current bag, profiding more slots for storing Items in.}}{{Use=Use the Bag, and the number of slots will be set automatically.}}\n!modattr --charid @{selected|character_id} --fb-header @{selected|character_name}\'s Magic Item Bag --fb-content @{selected|character_name}\'s Magic Item Bag now has 6 more slots --container-size|+6'}, + {name:'Acid-flask',type:'innate-ranged',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{name=Acid Flask}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed ranged innate flask}}Specs=[Flask,Innate-Ranged,1H,Flask]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Acid Flask,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:2,rc:charged]{{Attacks=1 per round, Acid Splash}}{{Ammo=+0, vs. SM:1+1d8, L:1+1d8}}AmmoData=[w:Acid Flask,t:Flask,st:Flask,sb:0,+:0,SM:1+1d8,L:1+1d8]{{Range=S:30, M:60, L:120}}RangeData=[t:Flask,+:0,r:3/6/12]{{desc=A flask full of weak burning acid which only does 1+1d8 damage for 1 round}}'}, + {name:'Amulet-of-Teleport-to-Safety',type:'miscellaneous',ct:'2',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Amulet}}{{name= of Teleport to Safety}}Specs=[Amulet of Teleport to Safety,Miscellaneous,1H,Alteration]{{subtitle=Ring}}{{Speed=[[2]]}}MiscData=[w:Amulet of Teleport to Safety,st:Amulet,sp:2,rc:discharging]{{Size=Tiny}}{{Looks Like=A fancy amulet of what appears to be some precious metal, with the name *Neverwinter* engraved on it.}}{{Immunity=None}}{{desc=Activation takes whole Party to Temple in Neverwinter}}'}, + {name:'Amulet-of-polymorph-self',type:'miscellaneous',ct:'4',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Amulet}}{{name= of Polymorph Self}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Amulet of Polymorph Self,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[4]]}}MiscData=[w:Amulet of Polymorph Self,st:Amulet,sp:4,rc:recharging]{{range=[[0]]}}{{duration=[[14]]}}{{aoe=Wearer}}{{save=None}}{{healing=[Change Form](!rounds --target caster|Amulet-Polymorph-Self|@{selected|casting-level}|-1|Polymorphed, with motion+breathing+physical dmg, but own attk+HP|Three-leaves)}}{{Looks Like=An amulet made of some precious metal, with images of different animals engraved on its circumference}}{{effects=When this amulet is used, the user is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, they gain its physical mode of locomotion and breathing as well. No system shock roll is required. The amulet does not give the new form\'s other abilities (attack, magic, special movement, etc.), nor does it run the risk of the user changing personality and mentality.\nWhen the polymorph occurs, the user\'s equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The user retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A user not used to a new form might be penalised at the DM\'s option (for example, -2 penalty to attack rolls) until they practice sufficiently to master it.\nThus, a user changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding\'s offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement. The user retains their own hit points, attack rolls, and saving throws. The user can end the effect at any time; when voluntarily returning to their own form and ending the effect, they regain [1d12](!\\amp#13;\\amp#47;r 1d12) hit points. The user also will return to their own form when slain or when the effect is dispelled, but no hit points are restored in these cases.}}{{materials=The amulet}}\n!setattr --charid @{selected|character_id} --silent --MI-used|Amulet of Polymorph Self'}, + {name:'Ankheg-Shell',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Ankheg-Shell}}{{subtitle=Useful Item}}Specs=[Ankheg Shell,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}{{Size=Large}}{{desc=A shell from an Ankheg that has the potential to be made into ultra-light AC0 armour}}'}, + {name:'Bag-of-Gold-Coins',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bank of Bildeth bag of 100gp}}{{subtitle=Treasure}}Specs=[Bag of Gold Coins,Miscellaneous,1H,Treasure]{{Size=Small but Heavy}}{{desc=A cloth bag clearly marked on the outside with "Property of Bank of Bildeth - 100 Gold Pieces" and containing just that.}}'}, + {name:'Bag-of-Lead-Coins',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bag of 100 lead coins}}{{subtitle=Treasure}}Specs=[Bag of Lead Coins,Miscellaneous,1H,Treasure]{{Size=Small but Very Heavy}}{{desc=A cloth bag containing 100 lead coins. These weigh double the weight of normal coins}}'}, + {name:'Bag-of-Silver-Coins',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Bank of Bildeth bag of 100sp}}{{subtitle=Treasure}}Specs=[Bag of Silver Coins,Miscellaneous,1H,Treasure]{{Size=Small but Heavy}}{{desc=A cloth bag clearly marked on the outside with "Property of Bank of Bildeth - 100 Silver Pieces" and containing just that.}}'}, + {name:'Basic-Poison',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{name=Basic Poison}}{{subtitle=Potion}}{{Speed=[[10]]}}{{Size=Small}}{{Saves=[Negates](!\\amp#13;\\amp#47;gmroll 1d20 save vs Poison)}}{{desc=You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.}}'}, + {name:'Berserker-Morningstar+0',type:'melee|magic',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Berserker Morningstar+0}}{{subtitle=Mace/Club}}{{Speed=[[7]]}}{{Size=Medium}}WeapData=[w:Berserker Morningstar+0,rc:cursed,ns:1],[cl:PW,w:PW-Rage,sp:0,lv:1,pd:1]{{Weapon=1-handed melee club}}Specs=[Morningstar,Melee,1H,Clubs],[Morningstar,Magic,1H,Power]{{To-hit=+0 + Str bonus}}ToHitData=[w:Berserker Morningstar+0,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:7,rc:cursed],[w:Rage,pw:PW-Rage,lv:1]{{Attacks=1 per round + level \\amp specialisation, Bludgeoning}}{{Damage=+0, vs SM:2d4, L:1d6+1, + Str bonus}}DmgData=[w:Morningstar,sb:1,+:0,SM:2d4,L:1+1d6]{{desc=This morningstar is Cursed, and picking it up extends the curse to you. As long as you remain Cursed, you are unwilling to part with the morningstar, keeping it within reach at all times. You also have disadvantage on Attack rolls with Weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\nYou can *rage* once per day while wielding the *berserker morningstar*}}'}, + {name:'Black-Stone',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Unknown Black Shiny Stone}}{{subtitle=Magic Item}}Specs=[Black Stone,Miscellaneous,1H,Any]{{Size=Small}}MiscData=[w:Black Stone,st:Stone,sp:0,rc:uncharged]{{Powers=Unknown}}{{desc=This stone seems to be glistening and have flecks of something on its surface - or is that just reflected light. Even just looking at it, you feel optimistic about it}}'}, + {name:'Book-of-Changes',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Book}}{{name= of Changes}}{{splevel=Tome}}{{school=Alteration}}Specs=[Book of Changes,Miscellaneous,1H,Alteration]{{components=V,M}}{{time=[[48]] hours}}MiscData=[w:Book of Changes,st:Book,sp:10,rc:discharging]{{range=Reader}}{{duration=Permanent}}{{aoe=Reader}}{{save=None}}{{Looks Like=An ornately bound and shod book, heavy and large, with a lock that may or may not be functioning. On the cover it says: ***“Do you suffer from a crisis of identity? Do you wish that you were someone else? If so, this book is for you!”***.}}{{effects=The Book of Changes - lets a character change any/all of their classes / alignment / race / gender / weapon proficiencies / non-weapon proficiencies. If the same size hit dice are used no re-rolling is required but it may be necessary if the character changes some of their levels to a class that has different size hit dice. On the cover it says: ***“Do you suffer from a crisis of identity? Do you wish that you were someone else? If so, this book is for you!”***. The changes as a result of changed class mean that the user can change weapon proficiencies and specialisation, and non-weapon proficiencies. The user may not ***add*** levels as a result of using this book.}}{{materials=Book}}'}, + {name:'Broach',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Broach}}{{subtitle=Item}}Specs=[Broach,Miscellaneous,1H,Item]{{Speed=[[0]]}}MiscData=[w:Broach,sp:0,st:Broach,rc:single-uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=What appears to be a perfectly normal broach, made out of some shiny metal with a pretty design stamped on the front - quite well made...}}'}, + {name:'Broach-of-Spider-Control',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Broach}}{{name= of Spider Control}}{{splevel=Magic Item}}{{school=Enchantment/Charm}}Specs=[Broach of Spider Control,Miscellaneous,1H,Enchantment-Charm]{{components=M}}{{time=[[3]]}}MiscData=[w:Broach of Spider Control,st:Broach,sp:3,rc:uncharged,loc:Misc]{{range=[[0]]}}{{duration=While worn}}{{aoe=[60 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|magic|true --target single|@{selected|token_id}|\\amp#64;{target|Control which spider?|token_id}|Broach of Spider Control|99|0|Controlled by @{selected|token_name}|chained-heart)}}{{save=Special}}{{Looks Like=A large broach with a sturdy pin and catch, suitable for securing a heavy cloak. There is a detailed image of a single spider on its face.}}{{effects=This broach allows the wearer to control any one spider within 60 feet of the wearer. Only one spider can be controlled at any one time, but once controlled the spider can move anywhere within 240ft of the wearer in order to do the wearer\'s bidding. The spider can be of any type and size, but not supernatural or spider deities or demi-gods.}}{{hide1=\nThe spider will consider the wearer of the broach a friend and fellow spider to be protected (although disadvantaged by many fewer limbs), and will accept commands including to attack other spiders. However, it will not accept commands for self-harm or that might be otherwise against its nature - if such commands are attempted, the control will immediately break and will not be able to be re-established.\nThe broach also enables the wearer to traverse spiders web in a similar fashion to a *Cloak of Arachnida*, traversing at the same rate as the spider that created it, or a rate of 6 otherwise. The wearer cannot be entrapped by web from a spider.}}{{Use=To mark a spider as controlled, use the Area of Effect button and target any single spider within the area of effect that appears. To change the spider that is controlled, the DM will need to remove the status from the currently controlled spider, after which use the Area of Effect button again.}}'}, + {name:'Bullywug-Royal-Spear',type:'melee|protection-spear|ranged',ct:'5',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Bullywug Royal Spear}}{{subtitle=Spear}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1- or 2-handed melee or thrown spear}}Specs=[Spear,Melee|Protection-Spear,1H,Spears],[Spear,Melee,2H,Spears],[Spear,Ranged,1H,Spears]{{To-hit=+1 + Str \\amp Dex bonuses}}ToHitData=[w:Spear,sb:1,+:1,n:1,ch:18,cm:1,sz:M,ty:P,r:10,sp:5],[w:Spear,sb:1,+:1,n:1,ch:18,cm:1,sz:M,ty:P,r:10,sp:5],[w:Spear,sb:1,db:1,+:1,n:1,ch:18,cm:1,sz:M,ty:P,sp:5]{{Attacks=1 per round + level \\amp specialisation, Piercing}}ACdata=[a:Bullywug Royal Spear,+:2,rules:+inhand]{{Damage=+1, 1H: vs SM:1d6, L:1d8, 2H: SM: 1d8, L: 2d4+1, + Str bonus}}DmgData=[w:Spear,sb:1,+:0,SM:1d6,L:1d8],[w:Spear,sb:1,+:0,SM:1d8,L:1+2d4],[]{{Ammo=+1, vs SM:1d6, L:1d8, + Str bonus}}AmmoData=[w:Bullywug Royal Spear,t:Spear,st:Spear,sb:1,+:1,SM:1d6,L:1d8]}}{{Range=S:10, M:20, L:30}}RangeData=[t:Spear,+:1,r:1/2/3]{{desc=This is a Bullywug Royal Spear. The point is extra-sharp and it is perfectly balanced. Obviously not made by the Bullywugs, but something they stole or won in battle. It can also be used 2-handed for extra damage, unlike a normal spear. It achieves a critical hit on an 18, and in so doing knocks the opponent prone.}}'}, + {name:'Campaign-Bed',type:'miscellaneous',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Campaign Bed}}{{subtitle=Magic Item}}Specs=[Campaign Bed,Miscellaneous,1H,Alteration]{{Size=Small/Large}}MiscData=[w:Campaign Bed,st:Minature Bed,wt:10,sp:10,rc:uncharged]{{Powers=5HP overnight + comfort}}{{desc=A switch on the headboard will shrink it down to the size of a pack of cigarettes, so it can be slipped in a pocket. Anyone sleeping on the bed overnight will gain an extra 5 hit points of healing, and be warm and comfortable in all conditions - even outdoors in snow!}}'}, + {name:'Candle-of-Translation',type:'miscellaneous',ct:'100',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Candle}}{{name= of Translation}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Candle of Translation,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[100]]}}MiscData=[w:Candle of Translation,st:Candle,wt:1,sp:100,rc:rechargeable]{{range=[[0]]}}{{duration=As long as candle lasts}}{{aoe=Creature lighting candle in area illuminated}}{{save=None}}{{Looks Like=A large ecclesiastical candle, which might last up to 2 hours.}}{{effects=Similar to the L3 MU spell and L4 Priest spell *Tongues* (but not exactly the same), this magic candle imbues the creature lighting the candle, breathing in the smell of the hot wax, and reading by its light with the ability to read any language (but not magic runes). The user does not have to know what language the text is in, and does not provide this information. The candle does not provide the ability to understand spoken language, only that which is written, and does not help with interpretation of what is written - the reader must work that out for themselves!\nThe candle burns at [[1]] use per round - a round is about the time needed to read one full page of dense handwriting. It can be recharged with wax gathered from the nests of Giant Hornets}}{{materials=Candle,Flint \\amp tinder or other means of lighting candle}}'}, + {name:'Cauldron-of-Reheated-Stew',type:'miscellaneous',ct:'100',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Cauldron}}{{name= of Reheated Stew}}MiscData=[w:Cauldron of Reheated Stew,st:Cauldron,wt:10,sp:100,rc:recharging]{{subtitle=Magic Item}}Specs=[Caldron of Reheated Stew,Miscellaneous,1H,Conjuration-Summoning]{{Looks Like=A small cauldron, such as might be used by adventurers on a campaign to heat food}}{{desc=Cauldron contains a tasty and nourishing stew, sufficient for a good meal for 6 or 7 persons (say 1.5 gallons). It will magically refill itself once a day when heated.}}'}, + {name:'Cloak',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Cloak}}{{subtitle=Magic Item?}}Specs=[Cloak,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Cloak,st:Cloak,sp:0,rc:uncharged,loc:Cloak]{{Size=Small}}{{Immunity=?}}{{desc=This cloak is possibly a magical item, but what it does is currently unknown.}}'}, + {name:'Cloak-of-Stealthy-Movement',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Cloak}}{{name= of Stealthy Movement}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Cloak of Stealthy Movement,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Cloak of Stealthy Movement,st:Cloak,sp:0,rc:uncharged,loc:cloak]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=Special}}{{Looks Like=A light cloak, which seems to be made of some material that does not rustle.}}{{effects=A cloak that allows the wearer to move stealthily. Refer to the DM who created it for the specs! (Possibly the same as a Thief moving silently of the level of the wearer?}}{{materials=The cloak}}'}, + {name:'Cloth-of-Feather-Fall',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Cloth of Feather Fall}}{{subtitle=Magic Item}}Specs=[Cloth of Feather Fall,Miscellaneous,1H,Protection]{{Speed=[[0]]}}MiscData=[w:Cloth of Feather Fall,sp:0,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{desc=Essentially a parachute of ultra fine and strong silk.If the possessor starts falling more than 6ft, the cloth will magically appear from wherever it is stored on the creature\'s person, unfolded and attached by fine unbreakable threads that form a harness around the possessor. The cloth will then act as a parachute with the same effect as a *Feather Fall* spell. When, the possessor gently alights on the ground, the threads detatch, the cloth floats to the ground and re-folds itself, then waits to be picked up and stowed. **Note:** the cloth does not re-stow itself. It needs to be recovered and stowed after use.\nThe cloth is AC2 and has 50HP. If it takes damage, the rate of fall will increase in proportion to the damage taken - 50% is twice as fast, 66% is 3 times as fast, 75% is 4 times as fast and half falling damage, 100% means it no longer works. Damage can only be repared by a combonation of a seamstress and the casting of *Feather Fall* and *Permanence* spells}}'}, + {name:'Continual-Light-Jewel',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Jewel with Continual Light}}{{subtitle=Magic Item}}Specs=[Continual Light Jewel,Miscellaneous,1H,Alteration-Sun]{{Size=Tiny}}MiscData=[w:Continual Light Jewel,st:Glowing Jewel,sp:0,rc:uncharged]{{desc=This is an ordinary jewel with a Continual Light spell cast on it. It will shine brightly whenever it is outside of any containment}}'}, + {name:'Coral-Rapier',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Coral Rapier}}{{subtitle=Sword}}{{Speed=[[2]]}}{{Size=Medium}}{{Weapon=1-handed melee marine fencing-blade}}Specs=[Rapier,Melee,1H,Fencing-blade]{{To-hit=+0 no bonuses}}ToHitData=[w:Coral Rapier,sb:0,+:0,n:2,ch:20,cm:2,sz:M,ty:P,r:5,sp:2]{{Attacks=2 per round + level \\amp specialisation, Piercing}}{{Damage=+0, vs SM:1d8+2, L:1d8, no bonuses}}DmgData=[w:Coral Rapier,sb:0,+:0,SM:2+1d8,L:1d8]{{desc=This is a pointed blade made of coral, light and very sharp. Thicker than a normal rapier, it is a tapered stick of coral, which has been grown or shaped to have a fine, sharp point. It\'s lightness and pointiness makes it similar to a rapier to wield. On a dice roll of 1 or 2, however, it will break.}}'}, + {name:'Cursed-Luckstone',type:'miscellaneous',ct:'0',charge:'cursed',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Cursed Luckstone}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Cursed Luckstone,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Cursed Luckstone,sp:0,svall:-1,rc:cursed]{{range=[[0]]}}{{duration=Permanent}}{{aoe=Holder}}{{save=None}}{{effects=This magical stone looks exactly the same as the others of this ilk. However, it is not one anyone wants to possess. It confers -1 (or -5%) on all dice rolls involving factors such as saving, slipping, dodging, etc.—whenever dice are rolled to find whether the character suffers from some adverse happening. This bad luck does not affect attack and damage rolls or spell failure dice.}}'}, + {name:'Cursed-Ring-of-Wishes',type:'ring',ct:'-1',charge:'cursed-charged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Wishes (cursed)}}{{subtitle=Ring}}Specs=[Ring of Wishes,Ring,1H,Conjuration-Summoning]{{Speed=[[0-1]] - so fast, you can\'t change your mind, but the effect may take forever to happen}}RingData=[w:Ring of Wishes,st:Ring,sp:-1,rc:cursed-charged,loc:left finger|right finger]{{Size=Tiny}}{{Looks Like=A plain gold ring, which seems to gleam slightly though the gleam almost seems...}}{{desc=The cursed Ring of Wishes is the same as a normal one, and will grant the wishes. Only after the last wish is used will this description appear. It cannot be removed by a *Remove Curse*, until a Wish (from the ring or elsewhere) is first used to wish that the next *Remove Curse* cast on it actually works.\nAs with any wish, the DM should be very judicious in handling the request. If players are greedy and grasping, interpret their wording exactly, twist the wording, or simply rule the request is beyond the power of the magic. In any case, the wish is used up, whether or not the wish was granted, and regardless of the DM\'s interpretation of the wisher\'s request. No wish can cancel the decrees of god-like beings, unless it comes from another such creature.\n**House rules:** Legitimate uses for a full wish with no splash\n1. Raise a single attribute to 16\n2. Raise a single attribute from 16 to 17, or 17 to 18, or 18 to 19, or 19 to 20. Cannot be raised above 20 using a single wish.\n3. Restore a party to full heath (even if some members dead/paralysed/etc)}}'}, + {name:'Dark-Mage-Porter',type:'potion',ct:'100*1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Dark Mage Porter}}{{splevel=Beer}}{{school=Inebriation}}Specs=[Dark Mage Porter,Potion,1H,Inebriation]{{components=Alcohol}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) turns until imbibed}}PotionData=[sp:100*1d4,rc:charged]{{range=Consumer}} {{duration=Drunk for [[1d3]]hours}}{{aoe=Consumer}}{{save=None}}{{effects=A reasonable beer, though it could be on the turn}}{{materials=Pint of beer}}'}, + {name:'Death-Pact-Ring-of-Party-Wish',type:'ring',ct:'1',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Death Pact Ring of 1 Party Wish}}{{subtitle=Ring}}Specs=[Ring of Party Wish,Ring,1H,Necromancy]{{Speed=[[1]]}}RingData=[w:Death Pact Ring of Party Wish,sp:1,rc:discharging,loc:left finger|right finger]{{Size=Tiny}}{{Looks Like=A ring made of jet black material, finely worked}}{{desc=Ring - Death Pact. Whoever wears the ring knows all of this… On wearing the ring you need to designate a place of saftey (which you must have visited), If you drop BELOW zero, the first charge automatically teleports you to the location and restored to 1HP but are week and feeble. The ring then changes into a Ring of Party Wish (1 charge). This enables a wish to restore / recover / ressurect party members. It is possible to use the Ring of Party Wish without having used the Death Pact, but the ring vanishes after the use of the wish.}}'}, + {name:'Elaborate-Book',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Elaborate Book}}Specs=[Elaborate-Book,Miscellaneous,1H,Alteration]{{subtitle=Interesting Item?}}MiscData=[w:Elaborate Book,sp:0,rc:uncharged]{{desc=This book has gold writing on the front, which someone with the right knowledge and reading ability might be able to decipher. Every page is edged with gold, and filled with scrawled writing in several forms (some symols and runes, along with more normal writings) and detailed diagrams. Clearly, it is a tome of or about some form of magic, but what?}}'}, + {name:'Electrum-Ingot',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Electrum Ingot}}{{subtitle=Treasure}}{{Speed=[[0]]}}{{Size=Tiny}}{{Value=100 ep}}{{Weight=2lbs}}{{desc=This is an ingot of electrum, with smooth sides and unmarked, except for a stamp certifying it as pure Electrum and worth 100ep.}}'}, + {name:'Firedrake-Egg',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Firedrake Egg}}{{subtitle=Potential Pet}}Specs=[Firedrake Egg,Miscellaneous,1H,Treasure]{{desc=Firedrake egg, which is glowing red-hot (and must be kept so if it is to hatch). If a character is present when the egg hatches, it will imprint on the character, and be a companion for 6 months, at which time it will leave to find a territory - but will remember the character favourably if they meet again. It will hatch in [1D4+1](!\\amp#13;\\amp#47;r 1d4+1 months until the Firedrake Egg hatches) months.}}'}, + {name:'Fireproof-Scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Fireproof Scrollcase}}{{subtitle=Useful Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Fireproof Scrollcase,sp:0,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=Fireproof if not damaged}}{{Saves=None}}{{Use=Drag the *Fireproof Scrollcase* sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can protect a scroll in the heart of a fire. If damaged by more than 50% (out of a total of 20HP), then loses its fireproofing, but can still function to hold scrolls.}}{{GM Info=If more than one *Fireproof Scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue}}'}, + {name:'Fireproof-Spellbook',type:'miscellaneous',ct:'10',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Fireproof Spellbook}}{{subtitle=Useful Item}}Specs=[Fireproof Spellbook,Miscellaneous,1H,Treasure]{{Size=Small}}{{Powers=Fireproof}}ScrollData=[sp:10,st:Book,rc:single-uncharged]{{desc=This scrollbook can hold spells which can be viewed for copying, or cast (which will erase the spell from the book, like it was a scroll). Use the buttons to [View](!magic --view-spell mi-spells|@{selected|token_id}) or [Erase](!magic --cast-spell MI|@{selected|token_id}) a spell. The GM can write additional spells into the spellbook if you successfully copy them\nThis spellbook currently holds:\n@{selected|mi-muspells-Fireproof-Spellbook}\\amp{noerror},@{selected|mi-prspells-Fireproof-Spellbook}\\amp{noerror} }}{{GM Info=The GM can [Write Spells](!magic --store-spells @{selected|token_id}|Fireproof-Spellbook). The DM can also rename the spellbook using the GM\'s *Add Items* menu to Make it unique.}}'}, + {name:'Flask-of-Anesthetic-Gas',type:'innate-ranged|potion',ct:'1',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Flask of Anesthetic Gas}}{{splevel=Gas}}{{school=Evocation}}Specs=[Flask of Anesthetic Gas,Innate-Ranged|Potion,1H,Flask of Anesthetic Gas]{{components=M}}PotionData=[w:Flask of Anesthetic Gas,sp:1,rc:charged]{{time=1}}ToHitData=[w:Flask of Anesthetic Gas,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:1,ru:-1,rc:charged]{{duration=Unconcious for [1d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is affected?|token_id}|Flask of Anesthetic Gas|[[100*1d4]]|-10|Knocked unconcious and prone|skull)}}AmmoData=[w:Flask of Anesthetic Gas,t:Flask of Anesthetic Gas,st:Flask,sb:0,+:0,SM:0,L:0]{{Range=S:10, M:20, L:30}}RangeData=[t:Flask of Anesthetic Gas,+:0,r:1/2/3]{{aoe=[5ft radius](!rounds --aoe @{selected|token_id}|circle|feet|30|10|10|acid) around where flask breaks}}{{save=Halves}}{{effects=This anesthetic gas renders all within its area of effect unconcious for 1d4 turns. Those affected fall prone and unable to move, and have no knowledge of anything happening around them.}}{{hide1=They can be moved, restrained, robbed or killed without any ability to resist during the time they are unconcious. Otherwise, those affected suffer no harm from the anesthetic.\nThose affected can only be woken either by waiting for the anesthetic to wear off, or by using a specific gaseous reviver (a form of smelling salt): normal poison antidotes do not work.}}{{materials=Potion}}{{Use=Can be taken in hand as a weapon, like an Oil Flask, and used as a ranged weapon attack.\nA **successful attack** implies the desired location was hit - use the AoE button to show the affected area, and then use the Duration button to target those affected.\nA **failed attack** means the flask landed at a point half the distance again from the target location in a direction determined by 1d8, with 1 being away from the caster of the flask, and counting clockwise. Once this new location is determined, use the AoE and Duration buttons as above.}}'}, + {name:'Folding-Boat',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Folding Boat}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Folding Boat,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Folding Boat,st:Box,wt:10,sp:0,rc:uncharged]{{range=0}}{{duration=Until command word spoken}}{{aoe=N/A}}{{save=None}}{{effects=A folding boat will always be discovered as a small wooden "box\'\'—about one foot long, one-half foot wide, and one-half foot deep. It will, of course, radiate magic if subjected to magical detection. The "box\'\' can be used to store items like any other box. If a command word is given, however, the box will unfold itself to form a boat of 10 feet length, four feet width and two feet depth. A second (different) command word will cause it to unfold to a 24-foot long, 8-foot-wide, and 6-foot deep ship.\nIn its smaller form, the boat has one pair of oars, an anchor, a mast, and lateen sail. In its larger form, the boat is decked, has single rowing seats, five sets of oars, a steering oar, anchor, a deck cabin, a mast, and square sail. The first can hold three or four people comfortably, the second will carry fifteen with ease.\nA third word of command causes the boat to fold itself into a box once again. The words of command may be inscribed visibly or invisibly on the box, or they may be written elsewhere—perhaps on an item within the box. The words might have been lost, making the boat useless (except as a small box) until the finder discovers the words himself (via legend lore, consulting a sage, physical search of a dungeon, etc.).}}'}, + {name:'Gauntlets-of-Hill-Giant-Strength',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Gauntlets}}{{name= of Hill Giant Strength}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Gauntlets of Hill Giant Strength,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Gauntlets of Hill Giant Strength,st:Gauntlets,sp:0,rc:uncharged,loc:Hands]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=A pair of well-made gauntlets for use with armour, which seem lighter than they look and resize to fit any hand from halfling to ogre-sized.}}{{effects=These appear the same as typical hand-wear for armour. The wearer of these gloves, however, is imbued with 19 Strength in his hands, arms, and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add a +3 bonus to attack rolls and a +7 bonus to damage inflicted when a hit is made. The wearer can also hurl rocks up to 80yds to inflict 1d6 base damage. They grow or shrink to fit human to halfling-sized hands.}}'}, + {name:'Gloves-of-Stealthy-Pilfering',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Gloves}}{{name= of Stealthy Pilfering}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Gloves of Stealthy Pilfering,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Gloves of Stealthy Pilfering,st:Gloves,sp:0,rc:uncharged,loc:Hands]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=These gloves are made of the finest material, so fine that when worn the wearer does not even feel that they are wearing gloves. They automatically tighten onto the shape of any hand (however misshapen) to become a second skin - though they are equally easy to take off.}}{{effects=These gloves are made of the finest material, so fine that when worn the wearer does not even feel that they are wearing gloves. They automatically tighten onto the shape of any hand (however misshapen) to become a second skin - though they are equally easy to take off.\nWhile worn, the hands will slip lightly into any pocket, bag, or other unlocked container, increasing the chance of successful pickpocketing by 25% (maximum 95%) for any character or class. Even if the attempt is not deemed successful, the attempt will never be noticed by the target.}}'}, + {name:'Goggles',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Goggles}}{{subtitle=Perhaps a Magic Item?}}Specs=[Goggles,Miscellaneous,1H,Treasure]{{Size=Small}}MiscData=[st:Goggles,loc:Eyes]{{Powers=Unknown}}{{desc=These goggles appear to be of fine quality, and might be magical, but their powers (if they have any) are unknown.}}'}, + {name:'Goggles-of-the-Night',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Goggles}}{{name= of the Night}}MiscData=[w:Goggles of the Night,st:Goggles,sp:0,rc:uncharged,loc:Eyes]{{subtitle=Magic Item}}Specs=[Goggles of the Night,Miscellaneous,1H,Alteration]{{Looks Like=These goggles appear to be of fine quality, and might be magical, but their powers (if they have any) are unknown.}}{{desc=While wearing these dark lenses, you have *darkvision* out to a range of [[60]] feet. If you already have *darkvision*. wearing the goggles increases its range by [[60]] feet.}}'}, + {name:'Happy-the-Dummy',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=\'Happy\', the Ventriloquist\'s Dummy}}{{subtitle=Magic Item}}Specs=[Happy the Dummy,Miscellaneous,1H,Alteration]{{Speed=[[10]]}}MiscData=[w:Happy the Dummy,st:Ventriloquists Dummy,sp:0,rc:uncharged]{{Size=Large}}{{Looks Like=A rather creepy ventriloquist\'s dummy, about the size of a 7-year-old human boy but with the face of a middle-aged man}}{{desc=Happy is not a happy boy... This is a sentient Magic Item with powers. See separate Character Sheet}}'}, + {name:'Hat',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hat}}{{subtitle=Magic Item?}}Specs=[Hat,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Hat,st:Hat,sp:0,rc:uncharged,loc:Head]{{Size=Small}}{{Immunity=?}}{{desc=This hat is possibly a magical item, but what it does is currently unknown.}}'}, + {name:'Headband-of-Intelligence',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Headband}}{{name= of Intelligence +1}}{{subtitle=Miscellaneous}}Specs=[Headband of Intelligence,Miscellaneous,1H,Alteration]{{Acivity=[Wear or remove the headband](!magic --display-ability @{selected|token_id}|MI-DB|HoI-use)}}MiscData=[w:Headband of Intelligence,st:Headband,sp:0,rc:uncharged,loc:Head]{{Looks Like=A circle of fine cloth or beautifully tooled leather that fits around the head, and can fit under a cloak hood or a helm}}{{desc=When worn, this magic headband (somewhat like a sports sweat-band) raises Intelligence by 1. When removed, Intelligence reduces by 1. \n If Intelligence is changed by other means, the change due to the wearing or removal of the headband is additional to such changes}}\n!setattr --charid @{selected|character_id} --silent --HoI|[[0+@{selected|HoI} \\amp{noerror}]]'}, + {name:'HoI-put-or-take',type:'',ct:'0',charge:'uncharged',cost:'0',body:'%{MI-DB|Wearing-@{selected|HoI}}'}, + {name:'HoI-use',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!setattr --fb-from Magic Items --fb-header Headband of Intelligence --fb-content _CHARNAME_\'s intelligence is now _CUR1_ --charid @{selected|character_id} --HoI|[[1-@{selected|HoI}]] --intelligence|[[@{selected|intelligence}+([[(2*(1-@{selected|HoI}))-1]]) ]]'}, + {name:'Hot-Dog-biscuits',type:'miscellaneous',ct:'4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Hot Dog biscuits}}{{subtitle=Magic Item}}Specs=[Hot Dog Biscuits,Miscellaneous,1H,Evocation]{{Size=Small}}MiscData=[w:Hot Dog Biscuits,st:Biscuits,sp:4,rc:charged]{{Powers=Dog can breath fire}}{{desc=Label says "Hot Dog - our dog biscuits enable your dog to breath fire!" One biscuit will give 3 fire breaths over a period of 1 turn otherwise in accordance with the Fire Breath Potion.\n**Fire Breath:** This potion allows the imbiber to spew a tongue of flame. One biscuit allows the consumer to breathe a cone of fire [10ft wide, up to 20ft long](!rounds --aoe @{selected|token_id}|cone|feet|0|20|10|fire|true) that inflicts [1d10 + 2](!\\amp#13;\\amp#47;r 2+1d10) points of damage (d10 + 2). Eating both doubles the range and damage. Saving throws vs. breath weapon for half damage apply in all cases. If the flame is not expelled before the turn expires, the biscuit fails, with a 10% chance that the flames erupt in the imbiber\'s system, inflicting double damage upon him, with no saving throw allowed.}}'}, + {name:'Kalidascope-of-Many-Colours',type:'miscellaneous',ct:'5',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Kalidascope of Many Colours}}{{subtitle=Item}}Specs=[Kalidascope,Miscellaneous,1H,Treasure]{{Speed=[[5]]}}MiscData=[w:Kalidascope of Many Colours,sp:5,rc:recharging]{{Size=Small}}{{Immunity=Special}}{{Saves=Special}}{{desc=Looking at any single creature or item within line of sight through this kalidascope and turning the end of the barrel will allow the viewer to see the true nature of the viewed object, overcoming any illusion or invisibility. However, it also colours the normally visible parts of the object with a random colour that everybody *except* the target creature can see with effects as below:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;[d100 Dice Roll](!\\amp#13;\\amp#47;gmroll 1d100)\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Duration\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Colour\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt; \\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d6 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Blue](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Blue|\\amp#91;[10*1d6]\\amp#93;|-1|Oh, I\'m so depressed...morale at -5 but can breathe underwater|broken-skull)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Depressed: morale checks at penalty of 5, but able to breathe underwater\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;26-50\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+1d4 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Green](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Green|\\amp#91;[10*(2+1d4\\amp#41;]\\amp#93;|-1|Hidden in green spaces, +2 AC bonus, visible in others, -1 AC penalty|aura)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2 bonus to AC in woodland, otherwise -1 penalty to AC\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;51-65\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+1d4 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Yellow](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Yellow|\\amp#91;[10*(2+1d4\\amp#41;]\\amp#93;|-1|Suddenly very visible, -2 penalty to AC)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-2 penalty to AC\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;66-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Instant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;White\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Heals 10HP damage, restores those below 0HP to stable and not weak \\amp feable at 1HP\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2+1d8 rounds\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Black](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Black|\\amp#91;[2+1d8]\\amp#93;|-1|Has become invisible, +4 bonus to AC|half-haze)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Invisibility, +4 bonus to AC\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-95\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d4 rounds\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Red](!rounds single|@{selected|token_id}|\\amp#64;{target|Who to view?|target_id}|Kalidascope Red|\\amp#91;[1d4]\\amp#93;|-1|I\'m on fire! 2d6 damage, save vs. spell to halve|three-leaves)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d6 HP damage per round from magical fire, save vs spell each round to halve\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;96-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Special\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Choose\\amplt;/td\\ampgt;\\amplt;td\\ampgt;The user can choose which colour\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Keraptis-Spellbook-No4',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Small Book\n}}{{name=Keraptis\' Spellbook No4}}{{subtitle=Spellbook}}Specs=[Spellbook,Miscellaneous,1H,Any]{{spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell mi-muspells|@{selected|token_id})}}MiscData=[w:Keraptis-Spellbook-No4,st:Book,sp:0,rc:single-uncharged,ns:15],[cl:MU,w:Invisibility-10ft-radius,sp:3,lv:11],[cl:MU,w:clairaudience,sp:3,lv:11],[cl:MU,w:gust-of-wind,sp:3,lv:11],[cl:MU,w:protection-from-evil-10ft-radius,sp:3,lv:11],[cl:MU,w:lightning-bolt,sp:3,lv:11],[cl:MU,w:fumble,sp:4,lv:11],[cl:MU,w:wall-of-fire,sp:4,lv:11],[cl:MU,w:detect-scrying,sp:3,lv:11],[cl:MU,w:extension-I,sp:2,lv:11],[cl:MU,w:phantasmal-killer,sp:4,lv:11],[cl:MU,w:cone-of-cold,sp:5,lv:11],[cl:MU,w:chaos,sp:5,lv:11],[cl:MU,w:dismissal,sp:10,lv:11],[cl:MU,w:feeblemind,sp:5,lv:11],[cl:MU,w:wall-of-force,sp:5,lv:11]{{Looks Like=A small book with a complete leather wrapping, tied and sealed in such a way that it looks like it might be watertight}}{{desc=A waterproof spell book which is well worn. It has a physical lock that forms a seal all the way around the book. The designs on the outside and the title page make it clear this is the spell book of a very powerful mage of perhaps an evil persuasion. It looks old and the writing is faded - this is probably a discarded book from when the mage was building their powers and had still not reached their full potential, forgotten and left behind}}'}, + {name:'Key-of-Unlocking',type:'miscellaneous',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Key}}{{name= of Unlocking}}{{subtitle=Magic Item}}Specs=[Key of Unlocking,Miscellaneous,1H,Alteration]{{Size=Tiny}}MiscData=[w:Key of Unlocking,st:Key,sp:4,rc:uncharged]{{Looks Like=This key is small and made of dull metal. It does not seem of high quality at all.}}{{desc=This key is small and made of dull metal. It does not seem of high quality at all. However, for any door or lock that has a keyhole, it will resize itself to fit, and has an [80%](!\\amp#13;\\amp#47;r 1d100cs\\lt80cf\\gt81\\amp#13;\\lt=80% opens the lock) chance of opening any and all physical, non-magical lock without setting off any associated trap (roll once for all physical locks). Failure does not open the lock and definitely sets off any associated traps. If the door also has one or more magical locks, it has a [40%](!\\amp#13;\\amp#47;r 1d100cs\\lt40cf\\gt41 \\amp#13;\\lt=40% opens one magic lock) chance of opening each of these without setting off any associated trap (roll separately for each magical trap). Failure sets off the associated trap.}}'}, + {name:'Lizardfolk-Royal-Trident',type:'melee|ranged',ct:'7',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Lizardfolk Royal Trident}}{{subtitle=Weapon}}{{Speed=7}}{{Size=Large}}{{Weapon=1- or 2-handed melee or thrown spear}}Specs=[Trident,Melee,1H,Spears],[Trident,Melee,2H,Spears],[Trident,Ranged,1H,Spears]{{To-hit=+0 + Str \\amp Dex bonuses}}ToHitData=[w:Lizardfolk Royal Trident,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7,msg:Any hit scoring 5+ than needed does double dmg],[w:Lizardfolk Royal Trident,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,r:8,sp:7,msg:Any hit scoring 5+ than needed does double dmg],[w:Lizardfolk Royal Trident,sb:1,db:1,+:0,n:1,ch:20,cm:1,sz:L,ty:P,sp:7,msg:Any hit scoring 5+ than needed does double dmg]{{Attacks=1 per round + level \\amp specialisation, Piercing}}{{Damage=+0, 1H vs SM:3d6+2, L:3d8+3, 2H vs SM:3d8, L:3d10 + Str bonus}}DmgData=[w:Lizardfolk Royal Trident,sb:1,+:0,SM:2+3d6,L:3d8+3],[w:Lizardfolk Royal Trident,sb:1,+:0,SM:3d8,L:3d10],[]{{Ammo=+0, vs SM:3d6+2, L:3+3d8, + Str bonus}}AmmoData=[w:Lizardfolk Royal Trident,t:Lizardfolk Royal Trident,st:Spear,sb:1,+:0,qty:1,SM:2+3d6,L:3+3d8]{{Range=S:20, L:60}}RangeData=[t:Trident,+:0,r:2/2/6]{{desc=This three-tined fork atop a stout 6-foot long, thick, very strong rod engraved and sculpted with antastic scenes of marine battle appears to be a barbed military fork or Trident. It can be used a either a melee weapon or thrown a short distance as a ranged weapon. It is inlayed with precious metals, and there appear to be grips on it that fit perfectly in a Lizardfolk hand (but not other races).\nIf used by Lizardfolk royalty, who have become expert in its use, any hit 5 or more than that needed to hit **causes double damage.**}}'}, + {name:'Loaded-Gaming-Dice',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Loaded Gaming Dice}}Specs=[Loaded Gaming Dice,Miscellaneous,1H,Dice]{{subtitle=Useful Item}}MiscData=[w:Loaded Gaming Dice,sp:0,rc:uncharged]{{desc=Masterfully crafted dice, that are loaded in a variety of ways (e.g. some high, some low and some to specific scores). Any (in-game) roll has a 50% improved chance of achieving the desired outcome. However, each roll in the same sequence vs. the same or associated opponents has a cumulative 5% chance, roll on roll, of being detected as loaded. \nThus, if a die roll does not succeed you can choose to roll percentile and if get 1-50% you deem the original roll a success. If you get 95% minus 5% per sequential use then your opponent has determined the dice might be loaded.}}'}, + {name:'Magic-Item',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Unknown Item, possibly magical}}Specs=[Magic Item,Miscellaneous,1H,Any]{{Powers=Unknown}}MiscData=[st:Item]{{desc=This is a fine quality item, certainly of a quality fine enough to be enchanted, and it might be a *magic* item.}}'}, + {name:'Magic-feedbowl',type:'miscellaneous',ct:'600',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Feedbowl}}{{splevel=Magic Item}}{{school=Enchantment/Charm}}Specs=[Magic Feedbowl,Miscellaneous,1H,Enchantment-Charm]{{Sphere=Animal}}{{components=M}}{{time=[[1]] hour}}MiscData=[w:Magic Feedbowl,st:Bowl,sp:600,rc:uncharged]{{range=[[0]]}}{{duration=Permanent}}{{aoe=Creature eating or drinking from the bowl}}{{save=Negates}}{{Looks Like=A small bowl with images of animals engraved all around the outside, and with runes of some sort engraved on the inside.}}{{effects=A bowl with images of animals engraved all around the outside, and with runes of some sort engraved on the inside. This bowl will act with the same effect as an *Animal Friendship* spell for any natural animal eating from it.}}{{materials=The feedbowl, and food or water the animal likes}}'}, + {name:'Magical-Book',type:'scroll|miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Unknown Book}}{{splevel=Unknown}}{{school=Unknown}}Specs=[Magical Book,Scroll|Miscellaneous,1H,Any]{{components=Unknown}}{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The nature of this book is unknown. \n It might not even be magical. It must be viewed to find out.}}'}, + {name:'Magical-Boots',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Unknown Magical Boots}}{{subtitle=Magic Item}}Specs=[Magical Boots,Miscellaneous,1H,Any]{{Size=Medium}}MiscData=[st:Boots,loc:Feet]{{Powers=Unknown}}{{desc=These definitely appear to be magical boots, but as yet it is unclear what their powers are.}}'}, + {name:'Magical-Key',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Magical Key}}{{subtitle=Magic Item}}Specs=[Magical Key,Miscellaneous,1H,Any]{{Size=Tiny}}MiscData=[st:Key]{{Powers=Unknown}}{{desc=This key is small and made of dull metal. It does not seem of high quality at all. But something about it seems to make it stand out}}'}, + {name:'Medallion-of-flyswatting',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Medallion}}{{name= of Flyswatting}}{{subtitle=Magic Item}}Specs=[Medallion of Flyswatting,Miscellaneous,1H,Alteration]{{Speed=By type of weapon}}MiscData=[w:Medallion of Flyswatting,st:Medallion,sp:0,rc:uncharged]{{Size=Tiny}}{{To-hit=+[[1]], +[[3]] vs Insectoids}}{{damage=+[[1]], +[[3]] vs Insectoids}}{{Other Powers=Turn Undead PR-L+1}}{{Looks Like=A medallion of about 2 inches diameter, which seems to have a holy symbol of some type displayed, alongside an image of a weapon. Does not seem to have a chain attached, or any means of wearing it.}}{{desc=When attached to any type of weapon, will turn it into +1, +3 vs Insectoids - any existing plusses and powers are "overwritten" while this medallion is attached. On examination it will be found to display the holy symbol of the holder (changes with holder), and may be used to turn undead at +1 level, cumulative with other turning undead items or powers. If used by a holder with no power to turn, gives power as a 1st level cleric.}}'}, + {name:'Mer-Salvager-Toxin-Attack',type:'melee',ct:'1',charge:'recharging',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Merfolk Salvager Toxin Attack}}{{subtitle=Venemous Talon}}{{Speed=[[1]]}}{{Size=Small}}{{Weapon=1-handed melee innate attack}}Specs=[Innate,Melee,1H,Innate]{{To-hit=+0 no bonuses}}ToHitData=[w:Salvager Toxin,sb:0,+:0,n:1,ch:20,cm:1,sz:S,ty:P,r:5,sp:1,qty:2,rc:recharging]{{Attacks=2 per day, Piercing}}{{Damage=+0, vs SM:1d8+2, L:1d8+2, no bonuses}}DmgData=[w:Salvager Toxin,sb:0,+:0,SM:2+1d8,L:2+1d8,msg:Save vs. Poison or \\lbrakParalysed\\rbrak\\lpar!rounds \\dash-target single|^^tid^^|\\amp#64;{target|Who is the victim?|token_id}|Salvager Toxin|2|-1|Paralysed by some kind of toxin|back-pain\\rpar for two rounds]{{desc=Using a specific talon evolved for the purpose, the Mer-Salvager can paralyse a victim for two rounds. However, this attack can only be used twice per day}}'}, + {name:'Mithral-Field-Plate-Armour',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{prefix=Mithral }}Specs=[Field Plate,Armour,0H,Plate]{{}}ACData=[a:Mithral Field Plate,st:Plate,t:Field-Plate,+S:3,+P:1,+B:0,ac:2,+:1,sz:L,wt:15,loc:body,rac:Field Plate (Disguise)]{{}}%{MI-DB|Field-Plate}{{subtitle=Special Armour}}{{Looks Like=Some very fine, well made and, above all, very light field plate armour. Very shiny...}}{{Armour=Mithral Field plate}}{{Weight=15lbs - incredibly light!}}{{AC=[[3]][[0-1]] against all attacks}}'}, + {name:'Mountain-Blood-Strong-Spirit',type:'potion',ct:'10*1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Mountain Blood Strong Spirit}}{{splevel=Spirit}}{{school=Inebriation}}Specs=[Mountain Blood Spirit,Potion,1H,Inebriation]{{components=Strong Alcohol}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) rounds until imbibed}}PotionData=[sp:10*1d4,rc:charged]{{range=Consumer}} {{duration=Drunk for [[1d6]]hours}}{{aoe=Consumer}}{{save=None}}{{effects=A dark red distilled spirit of some unidentifiable type, extremely alcoholic. Probably safe to drink, as it could never go off - there\'s so much alcohol!}}{{materials=Absolute alcohol and a drop of mountain stream water}}'}, + {name:'Oil-Flask',type:'innate-ranged|potion',ct:'2',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{name=Oil Flask}}{{subtitle=Thrown weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed ranged innate flask}}Specs=[Flask,Innate-Ranged|Potion,1H,Flask]{{To-hit=+0, + Dex bonuses}}ToHitData=[w:Oil Flask,sb:0,db:1,+:0,n:1,ch:20,cm:1,sz:S,ty:SPB,sp:2,rc:charged]{{Attacks=1 per round, when lit fire round 1 2d6, round 2 1d6}}AmmoData=[w:Oil Flask,t:Flask,st:Flask,sb:0,+:0,SM:2d6,L:1d3]{{Range=S:10, M:20, L:30}}RangeData=[t:Flask,+:0,r:1/2/3]{{desc=A flask full of oil which does no damage unless lit. To do fire damage, either 1 round preparing the oil flask then a second throwing it (requiring a successful attack), or throw it (successful hit required) and then throw a fire source such as a torch (needing a second attack at +4)}}{{use=Take the *Oil Flask* in hand using *Change Weapon*, and then throw it as a ranged weapon. *Direct Hit* and *Splash* options will then be made available.}}'}, + {name:'Oil-skin-coat',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Oil-Skin Coat}}{{subtitle=Armour}}{{Armour=Equivalent of Leather armour}}Specs=[Oil-Skin Coat,Armour,0H,Leather]{{AC=Standard AC [[8]], [[0-2]] vs. Piercing damage}}ACData=[a:Oil-Skin Coat,st:Leather,t:Leather,+S:0,+P:-2,+B:0,+:0,ac:8,sz:L,wt:20]{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=This floor-length oil-skin is the equivalent armour class of normal Leather armour, but *it looks cool!* It has multiple pockets sewn *inside* the sleeves, which can store small potion bottles or material components.}}'}, + {name:'Ointment-of-Flying',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Ointment of Flying}}{{splevel=Ointment}}{{school=Alteration}}Specs=[Ointment of Flying,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=[4+1d4](!\\amp#13;\\amp#47;r 1d4+4) turns}}{{aoe=Consumer}}{{save=None}}{{healing=Select the number of portions to use below}}{{effects=A small flat tin of a white ointment. When rubbed into the skin of a living creature it will cause wings to sprout from an aerodynamically plausible location on the body, giving the ability to fly, in accordance with a 3rd level MU Fly spell. \nDifferent “portions” applied enable different sized creatures to fly.[1 portion](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Flying99|0|Flying - DM to determine duration|fluffy-wing) = large dog to fly, or human size to feather fall, [2 portions](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Flying99|0|Flying - DM to determine duration|fluffy-wing --mi-charges @{selected|token_id}|-1|Ointment-of-Flying) = human to fly or light horse to feather fall, [3 portions](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Potion-of-Flying99|0|Flying - DM to determine duration|fluffy-wing --mi-charges @{selected|token_id}|-2|Ointment-of-Flying) = light horse etc. The pot contains 2D6+4 portions. No. of portions should be rolled by the person who gets it.\nMove vertically and horizontally at a rate of [[18]] (half that if ascending, twice that if descending in a dive). The manoeuvrability class is B. Using the ointment requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of [[3]]). Possible combat penalties while flying are known to the DM (found in the "Aerial Combat" section of Chapter 9 of the DMG). The exact duration of the effect is always unknown to the user of the ointment, as the variable addition is determined secretly by the DM}}{{materials=Ointment}}'}, + {name:'Overshoes-of-Silent-Treading',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Overshoes}}{{name= of Silent Treading}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Overshoes of Silent Treading,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[0]]}}MiscData=[w:Overshoes of Silent Treading,st:Overshoes,sp:0,rc:uncharged,loc:Over Boots]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=None}}{{Looks Like=This pair of overshoes are elasticated covers for a character\'s normal footwear, made of some very fine cloth or silk that does not seem to rustle.}}{{effects=This pair of overshoes are elasticated covers for a character\'s normal footwear. When worn any properties of the footwear so covered do not function, but the wearer can tread silently even over the squeakiest wooden floor or any other surface.\nThe overshoes do not silence the rest of the wearer\'s movement, only sound that might occur from anything trodden on such as twigs breaking, or water splashing.\nThe overshoes do wear out with use, and the number of charges depends on the material used to make them, and the skill of the creator.}}'}, + {name:'Pacman',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Figurine\n}}{{name=Pacman Animating Figurine}}{{subtitle=Magic Item}}Specs=[Pacman,Miscellaneous,1H,Conjuration-Summoning]{{Speed=[[10]]}}MiscData=[w:Pacman,st:Figurine,sp:10,rc:discharging]{{Size=Small}}{{Looks Like=A figurine of an average human, dressed in absolutely normal clothes, finely worked and with noble features}}{{desc=Placing this figurine on the floor and speaking one of 4 commands causes this figure to grow to a full-sized human, fully equipped as one of the 4 different classes as specified by the command chosen: Fighter, Priest, Mage, or Thief. Each is of 8th level, with (53HP and AC2?). The fighter uses a Longsword, the Priest a Mace, the Mage a Quarterstaff and the Thief a Shortsword. The Priest and Mage have appropriately filled memorised spells. The figurine is charged, and uses one charge per round of use. Once all charges are used, the igurine becomes just a fine quality treasure item, worth (?). (Is it rechargable?)}}'}, + {name:'Pill-of-Cure-Blindness+Deafness',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Cure Blindness \\amp Deafness}}{{splevel=Potion}}{{school=Abjuration}}Specs=[Pill of Cure Blindness+Deafness,Potion,1H,Abjuration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=Cure some forms of blindness \\amp deafness}}{{effects=This potion has the equivalent result to the 3rd level Priest spell, *Cure Blindness \\amp Deafness*. On complete consumption within [[1]] round, the potion, it restores some forms of blindness and deafness (DMs ruling). It will not restore or repair visual or auditory organs damaged by disease, but will generally cure magical effects that have not done physical damage. Curing of effects due to wounding by weapons will be at DMs discression, depending on the types of wounds.\nA deafened creature can react only to what it can see or feel, and suffers a [[0-1]] penalty to surprise rolls, a +[[1]] penalty to its initiative rolls, and a [[20]]% chance of spell failure for spells with verbal components. A blinded creature suffers a [[0-4]] penalty to its attack rolls, a +[[4]] penalty to its Armor Class, and a +[[2]] penalty to its initiative rolls}}{{materials=Potion}}'}, + {name:'Pill-of-Cure-Critical-Wounds',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Pill of Cure Critical Wounds}}{{splevel=Pill}}{{school=Healing}}Specs=[Pill of Cure Critical Wounds,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[3d8+3](!\\amp#13;\\amp#47;r 3d8+3)}}{{effects=This pill has the equivalent result to the 5th level Priest spell, *Cure Critical Wounds*, which is a more potent version of the *Cure Light Wounds spell*. On complete consumption within [[1]] round, the potion heals [3d8+3](!\\amp#13;\\amp#47;r 3d8+3) points of wound or other injury damage to the creature\'s body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures}}{{materials=Pill}}'}, + {name:'Pill-of-Cure-Disease',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Pill of Cure Disease}}{{splevel=Pill}}{{school=Healing}}Specs=[Pill of Cure Disease,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=This pill has the equivalent result to the 3rd level Priest spell, *Cure Disease*. This pill cures most diseases by complete consumption within [[1]] round. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. Note that the spell does not prevent reoccurrence\nof a disease if the recipient is again exposed.}}{{materials=Pill}}'}, + {name:'Pill-of-Cure-Serious-Wounds',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Cure-Serious-Wounds}}{{splevel=Potion}}{{school=Healing}}Specs=[Pill of Cure Seriuos Wounds,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[2d8+1](!\\amp#13;\\amp#47;r 2d8+1)}}{{effects=This potion has the equivalent result to the 4th level Priest spell, *Cure Serious Wounds*, which is a more potent version of the *Cure Light Wounds spell*. On complete consumption within [[1]] round, the potion heals [2d8+1](!\\amp#13;\\amp#47;r 2d8+1) points of wound or other injury damage to the creature\'s body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures}}{{materials=Potion}}'}, + {name:'Pipe-of-Remembrance',type:'miscellaneous',ct:'0',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Pipe of Remembrance}}Specs=[Pipe of Remembrance,Miscellaneous,1H,Divination]{{subtitle=Magical Item}}MiscData=[w:Pipe of Remembrance,sp:0,rc:recharging]{{desc=This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.}}'}, + {name:'Poison-Type-A',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.potionTemplate+'}{{title=Poison Type A}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Poison,Potion,1H,Alteration]{{components=M}}{{time=Drink 1\nTake effect 1d4+1}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Special}}{{aoe=Consumer}}{{save=Negates}}{{effects=Ingesting or injecting this poison will cause 15hp of damage in [[10d3]] minutes unless a save vs. poison succeeds (with or without assisstance)}}{{materials=Potion}}'}, + {name:'Poisoned-barbed-dart',type:'ammo',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.CSdefaultTemplate+'}{{name=Poisoned Barbed Dart}}{{subtitle=Ammo for Blowgun}}{{Speed=As per blowgun}}{{Size=Tiny}}Specs=[Poisoned Barbed Dart,Ammo,1H,Blowgun]{{Ammo=For Blowgun, SM:1d3, L:1d2, save vs. poison or take additional 1d3}}AmmoData=[w:Poisoned Barbed Dart,t:Blowgun,+:0,SM:1d3,L:1d2,rc:uncharged,msg:This is a poisoned barbed dart. Save vs poison or take an additional \\lbrak;\\lbrak;1d3\\rbrak;\\rbrak;(!\\amp#13;\\amp#47;r 1d3 poison damage) damage]{{Range=1/2/3}}RangeData=[t:Blowgun,+:0,r:1/2/3]{{desc=A Blowgun dart, barbed and of good quality that has been dipped in a long-lasting poison type B}}'}, + {name:'Poisonous-Spider-Sacks',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Poisonous Spider Sacks}}{{splevel=Potion}}{{school=Unknown}}Specs=[Poisonous Spider Sacks,Potion,1H,Necromancy]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=[[0]]}}{{duration=Unknown}}{{aoe=Creature hit}}{{save=Unknown}}{{reference=DMG p73}}{{effects=Damage is [1d8](!\\amp#13;\\amp#47;r 1d8 HP damage from poisonous spider sacks - poison type unknown). The effects of this poison other than damage are unknown.}}{{materials=Potion}}'}, + {name:'Potion',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Unknown Potion}}{{splevel=Potion}}{{school=Unknown}}Specs=[Unknown Potion,Potion,1H,Any]{{components=M}}{{time=1 to drink,\n1d4+1 to take effect}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Unknown}}{{aoe=Consumer}}{{save=Unknown}}{{effects=The effects of this potion are unknown. In fact, is it a potion at all?}}{{materials=Potion}}'}, + {name:'Potion-Trans-Class',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Trans-Class Ability}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion Trans-Class,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[[1d4+1]]}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=[[1]] day}}{{aoe=Consumer}}{{save=None}}{{effects=For a period of 1 day enables the imbiber to use limited skills for another class e.g. \n**Warrior skills** - use a weapon normally forbidden, as proficient.\n**Wizard skills** - Cast 3 first level spells of choice\n**Priest** - cast 3 first level spells of choice\n**Thief** - Move silently + Hide in shadows, even in armour.\nChoose one class when drinking.}}{{materials=Potion}}'}, + {name:'Potion-of-Arms',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Arms}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Arms,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=[4+1d4 Turns](!rounds --target caster|@{selected|token_id}|Potion of Arms|[[10*(4+1d4)]]|-1|Definately not armless!|strong\\amp#13;!attk --change-hands @{selected|token_id}|+[[2*(?{How many doses?|1|2|3})]]\\amp#13;!magic --mi-charges @{selected|token_id}|-[[?{How many doses?|1|2|3}-1]]|Potion-of-Arms\\amp#13;!setattr --charid @{selected|character_id} --Potion-of-Arms-doses|[[?{How many doses?|1|2|3}]])}}{{aoe=Consumer}}{{save=None}}{{effects=Drinking a portion of this potion will give the consumer two additional arms for the duration}}{{materials=Potion}}'}, + {name:'Potion-of-Deaths-Door',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Death\'s Door}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Deaths Door,Potion,1H,Necromancy]{{components=M}}{{time=1 (to drink) + 1d4+1 (to take effect)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=Dosage: Halfling or gnome adult, 1 dose; Dwarf or Half-Orc adult, 3 doses; Other race adults, 2 doses; children, reduce by 1 dose. Note: 10% chance of alergic reation - if get purple \\amp orange spots seek immediate medical attention.\n[Consume Potion](!magic --mi-charges @{selected|token_id}|-\\amp#91;[\\amp#63;{How many doses?|1|2|3}-1]\\amp#93;|Potion-of-Deaths-Door\\amp#13;\\ampamp;{template:'+fields.messageTemplate+'}\\amp#123;{desc=The patient has the potion poured down their throat - ask the DM for the effect}\\amp#125;)}}{{effects=Immediately brings the wounded individual back up to 0 hit points, bringing the subject back from death\'s door. Although the victim remains unconscious, bleeding and deterioration are stopped for the duration of the spell. The subject (now at 0 hit points) can be brought immediately to consciousness by clerical spells or items that restore lost hit points, and if above 0 is not then weak and helpless.}}{{materials=Potion}}'}, + {name:'Potion-of-Neutralise-Poison',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Neutralise Poison}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Neutralise Poison,Potion,1H,Necromancy]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=By means of a neutralize poison spell, the priest detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the priest to roll a successful attack in combat. This spell can prevent death in a poisoned creature if cast before death occurs. The effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch; thus, creatures (and objects) that generate new poison are not permanently detoxified.\nThe reversed spell, poison, likewise requires a successful attack roll, and the victim is allowed a saving throw vs. poison. If the latter is unsuccessful, the victim is incapacitated and dies in one turn unless the poison is magically neutralized or slowed.}}{{materials=Potion}}'}, + {name:'Potion-of-Raise-Dead',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Raise Dead}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Raise Dead,Potion,1H,Necromancy]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=Special}}{{effects=Equivalent to the 5th level Priest Spell.\nWhen the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, or human (other creatures may be allowed, at the DM\'s option). The length of time that the person has been dead is of importance, as the priest can raise persons dead only up to a limit of one day for each experience level of the priest (i.e., a 9th-level priest can raise a person who has been dead for up to nine days).\nNote that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. Likewise, other ills, such as poison and disease, are not negated. The raised person must roll a successful resurrection survival check to survive the ordeal (see Table 3: Constitution) and loses 1 point of Constitution.\nFurther, the raised person is weak and helpless, needing a minimum of one full day of rest in bed for each day or fraction he was dead. The person has 1 hit point when raised and must regain the rest by natural healing or curative magic. A character\'s starting Constitution is an absolute limit to the number of times he can be revived by this means.}}{{materials=Potion}}'}, + {name:'Potion-of-Recovery',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Recovery}}{{splevel=Potion}}{{school=Necromancy}}Specs=[Potion of Recovery,Potion,1H,Necromancy]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=Removes exhaustion, cures any disease or poison. Recovery increased by +10 for 2 consecutive full sleeps (but requires full night\'s rest to complete each night)}}{{materials=Potion}}'}, + {name:'Potion-of-Remove-Paralysis',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Remove Paralysis}}{{splevel=Potion}}{{school=Abjuration}}Specs=[Potion of Remove Paralysis,Potion,1H,Abjuration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=Equivalent to the 3rd level Priest Spell.\nBy the use of this potion, the consumer is freed from the effects of any paralysation or from related magic (such as a ghoul touch, or a hold or slow spell)}}{{materials=Potion}}'}, + {name:'Potion-of-Special-Restoration',type:'potion',ct:'30',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Restoration (Special)}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Special Restoration,Potion,1H,Healing]{{components=M}}{{time=[[3]] rounds}}PotionData=[sp:30,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{effects=When this potion is consumed, the life energy level of the recipient creature is restored by one. This reverses any previous life energy level drain of the creature by a force or monster, including restoring all previously held experience and HP (unlike the spell). Thus, if a 10th-level character had been struck by a wight and drained to 9th level, the restoration spell would bring the character up to exactly as they were prior to the attack. Restoration is effective only if the potion is consumed within fourteen days of the recipient\'s loss of life energy (based on the minimum level of Priest needed to cast the equivalent spell). A restoration spell restores the intelligence of a creature affected by a feeblemind spell. It also negates all forms of insanity. Casting this spell ages both the caster and the recipient by two years.}}{{materials=Potion}}'}, + {name:'Potion-of-Spider-Climb',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Super-Heroism}}{{splevel=Potion}}{{school=Alteration}}Specs=[Potion of Spider Climb,Potion,1H,Alteration]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=[[3+@{selected|casting-level}}]] rounds}}{{aoe=Consumer}}{{save=None}}{{healing=[Become Spider-man](!rounds --target caster|@{selected|character_id}|Spider-climb|[[3+@{selected|casting-level}]]|-1|Spider-like climbing abilities|drink-me)}}{{effects=A spider climb potion enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings, in a similar way to the spell of the same name. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of [[6]] ([[3]] if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells if under a spider climb spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw).}}{{materials=Potion}}'}, + {name:'Potion-of-Superior-Healing',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Potion of Superior Healing}}{{splevel=Potion}}{{school=Healing}}Specs=[Potion of Superior Healing,Potion,1H,Healing]{{components=M}}{{time=1 to drink\n1+1d4 to take effect}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=[5d8+5](!\\amp#13;\\amp#47;r 3d8+3)}}{{effects=This potion restores 5d8 + 5 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-fifth that is drunk.}}{{materials=Potion}}{{use=Apply all effects manually}}'}, + {name:'Potion-of-Universal-Antidote',type:'potion',ct:'2+1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Universal Antidote Potion}}{{splevel=Potion}}{{school=Healing}}Specs=[Universal Antidote,Potion,1H,Healing]{{components=M}}{{time=[[1]]+[1d4+1](!\\amp#13;\\amp#47;r 1d4+2)}}PotionData=[sp:2+1d4,rc:charged]{{range=Consumer}}{{duration=Permanent}}{{aoe=Consumer}}{{save=None}}{{healing=Antidote to all types of poison}}{{effects=By means of Universal Antidote potion, any sort of poison or venom in the creature consuming, or to which it is applied (for poisons in wounds) is neutralised (as per the 4th Level Priest spell *Neutralise Poison*). This potion can prevent death in a poisoned creature if administered before death occurs. The effects of the potion are permanent only with respect to poison existing in the consuming creature at the time of application; thus, creatures that suffer new poisonings are not permanently detoxified}}{{materials=Potion}}'}, + {name:'Ring',type:'ring',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Unknown Ring}}{{splevel=Ring}}{{school=Unknown}}Specs=[Unknown Ring,Ring,1H,Any]{{components=M}}{{time=Unknown}}RingData=[w:Unknown Ring,sp:1,rc:uncharged,loc:left finger|right finger]{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of this ring are unknown. In fact, is it a magical ring at all, or just one of fine quality and just treasure?}}{{materials=Ring}}'}, + {name:'Ring-Protect-vs-Missiles',type:'ring',ct:'0',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Protection vs Missiles}}{{subtitle=Ring}}Specs=[Ring Protect vs Missiles,Ring,1H,Abjuration-Protection]{{Speed=[[0]]}}RingData=[w:Ring Protect vs Missiles,sp:0,rc:discharging,loc:left finger|right finger]{{Duration=[[5]] rounds per charge}}{{Size=Tiny}}{{Immunity=[Become Immune](!rounds --target caster|@{selected|token_id}|Missile-immunity|5|-1|Immune to normal \\amp +1 missiles|bolt-shield) to normal \\amp +1 missiles}}{{Saves=None}}{{Looks Like=A ring made of a wire formed in a spiral with a tiny arrow point at one end}}{{desc=A ring of protection vs. missiles gives total immunity to normal and +1 missile attacks for 5 rounds per charge expended}}'}, + {name:'Ring-of-Bless',type:'ring',ct:'10',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Ring}}{{name= of Bless}}{{splevel=Ring}}{{school=Conjuration/Summoning (Reversable)}}{{sphere=All}}Specs=[Ring of Bless,Ring,1H,Conjuration-Summoning]{{components=S,M}}{{time=[[1]] round}}RingData=[w:Ring of Bless,sp:10,rc:recharging,loc:left finger|right finger]{{range=[[60]] yards}}{{duration=[[6]] rounds}}{{aoe=[50ft cube](!rounds --aoe @{selected|token_id}|square|feet|180|50||light)}}{{save=None}}{{use=[Bless them](!rounds --target area|@{selected|token_id}\\amp#64;{target|Select first target|token_id}|Bless|6|-1|Blessed, attk+1, save vs fear+1|angel-outfit)}}{{Looks Like=A ring shaped simillarly to a signet ring, with the insignia being recognisable as that of a holy symbol. The alignment the holy symbol represents and its relevance is up to the GM}}{{effects=Once per day, raises morale of friendly creatures *not yet in melee combat* adding +[[1]] to saves vs. fear effects and raises attack rolls by +[[1]]. Or can cast on a single object weighing no more than [[@{selected|Casting-Level}]] pounds and the plus lasts until the item is used or the duration ends}}{{marterial=Holy Water}}'}, + {name:'Ring-of-FeatherFall-MirrorImage-SpiderClimb-HypnoticPattern',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Storing}}{{subtitle=Ring}}Specs=[Ring of Spell Storing,Ring,1H,Conjuration-Summoning]{{Speed=[[5]] regardless of spell}}RingData=[w:Ring of Spell Storing,sp:5,rc:uncharged,loc:left finger|right finger,ns:5],[cl:MU,w:Feather-Fall,lv:12],[cl:MU,w:Mirror-Image,lv:12],[cl:MU,w:Mirror-Image,lv:12],[cl:MU,w:Spider-Climb,lv:12],[cl:MU,w:Hypnotic-Pattern,lv:12]{{Size=Tiny}}{{Store spell=[Store Spell](!magic --mem-spell MI-MU|@{selected|token_id})}}{{Cast Spell=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}) spells}}{{Looks Like=An exceptionally fine ring, encrusted with between two and five gems some or all of which seem to glow with an inner fire}}{{desc=A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells.\nThe ring empathically imparts to the wearer the names of its spells. The properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of [[5]].\nThe spells on this ring can be seen by pressing the [View] button above}}\n!setattr --silent --charid @{selected|character_id} --Casting-Name|Ring of Spell Storing'}, + {name:'Ring-of-HoldPerson-SlowPoison-Silence15ft',type:'ring',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Storing}}{{subtitle=Ring}}Specs=[Ring of Spell Storing,Ring,1H,Conjuration-Summoning]{{Speed=[[5]] regardless of spell}}RingData=[w:Ring of Spell Storing,sp:5,rc:uncharged,loc:left finger|right finger,ns:5],[cl:PR,w:Hold-Person,sp:5,lv:3],[cl:PR,w:Hold-Person,sp:5,lv:3],[cl:PR,w:Hold-Person,sp:5,lv:3],[cl:PR,w:Slow-Poison,sp:1,lv:3],[cl:PR,w:Silence-15ft-radius,sp:5,lv:3]{{Size=Tiny}}{{Store spell=[Store Priest Spell](!magic --mem-spell MI-PR|@{selected|token_id})\n[Store Wizard Spell](!magic --mem-spell MI-MU|@{selected|token_id})}}{{Cast spell=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}) spells}}{{Looks Like=An exceptionally fine ring, encrusted with between two and five gems some or all of which seem to glow with an inner fire}}{{desc=A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells.\nThe ring empathically imparts to the wearer the names of its spells. The properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of [[5]].\nThe spells on this ring can be seen by pressing the [View] button above}}'}, + {name:'Ring-of-Light+Dark',type:'ring',ct:'1',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Light \\amp Dark}}{{subtitle=Ring}}Specs=[Ring of Light+Dark,Ring,1H,Alteration]{{Speed=[[1]]}}RingData=[w:Ring of Light+Dark,sp:1,rc:recharging,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Action=[Cast Light](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Light) or [Cast Darkness](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Darkness)}}{{Looks Like=This ring is always made of both ivory (or bone) \\amp ebony in a plat of the two twisted together. It seems to be of exceptionally fine workmanship.}}{{desc=This ring is always made of both ivory (or bone) \\amp ebony in a plat of the two twisted together. The ring has a number of charges, that recharge over a Long Rest. Use of 1 charge casts a *Light* spell or a *Darkness* spell. The spells are cast at 12th level}}\n!setattr --silent --charid @{selected|character_id} --casting-level|12 --casting-name|Ring of Light + Dark'}, + {name:'Ring-of-Many-Benefits',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Many Benefits}}{{subtitle=Ring}}Specs=[Ring of Many Benefits,Ring,1H,Illusion-Phantasm]{{Speed=[[0]]}}RingData=[w:Ring of Many Benefits,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=Charms}}{{Resistance=+[[2]] on AC}}{{Saves=+[[2]] on saves}}{{Looks Like=A very fancy ring with several gems, with miniature scolls and claws gripping them, and writing around both the outside and inside. Looks a bit gaudy.}}{{desc=I confer the following powers upon my wearer: [Invisibility](!rounds --target caster|@{selected|token_id}|Invisibility|99|-1|Invisible until attack, 4 bonus to AC \\amp saves|half-haze) 1/day, [Haste](!rounds --target caster|@{selected|token_id}|Haste|15|-1|Double speed +2 Initiative bonus|overdrive) 1/day, [Fly](!rounds --target caster|@{selected|token_id}|Fly150|-1|Flying|fluffy-wing) 1/day, [Detect Magic](!magic --display-ability @{selected|token_id}|MU-Spells|Detect-Magic) 1/day, continuous immunity to *Charms*, and one *Wish*. I also provide the benefits of *Protection+2* and *Spell Turning*. The only drawback is that once a year I permanently eat a small part of your life. I must be worn before I can leave this room; merely carrying me away is not possible. If ever I am removed from my wearer\'s finger, however, all my powers are lost. So you must decide right now who will wear me forever.}}'}, + {name:'Ring-of-Misty-Stepping',type:'ring',ct:'0',charge:'recharging',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Ring of Misty Stepping}}{{subtitle=Ring}}Specs=[Ring of Misty Stepping,Ring,1H,Alteration]{{Speed=[[2]]}}{{Size=Tiny}}RingData=[w:Ring of Misty Stepping,sp:0,rc:recharging]{{desc=This ring enables the wearer to become briefly surrounded by silvery mist, and teleport up to 30 feet to an unoccupied space that you can see. It can do this a number of times per day}}'}, + {name:'Ring-of-Shielding',type:'ring',ct:'1',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Ring}}{{name= of Shielding}}{{splevel=Ring}}{{school=Evocation}}Specs=[Ring of Shielding,Ring,1H,Evocation]{{components=M}}{{time=[[1]]}}RingData=[w:Ring of Shielding,sp:1,rc:discharging,loc:left finger|right finger]{{range=[[0]]}}{{duration=[[20]] rounds}}{{aoe=In front of caster}}{{healing=[Shield yourself](!rounds --target caster|@{selected|token_id}|Shield|20|-1|Shielded, bonus on AC vs. missiles, MM, frontal saving throws|bolt-shield)}}{{save=None}}{{Looks Like=A ring of a similar design to a signet ring, with the design of the shield of an ancient and long forgotten noble house reputed to have been brave wizards who won great battles}}{{effects=When this ring is activated, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC [[2]] against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC [[3]] against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC [[4]] against all other forms of attack. The shield also adds a +[[1]] bonus to the wizard\'s saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.}}'}, + {name:'Ring-of-Spell-Learning+1',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Learning+1}}{{subtitle=Ring}}Specs=[Ring of Spell Learning,Ring,1H,Divination]{{Speed=[[0]]}}RingData=[w:Ring of Spell Learning+1,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Immunity=None}}{{Looks Like=A plain ring suitable for perhaps a junior apprentice, journeyman wizard, or priestly accolite}}{{desc=Something to do with plusses on learning spells, but need specs from whomever\'s campaign it came from}}'}, + {name:'Ring-of-Spell-Targeting+2',type:'ring',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Spell Targeting +2}}{{subtitle=Ring}}Specs=[Ring of Spell Targeting,Ring,1H,Evocation]{{Speed=[[1]]}}RingData=[w:Ring of Spell Targeting+2,sp:1,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}}{{Looks Like=A ring with a strange loop attached in the form of a crosshair sight}}{{desc=The wearer of this ring gains +2 on To-Hit rolls for spells that require a To-Hit roll to be made, for example *Melf\'s Acid Arrow"}}'}, + {name:'Ring-of-The-Hawk',type:'ring',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of The Hawk}}{{subtitle=Ring}}Specs=[Ring of The Hawk,Ring,1H,Alteration]{{Speed=[[3]]}}RingData=[w:Ring of The Hawk,sp:3,rc:uncharged,loc:left finger|right finger,on:\\apisetattr --fb-from Magic Items --fb-header Ring of The Hawk - Put on --fb-content _CHARNAME_ chooses to put on the Ring of the Hawk and can now see the far distance more clearly --name @{selected|character_name} --hawkeye|1|0 --Rangemod-PB|0 --Rangemod-S|0 --Rangemod-M|-2 --Rangemod-L|-4 --Rangemod-F|-6,off:\\apiresetattr --fb-from Magic Items --fb-header Ring of The Hawk - Take off --fb-content _CHARNAME_ chooses to take off the ring and their sight returns to normal --name @{selected|character_name} --hawkeye --Rangemod-PB --Rangemod-S --Rangemod-M --Rangemod-L --Rangemod-F]{{Size=Tiny}}{{Looks Like=A signet ring with the design of a hunting hawk for the seal.}}{{desc=This ring grants distance vision at 4 times normal. Archery ranges change as follows:\n- No point blank.\n- Long range becomes -4 (usually -5),\n- Far range becomes 250 yards, -6 (usually -20)\n\nThis will also have more everyday effects, eg\n- If you can recognise someone at 200yds, you can now recognise them at 800\n- 4x better chance of spotting an ambush in the distance\n- Inability to read at normal close range\n+1 defence against long range missiles (can see them early and clearly to dodge)\nThink of it as wearing 4x binoculars instead of glasses.}}'}, + {name:'Ring-of-Vampiric-Regeneration',type:'ring',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Ring}}{{name= of Vampiric Regeneration}}{{subtitle=Ring}}Specs=[Ring of Vampiric Regeneration,Ring,1H,Necromancy]{{Speed=[[3]]}}RingData=[w:Ring of Vampiric Regeneration,sp:0,rc:uncharged,loc:left finger|right finger]{{Size=Tiny}{{Looks Like=A ring of hard black ebony embellished with threads of red and gold}}{{desc=This bestows one-half (fractions dropped) of the value of hit points of damage the wearer inflicts upon opponents in hand-to-hand (melee, nonmissile, nonspell) combat immediately upon its wearer. It does not otherwise cause regeneration or restore life, limb, or organ. For example, if a character wearing the ring inflicts 10 points of damage, he adds five to his current hit point total. The creature struck still loses 10 points. In no case can the wearer\'s hit points exceed his usual maximum.}}'}, + {name:'Robe-of-Ears',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Robe}}{{name= of Ears}}{{splevel=Magic Item}}{{school=Alteration}}Specs=[Robe of Ears,Miscellaneous,1H,Alteration]{{components=M}}{{time=[[3]]}}MiscData=[w:Robe of Ears,st:Robe,sp:3,rc:uncharged,loc:Robe,ns:1],[cl:PW,w:ROE-Clairaudience,sp:3,pd:2,lv:12]{{range=Wearer}}{{duration=While worn}}{{aoe=Wearer}}{{save=Special}}{{Looks Like=A robe worn on the top half of the body, which has a hood that can be drawn up to cover the head, including the ears.}}{{effects=If the hood is drawn up to cover the wearer\'s ears, this robe grants the wearer the ability to hear anything that they are listening for despite other distracting noises, even the merest pin drop in a crowded room, if that is what they are listening for. If they know a crowd contains a particular person or creature, they will know exactly where they are if they move, even if the target is invisible, hiding in shadows, or surrounded by crowds - however, the wearer will not necessarily be able to see them. Specific sounds listened for can be heard even through thin to medium barriers such as doors made of wood or metal without fail (but not thick stone walls). The wearer cannot be snuck up upon, as they will hear any approach, so it is impossible to surprise them. Wearing the robe also grants [*Clairaudience*](!magic --mi-power @{selected|token_id}|ROE-Clairaudience|Robe-of-Ears|12) twice per day, and +4 on any saves related to causing deafness. Attacks against invisible, or otherwise unseen (such as in magical darkness), moving creatures will suffer no more than a -1 penalty to hit, as the wearer tracks the sounds of their movement, however slight.\nThe Robe of Ears cannot function in an area of a magical Silence, and the wearer will suffer double maximum damage and be deafened for four times as long from a Shout spell, including if it is cast by them while wearing the robe.}}'}, + {name:'Robe-of-Protection+2',type:'protection cloak',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Robe}}{{name= of Protection}}{{subtitle=Robe}}{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Protection=+[[2]] on AC}}Specs=[Cloak of Protection,Protection Cloak,1H,Abjuration-Protection]{{Saves=+[[2]] on saves}}ACData=[a:Robe of Protection+2,st:Robe,+:2,rules:-magic|-shield|-acall|+leather|+cloth|+skin|+worn,sz:L,wt:0,w:Robe of Protection+2,sp:0,svsav:2,rc:uncharged,loc:Robe]{{Looks Like=A finely crafted close-fitting robe, which seems to be made of a very fine cloth that is unusually hard wearing and tear resistant.}}{{desc=A robe of protection improves the wearer\'s Armour Class value and saving throws versus all forms of attack. A robe +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a robe of protection are cumulative with all other magical items of protection except as follows:\n1. The robe does not improve Armour Class if magical armour is worn, although it does add to saving throw die rolls.\n2. Robes and Rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring or robe—the strongest—functions, so a pair of protection rings +2 provides only +2 protection.}}'}, + {name:'Rusty-Chain-Mail',type:'armour',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.armourTemplate+'}{{name=Rusty Chain Mail}}{{subtitle=Armour}}{{Armour=Chain Mail that is old and rusty}}Specs=[Chain Mail,Armour,0H,Mail]{{AC=[[7]], +0 vs Slash, -3 vs Pierce, -1 vs. Bludgeon\n}}ACData=[a:Rusty Chain Mail,st:Mail,t:Chain-Mail,+S:0,+P:-3,+B:-1,+:0,ac:7,sz:L,wt:30,loc:body]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=Made of interlocking metal rings that have mostly gone rusty and some fused together. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. The links do not yield to blows as easily as they did, thus absorbing more of the shock from bludgeoning. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time. There is a risk it will fall apart in heavy combat.}}'}, + {name:'Scabbard-of-Enchanting',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Scabbard}}{{name= of Enchanting}}{{subtitle=Magic Item}}Specs=[Scabbard of Enchanting,Miscellaneous,1H,Alteration]{{Speed=[[0]]}}MiscData=[w:Scabbard of Enchanting,st:Scabbard,sp:0,rc:uncharged]{{Size=Medium}}{{Immunity=None}}{{Resistance=None}}{{Saves=No effect}}{{Use=Initiative action should be *Use a Magic Item \\gt Scabbard of Enchanting*\nUse [Sheath Blade](!rounds --target caster|@{selected|token_id}|Scabbard-of-Enchanting|10|-1|The blade in the scabbard is being enchanted|stopwatch) and change weapon away from blade to sheath - this must be this round\'s action even if blade not currently in hand.\nWhen ready [Draw Blade](!rounds --target caster|@{selected|token_id}|Scabbard-Enchanting-draw|1|-1|Drawing the blade from the Scabbard|all-for-one) and change to the blade that was sheathed when prompted: it will automatically be made an additional +1 to-hit \\amp damage the following round}}{{Looks Like=A beautifully worked scabbard, made of precious metals and fine leather with elaborate tooling. It seems to magically resize to any blade inserted, from dagger to great sword}}{{desc=This scabbard will magically resize to fit any blade. If left in the scabbard for [[1]]turn, the blade is enhanced by +1 (adding to any existing enchantment)}}'}, + {name:'Scroll',type:'scroll',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Unknown Scroll}}{{splevel=Unknown}}{{school=Unknown}}Specs=[Scroll of Spells,Scroll,1H,Any]{{components=Unknown}}{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The spells on this scroll are unknown. In fact, is it a scroll of spells at all, or a scroll of protection, a map, or just some piece of fine quality parchment with scribbled notes on it?}}'}, + {name:'Scroll-6-Impressive-Spells',type:'scroll',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 6 impressive MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[3]]}}ScrollData=[sp:3,rc:uncharged,ns:6MU],[cl:MU,w:Fly,sp:3,lv:6],[cl:MU,w:Find-Familiar,sp:2d12,lv:2],[cl:MU,w:Extension 1,sp:2,lv:8],[cl:MU,w:Disintegrate,sp:6,lv:13],[cl:MU,w:Phantom-Steed,sp:100,lv:6],[cl:MU,w:Dismissal,sp:10,lv:10]{{Size=Small}}{{spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell mi-muspells|@{selected|token_id})}}{{desc=This is a scroll with 6 Wizard Spells of mixed level on it. These are:\n1. Fly\n2. Find Familiar\n3. Extension 1\n4. Disintegrate\n5. Phantom Steed\n6. Dismissal\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'}, + {name:'Scroll-6-Mixed-MU-Spells',type:'scroll',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 6 mixed MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[3]]}}ScrollData=[sp:3,rc:uncharged,ns:6MU],[cl:MU,w:Water-Breathing,sp:3,lv:6],[cl:MU,w:Invisibility,sp:2,lv:6],[cl:MU,w:Glitterdust,sp:2,lv:6],[cl:MU,w:Shocking-Grasp,sp:1,lv:6],[cl:MU,w:Grease,sp:1,lv:6],[cl:MU,w:Tongues,sp:3,lv:6]{{Size=Small}}{{Spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}|6||Charged) spell from scroll}}{{desc=This is a scroll with 6 Wizard Spells of mixed level on it. These are:\n1. Water Breathing\n2. Invisibility\n3. Glitterdust\n4. Shocking Grasp\n5. Grease\n6. Tongues\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'}, + {name:'Scroll-of-4-L7-MU-Spells',type:'scroll',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 4 L7 MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[7]]}}ScrollData=[sp:7,rc:uncharged,ns:4MU],[cl:MU,w:Cacodemon,sp:360,lv:15],[cl:MU,w:Mass-Invisibility,sp:7,lv:15],[cl:MU,w:Phase-Door,sp:7,lv:15],[cl:MU,w:Vanish,sp:2,lv:15]{{Size=Small}}{{spells=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell mi-muspells|@{selected|token_id})}}{{desc=This is a scroll with 4 Level 7 Wizard Spells on it. These are:\n1. Cacodemon\n2. Mass Invisibility\n3. Phase Door\n4. Vanish\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'}, + {name:'Scroll-of-6-L3-MU-spells',type:'scroll',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Scroll of 6 L3 MU Spells}}{{subtitle=Scroll}}Specs=[Scroll of Spells,Scroll,1H,Scroll]{{Speed=[[3]]}}ScrollData=[sp:3,rc:uncharged,ns:6MU],[cl:MU,w:Water-Breathing,sp:3,lv:6],[cl:MU,w:Air-Breathing,sp:3,lv:6],[cl:MU,w:Suggestion,sp:3,lv:6],[cl:MU,w:Invisibility-10ft-radius,sp:3,lv:6],[cl:MU,w:Clairvoyance,sp:3,lv:6],[cl:MU,w:Infravision,sp:10,lv:6]{{Size=Small}}{{Cast Spell=[Cast Spell from Scroll](!magic --cast-spell MI|@{selected|token_id}|6|Scroll of 6 L3 MU Spells|charged)}}{{desc=This is a scroll with 6, 3rd Level Wizard Spells on it. These are:\n1. Water Breathing\n2. Air Breathing\n3. Suggestion\n4. Invisibility 10ft Radius\n5. Clairvoyance\n6. Infravision\nIn order to cast (or otherwise use) one of these, use the *Cast Spell* button above}}'}, + {name:'Scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Scrollcase}}{{subtitle=Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Scrollcase,sp:0,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{Use=Drag the *Scrollcase* sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can hold a scroll. It does not appear to be locked or trapped in any way, or have any special properties, but is great at holding a scroll.}}{{GM Info=If more than one *Scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue}}'}, + {name:'Shocking-Bracers',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Bracers\n}}{{name=(Shocking)}}{{splevel=Magic Item}}{{school=Evocation}}Specs=[Shocking Bracers,Miscellaneous,1H,Evocation]{{components=V,S,M}}{{time=[[3]]}}MiscData=[w:Shocking Bracers,st:Bracers,sp:3,rc:uncharged,loc:Wrists]{{range=[[100]] yds}}{{duration=Instantanious}}{{aoe=[[5]]ft wide x [[40]]ft long}}{{save=vs Wand for 1/2 Shocking Bracers damage}}{{Looks Like=A pair of finely wrought bracers, tooled with the design of lightning bolts over both wrists, and with dwarvish runes}}{{effects=Marked L \\amp R in dwarvish runes, and with a lightning bolt symbol. Pick them up with the wrong hands and take [1D6](!\\amp#13;\\amp#47;r 1d6 damage picking up bracers incorrectly) damage. When worn, if an attack succeeds with both hands (eg 2 weapons, 2 bare hands), opponent will take [1D10](!\\amp#13;\\amp#47;r 1d10 electrical damage from double hit by bracers - save vs wands to halve damage?) of electrical damage. If hit by electricity (e.g. Lightning Bolt) while wearing them, they will [absorb damage](!magic --display-ability @{selected|token_id}|MI-DB|Shocking-Bracers-Absorb-HP) up to **2d10** of power, currently [[0+@{selected|Shocking-Bracers-HP} @{noerror}]]HP which can be re-flashed at will as a [lightning bolt weapon](!magic --display-ability @{selected|token_id}|MI-DB|Shocking-Bracers-LB), 5\' wide x 40\' long. Speed 1, uses up one attack per hand of a multi attack character.}}{{materials=Bracers}}'}, + {name:'Shocking-Bracers-Absorb-HP',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!modattr --fb-public --fb-from Shocking Bracers --fb-header Absorbing Damage --fb-content _CHARNAME_\'s Shocking Bracers absorb _TCUR0_ HP of electrical damage, and now store _CUR0_ HP --charid @{selected|character_id} --Shocking-Bracers-HP|[[{{[[2d10]]},{?{HP Electrical damage taken?}}}kl1]]'}, + {name:'Shocking-Bracers-LB',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=@{selected|casting-name} casts\nLightning Bolt\nfrom their Shocking Bracers}}{{school=Evocation}}{{splevel=Magic Item Power}}{{components=S,M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[40ft x 5ft](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|10|lightning)}}{{save=Half damage}}{{damage=[[0+@{selected|Shocking-Bracers-HP} \\amp{noerror}]] HP}}{{damagetype=Lightning}}{{effects=Releases a powerful stroke of electrical energy damaging each creature within its area of effect (Save vs. spell for half). Begins at fingertips of both hands and streaks out in a line from the casting wizard. May set fire to combustibles, and melt metals with a low melting point. Objects struck must save vs Lightning or be destroyed. If damage to interposing barrier breaks through it, bolt continues. Can breach up to [[{{12},{[[ceil([[0+@{selected|shocking-bracers-hp} \\amp{noerror}]]/10)]]}}kl1]] inches of wood or [[{{6}, {[[ceil([[0+@{selected|shocking-bracers-hp} \\amp{noerror}]]/10)]]}}kl1]] inches of stone. If bolt cannot reach full length, because of an unyielding barrier (such as a stone wall), the bolt rebounds toward its caster or reflects (DM decision) from the barrier, if barrier not breached, ending only when it reaches its full length.}}'}, + {name:'SoP-RoP',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Ray of Paralysation}}{{splevel=Wand}}{{school=Evocation}}{{components=V,M}}{{time=[[3]]}}{{range=[60 feet](!rounds --aoe @{selected|token_id}|cone|feet|0|60|5|lightning|true)}}{{duration=[5d4](!\\amp#13;\\amp#47;r 5d4) rounds}}{{aoe=1 creature}}{{save=[Negates](!\\amp#13;\\amp#47;gmroll 1d20 Save vs. Wand of Paralysation)}}{{damage=[Zap them!](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who to zap?|token_id}|Paralyse|\\amp#91;[5d4]\\amp#93;|-1|Paralysed|fishing-net)}}{{effects=This wand shoots forth a thin ray of bluish colour to a maximum range of 60 feet. Any creature touched by the ray must roll successful saving throw vs. wand or be rendered rigidly immobile for 5d4 rounds. A save indicates the ray missed, and there is no effect. As soon as the ray touches one creature, it stops—the wand can attack only one target per round. The wand has an initiative modifier of +3 , and each use costs one charge. The wand may operate once per round. It may be recharged.}}{{materials=Wand}}'}, + {name:'SoP-casting-level',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Staff of Power}}{{subtitle=Magic Weapon}}{{Speed=[[4]]}}{{Size=Large}}{{To-hit=+[[2]]}}{{damage=+[[2]],damage x2 if use charge, x3 critical hit}}{{desc=This staff can be used as a standard +2 quarterstaff to inflict damage in melee combat. However, it has the following additional powers:\n**Do double damage, x3 on critical hit:** **Expends 1 charge** to use this power.\n**Cast spells at L3 to L9:** The following spells can be cast as an MU of a level determined by a d20 dice roll: *Casting level is @{selected|MIct}*\n***1 charge***:\n[Cone of Cold](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Cone-of-Cold --mi-charges @{selected|token_id}|-1)[Continual Light](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Continual-Light --mi-charges @{selected|token_id}|-1)[Darkness 5ft radius](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Darkness-15ft-radius --mi-charges @{selected|token_id}|-1)[Fireball](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Fireball --mi-charges @{selected|token_id}|-1)[Levitation](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Levitation --mi-charges @{selected|token_id}|-1)[Lightning Bolt](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Lightning-Bolt --mi-charges @{selected|token_id}|-1)[Magic-Missile](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Magic-Missile --mi-charges @{selected|token_id}|-1)[Ray of Enfeeblement](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Ray-of-Enfeeblement --mi-charges @{selected|token_id}|-1)\n***2 charges***:\n[Globe of Invulnerability](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Globe-of-Invulnerability --mi-charges @{selected|token_id}|-2)[Ray of Paralysation](!magic --display-ability @{selected|token_id}|MI-DB|SoP-RoP --mi-charges @{selected|token_id}|-2)[Shield 5ft radius](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Shield --mi-charges @{selected|token_id}|-2)}}\n!setattr --silent --charid @{selected|character_id} --casting-level|@{selected|MIct}'}, + {name:'Soda',type:'potion',ct:'100*1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=Soda}}{{splevel=Non-alchoholic}}{{school=Dull}}Specs=[Soda,Potion,1H,Inebriation]{{components=Bacteria}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) rounds until imbibed}}PotionData=[sp:100*1d4,rc:charged]{{range=Consumer}} {{duration=Ill for [[1d3]]hours}}{{aoe=Consumer}}{{save=None}}{{effects=No alcohol means that this could be a very risky drink: I\'d not trust it, if I were you!}}{{materials=Water?}}'}, + {name:'Spellbook-10-MU-Spells',type:'scroll',ct:'3',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Spellbook of 10 mixed MU Spells}}{{subtitle=Spellbook}}Specs=[Spellbook,Scroll,1H,Any]{{Size=Medium}}ScrollData=[sp:3,rc:single-uncharged,ns:10MU],[cl:MU,w:Fireball,sp:3,lv:6],[cl:MU,w:Burning-Hands,sp:1,lv:6],[cl:MU,w:Fire-Charm,sp:4,lv:8],[cl:MU,w:Flame-Arrow,sp:3,lv:6],[cl:MU,w:Slow,sp:3,lv:6],[cl:MU,w:Magic-Missile,sp:1,lv:6],[cl:MU,w:Flaming-Sphere,sp:2,lv:6],[cl:MU,w:Glitterdust,sp:2,lv:6],[cl:MU,w:Invisibility,sp:2,lv:6],[cl:MU,w:Identify,sp:100,lv:6]{{Spell=[View](!magic --view-spell mi-muspells|@{selected|token_id}) spell in Spellbook}}{{desc=This is a spellbook with 10 Wizard Spells of mixed level on it. These are:\n1. Fireball\n2. Burning-Hands\n3. Fire-Charm\n4. Flaming Arrow\n5. Slow\n6. Magic Missile\n7. Flaming Sphere\n8. Glitterdust\n9. Invisibility\n10.Identify\nIn order to cast (or otherwise use) one of these, learn them and write in your own spellbook}}'}, + {name:'Spiked-Collar-of-Regeneration',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.ringTemplate+'}{{title=Spiked Collar}}{{name= of Regeneration}}{{subtitle=Ring Equivilent}}Specs=[Spiked Collar of Regeneration,Miscellaneous,1H,Healing]{{Speed=Continuous}}RingData=[w:Spiked Collar of Regeneration,st:Spiked Collar,sp:0,rc:uncharged,loc:neck]{{Size=Small}}{{Looks Like=A leather choker studded with sharp silvery metal spikes. Very interesting that it seems to have some mechanism or property that allows it to resize to its wearer, from the size of a rat to an elephant, but only on a creature of animal intelligence.}}{{desc=The standard spiked collar of regeneration restores one point of damage per turn (and will eventually replace lost limbs or organs). It will bring its wearer back from death. (If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in his system.) Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the collar must be worn, and its removal stops the regeneration processes.\nThe collar will resize to any size, to fit anything from the size of a rat to an elephant, but can only be worn by creatures of animal inteligence}}'}, + {name:'Spiritual-Trident+1',type:'innate-melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Spiritual Trident+1}}{{subtitle=Trident}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed magically remote melee trident}}Specs=[Spiritual Trident,Innate-Melee,1H,Innate]{{To-hit=+1, no other bonuses}}ToHitData=[w:Spiritual-Trident+1,sb:0,+:1,n:1,ch:20,cm:1,sz:L, ty:P, r:Varies,sp:7],{{Attacks=1 per round, no effect from level or specialisation, Piercing}}{{Damage=+1, vs SM:1d6+1, L:3d4, no Str bonus}}DmgData=[w:Spiritual-Trident+1,sb:0,+:1,SM:1+1d6,vs L:3d4]{{desc=A trident conjured by a priest using a Spiritual Weapon spell. Base Thac0 same as caster [[@{selected|thac0-base}]] without strength bonus plus magical plus of +[[{{(ceil((1+@{selected|Casting-Level})/6)),3}kl1}]]. Damage is plus magical bonus but no others. Hits are in the direction caster is facing, allowing rear attacks. Dispel Magic on caster or weapon can dispel. Stopping concentrating dispels. Magic Resistance checked in 1st round and spell lost if made or full effect if not.}}'}, + {name:'Spiritual-Trident+2',type:'innate-melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Spiritual Trident+2}}{{subtitle=Trident}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed magically remote melee trident}}Specs=[Spiritual Trident,Innate-Melee,1H,Innate]{{To-hit=+2, no other bonuses}}ToHitData=[w:Spiritual-Trident+2,sb:0,+:2,n:1,ch:20,cm:1,sz:L, ty:P, r:Varies,sp:7],{{Attacks=1 per round, no effect from level or specialisation, Piercing}}{{Damage=+2, vs SM:1d6+1, L:3d4, no Str bonus}}DmgData=[w:Spiritual-Trident+2,sb:0,+:2,SM:1+1d6,vs L:3d4]{{desc=A trident conjured by a priest using a Spiritual Weapon spell. Base Thac0 same as caster [[@{selected|thac0-base}]] without strength bonus plus magical plus of +[[{{(ceil((1+@{selected|Casting-Level})/6)),3}kl1}]]. Damage is plus magical bonus but no others. Hits are in the direction caster is facing, allowing rear attacks. Dispel Magic on caster or weapon can dispel. Stopping concentrating dispels. Magic Resistance checked in 1st round and spell lost if made or full effect if not.}}'}, + {name:'Spiritual-Trident+3',type:'innate-melee',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.weaponTemplate+'}{{name=Spiritual Trident+3}}{{subtitle=Trident}}{{Speed=[[7]]}}{{Size=Large}}{{Weapon=1-handed magically remote melee trident}}Specs=[Spiritual Trident,Innate-Melee,1H,Innate]{{To-hit=+3, no other bonuses}}ToHitData=[w:Spiritual-Trident+3,sb:0,+:3,n:1,ch:20,cm:1,sz:L, ty:P, r:Varies,sp:7],{{Attacks=1 per round, no effect from level or specialisation, Piercing}}{{Damage=+3, vs SM:1d6+1, L:3d4, no Str bonus}}DmgData=[w:Spiritual-Trident+3,sb:0,+:3,SM:1+1d6,vs L:3d4]{{desc=A trident conjured by a priest using a Spiritual Weapon spell. Base Thac0 same as caster [[@{selected|thac0-base}]] without strength bonus plus magical plus of +[[{{(ceil((1+@{selected|Casting-Level})/6)),3}kl1}]]. Damage is plus magical bonus but no others. Hits are in the direction caster is facing, allowing rear attacks. Dispel Magic on caster or weapon can dispel. Stopping concentrating dispels. Magic Resistance checked in 1st round and spell lost if made or full effect if not.}}'}, + {name:'Staff-of-Frost',type:'melee|staff|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Staff of Frost}}{{subtitle=Magic Weapon}}WandData=[w:Staff of Frost,wt:4,sp:4,c:0,qty:19+1d6,rc:rechargeable,loc:left hand|right hand]{{splevel=Staff}}{{school=Evocation}}Specs=[Staff of Frost,Melee|Staff,2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Magic|Staff,1H|2H,Staff],[Staff of Frost,Staff,1H|2H,Evocation]{{components=V,M}}{{time=[[4]]}}{{range=Special}}ToHitData=[w:Staff of Frost,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,rc:uncharged,loc:left hand|right hand],[w:Fog Cloud,desc:MU-Fog-Cloud,lv:8,sp:2,c:1],[w:Wall of Ice,desc:MU-Wall-of-Ice,lv:8,sp:4,c:4],[w:Ice Storm,desc:MU-Ice-Storm,lv:8,sp:4,c:4],[w:Cone of Cold,desc:MU-Cone-of-Cold,lv:8,sp:5,c:5]{{duration=Special}}DmgData=[w:Staff of Frost,sb:1,+:0,SM:1d6,L:1d6]{{aoe=Special}}{{save=Special}}{{Looks Like=A rune-covered staff tipped on either end with a glistening diamond}}{{desc=A *frost* staff can perform three functions that duplicate wizard spells cast at 8th level:\n• *Fog Cloud:* cast in one of two ways, at the caster\'s option: A *fog bank* of any size and shape up to a maximum 160-foot cube. The fog obscures all sight, normal and infravision, beyond 2 feet. Or\nAs a *cloudkill*-like fog, a billowing mass of ghastly, yellowish-green vapors, measuring 40 feet x 20 feet x 20 feet, moving away from the caster at 10 feet per round and sinking to the lowest level.\nThe only effect of either version is to obscure vision. Either form has speed 2 and uses 1 charge.\n• *Ice Storm:* A silvery ray springs forth from the staff and an ice (or sleet) storm occurs up to 80 feet away from the staff holder. This function has speed 4 and requires four charges.\n• *Wall of Ice:* The silvery ray forms a wall of ice, eight inches thick, covering a 800-squarefoot area (10\' x 80\', 20\' x 40\', etc.). Its speed is 4, and it uses four charges.\n• *Cone of Cold:* White crystalline motes spray forth from the wand in a cone with a 40-foot length and a terminal diameter of 8 feet. The effect lasts just one second, doing 8d4+8 HP damage, taking 5 charges.\nThe staff can function once per round, and may be recharged.}}{{materials=Staff}}{{Use=Take the staff in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}'}, + {name:'Staff-of-Wild-Power',type:'staff|melee',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{name=Staff of Power}}{{subtitle=Magic Weapon}}WandData=[w:Staff-of-Power,sp:4,svall:+2,ac:+2,c:0,rc:rechargeable]{{Speed=[[4]]}}{{Size=Large}}{{Weapon=2-handed melee staff}}Specs=[Staff of Power,Staff|Melee,2H,Staff],[Staff of Power,Staff|Melee,2H,Staff]{{To-hit=+[[2]]}}ToHitData=[w:Staff of Power,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,rc:uncharged,loc:left hand|right hand],[w:Staff of Power Double Damage,sb:1,+:2,n:1,ch:20,cm:1,sz:L,ty:B,r:5,sp:4,wt:4,c:1,loc:left hand|right hand]{{damage=+[[2]], damage x2 if use charge, x3 critical hit}}DmgData=[w:Staff of Power,sb:1,+:2,SM:1d6,L:1d6],[w:Staff of Power Double Damage,sb:1,+:2,SM:2*1d6,L:2*1d6,msg:Expended one charge and done double damage. If a critical hit this should be tripple damage so multiply again by 1.5]{{desc=This staff can be used as a standard +2 quarterstaff to inflict damage in melee combat. However, it has the following additional powers:\nDo double damage, x3 on critical hit: **Expends 1 charge** to use this power.\n[Cast spells at L3 to L9](!magic --display-ability @{selected|token_id}|MI-DB|SoP-casting-level) The following spells can be cast as an MU of a level determined by a d20 dice roll\n***1 charge***:\nCone of Cold, Continual Light, Darkness 5ft radius, Fireball, Levitation, Lightning Bolt, Magic-Missile, Ray of Enfeeblement\n***2 charges***:\nGlobe of Invulnerability, Ray of Paralysation, Shield 5ft radius}}\n!setattr --silent --charid @{selected|character_id} --casting-name|@{selected|token_name}s Staff of Power --casting-level|6 --MIct|[[?{Roll for spell level|1,3|2,3|3,4|4,4|5,5|6,5|7,5|8,5|9,5|10,6|11,6|12,7|13,7|14,7|15,7|16,7|17,9|18,9|19,9|20,9}]]'}, + {name:'Staff-of-the-Spider',type:'staff|melee|magic',ct:'4',charge:'rechargeable',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Staff}}{{name= of the Spider}}{{subtitle=Magic Item}}WandData=[w:Staff of the Spider,st:Staff,c:1,qty:19+1d6,rc:rechargeable,sp:4]{{Weapon=2-handed melee staff}}Specs=[Staff of the Spider,Staff|Melee,2H,Staff],[Staff of the Spider,Magic,1H|2H,Alteration],[Staff of the Spider,Magic,1H|2H,Evocation]{{To-hit==+0 + Str bonus}}ToHitData=[w:Staff of the Spider,sb:1,+:0,n:1,ch:20,cm:1,sz:L,ty:B,r:5,wt:4,sp:4,rc:recharging,loc:left hand|right hand],[w:Staff of the Spider Climb,desc:MU-Spider-Climb,lv:8,sp:1,c:1],[w:Staff of the Spider Web,desc:MU-Web,lv:8,sp:2,c:2]{{Attacks=1 per round + level \\amp specialisation}}{{Damage=+1d6, vs SM:1d6, L:1d6, + Str bonus}}DmgData=[w:Staff of the Spider,sb:1,+:1d6,SM:1d6,L:1d6]{{school=Alteration,Evocation}}{{Speed=[[4]]}}{{range=As per spell}}{{Charges=Recharges 1d6+4 per night, max [[10]] charges}}{{Looks Like=The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. The staff can be wielded as a quarterstaff.}}{{desc=The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds.\nThe staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.\nThe staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class\'s spell list: *Spider Climb* (1 charge) or *Web* (2 charges). No components are required.\nThe staff regains 1d6 + 4 expended charges each day at\ndusk. If you expend the staff\'s last charge, roll a [d20](!\\amp#13;\\amp#47;r 1d20cs\\gt2cf\\lt1 On a 1 staff crumbles to dust). On a 1, the staff crumbles to dust and is destroyed.}}{{Use=To attack with the staff or to use its powers, take the staff in-hand by using the *Change Weapon* dialogue, then when ready, use the *Attack* menu and select the appropriate action}}\n!magic --mi-charges @{selected|token_id}|[[4+1d6]]|Staff-of-the-Spider|10'}, + {name:'Stoppered-Bottle',type:'miscellaneous',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{title=Stoppered Bottle}}{{subtitle=Special Item}}Specs=[Stoppered Bottle,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Stoppered Bottle,st:Stoppered Bottle,wt:1,sp:3,qty:1,rc:uncharged]{{Size=S}}{{desc=Fashioned of glass or crystal, with a cork stopper, it is difficult to see what is inside - some liquid?}}{{GM Info=This can be used to hide a Flask of Curses}}'}, + {name:'Tome-of-Math-Mathonwy',type:'miscellaneous',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Tome of Math Mathonwy}}{{subtitle=Tome}}Specs=[Tome of Math Mathonwy,Miscellaneous,2H,Any]{{Rituals=[View](!magic --view-spell mi-power|@{selected|token_id}|Tome of Math Mathonwy|20) [Perform](!magic --cast-spell mi-power|@{selected|token_id}|Tome of Math Mathonwy|20)}}MiscData=[w:Tome of Math Mathonwy,sp:0,rc:single-uncharged,ns:6],[cl:PW,w:Rite-of-Arcs-Dilemma,lv:15,pd:1,sp:100],[cl:PW,w:Keraptis-Soul-Trap,lv:20,pd:1,sp:100],[cl:PW,w:Dream,lv:10,pd:1,sp:100],[cl:PW,w:Permanency,lv:15,pd:1,sp:20],[cl:PW,w:Steal-Enchantment,lv:17,pd:1,sp:600],[cl:PW,w:Animate-Dead,lv:15,pd:1,sp:50]{{desc=This leather-and-platinum-bound book is indistinguishable from any normal book. It has a physical lock. There are several Tomes of Math Mathonwy known to exist. Each is a Tome containing 2+1d4 tested and experimental rites and rituals, some of which might work but many of which are disastrous to attempt - there are also always an additional 4+1d8 blank pages. The Tome can only hold and retain rituals to cast MU spells with Casting Times of 2 or more Rounds - though often the rituals will take Turns to perform. If spells of shorter casting times are written into the Tome, they are absorbed into the page and disappear. Each Tome is fireproof (but only gains a save at +4 vs. magical fire) and proof against Dispel Magic, Disintegration and similar magical destruction (other than magical fire). They all have some type of lock on them, most often a magical lock such as a Glyph of Warding but sometimes just a physical lock.\nWizards of any level can use the Tome, and even attempt to perform any of the Rituals therein. Tried and tested Rituals (i.e. to cast defined spells as from the PHB, the Complete Wizard\'s Handbook or the Tome of Magic) can be cast from the Tome with a success rate never greater than 90% minus 5% for each level between the casting MU and the level required to cast the spell. Success means the ritual has the described effect: failure has a chance of summoning an avatar of Math Mathonwy (see AD\\ampD Legends \\amp Lore - Celtic Mythos for details of the avatar), 20% plus 5% per level of the Ritual being performed. The avatar will endeavour to recover the Tome and return immediately to the plane of the Celtic Gods.\nExperimental rituals (researched and devised by the Wizard as per DMG, or by the DM) will have chances of success or failure as determined by the DM and appropriate to the ritual concerned. Failure may incur additional penalties but will always have a chance of an avatar of Math Mathonwy appearing to be determined based on an equivalent level of the ritual as determined by the DM.\nWizards cannot transfer rituals from the Tome into their spell books - for some reason they never seem to transcribe correctly. However, Wizards of any level do not have to do any other check to use the rituals other than described above.}}{{materials=Book}}'}, + {name:'Tooth-Dagger',type:'melee',ct:'2',charge:'uncharged',cost:'0',body:'/w "@{selected|character_name}" \\amp{template:'+fields.weaponTemplate+'}{{name=Tooth Dagger}}{{subtitle=Weapon}}{{Speed=[[2]]}}{{Size=Small}}{{Weapon=1-handed melee short-bladed. \n Unlike a normal dagger, this cannot be thrown}}Specs=[Dagger|Tooth Dagger,Melee,1H,Short-blade]{{To-hit=+4 + Str Bonus}}ToHitData=[w:Tooth Dagger,sb:1,+:4,n:2,ch:20,cm:1,sz:S,ty:P,r:5,sp:2,rc:uncharged]{{Attacks=2 per round, + specialisation \\amp level, Piercing}}{{Damage=+2, vs. SM:1d4, L:1d3, + Str Bonus}}DmgData=[w:Dagger,sb:1,+:2,SM:1d4,L:1d3]}}{{desc=A dagger made from the tooth of some large creature, which is exceptionally well balanced and sharp, resulting in a *non-magical* +4 to hit, and +2 on damage}}'}, + {name:'Unknown-Ring',type:'ring',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Unknown Ring}}{{splevel=Ring}}{{school=Unknown}}Specs=[Unknown Ring,Ring,1H,Any]{{components=M}}{{time=Unknown}}RingData=[w:Unknown Ring,sp:1,rc:uncharged,loc:left finger|right finger]{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of this ring are unknown. In fact, is it a magical ring at all, or just one of fine quality and just treasure?}}{{materials=Ring}}'}, + {name:'Unknown-Scroll',type:'scroll',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.scrollTemplate+'}{{title=Unknown Scroll}}{{splevel=Unknown}}{{school=Unknown}}Specs=[Scroll of Spells,Scroll,1H,Any]{{components=Unknown}}{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The spells on this scroll are unknown. In fact, is it a scroll of spells at all, or a scroll of protection, a map, or just some piece of fine quality parchment with scribbled notes on it?}}'}, + {name:'Unknown-Wand',type:'wand',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Unknown Wand}}{{splevel=Wand}}{{school=Unknown}}Specs=[Unknown Wand,Wand,1H,Any]{{components=M}}StaffData=[loc:left hand|right hand]{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The effects of this wandare unknown. In fact, is it a wandat all?}}'}, + {name:'Unknown-boots',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Unknown Boots}}{{splevel=Boots}}{{school=Unknown}}Specs=[Unknown Boots,Miscellaneous,1H,Any]{{components=M}}{{time=Unknown}}MiscData=[w:Unknown Boots,st:Boots,sp:0,rc:uncharged,loc:Feet]{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of these boots are unknown. In fact, are they magical boots at all, or just of fine quality and just treasure?}}{{materials=Boots}}'}, + {name:'Unknown-staff',type:'staff',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'Spell}{{title=Unknown Staff}}{{splevel=Staff}}{{school=Unknown}}Specs=[Unknown Staff,Staff,2H,Any]{{components=M}}StaffData=[loc:left hand|right hand]{{time=Unknown}}{{range=Unknown}}{{duration=Unknown}}{{aoe=Unknown}}{{save=Unknown}}{{effects=The powers of this staff are unknown. In fact, is it a magical staff at all, or just one of fine quality and just treasure?}}{{materials=Staff}}'}, + {name:'Waterproof-Scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Waterproof Scrollcase}}{{subtitle=Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Waterproof Scrollcase,sp:0,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=Waterproof if not damaged}}{{Saves=None}}{{Use=Drag the *Waterproof Scrollcase* sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can protect a scroll at any depth of water. If damaged by more than 50% (out of a total of 20HP), then loses its waterproofing, but can still function to hold scrolls.}}{{GM Info=If more than one *Waterproof Scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue}}'}, + {name:'Wearing-0',type:'',ct:'0',charge:'uncharged',cost:'0',body:'Put on'}, + {name:'Wearing-1',type:'',ct:'0',charge:'uncharged',cost:'0',body:'Take off'}, + {name:'Whistle-an-Air-Elemental',type:'miscellaneous',ct:'10',charge:'discharging',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'Spell}{{title=Whistle}}{{name= of Air Elemental summoning}}{{splevel=Magic Item}}{{school=Conjuration/Summoning}}Specs=[Whistle an Air Elemental,Miscellaneous,1H,Conjuration-Summoning]{{components=M}}{{time=[[10]]}}MiscData=[w:Whistle an Air Elemental,st:Whistle,sp:10,rc:discharging]{{range=[40 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|80||magic|true)}}{{duration=[[1]] turn}}{{aoe=1 8HD Air Elemental}}{{save=None}}{{use=Ask the GM to *Drag \\amp Drop* an 8HD air elemental from the *Creatures Database*}}{{Looks Like=A silver whistle engraved with moving swirls and lines, as if the surface is continuously blown by an etherial wind}}{{effects=Blowing the wistle conjures 1 [8HD](!\\amp#13;\\amp#47;r 8d8 HP for air elemental) *air elemental*, which does not have a whirlwind attack, but has 1 attack doing 2d10 damage from an air blast, and will attack the enemies of the person blowing the whistle as long as the whistle continues to be blown. If the user stops blowing the whistle, the *air elemental* returns to the elemental *plane of air*}}'}, + {name:'White-Plume-Pale-Ale',type:'potion',ct:'100*1d4',charge:'charged',cost:'0',body:'\\amp{template:'+fields.potionTemplate+'}{{title=White Plume Pale Ale}}{{splevel=Beer}}{{school=Inebriation}}Specs=[White Plume Pale Ale,Potion,1H,Inebriation]{{components=Alcohol}}{{time=[1d4](!\\amp#13;\\amp#47;r 1d4) turns until imbibed}}PotionData=[sp:100*1d4,rc:charged]{{range=Consumer}} {{duration=Drunk for [[1d3]]hours}}{{aoe=Consumer}}{{save=None}}{{effects=A reasonable beer, though it could be on the turn}}{{materials=Pint of beer}}'}, + {name:'Wizard-locked-scrollcase',type:'scrollcase',ct:'0',charge:'single-uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Scrollcase}}{{subtitle=Item}}Specs=[Scrollcase,Scrollcase,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Locked Scrollcase,sp:0,rc:single-uncharged,bag:0]{{Size=Medium}}{{Immunity=None}}{{Saves=None}}{{Use=If you succeed in opening the scrollcase, drag its sheet from the Journal onto the map to drop a token, then use *Search for MIs* or *Store MIs* to retrieve or place scrolls in it}}{{desc=A scrollcase that can hold a scroll. It has runes written on the side... can you read them?\n[I have *Read Magic*](!magic --reset-single @{selected|token_id}|Wizard-locked-scrollcase|view) [I have other means](!magic --reset-single @{selected|token_id}|Wizard-locked-scrollcase|view) [No, I\'ll force it](!\\amp#13;\\ampamp;{template:'+fields.warningTemplate+'}\\amp#123;{desc=It\'s going to explode...! Phew, no it didn\'t. Don\'t try that again!}\\amp#125;) [No, I\'ll leave it](!\\amp#13;\\amp#47;w "@{selected|character_name}" \\ampamp;{template:'+fields.messageTemplate+'}\\amp#123;{name=Leaving Scrollcase}\\amp#125;\\amp#123;{desc=Perhaps give it to someone else to try.}\\amp#125;)]}}{{GM Info=If more than one *Wizard-locked-scrollcase* appears in the campaign you should rename each of them using the *Add Items* GM dialogue to make them distinct. You can also set how many scrolls can be stored (e.g. 1) by adjusting the bag size in the *Add Items* dialogue. Dragging the scrollcase sheet to the map can happen at any time - the wizard lock does not prevent this}}'}, + {name:'Wyvern-Skin',type:'miscellaneous',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.itemTemplate+'}{{name=Wyvern Skin}}{{subtitle=Useful Item}}Specs=[Wyvern Skin,Miscellaneous,1H,Treasure]{{Speed=[[0]]}}MiscData=[w:Wyvern Skin,st:Creature Skin,sp:0,rc:uncharged]{{Size=Large}}{{desc=A skin from a Wyvern that has the potential to be made into +1 leather armour}}'}, + ]}, + MU_Spells_DB_L1:{bio:'
Magic User Spell Database: Level 1
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 1 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 09/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see MU-Spells-DB-Item', + root:'MU-Spells-DB', + api:'magic', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Affect-Normal-Fires',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nAffect Normal Fires\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Affect-Normal-Fires,MUspellL1,1H,Alteration]{{components=V, S}}{{time=[[1]]}}{{range=[[5*@{selected|mu-casting-level}]]ft.}}{{duration=[[2*@{selected|mu-casting-level}]]}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|[[5*@{selected|mu-casting-level}]]|20||cold)}}{{save=None}}{{reference=PHB p131}}SpellData=[w:Affect-Normal-Fires,lv:1,sp:1,gp:0,cs:VS]{{effects=Enables the wizard to cause nonmagical fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius.}}{{hide1=Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell\'s area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.}}'}, + {name:'Alarm',type:'muspelll1',ct:'10',charge:'uncharged',cost:'0.3',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nAlarm\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Abjuration,Evocation}}Specs=[Alarm,MUspellL1,1H,Abjuration|Evocation]{{components=V, S, M}}{{time=[[10]]}}{{range=[[10]]yds}}{{duration=[[4+(@{selected|mu-casting-level}/2)]] hours}}{{aoe=[Up to 20ft cube](!rounds --aoe @{selected|token_id}|square|feet|30||20|dark)}}{{save=None}}{{reference=PHB p131}}SpellData=[w:Alarm,lv:1,sp:10,gp:0.3,cs:VSM]{{effects=When cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat - anything larger than about 1/2 cubic foot in volume or more than about three pounds in weight.}}{{hide1=The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the *alarm* spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word.}}{{materials=A tiny bell and a piece of very fine silver wire costing 3sp.}}'}, + {name:'Armour',type:'muspelll1',ct:'10',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nArmour\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Conjuration/Summoning}}Specs=[Armour,MUspellL1,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=[[1]] Round}}{{range=Touch}}{{duration=Lasts until the target takes [[8+({10,@{selected|mu-casting-level}}kl1)]] points of damage}}{{aoe=Creature Touched}}{{save=None}}{{reference=PHB p131}}{{use=[Armour yourself](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select recipient|token_id}|Armour|99|0|Armoured AC6 plus Dex bonus|bolt-shield)}}SpellData=[w:Armour,lv:1,sp:10,gp:10,cs:VSM]{{effects=The wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). The spell has no effect on a person already armored or a creature with Armor Class 6 or better.}}{{hide1=It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 6; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.}}{{materials=A piece of finely cured leather blessed by a Cleric for a 10gp donation to the Temple which joins with the Wizards clothes}}'}, + {name:'Audible-Glamer',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nAudible Glamer\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Illusion/Phantasm}}Specs=[Audible Glamer,MUspellL1,1H,Illusion-Phantasm]{{components=V, S, M}}{{time=[[1]]}}{{range=[[60+(10*@{selected|mu-casting-level})]]yds}}{{duration=[[3*@{selected|mu-casting-level}]] rounds}}{{aoe=Hearing range}}{{save=Special}}{{reference=PHB p131}}SpellData=[w:Audible-Glamer,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=The wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster.}}{{hide1=The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the *audible glamer* at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an *audible glamer* spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.\nA character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster\'s direction. Note that this spell can enhance the effectiveness of the *phantasmal force* spell.}}{{materials=A bit of wool or a small lump of wax costing 1cp}}'}, + {name:'Burning-Hands',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nBurning Hands\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Burning Hands,MUspellL1,1H,Alteration]{{components=V, S}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[120deg. arc to 5ft](!rounds --aoe @{selected|token_id}|cone|feet|0|5|12|fire)}}{{save=Half Damage}}{{damage=[1d3+(2 x level)](!\\amp#13;\\amp#47;r 1d3+[[{20,2*@{selected|mu-casting-level}}kl1]])}}{{damagetype=Fire}}{{use=Select the Area of Effect button and point the crosshair displayed in the right direction before confirming to see which creatures are affected}}{{reference=PHB p131}}SpellData=[w:Burning-Hands,lv:1,sp:1,gp:0,cs:VS]{{effects=A jet of searing flame shoots from his fingertips. Their hands must be held so as to send forth a fanlike sheet of flames: The wizard\'s thumbs must touch each other and the fingers must be spread.}}{{hide1=The burning hands send out flame jets [[5]] feet long in a horizontal arc of about [[120]] degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.}}'}, + {name:'Cantrip',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nCantrip\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 0 Wizard}}{{school=Illusion/Phantasm}}Specs=[Cantrip,MUspellL1,1H,Illusion-Phantasm]{{components=V,S}}{{time=[[1]]}}{{range=[[10]]ft.}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=Special}}{{save=None}}{{reference=PHB p131}}SpellData=[w:Cantrip,lv:0,sp:1,gp:0,cs:VS]{{effects=Cantrips are minor spells studied by wizards during their apprenticeship, regardless of school. The *cantrip* spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy.}}{{hide1=Once cast, the *cantrip* spell enables the caster to create minor magical effects for the duration of the spell. However, these effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points, cannot affect the concentration of spellcasters, and can only create small, obviously magical materials. Furthermore, materials created by a cantrip are extremely fragile and cannot be used as tools of any sort. Lastly, a cantrip lacks the power to duplicate any other spell effects.\nWhatever manifestation the cantrip takes, it remains in effect only as long as the wizard concentrates. Wizards typically use cantrips to impress common folk, amuse children, and brighten dreary lives. Common tricks with cantrips include tinklings of ethereal music, brightening faded flowers, glowing balls that float over the caster\'s hand, puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the *unseen servant* spell, it\'s a tool to make housekeeping and entertaining simpler for the wizard.}}'}, + {name:'Change-Self',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nChange Self\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Illusion/Phantasm}}Specs=[Change Self,MUspellL1,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[1]]}}{{range=[[0]]}}{{duration=DM rolls 2d6+[[2*@{selected|mu-casting-level}]] rounds and does not tell player}}{{aoe=The caster}}{{save=Special}}{{reference=PHB p132}}{{Use=Select [Change Self](!rounds --target-nosave caster|@{selected|token_id}|Change-Self|\\amp#91;[3d4+[[2*@{selected|mu-casting-level}]]]\\amp#93;|-1|Changed self, normal attk+dmg, man shaped creature only|strong) to set a duration timer (requires use of the *Turn Tracker* or the *Maintenance Menu* to advance the round number)}}SpellData=[w:Change-Self,lv:1,sp:1,gp:0,cs:VS]{{effects=This spell enables the wizard to alter the appearance of his form - including clothing and equipment - to appear [[1]] foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature.}}{{hide1= The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 rounds plus two additional rounds per level of experience of the spellcaster. The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered in this way.}}'}, + {name:'Charm-Person',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nCharm Person\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}Specs=[Charm Person,MUspellL1,1H,Enchantment-Charm]{{components=V, S}}{{time=[[1]]}}{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||magic)}}{{duration=Time based}}{{aoe=[[1]] person}}{{save=Negates}}{{use=Click [Charm them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Charm-Person|99|0|Charmed by scroll|chained-heart|svspe\\clon;+\\amp#63;{How much damage has been inflicted?|0|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20}) and select the victim then confirm how much damage has been inflicted by the caster\'s allies. A prompt will then be made for a saving throw with appropriate bonuses already applied}}{{reference=PHB p132}}SpellData=[w:Charm-Person,lv:1,sp:1,gp:0,cs:VS]{{effects=This spell affects any single person it is cast upon. If the person receives damage from the caster\'s group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim\'s saving throw.\nIf the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected.}}{{hide1=The term person includes any bipedal human, demihuman or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster\'s life is for the person to hold back an onrushing red dragon for "just a minute or two." Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim\'s language to communicate his commands).\nThe duration of the spell is a function of the charmed person\'s Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature\'s Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.\nIf two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.\nNote that the subject has full memory of the events that took place while he was charmed.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Intelligence Score\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Time Between Checks\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3 or less\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 months\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 months\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 month\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 weeks\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 weeks\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 week\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 days\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 days\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19 or more\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 day\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nNote: The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the DM. The roll is made secretly.}}'}, + {name:'Chill-Touch',type:'innate-melee|muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nChill Touch\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Necromancy}}Specs=[Chill Touch,Innate-Melee|MUspellL1,1H,Necromancy],[Chill Touch,Innate-Melee|MUspellL1,1H,Necromancy],[Chill Touch,Innate-Melee|MUspellL1,1H,Necromancy]{{components=V, S}}ToHitData=[w:Chill Touch vs Character,+:0,sp:1,touch:0],[w:Chill Touch vs Creature,+:0,sp:1,touch:0,c:(3+@{selected|mu-casting-level})],[w:Chill Touch vs Undead,+:0,sp:1,touch:0]{{time=[[1]]}}dmgData=[w:Chill Touch vs Character,+:0,sm:1d4,L:1d4,cmd:!rounds --target single|@{selected|token_id}|`{target|Select Target|token_id}|Weakened by Chill_Chill Touch_@{selected|prev-round}|60|-1|Don\'t seem as strong as you were...|back-pain],[w:Chill Touch vs Creature,+:0,sm:1d4,L:1d4,cmd:!rounds --target single|@{selected|token_id}|`{target|Select Target|token_id}|Affected by Chill_Chill Touch_@{selected|prev-round}|60|-1|Don\'t seem as strong as you were...|back-pain],[w:Chill Touch vs Undead,+:0,sm:0,L:0,cmd:!rounds --target single|@{selected|token_id}|`{target|Select Target|token_id}|Flee from Chill_Chill Touch_@{selected|prev-round}|\\amp#91;[1d4+@{selected|mu-casting-level}]\\amp#93;|-1|Fleeing from a Chill Touch!|screaming,msg:The undead creature flees from the chill touch]{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}+3]] Rounds}}weapData=[on:\\api;rounds --target caster|@{selected|token_id}|Chill-Touch|\\lbrak;\\lbrak;@{selected|mu-casting-level}+3\\rbrak;\\rbrak;|-1|Has a Chill Touch draining 1 STR \\amp 1d4 HP|grab,off:\\api;rounds --removetargetstatus @{selected|token_id}|Chill-Touch|silent]{{aoe=Creatures Touched}}{{save=Negates}}{{reference=PHB p132}}{{damage=[[1]] STR plus [1d4](!\\amp#13;\\amp#47;r 1d4) }}{{use=Either cast the spell and take the spell in-hand when the dialog is automatically presented, or *Change Weapon* to the spell which will automatically cast it}}{{damagetype=Necrotic}}SpellData=[w:Chill-Touch,lv:1,sp:1,gp:0,cs:VS]{{effects=The caster\'s hand is enveloped by a cold blue glow which attacks the life force of any living creature which the wizard successfully touches. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of the caster.}}{{hide1=The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally.}}'}, + {name:'Chromatic-Orb',type:'innate-ranged|muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nChromatic Orb\nas a level @{selected|mu-casting-level} caster}}Specs=[Chromatic Orb,Innate-Ranged|MUspellL1,1H,Alteration|Evocation]{{splevel=Level 1 Wizard}}ToHitData=[w:Chromatic Orb,+:0,db:1,n:1,ch:20,cm:1,sz:T,ty:SPB,sp:1]{{school=Alteration,Evocation}}AmmoData=[w:White,st:Chromatic Orb,mulv:1],[w:Red,st:Chromatic Orb,mulv:2],[w:Orange,st:Chromatic Orb,mulv:3],[w:Yellow,st:Chromatic Orb,mulv:4],[w:Green,st:Chromatic Orb,mulv:5],[w:Turquoise,st:Chromatic Orb,mulv:6],[w:Blue,st:Chromatic Orb,mulv:7],[w:Violet,st:Chromatic Orb,mulv:8],[w:Black,st:Chromatic Orb,mulv:9]{{components=V,S,M}}RangeData=[t:Chromatic Orb,r:1/2/3]{{time=1}}RangeMods=[N:3,PB:3,S:3,M:2,L:1,F:-20]{{range=10/20/30 yds}}{{duration=Special}}{{aoe=One Creature}}{{save=Negates}}{{reference=Complete Wizard\'s Handbook}}SpellData=[w:Chromatic Orb,lv:1,sp:1,gp:0,cs:VSM]{{effects=A 4-inch-diameter coloured sphere appears in the caster\'s hand. The color indicates a different special power. Hurl the sphere at an opponent up to 30 yards away as a ranged weapon, with 10 yards away at +3 to hit, 11-20 yards away at +2 to hit, and 21-30 yards away at +1 to hit.\nA miss, or a successful save vs. spell means it has no effect. Otherwise, the color determines the damage inflicted and its special power. The caster can create a single orb of any color listed for his level or lower.}}{{hide1=\n***Light:*** the victim is surrounded by light to a radius of 20 feet, as if affected by a light spell. The effect lasts for 1 round, during which time the victim makes his attack rolls and saving throws at a -4 penalty, and his AC is penalized by 4.\n***Heat:*** intense enough to melt 1 cubic yard of ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity (or for victims without these attributes, -1 to hit and a penalty of 1 to AC) for 1 round.\n***Fire:*** ignites all combustible materials within 3 feet of the victim.\n***Blindness:*** causes the victim to become blind as per the spell. The effect lasts for 1 round/level of the caster.\n***Stinking cloud:*** the victim is in a 5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling and unable to attack until he leaves the area of the vapors.\n***Magnetism:*** has an effect only if the victim is wearing armor made from iron, which becomes magically magnetized for 3-12 (3d4) rounds. Iron objects within 3 ft will stick tight to the magnetized armor; only dispel magic or a similar spell can release the stuck items, released at the end of the spell\'s duration.\n***Paralysis:*** victim becomes paralyzed for 6-20 (2d8 + 4) rounds; save vs. paralyzation halves the number of rounds.\n***Petrification:*** turns the victim to stone. Save vs. petrification instead *slows* the victim (as per the spell) for 2-8 (2d4) rounds. \n***Death:*** the victim dies. Save vs death magic to avoid death and instead be *paralyzed* for 2-5 (1d4 +1) rounds.\n**Chromatic Orb Effects**\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;Level of Caster\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Colour of Orb Generated\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;HP Damage\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Special Power\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;1st\\amplt;/th\\ampgt;\\amplt;td\\ampgt;White\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Light\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;2nd\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Red\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Heat\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;3rd\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Orange\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fire\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;4th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Yellow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Blindness\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;5th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stinking Cloud\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;6th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Turquoise\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Magnetism\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;7th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Paralysis\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;8th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Violet\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*slow*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Petrification\\amplt;tr\\ampgt;\\amplt;th scope="row"\\ampgt;9th\\amplt;/th\\ampgt;\\amplt;td\\ampgt;Black\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*paralysis*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Death\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials= The material component for this spell is a gem of the appropriate hue or any diamond. The gem must have a value of at least 50 gp.}}{{use=Take the spell in-hand as a weapon using the ***Change Weapon menu***, and then attack with it which gives the choice of colour}}'}, + {name:'Colour-Spray',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nColour Spray\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Colour Spray,MUspellL1,1H,Alteration]{{components=V,S,M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Instant}}{{aoe=[1d6](!\\amp#13;\\amp#47;w gm \\amp#91;[1d6]\\amp#93; creatures affected) in a [5x20x20ft wedge](!rounds --aoe @{selected|token_id}|cone|feet|0|5|20|magic)}}{{save=Special}}{{Use=Select effect below}}{{reference=PHB p132}}SpellData=[w:Colour-Spray,lv:1,sp:1,gp:0.05,cs:VSM]{{effects=Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster\'s level, are struck [Unconscious](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who\'s less or equal to level @{selected|mu-casting-level}?|token_id}|Unconscious|\\amp#91;[2d4]\\amp#93;|-1|Knocked unconscious by a confusion of colours|broken-skull) for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard\'s level are [Blinded](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who\'s 1 or 2 levels more than @{selected|mu-casting-level}?|token_id}|Blinded|\\amp#91;[1d4]\\amp#93;|-1|Blinded by a confusion of colours|broken-skull) for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are [Stunned](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who\'s 3 or more levels higher than @{selected|mu-casting-level}?|token_id}|Stunned|1|-1|Stunned by a confusion of colours|broken-skull) (reeling and unable to think or act coherently) for one round.}}{{hide1=The wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from their hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.}}{{materials=A pinch each of powder or sand that is colored red, yellow, and blue, costing 5cp for the pigments}}'}, + {name:'Comprehend-Languages',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nComprehend Languages\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Comprehend Languages,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[5*@{selected|mu-casting-level}]] Rounds}}{{aoe=1 speaking creature or written object}}{{save=None}}{{reference=PHB p133}}SpellData=[w:Comprehend-Languages,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Caster is able to understand speaking creature or writing in another language once touched.}}{{hide1=The wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells), and it does not reveal messages concealed in otherwise normal text.}}{{materials=A pinch of soot and a few grains of salt, worth 1cp}} '}, + {name:'Confuse-Languages',type:'innate-melee|muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nConfuse Languages\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Confuse Languages,Innate-Melee|MUspellL1,1H,Alteration]{{components=V, S, M}}ToHitData=[w:Confuse Languages,sp:1,touch:1,r:5]{{time=[[1]] round}}DmgData=[w:Confuse Languages,msg:The victim cannot be understood: speaking in some odd dialect no-one has ever heard before,cmd:!rounds ~~target @{selected|token_id}|\\at;{target|Who talks in a confused language?|token_id}|Confused Language|\\lbrak;\\lbrak;5*@{selected|mu-casting-level}\\rbrak;\\rbrak;|-1|Talking in a confused language no-one understands|interdiction]{{range=Touch}}{{duration=[[5*@{selected|mu-casting-level}]] Rounds}}{{aoe=1 speaking creature or written object}}{{save=None}}{{reference=PHB p133}}SpellData=[w:Confuse-Languages,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Cancels *Comprehend Languages* or alternatively the caster is able to render a writing or a creature\'s speech incomprehensible.}}{{hide1=In either case, the wizard must touch the creature or the writing. Magical writing cannot be rendered incomprehensable in this way, other than at the GM\'s discretion to obscure that the writing is magical in nature. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells).}}{{materials=A pinch of soot and a few grains of salt, worth 1cp}} '}, + {name:'Dancing-Lights',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDancing Lights\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Dancing Lights,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]]}}{{range=[[[40+(10*@{selected|mu-casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[40+(10*@{selected|mu-casting-level})]]||light|true)}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{Use=[Turn on the Lights](!rounds --target-nosave caster|@{selected|token_id}|Dancing-Lights|[[2*@{selected|mu-casting-level}]]|-1|Pretty Dancing Lights!|aura)}}{{reference=PHB p133}}SpellData=[w:Dancing-Lights,lv:1,sp:1,gp:0.5,cs:VSM]{{effects=Creates, at the wizard\'s option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire.}}{{hide1=The dancing lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movement by the wizard. The spell cannot be used to cause blindness (see the 1st-level *light* spell), and it winks out if the range or duration is exceeded.}}{{materials=Either a bit of phosphorus or wychwood, or a glowworm, in either case costing 5sp to source.}}'}, + {name:'Detect-Magic',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nDetect Magic\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Divination}}Specs=[Detect Magic,MUspellL1,1H,Divination]{{components=V, S}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[[2*@{selected|mu-casting-level}]] Rounds}}{{aoe=[10ft x 60ft long](!rounds --aoe @{selected|token_id}|bolt|feet|0|60|10|magic) in direction facing}}{{save=None}}{{Use=[Turn on magic radar](!rounds --target-nosave caster|@{selected|token_id}|Detect-Magic|[[2*@{selected|mu-casting-level}]]|-1|Detecting Magic|aura)}}{{reference=PHB p133}}SpellData=[w:Detect-Magic,lv:1,sp:1,gp:0,cs:VS]{{effects=Detect magic strength (dim/ faint/ moderate/ strong/ overwhelming) and [[[10*@{selected|mu-casting-level}]]](!\\amp#13;\\amp#47;r 1d100)% chance of determining type (alteration/ conjuration/ etc). Can scan [[60]] degree arc per round.}}{{hide1=the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.}}'}, + {name:'Detect-Undead',type:'muspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDetect Undead\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Divination,Necromancy}}Specs=[Detect Undead,MUspellL1,1H,Divination|Necromancy]{{components=V,S, M}}{{time=[[1]]round}}{{range=[[0]]}}{{duration=[[3]] turns}}{{aoe=[[[60+(10*@{selected|mu-casting-level})]]ft. x 10ft.](!rounds --aoe @{selected|token_id}|bolt|feet|0|[[60+(10*@{selected|mu-casting-level}\\amp#41;]]|10|acid)}}{{save=None}}{{reference=PHB p133}}{{Use=[Undead Detector](!rounds --target-nosave caster|@{selected|token_id}|Detect-Undead|30|-1|Can detect undead in direction facing if stand still for 1 round|death-zone)}}SpellData=[w:Detect-Undead,lv:1,sp:10,gp:0,cs:VSM]{{effects=Detect all undead creatures out to the limit of the spell. Scanning a direction requires one round, and the caster must be motionless.}}{{hide1=The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present.}}{{materials=A bit of earth from a grave (free)}}'}, + {name:'Enlarge',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nEnlarge\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard (reversible)}}{{school=Alteration}}Specs=[Enlarge,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]]}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[10*@{selected|mu-casting-level}]]||magic|true)}}{{duration=[[5*@{selected|mu-casting-level}]] Rounds}}{{aoe=1 creature or object no larger than [[10*@{selected|mu-casting-level}]]cu.ft}}{{save=Negates}}{{reference=PHB p133}}{{Use=[Enlarge it](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a subject|token_id}|Enlarge|[[5*@{selected|mu-casting-level}]]|-1|Enlarged, Damage x [[1+(@{selected|mu-casting-level}/10)]]|overdrive|svspe\\clon;0)}}SpellData=[w:Enlarge,lv:1,sp:1,gp:0.05,cs:VSM]{{effects=Causes instant growth of a creature or object, increasing both size and weight.}}{{hide1=It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight.\nAll equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials--the spell cannot be used to crush a creature by growth.\nMagical properties are not increased by this spell--a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature\'s hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size.\nFor example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.}}{{materials=A pinch of powdered iron, worth 5cp}}'}, + {name:'Erase',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nErase\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Erase,MUspellL1,1H,Alteration]{{components=V,S}}{{time=[[1]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||lightning|true)}}{{duration=Permanent}}{{aoe=1 scroll or 2 pages}}{{save=Special see below}}{{reference=PHB p134}}SpellData=[w:Erase,lv:1,sp:1,gp:0,cs:VS]{{effects=Removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces.}}{{hide1=It removes *explosive runes, glyphs of warding, sepia snake sigils,* and *wizard marks*, but it does not remove *illusory script* or *symbols* (see those spells). Nonmagical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (for example, 35% for a 1st-level caster, 40% for a 2nd-level caster, etc.).}}'}, + {name:'Feather-Fall',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFeather Fall\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Feather Fall,MUspellL1,0H,Alteration]{{components=V}}{{time=[[1]]}}{{range=[[10*@{selected|mu-casting-level}]]yds}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Total weight less than [[200+(200*@{selected|mu-casting-level})]]lbs in a [10ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[10*@{selected|mu-casting-level}]]|10|10|light)}}{{save=None}}{{reference=PHB p134}}{{Use=[Light as a Feather](!rounds --target-nosave multi|@{selected|token_id}|Feather-fall|[[@{selected|mu-casting-level}]]|-1|Falling light as a Feather, falls 120ft / round, no dmg on land|fluffy-wing)}}SpellData=[w:Feather-Fall,lv:1,sp:1,gp:0,cs:V]{{effects=The creature(s) or object(s) affected immediately assume the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect.}}{{hide1=However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The feather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster.\nFor example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon freefalling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature. Note that the spell can be effectively combined with gust of wind and similar spells.}}'}, + {name:'Find-Familiar',type:'muspelll1',ct:'240',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFind Familiar\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Conjuration/Summoning}}Specs=[Find Familiar,MUspellL1,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=[2d12](!\\amp#13;\\amp#47;gmroll 2d12 rounds duration for Find Familiar)}}{{range=[[@{selected|mu-casting-level}]]miles}}{{duration=Special}}{{aoe=1 Familiar}}{{save=Special}}{{reference=PHB Page 134}}{{reference=PHB p134}}SpellData=[w:Find-Familiar,lv:1,sp:240,gp:1000,cs:VSM]{{effects=Attempt to summon a familiar to act as the caster\'s aide and companion.}}{{hide1=Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come.\nThe creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).\nThe wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic--while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the "big ones" it was spying on! The caster cannot see through the familiar\'s eyes.\nIf separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard\'s saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.\nThe power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a dispel magic spell send them away.\nDeliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar\'s relationship with its master. Purposely arranging the death of one\'s own familiar incurs great disfavor from certain powerful entities, with dire results.\n\\amplt;table\\ampgt; \\amplt;tr\\ampgt;\\amplt;th\\ampgt;[D20 Roll](!\\amp#13;\\amp#47;r 1d20)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Familiar^\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Sensory Powers\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt; \\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cat, black\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Excellent night vision \\amp superior hearing\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt; \\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Crow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Excellent vision\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt; \\amplt;tr\\ampgt;\\amplt;td\\ampgt;8-9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hawk\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Very superior distance vision\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt; \\amplt;tr\\ampgt;\\amplt;td\\ampgt;10-11\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Owl\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Night vision equals human daylight vision, superior hearing\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12-13\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Toad\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wide-angle vision\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;14-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Weasel\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Superior hearing \\amp very superior olfactory power\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;\\amplt;/td\\ampgt;\\amplt;td\\ampgt;No familiar available within spell range\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ The DM can substitute other small animals suitable to the area.}}{{materials=Load a brass brazier with charcoal. When this is burning well, add 1,000 gp worth of incense and herbs.}}'}, + {name:'Friends',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFriends\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}Specs=[Friends,MUspellL1,1H,Enchantment-Charm]{{components=V, S, M}}{{time=[[1]])}}{{range=[[0]]}}{{duration=1d4+@{selected|mu-casting-level} rounds}}{{aoe=[60ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|120||magic|true)}}{{save=Special}}{{Use=If a favourable reaction [Become Friendly](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select a new friend|token_id}|Friends|\\amp#91;[1d4+@{selected|mu-casting-level}]\\amp#93;|-1|Fiends with the caster|chained-heart)}}{{reference=PHB p134}}SpellData=[w:Friends,lv:1,sp:1,gp:0.1,cs:VSM]{{effects=Causes the wizard to temporarily gain [2d4](!\\amp#13;\\amp#47;gmroll 2d4 points of Charisma gained by @{selected|Token_name}) points of Charisma.}}{{hide1=Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character\'s new Charisma. Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster\'s life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the DM.}}{{materials=Chalk (or white flour), lampblack (or soot), and vermilion costing 1sp applied to the face before casting the spell.}}'}, + {name:'Gaze-Reflection',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nGaze Reflection\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Gaze Reflection,MUspellL1,1H,Alteration]{{components=V, S}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[[2+@{selected|mu-casting-level}]] rounds}}{{aoe=Eye contact}}{{save=None}}{{reference=PHB p135}}{{Use=[Apply mirror specs](!rounds --target-nosave caster|@{selected|token_id}|Gaze-reflection|[[2+@{selected|mu-casting-level}]]|-1|Donned mirrored glasses, gaze attacker saves or takes effect themselves|aura)}}SpellData=[w:Gaze-Reflection,lv:1,sp:1,gp:0,cs:VS]{{effects=Any gaze attack is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack).}}{{hide1=Creates a shimmering, mirrorlike area of air before the wizard that moves with the caster. Any gaze attack, such as that of a basilisk, *eyes of charming*, a vampire\'s gaze, the 6th-level *eyebite* spell, and so on, is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack). Such creatures receive a saving throw vs. their own gaze effect. The spell does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a medusa). Only active gaze attacks are blocked by this spell.}}'}, + {name:'Grease',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nGrease\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Conjuration}}Specs=[Grease,MUspellL1,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=[[1]]}}{{range=[[10]]yds}}{{duration=[[3+@{selected|mu-casting-level}]] Rounds}}{{aoe=[10ft by 10ft](!rounds --aoe @{selected|token_id}|square|feet|30|10|10|acid)}}{{save=Reach safe ground by end of round}}{{reference=PHB p135}}SpellData=[w:Grease,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Save vs. spell or slip skid and fall.}}{{hide1=Covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall. Those who successfully save can reach the nearest nongreased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured! The spell can also be used to create a greasy coating on an item--a rope, ladder rungs, weapon handle, etc. Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item. The caster can end the effect with a single utterance; otherwise, it lasts for three rounds plus one round per level.}}{{materials=A bit of pork fat or butter, costing 1cp}}{{Use=Display the *area of effect* using the button, and make saving throws vs. spell for each creature in the area. Move those who save outside of the area and those who fail leave inside}}'}, + {name:'Hold-Portal',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nHold Portal\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Hold Portal,MUspellL1,0H,Alteration]{{components=V}}{{time=[[1]]}}{{range=[[20*@{selected|mu-casting-level}]] yds}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[[20*@{selected|mu-casting-level}]] sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|[[60*@{selected|mu-casting-level}]]|||dark)}}{{save=None}}{{reference=PHB p135}}SpellData=[w:Hold-Portal,lv:1,sp:1,gp:0,cs:V]{{effects=Magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked.}}{{hide1=Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A *knock* spell or a successful *dispel magic* spell can negate the *hold portal*. Held portals can be broken or physically battered down.}}'}, + {name:'Hypnotism',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nHypnotism\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}Specs=[Hypnotism,MUspellL1,1H,Enchantment-Charm]{{components=V,S}}{{time=[[1]]}}{{range=5 yds}}{{duration=[[1+@{selected|mu-casting-level}]] rounds}}{{aoe=[30ft.cube](!rounds --aoe @{selected|token_id}|square|feet|15|30||magic)}}{{save=Negates}}{{reference=PHB p135}}{{Use=[Look deep into my eyes](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who gets hypnotised?|token_id}|Hypnosis|[[1+@{selected|mu-casting-level}]]|-1|Following a suggestion under Hypnosis|chained-heart|svspe\\clon;gm{What adjustment to saving throw does \\amp#64;{target|Who gets hypnotised?|token_name} have?/Exceptionally wary or hostile,+3/Very wary or hostile,+2/Wary or hostile,+1/Meets caster\'s gaze,-2})}}SpellData=[w:Hypnotism,lv:1,sp:1,gp:0,cs:VS]{{effects=Cause [1d6](!\\amp#13;\\amp#47;r 1d6) creatures within the area to become susceptible to a suggestion--a brief and reasonable-sounding request (see the 3rd-level wizard suggestion spell).}}{{hide1=The request must be given after the *hypnotism* spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work). Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster\'s gaze, the saving throw is made with a penalty of -2. A creature that fails its saving throw does not remember that the caster enspelled it.}}'}, + {name:'Identify',type:'muspelll1',ct:'100',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nIdentify\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Divination}}Specs=[Identify,MUspellL1,1H,Divination]{{components=V, S, M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[1*@{selected|mu-casting-level}]] rounds}}{{aoe=[[@{selected|mu-casting-level}]] items}}{{save=None}}{{reference=PHB p135}}SpellData=[w:Identify,lv:1,sp:100,gp:100,cs:VSM]{{effects=Can Identify a total of [[@{selected|mu-casting-level}]] items or attributes - 1 per round. Touch item to attempt to Identify it which might activate any curse (DMs discretion or item description). DM rolls d100. Chance of learning information is [[[{(10*@{selected|mu-casting-level}),90}kl1]]](!\\amp#13;\\amp#47;gmroll 1d100)%. Any roll of 96-00 indicates a false reading, and any failure ends the Identify spell even if Duration has not expired.}}{{materials=A pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. Adding powdered luckstone means exact bonuses / charges can be determined, and functions learned from a single reading. Certain properties of an artifact or relic might also be learned.}}{{hide1=The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.\nThe chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two).\nIf any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.\nThe item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged.\nAfter casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).}}'}, + {name:'Jump',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nJump\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Jump,MUspellL1,1H,Alteration]{{components=V,S, M}}{{time=[[1]]}}{{range=Touch}}{{duration=1d3+@{selected|mu-casting-level} rounds}}{{aoe=Creature touched}}{{save=None}}{{Use=[Jump High](!rounds --target-nosave caster|@{selected|token_id}|Jump|\\amp#91;[1d3+@{selected|mu-casting-level}]\\amp#93;|-1|Can jump 30ft forward or 10ft back|tread)}}{{reference=PHB p135}}SpellData=[w:Jump,lv:1,sp:1,gp:0,cs:VSM]{{effects=Empowered to leap up to [[30]] feet forward or straight upward or [[10]] feet backward once per round for the duration of the spell. Horizontal leaps forward or backward have only a slight arc--about 2 feet per 10 feet of distance traveled. The jump spell does not ensure safety in landing or grasping at the end of the leap.}}{{materials=A grasshopper\'s hind leg, to be broken by the caster when the spell is cast (free)}}'}, + {name:'Light',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLight\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Light,MUspellL1,1H,Alteration]{{components=V, M}}{{time=[[1]]}}{{range=[[60]] yards}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=[Cast on Area 20 ft radius](!rounds --aoe @{selected|token_id}|circle|feet|120|40||light| --target-nosave caster|@{selected|token_id}|Light-duration|[[@{selected|mu-casting-level}*10]]|-1|Counting down light duration|stopwatch)}}{{save=Special}}{{reference=PHB p136}}{{damage=[Cast on eyes](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Light|[[10*@{selected|mu-casting-level}]]|-1|Blinded by Light in eyes|bleeding-eye|svspe\\clon;+0)}}SpellData=[w:Light,lv:1,sp:1,gp:0.1,cs:VM]{{effects=Creates a luminous glow, equal to torchlight, within a fixed radius of the spell\'s center. If cast on a creature, successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, otherwise creature is blinded}}{{hide1=This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell\'s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.\nThe effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the *light* spell, if the darkness effect is continual).\nLight centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word.}}{{materials=A firefly or a piece of phosphorescent moss. Cost 1sp}}'}, + {name:'Magic-Missile',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMagic Missile\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Evocation/Invocation}}Specs=[Magic Missile,MUspellL1,1H,Evocation]{{components=V, S}}{{time=[[1]]}}{{range=[[[({10,@{selected|mu-casting-level}}kl1)*10+60]] feet](!rounds --aoe @{selected|token_id}|circle|feet|0|[[({10,@{selected|mu-casting-level}}kl1)*20+120]]||lightning|true)}}{{duration=Instant}}{{aoe=Targeted Creature(s)}}{{save=None}}{{reference=PHB p136}}{{damage=[1d4+1](!\\amp#13;\\amp#47;r 1d4+1) per missile\n[All missiles](!\\amp#13;\\amp#47;r [[ceil([[{9, @{selected|mu-casting-level}}kl1]]/2)]]d4+[[ceil([[{9, @{selected|mu-casting-level}}kl1]]/2)]])\n}}SpellData=[w:Magic-Missile,lv:1,sp:1,gp:0,cs:VS]{{effects=Fires [[ceil(({9, @{selected|mu-casting-level}}kl1)/2)]] missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it\'s target causing damage as indicated above.}}{{hide1=Creates up to five missiles of magical energy that dart forth from the wizard\'s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to "Strike the commander of the legion," unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points\nof damage.\nFor every two extra levels of experience, the wizard gains an additional missile--he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.}}'}, + {name:'Mending',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMending\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Mending,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]]}}{{range=[[30]] yds}}{{duration=Permanent}}{{aoe=1 object}}{{save=None}}{{reference=PHB p136}}SpellData=[w:Mending,lv:1,sp:1,gp:0.02,cs:VSM]{{effects=Repairs small breaks in objects.}}{{hide1=Ring or chain link or medallion or any metal object mends one break. Ceramic or wood mends multiple breaks as good as new. One hole in a leather sack or wine skin is healed over. Will not by itself mend magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is 1 cubic foot per level.}}{{materials=Two small magnets of any type (lodestone in all likelihood) or two burrs. Avg. cost 2cp}}'}, + {name:'Message',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nMessage\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Message,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[[5*@{selected|mu-casting-level}]] Rounds}}{{aoe=Up to [[@{selected|mu-casting-level}]] creatures}}{{save=None}}{{reference=PHB p136}}{{Use=Click [Whisper to Who?](!rounds --target-nosave multi|@{selected|token_id}|Message|[[5*@{selected|mu-casting-level}]]|-1|Whispering Messages|flying-flag) and then select the recipient tokens, then press *add status change* button in chat window}}SpellData=[w:Message,lv:1,sp:1,gp:0.05,cs:VSM]{{effects=Whisper messages and receive replies with little chance of being overheard. }}{{hide1=When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.}}{{materials=A short piece of copper wire (5 cp to make).}}'}, + {name:'Mount',type:'muspelll1',ct:'100',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMount\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Conjuration/Summoning}}Specs=[Mount,MUspellL1,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=[[1]] turn}}{{range=[[10]] yds}}{{duration=[[2+@{selected|mu-casting-level}]] hours}}{{aoe=1 mount}}{{save=None}}{{reference=PHB p136}}SpellData=[w:Mount,lv:1,sp:100,gp:10,cs:VSM]{{effects=Conjure a normal mammal to act as a mount.}}{{hide1=The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Caster Level\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Mount\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mule or light horse\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4-7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Draft horse or war horse\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Camel\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Elephant (and howdah at 18th level)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Griffon (and saddle at 18th level)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain.}}{{materials=A bit of hair from the type of animal to be conjured: avg. cost 10gp.}}'}, + {name:'Nystuls-Magical-Aura',type:'muspelll1',ct:'10',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nNystul\'s Magical Aura\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Illusion/Phantasm}}Specs=[Nystuls Magical Aura,MUspellL1,1H,Illusion-Phantasm]{{components=V, S, M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] Days}}{{aoe=Object of up to [[5*@{selected|mu-casting-level}]]lbs}}{{save=Special}}{{reference=PHB p136}}SpellData=[w:Nystuls-Magical-Aura,lv:1,sp:10,gp:0.1,cs:VSM]{{effects=Any one item of no more than [[5*@{selected|mu-casting-level}]] pounds weight can be given an aura that is noticed by someone using magic detection.}}{{hide1=Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item\'s actual aura, if any, unless the item\'s own aura is exceptionally powerful (if it is an artifact, for instance). If the object bearing Nystul\'s magical aura has an identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.}}{{materials=A small square of silk costing 1sp, which must be passed over the object that receives the aura.}}'}, + {name:'Paralyse',type:'muspelll0',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nParalyse\nas a level @{selected|mu-casting-level} caster}}{{splevel=Monster ability}}{{school=Alteration}}Specs=[Paralyse,MUspellL0,1H,Alteration]{{components=S}}{{time=[[2]]}}{{range=Touch}}{{duration=1d4 rounds}}{{aoe=varies}}{{save=Negates}}{{damage=[Paralyse](!rounds --target multi|@{selected|token_id}|Paralyse|\\amp#91;[\\amp#63;{Duration?|1d4}]\\amp#93;|-1|Paralysed|fishing-net|svspe\\clon;+0) }}SpellData=[w:Paralyse,lv:0,sp:2,gp:0,cs:S]{{effects=A paralysation effect is often caused by monsters attacking the party, and is similar in effect to a \'Hold\' spell}}'}, + {name:'Phantasmal-Force',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPhantasmal Force\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Illusion/Phantasm}}Specs=[Phantasmal Force,MUspellL1,1H,Illusion-Phantasm]{{components=V,S, M}}{{time=[[1]]}}{{range=[[60+(10*@{selected|mu-casting-level})]] yds.}}{{duration=Special}}{{aoe=[[[400+(100*@{selected|mu-casting-level})]]sq. ft.](!rounds --aoe @{selected|token_id}|square|feet|[[180+(30*@{selected|mu-casting-level})]]|||magic)}}{{save=Special}}{{reference=PHB p137}}SpellData=[w:Phantasmal-Force,lv:1,sp:1,gp:0.02,cs:VSM]{{effects=Creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell\'s area of effect. The illusion is visual and does not create sound, smell, or temperature.}}{{hide1=Affects all believing creatures (undead are immune) that view it. Effects that depend on senses other than just vision usually fail. The illusion lasts until struck by an opponent--unless the spellcaster causes the illusion to react appropriately--or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates\' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).\nThe illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.}}{{materials=A bit of fleece, costing 2cp.}}'}, + {name:'Protection-From-Good',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nProtection from Good\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Abjuration (reversable)}}Specs=[Protection from Good,MUspellL1,1H,Abjuration]{{components=V,S, M}}{{time=[[1]]}}{{range=Touch}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p137 (Protection from Evil)}}{{Use=[Become Protected](!rounds --target-nosave caster|@{selected|token_id}|Prot-from-Good|[[2*@{selected|mu-casting-level}]]|-1|+2 prot vs good attk \\amp save, blocks good ctrl, blocks xtra-planar|white-tower)}}SpellData=[w:Protection-from-Good,lv:1,sp:1,gp:0.5,cs:VSM]{{effects=Creates a magical barrier around the recipient at a distance of 1 foot which moves with the recipient and has three major effects: attacks by \\amp saves caused by good creatures improved; possession \\amp mental attacks by good creatures blocked; and prevents bodily contact by extraplanar or conjured creatures.}}{{hide1=First, all attacks made by good (or good-enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.\nSecond, any attempt to possess (as by a magic jar attack) or to exercise mental control over the protected creature is blocked by this spell. Note that the protection does not prevent a charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.\nThird, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.\nThis protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.}}{{materials=Trace a 3-foot-diameter circle on the floor (or ground) with powdered iron costing 5sp.}}'}, + {name:'Protection-from-Evil',type:'muspelll1',ct:'1',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nProtection from Evil\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Abjuration (reversable)}}Specs=[Protection from Evil,MUspellL1,1H,Abjuration]{{components=V,S, M}}{{time=[[1]]}}{{range=Touch}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{Use=[Become Protected](!rounds --target-nosave single|@{selected|token_id}|Prot-from-Evil|[[2*@{selected|mu-casting-level}]]|-1|+2 prot vs evil attk \\amp save, blocks evil ctrl, blocks xtra-planar|white-tower)}}{{reference=PHB p137}}SpellData=[w:Protection-from-Evil,lv:1,sp:1,gp:10,cs:VSM]{{effects=Creates a magical barrier around the recipient at a distance of 1 foot which moves with the recipient and has three major effects: attacks by \\amp saves caused by evil creatures improved; possession \\amp mental attacks by evil creatures blocked; and prevents bodily contact by extraplanar or conjured creatures.}}{{hide1=First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.\nSecond, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire\'s charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire\'s charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.\nThird, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.\nThis protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.}}{{materials=Trace a 3-foot-diameter circle on the floor (or ground) with powdered silver worth 100sp in total.}}'}, + {name:'Read-Magic',type:'muspelll1',ct:'10',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nRead Magic\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Divination}}Specs=[Read Magic,MUspellL1,1H,Divination]{{components=V, S, M}}{{time=[[1]] round}}{{range=[[0]]}}{{duration=[[2*@{selected|mu-casting-level}]] rounds/pages}}{{aoe=Special}}{{save=None}}{{reference=PHB p137}}SpellData=[w:Read-Magic,lv:1,sp:10,gp:0.1,cs:VSM]{{effects=Read inscriptions otherwise unintelligible.}}{{hide1=Able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.}}{{materials=a clear crystal or mineral prism costing 10gp, which is not expended and can be used 100 times before becoming too scratched \\amp worn}}'}, + {name:'Reduce',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nReduce\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard (reversible)}}{{school=Alteration}}Specs=[Reduce,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]]}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[10*@{selected|mu-casting-level}]]||magic|true)}}{{duration=[[5*@{selected|mu-casting-level}]] Rounds}}{{aoe=1 creature or object no larger than [[10*@{selected|mu-casting-level}]]cu.ft}}{{save=Negates}}{{reference=PHB p133 (Enlarge)}}{{Use=[Reduce Unwilling](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a victim|token_id}|Reduce|[[5*@{selected|mu-casting-level}]]|-1|Reduced, Damage \\amp#214; [[1+(@{selected|mu-casting-level}/10)]]|edge-crack|svspe\\clon;+0) or [Reduce Willing](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a victim|token_id}|Reduce|[[5*@{selected|mu-casting-level}]]|-1|Reduced, Damage \\amp#214; [[1+(@{selected|mu-casting-level}/10)]]|edge-crack)}}SpellData=[w:Reduce,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Negates an *Enlarge* spell or target reduced by 90% (9 steps) then by 1ft steps till less than 1ft, then by 1 inch steps, then by 1/10th inch steps etc. 1 step per level = [[@{selected|mu-casting-level}]] steps.}}{{hide1=The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of an inch--the recipient cannot dwindle away to nothingness.\nFor example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.}}{{materials=A pinch of powdered iron worth 1cp}}'}, + {name:'Shield',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShield\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Evocation}}Specs=[Shield,MUspellL1,1H,Evocation]{{components=V, S}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[[5*@{selected|mu-casting-level}]] rounds}}{{aoe=In front of caster}}{{Use=[Shield yourself](!rounds --target-nosave caster|@{selected|token_id}|Shield|[[5*@{selected|mu-casting-level}]]|-1|Shielded, bonus on AC vs. missiles, MM, frontal saving throws|bolt-shield)}}{{save=None}}{{reference=PHB p137}}SpellData=[w:Shield,lv:1,sp:1,gp:0,cs:VS]{{effects=An invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC [[2]] against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC [[3]] against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC [[4]] against all other forms of attack.}}{{hide1=The shield also adds a +1 bonus to the wizard\'s saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.}}'}, + {name:'Shocking-Grasp',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShocking Grasp\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Shocking Grasp,MUspellL1,1H,Alteration]{{components=V, S}}{{time=[[1]]}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] rounds or until used}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p137}}{{damage=[1d8+level](!\\amp#13;\\amp#47;r 1d8+[[@{selected|mu-casting-level}]]) HP}}{{damagetype=Electrical}}SpellData=[w:Shocking-Grasp,lv:1,sp:1,gp:0,cs:VS]{{effects=Does electrical damage as above either by touching opponent (no To Hit roll necessary) or an electrical conductor the opponent is touching (e.g. sword, plate armour, metal bars). Does not discharge if caster hit or touched by opponent.}}{{hide1=spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent\'s body or upon an electrical conductor that touches the opponent\'s body, a like touch from the opponent does not discharge the spell.}}'}, + {name:'Sleep',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSleep\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}Specs=[Sleep,MUspellL1,1H,Enchantment-Charm]{{range=90 ft}}{{components=V, S, M}}{{duration=[[5*({10,@{selected|mu-casting-level}}kl1)]] Rounds}}{{time=1}}{{aoe=[30ft Cube](!rounds --aoe @{selected|token_id}|square|feet|90|30||dark)}}{{save=None}}{{Use=[Sleep them](!rounds --target-nosave area|@{selected|token_id}|\\amp#64;{target|Select who to sleep|token_id}|Sleep|[[5*({10,@{selected|mu-casting-level}}kl1)]]|-1|Snoring away, shake to awaken|sleepy)}}{{reference=PHB p138}}SpellData=[w:Sleep,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Up to [2d4](!\\amp#13;\\amp#47;r 2d4) Hit Dice of creatures with 4 HD or less are put to sleep beginning with the lowest HD creatures in the Area of Effect.}}{{hide1=Causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell\'s effects). All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.\nFor example, a wizard casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (1/2 + 1/2 + 1/2 + 2 = 3 1/2 Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre.\nSlapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see "Modifiers to the Attack Roll" in Chapter 9: Combat).}}{{materials=a pinch of fine sand, rose petals, or a live cricket. Cost 1cp}}'}, + {name:'Spider-Climb',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSpider Climb\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Spider Climb,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]]}}{{range=Touch}}{{duration=[[[3+(3*@{selected|mu-casting-level})]] rounds]}}{{aoe=Creature touched}}{{save=Negates}}{{reference=PHB p138}}{{Use=[Grant Spidy-powers!](!rounds --target-save single|@{selected|token_id}|\\amp#64;{target|Select Spider-man|token_id}|Spider-climb|[[3+(3*@{selected|mu-casting-level})]] |-1|Has Spidy-Powers to climb walls \\amp ceilings, move 6|strong) and select the recipient. If an unwilling target, make a saving throw when the GM is prompted to confirm}}SpellData=[w:Spider-Climb,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Enables recipient to climb and travel on vertical surfaces like a giant spider, and upside down from ceilings.}}{{hide1=Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells if under a spider climb spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word.}}{{materials=A drop of bitumen (1cp) and a live spider, both of which must be eaten by the spell recipient.}}'}, + {name:'Spook',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSpook\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Illusion/Phantasm}}Specs=[Spook,MUspellL1,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[1]]}}{{range=[30 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|60||lightning|true)}}{{duration=Until the creature makes a successful save}}{{aoe=[[1]] creature}}{{save=Negates at [[0-{{6},{floor(@{selected|mu-casting-level}/2)} }kl1]] first round only [[0-0]] thereafter}}{{reference=PHB p138}}{{Use=[Spook it](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to Spook|token_id}|Spook|99|0|Spooked - make a saving throw each round|screaming|svspe\\clon;[[0-{{6},{floor(@{selected|mu-casting-level}/2)} }kl1]])}}SpellData=[w:Spook,lv:1,sp:1,gp:0,cs:VS]{{effects=Make a Saving Throw vs. Spell or flee from the caster at maximum speed as far as they can. They receive a [[0-{{6},{floor(@{selected|mu-casting-level}/2)} }kl1)]] penalty to their Saving Throw initially, then at no penalty each round thereafter}}{{hide1=A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the caster, to a maximum of -6 at 12th level. Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.}}'}, + {name:'Taunt',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTaunt\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Enchantment}}Specs=[Taunt,MUspellL1,1H,Enchantment-Charm]{{components=V,S, M}}{{time=[[1]]}}{{range=[[60]] yds.}}{{duration=[[1]]round}}{{aoe=[30ft. radius](!rounds --aoe @{selected|token_id}|circle|yards|60|20||dark)}}{{save=Negates}}{{reference=PHB p138}}{{Use=[Taunt Who?](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Taunt Who or What?|token_id}|Taunt|1|-1|Taunted creature attacks spellcaster|archery-target|svspe\\clon:+0)}}SpellData=[w:Taunt,lv:1,sp:1,gp:0,cs:VSM]{{effects=Jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater to make them rush forth in fury to do battle with the spellcaster.}}{{hide1=The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures, challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells.\nSeparation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DM\'s discretion. If used in conjunction with a ventriloquism spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader\'s presence, and so on.}}{{materials=A slug (free), which is hurled at the creatures to be taunted.}}'}, + {name:'Tensers-floating-disc',type:'muspelll1',ct:'1',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTenser\'s Floating Disc\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Evocation}}Specs=[Tensers Floating Disc,MUspellL1,1H,Evocation]{{components=V,S,M}}{{time=[[1]]}}{{range=[[20]] yds}}{{duration=[[3+@{selected|mu-casting-level}]] turns}}{{aoe=3ft diameter disc}}{{save=None}}{{reference=PHB p138}}SpellData=[w:Tensers Floating Disc,lv:1,sp:1,gp:1,cs:VSM]{{effects=Creates a floating disc 3 feet in diameter and holds [[@{selected|mu-casting-level}*100]] pounds of weight.}}{{hide1=The caster creates the slightly concave, circular plane of force known as Tenser\'s floating disc (after the famed wizard whose greed and ability to locate treasure are well known). The disc is 3 feet in diameter and holds 100 pounds of weight per level of the wizard casting the spell. The disc floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the wizard. If the spellcaster moves beyond range (by moving faster, by such means as a teleport spell, or by trying to take the disc more than 3 feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence, and whatever it was supporting crashes to the surface beneath it.}}{{materials=A drop of mercury, a rare \'magical\' liquid metal costing 1gp a drop}}'}, + {name:'Unseen-Servant',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nUnseen Servant\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Conjuration/Summoning}}Specs=[Unseen Servant,MUspellL1,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=1 hour and [[@{selected|mu-casting-level}]] turns}}{{aoe=[[30]]ft. radius}}{{save=None}}{{reference=PHB p138}}SpellData=[w:Unseen-Servant,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=An invisible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend.}}{{hide1=It is not strong, but unfailingly obeys the command of the wizard. It can perform only one activity at a time and can move only lightweight items, carrying a maximum of 20 pounds or pushing/pulling 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.}}{{materials=A piece of string and a bit of wood, worth 1cp.}}'}, + {name:'Ventriloquism',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nVentriloquism\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Ventriloquism,MUspellL1,0H,Alteration]{{components=V,M}}{{time=[[1]]}}{{range=[[[{{10*@{selected|mu-casting-level}},{90}}kl1]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[{{20*@{selected|mu-casting-level}},{180}}kl1]]||magic|true)}}{{duration=[[4+@{selected|mu-casting-level}]] rounds}}{{aoe=1 creature or object}}{{save=Negates}}{{reference=PHB p139}}{{Use=[Throw voice](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select Ventriloquist|token_id}|Ventriloquism|[[4+@{selected|mu-casting-level}]]|-1|Ventriloquist... Gottle O Geer... See? It works!|radioactive)}}SpellData=[w:Ventriloquism,lv:1,sp:1,gp:0.1,cs:VM]{{effects=Make the recipient\'s voice or someone else\'s voice, or a similar sound seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc.}}{{hide1=The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a -2 penalty detects the ruse. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion.}}{{materials=A parchment rolled up into a small cone, costing 1sp.}}'}, + {name:'Wall-of-Fog',type:'muspelll1',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWall of Fog\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Evocation}}Specs=[Wall of Fog,MUspellL1,1H,Evocation]{{components=V, S, M}}{{time=[[1]]}}{{range=[[30]] yds.}}{{duration=[[2d4+@{selected|mu-casting-level}]] rounds}}{{aoe=[20+(10x@{selected|mu-casting-level})cu.ft](!rounds --aoe @{selected|token_id}|wall|feet|90|||white)}}{{save=None}}{{reference=PHB p139}}SpellData=[w:Wall-of-Fog,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Creates a billowing wall of misty vapors in any area within the spell range, which obscures all sight, normal and infravision, beyond 2 feet.}}{{hide1=The caster may create less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind.}}{{materials=A pinch of split dried peas worth 1cp}}'}, + {name:'Wizard-Mark',type:'muspelll1',ct:'1',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWizard Mark\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Alteration}}Specs=[Wizard Mark,MUspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[1]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=Up to [[1]]sq.ft}}{{save=None}}{{reference=PHB p139}}SpellData=[w:Wizard-Mark,lv:1,sp:1,gp:100,cs:VSM]{{effects=Inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size.}}{{hide1=A *wizard mark* spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a *detect magic* spell will cause it to glow and be visible (though not necessarily understandable). *Detect invisibility, true seeing*, a *gem of seeing*, or a *robe of eyes* will likewise expose an invisible wizard mark. A *read magic* spell will reveal the maker\'s words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an *erase* spell. If cast on a living being, normal wear gradually causes the mark to fade.}}{{materials=A pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger}}'}, + ]}, + MU_Spells_DB_L2:{bio:'
Magic User Spell Database: Level 1
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 2 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 09/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see MU-Spells-DB-Item', + root:'MU-Spells-DB', + api:'magic', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Alter-self',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nAlter Self\nas a level @selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Alter-Self,MUspellL2,1H,Alteration]{{components=V, S}}{{time=[[2]]}}{{range=[[0]]}}{{duration=3d4+[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=The caster}}{{save=None}}{{reference=PHB p139}}{{use=[Alter Self](!rounds --target-nosave caster|@{selected|token_id}|Alter-Self|\\amp#91;[3d4+[[2*@{selected|mu-casting-level}]]\\amp#93;]|-1|Altered self, normal attk+dmg|strong)}}SpellData=[w:Alter-Self,lv:2,sp:2,gp:0,cs:VS]{{effects=The wizard can alter his appearance and form - including clothing and equipment - to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature.}}{{hide1=The caster\'s body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, but at only one-third the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breathe under water as long as the spell lasts. However, the caster does not gain any multiple attack routines or additional damage allowed to an assumed form.\nThe caster\'s attack rolls, Armor Class, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration of the spell. The caster can change back into his own form at will; this ends the spell immediately. A caster who is slain automatically returns to his normal form.}}'}, + {name:'Bind',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nBind\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Enchantment}}Specs=[Bind,MUspellL2,1H,Enchantment-Charm]{{components=V,S, M}}{{time=[[2]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[[@{selected|mu-casting-level}]]rounds}}{{aoe=[[50+(5*@{selected|mu-casting-level}]]ft.length}}{{save=Negates}}{{Use=[Bind Who?](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Bind Who or What?|token_id}|Bind|99|0|Bound by rope|fishing-net|svspe\\clon;+0)}}SpellData=[w:Bind,lv:2,sp:2,gp:0,cs:VSM]{{effects=Command any nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable. The possible commands are Coil (form a neat, coiled stack), Coil \\amp Knot, Loop, Loop \\amp Knot, Tie \\amp Knot, and the reverses of all of the above (Uncoil, etc.).}}{{hide1=The spell affects 50 feet of normal rope (with a 1 inch diameter), plus 5 feet per caster level. This length is reduced by 50% for every additional inch of thickness and increased by 50% for each half-inch less. One command can be given each round.\nThe rope can only enwrap a creature or an object within 1 foot of it--it does not snake outward--so it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied in it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before breaking. The rope does not inflict damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a saving throw vs. spell.}}{{materials=The rope or rope-like material.}}'}, + {name:'Blindness',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nBlindness\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Illusion/Phantasm}}Specs=[Blindness,MUspellL2,0H,Illusion-Phantasm]{{components=V}}{{time=[[2]]}}{{range=[[[30+(10*{10,@{selected|mu-casting-level}}kl1)]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[60+(20*{10,@{selected|mu-casting-level}}kl1)]]||dark|true)}}{{duration=Special}}{{aoe=1 Creature}}{{save=Negates}}{{reference=PHB p140}}{{Use=[Blind it](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Blindness|99|0|Blind|bleeding-eye|svspe\\clon;+0)}}SpellData=[w:Blindness,lv:2,sp:2,gp:0,cs:V]{{effects=Save vs. spell to neg. or blind until Dispel Magic or caster cancels. Suffer [[0-4]] on attack and attackers gain +[[4]] to hit}}{{hide1=Causes the victim to become blind, able to see only a grayness before its eyes. Various cure spells will not remove this effect, and only a dispel magic or the spellcaster can do away with the blindness if the creature fails its initial saving throw vs. spell.}}'}, + {name:'Blur',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nBlur\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Illusion/Phantasm}}Specs=[Blur,MUspellL2,1H,Illusion-Phantasm]{{components=V,S}}{{time=[[2]]}}{{range=[[0]]}}{{duration=[[3+@{selected|mu-casting-level}]]rounds}}{{aoe=The Caster}}{{save=None}}{{Use=[Blur the edges](!rounds --target-nosave caster|@{selected|token_id}|Blur|[[3+@{selected|mu-casting-level}]]|-1|Blurred, 4 then 2 bonus on AC, 1 bonus to save vs spell|half-haze)}}{{reference=PHB p140}}SpellData=[w:Blur,lv:2,sp:2,gp:0,cs:VS]{{effects=Causes the outline of his form to become blurred, shifting and wavering, making attacks more difficult.}}{{hide1=the wizard causes the outline of his form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -4 penalties on the first attempt and -2 penalties on all successive attacks. It also grants the wizard a +1 bonus to his saving throw for any direct magical attack. A *detect invisibility* spell will not counter this effect, but the 5th-level priest spell *true seeing* and similar magic will.}}'}, + {name:'Continual-Darkness',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nContinual Darkness\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration (Reversable)}}Specs=[Continual Darkness,MUspellL2,1H,Alteration]{{components=V,S}}{{time=[[2]]}}{{range=[[60]] yds.}}{{duration=Permanent}}{{aoe=[60ft radius](!rounds --aoe @{selected|token_id}|circle|yards|60|40||black)}}{{save=Special}}{{reference=PHB p140}}{{damage=Press [Blind them!](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select victim|token_id}|Darkness|99|0|Blinded by Darkness in eyes|bleeding-eye|svspe\\clon;+0) then select your target, or [Cast on Area](!rounds --aoe @{selected|token_id}|circle|feet|120|120|120|dark)}}SpellData=[w:Continual-Darkness,lv:2,sp:2,gp:0,cs:VS]{{effects=Creates an area as dark as the very deepest night and lasts until negated by magical light or by a dispel magic spell. Can also be cast on the eyes of a creature to blind it.}}{{hide1=Creatures who suffer penalties in darkness suffer them in this spell\'s area of effect. It can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature\'s visual organs, reducing its attack rolls, saving throws, and Armor Class by 4. If the spell is cast on a small object that is then placed in a light-proof covering, the spell\'s effects are blocked until the covering is removed.\nA *continual darkness* brought into an area of magical light (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of *continual darkness* against a similar or weaker magical light cancels both.\nThis spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years.}}'}, + {name:'Continual-Light',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nContinual Light\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration (Reversable)}}Specs=[Continual Light,MUspellL2,1H,Alteration]{{components=V,S}}{{time=[[2]]}}{{range=[[60]] yds.}}{{duration=Permanent}}{{aoe=[60ft radius](!rounds --aoe @{selected|token_id}|circle|feet|120|120|120|light)}}{{save=Special}}{{reference=PHB p140}}{{damage=Press [Blind them!](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select victim|token_id}|Light|99|0|Blinded by Light in eyes|bleeding-eye|svspe\\clon;+0) then select your target or [Cast on Area](!rounds --aoe @{selected|token_id}|circle|feet|120|120|120|light)}}SpellData=[w:Continual-Light,lv:2,sp:2,gp:0,cs:VS]{{effects=Similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. \n Can also be cast on the eyes of a creature to blind it.}}{{hide1=Creatures who suffer penalties in bright light suffer them in this spell\'s area of effect. As with the light spell, it can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature\'s visual organs, reducing its attack rolls, saving throws, and Armor Class by 4. If the spell is cast on a small object that is then placed in a light-proof covering, the spell\'s effects are blocked until the covering is removed.\nA *continual light* brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of *continual light* against a similar or weaker magical darkness cancels both.\nThis spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years.}}'}, + {name:'Darkness-15ft-radius',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDarkness, 15\' Radius (or as cast)\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Darkness 15ft Radius,MUspellL2,1H,Alteration]{{components=V, S, M}}{{time=[[2]]}}{{range=[[@{selected|mu-casting-level}*10]] yds}}{{duration=[[@{selected|mu-casting-level}+10]] rounds}}{{aoe=[15ft. radius (or as cast)](!rounds --aoe @{selected|token_id}|circle|feet|[[@{selected|mu-casting-level}*30]]||30|black)}}{{save=None}}{{reference=PHB p140}}SpellData=[w:Darkness-15ft-radius,lv:2,sp:2,gp:0.2,cs:VSM]{{effects=This spell causes total, impenetrable darkness in the area of effect, which is 15ft as standard, but other variations exist.}}{{hide1=Infravision is useless. Neither normal nor magical light works unless a *light* or *continual light* spell is used. In the former event, the *darkness* spell is negated by the *light* spell, and vice versa.}}{{materials=A bit of bat fur and either a drop of pitch or a piece of coal at a cost of 2sp.}}'}, + {name:'Deafness',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDeafness\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Illusion/Phantasm}}Specs=[Deafness,MUspellL2,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[2]]}}{{range=[60 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120||dark|true)}}{{duration=Special}}{{aoe=1 Creature}}{{save=Negates}}{{reference=PHB p140}}{{damage=[Deafen](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Deafness|99|0|Deaf, -1 on surprise, chance spells miscast|bleeding-eye|svspe\\clon;+0)}}SpellData=[w:Deafness,lv:2,sp:2,gp:0.05,cs:VSM]{{effects=Causes the recipient to become totally deaf and unable to hear any sounds.}}{{hide1=The victim is allowed a saving throw vs. spell. An affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component. This deafness can be done away with only by means of a dispel magic spell or by the spellcaster.}}{{materials=The material component of this spell is beeswax costing 5cp}}'}, + {name:'Deeppockets',type:'muspelll2',ct:'100',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDeeppockets\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration,Enchantment}}Specs=[Deeppockets,MUspellL2,1H,Alteration|Enchantment-Charm]{{components=V,S, M}}{{time=[[1]]turn}}{{range=Touch}}{{duration=[[12+@{selected|mu-casting-level}]]hours}}{{aoe=[[1]] garment}}{{save=None}}{{reference=PHB p140}}SpellData=[w:Deeppockets,lv:2,sp:100,gp:1,cs:VSM]{{effects=Specially prepare a garment so as to hold far more than it normally could.}}{{hide1=This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The deeppockets spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (1/2 cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and 1/6 cubic foot volume each. Each special pocket is actually an extradimensional holding space.\nIf the spell duration expires while there is material within the enchanted pockets, or if a successful *dispel magic* is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command.}}{{materials=The garment, which is reusable, a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends, total cost 1gp per casting.}}{{Use=Apply all effects of the spell manually}}'}, + {name:'Detect-Evil',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDetect Evil\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Divination (reversable)}}Specs=[Detect Evil,MUspellL2,1H,Divination]{{components=V, S}}{{time=[[2]]}}{{range=[[60]] yds}}{{duration=[[5*@{selected|mu-casting-level}]] rounds}}{{aoe=[10ft path](!rounds --aoe @{selected|token_id}|bolt|feet|0|180|10|light)}}{{save=None}}{{Use=[Turn on Evil Radar](!rounds --target-nosave caster|@{selected|token_id}|Detect-Evil|[[5*@{selected|mu-casting-level}]]|-1|Detecting Evil|aura)}}{{reference=PHB p140}}SpellData=[w:Detect-Evil,lv:2,sp:2,gp:0,cs:VS]{{effects=Discovers emanations of evil from any creature, object, or area. The spell has a path of detection [[10]] feet wide and [[60]] yards long in the direction in which the wizard is facing.}}{{hide1=Character alignment is not revealed under most circumstances: Characters who are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate good or evil if they are intent upon appropriate actions. Powerful monsters, such as ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enables them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (faint, moderate, strong, overwhelming) can be noted. Note that priests have a more powerful version of this spell.\nThe wizard must concentrate--stop, have quiet, and intently\nseek to detect the aura--for at least one round to receive a reading.}}'}, + {name:'Detect-Good',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDetect Good\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Divination (reversable)}}Specs=[Detect Good,MUspellL2,1H,Divination]{{components=V, S}}{{time=[[2]]}}{{range=[[60]] yds}}{{duration=[[5*@{selected|mu-casting-level}]] rounds}}{{aoe=[10ft path](!rounds --aoe @{selected|token_id}|bolt|feet|0|180|10|dark|true)}}{{save=None}}{{Use=[Turn on Good Radar](!rounds --target-nosave caster|@{selected|token_id}|Detect-Good|[[5*@{selected|mu-casting-level}]]|-1|Detecting Good|aura)}}{{reference=PHB p140}}SpellData=[w:Detect-Good,lv:2,sp:2,gp:0,cs:VS]{{effects=Discovers emanations of good from any creature, object, or area. The spell has a path of detection [[10]] feet wide and [[60]] yards long in the direction in which the wizard is facing.}}{{hide1=Character alignment is not revealed under most circumstances: Characters who are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate good or evil if they are intent upon appropriate actions. Powerful monsters, such as ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enables them to continue existing. Holy water radiates good, but a hidden trap or an unintelligent lamb does not. The degree of good (faint, moderate, strong, overwhelming) can be noted. Note that priests have a more powerful version of this spell.\nThe wizard must concentrate--stop, have quiet, and intently\nseek to detect the aura--for at least one round to receive a reading.}}'}, + {name:'Detect-Invisibility',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.4',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nDetect Invisibility\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Divination}}Specs=[Detect Invisibility,MUspellL2,1H,Divination]{{components=V, S, M}}{{time=[[2]]}}{{range=[[0]]}}{{duration=[[5*@{selected|mu-casting-level}]] Rounds}}{{aoe=[[[10*@{selected|mu-casting-level}]]ft long x 10ft wide](!rounds --aoe @{selected|token_id}|bolt|feet|0|[[10*@{selected|mu-casting-level}]]|10|magic|true) in direction facing}}{{save=None}}{{reference=PHB p141}}{{Use=[Turn on magic radar](!rounds --target-nosave caster|@{selected|token_id}|Detect-Invisibility|[[5*@{selected|mu-casting-level}]]|-1|Detecting Invisibility|aura)}}SpellData=[w:Detect-Invisibility,lv:2,sp:2,gp:0.4,cs:VSM]{{effects=Able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase, and detect hidden or concealed creatures.}}{{hide1=In addition, it enables the wizard to detect hidden or concealed creatures (for example, thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is a path 10 ft. wide along the wizard\'s line of sight to the range limit.}}{{materials=A pinch of talc and a small sprinkling of powdered silver, costing 4sp.}}'}, + {name:'ESP',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nESP\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Divination}}Specs=[ESP,MUspellL2,1H,Divination]{{components=V,S,M}}{{time=[[2]]}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[[{{5*@{selected|mu-casting-level}},{90}}kl1]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[{{10*@{selected|mu-casting-level}},{90}}kl1]]||magic|true)}}{{save=None}}{{reference=PHB p141}}{{Use=[Read thoughts](!rounds --target-nosave caster|@{selected|token_id}|ESP|@{selected|mu-casting-level}|-1|Using ESP|death-zone)}}SpellData=[w:ESP,lv:2,sp:2,gp:0.01,cs:VSM]{{effects=The caster is able to detect the surface thoughts of any creatures in range--except for those of undead and creatures without minds (as we know them).}}{{hide1=The ESP is stopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil.\nThe wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP does not always reveal what sort of creature it is. If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM\'s ruling. The creature\'s Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought.}}{{materials=A copper piece.}}'}, + {name:'Flaming-Sphere',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFlaming Sphere\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Evocation}}Specs=[Flaming Shere,MUspellL2,1H,Evocation]{{components=V, S, M}}{{time=[[2]]}}{{range=[[10]] yds}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[3ft radius (movable)](!rounds --movable-aoe @{selected|token_id}|circle|feet|30|6||fire)}}{{save=Negates}}{{reference=PHB p141}}{{Damage=Save vs spell or [2d4](!\\amp#13;\\amp#47;r 2d4) (contact) or [1d4](!\\amp#13;\\amp#47;r 1d4) (within 5ft)}}SpellData=[w:Flaming-Sphere,lv:2,sp:2,gp:0.1,cs:VSM]{{effects=Creates a burning globe of fire within 10 yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. If contact save vs. spell or take 2d4 hp damage, within 5ft save vs spell or 1d4 hp damage.}}{{hide1=It rolls over barriers less than 4 feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. A successful saving throw means no damage is suffered. The DM may adjust the saving throws if there is little or no room to dodge the sphere.\nThe sphere moves as long as the spellcaster actively directs it; otherwise, it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles.}}{{materials=a bit of tallow, a pinch of sulphur, and a dusting of powdered iron, costing 1sp}}'}, + {name:'Fog-Cloud',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFog Cloud\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Fog Cloud,MUspellL2,1H,Alteration]{{components=V, S}}{{time=[[2]]}}{{range=[[10]] yds}}{{duration=[[4+@{selected|mu-casting-level}]] rounds}}{{aoe=[Dense fog](!rounds --aoe @{selected|token_id}||feet|30|||white)\n[Cloudkill (movable)](!rounds --movable-aoe @{selected|token_id}|wall|feet|60|40|20|acid)}}{{save=None}}{{reference=PHB p141}}SpellData=[w:Fog-Cloud,lv:2,sp:2,gp:0,cs:VS]{{effects=Can be cast as either a large, stationary bank of normal fog, or as a harmless fog that resembles the 5th-level wizard spell cloudkill, at caster\'s option.}}{{hide1=As a fog bank, this spell creates a fog of any size and shape up to a maximum 20-foot cube per caster level. The fog obscures all sight, normal and infravision, beyond 2 feet. \nAs a *cloudkill*-like fog, this is a billowing mass of ghastly, yellowish-green vapors, measuring 40 feet x 20 feet x 20 feet. This moves away from the caster at 10 feet per round. The vapors are heavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very thick vegetation breaks up the fog after it has moved 20 feet into the vegetation.\nThe only effect of either version is to obscure vision. A strong breeze will disperse either effect in one round, while a moderate breeze will reduce the spell duration by 50%. The spell cannot be cast under water.}}'}, + {name:'Fools-gold',type:'muspelll2',ct:'10',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFools Gold\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration, Illusion}}Specs=[Fools Gold,MUspellL2,1H,Alteration|Illusion]{{components=V,S,M}}{{time=[[10]]}}{{range=[[10]] yds}}{{duration=[[@{selected|mu-casting-level}]]hours}}{{aoe=[[10*@{selected|mu-casting-level}]]cu.ins.}}{{save=Special}}{{reference=PHB p141}}SpellData=[w:Fools-Gold,lv:2,sp:10,gp:100,cs:VSM]{{effects=Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic.}}{{hide1=The area of effect is 10 cubic inches per level--i.e., a 1-inch x 1-inch x 10-inch volume or equivalent, equal to about 150 gold coins. Any creature viewing the "gold" is entitled to a saving throw vs. spell, which can be modified by the creature\'s Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Thus, it is unlikely that fools\' gold will be detected if created by a high-level caster. If the "gold" is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the "gold." If a 25-gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50-gp amber stone is powdered and used, the chance drops to 25%; if a 250-gp topaz is powdered and used, the chance drops to 10%; and if a 500-gp oriental (corundum) topaz is powdered and used, there is only a 1% chance that the cold iron will reveal that it is fools\' gold.}}{{materials=Citrine or amber or topaz or oriental topaz, costing an average of 100gp}}'}, + {name:'Forget',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nForget\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Enchantment/Charm}}Specs=[Forget,MUspellL2,1H,Enchantment-Charm]{{components=V, S}}{{time=[[2]]}}{{range=[[30]] yds}}{{duration=Permanent}}{{aoe=1 to 4 creatures in [20ft cube](!rounds --aoe @{selected|token_id}|square|feet|90|20||acid)}}{{save=Negates}}{{reference=PHB p142}}SpellData=[w:Forget,lv:2,sp:2,gp:0,cs:VS]{{effects=Causes creatures within the area of effect to forget the events of the previous [[1+floor(@{selected|casting-level}/3)]] rounds (those minutes of time previous to the utterance of the spell).}}{{hide1=Forgets the previous round (the one minute of time previous to the utterance of the spell) and, for every three levels of experience of the spellcaster, another minute of past time is forgotten. This does not negate charm, suggestion, geas, quest, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a -2 penalty; if two, they save with -1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest\'s heal or restoration spell, if specially cast for this purpose, will restore the lost memories, as will a limited wish or wish, but no other means will do so.}}'}, + {name:'Glitterdust',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nGlitterdust\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Conjuration/Summoning}}Specs=[Glitterdust,MUspellL2,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[2]]}}{{range=[[10*@{selected|mu-casting-level}]]yards}}{{duration=Blinding [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) rounds, Glittered [1d4+@{selected|mu-casting-level}](!\\amp#13;\\amp#47;r 1d4+@{selected|mu-casting-level}) rounds}}{{aoe=[20ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[30*@{selected|mu-casting-level}]]|20||light)}}{{save=Special or be blinded}}{{reference=PHB p142}}{{Use=Press [Make Them Glitter](!rounds --target multi|@{selected|token_id}|Glitterdust-glitter|\\amp#91;[1d4+@{selected|mu-casting-level}]\\amp#93;|-1|Covered in glitter, always visible|aura|svspe\\clon;+0) then select all the tokens in the area of effect before pressing the [add status changes] button. Saves will be prompted for when needed}}SpellData=[w:Glitterdust,lv:2,sp:2,gp:0.1,cs:VSM]{{effects=Save vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds and be covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures.}}{{hide1=This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded. The dust fades in 1d4 rounds plus one round per caster level. Thus, glitterdust cast by a 3rd-level wizard lasts for four to seven rounds.}}{{materials=ground mica costing 1sp}}'}, + {name:'Hypnotic-Pattern',type:'muspelll2',ct:'2',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nHypnotic Pattern\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Illusion/Phantasm}}Specs=[Hypnotic Pattern,MUspellL2,1H,Illusion-Phantasm]{{components=S,M}}{{time=[[2]]}}{{range=[[30]] yds}}{{duration=Special}}{{aoe=[30ft. cube](!rounds --aoe @{selected|token_id}|square|yards|30|10||magic)}}{{save=Negates}}{{reference=PHB p142}}{{Use=[Hypnotise](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first victim|token_id}|Hypnotic-Pattern|99|0|Hypnotised|fishing-net|svspe\\clon;+0) one at a time up to max of 24 levels or HD. Saves prompted for as appropriate}}SpellData=[w:Hypnotic-Pattern,lv:2,sp:2,gp:5,cs:SM]{{effects=Causes any creature looking at a weaving, twisting pattern of subtle colours to become fascinated and stand gazing at it as long as the spellcaster maintains the display, plus two rounds thereafter.}}{{hide1=The spell can captivate a maximum of 24 levels, or Hit Dice, of creatures (for example, 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc.). All creatures affected must be within the area of effect, and each is entitled to a saving throw vs. spell. A damage-inflicting attack on an affected creature frees it from the spell immediately.\nThe wizard need not utter a sound, but he must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.}}{{materials=The wizard need not utter a sound, but he must gesture appropriately while holding a glowing stick of incense worth 5gp, or a crystal rod filled with phosphorescent material, worth 50gp that can be reused 20 times.}}'}, + {name:'Ice-Knife',type:'innate-ranged|muspelll2',ct:'10',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nIce Knife\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Conjuration}}Specs=[Ice-Knife,Innate-Ranged|MUspellL2,1H,Evocation]{{components=V,S,M}}ToHitData=[w:Ice Knife,+:0,sb:0,touch:1,cmd:!rounds --aoe @{selected|token_id}|circle|feet|0|13|13|cold||@{selected|token_id}|multi|Numbed|\\amp#91;\\lbrak;1d3\\rbrak;\\amp#93;|-1|Numbed by cold. Move 1/2 \\amp 2 penalty to to-hit|frozen-orb|svpar\\clon;+0,msg:Shatters against target creature or hard surface to cause all creatures within a 5-foot radius to make a successful saving throw vs. paralyzation or suffer \\lbrak;1d4\\rbrak;\\lpar;!\\amp#13;\\amp#47;r 1d4\\rpar; hit points of cold damage and become numb for 1-3 rounds.]{{time=[[1]]}}AmmoData=[w:Ice Knife,t:Ice-Knife,+:0,sm:2d4,L:2d4]{{range=10/20/30}}RangeData=[w:Ice-Knife,t:Ice-Knife,r:1/2/3]{{duration=Instantaneous}}{{aoe=Special}}{{save=Special}}{{Use=Take the ice knife in-hand by either casting the spell (which will automatically prompt to *Change Weapon* or selecting *Attk Menu \\gt Change Weapon*, then attack with it}}{{reference=Complete Wizards Handbook}}SpellData=[w:Ice-knife,lv:1,sp:10,gp:10,cs:VSM]{{effects=You create a shard of ice and fling it at one creature within range. On a hit it does 2-8 (1d4) piercing damage. Hit or miss anyone within 5 feet must save vs. paralysation or suffer 1-4 (1d4) hit points of cold damage and become numb for 1-3 rounds.}}{{hide1=This spell fires a dagger of ice at the target. The caster makes a normal attack roll as if attacking with a missile weapon, factoring in the range from the attacker to the target (the ice knife has a long range of 30 yards, a medium range of 20 yards, and a short range of 10 yards). If the ice knife misses its target, consult the rules for grenade-like missiles on pages 62-63 of the Dungeon Master\'s Guide to determine where it lands.\nWhen an ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Proximity to major sources of heat, such as a roaring bonfire, improves a creature\'s saving throw by +2.\nAn ice knife that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the ice knife is touched, it instantly shatters, releasing a wave of cold as described above. If a lost ice knife is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature.}}{{materials=A drop of water from melted snow and a tiny silver dagger, costing 10gp}}'}, + {name:'Improved-Phantasmal-Force',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nImproved Phantasmal Force\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Illusion/Phantasm}}Specs=[Improved Phantasmal Force,MUspellL2,1H,Illusion-Phantasm]{{components=V, S, M}}{{time=[[2]]}}{{range=[[60+(10*@{selected|mu-casting-level})]] yds.}}{{duration=Special}}{{aoe=[[[200+(50*@{selected|mu-casting-level})]] sq.ft.](!rounds --aoe @{selected|token_id}|square|feet|[[120+(30*@{selected|mu-casting-level})]]|||magic)}}{{save=Negates}}{{reference=PHB p142}}SpellData=[w:Improved-Phantasmal-Force,lv:2,sp:2,gp:0.02,cs:VSM]{{effects=Creates the illusion of any object, creature, or force, as long as it is within the spell\'s area of effect.}}{{hide1=The spellcaster can maintain the illusion with minimal concentration; thus, he can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it.}}{{materials=A bit of fleece for 2cp}}'}, + {name:'Invisibility',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nInvisibility\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Illusion/Phantasm}}Specs=[Invisibility,MUspellL2,1H,Illusion-Phantasm]{{components=V, S, M}}{{time=[[2]]}}{{range=Touch}}{{duration=Until attack or [[24]] hours}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p142}}{{Use=[Make them invisible](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select Invisible One|token_id}|Invisibility|99|0|Invisible except slight haze, 4 bonus to AC \\amp saves, until attack|half-haze)}}SpellData=[w:Invisibility,lv:2,sp:2,gp:0.05,cs:VSM]{{effects=Creature touched vanishes from sight, undetectable by normal vision or infravision. Not magically silenced.}}{{hide1=The invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).\nThe spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose. All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object).}}{{materials=An eyelash and a bit of gum arabic, the former encased in the latter. Cost 5cp}}'}, + {name:'Irritation',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nIrritation\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Irritation,MUspellL2,1H,Alteration]{{components=V, S, M}}{{time=2}}{{range=[[10*@{selected|mu-casting-level}]]yds}}{{duration=Special}}{{aoe=1-4 (itch) or 1 (rash) creatures in [15ft radius](!rounds --aoe circle|feet|[[30*@{selected|mu-casting-level}]]|30||acid)}}{{save=Negates, with modifier}}{{Use=Select [Itch](!rounds --target multi|@{selected|token_id}|Irritation-itch|2|-1|Spend round itching or suffer more - spell-casting interrupted|screaming|svspe\\clon;v\\lpar;\\lpar;\\lpar;2\\amp#42;#\\rpar;-5\\rpar;;0\\rpar;) or [Rash](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who catches the disease?|token_id}|Irritation-rash|\\amp#91;[1d4]\\amp#93;|-1|Don\'t notice anything yet...|stopwatch|svspe\\clon;-2) and then select the creatures in the area of effect beore pressing *add status change* in the chat window which will prompt for saving throws (mods automatically calculated \\amp applied)}}{{reference=PHB p142}}SpellData=[w:Irritation,lv:2,sp:2,gp:0.01,cs:VSM]{{effects=Affects the epidermis of the subject creatures. Creatures with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected. There are two versions: **Itching** and **Rash.**}}{{hide1=**Itching:** When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next three rounds are spent squirming and twisting, effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the first round this spell is in effect, but not in the following three rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at two creatures, the saving throw has a -1 penalty; and if cast at three or four creatures, the saving throw is normal.\n**Rash:** When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin breaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of four days (i.e., maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of -2.}}{{materials=A leaf from poison ivy, oak, or sumac, costing 1cp}}'}, + {name:'Knock',type:'muspelll2',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nKnock\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Knock,MUspellL2,0H,Alteration]{{components=V}}{{time=1}}{{range=60 yds.}}{{duration=Special}}{{aoe=[[[10*@{selected|mu-casting-level}]] sq. ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|180|||magic)}}{{save=None}}{{reference=PHB p143}}SpellData=[w:Knock,lv:2,sp:1,gp:0,cs:V]{{effects=Opens stuck, barred, locked, held, or wizard-locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains - two types of lock on one door per cast}}{{hide1=If used to open a wizard-locked door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds--although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a 3rd-level wizard can cast a *knock* spell on a door of 30 square feet or less (for example, a standard 4-ft. x 7-ft. door). Each spell can undo up to two means of preventing egress through a portal. Thus if a door is locked, barred, and held, or triple locked, opening it requires two *knock* spells. In all cases, the location of the door or item must be known--the spell cannot be used against a wall in hopes of discovering a secret door.}}{{Use=Select the *area of effect* button and drag the crosshair to the centre of the desired area within range. Press the *confirm* button in the chat window and then specify the length then width of the area for the *knock* spell to apply}}'}, + {name:'Know-Alignment',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nKnow Alignment\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Divination (reversable)}}Specs=[Know Alignment,MUspellL2,1H,Divination]{{components=V, S}}{{time=[[2]] rounds}}{{range=[10 yards](!rounds --aoe {@selected|token_id}|circle|yards|0|20||light|true)}}{{duration=[[@{selected|mu-casting-level}]]rounds}}{{aoe=[[1]]creature or object per [[2]]rounds}}{{save=Negates}}{{reference=PHB p143}}SpellData=[w:Know-Alignment,lv:2,sp:2,gp:0,cs:VS]{{effects=Read the aura of a creature or an aligned object (unaligned objects reveal nothing).}}{{hide1=The caster must remain stationary and concentrate on the subject for two full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos. Certain magical devices negate the know alignment spell.}}'}, + {name:'Leomunds-Trap',type:'muspelll2',ct:'30',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLeomund\'s Trap\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Illusion/Phantasm}}Specs=[Leomunds Trap,MUspellL2,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[3]] rounds}}{{range=Touch}}{{duration=Permanent}}{{aoe=Object touched}}{{save=None}}{{reference=PHB p143}}SpellData=[w:Leomunds-Trap,lv:2,sp:30,gp:0,cs:VS]{{effects=This false trap is designed to fool a thief or other character attempting to pilfer the spellcaster\'s goods.}}{{hide1=The wizard places the spell upon any small mechanism or device, such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the spell is illusory and nothing happens if the trap is sprung; its primary purpose is to frighten away thieves or make them waste precious time.}}{{materials=A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 200 gp to prepare. If another Leomund\'s trap is within 50 feet when the spell is cast, the casting fails.}}'}, + {name:'Levitate',type:'muspelll2',ct:'2',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLevitate\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Levitate,MUspellL2,1H,Alteration]{{components=V, S, M}}{{time=[[2]]}}{{range=[[20*@{selected|mu-casting-level}]] yds}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=[[1]] creature or object}}{{save=Negates}}{{reference=PHB p143}}{{Use=[Levitate Willing](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a beneficiary|token_id}|Levitate|[[10*@{selected|mu-casting-level}]]|-1|Levitating vertical not horizontal, minuses on missile fire|fluffy-wing) or [Levitate Unwilling](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a beneficiary|token_id}|Levitate|[[10*@{selected|mu-casting-level}]]|-1|Levitating vertical not horizontal, minuses on missile fire|fluffy-wing|svspe\\clon;+0)}}SpellData=[w:Levitate,lv:2,sp:2,gp:1,cs:VSM]{{effects=Can place it upon his person, an object, or a single creature, subject to a maximum weight limit of [[100*@{selected|mu-casting-level}]] pounds. If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of [[2]] per round. If cast upon an object or another creature, the wizard can levitate it at the same speed, according to his command.)}}{{hide1=This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the levitate spell affects it.\nOnce cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of -1, the second -2, the third -3, etc., up to a maximum of -5. A full round spent stabilizing allows the creature to begin again at -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow.}}{{materials=Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end, costing 1gp}}'}, + {name:'Locate-Object',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nLocate Object\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Divination (reversable)}}Specs=[Locate Object,MUspellL2,1H,Divination]{{components=V, S, M}}{{time=[[2]]}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]] Rounds}}{{aoe=[[[20*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|bolt|yards|0|[[20*@{selected|mu-casting-level}]]|10|light|true) in direction facing}}{{save=None}}{{Use=[Turn on magic radar](!rounds --target-nosave caster|@{selected|token_id}|Locate-Object|[[@{selected|mu-casting-level}]]|-1|Locating Object|aura)}}{{reference=PHB p143}}SpellData=[w:Locate-Object,lv:2,sp:2,gp:0,cs:VSM]{{effects=Aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range.}}{{hide1=Range is 60 yards for 3rd-level wizards, 80 yards for 4th, 100 yards for 5th, etc. The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item, such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead. Creatures cannot be found by this spell.}}{{materials=A forked twig (free).}}'}, + {name:'Lock',type:'muspelll2',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLock (reverse Knock)\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration (reversable)}}Specs=[Lock,MUspellL2,0H,Alteration]{{components=V}}{{time=1}}{{range=60 yds.}}{{duration=Special}}{{aoe=[[[10*@{selected|mu-casting-level}]] sq. ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|180|||magic)}}{{save=None}}{{reference=PHB p143}}SpellData=[w:Lock,lv:2,sp:1,gp:0,cs:V]{{effects=Locks doors or similar closures, if there is a mechanism to do so. Does not create a weld or magical lock, but applies up to two physical forms of lock (including bars). Does not effect a portcullis.\nSee [*Knock*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Knock) for full details}}'}, + {name:'Magic-Mouth',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMagic Mouth\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Magic Mouth,MUspellL2,1H,Alteration]{{components=V,S,M}}{{time=[[2]]}}{{range=[10 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=Special}}{{aoe=1 object}}{{save=None}}{{reference=PHB p143}}SpellData=[w:Magic-Mouth,lv:2,sp:2,gp:0.1,cs:VSM]{{effects=Imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs.}}{{hide1=The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated--if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.\nThe spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak "to the first creature that touches you," or "to the first creature that passes within 30 feet." Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: "Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot." Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards ("Speak when a winged creature comes within 30 yards."). The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word.}}{{materials=A small bit of honeycomb costing 1sp.}}'}, + {name:'Melfs-Acid-Arrow',type:'innate-ranged|muspelll2',ct:'2',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMelf\'s Acid Arrow\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Conjuration}}Specs=[Melfs Acid Arrow,Innate-Ranged|MUspellL2,1H,Conjuration]{{components=V, S, M}}ToHitData=[w:Melfs Acid Arrow,sp:2,t:Melfs Acid Arrow,thac0:W=F,touch:1]{{time=[[2]]}}AmmoData=[w:Melfs Acid Arrow,t:Melfs Acid Arrow,sm:2d4,l:2d4,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who has been hit with an acid arrow?¦token_id}¦Melfs-Acid-Arrow¦\\lbrak;\\lbrak;ceil\\lpar;`{selected¦mu-casting-level}/3\\rpar;\\rbrak;\\rbrak;¦-1¦Still taking acid damage from that arrow!¦arrowed]{{range=[180 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|360||acid|true)}}RangeData=[t:Melfs Acid Arrow,r:18]{{duration=[[1+ceil(@{selected|mu-casting-level}/3)]] rounds of acid damage}}{{aoe=[[1]] creature}}{{save=None}}{{use=Take the spell in-hand using the *change weapon* dialog, then attack with it. If successfully hit, do damage to get damage done this round. Damage in future rounds will be automatically rolled and applied for the duration}}{{reference=PHB p144}}SpellData=[w:Melfs-Acid-Arrow,lv:2,sp:2,gp:1,cs:VSM]{{effects=Makes an attack roll against the target as if he were a Fighter of the same level. There are no attack or damage bonuses but the arrow causes damage as above each round for the duration. Saving Throws for items may occur.}}{{hide1=By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds; at 6th-8th level, the acid lasts for three rounds, etc.}}{{materials=A dart, powdered rhubarb leaf, and an adder\'s stomach, costing 1gp in total.}}'}, + {name:'Mirror-Image',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMirror Image\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Illusion/Phantasm}}Specs=[Mirror Image,MUspellL2,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[2]]}}{{range=[[0]]}}{{duration=[[3*{10,@{selected|mu-casting-level}}kl1]] rounds}}{{aoe=[[6]]ft radius}}{{save=None}}{{Use=[Gain companions](!rounds --target-nosave caster|@{selected|token_id}|Mirror-Image|[[3*{10,@{selected|mu-casting-level}}kl1]]|-1|Surrounded by multiple images of themselves|half-haze\\amp#13;!token-mod --ignore-selected --ids @{selected|token_id} --set statusmarkers|number-\\amp#91;[\\amp#63;{Number of Images?|\\amp#91;[1d4]\\amp#93;}+{{ceil(@{selected|mu-casting-level}/3\\amp#41;},{8} }kl1]\\amp#93;)\n}}{{reference=PHB p144}}SpellData=[w:Mirror-Image,lv:2,sp:2,gp:0,cs:VS]{{effects=1d4+level/3 mirror images of the Wizard appear around him. Use the numbered token markers to indicate number of images remaining. Roll dice to determine image or MU struck (if 6 images roll d8 ignore 8 - 1=MU). Hitting image dispels that image.}}{{hide1=The spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next. To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images. At the end of the spell duration, all surviving images wink out.}}'}, + {name:'Misdirection',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nMisdirection\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Illusion/Phantasm}}Specs=[Misdirection,MUspellL2,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[2]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||acid|true)}}{{duration=[[8]]hours}}{{aoe=[[1]] creature or object}}{{save=Negates}}{{reference=PHB p144}}SpellData=[w:Misdirection,lv:2,sp:2,gp:0,cs:VS]{{effects=Misdirects the information from a detection spell (*detect charm, detect evil, detect invisibility, detect lie, detect magic, detect snares and pits,* etc.).}}{{hide1=While the detection spell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to *detect evil* or *detect lie*. The wizard directs the spell effect upon the object of the detection spell. If the caster of the detection spell fails his saving throw vs. spell, the misdirection takes place. Note that this spell does not affect other types of divination (*know alignment, augury, ESP, clairvoyance,* etc.).}}'}, + {name:'Obscure-Object',type:'muspelll2',ct:'2',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nObscure Object\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Divination (reversable)}}Specs=[Obscure Object,MUspellL2,1H,Divination]{{components=V, S, M}}{{time=[[2]]}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] Rounds}}{{aoe=[[1]] object}}{{save=None}}{{reference=PHB p143 (Locate Object)}}SpellData=[w:Obscure-Object,lv:2,sp:2,gp:1,cs:VSM]{{effects=This spell obscures an object from location by spell, crystal ball, or similar means for eight hours. Creatures cannot be affected by this spell.}}{{materials=A chameleon skin, cost 1gp}}'}, + {name:'Protection-from-Cantrips',type:'muspelll2',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nProtection from Cantrips\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Abjuration}}Specs=[Protection from Cantrips,MUspellL2,1H,Abjuration]{{components=V,S}}{{time=[[1]] round}}{{range=touch}}{{duration=[[5+@{selected|mu-casting-level}]] hours}}{{aoe=Creature or Object touched}}{{save=None}}{{Use=[Protect](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select who to Protect|token_id}|Protection-from-Cantrips|99|0|Protected from Cantrip spells|white-tower)}}{{reference=PHB p144}}SpellData=[w:Protection-from-Cantrips,lv:2,sp:10,gp:0,cs:VS]{{effects=The wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use the *Cantrip* spell.}}{{hide1=The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components). Any cantrip cast against the protected person or item dissipates with an audible popping sound. This spell is often used by a wizard who has mischievous apprentices, or one who wishes apprentices to clean or shine an area using elbow grease rather than magic. Any unwilling target of this spell must be touched (via an attack roll) and is allowed a saving throw vs. spell to escape the effect.}}'}, + {name:'Pyrotechnics',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPyrotechnics\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Pyrotechnics,MUspellL2,1H,Alteration]{{components=V, S, M}}{{time=[[2]]}}{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||lightning|true)}}{{duration=Special}}{{aoe=[[1]] fire source}}{{save=Special}}{{reference=PHB p144}}SpellData=[w:Pyrotechnics,lv:2,sp:2,gp:0,cs:VSM]{{effects=A pyrotechnics spell draws on an existing fire source to produce one of two effects, at the option of the caster: [Fireworks](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|magic||@{selected|token_id}|multi|Pyrotechnics-fireworks|\\amp#63;{Duration if fireworks?|\\amp#91;[1d4+1]\\amp#93;}|-1|\'Temporarily blinded by fireworks\'|bleeding-eye|svspe\\clon;+0) that lasts one round, or [Smoke](!rounds --aoe @{selected|token_id}|circle|feet|0|||black||@{selected|token_id}|multi|Pyrotechnics-smoke|@{selected|mu-casting-level}|-1|\'Cannot see more than 2ft in smoke\'|edge-crack) to arise from the source and form a choking cloud 100 times larger than the source, that lasts for [[@{selected|mu-casting-level}]] rounds.}}{{hide1=**Fireworks:** it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4+1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source.\n**Smoke:** This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer -2 penalties to all combat rolls and Armor Class.}}{{materials=One fire source within a 20-foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level.}}'}, + {name:'Ray-of-Enfeeblement',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nRay of Enfeeblement\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Enchantment/Charm}}Specs=[Ray of Enfeeblement,MUspellL2,1H,Enchantment-Charm]{{components=V,S}}{{time=[[2]]}}{{range=[[[10+(5*@{selected|mu-casting-level})]] yards](!rounds --aoe @{selected|token_id}|bolt|feet|0|[[30+(15*@{selected|mu-casting-level})]]|5|lightning)}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=1 creature}}{{save=Negates}}{{reference=PHB p145}}SpellData=[w:Ray-of-Enfeeblement,lv:2,sp:2,gp:0,cs:VS]{{Use=Select the option below and then target the creature - impacts stated will occur automatically for the duration\n[Humans, demihumans, and humanoids](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Ray-of-Enfeeblement|@{selected|mu-casting-level}|-1|\'Enfeebled, effective strength 5\'|radioactive|svspe\\clon;+0) [Other creatures](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Enfeeble-monster|@{selected|mu-casting-level}|-1|\'Enfeebled, -2 on attk + -1 per dmg die\'|radioactive|svspe\\clon;+0)}}{{effects=This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally.}}{{hide1=***Humans, demihumans, and humanoids*** of man-size or less are reduced to an effective Strength of 5, losing all Strength bonuses and suffering an attack roll penalty of -2 and a -1 penalty to damage. \n***Other creatures*** suffer a penalty of -2 on attack rolls. Furthermore, they have a -1 penalty for each die of damage they inflict. (But no damage roll can inflict less than 1 point per die of damage.)\nYour DM will determine any other effects appropriate to the affected creature.}}'}, + {name:'Rope-Trick',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nRope Trick\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Rope Trick,MUspellL2,1H,Alteration]{{components=V, S, M}}{{time=[[2]]}}{{range=Touch}}{{duration=[[2*@{selected|mu-casting-level}]] Turns}}{{aoe=One 5 to 30 ft rope}}{{save=None}}{{reference=PHB p145}}SpellData=[w:Rope-Trick,lv:2,sp:2,gp:0.05,cs:VSM]{{effects=When cast upon a piece of rope from 5 to 30 feet long one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end.}}{{hide1=The upper end is, in fact, fastened to an extradimensional space. The spellcaster and up to seven others can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM\'s option). Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if there were a 3-foot x 5-foot window centered on the rope. The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space. The rope can be climbed by only one person at a time. Note that the rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous.}}{{materials=Powdered corn extract and a twisted loop of parchment worth 5cp in total.}}'}, + {name:'Scare',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nScare\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Evocation}}Specs=[Scare,MUspellL2,1H,Evocation]{{components=V,S,M}}{{time=[[2]]}}{{range=[[30+(10*@{selected|mu-casting-level})]]yds}}{{duration=1d4+@{selected|mu-casting-level} rounds}}{{aoe=[15 ft radius](!rounds --aoe @{selected|token_id}|circle|yards|[[30+(10*@{selected|mu-casting-level})]]|10||dark)}}{{save=Special}}{{reference=PHB p145}}{{Use=[Scare Them](!rounds --target-save area|@{selected|token_id}|\\amp#64;{target|Select Scaredy-cat|token_id}|Scare|\\amp#91;[@{selected|mu-casting-level}+1d4]\\amp#93;|-1|Scared, -2 reaction, if cornered -1 on attk+dmg+save|screaming)}}SpellData=[w:Scare,lv:2,sp:2,gp:0.1,cs:VSM]{{effects=Causes creatures with fewer than [[6]] Hit Dice or levels of experience to fall into fits of trembling and shaking.}}{{hide1=The frightened creatures have a -2 reaction adjustment and may drop items held if encumbered. If cornered, they fight, but with -1 penalties to attack rolls, damage rolls, and saving throws.\nOnly elves, half-elves, and priests are allowed saving throws against this spell. Note that this spell has no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar creatures of any sort.}}{{materials=A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy that cost 1sp from some adventurer.}}'}, + {name:'Shatter',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShatter\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Shatter,MUspellL2,1H,Alteration]{{components=V, S, M}}{{time=[[2]]}}{{range=[[30+(10*@{selected|mu-casting-level})]] yds.}}{{duration=Instantaneous}}{{aoe=[3ft radius](!rounds --aoe @{selected|token_id}|circle|yards|[[30+(10*@{selected|mu-casting-level})]]|2||lightning)}}{{save=None}}{{reference=PHB p145}}SpellData=[w:Shatter,lv:2,sp:2,gp:0.01,cs:VSM]{{effects=A sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. within a 3-foot radius of the center of the spell effect are smashed into dozens of pieces by the spell.}}{{hide1=Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage.}}{{materials=A chip of mica worth 1cp}}'}, + {name:'Spectral-Hand',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSpectral Hand\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Necromancy}}Specs=[Spectral Hand,MUspellL2,1H,Necromancy]{{components=V,S}}{{time=[[2]]}}{{range=[[[30+(5*@{selected|mu-casting-level})]] yards](!rounds --aoe @{selected|token_id}}|circle|yards|0|[[60+(10*@{selected|mu-casting-level})]]||magic|true)}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=1 opponent}}{{save=None}}{{reference=PHB p145}}{{Use=[Create a spooky hand](!rounds --target-nosave caster|@{selected|token_id}|Spectral-Hand|[[2*@{selected|mu-casting-level}]]|-1|Their touch extends [[30+(5*@{selected|mu-casting-level})]] yds, +2 to hit, hand AC-2|grab)}}SpellData=[w:Spectral-Hand,lv:2,sp:2,gp:0,cs:VS]{{effects=Causes a ghostly, glowing hand, shaped from the caster\'s life force, to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the spectral hand.}}{{hide1=The spell gives the caster a +2 bonus to his attack roll. The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so. The hand is vulnerable to magical attack but has an Armor Class of -2. Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster.}}'}, + {name:'Stinking-Cloud',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nStinking Cloud\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Evocation}}Specs=[Stinking Cloud,MUspellL2,1H,Evocation]{{components=V, S, M}}{{time=[[2]]}}{{range=[[30]] yds.}}{{duration=Varies with breeze}}{{aoe=[20ft. cube](!rounds --aoe @{selected|token_id}|square|feet|90|20||acid)}}{{save=Special}}{{reference=PHB p145}}{{Use=Click [Stink them!](!rounds --target multi|@{selected|token_id}|Stinking-Cloud|\\amp#91;[\\amp#63;{Breeze?|No,@{selected|mu-casting-level}|8 to 18 mph,(@{selected|mu-casting-level}/2\\amp#41;|Stronger,1}]\\amp#93;|-1|Nauseated, save each round to exit then unable to attack for 1+1 d4 rounds|back-pain|svpoi\\clon;+0) then select **all** creatures in the area of effect before pressing *targetfor status change* button in chat window which will prompt for saves}}SpellData=[w:Stinking-Cloud,lv:2,sp:2,gp:0.01,cs:VSM]{{effects=Creates a billowing mass of nauseous vapors up to [[30]] yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud.}}{{hide1=Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 m.p.h.) and is dispersed in one round by a stronger breeze.}}{{materials=A rotten egg or several skunk cabbage leaves. Total cost 1cp}}'}, + {name:'Strength',type:'muspelll2',ct:'100',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nStrength\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Strength,MUspellL2,1H,Alteration]{{components=V, S, M}}{{time=[[1]]Turn}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] Hours}}{{aoe=Creature touched}}{{Use=[Make them Stronger](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who gains strength?|token_id}|Strength|[[60*@{selected|mu-casting-level}]]|-1|Stronger than normal|strong)}}{{save=None}}{{reference=PHB p146}}SpellData=[w:Strength,lv:2,sp:100,gp:0.1,cs:VSM]{{effects=Increases the Strength of the character by a number of points -- or tenths of points after 18 Strength is attained (only if the character is a warrior).}}{{hide1=Benefits of the strength spell last for the duration of the magic. The amount of added Strength depends upon the spell recipient\'s group and is subject to all restrictions on Strength due to race and class. Multiclass characters use the best die.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Class\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Strength Gain\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Priest\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d6 points\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Rogue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d6 points\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Warrior\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d8 points\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Wizard\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d4 points\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nIf a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls.}}{{materials=A few hairs, or a pinch of dung, from a particularly strong animal--ape, bear, ox, etc. Cost 1sp to acquire}}'}, + {name:'Summon-Swarm',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSummon Swarm\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Conjuration/Summoning}}Specs=[Summon Swarm,MUspellL2,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=[[2]]}}{{range=[[60]]yds}}{{duration=until [[2*@{selected|mu-casting-level}]]HP damage done to swarm}}{{aoe=[10ft cube](!rounds --aoe @{selected|token_id}|square|feet|180|10||acid)}}{{save=Negates}}{{damage=[[1]] defending, [1d4+4](!\\amp#13;\\amp#47;r 1d4+4) otherwise}}{{reference=PHB p146}}SpellData=[w:Summon-Swarm,lv:2,sp:2,gp:0.1,cs:VSM]{{effects=Those in area take damage as above. To determine type of swarm roll [1d100](!\\amp#13;\\amp#47;r 1d100) 01-40 Rats / 41-70 Bats / 71-80 Spiders / 81-90 Centipedes and Beatles / 91-00 flying insects. }}{{hide1=The swarm of small animals (roll on list above 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.\nThe 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.}}{{materials=A square of red cloth worth 1sp}}'}, + {name:'Tashas-Uncontrollable-Hideous-Laughter',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTasha\'s Uncontrollable Hideous Laughter\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Enchantment/Charm}}Specs=[Tashas Uncontrollable Hideous Laughter,MUspellL2,1H,Enchantment-Charm]{{components=V, S, M}}{{time=[[2]]}}{{range=[[60]] yds}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Up to [[floor(@{selected|mu-casting-level}/3)]] creatures in [30ft area](!rounds --aoe @{selected|token_id}|circle|feet|180|30||magic)}}{{save=Negates}}{{reference=PHB p146}}{{Use=Make em laugh! [Characters](!rounds --target-save area|@{selected|token_id}|\\amp#64;{target|Select comedy audience|token_id}|Tashas-UHL|99|0|Recovering from laughing, -2 STR|screaming) and/or [Monsters](!rounds --target-save area|@{selected|token_id}|\\amp#64;{target|Select comedy audience|token_id}|Tashas-UHL-monster|99|0|Recovering from laughing, -2 to attack and damage rolls|screaming)}}SpellData=[w:Tashas-Uncontrollable-Hideous-Laughter,lv:2,sp:2,gp:0.5,cs:VSM]{{effects=The victim of this spell perceives everything as hilariously funny.}}{{hide1=The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or -2 to attack and damage rolls) for all remaining rounds of the spell.\nThe saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5-7 (low) save with -6 penalties. Those with Intelligences of 8-12 (average to very) save with -4 penalties. Those with Intelligences of 13-14 (high) save with -2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws.\nThe caster can affect one creature for every three levels attained--for example, one at 3rd level, two at 6th level, three at 9th level, etc. All affected beings must be within 30 feet of each other.}}{{materials=A small feather and minute tarts costing 5sp. The tarts are hurled at the subjects, while the feather is waved in one hand.}}'}, + {name:'Undetectable-Alignment',type:'muspelll2',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nUndetectable Alignment\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Divination (reversable)}}Specs=[Undetectable Alignment,MUspellL2,1H,Divination]{{components=V, S}}{{time=[[1]] round}}{{range=[10 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||dark|true)}}{{duration=[[@{selected|mu-casting-level}]]rounds}}{{aoe=[[1]]creature or object per [[2]]rounds}}{{save=Negates}}{{reference=PHB p143 (reverse Know Alignment)}}SpellData=[w:Undetectable-Alignment,lv:2,sp:10,gp:0,cs:VS]{{effects=Conceals the alignment of an object or creature for 24 hours--even from a *know alignment* spell.}}'}, + {name:'Web',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWeb\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Evocation}}Specs=[Web,MUspellL2,1H,Evocation]{{components=V,S,M}}{{time=[[2]]}}{{range=[[5*@{selected|mu-casting-level}]] yds}}{{duration=[[2*@{selected|mu-casting-level}]] turns}}{{aoe=Max of [[8]] [10ft cubes](!rounds --aoe @{selected|token_id}|square|feet|[[15*@{selected|mu-casting-level}]]|10||dark), min [[10]]ft thick}}{{save=Special or 1/2 strength}}{{reference=PHB p146}}{{Use=[Web them](!rounds --target multi|@{selected|token_id}|Web|[[20*@{selected|mu-casting-level}]]|-1|Webbed, no or slow movement|cobweb|svspe\\clon;-2) and then select all in the web before clicking ***[add status changes]*** in the chat window. Saves will be prompted for and statuses applied as required}}SpellData=[w:Web,lv:2,sp:2,gp:,cs:VSM]{{effects=Webs shoot forth from @{selected|casting-name}\'s hands. Like spider web but stronger, must be anchored to at least [[2]] opposing points. Must be max of [[8]] [[10]]ft cubes, but min [[10]]ft thick.}}{{hide1=A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points--floor and ceiling, opposite walls, etc.--or the web collapses upon itself and disappears.\nThe web spell covers a maximum area of eight 10-foot x 10-foot x 10-foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.\nAnyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs.\nCreatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round.\nFurthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire--torch, flaming oil, flaming sword, etc.--can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed.}}{{materials=A bit of spider web (free)}}'}, + {name:'Whispering-Wind',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWhispering Wind\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration, Phantasm}}Specs=[Whispering Wind,MUspellL2,1H,Alteration|Phantasm]{{components=V,S}}{{time=[[2]]}}{{range=[[@{selected|mu-casting-level}]] miles}}{{duration=Special}}{{aoe=[[2]]ft radius}}{{save=None}}{{reference=PHB p147}}SpellData=[w:Whispering-Wind,lv:2,sp:2,gp:0,cs:VS]{{effects=Able to either send a message or cause some desired sound effect, which can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard.}}{{hide1=The *whispering wind* is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the whispering wind.}}'}, + {name:'Wizard-Lock',type:'muspelll2',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} casts\nWizard Lock\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 2 Wizard}}{{school=Alteration}}Specs=[Wizard Lock,MUspellL2,1H,Alteration]{{components=V, S}}{{time=[[2]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=[[30*@{selected|mu-casting-level}]]sq.ft.}}{{save=None}}{{reference=PHB p147}}SpellData=[w:Wizard-Lock,lv:2,sp:2,gp:0,cs:VS]{{effects=Cast upon a door, chest, or portal magically locks it.}}{{hide1=The caster can freely pass his own lock without affecting it; otherwise, the wizard-locked door or object can be opened only by breaking in, by a successful dispel magic or knock spell, or by a wizard four or more levels higher than the one casting the spell. Note that the last two methods do not remove the wizard lock; they only negate it for a brief duration--about one turn. Creatures from other planes cannot burst a wizard lock as they can a held portal (see the hold portal spell).}}'}, + ]}, + MU_Spells_DB_L3:{bio:'
Magic User Spell Database: Level 1
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 3 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 09/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see MU-Spells-DB-Item', + root:'MU-Spells-DB', + api:'magic', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Air-Breathing',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nAir Breathing\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Air Breathing,MUspellL3,1H,Alteration]{{components=V, S, M}}{{time=3}}{{range=Touch}}{{duration=[1d4+@{selected|mu-casting-level}](!\\amp#13;\\amp#47;gmroll 1d4+@{selected|mu-casting-level} hours duration) hours}}{{aoe=Creatures touched}}{{save=None}}{{reference=PHB p153}}{{use=[Cast air breathing](!rounds --target-nosave multi|@{selected|token_id}|Air-Breathing|99|0|Comfortably breathe underwater|strong), then select the affected creatures and use the *add status changes* button in the chat window}}SpellData=[w:Air-Breathing,lv:3,sp:3,gp:0.01,cs:VSM]{{effects=An aquatic recipient of a air breathing spell is able to breathe air freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched.}}{{materials=A short reed or piece of straw costing 1cp.}}'}, + {name:'Blink',type:'muspelll3',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nBlink\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Blink,MUspellL3,1H,Alteration]{{components=V,S}}{{time=1}}{{range=0}}{{duration=[[@{selected|mu-casting-level}]]}}{{aoe=The caster}}{{save=None}}{{reference=PHB p147}}SpellData=[w:Blink,lv:3,sp:1,gp:0,cs:VS]{{Use=[Blink](!rounds --target-nosave caster|@{selected|token_id}|Blinking|@{selected|mu-casting-level}|-1|Blinking - for initiative use Other Action/Other and enter Blink \\amp speed of 1d6|aura)}}{{effects=Spellcaster "blinks" directly from one point to another at a random time and in a random direction. Melee attacks vs. caster automatically miss if initiative indicates they fall after he has blinked.}}{{hide1=Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink--the result of the dice roll is used as the wizard\'s initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane.\nDuring each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster.\nIf the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks last in the round). The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are not added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he\'s facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).}}'}, + {name:'Clairaudience',type:'muspelll3',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nClairaudience\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Divination}}Specs=[Clairaudience,MUspellL3,1H,Divination]{{components=V, S, M}}{{time=[[3]]}}{{range=Unlimited}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[60]]ft radius of selected spot}}{{save=None}}{{reference=PHB p147}}{{Use=[Super-Hearing](!rounds --target-nosave caster|@{selected|token_id}|Clairaudience|[[@{selected|mu-casting-level}]]|-1|Normal hearing but at a distance|Strong)}}SpellData=[w:Clairaudience,lv:3,sp:3,gp:10,cs:VSM]{{effects=Concentrate upon some locale and hear in the caster\'s mind any noise within a 60-foot radius of that point.}}{{hide1=Distance is not a factor, but the locale must be known--a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard\'s current plane of existence.}}{{materials=A small horn of at least 100 gp value, which can be used 10 times.}}'}, + {name:'Clairvoyance',type:'muspelll3',ct:'3',charge:'uncharged',cost:'3',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nClairvoyance\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Divination}}Specs=[Clairvoyance,MUspellL3,1H,Divination]{{components=V, S, M}}{{time=[[3]]}}{{range=Unlimited}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Line of sight}}{{save=None}}{{Use=[Super-Vision](!rounds --target-nosave caster|@{selected|token_id}|Clairvoyance|[[@{selected|mu-casting-level}]]|-1|See as if at known location, line of sight and needs light|Strong)}}{{reference=PHB p147}}SpellData=[w:Clairvoyance,lv:3,sp:3,gp:3,cs:VSM]{{effects=See in the wizard\'s mind whatever is within sight range from the spell locale chosen.}}{{hide1=Distance from the wizard is not a factor, but the locale must be known--familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell\'s area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a clairvoyance spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard\'s current plane of existence.}}{{materials=A pinch of powdered pineal gland costing 3gp to source.}}'}, + {name:'Delude',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDelude\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Delude,MUspellL3,1H,Alteration]{{components=VS}}{{time=3}}{{range=0}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=[30ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60||magic|true)}}{{save=Negates}}{{reference=PHB p148}}SpellData=[w:Delude,lv:3,sp:3,gp:0,cs:VS]{{Use=[Delude them](!rounds --target-nosave caster|@{selected|token_id}|Delude|[[10*@{selected|mu-casting-level}]]|-1|Assuming alignment of another creature|aura)}}{{effects=Caster conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. }}{{hide1=The creature must be of\nhigher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any know alignment spell used against the caster discovers only the assumed alignment. Note that a detect good or detect evil also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a delude spell is used in conjunction with a change self or alter self spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.}}'}, + {name:'Dispel-Magic',type:'muspelll3',ct:'30',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDispel Magic\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Abjuration}}Specs=[Dispel Magic,MUspellL3,1H,Abjuration]{{components=V, S}}{{time=[[3]] turn}}{{range=[[120]]yds}}{{duration=Instantanious}}{{aoe=[30ft cube](!rounds --aoe @{selected|token_id}|square|yards|120|10||lightning)}}{{save=None}}{{reference=PHB p148}}SpellData=[w:Dispel-Magic,lv:3,sp:30,gp:0,cs:VS]{{effects=Has a chance to neutralize or negate magic it comes in contact with.\nFirst, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).}}{{hide1=Each effect or potion in the spell\'s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (making it more likely that the dispel succeeds); if the caster is of lower level, the difference is *added* to the number needed on 1d20 to dispel (making it *less* likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.\nA *dispel magic* spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature\'s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a *bag of holding*) rendered nonoperational would be temporarily closed. Note that an item\'s physical properties are unchanged: A nonoperational magical sword is still a sword.\nArtifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM\'s option.\nNote that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.}}'}, + {name:'Explosive-Runes',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nExplosive Runes\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Explosive Runes,MUspellL3,1H,Alteration]{{components=VS}}{{time=3}}{{range=Touch}}{{duration=Special}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20||magic|true)}}{{save=None (reader) or Halves}}{{reference=PHB p148}}SpellData=[w:Explosive Runes,lv:3,sp:3,gp:0,cs:VS]{{damage=[6d4+6](!\\amp#13;\\amp#47;r 6d4+6 to reader, no save, to others in aoe save to half) to reader, no save, to others in aoe save to half}}{{effects=By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. When read, the explosive runes detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius.}}{{hide1=The explosive runes are difficult to detect - 5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes.\nThe wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the Dungeon Master Guide).\n**Summary of Dispel Magic Effects**\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Source of Effect\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Resists As\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Result of Dispel\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Caster\\amplt;/td\\ampgt;\\amplt;td\\ampgt;None\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dispel automatic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Other caster/innate ability\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Level/HD of other caster\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Effect negated\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Wand\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Staff\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Potion\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Potion destroyed\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Other magic\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12th, unless special\\amplt;/td\\ampgt;\\amplt;td\\ampgt;^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Artifact\\amplt;/td\\ampgt;\\amplt;td\\ampgt;DM discretion\\amplt;/td\\ampgt;\\amplt;td\\ampgt;DM discretion\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Effect negated; if cast directly on item, item becomes non-operational for 1d4 rounds.}}'}, + {name:'Feign-Death',type:'muspelll3',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFeign Death\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Necromancy}}Specs=[Feign Death,MUspellL3,1H,Necromancy]{{components=VS}}{{time=1}}{{range=Touch}}{{duration=[[6+@{selected|mu-casting-level}]] turns}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p149}}SpellData=[w:Feign Death,lv:3,sp:1,gp:0,cs:VS]{{Use=[Appear to Die](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Whose the corpse?|token_id}|Feign-death|[[60+(10*@{selected|mu-casting-level})]]|-1|Looks dead to me|skull)}}{{effects=Caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard\'s own level) can be put into a cataleptic state that is impossible to distinguish from death. }}{{hide1=Although the person or creature affected by the *feign death* spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus, any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted.\nNote that only a willing individual can be affected by a *feign death* spell. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a\nfull round is required for bodily functions to begin again.}}'}, + {name:'Fireball',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFireball\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Evocation}}Specs=[Fireball,MUspellL3,1H,Evocation]{{components=V, S, M}}{{time=[[3]]}}{{range=[[10+(10*{10,@{selected|mu-casting-level}}kl1)]]yds}}{{duration=Instantaneous}}{{aoe=[20ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|[[3*(10+(10*{10,@{selected|mu-casting-level}}kl1))]]|40||fire)}}{{save=Half damage}}{{reference=PHB p149}}{{damage=[[[{10, @{selected|mu-casting-level}}kl1]]d6](!magic --message @{selected|token_id}|Fireball|The *fireball* does \\amp#91;[ \\amp#91;[{10, @{selected|mu-casting-level}}kl1]\\amp#93;d6]\\amp#93; HP of damage to those in the area of effect, save vs. spell to halve)}}{{damagetype=Fire}}SpellData=[w:Fireball,lv:3,sp:3,gp:0.5,cs:VSM]{{effects=A streak flashes from the @{selected|character_name}\'s finger and blossoms into a fireball. Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage.}}{{hide1=A *fireball* is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it--1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet--thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.\nThe wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).}}{{materials=A tiny ball of bat guano and sulphur costing 5sp.}}'}, + {name:'Flame-Arrow',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFlame Arrow\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Conjuration/Summoning}}Specs=[Flame Arrow,MUspellL3,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=[[3]]}}{{range=[[[30+10*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[60+20*@{selected|mu-casting-level}]]||red|true)}}{{duration=[[1]] round}}{{aoe=special}}{{save=Special save vs. spell for bolt only}}{{reference=PHB p149}}SpellData=[w:Flame-Arrow,lv:3,sp:3,gp:0.02,cs:VSM]{{Use=Show up to [[(floor(@{selected|casting-level}/5))]] opponents in range using the range button, then do [Damage](!magic --message @{selected|token_id}|Flame Arrow|Piercing damage = \\amp#91;[1d6]\\amp#93; Fire damage = \\amp#91;[4d6]\\amp#93; (save to half fire only\\amp#41;) for each opponent}}{{effects=Two effects: Can cause normal arrows or crossbow bolts to become magical flaming missiles for [[1]]round, or hurls fiery bolts at opponents in range.}}{{hide1=The normal arrows or crossbow bolts of the first effect must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.\nThe second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.}}{{materials=A drop of oil and a small piece of flint costing 2cp.}}'}, + {name:'Fly',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFly\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Fly,MUspellL3,1H,Alteration]{{components=V, S, M}}{{time=[[3]]}}{{range=Touch}}{{duration=[Dm: 1d6+@{selected|mu-casting-level}](!\\amp#13;\\amp#47;gmroll 1d6+@{selected|mu-casting-level}) turns}}{{aoe=Creature touched}}{{save=None}}{{Use=[Who\'s Flying?](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select whos flying|token_id}|Fly|\\amp#91;[100*\\amp#40;1d6+@{selected|mu-casting-level}\\amp#41;]\\amp#93;|-10|Flying, speed of 18 horiz or down, 9 up|fluffy-wing)}}{{reference=PHB p149}}SpellData=[w:Fly,lv:3,sp:3,gp:0,cs:VSM]{{effects=Bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of [[18]] (half that if ascending,\ntwice that if descending in a dive).}}{{hide1=The maneuverability class of the creature is B. Using the *fly* spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the "Aerial Combat" section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.}}{{materials=A wing feather of any bird (free).}}'}, + {name:'Gust-of-Wind',type:'muspelll3',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nGust of Wind\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Gust of Wind,MUspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[3]]}}{{range=[[0]]}}{{duration=[[1]]round}}{{aoe=[10ft x @{selected|mu-casting-level}0 yds](!rounds --aoe @{selected|token_id}|bolt|feet|0|[[30*@{selected|mu-casting-level}]]|10|light)}}{{save=None}}{{reference=PHB p149}}SpellData=[w:Gust-of-Wind,lv:3,sp:10,gp:0,cs:VSM]{{effects=A strong puff of air originates from the wizard and moves in the direction he is facing.}}{{hide1=The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames--such as those of lanterns--to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. It also fans large fires outward 1d6 feet in the direction of the wind\'s movement. It forces back small flying creatures 1d6 x 10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th-level wizard causes a gust of wind that travels 80 yards).}}{{materials=A legume seed (free).}}'}, + {name:'Haste',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nHaste\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard (reversable)}}{{school=Alteration}}Specs=[Haste,MUspellL3,1H,Alteration]{{components=V, S, M}}{{time=[[3]]}}{{range=[[60]]yds}}{{duration=[[3+@{selected|mu-casting-level}]] rounds}}{{aoe=[[@{selected|mu-casting-level}]]creatures in a [40ft. cube](!rounds --aoe @{selected|token_id}|square|feet|180|40||magic)}}{{save=None}}{{reference=PHB p149}}{{Use=[Super-Speed](!rounds --target-nosave multi|@{selected|token_id}|Haste|[[3+@{selected|mu-casting-level}]]|-1|Hasted, double attacks, move etc|Strong) then select all affected creatures and press the *add status changes* in the chat window}}SpellData=[w:Haste,lv:3,sp:3,gp:0.05,cs:VSM]{{effects=Affected creatures function at double normal movement and attack rates.}}{{hide1=A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. The number of creatures that can be affected is equal to the caster\'s experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic.}}{{materials=A shaving of liquorice root costing 5cp.}}'}, + {name:'Hold-Person',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nHold Person\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Enchantment/Charm}}Specs=[Hold Person,MUspellL3,1H,Enchantment-Charm]{{components=V, S, M}}{{time=[[3]]}}{{range=[[120]] yards}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=[1d4](!\\amp#13;\\amp#47;r 1d4) persons in a [20 foot cube](!rounds --aoe @{selected|token_id}|square|feet|360|20||dark)}}{{save=Negates}}{{reference=PHB p150}}{{Use=Select [Hold](!rounds --target multi|@{selected|token_id}|Hold-person|[[2*@{selected|mu-casting-level}]]|-1|Held|fishing-net|v\\lpar;\\lpar;\\lpar;2\\amp#42;#\\rpar;-5\\rpar;;0\\rpar;), then select the creatures to hold and press *add status changes* in the chat window. Save mods will be automatically applied correctly}}SpellData=[w:Hold-Person,lv:3,sp:3,gp:0.01,cs:VSM]{{effects=Immobilise humans, demihumans and humanoid creatures. The spell is centered on a point chosen by the caster and it affects up to 4 persons within the area of effect.}}{{hide1=The hold person spell affects any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, halfelves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.\nThe spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held.\nHeld beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects\' condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.}}{{materials=A small, straight piece of iron worth 1cp}}'}, + {name:'Hold-Undead',type:'muspelll3',ct:'5',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nHold Undead\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Necromancy}}Specs=[Hold Undead,MUspellL3,1H,Necromancy]{{components=VSM}}{{time=5}}{{range=[60ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|120||dark|true)}}{{duration=1d4+[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[1d3]] undead}}{{save=Negates}}{{reference=PHB p150}}SpellData=[w:Hold Undead,lv:3,sp:5,gp:0.1,cs:VSM]{{Use=Click [Hold them](!rounds --target-save area|@{selected|token_id}|\\amp#64;{target|Which Undead?|token_id}|Hold-Undead|\\amp#91;[1d4+@{selected|mu-casting-level}]\\amp#93;|-1|Motionless (for now\\amp#41;|fishing-net) then select the creatures to hold and press *add status changes* in the chat window. Save mods will be automatically applied correctly}}{{effects=Renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster\'s level.}}{{hide1=No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell.}}{{materials=A pinch of sulphur and powdered garlic, a total cost of 1sp}}'}, + {name:'Illusionary-Script',type:'muspelll3',ct:'100',charge:'uncharged',cost:'300',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nIllusionary Script\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Illusion-Phantasm}}Specs=[Illusionary Script,MUspellL3,1H,Illusion-Phantasm]{{components=VSM}}{{time=Special}}{{range=Touch}}{{duration=@{selected|mu-casting-level} days}}{{aoe=Script Reader}}{{save=Special}}{{reference=PHB p150}}SpellData=[w:Illusionary Script,lv:3,sp:100,gp:300,cs:VSM]{{Use=Best set as a trap on a *Drag \\amp Drop* container representing a parchment or book. Otherwise, apply effects manually}}{{effects=Enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. }}{{hide1=Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script.\nUnauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the caster at the time the illusionary script spell was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the *true seeing* spell and either the *read magic* or *comprehend languages* spell, as applicable.}}'}, + {name:'Infravision',type:'muspelll3',ct:'10',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nInfravision\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Infravision,MUspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[10]]}}{{range=Touch}}{{duration=[[2+@{selected|mu-casting-level}]] hours}} !!! {{aoe=Creature Touched}}{{save=None}}{{Use=[See Clearly](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select visionary|token_id}|Infravision|[[120+(60*@{selected|mu-casting-level})]]|-1|Has 60ft Infravision|ninja-mask)}}{{reference=PHB p150}}SpellData=[w:Infravision,lv:3,sp:10,gp:0.01,cs:VSM]{{effects=See in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision.}}{{materials=Either a pinch of dried carrot or an agate (1cp).}}'}, + {name:'Invisibility-10ft-radius',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nInvisibility 10ft Radius\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Illusion/Phantasm}}Specs=[Invisibility,MUspellL3,1H,Illusion-Phantasm]{{components=V, S, M}}{{time=[[3]]}}{{range=Touch}}{{duration=Until attack}}{{aoe=[[10]]ft radius of creature touched}}{{save=None}}{{reference=PHB p150}}{{Use=[Make them invisible](!rounds --target-nosave multi|@{selected|token_id}|Invisibility|99|0|Invisible except slight haze, 4 bonus to AC \\amp saves within [[10]]ft of creature touched, until attack|half-haze) then select the creatures in the area of effect and press *add status changes* in the chat window}}SpellData=[w:Invisibility-10ft-radius,lv:3,sp:3,gp:0.05,cs:VSM]{{effects=This spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the *invisibility, 10’ radius* spell is broken for all.}}{{materials=An eyelash and a bit of gum arabic, the former encased in the latter. Cost 5cp}}'}, + {name:'Item',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nItem\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Item,MUspellL3,1H,Alteration]{{components=VSM}}{{time=3}}{{range=Touch}}{{duration=[[4*@{selected|mu-casting-level}]] hours}}{{aoe=[[2*@{selected|mu-casting-level}]]cu.ft}}{{save=Negates, if owner resists}}{{reference=PHB p150}}SpellData=[w:Item,lv:3,sp:3,gp:0,cs:VSM]{{effects=Shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its nowshrunken composition to a clothlike one.}}{{hide1=An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster. Even a burning fire and its fuel can be shrunk by this spell.}}'}, + {name:'Leomunds-Tiny-Hut',type:'muspelll3',ct:'3',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLeomund\'s Tiny Hut\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Leomunds Tiny Hut,MUspellL3,1H,Alteration]{{components=VSM}}{{time=3}}{{range=0}}{{duration=[[4+@{selected|mu-casting-level}]] hours}}{{aoe=[15ft diameter sphere](!rounds --aoe @{selected|token_id}|circle|feet|0|15||light|true)}}{{save=None}}{{reference=PHB p151}}SpellData=[w:Leomunds Tiny Hut,lv:3,sp:3,gp:1,cs:VSM]{{effects=Creates an unmoving, opaque sphere of force of any desired color around his person.}}{{hide1=Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates.\nThe temperature inside the hut is 70 F., if the exterior temperature is between 0 and 100 F. An exterior temperature below 0 or above 100 lowers or raises, respectively, the interior temperature on a 1 -for-1 basis. The tiny hut also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it.\nThe interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled.}}{{materials=A small crystal bead costing 1gp that shatters when the spell duration expires or the hut is dispelled.}}'}, + {name:'Lightning-Bolt',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLightning Bolt\nas a level @{selected|mu-casting-level} caster}}{{school=Evocation}}Specs=[Lightning Bolt,MUspellL3,1H,Evocation]{{splevel=Level 3 Wizard}}{{components= V, S, M}}{{time=[[3]]}}{{range=[[(4+@{selected|mu-casting-level})*10]] yards}}{{duration=Instantaneous}}{{aoe=[40x10ft](!rounds --aoe @{selected|token_id}|bolt|feet|[[(12+@{selected|mu-casting-level})*30]]|40|10|lightning) or [80x5ft](!rounds --aoe @{selected|token_id}|bolt|feet|[[(12+@{selected|mu-casting-level})*30]]|80|5|lightning)}}{{save=Half damage}}{{reference=PHB p151}}{{damage=roll [[[{10, @{selected|mu-casting-level}}kl1]]d6](!\\amp#13;\\amp#47;r [[{10, @{selected|mu-casting-level}}kl1]]d6)}}{{damagetype=Lightning}}SpellData=[w:Lightning-Bolt,lv:3,sp:3,gp:0.5,cs:VSM]{{effects=Releases a powerful stroke of electrical energy damaging each creature within its area of effect (Save vs. spell for half).}}{{hide1=When saved to half round fractions down. The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone.\nThe lightning bolt\'s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.\nFor example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own\nlightning bolt!).\nThe DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).}}{{materials=A bit of fur and an amber, crystal, or glass rod, costing 10gp and reusable 20 times}}'}, + {name:'Melfs-Minute-Meteors',type:'innate-ranged|muspelll3',ct:'3',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMelf\'s Minute Meteors\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Evocation/Alteration}}Specs=[Melfs-Minute-Meteors,Innate-Ranged|MUspellL3,1H,Alteration|Evocation|Grenade],[Melfs-Minute-Meteors,Innate-Ranged|MUspellL3,1H,Alteration|Evocation|Grenade]{{components=V, S, M}}ToHitData=[w:Melfs Minute Meteors x 1,sp:3,+:2,n:1],[w:Melfs Minute Meteor x 5,sp:3,+:2,n:5]{{time=[[3]]}}AmmoData=[w:Melfs Minute Meteors,t:Melfs Minute Meteors,ru:-1,sm:1d4,l:1]{{range=[[[70+(10*@{selected|mu-casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[140+(20*@{selected|mu-casting-level})]]||lightning|true)}}RangeData=[t:Melfs-Minute-Meteors,r:16]] ]{{duration=Special}}WeapData=[on:!attk ~~quiet-modweap `{selected¦token_id}¦Melfs-Minute-Meteors¦AMMO¦qty:=`{selected¦mu-casting-level}\\comma;r:\\lbrak;\\lbrak;70+\\lpar;10*`{selected¦mu-casting-level}\\rpar;\\rbrak;\\rbrak;]{{aoe=[[1]] target per meteor}}{{save=None}}{{reference=PHB p151}}SpellData=[w:Melfs-Minute-Meteors,lv:3,sp:3,gp:100,cs:VSM]{{Use=Take this spell in-hand using *Attk Menu \\gt Change Weapon* to cast meteors as a ranged weapon}}{{effects=[[@{selected|mu-casting-level}]] meteors each doing [1d4](!\\amp#13;\\amp#47;r 1d4) HP damage to creature struck \\amp [[1]] HP to those in [[3]]ft (e.g. if miss). Either (A) 5 per round, or (B) 1 per round and can do other things except concentrate. Caster must keep count. +2 benefit to attack roll}}{{hide1=This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet. \nThe spell can be cast in either of two ways:\nA) The wizard discharges five meteors every round (see the "Multiple Attacks and Initiative" section in Chapter 9: Combat). Note that this carries over into at least the following round.\nB) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.\nThe spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful dispel magic spell is thrown upon the caster.}}{{materials=Nitre and sulphur formed into a bead by the addition of pine tar, and a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, and it can be reused up to 10 times}}'}, + {name:'Monster-Summoning-I',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMonster Summoning I\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Conjuration/Summoning}}Specs=[Monster Summoning I,MUspellL3,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=3}}{{range=[[0]]}}{{duration=[[2+@{selected|mu-casting-level}]] rounds}}{{aoe=[30 yard radius](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{save=None}}{{reference=PHB p151}}SpellData=[w:Monster-Summoning-I,lv:3,sp:3,gp:0.5,cs:VSM]{{Use=Ask the DM to *Drag \\amp Drop* the creatures they select onto the playing area, and give you control of them}}{{effects=[1d4](!\\amp#13;\\amp#47;r 1d4) 1st level monsters (selected by the DM from the Monster Summoning 1 Table in the MC) appear in the area, placed by the caster. Attack to best of their ability until caster demands attack cease, spell expires, or are slain. Disappear when slain, no morale checks. If can communicate and not attacking, caster can ask them to perform tasks.}}{{hide1=Creatures appear within one round of casting this spell. The monsters appear anywhere within the spell\'s area of effect, as desired by the wizard. These creatures do not check morale, but they vanish when slain.\nIn rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.}}{{materials=a tiny bag and a small (not necessarily lit) candle, in total costing 5sp.}}'}, + {name:'Nondetection',type:'muspelll3',ct:'3',charge:'uncharged',cost:'300',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nNondetection\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Abjuration}}Specs=[Nondetection,MUspellL3,1H,Abjuration]{{components=V,S,M}}{{time=[[3]]}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=Creature or item touched}}{{save=None}}{{Use=[Stealth mode](!rounds --target-nosave caster|@{selected|token_id}|Nondetection|[[2*@{selected|mu-casting-level}]]|-1|Undetectable by divination spells, crystal balls, ESP medallions and similar|white-tower) to set a timer on the caster for the effect}}{{reference=PHB p152}}SpellData=[w:Nondetection,lv:3,sp:3,gp:300,cs:VSM]{{effects=Makes the creature or object touched undetectable by divination spells such as *clairaudience, clairvoyance, locate object, ESP,* and detect spells. It also prevents location by such magical items as *crystal balls* and *ESP medallions*.}}{{hide1=It does not affect the *know alignment* spell or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the *nondetection* caster must roll a saving throw vs. spell. If this is successful, the divination fails.}}{{materials=A pinch of diamond dust worth 300 gp.}}'}, + {name:'Phantom-Steed',type:'muspelll3',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPhantom Steed\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Conjuration/Phantasm}}Specs=[Phantom Steed,MUspellL3,1H,Conjuration-Summoning|Illusion-Phantasm]{{components=V, S}}{{time=[[1]] turn}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=Special}}{{save=None}}{{reference=PHB p152}}SpellData=[w:Phantom-Steed,lv:3,sp:100,gp:0,cs:VS]{{effects=Phantom horse, AC2, HP [[7+@{selected|mu-casting-level}]]. Move [[4*@{selected|mu-casting-level}]]. Powers vary with the level of caster.}}{{hide1=When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milkycolored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider\'s weight, plus up to 10 pounds per caster level.\nThese mounts gain certain powers according to the level of the wizard who created them:\n*8th Level:* The ability to pass over sandy, muddy, or even swampy ground without difficulty.\n*10th Level:* The ability to pass over water as if it were firm, dry ground.\n*12th Level:* The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude.\n*14th Level:* The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command.\nNote that a mount\'s abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.}}'}, + {name:'Protection-from-Evil-10ft-radius',type:'muspelll3',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nProtection from Evil, 10ft radius\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Abjuration (reversable)}}Specs=[Protection from Evil 10ft radius,MUspellL3,1H,Abjuration]{{components=V,S, M}}{{time=[[3]]}}{{range=Touch}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=10ft around Creature touched}}{{save=None}}{{Use=[Become Protected](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who to centre protection on?|token_id}|Prot-from-Evil-10ft|[[2*@{selected|mu-casting-level}]]|-1|+2 prot vs evil attk \\amp save, blocks ctrl, blocks xtra-planar in a 10ft radius|white-tower)}}{{reference=PHB p152}}SpellData=[w:Protection-from-Evil-10ft-radius,lv:3,sp:3,gp:10,cs:VSM]{{effects=Creates a magical barrier around the recipient at a distance of 10 feet which moves with the recipient and has three major effects: attacks by \\amp saves caused by evil creatures improved; possession \\amp mental attacks by evil creatures blocked; and prevents bodily contact by extraplanar or conjured creatures.}}{{hide1=Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.}}{{materials=Trace a 3-foot-diameter circle on the floor (or ground) with powdered silver worth 100sp in total.}}'}, + {name:'Protection-from-Good-10ft-radius',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nProtection from Good, 10ft radius\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Abjuration (reversable)}}Specs=[Protection from Good 10ft radius,MUspellL3,1H,Alteration]{{components=V,S, M}}{{time=[[3]]}}{{range=Touch}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=10ft around Creature touched}}{{save=None}}{{Use=[Become Protected](!rounds --target-nosave single|@{selected|token_id}|Prot-from-Good-10ft|[[2*@{selected|mu-casting-level}]]|-1|+2 prot vs good attk \\amp save, blocks ctrl, blocks xtra-planar in a 10ft radius|white-tower)}}{{reference=PHB p152 (Prot. from Evil 10ft radius)}}SpellData=[w:Protection-from-Good-10ft-radius,lv:3,sp:3,gp:0.5,cs:VSM]{{effects=Creates a magical barrier around the recipient at a distance of 10 feet which moves with the recipient and has three major effects: attacks by \\amp saves caused by evil creatures improved; possession \\amp mental attacks by evil creatures blocked; and prevents bodily contact by extraplanar or conjured creatures.}}{{hide1=Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.}}{{materials=Trace a 3-foot-diameter circle on the floor (or ground) with powdered iron worth 5sp.}}'}, + {name:'Protection-from-Normal-Missiles',type:'muspelll3',ct:'3',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nProtection From Normal Missiles\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Abjuration}}Specs=[Protection from Normal Missiles,MUspellL3,1H,Abjuration]{{components=VSM}}{{time=3}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p152}}SpellData=[w:Protection from Normal Missiles,lv:3,sp:3,gp:1,cs:VSM]{{Use=[Resist Missiles](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who will be protected?|token_id}|Prot-norm-missiles|[[10*@{selected|mu-casting-level}]]|-1|Protected from non-magical small missiles \\amp less damage from large or missiles with magic plusses|white-tower)}}{{effects=Bestows total invulnerability to hurled and projected missiles and causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage) inflicted by large or magical missiles}}{{hide1=Invulnerability includes such missiles as arrows, axes, bolts, javelins, small stones, and spears. Damage reduction includes that inflicted by ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.}}{{materials=A piece of rare tortoise or turtle shell, costing 1gp to source}}'}, + {name:'Reverse-Tongues',type:'muspelll3',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nReversed Tongues\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard (reversable)}}{{school=Alteration}}Specs=[Reverse Tongues,MUspellL3,1H,Alteration]{{components=V, M}}{{time=[[3]]}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[30ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60||light)}}{{save=None}}{{reference=PHB p153}}{{Use=Click [Garbled Voices](!rounds --target-nosave multi|@{selected|token_id}|ReverseTongues|[[@{selected|mu-casting-level}]]|-1|Do not understand - reverse Tongues|edge-crack) then select the creatures affected and press the *add status changes* button in the chat window}}SpellData=[w:Reverse Tongues,lv:3,sp:3,gp:10,cs:VM]{{effects=This spell is the reverse of the *Tongues* spell, and either cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.}}{{materials=A small clay model of a ziggurat costing 10gp, which shatters when the spell is pronounced.}}'}, + {name:'Secret-Page',type:'muspelll3',ct:'100',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSecret Page\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Secret Page,MUspellL3,1H,Alteration]{{components=V,S,M}}{{time=1 turn}}{{range=Touch}}{{duration=Until dispelled}}{{aoe=One page upto 2ft sq.}}{{save=None}}{{reference=PHB p152}}SpellData=[w:Secet Page,lv:3,sp:100,gp:10,cs:VSM]{{effects=Alters the actual contents of a page so that they appear to be something entirely different.}}{{hide1=E.g. a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell. Confuse languages and explosive runes spells may be cast upon the secret page, but a comprehend languages spell cannot reveal the secret page\'s contents. The caster is able to reveal the original contents by speaking a command word, perusing the actual page, and then returning it to its secret page form. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page within this spell cloaking its true contents can attempt to dispel magic, but if it fails, the page is destroyed. A true seeing spell does not reveal the contents unless cast in combination with a comprehend languages spell. An erase spell can destroy the writing.}}{{materials=Powdered herring scales and either will o\' wisp or boggart essence, magic materials costing 10gp}}'}, + {name:'Sepia-Snake-Sigil',type:'muspelll3',ct:'3',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSepia Snake Sigil\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Conjuration-Summoning}}Specs=[Sepia Snake Sigil,MUspellL3,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=3}}{{range=[[5]] yds}}{{duration=Special}}{{aoe=1 sigil}}{{save=None}}{{reference=PHB p152}}SpellData=[w:Sepia Snake Sigil,lv:3,sp:3,gp:100,cs:VSM]{{Use=[Snake Attack](~selected|to-hit-spell)}}{{effects=When this small symbol is read, the sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell).}}{{hide1=Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster\'s command, by a successful dispel magic spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round.\nThe spell cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove it; an erase spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text.}}{{materials=100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.}}\n!magic --touch @{selected|token_id}|Sepia-Snake-Sigil|99|0|Frozen in place until released|fishing-net'}, + {name:'Slow',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSlow\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Slow,MUspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[3]]}}{{range=[[90+(10*@{selected|mu-casting-level})]] yds}}{{duration=[[3+@{selected|mu-casting-level}]] rounds}}{{aoe=[[@{selected|casting-level}]] creatures in [40ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[270+(30*@{selected|mu-casting-level})]]|40||dark)}}{{save=Negates}}{{reference=PHB p153}}{{Use=[Slow them](!rounds --target multi|@{selected|token_id}|Slow|[[3+@{selected|mu-casting-level}]]|-1|Slowed, half rate attk+move|snail|svspe\\clon;-4) then select the creatures in the area of effect, and press *add status changes* in the chat window. Saving throws will then be requested which, if failed, automatically apply all effects (if using RPGM initiative and attacks)}}SpellData=[w:Slow,lv:3,sp:3,gp:0.1,cs:VSM]{{effects=Causes affected creatures to move and attack at half their normal rates. It negates a haste spell or equivalent, but does not otherwise affect magically speeded or slowed creatures.}}{{hide1=Slowed creatures have an Armor Class penalty of +4 AC, an attack penalty of -4, and all Dexterity combat bonuses are negated. The magic affects a number of creatures equal to the spellcaster\'s level, if they are within the area of effect chosen by the wizard (i.e., a 40-foot cubic volume centered as called for by the caster). The creatures are affected from the center of the spell outward. Saving throws against the spell suffer a -4 penalty.}}{{materials=A drop of molasses, worth 1cp.}}'}, + {name:'Spectral-Force',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSpectral Force\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Illusion/Phantasm}}Specs=[Spectral Force,MUspellL3,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[3]]}}{{range=[[60+@{selected|mu-casting-level}]] yds}}{{duration=Special}}{{aoe=[40ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[180+@{selected|mu-casting-level}]]|40||magic)}}{{save=Special}}{{reference=PHB p153}}SpellData=[w:Spectral-Force,lv:3,sp:3,gp:0,cs:VS]{{effects=Creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the [*improved phantasmal force*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Improved-Phantasmal-Force) spell. The spell lasts for three rounds after concentration ceases.}}'}, + {name:'Suggestion',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSuggestion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Enchantment/Charm}}Specs=[Suggestion,MUspellL3,1H,Enchantment-Charm]{{components=V,M}}{{time=[[3]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[[1+@{selected|mu-casting-level}]] hours}}{{aoe=[[1]] creature}}{{save=Negates}}{{reference=PHB p153}}{{Use=[Make a Suggestion](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select suggestable target|token_id}|Suggestion|[[60+(60*@{selected|mu-casting-level})]]|-1|Agrees with the Wizard\'s Suggestion and getting on with it|chained-heart|svspe\\clon;+0)}}SpellData=[w:Suggestion,lv:3,sp:3,gp:0.5,cs:VM]{{effects=Influences the actions of the chosen recipient by the utterance of a few words--phrases or a sentence or two--suggesting a course of action desirable to the spellcaster.}}{{hide1=The creature to be influenced must, of course, be able to understand the wizard\'s suggestion--it must be spoken in a language that the spell recipient understands.\nThe suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizard\'s party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell\'s power.\nThe course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. If the target successfully rolls its saving throw, the spell has no effect. Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion of the DM. Undead are not subject to suggestion.}}{{materials=A snake\'s tongue and either a bit of honeycomb or a drop of sweet oil. In total 5sp}}'}, + {name:'Tongues',type:'muspelll3',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTongues\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard (reversable)}}{{school=Alteration}}Specs=[Tongues,MUspellL3,1H,Alteration]{{components=V, M}}{{time=[[3]]}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[30ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60||light)}}{{save=None}}{{reference=PHB p153}}{{Use=[Universal Translator](!rounds --target-nosave caster|@{selected|token_id}|Tongues-Translate|[[@{selected|mu-casting-level}]]|-1|Speaks your language|Strong)}}SpellData=[w:Tongues,lv:3,sp:3,gp:10,cs:VM]{{effects=Speak and understand additional languages, whether they are racial tongues or regional dialects, but not with animals.}}{{hide1=The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The wizard can speak one additional tongue for every three levels of experience.}}{{materials=A small clay model of a ziggurat costing 10gp, which shatters when the spell is pronounced.}}'}, + {name:'Vampiric-Touch',type:'innate-melee|muspelll3',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nVampiric Touch\nas a level @{selected|mu-casting-level} caster}}SpellData=[w:Vampiric-Touch,lv:3,sp:3,gp:0,cs:VS,c:0,on:!rounds --target caster|@\\lbrc;selected|token_id\\rbrc;|Vampiric-Touch|10|-1|Attempting to steal HP with a touch|death-zone,off:!rounds --removetargetstatus @\\lbrc;selected|token_id\\rbrc;|Vampiric-Touch]{{splevel=Level 3 Wizard}}{{school=Necromancy}}Specs=[Vampiric Touch,Innate-Melee|MUspellL3,1H,Necromancy]{{components=V,S}}ToHitData=[w:Vampiric Touch,sb:0,sp:3,r:3,c:0]{{time=[[3]]}}DmgData=[w:Vampiric Touch,sm:0,l:0,sb:0,touch:1,cmd:!modattr --charid ^^cid^^ --hp|+%%Dmg_S%%]{{range=[[0]]}}{{duration=[[1]] touch}}{{aoe=The caster}}{{save=None}}{{reference=PHB p153}}{{Use=Either cast the spell and then take it in-hand as a touch weapon, or just use the *Attk Menu \\gt Change Weapon* dialog to take this spell "in-hand" as a weapon. In either case, then attack with the weapon to hit}}{{effects=Touch an opponent in melee with a successful attack roll, and the opponent loses 1d6 hit points for every two caster levels, to a maximum drain of 6d6 points for a 12th-level caster, and the hit points are added to the caster\'s total.}}{{hide1=The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster\'s total, with any hit points over the caster\'s normal total treated as temporary additional hit points. Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster\'s normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.}}'}, + {name:'Water-Breathing',type:'muspelll3',ct:'3',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWater Breathing\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Water Breathing,MUspellL3,1H,Alteration]{{components=V, S, M}}{{time=3}}{{range=Touch}}{{duration=[1d4+@{selected|mu-casting-level} hours](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select the wanabe fish|token_id}|Water-Breathing|\\amp#91;[\\amp#40;1d4+@{selected|mu-casting-level}\\amp#41;*60]\\amp#93;|0|Comfortably breathe underwater|strong)}}{{aoe=Creatures touched}}{{save=None}}{{Use=Click the *duration* button then select the affected creature}}{{reference=PHB p153}}SpellData=[w:Water-Breathing,lv:3,sp:3,gp:0.01,cs:VSM]{{effects=Able to breathe water freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched.}}{{materials=A short reed or piece of straw costing 1cp.}}'}, + {name:'Wind-Wall',type:'muspelll3',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWind Wall\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration}}Specs=[Wind Wall,MUspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[3]]}}{{range=[[10*@{selected|mu-casting-level}]] yds}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[10ft high x (@{selected|mu-casting-level}x5)ft long x 2ft thick](!rounds --aoe @{selected|token_id}|wall|feet|[[10*@{selected|mu-casting-level}]]||2|lightning)}}{{save=Save or rip from hands}}{{reference=PHB p154}}SpellData=[w:Wind Wall,lv:3,sp:3,gp:10,cs:VSM]{{effects=Brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength--a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands.}}{{hide1=If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp, or other determinable outcome.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a -4 penalty to a first shot and -2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.}}{{materials=A tiny fan and a feather of exotic origin costing 10gp to source}}'}, + {name:'Wraithform',type:'muspelll3',ct:'1',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWraithform\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Alteration, Illusion}}Specs=[Wraithform,MUspellL3,1H,Alteration]{{components=S, M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=The caster}}{{save=None}}{{Use=[Become Ethereal](!rounds --target-nosave caster|@{selected|token_id}|Wraithform|[[2*@{selected|mu-casting-level}]]|-1|In Wraithform, better than +1 weapons to hit, ignored by most undead|half-haze)}}{{reference=PHB p154}}SpellData=[w:Wraithform,lv:3,sp:1,gp:0.02,cs:SM]{{effects=Causes the caster to become insubstantial, including all their gear, and as a result, they can only be affected weapons of +[[1]] or better while under the effects of this spell or by creatures otherwise able to affect those struck only by magical weapons.}}{{hide1=Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a -4 penalty to recognize the spell.\nThe wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful dispel magic spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word.}}{{materials=A bit of gauze and a wisp of smoke}}'}, + ]}, + MU_Spells_DB_L4:{bio:'
Magic User Spell Database: Level 1
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 4 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 09/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see MU-Spells-DB-Item', + root:'MU-Spells-DB', + api:'magic', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Bestow-Curse',type:'innate-melee|muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBestow Curse\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Abjuration}}Specs=[Bestow Curse,Innate-Melee|MUspellL4,1H,Abjuration],[Bestow Curse,Innate-Melee|MUspellL4,1H,Abjuration],[Bestow Curse,Innate-Melee|MUspellL4,1H,Abjuration]{{components=V,S}}ToHitData=[w:Bestow Curse 01-50,sp:4,touch:1,r:5],[w:Bestow Curse 51-75,sp:4,touch:1,r:5],[w:Bestow Curse 76-00,sp:4,touch:1,r:5]{{time=[[4]]}}DmgData=[w:Bestow Curse 01-50,msg:Save vs. spell or \\lbrak;be cursed\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to be cursed?¦token_id}¦Bestow-Curse-01-50¦`{selected¦pr-casting-level}0¦-1¦Cursed and an ability is reduced to 3¦radioactive¦svspe\\clon;+0\\rpar; with an ability \\lpar;randomly determined by the GM\\rpar; is reduced to 3. Change the appropriate value manually on the character sheet or just play it],[w:Bestow Curse 51-75,msg:Save vs. spell or \\lbrak;be cursed\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to be cursed?¦token_id}¦Bestow-Curse-51-75¦`{selected¦pr-casting-level}0¦-1¦Cursed. -4 penalty to attack \\amp saves¦radioactive¦svspe\\clon;+0\\rpar; by -4 penalty to attacks and saving throws. This will automatically be applied],[w:Bestow Curse 76-00,msg:Save vs. spell or \\lbrak;be cursed\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to be cursed?¦token_id}¦Bestow-Curse-76-00¦`{selected¦pr-casting-level}0¦-1¦Cursed. 50% likely to drop anything or do nothing if don\'t use tools¦radioactive¦svspe\\clon;+0\\rpar; so that 50% of the time you drop what is in your hands or if not a tool user just do nothing that round. Roll the chance each round]{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=1 creature or object}}{{save=Negates}}{{reference=PHB p162}}{{use=Take the spell in-hand using the *change weapon* dialog. Before attacking with the spell, roll d100 to determine which curse is being attacked with. On a successful touch, use the damage button and follow the instructions in the message}}SpellData=[w:Bestow Curse,lv:4,sp:4,gp:0,cs:VS]{{effects=causes one of the following effects (roll percentile dice):\nD100 Roll Result\n**1-50** Lowers one ability of the subject to 3 (the DM determines which by random selection)\n**51-75** Worsens the subject\'s attack rolls and saving throws by -4\n**76-00** Makes the subject 50% likely per turn to drop whatever it is holding (or simply do nothing, in the case of creatures not using tools)}}{{hide1=It is possible for a wizard to devise his own curse, and it should be similar in power to those given (the DM has final say). The subject of a bestow curse spell must be touched. If the subject is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.}}'}, + {name:'Charm-Monster',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nCharm Monster\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Enchantment-Charm}}Specs=[Charm Monster,MUspellL4,1H,Enchantment-Charm]{{components=V,S}}{{time=[[4]]}}{{range=[[60]] yds}}{{duration=Special}}{{aoe=1 or more creatures in [60ft radius](!rounds --aoe @{selected|token_id}|circle|feet|180|120||magic)}}{{save=Negates, adjust for wisdom \\amp damage}}{{reference=PHB p154}}{{Use=Press [Charm Monsters](!rounds --target multi|@{selected|token_id}|Charm-Monster|99|0|Charmed by @{selected|token_name}|chained-heart|svspe\\clon;+0) and select targets up to [[2d4]] HD of creatures. Then use the *add status changes* button in the chat window which will prompt for saving throws.}}SpellData=[w:Charm Monster,lv:4,sp:4,gp:0,cs:VS]{{effects=Similar to a charm person spell, but it can affect any living creature--or several low-level creatures. The spell affects 2d4 Hit Dice or levels of creatures, although it only affects one creature of 4 or more Hit Dice or levels, regardless of the number rolled.}}{{hide1=All possible subjects receive saving throws vs. spell, adjusted for Wisdom. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received. Any affected creature regards the spellcaster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature follows reasonable requests, instructions, or orders most faithfully (see the suggestion spell). If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new saving throw against the charm. Affected creatures eventually come out from under the influence of the spell. This is a function of the creature\'s level (i.e., its Hit Dice).\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Monster Level or Hit Dice\\amplt;/th\\ampgt;\\amplt;th\\ampgt;% Chance Per Week of Breaking Spell\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1st or up to 2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2nd or up to 3+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3rd or up to 4+4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4th or up to 6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5th or up to 7+2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;35%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6th or up to 8+4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;45%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7th or up to 10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;60%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8th or up to 12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;75%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9th or over 12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe exact day of the week and time of day is secretly determined by the DM.}}'}, + {name:'Confusion',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nConfusion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Enchantment/Charm}}Specs=[Confusion,MUspellL4,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[4]]}}{{range=[[120]]yds}}{{duration=[[2+@{selected|mu-casting-level}]]rounds}}{{aoe=[1d4+@{selected|mu-casting-level}](!\\amp#13;\\amp#47;gmroll 1d4+@{selected|mu-casting-level}) creatures in upto a [60ft cube](!rounds --aoe @{selected|token_id}|square|feet|360|||magic)}}{{save=Special (at -2 penalty)}}{{reference=PHB p154}}{{Use=Click [Confuse Them](!rounds --target multi|@{selected|token_id}|Confusion|[[2+@{selected|mu-casting-level}]]|-1|Confused - DM roll 1d10 to determine action|broken-skull|svspe\\clon;-2) and select up to [[1d4+@{selected|mu-casting-level}]] creatures in the area of effect. Then press the *add status changes* button in the chat window which then prompts for saving throws}}SpellData=[w:,lv:4,sp:4,gp:0,cs:VSM]{{effects=Causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action.}}{{hide1=The spell affects 1d4 creatures, plus one creature per caster level. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the spell.\nConfused creatures react as follows:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[D10 Roll](!\\amp#13;\\amp#47gr 1d10)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Action\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wander away (unless prevented) for duration of spell\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stand confused for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Attack nearest creature for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Act normally for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe spell lasts for two rounds plus one round for each level of the caster. Those who fail are checked by the DM for actions each round for the duration of the spell, or until the "wander away for the duration of the spell" result occurs.\nWandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.\nIf there are many creatures involved, the DM may decide to assume average results. For example, if there are 16 orcs affected and 25% could be expected to make the saving throw, then four are assumed to have succeeded. Out of the other 12, one wanders away, four attack the nearest creature, six stand confused, and the last acts normally but must check next round. Since the orcs are not near the party, the DM decides that two attacking the nearest creature attack each other, one attacks an orc that saved, and one attacks a confused orc, which strikes back. The next round, the base is 11 orcs, since four originally saved and one wandered off. Another one wanders off, five stand confused, four attack, and one acts normally.}}{{materials=A set of three nut shells (free).}}'}, + {name:'Contagion',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nContagion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Necromancy}}Specs=[Contagion,MUspellL4,1H,Necromancy]{{components=V,S}}{{time=[[4]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||acid|true)}}{{duration=Permanent}}{{aoe=1 creature}}{{save=Negates}}{{Use=[Infect them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who to infect?|token_id}|Contagion|99|0|Weak from disease - many attributes worsen by 2|death-zone|svspe\\clon;+0)}}{{reference=PHB p155}}SpellData=[w:Contagion,lv:4,sp:4,gp:0,cs:VS]{{effects=Causes a major disease and weakness in a creature. }}{{hide1=The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking a complete rest to recover. Characters ignoring the contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM.}}'}, + {name:'Detect-Scrying',type:'muspelll4',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDetect Scrying\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Divination}}Specs=[Detect Scrying,MUspellL4,1H,Divination]{{components=V,S,M}}{{time=[[3]]}}{{range=[[0]]}} !setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[[[1d6]]+@{selected|mu-casting-level}]] turns}}!!! {{aoe=[120ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|240||light|true)}}{{save=Special}}{{reference=PHB p155}}{{Use=[Turn on Scrying Radar](!rounds --target caster|@{selected|token_id}|Detect-Scrying|\\amp#91;[\\amp#64;{selected|spell-duration}*10]\\amp#93;|-1|Detecting Scrying|aura)}}SpellData=[w:Detect-Scrying,lv:4,sp:3,gp:10,cs:VSM]{{effects=The wizard immediately becomes aware of any attempt to observe him by means of clairvoyance, clairaudience, magic mirror, the use of crystal balls or other magical scrying devices, provided the attempt is within the area of effect of the spell.*}}{{hide1=Since the spell is centered on the spellcaster, it moves with him, enabling him to "sweep" areas for the duration of the spell. When a scrying attempt is detected, the scryer must immediately roll a saving throw. If this is failed, the identity and general location of the scryer immediately become known to the wizard who cast this spell. The general location is a direction and significant landmark close to the scryer. Thus, the caster might learn, "The wizard Sniggel spies on us from east, under the stairs," or, "You are watched by Asquil in the city of Samarquol."}}{{materials=A small piece of mirror and a miniature brass hearing trumpet costing 100gp, that can be reused 10 times.}}'}, + {name:'Dig',type:'muspelll4',ct:'4',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDig\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Evocation}}Specs=[Dig,MUspellL4,2H,Evocation]{{components=V,S,M}}{{time=[[4]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||acid|true)}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[@{selected|mu-casting-level}]] x 5ft cube}}{{save=Special}}{{damage=[4d6](!\\amp#13;\\amp#47;gmroll 4d6) vs creatures of earth \\amp rock}}{{reference=PHB p155}}SpellData=[w:Dig,lv:4,sp:4,gp:5,cs:VSM]{{effects=Excavate 125 cu.ft. per round. Does not need to all be same hole. }}{{hide1=125 cu.ft. is a cubic hole 5 feet on a side. In later rounds the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit. If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every 5 feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after 5 feet, and quicksand fills in as rapidly as it is dug.\nAny creature at the edge (within 1 foot) of a pit must roll a successful Dexterity check or fall into the hole. Creatures moving rapidly toward a pit dug immediately before them must roll a saving throw vs. spell to avoid falling in. Any creature in a pit being excavated can climb out at a rate decided by the DM. A creature caught in a collapsing pit must roll a saving throw vs. death to avoid being buried; it escapes the pit if successful. Tunneling is possible with this spell as long as there is space available for the material removed. Chances for collapse are doubled and the safe tunneling distance is half of the safe excavation depth, unless such construction is most carefully braced and supported.\nThe spell is also effective against creatures of earth and rock, particularly clay golems and those from the Elemental Plane of Earth. When cast upon such a creature, it suffers 4d6 points of damage. A successful saving throw vs. spell reduces this damage to half.}}{{materials=Miniature shovel \\amp tiny bucket (costing 5gp to have made) must be held throughout duration, and disappear at end}}'}, + {name:'Dimension-Door',type:'muspelll4',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDimension Door\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Dimension Door,MUspellL4,0H,Alteration]{{components=V}}{{time=[[1]]}}{{range=Move up to [[[30*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|feet|0|[[60*@{selected|mu-casting-level}]]||magic|true)}}{{duration=Instantaneous}}{{aoe=The caster}}{{save=None}}{{reference=PHB p155}}SpellData=[w:Dimension Door,lv:4,sp:1,gp:0,cs:V]{{effects=Instantly transfers himself up to [[30*@{selected|mu-casting-level}]] yards distance. No error, and the wizard always arrives at exactly the spot desired--whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction.}}{{hide1=An example of stating a direction is "300 yards straight downward," or, "upward to the northwest, 45 degree angle, 420 yards." If the wizard arrives in a place that is already occupied by a solid body, he remains trapped in the Astral Plane. If distances are stated and the spellcaster arrives with no support below his feet (i.e., in mid-air), falling and damage result unless further magical means are employed. All that the wizard wears or carries, subject to a maximum weight equal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the spellcaster. Recovery from use of a dimension door spell requires one round.}}'}, + {name:'Emotion',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nEmotion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Enchantment-Charm}}Specs=[Emotion,MUspellL4,1H,Enchantment-Charm]{{components=V,S}}{{time=[[4]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=Special}}{{aoe=[20ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[30*@{selected|mu-casting-level}]]|20||magic)}}{{save=Negates}}{{reference=PHB p155}}{{Use=Choose the desired emotion then select ***all*** creatures in the area of effect and press *add status changes* in the chat window, which will prompt for appropriate saves}}SpellData=[w:Emotion,lv:4,sp:4,gp:0,cs:VS]{{effects=Create a single emotional reaction in the subject creatures. The following are typical (see PHB for details):\n[Courage](!rounds --target multi|@{selected|token_id}|Emotion-courage|99|0|Courageous, +1 to attk, +3 dmg, +5HP|strong|svspe\\clon;+0) [Fear](!rounds --target multi|@{selected|token_id}|Emotion-fear|\\amp#91;[2d4]\\amp#93;|-1|Fearful, fleeing in panic...|screaming|svspe\\clon;+0) [Friendship](!rounds --target multi|@{selected|token_id}|Emotion-friends|99|0|Friendly to this wonderful caster @{selected|character_name} reaction improves by one class|chained-heart|svspe\\clon;+0) [Happiness](!rounds --target multi|@{selected|token_id}|Emotion-happy|99|0|Happyness is infectious! You are so happy|aura|svspe\\clon;+0) [Hate](!rounds --target multi|@{selected|token_id}|Emotion-hate|99|0|Hates @{selected|character_name}|broken-heart|svspe\\clon;+0) [Hope](!rounds --target multi|@{selected|token_id}|Emotion-hope|99|0|Hopeful, +2 to attk, dmg, and saves|strong|svspe\\clon;+0) [Hopelessness](!rounds --target multi|@{selected|token_id}|Emotion-hopelessness|99|0|Hopeless, better submit and surrender, or 25% do nothing, or 25% retreat|broken-shield|svspe\\clon;+0) [Sadness](!rounds --target multi|@{selected|token_id}|Emotion-sadden|99|0|Sad, -1 to surprise rolls, and initiative is 1 slower|snail|svspe\\clon;+0)}}{{hide1=*1. Courage:* This emotion causes the creatures affected to become berserk, fighting with a +1 bonus to the attack dice, causing +3 points of damage, and temporarily gaining 5 hit points. The recipients fight without shield and regardless of life, never checking morale. This spell counters (and is countered by) fear.\n*2. Fear:* The affected creatures flee in panic for 2d4 rounds. It counters (and is countered by) courage.\n*3. Friendship:* The affected creatures react more positively (for example, tolerance becomes goodwill). It counters (and is countered by) hate.\n*4. Happiness:* This effect creates joy and a feeling of complacent well-being, adding +4 to all reaction rolls and making attack unlikely unless the creatures are subject to extreme provocation. It counters (and is countered by) sadness.\n*5. Hate:* The affected creatures react more negatively (for example, tolerance becomes negative neutrality). It counters (and is countered by) friendship.\n*6. Hope:* The effect of hope is to raise morale, saving throw rolls, attack rolls, and damage caused by +2. It counters (and is countered by) hopelessness.\n*7. Hopelessness:* The affected creatures submit to the demands of any opponent: surrender, get out, etc. Otherwise, the creatures are 25% likely to do nothing in a round, and 25% likely to turn back or retreat. It counters (and is countered by) hope.\n*8. Sadness:* This creates unhappiness and a tendency toward maudlin introspection. This emotion penalizes surprise rolls by -1 and adds +1 to initiative rolls. It counters (and is countered by) happiness.\nAll creatures in the area at the instant the spell is cast are affected unless successful saving throws vs. spell are made, adjusted for Wisdom. The spell lasts as long as the wizard continues to concentrate on projecting the chosen emotion. Those who fail the saving throw against fear must roll a new saving throw if they return to the affected area.}}'}, + {name:'Enchanted-Weapon',type:'muspelll4',ct:'100',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nEnchanted Weapon\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Enchantment}}Specs=[Enchanted Weapon,MUspellL4,1H,Enchantment]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Touch}}{{duration=[[5*@{selected|mu-casting-level}]] rounds}}{{aoe=Weapons touched}}{{save=None}}{{reference=PHB p157}}SpellData=[w:Enchanted Weapon,lv:4,sp:100,gp:0.2,cs:VSM]{{effects=Turns an ordinary weapon into a magical one or accumulates plusses on an already magical one.}}{{hide1=The ordinary weapon becomes the equivalent of a +1 weapon, with +1 to attack and damage rolls. Thus, arrows, axes, bolts, bows, daggers, hammers, maces, spears, swords, etc., can be made into temporarily enchanted weapons. Two small weapons (arrows, bolts, daggers, etc.) or one large weapon (axe, bow, hammer, mace, etc.) weapon can be affected by the spell. The spell functions on existing magical weapons as long as the total combined bonus is +3 or less.\nMissile weapons enchanted in this way lose their enchantment when they successfully hit a target, but otherwise the spell lasts its full duration. This spell is often used in combination with the enchant an item and permanency spells to create magical weapons, with this spell being cast once per desired plus of the bonus.}}{{materials=Powdered lime (costing 1sp) and carbon (costing 1sp)}}'}, + {name:'Enervation',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nEnervation\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Necromancy}}Specs=[Enervation,MUspellL4,1H,Necromancy]{{components=V,S}}{{time=[[4]]}}{{range=[10 yards/level](!rounds --aoe @{selected|token_id}|circle|yards|0|[[20*@{selected|mu-casting-level}]]||dark)}}!setattr --silent --name @{selected|character_name} --spell-duration|{{duration=[[1d4+@{selected|token_id}]] hours}}!!!{{aoe=1 creature}}{{save=Negates}}{{reference=PHB p157}}{{damage=[Drain energy](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Choose your victim|token_id}|Enervation|\\amp#91;[60*\\amp#64;{selected|spell-duration}]\\amp#93;|-1|You feel drained of [[ceil(@{selected|mu-casting-level}/4)]] levels|broken-skull|svspe\\clon;+0)}}SpellData=[w:Enervation,lv:4,sp:4,gp:0,cs:VS]{{effects=Temporarily suppresses the subject\'s life force. *}}{{hide1=The necromancer points his finger and utters the incantation, releasing a black bolt of crackling energy. The subject must roll a saving throw vs. spell, adjusted for Dexterity, to avoid the bolt. Success means the spell has no effect. Failure means the subject is treated exactly as if he had been drained of energy levels by a wight, one level for every four levels of the caster. Hit Dice, spells, and other character details dependent on level are lost or reduced. Those drained to 0th level must make a system shock check to survive and are helpless until the spell expires. The spell effect eventually wears off, either after 1d4 hours plus one hour per caster level, or after six hours of complete and undisturbed rest. Level abilities are regained, but lost spells must be rememorized. Undead are immune to this spell.}}'}, + {name:'Evards-Black-Tentacles',type:'muspelll4',ct:'10',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nEvards Black Tentacles\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Conjuration-Summoning}}Specs=[Evards Black Tentacles,MUspellL4,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[1]] round}}{{range=30 yds}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=[@{selected|mu-casting-level} x 30sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|90|||dark)}}{{save=None}}{{reference=PHB p157}}SpellData=[w:Evards Black Tentacles,lv:4,sp:10,gp:1,cs:VSM]{{Use=Make a saving throw and if succeed roll damage manually. Otherwise do a [Tentacle attack](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who gets attacked?|token_id}|Black-tentacle|[[60*@{selected|mu-casting-level}]]|-1|You are held fast by a black tentacle|half-haze)}}{{effects=Creates [1d4+@{selected|mu-casting-level}](!\\amp#13;\\amp#47;r 1d4+@{selected|mu-casting-level}) rubbery, black tentacles in the area of effect. Each tentacle is 10 feet long, AC 4, and has same HP as caster, [[@{selected|hp}]] HP.\nAny creature in range is subject to attack as determined by the DM. Traget must save vs. spell to suffer only [1d4](!\\amp#13;\\amp#47;gmroll 1d4) HP damage; the tentacle is then destroyed. Failure inflicts damage of 2d4 points (automatically deducted by Effect), is grabbed, and damage will be 3d4 points (automatically deducted) on the second and all succeeding rounds. Remains until tentacle is destroyed by attack or end of duration.\nSee PHB p 157 for full details}}{{hide1=These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot - including water. Each tentacle is 10 feet long, AC 4, and requires as many points of damage to destroy as the level of the wizard who cast the spell. There are 1d4 such tentacles, plus one per experience level of the spellcaster.\nAny creature within range of the writhing tentacles is subject to attack as determined by the DM. The target of a tentacle attack must roll a saving throw vs. spell. If this succeeds, the subject suffers 1d4 points of damage from contact with the tentacle; the tentacle is then destroyed. Failure to save indicates that the damage inflicted is 2d4 points, the ebon member is wrapped around its subject, and damage will be 3d4 points on the second and all succeeding rounds. Since these tentacles have no intelligence to guide them, there is the possibility that they entwine any object--a tree, post, pillar, even the wizard himself--or continue to squeeze a dead opponent. A grasping hold established by a tentacle remains until the tentacle is destroyed by some form of attack or until it disappears at the end of the spell\'s duration.}}{{materials=A piece of tentacle from a giant octopus or giant squid, costing 1gp to source}}'}, + {name:'Extension-I',type:'muspelll4',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nExtension I\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Extension 1,MUspellL4,1H,Alteration]{{components=V}}{{time=[[2]]}}{{range=[[0]]}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p157}}SpellData=[w:Extension-1,lv:4,sp:2,gp:0,cs:V]{{Use=The DM can extend the diration of a status marker set by a spell using the DM\'s [Maint Menu] or the *!rounds --edit* command}}{{effects=Prolongs the duration of a previously cast 1st-, 2nd-, or 3rd-level spell by 50%.}}{{hide1=Thus, a levitation spell can be made to function 15 minutes/level, a hold person spell made to work for three rounds/level, etc. Naturally, the spell affects only spells that have durations. This spell must be cast immediately after the spell to be extended, either by the original caster or another wizard. If a complete round or more elapses, the extension fails and is wasted.}}'}, + {name:'Fear',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFear\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion/Phantasm}}Specs=[Fear,MUspellL4,1H,Illusion-Phantasm]{{components=V, S, M}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[60ft. cone, 30ft. at end, 5ft. at base](!rounds --aoe @{selected|token_id}|cone|yards|0|20|10|magic)}}{{save=Negates}}{{Use=Click [Frighten them](!rounds --target multi|@{selected|token_id}|Fear|[[@{selected|mu-casting-level}]]|-1|Frightened, flee at fastest rate from @{selected|Casting-name}|screaming|svspe\\clon;+0) and select all creatures within the area of effect, then press *add status changes* in the chat window, which will then prompt for saving throws}}{{reference=PHB p157}}SpellData=[w:Fear,lv:4,sp:4,gp:0.05,cs:VSM]{{effects=Sends forth invisible cone of terror. Creatures within area of effect to turn away from the caster and flee.}}{{hide1=Affected creatures are likely to drop whatever they are holding when struck by the spell; the base chance of this is 60% at 1st level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus, at 10th level there is only a 15% chance, and at 13th level no chance, of dropping items. Creatures affected by fear flee at their fastest rate for a number of melee rounds equal to the level of experience of the spellcaster. Undead and creatures that successfully roll their saving throws vs. spell are not affected.}}{{materials=Either the heart of a hen or a white feather. 5cp}}'}, + {name:'Fire-Charm',type:'muspelll4',ct:'4',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFire-Charm\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Enchantment/Charm}}Specs=[Fire Charm,MUspellL4,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[4]]}}{{range=[[10]]yds}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=[15ft radius](!rounds --aoe @{selected|token_id}|circle|feet|30|30||magic)}}{{save=Negates}}{{Use=Click [Charm Them](!rounds --target multi|@{selected|token_id}|Fire-charm|[[2*@{selected|mu-casting-level}]]|-1|Charmed and open to suggestions|chained-heart|svspe\\clon;+0) then select **all** creatures observing the fire and press *add status changes* in the chat window, which will prompt for saving throws. *Then* can [make a suggestion](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who do you suggest?|token_id}|Fire-Suggestion|60|-1|Performing a suggestion by @{selected|casting-name}|three-leaves|svspe\\clon;-3) to each charmed creature}}{{reference=PHB p158}}SpellData=[w:Fire-Charm,lv:4,sp:4,gp:2,cs:VSM]{{effects=Causes a normal fire source to serve as a magical agent, and any creatures observing the fire or the dancing circle of flame around it must successfully roll a saving throw vs. spell or be charmed into remaining motionless and gazing, transfixed, at the flames.}}{{hide1=A normal fire source might be a brazier, flambeau, or bonfire. From this source he causes a gossamer veil of multihued flame to encircle the fire at a distance of 5 feet. While charmed, creatures are subject to suggestions of 12 or fewer words, saving vs. spell with a -3 penalty, adjusted for Wisdom. The caster can give one such suggestion to each creature, and the suggestions need not be the same. The maximum duration for such a suggestion is one hour, regardless of the caster\'s level.\nThe fire charm is broken if the charmed creature is physically attacked, if a solid object comes between the creature and the veil of flames so as to obstruct vision, or when the duration of the spell expires. Those exposed to the fire charm again may be affected at the DM\'s option, although bonuses may also be allowed to the saving throws. Note that the veil of flame is not a magical fire, and passing through it incurs the same damage as would be sustained from passing through its original fire source.}}{{materials=A small piece of multicolored silk of exceptional thinness worth 2gp that the spellcaster must throw into the fire source.}}'}, + {name:'Fire-Shield-Cold',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nCold Fire Shield\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Evocation, Alteration}}Specs=[Fire Shield Cold,MUspellL4,1H,Evocation|Alteration]{{components=V,S,M}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[[2+@{selected|token_id}]] rounds}}{{aoe=The caster}}{{save=None}}{{Use=[Form shield](!rounds --target-nosave caster|@{selected|token_id}|Cold-fire-shield|[[2+@{selected|spell-duration}]]|-1|Flames surround you, +2 saves vs. fire, reduce dmg, \\amp melee attks dmg both caster \\amp attacker|bolt-shield)}}{{reference=PHB p158}}SpellData=[w:Fire Shield Cold,lv:4,sp:4,gp:0.05,cs:VSM]{{effects=Wizard appears to immolate themselves. Flames are thin and wispy, shedding no heat, cool to the touch, and giving light equal to only half the illumination of a normal torch. Fire-based attacks save with a +2 bonus; and half normal damage or no damage is sustained. However, the wizard suffers double damage from cold if fail save. The spell returns equal damage as that done to the wizard to creatures making physical attacks against the wizard.}}{{hide1=The color of the flames is determined randomly (50% chance of either blue or green). There is no bonus against cold-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage.\nAny creature striking the spellcaster with its body or hand-held weapons inflicts normal damage upon the wizard, but the attacker suffers the same amount of damage. An attacker\'s magical resistance, if any, is tested when the creature actually strikes the wizard. Successful resistance shatters the spell. Failure means the creature\'s magic resistance does not affect that casting of the spell.}}{{materials=A live firefly or glow worm or the tail portions of four dead ones, costing 5cp to source and keep}}'}, + {name:'Fire-Shield-Warm',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nWarm Fire Shield\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Evocation, Alteration}}Specs=[Fire Shield Warm,MUspellL4,1H,Evocation|Alteration]{{components=V,S,M}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[[2+@{selected|token_id}]] rounds}}{{aoe=The caster}}{{save=None}}{{Use=[Form shield](!rounds --target-nosave caster|@{selected|token_id}|Warm-fire-shield|[[2+@{selected|spell-duration}]]|-1|Flames surround you, +2 saves vs. cold, reduce dmg, \\amp melee attks dmg both caster \\amp attacker|bolt-shield)}}{{reference=PHB p158}}SpellData=[w:Fire Shield Warm,lv:4,sp:4,gp:0.1,cs:VSM]{{effects=Wizard appears to immolate themselves. Flames are thin and wispy, shedding no heat, warm to the touch, and giving light equal to only half the illumination of a normal torch. Cold-based attacks save with a +2 bonus; and half normal damage or no damage is sustained. However, the wizard suffers double damage from heat if fail save. The spell returns equal damage as that done to the wizard to creatures making physical attacks against the wizard.}}{{hide1=The color of the flames is determined randomly (50% chance of either violet or blue). There is no bonus against heat-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage.\nAny creature striking the spellcaster with its body or hand-held weapons inflicts normal damage upon the wizard, but the attacker suffers the same amount of damage. An attacker\'s magical resistance, if any, is tested when the creature actually strikes the wizard. Successful resistance shatters the spell. Failure means the creature\'s magic resistance does not affect that casting of the spell.}}{{materials=A bit of phosphorous costing 1sp}}'}, + {name:'Fire-Trap',type:'muspelll4',ct:'100',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nFire Trap\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Abjuration, Evocation}}Specs=[Fire Trap,MUspellL4,1H,Abjuration|Evocation]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Touch}}{{duration=Until discharged}}{{aoe=Object touched}}{{save=Halves}}{{reference=PHB p158}}SpellData=[w:Fire Trap,lv:4,sp:100,gp:0.1,cs:VSM]{{Use=Add as the trap to a *Drag \\amp Drop* container}}{{effects=Any closeable item can be warded. When discharged, explodes to [[5]]ft radius from the spell\'s center; Damage is [1d4+@{selected|mu-casting-level}](!\\amp#13;\\amp#47;r 1d4+@{selected|mu-casting-level} HP dmg from Fire Trap) HP, or save to half (round up). The item trapped is not harmed by this explosion.}}{{hide1=Closeable items include a book, box, bottle, chest, coffer, coffin, door, drawer, and so forth. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it (if such is attempted, the chance is 25% that the first spell fails, 25% that the second spell fails, or 50% that both spells fail). A knock spell does not affect a fire trap in any way--as soon as the offending party enters or touches the item, the trap discharges. Thieves and others have only half their normal chance to detect a fire trap (by noticing the characteristic markings required to cast the spell). They have only half their normal chance to remove the trap (failure detonates the trap immediately). An unsuccessful dispel does not detonate the spell. The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the exact method usually involves a keyword). When the trap is discharged, there is an explosion of 5-foot radius from the spell\'s center; all creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster, or half this (round up) for creatures successfully saving. (Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion.\nTo place this spell, the caster must trace the outline of the closure with a bit of sulphur or saltpeter and touch the center of the effect. Attunement to another individual requires a hair or similar object from that person.}}{{materials=A bit of sulphur or saltpeter worth 1sp}}'}, + {name:'Fumble',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFumble\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Enchantment/Charm}}Specs=[Fumble,MUspellL4,1H,Enchantment-Charm]{{components=V, S, M}}{{time=[[4]]}}{{range=[[10*@{selected|mu-casting-level}]] yds}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[30ft cube](!rounds --aoe @{selected|token_id}|square|yards|[[10*@{selected|mu-casting-level}]]|10||dark)}}{{save=Special}}{{reference=PHB p158}}SpellData=[w:Fumble,lv:4,sp:4,gp:0,cs:VSM]{{effects=Creates an area in which all creatures suddenly become clumsy and awkward.}}{{hide1=Running creatures trip and fall, those reaching for an item drop it, those employing weapons likewise awkwardly drop them, etc. Recovery from a fall or picking up a fumbled object typically requires a successful saving throw and takes one round. Note that breakable items might suffer damage when dropped. A subject succeeding with his saving throw can act freely that round, but if he is in the area at the beginning of the next round, another saving throw is required. Alternatively, the spell can be cast at an individual creature. Failure to save means the creature is affected for the spell\'s entire duration; success means the creature is slowed (see the 3rd-level spell).}}{{materials=A dab of solidified milk fat (free)}}'}, + {name:'Hallucinatory-Terrain',type:'muspelll4',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nHallucinatory Terrain\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion-Phantasm}}Specs=[Hallucinatory Terrain,MUspellL4,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[20*@{selected|mu-casting-level}]] yds.}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=[[[10*@{selected|mu-casting-level}]] yds cube](!rounds --aoe @{selected|token_id}|square|yards|[[20*@{selected|mu-casting-level}]]|[[10*@{selected|mu-casting-level}]]||)}}{{save=None}}{{reference=PHB p158}}SpellData=[w:Hallucinatory Terrain,lv:4,sp:100,gp:0,cs:VSM]{{effects=Causes an illusion that hides the actual terrain within the area of effect. }}{{hide1=Thus, open fields or a road can be made to look like a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to look like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. The hallucinatory terrain persists until a dispel magic spell is cast upon the area or until the duration expires. Individual creatures may see through the illusion, but the illusion persists, affecting others who observe the scene.\nIf the illusion involves only a subtle change, such as causing an open wood to appear thick and dark, or increasing the slope of a hill, the effect may be unnoticed even by those in the midst of it. If the change is extreme (for example, a grassy plain covering a seething field of volcanic mudpots), the illusion will no doubt be noticed the instant one person falls prey to it. Each level of experience expands the dimensions of the cubic area affected by 10 yards; for example, a 12th-level caster affects an area 120 yds. x 120 yds. x 120 yds.}}{{materials=A stone, a twig, and a bit of green plant--a leaf or grass blade (free)}}'}, + {name:'Ice-Storm',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nIce Storm\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Evocation}}Specs=[Ice Storm,MUspellL4,1H,Evocation]{{components=V,S,M}}{{time=[[4]]}}{{range=[[10*@{selected|mu-casting-level}]] yds}}{{duration=Special}}{{aoe=[40ft x hail stones](!rounds --aoe @{selected|token_id}|circle|feet|[[30*@{selected|mu-casting-level}]]|40||cold) or [80ft x driving sleet](!rounds --aoe @{selected|token_id}|circle|feet|[[30*@{selected|mu-casting-level}]]|80||cold) radius}}{{save=None}}{{reference=PHB p159}}SpellData=[w:Ice-Storm,lv:4,sp:4,gp:0,cs:VSM]{{effects=One of two effects, at the caster\'s option: Either great [hail stones](!rounds --aoe @{selected|token_id}|circle|feet|[[30*@{selected|mu-casting-level}]]|40||cold) pound down for one round in a 40-foot-diameter area and inflict 3d10 points of damage to any creatures within the area of effect, or [driving sleet](!rounds --aoe @{selected|token_id}|circle|feet|[[30*@{selected|mu-casting-level}]]|80||cold) falls in an 80-foot-diameter area for one round per caster level blinding creatures within its area for the duration of the spell and causes the ground in the area to be icy}}{{hide1=The sleet blinds creatures within its area for the duration of the spell and causes the ground in the area to be icy, slowing movement by 50% and making it 50% probable that a creature trying to move in the area slips and falls. The sleet also extinguishes torches and small fires.\nNote that this spell will negate a *heat metal* spell.}}{{materials=A pinch of dust and a few drops of water (free).}}'}, + {name:'Illusionary-Wall',type:'muspelll4',ct:'4',charge:'uncharged',cost:'400',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nIllusionary Wall\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion-Phantasm}}Specs=[Illusionary Wall,MUspellL4,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[4]]}}{{range=[[30]] yds.}}{{duration=Permanent}}{{aoe=[1 x 10 x 10 ft](!rounds --aoe @{selected|token_id}|wall|feet|90|10|1|)}}{{save=None}}{{reference=PHB p158}}SpellData=[w:Illusionary Wall,lv:4,sp:4,gp:400,cs:VSM]{{effects=Creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled.}}{{hide1=It appears absolutely real when viewed (even magically, as with the priest spell true seeing or its equivalent), but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, normal demihuman and magical detection abilities work normally, and touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear.}}{{materials=A rare dust that costs at least 400 gp and requires four days to prepare}}'}, + {name:'Improved-Invisibility',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nImproved Invisibility\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion/Phantasm}}Specs=[Improved Invisibility,MUspellL4,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[4]]}}{{range=Touch}}{{duration=[[4+@{selected|mu-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p159}}{{Use=[Touch Creature](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select Invisible One|token_id}|Invisibility|[[4+@{selected|mu-casting-level}]]|-1|Invisible except slight haze, -4 bonus to AC, +4 on saves, can attack|half-haze)}}SpellData=[w:Improved-Invisibility, lv:4,sp:4,gp:0,cs:VS]{{effects=Works like the *Invisibility* spell but it allows for the recipient to attack and remain unseen.}}{{hide1=The recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that telltale traces (such as a shimmering effect) sometimes allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character\'s saving throws are made with a +4 bonus. Beings with high Hit Dice that might normally notice invisible opponents will notice a creature under this spell as if they had 2 fewer Hit Dice (they roll saving throws vs. spell; success indicates they spot the character).}}'}, + {name:'Leomunds-Secure-Shelter',type:'muspelll4',ct:'400',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nLeomund\'s Secure Shelter\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration, Enchantment}}Specs=[Leomunds Secure Shelter,MUspellL4,1H,Alteration|Enchantment]{{components=V,S,M}}{{time=[[4]] turns}}{{range=[[20]] yds.}}{{duration=[[1d4+1+@{selected|mu-casting-level}]] hours}}{{aoe=[[[30*@{selected|mu-casting-level}]] sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|60|||)}}{{save=None}}{{reference=PHB p158}}SpellData=[w:Leomunds Secure Shelter,lv:4,sp:400,gp:0.05,cs:VSM]{{effects=Magically calls into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast--stone, timber, or (at worst) sod. }}{{hide1=The floor area of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace.\nWhile the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise, as it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege machinery or giants).\nThe door, shutters, and even chimney are secure against intrusion, the former two being wizard locked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an alarm spell. Lastly, an unseen servant is conjured to provide service to the spellcaster.\nThe inside of the shelter contains rude furnishings as desired by the spellcaster--up to eight bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk.}}{{materials=a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood (cost 5cp). These must be augmented by the components of the alarm and unseen servant spells if these benefits are to be included (string and silver wire and a small bell, total cost 3sp)}}'}, + {name:'Magic-Mirror',type:'muspelll4',ct:'600',charge:'uncharged',cost:'1100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMagic Mirror\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Enchantment, Divination}}Specs=[Magic Mirror,MUspellL4,1H,Enchantment|Divination]{{components=V,S,M}}{{time=[[1]] hour}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p159}}SpellData=[w:Magic Mirror,lv:4,sp:600,gp:1100,cs:VSM]{{effects=Changes a normal mirror into a scrying device similar to a crystal ball.}}{{hide1=The details of the use of such a scrying device are found in the DMG (in Appendix 3: Magical Item Descriptions, under the description for the crystal ball).\nThe mirror is not harmed by casting the spell, but the other material components are used up.\nThe following spells can be cast through a magic mirror: *comprehend languages, read magic, tongues,* and *infravision*. The following spells have a [[5*@{selected|mu-casting-level}]]% chance of operating correctly: *detect magic, detect good or evil, and message*. The base chances for the subject to detect any *crystal ball*-like spell are listed in the DMG (again, in Appendix 3: Magical Item Descriptions, under the description for the *crystal ball*.}}{{materials=The mirror, worth no less than 1,000gp, and the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc. Total inc. mirror is 1,100gp}}'}, + {name:'Massmorph',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMassmorph\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Massmorph,MUspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[4]]}}{{range=[[10*@{selected|mu-casting-level}]] yds}}{{duration=Special}}{{aoe=Up to [[10*@{selected|mu-casting-level}]] creatures in [@{selected|mu-casting-level} x 10sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|[[30*@{selected|mu-casting-level}]]|||light)}}{{save=None}}{{reference=PHB p160}}SpellData=[w:Massmorph,lv:4,sp:4,gp:0.01,cs:VSM]{{effects=Up to [[10*@{selected|mu-casting-level}]] willing creatures of man-size or smaller can be magically altered to appear as trees of any sort. }}{{hide1=Thus, a company of creatures can be made to appear as a copse, grove, or orchard. Furthermore, these massmorphed creatures can be passed through and even touched by other creatures without revealing their true nature. Note, however, that blows to the creature-trees cause damage, and blood can be seen.\nCreatures to be massmorphed must be within the spell\'s area of effect; unwilling creatures are not affected. Affected creatures remain unmoving but aware, subject to normal sleep requirements, and able to see, hear, and feel for as long as the spell is in effect. The spell persists until the caster commands it to cease or until a *dispel magic* spell is cast upon the creatures. Creatures left in this state for extended periods are subject to insects, weather, disease, fire, and other natural hazards.}}{{materials=A handful of bark chips from the type of tree the creatures are to become, worth only 1cp}}'}, + {name:'Minor-Creation',type:'muspelll4',ct:'100',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMinor Creation\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion/Phantasm}}Specs=[Minor Creation,MUspellL4,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=[[@{selected|mu-casting-level}]]cu.ft.}}{{save=None}}{{reference=PHB p160}}SpellData=[w:Minor-Creation,lv:4,sp:100,gp:0.05,cs:VSM]{{effects=Create an item of non-living, vegetable nature--soft goods, rope, wood, etc. The caster actually pulls wisps of material of the plane of Shadow from the air and weaves them into the desired item. The volume of the item created cannot exceed 1 cubic foot per level of the spellcaster. The item remains in existence for only as long as the spell\'s duration.}}{{materials=At least a tiny piece of matter worth 5cp of the same type of item to be created.}}'}, + {name:'Minor-Globe-of-Invulnerability',type:'muspelll4',ct:'4',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMinor Globe of Invulnerability\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Abjuration}}Specs=[Minor Globe of Invulnerability,MUspellL4,1H,Abjuration]{{components=V,S,M}}{{time=[[4]]}}{{range=0}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[5 ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|10||light|true)}}{{save=None}}{{reference=PHB p160}}SpellData=[w:Minor Globe of Invulnerability,lv:4,sp:4,gp:5,cs:VSM]{{effects=Ceates an immobile sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating, including innate abilities and effects from devices.}}{{hide1=The area of effect of any such spells does not include the area of the minor globe of invulnerability.\nHowever, any type of spell can be cast out of the magical globe, and these pass from the caster of the globe to their subject without affecting the globe. Fourth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell. The caster can leave and return to the globe without penalty. Note that spell effects are not actually disrupted by the globe unless cast directly through or into it: The caster would still see a mirror image created by a wizard outside the globe. If that wizard then entered the globe, the images would wink out, to reappear when the wizard exited the globe. Likewise, a wizard standing in the area of a light spell would still receive sufficient light for vision, even though that part of the light spell volume in the globe would not be luminous.}}{{materials=A glass or crystal bead worth 5gp, that shatters at the expiration of the spell}}'}, + {name:'Monster-Summoning-II',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMonster Summoning\nII as a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Conjuration/Summoning}}Specs=[Monster Summoning II,MUspellL4,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=[[4]]}}{{range=[[0]]}}{{duration= [[3+@{selected|mu-casting-level}]] rounds}}{{aoe=[40 yard radius](!rounds --aoe @{selected|token_id}|circle|yards|0|80||magic|true)}}{{save=None}}{{reference=PHB p160}}SpellData=[w:Monster-Summoning-II,lv:4,sp:4,gp:0.5,cs:VSM]{{effects=[1d6](!\\amp#13;\\amp#47;r 1d6) 2nd level monsters (selected by the DM from the Monster Summoning II Table in the MC) appear in the area, placed by the caster. Attack to best of their ability until caster demands attack cease, spell expires, or are slain. Disappear when slain, no morale checks. If can communicate and not attacking, caster can ask them to perform tasks.}}{{hide1=Creatures appear within one round of casting this spell. The monsters appear anywhere within the spell\'s area of effect, as desired by the wizard. These creatures do not check morale, but they vanish when slain.\nIn rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.}}{{materials=A tiny bag and a small (not necessarily lit) candle, in total costing 5sp.}}'}, + {name:'Otilukes-Resilient-Sphere',type:'muspelll4',ct:'4',charge:'uncharged',cost:'101',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nOtiluke\'s Resilient Sphere\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration, Evocation}}Specs=[Otilukes Resillient Sphere,MUspellL4,1H,Alteration|Evocation]{{components=V,S,M}}{{time=[[4]]}}{{range=[20 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|40||magic|true)}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[@{selected|mu-casting-level}]]ft. diameter}}{{save=Negates}}{{reference=PHB p160}}{{Use=[Encapsulate](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a victim|token_id}|Otilukes-Sphere|[[@{selected|mu-casting-level}]]|-1|Protected? or Trapped? in Otilukes Resilient Sphere|fishing-net|svspe\\clon;+0)}}SpellData=[w:Otilukes-Resillient-Sphere,lv:4,sp:4,gp:101,cs:VSM]{{effects=A globe of shimmering force appears that encloses the subject creature--if it is small enough to fit within the diameter of the sphere and it fails to successfully save vs. spell. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.}}{{hide1=The resilient sphere contains its subject for the spell\'s duration, and it is not subject to damage of any sort except from a *rod of cancellation*, a *wand of negation*, or a *disintegrate* or *dispel magic* spell. These cause it to be destroyed without harm to the subject. The subject may struggle, but all that occurs is a movement of the sphere. The globe can be physically moved either by people outside the globe or by the struggles of those within.}}{{materials=A hemispherical piece of diamond (or similar hard, clear gem material) worth 1,000gp and reusable 10 times, and a matching hemispherical piece of gum arabic.}}'}, + {name:'Phantasmal-Killer',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPhantasmal Killer\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion/Phantasm}}Specs=[Phantasmal Killer,MUspellL4,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[4]]}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[1]] creature}}{{save=Special}}{{reference=PHB p160}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[10*@{selected|mu-casting-level}]]||acid|true)}}{{damage=[Designate target](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is the unfortunate victim?|token_id}|@{selected|mu-casting-level}|-1|It\'s chasing me! Got to get away!|skull)}}SpellData=[w:Phantasmal-Killer,lv:4,sp:4,gp:0,cs:VS]{{effects=Phantasm is THAC0 [[17]]. If phantasm hits, it kills. }}{{hide1=When this spell is cast, the wizard creates the illusion of the most fearsome thing imaginable to the victim, simply by forming the fears of the victim\'s subconscious mind into something that its conscious mind can visualize - the most horrible beast. Only the spell recipient can see the phantasmal killer (the caster sees only a shadowy shape), but if it succeeds in scoring a hit, the subject dies from fright. The beast attacks as a 4 Hit Dice monster. It is invulnerable to all attacks and can pass through any barriers, Once cast, it inexorably pursues the subject, for it exists only in the subject\'s mind.\nThe only defenses against a phantasmal killer are an attempt to disbelieve (which can be tried but once), slaying or rendering unconscious the wizard who cast the spell, or rendering unconscious the target of the spell for its duration. To disbelieve the killer, the subject must specifically state the attempt and then roll an Intelligence check. This roll has a -1 penalty for every four levels of the caster.\nSpecial modifiers apply to this attack:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Condition\\amplt;/th;\\ampgt;\\amplt;th\\ampgt;Modifier\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Surprise\\amplt;/td;\\ampgt;\\amplt;td\\ampgt;-2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Subject previously attacked by this spell\\amplt;/td;\\ampgt;\\amplt;td\\ampgt;+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Subject is an illusionist\\amplt;/td;\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Subject is wearing a helm of telepathy\\amplt;/td;\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nMagic resistance, bonuses against fear, and Wisdom adjustments also apply. The subject\'s magic resistance is checked first; if the spell overcomes the resistance, the subject\'s fear/Wisdom bonuses (if any) then apply as negative modifiers to his Intelligence check.\nIf the subject of a phantasmal killer attack succeeds in disbelieving, and he is wearing a helm of telepathy, the beast can be turned upon the wizard, who must then disbelieve it or be subject to its attack and possible effects.\nIf the subject ignores the killer to perform other actions, such as attacking the caster, the killer may, at the DM\'s option, gain bonuses to hit (for flank or rear attacks, etc.). Spells such as remove fear and cloak of bravery, cast after the killer has attacked, grant another check to disbelieve the effect.}}'}, + {name:'Plant-Growth',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nPlant Growth\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Plant Growth,MUspellL4,1H,Alteration]{{components=V,S}}{{time=[[4]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=Permanent}}{{aoe=[[[@{selected|mu-casting-level}*@{selected|mu-casting-level}]] x 100sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|[[30*@{selected|mu-casting-level}]]|||light)}}{{save=None}}{{reference=PHB p161}}SpellData=[w:Plant Growth,lv:4,sp:4,gp:0,cs:VS]{{effects=Causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 1 per round (or 2 if the creatures are larger than man size). }}{{hide1=The area must contain brush and trees for this spell to work. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become thick and overgrown so as to form a barrier. The area of effect is the caster\'s level, squared, times 100 square feet. This area can be arranged in any square or rectangular shape that the caster desires. Thus, an 8th-level wizard can affect (8 x 8 =) 64 x 100 square feet, or 6,400 square feet. This could be an 80-foot x 80-foot square, a 160-foot x 40-foot rectangle, a 640-foot x 10-foot rectangle, etc. Individual plant girth and height is generally affected less than thickness of brush, branch, and undergrowth. The spell\'s effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell.}}'}, + {name:'Polymorph-Other',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.11',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nPolymorph Other\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Polymorph Other,MUspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[4]]}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[5*@{selected|mu-casting-level}]]||magic|true)}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p161}}{{reference=PHB p161}}SpellData=[w:Minor Globe of Invulnerability,lv:4,sp:4,gp:0.11,cs:VSM]{{effects=Completely alters the form and ability, and possibly the personality and mentality, of the recipient. Must succeed on a system shock (see PHB Table 3) roll to see if it survives. Then it must make a special Intelligence check to see if it retains its personality (PHB description p161).}}{{hide1=Of course, while a creature with a lower Intelligence can be polymorphed in form into something with a higher Intelligence, it will not gain that creature\'s mental ability. The reverse - polymorphing a higher Intelligence creature into one of significantly lower Intelligence - results in a creature much more intelligent than appearances would lead one to believe. The polymorphed creature must succeed on a system shock (see Table 3) roll to see if it survives the change. After this, it must make a special Intelligence check to see if it retains its personality (see following).\nThe polymorphed creature acquires the form and physical abilities of the creature it has been polymorphed into, while retaining its own mind. Form includes natural Armor Class (that due to skin toughness, but not due to quickness, magical nature, etc.), physical movement abilities (walking, swimming, and flight with wings, but not plane shifting, blinking, teleporting, etc.), and attack routines (claw/claw/bite, swoop, rake, and constriction, but not petrification, breath weapons, energy drain, etc.). Hit points and saving throws do not change from the original form. Noncorporeal forms cannot be assumed. Natural shapeshifters (lycanthropes, dopplegangers, higher level druids, etc.) are affected for but one round, and can then resume their normal form.\nIf slain, the polymorphed creature reverts to its original form, though it remains dead. (Note that most creatures generally prefer their own form and will not willingly stand the risk of being subjected to this spell!) As class and level are not attributes of form, abilities derived from either cannot be gained by this spell, nor can exact ability scores be specified.\nWhen the polymorph occurs, the creature\'s equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The creature retains its mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. Creatures not used to a new form might be penalized at the DM\'s option (for example, -2 to attack rolls) until they practice sufficiently to master it.\nWhen the physical change occurs, there is a base 100% chance that the subject\'s personality and mentality change into that of the new form (i.e., a roll of 20 or less on 1d20). For each 1 point of Intelligence of the subject, subtract 1 from the base chance on 1d20. Additionally, for every Hit Die of difference between the original form and the form it is assuming, add or subtract 1 (depending on whether polymorphed form has more Hit Dice [or levels] or fewer Hit Dice [or levels] than original, respectively). The chance for assumption of the personality and mentality of the new form is checked daily until the change takes place.\nA subject acquiring the mentality of the new form has effectively become the creature whose form was assumed and comes under the control of the DM until recovered by a wish spell or similar magic. Once this final change takes place, the creature acquires the new form\'s full range of magical and special abilities.\nFor example: If a 1 Hit Die orc of 8 Intelligence is polymorphed into a white dragon with 6 Hit Dice, it is 85% (20 - 8 Intelligence + 5 level difference [6-1] = 17 out of 20 = 85%) likely to actually become one in all respects, but in any case it has the dragon\'s physical and mental capabilities. If it does not assume the personality and mentality of a white dragon, it knows what it formerly knew as well.\nThe wizard can use a dispel magic spell to change the polymorphed creature back to its original form, and this requires a system shock roll. Those who have lost their individuality and are then converted back maintain the belief that they are actually the polymorphed creature and attempt to return to that form. Thus, the orc who comes to believe he is a white dragon, when converted back to his orc form, steadfastly maintains he is really a white dragon polymorphed into the shape of an orc. His companions will most likely consider him mad.}}{{materials=A caterpillar cocoon, costing 1sp to source}}'}, + {name:'Polymorph-Self',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPolymorph Self\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Polymorph Self,MUspellL4,0H,Alteration]{{components=V}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[[2*@{selected|mu-casting-level}]] turns}}{{aoe=The caster}}{{save=None}}{{reference=PHB p161}}{{Use=[Polymorph](!rounds --target-nosave caster|@{selected|token_id}|Polymorph-Self|[[2*@{selected|mu-casting-level}]]|-1|Polymorphed, normal attk+dmg+spells, can change shape as desired|strong)}}SpellData=[w:Polymorph-Self,lv:4,sp:4,gp:0,cs:V]{{effects=Assume the form of any creature (not noncorporeal) from small as a wren to as large as a hippopotamus.}}{{hide1=Furthermore, the wizard gains its physical mode of locomotion and breathing as well. No system shock roll is required. The spell does not give the new form\'s other abilities (attack, magic, special movement, etc.), nor does it run the risk of the wizard changing personality and mentality.\nWhen the polymorph occurs, the caster\'s equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DM\'s option (for example, -2 penalty to \nattack rolls) until he practices sufficiently to master it.\nThus, a wizard changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding\'s offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement. The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls, and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.}}'}, + {name:'Rainbow-Pattern',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nRainbow Pattern\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration, Illusion-Phantasm}}Specs=[Rainbow Pattern,MUspellL4,1H,Alteration|Illusion-Phantasm]{{components=S,M}}{{time=[[4]]}}{{range=[[10]] yards}}{{duration=Special}}{{aoe=[30ft. cube](!rounds --aoe @{selected|token_id}|square|yards|10|10||magic)}}{{save=Negates}}{{reference=PHB p162}}{{Use=Click [Fascinate them](!rounds --target multi|@{selected|token_id}|Rainbow-pattern|99|0|Pretty rainbow... must follow the pretty rainbow...|chained-heart|svspe\\clon;+0) then select all creatures in the area of effect before pressing the *add status change* button in the chat window, which will prompt for saving throws}}SpellData=[w:Rainbow Pattern,lv:4,sp:4,gp:0.2,cs:SM]{{effects=Creates rainbow-hued band of interweaving patterns. Creature caught in it may become fascinated. Persists without attention for [1d3](!\\amp#13;\\amp#47;r 1d3) rounds.}}{{hide1=The spell can captivate a maximum of 24 levels, or Hit Dice, of creatures--24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc. All creatures affected must be within the area of effect, and each is entitled to a saving throw vs. spell. An attack on an affected creature that causes damage frees it from the spell immediately.\nCreatures that are restrained and removed from the area still try to follow the pattern. Once the rainbow pattern is cast, the wizard need only gesture in the direction he desires, and the pattern of colors moves slowly off in that direction, at the rate of 30 feet per round. It persists without further attention from the spellcaster for 1d3 rounds. All affected creatures follow the moving rainbow of light. If the pattern leads its subjects into a dangerous area (through flame, off a cliff, etc.), allow a second saving throw. If the view of the lights is completely blocked (by an obscurement spell, for instance), the spell is negated.}}{{materials=The wizard need not utter a sound, but he must gesture appropriately while holding a crystal prism and the material component, a piece of phosphor, total cost 2sp}}'}, + {name:'Rarys-Mnemonic-Enhancer',type:'muspelll4',ct:'100',charge:'uncharged',cost:'200',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nRary\'s Mnemonic Enhancer\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Rarys Mnemonic Enhancer,MUspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=1 day}}{{aoe=The caster}}{{save=None}}{{reference=PHB p162}}SpellData=[w:Rarys Mnemonic Enhancer,lv:4,sp:100,gp:200,cs:VSM]{{Use=Player can rememorise using *Spells Menu \\gt Memorise Spells* at any time. This does not require a rest}}{{effects=Memorize, or retain the memory of, three additional spell levels. Two options: **A) Memorize additional spells.** or **B) Retain memory of any spell** (within the level limits)}}{{hide1=Memorize, or retain the memory of, three\nadditional spell levels (three 1st-level spells, or one 1st and one 2nd, or one 3rd-level spell). The wizard has two options:\n**A) Memorize additional spells.** This option is taken at the time the spell is cast. The additional spells must be memorized normally and any material components must be\nacquired.\n**B) Retain memory of any spell** (within the level limits) cast the round prior to starting to cast this spell. The round after a spell is cast, the enhancer must be successfully cast. This restores the previously cast spell to memory. However, the caster still must acquire any needed material components.}}{{materials=A piece of string, an ivory plaque of at least 100gp value, and ink consisting of squid secretion with either black dragon\'s blood or giant slug digestive juice, costing another 100gp to source. These disappear when the spell is cast}}'}, + {name:'Remove-Curse',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nRemove Curse\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard (reversible)}}{{school=Abjuration}}Specs=[Remove Curse,MUspellL4,1H,Abjuration]{{components=V, S}}{{time=[[4]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=Special}}{{save=None}}{{reference=PHB p162}}SpellData=[w:Remove-Curse,lv:4,sp:4,gp:0,cs:VS]{{effects=The wizard is usually able to remove a curse--whether it is on an object, on a person, or in the form of some undesired sending or evil presence.}}{{hide1=Note that the remove curse spell cannot affect a cursed shield, weapon, or suit of armor, for example, although it usually enables a person afflicted with a cursed item to be rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher. A caster of 12th level or higher can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the wizard must gain a level before attempting the remedy again.}}'}, + {name:'Shadow-Monsters',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShadow Monsters\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Illusion/Phantasm}}Specs=[Shadow Monsters,MUspellL4,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[4]]}}{{range=[[30]] yds.}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[20ft. cube](!rounds --aoe @{selected|token_id}|square|feet|90|20||magic)}}{{save=Special}}{{reference=PHB p162}}SpellData=[w:Shadow-Monsters,lv:4,sp:4,gp:0,cs:VS]{{effects=Summons a total of [[@{selected|mu-casting-level}]] HD of monsters, all of the same sort. Each has [[20]]% of rolled HP (rounded to nearest HP) - those with [[0]] are failed conjures. Save to disbelieve is at [[0-2]] or take actual AC, Thac0, attack forms and damage. Save means monsters are AC[[10]] \\amp inflict [[20]]% of rolled damage.}}{{hide1=Uses material from the Demiplane of Shadow to shape semireal illusions of one or more monsters. The total Hit Dice of the shadow monster or monsters thus created cannot exceed the level of experience of the wizard; thus, a 10th-level wizard can create one creature that has 10 Hit Dice, two that have 5 Hit Dice, etc. \nThose viewing the shadow monsters are allowed to disbelieve as per normal illusions, although there is a -2 penalty to the attempt. The shadow monsters perform as the real \nmonsters with respect to Armor Class and attack forms. Those who believe in the shadow monster suffer real damage from their attacks. Special attack forms such as petrification or level drain do not actually occur, but a subject who believes they are real will react appropriately.\nThose who roll successful saving throws see the shadow monsters as transparent images superimposed on vague shadowy forms. These are Armor Class 10 and inflict only 20% of normal melee damage (biting, clawing, weapon, etc.), dropping fractional damage less than .4 as done with hit points.\nFor example: A shadow monster griffon attacks a person who knows it is only quasireal. The monster strikes with two claw attacks and one bite, hitting as a 7-Hit Die monster. All three attacks hit; the normal damage dice are rolled, multiplied by .2 separately, rounded up or down, and added together to get the total damage. Thus, if the attacks score 4, 2 and 11 points, a total of 4 points of damage is inflicted (4 x .2 = .8 [rounded to 1], 2 x .2 = .4 [rounded to 1], 11 x .2 = 2.2 [rounded to 2]. The sum is 1 + 1 + 2 = 4).}}'}, + {name:'Shout',type:'muspelll4',ct:'1',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShout\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Evocation}}Specs=[Shout,MUspellL4,1H,Evocation]{{components=V,M}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=[10ft x 30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|30|10|light)}}{{save=vs spell negates deaf \\amp half damage}}{{reference=PHB p163}}{{Use=Click [Deafen Them](!rounds --target multi|@{selected|token_id}|Shout|\\amp#91;[2d6]\\amp#93;|-1|Deafened by a loud Shout, 1 penalty on surprise + initiative, 20% spell fail|bleeding-eye|svspe\\clon;+0) then select all creatures in the area of effect before pressing the *add status change* button in the chat window, which will prompt for saving throws}}SpellData=[w:Shout,lv:4,sp:1,gp:2,cs:VM]{{effects=The caster can emit an ear-splitting noise that has a principal effect in a cone shape radiating from his mouth to a point 30 feet away. Any creature within this area is deafened for 2d6 rounds and suffers [2d6](!\\amp#13;\\amp#47;r 2d6 damage from sound blast, save to half) points of damage.}}{{hide1=A successful saving throw vs. spell negates the deafness and reduces the damage by half. Any exposed brittle or crystal substance subject to sonic vibrations is shattered by a shout, while those brittle objects in the possession of a creature receive the creature\'s saving throw. Deafened creatures suffer a -1 penalty to surprise rolls, and those that cast spells with verbal components are 20% likely to miscast them.\nThe shout spell cannot penetrate the 2nd-level priest spell, *silence, 10’ radius*. This spell can be employed only once per day; otherwise, the caster might permanently deafen himself.}}{{materials=A drop of honey, a drop of citric acid, and a small cone made from a bull or ram horn, costing 2gp.}}'}, + {name:'Solid-Fog',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.03',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nSolid Fog\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Solid Fog,MUspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[4]]}}{{range=[[30]] yards}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[2d4+@{selected|mu-casting-level}]] rounds}}!!!{{aoe=[Upto 20 x 10 x 10ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|90||10|light --target caster|@{selected|token_id}|Solid-fog|\\amp#64;{selected|spell-duration}|-1|The solid fog is still there|half-haze)}}{{save=None}}{{reference=PHB p163}}SpellData=[w:Solid Fog,lv:4,sp:4,gp:0.03,cs:VSM]{{effects=Creates a billowing mass of misty vapors similar to a wall of fog spell. Can create less vapor, minimum 10 feet on a side.}}{{hide1=The fog obscures all sight, normal and infravision, beyond 2 feet. However, unlike normal fog, only a very strong wind can move these vapors, and any creature attempting to move through the solid fog progresses at a movement rate of 1 foot per round. A *gust of wind* spell cannot affect it. A *fireball, flame strike,* or *wall of fire* can burn it away in a single round.}}{{materials=A pinch of dried, powdered peas combined with powdered animal hoof, total cost 3cp}}'}, + {name:'Stoneskin',type:'muspelll4',ct:'1',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nStoneskin\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Stoneskin,MUspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[1]]}}{{range=Touch}}{{duration=1d4 + [[ceil(@{selected|mu-casting-level}/2)]] attacks}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p163}}{{Use=Click [Harden skin](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who gains stoneskin?|token_id}|Stoneskin|\\amp#91;[1d4+ceil\\amp#40;@{selected|mu-casting-level}/2\\amp#41;]\\amp#93;|0|Skin so hard invulnerable to physical attacks|bolt-shield) and select the creature. Each round the creature will get a dialog to absorb attacks in that round}}SpellData=[w:Stoneskin,lv:4,sp:1,gp:500,cs:VSM]{{effects=Creature gains virtual immunity to any attack by cut, blow, projectile, or the like. Magical attacks from spells like *fireball, magic missile, lightning bolt* have their normal effects.}}{{hide1=Even a *sword of sharpness* cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake\'s strike, etc. The spell\'s effects are not cumulative with multiple castings.\nThe spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a *stoneskin* spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four *magic missiles* would count as four attacks in addition to inflicting their normal damage.}}{{materials=Granite and diamond dust sprinkled on the recipient\'s skin, costing no less than 500gp}}'}, + {name:'Vacancy',type:'muspelll4',ct:'4',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nVacancy\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration, Illusion-Phantasm}}Specs=[Vacancy,MUspellL4,1H,Alteration|Illusion-Phantasm]{{components=V,S,M}}{{time=[[4]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=[[[10*@{selected|mu-casting-level}]]ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|[[30*@{selected|mu-casting-level}]]|[[10*@{selected|mu-casting-level}]]||dark)}}{{save=None}}{{reference=PHB p163}}SpellData=[w:Vacancy,lv:4,sp:4,gp:100,cs:VSM]{{effects=Causes an area to appear to be vacant, neglected, and unused. }}{{hide1=Those who behold the area see dust on the floor, cobwebs, dirt, and other conditions typical of a long-abandoned place. If they pass through the area of effect, they seem to leave tracks, tear away cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place appears empty. Merely brushing an invisible object does not cause the vacancy spell to be disturbed: Only forceful contact grants a chance to note that all is not as it seems.\nIf forceful contact with a cloaked object occurs, those creatures subject to the spell can penetrate the spell only if they discover several items that they cannot see; each being is then entitled to a saving throw vs. spell. Failure means they believe that the objects are invisible. A dispel magic spell cancels this spell so that the true area is seen. A true seeing spell, a gem of seeing, and similar effects can penetrate the deception, but a detect invisibility spell cannot.\nThis spell is a very powerful combination of invisibility and illusion, but it can cloak only nonliving things. Living things are not made invisible, but their presence does not otherwise disturb the spell.}}{{materials=A square of the finest black silk. This material component must be worth at least 100gp and is used up during spellcasting}}'}, + {name:'Wall-of-Fire',type:'muspelll4',ct:'4',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWall of Fire\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Evocation}}Specs=[Wall of Fire,MUspellL4,1H,Evocation]{{components=V, S, M}}{{time=[[4]]}}{{range=[[60]] yds.}}{{duration=Special}}{{aoe=[Sheet of Flame](!rounds --aoe @{selected|token_id}|wall|feet|60|3||fire) or [A Ring](!rounds --aoe @{selected|token_id}|circle|feet|60|||fire)}}{{save=None}}{{reference=PHB p163}}{{damage=**Doubled for undead and susceptible creatures**\n[2d6+@{selected|mu-casting-level}](!\\amp#13;\\amp#47;r 2d6+@{selected|mu-casting-level} damage from passing through Wall of Fire)Passing through\n[2d4](!\\amp#13;\\amp#47;r 2d4 damage from within 10ft of Wall of Fire) within 10ft\n[1d4](!\\amp#13;\\amp#47;r 1d4 damage from within 20ft of Wall of Fire) within 20ft}}SpellData=[w:Wall-of-Fire,lv:4,sp:4,gp:0.5,cs:VSM]{{effects=Brings forth an immobile, blazing curtain of magical fire of shimmering color--violet or reddish blue. The spell creates either an opaque [sheet of flame](!rounds --aoe @{selected|token_id}|wall|feet|60|3||fire) of up to [[@{selected|mu-casting-level}]] 20-foot squares, or [a ring](!rounds --aoe @{selected|token_id}|circle|feet|60|||fire) with a radius of up to [[10+(5*ceil(@{selected|mu-casting-level}/2))]] feet. In either form, the wall of fire is 20 feet high.}}{{hide1=The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it.}}{{materials=Phosphorus worth 5sp}}'}, + {name:'Wall-of-Ice',type:'muspelll4',ct:'4',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nWall of Ice\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Evocation}}Specs=[Wall of Ice,MUspellL4,1H,Evocation]{{components=V,S,M}}{{time=[[4]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=Special}}{{save=None}}{{reference=PHB p164}}SpellData=[w:Wall of Ice,lv:4,sp:4,gp:10,cs:VSM]{{effects=Three forms:\n**A)** [Ice plane:](!rounds --aoe @{selected|token_id}|wall|feet|[[30*@{selected|mu-casting-level}]]||[[ceil(@{selected|mu-casting-level}/12)]]|cold) A sheet of strong, hard ice is created. Primarily defensive, stopping pursuers. [[@{selected|mu-casting-level}]]inch thick covering [[@{selected|mu-casting-level}]] x [[10]]ft.sq. (i.e. [[10*@{selected|mu-casting-level}]]ft long and [[10]]ft high, or a wall [[5*@{selected|mu-casting-level}]]ft long and [[20]]ft high, etc.). Breaking through ice suffers [[2]]HP damage per inch of thickness. Fire-using creatures suffer [[3]]HP damage, cold-using only [[1]]HP damage. Can be oriented in any fashion as long as it is anchored along one or more sides.\n**B)** [Hemisphere:](!rounds --aoe @{selected|token_id}|circle|feet|[[30*@{selected|mu-casting-level}]]|||cold) Max diameter is [[6+2*@{selected|mu-casting-level}]]ft. Lasts until it is broken, dispelled, or melted. Possible but difficult to trap mobile opponents under it.\n**C)** [Ice sheet:](!rounds --aoe @{selected|token_id}|rectangle|feet|[[30*@{selected|mu-casting-level}]]|||cold) Falls upon opponents. Covers [[@{selected|mu-casting-level}]] x 10ft.sq. area. The sheet has the same effect as an ice storm\'s hail stones--[3d10](!\\amp#13;\\amp#47;gmroll 3d10)HP inflicted to creatures beneath it.}}{{hide1=A wall of ice cannot form in an area occupied by physical objects or creatures; its surface must be smooth and unbroken when created. Magical fires such as fireballs and fiery dragon breath melt a wall of ice in one round, though this creates a great cloud of steamy fog that lasts one turn. Normal fires or lesser magical ones do not hasten the melting of a wall of ice.}}{{materials=A small piece of quartz (10gp) or similar rock crystal}}'}, + {name:'Wizard-Eye',type:'muspelll4',ct:'100',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nWizard Eye\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 4 Wizard}}{{school=Alteration}}Specs=[Wizard Eye,MUspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{Use=[Create eye](!rounds --target-nosave caster|@{selected|token_id}|Wizard-eye|@{selected|mu-casting-level}|-1|Able to see through a wizard eye|bleeding-eye)}}{{reference=PHB p164}}SpellData=[w:Wizard Eye,lv:4,sp:100,gp:0.05,cs:VSM]{{effects=Creates an invisible sensory organ that sends the caster visual information.}}{{hide1=The wizard eye travels at 30 feet per round if viewing an area ahead as a human would (i.e., primarily looking at the floor), or 10 feet per round if examining the ceiling and walls as well as the floor ahead. The wizard eye can see with infravision up to 10 feet, and with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye, although it can pass through a space no smaller than a small mouse hole (1 inch in diameter).\nUsing the eye requires the wizard to concentrate. However, if his concentration is broken, the spell does not end--the eye merely becomes inert until the wizard again concentrates, subject to the duration of the spell. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful dispel cast on the wizard or eye ends the spell. With respect to blindness, magical darkness, and so on, the wizard eye is considered an independent sensory organ of the caster.}}{{materials=A bit of bat fur, costing 5cp to source}}'}, + ]}, + MU_Spells_DB_L5:{bio:'
Magic User Spell Database: Level 1
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 5 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 09/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see MU-Spells-DB-Item', + root:'MU-Spells-DB', + api:'magic', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Advanced-Illusion',type:'muspelll5',ct:'10',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nAdvanced Illusion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Illusion-Phantasm}}Specs=[Advanced Illusion,MUspellL5,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[60+(10*@{selected|mu-casting-level})]] yards}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[40ft.cu.+ @{selected|mu-casting-level} x 10ft.cu.s](!rounds --aoe @{selected|token_id}|rectangle|feet|[[180+(30*@{selected|mu-casting-level})]]|||)}}{{save=Special}}{{reference=PHB p164}}{{use=[Show Illusion](!rounds --target-nosave caster|@{selected|token_id}|Advanced-illusion|@{selected|mu-casting-level}|-1|Wow - that looks real. \n Advanced Illusion looks good|three-leaves)}}SpellData=[w:Advanced Illusion,lv:5,sp:10,gp:0.02,cs:VSM]{{effects=Essentially a *spectral forces* spell that operates through a program (similar to a *programmed illusion* spell) determined by the caster.}}{{hide1=It is thus unnecessary for the wizard to concentrate on the spell for longer than the round of casting it, as the program has then started and will continue without supervision. The illusion has visual, audio, olfactory, and thermal components. If any viewer actively attempts to disbelieve the spell, he gains a saving throw vs. spell. If any viewer successfully disbelieves and communicates this fact to other viewers, each such viewer gains a saving throw vs. spell with a +4 bonus.}}{{materials=A bit of fleece and several grains of sand - 2cp to source}}'}, + {name:'Airy-Water',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nAiry Water\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration}}Specs=[Airy Water,MUspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=[10ft radius sphere](!rounds --target caster|@{selected|token_id}|Airy-water-10|[[10*@{selected|mu-casting-level}]]|-1|Ah, room to breathe|aura) or [15ft radius hemisphere](!rounds --target caster|@{selected|token_id}|Airy-water-15|[[10*@{selected|mu-casting-level}]]|-1|Ah, room to breathe|aura)}}{{save=None}}{{reference=PHB p165}}SpellData=[w:Airy Water,lv:5,sp:5,gp:0.5,cs:VSM]{{effects=Turns normal liquid, such as water or water-based solutions, into a less dense, breathable substance.}}{{hide1=Thus, if the wizard wanted to enter an underwater place, he would step into the water, cast the spell, and sink downward in a globe of bubbling water. He and any companions in the spell\'s area of effect can move freely and breathe just as if the bubbling water were air. The globe is centered on and moves with the caster. Water-breathing creatures avoid a sphere (or hemisphere) of airy water, although intelligent ones can enter it if they are able to move by means other than swimming. No water-breathers can breathe in an area affected by this spell. There is only one word that needs to be spoken to actuate the magic; thus, it can be cast under water. The spell does not filter or remove solid particles of matter.}}{{materials=A small handful of alkaline or bromine salts, costing 5sp as magic ingredients}}'}, + {name:'Animal-Growth',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nAnimal Growth\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration (reversible)}}Specs=[Animal Growth,MUspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[[60]] yards}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Upto 8 animals in a [20ft. cube](!rounds --aoe @{selected|token_id}|square|feet|180|20||magic)}}{{save=None}}{{use=Click [Grow Animals](!rounds --target-nosave multi|@{selected|token_id}|Animal-growth|@{selected|mu-casting-level}|-1|This animal is enormous! 2x HD \\amp dmg|strong) and then select all the animals in the area of effect before pressing *add status changes* button in the chat window}}{{reference=PHB p165}}SpellData=[w:Animal Growth,lv:5,sp:5,gp:0.01,cs:VSM]{{effects=When this spell is cast, the wizard causes all designated animals, up to a maximum of eight, within a 20-foot-square area to grow to twice their normal size. The effects of this growth are doubled Hit Dice (with improvement in attack rolls) and doubled damage in combat. The spell lasts for one round for each level of experience of the wizard casting the spell. Only natural animals, including giant forms, can be affected by this spell.}}{{materials=A pinch of powdered bone - 1cp cost}}'}, + {name:'Animate-Dead',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nAnimate Dead\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Necromancy}}Specs=[Animate Dead,MUspellL5,1H,Necromancy]{{components=V,S,M}}{{time=[[5]]}}{{range=[10 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||lightning|true)}}{{duration=Permanent}}{{aoe=Special}}{{save=None}}{{reference=PHB p165}}{{Use=Ask the GM to *Drag \\amp Drop* appropriate undead creatures (as per your choice and those available) onto the playing area}}SpellData=[w:Animate-Dead,lv:5,sp:5,gp:0,cs:VSM]{{effects=This spell creates the lowest of the undead monsters - skeletons or zombies - usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster.}}{{hide1=The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. The following types of dead creatures can be animated:\nA) *Humans, demihumans, and humanoids with 1 Hit Die.* The wizard can animate one skeleton for each experience level he has attained, or one zombie for every two levels. The experience levels, if any, of the slain are ignored; the body of a newly dead 9th-level fighter is animated as a zombie with 2 Hit Dice, without special class or racial abilities.\nB) *Creatures with more than 1 Hit Die.* The number of undead animated is determined by the monster Hit Dice (the total Hit Dice cannot exceed the wizard\'s level). Skeletal forms have the Hit Dice of the original creature, while zombie forms have one more Hit Die. Thus, a 12th-level wizard could animate four zombie gnolls (4 x [2+1 Hit Dice] = 12), or a single fire giant skeleton. Such undead have none of the special abilities they had in life.\nC) *Creatures with less than 1 Hit Die.* The caster can animate two skeletons per level or one zombie per level. The creatures have their normal Hit Dice as skeletons and an additional Hit Die as zombies. Clerics receive a +1 bonus when trying to turn these.\nThis spell assumes that the bodies or bones are available and are reasonably intact (those of skeletons or zombies destroyed in combat won\'t be!).}}{{materials=A drop of blood and a pinch of bone powder or a bone shard, costing nothing}}'}, + {name:'Attraction',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nAttraction\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Abjuration, Alteration (reversible)}}Specs=[Attraction,MUspellL5,1H,Abjuration|Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[[10]] yards}}{{duration=Permanent (until dispelled)}}{{aoe=[Upto 3ft. cube](!rounds --aoe @{selected|token_id}|square|feet|30|3||magic)}}{{save=Special}}{{reference=PHB p165}}SpellData=[w:Attraction,lv:5,sp:5,gp:0.01,cs:VSM]{{effects=Sets up a natural attraction between the affected object and all other living things except the caster. A creature is drawn to the object if the creature is smaller, or the object slides toward the creature if the creature is larger. It takes a successful bend bars/lift gates roll to remove the enchanted object once it has adhered to an object or creature.}}{{materials=A magnetized needle, costing 10cp to create or buy, and reusable 10 times}}'}, + {name:'Avoidance',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nAvoidance\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Abjuration, Alteration (reversible)}}Specs=[Avoidance,MUspellL5,1H,Abjuration|Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[[10]] yards}}{{duration=Permanent (until dispelled)}}{{aoe=[Upto 3ft. cube](!rounds --aoe @{selected|token_id}|square|feet|30|3||magic)}}{{save=Special}}{{reference=PHB p165}}SpellData=[w:Avoidance,lv:5,sp:5,gp:0.01,cs:VSM]{{effects=The caster sets up a natural repulsion between the affected object and all other living things except himself. Thus, any living creature attempting to touch the affected object is repulsed (unable to come closer than 1 foot), or repulses the affected object, depending on the relative mass of the two (a halfling attempting to touch an iron chest with an *avoidance* spell upon it will be thrown back, while the chest will skitter away from a giant-sized creature as the creature approaches).}}{{materials=A magnetized needle, costing 10cp to create or buy and usable 10 times}}'}, + {name:'Bigbys-Interposing-Hand',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBigby\'s Interposing Hand\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Evocation}}Specs=[Bigbys Interposing Hand,MUspellL5,1H,Evocation]{{components=V,S,M}}{{time=[[5]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p165}}{{Use=[Create hand](!rounds --target-nosave caster|@{selected|token_id}|Bigbys-interposing-hand|@{selected|mu-casting-level}|-1|They\'ve given you a Big Hand! HP@{selected|hp}, AC0|fist) to set a duration timer}}SpellData=[w:Bigbys Interposing Hand,lv:5,sp:5,gp:0.1,cs:VSM]{{effects=The *Bigby\'s interposing hand* spell creates a man-sized to gargantuan-sized magical hand that appears between the spellcaster and his chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. It has [[@{selected|hp|max}]] HP and has an Armor Class of 0.}}{{hide1=Neither invisibility nor polymorph fools the hand once a creature has been chosen. The hand does not pursue an opponent.\nThe size of the hand is determined by the wizard, and it can be from human size (5 feet) all the way up to titan size (25 feet). It provides cover for the caster against the selected opponent, with all the attendant combat adjustments. Any creature weighing less than 2,000 pounds trying to push past the hand is slowed to half its normal movement. If the original opponent is slain, the caster can designate a new opponent for the hand. The caster can command the hand out of existence at any time.}}{{materials=A soft glove, costing 1gp, that can be reused 10 times}}'}, + {name:'Chaos',type:'muspelll5',ct:'5',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nChaos\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Enchantment/Charm}}Specs=[Chaos,MUspellL5,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[5]]}}{{range=[[5*@{selected|mu-casting-level}]]yds}}{{duration=[[@{selected|mu-casting-level}]]rounds}}{{aoe=[Up to 40ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[15*@{selected|mu-casting-level}]]|||magic)}}{{save=Special}}{{reference=PHB p166}}SpellData=[w:Chaos,lv:5,sp:5,gp:1,cs:VSM]{{effects=Similar to the 4th-level confusion spell, but only the following beings receive a saving throw: fighters, wizards specialized in enchantments, monsters that use no magic and have an Intelligence of 4 or less, creatures of 21 Intelligence or higher, and creatures with more levels or Hit Dice than the caster\'s level.}}{{hide1=The spell causes disorientation and severe perceptual distortion, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. Those allowed saving throws roll them vs. spell with -2 penalties, adjusted for Wisdom. Those who successfully save are unaffected by the spell. Affected creatures react as follows:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[D10 Roll](!\\amp#13;\\amp#47;gr 1d10)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Action\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wander away (unless prevented) for duration of spell\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stand confused for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Attack nearest creature for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Act normally for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe spell lasts one round for each level of the caster. Those affected are checked by the DM for actions each round for the duration of the spell, or until the "wander away for the duration of the spell" result occurs.\nWandering creatures move as far from the caster as possible using their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.}}{{materials=A small disc of bronze and a small rod of iron, costing 1gp.}}'}, + {name:'Cloudkill',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nCloudkill\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Evocation}}Specs=[Cloudkill,MUspellL5,1H,Evocation]{{components=V, S}}{{time=[[5]]}}{{range=[[10]] yds.}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[40ft wide x 20ft high x 20ft deep](!rounds --aoe @{selected|token_id}|rectangle|feet|30|20|40|acid)}}{{save=Special}}{{reference=PHB p166}}SpellData=[w:Cloudkill,lv:5,sp:5,gp:0,cs:VS]{{effects=Slay creatures with less than 4HD+1 (no save) and cause those with 4HD+1 to 5HD+1 to save vs. poison at -4 or be slain and up to 6HD to save unmodified or be slain.}}{{hide1=Holding one\'s breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.\nThe cloudkill moves away from the spellcaster at 10 feet per round, rolling along the surface of the ground. A moderate breeze causes it to alter course (roll for direction), but it does not move back toward its caster. A strong wind breaks it up in four rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds. As the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings; thus, the spell is ideal for slaying nests of giant ants, for example. It cannot penetrate liquids, nor can it be cast under water.}}'}, + {name:'Cone-of-Cold',type:'muspelll5',ct:'5',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nCone of Cold\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Evocation}}Specs=[Cone of Cold,MUspellL5,1H,Evocation]{{components=V,S,M}}{{time=[[5]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[Special](!rounds --aoe @{selected|token_id}|cone|feet|0|[[5*@{selected|mu-casting-level}]]|[[@{selected|mu-casting-level}]]|cold)}}{{save=Halves}}{{reference=PHB p166}}SpellData=[w:Cone-of-Cold,lv:5,sp:5,gp:10,cs:VSM]{{effects=causes a cone-shaped area of extreme cold, originating at the wizard\'s hand and extending outward in a cone [[5*@{selected|mu-casting-level}]] feet long and [[@{selected|mu-casting-level}]] foot in diameter. It drains heat and causes [@{selected|mu-casting-level}d4+@{selected|mu-casting-level}](!\\amp#13;\\amp#47;r @{selected|mu-casting-level}d4+@{selected|mu-casting-level} damage from Cone of Cold, save to halve) HP damage.}}{{materials=A crystal or glass cone of very small size costing 100gp that can be reused 10 times}}'}, + {name:'Conjure-Air-Elemental',type:'muspelll5',ct:'100',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nConjure Air Elemental\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Conjuration/Summoning}}Specs=[Conjure Air Elemental,MUspellL5,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[60 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120||light|true)}}{{duration=[[@{selected|mu-casting-level}]]turns}}{{aoe=Special}}{{save=None}}{{reference=PHB p166}}{{Use=Click [Conjure Elemental](!rounds --target-nosave caster|@{selected|token_id}|Conjure-Air-Elemental|[[10*@{selected|mu-casting-level}]]|-1|Now I\'ve got this Air Elemental, what will I do with it?|stopwatch) to set a duration timer, then ask the GM to *Drag \\amp Drop* the appropriate elemental onto the playing area in the area of effect}}SpellData=[w:Conjure-Air-Elemental,lv:5,sp:100,gp:0.05,cs:VSM]{{effects=Conjures an Air Elemental. Conjured elementals have 8 Hit Dice.}}{{hide1=It is possible to conjure successive elementals of different types if the spellcaster has memorized two or more of these spells. The type of elemental to be conjured must be decided upon before memorizing the spell. Each type of elemental can be conjured only once per day.\nThe conjured elemental must be controlled by the wizard--the spellcaster must concentrate on the elemental doing his commands--or it turns on the wizard and attacks. The elemental will not break off a combat to do so, but it will avoid creatures while seeking its conjurer. If the wizard is wounded or grappled, his concentration is broken. There is always a 5% chance that the elemental turns on its conjurer regardless of concentration. This check is made at the end of the second and each succeeding round. An elemental that breaks free of its control can be dispelled by the caster, but the chance of success is only 50%. The elemental can be controlled up to 30 yards away per level of the spellcaster. The elemental remains until its form on this plane is destroyed due to damage or until the spell\'s duration expires. Note that water elementals are destroyed if they are ever more than 60 yards from a large body of water.}}{{materials=The quantity of wind at hand and a small amount of burning incense (5cp)}}'}, + {name:'Conjure-Earth-Elemental',type:'muspelll5',ct:'100',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Conjure Earth Elemental,MUspellL5,1H,Conjuration-Summoning]{{}}SpellData=[w:Conjure-Earth-Elemental,lv:5,sp:100,gp:0.02,cs:VSM]{{}}%{MU-Spells-DB|Conjure-Air-Elemental}{{title=@{selected|casting-name} casts\nConjure Earth Elemental\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Conjuration/Summoning}}{{components=V,S,M}}{{time=[[1]] turn}}{{range=[60 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120||dark|true)}}{{duration=[[@{selected|mu-casting-level}]]turns}}{{aoe=Special}}{{save=None}}{{reference=PHB p166}}{{Use=Click [Conjure Elemental](!rounds --target-nosave caster|@{selected|token_id}|Conjure-Earth-Elemental|[[10*@{selected|mu-casting-level}]]|-1|Now I\'ve got this Earth Elemental, what will I do with it?|stopwatch) to set a duration timer, then ask the GM to *Drag \\amp Drop* the appropriate elemental onto the playing area in the area of effect}}{{effects=Conjures an Earth Elemental. Conjured elementals have 8 Hit Dice.}}{{materials=The quantity of earth at hand and a small amount of soft clay (2cp)}}'}, + {name:'Conjure-Fire-Elemental',type:'muspelll5',ct:'100',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Conjure Fire Elemental,MUspellL5,1H,Conjuration-Summoning]{{}}SpellData=[w:Conjure-Fire-Elemental,lv:5,sp:100,gp:0.5,cs:VSM]{{}}%{MU-Spells-DB|Conjure-Air-Elemental}{{title=@{selected|casting-name} casts\nConjure Fire Elemental\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Conjuration/Summoning}}{{components=V, S, M}}{{time=[[1]] turn}}{{range=[60 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120||fire|true)}}{{duration=[[@{selected|mu-casting-level}]]turns}}{{aoe=Special}}{{save=None}}{{reference=PHB p166}}{{Use=Click [Conjure Elemental](!rounds --target-nosave caster|@{selected|token_id}|Conjure-Fire-Elemental|[[10*@{selected|mu-casting-level}]]|-1|Now I\'ve got this Fire Elemental, what will I do with it?|stopwatch) to set a duration timer, then ask the GM to *Drag \\amp Drop* the appropriate elemental onto the playing area in the area of effect}}{{effects=Conjures a Fire Elemental. Conjured elementals have 8 Hit Dice.}}{{materials=The quantity of fire at hand and a small amount of sulphur and phosphorus (5sp)}}'}, + {name:'Conjure-Water-Elemental',type:'muspelll5',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Conjure Water Elemental,MUspellL5,1H,Conjuration-Summoning]{{}}SpellData=[w:Conjure-Water-Elemental,lv:5,sp:100,gp:0,cs:VSM]{{}}%{MU-Spells-DB|Conjure-Air-Elemental}{{title=@{selected|casting-name} casts\nConjure Water Elemental\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Conjuration/Summoning}}{{components=V,S,M}}{{time=[[1]] turn}}{{range=[60 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120||lightning|true)}}{{duration=[[@{selected|mu-casting-level}]]turns}}{{aoe=Special}}{{save=None}}{{reference=PHB p166}}{{Use=Click [Conjure Elemental](!rounds --target-nosave caster|@{selected|token_id}|Conjure-Water-Elemental|[[10*@{selected|mu-casting-level}]]|-1|Now I\'ve got this Water Elemental, what will I do with it?|stopwatch) to set a duration timer, then ask the GM to *Drag \\amp Drop* the appropriate elemental onto the playing area in the area of effect}}{{effects=Conjures a water elemental. Conjured elementals have 8 Hit Dice.}}{{materials=A large quantity of water at hand, and a small amount of water and sand (no cost)}}'}, + {name:'Contact-Other-Plane',type:'muspelll5',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nContact Other Plane\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Divination}}Specs=[Contact Other Plane,MUspellL5,0H,Divination]{{components=V}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[floor(@{selected|mu-casting-level}/2)]] questions}}{{aoe=Special}}{{save=None}}{{reference=PHB p167}}SpellData=[w:Contact Other Plane,lv:5,sp:100,gp:0,cs:V]{{effects=Receive advice and information from powers on other plane.}}{{hide1=As these powers resent such contact, only brief answers are given. (The DM answers all questions with "yes," "no," "maybe," "never," "irrelevant," etc.) Any questions asked are answered by the power during the spell\'s duration. The character can contact an elemental plane or some plane farther removed. For every two levels of experience of the wizard, one question may be asked. Contact with minds far removed from the plane of the wizard increases the probability of the spellcaster going insane or dying, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the Intelligence of the power contacted determines the effects.\nThe accompanying random table is subject to DM changes, development of extraplanar NPC beings, and so on.\nIf insanity occurs, it strikes as soon as the first question is asked. This condition lasts for one week for each removal of the plane contacted (see the DMG or the Planescape™ Campaign Setting boxed set), to a maximum of 10 weeks. There is a 1% chance per plane that the wizard dies before recovering, unless a remove curse spell is cast upon him. A surviving wizard can recall the answer to the question.\nOn rare occasions, this divination may be blocked by the action of certain lesser or greater powers.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Plane\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Chance of Insanity\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Chance of Knowledge^\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Chance of Veracity^^\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Elemental Plane\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;55% (90%)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;62% (75%)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Inner Plane\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;60%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;65%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Astral Plane\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;65%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;67%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Outer Plane, Int 19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;35%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;70%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;70%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Outer Plane, Int 20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;40%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;75%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;73%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Outer Plane, Int 21\\amplt;/td\\ampgt;\\amplt;td\\ampgt;45%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;80%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;75%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Outer Plane, Int 22\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;85%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;78%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Outer Plane, Int 23\\amplt;/td\\ampgt;\\amplt;td\\ampgt;55%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;81%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Outer Plane, Int 24\\amplt;/td\\ampgt;\\amplt;td\\ampgt;60%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;95%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;85%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Outer Plane, Int 25\\amplt;/td\\ampgt;\\amplt;td\\ampgt;65%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;98%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;90%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ For every point of Intelligence over 15, the wizard reduces the chance of insanity by 5%.\n^^ If the being does not know an answer, and the chance of veracity is not made, the being will emphatically give an incorrect answer. If the chance of veracity is made, the being will answer "unknown."\nPercentages in parentheses are for questions that pertain to the appropriate elemental plane.\n**Optional Rule**\nThe DM may allow a specific Outer Plane to be contacted (see the Planescape Campaign Setting boxed set). In this case, the difference in alignment between the caster and the plane contacted alters the maximum Intelligence that can be contacted--each difference in moral or ethical alignment lowers the maximum Intelligence that can be contacted by 1. For example, an 18th-level lawful good caster could contact Mount Celestia (a lawful good plane) on the "Intelligence 20" line, or Elysium (a neutral good plane) on the "Intelligence 19" line.}}'}, + {name:'Demi-Shadow-Monsters',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Demi-Shadow Monsters,MUspellL5,1H,Illusion-Phantasm]{{}}SpellData=[w:Demi-Shadow-Monsters,lv:5,sp:5,gp:0,cs:VS]{{}}%{MU-Spells-DB|Shadow-Monsters}{{title=@{selected|casting-name} casts\nDemishadow Monsters\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Illusion/Phantasm}}{{components=V, S}}{{time=[[5]]}}{{range=[[30]] yds.}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[20ft. cube](!rounds --aoe @{selected|token_id}|square|feet|90|20||lightning)}}{{save=Special}}{{reference=PHB p167}}{{effects=Total of [[@{selected|mu-casting-level}]] HD of monsters, all of same sort. Each has [[40]]% of rolled HP, rounded to closest HP - those with [[0]] are failed conjures. Save to disbelieve at [[0-2]] or take actual AC, Thac0, attack forms \\amp damage. Successful save means monsters are AC[[8]] \\amp inflict [[40]]% damage (rounded to closest HP).}}'}, + {name:'Dismissal',type:'muspelll5',ct:'10',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDismissal\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Abjuration}}Specs=[Dismissal,MUspellL5,1H,Abjurarion]{{components=V,S,M}}{{time=[[1]]round}}{{range=[10 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=Permanent}}{{aoe=[[1]]Creature}}{{save=Negates}}{{reference=PHB p167}}SpellData=[w:Dismissal,lv:5,sp:10,gp:100,cs:VSM]{{effects=A wizard on the Prime Material Plane seeks to force or enable a creature from another plane of existence to return to its proper plane.}}{{hide1=Magic resistance, if any, is checked if this spell is used to force a being home. If the resistance fails, the caster\'s level is compared to the creature\'s level or Hit Dice. If the wizard\'s level is higher, the difference is subtracted from the creature\'s die roll for its saving throw vs. spell. If the creature\'s level or Hit Dice is higher, the difference is added to the saving throw roll.\nIf the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll).\nIf the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own.}}{{materials=Any item that is distasteful to the subject creature, costing at least 100gp.}}'}, + {name:'Distance-Distortion',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nDistance Distortion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration}}Specs=[Distance Distortion,MUspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=[[2*@{selected|mu-casting-level}]] turns}}{{aoe=[@{selected|mu-casting-level} x 10ft. cube](!rounds --aoe @{selected|token_id}|rectabgle|feet|[[30*@{selected|mu-casting-level}]]|||magic)}}{{save=None}}{{reference=PHB p167}}{{Use=Click [Distort area](!rounds --target-nosave caster|@{selected|token_id}|Distance-distortion|[[20*@{selected|mu-casting-level}]]|-1|You\'ve changed distances in the local area|tread) to set a duration timer}}SpellData=[w:Distance Distortion,lv:5,sp:5,gp:0.01,cs:VSM]{{effects=The wizard must also cast a *conjure elemental* spell to **summon an earth elemental**. The elemental then causes the area\'s dimensions to be either doubled or halved for those traveling over it (spellcaster\'s choice).}}{{hide1=This spell can be cast only in an area completely surrounded or enclosed by earth, rock, sand, or similar materials. The elemental serves without attempting to break free when the spellcaster announces that his intent is to cast a distance distortion spell. The spell places the earth elemental in the area of effect. A 10-foot x 100-foot corridor could seem to be either 5 feet wide and 50 feet long or 20 feet wide and 200 feet long. When the spell duration has elapsed, the elemental returns to its own plane.\nThe true nature of an area affected by distance distortion is undetectable to any creature traveling along it, but the area dimly radiates magic, and a *true seeing* spell can reveal that an earth elemental is spread within the area.}}{{materials=A small lump of soft clay, worth 1cp}}'}, + {name:'Domination',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nDomination\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Enchantment-Charm}}Specs=[Domination,MUspellL5,1H,Enchantment-Charm]{{components=V,S}}{{time=[[5]]}}{{range=[[[10*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=Special}}{{aoe=1 person}}{{save=Negates with Wisdom adjustments)}}{{Use=[Dominate](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who do you want to Dominate?|token_id}|Domination|99|0|Dominated by @{selected|token_name}|chained-heart|svspe\\clon;+0)}}{{reference=PHB p168}}SpellData=[w:Domination,lv:5,sp:5,gp:0,cs:VS]{{effects=Control the actions of any person until the spell is ended by the subject\'s Intelligence (see the *charm person* spell). Elves and half-elves resist as they do all *charm*-type spells.}}{{hide1=When the spell is cast, the subject must roll a saving throw vs. spell at a penalty of -2, but Wisdom adjustments apply. Failure means the wizard has established a telepathic link with the subject\'s mind. If a common language is shared, the wizard can generally force the subject to perform as the wizard desires, within the limits of the subject\'s body structure and Strength. Note that the caster does not receive direct sensory input from the subject.\nSubjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, there is no limit to the range at which it can be exercised, as long as the caster and subject are on the same plane.\nA protection from evil spell can prevent the caster from exercising control or using the telepathic link while the subject is so warded, but it cannot prevent the establishment of domination.}}'}, + {name:'Dream',type:'muspelll5',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDream\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Illusion/Phantasm (reversable)}}Specs=[Dream,MUspellL5,1H,Illusion-Phantasm]{{components=V,S}}{{time=[[1]] Turn}}{{range=Touch}}{{duration=Special}}{{aoe=[[1]]creature}}{{save=None}}{{reference=PHB p168}}SpellData=[w:Dream,lv:5,sp:100,gp:0,cs:VS]{{effects=Enables the caster, or a messenger touched by the caster, to send messages to others in the form of dreams.}}{{hide1=At the beginning of the spell, the caster must name the recipient or identify him by some title that leaves no doubt as to his identity.\nAs the caster completes the spell, the person sending the spell falls into a deep trancelike sleep, and instantaneously projects his mind to the recipient. The sender then enters the recipient\'s dream and delivers the message unless the recipient is magically protected. If the recipient is awake, the message sender can choose to remain in the trancelike sleep. If the sender is disturbed during this time, the spell is immediately cancelled and the sender comes out of the trance. The whereabouts and current activities of the recipient cannot be learned through this spell.\nThe sender is unaware of his own surroundings or the activities around him while he is in his trance. He is totally defenseless, both physically and mentally (i.e., he always fails any saving throw) while in the trance.\nOnce the recipient\'s dreams are entered, the sender can deliver a message of any length, which the recipient remembers perfectly upon waking. The communication is one-way; the recipient cannot ask questions or offer information, nor can the sender gain any information by observing the dreams of the recipient. Once the message is delivered, the sender\'s mind returns instantly to his body. The duration of the spell is the time required for the sender to enter the recipient\'s dream and deliver the message.}}'}, + {name:'Extension-II',type:'muspelll5',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Extension II,MUspellL5,0H,Alteration]{{}}SpellData=[w:Extension-II,lv:5,sp:4,gp:0,cs:V]{{}}%{MU-Spells-DB|Extension-I}{{title=@{selected|casting-name} casts\nExtension II\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration}}{{components=V}}{{time=[[4]]}}{{range=[[0]]}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p168}}SpellData=[w:Extension-II,lv:5,sp:4,gp:0,cs:V]{{effects=Prolongs the duration of a previously cast 1st-, 2nd-, 3rd-, or 4th level spell by 50%.}}'}, + {name:'Fabricate',type:'muspelll5',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFabricate\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Enchantment, Alteration}}Specs=[Fabricate,MUspellL5,1H,Enchantment|Alteration]{{components=V,S,M}}{{time=Up to [[@{selected|mu-casting-level}]] rounds}}{{range=[[5*@{selected|mu-casting-level}]] yards}}{{duration=Permanent}}{{aoe=[Non-minerals @{selected|mu-casting-level} cu.yds.](!rounds --aoe @{selected|token_id}|rectangle|yards|[[5*@{selected|mu-casting-level}]]|||magic) or [Minerals @{selected|mu-casting-level} cu.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|[[5*@{selected|mu-casting-level}]]|||magic)}}{{save=None}}{{reference=PHB p168}}SpellData=[w:Fabricate,lv:5,sp:[[10*@{selected|mu-casting-level}]],gp:0,cs:VSM]{{effects=Convert material of one sort into a product that is of the same material. Cannot create or alter magical or living things.}}{{hide1=Thus, the spellcaster can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If the caster works with a mineral, the area of effect is reduced by a factor of 27 (1 cubic foot per level instead of 1 cubic yard).\nArticles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be fabricated unless the wizard otherwise has great skill in the appropriate craft.\nCasting requires one full round per cubic yard (or foot) or material to be affected by the spell.}}'}, + {name:'False-Vision',type:'muspelll5',ct:'5',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFalse Vision\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Divination}}Specs=[False Vision,MUspellL5,1H,Divination]{{components=V,S,M}}{{time=[[5]]}}{{range=[[0]]}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[1d4+@{selected|mu-casting-level}]] rounds}}!!!{{aoe=[30ft radius](!rounds --aoe @{selected|token_id}|circle|yards|0|10||magic|true --target caster|@{selected|token_id}|False-vision|\\amp#64;{selected|spell-duration}|-1|Sending a false vision|bleeding-eye)}}{{save=None}}{{reference=PHB p168}}SpellData=[w:False Vision,lv:5,sp:5,gp:500,cs:VSM]{{effects=Confound any attempt to scry (by means of either a spell or a magical device) any point within the area of effect of the spell.}}{{hide1=To use the spell, he must be aware of the scrying attempt, although knowledge of the scryer or the scryer\'s location is not necessary. Upon casting the spell, the caster and all he desires within the radius of the spell become undetectable to the scrying. Furthermore, the caster is able to send whatever message he desires, including vision and sound, according to the medium of the scrying method. To do this, the caster must concentrate on the message he is sending. Once concentration is broken, no further images can be sent, although the caster remains undetectable for the duration of the spell.}}'}, + {name:'Feeblemind',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFeeblemind\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Enchantment/Charm}}Specs=[Feeblemind,MUspellL5,1H,Enchantment-Charm]{{components=V, S, M}}{{time=[[5]]}}{{range=[[10*@{selected|mu-casting-level}]] yds}}{{duration=Permanent}}{{aoe=[1 creature who uses magic spells](!rounds --aoe @{selected|token_id}|circle|yards|0|[[20*@{selected|mu-casting-level}]]||dark|true)}}{{save=Negates}}{{reference=PHB p140}}{{Use=Click [Enfeable](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a victim|token_id}|Feeblemind|99|0|Intelligence of a dull child|broken-skull|svspe\\clon;gm\\amp#123;Type of creature targeted by feablemind?/Clerical,+1/Human wizard,-4/Both or non-human,-2\\amp#125;) and select the unfortunate victim. The GM will be prompted to choose the saving throw modifier and then the victim can make a saving throw}}{{reference=PHB p168}}SpellData=[w:Feablemind,lv:5,sp:5,gp:0.02,cs:VSM]{{effects=Target reduced to the intelligence of a moronic child until Heal or Wish used. Save depends on types of spell cast by creature: Clerical +[[1]], Wizard (human) [[0-4]], Both or non-human [[0-2]]. Wisdom adjustments apply. Save negates.}}{{hide1=This spell is used solely against people or creatures who use magic spells. The subject remains in this state until a heal or wish spell is used to cancel the effects. Magicusing beings are very vulnerable to this spell; thus, their saving throws are made with the adjustments shown above.}}{{materials=A handful of clay, crystal, glass, or mineral, costing 2cp}}'}, + {name:'Hold-Monster',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nHold Monster\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Enchantment/Charm}}Specs=[Hold Monster,MUspellL5,1H,Enchantment-Charm]{{components=V, S, M}}{{time=[[5]]}}{{range=[[5*@{selected|mu-casting-level}]] yds}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[1]] to [[4]] creatures in a [40ft. cube](!rounds --aoe @{selected|token_id}|square|feet|[[15*@{selected|mu-casting-level}]]|40||dark)}}{{save=Negates}}{{reference=PHB p169}}{{Use=Click [Hold](!rounds --target multi|@{selected|token_id}|Hold-monster|[[@{selected|mu-casting-level}]]|-1|Held|fishing-net|svspe\\clon;v\\lpar;\\lpar;\\lpar;2\\amp#42;#\\rpar;-5\\rpar;;0\\rpar;) and then select the monster tokens to hold before pressing *add status changes* button in the chat window, which will set the correct save mods and prompt for saving throws}}SpellData=[w:Hold-Monster,lv:5,sp:5,gp:0.05,cs:VSM]{{effects=Immobilises from one to four creatures of any type within spell range and in sight of the spellcaster.}}{{hide1=He can opt to hold one, two, three, or four creatures. If three or four are attacked, each saving throw is normal; if two are attacked, each saving throw suffers a -1 penalty; if only one is attacked, the saving throw suffers a -3 penalty.}}{{materials=One hard metal bar or rod for each monster to be held. Can be as small as a three-penny nail costing 5cp}}'}, + {name:'Leomunds-Lamentable-Belaborment',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLeomund\'s Lamentable Belaborment\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Enchantment, Evocation}}Specs=[Leomunds Lamentable Belaborment,MUspellL5,0H,Enchantment|Evocation]{{components=V}}{{time=[[5]]}}{{range=[[10]] yards}}{{duration=Special}}{{aoe=1 or more creatures in [10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|30|20||magic)}}{{save=Special}}{{Use=[Engage them in conversation](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who to debate with?|token_id}|LLB-conversation|3|-1|Engaged in polite active conversation|rolling-bomb|svspe\\clon;gm\\amp#123;Intelligence of target?/2 or less,+20/3 to 7,-1/8 to 10,+0/11 to 14,+1/15 or more,+2\\amp#125;) and select each conversationalist in turn - the GM will be asked about intelligence after each is selected}}{{reference=PHB p169}}SpellData=[w:Leomunds Lamentable Belaborment,lv:5,sp:5,gp:0,cs:V]{{effects=Distracts the subject creatures by drawing them into an absorbing discussion on topics of interest to them.}}{{hide1=A chain of responses occurs during the next 11 rounds, with additional saving throws as described later. These responses are conversation (rounds 1-3), possible confusion (rounds 4-6), and then either rage or lamentation (rounds 7-11). All saving throws are affected by the creatures\' Intelligences, as noted later. The subject creatures must be able to understand the language in which the spellcaster speaks.\nUpon casting the spell, the wizard begins discussion of some topic germane to the creature or creatures to be affected. Those making a successful saving throw vs. spell are unaffected. Affected creatures immediately begin to converse with the spellcaster, agreeing or disagreeing, all most politely. As long as the spellcaster chooses, he can maintain the spell by conversing with the subject(s). If the caster is attacked or otherwise distracted, the subject creatures do not notice.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Intelligence\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Saving Throw Modifier\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2 or less\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Spell has no effect\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3-7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;11-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe wizard can leave at any time after the casting and the subject(s) continue on as if the caster were still present. As long as they are not attacked, the creatures ignore all else going on around them, spending their time talking and arguing to the exclusion of other activities. However, when the caster leaves, each subject completes only the stage of the spell that it is currently in, and then the spell is broken.\nIf the caster maintains the spell for more than three rounds, each affected creature can roll another saving throw vs. spell. Those failing to save wander off in confusion for 1d10+2 rounds, staying away from the spellcaster. Those who make this saving throw continue to talk and roll saving throws for each round that the caster continues the spell, up through the sixth round, to avoid the confusion effect.\nIf the spell is maintained for more than six rounds, each subject must roll a successful saving throw vs. spell to avoid going into a rage, attacking all other subjects of the spell with intent to kill. This rage lasts for 1d4+1 rounds. Those who successfully save against the rage effect realize that they have been deceived and collapse to the ground, lamenting their foolishness, for 1d4 rounds unless attacked or otherwise disturbed.}}'}, + {name:'Leomunds-Secret-Chest',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLeomund\'s Secret Chest\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration, Conjuration-Summoning}}Specs=[Leomunds Secret Chest,MUspellL5,1H,Alteration|Conjuration-Summoning]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Special}}{{duration=[[60]] days}}{{aoe=One chest, about 2 x 2 x 3ft}}{{save=None}}{{reference=PHB p169}}SpellData=[w:Leomunds Secret Chest,lv:5,sp:5,gp:0,cs:VSM]{{effects=Enables a specially constructed expensive chest to be hidden deep within the Ethereal Plane, to be summoned using a small model of the chest.}}{{hide1=The large chest must be exceptionally well-crafted and expensive, constructed for the caster by master craftsmen. If made principally of wood, it must be ebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum. If constructed of ivory, the metal fittings of the chest must be gold. If the chest is fashioned from bronze, copper, or silver, its fittings must be electrum or silver. The cost of such a chest is never less than 5,000 gp. Once it is constructed, the wizard must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy. One wizard can have but one pair of these chests at any given time--even wish spells do not allow exceptions! The chests themselves are nonmagical, and can be fitted with locks, wards, and so on, just as any normal chest. While touching the chest and holding the tiny replica, the caster chants the spell. This causes the large chest to vanish into the Ethereal Plane. The chest can contain 1 cubic foot of material per level of the wizard no matter what its apparent size. Living matter makes it 75% likely that the spell fails, so the chest is typically used for securing valuable spell books, magical items, gems, etc. As long as the spellcaster has the small duplicate of the magical chest, he can recall the large one from the Ethereal Plane whenever the chest is desired. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can return, although an expedition might be mounted to find it.\nWhile the chest is in the Ethereal Plane, there is a cumulative 1% chance per week that some being finds it. This chance is reset to 1% whenever the chest is recalled and the spell recast to return it to the Ethereal Plane. If the chest is found, the DM must work out the encounter and decide how the being reacts to the chest (for example, it might ignore the chest, fully or partially empty it, or even exchange or add to the items present!).\nWhenever the secret chest is brought back to the Prime Material Plane, an ethereal window is opened for a variable amount of time (usually about one turn); the window slowly diminishes in size. When this hole opens between the planes, check for an ethereal encounter to see if a monster is drawn through.\nIf the large chest is not retrieved before the spell duration lapses, there is a cumulative chance of 5% per day that the chest is lost.}}'}, + {name:'Magic-Jar',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMagic Jar\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Necromancy}}Specs=[Magic Jar,MUspellL5,1H,Necromancy]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=Special}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p169}}SpellData=[w:Magic Jar,lv:5,sp:5,gp:0,cs:VSM]{{effects=Shift the caster\'s life force into a special receptacle (a gem or large crystal). From there the caster can force an exchange of life forces between the receptacle and another creature, thus enabling the wizard to take over and control the body of another creature, while the life force of the host is confined in the receptacle.}}{{hide1=The special life force receptacle must be within spell range of the wizard\'s body at the time of spellcasting. The wizard\'s life force shifts into the receptacle in the round in which the casting is completed, allowing no other actions.\nWhile in the magic jar, the caster can sense and attack any life force within a 10-footper- level radius (on the same plane); however, the exact creature types and relative physical positions cannot be determined. In a group of life forces, the caster can sense a difference of four or more levels/Hit Dice and can determine whether a life force is positive or negative energy.\nFor example, if two 10th-level fighters are attacking a hill giant and four ogres, the caster could determine that there are three stronger and four weaker life forces within range, all with positive life energy. The caster could try to take over either a stronger or a weaker creature, but he has no control over exactly which creature is attacked.\nAn attempt to take over a host body requires a full round. It is blocked by a protection from evil spell or similar ward. It is successful only if the subject fails a saving throw vs. spell with a special modifier (see following). The saving throw is modified by subtracting the combined Intelligence and Wisdom scores of the target from those of the wizard (Intelligence and Hit Dice in nonhuman or nonhumanoid creatures). This modifier is added to (or subtracted from) the die roll.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Difference\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Die Adjustment\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;-9 or less\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;-8 to -6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;-5 to -3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;-2 to 0\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;+1 to +4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;+5 to +8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;+9 to +12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;+13 or more\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nA negative score indicates that the wizard has a lower total than the target; thus, the host has a saving throw bonus. Failure to take over the host leaves the wizard\'s life force in the magic jar.\nIf successful, the caster\'s life force occupies the host body and the host\'s life force is confined in the magic jar receptacle. The caster can call upon rudimentary or instinctive knowledge of the subject creature, but not upon its real or acquired knowledge (i.e., the wizard does not automatically know the language or spells of the creature). The caster retains his own attack rolls, class knowledge and training, and any adjustments due to his intelligence or Wisdom. If the host body is human or humanoid, and the necessary spell components are available, the wizard can even use his memorized spells. The host body retains its own hit points and physical abilities and properties. The DM decides if any additional modifications are necessary; for example, perhaps clumsiness or inefficiency occurs if the caster must become used to the new form. The alignment of the host or receptacle is that of the occupying life force.\nThe caster can shift freely from the host to the receptacle if within the 10-foot-per-level range. Each attempt to shift requires one round. The spell ends when the wizard shifts from the jar to his own body.\nA successful dispel magic spell cast on the host can drive the caster of the magic jar spell back into the receptacle and prevent him from making any attacks for 1d4 rounds plus 1 round per level of the caster of the dispel. The base success chance is 50%, plus or minus 5% per level difference between the casters. A successful dispel magic cast against the receptacle forces the occupant back into his own body. If the wizard who cast the magic jar is forced back into his own body, the spell ends.\nIf the host body is slain, the caster returns to the receptacle, if within range, and the life force of the host departs (i.e., it is dead). If the host body is slain beyond the range of the spell, both the host and the caster die.\nAny life force with nowhere to go is treated as slain unless recalled by a raise dead, resurrection, or similar spell.\nIf the body of the caster is slain, his life force survives if it is in either the receptacle or the host. If the receptacle is destroyed while the caster\'s life force occupies it, the caster is irrevocably slain.}}'}, + {name:'Major-Creation',type:'muspelll5',ct:'100',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMajor Creation\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Illusion-Phantasm}}Specs=[Major Creation,MUspellL5,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[10]] yards}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p170}}SpellData=[w:Major Creation,lv:5,sp:100,gp:0.01,cs:VSM]{{effects=Pull wisps of material from the Demiplane of Shadow to create an item of nonliving, vegetable nature. The wizard can also create mineral objects.}}{{hide1=Examples of items might be soft goods, rope, wood, stone, crystal, metal, etc. The item created cannot exceed 1 cubic foot per level of the spellcaster in volume. The duration of the created item varies with its relative hardness and rarity:\n\\amplt;table width="100%"\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Vegetable matter\\amplt;/th\\ampgt;\\amplt;td\\ampgt;2 hours/level\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Stone or crystal\\amplt;/th\\ampgt;\\amplt;td\\ampgt;1 hour/level\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Precious metals\\amplt;/th\\ampgt;\\amplt;td\\ampgt;2 turns/level\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Gems\\amplt;/th\\ampgt;\\amplt;td\\ampgt;1 turn/level\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Mithral^\\amplt;/th\\ampgt;\\amplt;td\\ampgt;2 rounds/level\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Adamantite\\amplt;/th\\ampgt;\\amplt;td\\ampgt;1 round/level\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Includes similar rare metals.\nAttempting to use any of these as material components in a spell will cause the spell to fail. The spellcaster must have at least a tiny piece of matter of the same type as the item he plans to create--a bit of twisted hemp to create rope, a chip of stone to create a boulder, and so on.}}'}, + {name:'Monster-Summoning-III',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMonster Summoning |||\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Conjuration-Summoning}}Specs=[Monster Summoning III,MUspellL5,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[5]]}}{{range=Special}}{{duration=[[4+@{selected|mu-casting-level}]] rounds}}{{aoe=[50yd radius](!rounds --aoe @{selected|token_id}|circle|yards|0|100||magic|true)}}{{save=None}}{{reference=PHB p170}}SpellData=[w:Monster Summoning III,lv:5,sp:5,gp:0.1,cs:VSM]{{effects=[1d4](!\\amp#13;\\amp#47;r 1d4) 3rd level monsters (selected by the DM from the Monster Summoning III Table in the MC) appear in the area, placed by the caster. Attack to best of their ability until caster demands attack cease, spell expires, or are slain. Disappear when slain, no morale checks. If can communicate and not attacking, caster can ask them to perform tasks.}}{{hide1=Creatures appear within one round of casting this spell. The monsters appear anywhere within the spell\'s area of effect, as desired by the wizard. These creatures do not check morale, but they vanish when slain.\nIn rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.}}{{materials=A tiny bag and a small candle, worth 1sp in total}}'}, + {name:'Mordenkainens-Faithful-Hound',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMordenkainen\'s Faithful Hound\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Conjuration-Summoning}}Specs=[Mordenkainens Faithful Hound,MUspellL5,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[5]]}}{{range=[10 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p170}}SpellData=[w:Mordenkainens Faithful Hound,lv:5,sp:5,gp:0.5,cs:VSM]{{effects=Summons up a phantom watchdog that only he can see that can guard a passage, room, door, or similar space or portal.}}{{hide1=The phantom watchdog immediately commences a loud barking if any creature larger than a cat approaches the place it guards. As the faithful hound is able to detect invisible creatures and ward against the approach of ethereal creatures, it is an excellent guardian. It does not react to illusions that are not at least quasi-real.\nIf the intruding creature exposes its back to the watchdog, the dog delivers a vicious attack as if it were a 10-Hit Dice monster, striking for 3d6 points of damage. It is able to hit opponents of all types, even those normally subject only to magical weapons of +3 or greater. Creatures without backs (for example, ochre jellies) are not attacked. The faithful hound cannot be attacked, but it can be dispelled. The spell lasts for a maximum of one hour plus half an hour per caster level, but once it is activated by an intruder, it lasts only one round per caster level. If the spellcaster is ever more than 30 yards distant from the area that the watchdog guards, the spell ends.}}{{materials=A tiny silver whistle (costing 10gp to source and reusable 20 times), a piece of bone, and a thread}}'}, + {name:'Nightmare',type:'muspelll5',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nNightmare\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Illusion/Phantasm (reversable)}}Specs=[Nightmare,MUspellL5,1H,Illusion-Phantasm]{{components=V,S}}{{time=[[1]] Turn}}{{range=Touch}}{{duration=Special}}{{aoe=[[1]]creature}}{{save=Negates}}{{reference=PHB p168 (Dream)}}SpellData=[w:Nightmare,lv:5,sp:100,gp:0,cs:VS]{{effects=Enables the caster, or a messenger touched by the caster, to disturb the sleep of others by sending a nightmare.}}{{hide1=Enables the caster to send a hideous and unsettling vision to the recipient, who is allowed a saving throw vs. spell to avoid the effect. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the recipient fatigued and unable to regain spells for the next day. A dispel evil spell cast upon the recipient stuns the caster of the nightmare for one turn per level of the cleric countering this evil sending.}}'}, + {name:'Passwall',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPasswall\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration}}Specs=[Passwall,MUspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[[30]] yards}}{{duration=1 hour + [[@{selected|mu-casting-level}]] turns}}{{aoe=[5 x 8 x 10ft](!rounds --aoe @{selected|token_id}|rectangle|feet|90|10|5|light)}}{{save=None}}{{reference=PHB p171}}SpellData=[w:Passwall,lv:5,sp:5,gp:0.01,cs:VSM]{{effects=Enables the spellcaster to open a passage through wooden, plaster, or stone walls, but not other materials. The spellcaster and any associates can simply walk through.}}{{hide1=The spell causes a 5-foot wide x 8-foot high x 10-foot deep opening. Several of these spells can form a continuing passage so that very thick walls can be pierced. If dispelled, the passwall closes away from the dispelling caster, ejecting those in the passage.}}{{materials=A pinch of sesame seeds worth 1cp}}'}, + {name:'Seeming',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSeeming\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Illusion-Phantasm}}Specs=[Seeming,MUspellL5,1H,Illusion-Phantasm]{{components=V,S}}{{time=[[5]]}}{{range=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|20||magic|true)}}{{duration=12 hours}}{{aoe=[[ceil(@{selected|mu-casting-level}/2)]] people}}{{save=Negates}}{{reference=PHB p171}}{{Use=Click [Willing Change](!rounds --target-nosave multi|@{selected|token_id}|Seeming|720|-1|You appear to be a \\amp#63;{Appear as what?}|ninja-mask) or [Unwilling Change](!rounds --target multi|@{selected|token_id}|Seeming|720|-1|You appear to be a \\amp#63;{Appear as what?}|ninja-mask|svspe\\clon;+0) and name appearance before selecting all those to try to change, then press *add status changes* in the chat window. Saves will be prompted for where needed}}SpellData=[w:Seeming,lv:5,sp:5,gp:0,cs:VS]{{effects=Alter the appearance of [[floor(@{selected|mu-casting-level}/2)]] persons. The change includes clothing and equipment.}}{{hide1=The caster can make the recipients appear as any generally man-shaped bipedal creature, each up to 1 foot shorter or taller than his normal height, and thin or fat or in between. All those affected must resemble the same general type of creature: human, orc, ogre, etc. Each remains a recognizable individual. The effect fails for an individual if the illusion chosen by the caster cannot be accomplished within the spell parameters (for example, a halfling could not be made to look like a centaur, but he might be made to look like a short, young ogre). Unwilling persons receive saving throws vs. spell to avoid the effect. Affected persons resume their normal appearances if slain. The spell is not precise enough to duplicate the appearance of a specific individual.}}'}, + {name:'Sending',type:'muspelll5',ct:'100',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSending\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Evocation}}Specs=[Sending,MUspellL5,1H,Evocation]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Unlimited}}{{duration=Special}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p171}}SpellData=[w:Sending,lv:5,sp:100,gp:0.1,cs:VSM]{{effects=Contact a single creature with whom the caster is familiar and whose name and appearance are known.}}{{hide1=If the creature in question is not on the same plane of existence as the spellcaster, there is a base 5% chance that the sending does not arrive. Local conditions on other planes may worsen this chance considerably, at the option of the DM. The sending, if successful, can be understood even by a creature with an Intelligence as low as 1 (animal intelligence).\nThe wizard can send a short message of 25 words or less to the recipient; the recipient can answer in like manner immediately. Even if the sending is received, the subject creature is not obligated to act upon it in any manner.}}{{materials=Two tiny cylinders, each with one open end, connected by a short piece of fine copper wire, costing 1gp to procure and reusable 10 times}}'}, + {name:'Shadow-Door',type:'muspelll5',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShadow Door\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Illusion-Phantasm}}Specs=[Shadow Door,MUspellL5,1H,Illusion-Phantasm]{{components=S}}{{time=[[2]]}}{{range=[[10]] yards}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p171}}{{Use=[Make a door](!rounds --target-nosave caster|@{selected|token_id}|Shadow-door|@{selected|mu-casting-level}|-1|Escaping through the Shadow Door, so now invisible|half-haze)}}SpellData=[w:Shadow Door,lv:5,sp:2,gp:0,cs:S]{{effects=Creates the illusion of a door which allows the wizard to appear to step through and disappear.}}{{hide1=In reality, he has darted aside and can flee, totally invisible, for the spell duration. Creatures viewing this are deluded into seeing or entering an empty 10-foot x 10-foot room if they open the "door." A true seeing spell, a gem of seeing, or similar magical means can discover the wizard. Certain high Hit Dice monsters might also notice the wizard (see the invisibility spell), but only if making an active attempt to do so.}}'}, + {name:'Shadow-Magic',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShadow Magic\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Illusion/Phantasm}}Specs=[Shadow Magic,MUspellL5,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[5]]}}{{range=[[50+10*@{selected|mu-casting-level}]] yards}}{{duration=Instantaneous}}{{aoe=Depends on the chosen spell}}{{save=[[20]]% of spell damage or half of spell damage}}{{reference=PHB p171}}SpellData=[w:Shadow-Magic,lv:5,sp:5,gp:0,cs:VS]{{effects=Allows the caster to create a quasi-real evocation spell of [[3]]rd level or lower.}}{{hide1=For example, this spell can be magic missile, fireball, lightning bolt, or so on, and has normal effects upon creatures in the area of effect if they fail their saving throws vs. spell. Thus, a creature failing to save against a shadow magic fireball must roll another saving throw. If the latter roll is successful, the creature suffers half the normal fireball damage; if the roll is not successful, the creature suffers full normal fireball damage. If the first saving throw was successful, the shadow magic nature is detected and only 20% of the rolled damage is received (rounding down below fractions below .4 and rounding up fractions of .4 and above).}}'}, + {name:'Shrink-Animal',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nShrink Animal\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration (reversible)}}Specs=[Shrink Animal,MUspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[[60]] yards}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Upto 8 animals in a [20ft. cube](!rounds --aoe @{selected|token_id}|square|feet|180|20||magic)}}{{save=None}}{{Use=Click [Shrink Animals](!rounds --target-nosave multi|@{selected|token_id}|Animal-growth|@{selected|mu-casting-level}|-1|This animal is tiny! half HD \\amp dmg|strong) then select the animals before pressing *add status changes* in the chat window}}{{reference=PHB p165}}SpellData=[w:Shrink Animal,lv:5,sp:5,gp:0.01,cs:VSM]{{effects=Causes all designated animals, up to a maximum of eight, within a 20-foot-square area to shrink to half their normal size, and likewise reduces Hit Dice, attack damage, etc. Only natural animals, including giant forms, can be affected by this spell.}}{{materials=A pinch of powdered bone, costing 1cp}}'}, + {name:'Stone-Shape',type:'muspelll5',ct:'10',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nStone Shape\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration}}Specs=[Stone Shape,MUspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[1]] round}}{{range=Touch}}{{duration=Permanent}}{{aoe=[[@{selected|mu-casting-level}]] cu.ft.}}{{save=None}}{{reference=PHB p171}}SpellData=[w:Stone Shape,lv:5,sp:10,gp:0.01,cs:VSM]{{effects=Form an existing piece of stone into a shape that suits his purposes. The fineness of detail is not great.}}{{hide1=For example, the wizard can make a stone weapon, a special trapdoor, an idol, etc. This spell can also enable the spellcaster to reshape a stone door so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. If the construction involves small moving parts, there is a 30% chance they do not function.}}{{materials=Soft clay (1cp) that must be worked into roughly the desired shape of the stone object and then touched to the stone when the spell is uttered}}'}, + {name:'Summon-Shadow',type:'muspelll5',ct:'5',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSummon Shadow\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Conjuration-Summoning, Necromancy}}Specs=[Summon Shadow,MUspellL5,1H,Conjuration-Summoning|Necromancy]{{components=V,S,M}}{{time=[[5]]}}{{range=[[10]] yards}}{{duration=[[1+@{selected|mu-casting-level}]] rounds}}{{aoe=[10ft. cube](!rounds --aoe @{selected|token_id}|square|feet|30|10||dark)}}{{save=None}}{{reference=PHB p171}}SpellData=[w:Summon Shadow,lv:5,sp:5,gp:5,cs:VSM]{{Use=Ask the GM to *Drag \\amp Drop* the right number of Shadows onto the playing surface and give the caster control}}{{effects=Conjures up [[floor(@{selected|mu-casting-level}/3)]] Shadows. These monsters are under the control of the spellcaster and attack his enemies on command.}}{{materials=A bit of smoky quartz (only 5gp as imperfect)}}'}, + {name:'Telekinesis',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTelekinesis\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration}}Specs=[Telekinesis,MUspellL5,1H,Alteration]{{components=V,S}}{{time=[[5]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=Sustained=[[2+@{selected|mu-casting-level}]] rounds\nHurl:[[1]] round}}{{aoe=Sustained:[[[10*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[20*@{selected|mu-casting-level}]]||magic|true)\nHurl:Objects in [10ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[30*@{selected|mu-casting-level}]]|10||magic), range [[10*@{selected|mu-casting-level}]]ft.}}{{save=Negates}}{{Use=Click [Sustained pushing](!rounds --target-nosave caster|@{selected|token_id}|Telekinesis|[[2+@{selected|mu-casting-level}]]|-1|Pushing object below 25lb at up to 20ft per round|grab) at 20ft/round, to set a timer}}{{reference=PHB p171}} SpellData=[w:Telekinesis,lv:5,sp:5,gp:0,cs:VS]{{effects=Move objects by concentrating on moving them mentally. The spell can provide either a gentle, sustained force or a single short, violent thrust.}}{{hide1=A sustained force enables the wizard to move a weight of up to 25 pounds a distance up to 20 feet per round. The spell lasts two rounds, plus one round per caster level. The weight can be moved vertically, horizontally, or both. An object moved beyond the caster\'s range falls or stops. If the caster ceases concentration for any reason, the object falls or stops. The object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated and so on, if the force required is within the weight limitation. The caster might even be able to untie simple knots, at the discretion of the DM.\nAlternatively, the spell energy can be expended in a single round. The caster can hurl one or more objects within range, and within a 10-foot cube, directly away from himself at high speed, to a distance of up to 10 feet per caster level. This is subject to a maximum weight of 25 pounds per caster level. Damage caused by hurled objects is decided by the DM, but cannot exceed 1 point of damage per caster level. Opponents who fall within the weight capacity of the spell can be hurled, but they are allowed a saving throw vs. spell to avoid the effect. Furthermore, those able to employ as simple a counter-measure as an *enlarge* spell, for example (thus making the body weight go over the maximum spell limit), can easily counter the spell. The various *Bigby\'s hand* spells also counter this spell.}}'}, + {name:'Teleport',type:'muspelll5',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTeleport\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration}}Specs=[Teleport,MUspellL5,0H,Alteration]{{components=V}}{{time=[[2]]}}{{range=Touch}}{{duration=Instantaneous}}{{aoe=Special}}{{save=None}}{{reference=PHB p172}}SpellData=[w:Teleport,lv:5,sp:2,gp:0,cs:V]{{effects=Instantly transports himself, along with a maximum weight of [[250+(150*[[{ {@{selected|mu-casting-level}-10}, {0} }kh1]])]] pounds that is on or being touched by the spellcaster, to a well known destination.}}{{hide1=Distance is not a factor, but interplanar travel is not possible by means of a teleport spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus an additional 150 pounds for each level of experience above the 10th (a 13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt; \\amplt;/th\\ampgt;\\amplt;th colspan="3"\\ampgt;Probability of Teleporting:\\amplt;/th\\ampgt\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Destination Is:\\amplt;/th\\ampgt;\\amplt;th\\ampgt;High\\amplt;/th\\ampgt;\\amplt;th\\ampgt;On Target\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Low\\amplt;/th\\ampgt\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Very familiar\\amplt;/td\\ampgt;\\amplt;td\\ampgt;01-02\\amplt;/td\\ampgt;\\amplt;td\\ampgt;03-99\\amplt;/td\\ampgt;\\amplt;td\\ampgt;00\\amplt;/td\\ampgt\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Studied carefully\\amplt;/td\\ampgt;\\amplt;td\\ampgt;01-04\\amplt;/td\\ampgt;\\amplt;td\\ampgt;05-98\\amplt;/td\\ampgt;\\amplt;td\\ampgt;99-00\\amplt;/td\\ampgt\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Seen casually\\amplt;/td\\ampgt;\\amplt;td\\ampgt;01-08\\amplt;/td\\ampgt;\\amplt;td\\ampgt;09-96\\amplt;/td\\ampgt;\\amplt;td\\ampgt;97-00\\amplt;/td\\ampgt\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Viewed once\\amplt;/td\\ampgt;\\amplt;td\\ampgt;01-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;17-92\\amplt;/td\\ampgt;\\amplt;td\\ampgt;93-00\\amplt;/td\\ampgt\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Never seen\\amplt;/td\\ampgt;\\amplt;td\\ampgt;01-32\\amplt;/td\\ampgt;\\amplt;td\\ampgt;33-84\\amplt;/td\\ampgt;\\amplt;td\\ampgt;85-00\\amplt;/td\\ampgt\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nTeleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest "On Target" probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space--a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.}}'}, + {name:'Transmute-Mud-to-Rock',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTransmute Mud to Rock\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration}}Specs=[Transmute Mud to Rock,MUspellL5,1H,Alteration]{{components=V, S, M}}{{time=[[5]]}}{{range=[[10*@{selected|mu-casting-level}]] yds}}{{duration=Permanent}}{{aoe=[[@{selected|mu-casting-level}]] x [20ft cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|[[30*@{selected|mu-casting-level}]]|||dark)}}{{save=None}}{{reference=PHB p172}}SpellData=[w:Transmute-Mud-to-Rock,lv:5,sp:5,gp:0.02,cs:VSM]{{effects=Transmutes mud into soft rock (sandstone, mudstone or similar material) permanently unless magically changed.}}{{hide1=This spell turns natural mud of any sort into an equal volume of soft stone. The depth of the mud can never exceed half its length or breadth. Creatures in the mud become trapped unless the limbs trapped are of a shape that allows easy removal, such as smooth tenticles.}}{{materials=Sand, lime and water, costing 2cp}}'}, + {name:'Transmute-Rock-to-Mud',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTransmute Rock to Mud\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Alteration}}Specs=[Transmute Rock to Mud,MUspellL5,1H,Alteration]{{components=V, S, M}}{{time=[[5]]}}{{range=[[10*@{selected|mu-casting-level}]] yds}}{{duration=Special}}{{aoe=[[@{selected|mu-casting-level}]] x [20ft cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|[[30*@{selected|mu-casting-level}]]|||dark)}}{{save=None}}{{reference=PHB p172}}SpellData=[w:Transmute-Rock-to-Mud,lv:5,sp:5,gp:0.02,cs:VSM]{{effects=Lasts until Dispel Magic or Mud to Rock cast or evaporates to dirt in [1d6x2xLevel](!\\amp#13;\\amp#47;r 1d6*[[2*@{selected|mu-casting-level}]]) days. Creatures sink and suffocate unless taller than depth or can levitate or fly or light enough to float.*}}{{hide1=Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 10 feet per round and suffocate, except for lightweight creatures that could normally pass across such ground. Brush thrown atop the mud can support creatures able to climb on top of it, with the amount of brush required subject to the DM\'s discretion. The mud remains until a *dispel magic* spell or a reverse of this spell, *mud to rock*, restores its substance--but not necessarily its form.}}{{materials=Clay and water costing 2cp}}'}, + {name:'Wall-of-Force',type:'muspelll5',ct:'5',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWall of Force\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Evocation}}Specs=[Wall of Force,MUspellL5,1H,Evocation]{{components=V, S, M}}{{time=[[5]]}}{{range=[[30]] yds.}}{{duration=[[10+@{selected|mu-casting-level}]] rounds}}{{aoe=[a wall](!rounds --aoe @{selected|token_id}|wall|feet|90||2|magic) [sphere](!rounds --aoe @{selected|token_id}|circle|feet|90|[[2*@{selected|mu-casting-level}]]||magic) [hemisphere](!rounds --aoe @{selected|token_id}|circle|feet|90|[[(3*@{selected|mu-casting-level})]]||magic)}}{{save=None}}{{reference=PHB p172}}SpellData=[w:Wall-of-Force,lv:5,sp:5,gp:5000,cs:VSM]{{effects=Creates an invisible barrier in the locale desired by the caster, up to the spell\'s range, which cannot move and is totally unaffected by most spells, including *Dispel Magic*.\nThe wizard can, if desired, form [a wall](!rounds --aoe @{selected|token_id}|wall|feet|90||2|magic) up to [[10*@{selected|mu-casting-level}]]ft-sq. or [sphere](!rounds --aoe @{selected|token_id}|circle|feet|90|[[2*@{selected|mu-casting-level}]]||magic) of [[@{selected|mu-casting-level}]]ft radius or [hemisphere](!rounds --aoe @{selected|token_id}|circle|feet|90|[[(3*@{selected|mu-casting-level})]]||magic) of [[(3*@{selected|mu-casting-level})/2]]ft radius. The wall of force must be continuous and unbroken when formed; if its surface is broken by any object or creature, the spell fails. The caster can end the spell on command.}}{{hide1=A *disintegrate* spell will immediately destroy it, as will a *rod of cancellation* or a *sphere of annihilation*. Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, etc. Spells and breath weapons cannot pass through it in either direction, although *dimension door, teleport,* and similar effects can bypass the barrier.}}{{materials=A pinch of powdered diamond worth 5,000 gp.}}'}, + {name:'Wall-of-Iron',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWall of Iron\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Evocation}}Specs=[Wall of Iron,MUspellL5,1H,Evocation]{{components=V,S,M}}{{time=[[5]]}}{{range=[[5*@{selected|mu-casting-level}]] yards}}{{duration=Permanent}}{{aoe=[[[@{selected|mu-casting-level}*15]] sq.ft.](!rounds --aoe @{selected|token_id}|wall|feet|[[15*@{selected|mu-casting-level}]]|||)}}{{save=None}}{{reference=PHB p172}}SpellData=[w:Wall of Iron,lv:5,sp:5,gp:0.1,cs:VSM]{{effects=Creates a vertical iron wall [[(@{selected|mu-casting-level}/4)]] inch thick which can be used to seal off a passage or close a breach. Can be created vertically resting on a flat surface, so that it can be tipped over to fall on and crush any creature beneath it.}}{{hide1=The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wizard is able to create an iron wall of up to 15 square feet per experience level; thus, a 12th-level wizard can create a wall of iron with an area of 180 square feet. The wizard can double the wall\'s area by halving its thickness.\nIf vertical and **not** embedded in surrounding material that will prop it up, the wall is 50% likely to tip in either direction. This chance can be modified by a force of not less than 30 Strength and 400 pounds mass--each pound over 400 or Strength point over 30 alters the chance by 1% in favor of the stronger side. Creatures with room to flee the falling wall may do so by making successful saving throws vs. death. Those who fail are killed. Huge and gargantuan creatures cannot be crushed by the wall.\nThe wall is permanent, unless successfully dispelled, but it is subject to all forces a normal iron wall is subject to--rust, perforation, etc.}}{{materials=A small piece of sheet iron}}'}, + {name:'Wall-of-Stone',type:'muspelll5',ct:'5',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWall of Stone\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 5 Wizard}}{{school=Evocation}}Specs=[Wall of Stone,MUspellL5,1H,Evocation]{{components=V,S,M}}{{time=[[5]]}}{{range=[[5*@{selected|mu-casting-level}]] yards}}{{duration=Permanent}}{{aoe=[[[@{selected|mu-casting-level}*20]] sq.ft.](!rounds --aoe @{selected|token_id}|wall|feet|[[20*@{selected|mu-casting-level}]]|||)}}{{save=None}}{{reference=PHB p173}}SpellData=[w:Wall of Stone,lv:5,sp:5,gp:0.1,cs:VSM]{{effects=Creates a wall of granite rock [[@{selected|mu-casting-level}/4]] inch thick that merges into adjoining rock surfaces.}}{{hide1=It is typically employed to close passages, portals, and breaches against opponents. The wall of stone is 0.25 inch thick and up to 20 square feet per level of experience of the wizard casting the spell. Thus, a 12th-level wizard can create a wall of stone 3 inches thick and up to 240 square feet in surface area (a 12-foot-wide and 20-foot-high wall, for example, to completely close a 10-foot x 16-foot passage). The wall created need not be vertical, nor rest upon any firm foundation (see the *wall of iron* spell); however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the area of effect by half. Thus, a 20th level caster can create a span with a surface area of 200 square feet. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area. The stone is permanent unless destroyed by a *dispel magic* or *disintegrate spell*, or by normal means such as breaking or chipping.}}{{materials=A small block of granite}}'}, + ]}, + MU_Spells_DB_L6:{bio:'
Magic User Spell Database: Level 1
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 6 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 09/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see MU-Spells-DB-Item', + root:'MU-Spells-DB', + api:'magic', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Antimagic-Shell',type:'muspelll6',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nAntimagic Shell\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Abjuration}}Specs=[Antimagic Shell,MUspellL6,1H,Abjuration]{{components=V,S}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=[[[@{selected|mu-casting-level}]] ft. diameter](!rounds --target caster|@{selected|token_id}|Antimagic-shell|[[10*@{selected|mu-casting-level}]]|-1|Protected by an antimagic shell|white-tower)}}{{save=None}}{{reference=PHB p173}}SpellData=[w:Antimagic Shell,lv:6,sp:1,gp:0,cs:VS]{{effects=The wizard surrounds himself with an invisible barrier that moves with him. The space within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of spells or their effects.}}{{hide1=Likewise, it prevents the functioning of any magical items or spells within its confines. The area is also impervious to breath weapons, gaze or voice attacks, and similar special attack forms.\nThe antimagic shell also hedges out charmed, summoned, or conjured creatures. It cannot, however, be forced against any creature that it would keep at bay; any attempt to do so creates a discernible pressure against the barrier, and continued pressure will break the spell. Normal creatures (a normally encountered troll rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magical sword does not function magically within the area, it is still a sword. Note that creatures on their home plane are normal creatures there. Thus, on the Elemental Plane of Fire, a randomly encountered fire elemental cannot be kept at bay by this spell. Artifacts, relics, and creatures of demigod or higher status are unaffected by mortal magic such as this.\nShould the caster be larger than the area enclosed by the barrier, parts of his person may be considered exposed, at the DM\'s option. A dispel magic spell does not remove the spell; the caster can end it upon command.}}'}, + {name:'Bigbys-Forceful-Hand',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBigby\'s Forceful Hand\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Evocation}}Specs=[Bigbys Foreceful Hand,MUspellL6,1H,Evocation]{{components=V,S,M}}{{time=[[6]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{Use=[Create hand](!rounds --target-nosave caster|@{selected|token_id}|Bigbys-forceful-hand|@{selected|mu-casting-level}|-1|They\'ve given you a Forcefully Big Hand! HP@{selected|hp|max}, AC0|fist)}}{{reference=PHB p173}}SpellData=[w:Bigbys Forceful Hand,lv:6,sp:6,gp:0.1,cs:VSM]{{effects=*Bigby\'s forceful hand* is a more powerful version of *Bigby\'s interposing hand*. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that places itself between the spellcaster and a chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. The forceful hand has an Armor Class of 0, has [[@{selected|hp|max}]] HP, and vanishes when destroyed.}}{{hide1=However, the forceful hand also pushes on the opponent. This force can push away a creature weighing 500 pounds or less, slow movement to 10 feet per round if the creature weighs between 500 and 2,000 pounds, or slow movement by 50% if the creature weighs more than 2,000 pounds.\nA creature pushed away is pushed to the range limit, or until pressed against an unyielding surface. The hand itself inflicts no damage. The caster can cause it to retreat (to release a trapped opponent, for example) or dismiss it on command.}}{{materials=A glove costing 1gp, that can be reused 10 times}}'}, + {name:'Chain-Lightning',type:'muspelll6',ct:'5',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nChain Lightning\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Evocation}}Specs=[Chain Lightning,MUspellL6,1H,Evocation]{{components=V,S,M}}{{time=[[5]]}}{{range=[[[40+(5@{selected|mu-casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[40+(5@{selected|mu-casting-level})]]||lightning|true)}}{{duration=Instantaneous}}{{aoe=Special}}{{save=Halves}}{{reference=PHB p173}}SpellData=[w:Chain Lightning,lv:6,sp:5,gp:0.1,cs:VSM]{{effects=Creates an electrical discharge that begins as a single stroke of lightning, striking one object or creature initially doing [[{ {(@{selected|mu-casting-level})},{12} }kl1]]d6, then arcs to a series of other objects or creatures within range, doing 1d6 less damage per jump. Strikes @{selected|mu-casting-level} times (DM decides if can be more than 12 \\amp damage ater 12th), but only once per object/creature.}}{{hide1=A single stroke of lightning, 2 1/2 feet wide, commencing from the fingertips of the caster. The bolt initially inflicts 1d6 points of damage per level of the caster, to a maximum of 12d6 (half damage if the object or creature rolls a successful saving throw vs. spell). After the first strike, the lightning arcs to the next nearest object or creature. Each creature or magical object hit receives a saving throw vs. spell. Success on this save indicates the creature suffers only half damage from the bolt.\nThe chain can strike as many times (including the first object or creature) as the spellcaster has levels, although each creature or object can be struck only once. Thus, a bolt cast by a 12th-level wizard can strike up to 12 times, causing less damage with each strike. The bolt continues to arc until it has struck the appropriate number of objects or creatures, until it strikes an object that grounds it (interconnecting iron bars of a large cell or cage, a large pool of liquid, etc.), or until there are no more objects or creatures to strike.\nDirection is not a consideration when plotting chain lightning arcs. Distance is a factor - an arc cannot exceed the spell\'s range. If the only possible arc is greater than the spell\'s range, the stroke fades into nothingness. Creatures immune to electrical attack can be struck, even though no damage is taken. Note that it is possible for the chain to arc back to the caster!}}{{materials=a bit of fur, a piece of amber, glass, or crystal rod, and one silver pin for each experience level of the caster, minimum cost 2gp, reusable 20 times}}'}, + {name:'Conjure-Animals',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nConjure Animals\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Conjuration-Summoning}}Specs=[Conjure Animals,MUspellL6,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[6]]}}{{range=Special}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[30 yard radius](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{save=None}}{{reference=PHB p174}}SpellData=[w:Conjure Animals,lv:6,sp:6,gp:0,cs:VS]{{effects=Create one or more mammals to attack caster\'s opponents. Total Hit Dice cannot exceed [[2*@{selected|mu-casting-level}]], if determined randomly, or [[@{selected|mu-casting-level}]] if a specific animal type is requested. Count every +1 HP bonus of a creature as 1/4 of a Hit Die.}}{{hide1=A wizard of 12th level could randomly conjure two mammals with 12 Hit Dice, four with 6 Hit Dice each, six with 4 Hit Dice each, eight with 3 Hit Dice each, twelve with 2 Hit Dice each, or 24 with 1 Hit Die each, or a creature with 4+3 Hit Dice equals a 4 3/4 Hit Dice creature. The conjured animal(s) remain for one round for each level of the conjuring wizard, or until slain. They follow the caster\'s verbal commands. Conjured animals unfailingly attack the wizard\'s opponents, but they resist being used for any other purpose.}}'}, + {name:'Contingency',type:'muspelll6',ct:'100',charge:'uncharged',cost:'150',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nContingency\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Evocation}}Specs=[Contingency,MUspellL6,1H,Evocation]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]] days}}{{aoe=The caster}}{{save=None}}{{reference=PHB p174}}SpellData=[w:Contingency,lv:6,sp:100,gp:150,cs:VSM]{{effects=Able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the contingency spell.}}{{hide1=The contingency spell and the spell it is to bring into effect are cast at the same time (the one-turn casting time indicated is the total for both castings). The spell to be brought into effect by the prescribed contingency must be one that affects the wizard\'s person (feather fall, levitation, fly, feign death, etc.) and be of a spell level no higher than 1/3 of the caster\'s experience level (rounded down), but not higher than the 6th spell level.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Caster Level\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Contingency Spell Level\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6th\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nOnly one contingency spell can be placed on the spellcaster at any one time; if a second is cast, the first one (if still active) is cancelled. The conditions needed to bring the spell into effect must be clear, although they can be rather general. For example, a contingency spell cast with an airy water spell might prescribe that any time the wizard is plunged into or otherwise engulfed in water or similar liquid, the airy water spell will instantly come into effect. Or a contingency could bring a feather fall spell into effect any time the wizard falls more than 2 feet. In all cases, the contingency immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell complex (the contingency spell and the companion magic) may fail when called upon.}}{{materials=(in addition to those of the companion spell) 100 gp worth of quicksilver and an eyelash of an ogre mage, ki-rin, or similar spell-using creature, a statuette of the wizard carved from elephant ivory (which is not destroyed, though it is subject to wear and tear), which must be carried on the person of the spellcaster for the contingency spell to perform its function when called upon. Total cost per spell casting is 150gp}}'}, + {name:'Control-Weather',type:'muspelll6',ct:'100',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nControl Weather\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration}}Specs=[Control Weather,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[4d6](!\\amp#13;\\amp#47;r 4d6) hours}}{{aoe=[4d4](!\\amp#13;\\amp#47;r 4d4) sq. miles}}{{save=None}}{{reference=PHB p174}}SpellData=[w:Control Weather,lv:6,sp:100,gp:0.05,cs:VSM]{{effects=Change the weather in the local area.}}{{hide1=The spell affects the weather for 4d6 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the weather conditions to occur. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart.\nThe upper-cased headings represent the existing weather conditions. The small headings beneath each large heading are the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is clear and warm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible--fog and strong wind, for example. Multiple control weather spells can be used only in succession.\nThe material components for this spell are burning incense and bits of earth and wood mixed in water. Obviously, this spell functions only in areas where there are appropriate climatic conditions.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Precipitation\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Temperature\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Wind\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;**CLEAR WEATHER**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**HOT**\\amplt;/td\\ampgt;\\amplt;td\\ampgt; **CALM**\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Very clear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Sweltering heat\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dead calm\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Light clouds or hazy\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Warm\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Light wind\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Moderate wind\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;**PARTLY CLOUDY**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**WARM**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**MODERATE WIND**\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Clear weather\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hot\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Calm\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Cloudy\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cool\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Strong wind\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Mist/light rain/small hail\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Sleet/light snow\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;**CLOUDY**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**COOL**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**STRONG WIND**\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Partly cloudy\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Warm\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Moderate wind\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Deep Clouds\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cold\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gale\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Fog\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Heavy rain/large hail\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Driving sleet/Heavy snow\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;**COLD**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**GALE**\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cool\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Strong wind\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Arctic cold\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Storm\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;**STORM**\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gale\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hurricane-typhoon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=burning incense costing 5cp, and bits of earth and wood mixed in water}}'}, + {name:'Death-Fog',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDeath Fog\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration, Evocation}}Specs=[Death Fog,MUspellL6,1H,Alteration|Evocation]{{components=V,S,M}}{{time=[[6]]}}{{range=[[30]] yards}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[1d4+@{selected|mu-casting-level}]] rounds}}!!!{{aoe=[[[2*@{selected|mu-casting-level}]] x 10ft. cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|0|||acid)}}{{save=None}}{{Use=[Set the timer](!rounds --target-nosave caster|@{selected|token_id}|Death-fog|\\amp#64;{selected|spell-duration}|-1|Its become a bit foggy|death-zone)}}{{reference=PHB p175}}SpellData=[w:Death Fog,lv:6,sp:6,gp:0.5,cs:VSM]{{effects=Creates an area of solid fog that has the additional property of being highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will die and animals take damage: see PHB p175.}}{{hide1=Vegetation exposed: grass and similar small plants die in two rounds, bushes and shrubs in four, small trees in eight, and large trees in 16 rounds. Animal life not immune to acid suffers damage according to the length of time it is exposed to the vapors of a death fog, as follows:\n**1st round:** 1 point\n**2nd round:** 2 points\n**3rd round:** 4 points\n**4th and each succeeding round:** 8 points\nThe death fog otherwise resembles the 2nd-level fog cloud spell: rolling, billowing vapors that can be moved only by a very strong wind. Any creature attempting to move through the death fog progresses at a rate of 1 foot per unit of normal movement rate per round. A gust of wind spell cannot affect it, but a fireball, flame strike, or wall of fire can burn it away in a single round.\nThe material components are a pinch of dried and powdered peas, powdered animal hoof, and strong acid of any sort (including highly distilled vinegar or acid crystals), which must be obtained from an alchemist.}}{{materials=A pinch of dried and powdered peas, powdered animal hoof, and strong acid of any sort (including highly distilled vinegar or acid crystals), which must be obtained from an alchemist - total cost 5sp}}'}, + {name:'Death-Spell',type:'muspelll6',ct:'6',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDeath Spell\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Necromancy}}Specs=[Death Spell,MUspellL6,1H,Necromancy]{{components=V,S,M}}{{time=[[6]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=Instantaneous}}{{aoe=[[[@{selected|mu-casting-level}]] x 10yd. cubes](!rounds --aoe @{selected|token_id}|rectangle|yards|[[10*@{selected|mu-casting-level}]]|||dark)}}{{save=None}}{{reference=PHB p175}}{{reference=PHB p175}}SpellData=[w:Death Spell,lv:6,sp:6,gp:1000,cs:VSM]{{effects=Snuffs out the life forces of creatures in the area of effect instantly and irrevocably.}}{{hide1=Such creatures cannot be raised or resurrected, but an individual slain in this manner might be brought back via a *wish*. The number of creatures that can be slain is a function of their Hit Dice.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Creatures\' Hit Dice\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Maximum # of Creatures Affected\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Under 2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4d20\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2 to 4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d20\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4+1 to 6+3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6+4 to 8+3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1d4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nIf creatures of differing Hit Dice are attacked with a *death spell*, roll the dice (4d20) to determine how many creatures of under 2 Hit Dice are affected. If the number rolled is greater than the actual number of sub-2 Hit Dice creatures, apply the remainder of the roll to the higher Hit Dice creatures by consulting the following table.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Creatures\' Hit Dice\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Conversion Factor (CF)\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Under 2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2 to 4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4+1 to 6+3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6+4 to 8+3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nIn other words, from the 4d20 roll subtract the number of creatures of less than 2 Hit Dice (these creatures die). If there are any remaining points from the 4d20 roll, subtract 2 for each creature of 2 to 4 Hit Dice (these creatures also die). If this still doesn\'t use up all the 4d20 roll, subtract 10 for each creature of 4+1 to 6+3 Hit Dice, and so on. Stop when all the creatures are dead, all the 4d20 roll is used up, or the remainder is less than half the CF of any remaining creatures. (If the remainder is one-half or more of the CF of a creature, that creature dies.)\nFor example, a mixed group of 20 goblins, eight gnolls, and four ogres, led by a hill giant, are caught in the area of a death spell. The 4d20 roll gives a total of 53 points; 20 of this eliminates the goblins (20 x 1 CF), 16 kills the gnolls (8 x 2 CF), and the remaining 17 kills two ogres (10 points to kill one ogre, and the remaining 7 points are enough to kill one more ogre). The other two ogres and the hill giant are unharmed.\nA death spell does not affect lycanthropes, undead creatures, or creatures from planes other than the Prime Material.}}{{materials=A crushed black pearl with a minimum value of\n1,000 gp}}'}, + {name:'Demi-Shadow-Magic',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDemishadow Magic\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Illusion/Phantasm}}Specs=[Demi-Shadow Magic,MUspellL6,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[6]]}}{{range=[[[60+(10*@{selected|mu-casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[120+(20*@{selected|mu-casting-level})]]||magic|true)}}{{duration=That of spell cast}}{{aoe=That of spell cast}}{{save=Special}}{{reference=PHB p175}}SpellData=[w:Demi-Shadow-Magic,lv:6,sp:6,gp:0,cs:VS]{{effects=Similar to the 5th-level *Shadow Magic* spell, but this spell enables the casting of partially real 4th- and 5th level evocations (*Cone of cold, Wall of Fire, Wall of Ice, Cloudkill,* etc.).}}{{hide1=If recognized as demishadow magic (if a saving throw vs. spell is successful), damaging spells inflict only 40% of normal damage, with a minimum of 2 points per die of damage. A demishadow magic cloudkill slays creatures with fewer than 2 Hit Dice and inflicts 1d2 points of damage per round.}}'}, + {name:'Disintegrate',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0.2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDisintegrate\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration}}Specs=[Disintegrate,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=[[6]]}}{{range=[[5*@{selected|mu-casting-level}]]yds}}{{duration=Instantaneous}}{{aoe=[1 creature ray](!rounds --aoe @{selected|token_id}|bolt|feet|0|[[15*@{selected|mu-casting-level}]]|3|acid) or [10x10x10ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[15*@{selected|mu-casting-level}]]|10||lightning)}}{{save=Negates}}{{reference=PHB p175}}SpellData=[w:Disintegrate,lv:6,sp:6,gp:0.2,cs:VSM]{{effects=This spell causes matter to vanish. It affects even matter (or energy) of a magical nature, such as Bigby\'s forceful hand, but not a globe of invulnerability or an antimagic shell.}}{{hide1=Disintegration is instantaneous, and its effects are permanent. Any single creature can be affected, even undead. Nonliving matter, up to a 10-foot x 10-foot x 10-foot cube, can be obliterated by the spell. The spell creates a thin, green ray that causes physical material touched to glow and vanish, leaving traces of fine dust. Creatures that successfully save vs. spell have avoided the ray (material items have resisted the magic) and are not affected. Only the first creature or object struck can be affected.}}{{materials=A lodestone costing 2sp and a pinch of dust.}}'}, + {name:'Enchant-an-Item',type:'muspelll6',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nEnchant an Item\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Enchantment, Invocation}}Specs=[Enchant an Item,MUspellL6,1H,Enchantment|Invocation]{{components=V,S,M}}{{time=Special}}{{range=Touch}}{{duration=Special}}{{aoe=1 Item}}{{save=Negates}}{{reference=PHB p175-6}}SpellData=[w:Enchant an Item,lv:6,sp:100,gp:0,cs:VSM]{{effects=Prepares the object to accept a magic enchantment.}}{{hide1=This is a spell that must be used by a wizard planning to create a magical item. The enchant an item spell prepares the object to accept the magic. The item must meet the following tests: 1) it must be in sound and undamaged condition; 2) the item must be the finest possible, considering its nature, i.e., crafted of the highest quality material and with the finest workmanship; and 3) its cost or value must reflect the second test, and in most cases the item must have a raw-materials cost in excess of 100 gp. With respect to requirement 3, it is not possible to apply this test to items such as ropes, leather goods, cloth, and pottery not normally embroidered, bejeweled, tooled, carved, or engraved. If such work or materials can be added to an item without weakening or harming its normal functions, however, these are required for the item to be enchanted.\nThe wizard must have access to a workshop or laboratory, properly equipped and from which contaminating magic can be screened. Any magical item not related to the fabrication process (such as most protective devices) and within 30 feet of the materials is a source of contaminating magic and will spoil the process.\nThe item to be prepared must be touched by the spellcaster. This touching must be constant and continual during the casting time, which is a base 16 hours plus an additional 8d8 hours (as the wizard may never work more than eight hours per day, and haste or any other spells will not alter the time required in any way, this effectively means that casting time for this spell is two days + 1d8 days). All work must be uninterrupted, and during rest periods the item being enchanted must never be more than 1 foot distant from the spellcaster; if it is, the whole spell is spoiled and must be begun again. (Note that during rest periods absolutely no other form of magic can be performed, and the wizard must remain quiet and in isolation or the enchantment is ruined.)\nAt the end of the spell, the caster will know that the item is ready for the final test. He will then pronounce the final magical syllable, and if the item makes a saving throw (which is exactly the same as that of the wizard) vs. spell, the spell is completed. The spellcaster\'s saving throw bonuses also apply to the item, up to +3. A result of 1 on the 1d20 roll always results in failure, regardless of modifications. Once the spell is finished, the wizard can begin to place the desired spell upon the item. The spell he plans to place must be cast within 24 hours or the preparatory spell fades, and the item must be\nenchanted again. \nEach spell subsequently cast upon an object bearing an enchant an item spell requires 2d4 hours per spell level of the magic being cast. Again, during casting the item must be touched by the wizard, and during the rest periods it must always be within 1 foot of his person. This procedure holds true for any additional spells placed upon the item, and each successive spell must be begun within 24 hours of the last, even if the prior spell failed. \nNo magic placed on an item is permanent unless a permanency spell is used as a finishing touch. This always runs a 5% risk of draining 1 point of Constitution from the wizard casting the spell. Also, while it is possible to tell when the basic spell (enchant an item) succeeds, it is not possible to tell if successive castings actually work, for each must make the same sort of saving throw as the item itself made. Naturally, an item that is charged--a rod, staff, wand, javelin of lightning, ring of wishes, etc.--can never be made permanent. Magical devices cannot be used to enchant an item or cast magic upon an object so prepared, but scrolls can be used for this purpose.}}{{materials=Vary according to both the nature of the item being enchanted and the magic to be cast upon it. DM will determine and tell you the cost}}'}, + {name:'Ensnarement',type:'muspelll6',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nEnsnarement\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Conjuration-Summoning}}Specs=[Ensnarement,MUspellL6,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[10]] yards}}{{duration=Special}}{{aoe=Special}}{{save=Negates}}{{reference=PHB p176}}SpellData=[w:Ensnarement,lv:6,sp:100,gp:0,cs:VSM]{{effects=Attempts a dangerous act: to lure a powerful creature from another plane to a specifically prepared trap, where it will be held until it agrees to perform one service in return for freedom from the ensnarement spell.}}{{hide1=The type of creature to be ensnared must be known and stated, and if it has a specific, proper, or given name, this must be used in casting the ensnarement spell. The spell causes an awareness of a gatelike opening on the plane of the creature to be ensnared. A special saving throw is then made to determine if the creature detects the nature of the planar opening as a trap or believes it to be a gate. To save, the creature must roll equal to or less than its Intelligence score on 1d20. The score is modified by the difference between the creature\'s Intelligence and that of the spellcaster. If the creature has a higher score, the difference is subtracted from its dice roll to save. If the spellcaster has a higher score, the difference is added to\nthe dice roll.\nIf the saving throw succeeds, the creature ignores the spell-created opening, and the spell fails. If the saving throw fails, the creature steps into the opening and is ensnared.\nWhen so trapped, the otherplanar creature can freely attack the ensnaring wizard, unless the caster has created a warding circle. Such circles may be temporary (drawn by hand) or permanent (inlaid or carved). Even with such protection, the entrapped creature may break free and wreak its vengeance upon the spellcaster.\nA hand-drawn circle has a base failure chance of 20%, while one inlaid or carved has a base of 10% (and that is for the first time it is used, to determine whether or not the job was done properly). The base chance is modified by the difference between the wizard\'s combined Intelligence and experience level and the Intelligence and the experience level or Hit Dice of the creature ensnared. If the spellcaster has a higher total, that difference in percentage points is subtracted from the chance for the creature to break free. If the creature has a higher total, that difference is added to its chance to break free.\nThe chance can be further reduced by careful preparation of the circle. If the handmade circle is drawn over a longer period of time, using specially prepared pigments (1,000 gp value per turn spent drawing), the chance of breaking free is reduced by 1% for every turn spent in preparation. This can bring the base chance to 0%.\nSimilarly, an inlaid or carved design can be brought to a 0% chance of the creature breaking free by inlaying with various metals, minerals, etc. This cost will require a minimum of one full month of time and add not less than 50,000 gp to the basic cost of having the circle inlaid or carved into stone. Any break in the circle spoils the efficacy of the spell and enables the creature to break free automatically. Even a straw dropped across the line of a magic circle destroys its power. Fortunately, the creature within cannot so much as place a straw upon any portion of the inscribed ward, for the magic of the barrier absolutely prevents it.\nOnce safely ensnared, the creature can be kept for as long as the spellcaster dares.\n(Remember the danger of something breaking the ward!) The creature cannot leave the circle, nor can any of its attacks or powers penetrate the barrier. The caster can offer bribes, use promises, or make threats in order to exact one service from the captive creature.\nThe DM will then assign a value to what the wizard has said to the ensnared creature, rating it from 0 to 6 (with 6 being the most persuasive). This rating is then subtracted from the Intelligence score of the creature. If the creature rolls a successful Intelligence check against its adjusted Intelligence, it refuses service. New offers, bribes, etc., can be made, or the old ones re-offered 24 hours later, when the creature\'s Intelligence has dropped by 1 point due to confinement. This can be repeated until the creature promises to serve, until it breaks free, or until the caster decides to get rid of it by means of some riddance spell. Impossible demands or unreasonable commands are never agreed to.\nOnce the single service is completed, the creature need only so inform the spellcaster to be instantly sent from whence it came. The creature might later seek revenge.}}{{materials=See the description in the PHB p176}}'}, + {name:'Extension-III',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nExtension III\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration}}Specs=[Extension III,MUspellL6,0H,Alteration]{{components=V}}{{time=[[6]]}}{{range=[[0]]}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p177}}SpellData=[w:Extension-III,lv:6,sp:6,gp:0,cs:V]{{Use=The DM can extend the diration of a status marker set by a spell using the DM\'s [Maint Menu] or the *!rounds --edit* command}}{{effects=This spell is the same as the 4th-level [extension I](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Extension-I) spell, except that it will extend 1st through 3rd-level spells to double duration and will extend the duration of 4th- or 5th level spells by 50%.}}{{hide1=Thus, a levitation spell can be made to function 20 minutes/level, a fire charm spell made to work for three rounds/level, etc. Naturally, the spell affects only spells that have durations. This spell must be cast immediately after the spell to be extended, either by the original caster or another wizard. If a complete round or more elapses, the extension fails and is wasted.}}'}, + {name:'Eyebite',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nEyebite\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Enchantment/Charm, Illusion/Phantasm}}Specs=[Eyebite,MUspellL6,1H,Enchantment-Charm|Illusion-Phantasm]{{components=V, S}}{{time=[[6]]}}{{range=[20 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|40||magic|true)}}{{duration=[[ceil(@{selected|mu-casting-level}/3)]] rounds}}{{aoe=[[1]] creature}}{{save=Special}}{{reference=PHB p177}}SpellData=[w:Eyebite,lv:6,sp:6,gp:0,cs:VS]{{effects=Meet the gaze of a creature (does not affect undead) and speak a single word each round (speed [[1]]). Effect must be the same each round. Choose from Charm or Fear or Sicken or Sleep.\n[Charm](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Eyebyte-Charm|[[ceil(@{selected|mu-casting-level}/3)]]|-1|Eyebite charmed|chained-heart|svspe\\clon;\\amp#63;{Humanoid?\\amp#124;Yes,+0\\amp#124;No,+2}): Charmed to point of accepting personal danger but **save negates** (non-humanoid save at +[[2]]). \n[Fear](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Eyebyte-Fear|[[ceil(@{selected|mu-casting-level}/3)]]|-1|Eyebite fright|screaming): Flee for [1d4](!\\amp#13;\\amp#47;r 1d4) rounds. Refuse to face caster and cower or bolt for cover (50 / 50) if confronted by caster. **No save**. \n[Sicken](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Eyebyte-sicken|[[ceil(@{selected|mu-casting-level}/3)]]|-1|Eyebite sickness|back-pain|svspe\\clon;\\amp#63;{Humanoid?\\amp#124;Yes,+0\\amp#124;No,+2}): Creatures with ability scores are [[50]]% effective or otherwise do [[50]]% damage with physical attacks. Move at [[50]]%. Lasts **[[@{selected|mu-casting-level}]] turns** then return at [[1]] point per turn of rest or [[1]] hour of moderate activity. **Save negates** (non-humanoid save at +[[2]]). \n[Sleep](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Eyebyte-Slept|[[ceil(@{selected|mu-casting-level}/3)]]|-1|Eyebite sleeping|sleepy|svspe\\clon;\\amp#63;{Resistant to sleep?\\amp#124;Yes,+0\\amp#124;No,-2}): Deep comatose slumber unless **save at [[0-2]]** (unless resistant to sleep who save at +[[0]]).}}{{hide1=This gaze attack is in addition to any other attacks allowed to the wizard. The wizard selects one of four possible gaze attacks at the time the spell is cast, and this attack cannot be changed. For example, a 12th-level caster who chose fear would have four opportunities to make gaze attacks causing fear, one for each round of the spell\'s duration. Any gaze attack is negated by a successful saving throw vs. spell, with Wisdom adjustments. The four effects of the spell are as follows:\n**Charm:** The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a charm monster spell.\n**Fear:** cowers or bolts is 50% chance of either. The latter effect lasts one turn per caster level. This attack can be negated by spells that counter fear.\n**Sicken:** cause sudden pain and fever to sweep over the subject\'s body. The effects cannot be negated by a *cure disease* or *heal* spell, but a *remove curse* or successful *dispel magic* spell is effective.\n**Sleep:** An affected creature must be shaken or otherwise shocked back to consciousness.\n***In all cases,*** the gaze attack has a speed factor of 1. This spell does not affect undead of any type, or extend beyond the plane occupied by the caster. Note that the caster is subject to the effects of his reflected gaze and is allowed any applicable saving throw. In the case of a reflected charm gaze, the caster is paralyzed until it wears off or is countered.}}'}, + {name:'Flesh-to-Stone',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFlesh to Stone\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration (Reversable)}}Specs=[Flesh to Stone,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=[[6]]}}{{range=[[[10*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[20*@{selected|mu-casting-level}]]||magic|true)}}{{duration=Permanent}}{{aoe=1 creature}}{{save=Special}}{{reference=PHB p181}}SpellData=[w:Flesh to Stone,lv:6,sp:6,gp:0.01,cs:VSM]{{effects=Turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone.}}{{hide1=The intended subject of the spell receives a saving throw vs. spell to avoid the effect. If a statue created by this spell is subjected to breakage or weathering, the being (if ever returned to his original, fleshy state) will have similar damage, deformities, etc. The DM may allow such damage to be repaired by various high-level clerical spells, such as *regenerate*.}}{{materials=Lime (1cp), water, and earth}}'}, + {name:'Geas',type:'muspelll6',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nGeas\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Enchantment-Charm}}Specs=[Geas,MUspellL6,0H,Enchantment-Charm]{{components=V}}{{time=[[4]]}}{{range=[[10]] yards}}{{duration=Special}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p177}}{{Use=[Select the target](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who to cast a Geas on?|token_id}|Geas|99|0|Under a Geas from @{selected|character_name}|chained-heart)}}SpellData=[w:Geas,lv:6,sp:4,gp:0,cs:V]{{effects=Places a magical command upon a creature (usually human or humanoid) to carry out some service, or to refrain from some action or course of activity, as desired by the spellcaster.}}{{hide1=The creature must be intelligent, conscious, under its own volition, and able to understand the caster. While a *geas* cannot compel a creature to kill itself or perform acts that are likely to result in certain death, it can cause almost any other course of action. The geased creature must follow the given instructions until the geas is completed. Failure to do so will cause the creature to grow sick and die within 1d4 weeks. Deviation from or twisting of the instructions causes a corresponding loss of Strength points until the deviation ceases. A geas can be done away with by a *wish* spell, but a *dispel magic* or *remove curse* spell will not negate it. Your DM will decide any additional details of a geas, for its casting and fulfillment are tricky, and an improperly cast *geas* is ignored.}}'}, + {name:'Glassee',type:'muspelll6',ct:'10',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nGlassee\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration}}Specs=[Glassee,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special thickness \\amp [3ft. wide](!rounds --aoe @{selected|token_id}|wall|feet|0|3|1|light)}}{{save=None}}{{reference=PHB p177}}SpellData=[w:Glassee,lv:6,sp:10,gp:0.1,cs:VSM]{{effects=Make a section of metal, stone, or wood as transparent as glass to his gaze, or even make it into transparent material.}}{{hide1=Normally, the glassee spell can make up to 4 inches of metal, 6 inches of stone, and 20 inches of wood transparent. The spell will not work on lead, gold, or platinum. The wizard can opt to make the glassee work only for himself for the duration of the spell, or he can actually make a transparent area, a one-way window, in the material affected. Either case gives a viewing area 3 feet wide by 2 feet high. If a window is created, it has the strength of the original material.}}{{materials=A small piece of crystal or glass, worth 1sp}}'}, + {name:'Globe-of-Invulnerability',type:'muspelll6',ct:'10',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nGlobe of Invulnerability\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Abjuration}}Specs=[Globe of Invulnerability,MUspellL6,1H,Abjuration]{{components=V,S,M}}{{time=[[10]]}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]]rounds}}{{aoe=[5ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|10||magic|true)}}{{save=None}}{{reference=PHB p177}}{{Use=Press [Protect Us](!rounds --target-nosave caster|@{selected|token_id}|Invulnerable-Globe|[[@{selected|mu-casting-level}]]|-1|Invulnerable to L1-L4 spells|white-tower) to set a timer}}SpellData=[w:Globe-of-Invulnerability,lv:6,sp:10,gp:10,cs:VSM]{{effects=Creates an immobile, faintly shimmering, magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating.}}{{hide1=Thus, the area of effect of any such spell does not include the area of the globe of invulnerability. This includes innate spell-like abilities and effects from devices. However, any type of spell can be cast out of the magical sphere; spells pass from the caster of the globe to the subject without effect on the globe. Fifth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell.}}{{materials=A glass or crystal bead costing 10gp that shatters at the expiration of the spell}}'}, + {name:'Guards-and-Wards',type:'muspelll6',ct:'300',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nGuards and Wards\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Evocation, Alteration, Enchantment-Charm}}Specs=[Guards and Wards,MUspellL6,1H,Evocation|Alteration|Enchantment-Charm]{{components=V,S,M}}{{time=[[3]] turns}}{{range=[[0]]}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=Special}}{{save=None}}{{reference=PHB p178}}SpellData=[w:Guards and Wards,lv:6,sp:300,gp:1,cs:VSM]{{effects=Primarily used to defend the wizard\'s stronghold.}}{{hide1=The ward protects a one-story stronghold, with a base dimension of 400 feet x 400 feet. The wizard can ward a multistory area by reducing the base area proportionately. The following take place in the warded area upon casting the spell:\n1. All corridors become misty; visibility is reduced to 10 feet.\n2. All doors are wizard locked.\n3. Stairs are filled with webs from top to bottom. These act as the 2nd-level web spell, except that they regrow within one turn if destroyed.\n4. Where there are choices in direction--such as a cross or side passage--a minor *confusion*-type spell functions so as to make it 50% probable that intruders believe they are going in the exact opposite direction.\n5. The whole area radiates magic. The normal use of the *detect magic* spell becomes impossible for those of less than the caster\'s level and difficult for others.\n6. One door per level of experience of the wizard is covered by an illusion to appear as if it were a plain wall.\n7. The wizard can place one of the following additional magical effects:\nA. Dancing lights in four corridors.\nB. A magic mouth in two places.\nC. A stinking cloud in two places.\nD. A gust of wind in one corridor or room.\nE. A suggestion in one place.\nNote that items 6 and 7 function only when the wizard is totally familiar with the area of the spell\'s effect. *Dispel magic* can remove one effect, at random, per casting. A\n*remove curse* spell will not work.}}{{materials=Burning incense, a small measure of sulphur and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod. Total cost of 1gp per spell casting}}'}, + {name:'Invisible-Stalker',type:'muspelll6',ct:'10',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nInvisible Stalker\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Conjuration-Summoning}}Specs=[Invisible Stalker,MUspellL6,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[10]] yards}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p178}}SpellData=[w:Invisible Stalker,lv:6,sp:10,gp:0.05,cs:VSM]{{effects=Summons an invisible stalker from the Elemental Plane of Air. This 8-Hit Dice monster obeys and serves the spellcaster in performing whatever tasks are set before it.}}{{hide1=This 8-Hit Dice monster obeys and serves the spellcaster in performing whatever tasks are set before it. It is a faultless tracker within one day of the quarry\'s passing. The invisible stalker follows instructions even if they send him hundreds or thousands of miles away and, once given an order, follows through unceasingly until the task is accomplished. However, the creature is bound to serve; it does not do so from loyalty or desire. Therefore, it resents prolonged missions or complex tasks, and it attempts to pervert instructions accordingly. Invisible stalkers understand common speech but speak no language save their own.}}{{materials=Burning incense worth 5cp and a piece of horn carved into a crescent shape}}'}, + {name:'Legend-Lore',type:'muspelll6',ct:'100',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLegend Lore\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Divination}}Specs=[Legend Lore,MUspellL6,1H,Divination]{{components=V, S, M}}{{time=Special}}{{range=[[0]]}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p178}}SpellData=[w:Legend-Lore,lv:6,sp:100,gp:1000,cs:VSM]{{effects=Used to determine legendary information regarding a known person, place, or thing.}}{{hide1=If the person or thing is at hand, or if the wizard is in the place in question, the likelihood of the spell producing results is far greater and the casting time is only 1d4 turns. If only detailed information on the person, place, or thing is known, casting time is 1d10 days. If only rumors are known, casting time is 2d6 weeks.\nDuring the casting, the wizard cannot engage in activities other than the routine: eating, sleeping, etc. When completed, the divination reveals if legendary material is available. It often reveals where this material is--by place name, rhyme, or riddle. It sometimes gives certain information regarding the person, place, or thing (when the object of the legend lore is at hand), but this data is always in some cryptic form (rhyme, riddle, anagram, cipher, sign, etc.). Naturally, a legend lore spell reveals information only if the person, place, or thing is noteworthy or legendary.\nFor example, suppose Delsenora came across an extremely well-made sword. It radiates magic, but when she used an identify spell, she could not learn any information. Even giving it to a trusted fighter didn\'t work, as the sword did not reveal any special powers. Finally, she casts a legend lore spell, hoping to gain more information. Since the sword is at hand, she completes the spell in three turns. In her mind comes the message, "Once this was the sword of he who waits till Albion\'s time of greatest peril, when unto his hand it shall fly again. Fair was the hand that gave me and fair was the hand that reclaimed me." Clearly, Delsenora realizes, this must be a very powerful item, since her spell gave only a cryptic answer. But who is he who waits? And where is Albion? For more information, Delsenora is going to have to cast more spells. But now the process will take much longer, since she has only the vaguest of clues to follow.}}{{materials=Incense and strips of ivory formed into a rectangle, but some item of value to the caster must be sacrificed in addition--a potion, magical scroll, magical item, etc. Cost 1,000gp}}'}, + {name:'Lower-Water',type:'muspelll6',ct:'100',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nLower Water\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration (Reversable)}}Specs=[Lower Water,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[80]] yards}}{{duration=[[5*@{selected|mu-casting-level}]] rounds}}{{aoe=[[[10*@{selected|mu-casting-level}]]ft. square](!rounds --aoe @{selected|token_id}|square|feet|240|[[10*@{selected|mu-casting-level}]]||cold)}}{{save=None}}{{reference=PHB p178}}SpellData=[w:Lower Water,lv:6,sp:100,gp:1,cs:VSM]{{Use=Use as a [slow](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Slow) spell against water elementals and other water-based creatures}}{{effects=Causes water or similar fluid in the area of effect to sink away. The water can be lowered up to [[2*@{selected|mu-casting-level}]]ft, to a minimum depth of 1 inch. When cast on water elementals and other water-based creatures, this spell acts as a *slow* spell.}}{{hide1=The water is lowered within a square area whose sides are 10 feet long per caster level. Thus, a 12th-level wizard affects a volume of 24 feet x 120 feet x 120 feet, a 13th-level caster a volume of 26 feet x 130 feet x 130 feet, and so on. In extremely large and deep bodies of water, such as deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. \nWhen cast on water elementals and other water-based creatures, the creature moves at half speed and makes half the number of attacks each round. It has no effect on other creatures.}}{{materials=A small vial (costing 1gp) of dust, which is thrown into the water}}'}, + {name:'Mass-Suggestion',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMass Suggestion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Enchantment-Charm}}Specs=[Mass Suggestion,MUspellL6,0H,Enchantment-Charm]{{components=V,M}}{{time=[[6]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[[4+(4*@{selected|mu-casting-level})]] turns}}{{aoe=[[@{selected|mu-casting-level}]] creatures}}{{save=Negates}}{{reference=PHB p179}}{{Use=Click [Suggest to who?](!rounds --target multi|@{selected|token_id}|Mass-suggestion|[[40+(40*@{selected|mu-casting-level})]]|-1|Following @{selected|casting-name}\'s suggestion|flying-flag|svspe\\clon;\\amp#63;{Select saving throw situation\\amp#124;Normal -1,-1\\amp#124;-2,-2\\amp#124;-3,-3\\amp#124;Single creature -4,-4\\amp#124;-5,-5}) then select all the targets and press *add status changes* in the chat window. The GM will be prompted to select the appropriate save mod then saving throws can be made}}SpellData=[w:Mass Suggestion,lv:6,sp:6,gp:0.05,cs:VM]{{effects=Enables the wizard to influence the actions of up to [[@{selected|mu-casting-level}]] chosen creatures in the same way as the *suggestion* spell. }}{{hide1=Up to one creature per experience level of the caster can be influenced, provided that all subject creatures are within the 30-yard range. Undead are not subject to this spell. The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are unaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a -4 penalty. Note that a very reasonable mass suggestion can cause the saving throw to be made with an additional penalty (such as -1, -2, etc.), at the discretion of your DM. A mass suggestion can continue in effect for a considerable duration, at the DM\'s discretion. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed.}}{{materials=A snake\'s tongue and either a bit of honeycomb or a drop of sweet oil. Total cost 5cp}}'}, + {name:'Mirage-Arcana',type:'muspelll6',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMirage Arcana\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Illusion-Phantasm, Alteration}}Specs=[Mirage Arcana,MUspellL6,1H,Illusion-Phantasm|Alteration]{{components=V,S optionally M}}{{time=[[10]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=Special}}{{aoe=[[[10*@{selected|mu-casting-level}]]ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|[[30*@{selected|mu-casting-level}]]|[[20*@{selected|mu-casting-level}]]||magic)}}{{save=None}}{{Use=Cast with [Minimal concentration](!rounds --target-nosave caster|@{selected|token_id}|Mirage-arcana-sustained|99|0|Maintaining a Mirage Arcana|lightning-helix) or [No concentration](!rounds --target-nosave caster|@{selected|token_id}|Mirage-arcana|[[60+(10*@{selected|mu-casting-level})]]|-1|Mirage Arcana is maintaining itself|half-haze)}}{{reference=PHB p179}}SpellData=[w:Mirage Arcana,lv:6,sp:10,gp:0,cs:VS(M)]{{effects=Make an area appear to be something other than it is--a setting he has personally seen. The spell remains as long as the caster maintains a minimal concentration upon it. Even after this, the spell persists for a total of [[6+@{selected|mu-casting-level}]] turns.}}{{hide1=(**Note:** Minimal concentration can be maintained during normal conversation but not while spellcasting, in melee, or if harmed by an attack.) The magic of this spell is similar to that of the *vacancy* spell, only more powerful and elaborate. If the caster actually uses a small bit of anything connected with the place to create this spell, it takes on a quasi reality.\nIn its basic form, forceful contact is necessary to have any hope of discovering the magic, short of a detection device or spell. In its more complex form, where a material component is used, detection is possible only by some magical means, whether device, item, or spell. Either form of mirage arcana is subject to the *dispel magic* spell.\nAs with all powerful illusions, the mind of the believer urges appropriate effects upon the viewer\'s body. Under the influence of the spell, the viewer could possibly walk across a bed of hot coals thinking it was a shallow stream of water that was cooling his feet (and thus suffer no damage), dine upon imaginary food and actually be satisfied, or rest comfortably upon a bed of sharp stones, thinking it a featherbed. Gravity is not affected by the spell, however, so an envisioned bridge spanning a deep chasm does not support the believer. Those who witness the event see it as a sudden disappearance of the individual. They do not connect it with an illusion unless they are otherwise aware of some magic at work.}}{{materials=Optionally, a item from the location being mimicked}}'}, + {name:'Mislead',type:'muspelll6',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMislead\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Illusion-Phantasm}}Specs=[Mislead,MUspellL6,1H,Illusion-Phantasm]{{components=S}}{{time=[[1]]}}{{range=[[10]] yards}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{Use=Click [Make a double](!rounds --target-nosave caster|@{selected|token_id}|Mislead|@{selected|mu-casting-level}|-1|Move while your double exists|aura) to set a timer}}{{reference=PHB p179}}SpellData=[w:Mislead,lv:6,sp:1,gp:0,cs:S]{{effects=Creates an illusory double at the same time that he is cloaked by [*improved invisibility*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Improved-Invisibility) magic (see the 4th-level spell). The wizard is then free to go elsewhere while his double seemingly moves away.)}}{{hide1=The spell enables the illusion of the wizard to speak and gesture as if it were real, and there are full olfactory and touch components as well. A *true seeing* spell or a *gem of seeing* will reveal the illusion for what it is. A *detect invisibility* or *true seeing* spell or items such as a *gem of seeing* or *robe of eyes* can detect the invisible wizard (see the 5th-level wizard spell *shadow door*).}}'}, + {name:'Monster-Summoning-IV',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Monster Summoning IV,MUspellL6,1H,Conjuration-Summoning]{{}}SpellData=[w:Monster Summoning IV,lv:6,sp:6,gp:0.1,cs:VSM]{{}}%{MU-Spells-DB|Monster-Summoning-III}{{title=@{selected|casting-name} casts\nMonster Summoning IV\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Conjuration-Summoning}}{{components=V,S,M}}{{time=[[6]]}}{{range=Special}}{{duration=[[5+@{selected|mu-casting-level}]] rounds}}{{aoe=[60yd radius](!rounds --aoe @{selected|token_id}|circle|yards|0|120||magic|true)}}{{save=None}}{{reference=PHB p179}}{{effects=[1d3](!\\amp#13;\\amp#47;r 1d3) 4th level monsters (selected by the DM from the Monster Summoning IV Table in the MC) appear in the area, placed by the caster. Attack to best of their ability until caster demands attack cease, spell expires, or are slain. Disappear when slain, no morale checks. If can communicate and not attacking, caster can ask them to perform tasks.}}{{materials=A tiny bag and a small candle, worth 1sp in total}}'}, + {name:'Mordenkainens-Lucubration',type:'muspelll6',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMordenkainen\'s Lucubration\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration}}Specs=[Mordenkainens Lucubration,MUspellL6,1H,Alteration]{{components=V,S}}{{time=[[1]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=The caster}}{{save=None}}{{reference=PHB p179}}{{Use=[Recall spell](!magic --mem-spell MU)}}SpellData=[w:Mordenkainens Lucubration,lv:6,sp:1,gp:0,cs:VS]{{effects=Instantly recall any 1st- through 5th-level spell he has used during the past 24 hours.}}{{hide1=The spell must have been memorized and actually used during that time period. Mordenkainen\'s lucubration allows the recovery of only one spell. If the recalled spell requires material components, these must be provided by the caster; the recovered spell is not usable until the material components are available.}}'}, + {name:'Move-Earth',type:'muspelll6',ct:'100',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMove Earth\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration}}Specs=[Move Earth,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=Special}}{{range=[[[10*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[20*@{selected|mu-casting-level}]]||magic|true)}}{{duration=Permanent}}{{aoe=Special}}{{save=None}}{{reference=PHB p179}}SpellData=[w:Move Earth,lv:6,sp:100,gp:1,cs:VSM]{{effects=Moves dirt (clay, loam, sand) and its other components. If terrain features are to be moved it is necessary that an earth elemental be summoned to assist.}}{{hide1=Thus, embankments can be collapsed, hillocks moved, dunes shifted, etc. However, in no event can rock prominences be collapsed or moved. The area to be affected dictates the casting time; for every 40 yard x 40 yard surface area and 10 feet of depth, one turn of casting time is required. The maximum area that can be affected is 240 yards x 240 yards, which takes four hours.\nIf terrain features are to be moved--as compared to simply caving in banks or walls of earth--it is necessary that an earth elemental be subsequently summoned to assist. All spell casting or summoning must be completed before any effects occur. As any summoned earth elemental will perform most of its work underground, it is unlikely that it will be intercepted or interrupted. Should this occur, however, the movement of the earth requiring its services must be stopped until the elemental is once again available. Should the elemental be slain or dismissed, the move earth spell is limited to collapsing banks or walls of earth.\nThe spell cannot be used for tunneling and is generally too slow to trap or bury creatures; its primary use is for digging or filling moats or for adjusting terrain contours before a battle.\nThe material components for this spell are a mixture of soils (clay, loam, sand) in a small bag and an iron blade.\n**Note:** This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, etc. are relatively unaffected, save for changes in elevation and relative topography.}}'}, + {name:'Otilukes-Freezing-Sphere',type:'muspelll6',ct:'6',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nOtilukes Freezing Sphere\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration, Evocation}}Specs=[Otilukes Freezing Sphere,MUspellL6,1H,Alteration|Evocation]{{components=V,S,M}}{{time=[[6]]}}{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{reference=PHB p180}}SpellData=[w:Otilukes Freezing Sphere,lv:6,sp:6,gp:1000,cs:VSM]{{effects=May create any of the following:\nA) **Frigid globe**. A small globe of matter at absolute zero temperature that spreads upon contact with water, or a liquid that is principally water, freezing it to a depth of 6 inches over an area equal to [[[100*@{selected|mu-casting-level}]] sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|0|||cold) This ice lasts for [[[@{selected|mu-casting-level}]] rounds](!rounds --target-nosave caster|@{selected|token_id}|OFS-frigid-globe|@{selected|mu-casting-level}|-1|The ice sheet is in place|frozen-orb).\nThe material component is a thin sheet of crystal about an inch square.\nB) **Cold ray**. A thin ray of cold that springs from the caster\'s hand to a distance of [[[10@{selected|mu-casting-level}]] yards](!rounds -aoe @{selected|token_id}|bolt|yards|0|[[10*@{selected|mu-casting-level}]]|1|cold|true), inflicting [1d4+(2x@{selected|mu-casting-level})](!\\amp#13;\\amp#47;r 1d4+2*@{selected|mu-casting-level}) HP damage upon the first creature struck. Save vs. spell negates indicating a miss: if miss the next target in its path must save or take damage.\nThe material component is a white sapphire of not less than 1,000 gp value.\nC) **Globe of cold**. Creates a small, cool slingstone-size globe. This can be hurled, either [by hand](!rounds --aoe @{selected|token_id}|circle|yards|0|80||green) to a distance of 40 yards (short range), or as a sling bullet (do an attack with your sling). Shatters upon impact, inflicting [6d6](!\\amp13;\\amp#47;r 6d6) HP of cold damage upon creatures within [10-foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20||cold) (save to half). Use the DMG Grenadelike Missile Table. Throw or sling within [[@{selected|mu-casting-level}]] rounds or it shatters and causes cold damage as stated above. This timed effect can be employed against pursuers.\nThe material component is a 1,000-gp diamond.}}'}, + {name:'Part-Water',type:'muspelll6',ct:'100',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPart Water\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration}}Specs=[Part Water,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=[[[5*@{selected|mu-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Part-water|[[5*@{selected|mu-casting-level}]]|-1|The water is parted|stopwatch)}}{{aoe=[[3*@{selected|mu-casting-level}]]ft deep x [[[30*@{selected|mu-casting-level}]]ft long x 20ft wide](!rounds --aoe @{selected|token_id}|rectangle|feet|[[10*@{selected|mu-casting-level}]]|[[30*@{selected|mu-casting-level}]]|20|magic)}}{{save=None}}{{reference=PHB p180}}SpellData=[w:Part Water,lv:6,sp:100,gp:0.5,cs:VSM]{{effects=Cause water or similar liquid to move apart, thus forming a 20-foot-wide trough. If cast under water, creates an air cylinder of appropriate length and diameter, as stated above. The trough remains as long as the spell lasts or until the wizard who cast it opts to end its effects. If cast directly on a water elemental or other water-based creature, the creature receives [4d8](!\\amp#13;\\amp#47;r 4d8) damage and must save vs. spell or flee in panic for [3d4](!\\amp#13;\\amp#47;r 3d4) rounds.}}'}, + {name:'Permanent-Illusion',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPermanent Illusion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Illusion-Phantasm}}Specs=[Permanent Illusion,MUspellL6,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[6]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=Permanent}}{{aoe=[[[10*[[2+@{selected|mu-casting-level}]] ]]ft. cube](!rounds --aoe @{selected|token_id}|square|feet|[[10*@{selected|mu-casting-level}]]|[[10*(2+@{selected|mu-casting-level})]]||magic)}}{{save=Special}}{{reference=PHB p180}}SpellData=[w:Permament Illusion,lv:6,sp:6,gp:0.02,cs:VSM]{{effects=Creates an illusion with visual, auditory, olfactory, and thermal elements.}}{{hide1=The spell can create the illusion of any object, creature, or force, as long as it is within the boundaries of the spell\'s area of effect. It affects all creatures that view the illusion, even to the extent of them suffering damage from falling into an illusory pit full of sharp spikes.\nCreatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, they see it for what it is and add +4 bonuses to associates\' saving throws, if this knowledge can be communicated effectively. Creatures not sensing the spell effect are immune until they become aware of it. The permanent illusion is subject to a dispel magic spell, of course.}}{{materials=A bit of fleece, worth 2cp}}'}, + {name:'Programmed-Illusion',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nProgrammed Illusion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Illusion-Phantasm}}Specs=[Programmed Illusion,MUspellL6,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=[[6]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=Special}}{{aoe=[[[10*[[2+@{selected|mu-casting-level}]] ]]ft. cube](!rounds --aoe @{selected|token_id}|square|feet|[[10*@{selected|mu-casting-level}]]|[[10*(2+@{selected|mu-casting-level})]]||magic)}}{{save=Special}}{{reference=PHB p180}}SpellData=[w:Programmed Illusion,lv:6,sp:6,gp:0.02,cs:VSM]{{effects=Creates a spectral force spell that activates upon command or when a specific condition occurs. The illusion has visual, auditory, olfactory, and thermal elements.}}{{hide1=It can be of any object, creature, or force, as long as it remains within the boundaries of the spell\'s area of effect.\nThe occurrence that begins the illusion can be as general or as specific and detailed as desired, such as the following: "Begin only when a venerable female human carrying a sack of groat clusters sits cross-legged within one foot of this spot." Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 12th-level wizard can command the programmed illusion to occur at a maximum encounter range of 60 yards. A programmed illusion cannot distinguish invisible creatures, nor alignment, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word. The spell lasts until the illusion occurs; thus, the spell duration is variable. The illusion will last for a maximum of one round per level of the spellcaster.\nCreatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, see it for what it is and add +4 bonuses to associates\' saving throws, if this knowledge can be communicated effectively. Creatures not sensing the spell effect are immune until they become aware of it. The illusion is subject to a dispel magic spell.}}{{materials=A bit of fleece, costing 2cp}}'}, + {name:'Project-Image',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nProject Image\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration, Illusion-Phantasm}}Specs=[Project Image,MUspellL6,1H,Alteration|Illusion-Phantasm]{{components=V,S,M}}{{time=[[6]]}}{{range=[[[10*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[20*@{selected|mu-casting-level}]]||light|true)}}{{duration=[[[@{selected|mu-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Project-image|@{selected|mu-casting-level}|-1|Projecting an image|aura)}}{{aoe=Special}}{{save=None}}{{reference=PHB p180}}SpellData=[w:Project Image,lv:6,sp:6,gp:0.5,cs:VSM]{{effects=Creates a nonmaterial duplicate of himself, projecting it to any spot within spell range.}}{{hide1=This image performs actions decided by the wizard--walking, speaking, spellcasting--conforming to the actual actions of the wizard unless he concentrates on making it act differently (in which case the wizard is limited to half movement and no attacks).\nThe image can be dispelled only by means of a successful *dispel magic* spell (or upon command from the spellcaster); attacks pass harmlessly through it. The image must be within view of the wizard projecting it at all times, and if his sight is obstructed, the spell is broken. Note that if the wizard is invisible at the time the spell is cast, the image is also invisible until the caster\'s invisibility ends, though the wizard must still be able to see the image (by means of a *detect invisibility* spell or other method) to maintain the spell. If the wizard uses *dimension door, teleport, plane shift*, or a similar spell that breaks his line of vision, the project image spell ends.}}{{materials=A small replica (doll) of the wizard, costing 10gp, reusable 20 times}}'}, + {name:'Raise-Water',type:'muspelll6',ct:'100',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nRaise Water\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration (Reversable)}}Specs=[Raise Water,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[80]] yards}}{{duration=[[5*@{selected|mu-casting-level}]] rounds}}{{aoe=[[[10*@{selected|mu-casting-level}]]ft. square](!rounds --aoe @{selected|token_id}|square|feet|240|[[10*@{selected|mu-casting-level}]]||cold)}}{{save=None}}{{reference=PHB p178}}SpellData=[w:Raise Water,lv:6,sp:100,gp:1,cs:VSM]{{effects=Causes water or similar fluids to return to their highest natural level: spring flood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep away bridges, at the DM\'s option. It negates *lower water* and vice versa.}}{{materials=A small vial (costing 1gp) of water which is thrown into the water}}'}, + {name:'Reincarnation',type:'muspelll6',ct:'100',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nReincarnation\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Necromancy}}Specs=[Reincarnation,MUspellL6,1H,Necromancy]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Touch}}{{duration=Permanent}}{{aoe=Person Touched}}{{save=None}}{{reference=PHB p181}}SpellData=[w:Reincarnation,lv:6,sp:100,gp:0.5,cs:VSM]{{effects=Bring back to life a person who died no more than [[@{selected|mu-casting-level}]] days ago. The essence of the dead person is transferred to another body, possibly one very different from his former body.}}{{hide1=*Reincarnation* does not require any saving throw, system shock, or resurrection survival roll. The corpse is touched, and a new incarnation of the person will appear in the area in 1d6 turns. The person reincarnated recalls the majority of his former life and form, but the character class, if any, of the new incarnation might be different indeed. The new incarnation is determined on the following table. If a player character race is indicated, the character must be created.\n\\amplt;table width="80%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;r 1d100)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Incarnation\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-05\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bugbear\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;06-11\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dwarf\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12-18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Elf\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19-23\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gnoll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;24-28\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gnome\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;29-33\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Goblin\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;34-40\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Half-elf\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;41-47\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Halfling\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;48-54\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Half-orc\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;55-59\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hobgoblin\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;60-73\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Human\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;74-79\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Kobold\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;80-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Orc\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-90\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ogre\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;91-95\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Ogre mage\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;96-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Troll\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nNote: Very good or very evil persons will not be reincarnated as creatures whose general alignment is the opposite.}}{{materials=A small drum (costing 10gp to procure, and reusable 20 times) and a drop of blood}}'}, + {name:'Repulsion',type:'muspelll6',ct:'6',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nRepulsion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Abjuration}}Specs=[Repulsion,MUspellL6,1H,Abjuration]{{components=V,S,M}}{{time=[[6]]}}{{range=[[0]]}}{{duration=[[[ceil(@{selected|mu-casting-level}/2)]] rounds](!rounds --target caster|@{selected|token_id}|Repulsion|[[ceil(@{selected|mu-casting-level}/2)]]|-1|Repelling attackers|aura)}}{{aoe=[[[10*@{selected|mu-casting-level}]]ft x 10ft](!rounds --aoe @{selected|token_id}|bolt|feet|0|[[10*@{selected|mu-casting-level}]]|10|magic)}}{{save=None}}{{reference=PHB p181}}SpellData=[w:Repulsion,lv:6,sp:6,gp:2,cs:VSM]{{effects=Cause all creatures in the area of effect to move directly away from the caster at the speed of the creature attempting to move toward them.}}{{hide1=The repelled creature continues to move away for a complete round even if this takes it beyond spell range. The caster can designate a new direction each round, but use of this power counts as the caster\'s principal action in the round. The caster can, of course, choose to do something else instead of using the repulsion attack.}}{{materials=A pair of small magnetized iron bars attached to two small canine statuettes, one ivory and one ebony. Total cost 20gp, reusable 10 times}}'}, + {name:'Shades',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShades\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Illusion-Phantasm}}Specs=[Shades,MUspellL6,1H,Illusion-Phantasm]{{components=V,S}}{{time=[[6]]}}{{range=[[30]] yards}}{{duration=[@{selected|mu-casting-level} rounds](!rounds --target caster|@{selected|token_id}|Shades|@{selected|mu-casting-level}|-1|Conjuring the illusion of monsters|fist)}}{{aoe=[20ft cube](!rounds --aoe @{selected|token_id}|square|feet|90|20||magic)}}{{save=Special}}{{reference=PHB p180}}SpellData=[w:Shades,lv:6,sp:6,gp:0,cs:VS]{{effects=Uses material from the Demiplane of Shadow to form semireal illusions of one or more monsters, up to [[@{selected|mu-casting-level}]] Hit Die.}}{{hide1=This spell is related to the *shadow monsters* and *demishadow monsters* spells. All shades created by one spell must be of the same sort, and they have 60% of the hit point total the real creatures would have. Those who view the shades and fail their saving throws vs. spell believe the\nillusion. \nThe shades perform as the real monsters with respect to Armor Class and attack forms. Special attack forms such as petrification or level drain do not actually occur, but a subject who believes the shades are real will react appropriately, until the illusion is countered by a *dispel magic* spell or the condition is countered by a heal spell. Those who roll successful saving throws see the shades as transparent images superimposed on vague shadowy forms. These are Armor Class 6 and cause only 60% of the true monsters\' normal melee damage.}}'}, + {name:'Stone-to-Flesh',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nStone to Flesh\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration (Reversable)}}Specs=[Stone to Flesh,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=[[6]]}}{{range=[[[10*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[20*@{selected|mu-casting-level}]]||magic|true)}}{{duration=Permanent}}{{aoe=1 creature}}{{save=Special}}{{reference=PHB p181}}SpellData=[w:Stone to Flesh,lv:6,sp:6,gp:0,cs:VSM]{{effects=Turns any sort of stone into flesh. If the recipient stone object was formerly living, this spell restores life (and goods), if they make the usual system shock survival roll.}}{{hide1=Any formerly living creature, regardless of size, can be thus returned to flesh. Ordinary stone can be turned to flesh in a volume of 9 cubic feet per level of experience of the spellcaster. Such flesh is inert, lacking a vital life force, unless a life force or magical energy is available (for example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a body). If cast upon stone, the wizard can create a cylinder of fleshy material from 1 to 3 feet in diameter and up to 10 feet long, allowing a passage to be made.}}{{materials=A pinch of earth and a drop of blood (no cost)}}'}, + {name:'Tensers-Transformation',type:'muspelll6',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTenser\'s Transformation\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration, Evocation}}Specs=[Tensers Transformation,MUspellL6,1H,Alteration|Evocation]{{components=V,S,M}}{{time=[[6]]}}{{range=[[0]]}}{{duration=[@{selected|mu-casting-level} rounds](!rounds --target caster|@{selected|token_id}|Tensers-transformation|@{selected|mu-casting-level}|-1|He\'s gone berserk! AC 4 better, HPx2, +2 dmg with dagger, +2 attk \\amp dmg with staff|strong)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p181}}SpellData=[w:Reincarnation,lv:6,sp:100,gp:0,cs:VSM]{{effects=The size and strength of the wizard increase to heroic proportions, so he becomes a formidable fighting machine: a berserk fighter! }}{{hide1=Tenser\'s transformation is a sight guaranteed to astound any creature not aware of its power. The wizard\'s hit points double, and all damage he sustains comes first from the magical points gained; once these points are eliminated, all subsequent damage (to his true hit points) is doubled. The Armor Class of the wizard is 4 better than that possessed prior to casting the spell (AC 10 goes to 6, AC 9 to 5, AC 8 to 4, etc.), to a maximum Armor Class of -10.\nAll attacks are as a fighter of the same level as the wizard (i.e., the wizard uses the combat values normally reserved for fighters). The wizard can use either a dagger or a staff when attacking. A dagger can be used twice per round, and each successful attack inflicts an additional 2 points of damage. A staff can be used only once per round, but with a +2 bonus to attack and damage rolls. The wizard fights in melee in preference to all other forms of attack, and continues attacking until all opponents are slain, he is killed, the magic is dispelled, or the spell duration expires.}}{{materials=A *potion of heroism* (300gp to buy) (or *superheroism* costing 450gp) that the wizard must consume during the course of uttering the spell. Consume potion using the *Use MI* action}}'}, + {name:'Transmute-Dust-to-Water',type:'muspelll6',ct:'5',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTransmute Dust to Water\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration (Reversable)}}Specs=[Transmute Dust to Water,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[[60]] yards}}{{duration=Permanent}}{{aoe=[@{selected|mu-casting-level} x 10ft cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|180|||fire)}}{{save=None }}{{reference=PHB p182}}SpellData=[w:Transmute Dust to Water,lv:6,sp:5,gp:500,cs:VSM]{{effects=Simply a very high-powered create water spell.}}{{hide1=When this spell is cast, the subject area instantly undergoes a change from powdery dust to liquid. If wet mud is being transmuted, the area of effect is quadrupled. If dust remains in contact with the transmuted water, the latter quickly soaks the former, turning the dust into silty mud (if a sufficient quantity of water exists to do so), otherwise soaking or dampening the dust accordingly.\nOnly dust actually in the area of effect at the moment of spellcasting is affected.}}{{materials=Diamond dust of at least 500 gp value, a pinch of dust and a bit of seashell}}'}, + {name:'Transmute-Water-to-Dust',type:'muspelll6',ct:'5',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTransmute Water to Dust\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Alteration (Reversable)}}Specs=[Transmute Water to Dust,MUspellL6,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[[60]] yards}}{{duration=Permanent}}{{aoe=[@{selected|mu-casting-level} x 10ft cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|180|||fire)}}{{save=None or [Special](!\\amp#13;\\amp#47;gmroll 1d20 save vs. Transmute Water to Dust spell)}}{{reference=PHB p182}}SpellData=[w:Transmute Water to Dust,lv:6,sp:5,gp:500,cs:VSM]{{effects=Subject area instantly undergoes a change from liquid to powdery dust. Creatures of the Elemental Plane of Water suffer [@{selected|mu-casting-level}d6](!\\amp#13;\\amp#47;r @{selected|mu-casting-level}d6) HP damage, save to halve. Only one such creature can be affected by any single casting of this spell.}}{{hide1=Note that if the water is already muddy, the area of effect is doubled, while if wet mud is being transmuted, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly soaks the latter, turning the dust into silty mud (if a sufficient quantity of water exists to do so), otherwise soaking or dampening the dust accordingly.\nOnly liquid actually in the area of effect at the moment of spellcasting is affected. Liquids that are only partially water are affected only insofar as the actual water content is concerned; however, potions containing water are rendered useless. Other living creatures are unaffected.}}{{materials=Diamond dust of at least 500 gp value and a bit of seashell}}'}, + {name:'True-Seeing',type:'muspelll6',ct:'10',charge:'uncharged',cost:'300',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTrue Seeing\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Divination}}Specs=[True Seeing,MUspellL6,1H,Divination]{{components=V,S,M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[@{selected|mu-casting-level} rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who wants True Seeing?|token_id}|True-seeing|@{selected|mu-casting-level}|-1|Can see truly|bleeding-eye)}}{{aoe=Line of sight, 60ft}}{{save=None }}{{reference=PHB p182}}SpellData=[w:True Seeing,lv:6,sp:10,gp:300,cs:VSM]{{effects=Confers the ability to see all things as they actually are.}}{{hide1=The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted objects are apparent. (The real form appears translucently superimposed on the apparent form: A gold dragon polymorphed to human form would appear human with a ghostly dragon looming over the human form.) Unlike the clerical version of this spell, the recipient cannot determine alignment. The recipient can focus his vision to see into the Ethereal Plane or the bordering areas of adjacent planes. The range of vision conferred is 60 feet. True seeing does not penetrate solid objects; it in no way confers Xray vision or its equivalent. Furthermore, the spell effects cannot be enhanced with magic.}}{{materials=An ointment for the eyes that is made from a very rare mushroom powder, saffron, and fat. It costs no less than 300gp per use and must be aged for 1d6 months}}'}, + {name:'Veil',type:'muspelll6',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nVeil\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 6 Wizard}}{{school=Illusion-Phantasm}}Specs=[Veil,MUspellL6,1H,Illusion-Phantasm]{{components=V,S}}{{time=[[6]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=[@{selected|mu-casting-level} turns](!rounds --target caster|@{selected|token_id}|Veil|[[10*@{selected|mu-casting-level}]]|-1|Drawn a veil over the party and/or area|stopwatch)}}{{aoe=[@{selected|mu-casting-level} x 20ft cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|[[10*@{selected|mu-casting-level}]]|||magic)}}{{save=None}}{{reference=PHB p182}}SpellData=[w:Veil,lv:6,sp:6,gp:0,cs:VS]{{effects=Instantly change the appearance of the caster\'s surroundings and party or create hallucinatory terrain so as to fool even the most clever creatures.}}{{hide1=Fool even the most clever creatures (unless they have the *true seeing* spell, a *gem of seeing*, or a similar magical aid). The veil can make a sumptuous room seem like a filthy den; even tactile impressions conform to the visual illusion. Likewise, a party might be made to resemble a mixed band of brownies, pixies, and faeries led by a treant. If hallucinatory terrain is created, touch does not cause it to vanish.}}'}, + ]}, + MU_Spells_DB_L7:{bio:'
Magic User Spell Database: Level 1
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 7 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 09/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see MU-Spells-DB-Item', + root:'MU-Spells-DB', + api:'magic', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Banishment',type:'muspelll7',ct:'7',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nBanishment\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Abjuration}}Specs=[Banishment,MUspellL7,1H,Abjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[20]] yards}}{{duration=Instantaneous}}{{aoe=[60ft radius](!rounds --aoe @{selected|token_id}|circle|yards|20|40||magic)}}{{save=Special}}{{reference=PHB p182}}SpellData=[w:Banishment,lv:7,sp:7,gp:10,cs:VSM]{{effects=Enables the caster to force some extraplanar creature out of the caster\'s home plane. The effect is instantaneous, and the subject cannot come back without some special summoning or means of egress from its own plane to the one from which it was banished. Up to 2 Hit Dice or levels of creature per caster level can be banished.}}{{hide1=The caster must both name the type of creature(s) to be sent away and give its name and title as well, if any. In any event, the creature\'s magic resistance must be overcome for the spell to be effective.\nThe material components of the spell are substances harmful, hateful, or opposed to the nature of the subject(s) of the spell. For every such substance included in the casting, the subject creature(s) loses 5% from its magic resistance and suffers a -2 penalty to its saving throw vs. spell. For example, if iron, holy water, sunstone, and a sprig of rosemary were used in casting a banishment upon a being that hates those things, its saving throw versus the spell would be made with a -8 penalty (four substances times the factor of -2). Special items, such as hair from the tail of a ki-rin or couatl feathers, could also be added to change the factor to -3 or -4 per item. In contrast, a titan\'s hair or mistletoe blessed by a druid might lower the factor to -1 with respect to the same creature. If the subject creature successfully rolls its saving throw vs. spell, the caster is stung by a backlash of energy, suffers 2d6 points of damage, and is stunned for one round.}}'}, + {name:'Bigbys-Grasping-Hand',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBigby\'s Grasping Hand\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Evocation}}Specs=[Bigbys Grasping Hand,MUspellL7,1H,Evocation]{{components=V,S,M}}{{time=[[7]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{Use=[Create hand](!rounds --target-nosave caster|@{selected|token_id}|Bigbys-Grasping-hand|@{selected|mu-casting-level}|-1|They\'ve given you a Big Grasping Hand! HP@{selected|hp|max}, AC0|fist)}}{{reference=PHB p183}}SpellData=[w:Bigbys Grasping Hand,lv:7,sp:7,gp:0.1,cs:VSM]{{effects=*Bigby\'s grasping hand* is a superior version of the 6th-level spell *Bigby\'s forceful hand*. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that appears and grasps a creature designated by the caster, regardless of what the spellcaster does or how the opponent tries to escape it. The grasping hand has an Armor Class of 0, has [[@{selected|hp|max}]] HP, and vanishes when destroyed.}}{{hide1=The grasping hand can hold motionless a creature or object of up to 1,000 pounds weight, slow movement to 10 feet per round if the creature weighs between 1,000 and 4,000 pounds, or slow movement by 50% if the creature weighs up to 16,000 pounds. The hand itself inflicts no damage. The caster can order it to release a trapped opponent or can dismiss it on command.}}{{materials=A leather glove, costing 1gp and reusable 10 times}}'}, + {name:'Cacodemon',type:'muspelll7',ct:'360',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nCacodemon\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning}}Specs=[Cacodemon,MUspellL7,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=Up to [[6]] hours}}{{range=[[30]]yards}}{{duration=Special}}{{aoe=Creature Summoned}}{{save=Special}}{{reference=AD\\ampD1e PHB p86}}SpellData=[w:Cacodemon,lv:7,sp:360,gp:15,cs:SM]{{effects=Summons a powerful demon of type IV, V, or VI depending on the demon\'s name being known to the Magic User.}}{{hide1=This perilous exercise in dweomercraeft summons up a powerful demon of type IV, V, or VI, depending upon the demon\'s name being known to the magic- user. Note thti this spell is not of sufficient power to bring a demon of greater power, and lesser sorts are not called as they have no known names. In any event, the spell caster must know the name of the type IV, V, or VI demon he or she is summoning. As the spetl name implies, the demon so summoned is most angry and evilly disposed. The spell caster musi be within a circle of protection {or a thaumoturgic triangle with *protection from evil*) and the demon confined within a pentagram (circled pentangle) if he or she is to avoid being slain or carried off by the summoned cocodemon. The summoned demon can be treated with as follows:\n1) The magic-user can require the monster to perform a desired course of action by force of threat and pain of a *spiritwrack* spell (q.v), allowing freedom whenever the demon performs the full extent of the service, and forcing the demon to pledge word upon It, This is exceedingly dangerous, as a minor error in such a bargain will be seized upon by the monster to reverse the desired outcome or simply to kill and devour the summoner. Furthermore, the demon will bear great enmity for the magic-user forever over such forced obedience, so the spell caster had better be most powerful and capable.\n2) By tribute of fresh human blood and the promise of 1 or more human sacrifices, the summoner can bargain with the demon for willing service. Again, the spell caster is welI advised to have ample protection and power lo defend himself or herself, as the demon might decide the offer is insufficient — or it is easier to enjoy the summoner\'s slow death — and decide not to accept the bargain as offered. Although the demon will have to abide by a pledge, as his name is known, he will have to hold only to the exact word of the arrangement, not to the spirit of the agreement. On the other hand, only highly evil magic-users are likely to attempt to strike such a bargain, and the summoned cocodemon might be favorably disposed towards such a character, especially if he or she is also chaotic.\n3} The summoned demon can be the object of a *trap the soul* spell. In this cose, the magic-user will not speak with or bargain for the demon\'s services, although the cocodemon might be eager to reach an accord with the dweomercraefter before he is forced into imprisonment. The trapping of the demon is risky only if proper precautions have not been token, for failure to confine the monster usually means only that it is able to escope to its own plane. Once trapped, the demon must remain imprisoned until the possessor of his object of confinement breaks it and frees him, ond this requires one service from the now loosed monster. If the individual(s) freeing the demon fails to demand a service when the monster asks what is required of him, the demon is under no constraint not to slay the liberator(s) on the spot, but if a service is required, the creature must first do his best to perform it and then return to the Abyss.\nThe duration of service of any demon must be limited unless the demon is willing to serve for an extended period. Any required course of action or service which effectively requires an inordinate period of time to perform, or is impossible to perform, is 50% likely to free the demon from his obligations and enable him to be unconstrained in his vengeance upon the spell caster if he or she is not thereafter continually protected, for a demon so freed can remain on the plane it was summoned to for as long as 666 days.\nThe demon summoned will be exceptionally strong, i.e. 8 hit points per hit die. Casting Time is 1 hour per type (numeric) of the demon to be summoned, If there is any interruption during this period, the spell fails. If there is an interruption while the cocodemon is summoned, it is 10% probable that it will be able to escape its boundaries and attack the magic-user, this percentage rising cumulatively each round of continued interruption.\nEach demon is entitled to a saving throw versus this summoning spell, if a score higher than the level of the magic-user summoning is rolled with 3d6 {2d10 with respect a type VI demons), that particular spell failed to bring the desired demon. When this occurs, it is certain that the named demon is imprisoned or destroyed or the name used was not perfectly correct, so the spell caster will have to call upon another name to bring forth a cocodemon.}}{{materials=5 flaming black candles (1gp each); a brazier of hot coals on which must be burned sulphur, bat hairs, lard, soot, mercuric-nitric acid crystals, mandrake root, alcohol, and a parchment with the demon\'s name inscribed within a pentangle (total value 10gp); and a dish with mammal (preferably human) blood placed inside the area where the cocodemon is to be held.}}'}, + {name:'Charm-Plants',type:'muspelll7',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nCharm Plants\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Enchantment-Charm}}Specs=[Charm Plants,MUspellL7,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[30]] yards}}{{duration=Permanent}}{{aoe=[10 x 30ft](!rounds --aoe @{selected|token_id}|rectangle|feet|90|30|10|magic)}}{{save=Negates}}{{reference=PHB p183}}SpellData=[w:Charm Plants,lv:7,sp:100,gp:0,cs:VSM]{{effects=Bring under command vegetable life forms and communicate with them. }}{{hide1=These plants obey instructions to the best of their ability. The spell will charm plants in a 30-foot x 10-foot area. While the spell does not endow the vegetation with new abilities, it does enable the wizard to command the plants to use whatever they have in order to fulfill his instructions. If the plants in the area of effect do have special or unusual abilities, these are used as commanded by the wizard.\nFor example, this spell can generally duplicate the effects of the 1st-level priest spell [*entangle*](!magic --display-ability @{selected|token_id}|PR-Spells-DB|entangle), if the caster desires. The saving throw applies only to intelligent plants, and it is made with a -4 penalty to the die roll.}}{{materials=A pinch of humus, a drop of water, and a twig or leaf (no cost)}}'}, + {name:'Control-Undead',type:'muspelll7',ct:'10',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nControl Undead\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Necromancy}}Specs=[Control Undead,MUspellL7,1H,Necromancy]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[60]] feet}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[3d4+@{selected|mu-casting-level}]] rounds}}!!!{{aoe=[20HD or 6 undead](!rounds --target-save area|@{selected|token_id}|\\amp#64;{target|Which Undead do you want to control?|token_id}|Control-undead|\\amp#64;{selected|spell-duration}|-1|This undead creature is controlled by @{selected|character_name}|padlock)}}{{save=Special}}{{reference=PHB p183}}{{Use=As each undead is individually targeted, the GM will need to assess success and confirm or reject the effect, if necessary making a saving throw}}SpellData=[w:Control Undead,lv:7,sp:10,gp:0.02,cs:VSM]{{effects=Select one point within range of the spell. Those undead nearest to this point are controlled, until either [[@{selected|mu-casting-level}]] Hit Dice of undead to a max of six undead are affected. }}{{hide1=Undead with 3 Hit Dice or less are automatically controlled. Those of greater Hit Dice are allowed a saving throw vs. spell, which, if successful, negates the attempt to control that creature. Regardless of the success or failure of the saving throw, each creature required to make a check counts toward the Hit Dice limit of the spell.\nThose creatures under the control of the wizard can be commanded by the caster if they are within hearing range. There is no telepathic communication or language requirement between the caster and the controlled undead. Even if communication is impossible, the controlled undead do not attack the spellcaster. At the end of the spell, the controlled undead revert to their normal behaviors. Those not mindless will remember the control exerted by the wizard.}}{{materials=A small piece each of bone and raw meat, cost 2cp}}'}, + {name:'Delayed-Blast-Fireball',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nDelayed Blast Fireball\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Evocation}}Specs=[Delayed Blast Fireball,MUspellL7,1H,Evocation]{{components=V,S,M}}{{time=[[7]]}}{{range=[[100+(10*@{selected|mu-casting-level})]] yards}}{{duration=Delay up to 5 rounds}}{{aoe=20ft radius}}{{save=Halves}}{{damage=[[{10, @{selected|mu-casting-level}}kl1]] + [[{10, @{selected|mu-casting-level}}kl1]]d6}}{{damagetype=Fire}}{{reference=PHB p183}}{{Use=Click [Delay Fireball](!rounds (!rounds --aoe @{selected|token_id}|circle|feet|[[300+(30*@{selected|mu-casting-level})]]|3||fire||@{selected|token_id}|caster|Delayed-blast-fireball|\\amp#63;{What delay in rounds?|5|4|3|2|1}|-1|Waiting for the firball to go off|stopwatch), specify the delay when asked, then mark the area of effect by moving the crosshair and confirming to place the *fireball seed*. Once the fireball goes off, an *explode* button and a *damage* button will be displayed to the caster to enact the effect}}SpellData=[w:Delayed Blast Fireball,lv:7,sp:7,gp:0.02,cs:VSM]{{effects=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*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Fireball).}}{{materials=A tiny ball of bat guano and sulphur, cost 2cp}}'}, + {name:'Drawmijs-Instant-Summons',type:'muspelll7',ct:'1',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nDrawmijs Instant Summons\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning}}Specs=[Drawmijs-Instant-Summons,MUspellL7,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[1]]}}{{range=infinite + special}}{{duration=Instantaneous}}{{aoe=1 small object}}{{save=None}}{{reference=PHB p183}}SpellData=[w:Drawmijs-Instant-Summons,lv:7,sp:1,gp:5000,cs:VSM]{{effects=Teleports some desired item from virtually any location directly to his hand.}}{{hide1=The single object can be no longer in any dimension than a sword, can have no more weight than a shield (about eight pounds), and must be\nnonliving.\nTo prepare this spell, the wizard must hold a gem of not less than 5,000 gp value in his hand and utter all but the final word of the conjuration. At some point in the future, he must crush the gem and utter the final word. The desired item is then transported instantly into the spellcaster\'s right or left hand, as he desires.\nThe item must have been previously touched during the initial incantation and specifically named; only that particular item is summoned by the spell. During the initial incantation, the gem becomes magically inscribed with the name of the item to be summoned. The inscription is invisible and unreadable, except by means of a read magic spell, to all but the wizard who cast the summons.\nIf the item is in the possession of another creature, the spell does not work, and the caster knows who the possessor is and roughly where he, she, or it is located when the summons is cast. Items can be summoned from other planes of existence, but only if such items are not in the possession (not necessarily the physical grasp) of another creature. For each level of experience above the 14th, the wizard is able to summon a desired item from one plane farther removed from the plane he is in at the time the spell is cast (one plane away at 14th level, two planes away at 15th, etc.). Thus, a wizard of 16th level could cast the spell even if the desired item was on the second layer of one of the Outer Planes, but at 14th level the wizard would be able to summon the item only if it were no farther than one of the Inner Planes, the Ethereal Plane, or the Astral Plane (see the Planescape Campaign Setting boxed set). Note that special wards or barriers, or factors that block the teleport or plane shift spells, may also block the operation of this spell. Objects in Leomund\'s secret chest cannot be recovered by using this spell. \nNote: If the item is wizard marked, it can be summoned from anywhere on the same plane unless special local conditions apply. Furthermore, the details of the location of the item are more specific, and the item is more easily traceable with other types of scrying magic.}}{{materials=A gem of not less than 5,000 gp value}}'}, + {name:'Duo-Dimension',type:'muspelll7',ct:'7',charge:'uncharged',cost:'750',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nDuo-Dimension\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Duo-Dimension,MUspellL7,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[0]]}}{{duration=[[[3+@{selected|mu-casting-level}]] rounds](!rounds --target-nosave caster|@{selected|token_id}|Duo-dimension|[[3+@{selected|mu-casting-level}]]|-1|Becomes 2-dimensional like paper|three-leaves)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p184}}SpellData=[w:Duo-Dimension,lv:7,sp:7,gp:750,cs:VSM]{{effects=Causes the caster to have only two dimensions, height and width, with no depth. Invisible when turned sideways.}}{{hide1=This invisibility can be detected only by means of a *true seeing* spell or similar methods. In addition, the duodimensional wizard can pass through the thinnest of spaces as long as these have the proper height--going through the space between a door and its frame is a simple matter. The wizard can perform all actions normally. He can turn and become invisible, move in this state, and appear again next round and cast a spell, disappearing on the following round.\nNote that when turned, the wizard cannot be affected by any form of attack, but when visible, he is subject to double the amount of damage normal for an attack form; for example, a dagger thrust would inflict 2d4 points of damage if it struck a duodimensional wizard. Furthermore, the wizard has a portion of his existence in the Astral Plane when the spell is in effect, and he is subject to possible notice by creatures there. If noticed, it is 25% probable that the wizard is pulled entirely into the Astral Plane by any attack from an astral creature. Such an attack (and any subsequent attack received on the Astral Plane) inflicts normal damage.\nThe material components of this spell are a flat ivory likeness of the spellcaster (which must be of finest workmanship, gold filigreed, and enameled and gem-studded at an average cost of 500 to 1,000 gp) and a strip of parchment. As the spell is uttered, the parchment is given half a twist and joined at the ends. The figurine is then passed through the parchment loop, and both disappear forever.}}{{materials=A flat ivory likeness of the spellcaster (which must be of finest workmanship, gold filigreed, and enamelled and gem-studded at an average cost of 500 to 1,000 gp) and a strip of parchment}}'}, + {name:'Finger-of-Death',type:'muspelll7',ct:'5',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nFinger of Death\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Necromancy}}Specs=[Finger of Death,MUspellL7,1H,Necromancy]{{components=V,S}}{{time=[[5]]}}{{range=[[[60]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120||dark|true)}}{{duration=Permanent}}{{aoe=1 creature}}{{save=Negates}}{{reference=PHB p184}}SpellData=[w:Finger of Death,lv:7,sp:5,gp:500,cs:VS]{{effects=Snuffs out the victim\'s life force. A creature successfully saving still receives [2d8+1](!\\amp#13;\\amp#47;r 2d8+1) points of damage. If the subject dies of damage, no internal changes occur and the victim can then be revived normally.}}{{hide1=If successful, the victim can be neither raised nor resurrected. In addition, in human subjects the spell initiates changes to the body such that after three days the caster can, by means of a special ceremony costing not less than 1,000 gp plus 500 gp per body, animate the corpse as a juju zombie under the control of the caster. The changes can be reversed before animation by a limited wish or similar spell cast directly upon the body, and a full wish restores the subject to life.\nThe caster utters the finger of death spell incantation, points his index finger at the creature to be slain, and unless the victim succeeds in a saving throw vs. spell, death occurs.}}'}, + {name:'Forcecage',type:'muspelll7',ct:'3',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nForcecage\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Evocation}}Specs=[Forcecage,MUspellL7,1H,Evocation]{{components=V,S, special}}{{time=[[3]]}}{{range=[[10*ceil(@{selected|mu-casting-level}/2)]] yards}}{{duration=[[[6+@{selected|mu-casting-level}]] turns](!rounds --target-nosave multi|@{selected|token_id}|Forcecage|[[6+@{selected|mu-casting-level}]]|-1|Containing creatures in a Forcecage|fishing-net)}}{{aoe=[20ft. cube](!rounds --aoe @{selected|token_id}|square|feet|[[60*ceil(@{selected|mu-casting-level}/2)]]|20||magic)}}{{save=None}}{{reference=PHB p184}}{{Use=Show the area of effect, and then use the *duration* button - select all the creatures in the area and press the *add status changes* button in the chat window. The GM can remove the status for creatures that make *magic resistance* and escape using the *maint menu*}}SpellData=[w:Forcecage,lv:7,sp:3,gp:1000,cs:VSM]{{effects=Bring into being a cube of force, but it is unlike the magical item of that name in one important respect: The forcecage does not have solid walls of force; it has alternating bands of force with 1/2-inch gaps between.}}{{hide1=Thus, it is truly a cage, rather than an enclosed space with solid walls. Creatures within the area of effect of the spell are caught and contained unless they are able to pass through the openings--and, of course, all spells and breath weapons can pass through the gaps in the bars of force of the forcecage.\nA creature with magic resistance has a single attempt to pass through the walls of the cage. If the resistance check is successful, the creature escapes. If it fails, the creature is caged. Note that a successful check does not destroy the cage, nor does it enable other creatures (save familiars) to flee with the escaping creature. The forcecage is also unlike the solid-walled protective device, cube of force, in that it can be gotten rid of only by means of a dispel magic spell or by the expiration of the spell.\nBy means of special preparation at the time of memorization, a *forcecage* spell can be altered to a [*forcecube*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Forcecube) spell.\nAlthough the actual casting of either application of the spell requires no material component, the study required to commit it to memory does demand that the wizard powder a diamond of at least 1,000 gp value, using the diamond dust to trace the outlines of the cage or cube he desires to create via spellcasting at some later time. Thus, in memorization, the diamond dust is employed and expended, for upon completion of study, the wizard must then toss the dust into the air and it will disappear.}}{{materials=A diamond of at least 1,000gp value}}'}, + {name:'Forcecube',type:'muspelll7',ct:'4',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nForcecube\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Evocation}}Specs=[Forcecage,MUspellL7,1H,Evocation]{{components=V,S, special}}{{time=[[4]]}}{{range=[[10*ceil(@{selected|mu-casting-level}/2)]] yards}}{{duration=[[[6+@{selected|mu-casting-level}]] turns](!rounds --target caster|@{selected|token_id}|Forcecage|[[6+@{selected|mu-casting-level}]]|-1|Containing creatures in a Forcecube|fishing-net)}}{{aoe=[10ft. cube](!rounds --aoe @{selected|token_id}|square|feet|[[60*ceil(@{selected|mu-casting-level}/2)]]|10||magic)}}{{save=None}}{{reference=PHB p184}}{{Use=Show the area of effect, and then use the *duration* button - select all the creatures in the area and press the *add status changes* button in the chat window. The GM can remove the status for creatures that make *magic resistance* and escape using the *maint menu*}}SpellData=[w:Forcecage,lv:7,sp:4,gp:1000,cs:VSM]{{effects=By means of special preparation at the time of memorization, a *forcecage* spell (see separate spell) can be altered to a *forcecube* spell. The cube created is 10 feet on a side, and the spell then resembles that of a cube of force in all respects save that of the differences between a cast spell and the magic of a device, including the methods of defeating its power.}}{{hide1=Although the actual casting of either application of the spell requires no material component, the study required to commit it to memory does demand that the wizard powder a diamond of at least 1,000 gp value, using the diamond dust to trace the outlines of the cage or cube he desires to create via spellcasting at some later time. Thus, in memorization, the diamond dust is employed and expended, for upon completion of study, the wizard must then toss the dust into the air and it will disappear.}}{{materials=A diamond of at least 1,000gp value}}'}, + {name:'Limited-Wish',type:'muspelll7',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nLimited Wish\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning, Invocation-Evocation}}Specs=[Limited Wish,MUspellL7,0H,Conjuration-Summoning|Invocation-Evocation]{{components=V}}{{time=Special}}{{range=Unlimited}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p184}}SpellData=[w:Limited Wish,lv:7,sp:10,gp:0,cs:V]{{effects=It will fulfil literally, but only partially or for a limited duration, the utterance of the spellcaster.}}{{hide1=Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a limited wish will not substantially change major realities, nor will it bring wealth or experience merely by asking. The spell can, for example, restore some hit points (or all hit points for a limited duration) lost by the wizard. It can reduce opponent hit probabilities or damage, increase duration of some magical effect, cause a creature to be favorably disposed to the spellcaster, mimic a spell of 7th level or less, and so on (see the 9th-level wish spell). Greedy desires usually end in disaster for the wisher. Casting time is based on the time spent preparing the wording for the spell (clever players decide what they want to say before using the spell). Normally, the casting time is one round (most of it being taken up by deciding what to say). Casting this spell ages the caster one year per 100 years of regular life span.}}'}, + {name:'Mass-Invisibility',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMass Invisibility\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Illusion-Phantasm}}Specs=[Mass Invisibility,MUspellL7,1H,Mass Invisibility]{{components=V,S,M}}{{time=[[7]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=Special}}{{aoe=[60 x 60 yards](!rounds --aoe @{selected|token_id}|square|yards|[[10*@{selected|mu-casting-level}]]|60|60|magic)}}{{save=None}}{{reference=PHB p184}}SpellData=[w:Mass Invisibility,lv:7,sp:7,gp:0.05,cs:VSM]{{effects=*Invisibility* spell for battlefield use. Can hide creatures in a 60-yard x 60-yard area: up to 400 man-sized creatures, 30 to 40 giants, or six to eight large dragons. The effect is mobile with the unit and is broken when the unit attacks. Individuals leaving the unit become visible. The wizard can end this spell upon command.}}{{materials=An eyelash and a bit of gum arabic, the former encased in the latter, costing 5cp}}'}, + {name:'Monster-Summoning-V',type:'muspelll7',ct:'6',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Monster Summoning V,MUspellL7,1H,Conjuration-Summoning]{{}}SpellData=[w:Monster Summoning V,lv:7,sp:6,gp:0.1,cs:VSM]{{}}%{MU-Spells-DB|Monster-Summoning-IV}{{title=@{selected|casting-name} casts\nMonster Summoning V\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning}}{{components=V,S,M}}{{time=[[6]]}}{{range=Special}}{{duration=[[6+@{selected|mu-casting-level}]] rounds}}{{aoe=[70yd radius](!rounds --aoe @{selected|token_id}|circle|yards|0|140||magic|true)}}{{save=None}}{{reference=PHB p185}}{{effects=[1d3](!\\amp#13;\\amp#47;r 1d3) 5th level monsters (selected by the DM from the Monster Summoning V Table in the MC) appear in the area, placed by the caster. Attack to best of their ability until caster demands attack cease, spell expires, or are slain. Disappear when slain, no morale checks. If can communicate and not attacking, caster can ask them to perform tasks.}}{{materials=A tiny bag and a small candle, worth 1sp}}'}, + {name:'Mordenkainens-Magnificent-Mansion',type:'muspelll7',ct:'7',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMordenkainens Magnificent Mansion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration, Conjuration}}Specs=[Mordenkainens-Magnificent-Mansion,MUspellL7,1H,Alteration|Conjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[10]] yards}}{{duration=[[[@{selected|mu-casting-level}]] hours](!rounds --target-nosave caster|@{selected|token_id}|MM-mansion|[[60*@{selected|mu-casting-level}]]|-1|)}}{{aoe=[[300*@{selected|mu-casting-level}]]sq.ft. - extradimensional with a [4ft x 8ft portal](!rounds --aoe @{selected|token_id}|wall|feet|30|4|1|magic)}}{{save=None}}{{reference=PHB p185}}{{Use=Use the *duration* button to set a duration timer}}SpellData=[w:Mordenkainens Magnificent Mansion,lv:7,sp:7,gp:100,cs:VSM]{{effects=Conjures up an extradimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast.)}}{{hide1=From the entry point, those creatures observing the area see only a faint shimmering in the air, in an area 4 feet wide and 8 feet high. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open it again from his own side at will. Once observers have passed beyond the entrance, they behold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spellcaster has levels of experience. There is a staff of near-transparent servants, liveried and obedient, to wait upon all who enter. The atmosphere is clean, fresh, and warm.\nSince the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It seems excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and if those resting have not eaten real food within a reasonable time span, ravenous hunger strikes. Failure to eat normal food immediately results in the onset of fatigue or starvation penalties as decided by the DM.\n(It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster\'s wishes.)}}{{materials=A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These cost 100gp to source, and are utterly destroyed when the spell is cast}}'}, + {name:'Mordenkainens-Sword',type:'innate-melee|muspelll7',ct:'5',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMordenkainens Sword\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Evocation}}Specs=[Mordenkainens Sword,Innate-Melee|MUspellL7,1H,Evocation]{{components=V,S,M}}ToHitData=[w:Mordenkainens Sword,+:0,ch:19,sp:5]{{time=[[7]]}}DmgData=[w:Mordenkainens Sword,+:0,sm:5d4,L:5d6]{{range=[[[30]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||light|true)}}WeapData=[on:\\api;rounds --target-nosave caster|@{selected|token_id}|Mordenkainens-Sword|\\lbrak;\\lbrak;@{selected|mu-casting-level}\\rbrak;\\rbrak;|-1|Magical weapon in direction facing requires concentration|all-for-one,off:\\api;rounds --removetargetstatus @{selected|token_id}|Mordenkainens-Sword]{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p185}}SpellData=[w:Mordenkainens Sword,lv:7,sp:7,gp:500,cs:VSM]{{effects=Brings into being a shimmering, swordlike plane of force. Can mentally wield this weapon (to the exclusion of all activities other than movement), causing it to move and strike as if it were being used by a fighter.\nSelect Mordenkainen\'s Sword as a weapon when prompted after casting the spell.}}{{hide1=The basic chance for Mordenkainen\'s sword to hit is the same as the chance for a sword wielded by a fighter of half the level of the spellcaster. For example, if cast by a 14th-level wizard, the weapon has the same hit probability as a sword wielded by a 7th level fighter.\nThe sword has no magical attack bonuses, but it can hit nearly any sort of opponent, even those normally struck only by +3 weapons or those who are astral, ethereal, or out of phase. It hits any Armor Class on a roll of 19 or 20. It inflicts 5d4 points of damage to opponents of man size or smaller, and 5d6 points of damage to opponents larger than man size. It lasts until the spell duration expires, a dispel magic is used successfully upon it, or its caster no longer desires it.}}{{materials=A miniature platinum sword with a grip and pommel of copper and zinc, which costs 500 gp to construct, and which disappears after the spell\'s completion}}'}, + {name:'Phase-Door',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPhase Door\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Phase Door,MUspellL7,0H,Alteration]{{components=V}}{{time=[[7]]}}{{range=Touch}}{{duration=[[floor(@{selected|mu-casting-level}/2)]] uses}}{{aoe=[5 x 8 x 10ft](!rounds --aoe @{selected|token_id}|rectangle|feet|0|10|5|light)}}{{save=None}}{{reference=PHB p185}}SpellData=[w:Phase Door,lv:7,sp:7,gp:0,cs:V]{{effects=The wizard attunes his body, and a section of wall is affected as if by a *passwall* spell.}}{{hide1=The phase door is invisible to all creatures save the spellcaster, and only he can use the space or passage the spell creates, disappearing when the phase door is entered, and appearing when it is exited. If the caster desires, one other creature of man size or less can be taken through the door; this counts as two uses of the door. The door does not pass light, sound, or spell effects, nor can the caster see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing and similar magic will reveal the presence of a phase door but will not allow its use.\nThe phase door lasts for one usage for every two levels of experience of the spellcaster. It can be dispelled only by a casting of dispel magic from a higher-level wizard, or from several lower-level wizards, casting in concert, whose combined levels of experience are more than double that of the wizard who cast the spell (this is the only instance in which dispel effects can be combined).\nRumor has it that this spell has been adapted by a certain powerful wizard (or wizards) to create renewable (or permanent) portals, which may (or may not) be keyed to specific individuals (henchmen) or items (such as rings).}}'}, + {name:'Power-Word-Stun',type:'muspelll7',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPower Word, Stun\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning}}Specs=[Power Word Stun,MUspellL7,0H,Conjuration-Summoning]{{components=V}}{{time=[[1]]}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[10*@{selected|mu-casting-level}]]||magic)}}{{duration=Special}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p185}}SpellData=[w:Power Word Stun,lv:7,sp:1,gp:0,cs:V]{{effects=Any creature of the wizard\'s choice is stunned--reeling and unable to think coherently or act--for a duration dependent on its current hit points.}}{{hide1=Of course, the wizard must be facing the creature, and the creature must be within the range of 5 yards per experience level of the caster. Creatures with 1 to 30 hit points are stunned for 4d4 rounds, those with 31 to 60 hit points are stunned for 2d4 rounds, those with 61 to 90 hit points are stunned for 1d4 rounds, and creatures with over 90 hit points are not affected. Note that if a creature is weakened so that its hit points are below its usual maximum, the current number of hit points is used.}}'}, + {name:'Prismatic-Spray',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPrismatic Spray\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning}}Specs=[Prismatic Spray,MUspellL7,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[7]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[70 x 15ft. spray](!rounds --aoe @{selected|token_id}|cone|feet|0|70|15|magic)}}{{save=Special}}{{reference=PHB p186}}SpellData=[w:Prismatic Spray,lv:7,sp:7,gp:0,cs:VS]{{Use=All with fewer than 8HD are [blinded](!rounds --target area|@{selected|token_id}|\\amp64;{target|Which creatures are blinded?|token_id}|Blinded|\\amp#91;[2d4]\\amp#93;|-1|Blinded by the prismatic spray|bleeding-eye), apply other effects manually}}{{effects=Causes seven shimmering, multicolored rays of light to flash from his hand in a triangular spray. To determine which ray strikes a creature, roll [1d8](!\\amp#13;\\amp#47;r 1d8) and consult the table on PHB p186.}}{{hide1=It includes all colors of the visible spectrum; each ray has a different power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 2d4 rounds, regardless of any other effect.\nAny creature in the area of effect will be touched by one or more of the rays. To determine which ray strikes a creature, roll 1d8 and consult the following table:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[d8 roll](!\\amp#13;\\amp#47;r 1d8)\\amplt;/th;\\ampgt;\\amplt;th\\ampgt;Color of Ray\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Order of Ray\\amplt;/th;\\ampgt;\\amplt;th;\\ampgt;Effect of Ray\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Red\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1st\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Inflicts 20 points of damage, save vs. spell for half.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Orange\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2nd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Inflicts 40 points of damage, save vs. spell for half.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yellow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Inflicts 80 points of damage, save vs. spell for half.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Save vs. poison or die; survivors suffer 20 points of poison damage.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Save vs. petrification or be turned to stone.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Indigo\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Save vs. wand or go insane.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Violet\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Save vs. spell or be sent to another plane.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Struck by 2 rays, roll again twice (ignore 8s)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Reverse-Gravity',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nReverse Gravity\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Reverse Gravity,MUspellL7,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[5*@{selected|mu-casting-level}]] yards}}{{duration=[@{selected|mu-casting-level} rounds](!rounds --target-nosave caster|@{selected|token_id}|Reverse-gravity|@{selected|mu-casting-level}|-1|Gravity is reversed in the area of effect. How uplifting!|fluffy-wing)}}{{aoe=[30ft x 30ft.](!rounds --aoe @{selected|token_id}|square|yards|[[5*@{selected|mu-casting-level}]]|10||magic)}}{{save=None}}{{Use=Use the *duration* button to set a status timer for the spell}}{{reference=PHB p186}}SpellData=[w:Reverse Gravity,lv:7,sp:7,gp:0.1,cs:VSM]{{effects=Reverses gravity in the area of effect, causing all unattached objects and creatures within it to "fall" upward.}}{{hide1=The reverse gravity lasts as long as the caster desires or until the spell expires. If some solid object is encountered in this "fall," the object strikes it in the same manner as it would during a normal downward fall. At the end of the spell duration, the affected objects and creatures fall downward. As the spell affects an area, objects tens, hundreds, or even thousands of feet in the air above the area can be affected.}}{{materials=A loadstone and iron filings, at a total cost of 1sp}}'}, + {name:'Sequester',type:'muspelll7',ct:'7',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSequester\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Illusion/Phantasm, Abjuration}}Specs=[Sequester,MUspellL7,1H,Illusion/Phantasm|Abjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=Touch}}{{duration=[[7+@{selected|mu-casting-level}]] days}}{{aoe=[@{selected|mu-casting-level} x 2ft. cubes](!rounds --aoe @{selected|token_id}|bolt|feet|0|||magic)}}{{save=Special}}{{reference=PHB p186}}SpellData=[w:Sequester,lv:7,sp:7,gp:10,cs:VSM]{{effects=Not only prevents detection and location spells from working to detect or locate the objects affected by the sequester spell, it also renders the affected object(s) invisible to any form of sight or seeing.}}{{hide1=Thus, a *sequester* spell can mask a secret door, a treasure vault, etc. Of course, the spell does not prevent the subject from being discovered through tactile means or through the use of devices (such as a robe of eyes or a gem of seeing). If cast upon a creature who is unwilling to be affected, the creature receives a normal saving throw. Living creatures (and even undead types) affected by a sequester spell become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.}}{{materials=A basilisk eyelash (difficult to source), gum arabic, and a dram of whitewash. Total cost 10gp}}'}, + {name:'Shadow-Walk',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShadow Walk\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Illusion, Enchantment}}Specs=[Shadow Walk,MUspellL7,1H,Illusion|Enchantment]{{components=V,S}}{{time=[[1]]}}{{range=Touch}}{{duration=[[6*@{selected|mu-casting-level}]] turns}}{{aoe=Touched Creatures at time of casting}}{{save=Special}}{{reference=PHB p186}}{{Use=Click [touched creature](!rounds --target-save area|@{selected|token_id}|\\amp#64;{target|Who is touching you?|token_id}|Shadow-walk|[[60*@{selected|mu-casting-level}]]|-1|Walking on the edge between the Prime Material plane \\amp the Demiplane of Shadow|half-haze) then target each creature in turn (start with the caster). The GM will need to confirm selections, making or asking for saving throws where required}}SpellData=[w:Shadow Walk,lv:7,sp:7,gp:0,cs:VS]{{effects=Must be in an area of heavy shadows. The caster and any creature he touches are then transported to the edge of the Prime Material Plane where it borders the Demiplane of Shadow and can move at a rate of up to 7 miles per turn, moving normally on the borders of the Demiplane of Shadow but much more rapidly relative to the Prime Material Plane. The wizard knows where he will come out on the Prime Material Plane.}}{{hide1=The *shadow walk* spell can also be used to travel to other planes that border on the Demiplane of Shadow, but this requires the potentially perilous transit of the Demiplane of Shadow to arrive at a border with another plane of reality.\nAny creatures touched by the wizard when *shadow walk* is cast also make the transition to the borders of the Demiplane of Shadow. They may opt to follow the wizard, wander off through the plane, or stumble back into the Prime Material Plane (50% chance for either result if they are lost or abandoned by the wizard). Creatures unwilling to accompany the wizard into the Demiplane of Shadow receive a saving throw, negating the effect if successful.}}'}, + {name:'Simulacrum',type:'muspelll7',ct:'7',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSimulacrum\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Illusion-Phantasm}}Specs=[Shadow Walk,MUspellL7,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=Special}}{{range=Touch}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p186}}{{Use=If the creature is in the *Drag \\amp Drop* creature library, GM can *Drag \\amp Drop* one and alter the HP via the dropped token}}SpellData=[w:Simulacrum,lv:7,sp:7,gp:1000,cs:VSM]{{effects=Create what appears as a duplicate of any creature, but with only 51% to 60% (50% + 1d10%) of the hit points of the real creature, there are personality differences, there are areas of knowledge that the duplicate does not have, and a *detect magic* spell will instantly reveal it as a simulacrum, as will a *true seeing* spell.}}{{hide1=At all times the simulacrum remains under the absolute command of the wizard who created it. No special telepathic link exists, so command must be exercised in some other manner. The spell creates the form of the creature, but it is only a zombielike creation. A *reincarnation* spell must be used to give the duplicate a vital force, and a *limited wish* spell must be used to empower the duplicate with 40% to 65% (35% + 5 to 30%) of the knowledge and personality of the original. The level of the simulacrum, if any, is from 20% to 50% of that of the original creature.\nThe duplicate creature is formed from ice or snow. The spell is cast over the rough form and some piece of the creature to be duplicated must be placed inside the snow or ice. Additionally, the spell requires powdered ruby.\nThe simulacrum has no ability to become more powerful; it cannot increase its level or abilities. If destroyed, it reverts to snow and melts into nothingness. Damage to the simulacrum can be repaired by a complex process requiring at least one day, 100 gp per hit point, and a fully equipped laboratory.}}{{materials=Powdered Ruby worth 1,000gp}}'}, + {name:'Spell-Turning',type:'muspelll7',ct:'7',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSpell Turning\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Abjuration}}Specs=[Spell Turning,MUspellL7,1H,Abjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[0]]}}{{duration=Up to [[[3*@{selected|mu-casting-level}]] rounds](!rounds --target-nosave caster|@{selected|token_id}|Spell-turning|[[3*@{selected|mu-casting-level}]]|-1|Those spells tend to just bounce off you|aura)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p187}}{{Use=Use the *duration* button to set a status timer on the caster. Targetable spells should be re-targeted on the reflected target. Spells with effects placed on the caster will need to be *rejected* by the GM or the *Maint Menu* used to remove the effect. Some reflected spells may need to be dealt with manually}}SpellData=[w:Spell Turning,lv:7,sp:7,gp:1,cs:VSM]{{effects=Causes spells cast against the wizard to rebound on the original caster.}}{{hide1=This includes spells cast from scrolls and innate spell-like abilities, but specifically excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, etc. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area within which the protected wizard is standing.\nFrom seven to ten spell levels are affected by the turning. The exact number is secretly rolled by the DM; the player never knows for certain how effective the spell is.\nA spell may be only partially turned--divide the number of remaining levels that can be turned by the spell level of the incoming spell to see what fraction of the effect is turned, with the remainder affecting the caster. For example, an incoming fireball is centered on a wizard with one level of spell turning left. This means that 2/3 of the fireball affects the protected wizard, 1/3 affects the caster, and each is the center of a fireball effect. If the rolled damage is 40 points, the protected wizard receives 27 points of damage and the caster suffers 13. Both (and any creatures in the respective areas) can roll saving throws vs. spell for half damage. A partially turned hold or paralysis spell will act as a slow spell on those who are 50% or more affected.\nIf the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-70\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Spell drains away without effect\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;71-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Spell affects both equally at full damage\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-97\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Both turning effects are rendered nonfunctional for 1d4 turns\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;98-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Both casters go through a rift into the Positive Energy plane\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=A small silver mirror worth 20gp that can be reused 20 times}}'}, + {name:'Statue',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0.03',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nStatue\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Statue,MUspellL7,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=[Creature touched](!rounds --target-save single|@{selected|token_id}|\\amp#64;{target|Who wants a statue of themselves?|token_id}|Statue|[[60*@{selected|mu-casting-level}]]|-1|Wow - you can stand really still!|white-tower)}}{{save=Special}}{{reference=PHB p187}}SpellData=[w:Statue,lv:7,sp:7,gp:0.03,cs:VSM]{{effects=The wizard or other creature is apparently turned to solid stone, along with any garments and equipment worn or carried.}}{{hide1=The initial transformation from flesh to stone requires one full round after the spell is cast.\nDuring the transformation, there\'s an 18% chance that the targeted creature suffers a system shock failure and dies. The creature must roll percentile dice and add its Constitution score to the roll. If the total is 18 or less, the creature dies. If the total is 19 or more, the creature survives the transformation; the creature can withstand any inspection and appear to be a stone statue, although faint magic is detected from the stone if someone checks for it. Note that a creature with a Constitution of 18 or more will always survive the transformation.\nDespite being in this condition, the petrified individual can see, hear, and smell normally. Feeling is limited to those sensations that can affect the granite-hard substance of the individual\'s body--i.e., chipping is equal to a slight wound, but breaking off one of the statue\'s arms is serious damage.\nThe individual under the magic of a statue spell can return to his normal state instantly, act, and then return to the statue state, if he so desires, as long as the spell duration is in effect.}}{{materials=Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike (total cost 3cp)}}'}, + {name:'Steal-Enchantment',type:'muspelll7',ct:'600',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSteal Enchantment\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Enchantment}}Specs=[Steal Enchantment,MUspellL7,1H,Enchantment]{{components=V,S,M}}{{time=[[1]] Hour}}{{range=Touch}}{{duration=Permanent}}{{aoe=[[1]] Item}}{{save=Negates}}{{reference=The Complete Wizard\'s Handbook}}SpellData=[w:Steal-Enchantment,lv:7,sp:600,gp:0,cs:VSM]{{effects="Steals" the enchantment from a magical item and places it within another, non-magical item (the material component).}}{{hide1=Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armor, wand, etc.).\nThe enchantment can be transferred only to a nonmagical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any).\nAt the culmination of the spell, the original magical object is allowed an item saving throw vs. disintegration with all modifiers it is allowed as a magical item. Exceptionally powerful objects (such as artifacts) may be considered to automatically succeed the saving throw at the DM\'s discretion.\nIf the saving throw is successful, the magical object resists the effect and the spell ends in failure. If the roll is failed, the magical item loses all of its powers, which are transferred to the previously nonmagical object.\nEven if the magical item fails its saving throw, the spell\'s success is not guaranteed. There is a chance that the enchantment might be lost. The base chance of this occurring is 100%, modified by -5% per level of the caster. Thus, a 20th-level wizard has no chance of losing the magic. If the enchantment is lost, both items become nonmagical.}}{{materials=The nonmagical item which is to receive the enchantment. It must be of equal or greater value than the object to be drained. Paid for when bought}}'}, + {name:'Teleport-Without-Error',type:'muspelll7',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTeleport Without Error\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Teleport Without Error,MUspellL7,0H,Alteration]{{components=V}}{{time=[[1]]}}{{range=Touch}}{{duration=Instantaneous}}{{aoe=Special}}{{save=None}}{{reference=PHB p187}}SpellData=[w:Teleport Without Error,lv:7,sp:1,gp:0,cs:V]{{effects=Transport the caster, along with the material weight noted for a *teleport* spell (see PHB p172), to any known location in his home plane with no chance for error.}}{{hide1=The spell also enables the caster to travel to other planes of existence, but any such plane is, at best, "studied carefully." This assumes that the caster has, in fact, actually been to the plane and carefully perused an area for an eventual teleportation without error spell. The table for the teleport spell is used, with the caster\'s knowledge of the area to which transportation is desired used to determine the chance of error. (For an exception, see the 9th-level wizard spell succor.) The caster can do nothing else in the round that he appears from a teleport.}}'}, + {name:'Vanish',type:'muspelll7',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nVanish\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Vanish,MUspellL7,0H,Alteration]{{components=V}}{{time=[[2]]}}{{range=Touch}}{{duration=Special}}{{aoe=1 object}}{{save=None}}{{reference=PHB p187}}SpellData=[w:Vanish,lv:7,sp:2,gp:0,cs:V]{{effects=Causes an object to vanish (i.e., to be teleported as if by a teleport spell) if it weighs no more than [[50*@{selected|mu-casting-level}]] pounds. The maximum volume of material that can be affected is [[3*@{selected|mu-casting-level}]] cu.ft. An object that exceeds either limitation is unaffected and the spell fails.}}{{hide1=If desired, a vanished object can be placed deep within the Ethereal Plane. In this case, the point from which the object vanished remains faintly magical until the item is retrieved. A successful dispel magic spell cast on the point will bring the vanished item back from the Ethereal Plane. Note that creatures and magical forces cannot be made to vanish.\nThere is a 1% chance that a vanished item will be disintegrated instead. There is also a 1% chance that a creature from the Ethereal Plane is able to gain access to the Prime Material Plane through the vanished item\'s connection.}}'}, + {name:'Vision',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nVision\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Divination}}Specs=[Vision,MUspellL7,0H,Divination]{{components=V,S,M}}{{time=[[7]]}}{{range=[[0]]}}{{duration=Special}}{{aoe=The caster}}{{save=None}}{{reference=PHB p187}}SpellData=[w:Vision,lv:7,sp:7,gp:0,cs:VSM]{{effects=Calls upon whatever power the caster desires aid from and can ask a question that will be answered with a vision.}}{{materials=The sacrifice of something valued by the spellcaster or by the power supplicated. The more precious the sacrifice, the better the chance of spell success. A very precious item grants a bonus of +1 to the dice roll, an extremely precious item adds +2, and a priceless item adds +3. DM will adjudicate the cost, which must be deducted from the character}}{{hide1=Two six-sided dice are rolled. If they total 2 to 6, the power is annoyed and refuses to answer the question; instead, the power causes the wizard to perform some service (by an ultrapowerful geas or quest). If the dice total 7 to 9, the power is indifferent and gives some minor vision, though it may be unrelated to the question. If the dice total 10 or better, the power grants the vision.\nThe material component of the spell is the sacrifice of something valued by the spellcaster or by the power supplicated. The more precious the sacrifice, the better the chance of spell success. A very precious item grants a bonus of +1 to the dice roll, an extremely precious item adds +2, and a priceless item adds +3.}}'}, + ]}, + MU_Spells_DB_L8:{bio:'
Magic User Spell Database: Level 1
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 8 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 09/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see MU-Spells-DB-Item', + root:'MU-Spells-DB', + api:'magic', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Antipathy-Sympathy',type:'muspelll8',ct:'600',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\n**Antipathy-Sympathy**\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Enchantment-Charm}}Specs=[Antipathy-Sympathy,MUspellL8,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[1]] hour}}{{range=[[30]] yards}}{{duration=[[2*@{selected|mu-casting-level}]] hours}}{{aoe=[10ft. cube](!rounds --aoe @{selected|token_id}|square|feet|[[120*@{selected|mu-casting-level}]]|10||magic) or one item}}{{save=Special}}{{reference=PHB p188}}{{Use=Select [Antipathy](!rounds --target-nosave caster|@{selected|token_id}|Antipathy|[[120*@{selected|mu-casting-level}]]|-1|Area of Antipathy is currently active|screaming) or [Sympathy](!rounds --target-nosave caster|@{selected|token_id}|Sympathy|[[120*@{selected|mu-casting-level}]]|-1|Area of Sympathy is currently active|grab) to set duration status timer on the caster token}}SpellData=[w:Antipathy-Sympathy,lv:8,sp:600,gp:0,cs:VSM]{{effects=This spell allows the wizard to set certain vibrations to emanate from an object or location that tend to either repel or attract a specific type of intelligent creature or characters of a particular alignment. The wizard must decide which effect is desired with regard to what creature type or alignment before beginning the spellcasting, for the components of each application differ. The spell cannot be cast upon living creatures.}}{{hide1=[Antipathy](!rounds --target caster|@{selected|token_id}|Antipathy|[[120*@{selected|mu-casting-level}]]|-1|Area of Antipathy is currently active|screaming): This spell causes the affected creature or alignment type to feel an overpowering urge to leave the area or to not touch the affected item. If a saving throw vs. spell is successful, the creature can stay in the area or touch the item, but the creature will feel very uncomfortable, and a persistent itching will cause it to suffer the loss of 1 point of Dexterity per round (for the spell\'s duration), subject to a maximum loss of 4 points and a minimum Dexterity of 3. Failure to save vs. spell forces the being to abandon the area or item, shunning it permanently and never willingly returning to it until the spell is removed or expires.\nThe material component for this application of the spell is a lump of alum soaked in vinegar.\n[Sympathy](!rounds --target caster|@{selected|token_id}|Sympathy|[[120*@{selected|mu-casting-level}]]|-1|Area of Sympathy is currently active|grab): By casting the sympathy application of the spell, the wizard can cause a particular type of creature or alignment of character to feel elated and pleased to be in an area or touching or possessing an object or item. The desire to stay in the area or touch the object is overpowering. Unless a saving throw vs. spell is successfully rolled, the creature or character will stay or refuse to release the object. If the saving throw is successful, the creature or character is released from the enchantment, but a subsequent saving throw must be made 1d6 turns later. If this saving throw fails, the affected creature will return to the area or object.\nThe material components of this spell are 1,000 gp worth of crushed pearls and a drop of honey.\nNote that the particular type of creature to be affected must be named specifically - for example, red dragons, hill giants, wererats, lammasu, catoblepas, vampires, etc. Likewise, the specific alignment must be named - for example, chaotic evil, chaotic good, lawful neutral, true neutral, etc.\nIf this spell is cast upon an area, a 10-foot cube can be enchanted for each experience level of the caster. If an object or item is enchanted, only that single thing can be enchanted; affected creatures or characters save vs. spell with a -2 penalty.}}{{materials=\n*Antipathy*: a lump of alum soaked in vinegar.\n*Sympathy*: 1,000 gp worth of crushed pearls and a drop of honey}}'}, + {name:'Bigbys-Clenched-Fist',type:'magic|muspelll8',ct:'600',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBigby\'s Clenched Fist\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Evocation}}Specs=[Bigbys Clenched Fist,Magic|MUspellL8,1H|2H,Evocation],[Bigbys Clenched Fist,Magic|MUspellL8,1H|2H,Evocation],[Bigbys Clenched Fist,Magic|MUspellL8,1H|2H,Evocation],[Bigbys Clenched Fist,Magic|MUspellL8,1H|2H,Evocation],[Bigbys Clenched Fist,Magic|MUspellL8,1H|2H,Evocation]{{components=V,S,M}}ToHitData=[w:Fist Roll d20,cmd:!\\amp#13;\\amp#47;r 1d20],[w:Fist 1-12,cmd:!\\amp#13;\\amp#47;r 1d6],[w:Fist 13-16,cmd:!\\amp#13;\\amp#47;r 2d6],[w:Fist 17-19,cmd:!rounds --target single|\\amp#64;{selected|token_id}|\\amp#64;{target|Who did you punch?|token_id}|stunned|1|-1|Stunned for 1 round|back-pain\\amp#13;\\amp#47;r 3d6],[w:Fist 20,cmd:!rounds --target single|\\amp#64;{selected|token_id}|\\amp#64;{target|Who did you punch?|token_id}|stunned|3|-1|Stunned for 3 rounds|back-pain\\amp#13;\\amp#47;r 4d6]{{time=[[8]]}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[10*@{selected|mu-casting-level}]]||magic|true)}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p188}}SpellData=[w:Bigbys Clenched Fist,lv:8,sp:600,gp:1,cs:VSM,on:!rounds --target caster|@{selected|token_id}|bigbys-fist|@{selected|mu-casting-level}|-1|Wielding Bigby\'s Clenched Fist|fist,off:!rounds --removetargetstatus @{selected|token_id}|bigbys-fist|silent]{{Use=After casting this spell, use the *Change Weapon* dialog (which should be automatically displayed) to take *Bigby\'s Clenched Fist* in-hand as a weapon, and then attack with it each round until it expires}}{{effects=Brings forth a huge, disembodied hand that is balled into a fist. Spellcaster can cause it to strike one opponent each round, which always hits and with the following effects:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Result\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Glancing blow - 1d6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Solid punch - 2d6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17-19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hard punch - 3d6 \\amp stunned for 1 round\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Crushing blow\\amp#42; - 4d6 \\amp stunned for 3 rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n\\amp#42;The wizard adds +4 to the die rolls of subsequent attacks if the opponent is stunned, as the opponent is not capable of dodging or defending against the attack effectively.\nThe fist has AC 0, and [[@{selected|hp|max}]]HP}}{{materials=A leather glove and a small device (similar to brass knuckles) consisting of four rings joined so as to form a slightly curved line, with an "I" upon which the bottoms of the rings rest. The device must be fashioned of an alloy of copper and zinc: total cost 20gp to procure, but can be used up to 20 times}}'}, + {name:'Binding',type:'muspelll8',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBinding\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Enchantment, Evocation}}Specs=[Binding,MUspellL8,1H,Enchantment|Evocation]{{components=V,S,M}}{{time=Special}}{{range=[[[10]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20|0|magic|true)}}{{duration=Special}}{{aoe=1 creature}}{{save=Special}}{{reference=PHB p188}}SpellData=[w:Binding,lv:8,sp:100,gp:0,cs:VSM]{{effects=Creates a magical restraint to hold a creature, usually from another plane of existence.}}{{hide1=Extraplanar creatures must be confined by a circular diagram; other creatures can be physically confined. The duration of the spell depends upon the form of the binding and the level of the caster(s), as well as the length of time the spell is actually uttered. The components vary according to the form of the spell, but they include a continuous chanting utterance read from the scroll or book page giving the spell; gestures appropriate to the form of binding; and materials such as miniature chains of special metal (silver for lycanthropes, etc.), soporific herbs of the rarest sort, a corundum or diamond gem of great size (1,000 gp value per Hit Die of the subject creature), and a vellum depiction or carved statuette of the subject to be captured.\nMagic resistance applies unless the subject\'s true name is used. A saving throw is not applicable as long as the experience level of the caster is at least twice as great as the Hit Dice of the subject. The caster\'s level can be augmented by one-third of the levels of each assisting wizard of 9th level or higher, and by one level for each assistant of 4th through 8th level. No more than six other wizards can assist with this spell. If the caster\'s level is less than twice the Hit Dice of the subject, the subject gains a saving throw vs. spell, modified by the form of binding being attempted. The various forms of binding are:\n***Chaining:*** The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except the caster. Duration is as long as one year per level of the caster(s). The subject of this form of binding (as well as in the slumber and bound slumber versions) remains within the restraining barrier.\n***Slumber:*** Brings a comatose sleep upon the subject for a duration of up to one year per level of the caster(s).\n***Bound Slumber:*** A combination of chaining and slumber that lasts for up to one month per level of the caster(s).\n***Hedged Prison:*** The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means until freed. The spell remains until the\nmagical hedge is somehow broken.\n***Metamorphosis:*** Causes the subject to change to some noncorporeal form, save for its head or face. The binding is permanent until some prescribed act frees the subject.\n***Minimus Containment:*** The subject is shrunken to a height of 1 inch or even less and held within the hedged prison of some gem or similar object. The subject of a minimus containment, metamorphosis, or hedged prison radiates a very faint aura of magic.\nThe subject of the *chaining* form of the spell receives a saving throw with no modifications. However, *slumber* allows the subject a +1 bonus, *bound slumber* a +2 bonus, *hedged prison* a +3 bonus, *metamorphosis* a +4 bonus, and *minimus containment* a +5 bonus to the saving throw. If the subject is magically weakened, the DM can assign a -1, -2, or even -4 penalty to the saving throw. A successful saving throw enables the subject to burst its bonds and do as it pleases.\nA binding spell can be renewed in the case of the first three forms of the spell, for the subject does not have the opportunity to break the bonds. (If anything has caused a weakening of a chaining or slumber version, such as attempts to contact the subject or magically touch it, a normal saving throw applies to the renewal of the spell.) Otherwise, after one year, and each year thereafter, the subject gains a normal saving throw vs. the spell. Whenever it is successful, the binding spell is broken and the creature is free.}}{{materials=Various materials are required for various forms. DM to determine cost. See PHB p188}}'}, + {name:'Clone',type:'muspelll8',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nClone\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Necromancy}}Specs=[Clone,MUspellL8,1H,Necromancy]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Touch}}{{duration=Permanent}}{{aoe=1 clone}}{{save=None}}{{reference=PHB p189}}{{Use=Drag a copy token on to the playing surface from the journal, then the GM should make the token a "mob" token by deleting the token bar links to the character (leave the token itself linked to the character sheet)}}SpellData=[w:Clone,lv:8,sp:100,gp:0,cs:VSM]{{effects=Creates a duplicate of a human, demihuman, or humanoid creature.}}{{hide1=This clone is in most respects the duplicate of the individual, complete to the level of experience, memories, etc. However, the duplicate really is the person, so if the original and a duplicate exist at the same time, each knows of the other\'s existence; the original erson and the clone will each desire to do away with the other, for such an alter-ego is unbearable to both. If one cannot destroy the other, one will go insane and destroy itself (90% likely to be the clone), or possibly both will become mad and destroy themselves (2% chance). These events nearly always occur within one week of the dual existence.\nNote that the clone is the person as he existed at the time at which the flesh was taken for the spell component, and all subsequent knowledge, experience, etc., is totally unknown to the clone. The clone is a physical duplicate, and possessions of the original are another matter entirely. A clone takes 2d4 months to grow, and only after that time is dual existence established. Furthermore, the clone has one less Constitution point than the body it was cloned from; the cloning fails if the clone would have a Constitution of 0.\nThe DM may, in addition, add other stipulations to the success of a cloning effort, requiring that some trace of life must remain in the flesh sample, that some means of storing and preserving the sample must be devised and maintained, etc.}}{{materials=A small piece of the flesh from the person to be duplicated. The DM may add other stipulations to the success of a cloning effort, e.g. some trace of life must remain in the flesh sample, some means of storing and preserving the sample, etc}}'}, + {name:'Demand',type:'muspelll8',ct:'100',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nDemand\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Evocation, Enchantment-Charm}}Specs=[Demand,MUspellL8,1H,Evocation|Enchantment-Charm]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Unlimited}}{{duration=Special}}{{aoe=1 creature}}{{save=Special}}{{reference=PHB p189}}SpellData=[w:Demand,lv:8,sp:100,gp:1,cs:VSM]{{effects=Allows a brief contact with a far distant creature. The message can also contain a *suggestion*}}{{hide1=This spell is very much like the 5th-level wizard spell sending, allowing a brief contact with a far distant creature. However, with this spell the message can also contain a [*suggestion*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Suggestion) (see the 3rd-level wizard spell suggestion), which the subject will do its best to carry out if it fails its saving throw vs. spell, made with a -2 penalty. Of course, if the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand comes, the message is understood but no saving throw is necessary and the suggestion is ineffective.\nThe caster must be familiar with the creature contacted and must know its name and appearance well. If the creature in question is not in the same plane of existence as the spellcaster, there is a base 5% chance that the demand does not arrive. Local conditions on other planes may worsen this chance considerably at the option of the DM. The demand, if received, will be understood even if the creature has an Intelligence ability score as low as 1 (animal Intelligence). Creatures of demigod status or higher can choose to come or not, as they please.\nThe demand message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.}}{{materials=A pair of cylinders, each open at one end, connected by a thin piece of copper wire costing 20gp to procure, reusable 20 times, and some small part of the subject creature--a hair, a bit of nail, etc}}'}, + {name:'Glassteel',type:'muspelll8',ct:'8',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nGlassteel\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Alteration}}Specs=[Glasteel,MUspellL8,1H,Alteration]{{components=V,S,M}}{{time=[[8]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=[Object touched](!rounds --aoe @{selected|token_id}||feet|0)}}{{save=None}}{{reference=PHB p189}}SpellData=[w:Glassteel,lv:8,sp:8,gp:0.5,cs:VSM]{{effects=Turns normal, nonmagical crystal or glass into a transparent substance that has the tensile strength and unbreakability of actual steel. Only a relatively small volume of material can be affected (a maximum weight of [[10*@{selected|mu-casting-level}]] pounds), and it must form one whole object. AC of the substance is 1}}{{materials=A small piece of glass and a small piece of steel, total cost 5sp}}'}, + {name:'Incendiary-Cloud',type:'muspelll8',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nIncendiary Cloud\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Alteration, Evocation}}Specs=[Incendiary Cloud,MUspellL8,1H,Alteration|Evocation]{{components=V,S,M}}{{time=[[2]]}}{{range=[[30]] yards}}{{duration=1d6+4 rounds}}{{aoe=[Special](!rounds --aoe @{selected|token_id}||feet|90|||fire --target-nosave caster|@{selected|token_id}|Incendiary-cloud|\\amp#91;[4+1d6]\\amp#93;|-1|An incendiary cloud forms|rolling-bomb)}}{{save=Halves}}{{reference=PHB p189}}{{Use=Select the *area of effect* and a status round counter will be set on the caster. Damage buttons will appear for the caster each round}}SpellData=[w:Incendiary Cloud,lv:8,sp:2,gp:0,cs:VSM]{{effects=Minimum dimensions are a cloud 10 feet tall, 20 feet wide, and 20 feet long. This dense vapor cloud billows forth, and 3rd round begins to flame, for @{selected|mu-casting-level}d2 HP. 4th round @{selected|mu-casting-level}d4 HP, and 5th round @{selected|mu-casting-level}d2 HP as its flames burn out, and in successive rounds is simply harmless smoke that obscures vision within its confines. Creatures within the cloud need to make only one saving throw if it is successful, but if they fail the first saving throw, they roll again on the fourth and fifth rounds (if necessary) to attempt to reduce the damage sustained by one-half.}}{{materials=An available fire source (just as with a pyrotechnics spell), scrapings from beneath a dung pile, and a pinch of dust (no cost)}}'}, + {name:'Mass-Charm',type:'muspelll8',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMass Charm\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Enchantment-Charm}}Specs=[Mass Charm,MUspellL8,0H,Enchantment-Charm]{{components=V}}{{time=[[8]]}}{{range=[[5*@{selected|mu-casting-level}]] yards}}{{duration=Special}}{{aoe=[30ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[15*@{selected|mu-casting-level}]]|30||magic)}}{{save=Negates}}{{reference=PHB p190}}{{Use=[Charm Them](!rounds --target multi|@{selected|token_id}|Mass-Charm|99|0|Wow, @{selected|character_name} is so great! There\'s something about them...|chained-heart|svspe\\clon;-2)}}SpellData=[w:Mass Charm,lv:8,sp:8,gp:0,cs:V]{{effects=Affects large numbers of either persons or monsters just as a *charm person* or *charm monster* spell.}}{{hide1=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. 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.}}'}, + {name:'Maze',type:'muspelll8',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMaze\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration-Summoning}}Specs=[Maze,MUspellL8,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[3]]}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[10*@{selected|mu-casting-level}]]||magic|true)}}{{duration=[Special](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who do you want to a-Maze?|token_id}|Maze|\\amp#91;[\\amp#63;{What intelligence is target creature?|under 3,2d4|3-5,1d4|6-8,5d4|9-11,4d4|12-14,3d4|15-17,2d4|18+,1d4}]\\amp#93;|-1|You are in a labyrinth of endless corridors... You are in a labyrinth of tiny, twisting corridors... You are in...|screaming)}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p190}}SpellData=[w:Maze,lv:8,sp:3,gp:0,cs:VS]{{effects=An extradimensional space is brought into being. The subject vanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its Intelligence.}}{{hide1=(Note: Minotaurs are not affected by this spell.)\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Intelligence of Mazed Creature\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Time Trapped in Maze\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;under 3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[2d4](!\\amp#13;\\amp#47;r 2d4) turns\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3-5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[1d4](!\\amp#13;\\amp#47;r 1d4) turns\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[5d4](!\\amp#13;\\amp#47;r 5d4) rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-11\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[4d4](!\\amp#13;\\amp#47;r 4d4) rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[3d4](!\\amp#13;\\amp#47;r 3d4) rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[2d4](!\\amp#13;\\amp#47;r 2d4) rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[1d4](!\\amp#13;\\amp#47;r 1d4) rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nNote that teleport and dimension door spells will not help a character escape a maze spell, although a plane shifting spell will.}}'}, + {name:'Mind-Blank',type:'muspelll8',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMind Blank\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Abjuration}}Specs=[Mind Blank,MUspellL8,1H,Abjuration]{{components=V,S}}{{time=[[1]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[1 day](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who\'s mind is blank to others?|token_id}|Mind-blank|99|0|You are protected from all forms of mind reading|white-tower)}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p190}}SpellData=[w:Mind Blank,lv:8,sp:1,gp:0,cs:VS]{{effects=The creature is totally protected from all devices and spells that detect, influence, or read emotions or thoughts.}}{{hide1=This protects against *augury, charm, command, confusion, divination, empathy* (all forms), *ESP, fear, feeblemind, mass suggestion, phantasmal killer, possession, rulership, soul trapping, suggestion,* and *telepathy*. Cloaking protection also extends to the prevention of discovery or information gathering by *crystal balls* or other scrying devices, *clairaudience, clairvoyance, communing, contacting other planes,* or wish-related methods (*wish* or *limited wish*). Of course, exceedingly powerful deities can penetrate the spell\'s barrier.}}'}, + {name:'Monster-Summoning-VI',type:'muspelll8',ct:'8',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Monster Summoning VI,MUspellL8,1H,Conjuration-Summoning]{{}}SpellData=[w:Monster Summoning VI,lv:8,sp:8,gp:0.1,cs:VSM]{{}}%{MU-Spells-DB|Monster-Summoning-V}{{title=@{selected|casting-name} casts\nMonster Summoning VI\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration-Summoning}}{{components=V,S,M}}{{time=[[8]]}}{{range=Special}}{{duration=[[7+@{selected|mu-casting-level}]] rounds}}{{aoe=[80yd radius](!rounds --aoe @{selected|token_id}|circle|yards|0|160||magic|true)}}{{save=None}}{{reference=PHB p190}}{{effects=[1d3](!\\amp#13;\\amp#47;r 1d3) 6th level monsters (selected by the DM from the Monster Summoning VI Table in the MC) appear in the area, placed by the caster. Attack to best of their ability until caster demands attack cease, spell expires, or are slain. Disappear when slain, no morale checks. If can communicate and not attacking, caster can ask them to perform tasks.}}{{materials=A tiny bag and a small candle, costing 1sp}}'}, + {name:'Otilukes-Telekinetic-Sphere',type:'muspelll8',ct:'4',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nOtiluke\'s Telekinetic Sphere\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Evocation, Alteration}}Specs=[Otilukes Telekinetic Sphere,MUspellL8,1H,Evocation|Alteration]{{components=V,S,M}}{{time=[[4]]}}{{range=20 yards}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=[@{selected|mu-casting-level}ft. diameter sphere](!rounds --aoe @{selected|token_id}|circle|feet|60|@{selected|mu-casting-level}||light)}}{{save=Negates}}{{reference=PHB p190}}SpellData=[w:Otilukes Telekinetic Sphere,lv:8,sp:4,gp:500,cs:VSM]{{effects=Exactly the same as the 4th-level wizard spell Otiluke\'s resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless--anything contained within it weighs only 1/16 its normal weight.}}{{hide1=Any subject weighing up to 5,000 pounds can be telekinetically lifted in the sphere by the caster. Range of control extends to a maximum distance of 10 yards per level after the sphere has actually succeeded in encapsulating a subject or subjects. Note that even if more than 5,000 pounds of weight is englobed, the perceived weight is only 1/16 of the actual weight, so the orb can be rolled without exceptional effort. Because of the reduced weight, rapid motion or falling within the field of the sphere is relatively harmless to the object therein, although it can be disastrous should the globe disappear when the subject inside is high above a hard surface. The caster can dismiss the effect with a word.}}{{materials=A hemispherical piece of diamond costing 500gp, a matching piece of gum arabic, and a pair of small bar magnets, which are consumed by the spell}}'}, + {name:'Ottos-Irresistible-Dance',type:'muspelll8',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nOtto\'s Irresistible Dance\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Enchantment-Charm}}Specs=[Ottos Irresistible Dance,MUspellL8,1H,Enchantment-Charm]{{components=V}}{{time=[[5]]}}{{range=[Touch](~selected|To-Hit-Spell)}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[1d4+1]] rounds}}!!!{{aoe=Creature Touched}}{{save=None}}{{reference=PHB p190}}SpellData=[w:Ottos Irresistible Dance,lv:8,sp:5,gp:0,cs:V]{{effects=Causes the recipient to begin dancing, complete with feet shuffling and tapping.}}{{hide1=This dance makes it impossible for the victim to do anything other than caper and prance; this cavorting worsens the Armor Class of the creature by -4, makes saving throws impossible except on a roll of 20, and negates any consideration of a shield. Note that the creature must be touched, as if melee combat were taking place and the spellcaster were striking to do damage.}}\n!magic --touch @{selected|token_id}|Ottos-irresistable-dance|\\amp#64;{selected|spell-duration}|-1|Dancing the night away...|trophy'}, + {name:'Permanency',type:'muspelll8',ct:'20',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nPermanency\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Alteration}}Specs=[Permanency,MUspellL8,1H,Alteration]{{components=V,S}}{{time=[[2]] rounds}}{{range=Special}}{{duration=Permanent}}{{aoe=Special}}{{save=None}}{{reference=PHB p190}}SpellData=[w:Permanency,lv:8,sp:20,gp:0,cs:VS]{{effects=This spell affects the duration of certain other spells, making the duration permanent.}}{{hide1=The personal spells upon which a permanency is known to be effective are as follows:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*comprehend languages*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*protection from evil*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*detect evil*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*protection from normal missiles*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*detect invisibility*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*read magic*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*detect magic*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*tongues*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*infravision*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*unseen servant*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*protection from cantrips*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe wizard casts the desired spell and then follows it with the permanency spell. Each permanency spell lowers the wizard\'s Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell.\nIn addition to personal use, the permanency spell can be used to make the following object/creature or area-effect spells permanent:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*enlarge*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*prismatic sphere*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*fear*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*stinking cloud*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*gust of wind*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*wall of fire*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*invisibility*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*wall of force*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*magic mouth*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*web*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nAdditionally, the following spells can be cast upon objects or areas only and rendered permanent:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*alarm*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*wall of fire*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*audible glamer*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*distance distortion*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*dancing lights*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*teleport*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*solid fog*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThese applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated.\nThe permanency spell is also used in the fabrication of magical items (see the 6th-level spell enchant an item). At the DM\'s option, permanency might become unstable or fail after a long period of at least 1,000 years. Unstable effects might operate intermittently or fail altogether.\nThe DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.}}'}, + {name:'Polymorph-Any-Object',type:'muspelll8',ct:'10',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nPolymorph Any Object\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Alteration}}Specs=[Polymorph Any Object,MUspellL8,1H,Alteration]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[5*@{selected|mu-casting-level}]]||magic)}}{{duration=Variable}}{{aoe=Special}}{{save=Special}}{{reference=PHB p191}}SpellData=[w:Polymorph Any Object,lv:8,sp:10,gp:5,cs:VSM]{{effects=Changes one object or creature into another.}}{{hide1=When used as a *polymorph other* or *stone to flesh* spell, simply treat the spell as a more powerful version, with saving throws made with -4 penalties to the die roll. When it is cast in order to change other objects, the duration of the spell depends on how radical a change is made from the original state to its enchanted state, as well as how different it is in size. The DM determines the changes by using the following guidelines:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Kingdom*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Animal, vegetable, mineral\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Class*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mammals, bipeds, fungi, metals, etc.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Relationship*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Twig is to tree, sand is to beach, etc.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Size*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Smaller, equal, larger\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Shape*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Comparative resemblance of the original to the polymorphed state\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Intelligence*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Particularly with regard to a change in which the end product is more intelligent\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nA change in *kingdom* makes the spell work for hours (if removed by one kingdom) or turns (if removed by two). Other changes likewise affect spell duration. Thus, changing a lion to an androsphinx would be permanent, but turning a turnip to a purple worm would be a change with a duration measured in hours. Turning a tusk into an elephant would be permanent, but turning a twig into a sword would be a change with a duration of several turns.\nAll polymorphed objects radiate a strong magic, and if a *dispel magic* spell is successfully cast upon them, they return to their natural form. Note that a *stone to flesh* spell or its reverse will affect objects under this spell. As with other polymorph spells, damage sustained in the new form can result in the injury or death of the polymorphed creature.\nFor example, it is possible to polymorph a creature into rock and grind it to dust, causing damage, perhaps even death. If the creature was changed to dust to start with, more creative methods to damage it would be needed; perhaps the wizard could use a *gust of wind* spell to scatter the dust far and wide. In general, damage occurs when the new form is altered through physical force, although the DM will have to adjudicate many of these situations.\nThe system shock roll must be applied to living creatures, as must the restrictions noted regarding the *polymorph other* and *stone to flesh* spells. Also note that a polymorph effect often detracts from an item\'s or creature\'s powers, but does not add new powers, except possibly movement capabilities not present in the old form. Thus, a vorpal sword polymorphed into a dagger would not retain vorpal capability. Likewise, valueless items cannot be made into permanent valuable items.}}'}, + {name:'Power-Word-Blind',type:'muspelll8',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPower Word, Blind\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration-Summoning}}Specs=[Power Word Blind,MUspellL8,0H,Conjuration-Summoning]{{components=V}}{{time=[[1]]}}{{range=[[5*@{selected|mu-casting-level}]] yards}}{{duration=[Special](!rounds --target-nosave multi|@{selected|token_id}|Blindness|\\amp#63;{How many Hit Dice?|25 or less,99|26-50,[[10*[[1d4+1]]]]|51-100,[[1d4+1]]}|-1|You are blinded, -4 attk \\amp save|bleeding-eye)}}{{aoe=[15ft radius](!rounds --aoe @{selected|token_id}|circle|yards|[[5*@{selected|mu-casting-level}]]|10||dark)}}{{save=None}}{{reference=PHB p191}}SpellData=[w:Power Word Blind,lv:8,sp:1,gp:0,cs:V]{{effects=One or more creatures within the area of effect become sightless.}}{{hide1=The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting creatures with the lowest hit point totals first; the spell can also be focused to affect only an individual creature. The spell affects up to 100 hit points of creatures; creatures who currently have 100 or more hit points are not affected and do not count against the number of creatures affected. The duration of the spell depends upon how many hit points are affected. If 25 or fewer hit points are affected, the blindness is permanent until cured. If 26 to 50 hit points are affected, the blindness lasts for 1d4+1 turns. If 51 to 100 hit points are affected, the spell lasts for 1d4+1 rounds. An individual creature cannot be partially affected. If all of its current hit points are affected, it is blinded; otherwise, it is not. Blindness can be removed by a cure blindness or dispel magic spell.}}'}, + {name:'Prismatic-Wall',type:'muspelll8',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nPrismatic Wall\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration-Summoning}}Specs=[Prismatic Wall,MUspellL8,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[7]]}}{{range=[[10]] yards}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=[[2*@{selected|mu-casting-level}]]ft high x [[[4*@{selected|mu-casting-level}]]ft long](!rounds --aoe @{selected|token_id}|wall|feet|30|[[4*@{selected|mu-casting-level}]]|2|magic)}}{{save=Special}}{{damage=[Blind creatures](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is too close?|token_id}|Prismatic-Wall-Blind|\\amp#91;[2d4]\\amp#93;|-1|Blinded by the colors, -4 attk \\amp AC|bleeding-eye) with less than 8HD in 20ft}}{{reference=PHB p191}}SpellData=[w:Prismatic Wall,lv:8,sp:7,gp:0,cs:VS]{{effects=Conjure a vertical, opaque wall--a shimmering, multicolored plane of light that protects him from all forms of attack.}}{{hide1=The wall flashes with all colors of the visible spectrum, seven of which have a distinct power and purpose. The wall is immobile, and the spellcaster can pass through the wall without harm. However, any creature with fewer than 8 Hit Dice that is within 20 feet of the wall and does not shield its vision is blinded for 2d4 rounds by the colors.\nEach color in the wall has a special effect. Each color can also be negated by a specific magical effect, but the colors must be negated in the precise order of the spectrum. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the spellcaster, and the magic needed to negate each color.\nThe wall\'s maximum proportions are 4 feet wide per level of experience of the caster and 2 feet high per level of experience. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted and the spell is wasted.\n\\amplt;table style="border:1px solid black" width="100%"\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;th colspan="4"\\ampgt;Prismatic Wall Effects\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;th\\ampgt;Color\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Order\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Effect of Color\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Spell Negated By\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Red\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1st\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops nonmagical missiles--inflicts 20 points of damage, save for half\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*cone of cold*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Orange\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2nd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops magical missiles--inflicts 40 points of damage, save for half\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*gust of wind*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Yellow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops poisons, gases, and petrification--inflicts 80 pointsof damage, save for half \\amplt;/td\\ampgt;\\amplt;td\\ampgt;*disintegrate*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops breath weapons--save vs. poison or die;\nsurvivors suffer 20 points of damage \\amplt;/td\\ampgt;\\amplt;td\\ampgt;*passwall*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops location/detection and mental attacks--save vs.petrification or turn to stone\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*magic missile*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Indigo\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops magical spells--save vs. wand or go insane \\amplt;/td\\ampgt;\\amplt;td\\ampgt;*continual light*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Violet\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Force field protection--save vs. spell or be sent to\nanother plane\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*dispel magic*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Screen',type:'muspelll8',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nScreen\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Divination, Illusion}}Specs=[Screen,MUspellL8,1H,Divination|Illusion]{{components=V,S}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[[@{selected|mu-casting-level}]] hours](!rounds --target-nosave caster|@{selected|token_id}|Screen|[[60*@{selected|mu-casting-level}]]|-1|Maintaining an area screened from scrying eyes|white-tower)}}{{aoe=[[[@{selected|mu-casting-level}]] x 30ft cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|0|||magic)}}{{save=Special}}{{reference=PHB p192}}SpellData=[w:Screen,lv:8,sp:100,gp:0,cs:VS]{{effects=Combines several elements to create a powerful protection from scrying and direct observation.}}{{hide1=When the spell is cast, the wizard dictates what will and will not be observed in the area of effect. The illusion created must be stated in general terms. Thus, the caster could specify the illusion of him and another playing chess for the duration of the spell, but he could not have the illusionary chess players take a break, make dinner, and then resume their game. He could have a crossroads appear quiet and empty even while an army is actually passing through the area. He could specify that no one be seen (including passing strangers), that his troops be undetected, or even that every fifth man or unit should be visible. Once the conditions are set, they cannot be changed.\nAttempts to scry the area automatically detect the image stated by the caster with no saving throw allowed. Sight and sound are appropriate to the illusion created. A band of men standing in a meadow could be concealed as an empty meadow with birds chirping, etc. Direct observation may allow a saving throw (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if the column of a marching army disappeared at one point to reappear at another! Even entering the area does not cancel the illusion or necessarily allow a saving throw, assuming the hidden beings take care to stay out of the way of those affected by the illusion.}}'}, + {name:'Sertens-Spell-Immunity',type:'muspelll8',ct:'10',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nSerten\'s Spell Immunity\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Abjuration}}Specs=[Sertens Spell Immunity,MUspellL8,1H,Abjuration]{{components=V,S,M}}{{time=1 round for each recipient}}{{range=Touch}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[floor(10*@{selected|mu-casting-level}/?{How many recipients?})]] rounds}}!!!{{aoe=[Creature(s) touched](!rounds --target-nosave caster|@{selected|token_id}|Sertens-Immunity-casting|[[?{How many recipients?}]]|-1|Casting Serten\'s Spell Immunity on ?{How many recipients?} creatures takes ?{How many recipients?} rounds|stopwatch --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who to give immunity to?|token_id}|Sertens-Immunity|[[floor(10*@{selected|mu-casting-level}/?{How many recipients?})]]|-1|Better saves against many spells - see PHB p192|white-tower)}}{{save=None}}{{reference=PHB p192}}{{Use=Select the first creature to be given immunity using the *area of effect* button. Subsequent creatures to protect will be prompted for on subsequent turns of the caster. Additional save types are automatically added to creature\'s saving throw tables}}SpellData=[w:Sartens Spell Immunity,lv:8,sp:10,gp:500,cs:VSM]{{effects=Confer virtual immunity to certain spells and magical attack forms upon those he touches.}}{{hide1=For every four levels of experience of the wizard, one creature can be protected by the Serten\'s spell immunity spell; however, if more than one is protected, the duration of the protection is divided among the protected creatures.\nFor example, a 16th-level wizard can cast the spell upon one creature and it will last 16 turns, or place it upon two creatures for eight turns, or four creatures for four turns.) The protection gives a bonus to saving throws, according to spell type and level, as shown in the following table.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Spell Level\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Wizard Spell\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Priest Spell\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1st-\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+9^\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+7\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4th-6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7th-8th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Includes beguiling effects.}}{{materials=A diamond of at least 500 gp value, which must be crushed and sprinkled over the spell recipients. Each such creature must also have in its possession a diamond of at least one carat size, intact and carried on its person}}\n!setattr --silent --charid @{selected|character_id} --SSI-creatures|?{How many recipients?}'}, + {name:'Sink',type:'muspelll8',ct:'18',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nSink\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Enchantment, Alteration}}Specs=[Sink,MUspellL8,1H,Enchantment|Alteration]{{components=V,S}}{{time=[[8]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=1 or 2 rounds}}{{aoe=1 creature or object, max [[[@{selected|mu-casting-level}]] cu.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|[[10*@{selected|mu-casting-level}]]|||magic)}}{{save=Special}}{{reference=PHB p192}}SpellData=[w:Sink,lv:8,sp:18,gp:0,cs:VS]{{effects=Force a creature or object into the very earth or floor upon which it stands.}}{{hide1=When casting the spell, the wizard must chant the spell for the remainder of the round without interruption. At that juncture, the subject creature or object becomes rooted to the spot unless a saving throw vs. spell (for a creature) or disintegration (for an object with magical properties) is successful. (Note: "magical properties" include those of magical items as listed in the Dungeon Master Guide, those of items enchanted or otherwise of magical origin, and those of items with protectiontype spells or with permanent magical properties or similar spells upon them.) Items of a nonmagical nature are not entitled to a saving throw. If a subject fails its saving throw, it becomes of slightly greater density than the surface upon which it stands.\nThe spellcaster now has the option of ceasing his spell and leaving the subject as it is, in which case the spell expires in four turns, and the subject returns to normal. If the caster proceeds with the spell (into the next round), the subject begins to sink slowly into the ground. Before any actions are taken in the new round, the subject sinks one-quarter of its height; after the first group acts, another quarter; after the second group acts, another; and at the end of the round, the victim is totally sunken into the ground.\nThis entombment places a creature or object in a state of suspended animation. The cessation of time means that the subject does not grow older. Bodily and other functions virtually cease, but the subject is otherwise unharmed. The subject exists in undamaged form in the surface into which it was sunk, its upper point as far beneath the surface as the subject has height--a 6-foot-tall victim will be 6 feet beneath the surface, while a 60-foot-tall subject will have its uppermost point 60 feet below ground level. If the ground around the subject is somehow removed, the spell is broken and the subject returns to normal, but it does not rise up. Spells such as dig, transmute rock to mud, and freedom (the reverse of the 9th-level spell imprisonment) will not harm the sunken creature or object and will often be helpful in recovering it. If a detect magic spell is cast over an area upon which a sink spell was used, it reveals a faint magical aura of undefinable nature, even if the subject is beyond detection range. If the subject is within range of the detection, the spell\'s schools can be discovered (alteration and enchantment).}}'}, + {name:'Symbol',type:'muspelll8',ct:'8',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSymbol\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration/Summoning}}Specs=[Symbol,MUspellL8,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=8}}{{range=Touch}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{reference=PHB p193}}SpellData=[w:Symbol,lv:8,sp:8,gp:10000,cs:VSM]{{effects=Creates magical runes affecting creatures that pass over, touch, or read the runes, or pass through a portal upon which the symbol is inscribed. \n**Death, Discord, Fear, Hopelessness, Insanity, Pain, Sleep, Stunning**}}{{hide1=Upon casting the spell, the wizard inscribes the symbol upon whatever surface he desires. Likewise, the spellcaster is able to place the symbol of his choice, using any one of the following:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Death*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One or more creatures, whose total hit points do not exceed 80, are slain.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Discord*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All creatures are affected and immediately fall to loud bickering and arguing; there is a 50% probability that creatures of different alignments attack each other. The bickering lasts for 5d4 rounds, the fighting for 2d4 rounds.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Fear*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;This symbol creates an extra-strong fear spell, causing all creatures to save vs. spell with -4 penalties to the die roll, or panic and flee as if attacked by a fear spell.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Hopelessness*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All creatures are affected and must turn back in dejection unless they save vs. spell. Affected creatures submit to the demands of any opponent--for example, surrender, get out, etc. The hopelessness lasts for 3d4 turns; during this period it is 25% probable that affected creatures take no action during any round, and 25% likely that those taking action turn back or retire from battle, as applicable.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Insanity*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One or more creatures whose total hit points do not exceed 120 become insane and remain so, acting as if a confusion spell had been placed upon them, until a heal, restoration, or wish spell is used to remove the madness.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Pain*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All creatures are afflicted with wracking pains shooting through their bodies, causing a -2 penalty to Dexterity and a -4 penalty to attack rolls for 2d10 turns.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Sleep*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All creatures under 8+1 Hit Dice immediately fall into a catatonic slumber and cannot be awakened for 1d12+4 turns.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Stunning*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One or more creatures whose total hit points do not exceed 160 are stunned and reeling for 3d4 rounds, dropping anything they are holding.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe type of symbol cannot be recognized without being read and thus activating its effects.\nThe material components of this spell are powdered black opal and diamond dust, worth not less than 5,000 gp each.}}{{materials=Powdered black opal and diamond dust, worth not less than 5,000 gp each.}}'}, + {name:'Trap-The-Soul',type:'muspelll8',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nTrap The Soul\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration-Summoning}}Specs=[Trap The Soul,MUspellL8,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=Special+1}}{{range=[[10]] yards}}{{duration=Permanent until broken}}{{aoe=1 creature}}{{save=Special}}{{reference=PHB p193}}SpellData=[w:Trap The Soul,lv:8,sp:1,gp:0,cs:VSM]{{effects=Forces the creature\'s life force (and its material body) into a special prison gem enchanted by the spellcaster.}}{{hide1=The creature must be seen by the caster when the final word is uttered.\nThe spell can be triggered in one of two ways. First, the final word of the spell can be spoken when the creature is within spell range. This allows magic resistance (if any) and a saving throw vs. spell to avoid the effect. If the creature\'s real name is spoken as well, any magic resistance is ignored and the saving throw vs. spell suffers a penalty of -2. If the saving throw is successful, the prison gem shatters.\nThe second method is far more insidious, for it tricks the victim into accepting a trigger object inscribed with the final spell word, automatically placing the creature\'s soul in the trap. To use this method, both the creature\'s true name and the trigger word must be inscribed on the trigger item when the gem is enchanted. A sympathy spell can also be placed on the trigger item. As soon as the subject creature picks up or accepts the trigger item, its life force is automatically transferred to the gem, without the benefit of magic resistance or saving throw.\nThe gem prison will hold the trapped entity indefinitely, or until the gem is broken and the life force is released, allowing the material body to reform. If the trapped creature is a powerful creature from another plane (which could mean a character trapped by an inhabitant of another plane when the character is not on the Prime Material Plane), it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.\nBefore the actual casting of the trap the soul spell, the wizard must prepare the prison, a gem of at least 1,000 gp value for every Hit Die or level of experience possessed by the creature to be trapped (for example, it requires a gem of 10,000 gp value to trap a 10 Hit Die or 10th-level creature). If the gem is not valuable enough, it shatters when the entrapment is attempted. (Note that while characters have no concept of level as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as characters advance.) Creating the prison gem requires an enchant an item spell and the placement of a maze spell into the gem, thereby forming the prison to contain the life force.}}'}, + ]}, + MU_Spells_DB_L9:{bio:'
Magic User Spell Database: Level 1
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 9 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 09/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see MU-Spells-DB', + root:'MU-Spells-DB', + api:'magic', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Astral-Spell',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nAstral Spell\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Evocation}}Specs=[Astral Spell,MUspellL9,1H,Evocation]{{components=V,S}}{{time=9}}{{range=Touch}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p194}}SpellData=[w:Astral Spell,lv:8,sp:9,gp:0,cs:VS]{{effects=A wizard can project his astral body into the Astral Plane, leaving his physical body and material possessions behind in the Prime Material Plane. Only magical items can be brought into the Astral Plane (although nonmagical items could be rendered temporarily magical through the use of some spells, if the DM allows).}}{{hide1=As the Astral Plane touches upon the first levels of all of the Outer Planes, the wizard can travel astrally to any of the Outer Planes at will. The caster then leaves the Astral Plane, forming a body in the plane of existence he has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material Plane by means of the *astral spell*, but a second body cannot be formed in the Prime Material Plane. As a general rule, a person astrally projected can be seen only by creatures in the Astral Plane.\nAt all times, the astral body is connected to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially; however, normally only a psychic wind can cause the cord to break. When a second body is formed in a different plane, the silvery cord remains invisibly attached to the new body. If the astral form is slain, the cord simply returns to the original body where it rests in the Prime Material Plane, reviving it from its state of suspended animation.\nAlthough astrally projected persons are able to function in the Astral Plane, their actions do not affect creatures not existing in the Astral Plane. The spell lasts until the wizard desires to end it, or until it is terminated by some outside means (such as a *dispel magic* spell or the destruction of the wizard\'s body in the Prime Material Plane).\nThe wizard can project the astral forms of up to seven other creatures with him by means of the *astral spell*, providing the creatures are linked in a circle with the wizard. These fellow travelers are dependent upon the wizard and can be stranded. Travel in the Astral Plane can be slow or fast, according to the wizard\'s desire. The ultimate destination arrived at is subject to the conceptualization of the wizard. (See the Planescape *Campaign Setting* boxed set for further information on the Astral Plane.)\nAny magical items can go into the Astral Plane, but most become temporarily nonmagical therein, or in any planes removed from the Prime Material Plane. Armor and weapons of +3 or better might function in other planes, at the DM\'s option. Artifacts and relics function anywhere. Items drawing their power from a given plane are more powerful in that plane (for example, a *ring of fire resistance* in the Elemental Plane of Fire or a *sword of life stealing* in the Negative Energy plane).}}'}, + {name:'Bigbys-Crushing-Hand',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0.7',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBigby\'s Cruched Hand\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Evocation}}Specs=[Bigbys Crushing Hand,MUspellL9,1H,Evocation]{{components=V,S,M}}{{time=[[9]]}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[10*@{selected|mu-casting-level}]]||magic|true)}}{{duration=[[[@{selected|mu-casting-level}]] rounds](!rounds --target-nosave caster|@{selected|token_id}|Bigbys-curshing-hand|@{selected|mu-casting-level}|-1|That hand will crush them all!|grab)}}{{aoe=Special}}{{save=None}}{{reference=PHB p194}}SpellData=[w:Bigbys Clenched Fist,lv:9,sp:9,gp:0.7,cs:VSM]{{effects=Creates a huge, disembodied hand similar to those of the other Bigby\'s hand spells. Can cause it to grasp and squeeze an opponent. No attack roll is necessary; the hand automatically grasps and inflicts constriction damage in any round in which the wizard concentrates. The fist has AC 0, and [[@{selected|hp|max}]]HP and vanishes when destroyed.}}{{hide1=The damage inflicted depends on the number of rounds it acts upon the victim:\n1st round 1d10 points\n2nd \\amp 3rd rounds 2d10 points\n4th \\amp beyond 4d10 points\nThe hand is susceptible to normal combat attacks and damaging spells, but if it is struck by an area-effect spell, the person held suffers the same fate as the hand (i.e., if the hand fails its saving throw, the victim automatically fails his). The hand is not effective against noncorporeal or gaseous forms, but it does prevent creatures that are able to slip through small cracks from escaping. If the hand grasps an item or construction, the appropriate saving throw must be made as if squeezed by a Strength of 25.}}{{materials=A glove of snake skin (costing 14gp and reusable 20 times) and the shell of an egg}}'}, + {name:'Crystalbrittle',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nCrystalbrittle\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Alteration}}Specs=[Crystalbrittle,MUspellL9,1H,Alteration]{{components=V,S}}{{time=[[9]]}}{{range=[Touch](~selected|To-Hit-Spell)}}{{duration=Permanent}}{{aoe=[[2*@{selected|mu-casting-level}]]cu.ft.}}{{save=Special}}{{reference=PHB p194}}SpellData=[w:Crystalbrittle,lv:9,sp:9,gp:0,cs:VS]{{effects=Causes metal, whether as soft as gold or as hard as adamantite, to turn to a crystalline substance as brittle and fragile as crystal.}}{{hide1=Thus, a sword, metal shield, metal armor, or even an iron golem can be changed to a delicate, glasslike material easily shattered by any forceful blow. Furthermore, this change is unalterable by any means short of a *wish* spell; a *dispel magic* will not reverse the spell.\nThe caster must physically touch the item; if it is an opponent or something an opponent is using or wearing, the wizard must get into melee and make a successful attack roll. Any single metal item can be affected by the spell. Thus, a suit of armor worn by a creature can be changed to crystal, but the creature\'s shield would not be affected, and vice versa. All items gain a saving throw equal to their magical bonus value or protection (the DM has this information). A +1/+3 sword would get a 10% (average of the two pluses) chance to save; +5 magical armor has a 25% chance to be unaffected; an iron golem has a 15% chance to save (for it is hit only by magical weapons of +3 or better quality). Artifacts and relics constructed of metal may be affected at the discretion of the DM, though it is highly unlikely. Affected items not immediately protected are shattered and permanently destroyed if struck by a normal blow from a metal tool or any weighty weapon, including a staff.}}\n!magic --touch @{selected|token_id}|Crystalbrittle|99|0|Whatever was touched is now crystal|frozen-orb'}, + {name:'Energy-Drain',type:'innate-melee|muspelll9',ct:'3',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nEnergy Drain\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Evocation, Necromancy}}Specs=[Energy Drain,Innate-Melee|MUspellL9,1H,Evocation|Necromancy]{{components=V,S,M}}ToHitData=[w:Energy Drain,+:0,touch:1,sp:3,msg:On a successful hit do damage to drain energy levels from the victim]{{time=[[3]]}}DmgData=[w:Energy Drain,+:0,sm:0,L:0,cmd:!magic --level-change `{target|Select Target|token_id}|-2,msg:The successful hit has automatically drained 2 levels from the victim and expended the spell]{{range=Touch}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p194}}{{Use=Take the spell in-hand by using *attk-menu \\gt change weapon* then attack with it. Doing damage on a successful hit will drain 2 levels of the target and expend the spell}}SpellData=[w:Energy Drain,lv:9,sp:3,gp:1000,cs:VSM]{{effects=Opens a channel between the plane he is in and the Negative Energy plane, becoming the conductor between the two planes. As soon as he touches (equal to a hit if melee is involved) any living creature, the victim loses two levels (as if struck by a spectre).}}{{hide1=A monster loses 2 Hit Dice permanently, both for hit points and attack ability. A character loses levels, Hit Dice, hit points, and abilities permanently (until regained through adventuring, if applicable).\nPreparation requires mere moments; the material component is then cast forth, and, upon touching the victim, the wizard speaks the triggering word, causing the spell to take effect instantly.\nThe spell remains effective for only a single round. Humans or humanoids brought below zero energy levels by this spell can be animated as juju zombies under the control of the caster.\nThe caster always has a 5% (1 in 20) chance to be affected by the dust, losing one point of Constitution at the same time as the victim is drained. When the number of Constitution points lost equals the caster\'s original Constitution ability score, the caster dies and becomes a shade.}}{{materials=Essence of spectre or vampire dust, value 1,000gp to procure}}'}, + {name:'Foresight',type:'muspelll9',ct:'10',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nForesight\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Divination}}Specs=[Foresight,MUspellL9,1H,Divination]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[0]]}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[2d4+@{selected|mu-casting-level}]] rounds}}!!!{{aoe=[The caster](!rounds --target-nosave caster|@{selected|token_id}|Foresight-caster|\\amp#64;{selected|spell-duration}|-1|Has foresight about danger or harm to their person|bolt-shield) or [1 other](!rounds --target-nosave caster|@{selected|token_id}|Foresight-other|\\amp#64;{selected|spell-duration}|-1|Has foresight about danger or harm to \\amp#64;{target|Who to have foresight for?|character_name}|bolt-shield)}}{{save=None}}{{reference=PHB p195}}SpellData=[w:Foresight,lv:9,sp:10,gp:1,cs:VSM]{{effects=Grants the caster a powerful sixth sense in relation to himself or another.}}{{hide1=Although cast upon himself, the wizard can specify that he or another is the beneficiary of the spell. Once the spell is cast, the wizard receives instantaneous warnings of impending danger or harm to the object of the spell. Thus, if he were the object of the spell, the wizard would be warned in advance if a thief were about to attempt to backstab him, or if a creature were about to leap out from an unexpected direction, or if an attacker were specifically targeting him with a spell or missile weapon. When the warnings are about him personally, the wizard cannot be surprised and always knows the direction from which any attack on him is made. In addition, the spell gives the wizard a general idea of what action he might take to best protect himself--duck, jump right, close his eyes, etc.--and gives him a defensive bonus of 2 to his Armor Class.\nWhen another person is the object of the spell, the wizard receives warnings about that person. He must still communicate this to the other person to negate any surprise. \nShouting a warning, yanking the person back, and even telepathically communicating through a crystal ball can all be accomplished before the trap is sprung, if the wizard does not hesitate. However, the object of the spell does not gain the defensive bonus to his Armor Class.}}{{materials=A hummingbird\'s feather which costs 1gp to source}}'}, + {name:'Freedom',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nFreedom\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Abjuration (reversible)}}Specs=[Freedom,MUspellL9,1H,Abjuration]{{components=V,S}}{{time=[[9]]}}{{range=[[0]]}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p195}}SpellData=[w:Freedom,lv:9,sp:9,gp:0,cs:VS]{{effects=Cast upon the spot at which a creature was entombed and sunk into the earth, causes it to reappear at that spot.}}{{hide1=If the caster does not perfectly intone the name and background of the creature to be freed, there is a 10% chance that 1 to 100 creatures will be freed from imprisonment at the same time.\nNote: The exact details of any creatures freed are up to the DM. A random method of determining this is to roll percentile dice twice (once for imprisoned creature density and once for a base number of creatures at maximum density). The rolls are multiplied and rounded to the nearest whole number. Each released creature has a 10% chance to be in the area of the spellcaster. If monsters are being generated randomly, roll 1d20 for level, with rolls of 9+ considered 9, and the exact monsters determined by the random encounter tables.\nFor example, if the initial rolls were 22 and 60, the number of monsters released is .22 x .60 = .1320 = 13 monsters. Since only 10% of these will be in the immediate vicinity of the caster, the wizard may encounter only one or two of them.}}'}, + {name:'Gate',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nGate\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Conjuration-Summoning}}Specs=[Gate,MUspellL9,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[9]]}}{{range=[[[30]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||lightning|true)}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p195}}SpellData=[w:Gate,lv:9,sp:9,gp:0,cs:VS]{{effects=Has two effects. First, it causes an interdimensional connection between the plane of existence the wizard is on and the plane on which dwells a specific being of great power; thus, the being is able to merely step through the gate or portal from its plane to that of the caster. Second, the utterance of the spell attracts the attention of the sought-after dweller on the other plane.}}{{hide1=When casting the spell, the wizard must name the entity he desires to use the gate and come to the wizard\'s aid. There is a 100% certainty that something steps through the gate. Unless the DM has some facts prepared regarding the minions serving the being called forth by the gate spell, the being itself comes.\nIf the matter is trifling, the being might leave, inflict an appropriate penalty on the wizard, or attack the wizard. If the matter is of middling importance, the being can take some positive action to set matters right, then demand appropriate repayment. If the matter is urgent, the being can act accordingly and ask whatever is its wont thereafter, if \nappropriate. The actions of the being that comes through depend on many factors, including the alignments of the wizard and the deity, the nature of his companions, and who or what opposes or threatens the wizard. Such beings generally avoid direct conflict with their equals or betters. The being gated in will either return immediately (very unlikely) or remain to take action. Casting this spell ages the wizard five years.}}'}, + {name:'Imprisonment',type:'innate-melee|muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nImprisonment\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Abjuration (reversible)}}Specs=[Imprisonment,Innate-Melee|MUspellL9,1H,Abjuration]{{components=V,S}}ToHitData=[w:Imprisonment,sp:9,r:5,touch:1,msg:On a successful touch the victim is entombed in a state of suspended animation \\lpar;see the 9th-level wizard spell *temporal stasis*\\rpar; in a small sphere far beneath the surface of the earth]{{time=[[9]]}}DmgData=[w:Imprisonment,msg:On a successful touch the victim is entombed in a state of suspended animation \\lpar;see the 9th-level wizard spell *temporal stasis*\\rpar; in a small sphere far beneath the surface of the earth]{{range=Touch}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p195}}SpellData=[w:Imprisonment,lv:9,sp:9,gp:0,cs:VS]{{use=Take the spell in-hand using the *change weapon* dialog and then attack with it.}}{{effects=When the victim is touched, the recipient is entombed in a state of suspended animation (see the 9th-level wizard spell [*temporal stasis*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Temporal-Stasis)) in a small sphere far beneath the surface of the earth.}}{{hide1=The victim remains there unless a reverse of the spell, *Freedom*, with the creature\'s name and background, is cast. Magical search by a crystal ball, a locate object spell, or similar means will not reveal the fact that a creature is imprisoned. The imprisonment spell functions only if the subject creature\'s name and background are known.}}'}, + {name:'Meteor-Swarm',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMeteor Swarm\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Evocation}}Specs=[Meteor Swarm,MUspellL9,1H,Evocation]{{components=V,S}}{{time=[[9]]}}{{range=[[40+(10*@{selected|mu-casting-level})]] yards}}{{duration=Instantaneous}}{{aoe=1st [Place box/diamond](!rounds --aoe @{selected|token_id}|square|feet|[[120+(30*@{selected|mu-casting-level})]]|20|20|magic)\nthen\n4x[Place 2ft sphere](!rounds --aoe @{selected|token_id}|circle|feet|0|30||fire)\nor\n8x[Place 1ft sphere](!rounds --aoe @{selected|token_id}|circle|feet|0|15||fire)}}{{save=Halves}}{{reference=PHB p195}}SpellData=[w:Meteor Swarm,lv:9,sp:9,gp:0,cs:VS]{{damage=2ft sphere [10d4](!\\amp#13;\\amp#47;r 10d4), 1ft sphere [5d4](!\\amp#13;\\amp#47;r 5d4)}}{{effects=Either four spheres of 2-foot diameter or eight spheres of 1-foot diameter spring from the outstretched hand of the wizard and streak in a straight line to the distance demanded by the spellcaster, up to the maximum range. Any creature in the straight-line path of these missiles receives the full effect, without benefit of a saving throw. The meteor missiles leave a fiery trail of sparks, and each bursts as a fireball.}}{{hide1=The large spheres (2-foot diameter) inflict 10d4 points of damage, bursting in a diamond or box pattern. Each has a 30-foot diameter area of effect, and each sphere is 20 feet apart along the sides of the pattern, creating overlapping areas of effect and exposing the center to all four blasts.\nThe smaller spheres (1-foot diameter) each have a 15-foot diameter area of effect, and each inflicts 5d4 points of damage. They burst in a pattern of a box within a diamond or vice versa, with each of the outer sides 20 feet long. Note that the center has four areas of overlapping effect, and there are numerous peripheral areas that have two overlapping areas of effect. A saving throw for each area of effect will indicate whether full damage or half damage is sustained by creatures within each area, except as already stated with regard to the missiles impacting.}}'}, + {name:'Monster-Summoning-VII',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Monster Summoning VII,MUspellL9,1H,Conjuration-Summoning]{{}}SpellData=[w:Monster Summoning VII,lv:9,sp:9,gp:0.1,cs:VSM]{{}}%{MU-Spells-DB|Monster-Summoning-VII}{{title=@{selected|casting-name} casts\nMonster Summoning VII\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Conjuration-Summoning}}{{components=V,S,M}}{{time=[[9]]}}{{range=Special}}{{duration=[[8+@{selected|mu-casting-level}]] rounds}}{{aoe=[90yd radius](!rounds --aoe @{selected|token_id}|circle|yards|0|180||magic|true)}}{{save=None}}{{reference=PHB p195}}{{effects=This spell is much like the 3rd-level spell *monster summoning I*, except that this spell summons one or two 7th-level monsters that appear one round after the spell is cast, or one 8th-level monster that appears two rounds after the spell is cast}}{{materials=A tiny bag and a small candle, costing 1sp}}'}, + {name:'Mordenkainens-Disjunction',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMordenkainen\'s Disjunction\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Alteration, Enchantment}}Specs=[Mordenkainens Disjunction,MUspellL9,0H,Alteration|Enchantment]{{components=V}}{{time=[[9]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[30ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60||lightning|true)}}{{save=Special}}{{reference=PHB p196}}SpellData=[w:Mordenkainens Disjunction,lv:9,sp:9,gp:0,cs:V]{{effects=All magic and magical items within the radius of the spell, except those on the person of or being touched by the spellcaster, are disjoined}}{{hide1=That is, spells being cast are separated into their individual components (usually spoiling the effect as a *dispel magic* spell does), and permanent and enchanted magical items must successfully save (vs. spell if actually cast on a creature, or vs. a *dispel magic* spell otherwise) or be turned into normal items. Even artifacts and relics are subject to *Mordenkainen\'s disjunction*, though there is only a 1% chance per caster experience level of actually affecting such powerful items. Thus, all potions, scrolls, rings, rods, miscellaneous magical items, artifacts and relics, arms and armor, swords, and miscellaneous weapons within 30 feet of the spellcaster can possibly lose all their magical properties when the *Mordenkainen\'s disjunction* spell is cast. The caster also has a 1% chance per level of destroying an *antimagic shell*. If the shell survives the disjunction, no items within it are disjoined.\nNote: Destroying artifacts is a dangerous business, and 95% likely to attract the attention of some powerful being who has an interest or connection with the device. Additionally, if an artifact is destroyed, the casting wizard must roll a successful saving throw vs. spell with a -4 penalty or permanently lose all spellcasting abilities.}}'}, + {name:'Power-Word-Kill',type:'muspelll9',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPower Word, Kill\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Conjuration-Summoning}}Specs=[Power Word Kill,MUspellL9,0H,Conjuration-Summoning]{{components=V}}{{time=[[1]]}}{{range=[[5*(floor(@{selected|mu-casting-level}/2)]] yards}}{{duration=Permanent}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|[[15*floor(@{selected|mu-casting-level}/2)]]|20||dark)}}{{save=None}}{{reference=PHB p196}}SpellData=[w:Power Word Kill,lv:9,sp:1,gp:0,cs:V]{{effects=One or more creatures of any type within the spell range and area of effect are slain. The power word kills either one creature with up to 60 hit points, or multiple creatures with 10 or fewer hit points each, to a maximum of 120 hit points total. The option to attack a single creature or multiple creatures must be stated along with the spell range and center of the area of effect. The current hit points of the creatures are used.}}'}, + {name:'Prismatic-Sphere',type:'muspelll9',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPrismatic Sphere\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Abjuration, Conjuration-Summoning}}Specs=[Prismatic Sphere,MUspellL9,0H,Abjuration|Conjuration-Summoning]{{components=V}}{{time=[[7]]}}{{range=[[0]]}}{{duration=[[[@{selected|mu-casting-level}]] turns](!rounds --target-nosave caster|@{selected|token_id}|Prismatic-Sphere|[[10*@{selected|mu-casting-level}]]|-1|Protected by a Prismatic Sphere|white-tower)}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20||magic|true)}}{{save=Special}}{{reference=PHB p196}}SpellData=[w:Prismatic Sphere,lv:9,sp:7,gp:0,cs:V]{{damage=[Blind creatures with fewer than 8HD in 20ft](!rounds --target-nosave multi|@{selected|token_id}|Prismatic-Wall-Blind|\\amp#91;[2d4]\\amp#93;|-1|Blinded by the colors, -4 attk \\amp AC|bleeding-eye)}}{{effects=Conjure up an immobile, opaque globe of shimmering, multicolored light to surround the wizard, giving protection from all forms of attack.}}{{hide1=The sphere flashes in all colors of the visible spectrum, seven of which have distinct powers and purposes. Any creature with fewer than 8 Hit Dice is blinded for 2d4 turns by the colors of the sphere. Only the spellcaster can pass in and out of the prismatic sphere without harm, though he can cast it over others to protect them. The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first must be brought down before the second can be affected, and so on. Any creature passing through the barrier receives the effect of every color still remaining. The following table shows the colors and effects of the prismatic sphere, as well as what will negate each globe.\nNote that typically the upper hemisphere of the globe is visible, as the spellcaster is at the center of the sphere, so the lower half is usually hidden by the floor surface he is standing on.\nFurthermore, a *rod of cancellation* or a *Mordenkainen\'s disjunction* spell will destroy a *prismatic sphere* (but an *antimagic shell* will fail to penetrate it). Otherwise, anything short of an artifact or relic entering the sphere is destroyed, and any creature is subject to the effects of every color still active--i.e., 70-140 points of damage plus death, petrification, insanity, and instantaneous transportation to another plane.\n\\amplt;table style="border:1px solid black" width="100%"\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;th colspan="4"\\ampgt;Prismatic Wall Effects\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;th\\ampgt;Color\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Order\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Effect of Color\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Spell Negated By\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Red\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1st\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops nonmagical missiles--inflicts 20 points of damage, save for half\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*cone of cold*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Orange\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2nd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops magical missiles--inflicts 40 points of damage, save for half\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*gust of wind*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Yellow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops poisons, gases, and petrification--inflicts 80 pointsof damage, save for half \\amplt;/td\\ampgt;\\amplt;td\\ampgt;*disintegrate*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops breath weapons--save vs. poison or die;\nsurvivors suffer 20 points of damage \\amplt;/td\\ampgt;\\amplt;td\\ampgt;*passwall*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops location/detection and mental attacks--save vs.petrification or turn to stone\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*magic missile*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Indigo\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops magical spells--save vs. wand or go insane \\amplt;/td\\ampgt;\\amplt;td\\ampgt;*continual light*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Violet\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Force field protection--save vs. spell or be sent to\nanother plane\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*dispel magic*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Reverse-Succor',type:'muspelll9',ct:'1440',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Succor,MUspellL9,1H,Alteration|Enchantment]{{}}SpellData=[w:Succor,lv:9,sp:1440,gp:5000,cs:VSM]{{}}%{MU-Spells-DB|Succor}{{title=@{selected|casting-name} casts\nReverse Succor\nas a level @{selected|mu-casting-level} caster}}{{effects=The wizard creates a powerful magic in some specially prepared object--a statuette, a jeweled rod, a gem, etc. This object radiates magic, for it contains the power to instantaneously transports the wizard to the immediate vicinity of the possessor of the enchanted item, when it is broken and the command word spoken.The wizard will have a general idea of the location and situation of the item possessor, but has no choice whether or not to go (making this a rare casting indeed!).}}{{materials=Include gemstones totalling not less than 5,000 gp value (whether they are faceted gems or not is immaterial)}}'}, + {name:'Shape-Change',type:'muspelll9',ct:'9',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShape Change\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Alteration}}Specs=[Shape Change,MUspellL9,1H,Alteration]{{components=V,S,M}}{{time=[[9]]}}{{range=[[0]]}}{{duration=[[[@{selected|mu-casting-level}]] turns](!rounds --target-nosave caster|@{selected|token_id}|Shape-change|[[10*@{selected|mu-casting-level}]]|-1|Masqurading as a different powerful creature|aura)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p196}}SpellData=[w:Shape Change,lv:9,sp:9,gp:5000,cs:VSM]{{effects=A wizard is able to assume the form of any living thing or creature below demigod status (greater or lesser deity, singular dragon type, or the like).}}{{hide1=The spellcaster becomes the creature he wishes, and has all of its abilities save those dependent upon Intelligence, innate magical abilities, and magic resistance, for the mind of the creature is that of the spellcaster. Thus, he can change into a griffon and fly away, then to an efreet and fly through a roaring flame, then to a titan to lift up a wagon, etc. These creatures have whatever hit points the wizard had at the time of the shape change. Each alteration in form requires only a second, and no system shock is incurred.\nFor example, a wizard is in combat and assumes the form of a will o\' wisp. When this form is no longer useful, the wizard changes into a stone golem and walks away. When pursued, the golem-shape is changed to that of a flea, which hides on a horse until it can hop off and become a bush. If detected as the latter, the wizard can become a dragon, an ant, or just about anything he is familiar with.\nA wizard adopting another form also adopts its vulnerabilities. For example, a wizard who becomes a spectre is powerless in daylight, and is subject to being turned, controlled, or destroyed by opposing clerics. Unlike similar spells, a wizard who is killed in another form does not revert to his original shape, which may disallow certain types of revivification.}}{{materials=A jade circlet worth no less than 5,000 gp, which shatters at the end of the spell\'s duration. In the meantime, the circlet is left in the wake of the shape change, and premature shattering ends the spell immediately}}'}, + {name:'Succor',type:'muspelll9',ct:'1440',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSuccor\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Alteration, Enchantment (reversable)}}Specs=[Succor,MUspellL9,1H,Alteration|Enchantment]{{components=V,S,M}}{{time=1 to 4 days}}{{range=Touch}}{{duration=Special}}{{aoe=1 individual}}{{save=None}}{{reference=PHB p197}}SpellData=[w:Succor,lv:9,sp:1440,gp:5000,cs:VSM]{{effects=The wizard creates a powerful magic in some specially prepared object--a statuette, a jeweled rod, a gem, etc. This object radiates magic, for it contains the power to instantaneously transport its possessor to the abode of the wizard who created it.)}}{{hide1=Once the item is enchanted, the wizard must give it willingly to an individual, at the same time informing him of a command word to be spoken when the item is to be used. To make use of the item, the recipient must speak the command word at the same time that he rends or breaks the item. When this is done, the individual and all that he is wearing and carrying are instantly transported to the abode of the wizard. No other creatures can be affected.}}{{materials=Include gemstones totalling not less than 5,000 gp value (whether they are faceted gems or not is immaterial)}}'}, + {name:'Temporal-Reinstatement',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTemporal Reinstatement\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Alteration (reversable)}}Specs=[Temporal Reinstatement,MUspellL9,0H,Alteration]{{components=V}}{{time=9}}{{range=[[[10]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||cold|true)}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p197}}SpellData=[w:Temporal Reinstatement,lv:9,sp:9,gp:0,cs:V]{{effects=Removes or reverses a *Temporal Stasis* spell. Note that the spell requires only a single word and no somatic or material components}}'}, + {name:'Temporal-Stasis',type:'muspelll9',ct:'9',charge:'uncharged',cost:'400',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTemporal Stasis\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Alteration (reversable)}}Specs=[Temporal Stasis,MUspellL9,1H,Alteration]{{components=V,S,M}}{{time=9}}{{range=[[[10]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||cold|true)}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p197}}SpellData=[w:Temporal Stasis,lv:9,sp:9,gp:400,cs:VSM]{{effects=The wizard places the recipient creature into a state of suspended animation. This cessation of time means that the creature does not grow older. Its body functions virtually cease. This state persists until the magic is removed by a dispel magic spell or the reverse of the spell [*temporal reinstatement*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Temporal-Reinstatement) is uttered.}}{{materials=A powder composed of diamond, emerald, ruby, and sapphire dust, with each crushed stone worth at least 100 gp}}'}, + {name:'Time-Stop',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTime Stop\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Alteration}}Specs=[Time Stop,MUspellL9,0H,Alteration]{{components=V}}{{time=9}}{{range=[[0]]}}{{duration=Special}}{{aoe=[15ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|30||magic|true)}}{{save=None}}{{reference=PHB p197}}SpellData=[w:Time Stop,lv:9,sp:9,gp:0,cs:V]{{effects=The wizard causes the flow of time to stop for one round in the area of effect. Outside this area the sphere simply seems to shimmer for an instant. Inside the sphere, the caster is free to act for 1d3 rounds of apparent time.}}{{hide1=The wizard can move and act freely within the area where time is stopped, but all other creatures, except for those of demigod and greater status or unique creatures, are frozen in their actions, for they are literally between ticks of the time clock. (The spell duration is subjective to the caster.) Nothing can enter the area of effect without being stopped in time also. If the wizard leaves the area, the spell is immediately negated. When the spell duration ceases, the wizard is again operating in normal time.\nNote: It is recommended that the DM use a stopwatch or silently count to time this spell. If the caster is unable to complete the intended action before the spell duration expires, he will probably be caught in an embarrassing situation. The use of a teleport spell before the expiration of the time stop spell is permissible.}}'}, + {name:'Weird',type:'muspelll9',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWeird\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Illusion-Phantasm}}Specs=[Weird,MUspellL9,1H,Illusion-Phantasm]{{components=V,S}}{{time=9}}{{range=[[30]] yards}}{{duration=Concentration}}{{aoe=[20ft radius](!rounds --aoe @{selected|token_id}|circle|feet|90|40||magic)}}{{save=Special}}{{reference=PHB p197}}SpellData=[w:Weird,lv:9,sp:9,gp:0,cs:VS]{{effects=Confronts those affected by it with phantasmal images of their most feared enemies, forcing an imaginary combat that seems real, but actually occurs in the blink of an eye.}}{{hide1=When this spell is cast, the wizard must be able to converse with the victims to bring the spell into being. During the casting, the wizard must call out to the creatures to be affected, informing one or all that their final fate, indeed their doom, is now upon\nthem. \nThe force of the magic is such that even if the creatures make their saving throws vs. spell, fear will paralyze them for a full round, and they will lose 1d4 Strength points from this fear (the lost Strength will return in one turn). Failure to save vs. spell causes the creature or creatures to face their nemeses, the opponents most feared and inimical to them. Actual combat must then take place, for no magical means of escape is possible. The foe fought is real for all intents and purposes; affected creatures that lose will die. If a creature\'s phantasmal nemesis from the *weird* spell is slain, the creature emerges with no damage, no loss of items seemingly used in the combat, and no loss of spells likewise seemingly expended. The creature also gains any experience for defeating the weird, if applicable.\nAlthough each round of combat seems normal, it takes only one-tenth of a round. During the course of the spell, the caster must concentrate fully upon maintaining it. If the combat goes beyond 10 rounds, those who saved against the spell can take action. If the caster is disturbed, the *weird* spell ends immediately. Creatures attacked while paralyzed with fear are free of the paralysis immediately.}}'}, + {name:'Wish',type:'muspelll9',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nWish\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Conjuration-Summoning}}Specs=[Wish,MUspellL9,0H,Conjuration-Summoning]{{components=V}}{{time=Special}}{{range=Unlimited}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{reference=PHB p197}}SpellData=[w:Wish,lv:9,sp:1,gp:0,cs:V]{{effects=The *wish* spell is a more potent version of a *limited wish*. If it is used to alter reality with respect to damage sustained by a party, to bring a dead creature to life, or to escape from a difficult situation by lifting the spellcaster (and his party) from one place to another, it will not cause the wizard any disability.}}{{hide1=Other forms of wishes, however, cause the spellcaster to weaken (-3 on Strength) and require 2d4 days of bed rest due to the stresses the wish places upon time, space, and his body. Regardless of what is wished for, the exact terminology of the wish spell is likely to be carried out. Casting a wish spell ages the caster five years.\nDiscretionary power of the DM is necessary in order to maintain game balance. For example, wishing another creature dead is grossly unfair; the DM might well advance the spellcaster to a future period in which the creature is no longer alive, effectively putting the wishing character out of the campaign.}}'}, + ]}, + MU_Spells_DB_Item:{bio:'
Magic User Spell Database
v8.01 09/04/2024

This database holds the definitions and API calls to enact Wizard Spells for magic items. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v8.01 09/04/2024 Split the database by level. See MU-Spells-DB-L# where # is 1 to 9
v7.04 04/04/2024 Started adding full text to spells with "see more..." button
v7.02-3 23/02/2024 Updated Vampiric Touch & Bigby\'s Clenched Fist as weaponised spells
v7.01 31/10/2023 Changed casting-level to mu-casting-level throughout
v6.05 25/09/2023 Fixed error with Protection from Good 10ft radius
v6.04 20/07/2023 Added itemSpells for the Necklace of Missiles fireball globes
v6.03 07/07/2023 Weaponised all offensive touch and ranged spells
v6.02 16/10/2022 Added Chromatic Orb using "weaponised spell" functions
v6.01 25/09/2022 Moved to RPGM Library and updated templates
v5.91 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v5.9 06/04/2022 Adapted to use --display-ability command for chaining abilities
v5.8 17/03/2022 Corrected some spell descriptions and targeting messages
v5.6 01/01/2022 Added all remaining spells from the PHB
v5.1 - 5.5 Skipped to even up version numbers
v5.0 31/10/2021 Encoded using machine readable data to support API databases
v4.4 16/10/2021 Added Area of Effect display
v4.3.1 03/09/2021 Added spells for WPM The Undiscovered Caverns
v4.3 02/09/2021 Added all 1st & 2nd level spells
v4.2.1 01/05/2021 Extensive bug checking & fixing
v4.2 26/03/2021 Implemented spell targeting using the MagicMaster API
v4.1.7 14/02/2021 Changed all !setattr --sel parameters to be --charid instead, so they can work more easily with the MagicMaster API.
v4.1.6 27/01/2021 Added Blur as a spell
v4.1.5 22/01/2021 Added a button to Magic Missile spell to fire all missiles at one target
v4.1.4 19/01/2021 Added spells gained by MUs in both low level and high level campaigns
v4.1.3 17/12/2020 Updated several spells with duration statuses and effects (for Dr Lexicon)
v4.1.2 30/11/2020 Added spells for Steve L.\'s ported characters in low level campaign
v4.1.1 22/11/2020 Added spell effect marker to Detect-Magic, and corrected some minor typos
v4.1 16/11/2020 Split the spells database from the Macro Library processing to reduce the size of the library which might have been triggering randomisation of the macro sort order
v4.0.1 07/11/2020 Copy in fix v3.5.4
v4.0 29/10/2020 v4 has cost of material components as per v3.4 turned on (v3 has them turned off)
v3.5.4 07/11/2020 Fixed bug with setting common variables for casting level & name
v3.5.3 29/10/2020 Fixed bug with Initialising sheet variables
v3.5.2 20/10/2020 Added Slow as a spell
v3.5.1 12/10/2020 Updated Long Rests to set ammo maximums to ammo remaining, to reflect that any not recovered when you rest are lost
v3.5 06/10/2020 Linked Long Rests with the Campaign Calendar, and prevented Long Rests until the DM does the "End of Day" procedure to charge daily costs.
v3.4.1 29/09/2020 Bug fix to allow older character sheets to use Short & Long Rests without errors.
v3.4 24/09/2020 Added costs of materials as \'max\' value of CT- spell entries, then deduct from gold when cast.
v3.3 18/09/2020 Changed to normally cast at spell-casters level, and allow separate change to level if needed. Constructed so casting level and caster\'s name can be set separately
v3.2.1 16/09/2020 Tweaked for Lost & Found campaign
v3.2 05/09/2020 Updated all the marker effect names to cater for the new Effect functionality, and allow multiple overlapping spell effects to work properly
v3.1 28/08/2020 Added spells for White Plume Mountain. Also added the ability to [Review] spells from spells known/granted to the character before Memorising them.
v3.0 25/08/2020 Vetted & updated ready for Roger\'s campaign. Also changed all calls to !tj to take \'--\' as the command introducer and allow multiple commands in one call and forcing execution in order, so as to overcome asynchronous processing issues.
v2.8 23/08/2020 Updated all spells after Simon\'s The Desecrated Temple campaign to reflect level increases, and to ensure all were internally consistent.
v2.7 17/08/2020 Saving throw buttons were missing their \'!\', and so did not even appear! Fixed
v2.6 08/08/2020 Changed whispers /w using Token_name to instead use Character_name, as if they were different, errors occurred.
v2.5 06/08/2020 Coordinated and updated all spell effect markers across all MIs and Spell libraries.
v2.4 03/08/2020 Added the MU-Spells-menu macro to provide a succinct menu to access MU-Spell functions.
v2.3 31/07/2020 Added the use of token markers to indicate spell effects and durations
v2.2 16/07/2020 Added multiple spell use macros to cater for current spell knowledge in SB\'s Desecrated Temple party
v2.1 12/07/2020 Updated and corrected bugs in the Cast-spell, Memorise-Ln-spells, Reset-spells and Blank-Spellbook macros
v2.0 Conversion of all spells to use default Roll Templates, with API Buttons for relevant dice rolls. Addition of the Spellbook macro, and the capability to have a list of known spells from which spells for the day can be memorised.
v1.0 Initial release', + root:'MU-Spells-DB', + api:'magic', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.01, + db:[{name:'-',type:'',ct:'0',charge:'uncharged',cost:'0',body:'@{selected|token_name} suddenly realises he has another unfilled page in his spellbook!'}, + {name:'Large-Globe',type:'itemspell',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Large Globe,ItemSpell,1H,Evocation]{{}}SpellData=[w:Large Globe,sp:3,lv:3]{{}}'}, + {name:'Largest-Globe',type:'itemspell',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFireball\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 3 Wizard}}{{school=Evocation}}Specs=[Largest Globe,ItemSpell,1H,Evocation]{{components=V, S, M}}{{time=[[3]]}}{{range=[[10+(10*{11,@{selected|mu-casting-level}}kl1)]]yds}}{{duration=Instantaneous}}{{aoe=[20ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|[[3*(10+(10*{11,@{selected|mu-casting-level}}kl1))]]|40||fire)}}{{save=Half damage}}{{reference=PHB p149}}{{damage=[[[{11, @{selected|mu-casting-level}}kl1]]d6](!\\amp#13;\\amp#47;r [[{11, @{selected|mu-casting-level}}kl1]]d6)}}{{damagetype=Fire}}SpellData=[w:Largest Globe,sp:3,lv:3]{{effects=A streak flashes from the @{selected|token_name}\'s finger and blossoms into a fireball. Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage.}}'}, + {name:'Medium-Globe',type:'itemspell',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Medium Globe,ItemSpell,1H,Evocation]{{}}SpellData=[w:Medium Globe,sp:3,lv:3]{{}}'}, + {name:'Small-Globe',type:'itemspell',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Small Globe,ItemSpell,1H,Evocation]{{}}SpellData=[w:Small Globe,sp:3,lv:3]{{}}'}, + {name:'Tiny-Globe',type:'itemspell',ct:'3',charge:'uncharged',cost:'0',body:'%{MU-Spells-DB|Fireball}{{}}Specs=[Tiny Globe,ItemSpell,1H,Evocation]{{}}SpellData=[w:Tiny Globe,sp:3,lv:3]{{}}'}, + {name:'To-hit-Ice-knife',type:'',ct:'0',charge:'uncharged',cost:'0',body:'**@{selected|character_name} hits AC [[( [[0]]-[[1d20]]+([[@{selected|thac0}]]))]] with Ice Knife**\n/w "@{selected|character_name}" [Do 1d10 Damage](!\\amp#13;\\amp#47;r 1d10 HP damage from the Ice Knife)'}, + {name:'To-hit-Melfs-Acid-Arrow',type:'',ct:'0',charge:'uncharged',cost:'0',body:'**@{selected|character_name} hits AC [[( [[0]] - [[1d20]] + ([[21-@{selected|level-class2}]]) )]] with his Melf\'s Acid Arrow.**\n/w "@{selected|character_name}" [Do Damage](!\\amp#13;\\amp#47;r 2d4)'}, + {name:'To-hit-Melfs-Minute-Meteors',type:'',ct:'0',charge:'uncharged',cost:'0',body:'**@{selected|character_name} hits AC [[( [[0]]-[[1d20]]+(([[@{selected|bar2}]])-2 ))]] with Melf\'s Minute Meteors**\n/w "@{selected|character_name}" [Do 1d4 Damage](!\\amp#13;\\amp#47;r 1d4 HP damage from the meteor)'}, + {name:'VT-Attack',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Vampiric Touch}}{{desc=@{selected|token_name} hits AC [[0 - [[1d20]] + @{selected|thac0} +@{selected|strengthhit|max} ]] with Vampiric Touch}}{{desc1=If you hit [Do Damage](!magic --display-ability @{selected|token_id}|MU-Spells-DB|VT-Damage)}}'}, + {name:'VT-Damage',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Vampiric Touch}} !modattr --charid @{selected|character_id} --silent --hp|{{desc=Drained [[[[floor(@{selected|level-class2}/2)]]d6]] HP of damage}} !!!\n!rounds --removestatus vampiric-touch --addtargetstatus @{selected|token_id}|VT-bonus|60|-1|Benefiting from extra Vampiric hit points|strong\n!setattr --silent --charid @{selected|character_id} --VT-original-hp|@{selected|hp}'}, + ]}, + PR_Spells_DB_L1:{bio:'
Priest Spell Database
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 1 Priest Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 13/04/2024 Split spells by level into separate databases for easier management.
v7.02 04/04/2024 Started adding in full text with "show more..." button
v7.01 31/10/2023 Changed casting-level to pr-casting-level throughout
v6.04 28/09/2023 Fixed "Weather Summoning"
v6.03 06/07/2023 Converted all Touch Attack spells to be "weaponized", and added missin L7 spells
v6.02 16/10/2022 Updated Spiritual Hammer to use weaponised spell functions
v6.01 25/09/2022 Moved to RPGM Library and updated templates
v5.91 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v5.9 06/04/2022 Adapted to use --display-ability command for chaining abilities
v5.8 18/03/2022 Corrected sphere for Locate-Animals-or-Plants
v5.7 23/02/2022 Corrected error in Create Food & Water spell
v5.6 01/01/2022 Added all remaining Priest spells from the PHB
v5.2 - 5.5 Skipped to even up version numbers
v5.11 13/12/2021 Hid non-castable versions of spells
v5.0 31/10/2021 Encoded using machine readable data to support API databases
v4.3.1 01/06/2021 Removed ammo reset calls from long rest macros, as this is now handled by the MagicMaster API long rest function
v4.3 25/02/2021 Eliminated ability macros that are no longer needed for spell use, replaced by MagicMaster API script
v4.2.1 21/02/2021 fixed initial wave of bugs in MagicMaster, and added short & long rest functions.
v4.2 18/02/2021 Integrated with the new MagicMaster API for casting, memorising and viewing spells.
v4.1.2 21/01/2021 Added tip text to numbers of spells at each level explaining the maths
v4.1 15/11/2020 Split macro library workings from spells database, and also added in sheet-flags attribute which, if 1, uses value of sheet-pr-spells-type to determine the size of the spellbook
v4.0 29/10/2020 v4 has the cost of spells turned on, as introduced in v3.4. (v3 macros have them turned off)
v3.5.3 29/10/2020 Fixed bug with initialising sheet variables
v3.5.2 20/10/2020 Added a 1st level spell for Regenerate, which is actually a power that can me regained with a Short Rest.
v3.5.1 12/10/2020 Updated Long Rests to set ammo maximums to ammo remaining, to reflect that any not recovered when you rest are lost
v3.5 06/10/2020 Linked Long Rests with the Campaign Calendar, and prevented Long Rests until the DM does the "End of Day" procedure to charge daily costs.
v3.4.1 29/09/2020 Bug fix to allow older character sheets to use Short & Long Rests without errors.
v3.4 24/09/2020 Added costs of materials as \'max\' value of CT- spell entries, then deduct from gold when cast.
v3.3 18/09/2020 Changed to normally cast at spell-casters level, and allow separate change to level if needed. Constructed so casting level and caster\'s name can be set separately
3.2.1 16/09/2020 Tweaked for Lost & Found campaign
v3.2 05/09/2020 Updated all the marker effect names to cater for the new Effect functionality, and allow multiple overlapping spell effects to work properly
v3.1 01/09/2020 Added the ability to [Review] spells from spells known/granted to the character before Memorising them.
v3.0 25/08/2020 Vetted & updated ready for Roger\'s campaign. Also changed all calls to !tj to take \'--\' as the command introducer and allow multiple commands in one call and forcing execution in order, so as to overcome asynchronous processing issues.
v2.8 23/08/2020 Added all 1st & 2nd level Priest Spells, and ensured all othre spells were internally consistent.
v2.7 17/8/2020 Saving throw buttons were missing their \'!\', and so did not even appear! Fixed
v2.6 8/8/2020 Changed whispers /w using Token_name to instead use Character_name, as if they were different, errors occurred.
v2.5 6/8/2020 Coordinated and updated all effect markers across all MIs and Spell libraries.
v2.4 3/8/2020 Added the PR-Spells-menu macro to provide a succinct menu to access PR-Spell functions.
v2.3 31/7/2020 Added the ability for spells to mark tokens with markers to indicate spell effects and durations
v2.2 16/7/2020 Added multiple spell use macros to cater for current spell knowledge in SB\'s Desecrated Temple party
v2.1 12/7/2020 Updated and corrected bugs in the Cast-spell, Memorise-Ln-spells, Reset-spells and Blank-Spellbook macros
v2.0 10/7/2020 Conversion of all spells to use default Roll Templates, with API Buttons for relevant dice rolls. Addition of the Spellbook macro, and the capability to have a list of known spells from which spells for the day can be memorised.
v1.0 Initial release', + controlledby:'all', + root:'PR-Spells-DB', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.01, + db:[{name:'Animal-Friendship',type:'prspelll1',ct:'600',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnimal Friendship\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Enchantment/Charm}}{{sphere=Animal}}Specs=[Animal-Friendship,PRspellL1,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[1]] hour}}{{range=[10 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=Permanent}}{{aoe=[[1]] animal per spell casting}}{{save=Negates}}{{reference=PHB p198}}SpellData=[w:Animal-Friendship,lv:1,sp:600,gp:0.05,cs:VSM,sph:Animal]{{effects=Attracts up to [[2*@{selected|pr-casting-level}]] HD animals. Max number of HD of animals as friends at any time is 2x caster\'s level at that time.}}{{hide1=Able to show any animal of animal intelligence to semi-intelligence (i.e., Intelligence 1-4) that he desires friendship. If the animal does not roll a successful saving throw vs. spell immediately when the spell is begun, it stands quietly while the caster finishes the spell. Thereafter, it follows the caster about. The spell functions only if the caster actually wishes to be the animal\'s friend. If the caster has ulterior motives, the animal always senses them (for example, the caster intends to eat the animal, send it ahead to set off traps, etc.).\nThe caster can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly.\nOnly unaligned animals can be attracted, befriended, and trained.}}{{materials=Caster\'s holy symbol and food that the animal likes worth 5cp.}}'}, + {name:'Attack-target',type:'',ct:'0',charge:'uncharged',cost:'0',body:'**@{selected|token_name} hits AC [[( ([[@{selected|thac0}]]) - ([[@{selected|strengthhit}]]) - [[1d20]] )]] with his spell.**\n/w "@{selected|character_name}" If hit, [Cast on them](!magic --target single|@{selected|token_id}|@{target|Who are you Attacking?|token_id}|@{selected|Spell-cast}|@{selected|Spell-duration}|@{selected|Spell-direction}|@{selected|Spell-msg}|@{selected|Spell-marker})'}, + {name:'Bless',type:'prspelll1',ct:'10',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nBless\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Conjuration/Summoning}}{{sphere=All}}Specs=[Bless,PRspellL1,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[60]] yards}}{{duration=[[6]] rounds}}{{aoe=[50ft cube](!range --aoe @{selected|token_id}|square|feet|180|50||light)}}{{save=None}}{{reference=PHB p198}}{{Use=[Bless them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first supplicant|token_id}|Bless|6|-1|Blessed, attk+1, save vs fear+1|angel-outfit) applies attack bonus for duration, but apply fear save benefit manually}}SpellData=[w:Bless,dur:6 rounds,lv:1,sp:10,r:60 yds,aoe:50ft cube,sav:None,gp:1,cs:VSM,sph:All]{{effects=Raises morale of friendly creatures *not yet in melee combat* adding +[[1]] to saves vs. fear effects and raises attack rolls by +[[1]]. Or can cast on a single object weighing no more than [[@{selected|pr-casting-level}]] pounds and the plus lasts until the item is used or the duration ends}}{{hide1=The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell\'s effect; those entering the area after the casting is completed are not).\nA second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.\nMultiple *bless* spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.}}{{marterials=Holy Water}}'}, + {name:'CLW',type:'prspelll1',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCure Light Wounds\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Necromancy}}{{sphere=Healing}}Specs=[CLW,PRspellL1,1H,Necromancy]{{components=V,S}}{{time=[[5]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p199}}{{healing=[1d8](!\\amp#13;\\amp#47;r 1d8) HP,\nor [1d8+3](!\\amp#13;\\amp#47;r 1d8+3) for a Priest of Life}}SpellData=[w:CLW,lv:1,sp:5,gp:0,cs:VS,sph:Healing]{{effects=Cannot cure non-corporeal or nonliving or extra-planar creatures.}}'}, + {name:'Cause-Fear',type:'prspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCause Fear\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest (reversable)}}{{school=Abjuration}}{{sphere=Charm}}Specs=[Cause-Fear,PRspellL1,1H,Abjuration]{{components=V,S}}{{time=[[1]]}}{{range=[10 yds](!rounds --aoe @{selected|token_id}|circle|yards|0|20||dark|true)}}{{duration=1d4 rounds}}{{aoe=[[1]] creature}}{{save=Negates}}{{reference=PHB p202 (reverse Remove Fear)}}{{Use=[Scare Them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a victim|token_id}|Cause-Fear|\\amp#91;[1d4]\\amp#93;|-1|Frightened, flee at maximum rate|screaming|svspe\\clon;+0)}}SpellData=[w:Cause-Fear,lv:1,sp:1,gp:0,cs:VS,sph:Charm]{{effects=Cause fear causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw negates it, and any Wisdom adjustment also applies. Of course, *cause fear* can be automatically countered by *remove fear* and vice versa.\nNeither spell has any effect on undead of any sort.}}'}, + {name:'Cause-Light-Wounds',type:'innate-melee|prspelll1',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCause Light Wounds\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Cause-Light-Wounds,Innate-Melee|PRspellL1,1H,Necromancy]{{components=V,S}}ToHitData=[w:Cause Light Wounds,sp:5,r:5,ty:SPB,touch:1]{{time=[[5]]}}DmgData=[w:Cause Light Wounds,sb:0,SM:1d8,L:1d8]{{range=Touch}}{{duration=Permanent}}{{aoe=Creature touched}}{{save=None}}{{damage=[1d8](!\\amp#13;\\amp#47;r 1d8) HP}}{{reference=PHB p199 (reverse Cure Light Wounds)}}SpellData=[w:Cause-Light-Wounds,lv:1,sp:5,gp:0,cs:VS,sph:Healing]{{Use=Take the spell in-hand as a weapon and attack with it.}}{{effects=Operates in the same manner as Cure Light Wounds, but inflicting 1d8 points of damage instead of curing. If a creature is avoiding this touch, a Touch attack is required to inflict the damage. Cannot damage non-corporeal or nonliving or extra-planar creatures.}}'}, + {name:'Combine',type:'prspelll1',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCombine\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Evocation}}{{sphere=All}}Specs=[Combine,PRspellL1,1H,Evocation]{{components=V,S}}{{time=[[10]]}}{{range=Touch}}{{duration=Special}}{{aoe=Circle of Priests}}{{save=None}}{{reference=PHB p198}}SpellData=[w:Combine,lv:1,sp:7,gp:0,cs:VS,sph:All]{{effects=Three to five priests combine their abilities so that one of them casts spells and turns undead at an enhanced level.}}{{hide1=The highest-level priest (or one of them, if two or more are tied for highest) stands alone, while the others join hands in a surrounding circle. The central priest casts the combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain of four levels. The level increase affects turning undead and spell details that vary with the caster\'s level. Note that the central priest gains no additional spells and that the group is limited to his currently\nmemorized spells.\nThe encircling priests must concentrate on maintaining the combine effect. They lose all Armor Class bonuses for shield and Dexterity. If any of them has his concentration broken, the combine spell ends immediately. If the combine spell is broken while the central priest is in the act of casting a spell, that spell is ruined just as if the caster were disturbed. Spells cast in combination have the full enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. Note that the combination is not broken if only the central caster is disturbed.}}'}, + {name:'Command',type:'prspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCommand\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Enchantment/Charm}}{{sphere=Charm}}Specs=[Command,PRspellL1,0H,Enchantment-Charm]{{components=V}}{{time=[[1]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[[1]] round}}{{aoe=[[1]] creature}}{{save=Special}}{{reference=PHB p199}}SpellData=[w:,lv:1,sp:1,gp:0,cs:V,sph:Charm]{{effects=Command another creature with a single word, such as *back / halt / flee / run / stop / fall / go / leave / surrender / sleep / rest* etc.}}{{hide1=The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; thus, a command of "Suicide!" is ignored. A command to "Die!" causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well. No command affects a creature for more than one round; undead are not affected at all. Creatures with Intelligence of 13 (high) or more, or those with 6 or more Hit Dice (or experience levels) are entitled to a saving throw vs. spell, adjusted for Wisdom. (Creatures with 13 or higher Intelligence and 6 Hit Dice/levels get only one saving throw!)}}'}, + {name:'Create-Water',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCreate-Water\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest (reversable)}}{{school=Alteration}}{{sphere=Elemental(Water)}}Specs=[Create-Water,PRspellL1,1H,Alteration]{{components=V,S,M}}{{time=[[1]]round}}{{range=[30 yds](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=Permanent}}{{aoe=Up to [[27]]cu.ft}}{{save=None}}{{reference=PHB p199}}SpellData=[w:,lv:1,sp:10,gp:0,cs:VSM,sph:Elemental-Water]{{effects=Up to [[4*@{selected|pr-casting-level}]] gallons of water are generated }}{{materials=The create water spell requires at least a drop of water.}}{{hide1=The water is clean and drinkable (it is just like rain water). The created water can be dispelled within a round of its creation; otherwise, its magic fades, leaving normal water that can be used, spilled, evaporated, etc. Water can be created in an area as small as will actually contain the liquid, or in an area as large as 27 cubic feet (1 cubic yard).\nNote that water can neither be created nor destroyed within a creature. For reference purposes, water weighs about 8 1/3 pounds per gallon, and a cubic foot of water weighs approximately 64 pounds.}}'}, + {name:'Cure-Light-Wounds',type:'prspelll1',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCure Light Wounds\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Necromancy}}{{sphere=Healing}}Specs=[CLW,PRspellL1,1H,Necromancy]{{components=V,S}}{{time=[[5]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p199}}{{healing=[1d8](!\\amp#13;\\amp#47;r 1d8) HP,\nor [1d8+3](!\\amp#13;\\amp#47;r 1d8+3) for a Priest of Life}}SpellData=[w:Cure-Light-Wounds,lv:1,sp:5,gp:0,cs:VS,sph:Healing]{{effects=Cannot cure non-corporeal or nonliving or extra-planar creatures.}}'}, + {name:'Curse',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCurse (Reverse Bless)\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Conjuration/Summoning}}{{sphere=All}}Specs=[Curse,PRspellL1,1H,Conjuration]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[60]] yards}}{{duration=[[6]] rounds}}{{aoe=[50ft cube](!rounds --aoe @{selected|token_id}|square|feet|60|50||dark)}}{{save=None}}{{reference=PHB p198 (reverse Bless)}}{{Use=[Curse them!](!rounds --target multi|@{selected|token_id}|Curse|6|-1|Cursed, 1 penalty on morale \\amp attk|radioactive|svspe\\clon;+0)}}SpellData=[w:,lv:1,sp:10,gp:0,cs:VSM,sph:All]{{effects=Only effects enemies not already in combat lowering their morale and attack roles by [[0-1]]. Selecting the *Curse them* button automatically changes their Thac0 for the correct duration}}{{hide1=The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell\'s effect; those entering the area after the casting is completed are not).\nA second use of this spell is to curse a single item (for example, a crossbow bolt for use against a good creatre only hit by magical weapons). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.}}{{materials=A sprinkling of Unholy Water (no cost).}}'}, + {name:'Darkness',type:'prspelll1',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDarkness\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest (reversable)}}{{school=Alteration}}{{sphere=Sun}}Specs=[Darkness,PRspellL1,1H,Alteration]{{components=V,S}}{{time=[[4]]}}{{range=[[120]] yards}}{{duration=1 hour + [[@{selected|pr-casting-level}]] turns}}{{aoe=[20ft radius globe](!rounds --aoe @{selected|token_id}|circle|feet|360|40||black)}}{{save=Special}}{{reference=PHB p201 (reverse Light)}}{{Use=[Blind them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to brighten|token_id}|Light|[[60+(10*@{selected|pr-casting-level})]]|-1|Blinded by the Darkness in eyes, 4 penalty on attk+AC|bleeding-eye)}}SpellData=[w:Darkness,lv:1,sp:4,gp:0,cs:VS,sph:Sun]{{effects=Equal to the darkest night. Immobile unless cast on a movable object or creature. If on a creature, magic resistance and save vs. spell applies.}}{{hide1=The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Darkness can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A darkness spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can cancel the *darkness* at any time by uttering a single word. *Darkness* spells are not cumulative--multiple castings do not provide a deeper dark.\n*Darkness* (a reversed *light spell*) has half the duration of *light*. Magical darkness is equal to that of an unlit interior room--pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.}}'}, + {name:'Destroy-Water',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDestroy Water\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest (reversable)}}{{school=Alteration}}{{sphere=Elemental(Water)}}Specs=[Destroy-Water,PRspellL1,1H,Alteration]{{components=V,S,M}}{{time=[[1]]round}}{{range=[30 yds](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=Permanent}}{{aoe=Up to [[27]]cu.ft}}{{save=None}}{{reference=PHB p199}}SpellData=[w:Destroy Water,lv:1,sp:10,gp:0,cs:VSM,sph:Elemental-Water]{{effects=Obliterates without trace (no vapor, mist, fog, or steam) up to [[4*@{selected|pr-casting-level}]] gallons of water.}}{{materials=At least a pinch of dust (no cost).}}{{hide1=Water can be destroyed in an area as small as contains the liquid, or in an area as large as 27 cubic feet (1 cubic yard). Note that water can neither be created nor destroyed within a creature.}}'}, + {name:'Detect-Evil',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDetect-Evil\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest (reversable)}}{{school=Divination}}{{sphere=All}}Specs=[Detect-Evil,PRspellL1,1H,Divination]{{components=V,S,M}}{{time=[[1]]round}}{{range=[[0]]}}{{duration=[[10+(5*@{selected|pr-casting-level})]] rounds}}{{aoe=[10ft x 120yds path](!rounds --aoe @{selected|token_id}|bolt|feet|0|360|10|magic)}}{{save=None}}{{reference=PHB p199}}{{Use=[Evil radar on](!rounds --target caster|@{selected|token_id}|Detect-Evil|[[10+(5*@{selected|pr-casting-level})]]|-1|Detecting Evil|aura)}}SpellData=[w:Detect-Evil,lv:1,sp:10,gp:0,cs:VS,sph:Divination]{{effects=This spell discovers emanations of evil from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate evil *if intent upon appropriate actions.*}}{{hide1=Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.\nThe degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading.}}{{materials=The priest\'s holy symbol, with the priest holding it before him.}}'}, + {name:'Detect-Good',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDetect Good\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest (reversable)}}{{school=Divination}}{{sphere=All}}Specs=[Detect-Good,PRspellL1,1H,Divination]{{components=V,S,M}}{{time=[[1]]round}}{{range=[[0]]}}{{duration=[[10+(5*@{selected|pr-casting-level})]] rounds}}{{aoe=[10ft x 120yds path](!rounds --aoe @{selected|token_id}|bolt|feet|0|360|10|magic)}}{{save=None}}{{reference=PHB p199 (reverse Detect Evil)}}{{Use=[Good radar on](!rounds --target caster|@{selected|token_id}|Detect-Good|[[10+(5*@{selected|pr-casting-level})]]|-1|Detecting Good|aura)}}SpellData=[w:Detect-Good,lv:1,sp:10,gp:0,cs:VS,sph:Divination]{{effects=Discovers emanations of good from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good *if intent upon appropriate actions.*}}{{hide1=Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An exceptionally good aligned object or holy water radiates good, but a hidden treasure or an unintelligent mouse does not.\nThe degree of good (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, magnanimous, generous, etc.) can be noted. If the good is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect good spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading.}}{{materials=The priest\'s un-holy symbol, with the priest holding it before him.}}'}, + {name:'Detect-Magic',type:'prspelll1',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDetect-Magic\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Detect-Magic,PRspellL1,1H,Divination]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[30]] yds}}{{duration=[[1]] Turn}}{{aoe=[10ft path](!rounds --aoe @{selected|token_id}|rectangle|feet|0|90|10|magic)}}{{save=None}}{{reference=PHB p199}}SpellData=[w:Detect-Magic,lv:1,sp:100,gp:0,cs:VSM,sph:Divination]{{effects=Detects magical radiations in a path [[10]] feet wide and up to 30 yards long, in the direction the caster is facing.}}{{hide1=The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.}}{{materials=Use of the priest\'s holy symbol}}'}, + {name:'Detect-Poison',type:'prspelll1',ct:'4',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDetect Poison\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Detect-Poison,PRspellL1,1H,Divination]{{components=V,S,M}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[[1]] Turn + [[@{selected|pr-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p199}}SpellData=[w:Detect-Poison,lv:1,sp:4,gp:10,cs:VSM,sph:Divination]{{effects=This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one [[5]] foot cubic mass, can be checked per round. The priest has a [[5*@{selected|pr-casting-level}]]% chance of determining the exact type of poison}}{{materials=A strip of specially blessed vellum, costing a 10gp donation to the temple, which turns black if poison is present}}'}, + {name:'Detect-Snares-and-Pits',type:'prspelll1',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDetect Snares and Pits\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Detect-Snares-and-Pits,PRspellL1,1H,Divination]{{components=V,S,M}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[[4*@{selected|pr-casting-level}]] rounds}}{{aoe=[10ft path, 40ft long](!rounds --aoe @{selected|token_id}|rectangle|feet|0|40|10|magic)}}{{save=None}}{{reference=PHB p200}}SpellData=[w:Detect-Snares-and-Pits,lv:1,sp:4,gp:0,cs:VSM,sph:Divination]{{effects=Detect snares, pits, deadfalls and similar hazards along a path 10 feet wide and 40 feet long.}}{{hide1=Such hazards include simple pits, deadfalls, snares of wilderness creatures (for example, trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The spell is directional--the caster must face the desired direction to determine if a pit exists or a trap is laid in that direction. The caster experiences a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it. The spell detects certain natural hazards--quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The spell does not detect magical traps (save those that operate by pit, deadfall, or snaring; see the 2nd-level spell trip and the 3rd-level spell snare), nor those that are mechanically complex, nor those that have been rendered safe or inactive.}}{{materials=The Priest\'s holy symbol}}'}, + {name:'Endure-Cold',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nEndure Cold\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Alteration}}{{sphere=Protection}}Specs=[Endure-Cold,PRspellL1,1H,Alteration]{{components=V,S}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[3*@{selected|pr-casting-level}/2]] hours}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p200}}{{Use=[Grant Endurance](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a beneficiary|token_id}|Endure-Cold|99|0|Can endure cold to -34C, absorb 10HP of magic cold|white-tower)}}SpellData=[w:Endure-Cold,lv:1,sp:10,gp:0,cs:VS,sph:Protection]{{effects=Can withstand normal extremes of cold down to [[0-30]]F ([[0-34]]C) and suffers [[1]]HP per hour per degree below this. Magical cold (or heat) will break spell but first [[10]]HP will be absorbed. Ends immediately if either type of Resist spell is cast on recipient}}{{hide1=The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an *endure cold* spell is cancelled by magical heat or fire as well as by magical cold).}}'}, + {name:'Endure-Heat',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Endure-Heat,PRspellL1,1H,Alteration]{{}}SpellData=[w:Endure-Heat,lv:1,sp:10,gp:0,cs:VS,sph:Protection]{{}}%{PR-Spells-DB|Endure-Cold}{{title=@{selected|Casting-name} casts\nEndure Heat\nas a level @{selected|pr-casting-level} caster}}{{Use=[Grant Endurance](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a beneficiary|token_id}|Endure-Heat|99|0|Can endure heat to 54C, absorb 10HP of magic heat|white-tower)}}{{effects=Can withstand normal extremes of heat up to [[130]]F ([[54]]C) and suffers [[1]]HP per hour per degree above this. Magical fire will break spell but first [[10]]HP will be absorbed. Ends immediately if either type of Resist spell is cast on recipient}}'}, + {name:'Entangle',type:'prspelll1',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nEntangle\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Alteration}}{{sphere=Plant}}Specs=[Entangle,PRspellL1,1H,Alteration]{{components=V, S, M}}{{time=[[4]]}}{{range=[[80]] yards}}{{duration=[[1]] turn or [[10]] rounds}}{{aoe=[40 foot cube](!rounds --aoe @{selected|token_id}|square|feet|240|40||magic)}}{{save=Reduced movement}}{{reference=PHB p200}}{{Use=[Entangle them](!rounds --target multi|@{selected|token_id}|Entangle|10|-1|Entangled, immobile|cobweb|svspe\\clon;+0)}}SpellData=[w:Entangle,lv:1,sp:4,gp:0,cs:VSM,sph:Plant]{{effects=Causes grass, weeds, bushes and even trees to wrap, twist and entwine about creatures in the Area of Effect, which must then Save vs. Spell or be held fast.}}{{materials=The caster\'s holy symbol}}{{hide1=Any creature entering the area is subject to this effect. A creature that rolls a successful saving throw vs. spell can escape the area, moving at only 10 feet per round until out of the area. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DM\'s option, based on the strength of the entangling plants.}}'}, + {name:'Faerie-Fire',type:'prspelll1',ct:'4',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFaerie Fire\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Alteration}}{{sphere=Weather}}Specs=[Faerie-Fire,PRspellL1,1H,Alteration]{{components=V,M}}{{time=[[4]]}}{{range=[[80]] yards}}{{duration=[[4*@{selected|pr-casting-level}]] rounds}}{{aoe=[[10*@{selected|pr-casting-level}]] sq.ft. within [40ft radius](!rounds --aoe @{selected|token_id}|circle|feet|240|80||light)}}{{save=None}}{{reference=PHB p200}}{{Use=Select one of the two buttons below, *darkness* or *twilight*, to target creatures and automatically apply penaties for correct duration}}SpellData=[w:Faerie-Fire,lv:1,sp:4,gp:10,cs:VM,sph:Weather]{{effects=Outline creatures in 40ft radius of each other with a total of [[10*@{selected|pr-Casting-Level}]]sq.ft of faerie fire - the square footage relates to the surface area of the targets. In [darkness](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Faerie-Fire-darkness|[[4*@{selected|pr-casting-level}]]|-1|Outlined in bright Faerie Fire, 2 penalty to AC|aura) +[[2]] on attacks against outlined creatures or +[[1]] in [twilight](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Faerie-Fire-twilight|[[4*@{selected|pr-casting-level}]]|-1|Outlined in dim Faerie Fire, 1 penalty to AC|aura) or brighter. A [[2]]nd level priest will outline [[2]] human sized creatures.}}{{hide1=The number of subjects outlined depends upon the number of square feet the caster can affect. Sufficient footage enables several objects or creatures to be outlined by the faerie fire spell, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures are visible at 80 yards in the dark and 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can render otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come anywhere close to sunlight. Therefore, it has no special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according to the word of the caster at the time of casting. The faerie fire does not cause any harm to the object or creature thus outlined.}}{{materials=A small piece of foxfire, costing10gp.}}'}, + {name:'Identify',type:'prspelll1',ct:'100',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nIdentify\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Divination}}Specs=[Identify,PRspellL1,1H,Divination]{{components=V, S, M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[1*@{selected|pr-casting-level}]] rounds}}{{aoe=[[1*@{selected|pr-casting-level}]] items}}{{save=None}}{{reference=PHB p205}}SpellData=[w:,lv:1,sp:100,gp:100,cs:VSM,sph:Divination]{{effects=Unlike PHB no need to prepare item. Can Identify a total of [[@{selected|pr-casting-level}]] items or attributes - 1 per round. Touch item to attempt to Identify it which might activate any curse (DMs discretion or item description). DM rolls d100. Chance of learning information is [[[{(10*@{selected|pr-casting-level}),90}kl1]]](!\\amp#13;\\amp#47;gmroll 1d100)%.}}{{hide1=***Wizard PHB states:*** The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.\nThe chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two).\nIf any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.\nThe item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charged ring of three wishes always appears to be only faintly charged.\nAfter casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).}}'}, + {name:'Invisibility-to-Animals',type:'prspelll1',ct:'4',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nInvisibility to Animals\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Alteration}}{{sphere=Animal}}Specs=[Invisibility-to-Animals,PRspellL1,1H,Alteration]{{components=S,M}}{{time=[[4]]}}{{range=Touch}}{{duration=[[10+@{selected|pr-casting-level}]] rounds}}{{aoe=[[@{selected|pr-casting-level}]] creatures touched}}{{save=Special}}{{reference=PHB p200}}{{Use=[Make Invisible](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a beneficiary|token_id}|Invisibility-to-Animals|[[10+@{selected|pr-casting-level}]]|-1|Invisible to animals, no powers + Int\\lt6|half-haze)}}SpellData=[w:Invisibility-to-Animals,lv:1,sp:4,gp:0.01,cs:SM,sph:Animal]{{effects=Totally invisible to normal animals of Intelligence less than 6, inc giant (that have no magic or powers). Attacking reveals that individual}}{{hide1=Normal animals includes giant-sized varieties, but it excludes any with magical abilities or powers. The enchanted individual is able to walk among such animals or pass through them as if he did not exist. For example, this individual could stand before the hungriest of lions or a tyrannosaurus rex and not be molested or even noticed. However, a nightmare, hell hound, or winter wolf would certainly be aware of the individual. For every level the caster has achieved, one creature can be rendered invisible. Any recipient attacking while this spell is in effect ends the spell immediately (for himself only).}}{{materials=1cp of holly rubbed over the recipient}}'}, + {name:'Invisibility-to-Undead',type:'prspelll1',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nInvisibility to Undead\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Abjuration}}{{sphere=Necromantic}}Specs=[Invisibility-to-Undead,PRspellL1,1H,Abjuration]{{components=V,S,M}}{{time=[[4]]}}{{range=Touch}}{{duration=[[6]] rounds}}{{aoe=Creature touched}}{{save=Special}}{{reference=PHB p200}}{{[Make Invisible](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a beneficiary|token_id}|Invisibility-to-Undead|6|-1|Invisible to undead of \\lt=4HD, others get save vs spell|half-haze)}}SpellData=[w:Invisibility-to-Undead,lv:1,sp:4,gp:0,cs:VSM,sph:Necromantic]{{effects=Causes affected undead to lose track of and ignore the warded creature for the duration of the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit Dice receive a saving throw vs. spell to avoid the effect. }}{{hide1=Note that a priest protected by this spell cannot turn affected undead. The spell ends immediately if the recipient makes any attack, although casting spells such as cure light wounds, augury, or chant does not end the ward.}}{{materials=The priest\'s holy symbol}}'}, + {name:'Light',type:'prspelll1',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nLight\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest (reversable)}}{{school=Alteration}}{{sphere=Sun}}Specs=[Light,PRspellL1,1H,Alteration]{{components=V,S}}{{time=[[4]]}}{{range=[[120]] yards}}{{duration=1 hour + [[@{selected|pr-casting-level}]] turns}}{{aoe=[20ft radius globe](!rounds --aoe @{selected|token_id}|circle|feet|360|20||light)}}{{save=Special}}{{reference=PHB p201}}{{damage=[Blind them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to brighten|token_id}|Light|[[60+(10*@{selected|pr-casting-level})]]|-1|Blinded by the Light in eyes, 4 penalty on attk + AC + saves|bleeding-eye)}}SpellData=[w:Light,lv:1,sp:4,gp:0,cs:VS,sph:Sun]{{effects=Equal to torch light. Immobile unless cast on a movable object or creature. If on a creature, magic resistance and save vs. spell applies. Resistance negates, and save means light is centred immediately behind creature. Light on eyes blinds creature giving [[0-4]] on attack and worsening AC by [[4]]. Caster can extinguish at any time. Lights are not cumulative.}}{{hide1=This spell causes a luminous glow within 20 feet of the spell\'s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.}}'}, + {name:'Locate-Animals-or-Plants',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nLocate Animals or Plants\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Divination}}{{sphere=Divination(Animal,Plant)}}Specs=[Locate-Animals-or-Plants,PRspellL1,1H,Divination]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[100+(20*@{selected|pr-casting-level})]] yards}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[[[20*@{selected|pr-casting-level}]] x 20 yds long](!rounds --aoe @{selected|token_id}|bolt|yards|[[100+20*@{selected|pr-casting-level}]]|[[20*@{selected|pr-casting-level}]]|20|magic)}}{{save=Negates}}{{reference=PHB p201}}SpellData=[w:Locate-Animals-or-Plants,lv:1,sp:10,gp:0,cs:VSM,sph:Animal|Plant]{{effects=Find direction \\amp distance of any one type of animal or plant desired.}}{{hide1=The caster, facing in a direction, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact distance and approximate number present is learned. During each round of the spell\'s duration, the caster can face in only one direction (i.e., only a 20-foot-wide path can be known). The spell lasts one round per level of experience of the caster, while the length of the path is 100 yards plus 20 yards per level of experience. (At the DM\'s option, some casters may be able to locate only those animals [or plants] associated closely with their own mythos.)\nWhile the exact chance of locating a specific type of animal or plant depends on the details and circumstances of the locale, the general frequency of the subject can be used as a guideline: common = 50%, uncommon = 30%, rare = 15%, and very rare = 5%. Most herbs grow in temperate regions, while most spices grow in tropical regions. Most plants sought as spell components or for magical research are rare or very rare. The results of this spell are always determined by the DM.}}{{materials=The caster\'s holy symbol}}'}, + {name:'Magical-Stone',type:'prspelll1',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nMagical Stone\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Enchantment}}{{sphere=Combat}}Specs=[Magical-Stone,PRspellL1,1H,Enchantment]{{components=V,S,M}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[[[30]] rounds](!rounds --target caster|@{selected|token_id}|Magical-Stone|30|-1|You have 3 magical stones - use them wisely|grenade)}}{{aoe=Up to [[3]] stones}}{{save=None}}{{reference=PHB p201}}{{Use=To use, ensure you have Magical Stones in your MIs (ask DM to give you them) then take them or a sling in hand as a weapon, or give them to another character}}SpellData=[w:Magical-Stone,lv:1,sp:4,gp:0,cs:VSM,sph:Combat]{{effects=Temporarily enchant up to three small pebbles, no larger than sling bullets to then be hurled or slung at an opponent up to [[30]] yards away, and all three can be thrown in one round.}}{{materials=The priest\'s holy symbol and three small pebbles, unworked by tools or magic of any type.}}{{hide1=The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage (2d4 points against undead). The magic in each stone lasts only for half an hour, or until used.}}'}, + {name:'Pass-without-trace',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPass Without Trace\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Enchantment/Charm}}{{sphere=Plant}}Specs=[Pass-Without-Trace,PRspellL1,1H,Enchantment]{{components=V,S,M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] turns}}{{aoe=[[@{selected|pr-casting-level}]] creatures touched}}{{save=None}}{{reference=PHB p201}}{{Use=[Pass without trace](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select to make sneaky|token_id}|Pass-Without-Trace|[[10*@{selected|pr-casting-level}]]|-1|Only leave a slight magical trail|ninja-mask)}}SpellData=[w:Pass-Without-Trace,lv:1,sp:10,gp:0,cs:VSM,sph:Plant]{{effects=Leave no physical trace but a magical trail for [1d6](!\\amp#13;\\amp#47;r 1d6) turns.}}{{materials=a sprig of pine or evergreen, which must be burned and the ashes powdered and scattered when the spell is cast}}{{hide1=When this spell is cast, the recipient can move through any type of terrain--mud, snow, dust, etc.--and leave neither footprints nor scent. The area that is passed over radiates magic for 1d6 turns after the affected creature passes. Thus, tracking a person or other creature covered by this spell is impossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search pattern, can result in the trackers picking up the trail at a point where the spell has worn off.}}'}, + {name:'Preserve-Life',type:'prspelll0',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPreserve Life\nas a level @{selected|pr-casting-Level} caster}}{{splevel=Special}}{{school=Healing,Necromantic}}{{sphere=Necromantic}}Specs=[Preserve-Life,PRspellL0,1H,Necromantic]{{components=V,S}}{{time=[[5]]}}{{range=[30 ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60||light|true)}}{{duration=Permanent}}{{aoe=Creatures in 30ft radius}}{{save=None}}{{healing=distribute [[5*@{selected|pr-casting-Level}]] HP curing over selected creatures}}SpellData=[w:,lv:0,sp:5,gp:0,cs:VS,sph:Healing]{{effects=At Second level a Priest of Life (a Healer) gets a special ability **Preserve Life**. A Healer can spend five times his level in healing points over specific characters within 30ft, however this cannot raise a character to more than half their normal hit points. This can be done a number of times a day equal to their level.}}'}, + {name:'Protection-from-Evil',type:'prspelll1',ct:'4',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nProtection from Evil\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest (reversable)}}{{school=Abjuration}}{{sphere=Protection}}Specs=[Protection-from-Evil,PRspellL1,1H,Abjuration]{{components=V,S,M}}{{time=[[4]]}}{{range=Touch}}{{duration=[[3*@{selected|pr-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p201}}{{Use=[Protect them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to Protect|token_id}|Protection-from-Evil|[[3*@{selected|pr-casting-level}]]|-1|2 bonus vs evil attk+save, block control, block attk by conjured+x-planar|white-tower)}}SpellData=[w:Protection-from-Evil,lv:1,sp:4,gp:0.1,cs:VSM,sph:Protection]{{effects=Creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n[[1]]: attacks by evil or evilly enchanted creatures are at -2 and saves have a +2 bonus.\n[[2]]: mental control over the protected creature or invading and taking over its mind is blocked.\n[[3]]: prevents bodily contact by creatures of an extraplanar or conjured nature.\nEnds if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.}}{{materials=Holy water or burning incense costing 1sp}}{{hide1=Examples of mental control might be being charmed by a vampire or a ghost\'s magic jar attack and similar. Note that the protection does not prevent a vampire\'s charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.\nExamples of creatures prevented from bodily contact are aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others. This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.}}'}, + {name:'Protection-from-Good',type:'prspelll1',ct:'4',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Protection-from-Good,PRspellL1,1H,Abjuration]{{}}SpellData=[w:Protection-from-Good,lv:1,sp:4,gp:0.05,cs:VSM,sph:Protection]{{}}%{PR-Spells-DB|Protection-from-Evil}{{title=@{selected|Casting-name} casts\nProtection from Good\nas a level @{selected|pr-casting-level} caster}}{{Use=[Protect them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to Protect|token_id}|Protection-from-Evil|[[3*@{selected|pr-casting-level}]]|-1|2 bonus vs good attk+save, block control, block attk by conjured+x-planar|white-tower)}}{{effects=Creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n[[1]]: attacks by god or goodly enchanted creatures are at -2 and saves have a +2 bonus.\n[[2]]: mental control over the protected creature or invading and taking over its mind is blocked.\n[[3]]: prevents bodily contact by creatures of an extraplanar or conjured nature.\nEnds if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.}}{{materials=Unholy water or smoldering dung costing 5cp}}'}, + {name:'Purify-Food-and-Drink',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPurify Food and Drink\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Alteration (reversable)}}{{sphere=All}}Specs=[Purify-Food-and-Drink,PRspellL1,1H,Alteration]{{components=V,S}}{{time=[[1]] round}}{{range=[[30]] yds}}{{duration=Permanent}}{{aoe=[[@{selected|pr-casting-level}]] cu.ft.}}{{save=None}}{{reference=PHB p202}}SpellData=[w:Purify-Food-and-Drink,lv:1,sp:10,gp:0,cs:VS,sph:All]{{effects=Makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.}}{{hide1=Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions.}}'}, + {name:'Putrify-Food-and-Drink',type:'prspelll1',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPutrify Food and Drink\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Alteration (reversable)}}{{sphere=All}}Specs=[Putrify-Food-and-Drink,PRspellL1,1H,Alteration]{{components=V,S}}{{time=[[1]] round}}{{range=[[30]] yds}}{{duration=Permanent}}{{aoe=[[@{selected|pr-casting-level}]] cu.ft.}}{{save=None}}{{reference=PHB p202 (reverse of *Purify Food \\amp Drink*)}}SpellData=[w:Putrify-Food-and-Drink,lv:1,sp:10,gp:0,cs:VS,sph:All]{{effects=Makes pure food and water into spoiled, rotten, poisonous, or otherwise contaminated food and water totally unsuitable for eating and drinking.}}{{hide1=Up to 1 cubic foot of food and drink per level can be thus made unsuitable for consumption. Holy water and similar food and drink of significance is spoiled by *putrify food and drink*, but the spell has no effect on creatures of any type nor upon magical potions.}}'}, + {name:'Remove-Fear',type:'prspelll1',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nRemove Fear\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest (reversable)}}{{school=Abjuration}}{{sphere=Charm}}Specs=[Remove-Fear,PRspellL1,1H,Abjuration]{{components=V,S}}{{time=[[1]]}}{{range=[10 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||light|true)}}{{duration=[[1]]turn}}{{aoe=[[floor(@{selected|pr-casting-level}/4)]] creatures}}{{save=Improves by +4}}{{reference=PHB p202}}{{Use=[Protect Them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select who to make brave|token_id}|Protection|10|-1|Save vs. Fear at +4|white-tower)}}SpellData=[w:Remove-Fear,lv:1,sp:1,gp:0,cs:VS,sph:Charm]{{effects=Instills courage in the spell recipient, raising the creature\'s saving throw rolls against magical fear attacks by +4 for one turn, and grants another save vs. any previous failed save vs. fear, with a +4 bonus to the die roll. Of course, *remove fear* can be automatically countered by *cause fear* and vice versa.\nNeither spell has any effect on undead of any sort.}}'}, + {name:'Sanctuary',type:'prspelll1',ct:'4',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSanctuary\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Abjuration}}{{sphere=Protection}}Specs=[Sanctuary,PRspellL1,1H,Abjuration]{{components=V,S,M}}{{time=[[4]]}}{{range=Touch}}{{duration=[[2+@{selected|pr-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p202}}{{Use=[Grant Sanctuary](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who gets Sanctuary|token_id}|Sanctuary|[[2+@{selected|pr-casting-level}]]|-1|Can\'t attk, foes save or can\'t hit|white-tower)}}SpellData=[w:Sanctuary,lv:1,sp:4,gp:0.1,cs:VSM,sph:Protection]{{effects=Any opponent attempting to strike or otherwise directly attack the protected creature must save vs. spell to attack normally and be unaffected, otherwise the opponent loses track of and totally ignores the warded creature for the duration of the spell.}}{{materials=The priest\'s holy symbol and a small silver mirror costing 1gp which can be used at least 10 times}}{{hide1=Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (*fireball, ice storm,* etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (but not upon an opponent), and so on.}}'}, + {name:'Shillelagh',type:'prspelll1',ct:'2',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nShillelagh\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Alteration}}{{sphere=Combat,Plant}}Specs=[Shillelagh,PRspellL1,1H,Alteration]{{components=V,S,M}}{{time=[[2]]}}{{range=Touch}}{{duration=[[4+@{selected|pr-casting-level}]] rounds}}{{aoe=[[1]]oak club or staff}}{{save=None}}{{reference=PHB p202}}{{Use=[Bless the Club](!rounds --target caster|@{selected|token_id}|Shillelagh|[[4+@{selected|pr-casting-level}]]|-1|Club is +1 to-hit does SM 2 d4 L 1 d4 +1 damage|angel-outfit)}}SpellData=[w:Shillelagh,lv:1,sp:2,gp:0.01,cs:VSM,sph:Combat|Plant]{{effects=Change the caster\'s own oak cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man size, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course.}}{{materials=A shamrock leaf costing 1cp and the caster\'s holy symbol.}}'}, + {name:'Spectral-Senses',type:'prspelll1',ct:'4',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSpectral Senses\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 1 Priest}}{{school=Divination/Necromancy}}{{sphere=Divination,Nectomantic}}Specs=[Spectral-Senses,PRspellL1,1H,Divination|Necromancy]{{components=V,S,M}}{{time=[[4]]}}{{range=[[[30*@{selected|pr-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[60*@{selected|pr-casting-level}]]||magic|true)}}{{duration=[[[@{selected|pr-casting-level}]] hours](!rounds --target caster|@{selected|token_id}|Spectral-Senses|[[60*@{selected|pr-casting-level}]]|-1|Borrowing the senses of a skeleton or zombie|skull)}}{{aoe=Caster}}{{save=None}}{{reference=The Complete Book of Necromancers, by Steve Kurtz}}SpellData=[w:Spectral-Senses,lv:1,sp:4,gp:5,cs:VSM,sph:Divination|Necromantic]{{effects=Establishes sensual link between caster and a skeleton or zombie in range. Caster sees and hears as if they were exactly where the undead creature is. Can also issue simple commands - link is spiritual so language is irrelevant. Ends abruptly if caster or creature moves out of range or to another plane. Can alternatively cast on an inanimate corpse. See and hear as if there but can\'t command or animate.}}{{materials=Priests holy symbol and a black hooded cowl costing 100gp which can be used 20 times, worn over eyes \\amp ears to aid concentration.}}'}, + ]}, + PR_Spells_DB_L2:{bio:'
Priest Spell Database
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 2 Priest Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table

v8.01 13/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see PR-Spells-DB-L1', + controlledby:'all', + root:'PR-Spells-DB', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Aid',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAid\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Necromancy,Conjuration}}{{sphere=Necromantic}}Specs=[Aid,PRspellL2,1H,Necromancy|Conjuration]{{components=V,S,M}}{{time=[[5]]}}{{range=Touch}}{{duration=[[1+@{selected|pr-casting-level}]] rounds}}{{aoe= Creature touched}}{{save=None}}{{Use=[Give Aid](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first to aid|token_id}|Aid|[[1+@{selected|pr-casting-level}]]|-1|Received Aid, +1 on attk, +saves vs fear, +extra HP|angel-outfit)}}{{reference=PHB p202}}SpellData=[w:Aid,lv:2,sp:5,gp:0.02,cs:VSM,sph:Necromantic]{{effects=Recipient gains +[[1]] to THAC0 and saves vs Fear. Also adds [1d8](!\\amp#13;\\amp#47;r 1d8) hit points for duration of spell. Damage comes first off the extra Hit Points. These points cannot be regained via cures.\nUsing the *Give Aid* button will automatically adjust Thac0 \\amp HP for the correct duration}}{{hide1=The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.\nFor example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8-2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points.\nNote that the operation of the spell is unaffected by ermanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.}}{{materials=A tiny strip of white cloth (worth 2cp) with a sticky substance (such as tree sap) on the ends, plus the priest\'s holy symbol.}}'}, + {name:'Augury',type:'prspelll2',ct:'2',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAugury\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Augury,PRspellL2,1H,Divination]{{components=V,S,M}}{{time=[[2]] rounds}}{{range=[[0]]}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p203}}SpellData=[w:Augury,lv:2,sp:2,gp:50,cs:VSM,sph:Divination]{{effects=Asks divine guidance on whether action in next [[3]] turns will be for the benefit of or harmful to the party. If successful DM will reveal "weal" or "Woe" or perhaps some cryptic clue. Chance of success is [[70+@{selected|pr-casting-level}]]% adjusted by DM for circumstances.}}{{hide1=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; for example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of each augury.\nFor 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.}}{{materials=A set of gem-inlaid sticks, dragon bones, or similar tokens of at least 1,000gp value (which are ***not*** expended in casting and can be used up to 20 times)}} '}, + {name:'Badberry',type:'prspelll2',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nBadberry\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration,Evocation (reversable)}}{{sphere=Plant}}Specs=[Badberry,PRspellL2,1H,Alteration|Evocation]{{components=V,S,M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[1+@{selected|pr-casting-level}]] days}}{{aoe=[2d4](!\\amp#13;\\amp#47;r 2d4) rotten berries}}{{save=None}}{{damage=[[1]]HP per berry}}{{reference=PHB p205}}SpellData=[w:Badberry,lv:2,sp:10,gp:0,cs:VSM,sph:Plant]{{effects=Causes 2d4 rotten berries to appear wholesome, but each actually delivers 1 point of poison damage (no saving throw) if ingested}}{{materials=The caster\'s holy symbol passed over the freshly picked, edible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.). No cost}}'}, + {name:'Barkskin',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nBarkskin\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Protection,Plant}}Specs=[Barkskin,PRspellL2,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=Touch}}{{duration=[[4+@{selected|pr-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{Use=[Wear Barkskin](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who makes like a tree?|token_id}|Barkskin|[[4+@{selected|pr-casting-level}]]|-1|Skin like bark, AC improved, +1 save except spell|bolt-shield)}}{{reference=PHB p203}}SpellData=[w:Barkskin,lv:2,sp:5,gp:0.01,cs:VSM,sph:Protection|Plant]{{effects=A selected creature\'s skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest.\nSelecting the *Wear Barkskin* button and then selecting the target creature will automatically apply the correct AC for the correct duration.}}{{materials=The priest\'s holy symbol and a handful of bark from an oak, costing 1cp}}{{hide1=This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.}}'}, + {name:'Chant',type:'prspelll2',ct:'20',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nChant\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Conjuration/Summoning}}{{sphere=Combat}}Specs=[Chant,PRspellL2,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[2]] rounds}}{{range=[[0]] yards}}{{duration=Time of chanting}}{{aoe=[30ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60||magic|true)}}{{save=None}}{{reference=PHB p209}}{{Use=Select [friend](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first friend|token_id}|Chant-ally|99|0|Chanting, 1 bonus on attk,dmg,saves|angel-outfit) or [foe](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first foe|token_id}|Chant-foe|99|0|Chanting, 1 penalty on attk,dmg,saves|radioactive) 1-by-1 then do the other type}}SpellData=[w:Chant,lv:2,sp:20,gp:0,cs:VS,sph:Combat]{{effects=Brings special favour upon the caster and their party, and causes harm to his enemies.}}{{materials=Holy Water (no cost).}}{{hide1=When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest\'s enemies suffer -1 penalties. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption (such as an attack that succeeds and causes damage, grappling with the chanter, or a silence spell) breaks the spell. Multiple chants are not cumulative; however, if the 3rd-level prayer spell is spoken while a priest of the same religious persuasion (not merely alignment) is chanting, the effect is increased to +2 and -2.}}'}, + {name:'Charm-Person-or-Mammal',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCharm Person or Mammal\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Enchantment/Charm}}{{sphere=Animal}}Specs=[Charm-Person-or-Mammal,PRspellL2,1H,Enchantment-Charm]{{components=V,S}}{{time=[[5]]}}{{range=[80 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|160||magic)}}{{duration=Special - at least 1 day}}{{aoe=[[1]] person or mammal}}{{save=Negates}}{{Use=[Charm them!](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select new friend|token_id}|Charm-P-or-M|99|0|Charmed|chained-heart|svspe\\clon;+0)}}{{reference=PHB p203}}SpellData=[w:Charm-Person-or-Mammal,lv:2,sp:5,gp:0,cs:VS,sph:Animal]{{effects=Charm one person, humanoid man size or smaller, or mammal. Save vs. spell or believes caster is trusted friend and ally to be protected.}}{{hide1=The term person includes any bipedal human, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter is included, while an ogre is not.\nThe spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed creature would not obey a suicide command, but might believe the caster if assured that the only chance to save the caster\'s life is for the creature to hold back an onrushing red dragon for "just a minute or two" and if the charmed creature\'s view of the situation suggests that this course of action still allows a reasonable chance of survival.\nThe subject\'s attitudes and priorities are changed with respect to the caster, but basic personality and alignment are not. A request that a victim make itself defenseless, give up a valued item, or even use a charge from a valued item (especially against former associates or allies) might allow an immediate saving throw to see if the charm is thrown \noff. Likewise, a charmed creature does not necessarily reveal everything it knows or draw maps of entire areas. Any request may be refused, if such refusal is in character and does not directly harm the caster. The victim\'s regard for the caster does not necessarily extend to the caster\'s friends or allies. The victim does not react well to the charmer\'s allies making suggestions such as, "Ask him this question. . .," nor does the charmed creature put up with verbal or physical abuse from the charmer\'s associates, if this is out of character.\nNote also that the spell does not empower the caster with linguistic capabilities beyond those he normally has. The duration of the spell is a function of the charmed creature\'s Intelligence, and it is tied to the saving throw. A successful saving throw breaks the spell. This saving throw is checked on a periodic basis according to the creature\'s Intelligence, even if the caster has not overly strained the relationship.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Intelligence Score\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Period Between Checks\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3 or less\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 months\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 months\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 month\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 weeks\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 weeks\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 week\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 days\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 days\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;19 or more\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 day\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nIf the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm is broken automatically.\nIf the subject of the charm person/charm mammal spell successfully rolls its saving throw vs. the spell, the effect is negated. \nThis spell, if used in conjunction with the animal friendship spell, can keep the animal near the caster\'s home base, if the caster must leave for an extended period.}}'}, + {name:'Chill-Metal',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nChill Metal\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Elemental(Fire)}}Specs=[Chill-Metal,PRspellL2,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[40 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|80||cold|true)}}{{duration=[[7]] rounds}}{{aoe= [[floor(@{selected|pr-casting-level}/2)]] man-sized equivalent area of metal}}{{save=Special}}{{reference=PHB p205}}{{Use=[Hey... Chill!](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select what to chill|token_id}|Chill-Metal|7|-1|Chilling metal, increasing dmg|frozen-orb)}}SpellData=[w:Chill-Metal,lv:2,sp:5,gp:0,cs:VSM,sph:Elemental-Fire]{{effects=Makes ferrous metal very cold but not Elven chain. Magical armour saves vs. magical cold (DMG p38) for no effect.\nRound 1 and 7 uncomfortable.\nRound 2 and 6 [1d2](!\\amp#13;\\amp#47;r 1d2) damage.\nRound 3 / 4 / 5 does [1d4](!\\amp#13;\\amp#47;r 1d4) damage.\n\nIn round 5 must save vs. spell or suffer numbing effects of cold. Causes loss of feeling in a hand (or hands, if DM rules save failed badly) for 1d4 days. Character\'s grip extremely week \\amp cannot use for fighting or any activity requiring firm grip.}}{{materials=The metal to be chilled}}{{hide1=The chill metal spell is countered by a resist cold spell, or by any great heat - proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall of fire spell, etc.\nUnder water, this version of the spell inflicts no damage, but ice immediately forms around the affected metal, exerting an upward buoyancy.}}'}, + {name:'Cure-Better',type:'prspelll2',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCure Better\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Healing,Necromantic}}{{sphere=Healing}}Specs=[Cure-Better,PRspellL2,1H,Necromantic]{{components=V,S}}{{time=[[6]]}}{{range=touch}}{{duration=Permanent}}{{aoe=[[1]] creature}}{{save=None}}{{healing=[1d8+1](!\\amp#13;\\amp#47;r 1d8+1),\nor [1d8+5](!\\amp#13;\\amp#47;r 1d8+5) for a Priest of Life}}SpellData=[w:Cure-Better,lv:2,sp:6,gp:0,cs:VS,sph:Healing]{{effects=The God of Healing created this new spell to help his clerics, but knowledge is creeping out into the wider community. \nIt is fundamentally the same as a “Cure Light Wounds Spell” except it cures [1d8+1](!\\amp#13;\\amp#47;r 1d8+1) points of damage in the hands of a generalist cleric, or one not of the Healing pantheon. (And takes slightly longer to cast)\nIn the hands of a priest of Life however, due to the bonuses they get, it cures [1d8+5](!\\amp#13;\\amp#47;r 1d8+5) points of damage.}}'}, + {name:'Cure-Further',type:'prspelll2',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCure Further\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Healing,Necromantic}}{{sphere=Healing}}Specs=[Cure-Further,PRspellL2,1H,Necromantic]{{components=V,S}}{{time=[[6]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=Permanent}}{{aoe=[[1]] creature}}{{save=None}}{{healing=[1d8](!\\amp#13;\\amp#47;r 1d8),\nor [1d8+4](!\\amp#13;\\amp#47;r 1d8+4) for a Priest of Life}}SpellData=[w:Cure-Further,lv:2,sp:6,gp:0,cs:VS,sph:Healing]{{effects=The God of Healing created this new spell to help his clerics, but knowledge is creeping out into the wider community. \nIt is fundamentally the same as a Cure Light Wounds Spell except it can be cast on someone 30 yards away. in the hands of a generalist cleric, or one not of the Healing pantheon it cures [1d8](!\\amp#13;\\amp#47;r 1d8) points of damage. \nIn the hands of a priest of Life however, due to the bonuses they get, it cures [1d8+4](!\\amp#13;\\amp#47;r 1d8+4) points of damage.}}'}, + {name:'Detect-Charm',type:'prspelll2',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDetect Charm\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Detect-Charm,PRspellL2,1H,Divination]{{components=V,S}}{{time=[[1]] round}}{{range=[30 yds](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[[1]] turn}}{{aoe=[[@{selected|pr-casting-level}]] creatures}}{{save=Negates}}{{reference=PHB p204}}SpellData=[w:Detect-Charm,lv:2,sp:10,gp:0,cs:VS,sph:Divination]{{effects=Detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc.}}{{hide1=The creature rolls a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. A caster who learns that a creature is being influenced has a 5% chance per level to determine the exact type of influence. Up to 10 different creatures can be checked before the spell wanes. If the creature is under more than one such effect, only the information that the charms exist is gained. The type (since there are conflicting emanations) is impossible to determine.}}'}, + {name:'Dust-Devil',type:'prspelll2',ct:'20',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDust Devil\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Conjuration/Summoning}}{{sphere=Elemental(Air)}}Specs=[Dust-Devil,PRspellL2,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[2]] rounds}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||lightning|true)}}{{duration=[[2*@{selected|pr-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p204}}SpellData=[w:Dust-Devil,lv:2,sp:20,gp:0,cs:VS,sph:Elemental-Air]{{effects=Conjures a weak air elemental AC[[4]] / [[2]]HD / move [[18]] / [[1]] attack of [1d4](!\\amp#13;\\amp#47;r 1d4) / can be hit by normal weapons. Appears as small whirlwind 1ft dia at base / 5ft tall / 3ft to 4ft across at top. Moves as directed by priest but dissipates if out of range.}}{{hide1=Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air - even another dust devil - can disperse a dust devil with a single hit.}}'}, + {name:'Enthrall',type:'prspelll2',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nEnthrall\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Enchantment/Charm}}{{sphere=Charm}}Specs=[Enthrall,PRspellL2,1H,Enchantment-Charm]{{components=V,S}}{{time=[[1]]round}}{{range=[[0]]}}{{duration=Special}}{{aoe=[90ft radius](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{save=Negates}}{{reference=PHB p204}}{{Use=[Enthrall Them](!rounds --target multi|@{selected|token_id}|Enthrall|99|0|Enthralled while caster speaks unless attacked|chained-heart|svspe\\clon;+0)}}SpellData=[w:Enthrall,lv:2,sp:10,gp:0,cs:VS,sph:Charm]{{effects=Enthrall an audience that can fully understand his language, which must save vs. spell or give the caster their undivided attention, totally ignoring their surroundings.}}{{hide1=Those of a race or religion unfriendly to the caster\'s have a +4 bonus to the roll. Any Wisdom adjustment also applies. Creatures with 4 or more levels or Hit Dice, or with a Wisdom of 16 or better, are unaffected.\nTo cast the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no action while the priest speaks, and for 1d3 rounds thereafter while they discuss the matter. Those entering the area of effect must also successfully save vs. spell or become enthralled. Those not enthralled are 50% likely every turn to hoot and jeer in unison. If there is excessive jeering, the rest are allowed a new saving throw. The speech ends (but the 1d3 round delay still applies) if the priest is successfully attacked or performs any action other than speaking.\nIf the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction check with respect to the source of the interruption, at a penalty of -10.\nNote: When handling a large number of saving throws for similar creatures, the DM can assume an average to save time; for example, a crowd of 20 men with a base saving throw of 16 (25% success chance) will have 15 men enthralled and five not.}}'}, + {name:'Find-Traps',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFind Traps\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Find-Traps,PRspellL2,1H,Divination]{{components=V,S}}{{time=[[5]]}}{{range=[[30]] yards}}{{duration=[[3]] turns}}{{aoe=[10ft path to range](!rounds --aoe @{selected|token_id}|bolt|feet|0|90|10|magic) in direction caster is facing}}{{save=None}}{{reference=PHB p204}}SpellData=[w:Find-Traps,lv:2,sp:5,gp:0,cs:VS,sph:Divination]{{effects=All traps, normal or magical become visible to the caster. Traps meet 3 criteria: can inflict a sudden or unexpected result; spellcaster would view result as undesirable or harmful; and result specifically intended as such by creator.}}{{hide1=When a priest casts a find traps spell, all traps--concealed normally or magically--of magical or mechanical nature become apparent to him. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.\nTraps include alarms, glyphs, and similar spells or devices. The caster learns the general nature of the trap (magical or mechanical) but not its exact effect, nor how to disarm it. Close examination will, however, enable the caster to sense what intended actions might trigger it. Note that the caster\'s divination is limited to his knowledge of what might be unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder hole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a rain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify magical wards (see the 3rd-level spell glyph of warding), this spell shows the form of the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise inactive.}}'}, + {name:'Fire-Trap',type:'prspelll2',ct:'100',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFire Trap\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Abjuration,Evocation}}{{sphere=Elemental (Fire)}}Specs=[Fire-Trap,PRspellL2,1H,Abjuration|Evocation]{{components=V,S,M}}{{time=[[1]]turn}}{{range=Touch}}{{duration=Permanent until Discharged}}{{aoe=Object touched}}{{save=Half damage}}{{reference=PHB p204}}{{GM Info=Create a *Drag \\amp Drop* spell trapped container, using this spell as the trap}}SpellData=[w:Fire-Trap,lv:2,sp:100,gp:0.1,cs:VSM,sph:Elemental-Fire]{{effects=Any closeable item can be warded. When discharged, explodes to [[5]]ft radius from the spell\'s center; Damage is [1d4+@{selected|pr-casting-level}](!\\amp#13;\\amp#47;r 1d4+@{selected|pr-casting-level} HP dmg from Fire Trap) HP, or save to half (round up). The item trapped is not harmed by this explosion.}}{{materials=The material components are holly berries, costing 1sp to preserve for use}}{{hide1=Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it. A knock spell cannot affect a fire trap in any way--as soon as the offending party opens the item, the trap discharges. As with most magical traps, a thief has only half his normal find traps score to detect a fire trap. Failure to remove it successfully detonates it immediately. An unsuccessful dispel magic spell will not detonate the spell. When the trap is discharged, there will be an explosion of 5-foot radius from the spell\'s center. All creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster, and half that total amount for creatures successfully saving. (Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion.\nThe caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the method usually involves a key word).}}'}, + {name:'Flame-Blade',type:'innate-melee|prspelll2',ct:'4',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFlame Blade\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Evocation}}{{sphere=Elemental (Fire)}}Specs=[Flame-Blade,Innate-Melee|PRspellL2,1H,Evocation],[Flame-Blade,Innate-Melee|PRspellL2,1H,Evocation],[Flame-Blade,Innate-Melee|PRspellL2,1H,Evocation]{{components=V,S,M}}ToHitData=[w:Flame Blade vs normal,+:0],[w:Flame Blade vs vulnerable,+:0],[w:Flame Blade vs protected,+:0]{{time=[[4]]}}DmgData=[w:Flame Blade vs normal,+:0,sm:4+1d4,L:4+1d4],[w:Flame Blade vs vulnerable,+:2,sm:4+1d4,L:4+1d4],[w:Flame Blade vs protected,+:-2,sm:4+1d4,L:4+1d4]{{range=[[0]]}}weapData=[on:\\api;rounds --target-nosave caster|@{selected|token_id}|Flame-Blade|\\lbrak;\\lbrak;4+floor(@{selected|pr-casting-level}/2)\\rbrak;\\rbrak;|-1|If hit Flameblade does 1d4+4 dmg\\comma; +2 fire dmg|all-for-one,off:\\api;rounds --removetargetstatus @{selected|token_id}|Flame-Blade]{{duration=[[4+floor(@{selected|pr-casting-level}/2)]] rounds}}{{aoe=[[3]]ft long blade}}{{save=None}}{{reference=PHB p205}}{{use=Take the *Flame Blade* in-hand using the *Change Weapon* menu for the duration of the spell, and use it to attack opponents. It will disappear when the duration expires or you *Change Weapon* to another weapon.}}SpellData=[w:Flame-Blade,lv:2,sp:4,gp:0.1,cs:VSM,sph:Elemental-Fire]{{effects=Causes a blazing ray of red-hot fire to spring forth from the caster\'s hand, which is wielded as if it were a scimitar.}}{{materials=The caster\'s holy symbol, and a leaf of sumac (1sp)}}{{hide1=If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function under water.}}'}, + {name:'Goodberry',type:'prspelll2',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nGoodberry\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration,Evocation}}{{sphere=Plant}}Specs=[Goodberry,PRspellL2,1H,Alteration|Evocation]{{components=V,S,M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[1+@{selected|pr-casting-level}]] days}}{{aoe=[2d4](!\\amp#13;\\amp#47;r 2d4) fresh berries}}{{save=None}}{{reference=PHB p205}}{{healing=[[1]]HP per berry}}SpellData=[w:Goodberry,lv:2,sp:10,gp:0,cs:VSM,sph:Plant]{{effects=Either [[1]] berry is equivalent of a full meal, or heals [[1]] HP of damage up to max [[8]] per [[24]] hours.}}{{materials=the caster\'s holy symbol passed over the freshly picked, edible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.).}}'}, + {name:'Heat-Metal',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nHeat Metal\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Elemental(Fire)}}Specs=[Heat-Metal,PRspellL2,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=[40 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|80||fire|true)}}{{duration=[[7]] rounds}}{{aoe= [[floor(@{selected|pr-casting-level}/2)]] man-sized equivalent area of metal}}{{save=Special}}{{reference=PHB p205}}{{Use=[Heat it up!](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select who to heat|token_id}|Heat-Metal|7|-1|Metal is heated, doing increasing dmg|lightning-helix)}}SpellData=[w:,lv:2,sp:5,gp:0,cs:VSM,sph:Elemental-Fire]{{effects=Makes ferrous metal very hot but not Elven chain. Magical armour saves vs. magical fire (DMG p38) for no effect.\nRound 1 and 7 uncomfortable.\nRound 2 and 6 [1d4](!\\amp#13;\\amp#47;r 1d4) damage.\nRound 3 / 4 / 5 does [2d4](!\\amp#13;\\amp#47;r 2d4) damage.\n\nIn round 5 must save vs. spell or suffer a disability. Roll [1d3](!\\amp#13;\\amp#47;r 1d3) to determine which: \n[[1]]:hand or foot unusable for [2d4](!\\amp#13;\\amp#47;r 2d4) days \n[[2]]:body totally disabled for [1d4](!\\amp#13;\\amp#47;r 1d4) days\n[[3]]:head-unconscious [1d4](!\\amp#13;\\amp#47;r 1d4) turns\nEffect can be totally removed by 5th level *Heal* spell or normal rest. Flammable materials touching metal smoulder and burn [[1]] round later causing [2d4](!\\amp#13;\\amp#47;r 2d4) damage. Fire resistance (spell/potion/ring) or *Protection from Fire* or *Cold* or *Ice Storm* spell negate as does immersion in water or snow.}}{{materials=A holy symbol and the metal to be heated}}'}, + {name:'Hold-Person',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nHold Person\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Enchantment/Charm}}{{sphere=Charm}}Specs=[Hold-Person,PRspellL2,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[5]]}}{{range=[[120]] yards}}{{duration=[[2*@{selected|pr-casting-level}]] rounds}}{{aoe=[1d4](!\\amp#13;\\amp#47;r 1d4) persons in [20ft. cube](!rounds --aoe @{selected|token_id}|square|feet|360|20||magic)}}{{save=Negates}}{{reference=PHB p205}}{{Use=[Hold Person](!rounds --target multi|@{selected|token_id}|Hold-Person|[[2*@{selected|pr-casting-level}]]|-1|Held|fishing-net|svspe\\clon;v\\lpar;\\lpar;#-3\\rpar;;0\\rpar;) then select 1 to 4 victims and press *add status changes* in the chat window, which will prompt for automatically modded saves as required}}SpellData=[w:Hold-Person,lv:2,sp:5,gp:0.05,cs:VSM,sph:Charm]{{effects=Holds [1d4](!\\amp#13;\\amp#47;r 1d4) humanoid creatures man-size or smaller (not undead) rigidly in place (but can do actions that don\'t require motion or speech) but caster can choose to hold fewer. [[3]] or [[4]] get normal saving throw. [[2]] get [[0-1]] penalty. Just [[1]] suffers [[0-2]] penalty. Saves are adjusted for Wisdom. Caster can end at will.}}{{materials=A small, straight piece of iron worth 5cp.}}'}, + {name:'Know-Alignment',type:'prspelll2',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nKnow Alignment\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Know-Alignment,PRspellL2,1H,Divination]{{components=V,S}}{{time=[[1]] round}}{{range=[10 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=[[1]] turn}}{{aoe=[[1]] creature or object}}{{save=Negates}}{{reference=PHB p206}}SpellData=[w:Know-Alignment,lv:2,sp:10,gp:0,cs:VS,sph:Divination]{{effects=Exactly read the aura of a creature or an aligned object (unaligned objects reveal nothing).}}{{hide1=The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the *know alignment* spell.}}'}, + {name:'Messenger',type:'prspelll2',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nMessenger\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Enchantment/Charm}}{{sphere=Animal}}Specs=[Messenger,PRspellL2,1H,Enchantment-Charm]{{components=V,S}}{{time=[[10]]}}{{range=[[[20*@{selected|pr-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[20*@{selected|pr-casting-level}]]||red)}}{{duration=[[@{selected|pr-casting-level}]]days}}{{aoe=1 creature}}{{save=Negates}}{{reference=PHB p206}}SpellData=[w:Messenger,lv:2,sp:10,gp:0,cs:VS,sph:Animal]{{effects=This spell enables the priest to call upon a tiny (size T) creature of at least animal intelligence to act as his messenger.}}{{hide1=The spell does not affect giant animals and it does not work on creatures of low (i.e., 5) Intelligence or higher. If the creature is within range, the priest, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw vs. spell. If the saving throw is failed, the animal advances toward the priest and awaits his bidding. The priest can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be simple. The spellcaster can attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the spell expires. (Note that unless the intended recipient of a message is expecting a messenger in the form of a small animal or bird, the carrier may be ignored.) When the spell\'s duration expires, the animal or bird returns to its normal activities. The intended recipient of a message gains no communication ability.}}'}, + {name:'Obscurement',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nObscurement\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Weather}}Specs=[Obscurement,PRspellL2,1H,Alteration]{{components=V,S}}{{time=[[5]]}}{{range=[[0]]}}{{duration=[[4*@{selected|pr-casting-level}]]rounds}}{{aoe=10ft high by [[[10*@{selected|pr-casting-level}]]ft.sq](!rounds --aoe @{selected|token_id}|square|feet|0|[[10*@{selected|pr-casting-level}]]||light|true)}}{{save=None}}{{reference=PHB p206}}SpellData=[w:Obscurement,lv:2,sp:5,gp:0,cs:VS,sph:Weather]{{effects=Causes a misty vapor to arise around the caster, which persists for four rounds per caster level and reduces the visibility ranges of all types of vision (including infravision) to [2d4 feet](!\\amp#13;\\amp#47;r 2d4).}}{{hide1=The ground area affected by the spell is a square progression based on the caster\'s level: a 10-foot x 10-foot area at 1st level, a 20-foot x 20-foot area at 2nd level, a 30-foot x 30-foot area at 3rd level, and so on. The height of the vapor is restricted to 10 feet, although the cloud will otherwise expand to fill confined spaces. A strong wind (such as from the 3rd-level wizard spell gust of wind) can cut the duration of an obscurement spell by 75%. This spell does not function under water.}}'}, + {name:'Produce-Flame',type:'innate-ranged|prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nProduce Flame\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}Specs=[Produce-Flame,Innate-Ranged|PRspellL2,1H,Alteration]{{school=Alteration}}{{school=Alteration}}{{sphere=Elemental (Fire)}}WeapData=[c:0,rc:uncharged,on:!rounds --target-nosave caster|@{selected|token_id}|Produce Flame|@{selected|pr-casting-level}|-1|Producing flaming spheres to hurl|three-leaves,off:!rounds --removetargetstatus @{selected|token_id}|Producce Flame]{{components=None}}ToHitData=[w:Produce Flame,+:0,t:grenade,sb:0,db:1,c:0,sp:5,rc:uncharged,touch:0]{{time=[[5]]}}AmmoData=[w:Produce Flame,t:grenade,sb:0,sm:1+1d4,L:1+1d4,c:0,rc:uncharged,ru:1]{{range=[[40]] yards}}RangeData=[w:Produce Flame,t:Produce-Flame,r:4]{{duration=[[@{selected|Casting-Level}]] rounds}}{{aoe=3ft diameter pool of fire when thrown}}{{save=None}}{{reference=PHB p206}}{{Use=Take the spell in-hand by using *Attk menu \\gt Change Weapon* or by casting it and then *Changing Weapon*, then attack with it as a ranged weapon}}SpellData=[w:Produce-Flame,lv:2,sp:5,gp:0,cs:VS,sph:Elemental-Fire]{{effects=A bright flame, equal in brightness to a torch, springs forth from the caster\'s palm which does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). Can be hurled as a missile which flashes on impact, igniting combustibles within a 3-foot diameter of its centre of impact, and then it goes out.}}'}, + {name:'Resist-Cold',type:'prspelll2',ct:'5',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nResist Cold\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Protection}}Specs=[Resist-Cold,PRspellL2,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p206}}{{Use=[Grant Resistance](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to Protect|token_id}|Resist-Cold|[[@{selected|pr-casting-level}]]|-1|Immune to normal cold, magic cold +3 save + 50 dmg|white-tower)}}SpellData=[w:Resist-Cold,lv:2,sp:5,gp:1,cs:VSM,sph:Protection]{{effects=Complete immunity to mild conditions. Can resist normal cold, and magical cold to gain +[[3]] on saves and [[50]]% damage ([[25]]% if save) from e.g. frostbrand swords, ice storms, wand of frost, or white dragon\'s breath}}{{materials=A drop of mercury, a rare \'magical\' liquid metal costing 1gp a drop}}'}, + {name:'Resist-Fire',type:'prspelll2',ct:'5',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nResist Fire\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Protection}}Specs=[Resist-Fire,PRspellL2,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p206}}{{Use=[Grant Resistance](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select the fireman|token_id}|Resist-Fire|[[@{selected|pr-casting-level}]]|-1|Immune to normal fire, magic fire +3 save + 50% dmg|white-tower)}}SpellData=[w:Resist-Fire,lv:2,sp:5,gp:1,cs:VSM,sph:Protection]{{effects=Complete immunity to mild conditions. Can resist normal fire, and magical fire to gain +[[3]] on saves and [[50]]% damage ([[25]]% if save) from e.g. burning oil or fireball or flaming swords or fire storm or meteors or red dragon breath.}}{{materials=A drop of mercury, a rare \'magical\' liquid metal costing 1gp a drop}}'}, + {name:'Silence-15ft-radius',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSilence 15ft radius\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Guardian)}}Specs=[Silence-15ft-radius,PRspellL2,1H,Alteration]{{components=V,S}}{{time=[[5]]}}{{range=[[120]] yards}}{{duration=[[2*@{selected|pr-casting-level}]] rounds}}{{aoe=[15ft radius sphere](!rounds --aoe @{selected|token_id}|circle|yards|120|10||dark)}}{{save=None}}{{reference=PHB p206}}SpellData=[w:Silence-15ft-radius,lv:2,sp:5,gp:0,cs:VS,sph:Guardian]{{Use=If casting on a creature click [Silence them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who should be silenced?|token_id}|Silence-15ft|[[2*@{selected|pr-casting-level}]]|-1|Silenced - no verbalisation possible|ninja-mask) and select the creature, which will then prompt for a saving throw}}{{effects=All sound stopped in affected area: conversation impossible and spells with V components can\'t be cast. Centre stationary unless cast on movable object or creature. Unwilling creature gets save vs. spell and success indicates silence centred behind creature.}}{{hide1=Complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw against the spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, *horn of blasting*, etc.}}'}, + {name:'Slow-Poison',type:'prspelll2',ct:'1',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSlow Poison\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Slow-Poison,PRspellL2,1H,Necromancy]{{components=V,S,M}}{{time=[[1]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] hours}}{{aoe= Creature touched}}{{save=None}}{{reference=PHB p207}}{{healing=[Slow the poison](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select sufferer|token_id}|Slow-Poison|[[60*@{selected|pr-casting-level}]]|-1|Slowed poison, no substantial harm yet|stopwatch)}}SpellData=[w:Slow-Poison,lv:2,sp:1,gp:0.02,cs:VSM,sph:Healing]{{effects=Reduces effect of poison if cast during onset time (DMG p73 table 51). Does not neutralise the poison but stops it substantially harming the victim for duration in hope of finding a cure.}}{{materials=Cleric\'s holy symbol and a clove of garlic costing 2cp to crush and smear on the wound, or eaten for ingested poisons.}}'}, + {name:'Snake-Charm',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSnake Charm\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Enchantment/Charm}}{{sphere=Animal}}Specs=[Snake-Charm,PRspellL2,1H,Enchantment-Charm]{{components=V,S}}{{time=[[5]]}}{{range=[[30]] yards}}{{duration=Special}}{{aoe=[30ft cube](!rounds --aoe @{selected|token_id}|square|yards|30|10||magic)}}{{save=None}}{{reference=PHB p207}}SpellData=[w:Snake-Charm,lv:2,sp:5,gp:0,cs:VS,sph:Animal]{{effects=Causes one or more snakes to cease all activity except a semi-erect, swaying movement. If charmed while [in a torpor](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Snake-Charm|\\amp#91;[10\\amp#42;\\amp#91;[\\amp#91;[1d4]\\amp#93;+2]\\amp#93;]\\amp#93;|-1|Charmed the snakes, at least for now!|chained-heart), duration of the spell is 1d4+2 turns; if [not torpid](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Snake-Charm|[\\amp#91;[\\amp#91;1d3\\amp#93;]\\amp#42;10\\amp#93;]|-1|Charmed the snakes, at least for now!|chained-heart), the charm lasts 1d3 turns; if the snakes are [angry or attacking](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Snake-Charm|[\\amp#91;[\\amp#91;1d4\\amp#93;]+4\\amp#93;]|-1|Charmed the snakes, at least for now!|chained-heart), the spell lasts 1d4+4 ***rounds***. Can charm snakes whose total HP are less than or equal to those of the priest.}}{{hide1=On the average, a 1st-level priest could charm snakes with a total of 4 or 5 hit points; a 2nd-level priest could charm 9 hit points, etc. The hit points can be those of a single snake or those of several of the reptiles, but the total hit points cannot exceed those of the priest casting the spell. A 23-hit point caster charming a dozen 2-hit point snakes would charm 11 of them. This spell is also effective against any ophidian or ophidianoid monster, such as naga, couatl, etc., subject to magic resistance, hit points, and so forth.\nVariations of this spell may exist, allowing other creatures significant to a particular mythos to be affected. Your DM will inform you if such spells exist.}}'}, + {name:'Speak-With-Animals',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSpeak With Animals\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Animal,Divination}}Specs=[Speak-with-Animals,PRspellL2,1H,Alteration]{{components=V,S}}{{time=[[5]]}}{{range=[30 ft](!rounds --aoe @{selected|token_id}|circle|feet|0|60||magic|true)}}{{duration=[[[2*@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Speak-With-Animals|[[2*@{selected|pr-casting-level}]]|-1|Able to speak with the animals, no guarantee they\'ll deign to talk to you!|snail)}}{{aoe=[[1]] normal or giant animal that is not mindless}}{{save=None}}{{reference=PHB p207}}SpellData=[w:,lv:2,sp:5,gp:0,cs:VS,sph:Animal|Divination]{{effects=Communicate with any warm- or cold-blooded normal or giant animal that is not mindless. Terse \\amp evasive likely, stupid ones make inane comments. If same alignment, might do a favour. Differs from *Speak with Monsters* for this spell allows conversation only with non-fantastic creatures.}}{{hide1=The priest is able to ask questions of and receive answers from the creature, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones will instead make inane comments). If the animal is friendly or of the same general alignment as the priest, it may do some favor or service for the priest (as determined by the DM). Note that this spell differs from the *speak with monsters* spell, for this spell allows conversation only with normal or giant nonfantastic creatures such as apes, bears, cats, dogs, elephants, and so on.}}'}, + {name:'Spiritual-Hammer',type:'innate-melee|prspelll2',ct:'3',charge:'uncharged',cost:'2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSpiritual Hammer\nas a level @{selected|pr-casting-level} caster}}Specs=[Spiritual-Hammer,Innate-Melee|PRspellL2,1H,Evocation],[Spiritual-Hammer,Innate-Melee,1H,Clubs],[Spiritual-Hammer,Innate-Melee,1H,Clubs]{{splevel=Level 2 Priest}}ToHitData=[w:Spiritual Hammer+1,prlv:1:6,+:1,sb:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:3,cmd:!],[w:Spiritual Hammer+2,prlv:7:12,+:2,sb:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:2,cmd:!],[w:Spiritual Hammer+3,prlv:13,+:3,sb:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:1,cmd:!]{{school=Invocation}}{{sphere=Combat}}DmgData=[w:Spiritual Hammer+1,sb:0,+:1,sm:1+1d4,l:1d4],[w:Spiritual Hammer+2,sb:0,+:2,sm:1+1d4,l:1d4],[w:Spiritual Hammer+3,sb:0,+:3,sm:1+1d4,l:1d4]{{components=V,S,M}}weapData=[on:\\api;rounds --target caster|@{selected|token_id}|Spiritual-Hammer|\\lbrak;\\lbrak;3+@{selected|pr-casting-level}\\rbrak;\\rbrak;|-1|Magical weapon in direction facing requires concentration|archery-target,off:\\api;rounds --removetargetstatus @{selected|token_id}|Spiritual-Hammer]{{time=[[5]]}}{{range=[[10*@{selected|pr-casting-level}]] yards}}{{duration=[[3+@{selected|pr-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p207}}{{damage=SM [1d4+1](!\\amp#13;\\amp#47;r 1d4+1) or L [1d4](!\\amp#13;\\amp#47;r 1d4) +[[{{(ceil(@{selected|pr-casting-level}/6)),3}kl1}]]}}{{damagetype=Bludgeoning}}SpellData=[w:Spiritual-Hammer,lv:2,sp:5,gp:2,cs:VSM,sph:Combat]{{effects=Base Thac0 same as caster [[@{selected|thac0-base}]] without strength bonus plus magical plus of +[[{{(ceil(@{selected|pr-casting-level}/6)),3}kl1}]]. Damage is plus magical bonus but no others.}}{{materials=A normal war hammer (cost 2gp) hurled towards opponent, which disappears as spell is cast.}}{{use=Take the Spiritual Hammer in-hand using the *Change Weapon* menu for the duration of the spell, and use it to attack opponents. It will disappear when the duration expires or you *Change Weapon* to another weapon.}}'}, + {name:'Straighten-Wood',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nStraighten Wood\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest (reversable)}}{{school=Alteration}}{{sphere=Plant}}Specs=[Straighten Wood,PRspellL2,1H,Alteration]{{components=V,S}}{{time=[[5]]}}{{range=[[[10*@{selected|pr-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[20*@{selected|pr-casting-level}]]||lightning)}}{{duration=Permanent}}{{aoe=[[15]]x[[1]]inch dia. x [[@{selected|pr-casting-level}]] of wood}}{{save=Special}}{{reference=PHB p208 (reverse of *Warp Wood*)}}SpellData=[w:Straighten Wood,lv:2,sp:5,gp:0,cs:VS,sph:Plant]{{effects=Straightens bent or crooked wood, or reverses the effects of a *warp wood* spell.}}'}, + {name:'Trip',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTrip\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Enchantment/Charm}}{{sphere=Plant}}Specs=[Trip,PRspellL2,1H,Enchantment]{{components=V,S}}{{time=[[5]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]]turns}}{{aoe=[[1]]object up to [[10]]ft long}}{{save=Negates}}{{reference=PHB p207}}{{damage=[[1]]HP and [1d4+1](!\\amp#13;\\amp#47;r 1d4+1 rounds stunned)rounds stunned if on hard surface}}SpellData=[w:Trip,lv:2,sp:5,gp:0,cs:VS,sph:Plant]{{effects=Causes an object to rise slightly off the ground or floor it is resting on to trip most creatures crossing it, if they fail to save vs. spell.}}'}, + {name:'Undetectable-Alignment',type:'prspelll2',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nUndetectable Alignment\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Undetectable Alignment,PRspellL2,1H,Divination]{{components=V,S}}{{time=[[1]] round}}{{range=[10 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=[[[24]] hours](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s alignment do you want to hide?|token_id}|Undetectable-Alignment|1440|-1|Noone can detect your alignment|white-tower)}}{{aoe=[[1]] creature or object}}{{save=Negates}}{{reference=PHB p206}}SpellData=[w:Undetectable Alignment,lv:2,sp:10,gp:0,cs:VS,sph:Divination]{{effects=Conceals the alignment of an object or creature for [[24]] hours}}'}, + {name:'Warp-Wood',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWarp Wood\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest (reversable)}}{{school=Alteration}}{{sphere=Plant}}Specs=[Warp-Wood,PRspellL2,1H,Alteration]{{components=V,S}}{{time=[[5]]}}{{range=[[[10*@{selected|pr-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[20*@{selected|pr-casting-level}]]||lightning)}}{{duration=Permanent}}{{aoe=[[15]]x[[1]]inch dia. x [[@{selected|pr-casting-level}]] of wood}}{{save=Special}}{{reference=PHB p208}}SpellData=[w:Warp-Wood,lv:2,sp:5,gp:0,cs:VS,sph:Plant]{{effects=Causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength.}}'}, + {name:'Withdraw',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWithdraw\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Protection}}Specs=[Withdraw,PRspellL2,1H,Alteration]{{components=V,S}}{{time=[[5]]}}{{range=[[0]]}}{{duration=Special}}{{aoe=The caster}}{{save=None}}{{reference=PHB p208}}SpellData=[w:Withdraw,lv:2,sp:5,gp:0,cs:VS,sph:Protection]{{effects=In effect alters the flow of time with regard to the caster. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level = [[2+@{selected|pr-casting-level}]], in contemplation.}}'}, + {name:'Wyvern-Watch',type:'prspelll2',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWyvern Watch\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 2 Priest}}{{school=Evocation}}{{sphere=Guardian}}Specs=[Wyvern-Watch,PRspellL2,1H,Evocation]{{components=V,S,M}}{{time=[[5]]}}{{range=[[30]] yards}}{{duration=[[8]] hours or until strike}}{{aoe=[10ft radius sphere](!rounds --aoe @{selected|token_id}|circle|feet|90|20||magic)}}{{save=Negates}}{{reference=PHB p208}}SpellData=[w:Wyvern-Watch,lv:2,sp:5,gp:0,cs:VSM,sph:Guardian]{{effects=Creates an insubstantial haze. Used to guard an area. Any creature approaching within [[10]]ft of area must make a save vs spell or be paralysed for [[@{selected|pr-casting-level}]] rounds.}}{{hide1=This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature approaching within 10 feet of the guarded area may be affected by the "wyvern." Any creature entering the guarded area must roll a successful saving throw vs. spell or stand paralyzed for one round per level of the caster, until freed by the spellcaster, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvernform, and the spell remains in place. As soon as a subject creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell dissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight hours after the spell is cast. Any creature approaching the space being guarded by the wyvernform may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness.}}{{materials=Requires the Priest\'s holy symbol.}}'}, + ]}, + PR_Spells_DB_L3:{bio:'
Priest Spell Database
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 3 Priest Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 13/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see PR-Spells-DB-L1', + controlledby:'all', + root:'PR-Spells-DB', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Air-Breathing',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAir Breathing\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Elemental(Air)}}Specs=[Air-Breathing,PRspellL3,1H,Alteration]{{components=V,S}}{{time=[[6]]}}{{range=Touch}}{{duration=[[?{How many air breathers?|1}]] creatures for [[floor(@{selected|pr-casting-level}/?{How many air breathers?|1})]]hours [[floor((60*@{selected|pr-casting-level}/?{How many air breathers?|1})%60)]] minutes}}{{aoe=Special}}{{save=None}}{{Use=[Grant lungs](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Give aqualung to who?|token_id}|Air-Breathing|[[60*@{selected|pr-casting-level}/([[?{How many air breathers?|1}]])]]|-1|Breath air like a person|ninja-mask)}}{{reference=PHB p215}}SpellData=[w:Air-Breathing,lv:3,sp:6,gp:0,cs:VS,sph:Elemental-Air]{{effects=Enables water-breathing creatures to survive comfortably in the atmosphere for the duration of the spell--i.e., one hour for each experience level of the caster.}}'}, + {name:'Animate-Dead',type:'prspelll3',ct:'10',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnimate Dead\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Necromancy}}{{sphere=Necromantic}}Specs=[Animate-Dead,PRspellL3,1H,Necromancy]{{components=V,S,M}}{{time=[[10]]}}{{range=[10 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=Permanent}}{{aoe=Special}}{{save=None}}{{reference=PHB p208}}SpellData=[w:Animate-Dead,lv:3,sp:10,gp:10,cs:VSM,sph:Necromantic]{{effects=Creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids.}}{{hide1=The spell causes these remains to become animated and obey the simple verbal commands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled.\nThe priest can animate one skeleton or one zombie for each experience level he has attained. If creatures with more than 1+ Hit Dice are animated, the number is determined by the monster Hit Dice. Skeletal forms have the Hit Dice of the original creature, while zombie forms have 1 more Hit Die. Thus, a 12th-level priest could animate 12 dwarven skeletons (or six zombies), four zombie gnolls, or a single zombie fire giant. Note that this is based on the standard racial Hit Die norm; thus, a high-level adventurer would be animated as a skeleton or zombie of 1 or 2 Hit Dice, and without special class or racial abilities. The caster can, alternatively, animate two small animal skeletons (1-1 Hit Die or less) for every level of experience he has achieved.}}{{materials=A drop of blood, a piece of flesh of the type of creature being animated, and a pinch of bone powder or a bone shard - 10gp as some types of flesh are hard to retrieve}}'}, + {name:'Bestow-Curse',type:'innate-melee|prspelll3',ct:'6',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nBestow Curse\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest (reversable)}}{{school=Abjuration}}{{sphere=Protection}}Specs=[Bestow-Curse,Innate-Melee|PRspellL3,1H,Abjuration],[Bestow-Curse,Innate-Melee|PRspellL3,1H,Abjuration],[Bestow-Curse,Innate-Melee|PRspellL3,1H,Abjuration]{{components=V,S}}ToHitData=[w:Bestow Curse 01-50,sp:6,touch:1,r:5],[w:Bestow Curse 51-75,sp:6,touch:1,r:5],[w:Bestow Curse 76-00,sp:6,touch:1,r:5]{{time=[[6]]}}DmgData=[w:Bestow Curse 01-50,msg:Save vs. spell or \\lbrak;be cursed\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to be cursed?¦token_id}¦Bestow-Curse-01-50¦`{selected¦pr-casting-level}0¦-1¦Cursed and an ability is reduced to 3¦radioactive\\rpar; with an ability \\lpar;randomly determined by the GM\\rpar; is reduced to 3. Cange the appropriate value manually on the character sheet or just play it],[w:Bestow Curse 51-75,msg:Save vs. spell or \\lbrak;be cursed\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to be cursed?¦token_id}¦Bestow-Curse-51-75¦`{selected¦pr-casting-level}0¦-1¦Cursed. -4 penalty to attack \\amp saves¦radioactive\\rpar; by -4 penalty to attacks and saving throws. This will automatically be applied],[w:Bestow Curse 76-00,msg:Save vs. spell or \\lbrak;be cursed\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to be cursed?¦token_id}¦Bestow-Curse-76-00¦`{selected¦pr-casting-level}0¦-1¦Cursed. 50% likely to drop anything or do nothing if don\'t use tools¦radioactive\\rpar; so that 50% of the time you drop what is in your hands or if not a tool user just do nothing that round. Roll the chance each round]{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]]turns}}{{aoe=Special}}{{save=Special}}{{use=Take the spell in-hand using the *change weapon* dialog. Before attacking with the spell, roll d100 to determine which curse is being attacked with. On a successful touch, use the damage button and follow the instructions in the message}}{{reference=PHB p213 (reverse *Remove Curse*)}}SpellData=[w:Bestow-Curse,lv:3,sp:6,gp:1,cs:VS,sph:Protection]{{effects=Causes one of the following effects. [Roll percentile dice](!\\amp#13;\\amp#47;r 1d100) to determine which, before attacking.\n**01-50:** Lowers one ability of the subject to 3 (the DM determines which by random selection)\n**51-75:** Worsens the subject\'s attack rolls and saving throws by -4\n**76-00:** Makes the subject 50% likely per turn to drop whatever it is holding (or simply do nothing, in the case of creatures not using tools)}}'}, + {name:'Call-Lightning',type:'prspelll3',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCall Lightning\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Weather}}Specs=[Call-Lightning,PRspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[@{selected|pr-casting-level}]] turns}}{{aoe= [360ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|720||lightning)}}{{save=To Half}}{{reference=PHB p209}}{{damage= [(level+2)d8](!\\amp#13;\\amp#47;r [[2+@{selected|pr-casting-level}]]d8)}}SpellData=[w:Call-Lightning,lv:3,sp:100,gp:0,cs:VSM,sph:Weather]{{effects=Call down bolts of lightning, one bolt per turn (for [[1]] turn/level). When cast there must be a storm of some sort in the area such as a rain shower, clouds and wind, or even a tornado (including a whirlwind created by a djinn or air elemental).}}{{hide1=The caster need not call a bolt of lightning immediately--other actions, even spellcasting, can be performed; however, the caster must remain stationary and concentrate for a full round each time a bolt is called. The spell has a duration of one turn per caster level. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points for each of the caster\'s experience levels. Thus, a 4th-level caster calls down a 6d8 bolt (2d8+4d8).\nThe bolt of lightning flashes down in a vertical stroke at whatever distance the spellcaster decides, up to 360 yards away. Any creature within a 10-foot radius of the path or the point where the lightning strikes suffers full damage unless a successful saving throw vs. spell is rolled, in which case only one-half damage is taken.\nBecause it requires a storm overhead, this spell can only be used outdoors. It does not function under ground or under water.}}{{materials=A storm overhead}}'}, + {name:'Cause-Blindness-or-Deafness',type:'innate-melee|prspelll3',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCause Blindness or Deafness\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest (reversable)}}{{school=Abjuration}}{{sphere=Necromantic}}Specs=[Cause-Blindness-or-Deafness,Innate-Melee|PRspellL3,1H,Abjuration],[Cause-Blindness-or-Deafness,Innate-Melee|PRspellL3,1H,Abjuration]{{components=V,S}}ToHitData=[w:Cause Blindness,sp:10,r:5,touch:1],[w:Cause Deafness,sp:10,r:5,touch:1]{{time=[[10]]}}DmgData=[w:Cause Blindness,sm:0,l:0,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Which creature is the victim?¦token_id}¦Blindness¦99¦0¦Blinded and suffer -4 penalty to attacks and AC and +2 penalty to initiative¦bleeding-eye¦svspe\\clon;+0],[w:Cause Deafness,sm:0,l:0,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Which creature is the victim?¦token_id}¦Deafness¦99¦0¦Deafened and suffer +1 penalty to initiative as well as other effects¦bleeding-eye¦svspe\\clon;+0]{{range=Touch}}{{duration=Permanent}}{{aoe=1 creature}}{{save=Negates}}{{reference=PHB p209 (reverse Cure Blindness or Deafness)}}SpellData=[w:Cause-Blindness-or-Deafness,lv:3,sp:10,gp:0,cs:VS,sph:Necromantic]{{use=Take the spell in-hand using the *change weapon* dialog, then use the *attack* action to select which effect and attack a target}}{{effects=Requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a non-damaging magical blindness or deafness results.}}{{hide1=A *deafened* creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A *blinded* creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.}}'}, + {name:'Cause-Disease',type:'innate-melee|prspelll3',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCause Disease\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest (reversable)}}{{school=Abjuration}}{{sphere=Necromantic}}Specs=[Cause-Disease,Innate-Melee|PRspellL3,1H,Abjuration],[Cause-Disease,Innate-Melee|PRspellL3,1H,Abjuration]{{components=V,S}}ToHitData=[w:Cause Debilitating Disease,touch:1,sp:10,r:5],[w:Cause Fatal Disease,touch:1,sp:10,r:5]{{time=[[10]]}}DmgData=[w:Cause Debilitating Disease,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to become diseased?¦token_id}¦Debilitating-disease¦\\lt\\lt\\lbrak;10*1d6\\rbrak;\\gt\\gt¦-1¦Infected with debilitating disease which has yet to take effect¦rolling-bomb¦svspe\\clon;+0],[w:Cause Fatal Disease,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is to become diseased?¦token_id}¦Fatal-disease¦99¦0¦Fatal disease infection, cure wounds spells don\'t work, heal at 10% of normal¦skull¦svspe\\clon;+0]{{range=Touch}}{{duration=Permanent}}{{aoe=1 creature}}{{save=Negates}}{{reference=PHB p209 (reverse Cure Disease)}}{{use=Take the spell in-hand using the *change weapon* dialog then attack with it, choosing the appropriate attack for the desired outcome.}}{{GM info=Only diseases with the described effects are programmed. If you want other effects, either program your own version, or play the effect out based on one of the standard diseases}}SpellData=[w:Cause-Disease,lv:3,sp:10,gp:0,cs:VS,sph:Necromantic]{{effects=Touch the intended victim to cause a disease (debilitating or fatal) unless save vs. spell. The exact details of the disease are decided by the DM, but those described below are typical}}{{hide1=**Debilitating:** The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks.\n**Fatal:** This wasting disease is effective immediately. Infected creatures receive no benefit from cure wound spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently.\nThe inflicted disease can be cured by the *cure disease* spell. Lycanthropy cannot be caused.}}'}, + {name:'Continual-Darkness',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nContinual Darkness\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Sun}}Specs=[Continual-Darkness,PRspellL3,1H,Alteration]{{components=V,S}}{{time=[[6]]}}{{range=[[120]] yards}}{{duration=Permanent}}{{aoe=[60ft radius sphere](!rounds --aoe @{selected|token_id}|circle|yards|120|40||black)}}{{save=Special}}{{reference=PHB p209 (reverse Continual Light)}}{{damage=[Blind them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to darken|token_id}|Blindness|99|0|Blinded by the Light in eyes, 4 penalty on attk + AC + saves|bleeding-eye|svspe\\clon;+0)}}SpellData=[w:Continual-Darkness,lv:3,sp:6,gp:0,cs:VS,sph:Sun]{{effects=This spell is similar to a *darkness* spell, except that it is as dark as a cave with no light source and lasts until negated by magical light or by a dispel magic spell.}}{{hide1=As with the *darkness* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the *continual darkness* affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the *continual darkness* is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature\'s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.\n*Continual darkness* brought into an area of magical light (or vice versa) cancels the light so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a *continual darkness* spell against a similar or weaker magical light cancels both.\nThis spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years.}}'}, + {name:'Continual-Light',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nContinual Light\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Sun}}Specs=[Continual-Light,PRspellL3,1H,Alteration]{{components=V,S}}{{time=[[6]]}}{{range=[[120]] yards}}{{duration=Permanent}}{{aoe=[60ft radius sphere](!rounds --aoe @{selected|token_id}|circle|yards|120|40||light)}}{{save=Special}}{{reference=PHB p209}}{{damage=[Blind them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to brighten|token_id}|Blindness|99|0|Blinded by the Light in eyes, 4 penalty on attk + AC + saves|bleeding-eye|svspe\\clon;+0)}}SpellData=[w:Continual-Light,lv:3,sp:6,gp:0,cs:VS,sph:Sun]{{effects=This spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell.}}{{hide1=As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the *continual light* affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the *continual light* is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature\'s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.\n*Continual light* brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both.\nThis spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years.}}'}, + {name:'Create-Food-and-Water',type:'prspelll3',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCreate Food and Water\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Creation}}Specs=[Create-Food-and-Water,PRspellL3,1H,Alteration]{{components=V,S}}{{time=[[1]]turn}}{{range=[[10]] yards}}{{duration=Special}}{{aoe=[[@{selected|pr-casting-level}]]cu.ft.}}{{save=None}}{{reference=PHB p209}}SpellData=[w:Create-Food-and-Water,lv:3,sp:100,gp:0,cs:VS,sph:Creation]{{effects=Causes food and water to appear.}}{{hide1=The food thus created is highly nourishing if rather bland; each cubic foot of the material sustains three human-sized creatures or one horse-sized creature for a full day. The food decays and becomes inedible within 24 hours, although it can be restored for another 24 hours by casting a *purify food and water* spell upon it. The water created by this spell is the same as that created by the 1st-level priest spell *create water*. For each experience level the priest has attained, 1 cubic foot of food or water is created by the spell. For example, a 2nd-level priest could create 1 cubic foot of food and 1 cubic foot of water.}}'}, + {name:'Cure-Blindness-or-Deafness',type:'prspelll3',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCure Blindness or Deafness\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest (reversable)}}{{school=Abjuration}}{{sphere=Necromantic}}Specs=[Cure-Blindness-or-Deafness,PRspellL3,1H,Abjuration]{{components=V,S}}{{time=[[10]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None unless reversed}}{{reference=PHB p209}}SpellData=[w:Cure-Blindness-or-Deafness,lv:3,sp:10,gp:0,cs:VS,sph:Necromantic]{{effects=By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness or deafness. This spell does not restore or repair visual or auditory organs damaged by injury or disease.\nIts reverse, cause blindness or deafness, is a different spell macro}}'}, + {name:'Cure-disease',type:'prspelll3',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCure Disease\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest (reversable)}}{{school=Abjuration}}{{sphere=Necromantic}}Specs=[Cure-Disease,PRspellL3,1H,Abjuration]{{components=V,S}}{{time=[[10]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p209}}SpellData=[w:Cure-Disease,lv:3,sp:10,gp:0,cs:VS,sph:Necromantic]{{effects=Cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place (the DM must adjudicate these conditions).}}{{hide1=The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed.\n*Note:* the reverse of this spell, *Cause Disease*, is a separate spell.}}'}, + {name:'Dispel-Magic',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDispel Magic\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Abjuration}}{{sphere=Protection}}Specs=[Dispel-Magic,PRspellL3,1H,Abjuration]{{components=V,S}}{{time=[[6]]}}{{range=[[60]] yards}}{{duration=Special}}{{aoe=[30ft cube](!rounds --aoe @{selected|token_id}|square|yards|60|10||magic) or [1 item](!rounds --aoe @{selected|token_id}|circle|yards|0|120||magic)}}{{save=Other creature\'s item [Negates](!\\amp#13;\\amp#47;gmroll 1d20 save vs. Dispel Magic spell)}}{{reference=PHB p210}}SpellData=[w:Dispel-Magic,lv:3,sp:6,gp:0,cs:VS,sph:Protection]{{effects=Grants a chance to neutralize or negate the magic it comes in contact with.}}{{hide1=First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell).\nEach effect or potion in the spell\'s area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is of lower level, the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\nA *dispel magic* can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature\'s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational is temporarily closed. Note that an item\'s physical properties are unchanged: A nonoperational magical sword is still a sword.\nArtifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM\'s option.\nNote that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n**Summary of Dispel Effects**\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Source of Effect\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Resists As\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Result of Dispel\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Caster\\amplt;/td\\ampgt;\\amplt;td\\ampgt;None\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dispel automatic\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Other caster / innate ability\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Level/HD of other caster\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Effect negated\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Wand\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Effect negated\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Staff\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Effect negated\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Potion\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12th level\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Potion destroyed\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Other magical item\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12th, unless special\\amplt;/td\\ampgt;\\amplt;td\\ampgt;^\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Artifact\\amplt;/td\\ampgt;\\amplt;td\\ampgt;DM discretion\\amplt;/td\\ampgt;\\amplt;td\\ampgt;DM discretion\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.}}'}, + {name:'Feign-Death',type:'prspelll3',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFeign-Death\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Necromancy}}{{sphere=Necromantic}}Specs=[Feign-Death,PRspellL3,0H,Necromantic]{{components=V}}{{time=[[1]]}}{{range=Touch}}{{duration=[[10+@{selected|pr-casting-level}]]rounds}}{{aoe=Person touched}}{{save=None}}{{reference=PHB p210}}{{Use=[Feign Death](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select a target|token_id}|Feign-Death|[[10+@{selected|pr-casting-level}]]|-1|Catatonic state, can\'t feel or see, 1 / 2 dmg to body|skull)}}SpellData=[w:Feign-Death,lv:3,sp:1,gp:0,cs:V,sph:Necromantic]{{effects=The caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death, in which they can smell, hear, and know what is going on, but no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal.}}{{hide1=In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death--being crushed under a landslide, etc. Only a willing individual can be affected by a feign death spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again.\nNote that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.}}'}, + {name:'Flame-Walk',type:'prspelll3',ct:'5',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFlame Walk\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Elemental(Fire)}}Specs=[Flame-Walk,PRspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[5]]}}{{range=Touch}}{{duration=[[1+@{selected|pr-casting-level}]]rounds}}{{aoe=Up to [[{{1},{[[@{selected|pr-casting-level}-4]]} }kh1]] Creature(s) touched}}{{save=None}}{{reference=PHB p210}}{{Use=[Take the Heat](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who has asbestos feet?|token_id}|Flame-walk|[[1+@{selected|pr-casting-level}]]|-1|Granted asbestos boots,+2 save vs magic fire+half damage|tread)}}SpellData=[w:,lv:3,sp:5,gp:500,cs:VSM,sph:Elemental-Fire]{{effects=Empowers one or more creatures to withstand nonmagical fires of temperatures up to 2,000 F. (enabling them to walk upon molten lava). It also confers a +2 bonus to saving throws against magical fire and reduces damage from such fires by one-half, even if the saving throw is failed.}}{{materials=The priest\'s holy symbol and at least 500 gp of powdered ruby per affected creature.}}'}, + {name:'Glyph-of-Warding',type:'prspelll3',ct:'20',charge:'uncharged',cost:'2000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nGlyph of Warding\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Abjuration,Evocation}}{{sphere=Guardian}}Specs=[Glyph-of-Warding,PRspellL3,1H,Abjuration|Evocation]{{components=V,S,M}}{{time=1 round per 5 sq.ft.}}{{range=Touch}}{{duration=Until discharged}}{{aoe=Special}}{{save=Special}}{{reference=PHB p210}}{{Use=If to be used on a container of some type, choose a *Drag \\amp Drop* container with a spell trap and choose the appropriate spell.}}SpellData=[w:Glyph-of-Warding,lv:3,sp:20,gp:2000,cs:VSM,sph:Guardian]{{effects=A powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. The priest must set the conditions of the ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it stores, unless it saves vs. spell.}}{{hide1=It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box.\nGlyphs can be set according to physical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect to good or evil, or to pass those of the caster\'s religion. They cannot be set according to class, Hit Dice, or level. Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded.\nWhen the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. For every 5 square feet of area to be protected, one round is required to trace the warding lines of the glyph. The caster can affect an area equal to a square the sides of which are the same as his level, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster\'s total square footage. Thus, a 6th-level caster could place a glyph on a 6-foot x 6-foot square, a 4-foot x 9-foot rectangle, a 2-foot x 18-foot band, or a 1-foot by 36-foot strip. When the spell is completed, the glyph and tracery become invisible.\nThe priest traces the glyph with incense, which, if the area exceeds 50 square feet, must be sprinkled with powdered diamond (at least 2,000 gp worth).\nTypical glyphs shock for 1d4 points of electrical damage per level of the spellcaster, explode for a like amount of fire damage, paralyze, blind, deafen, and so forth. The DM may allow any harmful priest spell effect to be used as a glyph, provided the caster is of sufficient level to cast the spell. Successful saving throws either reduce effects by onehalf or negate them, according to the glyph employed. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled by magic and foiled by high-level thieves using their find-and-remove-traps skill.\nThe DM may decide that the exact glyphs available to a priest depend on his religion, and he might make new glyphs available according to the magical research rules.}}{{materials=The priest traces the glyph with incense, which, if the area exceeds 50 square feet, must be sprinkled with powdered diamond (at least 2,000 gp worth).}}'}, + {name:'Hold-Animal',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nHold Animal\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Enchantment/Charm}}{{sphere=Animal}}Specs=[Hold-Animal,PRspellL3,1H,Enchantment-Charm]{{components=V,S}}{{time=[[6]]}}{{range=[[80]]yds}}{{duration=[[2*@{selected|pr-casting-level}]]rounds}}{{aoe=1 to 4 animals in [40ft. cube](!rounds --aoe @{selected|token_id}|square|feet|240|40||magic)}}{{save=Negates}}{{reference=PHB p211}}{{Use=Click [Hold Animal(s)](!rounds --target multi|@{selected|token_id}|Hold-Animal|[[2*@{selected|pr-casting-level}]]|-1|Held fast on a tight leash|fishing-net|svspe\\clon;\\lpar;v\\lpar;\\lpar;\\lpar;2\\amp#42;#\\rpar;-6\\rpar;;-1\\rpar;+f\\lpar;#/4\\rpar;\\rpar; ) then select 1 to 4 animals, and then press *add status changes* in the chat window which will prompt for saves that have the correct mod already applied}}SpellData=[w:Hold-Animal,lv:3,sp:6,gp:0,cs:VS,sph:Animal]{{effects=Holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or reptiles, 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.}}{{hide1=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.\nA maximum body weight of 400 pounds (100 pounds for nonmammals) per animal per caster level can be affected--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.}}'}, + {name:'LT-Give-Life',type:'',ct:'0',charge:'uncharged',cost:'0',body:'/r [[ {{ [[ {{ ?{How many d8 (min. 4, max (4+(@{selected|pr-casting-level}-5)/2))} },{4}}kh1]]},{[[4+floor((@selected|pr-casting-level}-5)/2)]]}}kl1]]d8'}, + {name:'Life-Transference',type:'prspelll3',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nLife Transference\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Necromancy}}{{sphere=Necromantic}}Specs=[Life-Transference,PRspellL3,1H,Necromancy]{{components=V,S}}{{time=[[1]]}}{{range=[30 ft.](!rounds --aoe @{selected|token_id}|circle|feet|0|30||magic|true)}}{{duration=Instantaneous}}{{aoe=[[1]] Creature}}{{save=None}}{{healing=[Give life](!magic --display-ability @{selected|token_id}|PR-Spells-DB|LT-Give-Life)}}SpellData=[w:Life-Transference,lv:3,sp:1,gp:0,cs:VS,sph:Necromantic]{{effects=You sacrifice some of your health to mend another creature. You take 4d8 damage + up to 1d8 for every 2 levels above 5th and one creature of your choice that you can see within range regains twice the damage you take.\nThere is no saving throw against the spell. The damage experienced is necrotic. (An item that reduced damage from necrotic spells would work)}}'}, + {name:'Locate-Object',type:'prspelll3',ct:'100',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nLocate Object\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest (reversable)}}{{school=Divination}}{{sphere=Divination}}Specs=[Locate-Object,PRspellL3,1H,Divination]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[[60+(10*@{selected|pr-casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[60+(10*@{selected|pr-casting-level})]]||magic|true)}}{{duration=[[8]] hours}}{{aoe=[[1]] object}}{{save=None}}{{reference=PHB p211}}SpellData=[w:,lv:3,sp:100,gp:0.1,cs:VSM,sph:Divination]{{effects=Helps locate a known or familiar object by casting the spell, slowly turning, and will then sense when they are facing in the direction of the object to be located, provided the object is within range.}}{{hide1=For example, ranges are 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom\'s crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.}}{{materials=A piece of lodestone costing 1sp.}}'}, + {name:'Magical-Vestment',type:'prspelll3',ct:'5',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nMagical Vestment\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Enchantment}}{{sphere=Protection}}Specs=[Magical-Vestment,PRspellL3,1H,Enchantment]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[0]]}}{{duration=[[5*@{selected|pr-casting-level}]] rounds}}{{aoe=The caster}}{{save=None}}{{reference=PHB p211}}{{Use=[Enchant vestment](!rounds --target caster|@{selected|token_id}|Magical-Vestment|[[5*@{selected|pr-casting-level}]]|-1|Vestment AC5+\\lbrak;[floor\\lpar;\\lpar;@{selected|pr-casting-level}-5\\rpar;/3\\rpar;]]|bolt-shield)}}SpellData=[w:Magical-Vestment,lv:3,sp:5,gp:10,cs:VSM,sph:Protection]{{effects=This spell enchants the caster\'s vestment, providing protection at least the equivalent of chain mail (AC 5) +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1.}}{{hide1=The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vestment is worn with other armors, only the best AC (either the armor or the vestment) is used; this protection is not cumulative with any other AC protection.}}{{materials=The vestment to be enchanted, costing at least 100gp and can be used 20 times, and the priest\'s holy symbol}}'}, + {name:'Meld-into-Stone',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nMeld Into Stone\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Elemental(Earth)}}Specs=[Meld-into-Stone,PRspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[6]]}}{{range=[[0]] }}{{duration=8 rounds + 1d8}}{{aoe=The Caster}}{{save=None}}{{reference=PHB p211}}{{Use=[Meld away](!rounds --target caster|@{selected|token_id}|Meld-into-stone|\\amp#91;[80+10*(\\amp#91;[1d8]\\amp#93;\\amp#41;]\\amp#93;|-10|Melded in stone|White-tower)}}SpellData=[w:Meld-into-Stone,lv:3,sp:6,gp:0,cs:VSM,sph:Elemental-Earth]{{effects=Meld the caster\'s body and possessions into a single block of stone, which must be large enough to accommodate his body in all three dimensions.}}{{hide1=When the casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.\nWhile in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stone\'s destruction expels the priest and slays him instantly, unless he rolls a successful saving throw vs. spell.\nThe magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly\nby the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out, or the effect is dispelled before the priest exits the stone, he is violently expelled and suffers 4d8 points of damage.\nThe following spells harm the priest if cast upon the stone that he is occupying: stone to flesh expels the priest and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage, but does not expel the priest; transmute rock to mud expels and slays him instantly unless he rolls a successful saving throw vs. spell; and passwall expels the priest without damage.}}{{materials=The stone wall}}'}, + {name:'Negative-Plane-Protection',type:'prspelll3',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nNegative Plane Protection\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Abjuration}}{{sphere=Necromantic}}Specs=[Negative-Plane-Protection,PRspellL3,1H,Abjuration]{{components=V,S}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] turns, negates 1 attack}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p212}}{{Use=[Protect them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to protect|token_id}|Negative-Plane-Protection|[[10*@{selected|pr-casting-level}]]|-1|Save to negate 1 energy drain attack, fail=dmg x 2|white-tower)}}SpellData=[w:Negative-Plane-Protection,lv:3,sp:10,gp:0,cs:VS,sph:Necromantic]{{effects=Affords partial protection from undead monsters with Negative Energy plane connections (such as shadows, wights, wraiths, spectres, or vampires) and certain weapons and spells that drain energy levels, granting a protected creature a [saving throw](!\\amp#13;\\amp#47;gmroll 1d20 Save vs. Death Magic) vs. death magic. Success means it suffers only normal HP damage, and an attacking undead creature suffers [2d6](!\\amp#13;\\amp#47;r 2d6 damage to the undead) HP; a draining wizard or weapon receives no damage. Proof against only one such attack, whether successful or not. If failed to save, recipient **suffers double the usual physical damage**, in addition to the loss of experience or Strength that normally occurs.}}{{hide1=The *negative plane protection* spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. If the saving throw is successful, the energies cancel with a bright flash of light and a thunderclap. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience or Strength, regardless of the number of levels the attack would have drained. An attacking undead creature suffers damage from the positive energy. \nThe protection lasts for one turn per level of the priest casting the spell, or until the protected creature is struck by a negative energy attack. This spell cannot be cast on the Negative Energy plane.}}'}, + {name:'Obscure-Object',type:'prspelll3',ct:'100',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nObscure Object\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest (reversable)}}{{school=Divination}}{{sphere=Divination}}Specs=[Obscure-Object,PRspellL3,1H,Divination]{{components=V,S,M}}{{time=[[1]] turn}}{{duration=[[8]] hours}}{{aoe=[[1]] object}}{{save=None}}{{reference=PHB p211 (reverse of *Locate Object*)}}{{range=[[[60+(10*@{selected|pr-casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[120+20*@{selected|pr-casting-level}]]||dark|true)}}SpellData=[w:,lv:3,sp:100,gp:0.1,cs:VSM,sph:Divination]{{effects=Hides an object from location by spell, crystal ball, or similar means for eight hours. The caster must touch the object being concealed. Cannot obscure living creatures.}}{{materials=A piece of lodestone, costing 1sp.}}'}, + {name:'Plant-Growth',type:'prspelll3',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPlant Growth\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Plant}}Specs=[Plant-Growth,PRspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[1]]round}}{{range=[[160]]yds }}{{duration=Permanent}}{{aoe=[An entangled thicket](!rounds --aoe @{selected|token_id}|rectangle|feet|480|||acid) or encourage growth in 1sq.mile}}{{save=Special}}{{reference=PHB p212}}SpellData=[w:Plant-Growth,lv:3,sp:10,gp:0,cs:VSM,sph:Plant]{{effects=Choose either of two different uses.\n[[1]].Cause normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for larger-than-man-sized creatures).\n[[2]].Or affect a one-mile square area to render plants more vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([1d4+1] x 10%), given a normal growing season. The DM secretly makes a saving throw (based on the caster\'s level) to see if the spell takes effect.}}{{hide1=If successful, the spell renders plants more vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([1d4+1] x 10%), given a normal growing season. The spell does not prevent disaster in the form of floods, drought, fire, or insects, although even in these cases the plants survive better than expected. This effect lasts only for the life cycle of one season, the winter "death" marking the end of a life cycle even for the sturdiest of trees. In many farming communities, this spell is normally cast at planting time as part of the spring festivals.}}{{materials=Plants in the area of effect}}'}, + {name:'Prayer',type:'prspelll3',ct:'6',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPrayer\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Conjuration/Summoning}}{{sphere=Combat}}Specs=[Prayer,PRspellL3,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[6]]}}{{range=[[0]]}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[60ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|120||light|true)}}{{save=None}}{{reference=PHB p212}}SpellData=[w:Prayer,lv:3,sp:6,gp:1,cs:VSM,sph:Combat]{{Use=Select *[Friends]* button below and target all your friends, then select the *[Enemies]* button below and target your enemies}}{{effects=Affects all in the area of the spell. [Friends](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Prayer-ally|[[@{selected|pr-casting-level}]]|-1|Prayer, [[+1]] on attack, dmg + saves|angel-outfit) get +[[1]] benefit on all attack, damage and saves. All [Enemies](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first target|token_id}|Prayer-foe|[[@{selected|pr-casting-level}]]|-1|Prayer foe, [[-1]] on attack, dmg + saves|radioactive) in area at time of cast get [[0-1]] penalty. Once cast priest can do other things. If another priest of same religious persuasion (not just alignment) is *chanting* at the same time, get +[[2]] and [[0-2]]}}{{materials=Silver holy symbol, prayer beads, or similar device, costing 10sp.}}'}, + {name:'Protection-from-Fire',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nProtection from Fire\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Abjuration}}{{sphere=Protection,Elemental(Fire)}}Specs=[Protection-from-Fire,PRspellL3,1H,Abjuration]{{components=V,S,M}}{{time=[[6]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] turns (max)}}{{aoe=Creature touched}}{{save=None}}{{reference=PHB p212}}{{Use=[Protect them](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to Protect|token_id}|Protection-from-Fire|[[10*@{selected|pr-casting-level}]]|-1|Immune to normal fire. If caster, absorbs 12*@{selected|pr-casting-level} HP magic fire dmg|white-tower \\amp#13;!attk --set-savemod \\amp#64;{target|Select who to Protect|token_id}|fir=spe|Magical Fire|Prot From Fire|svfir\\clon;+4||[[10*@{selected|pr-casting-level}]])}}SpellData=[w:Protection-from-Fire,lv:3,sp:6,gp:0,cs:VSM,sph:Protection|Elemental-Fire]{{effects=* *If cast on caster:* totally immune to normal fires of all types. Absorbs [[12*@{selected|pr-casting-level}]] HP damage from all magical fires then dispelled. *If cast on another creature:* immune to ordinary fire. +[[4]] on saving throws against magical fire and [[50]]% damage ([[25]]% if save).}}{{materials=Caster\'s holy symbol.}}'}, + {name:'Pyrotechnics',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPyrotechnics\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Elemental(Fire)}}Specs=[Pyrotechnics,PRspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[6]]}}{{range=[[160]]yds }}{{duration=Special}}{{aoe=10x or 100x fire source}}{{save=Special}}{{reference=PHB p212}}SpellData=[w:Pyrotechnics,lv:3,sp:6,gp:0,cs:VSM,sph:Elemental-Fire]{{effects=Draws on an existing fire source to produce either of two effects, at the option of the caster.\n[[1]]: produce coloured aerial fireworks that [Blinds](!rounds --target multi|@{selected|token_id}|Pyro-blinded|[[1+([[1d4]])]]|-1|Blinded by bright flashes, AC \\amp Attack at -4|bleeding-eye|svspe\\clon;+0) creatures in, under, or within [120 feet](!rounds --aoe @{selected|token_id}|circle|feet|480|120||light) that have an unobstructed line of sight to the effect for 1d4+1 rounds (save vs. spell to negate).\n[[2]]: cause a thick, writhing stream of smoke to arise from the source and form a [Choking cloud](!rounds --target multi|@{selected|token_id}|Pyro-smoke|[[@{selected|pr-casting-level}]]|-1|Choking in smoke, and only 2ft vision|bleeding-eye) for [[@{selected|pr-casting-level}]] rounds covering a roughly hemispherical volume from the ground or floor up totally obscuring vision beyond 2 feet. Fills a volume [100 times the fire source](!rounds --aoe @{selected|token_id}|circle|feet|480|||black).}}{{hide1=The spell uses one fire source within the area of effect, which is immediately extinguished. If an extremely large fire is used as the source, it is only partially extinguished by the casting. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1d4 points of damage, plus 1 point of damage per caster level. This spell does not function under water.}}{{materials=Fire source}}'}, + {name:'Remove-Curse',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nRemove Curse\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest (reversable)}}{{school=Abjuration}}{{sphere=Protection}}Specs=[Remove-Curse,PRspellL3,1H,Abjuration]{{components=V,S}}{{time=[[6]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=Special}}{{save=Special}}{{reference=PHB p213}}SpellData=[w:Remove-Curse,lv:3,sp:6,gp:0,cs:VS,sph:Protection]{{effects=Usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence.}}{{hide1=Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature \nreceives a saving throw vs. spell and, if successful, the spell fails and the priest must gain a level before attempting the remedy on this creature again.}}'}, + {name:'Remove-Paralysis',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nRemove Paralysis\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Abjuration}}{{sphere=Protection}}Specs=[Remove-Paralysis,PRspellL3,1H,Abjuration]{{components=V,S}}{{time=[[6]]}}{{range=[[10*@{selected|pr-casting-level}]]yds}}{{duration=Permanent}}{{aoe=[1d4](!\\amp#13;\\amp#47;r 1d4)creatures in a [20ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[30*@{selected|pr-casting-level}]]|20||light)}}{{save=Special}}{{reference=PHB p213}}SpellData=[w:Remove-Paralysis,lv:3,sp:6,gp:0,cs:VS,sph:Protection]{{effects=Free one or more creatures from any paralyzation or from related magic (such as a ghoul touch, or a hold or slow spell).}}{{hide1=If the spell is cast on one creature, the paralyzation is negated. If cast on two creatures, each receives another saving throw vs. the effect that afflicts it, with a +4 bonus. If cast on three or four creatures, each receives another saving throw with a +2 bonus. There must be no physical or magical barrier between the caster and the creatures to be affected, or the spell fails and is wasted.}}'}, + {name:'Snare',type:'prspelll3',ct:'30',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSnare\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Enchantment/Charm}}{{sphere=Plant}}Specs=[Snare,PRspellL3,1H,Enchantment]{{components=V,S,M}}{{time=[[3]] rounds}}{{range=Touch}}{{duration=Permanent until triggered}}{{aoe=[[24+(2*@{selected|pr-casting-level}]] inches}}{{save=None}}{{reference=PHB p213}}SpellData=[w:Snare,lv:3,sp:30,gp:0.5,cs:VSM,sph:Plant]{{effects=Snare is 90% undetectable without magic, will tighten on limb or neck. If attached to tree, will bend \\amp spring \\amp does [1d6](!\\amp#13;\\amp#47;r 1d6) damage (\\amp strangle if neck). [[23]] strength to break in 1st hour, [[1]] less per hour for [[6]] hours ([[18]]), then collapses after [[12]] hours. Can be cut with any magical weapon or edged weapon wielded with +[[2]] mods.}}{{hide1=The snare can be made from any supple vine, a thong, or a rope. When the snare spell is cast upon it, the cordlike object blends with its surroundings. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle (note that the head of a worm or snake could be thus ensnared).\nIf a strong and supple tree is nearby, the snare can be fastened to it. The magic of the spell causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped, and lifting it off the ground by the trapped member(s) (or strangling it if the head/neck triggered the snare). If no such sapling or tree is available, the cordlike object tightens upon the member(s), then wraps around the entire creature, causing no damage, but tightly binding it. Under water, the cord coils back upon its anchor point. The snare is magical, so for one hour it is breakable only by cloud giant or greater Strength (23); each hour thereafter, the snare material loses magic so as to become 1 point more breakable per hour--22 after two hours, 21 after three, 20 after four--until six full hours have elapsed. At that time, 18 Strength will break the bonds. After 12 hours have elapsed, the materials of the snare lose all magical properties and the loop opens, freeing anything it held. The snare can be cut with any magical weapon, or with any edged weapon wielded with at least a +2 attack bonus (from Strength, for example).}}{{materials=a snake skin and a piece of sinew from a strong animal, costing 5sp to source, to weave into the cordlike object from which he will make the snare. Only the caster\'s holy symbol is otherwise needed}}'}, + {name:'Speak-With-Dead',type:'prspelll3',ct:'100',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSpeak With Dead\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Necromancy}}{{sphere=Divination}}Specs=[Speak-with-Dead,PRspellL3,1H,Necromancy]{{components=V,S,M}}{{time=[[1]]turn}}{{range=[[1]]yd}}{{duration=Special}}{{aoe=[[1]] creature}}{{save=Special}}{{reference=PHB p214}}SpellData=[w:Speak-With-Dead,lv:3,sp:100,gp:10,cs:VSM,sph:Divination]{{effects=Ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature.}}{{hide1=Of course, the priest must be able to converse in the language that the dead creature once used. The length of time the creature has been dead is a factor, since only higher level priests can converse with a long-dead creature. The number of questions that can be answered and the length of time in which the questions can be asked depend on the level of experience of the priest. Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life.\nA dead creature of different alignment or of higher level or Hit Dice than the caster\'s level receives a saving throw vs. spell. A dead creature that successfully saves can refuse to answer questions, ending the spell. At the DM\'s option, the casting of this spell on a given creature might be restricted to once per week.\nThis spell does not function under water.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Caster\'s Level of Experience\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Max. Length of Time Dead\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Time Questioned\\amplt;/th\\ampgt;\\amplt;th\\ampgt;No. of Q\'s\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 week\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 round\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 month\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 rounds\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 year\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 turn\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13-15\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10 years\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;16-20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;100 years\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3 turns\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;21+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1,000 years\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1 hour\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=The priest needs a holy symbol and 10gp of burning incense in order to cast this spell upon the body, remains, or a portion thereof. The remains are not expended.}}'}, + {name:'Spike-Growth',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSpike Growth\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration,Enchantment}}{{sphere=Plant}}Specs=[Spike-Growth,PRspellL3,1H,Alteration|Enchantment]{{components=V,S,M}}{{time=[[6]]}}{{range=[[60]]yds }}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[10*(@{selected|pr-casting-level}+([[3d4]]))]]rounds}}!!!{{aoe=[[[10*@{selected|pr-casting-level}]]sq.ft.](!rounds --aoe @{selected|token_id}||feet|180|||acid)}}{{save=None}}{{reference=PHB p214}}{{Use=[Make spikey](!rounds --target caster|@{selected|token_id}|Spike-Growth|\\amp#64;{selected|spell-duration}|-1|The designated area is very spikey|tread)}}SpellData=[w:Spike-Growth,lv:3,sp:6,gp:0,cs:VSM,sph:Plant]{{effects=Wherever any type of plant growth of moderate size or density is found, this spell can be used to make the ground-covering vegetation or roots and rootlets in the area become very hard and sharply pointed, like caltrops, meaning that for each 10 feet of movement through the area, the victim suffers 2d4 points of damage and save vs spell or their movement rate is reduced by 1/3 of its current total (but a creature\'s movement rate can never be less than 1). This penalty lasts for 24 hours,\nafter which the character\'s normal movement rate is regained.}}{{hide1=Without the use of a spell such as *true seeing*, similar magical aids, or some other special means of detection (such as detect traps or detect snares and pits), an area affected by *spike growth* is absolutely undetectable as such until a victim enters the area and suffers damage. Even then, the creature cannot determine the extent of the perilous\narea unless some means of magical detection is used.}}{{materials=The priest\'s holy symbol and either seven sharp thorns or seven small twigs, costing nothing, each sharpened to a point.}}'}, + {name:'Starshine',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nStarshine\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Evocation,Illusion/Phantasm}}{{sphere=Sun}}Specs=[Starshine,PRspellL3,1H,Evocation|Illusion-Phantasm]{{components=V,S,M}}{{time=[[6]]}}{{range=[[10*@{selected|pr-casting-level}]]yds }}{{duration=[[[@{selected|pr-casting-level}]]turns](!rounds --target caster|@{selected|token_id}|Starshine|[[10*@{selected|pr-casting-level}]]|-1|Starshine gives sight as per bright moonlit night|frozen-orb)}}{{aoe=[[[10*@{selected|pr-casting-level}]]sq.ft.](!rounds --aoe @{selected|token_id}||feet|[[30*@{selected|pr-casting-level}]]|||light)}}{{save=None}}{{reference=PHB p214}}SpellData=[w:Starshine,lv:3,sp:6,gp:0.5,cs:VSM,sph:Sun]{{effects=Softly illuminate an area as if it were exposed to a clear night sky filled with stars.}}{{hide1=Regardless of the height of the open area in which the spell is cast, the area immediately beneath it is lit by starshine. Vision ranges are the same as those for a bright moonlit night--movement noted out to 100 yards; stationary creatures seen up to 50 yards; general identifications made at 30 yards; and recognition at 10 yards. The spell creates shadows and has no effect on infravision. The area of effect actually appears to be a night sky, but disbelief of the illusion merely enables the disbeliever to note that the "stars" are actually evoked lights. This spell does not function under water.}}{{materials=Several stalks from an amaryllis plant (especially Hypoxis) costing 5sp, and several holly berries.}}'}, + {name:'Stone-Shape',type:'prspelll3',ct:'10',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nStone Shape\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Elemental(Earth)}}Specs=[Stone-Shape,PRspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[10]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=[[9+@{selected|pr-casting-level}]]sq.ft.}}{{save=None}}{{reference=PHB p214}}SpellData=[w:Stone-Shape,lv:3,sp:10,gp:0.01,cs:VSM,sph:Elemental-Earth]{{effects=Form an existing piece of stone into any shape that suits the caster\'s purposes.}}{{hide1=For example, he can make a stone weapon, a special trapdoor, or a crude idol. By the same token, it enables the spellcaster to shape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While stone coffers can be thus formed, stone doors made, etc., the fineness of detail is not great. If the shaping has moving parts, there is a 30% chance they do not work.}}{{materials=Soft clay that must be worked into roughly the desired shape of the stone object, and then touched to the stone when the spell is uttered. 1cp of materials \\amp effort}}'}, + {name:'Summon-Insects',type:'prspelll3',ct:'10',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSummon Insects\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Conjuration/Summoning}}{{sphere=Animal}}Specs=[Summon-Insects,PRspellL3,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[1]] round}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||acid|true)}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[[1]] creature}}{{save=None}}{{reference=PHB p214}}{{damage=[[2]]HP/rd if flee or defend, [[4]]HP otherwise}}{{damagetype=\nBites or Stings}}SpellData=[w:Summon-Insects,lv:3,sp:10,gp:0.01,cs:VSM,sph:Animal]{{effects=Roll [1d100](!\\amp#13;\\amp#47;r 1d100) - 70% summons bees or biting flies or hornets or wasps. 30% summons biting ants or pinching beetles. 2pts per round if just flee \\amp fend off, 4pts otherwise and [[0-2]] on attack \\amp +[[2]] on AC. Can then go after 2nd target after 1 round.}}{{hide1=The exact insects called are bees, biting flies, hornets, or wasps, if flying insects are indicated; biting ants or pinching beetles, if crawling insects are indicated. A cloud of the flying type, or a swarm of the crawling sort, appears after the spell is cast. This gathers at a point chosen by the caster, within the spell\'s range, and attacks any single creature the caster points to.\nThe attacked creature sustains 2 points of damage if it does nothing but attempt to flee or fend off the insects during the time it is attacked; it suffers 4 points of damage per round otherwise. If the insects are ignored, the victim fights with a -2 penalty to his attack roll and a +2 penalty to his Armor Class. If he attempts to cast a spell, an initiative roll should be made for the insects to see if their damage occurs before the spell is cast. If it does, the victim\'s concentration is ruined and the spell is lost.\nThe insects disperse and the spell ends if the victim enters thick smoke or hot flames. Besides being driven off by smoke or hot flames, the swarm might possibly be outrun, or evaded by plunging into a sufficient body of water. If evaded, the summoned insects can be sent against another opponent, but there will be at least a 1 round delay while they leave the former opponent and attack the new victim. Crawling insects can travel only about 10 feet per round (maximum speed over smooth ground) and flying insects travel 60 feet per round. The caster must concentrate to maintain the swarm; it dissipates if he moves or is disturbed.\nIt is possible, in underground situations, that the caster might summon 1d4 giant ants by means of the spell, but the possibility is only 30% unless giant ants are nearby. This spell does not function under water.}}{{materials=The caster\'s holy symbol, a flower petal, and a bit of mud or wet clay. Total cost 1cp}}'}, + {name:'Tree',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTree\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Plant}}Specs=[Tree,PRspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[6]]}}{{range=[[0]]}}{{duration=[[6+@{selected|pr-casting-level}]] turns}}{{aoe=The caster}}{{save=None}}{{reference=PHB p215}}{{Use=[Make like a tree...](!rounds --target caster|@{selected|token_id}|Tree|[[10*(6+@{selected|pr-casting-level})]]|-1|Make like a tree... dude! Normal AC \\amp HP, instant revert|three-leaves)}}SpellData=[w:Tree,lv:3,sp:6,gp:0,cs:VSM,sph:Plant]{{effects=Caster assumes form of small living tree, or large dead tree.}}{{hide1=Although the closest inspection cannot reveal that this plant is actually a person, and for all normal tests he is, in fact, a tree or shrub, the caster is able to observe all that goes on around him just as if he were in normal form. The Armor Class and hit points of the plant are those of the caster. The caster can remove the spell at any time, instantly changing from plant to his normal form and having full capability for any action normally possible (including spellcasting). Note that all clothing and gear worn or carried change with the caster.}}{{materials=The priest\'s holy symbol and a twig from a tree (no cost).}}'}, + {name:'Water-Breathing',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWater Breathing\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Elemental(Water)}}Specs=[Water-Breathing,PRspellL3,1H,Alteration]{{components=V,S}}{{time=[[6]]}}{{range=Touch}}{{duration=[[?{How many water breathers?|1}]] creatures for [[floor(@{selected|pr-casting-level}/?{How many water breathers?|1})]]hours [[floor((60*@{selected|pr-casting-level}/?{How many water breathers?|1})%60)]] minutes}}{{aoe=Special}}{{save=None}}{{reference=PHB p215}}{{Use=[Grant gills](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Give aqualung to who?|token_id}|Water-Breathing|[[60*@{selected|pr-casting-level}/([[?{How many water breathers?|1}]])]]|-1|Breath water like a fish|ninja-mask)}}SpellData=[w:Water-Breathing,lv:3,sp:6,gp:0,cs:VS,sph:Elemental-Water]{{effects=The recipient is able to breathe under water freely for the duration of the spell--i.e., one hour for each experience level of the caster. The priest can divide the base duration between multiple characters.\nNote that the spell does not prevent the recipient creature from breathing in its natural element.}}'}, + {name:'Water-Walk',type:'prspelll3',ct:'6',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWater Walk\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 3 Priest}}{{school=Alteration}}{{sphere=Elemental(Water)}}Specs=[Water-Walk,PRspellL3,1H,Alteration]{{components=V,S,M}}{{time=[[6]]}}{{range=Touch}}{{duration=[[1+@{selected|pr-casting-level}]]Turns}}{{aoe=[[@{selected|pr-casting-level}-4]] creatures}}{{save=None}}{{reference=PHB p215}}{{Use=[Splash don\'t drown](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Give wellies to who?|token_id}|Water-Breathing|[[10+(10*@{selected|pr-casting-level})]]|-1|Walk on water|tread)}}SpellData=[w:Water-Walk,lv:3,sp:6,gp:0.01,cs:VSM,sph:Elemental-Water]{{effects=Empower one or more creatures to tread upon any liquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow.}}{{hide1=The recipient\'s feet do not touch the surface of the liquid, but oval depressions of his appropriate foot size and 2 inches deep are left in the mud or snow. The recipient\'s rate of movement remains normal. If cast under water, the recipient is borne toward the surface.\nFor every level of the caster above the minimum required to cast the spell (5th level), he can affect another creature.}}{{materials=A piece of cork costing 1cp and the priest\'s holy symbol.}}'}, + ]}, + PR_Spells_DB_L4:{bio:'
Priest Spell Database
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 4 Priest Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 13/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see PR-Spells-DB-L1', + controlledby:'all', + root:'PR-Spells-DB', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Abjure',type:'prspelll4',ct:'10',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAbjure\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Abjuration}}{{sphere=Summoning}}Specs=[Abjure,PRspellL4,1H,Abjuration]{{components=V,S,M}}{{time=[[10]]}}{{range=[10 yds](!rounds --aoe @{selected|token_id}|circle|yards|0|20||lightning|true)}}{{duration=Special}}{{aoe=1 creature}}{{save=Special see Abjuration spell specs}}{{reference=PHB p215}}SpellData=[w:Abjure,lv:4,sp:10,gp:100,cs:VSM,sph:Summoning]{{effects=Send an extraplanar creature back to its own plane of existence.}}{{hide1=The spell fails against entities of demigod status or greater, but their servants or minions can be abjured. If the creature has a specific (proper) name, it must be known and used. Any magic resistance of the subject must be overcome, or the spell fails. The priest has a 50% chance of success (a roll of 11 or better on 1d20). The roll is adjusted by the difference in level or Hit Dice between the caster and the creature being abjured; the number needed is decreased if the priest has more Hit Dice and increased if the creature has more Hit Dice. If the spell is successful, the creature is instantly hurled back to its own plane. The affected creature must survive a system shock check. If the creature does not have a Constitution score, the required roll is 70% + 2%/Hit Die or level. The caster has no control over where in the creature\'s plane the abjured creature arrives. If the attempt fails, the priest must gain another level before another attempt can be made on that particular creature.}}{{materials=The priest\'s holy symbol, holy water, and some material inimical to the creature, worth at least 100gp.}}'}, + {name:'Animal-Summoning-1',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnimal Summoning 1\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Conjuration,Summoning}}{{sphere=Animal,Summoning}}Specs=[Animal-Summoning-1,PRspellL4,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[7]]}}{{range=[[1]]mile radius}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p216}}SpellData=[w:Animal-Summoning-1,lv:4,sp:7,gp:0,cs:VS,sph:Animal|Summoning]{{effects=Calls up to eight animals that have 4 Hit Dice or less, of whatever sort the caster names when the summoning is made.}}{{hide1=Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. For example, a caster first tries to summon wild dogs to no avail, then unsuccessfully tries to call hawks, and finally calls wild horses that may or may not be within summoning range. The DM must determine the chance of a summoned animal type being within the range of the spell. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).}}'}, + {name:'Call-Woodland-Beings',type:'prspelll4',ct:'200',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCall Woodland Beings\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Conjuration,Summoning}}{{sphere=Summoning}}Specs=[Call-Woodland-Beings,PRspellL4,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=Special}}{{range=[[100*@{selected|pr-casting-level}]]yds}}{{duration=Special}}{{aoe=Special}}{{save=Negates}}{{reference=PHB p216}}SpellData=[w:Call-Woodland-Beings,lv:4,sp:200,gp:0.01,cs:VSM,sph:Summoning]{{effects=Summon certain woodland creatures to the caster\'s location.}}{{materials=A pine cone and eight holly berries, costing 1cp to preserve.}}{{hide1=Naturally, this spell works only outdoors, but not necessarily only in wooded areas. The caster begins the incantation and continues uninterrupted until some called creature appears or two turns have elapsed. (The verbalization and somatic gesturing are easy, so this is not particularly exhausting to the spellcaster.) Only one type of the following sorts of beings can be summoned by the spell. They come only if they are within the range of the call.\nThe caster can call three times, for a different type each time. Once a call is successful, no other type can be called without another casting of the spell. (The DM will consult his outdoor map or base the probability of any such creature being within spell range upon the nature of the area the caster is in at the time of spellcasting.)\nThe creature(s) called by the spell are entitled to a saving throw vs. spell (with a -4 penalty) to avoid the summons. Any woodland beings answering the call are favorably disposed to the spellcaster and give whatever aid they are capable of. However, if the caller or members of the caller\'s party are of evil alignment, the creatures are entitled to another saving throw vs. spell (this time with a +4 bonus) when they come within 10 yards of the caster or another evil character with him. These beings immediately seek to escape if their saving throws are successful. In any event, if the caster requests that the summoned creatures engage in combat on his behalf, they are required to roll a loyalty reaction check based on the caster\'s Charisma and whatever dealings he has had with them.\nThis spell works with respect to neutral or good woodland creatures, as determined by the DM. Thus, the DM can freely add to or alter the list as he sees fit.\nIf the caster personally knows a certain individual woodland being, that being can be summoned at double the normal range. If this is done, no other woodland creatures are affected.\nIf a percentage chance is given in the accompanying table, druids and other naturebased priests add 1% per caster level. These chances can be used if no other campaign information on the area is available.\nThe material components of this spell are a pine cone and eight holly berries.\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th rowspan="2"\\ampgt;Creature Type Called\\amplt;/th\\ampgt;\\amplt;th colspan="3"\\ampgt;----------- Type of Woodlands ---------\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Light\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Moderate/Sylvan\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Dense/Virgin\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2d8 brownies\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1d4 centaurs\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1d4 dryads\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1d8 pixies\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1d4 satyrs\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;30%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;10%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1d6 sprites\\amplt;/td\\ampgt;\\amplt;td\\ampgt;0%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1 treant\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;25%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1 unicorn\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20%\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Cause-Serious-Wounds',type:'innate-melee|prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCause Serious Wounds\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Cause-Serious-Wounds,Innate-Melee|PRspellL4,1H,Necromancy]{{components=V,S}}ToHitData=[w:Cause Serious Wounds,sp:7,r:5,ty:SPB,touch:1]{{time=[[7]]}}DmgData=[w:Cause Serious Wounds,sb:0,SM:1+2d8,L:1+2d8]{{range=Touch attack}}{{duration=Permanent}}{{aoe=Creature Touched}}{{save=None}}{{reference=PHB p217}}{{damage=[2d8+1](!\\amp#13;\\amp#47;r 2d8+1) HP}}{{Use=Take the spell in-hand as a weapon and attack with it.}}SpellData=[w:Cause-Serious-Wounds,lv:4,sp:7,gp:0,cs:VS,sph:Healing]{{effects=The victim has to be touched first - use a Touch weapon attack. If the touch is successful, 2d8+1 points of damage are inflicted}}'}, + {name:'Cloak-of-Bravery',type:'prspelll4',ct:'6',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCloak of Bravery\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Conjuration,Summoning}}{{sphere=Summoning}}Specs=[Cloak-of-Bravery,PRspellL4,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[6]]}}{{range=Touch}}{{duration=Special}}{{aoe=1 to 4 creatures}}{{save=None}}{{reference=PHB p216}}{{Use=Become a Hero [1 Creature](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Cloak which hero?|token_id}|Bravery-1|99|0|Wearing Cloak of Bravery so save +4 vs Fear|Strong) [2 Creatures](!rounds --target multi|@{selected|token_id}|Bravery-2|99|0|Wearing Cloak of Bravery so save +3 vs Fear|Strong) [3 Creatures](!rounds --target multi|@{selected|token_id}|Bravery-3|99|0|Wearing Cloak of Bravery so save +2 vs Fear|Strong) [4 Creatures](!rounds --target multi|@{selected|token_id}|Bravery-4|99|0|Wearing Cloak of Bravery so save +1 vs Fear|Strong)}}SpellData=[w:Cloak-of-Bravery,lv:4,sp:6,gp:1,cs:VSM,sph:Summoning]{{effects=The protected individual(s) gain a bonus to their saving throw against any form of fear encountered (but not awe--an ability of some lesser and greater powers).}}{{hide1=When cast, the spell can affect one to four creatures (caster\'s choice). If only one is affected, the saving throw bonus is +4. If two are affected, the bonus is +3, and so forth, until four creatures are protected by a +1 bonus. The magic of the cloak of bravery spell works only once and then the spell ends, whether or not the creature\'s saving throw is successful. The spell ends after eight hours if no saving throw is required before then.}}{{materials=the feather of an eagle or hawk, often costing 1gp in the market}}'}, + {name:'Cloak-of-Fear',type:'prspelll4',ct:'6',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCloak of Fear\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Conjuration,Summoning}}{{sphere=Summoning}}Specs=[Cloak-of-Fear,PRspellL4,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[6]]}}{{range=Touch}}{{duration=Special}}{{aoe=1 creature}}{{save=Negates}}{{reference=PHB p216 (reverse Cloak of Bravery)}}{{Use=[Wrap in Fear](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s Scary?|token_id}|Cloak_of_Fear|99|0|Scary person - save or run for 2d8)}}SpellData=[w:Cloak-of-Fear,lv:4,sp:6,gp:0.01,cs:VSM,sph:Summoning]{{effects=Empowers a single creature touched to radiate a personal aura of fear, at will, out to a 3-foot radius.}}{{hide1=All other characters and creatures within this aura must roll successful saving throws vs. spell or run away in panic for 2d8 rounds. Affected individuals may or may not drop items, at the DM\'s option.\nThe spell has no effect upon undead of any sort. The effect can be used only once, and the spell expires after eight hours if not brought down sooner. Members of the recipient\'s party are not immune to the effects of the spell.}}{{materials=The tail feathers of a vulture or chicken (1cp).}}'}, + {name:'Control-Temperature-10ft-Radius',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nControl-Temperature-10ft-Radius\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Weather}}Specs=[Control-Temperature-10ft-radius,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=0}}{{duration=[[4+@{selected|pr-casting-level}]]turns}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20||magic)}}{{save=None}}{{reference=PHB p216}}SpellData=[w:Control-Temperature-10ft-radius,lv:4,sp:7,gp:0.02,cs:VSM,sph:Weather]{{effects=The temperature surrounding the caster can be altered by 10 F., either upward or downward, per level of experience of the spellcaster (a total of [[10*@{selected|pr-casting-level}]] F).\nThe spell also provides protection from intense normal and magical thermal attacks.}}{{hide1=The spell can be used to ensure the comfort of the caster and those with him in extreme weather conditions. The party could stand about in shirt sleeves during the worst blizzard (although it would be raining on them) or make ice for their drinks during a scorching heat wave.\nThe spell also provides protection from intense normal and magical attacks. If the extreme of temperature is beyond what could be affected by the spell (a searing blast of a fireball or the icy chill of a white dragon), the spell reduces the damage caused by 5 points for every level of the caster. Normal saving throws are still allowed, and the reduction is taken after the saving throw is made or failed. Once struck by such an attack, the spell immediately collapses.}}{{materials=A strip of willow bark (to lower temperatures) or raspberry leaves (to raise temperatures, 1cp each)}}'}, + {name:'Cure-Serious-Wounds',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCure Serious Wounds\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Cure-Serious-Wounds,PRspellL4,1H,Necromancy]{{components=V,S}}{{time=[[7]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=Creature Touched}}{{save=None}}{{reference=PHB p217}}{{healing=[2d8+1](!\\amp#13;\\amp#47;r 2d8+1) HP,\nor [2d8+7](!\\amp#13;\\amp#47;r 2d8+7) for a Priest of Life}}SpellData=[w:Cure-Serious-Wounds,lv:4,sp:7,gp:0,cs:VS,sph:Healing]{{effects=Cannot cure non-corporeal or nonliving or extraplanar creatures. Can restore someone between [[0-1]] and [[0-10]] to [[0]]HP.}}'}, + {name:'Detect-Lie',type:'prspelll4',ct:'7',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDetect Lie\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest (reversable)}}{{school=Divination}}{{sphere=Divination}}Specs=[Detect-Lie,PRspellL4,1H,Divination]{{components=V,S,M}}{{time=[[7]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[[1]] creature}}{{save=Negates}}{{reference=PHB p217}}{{Use=[Attach Polygraph](!rounds --target caster|@{selected|token_id}|Detect-Lie|[[@{selected|pr-casting-level}]]|-1|Detecting Lies|aura)}}SpellData=[w:,lv:4,sp:7,gp:1,cs:VSM,sph:Divination]{{effects=Immediately able to determine if the subject creature deliberately and knowingly speaks a lie.}}{{hide1=It does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. The subject receives a saving throw vs. spell, which is adjusted only by the Wisdom of the caster--for example, if the caster has a Wisdom of 18, the subject\'s saving throw roll is reduced by 4 (see Table 5:Wisdom).}}{{materials=one gp worth of gold dust}}'}, + {name:'Dispel-Hallucinatory-Forest',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDispel Hallucinatory Forest\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Illusion/Phantasm}}{{sphere=Plant}}Specs=[Dispel-Hallucinatory-Forest,PRspellL4,1H,Illusion-Phantasm]{{components=V,S}}{{time=[[7]]}}{{range=[[80]yds}}{{duration=Permanent}}{{aoe=[[[40*@{selected|pr-casting-level}]]sq.ft.](!rounds --aoe @{selected|token_id}||feet|240|||green)}}{{save=None}}{{reference=PHB p218 (reverse Hallucinatory Forect)}}SpellData=[w:Dispel-Hallucinatory-Forest,lv:4,sp:7,gp:0,cs:VS,sph:Plant]{{effects=This spell does nothing other than dispel a hallucinatory forest created by the spell of the same name.}}'}, + {name:'Divination',type:'prspelll4',ct:'100',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDispel Magic\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Divination,PRspellL4,1H,Divination]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p217}}SpellData=[w:,lv:4,sp:100,gp:50,cs:VSM,sph:Divination]{{effects=Garner a useful piece of advice concerning a specific goal, event, or activity that will occur within a one-week period. This can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. Unlike the augury spell, this gives a specific piece of advice.}}{{hide1=For example, if the question is "Will we do well if we venture to the third level?" and a terrible troll guarding 10,000 gp and a shield +1 lurks near the entrance to the level (the DM estimates the party could beat the troll after a hard fight), the divination response might be: "Ready oil and open flame light your way to wealth." In all cases, the DM controls what information is received and whether additional divinations will supply additional information. Note that if the information is not acted upon, the conditions probably change so that the information is no longer useful (in the example, the troll might move away and take the treasure with it).\nThe base chance for a correct divination is 60%, plus 1% for each experience level of the priest casting the spell. The DM makes adjustments to this base chance considering the actions being divined (if, for example, unusual precautions against the spell have been taken). If the dice roll is failed, the caster knows the spell failed, unless specific magic yielding false information is at work.}}{{materials=a sacrificial offering worth a minimum 50gp, incense, and the holy symbol of the priest. If an unusually important divination is attempted, sacrifice of particularly valuable gems, jewellery, or magical items may be required.}}'}, + {name:'Free-Action',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFree Action\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Abjuration,Enchantment}}{{sphere=Charm}}Specs=[Free-Action,PRspellL4,1H,Abjuration|Enchantment]{{components=V,S,M}}{{time=[[7]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]]turns}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p217}}{{Use=[Act Freely](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s the Hippie?|token_id}|Free-Action|[[10*@{selected|pr-casting-level}]]|-1|Acting Freely in air and under water - but how are you breathing?|Strong)}}SpellData=[w:,lv:4,sp:7,gp:0.01,cs:VSM,sph:Charm]{{effects=Move and attack normally for the duration of the spell, even under the influence of magic that impedes movement (such as web or slow spells) or while under water.}}{{hide1=It even negates or prevents the effects of paralysis and hold spells. Under water, the individual moves at normal (surface) speed and inflicts full damage, even with such cutting weapons as axes and swords and with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The free action spell does not, however, allow water breathing without further appropriate magic.}}{{materials=A leather thong costing 1cp, bound around the arm or similar appendage, which disintegrates when the spell expires}}'}, + {name:'Giant-Insect',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nGiant Insect\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Animal}}Specs=[Giant-Insect,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[20 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|40||magic)}}{{duration=Permanent}}{{aoe=1 to 6 insects}}{{save=None}}{{reference=PHB p217}}{{Use=The DM will need to alter the Character Sheets for these tokens, or replace them with the right ones... Some of them might be in the *Drag \\amp Drop* creature catalogue: select the token to change then *GM\'s Token Setup \\gt Choose Race/Class \\gt Creature* and select the creature you want it to become}}SpellData=[w:Giant-Insect,lv:4,sp:7,gp:0,cs:VSM,sph:Animal]{{effects=Turn one or more normal-sized insects into larger forms resembling the giant insects described in the Monstrous Manual. \nOnly one type of insect can be altered at one time (i.e., a single casting cannot affect both an ant and a fly) and all insects affected must be grown to the same size.}}{{hide1=The number of insects and the size to which they can be grown depends upon the priest\'s level:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Priest\'s\\amplt;br\\ampgt;Level\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Insect\\amplt;br\\ampgt;Hit Dice\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Maximum \\amplt;br\\ampgt;Total HD\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;15\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nFor example, an 8th-level priest can grow three insects to 3 Hit Dice, four insects to 2 Hit Dice, or nine insects to 1 Hit Die. Flying insects of 3 Hit Dice or more can carry a rider of human size (assume that such can carry 80 pounds per Hit Die).\nIf the casting is interrupted for any reason, or if the insects are currently subject to any other magical effect (including this one), the insects die and the spell is ruined. The DM decides how many normal insects of what type are available; this is often a greater limitation on the spell than the limits above.\nIf the insect created by this spell matches an existing monster description, use the monster description. Otherwise, unless the DM creates a special description, the giant form has an Armor Class of between 8 and 4, one attack, and inflicts 1d4 points of damage per Hit Die.\nFor example, a 14th-level priest uses the giant insect spell to enlarge one beetle (all that is available) to 6 HD size. The DM decides the beetle has AC 5 and bites once for 6d4 points of damage.\nNote that the spell works only on actual insects. Arachnids, crustaceans, and other types of small creatures are not affected. Any giant insects created by this spell do not attempt to harm the priest, but the priest\'s control of such creatures is limited to simple commands ("attack," "defend," "guard," and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex. Unless commanded to do otherwise, the giant insects attempt to attack whoever or whatever is near them.}}{{materials=Priest\'s holy symbol}}'}, + {name:'Hallucinatory-Forest',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nHallucinatory Forest\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Illusion/Phantasm}}{{sphere=Plant}}Specs=[Hallucinatory-Forest,PRspellL4,1H,Illusion-Phantasm]{{components=V,S}}{{time=[[7]]}}{{range=[[80]]yds}}{{duration=Permanent}}{{aoe=[[[40*@{selected|pr-casting-level}]]sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|240|||green)}}{{save=None}}{{reference=PHB p218}}SpellData=[w:Hallucinatory-Forest,lv:4,sp:7,gp:0,cs:VS,sph:Plant]{{effects=A hallucinatory forest comes into existence, which appears to be perfectly natural and is indistinguishable from a real forest.}}{{hide1=Priests attuned to the woodlands--as well as such creatures as centaurs, dryads, green dragons, nymphs, satyrs, and treants--recognize the forest for what it is. All other creatures believe it is there, and movement and order of march are affected accordingly. Touching the illusory growth neither affects the magic nor reveals its nature. The hallucinatory forest remains until it is magically dispelled by a reverse of the spell or a *dispel magic* spell. The area shape is either roughly rectangular or square, in general, and at least 40 feet deep, in whatever location the caster desires. The forest can be of less than maximum area if the caster wishes. One of its edges can appear up to 80 yards away from the caster.}}'}, + {name:'Hold-Plant',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nHold Plant\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Enchantment/Charm}}{{sphere=Plant}}Specs=[Hold-Plant,PRspellL4,1H,Enchantment-Charm]{{components=V,S}}{{time=[[7]]}}{{range=[[80]yds}}{{duration=[[@{selected|pr-casting-level}]]rounds}}{{aoe=[1d4](!\\amp#13;\\amp#47;r 1d4 plants can be held) plants in [up to 16sq.ft.](!rounds --aoe @{selected|token_id}|square|feet|240|||magic) of grass \\amp mould or [40ft.sq.](!rounds --aoe @{selected|token_id}|square|feet|240|40||magic) otherwise}}{{save=Negates}}{{reference=PHB p218}}{{Use=*If there are plant tokens* click [Hold Plant(s)](!rounds --target multi|@{selected|token_id}|Hold Plant|@{selected|pr-casting-level}|-1|Holding the plants back|padlock|svspe\\clon;\\lpar;v\\lpar;\\lpar;\\lpar;2\\amp#42;#\\rpar;-6\\rpar;;-1\\rpar;+f\\lpar;#/4\\rpar;\\rpar; ) then select 1 to 4 plants, and then press *add status changes* in the chat window which will prompt for saves that have the correct mod already applied}}SpellData=[w:,lv:4,sp:7,gp:0,cs:VS,sph:Plant]{{effects=Affects vegetable matter as follows: 1) it causes ambulatory vegetation to cease moving; 2) it prevents vegetable matter from entwining, grasping, closing, or growing; 3) it prevents vegetable matter from making any sound or movement that is not caused by wind. Targeting only 1 plant (4yds sq.) saves at -4 penalty, 2 plants at -2, 3 plants at -1, 4 plants have no penalty}}{{hide1=The spell effects apply to all forms of vegetation, including parasitic and fungoid types, and those magically animated or otherwise magically empowered. It affects such monsters as green slime, molds of any sort, shambling mounds, shriekers, treants, etc. The duration of a hold plant spell is one round per level of experience of the caster. It affects 1d4 plants in a 40-foot x 40-foot area, or a square 4 to 16 yards on a side of small ground growth such as grass or mold.}}'}, + {name:'Imbue-with-Spell-Ability',type:'prspelll4',ct:'100',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nImbue With Spell Ability\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Enchantment}}{{sphere=Charm}}Specs=[Imbue-with-Spell-Ability,PRspellL4,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[1]]turn}}{{range=Touch}}{{duration=Until used}}{{aoe=Person touched}}{{save=None}}{{reference=PHB p218}}{{Use=The DM can use their [Add-Items] function to add an empty *Writeable Scroll* to the Priest who can then *Use MI* to cast spells into it, then give it to the recipient using *Item Menu \\gt Store Items*. When desired, the recipient can then cast the spells frm the scroll which will be cast at the Priest\'s level}}SpellData=[w:,lv:4,sp:100,gp:50,cs:VSM,sph:Charm]{{effects=Transfer a limited number and selection of his currently memorized spells, and the ability to cast them, to another person, who is a non-spellcaster.}}{{hide1=The *imbue with spell ability* enchantment does not function for those belonging to spellcasting classes, for unintelligent monsters, nor for any individual with less than 1 full Hit Die. In addition, the person thus imbued must have a Wisdom score of 9 or higher. Only priest spells of an informational or defensive nature or a cure light wounds spell can be transferred. Transferring any other spell type negates the entire attempt, including any allowable spells that were chosen. Higher level persons can receive more than one spell at the priest\'s option:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Level of Recipient\\amplt;/th\\ampgt;\\amplt;th\\ampgt; Spells Imbued\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One 1st-level spell\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3 \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Two 1st-level spells\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5+ \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Two 1st- and one 2nd-level spells\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe transferred spell\'s variable characteristics (range, duration, area of effect, etc.) function according to the level of the priest originally imbuing the spell.\nA priest who casts imbue with spell ability upon another character loses the number of 1st- and 2nd-level spells he has imbued until the recipient uses the transferred spells or is slain. For example, a 7th-level priest with five 1st- and four 2nd-level spells imbues a 10th-level fighter with a cure light wounds spell and a slow poison spell. The cleric now can have only four 1st-level spells memorized until the cure is cast and only three 2nd-level spells until the slow poison is cast, or until the fighter is killed. In the meantime, the priest remains responsible to his ethos for the use to which the spell is put.}}{{materials=Tthe priest\'s holy symbol, plus some minor item from the recipient that is symbolic of his profession (a lockpick for a thief, etc.). This item, and any material component for the imbued spell, is consumed when the imbue with spell ability spell is cast.}}'}, + {name:'Lower-Water',type:'prspelll4',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nLower Water\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Elemental(Water)}}Specs=[Lower-Water,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[1]]turn}}{{range=[[120]]yds}}{{duration=[[@{selected|pr-casting-level}]]turns}}{{aoe=[Special](!rounds --aoe @{selected|token_id}|square|feet|360|||magic)}}{{save=None}}{{reference=PHB p218}}SpellData=[w:Lower-Water,lv:4,sp:100,gp:0,cs:VSM,sph:Elemental-Water]{{effects=Causes water or similar fluid in the area of effect to sink away to a minimum depth of 1 inch at 2 feet for every experience level of the priest.}}{{hide1=The depth can be lowered by up to 2 feet for every experience level of the priest. The water is lowered within a square area whose sides are 10 feet long per caster level. Thus, an 8th-level priest affects a volume up to 16 feet x 80 feet x 80 feet, a 9th-level caster affects a volume up to 18 feet x 90 feet x 90 feet, and so on. In extremely large and deep bodies of water, such as deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a *slow* spell: The creature moves at half speed and makes half its usual number of attacks each round. The spell has no effect on other creatures. It negates *raise water* and vice\nversa.}}{{materials=The priest\'s holy (or unholy) symbol and a pinch of dust.}}'}, + {name:'Neutralise-Poison',type:'innate-melee|prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nNeutralise Poison\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Healing}}Specs=[Neutralise-Poison,Innate-Melee|PRspellL4,1H,Necromancy]{{components=V,S}}ToHitData=[w:Neutralise Poison,r:5,sp:7,touch:1,msg:A successful hit neutralises current poison in an unwilling creature or device]{{time=[[7]]}}DmgData=[w:Neutralise Poison]{{range=Touch}}{{duration=Permanent}}{{aoe=Creature touched or [[@{selected|pr-casting-level}/2]] cu.ft. of substance}}{{save=None}}{{reference=PHB p219}}{{use=If using on an unwilling opponent, creature or a poisoned device, take the spell in-hand using the *change weapon* dialog and make a successful attack. This is not required for a willing target}}SpellData=[w:Neutralise-Poison,lv:4,sp:7,gp:0,cs:VS,sph:Healing]{{effects=Detoxifies any venom in creature or substance touched. To remove Poison from an unwilling creature (such as a poisonous snake) needs a \'to hit\' roll.}}{{hide1=This spell can prevent death in a poisoned creature if cast before death occurs. The effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch; thus, creatures (and objects) that generate new poison are not permanently detoxified.}}'}, + {name:'Plant-Door',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPlant Door\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Plant}}Specs=[Plant-Door,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=Touch to create a path 8ft high by [[[12*@{selected|pr-casting-level}]]ft x 4ft](!rounds --aoe @{selected|token_id}|bolt|feet|0|[[12*@{selected|pr-casting-level}]]|4|magic)}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p219}}SpellData=[w:Plant-Door,lv:4,sp:7,gp:0.01,cs:VSM,sph:Plant]{{effects=Opens a magical portal or passageway through trees, undergrowth, thickets, or any similar growth--even growth of a magical nature, or enter a solid tree trunk and remain hidden there until the spell ends. If the caster opts to [stay within an oak](!rounds --target caster|@{selected|token_id}|Plant-Door|[[90*@{selected|pr-casting-level}]]|-1|Hiding in an Oak tree|ninja-mask), the spell lasts nine turns per level of the caster; if [within an ash tree](!rounds --target caster|@{selected|token_id}|Plant-Door|[[30*@{selected|pr-casting-level}]]|-1|Hiding in an Oak tree|ninja-mask), it lasts three turns per level. [Otherwise](!rounds --target caster|@{selected|token_id}|Plant-Door|[[10*@{selected|pr-casting-level}]]|-1|Hiding in an Oak tree|tread), the duration of the spell is one turn per level.}}{{hide1=The plant door is open to the caster who cast the spell, casters of a higher level, or dryads; others must be shown the location of the door. The spell also enables the passage or hiding of any man-sized or smaller creature; hiding is subject to space considerations. If the tree is cut down or burned, those within must leave before the tree falls or is consumed, or else they are killed also. The path created by the spell is up to 4 feet wide, 8 feet high, and 12 feet long per level of experience of the caster. This spell does not function on plant-based monsters (shambling mounds, molds, slimes, treants, etc.).}}{{materials=A piece of charcoal and the caster\'s holy symbol costing 1cp.}}'}, + {name:'Poison',type:'innate-melee|prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPoison\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Necromancy (reversable)}}{{sphere=Healing}}Specs=[Poison,Innate-Melee|PRspellL4,1H,Necromancy]{{components=V,S}}ToHitData=[w:Poison,r:5,sp:7,touch:1,msg:A successful hit poisons the touched creature or device. A save vs. poison is needed to avoid death - if failed do damage]{{time=[[7]]}}DmgData=[w:Poison,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Who is being poisoned?¦token_id}¦Poison¦10¦-1¦Poisoned, counting down to Death|skull¦svpoi\\clon;+0]{{range=Touch}}{{duration=Permanent}}{{aoe=Creature touched or [[@{selected|pr-casting-level}/2]] cu.ft. of substance}}{{save=None}}{{reference=PHB p219 (reverse Neutralise Poison)}}{{use=Take the spell in-hand using the *change weapon* dialog and make a successful attack: if successful, do damage which will prompt for a saving throw to be made}}SpellData=[w:Poison,lv:4,sp:7,gp:0,cs:VS,sph:Healing]{{effects=Introduces venom in creature or substance touched. Requires an attack roll and subject gets a saving throw, if that fails subject is incapacitated and dies in [[1]] turn.}}'}, + {name:'Produce-Fire',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nProduce Fire\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Elemental(Fire)}}Specs=[Produce-Fire,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[40]]yds}}{{duration=[[1]]round}}{{aoe=[12sq.ft.](!rounds --aoe @{selected|token_id}|square|feet|120|12||fire)}}{{save=None}}{{reference=PHB p219}}SpellData=[w:,lv:4,sp:7,gp:0.1,cs:VSM,sph:Elemental-Fire]{{effects=Creates a common fire of up to 12 feet per side in area.}}{{hide1=Though it lasts only a single round (unless it ignites additional flammable material), the fire produced by the spell inflicts 1d4 points of damage plus 1 point per caster level (1d4 + 1/level) upon creatures within its area. It ignites combustible materials, such as cloth, oil, paper, parchment, wood, and the like, so as to cause continued burning.}}{{materials=A paste of sulfur and wax costing 10cp to produce, formed into a ball and thrown at the target.}}'}, + {name:'Protection-From-Good-10ft',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nProtection from Good, 10ft radius\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest (reversable)}}{{school=Abjuration}}{{sphere=Protection}}Specs=[Protection-from-Good-10ft,PRspellL4,1H,Abjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] turns}}{{aoe=[[10]]ft radius}}{{save=None}}{{Use=[Protect them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select who to Protect|token_id}|Prot-from-Good-10ft|[[10*@{selected|pr-casting-level}]]|-1|2 bonus vs good attk+save, block control, block attk by conjured+x-planar|white-tower)}}{{reference=PHB p219}}SpellData=[w:Protection-from-Good-10ft,lv:4,sp:7,gp:0,cs:VSM,sph:Protection]{{effects=Identical in all respects to that of a [*protection from good*](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Protection-From-Good) spell, except that it encompasses a much larger area and its duration is greater.}}{{hide1=The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal *protection from good* spell for that creature only.}}{{materials=A circle 20 feet in diameter using unholy water and smouldering dung (found for free), according to the protection from good spell}}'}, + {name:'Protection-from-Evil-10ft',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nProtection from Evil, 10ft radius\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest (reversable)}}{{school=Abjuration}}{{sphere=Protection}}Specs=[Protection-from-Evil-10ft,PRspellL4,1H,Abjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] turns}}{{aoe=[[10]] ft radius}}{{save=None}}{{reference=PHB p219}}{{Use=[Protect them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select who to Protect|token_id}|Prot-from-Evil-10ft|[[10*@{selected|pr-casting-level}]]|-1|2 bonus vs evil attk+save, block control, block attk by conjured+x-planar|white-tower)}}SpellData=[w:Protection-from-Evil-10ft,lv:4,sp:7,gp:0.5,cs:VSM,sph:Protection]{{effects=The globe of protection of this spell is identical in all respects to that of a [*protection from evil*](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Protection-From-Evil) spell, except that it encompasses a much larger area and its duration is greater. Effect moves with the creature touched.}}{{hide1=The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.}}{{materials=Trace a circle 20 feet in diameter using 5sp-worth of holy water and incense, according to the *protection from evil* spell.}}'}, + {name:'Protection-from-Lightning',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nProtection from Lightning\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Abjuration}}{{sphere=Protection,Weather)}}Specs=[Protection-from-Lightning,PRspellL4,1H,Abjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=Touch}}{{duration=Special}}{{aoe=[[1]] creature}}{{save=None}}{{reference=PHB p219}}SpellData=[w:Protection-from-Lightning,lv:4,sp:7,gp:0,cs:VSM,sph:Protection|Weather]{{effects=Depends on who it is cast upon.\n**If cast upon the [Caster](!rounds --target caster|@{selected|token_id}|Prot-caster-vs-Lightning|[[10*@{selected|pr-casting-level}]]|-1|Immune to electrical dmg. Absorbs [[10*@{selected|pr-casting-level}]] HP electrical dmg|white-tower)**, confers complete invulnerability to electrical attack until has absorbed [[10*@{selected|pr-casting-level}]] HP of electrical damage.\n**If cast upon [Another creature](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to Protect|token_id}|Prot-vs-Lightning|[[10*@{selected|pr-casting-level}]]|-1|+[[4]] on saves vs electrical dmg + dmg is halved|white-tower)**, gives a save bonus of +4 vs. electrical attacks, and reduces damage by 50%.}}{{materials=Caster\'s holy symbol.}}'}, + {name:'Quench-Fire',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nQuench Fire\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration (reversable)}}{{sphere=Elemental(Fire)}}Specs=[Quench-Fire,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[40]]yds}}{{duration=[[1]]round}}{{aoe=[12sq.ft.](!rounds --aoe @{selected|token_id}|square|feet|120|12||cold)}}{{save=None}}{{reference=PHB p219 (reverse of *Produce Fire*)}}SpellData=[w:Quench-Fire,lv:4,sp:7,gp:0.1,cs:VSM,sph:Elemental-Fire]{{effects=*Quench fire* extinguishes any normal fire (coals, oil, tallow, wax, wood, etc.) within the area of effect.}}{{materials=A paste of sulphur and wax costing 1sp to prepare, formed into a ball and thrown at the target.}}'}, + {name:'Raise-Water',type:'prspelll4',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nRaise Water\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration (reversable)}}{{sphere=Elemental(Water)}}Specs=[Raise-Water,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[1]]turn}}{{range=[[120]]yds}}{{duration=[[@{selected|pr-casting-level}]]turns}}{{aoe=Special}}{{save=None}}{{reference=PHB p218 (reverse of *Lower Water*)}}SpellData=[w:Raise-Water,lv:4,sp:100,gp:0,cs:VSM,sph:Elemental-Water]{{effects=*Raise Water* causes water or similar fluids to return to their highest natural level: spring flood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep away bridges at the DM\'s option. It negates lower water and vice versa.}}{{materials=The priest\'s holy (or unholy) symbol and a pinch of dust.}}'}, + {name:'Reflecting-Pool',type:'prspelll4',ct:'1200',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nReflecting Pool\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Reflecting-Pool,PRspellL4,1H,Divination]{{components=V,S,M}}{{time=[[2]] hours}}{{range=[[10]] yds}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p219}}SpellData=[w:,lv:4,sp:1200,gp:1,cs:VSM,sph:Divination]{{effects=Cause a pool of normal water found in a natural setting to act as a scrying device.}}{{hide1=The pool can be of no greater diameter than 2 feet per level of the caster. The effect is to create a scrying device similar to a crystal ball. The scrying can extend only to the Ethereal Plane and the Inner Planes (which includes the paraelemental planes, the Demiplane of Shadow, etc.). General notes on scrying, detection by the subject, and penalties for attempting to scry beyond the caster\'s own plane are given in the DMG, as well as a description of the crystal ball item.\nThe following spells can be cast through a reflecting pool, with a 5% per level chance for operating correctly: *detect magic, detect snares and pits,* and *detect poison*. Each\nadditional detection attempt requires a round of concentration, regardless of success. Infravision, if available, operates normally through the reflecting pool. \nThe image is nearly always hazy enough to prevent the reading of script of any type.\nAt the DM\'s option, the casting of this spell may be limited to once per day.}}{{materials=oil extracted from such nuts as the hickory and the walnut, costing 1gp to refine, and dropped in three measures upon the surface of the pool. (A measure need be no more than a single ounce of oil.)}}'}, + {name:'Repel-Insects',type:'prspelll4',ct:'10',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nRepel Insects\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Abjuration,Alteration}}{{sphere=Animal,Protection}}Specs=[Repel-Insects,PRspellL4,1H,Abjuration|Alteration]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[0]]}}{{duration=[[@{selected|pr-casting-level}]] turns}}{{aoe=[[10]]ft radius}}{{save=None}}{{reference=PHB p220}}{{Use=[Apply Repellant](!rounds --target caster|@{selected|token_id}|Repel-Insects|[[10*@{selected|pr-casting-level}]]|-1|Repels all natural insects+others\\lt[[floor(@{selected|pr-casting-level}/3)]]HD. Others save to pass with 1d6 dmg|white-tower)}}SpellData=[w:Repel-Insects,lv:4,sp:10,gp:0.01,cs:VSM,sph:Protection|Animal]{{effects=Creates an invisible barrier to all sorts of insects, and normal insects do not approach within 10 feet of the caster while the spell is in effect: giant insects with less than [[floor(@{selected|pr-casting-level}/3)]] Hit Dice are also repelled but insects with more Hit Dice can enter the protected area if the insect is especially aggressive and saves vs. spell - if save, can pass but take [1d6](!\\amp#13;\\amp#47;r 1d6) damage.\nNote that the spell does not in any way affect arachnids, myriapods, and similar creatures - it affects only true insects.}}{{materials=any one of the following, each costing just 1cp: several crushed marigold flowers, a whole crushed leek, seven crushed stinging nettle leaves, or a small lump of resin from a camphor tree.}}'}, + {name:'Reverse-Tongues',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nReverse Tongues\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Divination}}Specs=[Reverse Tongues,PRspellL4,1H,Alteration]{{components=V,S}}{{time=[[7]]}}{{range=[[0]]}}{{duration=[[1]] turn}}{{aoe=[Hearing range - 60ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|120||magic|true)}}{{save=None}}{{Use=[Speak in Tongues](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Speak Gobbledegook|token_id}|PR-Reverse-Tongues|10|-1|Do not understand - reverse Tongues|Edge-crack)}}{{reference=PHB p220 (reverse of *Tongues*)}}SpellData=[w:Tongues,lv:4,sp:7,gp:0,cs:VS,sph:Divination]{{effects=This spell cancels the effect of the *tongues* spell or confuses verbal communication of any sort within the area of effect.}}'}, + {name:'Shrink-Insect',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nShrink Insect\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Animal}}Specs=[Shrink-Insect,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[20 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|40||yellow|true)}}{{duration=Permanent}}{{aoe=1 to 6 insects}}{{save=None}}{{reference=PHB p217 (reverse of *Giant Insect*)}}SpellData=[w:Shrink-Insect,lv:4,sp:7,gp:0,cs:VSM,sph:Animal]{{effects=Reduces any giant insect to normal insect size. The number of Hit Dice affected by the priest is subtracted from the number of Hit Dice of the insects, and any insect reduced to 0 Hit Dice has been shrunk. Partial shrinking is ignored; an insect is either shrunk or unaffected. Thus, a 9th-level priest attacked by giant ants could shrink three warrior ants or four worker ants to normal insect size with no saving throw. This spell has no effect on intelligent insectlike creatures.}}{{materials=Priest\'s holy symbol.}}'}, + {name:'Snakes-to-Sticks',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSnakes to Sticks\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Animal}}Specs=[Snakes-to-Sticks,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[30]]yds}}{{duration=[[2*@{selected|pr-casting-level}]]rounds}}{{aoe=[1d4](!\\amp#13;\\amp#47;r 1d4) + [[@{selected|pr-casting-level}]] snakes in a [10ft. cube](!rounds --aoe @{selected|token_id}|square|feet|90|10||acid)}}{{save=None}}{{reference=PHB p220 (reverse of *Sticks to Snakes*)}}SpellData=[w:Snakes-to-Sticks,lv:4,sp:7,gp:0.5,cs:VSM,sph:Animal]{{effects=This spell changes normal-sized snakes to sticks, or it negates the *sticks to snakes* spell according to the level of the priest countering the spell.}}{{materials=A small piece of bark and several snake scales, costing 5sp.}}'}, + {name:'Speak-With-Plants',type:'prspelll4',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSpeak With Plants\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Plant}}Specs=[Speak-with-Plants,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[1]]turn}}{{range=[[0]]}}{{duration=[[@{selected|pr-casting-level}]]rounds}}{{aoe=[30ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60||magic|true)}}{{save=None}}{{reference=PHB p220}}SpellData=[w:Speak-with-Plants,lv:4,sp:100,gp:0,cs:VSM,sph:Plant]{{effects=Converse, in very rudimentary terms, with all sorts of living vegetables (including fungi, molds, and plantlike monsters, such as shambling mounds) and to exercise limited control over normal plants (i.e., not monsters or plantlike creatures).}}{{hide1=Thus, the caster can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and command similar services. The spell does not enable plants to uproot themselves and move about, but any movements within the plants\' normal capabilities are possible. Creatures entangled by the 1st-level spell of that name can be released. The power of the spell lasts for one round for each experience level of the casting priest. All vegetation within the area of effect is affected by the spell.}}{{materials=A drop of water, a pinch of dung, and a flame (all free).}}'}, + {name:'Spell-Immunity',type:'prspelll4',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSpell Immunity\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Abjuration}}{{sphere=Protection}}Specs=[Spell-Immunity,PRspellL4,1H,Abjuration]{{components=V,S,M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[[@{selected|pr-casting-level}]] turns](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is immune?|token_id}|Spell-Immunity|[[10*@{selected|pr-casting-level}]]|-1|Immune from \\amp#63;{Immunity from which spell?}|Interdiction)}}{{aoe=[[1]] creature}}{{save=None}}{{reference=PHB p220}}SpellData=[w:Spell-Immunity,lv:4,sp:10,gp:0,cs:VSM,sph:Protection]{{effects=Renders a creature touched immune to the effects of a specified spell of 4th level or lower.}}{{hide1=It protects against spells, spell-like effects of magical items, and innate spell-like abilities of creatures. It does not protect against breath weapons or gaze attacks of any type.\nThe spell has several additional limitations. First, the caster must have directly experienced the effect of the specified spell. For example, if the caster has been attacked by a fireball spell at some time, he can use the spell immunity spell to provide protection from a fireball. Second, the spell cannot affect a creature already magically protected by a potion, protective spell, ring, or other device. Third, only a particular spell can be protected against, not a certain sphere of spells or a group of spells that are similar in effect; thus, a creature given immunity to the lightning bolt spell is still vulnerable to a shocking grasp spell.}}{{materials=the same as that for the spell to be protected against.}}'}, + {name:'Sticks-to-Snakes',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSticks to Snakes\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Plant}}Specs=[Sticks-to-Snakes,PRspellL4,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[30]]yds}}{{duration=[[[2*@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Sticks-to-Snakes|[[2*@{selected|pr-casting-level}]]|-1|Sticks have become snakes \\amp attack as you comand!|all-for-one)}}{{aoe=[1d4](!\\amp#13;\\amp#47;r 1d4) + [[@{selected|pr-casting-level}]] sticks in a [10ft. cube](!rounds --aoe @{selected|token_id}|square|feet|90|10||magic)}}{{save=None}}{{reference=PHB p220}}SpellData=[w:Sticks-to-Snakes,lv:4,sp:7,gp:0.5,cs:VSM,sph:Plant]{{effects=Change 1d4 sticks, plus one stick per experience level, into snakes which attack as commanded by the priest. Typical snakes have 2HD, AC 6, move of 9, and either constricts for 1d4+1HP per round or bites for 1HP plus poison (if any - venomous chance is 5% per caster level, if the spellcaster desires).}}{{hide1=Such a stick cannot be larger than a staff. Sticks held by creatures are allowed a saving throw equal to that of the possessor (i.e., a spear held by an orc must roll the orc\'s saving throw vs. polymorph). Magical items, such as staves and enchanted spears, are not affected by the spell. Only sticks within the area of effect are changed.\nThe type of snake created varies. An 11th-level priest has a maximum 55% chance that any snake created by the spell is poisonous. The spell lasts for two rounds for each experience level of the spellcaster.}}{{materials=A small piece of bark and several snake scales, costing 5sp.}}'}, + {name:'Tongues',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTongues\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest}}{{school=Alteration}}{{sphere=Divination}}Specs=[Tongues,PRspellL4,1H,Alteration]{{components=V,S}}{{time=[[7]]}}{{range=[[0]]}}{{duration=[[1]] turn}}{{aoe=The caster}}{{save=None}}{{reference=PHB p220}}{{Use=[Universal Translator](!rounds --target caster|@{selected|token_id}|PR-Tongues-Translate|10|-1|Speaks your language|flying-flag)}}SpellData=[w:Tongues,lv:4,sp:7,gp:0,cs:VS,sph:Divination]{{effects=Speak and understand additional specified languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures.}}{{hide1=When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The priest can speak one additional tongue for every three levels of experience.}}'}, + {name:'Undetectable-Lie',type:'prspelll4',ct:'7',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nUndetectable Lie\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 4 Priest (reversable)}}{{school=Divination}}{{sphere=Divination}}Specs=[Undetectable-Lie,PRspellL4,1H,Divination]{{components=V,S,M}}{{time=[[7]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[[1]] creature}}{{save=None}}{{reference=PHB p217}}{{Use=[Make very believable](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who wants to be believable?|token_id}|Undetectable-Lie|1440|-1|Lies very convincingly|aura)}}SpellData=[w:Undetectable Lie,lv:4,sp:7,gp:0.1,cs:VSM,sph:Divination]{{effects=Prevents the magical detection of lies spoken by the creature for 24 hours. However, does not prevent normal determination of a lie by other means}}{{materials=1sp worth of brass dust}}'}, + ]}, + PR_Spells_DB_L5:{bio:'
Priest Spell Database
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 5 Priest Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 13/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see PR-Spells-DB-L1', + controlledby:'all', + root:'PR-Spells-DB', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Air-Walk',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAir Walk\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Alteration}}{{sphere=Elemental (Air)}}Specs=[Air Walk,PRspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[8]]}}{{range=Touch}}{{duration=[[6+@{selected|pr-casting-level}]] turns}}{{aoe=[[1]] creature}}{{save=None}}{{Use=[Step lightly on air](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who wants to be walking in the air?|token_id}|Air-Walk|[[60+(10*@{selected|pr-casting-level})]]|-1|You\'re walking through the air!|fluffy-wing)}}{{reference=PHB p221}}SpellData=[w:Air Walk,lv:5,sp:8,gp:0.01,cs:VSM,sph:Elemental-Air]{{effects=Enables a creature, which can be as big as the largest giant, to tread upon air as if it were walking on solid ground.}}{{hide1=Moving upward is similar to walking up a hill. A maximum upward angle of 45 degrees is possible at one-half the creature\'s movement rate, as is a maximum downward angle of 45 degrees at the normal movement rate. An air-walking creature is in control of its movement, except when a strong wind is blowing. In this case, the creature gains or loses 10 feet of movement for every 10 miles per hour of wind velocity. The creature can, at the DM\'s option, be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control of movement or suffering physical damage.\nThe spell can be placed upon a trained mount, so it can be ridden through the air. Of course, a mount not accustomed to such movement would certainly need careful and lengthy training, the details for which are up to the DM.}}{{materials=The priest\'s holy symbol and a bit of thistledown at a cost of 1cp}}'}, + {name:'Animal-Growth',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnimal Growth\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest (Reversable)}}{{school=Alteration}}{{sphere=Animal}}Specs=[Animal Growth,PRspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[8]]}}{{range=[[80]] yards}}{{duration=[[2*@{selected|pr-casting-level}]] rounds}}{{aoe=Up to [[8]] creatures in a [20ft. square](!rounds --aoe @{selected|token_id}|square|feet|240|20||magic)}}{{save=None}}{{reference=PHB p221}}{{Use=[Grow](!rounds --target multi|@{selected|token_id}|Animal-Growth|[[2*@{selected|pr-casting-level}]]|-1|Wow! So big - HDx2, HPx2, dmg x 2|strong), then the DM should manually double the values on the character sheets}}SpellData=[w:Animal Growth,lv:5,sp:8,gp:0.01,cs:VSM,sph:Animal]{{effects=Causes up to eight animals within a 20-foot square area to grow to twice their normal size, doubling Hit Dice (with resultant improvement in attack potential), hit points (except hit points added to Hit Dice), and damage in combat. Movement and AC are not affected. The spell lasts for two rounds for each level of the caster. The spell is particularly useful in conjunction with a charm person or mammal spell.}}{{materials=The priest\'s holy symbol and a scrap of food, cost 1cp}}'}, + {name:'Animal-Summoning-II',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnimal Summoning II\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Conjuration,Summoning}}{{sphere=Animal,Summoning}}Specs=[Animal-Summoning-II,PRspellL5,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[8]]}}{{range=[[[60*@{selected|pr-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[120*@{selected|pr-casting-level}]]||magic|true)}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p221}}SpellData=[w:Animal-Summoning-II,lv:5,sp:8,gp:0,cs:VS,sph:Animal|Summoning]{{effects=Calls up to six animals of 8 Hit Dice or less, or 12 animals of 4 Hit Dice or less--of whatever sort the caster names.}}{{hide1=Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. For example, suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the caster calls for wild horses. The DM determines the chance of a summoned animal type being within range of the spell. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be effected by this spell (no chimerae, dragons, gorgons, manticores, etc.).}}'}, + {name:'Anti-Plant-Shell',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnti-Plant Shell\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Abjuration}}{{sphere=Plant, Protection}}Specs=[Anti-Plant Shell,PRspellL5,1H,Abjuration]{{components=V,S}}{{time=[[8]]}}{{range=[[0]]}}{{duration=[[[@{selected|pr-casting-level}]] turns](!rounds --target caster|@{selected|token_id}|Anti-plant-shell|[[10*@{selected|pr-casting-level}]]|-1|Protected from plant attack|white-tower)}}{{aoe=15ft Diameter}}{{save=None}}{{reference=PHB p221}}SpellData=[w:Anti-Plant Shell,lv:5,sp:8,gp:0,cs:VS,sph:Plant|Protection]{{effects=Creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacking plants or vegetable creatures such as shambling mounds or treants. Any attempt to force the barrier against such creatures shatters the barrier immediately.}}'}, + {name:'Atonement',type:'prspelll5',ct:'100',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAtonement\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Abjuration}}{{sphere=All}}Specs=[Atonement,PRspellL5,1H,Abjuration]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Touch}}{{duration=Permanent}}{{aoe=1 person}}{{save=None}}{{reference=PHB p221}}SpellData=[w:Atonement,lv:5,sp:100,gp:1000,cs:VSM,sph:All]{{effects=Remove the burden of unwilling or unknown deeds from the person who is the subject of the atonement. The spell removes the effects of magical alignment changes as well.}}{{hide1=The person seeking the atonement spell must either be truly repentant or not have been in command of his own will when the acts to be atoned for were committed. The DM will judge this spell in this regard, noting any past instances of its use upon the person. Deliberate misdeeds and acts of knowing and willful nature cannot be atoned for with this spell (see the quest spell). A character who refuses to accept an atonement is automatically considered to have committed a willful misdeed.}}{{materials=The priest\'s religious symbol, prayer beads or wheel or book, and burning incense, and a donation of 1,000gp to the temple}}'}, + {name:'Cause-Critical-Wounds',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCause Critical Wounds\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Healing}}Specs=[Cause-Critical-Wounds,PRspellL5,1H,Necromancy]{{components=V,S}}ToHitData=[w:Cause Critical Wounds,sp:8,r:5,ty:SPB,touch:1]{{time=[[8]]}}DmgData=[w:Cause Critical Wounds,sb:0,SM:3+3d8,L:3+3d8]{{range=Touch Attack}}{{duration=Permanent}}{{aoe=Creature Touched}}{{save=None}}{{reference=PHB p222}}{{damage=[3d8+3](!\\amp#13;\\amp#47;r 3d8+3) HP,\nor [3d8+10](!\\amp#13;\\amp#47;r 3d8+10) for a Priest of Death}}{{Use=Take the spell in-hand as a weapon and attack with it.}}SpellData=[w:Cause-Critical-Wounds,lv:5,sp:8,gp:0,cs:VS,sph:Healing]{{effects=Cannot damage non-corporeal or nonliving or extraplanar creatures. Caused wounds heal via the same methods as do wounds of other sorts.}}'}, + {name:'Commune',type:'prspelll5',ct:'100',charge:'uncharged',cost:'0.07',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCommune\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Commune,PRspellL5,1H,Divination]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[@{selected|pr-casting-level}]] questions}}{{aoe=Special}}{{save=None}}{{reference=PHB p222}}SpellData=[w:Commune,lv:5,sp:100,gp:0.07,cs:VSM,sph:Divination]{{effects=The priest is able to contact his deity - or agents thereof - and request information in the form of questions that can be answered by a simple "yes" or "no."}}{{hide1=The priest is allowed one such question for every experience level he has attained. The answers given are correct within the limits of the entity\'s knowledge. "I don\'t know" is a legitimate answer, as powerful outer planar beings ar not necessarily omniscient. Optionally, the DM may give a single short answer of five words or less. The spell will, at best, provide information to aid character decisions. Entities communed with structure their answers to further their own purposes. It is probable that the DM will limit the use of commune spells to one per adventure, one per week, or even one per month, for the greater powers dislike frequent interruptions. Likewise, if the caster lags, discusses the answers, or goes off to do anything else, the spell immediately ends.}}{{materials=The priest\'s religious symbol, holy (unholy) water, and incense worth 7cp}}'}, + {name:'Commune-With-Nature',type:'prspelll5',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCommune With Nature\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Divination}}{{sphere=Divination, Elemental}}Specs=[Commune With Nature,PRspellL5,1H,Divination]{{components=V,S}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[@{selected|pr-casting-level}]] facts become known}}{{aoe=Special}}{{save=None}}{{reference=PHB p222}}SpellData=[w:Commune With Nature,lv:5,sp:100,gp:0,cs:VS,sph:Divination|Elemental]{{effects=Become one with nature, thus being empowered with knowledge of the surrounding territory.}}{{hide1=For each level of experience of the caster, he can "know" one fact--ahead, left, or right, about the following subjects: the ground, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, etc. The presence of powerful unnatural creatures also can be detected, as can the general state of the natural setting. The spell is most effective in outdoor settings, operating in a radius of one-half mile for each level of the caster. In natural underground settings--caves, cavern, etc.--the range is limited to 10 yards per caster level. In constructed settings (dungeons and towns), the spell will not function. The DM may limit the casting of this spell to once per month.}}'}, + {name:'Control-Winds',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nControl Winds\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Alteration}}{{sphere=Weather}}Specs=[Control Winds,PRspellL5,1H,Alteration]{{components=V,S}}{{time=[[8]]}}{{range=[[0]]}}{{duration=[@{selected|pr-casting-level} turns](!rounds --target caster|@{selected|token_id}|Control-Winds|[[10*@{selected|pr-casting-level}]]|-1|Able to control winds|lightning-helix)}}{{aoe=[[[40*@{selected|pr-casting-level}]]ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|[[80*@{selected|pr-casting-level}]]||lightning|true)}}{{save=None}}{{reference=PHB p222}}SpellData=[w:Control Winds,lv:5,sp:8,gp:0,cs:VS,sph:Weather]{{effects=Alter wind force in the area of effect. The caster can increase or decrease wind force by [[floor(@{selected|pr-casting-level}/3)]] levels of strength. Wind strengths are as follows:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Wind Force\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Miles Per Hour\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Light Breeze\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2-7\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Moderate Breeze\\amplt;/td\\ampgt;\\amplt;td\\ampgt;8-18\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Strong Breeze\\amplt;/td\\ampgt;\\amplt;td\\ampgt;19-31\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Gale\\amplt;/td\\ampgt;\\amplt;td\\ampgt;32-54\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Storm\\amplt;/td\\ampgt;\\amplt;td\\ampgt;55-72\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Hurricane\\amplt;/td\\ampgt;\\amplt;td\\ampgt;73-176\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{hide1=Winds in excess of 19 miles per hour drive small flying creatures - those eagle-sized and under - from the skies, severely affect missile accuracy, and make sailing difficult. Winds in excess of 32 miles per hour drive even man-sized flying creatures from the skies and cause minor ship damage. Winds in excess of 55 miles per hour drive all flying creatures from the skies, uproot small trees, knock down wooden structures, tear off roofs, and endanger ships. Winds in excess of 73 miles per hour are of hurricane force.\nAn "eye" of 40-foot radius, in which the wind is calm, exists around the caster. Note that while the spell can be used underground, if the spell is cast in an area smaller than the area of effect, the eye shrinks 1 foot for every foot of confinement. For example, if the area of effect is a 360-foot area, the eye shrinks by 10 feet to a 30-foot radius; a space under 320 feet in a radius would eliminate the eye and subject the spellcaster to the effects of the wind. Once the spell is cast, the wind force increases or decreases by 3 miles per hour per round until the maximum or minimum speed is attained. The caster, with one round of complete concentration, can stabilize the wind at its current strength, or set it to increase or decrease. However, the rate of the change cannot be altered. The spell remains in force for one turn for each level of experience of the caster. When the spell is exhausted, the force of the wind wanes or waxes at the same rate, until it reaches the level it was at before the spell took effect. Another caster can use a *control winds* spell to counter the effects of a like spell up to the limits of his own ability.}}'}, + {name:'Cure-Critical-Wounds',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCure Critical Wounds\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Healing}}Specs=[Cure-Critical-Wounds,PRspellL5,1H,Necromancy]{{components=V,S}}{{time=[[8]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=Creature Touched}}{{save=None}}{{healing=[3d8+3](!\\amp#13;\\amp#47;r 3d8+3) HP,\nor [3d8+10](!\\amp#13;\\amp#47;r 3d8+10) for a Priest of Life}}{{reference=PHB p222}}SpellData=[w:Cure-Critical-Wounds,lv:5,sp:8,gp:0,cs:VS,sph:Healing]{{effects=Cannot cure non-corporeal or nonliving or extraplanar creatures. Can restore someone between [[0-1]] and [[0-10]] to [[0]]HP.}}'}, + {name:'Dispel-Evil',type:'innate-melee|prspelll5',ct:'8',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDispel Evil\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Abjuration (Reversable)}}{{sphere=Protection, Summoning}}Specs=[Dispel Evil,Innate-Melee|PRspellL5,1H,Abjuration]{{components=V,S,M}}ToHitData=[w:Dispel Evil,sp:8,r:5,msg:The spell ends when the duration expires or a successful attack dispels an evil creature]{{time=[[8]]}}DmgData=[w:Dispel Evil,touch:1,cmd:!rounds ~~removetargetstatus `{selected¦token_id}¦Dispel-Evil,msg:The spell ends when the duration expires or a successful attack dispels an evil creature]{{range=Touch attack}}SpellData=[w:Dispel Evil,lv:5,sp:8,gp:0.01,cs:VSM,sph:Protection|Summoning]{{duration=[[@{selected|pr-casting-level}]] rounds}}WeapData=[w:Dispel Evil,on:!rounds ~~target caster¦`{selected¦token_id}¦Dispel-Evil¦`{selected¦casting-level}¦-1¦Able to Dispel Evil and evil attks get -7 penalty¦lightning-helix]{{aoe=Dispel 1 creature}}{{reference=PHB p222}}{{save=None}}{{use=Taking the spell in-hand as a weapon will automatically start its duration. Attack with the spell and a successful hit will automatically end the spell}}{{effects=Causes a summoned creature of evil nature, an evil creature from another plane, or a creature summoned by an evil caster, to return to its own plane or place when the caster successfully strikes it in melee combat. While the spell is in effect, all creatures that could be affected by it fight with a -7 penalty to their attack rolls when engaging the spellcaster.}}{{hide1=Examples of such creatures are aerial servants, djinn, efreet, elementals, and invisible stalkers. An evil enchantment (such as a *charm* spell cast by an evil creature) that is subject to a normal *dispel magic* spell can be automatically dispelled by the *dispel evil* spell.}}{{materials=The priest\'s religious object and holy water costing 1cp}}'}, + {name:'Dispel-Good',type:'innate-melee|prspelll5',ct:'8',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDispel Good\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Abjuration (Reversable)}}{{sphere=Protection, Summoning}}Specs=[Dispel Good,Innate-Melee|PRspellL5,1H,Abjuration]{{components=V,S,M}}ToHitData=[w:Dispel Good,sp:8,r:5,msg:The spell ends when the duration expires or a successful attack dispels a good creature]{{time=[[8]]}}DmgData=[w:Dispel Good,touch:1,cmd:!rounds ~~removetargetstatus `{selected¦token_id}¦Dispel-Good,msg:The spell ends when the duration expires or a successful attack dispels a good creature]{{range=Touch attack}}SpellData=[w:Dispel Good,lv:5,sp:8,gp:0.01,cs:VSM,sph:Protection|Summoning]{{duration=[[@{selected|pr-casting-level}]] rounds}}}}WeapData=[w:Dispel Good,on:!rounds ~~target caster¦`{selected¦token_id}¦Dispel-Good¦`{selected¦casting-level}¦-1¦Able to Dispel Good and good attks get -7 penalty¦lightning-helix]{{aoe=Dispel 1 creature}}{{reference=PHB p222}}{{save=None}}{{use=Taking the spell in-hand as a weapon will automatically start its duration. Attack with the spell and a successful hit will automatically end the spell}}{{effects=Causes a summoned creature of good nature, a good creature from another plane, or a creature summoned by a good caster, to return to its own plane or place when the caster successfully strikes it in melee combat. While the spell is in effect, all creatures that could be affected by it fight with a -7 penalty to their attack rolls when engaging the spellcaster.}}{{hide1=A good enchantment (such as a *charm* spell cast by a good creature) that is subject to a normal *dispel magic* spell can be automatically dispelled by the *dispel good* spell.}}{{materials=The priest\'s religious object and unholy water costing 1cp}}'}, + {name:'False-Seeing',type:'prspelll5',ct:'8',charge:'uncharged',cost:'300',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFalse Seeing\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Divination (Reversable)}}{{sphere=Divination}}Specs=[False Seeing,PRspellL5,1H,Divination]{{components=V,S,M}}{{time=[[8]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[1 creature](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who will see falsely?|token_id}|False-Seeing|@{selected|pr-casting-level}|-1|Can you believe your eyes?|bleeding-eye)}}{{save=None}}{{reference=PHB p225}}SpellData=[w:False Seeing,lv:5,sp:8,gp:300,cs:VSM,sph:Divination]{{effects=Causes the person to see things as they are not: rich is poor, rough is smooth, beautiful is ugly. The victim must be fooled, charmed or otherwise persuaded to use the ointment}}{{materials=An ointment for the eyes that is made from oil, poppy dust, and pink orchid essence and costs no less than 300 gp per use \\amp 1d6 months to make (see [Potions](!magic --display-ability @{selected|token_id}|MI-DB|Ointment-of-False-Seeing))}}'}, + {name:'Flame-Strike',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0.03',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFlame Strike\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Evocation}}{{sphere=Combat}}Specs=[Flame Strike,PRspellL5,1H,Evocation]{{components=V,S,M}}{{time=[[8]]}}{{range=[[60]] yards}}{{duration=Instantaneous}}{{aoe=[5ft radius x 30ft column](!rounds --aoe @{selected|token_id}|circle|feet|180|10||fire)}}{{save=Halves}}{{reference=PHB p223}}{{damage=[6d8](!\\amp#13;\\amp#47;gmroll 6d8)hp}}SpellData=[w:Flame Strike,lv:5,sp:8,gp:0.03,cs:VSM,sph:Combat]{{effects=A vertical column of fire roars downward in the location called for by the caster. Any creatures within the area of effect sustain 6d8 points of damage, save to halve}}{{materials=A pinch of sulphur costing 3cp}}'}, + {name:'Insect-Plague',type:'prspelll5',ct:'100',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nInsect Plague\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Conjuration-Summoning}}{{sphere=Combat}}Specs=[Insect Plague,PRspellL5,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[120]] yards}}{{duration=[[[2*@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Insect-Plague|[[2*@{selected|pr-casting-level}]]|-1|A plague of Insects is attacking at your command|chemical-bolt)}}{{aoe=[180ft x 60ft cloud](!rounds --aoe @{selected|token_id}|rectangle|yards|120|60|20|acid)}}{{save=None}}{{reference=PHB p223}}SpellData=[w:Insect Plague,lv:5,sp:100,gp:0.01,cs:VSM,sph:Combat]{{effects=A horde of creeping, hopping, and flying insects gather and swarm in a thick cloud which obscures vision, limiting it to 10 feet, prevents spellcasting, and inflicts 1 point of damage per round in the insect plague, regardless of Armor Class; with 2 or fewer HD automatically flee more than 240 yards away from the insects; fewer than 5 HD check morale; if fail run as described above.}}{{hide1=Invisibility is no protection. Heavy smoke drives off insects within its bounds. Fire also drives insects away. For example, a wall of fire in a ring shape keeps a subsequently cast *insect plague* outside its confines, but a *fireball* spell simply clears insects from its blast area for one round. A single torch is ineffective against this vast horde of insects. Lightning, cold, or ice are likewise ineffective, while a strong wind that covers the entire plague area disperses the insects and ends the spell. The plague lasts two rounds for each level of the caster, and thereafter the insects disperse. The insects swarm in an area that centers around a summoning point determined by the spellcaster. The point can be up to 120 yards away from the priest. The insect plague does not move thereafter for as long as it lasts. Note that the spell can be countered by a *dispel magic* spell.}}{{materials=A few granules of sugar, some kernels of grain, and a smear of fat, costing 1cp in total}}'}, + {name:'Magic-Font',type:'prspelll5',ct:'600',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nMagic Font\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Divination}}{{sphere=Divination}}Specs=[Magic Font,PRspellL5,1H,Divination]{{components=V,S,M}}{{time=[[1]] hour}}{{range=Touch}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p223}}SpellData=[w:Magic Font,lv:5,sp:600,gp:0,cs:VSM,sph:Divination]{{effects=Causes a holy water font to serve as a scrying device.}}{{hide1=The spell does not function unless the priest is in good standing with his deity. The basin of holy water becomes similar to a *crystal ball*. For each vial of capacity of the basin, the priest may scry for one round, up to a maximum of one hour. Thus, the duration of the *magic font* spell is directly related to the size of the holy water receptacle. The DM will know the chances of a character being able to detect scrying.}}{{materials=The priest\'s holy symbol and the font and its trappings are not consumed by the spell (no cost)}}'}, + {name:'Moonbeam',type:'prspelll5',ct:'7',charge:'uncharged',cost:'50',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nMoonbeam\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Evocation, Alteration}}{{sphere=Sun}}Specs=[Moonbeam,PRspellL5,1H,Evocation|Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[60+(10*@{selected|pr-casting-level})]] yards}}{{duration=[[[@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Moonbeam|@{selected|pr-casting-level}|-1|Casting a moonbeam|half-haze)}}{{aoe=[5ft radius + Special](!rounds --movable-aoe @{selected|token_id}|circle|feet|[[180+(30*@{selected|pr-casting-level})]]|10||light)}}{{save=None}}{{reference=PHB p223}}SpellData=[w:Moonbeam,lv:5,sp:7,gp:50,cs:VSM,sph:Sun]{{effects=Cause a beam of soft, pale light to strike down from overhead and illuminate whatever area the caster is pointing at. The light is exactly the same as moonlight, so that colors other than shades of black, gray, or white are vague.}}{{hide1=The spellcaster can easily make the moonbeam move to any area that he can see and point to. This makes the spell an effective way to spotlight something, an opponent, for example. While the *moonbeam* spell does not eliminate all shadows, a creature centered in a moonbeam is most certainly visible. The reflected light from this spell enables dim visual perception 10 yards beyond the area of effect, but it does not shed a telltale glow that would negate surprise. The light does not adversely affect infravision. The caster can dim the beam to near darkness if desired. The beam has, in addition, all the properties of true moonlight and can induce a lycanthropic change (of a creature in the beam), unless the DM rules otherwise.}}{{materials=Several seeds of any moonseed plant and a piece of opalescent feldspar (moonstone) costing 50gp}}'}, + {name:'Pass-Plant',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPass Plant\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Alteration}}{{sphere=Plant}}Specs=[Pass Plant,PRspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[8]]}}{{range=Touch}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p223}}SpellData=[w:Pass Plant,lv:5,sp:8,gp:0,cs:VSM,sph:Plant]{{effects=Enter a tree and move from inside it to inside another tree in approximately the direction desired by the spell user, and must be within the range shown in the following table:}}{{hide1=\\amplt;table width="100%"\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Type of Tree\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Range of Area of Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Oak\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[600 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|600|600|green|true)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Ash\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[540 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|540|540|green|true)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Yew\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[480 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|480|480|green|true)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Elm\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[420 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|420|420|green|true)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Linden\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[360 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|360|360|green|true)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;deciduous\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[300 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|300|300|green|true)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;coniferous\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[240 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240|240|green|true)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;other\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[180 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|180|180|green|true)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe tree entered and that receiving the caster must be of the same type, must both be living, and of girth at least equal to that of the caster. Note that if the caster enters a tree, an ash, for example, and wishes to pass north as far as possible (540 yards), but the only appropriate ash in range is to the south, the caster will pass to the ash in the south. The pass plant spell functions so that the movement takes only one round. The caster can, at his option, remain within the receiving tree for a maximum of one round per level of experience. Otherwise, he can step forth immediately. Should no like tree be in range, the caster simply remains within the first tree, does not pass elsewhere, and must step forth in the appropriate number of rounds. If the occupied tree is chopped down or burned, the caster is slain if he does not exit before the process is complete.}}'}, + {name:'Plane-Shift',type:'innate-melee|prspelll5',ct:'8',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPlane Shift\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Alteration}}{{sphere=Astral}}Specs=[Plane Shift,Innate-Melee|PRspellL5,1H,Alteration]{{components=V,S,M}}ToHitData=[w:Plane Shift,sp:8,r:5,touch:1,msg:If a successful hit is made the victim must save vs. spell or be transported]{{time=[[8]]}}DmgData=[w:Plane Shift,msg:If a successful hit is made the victim must save vs. spell or be transported]{{range=Touch Attack if unwilling}}{{duration=Permanent}}{{aoe=1 creature (Special)}}{{save=Negates}}{{use=If the recipient is unwilling, take the spell in-hand using the *change weapon* dialog and then attack with it. A successful attack is still subject to a saving throw vs. spell which will negate the effect if successful}}{{reference=PHB p224}}SpellData=[w:Plane Shift,lv:5,sp:8,gp:1,cs:VSM,sph:Astral]{{effects=Moves the caster or some other creature to another plane of existence. The recipient of the spell remains in the new plane until sent forth by some like means.}}{{hide1=If several persons link hands in a circle, up to eight can be affected by the plane shift at the same time.\nThe material component of this spell is a small, forked metal rod. The size and metal type dictates to which plane of existence, including sub-planes and alternate dimensions, the spell sends the affected creatures. The DM will determine specifics regarding how and what planes are reached.\nAn unwilling victim must be touched (successful attack roll) to be sent. In addition, the creature is also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. Note that pinpoint accuracy is rarely achieved; arriving at a random distance from an intended destination is common.}}{{materials=A small, forked metal rod costing 10gp to make, that can be used 10 times}}'}, + {name:'Quest',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nQuest\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Enchartment-Charm}}{{sphere=Charm}}Specs=[Quest,PRspellL5,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[8]]}}{{range=[[[60]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120||magic|true)}}{{duration=Until Fulfilled}}{{aoe=1 creature}}{{save=Negates}}{{reference=PHB p224}}SpellData=[w:Quest,lv:5,sp:8,gp:0,cs:VSM,sph:Charm]{{effects=Require the affected creature to perform a service and return to the priest with proof that the deed was accomplished.}}{{hide1=The quest can, for example, require that the creature locate and return some important or valuable object, rescue a notable person, release some creature, capture a stronghold, slay a person, deliver some item, and so forth. If the quest is not properly followed, due to disregard, delay, or perversion, the creature affected by the spell loses 1 from its saving throw rolls for each day of such action. This penalty is not removed until the quest is properly pursued or the priest cancels it. There are certain circumstances that will temporarily suspend a quest, and others that will discharge or cancel it. The DM will give you appropriate information as the need to know arises.\nIf cast upon an unwilling subject, the victim is allowed a saving throw. However, if the person quested agrees to a task--even if the agreement is gained by force or trickery--no saving throw is allowed. If a quest is just and deserved, a creature of the priest\'s religion cannot avoid it, and any creature of the priest\'s alignment saves with a -4 penalty to the saving throw. A quest cannot be dispelled, but it can be removed by a priest of the same religion or of higher level than the caster. Some artifacts and relics might negate the spell, as can direct intervention by a deity. Likewise, an unjust or undeserved quest grants bonuses to saving throws, or might even automatically fail.}}{{materials=The priest\'s holy symbol}}'}, + {name:'Rainbow',type:'prspelll5',ct:'7',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nRainbow\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Evocation, Alteration}}{{sphere=Weather, Sun}}Specs=[Rainbow,PRspellL5,1H,Evocation|Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[[120]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||magic|true)}}{{duration=[[[@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Rainbow|@{selected|pr-casting-level}|-1|The lovely rainbow is still working for you|stopwatch)}}{{aoe=Special}}{{save=None}}{{reference=PHB p224}}SpellData=[w:Rainbow,lv:5,sp:7,gp:1000,cs:VSM,sph:Weather|Sun]{{effects=Two applications:\n**Bow:** Creates a shimmering, multi-layered short composite bow of rainbow hues, with 7 missiles each a +2 weapon described in the table on PHB p 224. To use this spell, add a Rainbow-Bow and 7 Rainbow-Sheaf-Arrows to your bag and use them as weapons.\n**Bridge:** Causes the rainbow to form a seven-hued bridge up to 3 feet wide per level of the caster.}}{{hide1=It is light and easy to pull, so that any character can use it without penalty for nonproficiency. It is magical: Each of its shimmering missiles is the equivalent of a +2 weapon, including attack and damage bonuses. Magic resistance can negate the effect of any missile fired from the bow. The bow fires seven missiles before disappearing. It can be fired up to four times per round. Each time a missile is fired, one hue leaves the bow, corresponding to the color of arrow that is released. Each color of arrow has the ability to cause double damage to certain creatures, as follows:\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Red\\amplt;/th\\ampgt;\\amplt;td\\ampgt;--fire dwellers/users and fire elementals\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Orange\\amplt;/th\\ampgt;\\amplt;td\\ampgt;--creatures or constructs of clay, sand, earth, stone or similar materials, and earth elementals\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Yellow\\amplt;/th\\ampgt;\\amplt;td\\ampgt;--vegetable opponents (including fungus creatures, shambling mounds, treants, etc.)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Green\\amplt;/th\\ampgt;\\amplt;td\\ampgt;--aquatic creatures, electricity-using creatures, and air elementals\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Indigo\\amplt;/th\\ampgt;\\amplt;td\\ampgt;--acid-using or poison-using creatures\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Violet\\amplt;/th\\ampgt;\\amplt;td\\ampgt;--metallic or regenerating creatures\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nWhen the bow is drawn, an arrow of the appropriate color magically appears, nocked and ready. If no color is requested, or a color that has already been used is asked for, then the next arrow (in the order of the spectrum) appears.}}{{materials=The priest\'s holy symbol, a vial of holy water, and either a rainbow or a diamond of not less than 1,000 gp value, specially prepared with bless and prayer spells while in sight of a rainbow}}'}, + {name:'Raise-Dead',type:'prspelll5',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nRaise Dead\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Raise Dead,PRspellL5,1H,Necromancy]{{components=V,S}}{{time=[[1]] round}}{{range=[[[30]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=Permanent}}{{aoe=1 creature}}{{save=Special}}{{reference=PHB p224}}SpellData=[w:Raise Dead,lv:5,sp:10,gp:0,cs:VS,sph:Necromantic]{{effects=Restore life to a dwarf, gnome, half-elf, halfling, or human (other creatures may be allowed, at the DM\'s option).}}{{hide1=The length of time that the person has been dead is of importance, as the priest can raise persons dead only up to a limit of one day for each experience level of the priest (i.e., a 9th-level priest can raise a person who has been dead for up to nine days).\nNote that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. Likewise, other ills, such as poison and disease, are not negated. The raised person must roll a successful resurrection survival check to survive the ordeal (see Table 3: Constitution) and loses 1 point of Constitution. Further, the raised person is weak and helpless, needing a minimum of one full day of rest in bed for each day or fraction he was dead. The person has 1 hit point when raised and must regain the rest by natural healing or curative magic.\nA character\'s starting Constitution is an absolute limit to the number of times he can be revived by this means.\nThe somatic component of the spell is a pointed finger.}}{{materials=The priest\'s holy symbol}}'}, + {name:'Shrink-Animal',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nShrink Animal\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest (Reversable)}}{{school=Alteration}}{{sphere=Animal}}Specs=[Shrink Animal,PRspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[8]]}}{{range=[[80]] yards}}{{duration=[[2*@{selected|pr-casting-level}]] rounds}}{{aoe=Up to [[8]] creatures in a [20ft. square](!rounds --aoe @{selected|token_id}|square|feet|240|20||magic)}}{{save=None}}{{reference=PHB p221}}{{Use=[Shrink](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which animals to shrink?|token_id}|Shrink-Animal|[[2*@{selected|pr-casting-level}]]|-1|So small - HD/2, HP/2, dmg/2|back-ache)}}SpellData=[w:Shrink Animal,lv:5,sp:8,gp:0.01,cs:VSM,sph:Animal]{{effects=Causes up to eight animals within a 20-foot square area to shrink to half their normal size, halving Hit Dice (with resultant reduction in attack potential), hit points (except hit points added to Hit Dice), and damage in combat. Movement and AC are not affected}}{{materials=The priest\'s holy symbol and a scrap of food, cost 1cp}}'}, + {name:'Slay-Living',type:'prspelll5',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSlay Living\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Slay Living,PRspellL5,1H,Necromancy]{{components=V,S}}{{time=[[1]] round}}{{range=[[[30]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=Permanent}}{{aoe=1 creature}}{{save=Special}}{{reference=PHB p224}}SpellData=[w:Slay Living,lv:5,sp:10,gp:0,cs:VS,sph:Necromantic]{{effects=Grants the victim a saving throw vs. death magic. If the saving throw is successful, the victim sustains damage equal to that of a *cause serious wounds* spell--i.e., [2d8+1](!\\amp#13;\\amp#47;gmroll 2d8+1) points. Failure means the victim dies instantly}}{{materials=The priest\'s holy symbol}}'}, + {name:'Spike-Stones',type:'prspelll5',ct:'6',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSpike Stones\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Alteration, Enchantment}}{{sphere=Elemental (Earth)}}Specs=[Spike Stones,PRspellL5,1H,Alteration|Enchantment]{{components=V,S,M}}{{time=[[6]]}}{{range=[[30]] yards}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[3d4+@{selected|pr-casting-level}]] turns}}!!!{{aoe=[@{selected|pr-casting-level} x 10sq.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|90|||acid), 1 spike per sq.ft.}}{{save=None}}{{Use=[Make spikes](!rounds --target caster|@{selected|token_id}|Spike-Stones|\\amp#91;[\\amp#64;{selected|spell-duration}*10]\\amp#93;|-1|The stone spikes are still sharp|edge-crack)}}{{reference=PHB p225}}SpellData=[w:Spike Stones,lv:5,sp:6,gp:0.5,cs:VSM,sph:Elemental-Earth]{{effects=Causes rock to shape itself into long, sharp points that tend to blend into the background, which impede progress through an area and to inflict damage.}}{{hide1=It is effective on both natural rock and worked stone. If an area is carefully observed, each observer is 25% likely to notice the sharp points of rock. Otherwise, those entering the spell\'s area of effect suffer 1d4 points of damage per round. The success of each attack is determined as if the caster of the spell were actually engaging in combat. Those entering the area are subject to attack immediately upon setting foot in the area and for each round spent in the area thereafter. The initial step enables the individual to become aware of some problem only if the initial attack succeeds; otherwise movement continues and the spike stones remain unnoticed until damage occurs. Charging or running victims suffer two attacks per round.\nThose falling into pits affected by spike stones suffer six such attacks for every 10 feet fallen, each attack having a +2 bonus to the attack roll. In addition, the damage inflicted by each attack increases by +2 for every 10 feet fallen. Finally, the creatures also suffer normal falling damage.}}{{materials=Four tiny stalactites, which cost 5sp to collect}}'}, + {name:'Transmute-Mud-to-Rock',type:'prspelll5',ct:'8',charge:'uncharged',cost:'00.2',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTransmute Mud to Rock\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Alteration (Reversable)}}{{sphere=Elemental (Earth, Water)}}Specs=[Transmute Mud to Rock,PRspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[8]]}}{{range=[[160]] yards}}{{duration=Special}}{{aoe=[@{selected|pr-casting-level} x 20ft.cube](!rounds --aoe @{selected|token_id}|rectangle|feet|480|||magic)}}{{save=None}}{{reference=PHB p225}}SpellData=[w:Transmute Mud to Rock,lv:5,sp:8,gp:00.2,cs:VSM,sph:Elemental-Earth-Water]{{effects=Hardens normal mud or quicksand into soft stone (sandstone or similar mineral) permanently unless magically changed. Creatures in the mud are allowed a saving throw to escape before the area is hardened to stone. Dry sand is unaffected.}}{{hide1=The stone remains until a successful *dispel magic* or *transmute rock to mud* spell restores its substance. Errosion weathers the rock to sand and parts can be chipped off, which will remain as rock}}{{materials=Sand, lime (costing 2cp), and water}}'}, + {name:'Transmute-Rock-to-Mud',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTransmute Rock to Mud\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Alteration (Reversable)}}{{sphere=Elemental (Earth, Water)}}Specs=[Transmute Rock to Mud,PRspellL5,1H,Alteration]{{components=V,S,M}}{{time=[[8]]}}{{range=[[160]] yards}}{{duration=Special}}{{aoe=[@{selected|pr-casting-level} x 20ft.cube](!rounds --aoe @{selected|token_id}|rectangle|feet|480|||magic)}}{{save=None}}{{reference=PHB p225}}SpellData=[w:Transmute Rock to Mud,lv:5,sp:8,gp:0,cs:VSM,sph:Elemental-Earth-Water]{{effects=Turns natural rock of any sort into an equal volume of mud.}}{{hide1=If it is cast upon a rock, for example, the rock affected collapses into mud. Magical or enchanted stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 1/3 of their height per round and eventually suffocate, save for lightweight creatures that could normally pass across such ground. Brush thrown atop the mud can support creatures able to climb on top of it, with the amount required decided by the DM. Creatures large enough to walk on the bottom can move through the area at a rate of 10 feet per round.\nThe mud remains until a successful dispel magic or transmute mud to rock spell restores its substance - but not necessarily its form. Evaporation turns the mud to normal dirt at a rate of 1d6 days per 10 cubic feet. The exact time depends on exposure to the sun, wind, and normal drainage.}}{{materials=Clay and water (free)}}'}, + {name:'True-Seeing',type:'prspelll5',ct:'8',charge:'uncharged',cost:'300',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTrue Seeing\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Divination (Reversable)}}{{sphere=Divination}}Specs=[True Seeing,PRspellL5,1H,Divination]{{components=V,S,M}}{{time=[[8]]}}{{range=Touch}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[1 creature](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who will see truly?|token_id}|True-Seeing|@{selected|pr-casting-level}|-1|Can see truly now|bleeding-eye)}}{{save=None}}{{reference=PHB p225}}SpellData=[w:True Seeing,lv:5,sp:8,gp:300,cs:VSM,sph:Divination]{{effects=Confers upon the recipient the ability to see all things as they actually are.}}{{hide1=The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things is obvious. Invisible things become quite visible. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted things are apparent. Even the aura projected by creatures becomes visible, so that alignment can be discerned. Further, the recipient can focus his vision to see into the Ethereal plane or the bordering areas of adjacent planes. The range of vision conferred is 120 feet. True seeing, however, does not penetrate solid objects; it in no way confers X-ray vision or its equivalent. In addition, the spell effects cannot be further enhanced with known magic.}}{{materials=An ointment for the eyes that is made from very rare mushroom powder, saffron, and fat and costs no less than 300 gp per use \\amp 1d6 months to create}}'}, + {name:'Wall-of-Fire',type:'prspelll5',ct:'8',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWall of Fire\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 5 Priest}}{{school=Conjuration-Summoning}}{{sphere=Elemental (Fire)}}Specs=[Wall of Fire,PRspellL5,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[8]]}}{{range=[[80]] yards}}{{duration=[While concentrating](!rounds --target caster|@{selected|token_id}|Wall-of-Fire-PR|99|0|Concentrating on maintaining the Wall of Fire|radioactive)}}{{aoe=[Sheet of Flame](!rounds --aoe @{selected|token_id}|wall|feet|240||3|fire) or [A Ring](!rounds --aoe @{selected|token_id}|circle|feet|240|||fire)}}{{save=None}}{{damage=[passing through 4d4+@{selected|pr-casting-level}](!\\amp#13;\\amp#47;gmroll 4d4+@{selected|pr-casting-level} fire damage) [within 10ft 2d4](!\\amp#13;\\amp#47;gmroll 2d4 fire damage) [within 20ft 1d4](!\\amp#13;\\amp#47;gmroll 1d4 fire damage)}}{{reference=PHB p225}}SpellData=[w:Wall of Fire,lv:5,sp:8,gp:0.05,cs:VSM,sph:Elemental-Fire]{{effects=Brings forth an immobile, blazing curtain of magical fire of shimmering color--yellow-green or amber (different from the 4th-level wizard version).}}{{hide1=The spell creates an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet for every two levels of experience of the wizard, and 20 feet high.\nThe wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 4d4 points of damage, plus 1 point of damage per level of the spellcaster, to any creature passing through it. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to directly catch moving creatures with a newly created wall of fire is difficult. A successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of fire lasts as long as the priest concentrates on maintaining it, or one round per level of experience of the priest in the event he does not wish to concentrate upon it.}}{{materials=Phosphorus worth 5cp}}'}, + ]}, + PR_Spells_DB_L6:{bio:'
Priest Spell Database
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 6 Priest Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 13/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see PR-Spells-DB-L1', + controlledby:'all', + root:'PR-Spells-DB', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Aerial-Servant',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAerial Servant\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration-Summoning}}{{sphere=Summoning}}Specs=[Aerial Servant,PRspellL6,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[9]]}}{{range=[[[10]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20||magic|true)}}{{duration=[[@{selected|pr-casting-level}]] days}}{{aoe=Special}}{{save=None}}{{reference=PHB p226}}SpellData=[w:Aerial Servant,lv:6,sp:9,gp:0,cs:VS,sph:Summoning]{{effects=Summons an invisible aerial servant to find and bring back an object or creature described to it by the priest.}}{{hide1=Unlike an elemental, an aerial servant cannot be commanded to fight for the caster. When it is summoned, the priest must have cast a protection from evil spell, be within a protective circle, or have a special item used to control the aerial servant. Otherwise, it attempts to slay its summoner and return from whence it came.\nThe object or creature to be brought must be such as to allow the aerial servant to physically bring it to the priest (an aerial servant can carry at least 1,000 pounds). If prevented, for any reason, from completing the assigned duty, the aerial servant returns to its own plane whenever the spell lapses, its duty is fulfilled, it is dispelled, the priest releases it, or the priest is slain. The spell lasts for a maximum of one day for each level\nof experience of the priest who cast it.\nIf the creature to be fetched cannot detect invisible objects, the aerial servant attacks, automatically gaining surprise. If the creature involved can detect invisible objects, it still suffers a -2 penalty to all surprise rolls caused by the aerial servant. Each round of combat, the aerial servant must roll to attack. When a hit is scored, the aerial servant has grabbed the item or creature it was sent for.\nA creature with a Strength rating is allowed an evasion roll, equal to twice its "bend bars" chance, to escape the hold. If the creature in question does not have a Strength rating, roll 1d8 for each Hit Die the aerial servant and the creature grabbed have. The higher total is the stronger.\nOnce seized, the creature cannot free itself by Strength or Dexterity and is flown to the priest forthwith.}}'}, + {name:'Animal-Summoning-III',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnimal Summoning III\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration,Summoning}}{{sphere=Animal,Summoning}}Specs=[Animal-Summoning-III,PRspellL6,1H,Conjuration-Summoning]{{components=V,S}}{{range=[[[100*@{selected|pr-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[200*@{selected|pr-casting-level}]]||magic|true)}}{{time=[[9]]}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p226}}SpellData=[w:Animal-Summoning-III,lv:6,sp:9,gp:0,cs:VS,sph:Animal|Summoning]{{effects=Calls up to four animals of [[16]] Hit Dice or less, or eight of no more than [[8]] Hit Dice, or 16 animals of [[4]] Hit Dice or less--of whatever sort the caster names that are in range.}}{{hide1=Only animals within range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals - e.g., suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the caster calls for wild horses that may or may not be within summoning range. Your DM will determine the chance of a summoned animal type being within range of the spell. The animals summoned will aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).}}'}, + {name:'Animate-Object',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnimate Object\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Alteration}}{{sphere=Creation, Summoning}}Specs=[Animate Object,PRspellL6,1H,Alteration]{{components=V,S}}{{range=[[30]] yards}}{{time=[[9]]}}{{duration=[[[@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Animate-Object|@{selected|pr-casting-level}|-1|Animating an object|spanner)}}{{aoe=[@{selected|pr-casting-level} cu.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|90|||magic)}}{{save=Special}}{{reference=PHB p226}}SpellData=[w:Animate Object,lv:6,sp:9,gp:0,cs:VS,sph:Creation|Summoning]{{effects=Imbue inanimate objects with mobility and a semblance of life.}}{{hide1=The animated object, or objects, then attacks whomever or whatever the priest first designates. The animated object can be of any nonmagical material whatsoever[md]wood, metal, stone, fabric, leather, ceramic, glass, etc. Attempting to animate an object in someone\'s possession grants that person a saving throw to prevent the spell\'s effect. The speed of movement of the object depends on its means of propulsion and its weight. A large wooden table would be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 10 feet per round, a stone statue would move at 40 feet per round, a wooden statue 80 feet per round, an ivory stool of light weight would move at 120 feet per round. Slithering movement is about 10 feet to 20 feet per round; rolling is 30 feet to 60 feet per round. The damage caused by the attack of an animated object depends on its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike for 1d2 points of damage or possibly obstruct and trip, as do light, supple objects. Hard, medium-weight objects can crush or strike for 2d4 points of damage, while larger and heavier objects may inflict 3d4, 4d4, or even 5d4 points of damage.\nThe frequency of attack of animated objects depends on their method of locomotion, appendages, and method of attack. This varies from as seldom as once every five melee rounds to as frequently as once per round. The Armor Class of the object animated is basically a function of material and movement ability. Damage depends on the type of weapon is effective against fabric, leather, wood, and like substances. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects. Your DM will determine all of these factors, as well as how much damage the animated object can sustain before being destroyed. The priest can animate one cubic foot of material for each experience level he has attained. Thus, a 14th-level priest could animate one or more objects whose solid volume did not exceed 14 cubic feet[md]a large statue, two rugs, three chairs, or a dozen average crocks.}}'}, + {name:'Anti-Animal-Shell',type:'prspelll6',ct:'10',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnti-Animal Shell\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Abjuration}}{{sphere=Animal, Protection}}Specs=[Anti-Animal Shell,PRspellL6,1H,Abjuration]{{components=V,S,M}}{{duration=[[[@{selected|pr-casting-level}]] turns](!rounds --target caster|@{selected|token_id}|Anti-Animal-Shell|[[10*@{selected|pr-casting-level}]]|-1|Protected by the Anti-Animal shell|white-tower)}}{{range=[[0]]}}{{time=[[1]] round}}{{aoe=[[10]] ft. radius (moves with caster)}}{{save=None}}{{reference=PHB p226}}SpellData=[w:Anti-Animal Shell,lv:6,sp:10,gp:0.01,cs:VSM,sph:Animal|Protection]{{effects=Brings into being a hemispherical force field that prevents the entrance of any sort of living creature that is wholly or partially animal (not magical or extraplanar).}}{{hide1=Thus a sprite, a giant, or a chimera would be kept out, but undead or conjured creatures could pass through the shell of force, as could such monsters as aerial servants, imps, quasits, golems, elementals, etc. The anti-animal shell functions normally against crossbreeds, such as cambions, and lasts for one turn for each level of experience the caster has attained. Forcing the barrier against creatures strains and ultimately collapses the field.}}{{materials=The caster\'s holy symbol and a handful of pepper, costing 1cp}}'}, + {name:'Blade-Barrier',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nBlade Barrier\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Evocation}}{{sphere=Guardian, Creation}}Specs=[Blade Barrier,PRspellL6,1H,Evocation]{{components=V,S}}{{duration=[[[3*@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Blade-Barrier|[[3*@{selected|pr-casting-level}]]|-1|The blade barrier continues|all-for-one)}}{{range=[[30]] yards}}{{time=[[9]]}}{{aoe=[5 to 60 ft. sq.](!rounds --aoe @{selected|token_id}|square|feet|90|||lightning)}}{{save=Special}}{{reference=PHB p227}}{{damage=[8d8](!\\amp#13;\\amp#47;r 8d8 damage from passing through Blade Barrier)HP}}SpellData=[w:Blade Barrier,lv:6,sp:9,gp:0,cs:VS,sph:Guardian|Creation]{{effects=Set up a wall of circling, razor-sharp blades which whirl and flash around a central point, creating an immobile barrier.}}{{hide1=Any creature attempting to pass through the blade barrier suffers 8d8 points of damage. The plane of rotation of the blades can be horizontal, vertical, or in between. Creatures within the area of the barrier when it is invoked are entitled to a saving throw vs. spell. If this is successful, the blades are avoided and no damage is suffered; the creature escapes the area of the blade barrier by the shortest possible route. The barrier remains for three rounds for every experience level of the priest casting it. The barrier can cover an area from as small as 5 feet square to as large as 60 feet square.}}'}, + {name:'Conjure-Animals',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nConjure Animals\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration-Summoning}}{{sphere=Summoning}}Specs=[Conjure-Animals,PRspellL6,1H,Conjuration-Summoning]{{components=V,S}}{{duration=[[[2*@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Conjure Animals|[[2*@{selected|pr-casting-level}]]|-1|The conjured animal continues to do your bidding|half-heart)}}{{range=[[[30]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{time=[[9]]}}{{aoe=Special}}{{save=None}}{{reference=PHB p227}}SpellData=[w:Conjure Animals,lv:6,sp:9,gp:0,cs:VS,sph:Summoning]{{effects=Magically create one or more mammals to attack his opponents.}}{{hide1=The total Hit Dice of the mammals cannot exceed twice his level, if the creature conjured is determined randomly. If a specific animal type is requested, the animal\'s Hit Dice cannot exceed his level. The DM selects the type of animal that appears if it is randomly called. Thus, a priest of 12th level could randomly conjure two mammals with 12 Hit Dice each, four with 6 Hit Dice each, six with 4 Hit Dice each, eight with 3 Hit Dice each, 12 with 2 Hit Dice each, or 24 with 1 Hit Die each. Count every +1 hit point added to a creature\'s Hit Dice as 1/4 of a Hit Die. Thus a creature with 4 + 3 Hit Dice equals a 4 3/4 Hit Dice creature. The conjured animals remain for two rounds for conjured animals remain for two rounds for each level of the conjuring priest, or until slain, and they follow the caster\'s verbal commands. Conjured animals unfailingly attack the priest\'s opponents, but resist being used for any other purpose--they do not like it, become noticeably more difficult to control, and may refuse any action, break free, or turn on the caster, depending on the nature of the creature and the details of the situation. The conjured animals disappear when slain.}}'}, + {name:'Conjure-Fire-Elemental',type:'prspelll6',ct:'60',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nConjure Fire Elemental\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration-Summoning (Reversable)}}{{sphere=Elemental (Fire)}}Specs=[Conjure Fire Elemental,PRspellL6,1H,Conjuration-Summoning]{{components=V,S}}{{range=[[[80]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|160||magic|true)}}{{time=[[6]] rounds}}{{duration=[[[@{selected|pr-casting-level}]] turns](!rounds --target caster|@{selected|token_id}|Conjure-Fire-Elemental|[[10*@{selected|pr-casting-level}]]|-1|The conjured elemental continues to do your bidding|half-heart)}}{{aoe=Special}}{{save=None}}{{reference=PHB p227}}{{use=The DM should *Drag \\amp Drop* the appropriate creature(s) onto the playing surface}}SpellData=[w:Conjure Fire Elemental,lv:6,sp:60,gp:0,cs:VS,sph:Elemental-Fire]{{effects=A fire elemental is summoned: [Roll 1d100](!\\amp#13;\\amp#47;r 1d100)\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td width="35%"\\ampgt;65% (1-65)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;a 12 Hit Dice elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20% (66-85)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;a 16 Hit Dice elemental\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9% (86-94)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[two to four](!\\amp#13;\\amp#47;r 1d3+1) salamanders\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4% (95-98)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;an efreeti\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2% (99-00)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;a huge fire elemental of [21 to 24](!\\amp#13;\\amp#47;r 1d4+20) HD.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{hide1=Upon casting a conjure fire elemental spell, the caster opens a special gate to the elemental plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. The caster need not fear that the elemental force summoned will turn on him, so concentration upon the activities of the fire elemental (or other creatures summoned) or protection from the creature is not necessary. The elemental summoned helps the caster however possible, including attacking the caster\'s opponents. The fire elemental or other creature summoned remains for a maximum of one turn per level of the caster, or until it is slain, sent back by a *dispel magic* spell, the reverse of this spell, *dismiss fire elemental*, or similar magic.}}'}, + {name:'Dismiss-Fire-Elemental',type:'prspelll6',ct:'60',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDismiss Fire Elemental\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration-Summoning (Reversable)}}{{sphere=Elemental (Fire)}}Specs=[Dismiss Fire Elemental,PRspellL6,1H,Conjuration-Summoning]{{components=V,S}}{{range=[[[80]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|160||magic|true)}}{{time=[[6]] rounds}}{{duration=Instantaneous}}{{aoe=1 Fire Elemental}}{{save=None}}{{reference=PHB p227}}SpellData=[w:Dismiss Fire Elemental,lv:6,sp:60,gp:0,cs:VS,sph:Elemental-Fire]{{effects=Sends a Fire Elemental back to the plane it came from. Dispels a *Conjure Fire Elemental* spell}}'}, + {name:'Find-the-Path',type:'prspelll6',ct:'30',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFind the Path\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Divination (Reversable)}}{{sphere=Divination}}Specs=[Find the Path,PRspellL6,1H,Divination]{{components=V,S,M}}{{range=Touch}}{{time=[[3]] rounds}}{{duration=[[@{selected|pr-casting-level}]] turns}}{{aoe=[1 Creature](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Give GPS to whom?|token_id}|Find-the-Path|[[10*@{selected|pr-casting-level}]]|-1|Has a really good sense of direction|flying-flag)}}{{save=None}}{{reference=PHB p227}}SpellData=[w:Find the Path,lv:6,sp:30,gp:0.01,cs:VSM,sph:Divination]{{effects=Find the shortest, most direct physical route that he is seeking, be it the way into or out of a locale.}}{{hide1=The locale can be outdoors or under ground, a trap, or even a *maze* spell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell could not find the way to "a forest where a green dragon lives" or to the location of "a hoard of platinum pieces." The location must be in the same plane as the caster.\nThe spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take. For example, with concentration the spell enables the subject to sense trip wires or the proper word to bypass a glyph. The spell ends when the destination is reached or when one turn for each caster level has elapsed. The spell frees the subject, and those with him, from a *maze* spell in a single round, and will continue to do so as long as the spell lasts.\nNote that this divination is keyed to the caster, not his companions, and that, like the *find traps* spell, it does not predict or allow for the actions of creatures. The spell requires a set of divination counters of the sort favored by the priest--bones, ivory counters, sticks, carved runes, or whatever.}}{{materials=A set of divination counters of the sort favoured by the priest--bones, ivory counters, sticks, carved runes, or whatever, costing 1gp that can be reused 100 times}}'}, + {name:'Fire-Seeds',type:'prspelll6',ct:'80',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFire Seeds\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration}}{{sphere=Elemental (Fire)}}Specs=[Fire Seeds,PRspellL6,1H,Conjuration]{{components=V,S,M}}{{range=Touch}}{{time=[[1]] round per seed (1 to 8 rounds)}}{{duration=[[@{selected|pr-casting-level}]] turns}}{{aoe=[Acorn Missile](!rounds --target caster|@{selected|token_id}|Fire-Seed-Acorn|[[10*@{selected|pr-casting-level}]]|-1|You have Acorn Missiles as weapons?|all-for-one) or [Berry Incendiaries](!rounds --target caster|@{selected|token_id}|Fire-Seed-Holly-Berry|[[10*@{selected|pr-casting-level}]]|-1|You can place Holly Berry incendiaries and set them off.|all-for-one)}}{{save=Halves}}{{reference=PHB p227}}SpellData=[w:Fire Seeds,lv:6,sp:80,gp:0.01,cs:VSM,sph:Elemental-Fire]{{effects=Creates special missiles or timed incendiaries that burn with great heat. Two options chosen when the spell is cast.\n**Fire seed missiles:** Turns up to [[4]] acorns into special grenade-like missiles with range 40 yards. Use Acorn Fire Seed as a weapon - if using this spell ask the DM to give you Acorns.\n**Fire seed incendiaries:** Turns up to [[8]] holly berries into special incendiaries. Select berry incendiaries button above and you\'ll be asked each round if you want to place or explode them.}}{{hide1=With *missiles* an attack roll is required to strike the intended target, and proficiency penalties are considered. Each acorn bursts upon striking any hard surface, causing 2d8 points of damage and igniting any combustible materials within a 10-foot diameter of the point of impact. If a successful saving throw vs. spell is made, a creature within the burst area receives only one-half damage, but a creature struck directly suffers full damage (i.e., no saving throw).\nWith *incendiaries*, the holly berries are most often placed, being too light to make effective missiles. They can be tossed only up to 6 feet away. They burst into flame if the caster is within 40 yards and speaks a word of command. The berries instantly ignite, causing 1d8 points of damage to any creature and igniting any combustible within a 5-foot-diameter burst area. Creatures within the area that successfully save vs. spell suffer half damage.\nAll fire seeds lose their power after a duration equal to one turn per experience level of the caster--e.g., the seeds of a 13th-level caster remain potent for a maximum of 13 turns after their creation.}}{{materials=The acorns or berries costing 1cp to source}}'}, + {name:'Forbiddance',type:'prspelll6',ct:'60',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nForbiddance\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Abjuration}}{{sphere=Protection}}Specs=[Forbiddance,PRspellL6,1H,Protection]{{components=V,S,M}}{{range=[[30]] yards}}{{time=[[6]] rounds}}{{duration=Permanent}}{{aoe=[@{selected|pr-casting-level} x 20 yard cube](!rounds --aoe @{selected|token_id}|rectangle|yards|30|||dark)}}{{save=Special}}{{reference=PHB p228}}SpellData=[w:Forbiddance,lv:6,sp:60,gp:5000,cs:VSM,sph:Protection]{{effects=Secure a consecrated area from teleportation, plane shifting, and ethereal penetration.}}{{hide1=At the option of the caster, the ward can be locked by a password, in which case it can be entered only by those speaking the proper words. Otherwise, the effect on those entering the enchanted area is based on their alignment, relative to the caster\'s. The most severe penalty is used.\n**Alignment identical:** No effect. If password locked, cannot enter area unless password is known (no saving throw).\n**Alignment different with respect to law and chaos:** Save vs. spell to enter the area; if failed, suffer 2d6 points of damage. If password locked, cannot enter unless password is known.\n**Alignment different with respect to good and evil:** Save vs. spell to enter this area; if failed, suffer 4d6 points of damage. If password locked, cannot enter unless password is known. The attempt does cause damage if the save is failed.\nOnce a saving throw is failed, an intruder cannot enter the forbidden area until the spell ceases. The ward cannot be dispelled by a caster of lesser level than the one who established it. Intruders who enter by rolling successful saving throws feel uneasy and tense, despite their success.}}{{materials=In addition to the priest\'s holy symbol, components include holy water and rare incenses worth at least 1,000 gp per 60-foot cube. If a password lock is desired, this also requires the burning of rare incenses worth at least 5,000 gp per 60-foot cube.}}'}, + {name:'Harm',type:'innate-melee|prspelll6',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nHarm\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Healing}}Specs=[Harm,Innate-Melee|PRspellL6,1H,Necromancy]{{components=V,S}}ToHitData=[w:Harm,sp:1,r:5,touch:1]{{range=Touch Attack}}DmgData=[w:Harm,msg:Infected with a disease and reduced to 1d4 hit points,cmd:!rounds single¦`{selected¦token_id}¦`{target¦Which creature is harmed?¦token_id}¦Harm¦99¦0¦Diseased - the GM will determine the effects \\lpar;see Cause Disease spell\\rpar;¦chemical-bolt\\amp#13;!token-mod ~~api-as ^^pid^^ ~~ignore-selected ~~ids `{selected¦token_id} ~~set ^^token_hp^^|\\lbrak;[1d4]\\rbrak;]{{time=[[1]] round}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p228}}{{use=Take the spell in-hand using the *change weapon* dialog and attack with it. On a successful hit, do damage which will automatically mark the target as diseased and reduce their hp to 1d4}}SpellData=[w:Harm,lv:6,sp:10,gp:0,cs:VS,sph:Healing]{{effects=Infects the victim with a disease and causes loss of all but 1d4 hit points, if a successful touch is inflicted. Cannot harm non-corporeal or nonliving or extra-planar creatures}}'}, + {name:'Heal',type:'prspelll6',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nHeal\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Healing}}Specs=[Heal,PRspellL6,1H,Necromancy]{{components=V,S}}{{range=Touch}}{{time=[[1]] round}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p228}}SpellData=[w:Heal,lv:6,sp:10,gp:0,cs:VS,sph:Healing]{{effects=Wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and heals all points of damage suffered due to wounds or injury. It dispels a *feeblemind* spell. It cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.}}'}, + {name:'Heroes-Feast',type:'prspelll6',ct:'100',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nHeroes\' Feast\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Evocation}}{{sphere=Creation}}Specs=[Heroes Feast,PRspellL6,1H,Evocation]{{components=V,S,M}}{{range=[[10]] yards}}{{time=[[1]] turn}}{{duration=[[1]]hour to eat, effects for [[12]]hours}}{{aoe=[[@{selected|pr-casting-level}]] feasters}}{{save=None}}{{reference=PHB p228}}{{Use=Click [Make Heroes](!rounds --target-nosave multi|@{selected|token_id}|Eating-Heroes-Feast|60|-1|Eating a Heroes Feast to ready for battle|trophy) and select up to [[@{selected|pr-casting-level}]] creatures to invite to the feast, before pressing *add status changes* in the chat window}}SpellData=[w:Heroes Feast,lv:6,sp:100,gp:1,cs:VSM,sph:Creation]{{effects=Bring forth a great feast that serves [[12]] creatures, cures wounds, blesses them and gives other benefits.}}{{hide1=Serves as many creatures as the priest has levels of experience. The spell creates a magnificent table, chairs, service, and all the necessary food and drink. The feast takes one full hour to consume, and the beneficial effects do not set in until after this hour is over. Those partaking of the feast are cured of all diseases, are immune to poison for 12 hours, and are healed of 1d4+4 points of damage after imbibing the nectarlike beverage that is part of the feast. The ambrosialike food that is consumed is equal to a *bless* spell that lasts for 12 hours. Also, during this same period, the people who consumed the feast are immune to fear, hopelessness, and panic. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.}}{{materials=The material components of the spell are the priest\'s holy symbol and specially fermented honey taken from the cells of bee larvae destined for royal status.}}'}, + {name:'Liveoak',type:'prspelll6',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nLiveoak\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Enchantment}}{{sphere=Plant}}Specs=[Liveoak,PRspellL6,1H,Enchantment]{{components=V,S,M}}{{range=Touch}}{{time=[[1]] turn}}{{duration=[[@{selected|pr-casting-level}]] days}}{{aoe=1 oak tree}}{{save=None}}{{reference=PHB p228}}SpellData=[w:Liveoak,lv:6,sp:100,gp:0,cs:VSM,sph:Plant]{{effects=Charm a healthy oak tree (or other type if the DM allows) to cause it to serve as a protector.}}{{hide1=The spell can be cast on a single tree at a time. While a *liveoak* spell cast by a particular caster is in effect, he cannot cast another such spell. The tree upon which the spell is cast must be within 10 feet of the caster\'s dwelling place, within a place sacred to the caster, or within 100 yards of something that the caster wishes to guard or protect.\nThe *liveoak* spell can be cast upon a healthy tree of small, medium, or large size, according to desire and availability. A triggering phrase of up to maximum of one word per level of the spellcaster is then placed upon the targeted oak. For instance, "Attack any persons who come near without first saying sacred mistletoe" is an 11-word trigger phrase that could be used by a caster of 11th level or higher casting the spell. The liveoak spell triggers the tree into animating as a treant of equivalent size, an Armor Class of 0 and with two attacks per round, but with only a 30-feet-per-round movement rate.\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Tree Size\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Height\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Hit Dice\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Damage per Attack\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Small\\amplt;/td\\ampgt;\\amplt;td\\ampgt;12\' - 14\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2d8\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Medium\\amplt;/td\\ampgt;\\amplt;td\\ampgt;16\' - 19\'\\amplt;/td\\ampgt;\\amplt;td\\ampgt;9-10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3d6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Large\\amplt;/td\\ampgt;\\amplt;td\\ampgt;20\' - 23\'+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;11-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4d6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nA tree enchanted by this spell radiates a magical aura (if checked for), and can be returned to normal by a successful casting of a *dispel magic* spell, or upon the desire of the caster who enchanted it. If dispelled, the tree takes root immediately. If released by the caster, it tries to return to its original location before taking root. Damage to the tree can be healed with a *plant growth* spell, which restores 3d4 points of damage. A *plant growth* spell used in this fashion does not increase the size or hit points of the liveoak beyond the original value.}}'}, + {name:'Lose-the-Path',type:'innate-melee|prspelll6',ct:'1',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nLose the Path\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Divination (Reversable)}}{{sphere=Divination}}Specs=[Lose the Path,Innate-Melee|PRspellL6,1H,Divination]{{components=V,S,M}}ToHitData=[w:Lose the Path,sp:1,r:5,touch:1,msg:On a successful attack and "doing damage" the creature touched will be totally lost and unable to find its way]{{range=Touch}}DmgData=[w:Lose the Path,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Give GPS to whom?¦token_id}¦Lose-the-Path¦\\lbrak;[10*`{selected¦casting-level}]\\rbrak;¦-1¦Has a *really bad* sense of direction¦black-flag]{{time=[[3]] rounds}}{{duration=[[@{selected|pr-casting-level}]] turns}}{{aoe=[1 Creature](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Give GPS to whom?|token_id}|Lose-the-Path|[[10*@{selected|pr-casting-level}]]|-1|Has a *really bad* sense of direction|black-flag)}}{{save=None}}{{reference=PHB p227}}{{use=For an unwilling target, cast the spell as normal (if doing initiative, select the spell as the action and wait for the 3 rounds casting time). Then take the spell in-hand using the *change weapon* dialog and attack with it (if doing initiative, select the "Lose the Path" weapon for the attack action). A successful attack will confer the spell duration marker on the target}}SpellData=[w:Lose the Path,lv:6,sp:30,gp:0.01,cs:VSM,sph:Divination]{{effects=Makes the creature touched totally lost and unable to find its way for the duration of the spell--although it can be led, of course}}{{materials=A set of divination counters of the sort favoured by the priest--bones, ivory counters, sticks, carved runes, or whatever, costing 1gp which can be reused 100 times}}'}, + {name:'Part-Water',type:'prspelll6',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nPart Water\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Alteration}}{{sphere=Elemental (Water)}}Specs=[Part Water,PRspellL6,1H,Alteration]{{components=V,S,M}}{{range=[[20*@{selected|pr-casting-level}]] yards}}{{time=[[1]] turn}}{{duration=[[[@{selected|pr-casting-level}]] turns](!rounds --target caster|@{selected|token_id}|Part-Water|[[10*@{selected|pr-casting-level}]]|-1|The water has parted for you|stopwatch)}}{{aoe=[[3*@{selected|pr-casting-level}]]ft deep x [[[60*@{selected|pr-casting-level}]]ft long x 30 yards wide](!rounds --aoe @{selected|token_id}|rectangle|feet|[[30*@{selected|pr-casting-level}]]|[[60*@{selected|pr-casting-level}]]|90|magic)}}{{save=None}}{{reference=PHB p229}}SpellData=[w:Part Water,lv:6,sp:100,gp:0,cs:VSM,sph:Elemental-Water]{{effects=Cause water or similar liquid to move apart, thus forming a trough.}}{{hide1=The depth and length of the trough created by the spell depends on the level of the priest. A trough 3 feet deep per caster level, by 30 yards wide, by 20 yards long per level is created. Thus at 12th level, the priest would part water 36 feet deep by 30 yards wide by 240 yards long. The trough remains as long as the spell lasts or until the priest who cast it opts to end its effects. Existing currents appear to flow through the parted water, although swimming creatures and physical objects such as boats do not enter the rift without strenuous and deliberate effort. If cast underwater, this spell creates an air cylinder of appropriate length and diameter. If cast directly on a water elemental or other water-based creature, the creature suffers 48 points of damage and must roll a successful saving throw vs. spell or flee in panic for 3d4 rounds.}}'}, + {name:'Speak-with-Monsters',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSpeak with Monsters\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Alteration}}{{sphere=Divination}}Specs=[Speak With Monsters,PRspellL6,1H,Alteration]{{components=V,S}}{{range=[[[30]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{time=[[9]]}}{{duration=[[[2*@{selected|pr-casting-level}]] rounds](!rounds --target caster|@{selected|token_id}|Speak-with-monsters|[[2*@{selected|pr-casting-level}]]|-1|Doing a Dolittle - speaking with monsters|overdrive)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p229}}SpellData=[w:Speak with Monsters,lv:6,sp:9,gp:0,cs:VS,sph:Divination]{{effects=Converse with any type of creature that has any form of communicative ability (including empathic, tactile, pheromonic, etc.).}}{{hide1=That is, the monster understands, in its own language or equivalent, the intent of what is said to it by the priest and vice versa. The creature thus spoken to is checked by the DM to determine a reaction. All creatures of the same type as that chosen by the priest can likewise understand if they are within range. The priest can speak to different types of creatures during the spell duration, but he must speak separately to each type. The spell lasts for two rounds per caster level.}}'}, + {name:'Stone-Tell',type:'prspelll6',ct:'100',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nStone Tell\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Divination}}{{sphere=Elemental (Earth), Divination}}Specs=[Stone Tell,PRspellL6,1H,Divination]{{components=V,S,M}}{{range=Touch}}{{time=[[1]] turn}}{{duration=[[[1]] turn](!rounds --target caster|@{selected|token_id}|Stone-tell|10|-1|Communing with a rock...|broken-skull)}}{{aoe=[1 cubic yard](!rounds --aoe @{selected|token_id}|square|yards|0|1|1|magic|true)}}{{save=None}}{{reference=PHB p229}}SpellData=[w:Stone Tell,lv:6,sp:100,gp:1,cs:VSM,sph:Elemental-Earth|Divination]{{effects=The very stones speak and relate to the caster who or what has touched them as well as revealing what is covered, concealed, or simply behind them.}}{{hide1=The stones relate complete descriptions, if asked. Note that a stone\'s perspective, perception, and knowledge may hinder this divination. Such details, if any, are decided by the DM.}}{{materials=A drop of mercury, a rare \'magical\' liquid metal costing 1gp a drop, and a bit of clay}}'}, + {name:'Transmute-Dust-to-Water',type:'prspelll6',ct:'8',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTransmute Dust to Water\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Alteration (Reversable)}}{{sphere=Elemental (Water, Earth)}}Specs=[Transmute Water to Dust,PRspellL6,1H,Alteration]{{components=V,S,M}}{{range=[[60]] yards}}{{time=[[8]]}}{{duration=Permanent}}{{aoe=[@{selected|pr-casting-level} cubic yards](!rounds --aoe @{selected|token_id}|rectangle|yards|60|||magic)}}{{save=None}}{{reference=PHB p229}}SpellData=[w:Transmute Water to Dust,lv:6,sp:8,gp:500,cs:VSM,sph:Elemental-Water|Elemental-Earth]{{effects=Simply a very high-powered create water spell.}}{{materials=Diamond dust of at least 500 gp value, a bit of sea shell, and the caster\'s holy symbol}}'}, + {name:'Transmute-Water-to-Dust',type:'prspelll6',ct:'8',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTransmute Water to Dust\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Alteration (Reversable)}}{{sphere=Elemental (Water, Earth)}}Specs=[Transmute Water to Dust,PRspellL6,1H,Alteration]{{components=V,S,M}}{{range=[[60]] yards}}{{time=[[8]]}}{{duration=Permanent}}{{aoe=[@{selected|pr-casting-level} cubic yards](!rounds --aoe @{selected|token_id}|rectangle|yards|60|||magic)}}{{save=Special}}{{reference=PHB p229}}SpellData=[w:Transmute Water to Dust,lv:6,sp:8,gp:500,cs:VSM,sph:Elemental-Water|Elemental-Earth]{{effects=The subject area instantly undergoes a change from liquid to powdery dust.}}{{hide1=Note that if the water is already muddy, the area of effect is doubled, while if wet mud is present, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly permeates the latter, turning the dust into silty mud. If there is not a sufficient quantity of water to cause that effect, it simply soaks or dampens the dust accordingly.\nOnly the liquid actually in the area of effect at the moment of spellcasting is affected. Potions that contain water as a component part are rendered useless. Living creatures are unaffected, except for those native to the elemental plane of Water. Such creatures must roll a successful saving throws vs. death or be slain. However, only one such creature can be affected by any single casting of this spell, regardless of the creature\'s size or the size of the spell\'s area of effect.}}{{materials=Diamond dust of at least 500 gp value, a bit of sea shell, and the caster\'s holy symbol}}'}, + {name:'Transport-via-Plants',type:'prspelll6',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTransport via Plants\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Alteration}}{{sphere=Plant}}Specs=[Transport via Plants,PRspellL6,1H,Alteration]{{components=V,S}}{{range=Touch}}{{time=[[4]]}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p229}}SpellData=[w:Transport via Plants,lv:6,sp:4,gp:0,cs:VS,sph:Plant]{{effects=Enter any plant (human-sized or larger) and pass any distance to a plant of the same species in a single round, regardless of the distance separating the two. }}{{hide1=The entry plant must be alive. The destination plant need not be familiar to the caster, but it also must be alive. If the caster is uncertain of the destination plant, he need merely determine direction and distance, and the *transport via plants* spell moves him as close as possible to the desired location. There is a 20% chance, reduced by 1% per level of experience of the caster, that the transport delivers the caster to a similar species of plant from 1 to 100 miles away from the desired destination plant. If a particular destination plant is desired, but the plant is not living, the spell fails and the caster must come forth from the entrance plant within 24 hours. Note that this spell does not function with plantlike creatures such as shambling mounds, treants, etc. The destruction of an occupied plant slays the caster (see the [*plant door*](!magic --display-ability @{selected|token_id}|PR-Spells-DB|plant-door) spell).}}'}, + {name:'Turn-Wood',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTurn Wood\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Alteration}}{{sphere=Plant}}Specs=[Turn Wood,PRspellL6,1H,Alteration]{{components=V,S}}{{range=[[0]]}}{{time=[[9]]}}{{duration=[@{selected|pr-casting-level} rounds](!rounds --target caster|@{selected|token_id}|Turn-Wood|@{selected|pr-casting-level}|-1|The wood is pushed away|strong)}}{{aoe=[[[20*@{selected|pr-casting-level}]]ft x 120ft](!rounds --aoe @{selected|token_id}|bolt|feet|0|[[20*@{selected|pr-casting-level}]]|120|magic|)}}{{save=None}}{{reference=PHB p229}}SpellData=[w:Turn Wood,lv:6,sp:9,gp:0,cs:VS,sph:Plant]{{effects=Waves of force roll forth from the caster, moving in the direction he faces and causing all wooden objects in the path of the spell to be pushed away from the caster to the limit of the area of effect.}}{{hide1=Wooden objects above 3 inches in diameter that are fixed firmly are not affected, but loose objects (movable mantles, siege towers, etc.) move back. Objects less than 3 inches in diameter that are fixed splinter and break, and the pieces move with the wave of force. Thus, objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them with them. If a spear is planted to prevent this forced movement, it splinters. Even magical items with wooden sections are turned, although an anti-magic shell blocks the effects. A successful *dispel magic* spell ends the effect. Otherwise, the *turn wood* spell lasts for one round for each experience level of the caster.\nThe waves of force continue to sweep down the set path for the spell\'s duration, pushing back wooden objects in the area of effect at a rate of 40 feet per melee round. The length of the path is 20 feet per level of the caster. Thus if a 14th-level priest casts a *turn wood* spell, the area of effect is 120 feet wide by 280 feet long, and the spell lasts 14 rounds. After casting the spell, the path is set and the caster can then do other things or go elsewhere without affecting the spell\'s power.}}'}, + {name:'Wall-of-Thorns',type:'prspelll6',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWall of Thorns\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration-Summoning}}{{sphere=Plant, Creation}}Specs=[Wall of Thorns,PRspellL6,1H,Conjuration-Summoning]{{components=V,S}}{{range=[[80]] yards}}{{time=[[9]]}}{{duration=[@{selected|pr-casting-level} turns](!rounds --target caster|@{selected|token_id}|Wall-of-Thorns|[[10@{selected|pr-casting-level}]]|-1|A wall of spikey growth exists|interdiction)}}{{aoe=[[[@{selected|pr-casting-level}]] x 10ft cubes](!rounds --aoe @{selected|token_id}|wall|feet|240|||acid)}}{{save=None}}{{reference=PHB p230}}SpellData=[w:Wall of Thorns,lv:6,sp:9,gp:0,cs:VS,sph:Plant|Creation]{{effects=Creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person\'s finger. Any creature breaking through (or crashing into) the wall of thorns suffers 8 points of damage, plus an additional amount of damage equal to the creature\'s AC.}}{{hide1=Negative ACs subtract from the base 8 points of damage, but no adjustment is made for Dexterity. Any creature within the area of effect of the spell when it is cast, crashes into the *wall of thorns* and must break through to move. The damage is based on each 10-foot thickness of the barrier.\nIf the wall of thorns is chopped at, it takes at least four turns to cut a path through a 10-foot thickness. Normal fire cannot harm the barrier, but magical fires burn away the barrier in two turns, creating a wall of fire effect while doing so (see [*wall of fire*](!magic --display-ability @{selected|token_id}|PR-Spells-DB|wall-of-fire) spell). In this case, the cool side of the wall is that closest to the caster of the thorn wall.\nThe nearest edge of the wall of thorns appears up to 80 yards distant from the caster, as he desires. The spell\'s duration is one turn for each level of experience of the caster, and it covers one 10-foot cube per level of the caster in whatever shape the caster desires. Thus a 14th-level caster could create a wall of thorns up to 70 feet long by 20 feet high (or deep) by 10 feet deep (or high), a 10-foot-high by 10-foot-wide by 140-foot-long wall to block a dungeon passage, or any other sort of shape that suited his needs. The caster can also create a wall of 5-foot thickness, which inflicts half damage but can be doubled in one of the other dimensions. Note that those with the ability to pass through overgrown areas are not hindered by this barrier. The caster can dismiss the barrier on command.}}'}, + {name:'Weather-Summoning',type:'prspelll6',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWeather Summoning\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Conjuration-Summoning}}{{sphere=Weather}}Specs=[Weather Summoning,PRspellL6,1H,Conjuration-Summoning]{{components=V,S}}{{range=[[0]]}}{{time=[[1]] turn}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p230}}SpellData=[w:Weather Summoning,lv:6,sp:100,gp:0,cs:VS,sph:Weather]{{effects=Calls forth weather appropriate to the climate and season of the area he is in, which is not under the control of the caster.}}{{hide1=Thus, in spring a tornado, thunderstorm, sleet storm, or hot weather could be summoned. In summer a torrential rain, heat wave, hail storm, etc., can be called for. In autumn, hot or cold weather, fog, sleet, etc., could be summoned. Winter enables great cold, blizzard, or thaw conditions to be summoned. Hurricane-force winds can be summoned near coastal regions in the later winter or early spring. It might last but a single turn, in the case of a tornado, or for hours or even days in other cases. The area of effect likewise varies from about 1 square mile to 100 square miles. Note that several casters can act in concert to greatly affect weather, controlling winds, and working jointly to summon very extreme weather conditions.\nWithin four turns after the spell is cast, the trend of the weather to come is apparent - e.g., clearing skies, gusts of warm or hot air, a chill breeze, overcast skies, etc. Summoned weather arrives 1d12+5 turns after the spell is cast. Note that the new weather condition cannot be changed by the caster once it has been summoned. Once the weather is fully summoned, it cannot be dispelled. If the summoning is successfully dispelled before it has been completed, the weather slowly reverts to its original condition.}}'}, + {name:'Word-of-Recall',type:'prspelll6',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWord of Recall\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 6 Priest}}{{school=Alteration}}{{sphere=Summoning}}Specs=[Word of Recall,PRspellL6,0H,Alteration]{{components=V}}{{range=[[0]]}}{{time=[[1]]}}{{duration=Special}}{{aoe=The caster}}{{save=None}}{{reference=PHB p230}}SpellData=[w:Word of Recall,lv:6,sp:1,gp:0,cs:V,sph:Summoning]{{effects=Takes the priest instantly back to his sanctuary when the word is uttered.}}{{hide1=The sanctuary must be specifically designated in advance by the priest and must be a well-known place. The actual point of arrival is a designated area no larger than 10\' x 10\'. The priest can be transported any distance, from above or below ground. Transportation by the *word of recall* spell is safe within a plane, but for each plane the priest is removed, there is a 10% cumulative chance that the priest is irrevocably lost. The priest is able to transport, in addition to himself, 25 pounds of weight per experience level. Thus, a 15th-level priest could transport his person and an additional 375 pounds. This extra matter can be equipment, treasure, or even living material, such as another person. Exceeding this limit causes the spell to fail. Note that unusually strong physical fields, such as magnetic or gravitational forces, or even magical applications can, at the DM\'s option, make the use of this spell hazardous or impossible.}}'}, + ]}, + PR_Spells_DB_L7:{bio:'
Priest Spell Database
v8.02 07/05/2024

This database holds the definitions and API calls to enact Level 7 Priest Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'Change Log:
v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
v8.01 13/04/2024 Split spells by level into separate databases for easier management.
For earlier changes, see PR-Spells-DB-L1', + controlledby:'all', + root:'PR-Spells-DB', + type:'spells', + avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', + version:8.02, + db:[{name:'Animate-Rock',type:'prspelll7',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAnimate Rock\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Alteration}}{{sphere=Elemental (Earth)}}Specs=[Animate Rock,PRspellL7,1H,Alteration]{{components=V,S,M}}{{range=[[40]] yards}}{{time=[[1]] round}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[[[2*@{selected|pr-casting-level}]] cu.ft.](!rounds --movable-aoe @{selected|token_id}|rectangle|feet|120|||magic --target-nosave caster|@{selected|token_id}|Animate-Rock|@{selected|pr-casting-level}|-1|Animated a rock which will obay simple commands|edge-crack)}}{{save=None}}{{reference=PHB p230}}SpellData=[w:Animate Rock,lv:7,sp:10,gp:0,cs:VSM,sph:Elemental-Earth]{{effects=Causes a separated stone object of up to the indicated size to move (see the 6th-level [*animate object*](!magic --display-ability @{selected|token_id}|PR-Spells-DB|animate-object) spell.), following the desire of the caster--attacking, breaking objects, blocking--while the magic lasts.}}{{hide1=It has no intelligence or volition of its own, but it follows instructions exactly as spoken. Only one set of instructions for one single action can be given to the animated rock, and the directions must be brief, about a dozen words or so. The rock remains animated for one round per experience level of the caster. The volume of rock that can be animated is also based on the experience level of the caster--2 cubic feet of stone per level, such as 24 cubic feet, a mass of about man-sized, at 12th level.\nWhile the exact details of the animated rock are decided by the DM, its Armor Class is no worse than 5, and it has 1d3 hit points per cubic foot of volume. It uses the attack roll of the caster. The maximum damage it can inflict is 1d2 points per caster level. Thus, a 12th-level caster\'s rock might inflict 12 to 24 points of damage. Movement for a mansized rock is 60 feet per round. A rock generally weighs from 100 to 300 pounds per cubic foot.}}{{materials=A stone and drop of the caster\'s blood, costing nothing}}{{Use=Click the *area of effect* button to set a caster status timer (requires use of the Turn Order or *GM Maint menu* to increment round number) and specify the dimensions of the resulting rock. The token created can be then moved by the caster}}'}, + {name:'Astral-Spell',type:'prspelll7',ct:'300',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nAstral Spell\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Alteration}}{{sphere=Astral}}Specs=[Astral Spell,PRspellL7,1H,Alteration]{{components=V,S}}{{range=Touch}}{{time=[[3]] turns}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p231}}SpellData=[w:Astral Spell,lv:7,sp:300,gp:0,cs:VS,sph:Astral]{{effects=A priest is able to project his astral body into the Astral plane, leaving his physical body and material possessions behind on the Prime Material plane.}}{{hide1=As the Astral plane touches upon the first levels of all the outer planes, the priest can travel astrally to the first level of any of these outer planes as he wills. The priest then leaves the Astral plane, forming a body on the plane of existence he has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material plane by means of the astral spell. However, a second body cannot be formed on the Prime Material plane.\nAs a general rule, a person astrally projected can be seen only by creatures on the Astral plane. The astral body is connected at all times to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body. If the second body or astral form is slain, the cord simply returns to the caster\'s body where the body rests on the Prime Material plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral plane, their actions affect only creatures existing on the Astral plane; a physical body must be materialized on other planes.\nThe spell lasts until the priest desires to end it, or until it is terminated by some outside means, such as dispel magic spell or destruction of the priest\'s body on the Prime Material plane--which kills the priest. The priest can project the astral forms of up to seven other creatures with himself by means of the astral spell, providing the creatures are linked in a circle with the priest. These fellow travelers are dependent upon the priest and can be stranded if something happens to the priest. Travel in the Astral plane can be slow or fast, according to the priest\'s desire. The ultimate destination arrived at is subject to the desire of the priest.}}'}, + {name:'Changestaff',type:'prspelll7',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nChangestaff\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Evocation, Enchantment}}{{sphere=Plant, Creation}}Specs=[Changestaff,PRspellL7,1H,Evocation|Enchantment]{{components=V,S,M}}{{range=Touch}}{{time=[[4]]}}{{duration=[@{selected|pr-casting-level} turns](!rounds --target caster|@{selected|token_id}|Changestaff|[[10*@{selected|pr-casting-level}]]|-1|Your staff is acting as a treant, 12HD, 40HP, AC0|three-leaves)}}{{aoe=The caster\'s staff}}{{save=None}}{{reference=PHB p231}}SpellData=[w:Changestaff,lv:7,sp:4,gp:0,cs:VSM,sph:Plant|Creation]{{effects=Change a specially prepared staff into a treantlike creature of the largest size, about 24 feet tall.}}{{hide1=When the priest plants the end of the staff in the ground and speaks a special command and invocation, the staff turns into a treantlike creature with 12 Hit Dice, 40 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many turns as the caster has experience levels, until the caster commands the staff to return to its true form, or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdustlike powder and the staff is destroyed. Otherwise, the staff can be used again after 24 hours and the stafftreant is at full strength.\nTo cast a *changestaff* spell, the caster must have either his holy symbol or leaves (ash, oak, or yew) of the same sort as the staff.\nThe staff for the *changestaff* spell must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew tree struck by lightning no more than 24 hours before the limb is cut. The limb must then be cured by sun drying and special smoke for 28 days. Then it must be shaped, carved, and polished for another 28 days. The caster cannot adventure or engage in other strenuous activity during either of these periods. The finished staff, engraved with woodland scenes, is then rubbed with the juice of holly berries, and the end of it is thrust into the earth of the caster\'s grove while he casts a speak with plant spell, calling upon the staff to assist in time of need. The item is then charged with a magic that will last for many changes from staff to treant and back again.}}{{materials=Either his holy symbol or leaves (ash, oak, or yew) of the same sort as the staff (no cost)}}'}, + {name:'Chariot-of-Sustarre',type:'prspelll7',ct:'100',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nChariot of Sustarre\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Evocation}}{{sphere=Elemental (Fire), Creation}}Specs=[Chariot of Sustarre,PRspellL7,1H,Evocation]{{components=V,S,M}}{{range=[[10]] yards}}{{time=[[1]] turn}}{{duration=[12 hours](!rounds --target caster|@{selected|token_id}|Chariot of Sustarre|720|-1|You have a flaming flying chariot, move 24, FL 48|overdrive)}}{{aoe=Special}}{{save=Special}}{{reference=PHB p231}}SpellData=[w:Chariot of Sustarre,lv:7,sp:100,gp:0.01,cs:VSM,sph:Elemental-Fire|Creation]{{effects=Brings forth a large, flaming chariot pulled by two fiery horses from the elemental plane of Fire in a clap of thunder amid a cloud of smoke.}}{{hide1=The vehicle moves at 24 on the ground, 48 flying, and can carry the caster and up to seven other creatures of man-size or less. The passengers must be touched by the caster to protect them from the flames of the chariot. Creatures other than the caster and his designated passengers sustain 2d4 points of fire damage each round if they come within 5 feet of the horses or chariot. Such creatures suffer no damage if they evade the area by rolling successful saving throws vs. petrification, with Dexterity adjustments.\nThe caster controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, and turn left or right as he desires. Note that the *chariot of Sustarre* is a physical manifestation and can sustain damage. The vehicle and steeds are struck only by magical weapons or by water (one quart of which inflicts 1 point of damage). They are Armor Class 2, and each requires 30 points of damage to dispel. Naturally, fire has no effect upon either the vehicle or its steeds, but magical fires other than those of the chariot can affect the riders. Other spells, such as a successful *dispel magic* or *holy word*, will force the chariot back to its home plane, without its passengers. The chariot can be summoned only once per week.}}{{materials=A small piece of wood, two holly berries, and a fire source at least equal to a torch. Total cost 1cp}}'}, + {name:'Confusion',type:'prspelll7',ct:'10',charge:'uncharged',cost:'0.01',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nConfusion\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Enchantment-Charm}}{{sphere=Charm}}Specs=[Confusion,PRspellL7,1H,Enchantment-Charm]{{components=V,S,M}}{{range=[[80]] yards}}{{time=[[1]] round}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[[[1d4+floor(@{selected|pr-casting-level}/2)]] creatures](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Who\'s confused?|token_id}|Confusion|@{selected|pr-casting-level}|-1|This is so confusing! This round roll is 1d10|broken-skull|svspe\\clon;-2) in [40ft.sq.](!rounds --aoe @{selected|token_id}|square|feet|240|40||magic)}}{{save=Negates}}{{reference=PHB p231}}SpellData=[w:Confusion,lv:7,sp:10,gp:0.01,cs:VSM,sph:Charm]{{effects=Causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action.}}{{hide1=The spell affects 1d4 creatures, plus one creature per two caster levels. Thus, seven to ten creatures can be affected by a 12th or 13th-level caster, eight to 11 by a 14th- or 15th-level caster, etc. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the spell. Confused creatures react as follows (roll 1d10):\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th width="15%"\\ampgt;d10\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Reaction\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wander away (unless prevented) for duration of spell\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2-6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stand confused one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7-9\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Attack nearest creature for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;10\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Act normally for one round (then roll again)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe spell lasts one round for each level of the caster. Those who fail their saving throws are checked by the DM for actions each round, for the duration of the spell, or until the "wander away for the duration of the spell" result occurs.\nWandering creatures move as far from the caster as possible in their most typical mode of movement (characters walk, fish swim, bats fly, etc.). This is not panicked flight. Wandering creatures also have a 50% chance of using any special innate movement abilities (plane shift, burrowing, flight, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.}}{{GM Info=If there are many creatures involved, the DM may decide to assume average results. For example, if there are 16 orcs affected and 25% could be expected to successfully roll the saving throw, then four are assumed to have succeeded, one wanders away, four attack the nearest creature, six stand confused and the last acts normally but must check next round. Since the orcs are not near the party, the DM decides that two who are supposed to attack the nearest creature attack each other, one attacks an orc that saved, and one attacks a confused orc, which strikes back. The next round, the base is 11 orcs, since four originally saved and one wandered off. Another one wanders off, five stands confused, four attack, and one acts normally.}}{{materials=A set of three nut shells, costing 1cp to source}}'}, + {name:'Conjure-Earth-Elemental',type:'prspelll7',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nConjure Earth Elemental\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Conjuration-Summoning (Reversable)}}{{sphere=Elemental (Earth), Summoning}}Specs=[Conjure Earth Elemental,PRspellL7,1H,Conjuration-Summoning]{{components=V,S}}{{range=[[[40]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|80||magic|true)}}{{duration=[[[@{selected|pr-casting-level}]] turns](!rounds --target caster|@{selected|token_id}|Conjure-Earth-Elemental|[[10*@{selected|pr-casting-level}]]|-1|The Earth Elemental continues to do your bidding... for now|fist)}}{{time=[[1]] turn}}{{aoe=Special}}{{save=None}}{{reference=PHB p232}}{{use=The DM should *Drag \\amp Drop* the relevant earth elementals onto the playing surface once the spell is cast}}SpellData=[w:Conjure Earth Elemental,lv:7,sp:100,gp:0,cs:VS,sph:Elemental-Earth|Summoning]{{effects=An Earth Elemental is summoned. [[60]]% likely (01-60) to have 12 Hit Dice, [[35]]% likely (61-95) to have 16 Hit Dice, and [[5]]% likely (96-00) have [21 to 24](!\\amp#13;\\amp#47;r 20+1d4) Hit Dice. Roll [Percentile dice](!\\amp#13;\\amp#47;r 1d100).}}{{hide1=Further, the caster needs but to command it, and it does as desired. The elemental regards the caster as a friend to be obeyed. The elemental remains until destroyed, dispelled, sent away by dismissal or a holy word spell (see the conjure fire elemental spell), or the spell duration expires.}}'}, + {name:'Control-Weather',type:'prspelll7',ct:'100',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nControl Weather\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Alteration}}{{sphere=Weather}}Specs=[Control Weather,PRspellL7,1H,Alteration]{{components=V,S,M}}{{range=[[0]]}}{{time=[[1]] turn}}{{duration=[[4d12]] hours}}{{aoe=[[4d4]] sq. miles}}{{save=None}}{{reference=PHB p232}}SpellData=[w:Control Weather,lv:7,sp:100,gp:0.5,cs:VSM,sph:Weather]{{effects=Change the weather in the local area. It requires an additional [1d4](!\\amp#13;\\amp#47;r 1d4) turns for the effects of the spell to be felt.}}{{hide1=The spell affects the weather for 4d12 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the effects of the spell to be felt. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart:\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Precipitation\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Temperature\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Wind\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;**CLEAR WEATHER**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**HOT**\\amplt;/td\\ampgt;\\amplt;td\\ampgt; **CALM**\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Very clear\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Sweltering heat\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dead calm\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Light clouds or hazy\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Warm\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Light wind\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Moderate wind\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;**PARTLY CLOUDY**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**WARM**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**MODERATE WIND**\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Clear weather\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hot\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Calm\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Cloudy\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cool\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Strong wind\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Mist/light rain/small hail\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Sleet/light snow\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;**CLOUDY**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**COOL**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**STRONG WIND**\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Partly cloudy\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Warm\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Moderate wind\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Deep Clouds\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cold\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gale\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Fog\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Heavy rain/large hail\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Driving sleet/Heavy snow\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;**COLD**\\amplt;/td\\ampgt;\\amplt;td\\ampgt;**GALE**\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Cool\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Strong wind\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Arctic cold\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Storm\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;**STORM**\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gale\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hurricane-typhoon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe upper-case headings represent existing weather conditions. The lower-case headings below are the new conditions to which the caster can change the existing conditions. In addition, the caster can control the direction of the wind. For example, a day that is clear, warm, and with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible--fog and strong wind, for example. Multiple control weather spells can be used only in succession.\nThe material components for this spell are the priest\'s religious symbol, incense, and prayer beads or similar prayer object. Obviously, the spell functions only in areas where there are appropriate climatic conditions.\nIf Weather is a major sphere for the priest (as it is for druids), duration and area are doubled, and the caster can change the prevailing weather by two places. For example, he can cause precipitation to go from partly cloudy to heavy sleet, temperature to go from cool to arctic, and wind to go from calm to strong.}}{{materials=The priest\'s religious symbol, incense, and prayer beads or similar prayer object, total cost 5sp per casting}}'}, + {name:'Creeping-Doom',type:'prspelll7',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nCreeping Doom\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Conjuration-Summoning}}{{sphere=Animal, Summoning}}Specs=[Creeping Doom,PRspellL7,1H,Conjuration-Summoning]{{components=V,S}}{{range=[[0]]}}{{time=[[1]] round}}{{duration=[[4*@{selected|pr-casting-level}]] rounds}}{{aoe=[20ft. sq. movable](!rounds --movable-aoe @{selected|token_id}|bolt|feet|0|20|20|acid)}}{{save=None}}{{reference=PHB p232}}SpellData=[w:Creeping Doom,lv:7,sp:10,gp:0,cs:VS,sph:Animal|Summoning]{{effects=Calls forth a mass of from 500 to 1,000 [(1d6 + 4) x 100](!\\amp#13;\\amp#47;r 100*(4+1d6\\amp#41;) venomous, biting and stinging arachnids, insects, and myriapods.}}{{hide1=This carpetlike mass swarms in an area 20 feet square. Upon command from the caster, the swarm creeps forth at 10 feet per round toward any prey within 80 yards, moving in the direction in which the caster commands. The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom travels more than 80 yards away from the summoner, it loses 50 of its number for each 10 yards beyond 80 yards. For example, at 100 yards, its number has shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.}}'}, + {name:'Destruction',type:'innate-melee|prspelll7',ct:'1',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDestruction\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Destruction,Innate-Melee|PRspellL7,1H,Necromancy]{{components=V,S,M}}ToHitData=[w:Destruction,sb:0,r:5,ty:SPB,sp:1,touch:1,msg:A successful hit will require the victim to make a saving throw vs. death magic at a -4 penalty or be turned to dust. Successfully saving still does damage]{{range=Touch}}DmgData=[w:Destruction,sb:0,SM:8d6,L:8d6,msg:A successful hit will require the victim to make a saving throw vs. death magic at a -4 penalty or be turned to dust. Successfully saving still does damage]{{time=[[1]] turn}}{{duration=Permanent}}{{aoe=1 Creature}}{{save=vs. death magic at -4 penalty}}{{reference=PHB p235 (reverse *resurrection*)}}SpellData=[w:Destruction,lv:7,sp:1,gp:0.1,cs:VSM,sph:Necromantic]{{Use=Take the spell in-hand when cast using the *change weapon* dialog, then attack the target. On a successful hit, the target should make a saving throw vs. death magic with a -4 penalty or be utterly destroyed. Successfully saving still takes 8d6 damage}}{{effects=*Destruction* causes the victim of the spell to be instantly dead and turned to dust. A wish spell or equivalent is required for recovery. Destruction requires a touch, either in combat or otherwise, and does not age the caster. In addition, the victim is allowed a saving throw (with a -4 penalty). If the save is successful, the victim receives [8d6](!\\amp#13;\\amp#47;gr 8d6) points of damage instead.}}{{materials=A prayer device and unholy water}}'}, + {name:'Dismiss-Earth-Elemental',type:'prspelll7',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nDismiss Earth Elemental\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Conjuration-Summoning (Reversable)}}{{sphere=Elemental (Earth), Summoning}}Specs=[Dismiss Earth Elemental,PRspellL7,1H,Conjuration-Summoning]{{components=V,S}}{{range=[[[40]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|80||magic|true)}}{{time=[[1]] turn}}{{duration=Instantaneous}}{{aoe=Special}}{{save=None}}{{reference=PHB p232\n(reverse *conjure earth elemental*)}}SpellData=[w:Dismiss Earth Elemental,lv:7,sp:100,gp:0,cs:VS,sph:Elemental-Earth|Summoning]{{effects=Dismisses an earth elemental conjured by a *conjure earth elemental* spell or similar means.}}'}, + {name:'Earthquake',type:'prspelll7',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nEarthquake\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Alteration}}{{sphere=Elemental (Earth)}}Specs=[Earthquake,PRspellL7,1H,Alteration]{{components=V,S,M}}{{range=[[120]] yards}}{{time=[[1]] turn}}{{duration=[[1]] round}}{{aoe=[[[5*@{selected|pr-casting-level}]]ft diameter](!rounds --aoe @{selected|token_id}|circle|feet|360|[[5*@{selected|pr-casting-level}]]||lightning)}}{{save=Special}}{{reference=PHB p233}}SpellData=[w:Earthquake,lv:7,sp:100,gp:0,cs:VSM,sph:Elemental-Earth]{{effects=A local tremor of fairly high strength rips the ground. The shock is over in one round.}}{{hide1=The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. The area of effect of the earthquake spell is circular, with a diameter of 5 feet for every experience level of the priest casting it. Thus a 20th level priest casts an earthquake spell with a 100-foot-diameter area of effect.\nSolidly built structures with foundations reaching down to bedrock sustain one-half damage; one-quarter damage if they score above 50% on a saving throw. An earth elemental opposed to the caster in the area of effect can negate 10% to 100% (roll 1d10, 0 = 100%) of the effect. Other magical protections and wards allowed by the DM may also reduce or negate this effect. If cast undersea, this spell may, at the discretion of the DM, create a tsunami or tidal wave.\n**Earthquake Effects**\nTERRAIN\n**Cave or cavern**--Collapses roof\n**Cliffs**--Crumble, causing landslide\n**Ground**--Cracks open, causing the following fractions of creatures to fall in and die:\nSize S: 1 in 4\nSize M: 1 in 6\nSize L: 1 in 8\n**Marsh**--Drains water to form muddy, rough ground.\n**Tunnel**--Caves in\nVEGETATION\n**Small growth**--No effect\n**Trees**--1 in 3 are uprooted and fall\nSTRUCTURES\n**All structures**--Sustain 5d12 points of structural damage; those suffering full damage are thrown down in rubble\nCREATURES (See TERRAIN entry)}}{{materials=A pinch of dirt, a piece of rock, and a lump of clay (no cost)}}'}, + {name:'Energy-Drain',type:'innate-melee|prspelll7',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nEnergy Drain\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Energy Drain,Innate-Melee|PRspellL7,1H,Necromancy]{{components=V,S}}ToHitData=[w:Energy Drain,sb:0,r:5,ty:SPB,sp:1,touch:1,msg:A successful hit will \\lbrak;drain\\rbrak;\\lpar;!magic ~~level-change \\amp#64;{target\\vbar;Who will be Drained?\\vbar;token_id}\\vbar;-1\\rpar; the victim of 1 life energy level]{{range=Touch}}DmgData=[w:Energy Drain,sb:0,SM:0,L:0,msg:A successful hit will \\lbrak;drain\\rbrak;\\lpar;!magic ~~level-change \\amp#64;{target\\vbar;Who will be Drained?\\vbar;token_id}\\vbar;-1\\rpar; the victim of 1 life energy level]{{time=[[3]] rounds}}{{duration=Permanent}}{{aoe=1 Creature}}{{save=None}}{{reference=PHB p235 (reverse *restoration*)}}SpellData=[w:Energy Drain,lv:7,sp:30,gp:0,cs:VS,sph:Necromantic]{{Use=Take the spell in-hand when cast using the *change weapon* dialog, then attack the target. On a successful hit, use the *drain* button displayed (if dual- or multi-classed will ask it\'s desired class to drain)}}{{effects=*Energy drain* draws away one life energy level (see such undead as spectre, wight, and vampire, in the Monstrous Manual). The energy drain requires the victim to be touched. Casting this form of the spell does not age the caster.}}'}, + {name:'Exaction',type:'prspelll7',ct:'10',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nExaction\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Evocation, Alteration}}{{sphere=Charm, Summoning}}Specs=[Exaction,PRspellL7,1H,Evocation|Alteration]{{components=V,S,M}}{{range=[[10]] yards}}{{time=[[1]] round}}{{duration=Special}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p233}}SpellData=[w:Exaction,lv:7,sp:10,gp:1000,cs:VSM,sph:Charm|Summoning]{{effects=Confront some powerful creature from another plane (including devas and other powerful minions, for instance, but not demigods or deities of any sort) and requires of it some duty or quest.}}{{hide1=A creature of an alignment opposed to the priest (e.g., evil if the priest is good, chaotic if the priest is lawful) cannot be ordered around unless it is willing. Note that an absolute (true) neutral creature is effectively opposed to both good and evil, and both law and chaos.\nThe spellcaster must know something about the creature to exact service from it, or else he must offer some fair trade in return for the service. That is, if the priest is aware that the creature has received some favor from someone of the priest\'s alignment, then the exaction spell can name this as cause. If no balancing reason for service is known, then some valuable gift or service must be pledged in return for the exaction. The service exacted must be reasonable with respect to the past or promised favor or reward, and with the being\'s effort and risk. The spell then acts, subject to a magic resistance roll, as a quest upon the being that is to perform the required service. Immediately upon completion of the service, the being is transported to the vicinity of the priest, and the priest must then and there return the promised reward, whether it is irrevocable cancellation of a past debt or the giving of some service or other material reward. After this is done, the creature is instantly freed to return to its own plane.\nThe DM adjudicates when an equitable arrangement has been reached. If the caster requests too much, the creature is free to depart or to attack the priest (as if the agreement were breached) according to its nature. If circumstances leave the situation unbalanced (for example, the creature dies while achieving a result that was not worth dying for), then this might create a debt owed by the caster to the creature\'s surviving kith and kin, making the caster vulnerable to a future exaction spell from that quarter. Agreeing to a future exaction or release in the event of catastrophic failure or death are common caster pledges in securing an exaction.\nFailure to fulfill the promise to the letter results in the priest being subject to exaction by the subject creature or by its master, liege, etc., at the very least. At worst, the creature can attack the reneging priest without fear of any of his spells affecting it, for the priest\'s failure to live up to the bargain gives the creature immunity from the priest\'s spell powers.}}{{materials=The priest\'s holy symbol, some matter or substance from the plane of the creature from whom an exaction is expected costing 1,000gp to source, and knowledge of the creature\'s nature or actions that is written out on a parchment that is burned to seal the pledge}}'}, + {name:'Fire-Quench',type:'prspelll7',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFire Quench\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Evocation (Reversable)}}{{sphere=Elemental (Fire)}}Specs=[Fire Quench,PRspellL7,1H,Evocation]{{components=V,S}}{{range=[[160]] yards}}{{time=[[1]] round}}{{duration=Instantaneous}}{{aoe=vs. magical [[[2*@{selected|pr-casting-level}]] x 10ft cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|480|||cold)\nor vs. normal [[[4*@{selected|pr-casting-level}]] x 10ft cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|480|||cold)}}{{save=Special}}{{reference=PHB p234 (reverse *fire storm*)}}SpellData=[w:Fire Quench,lv:7,sp:10,gp:0,cs:VS,sph:Elemental-Fire]{{effects=Smothers twice the area of effect of a fire storm spell with respect to normal fires, and the normal area of effect with respect to magical fires.}}{{hide1=Fire-based creatures, such as elementals, salamanders, etc., of less than demigod status have a 5% chance per experience level of the caster of being extinguished. If cast only against a flametongue sword, the sword must roll a successful saving throw vs. crushing blow or be rendered nonmagical. Such a sword in the possession of a creature first receives the creature\'s saving throw, and if this is successful, the second saving throw is automatically successful.}}'}, + {name:'Fire-Storm',type:'prspelll7',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFire Storm\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Evocation (Reversable)}}{{sphere=Elemental (Fire)}}Specs=[Fire Storm,PRspellL7,1H,Evocation]{{components=V,S}}{{range=[[160]] yards}}{{time=[[1]] round}}{{duration=[While concentrating](!rounds --target caster|@{selected|token_id}|Wall-of-Fire-PR|99|0|The Fire Storm rages while you concentrate|radioactive)}}{{aoe=[[[2*@{selected|pr-casting-level}]] x 10ft cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|480|||fire)}}{{save=Halves}}{{damage=[2d8 + @{selected|pr-casting-level}](!\\amp#13;\\amp#47;r 2d8+@{selected|pr-casting-level})}}{{reference=PHB p234}}SpellData=[w:Fire Storm,lv:7,sp:10,gp:0,cs:VS,sph:Elemental-Fire]{{effects=The whole area is shot through with sheets of roaring flame that equal a *wall of fire* spell in effect.}}{{hide1=Creatures within the area of fire and 10 feet or less from the edge of the affected area receive 2d8 points of damage plus additional damage equal to the caster\'s level (2d8 +1/level). Creatures that roll successful saving throws vs. spell suffer only one-half damage. The damage is inflicted each round the creature stays in the area of effect. The area of effect is equal to two 10-foot x 10-foot cubes per level of the cater--e.g., a 13th-level caster can cast a fire storm measuring 130 feet x 20 feet x 10 feet. The height of the storm is 10 or 20 feet; the imbalance of its area must be in length and width.}}'}, + {name:'Gate',type:'prspelll7',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nGate\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Conjuration-Summoning}}{{sphere=Summoning}}Specs=[Gate,PRspellL7,1H,Conjuration-Summoning]{{components=V,S}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{time=[[5]]}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p234}}SpellData=[w:Gate,lv:7,sp:5,gp:0,cs:VS,sph:Summoning]{{effects=Causes an interdimensional connection between the plane of existence the priest is in and the plane in which dwells a specific being of great power. The result of this connection is that the sought-after being can step through the gate or portal, from its plane to that of the priest.}}{{hide1=Uttering the spell attracts the attention of the dweller on the other plane. When casting the spell, the priest must name the entity he desires to make use of the gate and to come to his aid. There is a 100% chance that something steps through the gate. The actions of the being that comes through depend on many factors, including the alignment of the priest, the nature of those accompanying him, and who or what opposes or threatens the priest. The DM will decide the exact result of the spell, based on the creature called, the desires of the caster and the needs of the moment. The being gates in either returns immediately or remains to take action. Casting this spell ages the priest five years.}}'}, + {name:'Holy-Word',type:'prspelll7',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nHoly Word\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Conjuration-Summoning (Reversable)}}{{sphere=Combat}}Specs=[Holy Word,PRspellL7,0H,Conjuration-Summoning]{{components=V}}{{range=[[0]]}}{{time=[[1]]}}{{duration=Special}}{{aoe=[30ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60||light|true)}}{{save=None}}{{reference=PHB p234}}SpellData=[w:Holy Word,lv:7,sp:1,gp:0,cs:V,sph:Combat]{{effects=Creates magic of tremendous power. It drives off evil creatures from other planes, forcing them to return to their own planes of existence, provided the speaker is in his home plane.}}{{hide1=Creatures so banished cannot return for at least a day. The spell further affects creatures of differing alignment as shown on the following table:\n**Effects of Holy Word**\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Creature\'s Hit Dice or Level\\amplt;/th\\ampgt;\\amplt;th\\ampgt;General\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Attack Move\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Dice\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Spells\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Less than 4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Kills\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4 to 7+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Paralyzes 1d4 turns](!rounds --target multi|@{selected|token_id}|Paralysis|\\amp#91;[10*1d4]\\amp#93;|-1|Paralysed by the Holy Word|fishing-net)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8 to 11+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Slows 2d4 rounds](!rounds --target multi|@{selected|token_id}|Slow_Holy Word|\\amp#91;[2d4]\\amp#93;|-1|Slowed by @{selected|token_name}\'s Holy Word|snail)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-50%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-4^\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12 or more\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Deafens 1d4 rounds](!rounds --target multi|@{selected|token_id}|Deafness_Holy Word|\\amp#91;[1d4]\\amp#93;|-1|Deafened by @{selected|token_name}\'s Holy Word|bleeding-eye)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-25%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50% chance\nof failure\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^Slowed creatures attack only on even-numbered rounds until the effect wears off.\nAffected creatures are those within the 30-foot-radius area of effect, which is centered on the priest casting the spell. The side effects are negated for deafened or silenced creatures, but such are still driven off if other-planar.}}'}, + {name:'Regenerate',type:'prspelll7',ct:'30',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nRegenerate\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Regenerate,PRspellL7,1H,Necromancy]{{components=V,S,M}}{{range=Touch}}{{time=[[3]] rounds}}{{duration=Permanent}}{{aoe=Creature Touched}}{{save=None}}{{reference=PHB p234}}SpellData=[w:Regenerate,lv:7,sp:30,gp:0.1,cs:VSM,sph:Necromantic]{{Use=Select the relevant button in the description and then select the token that is regenerating lost limbs}}{{effects=Body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatues), bones, and organs grow back. The process of regeneration requies but one round if the severed member(s) is (are) [present](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who will regenerate limbs?|token_id}|Regenerate|1|-1|Regenerating / reattaching severed parts|aura) and touching the creature, 2d4 turns [otherwise](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who will regenerate limbs?|token_id}|Regenerate|\\amp#91;[2d4]\\amp#93;|-1|Regenerating severed parts|aura). The creature must be living to receive the benefits of this spell. If the severed member is not present, or if the injury is older than one day per caster level, the recipient must roll a successful system shock check to survive the spell.}}{{materials=A prayer device and holy water}}'}, + {name:'Reincarnate',type:'prspelll7',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nReincarnate\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Necromancy}}{{sphere=Necromantic}}Specs=[Reincarnate,PRspellL7,1H,Necromancy]{{components=V,S}}{{range=Touch}}{{time=[[1]] turn}}{{duration=Permanent}}{{aoe=1 person}}{{save=None}}{{reference=PHB p234}}SpellData=[w:Reincarnate,lv:7,sp:100,gp:0,cs:VS,sph:Necromantic]{{effects=Brings back a dead person in another body, if death occurred no more than one week before the casting of the spell. Reincarnation does not require any saving throw, system shock, or resurrection survival roll.}}{{hide1=The corpse is touched, and a new incarnation of the person appears in the area in 1d6 turns. The person reincarnated recalls the majority of his former life and form, but the character class, if any, of the new incarnation might be very different indeed.The new incarnation is determined on the following table or by DM choice. At the DM\'s option, certain special (expensive) incenses can be used that may increase the chance for a character to return as a specific race or species. A *wish* spell can restore a reincarnated character to its original form and status.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th scope="col"\\ampgt;D100 Roll\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Incarnation\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-03\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Badger\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;04-08\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bear, Black\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;09-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Bear, Brown\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Boar, Wild\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17-19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Centaur\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20-23\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dryad\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;24-28\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Eagle\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;29-31\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Elf\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;32-34\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Faub/Satyr\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;35-36\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Fox\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;37-40\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gnome\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;41-44\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hawk\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;45-58\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Human\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;59-61\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Lynx\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;62-64\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Owl\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;65-68\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Pixie\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;69-70\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Raccoon\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;71-75\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stag\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;76-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wolf\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-85\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Wolverine\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;86-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;DM\'s choice\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;If an unusual creature form is indicated, the DM can (at his option only) use the guidelines for new player character races to allow the character to earn experience and advance in levels, although this may not be in the same class as before. If the reincarnated character returns as a creature eligible to be the same class as he was previously (i.e., a human fighter returns as an elf), the reincarnated character has half his previous levels and hit points. If the character returns as a new character class, his hit points are half his previous total, but he must begin again at 1st level. If the character returns as a creature unable to have a class, he has half the hit points and saving throws of his previous incarnation.}}'}, + {name:'Restoration',type:'prspelll7',ct:'30',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nRestoration\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Restoration,PRspellL7,1H,Necromancy]{{components=V,S}}{{range=Touch}}{{time=[[3]] rounds}}{{duration=Permanent}}{{aoe=[1 Creature](!magic --level-change \\amp#64;{target|Who will be Restored?|token_id}|+1)}}{{save=None}}{{reference=PHB p235}}SpellData=[w:Restoration,lv:7,sp:30,gp:0,cs:VS,sph:Necromantic]{{Use=Select the *area of effect* button above and then select the token of the creature to be restored to raise it by 1 level (if dual- or multi-classed will ask it\'s desired class)}}{{effects=The life energy level of the recipient creature is raised by one. This reverses any previous life energy level drain of the creature by a force or monster.}}{{hide1=Thus, if a 10th-level character had been struck by a wight and drained to 9th level, the *restoration* spell would bring the character up to exactly the number of experience points necessary to restore him to 10th level once again, restoring additional Hit Dice (or hit points) and level functions accordingly. Restoration is effective only if the spell is cast within one day of the recipient\'s loss of life energy, per experience level of the priest casting it. A *restoration* spell restores the intelligence of a creature affected by a *feeblemind* spell. It also negates all forms of insanity. Casting this spell ages both the caster and the recipient by two years.}}'}, + {name:'Resurrection',type:'prspelll7',ct:'100',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nResurrection\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Resurrection,PRspellL7,1H,Necromancy]{{components=V,S,M}}{{range=Touch}}{{time=[[1]] turn}}{{duration=Permanent}}{{aoe=1 Creature}}{{save=None}}{{reference=PHB p235}}SpellData=[w:Resurrection,lv:7,sp:100,gp:0.1,cs:VSM,sph:Necromantic]{{effects=The priest is able to restore life and complete strength to any living creature, including elves, by bestowing the resurrection spell. The creature can have been dead up to 10 years per level of the priest casting the spell.}}{{hide1=Thus, a 19th-level priest can resurrect the bones of a creature dead up to 190 years. The creature, upon surviving a resurrection survival check, is immediately restored to full hit points and can perform strenuous activity. The spell cannot bring back a creature that has reached its allotted life span (i.e., died of natural causes). Casting this spell makes it impossible for the priest to cast further spells or engage in combat until he has had one day of bed rest for each experience level or Hit Die of the creature brought back to life. The caster ages three years upon casting this spell.}}{{materials=A prayer device and holy water}}'}, + {name:'Reverse-Succor',type:'prspelll7',ct:'10',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSuccor (Reversed)\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Alteration / Enchantment (Reversable)}}{{sphere=Summoning}}Specs=[Reverse Succor,PRspellL7,1H,Alteration|Enchantment]{{components=V,S,M}}{{range=Touch}}{{time=[[1]] day}}{{duration=Special}}{{aoe=1 person}}{{save=None}}{{reference=PHB p235 (reverse *succor*)}}SpellData=[w:Reverse Succor,lv:7,sp:10,gp:4000,cs:VSM,sph:Summoning]{{effects=By casting this spell, the priest creates a powerful magic aura in some specially prepared object--a string of prayer beads, a small clay tablet, an ivory baton, etc. This object radiates magic, for it contains the power to instantaneously transport the priest who created it from their sanctuary to the immediate vicinity of the possessor of the item when it is broken and the command word said.}}{{hide1=The priest has a general idea of the location and situation of the item\'s possessor, and can choose not to be affected by this summons. This decision is made at the instant when the transportation is to take place. However, if he chooses not to go, the opportunity is gone forever and the spell is wasted.\nNote that the same factors that can prevent the operation of the plane shift and teleport spells can also prevent the use of this spell.}}{{materials=The cost of preparing the special item (for either version of the spell) varies from 2,000 to 5,000 gp. The more costly items can transport the subject from one plane of existence to another, if the DM allows.}}'}, + {name:'Succor',type:'prspelll7',ct:'10',charge:'uncharged',cost:'4000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSuccor\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Alteration / Enchantment (Reversable)}}{{sphere=Summoning}}Specs=[Succor,PRspellL7,1H,Alteration|Enchantment]{{components=V,S,M}}{{range=Touch}}{{time=[[1]] day}}{{duration=Special}}{{aoe=1 person}}{{save=None}}{{reference=PHB p235}}SpellData=[w:Succor,lv:7,sp:10,gp:4000,cs:VSM,sph:Summoning]{{effects=By casting this spell, the priest creates a powerful magic aura in some specially prepared object--a string of prayer beads, a small clay tablet, an ivory baton, etc. This object radiates magic, for it contains the power to instantaneously transport its possessor to the sanctuary of the priest who created its magic.}}{{hide1=Once the item is enchanted, the priest must give it willingly to an individual, at the same time informing him of a command word to be spoken when the item is to be used. To make use of the item, the recipient must speak the command word at the same time that he rends or breaks the item. When this is done, the individual and all that he is wearing and carrying (up to the maximum encumbrance limit for the character) are instantly transported to the sanctuary of the priest, just as if the individual were capable of speaking a *word of recall* spell. No other creatures can be affected.\nNote that the same factors that can prevent the operation of the plane shift and teleport spells can also prevent the use of this spell.}}{{materials=The cost of preparing the special item (for either version of the spell) varies from 2,000 to 5,000 gp. The more costly items can transport the subject from one plane of existence to another, if the DM allows.}}'}, + {name:'Sunray',type:'prspelll7',ct:'4',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSunray\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Evocation / Alteration}}{{sphere=Sun}}Specs=[Sunray,PRspellL7,1H,Evocation|Alteration]{{components=V,S,M}}{{range=[[10*@{selected|pr-casting-level} yds.}}{{time=[[4]]}}{{duration=1+1d4 rounds}}{{aoe=[5 ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|[[10*@{selected|pr-casting-level}]]|10|10|light) (special)}}{{save=Special}}{{reference=PHB p235}}SpellData=[w:Sunray,lv:7,sp:4,gp:1,cs:VSM,sph:Sun]{{Use=Select the *area of effect* button above and indicate where the beam will illuminate. Then apply the effects as described using the buttons to roll dice as relevant.}}{{effects=With this spell, the caster can evoke a dazzling beam of light each round in which they take no action other than movement. The sunray is like a ray of natural sunlight. All creatures in the 10-foot-diameter area of effect must roll successful saving throws vs. spell or be blinded for [1d3 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which creatures with normal vision are blinded?|token_id}|blinded|\\amp#91;[10*1d3]\\amp#93;|-10|Blinded by intense sunray. Attack and AC at -4 penalty|bleeding-eye), those using infravision at the time for [2d4 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which creatures using infravision are blinded?|token_id}|blinded|\\amp#91;[10*2d4]\\amp#93;|-10|Blinded by intense sunray. Attack and AC at -4 penalty|bleeding-eye). Creatures to whom sunlight is harmful or unnatural suffer [permanent blindness](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which creatures that failed their save are permanently blinded?|token_id}|blinded|99|0|Blinded by intense sunray. Attack and AC at -4 penalty|bleeding-eye) if the saving throw is failed, and are blinded for [2d6 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which creatures to whom sunlight is unnatural are blinded?|token_id}|blinded|\\amp#91;[10*2d6]\\amp#93;|-10|Blinded by intense sunray. Attack and AC at -4 penalty|bleeding-eye) if the saving throw is successful. Those within its area of effect, as well as creatures within 20 feet of its perimeter, lose any infravision capabilities for [1d4+1 rounds](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which creatures with infravision cannot now use it?|token_id}|Sunray|\\amp#91;[10*(1d4+1)]\\amp#93;|-10|Blinded by intense sunray. Cannot use infravision again yet|interdiction).\nUndead caught within the sunray\'s area of effect receive [8d6 points](!\\amp#13;\\amp#47;gr 8d6) of damage, one half if a saving throw vs. spell is successful. Those undead 20 feet to either side of the sunray\'s area of effect receive [3d6 points](!\\amp#13;\\amp#47;gr 3d6) of damage, no damage if a save is successful. In addition, the ray may result in the total destruction of those undead specifically affected by sunlight, if their saving throws are failed. \nThe ultraviolet light generated by the spell inflicts damage on fungoid creatures and subterranean fungi just as if they were undead, but no saving throw is allowed.}}{{materials=A prayer device and holy water}}'}, + {name:'Symbol',type:'prspelll7',ct:'3',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nSymbol\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Conjuration Summoning}}{{sphere=Guardian}}Specs=[Symbol,PRspellL7,1H,Conjuration-Summoning]{{components=V,S,M}}{{range=Touch}}{{time=[[3]]}}{{duration=[[@{selected|pr-casting-level}]] turns}}{{aoe=60ft radius}}{{save=Negates}}{{reference=PHB p236}}SpellData=[w:Symbol,lv:7,sp:3,gp:10,cs:VSM,sph:Guardian]{{GM info=Cast this spell then\n1. Create a new Character Sheet and name it after the selected Symbol\n2. Drag the Symbol character sheet onto the map to drop a token where you want the symbol to be\n3. Use the Race/Class/Creature dialog, creature dropdown to make the token a creature: Symbol of Hopelessness, of Pain, or of Pursuasion\n4. [Mark the symbol](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Which is the symbol of Hopelessness?|token_id}|Symbol|@{selected|pr-casting-level}|-1|This is the symbol of hopelessness|lightning-helix) with it\'s duration by pressing this button and selecting the newly dropped symbol.\n5. When creatures view this token from less than 60ft away, use the powers on the symbol token to affect the viewing creature}}{{Use=Ask the GM to drop a symbol token onto the map for you by following the GM info instructions}}{{effects=The priest casting this spell inscribes a glowing symbol in the air upon any surface, according to his desire. Any creature looking at the completed symbol within 60 feet must roll a successful saving throw vs. spell or suffer the effect.}}{{hide1=The symbol glows for one turn for each experience level of the caster. The particular symbol used is selected by the caster at the time of casting. The caster will not be affected by his own symbol. One of the following effects is chosen by the caster:\n**Hopelessness:** Creatures seeing it must turn back in dejection or surrender to capture or attack unless they roll successful saving throws vs. spell. Its effects last for 3d4 turns.\n**Pain:** Creatures affected suffer -4 penalties to their attack rolls and -2 penalties to their Dexterity ability scores due to wracking pains. The effects last for 2d10 turns.\n**Persuasion:** Creatures seeing the symbol become of the same alignment as and friendly to the priest who scribed the symbol for 1d20 turns unless a saving throw vs. spell is successful.}}{{materials=The material components of this spell are mercury and phosphorous (see 8th-level wizard spell, *symbol*).}}'}, + {name:'Transmute-Metal-to-Wood',type:'prspelll7',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nTransmute Metal to Wood\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Alteration}}{{sphere=Elemental (Earth)}}Specs=[Transmute Metal to Wood,PRspellL7,1H,Alteration]{{components=V,S,M}}{{range=80 yds.}}{{time=[[1]] round}}{{duration=Permanent}}{{aoe=1 metal object of up to [[10*@{selected|pr-casting-level}]]lbs.}}{{save=Special}}{{reference=PHB p236}}SpellData=[w:Transmute Metal to Wood,lv:7,sp:10,gp:0,cs:VSM,sph:Elemental-Earth]{{effects=The *transmute metal to wood* spell enables the caster to change an object from metal to wood.}}{{hide1=The volume of metal cannot exceed a maximum weight of 10 pounds per experience level of the priest. Magical objects made of metal are 90% resistant to the spell, and those on the person of a creature receive the creature\'s saving throw as well. Artifacts and relics cannot be transmuted. Note that only a *wish* spell or similar magic can restore a transmuted object to its metallic state. Otherwise, for example, a metal door changed to wood would be forevermore a wooden door.}}{{materials=A metal object to transmute}}'}, + {name:'Unholy-Word',type:'prspelll7',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nUnholy Word\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Conjuration-Summoning (Reversable)}}{{sphere=Combat}}Specs=[Unholy Word,PRspellL7,0H,Conjuration-Summoning]{{components=V}}{{range=[[0]]}}{{time=[[1]]}}{{duration=Special}}{{aoe=[30ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60||light|true)}}{{save=None}}{{reference=PHB p234}}SpellData=[w:Unholy Word,lv:7,sp:1,gp:0,cs:V,sph:Combat]{{effects=Creates magic of tremendous power. It drives off good creatures from other planes, forcing them to return to their own planes of existence, provided the speaker is in his home plane.}}{{hide1=Creatures so banished cannot return for at least a day. The spell further affects creatures of differing alignment as shown on the following table:\n**Effects of Unholy Word**\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Creature\'s Hit Dice or Level\\amplt;/th\\ampgt;\\amplt;th\\ampgt;General\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Attack Move\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Dice\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Spells\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Less than 4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Kills\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4 to 7+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Paralyzes 1d4 turns](!rounds --target multi|@{selected|token_id}|Paralysis|\\amp#91;[10*1d4]\\amp#93;|-1|Paralysed by the Holy Word|fishing-net)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8 to 11+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Slows 2d4 rounds](!rounds --target multi|@{selected|token_id}|Slow_Holy Word|\\amp#91;[2d4]\\amp#93;|-1|Slowed by @{selected|token_name}\'s Holy Word|snail)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-50%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-4^\\amplt;/td\\ampgt;\\amplt;td\\ampgt;--\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12 or more\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[Deafens 1d4 rounds](!rounds --target multi|@{selected|token_id}|Deafness_Holy Word|\\amp#91;[1d4]\\amp#93;|-1|Deafened by @{selected|token_name}\'s Holy Word|bleeding-eye)\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-25%\\amplt;/td\\ampgt;\\amplt;td\\ampgt;-2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;50% chance\nof failure\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^Slowed creatures attack only on even-numbered rounds until the effect wears off.\nAffected creatures are those within the 30-foot-radius area of effect, which is centered on the priest casting the spell. The side effects are negated for deafened or silenced creatures, but such are still driven off if other-planar.}}'}, + {name:'Wind-Walk',type:'prspelll7',ct:'10',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWind Walk\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Alteration}}{{sphere=Elemental (Air)}}Specs=[Wind Walk,PRspellL7,1H,Alteration]{{components=V,S,M}}{{range=Touch}}{{time=[[1]] round}}{{duration=[1 hour/level](!rounds --target caster|@{selected|token_id}|Wind-Walk|99|0|Wind walking - only hit by magic or magical weaponry|fluffy-wing --target area|@{selected|token_id}|\\amp#64;{target|Who is Wind Walking with the caster?|token_id}|Wind-Walk|99|0|Wind walking - only hit by magic or magical weaponry|fluffy-wing)}}{{aoe=Caster + 1 person/8 levels}}{{save=None}}{{reference=PHB p236}}SpellData=[w:Wind Walk,lv:7,sp:10,gp:0.1,cs:VSM,sph:Elemental-Air]{{effects=This spell enables the priest (and possibly one or two other persons) to alter the substance of his body to a cloudlike vapor. A magical wind then wafts the priest along at a movement rate of 60, or as slow as 6, as the spellcaster wills.}}{{hide1=The wind walk spell lasts as long as the priest desires, up to a maximum duration of six turns (one hour) per experience level of the caster. For every eight levels of experience the priest has attained, up to 24, he is able to touch another person and carry that person, or those persons, along on the wind walk. Persons wind walking are not invisible, but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, etc. The priest can regain his physical form as desired, each change to and from vaporous form requiring five rounds. While in vaporous form, the priest and companions are hit only by magic or magical weaponry, though they may be subject to high winds at the DM\'s discretion. No spellcasting is possible in vaporous form.}}{{materials=Fire and holy water.}}'}, + {name:'Wither',type:'innate-melee|prspelll7',ct:'1',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nWither\nas a level @{selected|pr-casting-level} caster}}{{splevel=Level 7 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Wither,Innate-Melee|PRspellL7,1H,Necromancy]{{components=V,S,M}}{{range=Touch attack}}{{time=[[1]] round}}{{duration=Permanent}}{{aoe=Creature Touched}}ToHitData=[w:Wither,sp:1,sb:0,ty:SPB,r:5,touch:1,msg:A successful hit withers the member or organ touched ceasing to function in 1 round and dropping off into dust in \\lbrak;2d4 turns\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who\'s member will wither?\\vbar;token_id}\\vbar;Wither\\vbar;\\amp#91;\\lbrak;10*2d4\\rbrak;\\amp#93;\\vbar;-1\\vbar;Touched limb / member / organ is withering and turning to dust\\vbar;back-pain\\rpar;]{{save=None}}DmgData=[w:Wither,sb:0,SM:0,L:0,msg:A successful hit withers the member or organ touched ceasing to function in 1 round and dropping off into dust in \\lbrak;2d4 turns\\rbrak;\\lpar;!rounds ~~target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who\'s member will wither?\\vbar;token_id}\\vbar;Wither\\vbar;\\amp#91;\\lbrak;10*2d4\\rbrak;\\amp#93;\\vbar;-1\\vbar;Touched limb / member / organ is withering and turning to dust\\vbar;back-pain\\rpar;]{{reference=PHB p234}}SpellData=[w:Wither,lv:7,sp:1,gp:0.1,cs:VSM,sph:Necromantic]{{Use=Take the spell in-hand using *Attk Menu \\gt Change Weapon* or when casting, and attack with it. Called shots attract penalties to hit.}}{{effects=Causes the member or organ touched to cease functioning in one round, dropping off into dust in 2d4 turns. Creatures must be touched for the harmful effect to occur.}}{{materials=A prayer device and unholy water}}'}, + ]}, + Powers_DB: {bio:'
Powers Database
v7.04 31/03/2024

This database holds the definitions and API calls to enact Character, NPC & Monster Powers. Powers can be memorised and, unlike spells, can be specified for use more than once a day or even at will. If all daily uses are used, they can be refreshed on a long rest (short rests have no effect). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API


Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

Instructions

In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', + gmnotes:'
Change Log:
v7.04 31/03/2024 Added final few powers for last magic items from DMG
v7.03 08/03/2024 Added power for Scarab of Protection Absorb Level Drain
v7.02 04/02/2024 Added more powers for new weapons
v7.01 01/11/2023 Changed way casting-level of powers is specified
v6.30 29/09/2023 Added powers for Chromatic & Metalic Dragons, & Hell Hound breath
v6.29 20/07/2023 Added powers for Jewels and Necklaces
v6.28 07/07/2023 Added powers for Djinn & Rakshasa, and the Symbol spell
v6.27 08/06/2023 Corrected Staff of Curing: Cure Blindness as a power
v6.26 21/05/2023 One new power associated with the Helm of Teleportation
v6.25 30/04/2023 Added powers to support added miscellaneous items
v6.24 31/01/2023 Added powers to support new magic items
v6.17-22 16/12/2022 Additional powers to support Creatures database
v6.16 25/11/2022 Added powers to support the Creatures database
v6.15 14/11/2022 Added Race powers in support of the Race Database.
v6.11 12/10/2022 Added Detect Illusions
v6.10 25/09/2022 Moved to RPGM Library and updated templates
v6.03 14/07/2022 Removed hard-coded whisper commands on database entries as now directed to correct player(s) programmatically
v6.02 23/06/2022 Added powers for Shaman
v6.01 11/05/2022 Added powers for the Priest-of-the-Sea standard Priest class
v5.9 06/04/2022 Adapted to use --display-ability command for chaining abilities
v5.8 23/02/2022 Added a number of Powers from *The Complete Priest\'s Handbook
v5.7 04/02/2022 Added "End Effect" buttons to "Rage" power
v5.6 01/01/2022 Updated to common release version
v5.4 - 5.5 Skipped to even up version numbers
v5.3 07/12/2021 Added turning dice roll to *Turn Undead* power
v5.2 29/11/2021 Swapped PR-Light to Light-PR for more intuitive listing, and did same for similar powers
v5.1 31/10/2021 Added Powers for monsters from "The Undiscovered Caverns"
v5.0 31/10/2021 Encoded using machine readable data to support API databases
v4.6.5 04/09/2021 Added powers for WPM Undiscovered Caverns
v4.6.4 15/07/2021 Expanded Manticore Tail Spikes to not need character sheet macros
v4.6.3 11/06/2021 Added powers for Ghosts of Saltmarsh
v4.6.2 01/05/2021 Extensive bug checking & fixing
v4.6.1 14/04/2021 Added Spiritual Hammer and Prayer as powers for a Priest of War
v4.6 28/03/2021 Edited all macros to use the MagicMaster API for targeting and charges
v4.5.3 26/03/2021 Added regeneration every turn capability to Regenerate power (in addition to ability for each use of the power).
v4.5.2 14/03/2021 Changed cost for using Command power to 0GP
v4.5.1 09/03/2021 Added the missing \'ct--\' required for removing Powers to set the speed & cost for a \'-\'
v4.5 27/02/2021 Changed calls to @{Powers|Use-Another-Charge} to use the MagicMaster API call instead
v4.4.4 14/02/2021 Changed all !setattr --sel parameters to be --charid instead, so they can work more easily with the MagicMaster API.
v4.4.3 04/02/2021 Added fear power for mummies, and corrected some targeting bugs
v4.4.2 19/01/2021 Added Priest of Life class spells as powers.
v4.4.1 17/12/2020 Added in missing Spectral Hand power
v4.4 22/11/2020 Separated out mu-casting-level and pr-casting-level (casting-level also retained for backwards compatibility). This is needed as casters with dual MU/PR class may cast some powers at different levels.
v4.3 17/11/2020 Split off the mechanics of the Powers execution into the Powers library. leaving the Power description macros here.
v4.2 09/11/2020 Added special menus for adding and managing Magic Item powers
v4.1 01/11/2020 Added NWP Healing as a power: requires the new feature of multiple use decrementing the power uses.
v4.0 29/10/2020 Same as v3.4.1 just aligning version numbers with v4 macro library release
v3.4.1 29/10/2020 Fixed bug with initialising sheet variables
v3.4 20/10/2020 Updated to support Lost & Found campaign
v3.3.1 12/10/2020 Updated Long Rests to set ammo maximums to ammo remaining, to reflect that any not recovered when you rest are lost
v3.3 06/10/2020 Added thieving abilities as powers (mainly to add markers), linked Long Rests to the DMs "End of Day" routine, and added a rest selection for non-spell users that restores Powers & recharging MIs
v3.2 22/09/2020 Updated to use new lag detection and selection control mechanisms
v3.1 03/09/2020 Added all powers for Arc and Hubert
v3.0 01/09/2020 Initial Release
v1-v2 Skipped these versions to bring in line with release numbers for other macro libraries
v0.1 26/08/2020 Initial Creation', + root:'Powers-DB', + api:'magic', + type:'spells', + controlledby:'all', + avatar:'https://s3.amazonaws.com/files.d20.io/images/3077760/Vg6r8vmy8ANNrCZHGtul2w/thumb.png?1392175066', + version:7.05, + db:[{name:'-',type:'',ct:'0',charge:'uncharged',cost:'0',body:'@{selected|token_name} suddenly realises he is powerless! Choose another power instead.'}, + {name:'AE-Aerial-Combat',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Air Elemental Aerial Combat}}Specs=[AE Aerial Combat,Power,0H,Innate Ability]{{Speed=[[0]]}}{{save=None}}{{Flying=[Start](!rounds --target-nosave caster|@{selected|token_id}|AE-Aerial-Combat|99|0|Gained +1 to hit and +4 damage bonus|fluffy-wing) or [Stop](!rounds --removetargetstatus @{selected|token_id}|AE-Aerial-Combat) Aerial Combat}}SpellData=[w:AE Aerial Combat,sp:0,cs:S,pd:-1]{{desc=Air elementals can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shifting cloud when it answers its summons to the Prime Material plane.}}{{desc1=**Combat:** While air elementals are not readily tangible to the inhabitants of planes other than its own, they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist, does 2-20 points of damage. The extremely rapid rate at which these creatures can move make them very useful on vast battlefields or in extended aerial combat. In fact, the air elemental\'s mastery of its natural element gives it a strong advantage in combat above the ground. In aerial battles, they gain a +1 to hit and a +4 to the damage they inflict.}}{{desc2=**Use:** Select the *Start Aerial Combat* button to change to aerial combat and get bonuses. When finished, *view* the Power again and use the *Stop Aerial Combat* button, or the DM can edit the status and remove it.}}'}, + {name:'Analysis-Detection-Identification',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Analysis, Detection \\amp Identification}}Specs=[Analyse-Detect-Identify,Power,0H,Divination]{{Speed=[[10]]}}{{save=None}}{{Reference=*The Complete Priest\'s Handbook*, Designing Faiths}}SpellData=[w:Analyse-Detect-Identify,sp:10,pd:2]{{desc=Identify a category of persons, places, or things. The priest must be within 10\' of the object in order to identify it correctly; he does not have to see it, and the object can be hidden. In some cases, it could even be buried.\nIf the DM designs it as part of the ability, the priest can also analyze the object and get additional details about it. The type of information brought about by this analysis varies from object to object}}'}, + {name:'Animate-Tree',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Animate Tree}}{{splevel=Power}}{{school=Alteration}}Specs=[Animate Tree,Power,1H,Alteration]{{components=V,M}}{{time=[[10]]}}{{range=Touch}}{{duration=6 rounds, plus 1 to animate \\amp 1 to take root}}{{aoe=One tree}}{{save=None}}SpellData=[w:Animate Tree,sp:10,cs:VM]{{effects=Cause a large [tree to move](!rounds --target-nosave caster|@{selected|token_id}|Animate Tree|8|-1|Tree starts to animate in round 1, can attack rounds 2 to 7 and roots in round 8|three-leaves) at a movement rate of 3 and attack as if it were a largest-sized treant, and in all other respects becoming a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for the attack function.}}{{Use=Press the [tree to move] button to set a status timer for the duration of the power}}'}, + {name:'Aquatic-Shapechange',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nAquatic Shape Change\nas a Power}}{{splevel=Power}}{{school=Alteration}}Specs=[Aquatic Shapechange,Power,1H,Alteration]{{components=V,S}}{{time=[[9]]}}{{range=[[0]]}}{{duration=[[[@{selected|pr-casting-level}]] turns](!rounds --target-nosave caster|@{selected|token_id}|Shapechange-Power|[[10*@{selected|pr-casting-level}]]|-1|Masqurading as a different natural aquatic creature|aura)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p37}}SpellData=[w:Aquatic Shapechange,sp:9,cs:VS]{{effects=A Priest of the Sea (or other priest) gains the ability to shapechange into an aquatic animal up to one or three times per day (DMs discression) after they reach 8th level. Each animal form can be used only once per day. The type of marine animal is at the DMs discression (an option is to leave to player\'s choice). Upon assuming a new form, the priest heals 10-60% (1d6 x 10%) of all damage he has suffered (round fractions down). The priest can only assume the form of a normal (real world) animal in its normal proportions, but by doing so he takes on all of that creature\'s characteristics -- its movement rate and abilities, its Armor Class, number of attacks, and damage per attack.\nThe priest\'s clothing and one item held in each hand also become part of the new body; these reappear when the priest resumes his normal shape. The items cannot be used while the priest is in animal form.}}'}, + {name:'Astral-Travel-5',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} is using\nAstral Travel (five)\nas a power as a level @{selected|casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Evocation}}Specs=[Astral Travel 5,Power,1H,Evocation]{{components=V,M}}{{time=9}}{{range=Caster}}{{duration=Special}}{{aoe=Self}}{{save=None}}{{reference=DMG p153}}SpellData=[w:Astral Travel 5,sp:9,cs:VM]{{effects=Unlike the spell *Astral Spell*, transfers five creatures\' including the caster\'s, *material body* into the Astral Plane, meaning they can travel materially through the Astral Plane and emerge elsewhere on the Material Plane. Of course, as the creatures material body actually becomes Astral, no silver thread remains joining the two as the two are one.}}'}, + {name:'Astral-Travel-self',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} is using\nAstral Travel (self)\nas a power as a level @{selected|casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Evocation}}Specs=[Astral Travel self,Power,1H,Evocation]{{components=V,M}}{{time=9}}{{range=Caster}}{{duration=Special}}{{aoe=Self}}{{save=None}}{{reference=DMG p153}}SpellData=[w:Astral Travel self,sp:9,cs:VM]{{effects=Unlike the spell *Astral Spell*, transfers the caster\'s *material body* into the Astral Plane, meaning they can travel materially through the Astral Plane and emerge elsewhere on the Material Plane. Of course, as the caster\'s material body actually becomes Astral, no silver thread remains joining the two as the two are one.}}'}, + {name:'Bead-of-Curing',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} uses \n**Bead of Curing**\non their *Necklace of Prayer Beads*}}Specs=[Bead of Curing,Power,1H,Necromancy]{{splevel=Necromancy}}{{School=Healing}}{{time=[[3]]}}{{Range=Touch}}{{Duration=Permanent}}{{AoE=1 creature}}{{save=None}}{{reference=DMG p175}}SpellData=[w:Bead of Curing,sp:3,cs:M]{{effects=Once per day, cure [blindness](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Cure-Blindness-or-Deafness), [disease](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Cure-Disease), or [serious wounds](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Cure-Serious-Wounds) (as the appropriate spells)}}'}, + {name:'Bead-of-Karma',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} uses \n**Bead of Karma**\non their *Necklace of Prayer Beads*}}Specs=[Bead of Karma,Power,1H,Alteration]{{splevel=Alteration}}{{Sphere=All}}{{Time=[[3]]}}{{Range=0}}{{Duration=1 spell}}{{AoE=Caster}}{{save=None}}{{reference=DMG p175}}SpellData=[w:Bead of Karma,sp:3,cs:M]{{Use=In order to cast a spell 4 levels higher with respect to range, duration etc., the button in the description below must be used}}{{desc=Once per day, allows the priest to [cast a spell](!magic --cast-spell PR|@{selected|token_id}|[[@{selected|pr-casting-level}+4]]) as if they were four levels higher (with respect to range, duration, etc. - but not any spells of a higher level than the priest can normally cast)}}'}, + {name:'Bead-of-Summons',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} uses \n**Bead of Summons**\non their *Necklace of Prayer Beads*}}Specs=[Bead of Summons,Power,1H,Summoning]{{splevel=Power}}{{Sphere=Summoning}}{{time=[[3]]}}{{Range=0}}{{Duration=Special}}{{AoE=1 deity}}{{save=None}}{{reference=DMG p175}}SpellData=[w:Bead of Summoning,sp:3,cs:M]{{GM info=If the priest summons his deity frivolously, the deity will, at the very least, take the necklace as punishment.}}{{effects=Once per day, calls the priest\'s deity ([90% probability](!\\amp#13;\\amp#47;r 1d100)) to come to him in material form (but it had better be for a good reason!).}}'}, + {name:'Beastmaster-Animal-Telepathy',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Beastmaster\nAnimal Telepathy}}{{splevel=Class Ability}}{{school=Enchantment-Charm}}Specs=[Beastmaster-Animal-Telepathy,Power,1H,Enchantment-Charm]{{components=None}}{{time=[[10]]}}{{range=[30 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|60||magic|true)}}{{duration=Special}}{{aoe=Special}}{{use=Click [Recruit](!rounds --target single|@{selected|token_id}|@{target|Which beast to commune with?|token_id}|BM Recruit Animal|99|0|Considers @{selected|casting-name} as not hostile \\amp perhaps a friend|chained-heart|svrod\\clon;[[ceil(@{selected|casting-level}/3)]]) and select the animal, which then prompts for the appropriate save to be made}}{{save=save vs Rod with a +[[ceil(@{selected|casting-level}/3)]] benefit for animal to save vs being recruited}}SpellData=[w:Beastmaster Animal Telepathy,sp:10,cs:None]{{effects=The Beastmaster can establish telepathic communication with any normal or giant animal within 30\', if he does nothing else in the round. The animal must have a minimum Intelligence of 1. This has the following benefits:\n• The Beastmaster can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn\'t), the creature can be calmed and will not attack or flee unless it is attacked.\n• The Beastmaster can recruit an animal he has befriended as a henchman if he is not at his limit and if the creature fails a saving throw vs. rods. The saving throw is penalized by -1 for every three levels of experience the Beastmaster has earned.\n*Animal Bonding:* The Beastmaster forms a mental bond with any animal he recruits as a henchman. There is no distance limit, but this ability does not cross planar boundaries. This bond has the following effects:\n•The Beastmaster can communicate directly with any animal henchman to which he has a bond.\n• He can see through the eyes of the animal by concentrating on the mental link. He can see through the eyes of only one creature in a round (himself included).\n• He has the animal lore proficiency with respect to the bonded animal. Furthermore, if he is mentally linked to the animal, success with the proficiency is automatic.}}'}, + {name:'Beholder-Anti-Magic-Ray',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Anti-Magic Ray}}{{splevel=Creature Power}}{{school=Power}}Specs=[Beholder-Anti-Magic-Ray,Power,0H,Innate Ability]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[140yds 90-degree cone](!rounds --aoe @{selected|token_id}|cone|yds|0|140|140|magic|true)}}{{save=None}}SpellData=[w:Beholder Anti Magic Ray,sp:0,pd:-1]{{effects=140-yard range, which covers a 90 degree arc before the creature. No magic (including the effects of the other eyes) will function within that area. Spells cast in or passing through that zone cease to function. The beholder may activate the magical powers of its eyes at will}}{{Use=Point the beholder in the direction to cast before selecting the Area of Effect button to see the area of effect}}'}, + {name:'Birdcharmer-Charm',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Mesmerize a Victim}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Birdcharmer Charm,Power,0H,Enchantment-Charm]{{components=S}}{{time=[[10]]}}{{range=Line of sight}}{{duration=[While concentrate](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s the Victim?}|token_id}|Mesmerized|99|0|Mesmerised while watching the snake sway to and fro|chained-heart|svsar\\clon;+0) and [2d6 rounds](!rounds --removetargetstatus \\amp#64;{target|Who\'s the Victim?|token_id}|Mesmerized) thereafter}}{{aoe=[[1]] creature}}{{save=vs. paralysation negates}}SpellData=[w:Birdcharmer Charm,sp:10,cs:S]{{effects=Some constrictor snakes are known as birdcharmers; these innately magical snakes can mesmerize their prey by swaying slowly and steadily while staring down their victims. Creatures of animal intelligence or less must make a saving throw against paralyzation or be effectively paralyzed for as long as the snake continues to sway, and for 2d6 rounds thereafter.}}'}, + {name:'Black-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Black }}{{title=Dragon Breath}}{{use=Show the [60ft x 5ft blast](!rounds --aoe @{selected|token_id}|bolt|feet|0|60|5|Acid --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) of acid which also sets the recovery counter. Then do [[(@{selected|age|max}*2)d4+@{selected|age|max}]] HP damage (save. vs breath to halve}}{{desc=A black dragon\'s breath weapon is an acidic bolt 60\' long and 5\' wide. Creatures struck by the acid must save versus breath weapon for half damage. The damage done increases with the dragon\'s age: from 2d4+1 to 24d4+12. The damage shown above includes this age-related dice roll}}'}, + {name:'Black-Dragon-Darkness',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nBlack Dragon Darkness\nas a Power}}{{splevel=Power}}{{school=Alteration}}Specs=[Black Dragon Darkness,Power,1H,Alteration]{{components=V}}{{time=[[1]]}}{{range=[[@{selected|casting-level}*10]] yds}}{{duration=[[@{selected|casting-level}+10]] rounds}}{{aoe=[ @{selected|age|max}0ft. radius (or as cast)](!rounds --aoe @{selected|token_id}|circle|feet|[[@{selected|casting-level}*30]]||@{selected|age|max}0|black||@{selected|token_id}|caster|Darkness|[[@{selected|casting-level}+10]]|-1|Ticking down the duration of darkness|stopwatch)}}{{save=None}}{{reference=PHB p140}}SpellData=[w:Black-Dragon-Darkness,sp:1,cs:V]{{effects=This spell causes total, impenetrable darkness in the area of effect}}'}, + {name:'Blackrazor-Haste',type:'itempower',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Blackrazor casts\nHaste\nas a level 12 caster}}{{splevel=Power}}{{school=Alteration}}Specs=[Blackrazor-Haste,ItemPower,1H,Alteration]{{components=V, S}}{{time=[[3]]}}{{range=[[60]]yds}}{{duration=[[36]] rounds}}{{aoe=[[12]]creatures in a 40ft. cube}}{{save=None}}{{Use=Click [Super-Speed](!rounds --aoe @{selected|token_id}|square|feet|180|40||magic||@{selected|token_id}|multi|Haste|15|-1|Hasted, double attacks, move etc|Strong) and then select the creatures to be hasted before pressing the *add status changes* in the chat window}}SpellData=[w:Blackrazor Haste,sp:3,cs:VS]{{effects=When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. The number of creatures that can be affected is equal to the caster\'s experience level; those creatures closest to the centre of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic.}}{{materials=A shaving of liquorice root.}}'}, + {name:'Blood-Frenzy',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nBlood Frenzy}}{{splevel=Power}}{{school=Alteration}}Specs=[Blood Frenzy,Power,0H,Alteration]{{components=S}}{{time=[[0]]}}{{range=[[0]]}}{{duration=[While smell blood](!rounds --target-nosave caster|@{selected|token_id}|Blood-Frenzy|99|0|Maddened by the smell of blood, can attack at twice the rate|Lightning-helix)}}{{aoe=The Caster}}{{save=None}}SpellData=[w:Blood Frenzy,sp:0]{{effects=A creature maddened by the smell of blood goes into an attacking frenzy, and doubles its rate of attack}}'}, + {name:'Blue-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Blue }}{{title=Dragon Breath}}{{use=Show the [100ft x 5ft bolt](!rounds --aoe @{selected|token_id}|bolt|feet|0|100|5|Lightning --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) of electricity which also sets the recovery counter. Then do [[(@{selected|age|max}*2)d8+@{selected|age|max}]] HP damage (save. vs breath to halve}}{{desc=A blue dragon\'s breath weapon is a bolt of electricity 100\' long and 5\' wide. Creatures struck by the lightning must save versus breath weapon for half damage. The damage done increases with the dragon\'s age: from 2d8+1 to 24d8+12. The damage shown above includes this age-related dice roll}}'}, + {name:'Brass-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Brass}}{{title=Dragon Breath}}{{use=**Searing Hot Air:** Show the [50ft x 40ft cloud](!rounds --aoe @{selected|token_id}|rectangle|feet|0|50|40|fire --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) which also sets the recovery counter. Then do [[(@{selected|age|max}*2)d4+@{selected|age|max}]] HP damage (save. vs breath to halve).\n**Sleeping Gas:** Show a [70ft x 20ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|70|20|magic --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) of gas, save vs. breath weapon or [Sleep](!rounds --target multi|@{selected|token_id}|Sleep|[[5*@{selected|casting-level}]]|-1|Fallen asleep for a while|sleepy|svbre\\clon;+0) regardless of Hit Dice or level}}{{desc=A brass dragon has two breath weapons: a cone of sleep gas 70\' long, 5\' wide at the dragon\'s mouth, and 20\' wide at its end; or a cloud of blistering desert heat 50\' long, 40\' wide, and 20\' high. Creatures caught in the gas, regardless of Hit Dice or level, must save vs. breath weapon for half.}}'}, + {name:'Bright-Sunlight-1-tohit-penalty',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} is suffering\nBright Sunlight}}{{splevel=Penalty}}{{school=Power}}Specs=[Bright Sunlight,Power,0H,Innate Ability]{{components=None}}{{time=[[0]]}}{{range=Self}}{{duration=While in bright sunlight}}{{aoe=The creature}}{{save=None}}SpellData=[w:Bright Sunlight,sp:0,pd:-1]{{effects=If fighting in bright sunlight, this creature suffers a -1 penalty to attack roles}}{{Use=Press [In Bright Sunlight](!rounds --target-nosave caster|@{selected|token_id}|Sunlight -1 tohit penalty|99|0|Suffering -1 to hit due to being in bright sunlight|bleeding-eye) to apply penalty, and [In Shade](!rounds --removetargetstatus @{selected|token_id}|Sunlight -1 tohit penalty) to end it}}'}, + {name:'Bronze-Dragon-Airy-Water',type:'power',ct:'5',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\n**Airy Water**\nas a Power}}{{splevel=Power}}{{school=Alteration}}Specs=[Airy Water,Power,1H,Alteration]{{components=V}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[[@{selected|casting-level}]] turns}}{{aoe=[ [[10*@{selected|age|max}]]ft radius sphere](!rounds --aoe @{selected|token_id}|circle|feet|0|[[10*@{selected|age|max}]]||light|true --target-nosave caster|@{selected|token_id}|Airy-water-10|[[10*@{selected|casting-level}]]|-1|Ah, room to breathe|aura)}}{{save=None}}{{reference=PHB p165}}SpellData=[w:Airy Water,lv:5,sp:5,gp:0.5,cs:VSM]{{effects=Turns normal liquid, such as water or water-based solutions, into a less dense, breathable substance.}}'}, + {name:'Bronze-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Bronze}}{{title=Dragon Breath}}{{use=**Lightning Bolt:** Show the [100ft x 5ft bolt](!rounds --aoe @{selected|token_id}|bolt|feet|0|100|5|lightning --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) which also sets the recovery counter. Then do [[(@{selected|age|max}*2)d8+@{selected|age|max}]] HP damage (save. vs breath to halve).\n**Repulsion Gas:** Show a [20ft x 30ft](!rounds --aoe @{selected|token_id}|rectangle|feet|0|20|30|acid --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) x 30ft high cloud of gas, save vs. breath weapon or [flee](!rounds --target multi|@{selected|token_id}|Flee|[[2*@{selected|age|max}+1d6]]|-1|Fleeing away from the dragon|screaming|svbre\\clon;+0) away from the bronze dragon for the duration}}{{desc=A bronze dragon has two breath weapons: a stroke of lightning 100\' long and 5\' side or a cloud of repulsion gas 20\' long, 30\' wide, and 30\' high. Creatures caught in the gas must save vs. breath weapon or move away from the dragon for two minutes per age level of the dragon, plus 1-6 minutes. Creature caught in the lightning take damage, save vs. breath weapon for half.}}'}, + {name:'Change-to-Crocodile',type:'power',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} Polymorphs into a Crocodile}}{{splevel=Power}}{{school=Alteration}}Specs=[Polymorph-Self,Power,0H,Alteration]{{components=V}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[Up to 1 hour](!rounds --target-nosave caster|@{selected|token_id}|Polymorph-Self|[[2*@{selected|mu-casting-level}]]|-1|Polymorphed to Crocodile - stats don\'t change|strong)}}{{aoe=The caster}}{{save=None}}SpellData=[w:Polymorph to Crocodile,sp:4,cs:V]{{effects=Assume the form of a Crocodile. Gains physical mode of locomotion and breathing. Does not give attack, magic, special movement, etc. Equipment does ***not*** meld into new form. Retains all mental abilities, including spell use. Can change form once then needs a Short or Long rest. Retains own HP, attack rolls, and saving throws. Can end the spell at any time; voluntarily returning to own form and ending the spell, regains [1d12](!\\amp#13;\\amp#47;r 1d12) hit points. Will return to his own form when slain or dispelled, but no hit points are restored in these cases.}}'}, + {name:'Chariot-of-Sustarre',type:'power',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses\nChariot of Sustarre\nas a Power}}{{splevel=Power}}{{school=Evocation}}{{sphere=Elemental (Fire), Creation}}Specs=[Chariot of Sustarre,Power,1H,Evocation]{{components=V,S}}{{range=[[10]] yards}}{{time=[[1]] turn}}{{duration=[12 hours](!rounds --target-nosave caster|@{selected|token_id}|Chariot of Sustarre|720|-1|You have a flaming flying chariot, move 24, FL 48|overdrive)}}{{aoe=Special}}{{save=Special vs. Petrification}}{{reference=PHB p231}}SpellData=[w:Chariot of Sustarre,sp:100,cs:VS,sph:Elemental-Fire|Creation]{{effects=Brings forth a large, flaming chariot pulled by two fiery horses from the elemental plane of Fire in a clap of thunder amid a cloud of smoke.}}'}, + {name:'Charm-Fascination',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nCharm/Fascination\nas a Power}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Charm-Fascination,Power,0H,Enchantment-Charm]{{components=V}}{{time=[[3]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[[1+@{selected|pr-casting-level}]] hours}}{{aoe=[[1]] creature}}{{save=Negates}}{{reference=*The Complete Priest\'s Handbook*, Powers}}{{Use=Click [Make a Suggestion](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select suggestable target|token_id}|Suggestion|[[60+(60*@{selected|pr-casting-level})]]|-1|Agrees with the Wizard\'s Suggestion and getting on with it|chained-heart|svspe\\clon;+0) and select the target, which will then be asked to make a saving throw}}SpellData=[w:Charm-Fascination,sp:3,cs:V]{{effects=Works just like the third-level Wizard spell suggestion, except that the priest does not have to use material components to the spell.\nThe DM may define this Power as working one of two ways. Either it can be used in combat (in which case it can be used against only one target at a time), or it cannot be used in combat (in which it can be used against a number of targets equal in HD to two times the Priest\'s experience level).\nIn either case, the Priest can use the ability three times per day. If the target makes his saving throw, he may choose to reject the suggestion, but will not recognize that priestly magic was being used against him.\nThis power is most appropriate to priests of the gods of love, mischief and trickery, music, and peace, but can be given to any priesthood which has an influential position in the society.}}'}, + {name:'Charm-Reptiles',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses \n**Charm Reptile**\nas a Power}}{{splevel=Power}}{{school=Enchantment/Charm}}{{sphere=Animal}}Specs=[Charm-Reptile,Power,1H,Enchantment-Charm]{{components=V}}{{time=[[1]]}}{{range=[80 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|160||magic)}}{{duration=Special - at least 1 day}}{{aoe=Charms [[1]] reptile or reptilian creature}}{{save=Negates}}{{reference=PHB p203}}{{Use=Click [Charms](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select new friend|token_id}|Charm-P-or-M|99|0|Charmed|chained-heart|svspe\\clon;+0), then select the target which will then prompt a saving throw}}SpellData=[w:Charm-Reptile,sp:1,cs:V,sph:Animal]{{effects=Charm one reptile or reptilian creature. Save vs. spell or believes caster is trusted friend and ally to be protected.}}'}, + {name:'Cloud-Walk',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Cloud Walk**\nas a Power}}Specs=[Cloud-Walk,Power,1H,Alteration]{{Speed=[[1]]}}{{Range=0}}SpellData=[w:Cloud Walk,sp:1,cs:S]{{Use=Just specify use of the power during initiative, and then use it during the round to display its description}}{{desc=This allows the caster to tread on clouds or fog as though they were solid ground. The ability functions continuously, but can be negated or resumed at will.}}'}, + {name:'Contaminate-Water',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nContaminate Water\nas a level @{selected|Casting-Level} caster}}{{splevel=Power}}{{school=Alteration}}{{sphere=All}}Specs=[Contaminate-Water,Power,1H,Alteration]{{components=V,S}}{{time=[[1]] round}}{{range=[[30]] yds}}{{duration=Permanent}}{{aoe=[[@{selected|Casting-Level}]] cu.ft.}}{{save=None}}SpellData=[w:Contaminate Water,sp:10,cs:VS,sph:All]{{effects=When cast, this spell makes pure food and water into spoiled, rotten, poisonous, or otherwise contaminated food and water totally unsuitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus contaminated. This spoils even holy water; however, it has no effect upon creatures or potions}}'}, + {name:'Control-undead',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nControl Undead\nas a level @{selected|pr-casting-level} @{selected|class3}}}{{splevel=Power}}{{school=Necromancy}}Specs=[Control-Undead,Power,1H,Necromancy]{{components=V,S,M}}{{time=[[10]]}}{{range=0}}{{duration=Until broken}}{{aoe=Up to [[12]] Undead within line of sight}}{{save=See turning table}}{{reference=PHB p103}}{{Use=[Control them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select first undead|token_id}|Controlled|99|0|Controlled-undead, subservient to @{selected|character_name}|chained-heart) to select each undead in turn and make a *turn undead* check as described below}}SpellData=[w:Control-Undead,sp:10,cs:VSM]{{effects=An ability of Evil Clerics, and Shamen of all persuasions. Attempting to control counts as an action, requiring one round and occurring during the character\'s turn in the initiative order (thus, the undead may get to act before the character can control them). The mere presence of the character is not enough--a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, controlling is not like spellcasting and is not interrupted if the character is attacked during the attempt.\nTo resolve a attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character. If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" appears, the attempt is automatically successful without a die roll, and the undead will follow orders if they can. If the letter "D" is given, the controlling makes the undead utterly subservient. A dash (--) means that a priest of that level cannot control that type of undead. A successful controlling affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are controlled first.\nOnly one die is rolled regardless of the number of undead the character is attempting to control in a given round. The result is read individually for each type of undead.}}{{material=The Priest\'s holy symbol}}'}, + {name:'Copper-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Copper}}{{title=Dragon Breath}}{{use=**Spurt of Acid:** Show the [70ft x 5ft spurt](!rounds --aoe @{selected|token_id}|bolt|feet|0|70|5|acid --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) which also sets the recovery counter. Then do [[(@{selected|age|max}*2)d6+@{selected|age|max}]] HP damage (save. vs breath to halve).\n**Slow Gas:** Show a [20ft x 30ft](!rounds --aoe @{selected|token_id}|rectangle|feet|0|30|20|magic --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) x 30ft high cloud of gas, select [be slowed](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Which creature is slowed?|token_id}|slow|[[3@{selected|age|max}]]|-1|Slowed by the breath of a *Copper Dragon*|snail|svbre\\clon;+0) which will prompt for save vs. breath weapon.}}{{desc=Copper dragon\'s breath is either a cloud of *slow* gas 30\' long, 20\' wide, and 20\' high or a spurt of *acid* 70\' long and 5\' wide. Creatures caught in the gas must save vs. breath weapon or be *slowed* for three minutes per age level of the dragon. Creatures caught in the *acid* take damage, save vs. breath weapon for half.}}'}, + {name:'Corrupt-Water',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Corrupt Water**\nas a Power}}Specs=[Corrupt Water,Power,1H,Alteration]{{Speed=[[1]]}}{{Range=0}}SpellData=[w:Corrupt Water,sp:1,cs:V]{{Use=Just specify use of the power during initiative, and then use it during the round to display its description}}{{desc=For every age category a dragon attains, it can stagnate 10 cubic feet of water (in this case 10 x @{selected|age|max} cu.ft.), making it become still, foul, inert, and unable to support animal life. When this ability is used against potions and elixirs, they become useless if they roll a 15 or better on 1d20.}}'}, + {name:'Create-Food-and-Water',type:'power',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses\nCreate Food and Water\nas a Power}}{{splevel=Power}}{{school=Alteration}}{{sphere=Creation}}Specs=[Create-Food-and-Water,Power,1H,Alteration]{{components=V,S}}{{time=[[1]]turn}}{{range=[[10]] yards}}{{duration=Special}}{{aoe=[[@{selected|pr-casting-level}]]cu.ft.}}{{save=None}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Create-Food-and-Water,lv:3,sp:100,gp:0,cs:VS,sph:Creation]{{effects=Causes food and water to appear.}}'}, + {name:'Croaked-Decree',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their power\nCroaked Decree}}{{splevel=Power}}{{school=Creature}}{{sphere=Combat}}Specs=[Croaked Decree,Power,0H,Creature]{{components=V}}{{time=[[1]]}}{{range=0}}{{duration=Next attack}}{{aoe=[60 Feet](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|dark|true --target multi|@{selected|token_id}|Croaked Decree|99|0|Gain advantage on next attack|all-for-one)}}{{Use=Use the Area of Effect button, that will display the area and prompt to select all bullywug in the area{{save=None}}SpellData=[w:Croaked Decree,sp:1,cs:V]{{effects=The royal makes a loud pronouncement. Each bullywug within 60 feet of the royal that can hear the pronouncement has advantage on its next attack roll.}}'}, + {name:'Cure-Blindness',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Staff of Curing\nCure Blindness}}{{splevel=Magic Item Power}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Cure Blindness,Power,1H,Necromancy]{{components=V,M}}{{time=[[10]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=1 Creature}}{{save=None}}{{reference=DMG p154}}SpellData=[w:Cure Blindness,sp:10,cs:VM]{{effects=By touching the creature afflicted, the priest employing the spell can permanently cure some forms of blindness. This spell does not restore or repair visual organs damaged by injury or disease. Only once per creature per day, and only twice a day in total}}'}, + {name:'Cure-Insanity',type:'power',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Staff of Curing\nCure Insanity}}{{splevel=Magic Item Power}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Cure Insanity,Power,1H,Necromancy]{{components=V,M}}{{time=[[4]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=1 Creature}}{{save=None}}{{reference=DMG p154}}SpellData=[w:Cure Insanity,sp:4,cs:VM]{{effects=*Cure Insanity* reverses the effects of *Feablemind* or *Confusion*, and any similar spells or powers}}'}, + {name:'Cure-Wounds',type:'power',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Staff of Curing\nCure Wounds}}{{splevel=Magic Item Power}}{{school=Necromancy}}{{sphere=Healing}}Specs=[Cure Wounds,Power,1H,Necromancy]{{components=V,M}}{{time=[[8]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=1 Creature}}{{save=None}}{{reference=DMG p154}}SpellData=[w:Cure Wounds,sp:4,cs:VM]{{effects=*Cure Wounds* cures [3d6+3 HP](!\\amp#13;\\amp#47;gr 3d6+3 HP cured) of damage, but only once per creature per day, and only twice a day in total}}'}, + {name:'Curtain-of-Blackness',type:'power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Curtain of Blackness}}{{splevel=Power}}{{school=Conjuration}}Specs=[Curtain of Blackness,Power,1H,Alteration]{{components=V,M}}{{time=[[5]]}}{{range=60 feet}}{{duration=Permanent}}{{aoe=[600 sq. feet](!rounds --aoe @{selected|token_id}|wall|feet|60|||dark)}}{{save=None}}SpellData=[w:Curtain of Blackness,sp:5,cs:VM]{{effects=A veil of total black can be cast that absorbs all light. The curtain of blackness can cover a maximum area of 600 square feet (60\' x 10\', 40\' x 15\', 30\' x 20\'), but it must stretch from ceiling to floor, wall to wall. Typically cast from a *Wand of Conjuration*, the curtain takes two charges to conjure. The veil of total lightlessness can be penetrated only by physical means or magic.}}{{Use=Press the area of effect button, then specify the width and direction to set the location of the wall}}'}, + {name:'Dancing-Lights',type:'power',ct:'1',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses their Power\nDancing Lights\nas a level @{selected|casting-level} caster}}{{splevel=Power}}{{school=Alteration}}Specs=[Dancing Lights,Power,0H,Alteration]{{components=V, S}}{{time=[[1]]}}{{range=[[[40+(10*@{selected|casting-level})]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[40+(10*@{selected|casting-level})]]||light|true)}}{{duration=[[[2*@{selected|casting-level}]] rounds](!rounds --target-nosave caster|@{selected|token_id}|Dancing-Lights|[[2*@{selected|casting-level}]]|-1|Pretty Dancing Lights!|aura)}}{{aoe=Special}}{{save=None}}{{reference=PHB p133}}SpellData=[w:Dancing-Lights,lv:1,sp:1,gp:0.5,cs:VSM]{{effects=Creates, at the wizard\'s option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire.}}{{use=Use the *Duration* button to set a status timer (requires use of Turn Order or DM\'s *Maint Menu* to advance the Round Counter)}}'}, + {name:'Darkness',type:'power',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nDarkness\nas a level @{selected|Casting-Level} caster}}{{splevel=Power}}{{school=Alteration}}{{sphere=Sun}}Specs=[Darkness,Power,0H,Alteration]{{components=V}}{{time=[[4]]}}{{range=[[120]] yards}}{{duration=[[[@{selected|Casting-Level}]] + 6 turns](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to brighten|token_id}|Light|[[60+(10*@{selected|Casting-Level})]]|-1|Blinded by the Darkness in eyes, 4 penalty on attk+AC|bleeding-eye|svspe\\clon;+0)}}{{aoe=[20ft radius globe](!rounds --aoe @{selected|token_id}|circle|feet|360|40||black)}}{{save=[Special](!\\amp#13;\\amp#47;gmroll 1d20 saving throw)}}{{reference=PHB p201 (reverse Light)}}SpellData=[w:Darkness,lv:1,sp:4,gp:0,cs:VS,sph:Sun]{{effects=Equal to the darkest night. Immobile unless cast on a movable object or creature. If on a creature, magic resistance and save vs. spell applies.}}{{use=If cast on a creature, use the *Duration* button then select the creature to cast on to set a status timer and place the effects of blindness on their character sheet. If casting on an area, use the *Area of Effect* button and target the centre of the desired location before *Confirming*.}}'}, + {name:'Darkness-10ft-radius',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nDarkness, 10\' Radius\nas a level @{selected|mu-casting-level} caster}}{{splevel=Power}}{{school=Alteration}}Specs=[Darkness-10ft-radius,Power,1H,Alteration]{{components=V, S}}{{time=[[2]]}}{{range=[[@{selected|mu-casting-level}*10]] yds}}{{duration=[[@{selected|mu-casting-level}+10]] rounds}}{{aoe=[10ft. radius (or as cast)](!rounds --aoe @{selected|token_id}|circle|feet|[[@{selected|casting-level}*30]]||20|black)}}{{save=None}}SpellData=[w:Darkness 10ft radius,sp:2,cs:VS]{{effects=This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a *Light* or *Continual Light* spell is used. Only *Light* or *Continual Light* work, with *Light* and *Darkness* cancelling out, but *Continual Light* creating light.}}{{materials=A bit of bat fur and either a drop of pitch or a piece of coal.}}'}, + {name:'Defence-Stance',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} starts\nDefence Stance\nas a level @{selected|level-class1} Dwarven Defender}}{{splevel=Power}}{{school=Dwarven Defender}}Specs=[Defence-Stance,Power,1H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=[[0]]}}{{duration=[[10]] Rounds}}{{aoe=Self}}{{save=None}}{{healing=[Adopt the Position!](!rounds --target-nosave caster|@{selected|token_id}|Defence-stance|10|-1|Defence Stance, 1/2 damage, +2 on saves, 50% move|overdrive)}}SpellData=[w:Defence Stance,sp:0,cs:S]{{effects=This Dwarven Defender gets [[{ceil(@{selected|level-class1}/4),3}kl1]] Defensive Stances a Day. This lasts for [[10]] rounds and can be invoked instantly. While they have Defensive staff active, they suffer only **half damage** from all forms of physical damage, a +[[2]] on **saving throws** and a [[50]]% **penalty to their move**}}'}, + {name:'Defiance',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nDefiance of Restriction or Obstacle\nas a Power}}{{splevel=Power}}{{school=Alteration}}Specs=[Defiance,Power,0H,Alteration]{{components=V}}{{time=[[1]]}}{{range=[[0]]}}{{duration=[Unlimited](!rounds --target-nosave caster|@{selected|token_id}|Defiance-Power|99|0|Defying a natural Restriction or Obstacle|aura)}}{{aoe=The caster}}{{save=None}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Defiance,sp:9,cs:V]{{effects=The priest can simply ignore some aspect of the physical world which normally slows, impedes, or prevents passage. This is similar to the Druidic power, [*Pass Without Trace*](!magic --display-ability @{selected|token_id}|PR-Spells-DB|Pass-Without-Trace). The Obstacle or restriction that can be defied varies with the Priesthood.}}'}, + {name:'Detect-Flawed-Stonework',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nDetect Unsafe Walls, Ceilings \\amp Floors\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Detect Flawed Stonework,Power,1H,Divination]{{components=S}}{{time=1 round}}{{range=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|10|10|light|true)}}{{duration=1 round}}{{aoe=Caster}}{{save=None}}{{reference=PHB Chapter 2}}SpellData=[w:Detect Flawed Stonework,lv:0,sp:10,cs:S]{{effects=Tunnelers of great skill can detect unsafe construction of walls, ceilings and floors on a [1-7 on d10](!\\amp#13;\\amp#47;r 1d10\\lt7) when within 10 feet of the location.}}'}, + {name:'Detect-Gems-Kind+Number',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Detect Gems, Kind \\amp Number**\nas a Power}}Specs=[Detect-Gems,Power,1H,Divination]{{Speed=[[0]]}}{{Range=0}}SpellData=[w:Detect-Gems,sp:0,cs:S]{{Use=Just specify use of the power during initiative, and then use it during the round to display its description}}{{desc=Some creatures, especially some types of dragon, can detect gems at a distance, even if hidden. Some magic items and special weapons can also convey this power to those wielding them. Quite often this includes the kind and number of gems detected. The area of effect of the detection varies by creature and device - see descriptions of these to determine the full nature of each specific use.}}'}, + {name:'Detect-Illusions',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Detect Illusions}}{{splevel=Power}}{{school=Divination}}Specs=[Detect Illusions,Power,0H,Divination]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Special}}{{aoe=Line of Sight}}{{save=None}}SpellData=[w:Detect Illusions,sp:0]{{desc=Those with a high Intelligence score, with granted powers, or with magic items that grant the ability, can detect illusions up to a certain level. The DM will determine the circumstances based on the source of the power used and the type of illusion (if such exists at all!)}}'}, + {name:'Detect-New-Construction',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nDetect New Passage/Tunnel Construction\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Detect New Construction,Power,1H,Divination]{{components=S}}{{time=[[0]]}}{{range=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|10|10|light|true)}}{{duration=1 round}}{{aoe=Caster}}{{save=None}}{{reference=PHB Chapter 2}}SpellData=[w:Detect New Construction,lv:0,sp:0,cs:S]{{effects=Miners of great skill, while underground, can detect the new construction of a tunnel or passage when within 10 feet of the location (and they can determine their approximate depth below the surface at any time).\nHobgoblins: on a [1-4 on d10](!\\amp#13;\\amp#47;r 1d10\\lt4) \nOthers: on a [1-5 on d6](!\\amp#13;\\amp#47;r 1d6\\lt5) }}'}, + {name:'Detect-Shifting-Walls',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nDetect Sliding/Shifting Walls or Rooms\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Detect Shifting Walls,Power,1H,Divination]{{components=S}}{{time=[[0]]}}{{range=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|10|10|light|true)}}{{duration=1 round}}{{aoe=Caster}}{{save=None}}{{reference=PHB Chapter 2}}SpellData=[w:Detect Shifting Walls,lv:0,sp:0,cs:S]{{effects=Miners of great skill, while underground, can detect sliding or shifting walls or rooms when within 10 feet of the location (and they can determine their approximate depth below the surface at any time).\nHobgoblins: on a [1-4 on d10](!\\amp#13;\\amp#47;r 1d10\\lt4) \nOthers: on a [1-4 on d6](!\\amp#13;\\amp#47;r 1d6\\lt4) }}'}, + {name:'Detect-Slope',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nDetect Passage Grade or Slope\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Detect Slope,Power,1H,Divination]{{components=S}}{{time=1 round}}{{range=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|10|10|light|true)}}{{duration=1 round}}{{aoe=Caster}}{{save=None}}{{reference=PHB Chapter 2}}SpellData=[w:Detect Slope,lv:0,sp:10,cs:S]{{effects=Miners of great skill, while underground, can detect the grade or slope of a passage on a [1-5 on d6](!\\amp#13;\\amp#47;r 1d6\\lt5) when within 10 feet of the location (and they can determine their approximate depth below the surface at any time).\nStout halflings on a [1-3 on d4](!\\amp#13;\\amp#47;r 1d4\\lt3)\nHobgoblins on a [1-4 on d10](!\\amp#13;\\amp#47;r 1d10\\lt4)\nOthers on a [1-5 on d6](!\\amp#13;\\amp#47;r 1d6\\lt5)}}'}, + {name:'Detect-Stonework-Traps',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nDetect Stonework Traps, Pits \\amp Deadfalls\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Detect Stonework Traps,Power,1H,Divination]{{components=S}}{{time=[[0]]}}{{range=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|10|10|light|true)}}{{duration=1 round}}{{aoe=Caster}}{{save=None}}{{reference=PHB Chapter 2}}SpellData=[w:Detect Stonework Traps,lv:0,sp:0,cs:S]{{effects=Miners of great skill, while underground, can detect stonework traps, pits \\amp deadfalls on a [1-3 on d6](!\\amp#13;\\amp#47;r 1d6\\lt3) when within 10 feet of the location (and they can determine their approximate depth below the surface at any time).}}'}, + {name:'Determine-Depth-Underground',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nDetect Approximate Depth Underground\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Determine Depth Underground,Power,1H,Divination]{{components=S}}{{time=1 round}}{{range=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|10|10|light|true)}}{{duration=1 round}}{{aoe=Caster}}{{save=None}}{{reference=PHB Chapter 2}}SpellData=[w:Determine Depth Underground,lv:0,sp:10,cs:S]{{effects=Miners of great skill, while underground, can determine their approximate depth underground.\nDwarves on a [1-3 on d6](!\\amp#13;\\amp#47;r 1d6\\lt3).\nGnomes on a [1-4 on d6](!\\amp#13;\\amp#47;r 1d6\\lt4).}}'}, + {name:'Determine-Direction-Underground',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nDetect Approximate Direction Underground\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Determine Direction Underground,Power,1H,Divination]{{components=S}}{{time=1 round}}{{range=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|10|10|light|true)}}{{duration=1 round}}{{aoe=Caster}}{{save=None}}{{reference=PHB Chapter 2}}SpellData=[w:Determine Direction Underground,lv:0,sp:10,cs:S]{{effects=Tunnelers of great skill, while underground, can determine their approximate direction of travel underground on a [1-3 on d6](!\\amp#13;\\amp#47;r 1d6\\lt3).}}'}, + {name:'Divine-Favour',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Divine Favour}}Specs=[Divine-Favour,Power,1H,Alteration]{{Range=[[30]]ft}}{{Speed=0}}SpellData=[w:Divine Favour,sp:0,cs:None]{{desc=@{selected|casting-name} calls on a [Divine Favour](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select Beneficiary|token_id}|Divine-favour|6|-1|In Divine Favour +[[4]] to hit if within [[30]]ft of @{selected|casting-name}|fist) for someone giving +[[4]] to hit for [[6]] rounds as long as they are within [[30]]ft of @{selected|token_name}}}'}, + {name:'Djinni-Create-Illusion',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Create Illusion}}{{splevel=Djinn Power}}{{school=Illusion/Phantasm}}Specs=[Create Illusion,Power,0H,Alteration]{{components=None}}{{time=[[2]]}}{{range=260 yards}}{{duration=Special}}{{aoe=[Up to 1200 sq. ft.](!rounds --aoe @{selected|token_id}||feet|260|||magic)}}{{save=to disbelieve}}{{reference=AD\\ampD2e Monstrous Manual Djinni}}SpellData=[w:Create Illusion,sp:2,pd:1]{{effects=A standard Djinn power is to create an illusion with both visible and audible components, once per day. It is the equivalent of *Improved Phantasmal Force* cast at 20th level, but does not require any concentration and persists until touched or magically dispelled.}}'}, + {name:'Djinni-Create-Metal',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Create Metal}}{{splevel=Djinn Power}}{{school=Alteration}}Specs=[Create Metal,Power,0H,Alteration]{{components=None}}{{time=[[10]]}}{{range=Special}}{{duration=Special}}{{aoe=Up to 100 lbs weight}}{{save=None}}{{reference=AD\\ampD2e Monstrous Manual Djinni}}SpellData=[w:Create Metal,sp:10,pd:1]{{effects=A standard Djinn power is to create up to 100 lbs weight of metal, once per day. However, this metal only has a short lifespan, which depends on the metal\'s hardness. Gold has about a 24 hour life, whereas steel lasts only one hour}}'}, + {name:'Djinni-Create-Nutritious-Food',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Create Nutritious Food}}{{splevel=Djinn Power}}{{school=Alteration}}Specs=[Create Nutritious Food,Power,0H,Alteration]{{components=None}}{{time=[[10]]}}{{range=Special}}{{duration=Permanent}}{{aoe=[2d6 Persons](!\\amp#13;\\amp#47;gr 2d6 persons of nutritious food created)}}{{save=None}}{{reference=AD\\ampD2e Monstrous Manual Djinni}}SpellData=[w:Create Nutritious Food,sp:10,pd:1]{{effects=A standard Djinn power is to *Create Nutritious Food* for 2d6 persons, once per day}}'}, + {name:'Djinni-Create-Soft-Goods',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Create Soft Goods}}{{splevel=Djinn Power}}{{school=Alteration}}Specs=[Create Soft Goods,Power,0H,Alteration]{{components=None}}{{time=[[10]]}}{{range=Special}}{{duration=Permanent}}{{aoe=Up to 16 cu ft}}{{save=None}}{{reference=AD\\ampD2e Monstrous Manual Djinni}}SpellData=[w:Create Soft Goods,sp:10,pd:1]{{effects=A standard Djinn power is to create up to 16 cu ft of soft goods (cushions, mats, blankets, tents, etc), once per day}}'}, + {name:'Djinni-Create-Wine-or-Water',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Create Wine or Water}}{{splevel=Djinn Power}}{{school=Alteration}}Specs=[Create Wine or Water,Power,0H,Alteration]{{components=None}}{{time=[[10]]}}{{range=Special}}{{duration=Permanent}}{{aoe=[2d6 Persons](!\\amp#13;\\amp#47;gr 2d6 persons of either wine or water created)}}{{save=None}}{{reference=AD\\ampD2e Monstrous Manual Djinni}}SpellData=[w:Create Wine or Water,sp:10,pd:1]{{effects=A standard Djinn power is to *Create Wine or Water* for 2d6 persons, once per day}}'}, + {name:'Djinni-Create-Wooden-Items',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=CreateWooden Items}}{{splevel=Djinn Power}}{{school=Alteration}}Specs=[Create Wooden Items,Power,0H,Alteration]{{components=None}}{{time=[[10]]}}{{range=Special}}{{duration=Permanent}}{{aoe=Up to 9 cu ft}}{{save=None}}{{reference=AD\\ampD2e Monstrous Manual Djinni}}SpellData=[w:Create Wooden Items,sp:10,pd:1]{{effects=A standard Djinn power is to create up to 9 cu ft of wooden Items (chairs, bed frames, wooden shields, 10ft poles etc), once per day}}'}, + {name:'Djinni-Whirlwind',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Whirlwind}}Specs=[Djinni-Whirlwind,Power,0H,Innate Ability]{{Speed=[[1]]}}{{save=Vs Breath Weapon to halve}}{{Recharge=[Start recharging](!rounds --target-nosave caster|@{selected|token_id}|AE-Whirlwind|\\amp#91;[3+1d3]\\amp#93;|-1|Whirlwind building|stopwatch)}}SpellData=[w:Djinni-Whirlwind,sp:1,cs:S]{{desc=A genie can [Create a Whirlwind](!rounds --target-nosave caster|@{selected|token_id}|Djinni-Whirlwind-building|10|-1|Whirlwind building, cannot do damage yet|stopwatch), which it can ride or even direct at will from a distance. The whirlwind is a cone-shaped spiral, measuring up to 10 feet across at its base, 40 feet across at the top, and up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is 18, with maneuverability class A. The whirlwind\'s base must touch water or a solid surface, or it will dissolve. It takes a full turn for the whirlwind to form or dissolve. During that time, the whirlwind inflicts no damage and has no other effect. The whirlwind lasts as long as the djinni concentrates on it, moving at the creature\'s whim.\nIf the whirlwind strikes a non-aerial creature with fewer than 2 Hit Dice, the creature must make a saving throw vs. breath weapon for each round of contact with the whirlwind, or be swept off its feet, battered, and killed. Hardier beings, as well as aerial or airborne creatures, take 2d6 points of damage per round of contact with the whirlwind.\nA djinni can ride its whirlwind and even take along passengers, who (like the djinni) suffer no damage from the buffeting winds. The whirlwind can carry the genie and up to six man-sized or three genie-sized companions.}}'}, + {name:'Do-1HP-care',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!setattr --silent --charid @{selected|character_id} --spell-cast|Do-day-care\n!token-mod --ignore-selected --ids @{target|Tend to which creature?|token_id} --set bar3_value|+1! --report control|"{name} is healed by 1 from {bar3_value:change}HP"\n!magic --cast-again power|@{selected|token_id}|Do-1HP-care'}, + {name:'Do-1st-aid',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!setattr --silent --charid @{selected|character_id} --spell-cast|Do-1st-aid\n!token-mod --ignore-selected --ids @{target|Tend to which creature?|token_id} --set bar3_value|+[[?{How much First Aid?|1d3}]]! --report control|"{name} is healed from {bar3_value:change}HP"\n!magic --cast-again power|@{selected|token_id}|Do-1st-aid'}, + {name:'Do-2HP-care',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!setattr --silent --charid @{selected|character_id} --spell-cast|Do-2HP-care\n!token-mod --ignore-selected --ids @{target|Tend to which creature?|token_id} --set bar3_value|+2! --report control|"{name} is healed by 2 from {bar3_value:change}HP"\n!magic --cast-again power|@{selected|token_id}|Do-2HP-care'}, + {name:'Do-3HP-care',type:'',ct:'0',charge:'uncharged',cost:'0',body:'!setattr --silent --charid @{selected|character_id} --spell-cast|Do-3HP-care\n!token-mod --ignore-selected --ids @{target|Tend to which creature?|token_id} --set bar3_value|+3! --report control|"{name} is healed by 3 from {bar3_value:change}HP"\n!magic --cast-again power|@{selected|token_id}|Do-3HP-care'}, + {name:'Dracolisk-Breath',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Dracolisk Spits Acid}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Dracolisk-Breath,Power,0H,Innate Ability]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[30ft strem, 5ftwide](!rounds --aoe @{selected|token_id}|bolt|feet|0|30|5|acid|true)}}{{save=vs. Breath Weapon for half damage}}{{damage=[4d6 HP acid damage](!\\amp#13;\\amp#47;gmroll 4d6 acid damage from Dracolisk Breath)}}SpellData=[w:Dracolisk Breath,sp:0,pd:3]{{effects=A dracolisk can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a successful saving throw vs. breath weapon is rolled. The dracolisk can spit up to three times per day.}}{{Use=Select the Area of Effect button to see the area of effect and then roll damage for each creature in the area}}'}, + {name:'Dragon-Fear',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} exudes \n**Dragon Fear**}}Specs=[Dragon Fear,Power,1H,Combat]{{Speed=[[0]]}}{{Range=[[0}]]}SpellData=[w:Dragon Fear,sp:0,cs:S]{{Use=[Show the area](!rounds --aoe @{selected|token_id}|circle|yards|0|[[({ { { {(@{selected|age|max}-4)},{0} }kh1},{1} }kl1)*(@{selected|age|max}-3)*5]]||lightning|true) affected. For those paniced (less than 1HD) [Flee](!rounds --target multi|@{selected|token_id}|Fleeing|\\amp#91;[4d6]\\amp#93;|-1|Its a dragon! Flee in panic!|screaming) with no saving throw for 4d6 rounds., Others in the area of effect must [be afraid](!rounds --target multi|@{selected|token_id}|Dragon-Fear|99|0|Struck with fear while in the area of effect. If leave get GM to remove fear|half-heart|svpet\\clon;[[8-@{selected|age|max}]]) unless they save vs. petrification at [[8-@{selected|age|max}]] (those outside that are of less than 1HD and can see the dragon are also automatically afraid)}}{{desc=Dragons can inspire panic or fear. The mere sight of a young adult or older dragon causes creatures with fewer than 1 Hit Die (as well as all noncarnivorous, nonaggressive creatures with fewer Hit Dice than the dragon) to automatically flee in panic for 4d6 rounds.\nTrained war mounts, organized military units, and single creatures with 1 Hit Die or more, but with fewer Hit Dice than the dragon are not panicked, but they may be stricken with fear if they are within the dragon\'s fear aura. The aura surrounds attacking or charging dragons in the specified radius and in a path along the ground directly beneath a flying dragon whose altitude is 250 feet or less. Creatures not automatically panicked are entitled to saving throws vs. petrification. Creatures failing their saving throws are stricken with fear and fight with a -2 penalty to their attack and damage rolls. The aura increases in size and power based on the age category of the dragon; creatures subjected to the aura receive a saving throw bonus or a penalty as specified on the Dragon Table. All creatures with Hit Dice equal to or greater than those of the dragon are immune to the fear effect.)}}{{desc1=Gem dragons are not as inherently fearsome as other dragons, so saving throws against their fear auras receive bonuses (in this case [[12-@{selected|age|max}]]); the bonuses appear in parenthesis in the Dragon Table.}}'}, + {name:'Druids-Identify',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Identify Plants, Animals \\amp Pure Water as a Druid}}Specs=[Druids-Identify,Power,0H,Divination]{{Speed=[[10]]}}{{save=None}}SpellData=[w:Druids-Identify,sp:10,cs:S]{{desc=Identify all plants, animals and pure water with 100% accuracy.}}'}, + {name:'Dryad-Charm-Person',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{splevel=Level 1 Wizard}}%{MU-Spells-DB|Charm-Person}{{title=The Dryad uses\nCharm Person\nas a Power}}Specs=[Dryad Charm Person,Power,0H,Enchantment-Charm]{{save=vs. spell at a penalty of -3 (special for Dryad power) Negates}}SpellData=[w:Charm-Person,lv:1,sp:1,gp:0,cs:VS]{{components=None}}'}, + {name:'Duergar-Enlarge',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nEnlarge\nas a Power at level [[2*@{selected|casting-level}]]}}{{splevel=Power}}{{school=Alteration}}Specs=[Duergar Enlarge,Power,1H,Alteration]{{components=V, S}}{{time=[[1]]}}{{range=Caster}}{{duration=[ @{selected|casting-level}0 Rounds](!rounds --target-nosave caster|@{selected|token_id}|Enlarge|[[10*@{selected|casting-level}]]|-1|Enlarged, Damage x [[1+(@{selected|casting-level}/5)]]|overdrive)}}{{aoe=Caster}}{{save=None}}{{reference=Complete Dwarves Handbook}}SpellData=[w:Duergar Enlarge,lv:1,sp:1,gp:0,cs:VS]{{effects=Causes instant growth of a Duergar (Gray Elf) casting it, increasing both size and weight. The Power works at double the casting level of the caster, but can only affect the caster and what they are wearing or using}}'}, + {name:'Duergar-Invisibility',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nInvisibility\nas a Power at level [[2*@{selected|casting-level}]]}}{{splevel=Power}}{{school=Illusion/Phantasm}}Specs=[Duergar Invisibility,Power,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[2]]}}{{range=Caster}}{{duration=[ Until attack or 24 hours](!rounds --target-nosave caster|@{selected|token_id}|Invisibility|99|0|Invisible except slight haze, 4 bonus to AC \\amp saves, until attack|half-haze)}}{{aoe=Caster}}{{save=None}}{{reference=Complete Dwarves Handbook}}SpellData=[w:Duergar Invisibility,lv:2,sp:2,gp:0,cs:VS]{{effects=Causes the Duergar (Gray Elf) casting it to become invisible, along with everything they are wearing, undetectable by normal vision or infravision. Not magically silenced. The Power works at double the casting level of the caster}}'}, + {name:'Ego-Telepathy',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Intelligent Item\'s\nTelepathy}}{{splevel=Magic Item Power}}{{school=Psionics}}Specs=[Telepathy,Power,0H,Psionics]{{components=None}}{{time=[[0]]}}{{range=Special}}{{duration=Instantaneous}}{{aoe=1 creature}}{{save=Ego battle - see DMG on Intelligent Items}}SpellData=[w:Ego Telepathy,sp:0]{{effects=A psionic power which combines the Telepathic Sciences *Domination, Mindlink,* and *Probe*. It is a power available to intelligent magic items that have *ego* scores such as intelligent swords.\n**Domination:** can project signals from its own mind into the mind of one other person or creature (possibly only its possessor). if dominant on an Ego Battle score, the subject is forced to do nearly anything the wielder of the power wishes. The dominated subject knows what is happening, but they cannot resist the objects will. Commands are given mentally and automatically. The victims abilities are neither diminished nor enhanced by this power. The subject can be forced to use any power or ability he normally can-assuming the psionicist knows about it.\nDomination does not reveal facts or secrets about a victim. As soon as domination is attempted, an ego check is made between the *personality scores* of the item and the character. If the victim wins the domination is not successful: but if the difference is less than 10 points the victim suffers bad headaches if they don\'t comply with the wishes. If dominated, but the victim is later forced to do something completely abhorrent (against their alignment), they can make another ego check at +10 to regain their free will.\n**Mindlink:** Mindlink allows the item to communicate wordlessly with any intelligent creature he can contact (usually the possessor, intelligence 5 or greater on a human scale). This is two-way communication. It is not the same as mind-reading because the psionicist only receives thoughts which the other party wants to send. Language is not a barrier. Distance affects the telepath\'s ability to make contact, but it has no other effect.\n**Probe:** A probe is similar to ESP, but a probe allows the item to dig much deeper into a subjects subconscious. If the subject fails an *ego battle* personality check, then all his memories and knowledge are accessible to the prober-from memories deep below the surface to those still fresh in the subject\'s mind. The information gained is not necessarily true, but it is true as far as the subject knows. The item wielding the power can learn the answer to one question per round. DMs have some discretion in determining this rate. If the questions (or answers) become too complicated, each may take longer than one round to resolve. Telepaths can probe a subject who is conscious, as well as one who resists. A probe can even be carried out in the midst of melee, provided the telepath can get close enough. If a probed wizard or cleric tries casting a spell, the telepath knows both that a spell is being cast and what the general effects of that spell are.}}'}, + {name:'Elf-Detect-Secret-Doors',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nDetect Secret Doors \\amp Concealed Portals\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Detect Secret Doors,Power,1H,Divination]{{components=S}}{{time=[[0]]}}{{range=Touch}}{{duration=While searching}}{{aoe=Caster}}{{save=None}}{{reference=PHB Chapter 2}}SpellData=[w:Detect Secret Doors,lv:0,sp:0,cs:S]{{effects=Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a [1 on 1d6](!\\amp#13;\\amp#47;r 1d6\\lt1)) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a [1 or 2 on 1d6](!\\amp#13;\\amp#47;r 1d6\\lt2)) to find a secret door and a one-in-two chance (roll a [1, 2, or 3 on 1d6](!\\amp#13;\\amp#47;r 1d6\\lt3)) to discover a concealed portal.}}'}, + {name:'Etherial-Travel-Self',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} is using\nEtherial Travel (self)\nas a power as a level @{selected|casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Evocation}}Specs=[Etherial Travel self,Power,1H,Evocation]{{components=V,M}}{{time=9}}{{range=Caster}}{{duration=Special}}{{aoe=Self}}{{save=None}}{{reference=DMG p153}}SpellData=[w:Etherial Travel self,sp:9,cs:VM]{{effects=Unlike the spell *Astral Spell*, transfers the caster\'s *material body* into the Etherial Plane, meaning they can travel materially through the Etherial Plane and emerge elsewhere on the Material Plane. Of course, as the caster\'s material body actually becomes Etherial, no silver thread remains joining the two as the two are one.}}'}, + {name:'Fire-Mephit-Flame-Breath',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Fire Mephit breathes out Flame}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Fire Mephit Flame,Power,0H,Breath Weapon]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=Jet 1 creature in [15ft x 1ft](!rounds --aoe @{selected|token_id}|bolt|feet|0|15|1|fire) or Fan for [5ft x 120deg arc](!rounds --aoe @{selected|token_id}|cone|feet|0|5|8|fire)}}{{save=Jet: save vs. breath for half damage.\nFan: none}}{{damage=Jet automatic hit [1d8+1](!\\amp#13;\\amp#47;gmroll 1d8+1 fire damage, save to half) or Fan [[4]]HP no save}}SpellData=[w:Fire Mephit Flame,sp:0,cs:None,pd:3]{{effects=Fire mephits may use their breath weapon three times a day. It has two forms. The first is a flame jet 15 feet long and 1-foot wide. This jet automatically hits one target, of the mephit\'s choosing, for ld8+1 points of damage (half if saving throw is successful). The second form is a fan of flame covering a 120 arc directly in front of the mephit to a distance of 5 feet. Any creature in the arc suffers 4 points of damage, no saving throw allowed.}}{{Use=Select the desired flame shape (Jet or Fan) using the Area of Effect buttons, then do the appropriate damage based on saving throw or otherwise}}'}, + {name:'Fire-Resistance',type:'power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} has\nFire Resistance\nas a Power cast at @{selected|Casting-Level} level}}{{splevel=Power}}{{school=Alteration/Protection}}Specs=[Fire-Resistance,Power,1H,Alteration-Protection]{{components=None}}{{time=[[5]]}}{{range=0}}{{duration=Continuous}}{{aoe=Creature with Power}}{{save=None}}SpellData=[w:Fire-Resistance,lv:1,sp:5,gp:0]{{effects=Those with this power are totally immune to the effects of normal fires—torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration.\nExceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc., are saved against with a +4 bonus to the die roll, and all damage dice are calculated at -2 per die, but each die is never less than 1 in any event. As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, those of exceptional heat (25 or more hit points)}}'}, + {name:'Firedrake-Breath',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Firedrake uses\nFire Breath}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Firedrake-Breath,Power,0H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[60ft cone, 10ft dia. at end](!rounds --aoe @{selected|token_id}|cone|feet|0|60|10|fire|true)}}{{save=Halves vs. Breath Weapon}}SpellData=[w:Firedrake Breath,sp:0,cs:S]{{effects=The firedrake\'s primary attack is its breath weapon (fire), which it can use up to five times daily. The fire forms a cone from the snout of the dragonet to a 10\' diameter circle at the extreme end of its 60\' range, and causes 2-16 points on all affected (save vs. breath weapon for half damage).\nThe dragonet\'s blood burns fiercely in air, as there is a high phosphorous content to the blood. In fact, the fire-breathing of these creatures is actually the voluntary expelling of a jet of its pyrophoric blood. Because of the flammability of the dragon\'s blood, blunt weapons such as staves or clubs are less dangerous than those which cause blood loss. Any creature making a successful slashing or piercing attack on a firedrake must save vs. breath weapon, or take 1-2 points of fire damage.}}'}, + {name:'Follow-the-Standard',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} uses\nFollow the Standard}}{{splevel=Power}}{{school=Combat}}Specs=[Follow the Standard,Power,1H,Combat]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=[While alive](!rounds --target multi|@{selected|token_id}|Follow the Standard|99|0|Motivated by the Standard - +1 to attack \\amp morale|flying-flag)}}{{aoe=[60 yards radius](!rounds --aoe @{selected|token_id}|circle|yards|0|120|120|light|true)}}{{save=None}}SpellData=[w:Follow the Standard,sp:0,pd:-1]{{effects=If a subchief is present, there is a 40% chance the creatures will be fighting around a standard. The presence of this standard increases attack rolls and morale by +1 for all of those creatures within 60 yards.}}{{Use=Use the Area of Effect button to display the radius. Then use the Duration button to apply the *Flying Flag* status marker to those who benefit from the bonus.}}'}, + {name:'Freezing-Fog',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Freezing Fog**\nas a Power}}Specs=[Freezing-Fog,Power,1H,Evocation]{{Speed=[[1]]}}{{Range=Undefined}}SpellData=[w:Freezing Fog,sp:1,cs:S]{{Use=On using the power, select the button to show the area of *freezing fog*}}{{desc=This [obscures vision](!rounds --aoe @{selected|token_id}|circle|feet|0|200|200|cold) in a 100\' radius and causes frost to form, creating a thin layer of glare ice on the ground and on all surfaces within the radius.}}'}, + {name:'Gaseous-Form',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nGaseous Form\nas a level @{selected|casting-level} caster}}{{splevel=Power}}{{school=Alteration}}Specs=[Gaseous-Form,Power,1H,Alteration]{{components=S}}{{time=[[1]]}}{{range=[[0]]}}{{duration=4+1d4 turns}}{{aoe=The caster}}{{save=None}}{{Use=[Go Gaseous](!rounds --target-nosave caster|@{selected|token_id}|Gaseous-Form|\\amp#91;[4+1d4]\\amp#93;|-1|In gaseous form, drift at 3, dmg by magic fire/lightning only|half-haze)}}SpellData=[w:Gaseous Form,sp:1,cs:S]{{effects=This power grants the same effect as consuming a Potion of Gaseous Form.\nThe individual causes his body, as well as anything he\'s carrying or wearing, to become gaseous. The gaseous form is able to flow at a base speed of 3/round. (A gust of wind spell, or even normal strong air currents, will blow the gaseous form at air speed.)\nThe gaseous form is transparent and insubstantial. It wavers and shifts, and can\'t be harmed except by magical fire or lightning, which do normal damage. A whirlwind inflicts double damage upon a creature in gaseous form. When in such condition the individual is able to enter any space that is not airtight-even a small crack or hole that allows air to penetrate also allows entry by a creature in gaseous form. The effects last the entire duration (4+1d4turns).}}'}, + {name:'Gate-Mephit',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Mephit *gates* another Mephit}}{{splevel=Power}}{{school=Conjuration/Summoning}}Specs=[Gate-Mephit,Power,0H,Conjuration-Summoning]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=1 creature}}{{save=None}}SpellData=[w:Gate Mephit,sp:0,cs:None]{{effects=Mephits of different types can *gate* another Mephit to join them, once per hour. Different types of Mephit can *gate* specific other types, at varying rates of success:\n**Fire Mephit:**\n25% 1 Fire/Lava/Smoke/Steam\n**Ice Mephit:**\n25% 1 Ice/Mist\n**Lava Mephit:**\n25% 1-2 Fire/Lava/Smoke/Steam\n**Mist Mephit:**\n20% 1-2 Ice/Mist\n**Smoke Mephit:**\n20% 1-2 Fire/Lava/Smoke/Steam\n**Steam Mephit:**\n30% 1-2 Fire/Lava/Smoke/Steam}}'}, + {name:'Ghast-Stench',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} uses\nGhast Stench}}{{splevel=Power}}{{school=Innate Power}}Specs=[Ghast Stench,Power,1H,Innate]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=[Nausious](!rounds --target multi|@{selected|token_id}|Nauseous-2|99|0|Made nauseous by Ghast stink, 2 penalty to attacks|half-haze|svpoi\\clon;+0) while within area of effect}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|acid|true)}}{{save=vs. poison negates}}SpellData=[w:Ghast Stench,sp:0,pd:-1]{{effects=A Ghast has a ghastly stench that causes those within 10ft to save vs. poison or start retching and being nauseous, causing them to attack at a penalty of 2}}{{Use=Use the Area of Effect button to display the circle. Then use the *Duration button* to select those in the area which will prompt a save vs. poison and apply the *Nauseous* status marker to those who fail their saving throw. The resulting effect will alter the to-hit probability for the duration}}'}, + {name:'Ghost-Fear',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Fear of the Ghost}}{{splevel=Innate Ability}}{{school=Necromancy}}Specs=[Ghost-Fear,Power,1H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=[60yds, Line of Sight](!rounds --aoe @{selected|token_id}|circle|yards|0|120|120|dark|true)}}{{duration=[2d6 turns](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who sees the Ghost?|token_id}|Ghost Fear|\\amp#91;[10\\amp42;2d6]\\amp#93;|-1|Fleeing at maximum move away from the Ghost!|screaming\\amp#13;!modattr --charid \\amp#64;{target|Who sees the Ghost?|character_id} --age|10 --fb-header _CHARNAME_ grows older --fb-content _CHARNAME_ has aged by _TCUR0_ and is now _CUR0_ years old) \\amp age permanently}}{{aoe=Line of Sight}}{{save=Negates}}SpellData=[w:Ghost Fear,sp:0,pd:-1]{{effects=The mere sight of a Ghost within 60yds causes any humanoid being to age 10 years and flee in panic for 2-12 (2d6) turns unless a saving throw versus spell is made.}}{{Use=Select the Range button to identify those tokens in range of the effect. Then select the Duration button and select each character that fails to save, using the button that appears in the chat window to prompt for you to select each in turn.}}'}, + {name:'Giant-Skeleton-Fireball',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nFireball\nas a level 8 caster}}{{splevel=Power}}{{school=Evocation}}Specs=[Fireball,Power,0H,Evocation]{{components=None}}{{time=[[3]]}}{{range=[[10+(10*{10,@{selected|casting-level}}kl1)]]yds}}{{duration=Instantaneous}}{{aoe=[20ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|270|40||fire)}}{{save=vs. spell (add situational dex mods) for half damage}}{{reference=PHB p149}}{{damage=[8d6](!\\amp#13;\\amp#47;r 8d6) (halved if save)}}{{damagetype=Fire}}SpellData=[w:Giant Skeleton Fireball,lv:3,sp:3]{{effects=The giant skeleton reaches into its chest and pulls forth flame, which it hurls.It blossoms into a fireball. Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage.}}'}, + {name:'Glaaar-pat',type:'power',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their power\nGlaaar-pat}}{{splevel=Power}}{{school=Creature}}{{sphere=Combat}}Specs=[Glaaar-pat,Power,0H,Creature]{{components=V}}{{time=[[8]]}}{{range=0}}{{duration=Instantaneous}}{{aoe=[30 Feet](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|dark|true)}}{{save=Save vs. spell to halve)}}SpellData=[w:Glaaar-pat,sp:8,cs:V]{{effects=The croaker sings a song of marshy doom. Each chosen creature within 30 feet of the croaker that can hear the song must save vs. spell (Wisdom bonus applies), taking [[1d8]] psychic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Saving Throws until the end of its next turn.}}'}, + {name:'Gold-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Copper}}{{title=Dragon Breath}}{{use=**Cone of fire:** Show the [90ft x 30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|90|20|fire --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) which also sets the recovery counter.\n**Chlorine Gas cloud:** Show a [50ft x 40ft](!rounds --aoe @{selected|token_id}|rectangle|feet|0|50|40|acid --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) x 30ft high cloud of gas.\nEither breath weapon does [[(@{selected|age|max}*2)d12+@{selected|age|max}]] HP damage (save. vs breath to halve).}}{{desc=A gold dragon has two breath weapons: a cone of fire 90\' long, 5\' wide at the dragon\'s mouth, and 30\' wide at the end or a cloud of potent chlorine gas 50\' long, 40\' wide and 30\' high. Creatures caught in either effect are entitled to a save versus breath weapon for half damage.}}'}, + {name:'Gorgon-Breath',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Gorgon uses\nParalysis Breath}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Gorgon-Breath,Power,0H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[60ft cone, 5ft at mouth,20ft dia. at end](!rounds --aoe @{selected|token_id}|cone|feet|0|60|20|acid|true)}}{{save=Negates vs. Petrification}}{{Use=Display area of effect, then click [Petrify Them](!rounds --target multi|@{selected|token_id}|Petrified|99|0|Petrified by Gorgon Breath|sleepy|svpet\\clon;+0) and select all creatures in the area and press *add status changes* which will prompt or the appropriate saving throw}}SpellData=[w:Gorgon Breath,sp:0,pd:4]{{effects=Four times per day gorgons can make a breath weapon attack (their preferred means of attack). Their breath shoots forth in a truncated cone, five feet wide at the base and 20 feet wide at its end, with a maximum range of 60 feet. Any creature caught in this cone must roll a saving throw vs. petrification. Those who fail are turned to stone immediately!}}'}, + {name:'Green-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Green }}{{title=Dragon Breath}}{{use=Show the [50ft x 40ft cloud](!rounds --aoe @{selected|token_id}|rectangle|feet|0|50|40|acid --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) of chlorine gas which also sets the recovery counter. Then do [[(@{selected|age|max}*2)d6+@{selected|age|max}]] HP damage (save. vs breath to halve}}{{desc=A green dragon\'s breath weapon is a cloud of poisonous chlorine gas that is 50\' long, 40\' wide, and 30 feet high. Creatures within the cloud may save versus breath weapon for half damage. The damage done increases with the dragon\'s age: from 2d6+1 to 24d6+12. The damage shown above includes this age-related dice roll}}'}, + {name:'Gully-Dwarf-Grovel',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nGrovel\n}}{{splevel=Skill}}{{school=Power}}Specs=[Gully-Dwarf-Grovely,Power,0H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Self}}{{duration=Indefinate}}{{aoe=The character}}{{save=None}}SpellData=[w:Gully Dwarf Grovel,sp:0,cs:S]{{effects=If attacked (or at any other time that it might seem beneficial) a Gully Dwarf will grovel and whine in an attempt to avoid injury (probably only to later lie, steal and cheat their way out of the situation). The effectiveness of the grovel will be determined by the DM based on the player\'s role-playing, circumstances, and/or the roll of the dice.}}'}, + {name:'Hairy-Spider-Poison',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Hairy Spider Poison}}{{splevel=Innate Ability}}{{school=Poison}}Specs=[Hairy-Spider-Poison,Power,0H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Bite}}{{duration=1d4+1 rounds}}{{aoe=Bitten creature}}{{save=vs. poison at +2 bonus}}{{damage=Click [Bite](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who has been poisoned?|token_id}|Hairy-Spider-Poison|\\amp#91;[1d4+1]\\amp#93;|-1|Poisoned, Thac0 \\amp AC 1 worse, DX -3|death-zone|svpoi\\clon;+2) which will prompt for a target and then a saving throw with the appropriate bonus applied}}SpellData=[w:Hairy Spider Poison,sp:0,cs:S]{{effects=This creature can use Hairy Spider poison. Victims receive a +2 bonus to saving throws vs. the hairy spiders\' weak poison. If the saving throw fails, the victim\'s AC and attack rolls are penalized by 1, and Dexterity is penalized by -3 with respect to Dexterity checks. These effects begin one round after the bite and last for 1d4+1 rounds.}}'}, + {name:'Hell-Hound-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=Hell Hound Breath}}{{use=**Fire Breath:** Show the [10yrd bolt of fire](!rounds --aoe @{selected|token_id}|bolt|yards|0|10|1|fire) aimed at one creature up to 10 yards away. Then do [[@{selected|hitdice]] HP damage (save. vs breath to halve).}}{{desc=Hell hounds attack first by breathing fire at an opponent up to 10 yards away. The fire causes 1 point of damage for each of the hell hound\'s Hit Dice. A successful saving throw vs. breath weapon cuts the damage in half. The hell hound then attacks with its teeth. The hell hound can continue to exhale flame while biting: if the hell hound rolls a natural 20 on its attack roll, it grabs a victim in its jaws and breathes fire on the victim in the same round.}}'}, + {name:'Hide-in-Shadows',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nHide in Shadows\nas a level @{selected|level-class4} @{selected|class4}}}{{splevel=Skill}}{{school=Thieving}}Specs=[Hide-in-Shadows,Power,1H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Self}}{{duration=Until attack}}{{aoe=The character}}{{save=None}}{{Use=Click [Hide in Shadows](!rounds --target-nosave caster|@{selected|token_id}|Hide-in-Shadow|99|0|Hiding in Shadows, DM determine success, chance @{selected|hst}pct.|ninja-mask) to set a status on the character attempting to hide. The DM can cancel it at any time using *maint menu \\gt edit token*}}SpellData=[w:Hide in Shadows,sp:0,cs:S]{{effects=The character attempts to move into the shadows and move unseen. This may or may not be successful, and depends on their skill. The DM determines success or otherwise but does not tell the player until it becomes relevant to the character.}}'}, + {name:'Hide-in-Woods',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}}{{title=@{selected|casting-name} uses\nHide in Woods\nas a Power}}{{splevel=Power}}{{school=Power}}Specs=[Hide in Woods,Power,1H,Abjuration]{{components=S}}{{time=1 round}}{{range=0}}{{duration=As long as actively hiding}}{{aoe=Caster}}{{save=None}}{{reference=Complete Book of Gnomes \\amp Halflings}}SpellData=[w:Hide in Woods,lv:0,sp:10,cs:S]{{effects=The ability to hide in woods with a chance equal to a thief of the same level’s hide in shadows ability (as per 1e rules, as 2e does not have fixed chances per level).\nThese are:}}'}, + {name:'Hold-Breath',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Hold Breath}}{{splevel=Innate Ability}}{{school=Innate Ability}}Specs=[Hold-Breath,Power,1H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Special}}{{aoe=Self}}{{save=None}}{{healing=[Hold Breath](!rounds --target caster|@{selected|token_id}|Hold-Breath|\\amp#63;{How many minutes can breath be held?}|-1|Holding Breath|sleepy)}}SpellData=[w:Hold Breat,sp:0,cs:S]{{effects=This creature is able to hold its breath for an unusually long time. For normal rules on holding breath, see the PHB.}}'}, + {name:'Hypnosis',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Hypnosis}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Hypnosis,Power,0H,Enchantment-Charm]{{components=S}}{{time=[[1]]}}{{range=Line of sight}}{{duration=[Until Caster Breaks](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s the Victim?|token_id}|Hypnotised|99|0|Hypnotised, do whatever they want|chained-heart|svpar\\clon;+0) or [1d6 turns](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s the Victim?|token_id}|Hypnotised|\\amp#91;[10\\amp#42;1d6]\\amp#93;|-1|Hypnotised, do whatever they want|chained-heart|svpar\\clon;+0)}}{{aoe=[[1]] creature}}{{save=vs. paralysation negates}}{{Use=Click appropriate *duration* button which will ask for target and then prompt for a saving throw}}SpellData=[w:Hypnosis,sp:1,cs:S]{{effects=Many humans and animals attack heways on sight, but it can defend itself with its hypnotic stare, which has a powerful effect; any creature failing a saving throw vs. paralyzation will follow the heway to its lair and allow itself to be devoured. The heway sometimes uses this stare simply to immobilize a menacing creature. It then leaves the area while the hypnotized creature remains stationary for 1d6 turns.}}'}, + {name:'Ice-Mephit-Volley',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Ice Mephit uses\nIce Shard Volley}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Ice-Mephit-Volley,Power,0H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[15ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|15|5|cold|true), 1 creature only}}{{save=Halves vs. Breath Weapon}}{{damage=[1d6](!\\amp#13;\\amp#47;gmroll 1d6) save to half}}SpellData=[w:Ice Mephit Volley,sp:0,cs:S]{{effects=Ice mephits may breathe a volley of ice shards three times per day. This volley automatically hits a single victim within 15 feet of the mephit. Damage is 1d6, halved if the victim rolls a successful saving throw.}}'}, + {name:'Ice-Walking',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Ice Walking**\nas a Power}}Specs=[Ice-Walking,Power,1H,Alteration]{{Speed=[[1]]}}{{Range=0}}SpellData=[w:Ice Walking,sp:1,cs:S]{{Use=Just specify use of the power during initiative, and then use it during the round to display its description}}{{desc=Allows the creature to walk across ice as easily as easily as creatures walk across flat, dry ground.}}'}, + {name:'Improve-Gem',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} attempts to\n**Improve a Gem**\nusing a *Jewel of Flawlessness*}}Specs=[Improve Gem,Power,1H,Alteration]{{Speed=[[10]]}}{{Range=0}}{{Duration=Permanent}}{{Area of Effect=Jewels in same container with *Jewel of Flawlessness*}}{{save=None}}{{reference=DMG p173}}SpellData=[w:Improve Gem,sp:10,cs:M]{{desc=When a jewel of flawlessness is placed with other gems, it doubles the likelihood of their being more valuable (i.e., the chance for each stone going up in value increases from 10% to 20%). The jewel has from 10-100 facets, and whenever a gem increases in value because of the magic of the jewel of flawlessness (a roll of 2 on d10), one of these facets disappears. When all are gone, the jewel is a spherical stone that has no value.\nValue 1 = $[[1]]}}{{Need to Roll=2}}{{Improvement Roll=[[1d10]]}}{{Result=Need to Roll\\gt=Improvement Roll}}{{successcmd=!magic ~~mi-charges @{selected|token_id}¦-[[$[[1]]-1]]¦Jewel-of-Flawlessness¦¦charged}}'}, + {name:'Incite-Rage',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nIncite Berserker Rage\nas a Power}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Incite-Rage,Power,1H,Enchantment-Charm]{{components=VS}}{{time=[[10]]}}{{range=[[0]]}}{{duration=[6 turns](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who to Incite to Rage?|token_id}|Incite-Rage|60|-1|Raging with +2 on attacks and damage|aura)}}{{aoe=Creature touched}}{{save=None}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Incite-Rage,sp:10,cs:VS]{{effects=allows a priest to inspire a fighter (anyone belonging to the warrior class) to a state like berserker rage. The warrior must be willing to have this war-blessing bestowed upon him.\nIt takes one round for a priest to incite a single warrior to berserker rage; the rage last six turns. A priest can use this power on any number of warriors per day, one at a time. A warrior may only be incited to berserker rage once per day; even if a different priest tries it on him, it cannot incite a warrior to a second rage in the same day.\nThe rage isn\'t identical to the abilities of the true berserker (see the description for the berserker in The Complete Fighter\'s Handbook). However, it does give the warrior a +2 to hit and damage for the duration of the rage. While enraged, the warrior cannot flee from a fight; he cannot leave the field of battle until no enemies face him. Once he does leave the field of battle, he can choose whether or not he will emerge from the rage or sustain it; a warrior would sustain it if he felt that another fight was likely to take place soon. When he emerges from the rage, the warrior takes no extra damage or ill effects.\nThis power is most appropriate to priests of the god of war.}}'}, + {name:'Indomitable',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Indomitable\n@{selected|token_name} can Save Again}}{{splevel=Innate Power}}{{school=Alteration}}Specs=[Indomitable,Power,1H,Alteration]{{components=S}}{{time=[[0]] and in parallel with other activity}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=The creature}}{{save=None)}}SpellData=[w:Indomitable,sp:0,cs:S]{{effects=This creature can choose to re-roll a failed saving throw due to his Indomitable nature}}'}, + {name:'Inspire-Fear',type:'power',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nInspire Fear\nas a Power}}{{splevel=Power}}{{school=Illusion/Phantasm}}Specs=[Inspire-Fear,Power,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[[@{selected|pr-casting-level}]] rounds}}{{aoe=[60ft. cone, 30ft. at end, 5ft. at base](!rounds --aoe @{selected|token_id}|cone|yards|0|20|10|magic)}}{{save=Negates}}{{Use=Click the *area of effect* button then click [Frighten them](!rounds --target multi|@{selected|token_id}|Inspire-Fear|[[@{selected|pr-casting-level}]]|-1|Frightened, flee at fastest rate from @{selected|Casting-name}|screaming|svspe\\clon;+0) and select all the creatures in the area. The press *add status changes* in the chat window, which will prompt for appropriate saving throws}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Inspire-Fear,sp:4,cs:VS]{{effects=A priest with this power can use it twice per day, and is most appropriate to priests of gods with dark or fearsome aspects: Death, for example.\nSends forth invisible cone of terror. Creatures within area of effect to turn away from the caster and flee.}}'}, + {name:'Iron-Statue-Whirl-Attack',type:'power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nWhirl Attack}}{{splevel=Power}}{{school=Alteration}}Specs=[Whirl-Attack,Power,0H,Alteration]{{components=S}}{{time=[[5]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[10ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|20|20|lightning|true --target-nosave caster|@{selected|token_id}|Whirl Attack Recharge|\\amp#91;[4+1d2]\\amp#93;|-1|Whirl Attack is recharging|stopwatch)}}{{save=vs. Dexterity-3 to halve damage}}{{damage=[3+3d10](!\\amp#13;\\amp#47;gr 3+3d10 hp damage, save to halve)}}SpellData=[w:Whirl Attack,sp:5,]{{effects=The top of the Living Iron Statue starts whirling, with its deadly blade flashing. All chosen creatures within 10ft of the statue take 3d10+3HP damage, save vs. Dexterity-3 to halve damage. Ability recharges in 5 to 6 rounds}}{{use=Use the Area of Effect button to show which creatures are possible targets, and also set a recharging timer, putting a stopwatch on the token: when it disappears, this power can be used again.}}'}, + {name:'Jaws-of-Semuanya',type:'power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their power\nJaws of Semuanya}}{{splevel=Power}}{{school=Creature}}{{sphere=Combat}}Specs=[Jaws of Semuanya,Power,0H,Creature]{{components=S}}{{time=[[5]]}}{{range=[60 Feet](!rounds --aoe @{selected|token_id}|circle|feet|0|60|60|dark|true --target-nosave caster|@{selected|token_id}|Jaws recharging|5|-1|The jaws are recharging|stopwatch)}}{{duration=Instantaneous}}{{aoe=1 creature.}}{{save=save vs. spell or suffer [4d6 and Fear](!rounds --target single|@{selected|token_id}|\\amp#64;{target|The Jaws of Semuanya bite who?|token_id}|Fear of the Jaws|2|-1|Running in fear from the Jaws|screaming\\amp#13;\\amp#47;gmroll 4d6)}}SpellData=[w:Jaws of Semuanya,sp:5,cs:VS]{{effects=The caster invokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must save vs. spell, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also frightened until the end of its next turn.}}{{desc=**Use**\nShow the Area of Effect using the button (the AoE will appear and a status marker be placed on the caster), and then a single chosen creature in the area shown must make a save vs. spell. If fails, select the Damage button. The power cannot be used again until the status marker disappears.}}'}, + {name:'Jims-Fear',type:'itempower',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFear\nas a level @{selected|Casting-Level} caster}}{{splevel=Power}}{{school=Illusion/Phantasm}}Specs=[Jims-Fear,ItemPower,1H,Illusion-Phantasm]{{components=V, S}}{{time=[[4]]}}{{range=[[0]]}}{{duration=1d4 rounds}}{{aoe=[60ft. cone, 30ft. at end, 5ft. at base](!rounds --aoe @{selected|token_id}|cone|yards|0|20|10|magic)}}{{save=Negates}}{{Use=Display the *area of effect* then click [Frighten them](!rounds --target multi|@{selected|token_id}|Fear|[[@{selected|casting-level}]]|-1|Frightened, flee at fastest rate from @{selected|Casting-name}|screaming|svspe\\clon;+0) and select all within the area, then press *add status changes* in the chat window to prompt for saving throws}}SpellData=[w:Jims Fear,sp:4,cs:VS]{{effects=Sends forth invisible cone of terror. Creatures within area of effect to turn away from the caster and flee. Affected creatures are likely to drop whatever they are holding; base chance is [[60]]% at 1st level/1HD, each level/HD above reduces probability by [[5]]%. Creatures affected flee at fastest rate for Duration. Undead and successful saves vs. spell are not affected.}}{{materials=Either the heart of a hen or a white feather.}}'}, + {name:'Jims-Find-Traps',type:'itempower',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} casts\nFind Traps\nas a level @{selected|Casting-Level} caster}}{{splevel=Power}}{{school=Divination}}{{sphere=Divination}}Specs=[Jims-Find-Traps,ItemPower,1H,Divination]{{components=V,S}}{{time=[[5]]}}{{range=[[30]] yards}}{{duration=[[3]] turns}}{{aoe=[10ft path to range](!rounds --aoe @{selected|token_id}|bolt|feet|0|90|10|magic) in direction caster is facing}}{{save=None}}SpellData=[w:Jims Find Traps,sp:5,cs:VS]{{effects=All traps, normal or magical become visible to the caster. "Traps" includes alarms. Traps meet 3 criteria: can inflict a sudden or unexpected result; spellcaster would view result as undesirable or harmful; and result specifically intended as such by creator. Caster leans general nature of trap but not exact effect or how to disarm it, but can get sense of what might trigger it. Note - an Ambush is not a trap.}}'}, + {name:'Jims-Levitation',type:'itempower',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Jim casts\nLevitate\nas a level 1 caster}}{{splevel=Power}}{{school=Alteration}}Specs=[Jims-Levitation,ItemPower,1H,Alteration]{{components=V, S}}{{time=[[2]]}}{{range=Wielder of Jim}}{{duration=[[1]] turn}}{{aoe=[[1]] creature or object}}{{save=Negates}}{{use=[Levitate](!rounds --target caster-nosave|@{selected|token_id}|Levitate|10|-1|Levitating vertical not horizontal, minuses on missile fire|fluffy-wing)}}SpellData=[w:Jims Levitation,sp:2,cs:VS]{{effects=Subject to a maximum weight limit of [[100*@{selected|casting-level}]] pounds. Wielder can move vertically up or down at a movement rate of [[2]] per round. This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the levitate spell affects it.\nOnce cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of [[0-1]], the second [[0-2]], the third [[0-3]], etc., up to a maximum of [[0-5]]. A full round spent stabilising allows the creature to begin again at [[0-1]]. Lack of leverage makes it impossible to cock a medium or heavy crossbow)}}{{materials=Jim the Sunblade}}'}, + {name:'Jims-Locate-Object',type:'itempower',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Jim the Sunblade casts\nLocate Object\nas a level 6 caster}}{{splevel=Power}}{{school=Divination}}{{sphere=Divination}}Specs=[Jims-Locate-Object,ItemPower,1H,Divination]{{components=V,S}}{{time=[[1]] turn}}{{range=[120 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|240||magic|true)}}{{duration=[[8]] hours}}{{aoe=[[1]] object}}{{save=None}}SpellData=[w:Jims Locate Object,sp:1,cs:VS]{{effects=This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range--for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewellery, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom\'s crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.\nThe reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. The caster must touch the object being concealed.\nNeither application of the spell affects living creatures.}}{{materials=Jim the Sunblade}}'}, + {name:'Jims-Sunlight',type:'itempower',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} swings\nJim the Sun Blade\nto create Sunlight}}{{splevel=Power}}{{school=Alteration}}Specs=[Jims-Sunlight,ItemPower,1H,Alteration]{{components=S}}{{time=[[3]]}}{{range=[[0]]}}{{duration=While swung}}{{aoe=[Up to 120ft diameter](!rounds --aoe @{selected|token_id}|circle|feet|0|||light|true)}}{{save=None}}{{use=[Light-em-up!](!rounds --target-nosave caster|@{selected|token_id}|SunBlade-Daylight|1|1|Spreading daylight +5ft radius/round to 60ft|aura)}}SpellData=[w:Jims Sunlight,sp:3,cs:VS]{{effects=Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. }}'}, + {name:'Keraptis-Soul-Trap',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nKeraptis\' Soul Trap\nas a level @{selected|casting-level} caster}}{{splevel=Level 9 Wizard}}{{school=Necromancy}}{{components=V,S,M}}{{time=2+2d8 days}}{{range=Touch}}{{duration=Permanent}}{{aoe=Creatures/Objects touched}}{{save=Negates vs. Soul Trap death magic}}{{effects=The ritual that created *Happy the Dummy* from the souls of a LG Magic User and a CE Witchwood Alter - the details of this ritual will help to indicate what has to be done to remove the curse of the dummy, and to release the souls contained.\nThe ritual is similar to a combination of the 6th level Wizard spell *Enchant an Item*, and the 8th level Wizard spells *Maze*,*Trap the Soul* and *Permanency* all used together}}'}, + {name:'Know-Underwater-Depth',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Determine Approximate Depth Underwater}}{{splevel=Power}}{{school=Divination}}Specs=[Know-Underwater-Depth,Power,0H,Divination]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=While concentrating}}{{aoe=Special}}{{save=None}}SpellData=[w:Know Underwater Depth,sp:0]{{desc=The wielder of this power is often able to determine their approximate depth underwater. They have a 66% chance of being approximately correct, and a 5% chance of being massively wrong (determined by the DM). Other values mean that the wielder can\'t determine the depth.}}'}, + {name:'Lava-Mephit-Blob',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Lava Mephit breathes out a Blob of Lava}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Lava Mephit Blob,Power,0H,Breath Weapon]{{components=None}}{{time=[[0]]}}{{range=[10 ft](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|fire|true)}}{{duration=Instantaneous}}{{aoe=1 creature - automatic hit}}{{save=None}}{{damage=Automatic hit [1d6 damage](!rounds --target-nosave caster|@{selected|token_id}|Timer|2|-1|Counting down until next Lava Blob|stopwatch\\amp#13;\\amp#47;gmroll 1d6 heat damage, no saving throw) once every 3 rounds.}}SpellData=[w:Lava Mephit Blob,sp:0,cs:None,pd:8]{{effects=A molten blob of lava usable once every three melee rounds. This blob automatically hits one target within 10 feet of the breathing mephit (ld6 points of damage, no saving throw). A lava mephit may use this weapon a maximum of eight times, after that, the mephit must recharge by soaking in a lava pool for on hour.}}{{Use=Check the range using the Range button, then do the appropriate damage using the dice roll damage button, which will also set a timer to count down for the next blob}}'}, + {name:'Lay-On-Harmful-Hands',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nLay on Hands of Harm\nas a Power}}{{splevel=Power}}{{school=Healing}}Specs=[Lay-on-Harmful-Hands,Power,1H,Necromantic]{{components=S}}{{time=[[10]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=[[1]] creature}}{{save=Half Damage}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Lay on Harmful Hands,sp:10,cs:S]{{effects=Harm by laying on hands. Inflicts [[2*@{selected|pr-casting-level}]] hit points, half this if the victim saves. Can only be used once per day.}}'}, + {name:'Lay-On-Healing-Hands',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nLay on Hands of Healing\nas a Power}}{{splevel=Power}}{{school=Healing}}Specs=[Lay-on-Healing-Hands,Power,1H,Necromantic]{{components=S}}{{time=[[10]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=[[1]] creature}}{{save=None}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Lay on Healing Hands,sp:10,cs:S]{{effects=Heal by laying on hands. Restores [[2*@{selected|pr-casting-level}]] hit points. They can heal themselves or someone else, but only once per day.}}'}, + {name:'Leadership',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Leadership}}{{splevel=Power}}{{school=Alteration}}Specs=[Leadership,Power,0H,Alteration]{{components=V}}{{time=[[0]]}}{{range=[30 foot](!rounds --aoe @{selected|token_id}|circle|feet|0|60||light|true)}}{{duration=[[1]] turn}}{{aoe=[[1]] creature or object}}{{save=None}}{{healing=Shout a [Warning](!rounds --target-nosave caster|@{selected|token_id}|Leadership|10|-1|Leading, can command ally to add d4 to to-hit or save rolls|fist)}}SpellData=[w:Leadership,sp:0,cs:V]{{effects=For the duration, @{selected|token_name} can shout warnings to any nonhostile creature that it can see within [[30]]ft. of it that makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.}}'}, + {name:'Levitate-Self',type:'power',ct:'2',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses their Power\nLevitate\nas a level @{selected|casting-level} caster}}{{splevel=Power}}{{school=Alteration}}Specs=[Levitate,Power,0H,Alteration]{{components=V, S}}{{time=[[2]]}}{{range=[[20*@{selected|casting-level}]] yds}}{{duration=[[[@{selected|casting-level}]] turns](!rounds --target-nosave caster|@{selected|token_id}|Levitate|[[10*@{selected|casting-level}]]|-1|Levitating vertical not horizontal, minuses on missile fire|fluffy-wing)}}{{aoe=Self}}{{save=None}}{{reference=PHB p143}}SpellData=[w:Levitate,lv:2,sp:2,gp:1,cs:VSM]{{effects=Can place it upon his person only, subject to a maximum weight limit of [[100*@{selected|casting-level}]] pounds. Can move vertically up or down at a movement rate of [[2]] per round.}}{{materials=Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end, costing 1gp}}{{use=Select the *Duration* button to add a status timer (requires use of Turn Order or DM\'s *Maint Menu* to advance the Round Counter)}}'}, + {name:'Lich-Fear',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Fear of the Lich}}{{splevel=Innate Ability}}{{school=Necromancy}}Specs=[Lich-Fear,Power,1H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Line of Sight, no limit}}{{duration=Fleeing for [5d4 rounds](!rounds --target multi|@{selected|token_id}|Lich Fear|\\amp#91;[5d4]\\amp#93;|-1|Fleeing at maximum move away from the Lich!|screaming|svspe\\clon;+0)}}{{aoe=Line of Sight}}{{save=Negates}}SpellData=[w:Lich Fear,sp:0,pd:-1]{{effects=The mere sight of a Lich at any distance causes any creature with less than 5HD to save vs. spell or flee in panic for 2-20 (5d4) rounds unless a saving throw versus spell is made.}}{{Use=Select the *duration* button then select *all* creatures in line of sight with less than 5HD, before clicking the *add status changes* button in the chat window which will then prompt for saving throws}}'}, + {name:'Light-of-Sekolah',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nLight of Sekolah}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Light of Sekolah,Power,0H,Enchantment-Charm]{{components=S}}{{time=[[10]]}}{{range=[[0]]}}{{duration=[1 round](!rounds --target multi|@{selected|token_id}|Light of Sekolah|2|-1|Charmed by the pretty light|chained-heart|svspe\\clon;+0)}}{{aoe=All creatures within [30 foot radius](!rounds --aoe @{selected|token_id}|circle|yards|0|10|10|light|true)}}{{save=vs. Spell}}SpellData=[w:Light of Sekolah,sp:10]{{effects=The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light.}}{{use=Use the *Area of Effect* button to show which creatures can be affected. Then use the *duration* button and select *all* creatures in the area before pressing the *add status changes* button in the chat window, which will prompt for saving throws and set a status timer for those that fail (requires use of Turn Order or DM\'s *Maint Menu* to advance the Round Counter).}}'}, + {name:'Lightning-Stroke',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Lightning Stroke}}{{splevel=Power}}{{school=Alteration}}Specs=[Lightning Stroke,Power,0H,Alteration]{{components=V,M}}{{time=[[2]]}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=[Lightning Bolt](!rounds --aoe @{selected|token_id}|bolt|feet|0|80|5|lightning)\nor [Lightning Fork](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|10|lightning)\nall creatures within area}}{{save=vs. Staves, for half damage)}}{{damage=[Roll 8d6, 1s as 2s](!\\amp#13;\\amp#47;gr \\amp#91;[{ 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1]\\amp#93;HP damage)}}SpellData=[w:Lightning Stroke,sp:2,cs:VM]{{effects=A bolt similar to that from a wand of lightning is generated, but it is of 8d6 strength, causing 16-48 points of damage (rolls of 1 are counted as 2) to those who fail a saving throw. The stroke can be single or forked.}}'}, + {name:'Luck-Bonus',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses\n**Luck Bonus**\nas a Power}}Specs=[Luck Bonus,Power,1H,Abjuration]{{Speed=[[1]]}}{{Range=[[0}]]}}SpellData=[w:Luck Bonus,sp:1,cs:S]{{Use=Select the relevant button below, depending on who holds the luck gem}}{{desc=The dragon can cast the *luck bonus* on a gem it holds itself, or on one given to another.}}{{desc1=[Held by dragon](!rounds --movable-aoe @{selected|token_id}|Circle|feet|0|[[10*@{selected|age|max}]]||light|true|@{selected|token_id}|multi|luck-bonus|[[60*((3*@{selected|age|max})+1d3)]]|-1|Gets +1 on all saving throws and attribute checks etc|strong) luck for *good* creatures of +1 on saves \\amp similar rolls extends to 10ft radius per age category of the dragon}}{{desc2=[Held by another](!rounds --target-nosave single|@{selected|token_id}|@#64;{target|Who becomes lucky?|token_id}|luck-bonus|[[60*((3*@{selected|age|max})+1d3)]]|-1|Gets +1 on all saving throws and attribute checks etc|strong) only applies a *luck bonus* to that individual if they are of a *good* alignment}}'}, + {name:'Maw-of-Sekolah-Feed',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nFeed}}{{splevel=Power}}{{school=Combat}}Specs=[Feed,Power,0H,Combat]{{components=None}}{{time=[[0]]}}{{range=}}{{duration=Instantanious}}{{aoe=Chosen creatures within [60 foot radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60|60|Lightning|true)}}{{save=vs. Spell}}SpellData=[w:Feed,sp:0]{{effects=The ferocious spirit of Sekolah flashes through the water, tearing through the foes of the maw of Sekolah. Each creature of the maw’s choosing within 60 feet of it must make a saving throw against a *Breath Weapon*, taking [[2d6]] slashing damage on a failed save, or half as much damage on a successful one.}}{{use=Use the *Area of Effect* button to show which creatures can be affected.}}'}, + {name:'Mist-Mephit-Mist-Ball',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Mist Mephit breathes out \nPutrid Gas Ball}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Mist Mephit Ball,Power,0H,Breath Weapon]{{components=None}}{{time=1 every 2 rounds}}{{range=[10 ft](!rounds --aoe @{selected|token_id}|circle|feet|0|20|0|acid|true --target-nosave caster|@{selected|token_id}|timer|1|-1|Counting down until Mist Ball can be breathed again|stopwatch)}}{{duration=Instantaneous}}{{aoe=1 creature}}{{save=vs. poison negates}}{{damage=Automatic hit 1d4+1 HP, and [blinded](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s the victim?|token_id}|blindness|\\amp#91;[1d4]\\amp#93;|-1|Blinded by poison gas, -4 penalty to AC and Attack|bleeding-eye\\amp#13;\\amp#47;gmroll 1d4+1 choking damage, save negates) for 1d4 rounds}}SpellData=[w:Mist Mephit Ball,sp:0,cs:None,pd:3]{{effects=A sickly, green ball of mist, every other round, up to three times an hour. This ball automatically envelopes one victim within 10 feet of the breathing mephit. The victim must roll a successful saving throw vs. poison or suffer 1d4+1 points of choking damage and be blinded for 1d4 rounds.}}{{Use=Display the area of effect using the Range button (also sets timer to count down 1 round to next breath available). Once a victim has failed a save vs. poison, roll damage and add the blinding effect using the *blinded* button and selecting the victim\'s token}}'}, + {name:'Move-Silently',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nMove Silently\nas a level @{selected|level-class4} @{selected|class4}}}{{splevel=Skill}}{{school=Thieving}}Specs=[Move-Silently,Power,0H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Self}}{{duration=Until attack}}{{aoe=The character}}{{save=None}}{{use=[Move Silently](!rounds --target-nosave caster|@{selected|token_id}|Move-Silently|99|0|Moving Silently, DM determines success, chance @{selected|mst}pct.|ninja-mask)}}SpellData=[w:Move Silently,sp:0,cs:S]{{effects=The character attempts to move totally silently so as not to attract attention. This may or may not be successful, and depends on their skill. The DM determines success or otherwise but does not tell the player until it becomes relevant to the character.}}'}, + {name:'Mud-Mephit-Breath',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nMud Breath}}{{splevel=Power}}{{school=Evocation}}Specs=[Mud-Breath,Power,0H,Evocation]{{components=V}}{{time=[[0]]}}{{range=[[5]] feet}}{{duration=[6 rounds](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Select who to cover in mud|token_id}|Mud Breath|6|-1|Pinned down by mud, make Save vs. Breath each round to break free|back-pain|svbre\\clon;+0)}}{{aoe=1 creature}}{{save=vs. Breath to escape}}SpellData=[w:Mud Breath,sp:0]{{effects=The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must save vs. Breath Weapon or be restrained for 6 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.}}{{use=Use the *Duration* button then select the creature to cast on to set a status timer and place the effects on their character sheet (requires use of Turn Order or DM\'s *Maint Menu* to advance the Round Counter). The Player can then make a saving throw each round. If successful, the DM can use the [Edit Selected Tokens] button on the *Maint Menu* to remove the status timer. The Mephit should only use every 6 rounds, but the system does not impose this.}}'}, + {name:'Mummy-fear',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Fear of the Mummy}}{{splevel=Innate Ability}}{{school=Necromancy}}Specs=[Mummy-Fear,Power,1H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Line of Sight}}{{duration=1d4 rounds}}{{aoe=Line of Sight}}{{save=Negates}}{{Use=Click [Paralyse with Fear](!rounds --target multi|@{selected|token_id}|Mummy-fear|\\amp#91;[1d4]\\amp#93;|-1|Petrified! Oh Mummy!|screaming|svspe\\clon;+(f(#/6))) then select ***all*** victims in line of sight before pressing the *add status changes* button in the chat window which will then prompt for saving throws (manually add +2 bonus for *human* saving throws)}}SpellData=[w:Mummy Fear,sp:0,cs:S]{{effects=The mere sight of a mummy causes such terror in any creature that a saving throw versus spell must be made or the victim becomes paralyzed with fright for 1 to 4 rounds. Numbers will bolster courage; for each six creatures present, the saving throw is improved by +1. Humans save against mummies at an additional +2.}}'}, + {name:'NWP-Healing',type:'power',ct:'60',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} performs\nNWP Healing}}{{splevel=Non-Weapon Proficiency}}{{school=Healing}}Specs=[NWP-Healing,Power,1H,Necromancy]{{components=V,S}}{{time=[[60]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=Up to [[6]] creatures}}{{save=None}}{{use=Select type below. Only 1 healing attempt per character per day}}SpellData=[w:NWP Healing,sp:60,cs:VS]{{effects=[1st Aid](!setattr --silent --charid @{selected|character_id} --spell-cast|Do-1st-aid\\amp#13;!token-mod --ignore-selected --ids \\amp#64;{target|Tend to which creature?|token_id} --set bar3_value|+\\amp#91;[\\amp#63;{How much First Aid?|1d3}]\\amp#93;! --report control|{name} is healed from {bar3_value:change}HP\\amp#13;!magic --cast-again power|@{selected|token_id}|Do-1st-aid):Tending within 1 round of wounding (needs **proficiency check**) restores 1d3 HP (limited to loss in previous round).\nFor daily care no proficiency check is needed. Up to 6 patients, once/day:\n[Day care 1HP](!setattr --silent --charid @{selected|character_id} --spell-cast|Do-day-care\\amp#13;!token-mod --ignore-selected --ids \\amp#64;{target|Tend to which creature?|token_id} --set bar3_value|+1! --report control|{name} is healed by 1 from {bar3_value:change}HP\\amp#13;!magic --cast-again power|@{selected|token_id}|Do-1HP-care):Recover 1 HP/day during nonstrenuous activity.\n[Overnight Care 2HP](!setattr --silent --charid @{selected|character_id} --spell-cast|Do-2HP-care\\amp#13;!token-mod --ignore-selected --ids \\amp#64;{target|Tend to which creature?|token_id} --set bar3_value|+2! --report control|{name} is healed by 2 from {bar3_value:change}HP\\amp#13;!magic --cast-again power|@{selected|token_id}|Do-2HP-care):Complete rest overnight can recover 2 HP overnight.\n*[NWP Healing + Herbalism 3HP](!setattr --silent --charid @{selected|character_id} --spell-cast|Do-3HP-care\\amp#13;!token-mod --ignore-selected --ids \\amp#64;{target|Tend to which creature?|token_id} --set bar3_value|+3! --report control|{name} is healed by 3 from {bar3_value:change}HP\\amp#13;!magic --cast-again power|@{selected|token_id}|Do-3HP-care)*: gives 3 HP overnight.\n**Poison:** Aid if poison entered through a wound. Tending within 1 round of poisoning and continuing for 5 rounds, victim gains +2 bonus to saves (delay throw until last round of tending). No proficiency check required **if sacrificing any other action** by either character. If interrupted, poisoned character must roll normal saving throw for the poison: more healing doesn\'t help. Both *healing + herbalism* required to treat poisons swallowed or touched.\n**Disease:** Can attempt to diagnose and treat diseases. For normal diseases, successful **proficiency check** automatically reduces disease to mildest form and shortest duration. If also have *herbalism* gain an additional +[[2]] bonus to check. Can also attempt to diagnose magical diseases: successful **proficiency check** diagnoses the cause. As disease is magical, can be treated only by magical means.}}\n!setattr --silent --name @{selected|character_name} --power-exhausted|I\'m afraid you have tended to the maximum 6 creatures today. You deserve a rest!'}, + {name:'Oni-Cone-of-Cold',type:'power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} casts\nCone of Cold\nas an Oni}}{{splevel=Power}}{{school=Evocation}}Specs=[Oni-Cone-of-Cold,Power,1H,Evocation]{{components=V, S}}{{time=[[5]]}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=[60ft cone, 20ft dia. base](!rounds --aoe @{selected|token_id}|cone|feet|0|60|20|cold|true)}}{{save=Half}}{{damage=[8d8](!\\amp#13;\\amp#47;gmroll 8d8 HP damage, save to half)}}SpellData=[w:Oni Cone of Cold,sp:5,cs:VS]{{effects=When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizard\'s hand and extending outward in a cone 60 feet long and 20 foot in diameter at its base. It drains heat and causes 8d8 points of damage}}{{material=A crystal or glass cone of very small size.}}'}, + {name:'Paladin-Detect-Evil',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nDetect Evil Intent\nas a level @{selected|level-class1} @{selected|class1}}}{{splevel=Power}}{{school=Divination}}Specs=[Paladin-Detect-Evil,Power,1H,Divination]{{components=S}}{{time=[[10]]}}{{range=0}}{{duration=[[1]] round}}{{aoe=[60ft radius](!rounds --aoe @{selected|token_id}|circle|feet|0|120||magic|true)}}{{save=None}}{{reference=PHB p27}}SpellData=[w:Paladin Detect Evil,sp:10,cs:S]{{effects=A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.}}'}, + {name:'Paladin-lay-on-hands',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nLay on Hands\nas a level @{selected|level-class1} @{selected|class1}}}{{splevel=Power}}{{school=Healing}}Specs=[Paladin-lay-on-Hands,Power,1H,Necromantic]{{components=S}}{{time=[[10]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=[[1]] creature}}{{save=None}}{{reference=PHB p27}}SpellData=[w:Paladin Lay on Hands,sp:10,cs:S]{{effects=A paladin can heal by laying on hands. The paladin restores [[2*@{selected|level-class1}]] hit points. They can heal themselves or someone else, but only once per day.}}'}, + {name:'Paralyse',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nParalyse\nas a level @{selected|casting-level} caster}}{{splevel=Monster ability}}{{school=Alteration}}Specs=[Paralyse,Power,1H,Alteration]{{components=S}}{{time=[[2]]}}{{range=Touch}}{{duration=1d4 rounds}}{{aoe=varies}}{{save=Negates}}{{use=Click [Paralyse](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is the victim?|token_id}|Paralyse|\\amp#91;[\\amp#63;{Duration?|1d4}]\\amp#93;|-1|Paralysed|fishing-net|svpar\\clon;+0) and then select the victim which will then prompt for a saving throw}}SpellData=[w:Paralyse,sp:2,cs:S]{{effects=A paralysation effect is often caused by monsters attacking the party, and is similar in effect to a \'Hold\' spell}}'}, + {name:'Petrification-Gaze-Attack',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} uses a\nPetrification Gaze Attack}}{{splevel=Power}}{{school=Alteration}}Specs=[Petrification Gaze,Power,1H,Alteration]{{components=None}}{{time=[[0]]}}{{range=0}}{{duration=[Permanent](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is the unfortunate soul?|token_id}|Petrified|99|0|Petrified by a Gaze Attack|padlock|svpet\\clon;+0)}}{{aoe=When meet gaze, e.g. surprised, if doing attack etc}}{{save=vs. Petrification Negates}}{{reference=DMG p64}}{{Use=Click the *duration* button then select the victim, which will then prompt for a saving throw}}SpellData=[w:Petrification Gaze,sp:0,pd:-1]{{effects=Monsters with a gaze attack, such as the basilisk, have the power to affect an opponent simply by making eye contact. This makes these creatures incredibly dangerous, for the slightest glance can cause great harm.}}{{hide1=Characters who look directly at such creatures to attack them, or those who are surprised by the creature, automatically meet the creature\'s gaze. These unfortunate characters must make the appropriate saving throw or suffer the effects of the creature\'s attack. Such attackers undergo the gaze attack each round they attack. In large groups, only the front rank can meet the gaze, a fate that can be avoided if the attacker\napproaches from the rear, where the creature cannot see.\nCharacters can also attempt to avoid the gaze by looking in the general direction of the creature without actually looking into its eyes. This enables characters to see the target well enough to fight normally without falling victim to its power. However, there is a 20% chance each round that an attacker trying this trick will accidentally meet the gaze of the creature.\nFinally, a character can completely avert his gaze or close his eyes when attacking the creature, preventing any chance of meeting the creature\'s gaze. This is like fighting in the dark, and the character suffers all the normal penalties for fighting while blinded.}}'}, + {name:'Plummet',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Plummet**\nas an attack}}Specs=[Plummet,Power,1H,Combat]{{Speed=[[0]]}}{{Range=0}}SpellData=[w:Plummet,sp:0,cs:S]{{Use=Specify use of the power during initiative, and then use it during the round to display its description. Use *bite attacks* for each victim to check if they are crushed, doing damage, then the crushed player must save vs. petrification to see if pinned. If pinned use the [pinned] button to mark the victim}}{{desc=If the DM chooses to allow plummets, an airborne dragon, or a dragon jumping and descending from at least 30 feet above a target, can land on a victim. The dragon crushes and pins opponents using its claws and tail, inflicting damage equal to its bite. The dragon can crush as many creatures as its combat modifier / age value, in this case [[@{selected|age|max}]]. The dragon rolls a separate attack against each creature affected (use the *bite* attack). Creatures that are missed are assumed to have escaped. Creatures that are crushed must roll successful saving throws vs. petrification or be [pinned](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is successfully pinned?|token_id}|Pinned|99|0|Pinned by a dragon and taking crushing damage equal to bite damage|fishing-net) under the dragon, automatically suffering crushing damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, the victims must roll successful saving throws vs. petrification to get free. The dragon\'s combat modifier of [[@{selected|strengthdmg}]] applies as a penalty to all saving throw vs. the crush. A dragon cannot take any other actions when plummeting or pinning.}}'}, + {name:'Prestidigitation',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Prestidigitation}}{{splevel=Cantrip}}{{school=Alteration}}Specs=[Prestidigitation,Power,1H,Alteration]{{components=V,S}}{{time=[[0]]}}{{range=[[10]] feet}}{{duration=Up to [[1]] hour}}{{aoe=Special}}{{save=None}}SpellData=[w:Prestidigitation,sp:0,cs:VS]{{effects=This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavour up to 1 cubic foot of non-living material for 1 hour. You make a colour, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.}}'}, + {name:'Produce-Flame',type:'innate-ranged|power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their power\nProduce Flame\nas a level @{selected|Casting-Level} caster}}Specs=[Produce-Flame,Innate-Ranged|Power,1H,Alteration]{{splevel=Power}}{{school=Alteration}}{{sphere=Elemental (Fire)}}WeapData=[c:0,rc:uncharged,on:!rounds --target-nosave caster|@{selected|token_id}|Produce Flame|@{selected|casting-level}|-1|Producing flaming spheres to hurl|three-leaves,off:!rounds --removetargetstatus @{selected|token_id}|Producce Flame]{{components=None}}ToHitData=[w:Produce Flame,+:0,t:grenade,sb:0,db:1,c:0,sp:5,rc:uncharged,touch:0]{{time=[[5]]}}AmmoData=[w:Produce Flame,t:grenade,sb:0,sm:1+1d4,L:1+1d4,c:0,rc:uncharged,ru:1]{{range=[[40]] yards}}RangeData=[w:Produce Flame,t:Produce-Flame,r:4]{{duration=[[@{selected|Casting-Level}]] rounds}}{{aoe=3ft diameter pool of fire when thrown}}{{save=None}}{{reference=PHB p206}}{{Use=Take the spell in-hand by using *Attk menu \\gt Change Weapon* or by casting it and then *Changing Weapon*, then attack with it as a ranged weapon}}SpellData=[w:Produce-Flame,lv:2,sp:5,gp:0,cs:VS,sph:Elemental-Fire]{{effects=A bright flame, equal in brightness to a torch, springs forth from the caster\'s palm which does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). Can be hurled as a missile which flashes on impact, igniting combustibles within a 3-foot diameter of its centre of impact, and then it goes out.}}'}, + {name:'Prophesy',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to make a\nProphesy\nusing a Power}}{{splevel=Class Ability}}{{school=Divination}}Specs=[Prophesy,Power,1H,Divination]{{components=None}}{{time=[10 turns meditating](!rounds --target-nosave caster|@{selected|token_id}|Prophesy|100|-1|Meditating - do not disturb|stopwatch) *(click to start)*}}{{range=0}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{Reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Prophesy,sp:1,cs:None]{{effects=With this power, the priest can sometimes see visions of the future. The priest sinks into a meditative trance and try to receive visions of the future. This trance lasts ten turns; if the priest is interrupted before the ten turns are done (struck with a weapon, shouted at by someone within six feet of him, or knocked over), the trance is prematurely broken and the priest gets no vision.\nIt is sometimes possible for the priest to receive visions without trying - their god may foist one on them.}}'}, + {name:'Purify-Water',type:'power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} has\nPurify Water\nas a Power cast at @{selected|Casting-Level} level}}{{splevel=Power}}{{school=Alteration}}Specs=[Purify-Water,Power,1H,Alteration]{{components=None}}{{time=[[5]]}}{{range=30 yds}}{{duration=Permanent}}{{aoe=[@{selected|casting-level} cu. ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|90|||blue)}}{{save=None}}SpellData=[w:Purify-Water,lv:1,sp:5,gp:0]{{effects=Makes spoiled, rotten, poisonous, or otherwise contaminated water pure and suitable for drinking. Up to 1 cubic foot of water per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water is spoiled by purify water, but the power has no effect on creatures of any type nor upon magical potions.}}'}, + {name:'Quasit-Fear',type:'power',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses their\nFear power}}{{splevel=Quasit power}}{{school=Illusion/Phantasm}}Specs=[Quasit-Fear,Power,0H,Illusion-Phantasm]{{components=None}}{{time=[[4]]}}{{range=[[0]]}}{{duration=[[3]] rounds}}{{aoe=[30ft. radius](!rounds --aoe @{selected|token_id}|circle|feet|0|60||acid|true)}}{{save=Negates}}{{Use=Show the *area of effect* the click [Frighten them](!rounds --target multi|@{selected|token_id}|Fear|3|-1|Frightened, flee at fastest rate from @{selected|Casting-name}|screaming|svspe\\clon;+0) and select all the creatures in the area of effect before pressing *add status changes* in the chat window which will then prompt for saving throws}}SpellData=[w:Quasit Fear,sp:4,cs:None]{{effects=Sends forth invisible circle of terror. Creatures within area of effect turn away from the caster and flee. Affected creatures are likely to drop whatever they are holding; base chance is [[60]]% at 1st level/1HD, each level/HD above reduces probability by [[5]]%. Creatures affected flee at fastest rate for 3 rounds. Undead and successful saves vs. spell are not affected.}}'}, + {name:'Rage',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} starts\nRaging\nas a level @{selected|level-class1} Barbarian}}{{splevel=Power}}{{school=Barbarian}}Specs=[Rage,Power,0H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Self}}{{duration=[[10]] Rounds Rage, then [[10]] Rounds recovery}}{{aoe=Self}}{{save=None}}{{Use=[Rage!](!rounds --target-nosave caster|@{selected|token_id}|Rage|10|-1|RAGE +2 bonus on att+dam+AC|overdrive)}}SpellData=[w:Rage,sp:0,cs:S]{{effects=This Barbarian may "Rage" [[{ceil(@{selected|level-class1}/4),3}kl1]] times a day for [[10]] melee rounds. When raging his AC, Thac0 and Damage all improve by [[2]]. When raging he gains [[15]] temporary hit points. After the 10 melee rounds he loses those. If that would take him below zero, he falls unconscious. He does not attack team-mates when raging but does not accept surrender from enemies. After raging if still conscious he is winded and his THAC0 AC and Damage decrease by [[0-2]] for [[10]] rounds. While Raging he is immune to *Sleep, Charm, Fear, Confusion, Level Drain, Maze, Stun, Imprisonment, Feeblemind* and *Hold* spells.\nIf desired, to end Rage early after melee use "View Powers" to view "Rage", then use\n[End Current Rage](!rounds --removetargetstatus @{selected|token_id}|Rage) or\n[End Exhaustion](!rounds --removetargetstatus @{selected|token_id}|Exhausted)}}'}, + {name:'Rakshasa-Illusion',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} uses\nRakshasa Illusion}}{{splevel=Power}}{{school=Innate Ability}}Specs=[Rakshasa Illusion,Power,0H,Innate Ability]{{components=None}}{{time=[[0]]}}{{range=Line of sight}}{{duration=Terminates if Rakshasa attacks}}{{aoe=[1 creature](!rounds --target single|@{selected|token_id|\\amp#64;{target|Who is fooled by the Rakshasa\'s illusion?|token_id}|Some Effect|99|0|Some sort of effect - not sure what|spanner)}}{{save=Disbelieve as per *illusion*}}{{use=Use the Area of Effect button to target and mark the victim the Rakshasa has selected}}SpellData=[w:Rakshasa Illusion,sp:0]{{effects=Rakshasas savor fresh human meat and use illusions to get it. They have a limited form of *ESP* which allows them to disguise themselves as someone the victim trusts; the rakshasa uses this illusion as a lure and strikes when the victim is most unprepared. The rakshasa must drop the illusion when it attacks.}}'}, + {name:'Rangers-Animal-Friendship',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to use\nRanger\'s Animal Friendship\nas a Power}}{{splevel=Class Ability}}{{school=Enchantment-Charm}}Specs=[Rangers-Animal-Friendship,Power,1H,Enchantment-Charm]{{components=None}}{{time=[[10]]}}{{range=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|20||magic|true)}}{{duration=Special}}{{aoe=Special}}{{save=Negates. Save vs Rod at a [[0-ceil(@{selected|level-class1}/3)]] penalty}}{{Reference=PHB p29}}SpellData=[w:Rangers-Animal-Friendship,sp:10,cs:None]{{effects=Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. If a ranger carefully approaches or tends any natural animal, he can try to modify the animal\'s reactions. (A natural animal is one that can be found in the real world -- a bear, snake, zebra, etc.)\nDomestic or non-hostile animals can be approached and befriended automatically.\nWild and attack-trained animals roll a saving throw vs. rods with a -1 penalty per three levels of the Ranger. If failed, the creature\'s reaction can be shifted one category as the ranger\nchooses.}}'}, + {name:'Red-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Red }}{{title=Dragon Breath}}{{use=Show the [90ft x 30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|90|30|Fire --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) which also sets the recovery counter. Then do [[(@{selected|age|max}*2)d10+@{selected|age|max}]] HP damage (save. vs breath to halve}}{{desc=A red dragon\'s breath weapon is a searing cone of fire 90\' long, 5\' wide at the dragon\'s mouth and 30\' at the base. Creatures struck by the flames must save versus breath weapon for half damage. The damage done increases with the dragon\'s age: from 2d10+1 to 24d10+12. The damage shown above includes this age-related dice roll}}'}, + {name:'Regenerate',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} Regenerates HP}}{{splevel=Innate Power}}{{school=Necromancy}}Specs=[Regenerate,Power,0H,Necromancy]{{components=S}}{{time=[[0]] and in parallel with other activity}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=The creature}}{{save=None)}}{{use=Either [Regenerates @{selected|conregen}HP](!modbattr --fb-header Regenerating --fb-content @{selected|token_name} regenerates _TCUR0_ HP and now has _CUR0_ HP --charid @{selected|character_id} --hp|@{selected|conregen}) or [Regen every round](!rounds --target-nosave caster|@{selected|token_id}|Regeneration|99|0|Regenerating at @{selected|conregen}HP per round|strong)}}SpellData=[w:Regenerate,sp:0,cs:S]{{effects=This creature can regenerate damage up to their maximum HP at the rate of [[@{selected|conregen}]] per use of the Power}}'}, + {name:'Rend-the-Field',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their power\nRend the Field}}{{splevel=Power}}{{school=Creature}}{{sphere=Combat}}Specs=[Rend the Field,Power,0H,Creature]{{components=S}}{{time=[[1]]}}{{range=0}}{{duration=Instantaneous}}{{aoe=[10 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|10|10|red|true --target-nosave caster|@{selected|token_id}|Rend the Field|5|-1|Rending is recharging|grab)}}{{save=vs Paralysation to negate}}{{reference=PHB p206}}SpellData=[w:Rend the Field,sp:1,cs:S]{{effects=The render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a Paralysation saving throw or be knocked prone.}}{{desc=**Use**\nShow the Area of Effect using the button (the AoE will appear and a status marker be placed on the caster), and then do a claw attack on each chosen creature in the area shown (no damage). If hit, that creature must do a save vs. Paralysation or be knocked prone, needing to spend the next round as a prone opponent getting up. The power cannot be used again until the status marker disappears.}}'}, + {name:'Resurrection-Rod',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Rod of Resurrection}}{{subtitle=Rod}}Specs=[Rod of Resurrection,Power,1H,Necromancy]{{components=V,M}}{{time=1 turn}}SpellData=[w:Rod of Resurrection,sp:10,cs:VM]{{range=Touch}}{{desc=This rod enables a cleric to [resurrect the dead](!magic --mi-charges @{selected|token_id}|-\\amp#63;{What Race?|Dwarf,3|Elf,4|Gnome,3|Half-elf,2|Halfling,2|Human,1}-\\amp#63;{What Class?|Cleric,1|Druid,2|Fighter,2|Paladin,1|Ranger,2|Mage,3|Illusionist,3|Thief,3|Bard,2}|Rod of Resurrection|||There are enough charges to attempt this resurrection, and these have been expended. Now roll for Resurrection Survival.) - even elven, dwarven, gnome, or halfling - as if he were of high enough level to cast the resurrection spell. No rest is required, as the rod bestows the life giving effects.\nThe rod can be used once per day. The number of charges used to resurrect a character depends on class and race. Total the number of charges indicated for the character\'s class\nand race:\n\\amplt;table\\ampgt;\\amplt;thead\\ampgt;\\amplt;th scope="col"\\ampgt;Class\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Charges\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Race\\amplt;/th\\ampgt;\\amplt;th scope="col"\\ampgt;Charges\\amplt;/th\\ampgt;\\amplt;/thead\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Cleric\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Dwarf\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Druid\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Elf\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Fighter\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Gnome\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Paladin\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Half-elf\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Ranger\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Halfling\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Mage\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Human\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Illusionist\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Thief\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;Bard\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;/th\\ampgt;\\amplt;/table\\ampgt;\nMulti-classed characters use the least favorable category. The rod cannot be recharged.}}{{Use=Now, use the [resurrect the dead] button to attempt the resurection}}'}, + {name:'Rite-of-Arcs-Dilemma',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nThe Rite of Arc\'s Dilemma\nas a level @{selected|casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}{{components=V, S}}{{time=[[1]] day per level transferred}}{{range=[[0]]}}{{duration=Permanent}}{{aoe=Caster}}{{save=None}}{{effects=A ritual that will allow reassignment of experience between classes. The subject of the casting must undertake the ritual for 1 hour each day for as many days as levels to be gained. Each day, the subject must roll percentile dice to see if the rite has been performed correctly, the chance of it working being 70% + the subject\'s Intelligence score (max 90%). If the check fails, no more performances of the rite at this level will work, and as per the specification of the Tome the avatar of Math Mathonwy may appear and attempt to reclaim the Tome (20% + 5% chance per level successfully being reassigned, max 90% chance - see AD\\ampD Legends \\amp Lore - Celtic Mythos for details of the avatar). Another attempt can be made as the subject gains levels of experience in the normal way.\nThe subject loses 1 level per day from the original class and gains 1 level per day in the new class up to the number transferred - this does not include any necessary training: the subject will need to locate and organise their own training in the necessary skills. \nThe DM may rule that action may need to be taken to pay penance for the loss of the class whose levels have been reduced: a Priest may need to *atone* to their (ex-) god or priesthood, a Rogue pay reparations to their guild for the lost talent and income, etc.}}'}, + {name:'Ritual-of-the-New-Moon',type:'power',ct:'1200',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nRitual of the New Moon}}{{splevel=Power}}{{school=Necromancy}}{{sphere=Necromancy}}Specs=[Ritual-of-the-New-Moon,Power,1H,Necromancy]{{components=V,S}}{{time=[[2]] hours}}{{range=[[0]]}}{{duration=[Special](!rounds --target-nosave caster|@{selected|token_id}|Ritual of the New Moon|99|0|Increased in levels until 24 hours after the New Moon|aura)}}{{aoe=Special}}{{save=None}}{{reference=House Rules p20}}SpellData=[w:Ritual of the New Moon,sp:1200,cs:VS,sph:Necromancy]{{effects=Makes a living sacrifice of at least a 2HD creature in the 48 hours centred on the new moon (captured, with ceremonies, not in battle), subsequently casts spells as if 1 level higher until the 48 hours around the full moon have ended; similarly, casts spells as if 2 levels higher for the 48 hours centred on the Spring and Autumn Equinox but only if sacrificing a 4HD creature; and casts spells as if 3 levels higher for the 48 hours centred on the Winter and Summer Solstice, but only if sacrificing a 6HD creature. This includes gaining the appropriate higher-level spells for that period}}'}, + {name:'RoE-Clairaudience',type:'itempower',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|mu-casting-name} casts\nClairaudience\nas a level @{selected|mu-casting-level} caster}}{{splevel=Power}}{{school=Divination}}Specs=[RoE-Clairaudience,ItemPower,0H,Divination]{{components=V}}{{time=[[3]]}}{{range=Unlimited}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=[[60]]ft radius of selected spot}}{{save=None}}{{healing=[Super-Hearing](!rounds --target-nosave caster|@{selected|token_id}|Clairaudience|[[@{selected|mu-casting-level}]]|-1|Normal hearing but at a distance|Strong)}}SpellData=[w:RoE-Clairaudiece,sp:3,cs:VSM]{{effects=The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of that point. Distance is not a factor, but the locale must be known--a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard\'s current plane of existence}}{{materials=A small horn of at least 100 gp value.}}'}, + {name:'RoSS-Ball-Lightning',type:'itempower',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Ring of Spell Storing casts\nBall Lightning}}{{school=Evocation}}Specs=[RoSS-Ball-Lightning,ItemPower,1H,Evocation]{{splevel=Power}}{{components= S}}{{time=[[5]]}}{{range=[[120]]ft.}}{{duration=[[4]]rounds}}{{aoe=[Create a Ball](!rounds --aoe @{selected|token_id}|circle|feet|120|3||lightning)}}{{save=Half damage}}{{damage=Select number of balls below}}{{damagetype=Lightning}}SpellData=[w:RoSS-Ball-Lightning,sp:5,cs:SM]{{effects=The *ball lightning* function releases 1d4 balls of lightning, at the wearer\'s option. These glowing globes resemble dancing lights, and the ring wearer controls them as he would control dancing lights. These spheres have a 120-foot range and a four round duration. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature it touches or approaches within 5 feet dissipates its charge (a successful save vs. spell halves damage—the contact was across an air gap). The charge damage values are:\n[4 lightning balls](!\\amp#13;\\amp#47;r 2d4 HP damage from ball lightning).........2d4 HP each\n[3 lightning balls](!\\amp#13;\\amp#47;r 2d6 HP damage from ball lightning).........2d6 HP each\n[2 lightning balls](!\\amp#13;\\amp#47;r 5d4 HP damage from ball lightning).........5d4 HP each\n[1 lightning ball](!\\amp#13;\\amp#47;r 4d12 HP damage from ball lightning)...........4d12 HP\nRelease can be one at a time or all at once, during the course of one round or as needed throughout the night.}}'}, + {name:'RoSS-Shooting-Stars',type:'itempower',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} casts\nShooting Stars\nusing a Ring of Shooting Stars}}{{school=Evocation}}{{splevel=Power}}Specs=[RoSS-Shooting-Stars,ItemPower,1H,Evocation]{{components=S}}{{time=[[5]]}}{{range=[70 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|140||light|true)}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{damage=Creature Hit takes 12+24 HP in total (no save).\nCreatures within 5ft radius take 24HP (save to half)}}{{damagetype=Fire}}SpellData=[w:RoSS Shooting Stars,sp:5,cs:S]{{effects=The *shooting stars* are glowing missiles with fiery trails, much like a meteor swarm. Three shooting stars can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage (save vs. spell to avoid) and burst (as a fireball) in a 10-foot diameter sphere for 24 points of damage (save to half).\nAny creature struck (failed avoiding save) takes full damage from impact plus full damage from the shooting star burst. Creatures within the burst radius must roll a saving throw vs. spell to take only one-half damage (i.e., 12 points of damage, otherwise they, too, receive the full 24 points of damage). Range is 70 feet, at the end of which the burst will occur, unless an object or creature is struck before that. The shooting stars follow a straight line path. A creature in the path must roll a saving throw vs. spell or be hit by the missile. **Saving throws suffer a [[0-3]] penalty** within 20 feet of the ring wearer, [[0-1]] from 21 feet to 40 feet, normal beyond 40 feet.}}'}, + {name:'RoSS-Spark-Shower',type:'itempower',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} casts\nShooting Stars\nfrom a Ring of Shooting Stars}}{{school=Evocation}}{{splevel=Power}}Specs=[RoSS-Spark-Shower,ItemPower,1H,Evocation]{{components=S}}{{time=[[5]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[Cone 20ft long, 10ft at end](!rounds --aoe @{selected|token_id}|cone|feet|0|20|10|light|true)}}{{save=None}}{{damage=Metal worn/held [4d4](!\\amp#13;\\amp#47;r 4d4 HP from sparks), otherwise [2d8](!\\amp#13;\\amp#47;r 2d8 HP from sparks) HP from sparks}}{{damagetype=Electrical}}SpellData=[w:RoSS Spark Shower,sp:5,cs:S]{{effects=The *spark shower* is a flying cloud of sizzling purple sparks, which fan out from the ring for a distance of 20 feet to a breadth of 10 feet. Creatures within this area take 2d8 points of damage each if no metal armor is worn and/or no metal weapon is held. Characters wearing metal armor or carrying a metal weapon receive 4d4 points of damage.}}'}, + {name:'Rooooo-glog',type:'power',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their power\nRooooo-glog}}{{splevel=Power}}{{school=Creature}}{{sphere=Combat}}Specs=[Rooooo-glog,Power,0H,Creature]{{components=V}}{{time=[[8]]}}{{range=0}}{{duration=1 turn}}{{aoe=[30 Feet](!rounds --aoe @{selected|token_id}|circle|feet|0|30|30|dark|true --target multi|@{selected|token_id}|Rooooo-glog|10|-1|Boosted by 10 temporary HP by the Croaker\'s song|strong)}}{{use=Select the *area of effect* button then select all the *bullywug* in the area before pressing *add status changes* button in the chat window}}{{save=None}}SpellData=[w:Rooooo-glog,sp:8,cs:V]{{effects=The croaker sings an ode to an elder froghemoth. Each bullywug within 30 feet of the croaker that can hear the song gains 10 temporary hit points.}}'}, + {name:'Scarab-Protect-Absorb',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses the\nAbsorb Level Drain\nPower of their\nScarab of Protection}}{{splevel=Power}}{{school=Abjuration}}Specs=[Absorb-Level-Drain,Power,0H,Abjuration]{{components=M}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=Caster}}{{save=None}}SpellData=[w:Scarab Protect Absorb,sp:0]{{effects=The *scarab of protection* can absorb up to 12 level-draining attacks (two level drains count as two absorbings), *death touches, death rays,* or *fingers of death*. However, upon absorbing 12 such attacks the scarab turns to powder - totally destroyed.}}'}, + {name:'Serpentine-Giant-Owl',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nFigurine of the Serpentine Owl\n(Giant Owl)}}{{splevel=Magic Item}}{{school=Conjuration/Summoning}}Specs=[Serpentine Giant Owl,Power,1H,Conjuration-Summoning]{{components=V,M}}{{time=[[3]]}}{{range=[[0]]}}{{duration=8 hours}}{{aoe=Figurine}}{{save=None}}SpellData=[w:Serpentine Giant Owl,sp:3,cs:VM]{{effects=Speaking the command work transforms the *Figurine of the Serpentine Owl* (a *Figurine of Wonderous Power*) into a *Giant Owl*. Ask the GM to *Drag \\amp Drop* a *Giant Owl* onto the map from the *Creature Database*. Note that this can only be done 3 times before the figurine loses all magical properties}}'}, + {name:'Shapechange',type:'power',ct:'9',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nShape Change\nas a Power}}{{splevel=Power}}{{school=Alteration}}Specs=[Shapechange,Power,1H,Alteration]{{components=V,S}}{{time=[[9]]}}{{range=[[0]]}}{{duration=[[[@{selected|casting-level}]] turns](!rounds --target-nosave caster|@{selected|token_id}|Shapechange-Power|[[10*@{selected|casting-level}]]|-1|Masqurading as a different natural creature|aura)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p37}}SpellData=[w:Shapechange,sp:9,cs:VS]{{effects=A druid (or other priest) gains the ability to shapechange into a reptile, bird, or mammal up to three times per day after he reaches 7th level. Each animal form (reptile, bird, or mammal) can be used only once per day. The size can vary from that of a bullfrog or small bird to as large as a black bear. Upon assuming a new form, the druid heals 10-60% (1d6 _ 10%) of all damage he has suffered (round fractions down). The druid can only assume the form of a normal (real world) animal in its normal proportions, but by doing so he takes on all of that creature\'s characteristics -- its movement rate and abilities, its Armor Class, number of attacks, and damage per attack.\nThe druid\'s clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form.}}'}, + {name:'Shark-Telepathy',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nShark Telepathy}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Telepathy,Power,0H,Enchantment-Charm]{{components=S}}{{time=[[0]]}}{{range=[[120]] feet}}{{duration=[While concentrate](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Select which shark to control|token_id}|Shark Telepathy|99|0|Controlled by @{selected|token_name}|chained-heart)}}{{aoe=1 shark within [120 feet](!rounds --aoe @{selected|token_id}|circle|yards|0|40|40|magic|true)}}{{save=None}}SpellData=[w:Shark-Telepathy,sp:0]{{effects=The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.}}'}, + {name:'Silver-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=Silver}}{{title=Dragon Breath}}{{use=**Cone of Cold:** Show the [80ft x 30ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|80|30|cold --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) which also sets the recovery counter. Then do [[(@{selected|age|max}*2)d10+@{selected|age|max}]] HP damage (save. vs breath to halve).\n**Paralysation Gas:** Show a [50ft x 40ft](!rounds --aoe @{selected|token_id}|rectangle|feet|0|50|40|magic||@{selected|token_id}|multi|paralysed|99|0|Paralysed by the breath of a *Silver Dragon*|padlock|svbre\\clon;+0 --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) x 20ft high cloud of gas, select all creatures in the area and press the *add status changes* button in the chat window which will then prompt for saving throws vs. breath}}{{desc=A silver dragon has two breath weapons: a cone of cold 80\' long, 5\' wide at the dragon\'s mouth, and 30\' wide at the end or a cloud of paralyzation gas 50\' long, 40\' wide, and 20\' high. Creatures caught in the cold are allowed a save versus breath weapon for half damage.Creatures caught in the *cold* take damage, save vs. breath weapon for half.}}'}, + {name:'Smoke-Mephit-Soot-ball',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Smoke Mephit breathes out \na Sooty Ball}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Smoke Mephit Ball,Power,0H,Breath Weapon]{{components=None}}{{time=1 every 2 rounds}}{{range=[20 ft](!rounds --aoe @{selected|token_id}|circle|feet|0|40|0|acid|true --target-nosave caster|@{selected|token_id}|timer|1|-1|Counting down until Soot Ball can be breathed again|stopwatch)}}{{duration=Instantaneous}}{{aoe=1 creature}}{{save=None}}{{damage=Automatic hit [1d4](!\\amp#13;\\amp#47;gmroll 1d4+1 HP damage)HP, and [blinded](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who\'s the victim?|token_id}|blindness|\\amp#91;[1d2]\\amp#93;|-1|Blinded by soot, -4 penalty to AC and Attack|bleeding-eye) for 1d2 rounds}}SpellData=[w:Smoke Mephit Ball,sp:0,cs:None,pd:-1]{{effects=A sooty ball usable every other melee round, with no limit on the number of times it can be used in a day. The sooty ball automatically strikes one creature of the mephit\'s choice within 20 feet, causing ld4 points of damage and blinding the victim for 1-2 rounds. No saving throw is permitted.}}{{Use=Display the area of effect using the Range button (also sets timer to count down 1 round to next breath available). Then roll damage using the dice roll button, and add the blinding effect using the blinded button and selecting the victim\'s token}}'}, + {name:'Snake-Poison-Type-3',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Snake Poison (type 3)}}{{splevel=Innate Ability}}{{school=Poison}}Specs=[Snake-Poison-Type-3,Power,0H,Innate Ability]{{components=S}}{{time=[[0]]}}{{range=Bite}}{{duration=2d6 rounds}}{{aoe=Bitten creature}}{{save=Negates}}{{damage=[Bite](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who has been poisoned?|token_id}|Snake-Poison-3|\\amp#91;[2d6]\\amp#93;|-1|Poisoned, will damage by 2d4hp if not neutralised|death-zone|svpoi\\clon;+0)}}SpellData=[w:Snake Poison Type 3,sp:0,cs:S]{{effects=All poisonous snakes deliver toxins automatically through their bite. Typical varieties of poisonous snakes include the asp, cobra, copperhead, coral snake, death adder, krait, mamba, puff adder, rattlesnake, sidewinder, and water moccasin.\nThis particular type of poison has a delayed action, causing 2d4 damage after 2d6 rounds if not neutralised.\nSome cobras and sidewinders hunt by night and can track warmblooded prey by body heat as well as by sight. They have the equivalent of 30-foot infravision. Black mambas are the fastest known snakes and can reach 30 across open ground.}}'}, + {name:'Snatch',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Snatch**\nas an attack}}Specs=[Snatch,Power,1H,Combat]{{Speed=[[0]]}}{{Range=0}}SpellData=[w:Snatch,sp:0,cs:S]{{Use=Just specify use of the power during initiative, and then use it during the round to display its description}}{{desc=Only young adult and older dragons can snatch. This occurs when a flying dragon dives and attempts to grab a creature in one of its claws. A creature struck by this method is taken into the air. There is a 50% chance that a snatched creature has its arms pinned, and therefore cannot physically attack the dragon. Snatched creatures are sometimes taken to great heights and dropped. The snatched creature can be squeezed in the claw for automatic claw damage each round, or transferred to the dragon\'s mouth (the transfer requires a successful attack roll). If the transfer succeeds, the victim automatically suffers bite damage each round; if it fails, the victim is dropped. Dragons of age *old* and older can carry a victim in each claw, and they can try to snatch two victims at once. *Wyrms* and *great wyrms* can carry three victims, but one of the first two snatched must be transferred from claw to mouth before the third can be snatched.\nA dragon can snatch creatures two or more size categories smaller than itself. For example, a dragon that is 45\' long is a Gargantuan creature, so the biggest creature it can snatch is a Large one (12\' long).}}'}, + {name:'Soothing-Word',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} uses\nSoothing Word\nas a Power}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Soothing-Word,Power,0H,Enchantment-Charm]{{components=V}}{{time=[[10]]}}{{range=[[0]]}}{{duration=Permanent or as determined by DM)}}{{aoe=[[1]] creature or [[2*@{selected|pr-casting-level}]] creatures}}{{save=Special}}{{reference=*The Complete Priest\'s Handbook*, Powers}}SpellData=[w:Soothing Word,sp:10,cs:V]{{effects=The priest can remove the effects of the fear spell or can sway the attitude of a hostile crowd or mob.\nThe priest can use this power three times per day. A single use can either: Dispel one application of the fear spell on one victim; eliminate one warrior\'s berserker rage; or momentarily calm down a number of characters or monsters (equal to 2x the priest\'s experience level in hit dice; therefore an 8th level priest could momentarily calm 16 HD of angry mob, for instance).\nThis power is primarily useful for getting the attention of an angry group of people and allowing the priest to address them. The combination of the soothing word , the respect that many cultures have for their priests, and the speaking abilities of many priests can often defuse an angry mob.}}'}, + {name:'Sound-Imitation',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Sound Imitation**\nas a Power}}Specs=[Sound-Imitation,Power,1H,Illusion]{{Speed=[[1]]}}{{Range=0}}SpellData=[w:Sound Imitation,sp:1,cs:S]{{Use=Just specify use of the power during initiative, and then use it during the round to display its description}}{{desc=This creature can imitate any sound it has previously heard, but can only imitate a voice if it can speak a language it knows. This capability is very useful when combined with *Ventriloquism*}}'}, + {name:'Spectator-Cause-Serious-Wounds',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Sectator Guardian casts\nCause Serious Wounds}}{{splevel=Spectator Guardian}}{{school=Necromancy}}{{sphere=Healing (Reversed)}}{{components=None}}{{time=[[7]]}}{{range=[[60]] yards}}{{duration=Instantaneous}}{{aoe=1 Creature}}{{save=Half Damage}}{{damage=[2d8+3](!\\amp#13;\\amp#47;gmroll 2d8+3 HP damage)}}{{effects=Spectator Guardian Beholder-kin uses its 2nd minor eye to cast a special Cause Serious Wounds, which inflicts 2d8+3 points of damage to a single being at a range of 60 yards; a saving throw vs. spell is allowed for half damage}}'}, + {name:'Spectator-Create-F+W',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Sectator Guardian casts\nCreate Food and Water}}{{splevel=Spectator Guardian}}{{school=Alteration}}{{sphere=Creation}}{{components=None}}{{time=[[1]]round}}{{range=[[10]] yards}}{{duration=Special}}{{aoe=Meal for 6 with water to drink}}{{save=None}}{{effects=Causes food and water to appear. The food thus created is highly nourishing if rather bland, enough for 6 people. The food decays and becomes inedible within 24 hours, although it can be restored for another 24 hours by casting a purify food and water spell upon it. The water created by this spell is the same as that created by the 1st-level priest spell create water.}}'}, + {name:'Spectator-Paralysation-Ray',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Sectator Guardian casts\nParalyzation Ray}}{{splevel=Spectator Guardian}}{{school=Enchantment/Charm}}{{components=None}}{{time=[[0]] innate attack}}{{range=[[90]] feet}}{{duration=[8d4](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who is the victim?|token_id}|Paralysed|\\amp#91;[10\\amp#42;8d4]\\amp#93;|-10|Paralysed by a spectator guardian beholder-kin|fishing-net|svpar\\clon;+0) rounds}}{{aoe=1 Creature}}{{save=Negates}}{{use=Use the *duration* button to select the victim and prompt for a saving throw}}{{effects=Spectator Guardian Beholder-kin uses its 3rd minor eye to cast a special Paralysation Ray against 1 creature, causing paralysis for 8d4 rounds. The Spectator will attempt to then telepathically reason with the creature(s) so paralysed to retain it\'s treasure}}'}, + {name:'Spectator-Spell-Reflection',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Sectator Guardian casts\nSpell Reflection}}{{splevel=Spectator Guardian}}{{school=Abjuration}}{{components=None}}{{time=[[0]] innate power}}{{range=[[0]]}}{{duration=Continuous}}{{aoe=1 Spell per Round}}{{save=Reflects}}{{effects=Spectator Guardian Beholder-kin uses its **undamaged** main eye to *Reflect* [[1]] spell per round. \nThis powerful abjuration causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but specifically excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, etc. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area within which the protected wizard is standing.\nIf the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects:\n\n**D100 Roll Effect**\n**01-70** Spell drains away without effect\n**71-80** Spell affects both equally at full damage\n**81-97** Both turning effects are rendered nonfunctional for [1d4](!\\amp#13;\\amp#47;gmroll 1d4) turns\n**98-00** Both casters go through a rift into the Positive Energy plane}}'}, + {name:'Spectator-Telepathy',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Sectator Guardian casts\nTelepathy}}{{splevel=Spectator Guardian}}{{school=Divination}}{{components=None}}{{time=[[0]] innate power}}{{range=[[120]] feet}}{{duration=Continuous}}{{aoe=1 Creature}}{{save=Negates Suggestion}}{{effects=Spectator Guardian Beholder-kin uses its 4th minor eye to establish a Telepathic link with 1 creature. It will almost always attempt to immediately use [*Suggestion*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Suggestion) to implant *"leave in peace"* if the target does not save vs. spell. If the save is made, the Spectator will attempt to telepathically reason with the creature to retain the treasure it is protecting.}}'}, + {name:'Spit-Poison',type:'innate-ranged|power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Spit Poison}}{{splevel=Power}}{{school=Enchantment/Charm}}Specs=[Spit Poison,Innate-Ranged|Power,0H,Spit Poison]{{components=S}}SpellData=[w:Spit Poison,sp:0,cs:S]{{time=0}}ToHitData=[w:Spit Poison,+:0,sb:0,equip:prime,n:1,ch:20,cm:1,sz:T,ty:SPB,sp:0]{{range=30ft, Line of sight}}AmmoData=[w:Snake Poison 1-4,st:Spit Poison,ru:2,msg:**Don\'t make saving throw now!** First \\lbrak;apply poison\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who is the Unfortunate Victim?\\vbar;token_id}\\vbar;Poison Snake 1-4_Not quite right\\vbar;\\amp#91;\\lbrak;8+3d10\\rbrak;\\amp#93;\\vbar;-1\\vbar;That bite was quite painful. Should I see a Cleric?\\vbar;stopwatch\\rpar; ],[w:Snake Poison 5-6,st:Spit Poison,ru:2,msg:**Don\'t make saving throw now!** First \\lbrak;apply poison\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who is the Unfortunate Victim?\\vbar;token_id}\\vbar;Poison Snake 1-4_Not quite right\\vbar;\\amp#91;\\lbrak;1+1d4\\rbrak;\\amp#93;\\vbar;-1\\vbar;That bite was quite painful. Should I see a Cleric?\\vbar;stopwatch\\rpar;],[w:Snake Poison 7-11,st:Spit Poison,ru:2,msg:**Don\'t make saving throw now!** First \\lbrak;apply poison\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who is the Unfortunate Victim?\\vbar;token_id}\\vbar;Poison Snake 7-11_Not quite right\\vbar;\\amp#91;\\lbrak;2d6\\rbrak;\\amp#93;\\vbar;-1\\vbar;That bite was quite painful. Should I see a Cleric?\\vbar;stopwatch\\rpar;],[w:Snake Poison 12-14,st:Spit Poison,ru:2,msg:**Don\'t make saving throw now!** First \\lbrak;apply poison\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who is the Unfortunate Victim?\\vbar;token_id}\\vbar;Poison Snake 12-14_Not quite right\\vbar;\\amp#91;\\lbrak;1d6\\rbrak;\\amp#93;\\vbar;-1\\vbar;That bite was quite painful. Should I see a Cleric?\\vbar;stopwatch\\rpar;],[w:Snake Poison 15-17,st:Spit Poison,ru:2,msg:**Don\'t make saving throw now!** First \\lbrak;apply poison\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who is the Unfortunate Victim?\\vbar;token_id}\\vbar;Poison Snake 15-17_Not quite right\\vbar;\\amp#91;\\lbrak;2d4\\rbrak;\\amp#93;\\vbar;-1\\vbar;That bite was quite painful. Should I see a Cleric?\\vbar;stopwatch\\rpar;],[w:Snake Poison 18-19,st:Spit Poison,ru:2,msg:**Don\'t make saving throw now!** First \\lbrak;apply poison\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who is the Unfortunate Victim?\\vbar;token_id}\\vbar;Poison Snake 18-19_Not quite right\\vbar;\\amp#91;\\lbrak;1d4\\rbrak;\\amp#93;\\vbar;-1\\vbar;That bite was quite painful. Should I see a Cleric?\\vbar;stopwatch\\rpar;],[w:Snake Poison 20,st:Spit Poison,ru:2,msg:**Don\'t make saving throw now!** First \\lbrak;apply poison\\rbrak;\\lpar;!rounds --target single\\vbar;\\at;{selected\\vbar;token_id}\\vbar;\\amp#64;{target\\vbar;Who is the Unfortunate Victim?\\vbar;token_id}\\vbar;Poison Snake 20_Not quite right\\vbar;\\amp#91;\\lbrak;1\\rbrak;\\amp#93;\\vbar;-1\\vbar;That bite was quite painful. Should I see a Cleric?\\vbar;stopwatch\\rpar;]{{duration=Depends on poison type}}RangeData=[t:Spitting Snake,r:1/2/3]{{aoe=[[1]] creature}}{{save=vs. poison with varying bonus/penalty negates}}{{effects=Spitting varieties of snakes bite their victims and can shoot poisonous spittle at a single target within 30 feet. Their poison is identical to normal poisonous snakes (see above). Typical species include the African spitting cobra, which can spit up to 15 feet. Its spittle can blind victims that fail a saving throw vs. poison. The blindness wears off after 2-12 hours.}}'}, + {name:'Stall',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Stall**\nas an attack}}Specs=[Stall,Power,1H,Combat]{{Speed=[[0]]}}{{Range=0}}SpellData=[w:Stall,sp:0,cs:S]{{Use=Just specify use of the power during initiative, and then use it during the round to display its description}}{{desc=Any dragon flying near the ground can halt its forward motion and hover for one round; it must land immediately thereafter. Once stopped, the dragon can attack with its bite and all four legs. It can use its breath weapon instead, but this rarely happens since dragons can breathe on the wing. If a dragon stalls in an area with lots of trees or loose earth, the draft from its wings creates a dust cloud with the [same radius](!rounds --aoe @{selected|token_id}|circle|yards|0|[[({ { { {(@{selected|age|max}-4)},{0} }kh1},{1} }kl1)*(@{selected|age|max}-3)*5]]||light|true) as its fear aura. Creatures within the cloud are blinded, and no spell casting is possible. The dust lasts for one round.}}'}, + {name:'Steam-Mephit-Rain',type:'power',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Steam Mephit causes\nScalding Rain}}{{splevel=Power}}{{school=Power}}Specs=[Steam-Mephit-Rain,Power,0H,Evocation]{{components=S}}{{time=[[5]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[20ft.sq](!rounds --aoe @{selected|token_id}|square|feet|0|20||acid)}}{{save=None}}{{damage=[2d6](!\\amp#13;\\amp#47;gmroll 2d6)}}SpellData=[w:Steam Mephit Rain,sp:5,cs:S]{{effects=Once per day a steam mephit may create a rainstorm of boiling water over a 20-by 20-foot area. This storm inflicts 2d6 points of damage to all victims caught in the area of effect, with no saving throw allowed.}}'}, + {name:'Steam-Mephit-Water-Jet',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Steam Mephit breathes out \na Boiling Water Jet}}{{splevel=Breath Weapon}}{{school=Power}}Specs=[Steam Mephit Jet,Power,0H,Breath Weapon]{{components=None}}{{time=1 every 2 rounds}}{{range=[20 ft](!rounds --aoe @{selected|token_id}|bolt|feet|0|20|1|lightning --target-nosave caster|@{selected|token_id}|timer|1|-1|Counting down until Water Jet can be breathed again|stopwatch)}}{{duration=Instantaneous}}{{aoe=1 creature}}{{save=None}}{{damage=Automatic hit [1d3](!\\amp#13;\\amp#47;gmroll 1d4+1 HP damage)HP, and [50% chance](!\\amp#13;\\amp#47;gr 1d100\\lt50 chance of stunning) of [stunning](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who\'s the victim?|token_id}|Stunned|+1|-1|Stunned by heat damage \\amp considered prone|back-pain) for 1 round, cumulative}}SpellData=[w:Steam Mephit Water Jet,sp:0,cs:None,pd:-1]{{effects=A scalding jet of water every other round; no limit to the number of times per day this can be used. This jet has a 20-foot range and automatically hits its target. Damage is 1d3 points (no saving throw) with a 50% chance of stunning the victim for one round.}}{{Use=Display the area of effect using the Range button (also sets timer to count down 1 round to next breath available). Then roll damage using the damage dice roll button, then use the percentage dice roll button and if less than 50% add stunned effect using the stunned button and selecting the victim\'s token}}'}, + {name:'Summon-Djinni',type:'power',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} \n**Summons a Djinni**\nas a Power}}Specs=[Summon-Djinni,Power,1H,Conjuration-Summoning]{{Speed=[[1]]}}{{Range=0}}SpellData=[w:Summon-Djinni,sp:1,cs:S]{{Use=The GM should create a *Drag \\amp Drop* Djinni by creating a blank character sheet (with a name and suitable image) and dragging it onto the playing surface to drop a token. Select it and use the *Drag \\amp Drop* dialog that will have appeared in the Chat Window to select the Djinni as a Creature.}}{{desc=The dragon usually asks the djinni to preform some service. Although the djinni serves willingly, the dragon will order it into combat only in extreme circumstances, as the dragon would be dismayed and embarrassed if the djinni were killed.}}'}, + {name:'Summon-Earth-Elemental',type:'power',ct:'10*1d4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} \n**Summons Earth Elemental**\nas a Power}}Specs=[Summon-Earth-Elemental,Power,0H,Conjuration-Summoning]{{Speed=1d4 rounds}}{{Range=0}}SpellData=[w:Summon-Earth-Elemental,sp:10*1d4,cs:VM]{{Use=The GM should create a *Drag \\amp Drop* Earth Elemental (see below regards number of hit dice) by creating a blank character sheet (with a name and suitable image) and dragging it onto the playing surface to drop a token. Select it and use the *Drag \\amp Drop* dialog that will have appeared in the Chat Window to select the appropriate Earth Elemental as a Creature.}}{{desc=The user of this power need but utter a single command word, and an earth elemental of 12-Hit-Dice size will come to the summoner if earth is available, an 8-Hit-Dice elemental if rough, unhewn stone is the summoning medium. (An earth elemental cannot be summoned from worked stone, but one can be from mud, clay, or even sand, although one from sand is an eight-dice monster.) The area of summoning for an earth elemental must be at least 4 feet square and have four cubic yards volume. The elemental will appear in 1d4 rounds.}}'}, + {name:'Sunray',type:'itempower',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} swings their\nSun Blade\nto create Sunlight}}{{splevel=Power}}{{school=Alteration}}Specs=[Sunray,ItemPower,1H,Alteration]{{components=S}}{{time=[[3]]}}{{range=[[0]]}}{{duration=While swung}}{{aoe=[Up to 120ft diameter](!rounds --aoe @{selected|token_id}|circle|feet|0|||light|true)}}{{save=None}}{{healing=[Light-em-up!](!rounds --target-nosave caster|@{selected|token_id}|SunBlade-Daylight|1|1|Spreading daylight +5ft radius/round to 60ft|aura)}}SpellData=[w:Sunray,sp:3,cs:VS]{{effects=Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. }}'}, + {name:'Symbol-of-Hopelessnes',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Symbol of Hopelessness}}{{splevel=Spell}}{{school=Conjuration Summoning}}Specs=[Symbol of Hopelessness,Power,0H,Conjuration-Summoning]{{components=None}}{{time=[[0]]}}{{range=[60 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|dark|true)}}{{duration=3d4 turns}}{{aoe=[All creatures viewing symbol](!rounds --target multi|@{selected|token_id}|Symbol-Hopelessness|\\amp#91;[10\\amp#42;3d4]\\amp#93;|-1|Feeling dejected so turn back, surrender, or attack hopelessly|broken-skull|svspe\\clon;+0)}}{{save=vs. spell to negate}}{{use=Show the range of the symbol using the *range* button, then use the *area of effect* button and select all in the range looking at the symbol before pressing *add status changes* in the chat window which will prompt for saving throws}}{{reference=PHB page 236}}SpellData=[w:Symbol of Hopelessness,sp:0,pd:-1]{{effects=Creatures seeing this symbol must turn back in dejection or surrender to capture or attack unless they roll successful saving throws vs. spell. Its effects last for 3d4 turns.}}'}, + {name:'Symbol-of-Pain',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Symbol of Pain}}{{splevel=Spell}}{{school=Conjuration Summoning}}Specs=[Symbol of Pain,Power,0H,Conjuration-Summoning]{{components=None}}{{time=[[0]]}}{{range=[60 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|dark|true)}}{{duration=2d10 turns}}{{aoe=[All creatures viewing symbol](!rounds --target multi|@{selected|token_id}|\\amp#64;{target|Who is viewing the symbol?|token_id}|Symbol-Pain|\\amp#91;[10\\amp#42;2d10]\\amp#93;|-1|Wracking pains so attack at -4 penalty and -2 to dexterity checks|broken-skull|svspe\\clon;+0)}}{{save=vs. spell to negate}}{{use=Show the range of the symbol using the *range* button, then use the *area of effect* button and select all in the range looking at the symbol before pressing *add status changes* in the chat window which will prompt for saving throws}}{{reference=PHB page 236}}SpellData=[w:Symbol of Pain,sp:0,pd:-1]{{effects=Creatures seeing this symbol suffer -4 penalties to their attack rolls and -2 penalties to their Dexterity ability scores due to wracking pains. The effects last for 2d10 turns.}}'}, + {name:'Symbol-of-Pursuasion',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Symbol of Pursuasion}}{{splevel=Spell}}{{school=Conjuration Summoning}}Specs=[Symbol of Pursuasion,Power,0H,Conjuration-Summoning]{{components=None}}{{time=[[0]]}}{{range=[60 feet](!rounds --aoe @{selected|token_id}|circle|feet|0|120|120|dark|true)}}{{duration=1d20 turns}}{{aoe=[All creatures viewing symbol](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is viewing the symbol?|token_id}|Symbol-Pursuasion|\\amp#91;[10\\amp#42;1d20]\\amp#93;|-1|Become same alignment and fiendly to the priest who cast the symbol|broken-skull)}}{{save=vs. spell to negate}}{{use=Show the range of the symbol using the *range* button, then use the *area of effect* button and select all in the range looking at the symbol before pressing *add status changes* in the chat window which will prompt for saving throws}}{{reference=PHB page 236}}SpellData=[w:Symbol of Pursuasion,sp:0,pd:-1]{{effects=Creatures seeing the symbol become of the same alignment as and friendly to the priest who scribed the symbol for 1d20 turns}}'}, + {name:'Target-power',type:'',ct:'0',charge:'uncharged',cost:'0',body:'/w gm @{selected|token_name} targeted @{target|target1|token_name} with the power @{selected|spelltomem}\n!rounds --addtargetstatus @{target|target1|token_id}|@{selected|Spell-cast}|@{selected|Spell-duration}|@{selected|Spell-direction}|@{selected|Spell-msg}|@{selected|Spell-marker}'}, + {name:'Target-user',type:'',ct:'0',charge:'uncharged',cost:'0',body:'/w gm @{selected|token_name} used the power @{selected|spelltomem} on themselves\n!rounds --addtargetstatus @{selected|token_id}|@{selected|Spell-cast}|@{selected|Spell-duration}|@{selected|Spell-direction}|@{selected|Spell-msg}|@{selected|Spell-marker}'}, + {name:'Teleport-Other',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'{{}}Specs=[Teleport-Other,Power,0H,Alteration]{{}}SpellData=[w:Teleport Other,sp:2,cs:SpellData=[w:Teleport Other,sp:10,cs:S]{{}}%{MU-Spells-DB|Teleport}'}, + {name:'Thunder+Lightning',type:'power',ct:'4',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.wandTemplate+'}{{title=Thunder \\amp Lightning}}{{subtitle=Power}}{{School=Alteration}}Specs=[Thunder+Lightning,Power,0H,Alteration]{{Components=V,M}}{{Casting Time=[[4]]}}{{Range=[[0]]}}{{Area of Effect=[Thunderclap Cone 40ft x 20ft](!rounds --aoe @{selected|token_id}|cone|feet|0|40|20|lightning)\n[Lightning Bolt](!rounds --aoe @{selected|token_id}|bolt|feet|0|80|5|lightning)\nor [Lightning Fork](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|10|lightning)\nall creatures within area}}{{Save=Save vs. Staves, success just deafened for 1d4 rounds and half damage, else stunned for 1d2 \\amp deafened for 1d2 more and take 8d6HP damage)}}{{Duration=[Fail save](!magic --message standard|@{selected|token_id}|Thunder \\amp Lightning|Stunned and deafened by a thunderclap and take \\amp#91;[{ 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1]\\amp#93;HP damage from a *lightning strike*|\\amp#13;!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is stunned?|token_id}|Thunderclap stun|\\amp#91;[1d2]\\amp#93;|-1|Stunned by a thunderclap|lightning-helix) stunned for 1d2 rounds, deafened for another 1d2 rounds, and take 8d6 damage (1s \\amp 2s count as 3s).\n[Make save](!magic --message standard|@{selected|token_id}|Thunder \\amp Lightning|Deafened by a thunderclap and take **\\amp#91;[floor\\amp#40;\\amp#91;[{ 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1+ { 1d6, {3} }k1]\\amp#93;/2\\amp#41;]\\amp#93;HP** damage from a *lightning strike* already halved|\\amp#13;!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is deafened?|token_id}|Thunderclap deaf|\\amp#91;[1d4]\\amp#93;|-1|Deafened by a thunderclap|interdiction) just deafened for 1d4 rounds and taken half of 8d6HP damage (1s \\amp 2s counted as 3s)}}SpellData=[w:Thunder+Lightning,sp:4,cs:VM]{{desc=Both a cone of deafening noise, 5 feet wide at the apex, 40 feet long, and 20 feet wide at a point farthest from the source, and a lightning bolt 80ftx5ft (optionally forked to 40ftx10ft), spring forth from the staff. All creatures within this area, wholly or partially, must roll a successful saving throw vs. rods, staves, and wands or be affected as stated above.}}{{Use=Select the relevant areas of effect, using the displayed marker to change the direction of the areas. Then, depending on the results of saving throws, use the relevant duration buttons and set status markers on the appropriate victims and roll damage.}}'}, + {name:'Thunderclap',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Thunderclap}}{{splevel=Power}}{{school=Alteration}}Specs=[Thunderclap,Power,0H,Alteration]{{components=V,M}}{{time=[[2]]}}{{range=[[0]]}}{{duration=[Fail save](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is stunned?|token_id}|Thunderclap stun|\\amp#91;[1d2]\\amp#93;|-1|Stunned by a thunderclap|lightning-helix) stunned for 1d2 rounds, deafened for another 1d2 rounds\n[Make save](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is deafened?|token_id}|Thunderclap deaf|\\amp#91;[1d4]\\amp#93;|-1|Deafened by a thunderclap|interdiction) just deafened for 1d4 rounds}}{{aoe=[Cone 40ft x 20ft](!rounds --aoe @{selected|token_id}|cone|feet|0|40|20|lightning), all creatures within area}}{{save=vs. Staves, success just deafened for 1d4 rounds, else stunned for 1d2 \\amp deafened for 1d2 more)}}SpellData=[w:Thunderclap,sp:2,cs:VM]{{effects=A cone of deafening noise, 5 feet wide at the apex, 40 feet long, and 20 feet wide at a point farthest from the source. All creatures within this cone, wholly or partially, must roll a successful saving throw vs. rods, staves, and wands or be stunned for 1d2 rounds (unable to attack during this time) and unable to hear for 1d2 additional rounds. Those who save are unable to hear for 1d4 rounds, but suffer no loss of attacks.}}'}, + {name:'Turn-undead',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} attempts to\nTurn Undead\nas a level @{selected|pr-casting-level} @{selected|class3}}}{{splevel=Power}}{{school=Necromancy}}Specs=[Turn-Undead,Power,1H,Necromancy]{{components=V,S}}{{time=[[10]]}}{{range=0}}{{duration=Until broken}}{{aoe=Undead within line of sight}}{{save=See turning table}}{{reference=PHB p103}}{{damage=[Roll 1d20](!\\amp#13;\\amp#47;r 1d20 turning undead) then [Turn them](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Select undead|token_id}|Turned|99|0|Turned undead, flee if free-willed, stand aside if controlled|screaming)}}SpellData=[w:Turn Undead,sp:10,cs:VS]{{effects=**Remember that Paladins turn as a Priest of 2 levels lower.**\nAttempting to turn counts as an action, requiring one round and occurring during the character\'s turn in the initiative order (thus, the undead may get to act before the character can turn them). The mere presence of the character is not enough--a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.\nTo resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (--) means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.\nOnly one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.}}{{material=The Priest\'s holy symbol}}'}, + {name:'Underwater-Infravision',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Underwater Infravision}}{{splevel=Power}}{{school=Alteration}}Specs=[Underwater Infravision,Power,0H,Alteration]{{components=None}}{{time=[[0]]}}{{range=[[0]]}}{{duration=Permanent}}{{aoe=Special}}{{Use=[See more clearly](!rounds --target-nosave caster|@{selected|token_id}|Underwater-Infravision|99|0|Infravision only while underwater|ninja-mask) but only underwater}}{{save=None}}SpellData=[w:Underwater Infravision,sp:0]{{desc=Same as the elf infravision ability, but only works underwater; an elven or half-elven character with this power has Infravision of doubled range, to 120\', only underwater.}}'}, + {name:'Water-Breathing-24hr',type:'power',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses\n24hr Water Breathing for Self\nas a Power}}{{splevel=Power}}{{school=Alteration}}{{sphere=Elemental(Water)}}Specs=[Water-Breathing-24hr,Power,1H,Alteration]{{components=V,S}}{{time=[[6]]}}{{range=[[0]]}}{{duration=24 hours, self-renewing if asleep or unconcious}}{{aoe=Caster}}{{save=None}}{{reference=PHB p215}}{{Use=[Grant gills](!rounds --target-nosave caster|@{selected|token_id}|Water-Breathing|99|0|Breath water like a fish|ninja-mask)}}SpellData=[w:Water-Breathing-24hr,sp:6,cs:VS]{{effects=The recipient is able to breathe under water freely for 24 hours. If rendered fall asleep underwater or are rendered unconcious underwater, the power automatically renews as necessary. The power cannot be dispelled.\nNote that the spell does not prevent the recipient creature from breathing in its natural element.}}'}, + {name:'Water-Breathing-Self',type:'power',ct:'6',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nWater Breathing for Self\nas a level @{selected|Casting-Level} caster}}{{splevel=Power}}{{school=Alteration}}{{sphere=Elemental(Water)}}Specs=[Water-Breathing,Power,1H,Alteration]{{components=V,S}}{{time=[[6]]}}{{range=[[0]]}}{{duration=[[@{selected|casting-level}]] hours}}{{aoe=Caster}}{{save=None}}{{reference=PHB p215}}{{Use=[Grant gills](!rounds --target-nosave caster|@{selected|token_id}|Water-Breathing|[[60*@{selected|casting-level}]]|-1|Breath water like a fish|ninja-mask)}}SpellData=[w:Water-Breathing-Self,sp:6,cs:VS]{{effects=The recipient is able to breathe under water freely for the duration of the spell--i.e., one hour for each experience. The power cannot be dispelled.\nNote that the spell does not prevent the recipient creature from breathing in its natural element.}}'}, + {name:'Whelm-Detect-Evil',type:'itempower',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Whelm casts\nDetect-Evil\nas a level 12 caster}}{{splevel=Power}}{{school=Divination}}{{sphere=All}}Specs=[Whelm-Detect-Evil,ItemPower,0H,Divination]{{components=V,S}}{{time=[[1]]round}}{{range=[[0]]}}{{duration=[[70]] rounds}}{{aoe=[10ft x 120yds path](!rounds --aoe @{selected|token_id}|bolt|feet|0|360|10|magic)}}{{save=None}}{{Use=[Evil radar on](!rounds --target-nosave caster|@{selected|token_id}|Detect-Evil|70|-1|Whelm is Detecting Evil|aura)}}SpellData=[w:Whelm-Detect-Evil,sp:10,cs:VS]{{effects=This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil *if intent upon appropriate actions.* Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. \nThe degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a *detect evil *(or *detect good*) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading}}{{materials=The spell requires the use of the priest\'s holy symbol, with the priest holding it before him.}}\n!setattr --charid @{selected|character_id} --silent --Spell-cast|Detect-Evil --Spell-direction|-1 --Spell-duration|70 --Spell-msg|Detecting Evil --Spell-marker|aura'}, + {name:'Whelm-Detect-Good',type:'itempower',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Whelm casts\nDetect Good\nas a level 12 caster}}{{splevel=Power}}{{school=Divination}}{{sphere=All}}Specs=[Whelm-Detect-Good,ItemPower,0H,Divination]{{components=V,S}}{{time=[[1]]round}}{{range=[[0]]}}{{duration=[[70]] rounds}}{{aoe=[10ft x 120yds path](!rounds --aoe @{selected|token_id}|bolt|feet|0|360|10|magic)}}{{save=None}}{{use=[Good radar on](!rounds --target-nosave caster|@{selected|token_id}|Detect-Good|70|-1|Whelm is Detecting Good|aura)}}SpellData=[w:Whelm-Detect-Good,sp:10,cs:VS]{{effects=This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil *if intent upon appropriate actions.* Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. \nThe degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a *detect evil *(or *detect good*) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading}}{{materials=The spell requires the use of the priest\'s holy symbol, with the priest holding it before him.}}\n!setattr --charid @{selected|character_id} --silent --Spell-cast|Detect-Good --Spell-direction|-1 --Spell-duration|70 --Spell-msg|Detecting Good --Spell-marker|aura'}, + {name:'Whelm-Locate-Object',type:'itempower',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Whelm casts\nLocate Object\nas a level 12 caster}}{{splevel=Power}}{{school=Divination}}{{sphere=Divination}}Specs=[Whelm-Locate-Object,ItemPower,1H,Divination]{{components=V,S}}{{time=[[1]] turn}}{{range=[180 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|360||magic|true)}}{{duration=[[8]] hours}}{{aoe=[[1]] object}}{{save=None}}SpellData=[w:Whelm Locate Object,sp:1,cs:VS]{{effects=This spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will sense when he is facing in the direction of the object to be located, provided the object is within range--for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell locates such objects as apparel, jewellery, furniture, tools, weapons, or even a ladder or stairway. Once the caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find a specific item, such as a kingdom\'s crown, requires an accurate mental image. If the image is not close enough to the actual item, the spell does not work; in short, desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead.\nThe reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. The caster must touch the object being concealed.\nNeither application of the spell affects living creatures.}}{{materials=Whelm}}'}, + {name:'Whelm-Shockwave',type:'itempower',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|token_name} creates a\nShockwave\nwith Whelm}}{{splevel=Power}}{{school=Alteration}}Specs=[Whelm-Shockwave,ItemPower,1H,Alteration]{{components=S}}{{time=[[10]]}}{{range=[[0]]}}{{duration=[[1]] turn}}{{aoe=[Up to 120ft diameter](!rounds --aoe @{selected|token_id}|circle|feet|0|||lightning|true)}}{{save=Negates}}{{Use=Show the *area of effect* then click [Stunning!](!rounds --target multi|@{selected|token_id}|Whelm-Stunned|10|-1|Stunned roll save vs Staves again|fishing-net|svsta\\clon;+0) and select all the foes in the area before pressing *add status changes* in the chat window which will prompt for saving throws}}SpellData=[w:Whelm Shockwave,sp:10,cs:S]{{effects=You can use a round to strike the ground with *Whelm* and send a ***Shock Wave*** out from the point of impact. Each creature of your choice on the ground within [[60]] feet of that point must succeed on a saving throw vs. Staves or become stunned for [[1]] turn. A creature can repeat the saving throw at the end of each round, ending the effect on itself on a success. Once used, this property can\'t be used again until the next dawn.}}'}, + {name:'Whirlpool',type:'power',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|Casting-name} uses their Power\nWhirlpool}}{{splevel=Power}}{{school=Evocation}}Specs=[Whirlpool,Power,0H,Evocation]{{components=V}}{{time=[[10]]}}{{range=[[100]] feet}}{{duration=[6 rounds](!rounds --target-nosave caster|@{selected|token_id}|Whirlpool|6|-1|Created whirlpool lasts while @{selected|token_name} is not incapacitated|dizzy)}}{{aoe=[50ft x 25ft deep](!rounds --aoe @{selected|token_id}|circle|feet|100|50|50|magic)}}{{save=Special}}SpellData=[w:Whirlpool,sp:10]{{effects=The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 6 rounds or until the wave shaper is incapacitated. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a DC 14 Strength (Athletics) check.\nWhen a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 14 Strength saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength (Athletics) check to do so.\nThe first time each turn that an object enters the vortex, the object takes 9 (2d8) bludgeoning damage. This damage occurs each round it remains in the vortex.}}'}, + {name:'Whirlwind',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{name=Whirlwind}}Specs=[Whirlwind,Power,0H,Innate Ability]{{Speed=[[3]]}}{{save=Vs Breath Weapon to halve}}{{Recharge=[Start recharging](!rounds --target-nosave caster|@{selected|token_id}|AE-Whirlwind|\\amp#91;[3+1d3]\\amp#93;|-1|Whirlwind building|stopwatch)}}SpellData=[w:Whirlwind,sp:3,cs:S]{{desc=The most feared power of an air elemental is its ability to form a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone with a 10 foot bottom diameter and 30 foot top diameter. The height of the whirlwind depends on the Hit Dice of the elemental. An air elemental of 8 Hit Dice will produce a whirlwind standing 40 feet tall; a 12 Hit Dice elemental produces a whirlwind standing 60 feet tall; and a 16 Hit Dice elemental produces a whirlwind standing 80 feet tall. It takes one full turn to form and dissipate this cone.\nThis whirlwind lasts for one melee round. Each creature in the elemental\'s space must make a **saving throw vs Breath Weapon**. On a failure, creatures of 3 hit dice or less are killed (0 HP not stable). Creatures of more than 3 HD take [2d8](!\\amp#13;\\amp#47;gmroll 2d8 damage from whirlwind) bludgeoning damage and is flung up to [[20]] feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes an additional [10yds 1d6, 20yds 2d6](!\\amp#13;\\amp#47;gmroll \\amp#63;{How far|10,1|20,2}d6 damage from hitting wall) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.\nIf the saving throw is successful, the target takes half the bludgeoning damage and isn\'t flung away or knocked prone.\nIf, because of overhead obstructions, the whirlwind fails to reach its full height, it can only sweep up creatures under 2 Hit Dice and do 1-8 points of damage to all others in its cone.}}'}, + {name:'White-Dragon-Breath',type:'',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{prefix=White}}{{title=Dragon Breath}}{{use=Show the [70ft x 25ft cone](!rounds --aoe @{selected|token_id}|cone|feet|0|70|25|Cold --target-nosave caster|@{selected|token_id}|Dragon-Breath|3|-1|Catching breath before breathing again|stopwatch) of frost which also sets the recovery counter. Then do [[(@{selected|age|max})d6+@{selected|age|max}]] HP damage (save. vs breath to halve}}{{desc=A white dragon\'s breath weapon is a come of frost 70\' long, 5\' wide at the dragon\'s mouth, and 25\' wide at the base. Creatures caught in the blast may Save versus Breath Weapon for half damage.The damage done increases with the dragon\'s age: from 1d6+1 to 12d6+12. The damage shown above includes this age-related dice roll}}'}, + {name:'Wing-Buffet',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses \n**Wing Buffet**\nas an attack}}Specs=[Wing Buffet,Power,1H,Combat]{{Speed=[[0]]}}{{Range=0}}SpellData=[w:Wing Buffet,sp:0,cs:S]{{Use=Just specify use of the power during initiative, use it during the round to display its description, and do Claw attacks to assess succes and do damage}}{{desc=Young adult and older dragons can employ their wings in combat; targets must be at the dragon\'s sides. The damage inflicted is the same as a claw attack, and creatures struck must roll their Dexterity or less on 1d20 or be knocked prone.}}'}, + {name:'Wings-of-Flying-Fly',type:'power',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.defaultTemplate+'}{{title=@{selected|token_name} uses\n**Wings of Flying**\nto fly}}Specs=[Wings of Flying Fly,Power,0H,Alteration]{{Speed=[[3]]}}{{Range=Caster}}SpellData=[w:Wings of Flying Fly,sp:3,cs:VM]{{desc=If the wearer of the *wings of flying* speaks a command word, the cloak will turn into a pair of gigantic bat wings (20-foot span) and empower the wearer to fly as follows:\n2 turns at speed 32\n3 turns at speed 25\n4 turns at speed 18\n6 turns at speed 15\n8 turns at speed 12\nAfter the maximum number of possible turns flying, the wearer must rest for one hour - sitting, lying down, or sleeping. Shorter periods of flight do not require full rest, but only relative quiet such as slow walking for one hour. Any flight of less than one turn\'s duration does not require any rest.}}'}, + {name:'WoF-Burning-Hands',type:'power',ct:'0',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Wand of Fire\nBurning Hands}}{{splevel=Magic Item Power}}{{school=Evocation}}Specs=[Burning Hands,Power,1H,Evocation]{{components=V,M}}{{time=[[0]]}}{{range=12ft}}{{duration=Instantaneous}}{{aoe=[Fan 10ft wide](!rounds --aoe @{selected|token_id}|cone|feet|0|12|10|fire|true)}}{{save=None}}{{reference=DMG p154}}SpellData=[w:WoF-Burning-Hands,sp:0,cs:VM]{{effects=**Note: specs different from spell.** The wand emits a [[120]]degree fan-shaped sheet of fire [[10]] feet wide at its end and [[12]] feet long. Each creature touched suffers [[6]] HP of damage. The sheet of fire appears instantly, shoots forth dark red flames, and snuffs out in less than one second.}}'}, + {name:'WoF-Cone-of-Cold',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Wand of Frost\nCone of Cold}}{{splevel=Power}}{{school=Evocation}}Specs=[WoF Cone of Cold,Power,1H,Evocation]{{components=V,M}}{{time=[[2]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[Cone 60ft x 20ft](!rounds --aoe @{selected|token_id}|cone|feet|0|60|20|cold)}}{{save=Halves}}SpellData=[w:Cone of Cold,lv:6,sp:2,cs:VM]{{effects=White crystalline motes spray forth from the wand in a cone with a 60-foot length and a terminal diameter of 20 feet. The initiative modifier is +2, and the effect lasts just one second. The temperature is -100 degrees F., and damage is [6d6](!\\amp#13;\\amp#47;w gm Rolled \\amp#91;\\amp#91; { {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {2}, {2}, {2}, {2}, {2}, {2} }kh6 \\amp#93;\\amp#93;, treating all 1s rolled as 2s), treating all 1s rolled as 2s (6d6, 12-36). The cost is two charges per use. Saving throw vs. wands is applicable.}}'}, + {name:'WoF-Fireball',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Wand of Fire\nFireball}}{{splevel=Magic Item Power}}{{school=Evocation}}Specs=[Fireball,Power,1H,Evocation]{{components=V,M}}{{time=[[2]]}}{{range=160ft}}{{duration=Instantaneous}}{{aoe=[20ft radius](!rounds --aoe @{selected|token_id}|circle|feet|160|40|40|fire)}}{{save=vs. wand to halve damage}}SpellData=[w:WoF-Fireball,sp:2,cs:VM]{{effects=**Note: specs different from spell.** The wand coughs forth a pea-sized sphere that streaks out to the desired range (to a maximum of 160 feet) and bursts in a fiery, violet-red blast, just like the fireball spell. The initiative modifier is +2, and this expends [[2]] charges. The fireball inflicts [6d6 min 2/dice](!\\amp#13;\\amp#47;r {1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1+{1d6,2+0d0}k1 points of fireball damage, save to half) points of damage, but all 1s rolled are counted as 2s (i.e., the burst causes 12-36 points). A saving throw vs. wand is applicable.}}'}, + {name:'WoL-Lightning-Bolt',type:'power',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=Wand of Lightning\nLightning Bolt}}{{splevel=Power}}{{school=Evocation}}Specs=[WoI Lightning Bolt,Power,0H,Evocation]{{components=V,M}}{{time=[[2]]}}{{range=[[0]]}}{{duration=Instantanious}}{{aoe=[Lightning Bolt](!rounds --aoe @{selected|token_id}|bolt|feet|0|80|5|lightning)\nor [Lightning Fork](!rounds --aoe @{selected|token_id}|bolt|feet|0|40|10|lightning)\nall creatures within area}}{{save=vs. Wand for half damage)}}{{damage=[Roll 6d6, 1s as 2s](!\\amp#13;\\amp#47;w gm \\amp#91;[{ {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {1d6}, {2}, {2}, {2}, {2}, {2}, {2} }k6]\\amp#93;HP damage)}}SpellData=[w:WoL Lightning Bolt,sp:2,cs:VM]{{effects=A bolt similar to that from a staff of thunder \\amp lightning is generated, but it is of 6d6 strength, causing 12-36 points of damage (rolls of 1 are counted as 2) to those who fail a saving throw. The stroke can be single or forked.}}'}, + ]}, + }); + + const handouts = Object.freeze({ + RPGM_Release_Notes: {name:'RPGM Release Notes', + version:'3.500', + avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703', + bio:'
' + +'RPGM Release Notes v3.500' + +'
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RPGMaster Release Notes

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for version 3.5.0
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v3.5 Release Notes

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Saving Throw Mods Table

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Many spells and powers as well as magic items have an effect on saving throws and attribute checks. To date, all such effects have been lumped into a single "effect of magic" number with no further explanation when reviewing how saves and checks are calculated. Now, a (hidden) table is held on each character sheet which holds saving throw and attribute check modifiers currently in force, with a name and a source, and optional durations in number of saves to which the mod applies and/or the number of rounds duration of the mod. The mods can apply to one type of save/check, more than one, or all. The mods are specific to the character represented by the sheet. Commands exist (documented in the AttackMaster Help Handout) to add, modify, and delete the mods.

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This new system can also be used to create totally new, bespoke saving throws based on any existing saving throw, which can be modified. For existance, the spell Bless only affects saves against Fear effects. Using the new mod commands a new "save vs. Fear" button can be added to the Saving Throw table for the duration of the Bless only for those characters who are blessed, which is based on a save vs. spell but with a +1 bonus.

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At any time, the player can review the way their character\'s saving throws and ability checks are calculated by selecting the [Auto-check Saving Throws] button on the Saving Throw dialog, or equivalent button on the Attribute Check dialog.

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Status Targeting with Saving Throws

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The RoundMaster --target command (and associated other token status management commands) can now take a saving throw specification as the last argument, defining the type of save required and any bonus or penalty to the save. This only works if RoundMaster is being used with AttackMaster. The effect of adding this optional parameter is that the player issuing the command will be prompted to ask the player controlling the target token to make the appropriate saving throw and, if that saving throw is made using the AttackMaster saving throw dialog (which will apply the bonus or penalty as specified in the new parameter), a failure will automatically apply the status and any associated effects to the token. If the save is made the status is not applied.

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Multi Mode for Status Targeting

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Multi has been added as a command mode for the RoundMaster --target command, alongside the existing caster, single, and area modes. Multi mode is similar to area, but allows the player to shift-select multiple tokens at the same time, and then click one button to apply the status to all those tokens. If the new saving throw parameter (see above) is included, the player will be prompted to ask for saving throws to be made for all the selected tokens - which can all happen simultaneously with the outcomes described above.

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For the multi command, RPGM maths for the duration, direction and/or saving throw mods can include the symbol \'#\' which will be replaced with the number of tokens selected and allow these numbers to vary by the number of tokens targeted. This is useful where saving throw bonuses or penalties vary by numbers of targets, or the duration is divided across the targets, for instance.

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Important Note: When this new multi mode is used for a --target command, at the point the command is entered all tokens on the same Roll20 page as the caster token temporarily become controllable (and thus selectable) by the player controlling the caster token. Also, all tokens without controllers (or otherwise controlled by the GM) that have sight under Dynamic Lighting will be temporarily "blinded" - this is so that the player controlling the casting token is not suddenly able to see the whole map, and the dynamic lighting Explorer Mode is not compromised. The temporary blinding and control are automatically removed as soon as the casting player clicks the button to apply the statuses or issues any other API command (RPGM or otherwise).

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Simplified Status Targeting Confirmation

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Options have been provided for better control over the requirement for the GM to confirm all targeted token status changes made by a player using RoundMaster --target command. Two new qualifying command modifiers now exist: --target-nosave and --target-save. The first will not prompt the GM for a confirmation when applying a status to a token (though this behaviour can be altered using the --nosave command), whereas the second will always prompt for confirmation even if the command is issued by the GM. --target-nosave is useful when casting a spell or an item power that has no saving throw e.g. where applied to the caster themselves. --target-save can be useful to remind the GM to prompt for or make saving throws. The --nosave command will turn off or on the --target-nosave behaviour.

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Action Buttons Disabled on View

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When spell and item descriptions are viewed (rather than cast or used) all action buttons in the spell or item macro are now "greyed out" and not selectable, so that effects are not inadvertently applied and charges aren\'t accidentally used due to the player selecting an action button. The one exception is for any action buttons that start with "View" in the button text - this allows, for instance, players to still view the spells contained in a spell-storing magic item.

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Renaming of Non-Stackable Loot

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Some items are not stackable in containers or character\'s backpacks, such as wands with charges or spell-storing items. However, it is also the case that items in containers should have unique names to identify them, so if two of the same non-stackable items are found, one of them needs to be renamed. This is now automatically detected and the player prompted to enter a new name for the second (or subsequent) items picked up. The renamed item retains all its properties, powers, stored-spells, etc.

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Configurable Automatic Hits & Misses

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To date, automatic hits on a natural 20, or automatic miss on a natural 1, have had to be applied manually on targeted attacks. By default, automatic hits and misses will now be applied for targeted attacks but with an RPGM Configuration option to turn this off. Similarly, Critical Hits and Misses (which need not be equivalent to natural rolls of 20 & 1) now also automatically hit or miss on targeted attacks and also have a separate RPGM configuration option to turn this off.

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Updated Database Items to Latest Features

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Now all magic items defined in the AD&D2e Dungeon Master\'s Guide have been defined in the RPGM databases, the on-going task of updating and refining them has started. Potions, scrolls, and rings have been reviewed and updated - though the impact will seem very limited to those using them. All spells, both Clerical and Wizard, and all Powers, have also been updated.

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Spell Databases Split by Level

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In order to make spell databases more manageable, they have been split by level, with Wizard spell databases now being MU-Spells-DB-L# and Clerical spell databases being PR-Spells-DB-L#. This will not affect any currently extracted spell databases or DM\'s custom spell databases, which will continue to function as before. The only visible impact is on extracting databases where a choice of databases will now be offered when extracting spell databases.

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Added Ceiling & Floor to RPGM Maths

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The RPGM alternative to Roll20 maths for numeric values now includes ceiling and floor operators. c(...) will return the value in the brackets rounded up and f(...) will return it rounded down.

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Fixes

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While I am sure everything worked when first coded, subsequent changes have had unexpected consequences and players have also done things I didn\'t expect (is that not the story for all GMs?). Hence fix lists continue...

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  • Fixed magic item rev: (reveal hidden item trigger) database attribute
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  • Fixed --display-attribute to properly support %{...|...} and database item variables
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  • Fixed ^^duration^^ tag in effect macros to insert the current remaining duration of the status
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  • Fixed use of \'=#\' when setting override initiative modifiers and for --mi-charges
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  • Fixed default ToHit dice specification in getToHitRoll() if ToHit dice are not specified in the Attack macro
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  • Replaced MIrowref lookup when making magic attacks as might not be pointing to correct magic item
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  • Fixed errors in renaming magic items when new name includes all or part of the old name
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  • Fixed spell-storing items with the -ADD command qualifier to correctly allow the character/player to add new spells
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  • Fixed stacking of identical items looted and already in pack
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  • Fixed drag & drop container with no traps
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', + }, + RPGM_Templates_Handout: {name:'RPGMaster Library Help', + version:1.06, + avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703', + bio:'
' + +'RPGMaster Library Help v1.06' + +'
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RPGMaster Library and Templates

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for all RPGMaster APIs
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New in this Help Handout

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  • New Template tag hide# to trigger [show more..] button
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1. General RPGMaster Library information

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The RPGMaster Library API provides the data and rule-set processing for a specific RPG version and Roll20 Character Sheet for the RPGMaster series of APIs. This particular Library supports the Advanced Dungeons and Dragons v2e RPG, and the Advanced D&D 2e Character Sheet by Peter B.

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The functions and data in the Library cannot be accessed directly by the GM or Players (with the exception of the RPGMaster Roll Templates). It does not support any API commands directly, but supports the functioning of the API commands provided by other RPGMaster APIs: InitiativeMaster, AttackMaster, MagicMaster and CommandMaster, to the extent that these APIs will not function without the Library being loaded. Note: RoundMaster does not have any RPG-version specific aspects, is independent of the Library, and does not require a RPGMaster Library to be loaded to function.

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The Library does Roll Template processing for RPGMaster-defined Roll Templates. These can be used by GMs to create their own Chat menus and displays. See the descriptions in Section 2 for how to access and use these templates.

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The Library also provides a number of objects and functions that can be called from other APIs. These include an extensive Character Sheet table management suite described in Section 3 below, for table structures defined by The Aaron in various standard Roll20 Character Sheets, such as the Advanced D&D 2e character sheet by Peter B. There are a number of other useful functions, which are described in Section 3.

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Contents

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1. General RPGMaster Library Information
' + +'2. RPGMaster Roll Templates
' + +' 2.1 User-Selectable Template Display
' + +' 2.2 Colour, Padding and Image Override Field Tags
' + +' 2.3 Template Definitions
' + +' RPGMattack
' + +' RPGMspell
' + +' RPGMmessage
' + +' RPGMdefault
' + +'3. API Library Accessible Functions
' + +' 3.1 Get Character Sheet Field Map and Global Data
' + +' 3.2 Manage Character Sheet Tables
' + +' Table Management Functions
' + +' Table Object Methods
' + +' 3.3 Attribute Management
' + +' 3.4 Database Management
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2. RPGMaster Roll Templates

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Roll Templates are standard Roll20 functionality, often provided by various Character Sheet versions. The RPGMaster Library provides RPGMaster-specific versions of Roll Templates to support gameplay using the RPGMaster series of APIs. Of course, they can also be used for other purposes by the GM to support their design for gameplay, and by other APIs that might be loaded alongside the RPGMaster Library API. The list of those provided is:

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TemplateBased onDescription
RPGMattackRPGMattackFormat the results of attacks, Melee or Ranged
RPGMpotionRPGMspellDisplay the details of a potion, oil or other consumable liquid
RPGMspellRPGMspellDisplay the specification of a spell or power
RPGMscollRPGMspellDisplay the details of a scroll or book
RPGMmessageRPGMmessageDisplay a formatted message
RPGMwarningRPGMdefaultDisplay a warning message in a bold format
RPGMweaponRPGMdefaultDisplay the specification of a weapon of any type
RPGMammoRPGMdefaultDisplay the specification of ammunition for a Ranged weapon
RPGMarmourRPGMdefaultDisplay the specifications of any form of armour
RPGMringRPGMdefaultDisplay the specifications of a ring
RPGMwandRPGMdefaultDosplay the specifications of a wand, stave or rod
RPGMitemRPGMdefaultDisplay the specifications of any magic item
RPGMclassRPGMdefaultDisplay the details of a character class
RPGMmenuRPGMdefaultDisplay a menu of actions that a Player or GM can perform
RPGMdefaultRPGMdefaultA default template that can display any form of information
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The templates are built upon four base templates: RPGMattack, RPGMspell, RPGMmessage, and RPGMdefault. However, each individual template can have different colour swatches and background images. It is also possible for the GM to use special template field tags to change the colours and background images of various parts of the templates, as described below.

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2.1 User-Selectable Template Display Options

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In the API configuration menu, opened using !attk --config or !magic --config, the GM can choose whether the default display of RPGMaster Roll Templates for everyone is Fancy, meaning the system uses background textures and images to make the chat templates look interesting, or Plain, which means the default display is of coloured templates but without textures or images.

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In addition, each Player can choose their own options: at the top right of every menu or message displayed in the chat using a RPGMaster Template is a cog wheel. Clicking this cog wheel will display an options dialog for the Player with three options - Menus with Images, Plain Menus, and Dark Mode Menus. The Player can select one of the options, and the current and all future menus and messages using RPGMaster Roll Templates will be displayed for that particular Player using this new option. The option persists for that Player between gameplay sessions.

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Note: if use of a template includes any of the colour or image field tags (outer image, title image or body image) these images will always appear regardless of which option the Player chooses. The field tags always override the original template definition.

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2.2 Colour, Padding and Image Override Field Tags

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All RPGMaster templates can use the following field tags (with some exceptions as noted). The field tags are used in this way:

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{{field tag=... whatever you want to be in this field ...}}
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However, the fields in this table do not display data, but take the content of the field after the "=" as data for a CSS command to change the behavior of the template.

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shadowdrop shadow specThe specification of the Template drop shadow for the outer box in any form of CSS units
outercolorThe colour of the outer box of the template
title boxcolorThe fill colour of the title box
title textcolorThe colour of the title text
body boxcolorThe fill colour of the body box
row boxcolorThe colour of the outline of each row box
row lightcolorThe fill colour of alternate row boxs (light / dark / light / dark ...)
row light textcolorThe colour of alternate row text (light / dark / light / dark ...)
row darkcolorThe fill colour of alternate row boxs (light / dark / light / dark ...)
row dark textcolorThe colour of alternate row text (light / dark / light / dark ...)
outer padpadding specThe padding of the outer box specified using any form of CSS measurements
title padpadding specThe padding of the title box specified using any form of CSS measurements
body padpadding specThe padding of the body box specified using any form of CSS measurements
row padpadding specThe padding of each row box specified using any form of CSS measurements
outer imageImage URLThe URL to an image in Roll20 which will be drawn behind the whole Template
title imageImage URLThe URL to an image in Roll20 which will be drawn behind the title box
body imageImage URLThe URL to an image in Roll20 which will be drawn behind the body of the Template
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The data passed with these field tags is one of four types: color, padding spec, shadow spec or image URL. Note, the CSS keyword is not needed in each case, just the data specification that would follow the keyword.

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Tip: In fact, you can sneak additional CSS keywords into the data - e.g. the title text colour could be \'{{title text=white; text-shadow: 1px 1px 1px gray}}\' which would sneak a drop-shadow onto the title text of the Template. This will not always work, but is worth trying.

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colorCan be any valid < color > specification that can be placed after a CSS < color > command: a named color, a RGB specification, a HSL specification, or any other valid syntax.
padding specCan be any valid padding < length > specification that can be placed after a CSS < padding > command: relative units such as \'em\' or \'small\' or percentages, or can be absolute units such as \'px\' or \'cm\'.
shadow specCan be any valid shadow < length > and < color > specification that can be placed after a CSS < box-shadow > command: relative units such as \'em\' or \'small\' or percentages, absolute units such as \'px\' or \'cm\'; and a named color, a RGB specification, an HSL specification, or any other valid syntax.
Image URLMust be a valid URL of a thumbnail image already loaded to the Roll20 image library - either your own or one you are provided with.
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2.3 Dice Rolls and Roll Reuse

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As with any message sent to the Roll20 chat window, it is possible to use standard functions such as in-line rolls and maths. These all work in exactly the standard way that they do in any other template or message. In some fields of an RPGMaster template, such as those being used to assess success criteria for a {{Result= ... }}, such rolls and calculations are necessary and important.

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Just as useful is the ability to reuse the value of in-line rolls at other points in the RPGMaster roll templates. In order to reuse a roll result, use the syntax $[[#]], where # is the 1-based index of which roll in the template is being reused. For example, here is a template used for a power that only deducts a charge of the magic item that cast the power if the dice roll of 1d10 is equal to the value 2, but a roll of 1 is also a success, and anything other than 1 or 2 is a failure:

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Improve Gem

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&{template:RPGMdefault}{{title=@{selected|token_name} attempts to
**Improve a Gem**
using a *Jewel of Flawlessness*}}Specs=[Improve Gem,Power,1H,Alteration]{{Speed=[[10]]}}{{Range=0}}{{Duration=Permanent}}{{Area of Effect=Jewels in same container with *Jewel of Flawlessness*}}{{save=None}}{{reference=DMG p173}}SpellData=[w:Improve Gem,sp:10,cs:M]{{desc=When a jewel of flawlessness is placed with other gems, it doubles the likelihood of their being more valuable (i.e., the chance for each stone going up in value increases from 10% to 20%). The jewel has from 10-100 facets, and whenever a gem increases in value because of the magic of the jewel of flawlessness (a roll of 2 on d10), one of these facets disappears. When all are gone, the jewel is a spherical stone that has no value.}}{{Need to Roll=2 or less}}{{Improvement Roll=[[1d10]]}}{{Result=Need to Roll>=Improvement Roll}}{{successcmd=!magic ~~mi-charges @{selected|token_id}¦-[[$[[1]]-1]]¦Jewel-of-Flawlessness¦¦charged}}

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The {{Need to Roll=2 or less}} sets the target that represents success. The in-line roll is included in {{Improvement Roll=[[1d10]]}}. The two values are compared in the {{Result=Need to Roll>=Improvement Roll}} which results in Success or Failure being displayed on the Roll Template in the chat window and, if successful, the {{successcmd=...}} command being run. In this case, the command is a call to the !magic --mi-charges function that will deduct charges from the magic item named in the call in the character\'s equipment bag. But a charge is only deducted if the roll of the dice is 2, as per the specification of the magic item in the DMG. To use the value of the in-line roll in both calculating the Result and use in the successcmd command, the roll needs to be referenced in the successcmd using the $[[1]] reference syntax as part of the in-line calculation [[$[[1]]-1]]. As successcmd will only execute on success of the Result, which happens if the in-line dice roll is 1 or 2, "successful dice roll minus 1" is 0 or 1, and negating this is -0 on a roll of 1 and -1 on a roll of 2.

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If there were more rolls, these would be referenced using $[[2]], $[[3]], ... etc.

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2.4 Template Definitions

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RPGMattack

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As with any template, the text in any of the fields can be anything allowed by Roll20 in a macro or template, except where noted otherwise. If to be used with a RPGMaster API database, the Specs and Data fields must be configured in line with the relevant database documentation and placed between the template fields so as not to be seen by the Players when the Roll Template is displayed. This is a highly graphical template (even in Plain Mode) and the Field Tags are generally not displayed.

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Title / NameMandatoryThe title text for the attack template. Either field tag can be used, and the tag is not displayed.
SubtitleOptionalThe subtitle text for the attack template. The tag is not displayed.
AC hitMandatoryThe value of the Armour Class that has been successfully hit by the attack. Can be a Roll20 calculation and/or dice roll specification. If the "Crit Roll" and "Fumble Roll" field tags are to function correctly, the AC hit tag must include one Roll20 calculation field tagged as the Dice Roll e.g. matches ##[Dice roll].
Attk typeOptionalThe type of damage done by the attack: S, P, B, or any combination of these.
Dmg S LabelOptionalThe label / title to display for the Dmg S field on the template. If not provided, it defaults to "S / M". Useful if using the template for attacks that result in some outcome other than damage to the opponent.
Dmg SMandatoryThe specification to display for damage to Small & Medium opponents. Can be numeric, a Roll20 calculation, dice roll specification, or even an API button specification.
Dmg L LabelOptionalThe label / title to display for the Dmg L field on the template. If not provided, it defaults to "L". Useful if using the template for attacks that result in some outcome other than damage to the opponent.
Dmg LMandatoryThe specification to display for damage to Large and larger opponents. Can be numeric, a Roll20 calculation, dice roll specification, or even an API button specification.
Target ACOptionalThe Armour Class value of the targeted opponent. Only used for targeted attacks. Can be a Roll20 "@{target..." command, numeric value, calculation etc.
Target SACOptionalThe Armour Class value of the targeted opponent vs. Slashing attacks. Only used for targeted attacks. Can be a Roll20 "@{target..." command, numeric value, calculation etc.
Target PACOptionalThe Armour Class value of the targeted opponent vs. Piercing attacks. Only used for targeted attacks. Can be a Roll20 "@{target..." command, numeric value, calculation etc.
Target BACOptionalThe Armour Class value of the targeted opponent vs. Bludgeoning attacks. Only used for targeted attacks. Can be a Roll20 "@{target..." command, numeric value, calculation etc.
Target HPOptionalThe current Hit Points of the targeted opponent. Must result in a numeric value.
Target MaxHPOptionalThe maximum Hit Points of the targeted opponent. Must result in a numeric value.
ResultOptionalA comparison function between any two other field tags, an example being AC_Hit and Target_AC (note the underscores added). Can use any test from: = < > <= >= <> != e.g. AC_Hit<=Target_AC if true will give a green Success bar, if false will give a red Failure.
SuccessCmdOptionalThe text provided will not be displayed but will be sent to the chat window if the Result comparison indicates success. Normally used to send an API command on a successful attack result
FailCmdOptionalThe text provided will not be displayed but will be sent to the chat window if the Result comparison indicates failure. Normally used to send an API command on a failed attack result
Crit RollOptionalRPGMAttack: Data must result in a numeric value which is compared to the Dice Roll value tagged in the AC Hit field. If Crit_roll<=Dice Roll, displays a green "Critical Hit!" bar.
RPGMdefault: Same as Result, but displays a green Critical Success! bar if true.
Fumble RollOptionalRPGMattack: Data must result in a numeric value which is compared to the Dice Roll value tagged in the AC Hit field. If Fumble_roll>=Dice Roll, displays a red "Fumbled!" bar.
RPGMdefault: Same as Result, but displays a red Critical Failure! bar if true.
CritCmdOptionalThe text provided will not be displayed but will be sent to the chat window if the Crit_Roll comparison is true. Normally used to execute an API command on a critical success
FumbleCmdOptionalThe text provided will not be displayed but will be sent to the chat window if the Fumble Roll comparison is true. Normally used to execute an API command on a fumble
Desc / Desc(1-9)OptionalUp to 10 description fields can be added to the bottom of any RPGMaster attack template. The field tag is not displayed. These can, for example, hold reminders of special outcomes of the attack depending on the weapon or creature wielding it, or the roll achieved.
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RPGMspell, RPGMpotion & RPGMscroll

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As with any template, the text in any of the fields can be anything allowed by Roll20 in a macro or template, except where noted otherwise. For spell, potion and scroll descriptions especially it is quite often useful to include API Buttons in some of the fields to run certain RPGMaster API commands: this is especially the case if using the RoundMaster API and the commands !rounds --target to set status markers and timers and target spell effects, and/or !rounds --aoe to display ranges and areas of effect. If to be used with a RPGMaster API database, the Specs and Data fields must be configured in line with the relevant database documentation and placed between the template fields so as not to be seen by the Players when the Roll Template is displayed.

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Title / NameMandatoryThe title text for the template. Either field tag can be used, and is not displayed.
SPlevelOptionalThe level of the spell being cast. No need to provide for potions or scrolls.
SchoolOptionalThe school of the spell or spell-like effect.
RangeMandatoryThe range of the spell or spell-like effect.
ComponentsMandatoryThe components of the spell or spell-like effect. Often represented by a combination of the letters VSM.
DurationMandatoryThe duration of the spell or spell-like effect.
RangeMandatoryThe range of the spell or spell-like effect.
TimeMandatoryThe casting time or time until effect occurs of the spell or spell-like effect.
AoEMandatoryThe Area of Effect of the spell or spell-like effect.
SaveMandatoryThe validity and outcome of any saving throw or other mitigating factors to the spell or spell-like effect.
HealingOptionalThe healing or other beneficial effect of the spell or spell-like effect.
DamageOptionalThe damage or other maleficent effect of the spell or spell-like effect.
ReferenceOptionalA reference to where more information can be found about the spell or spell-like effect.
MaterialsOptionalThe material components required to cast the spell or spell-like effect.
Looks LikeOptionalA description of what the item looks like (for potions & scrolls), especially useful for hidden items.
EffectsOptionalA description of the effects of the spell or spell-like effect.
UseOptionalInstructions for how to use the spell or spell-like effect. Especially useful for complex spells that require actions to occur in a particular sequence, have different means of achieving different effects in different circumstances, or have long-lasting effects.
GM InfoOptionalOnly appears if the message is for the GM (though other players included in the same message will also see it). Instructions for the GM on how to use the spell or spell-like effect, such as how to tailor for your own campaigns.
Desc / Desc(1-9)OptionalUp to 10 description fields can be added to the bottom of any RPGMaster spell, potion or scroll template. The field tag is not displayed. These can, for example, hold reminders of special outcomes of the spell depending on the creature targeted, or anything else the GM thinks useful but does not fit in any other field. If desc(1-9) are used, a button to show less... will appear in the {{desc=...}} section which, if selected, will change the desc(1-9) to hide(1-9) and not display it.
New
Hide(1-9)
OptionalUp to 9 rows of text tagged with hide(1-9) will not be shown, but will trigger a show more... button to be added to the desc section which, if selected, will redisplay the template with "hide(1-9)" changed to "desc(1-9)" and displayed.
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RPGMmessage

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This template is mostly used internally by the RPGMaster APIs to send messages to the GM and Players. It provides a very simple template with a minimum of overhead. As with any template, the text in any of the fields can be anything allowed by Roll20 in a macro or template, except where noted otherwise. If to be used with a RPGMaster API database, the Specs and Data fields must be configured in line with the relevant database documentation and placed between the template fields so as not to be seen by the Players when the Roll Template is displayed.

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Title / NameOptionalThe title text for the template. In a Message Template, the title/name is optional and a message can appear without a title if so desired. Either field tag can be used, and is not displayed.
Desc / Desc(1-9)OptionalUp to 10 description fields can be defined, though usually it is just the one, which will contain the message. The field tag is not displayed.
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RPGMdefault

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All template definitions other than those described above use the base RPGMdefault template structure, with different colour swatches, textures and images. This template type is the most flexible, and will display pretty much any field tag that is added. Only a few are predefined, which provide the ability to structure the template. As with any template, the text in any of the fields can be anything allowed by Roll20 in a macro or template, except where noted otherwise. If to be used with a RPGMaster API database, the Specs and Data fields must be configured in line with the relevant database documentation and placed between the template fields so as not to be seen by the Players when the Roll Template is displayed.

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Title / NameMandatoryThe title text for the template. Either field tag can be used, and the tag is not displayed.
SubtitleOptionalThe subtitle text for the template. The tag is not displayed.
Section / Section(1-9)OptionalA section header, separating other user-defined field tags (not the Desc description field tags, which always appear at the bottom of the template). The field tag is not displayed, and the contents are centred in the row.
Any User-defined tagOptionalAs many different user-defined field tags as are desired, using A-Z a-z - _ 0-9 and Space but always starting with an Alpha.
ResultOptionalA comparison function between any two other field tags which have numeric data or calculations and attribute look-ups that result in numeric data. The field tag names to be compared should have underscores \'_\' instead of spaces. Can use any test from: = < > <= >= <> != e.g. AC_Hit<=Target_AC if true will give a green Success bar, if false will give a red Failure.
SuccessCmdOptionalThe text provided will not be displayed but will be sent to the chat window if the Result comparison indicates success. Normally used to send an API command on a successful attack result
FailCmdOptionalThe text provided will not be displayed but will be sent to the chat window if the Result comparison indicates failure. Normally used to send an API command on a failed attack result
GM InfoOptionalOnly appears if the message is for the GM (though other players included in the same message will also see it). Instructions for the GM on whatever the roll template is about, such as how to tailor a magic item for your own campaigns.
Looks LikeOptionalA description of what the item looks like, especially useful for hidden items.
Desc / Desc(1-9)OptionalUp to 10 description fields can be defined, which will all be displayed at the bottom of the template in numeric order. The field tags are not displayed. If desc(1-9) are used, a button to show less... will appear in the {{desc=...}} section which, if selected, will change the desc(1-9) to hide(1-9) and not display it.
New
Hide(1-9)
Optional
  • Up to 9 rows of text tagged with hide(1-9) will not be shown, but will trigger a show more... button to be added to the desc section which, if selected, will redisplay the template with "hide(1-9)" changed to "desc(1-9)" and displayed.
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    3. API Library Accessible Functions

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    In addition to the RPGM Templates described in Section 2, the RPGMaster Library provides a number of functions, objects and methods that might be of use to API authors, independantly of the RPGMaster series of APIs. These are described in this section. To access these, the functions can be accessed using the following syntax from other APIs:

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    LibRPGMaster.function( parameters )
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    Alternatively, so as not to need to reference the Library, and/or to facilitate an easily alterable and maintainable reference that can be changed in one place, the Library reference can be made within a function mapping, like this:

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    const localFunctionName = (...a) => libRPGMaster.functionName(...a);
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    The Library function can then be accessed using the localFunctionName in the API as required and, should the Library function call change, the change can be made in just one place.

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    The rest of this Section describes the accessible functions, objects and methods.

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    3.1 Get Character Sheet Field Map and Global Data

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    The RPGMaster Library holds RPG-version-specific data which other APIs can access, and a map of the important fields on the Roll20 Character Sheet version supported. References to each of these data items can be acquired using the getRPGMap() function:

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    [fields,RPGMap] = getRPGMap()
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    This function does not take any parameters, but returns an array of two object references:

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    • fields: A reference for the object mapping standard internal API field names to the definitions for those fields on the supported Character Sheet. Using this field map means the programming of the API does not need to change for each Character Sheet. Each field definition has the structure
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      api_field_name: [char_sheet_field_name,property,defaultValue,sheetWorkerFlag]
      ' + + 'where property is current or max and sheetWorkerFlag (optional) is true if the field is to be set with the Roll20 setWithSheetWorker() method or false if the Roll20 set() method is to be used (default false).
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    • RPGMap: a reference to an object with handles to each of the global data items available in the Library. The contents of these data items are specific to the versions of the RPG and Character Sheet supported by the Library. The data is as in the table below:
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    dbNamesAn array of the database objects of the standard, RPGMaster provided databases, indexed by name.
    fieldGroupsAn object defining the groups of fields held in repeating tables on the Character Sheet and named in the fields object
    spellsPerLevelAn object specifying the number of spells that can be memorised at each level by each class of spellcaster
    specMUAn array of strings naming the standard specialist wizard classes for this RPG version
    ordMUAn array of strings naming the standard ordinary wizard classes for this RPG version
    wisdomSpellsAn array holding the additional spell slots or points per level for high wisdom scores
    raceToHitModsAn object of race toHit modifiers with various weapon types and super-types
    rangedWeapModsThe standard range mods to the toHit roll for firing ranged weapons at Near, Point Blank, Short, Medium, Long and Far ranges for this RPG version
    saveLevelsAn object mapping class levels to the baseSaves table saving throw entries
    baseSavesAn object holding for each base class an array of base saving throws with improvement by level progression mapped by saveLevels
    classSaveModsAn object of class modifiers to the base saving throws
    raceSaveModsAn object of race modifiers to the base saving throws
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    3.2 Manage Character Sheet Tables

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    Some data on Character Sheets is best represented in tables, made up of multiple rows of multiple fields. Some tables can also have multiple columns of rows, each column containing rows which in turn have multiple fields (in fact, each column is considered a table in itself). Having a structured set of functions to add to, find, read, update, and remove data in these tables is a useful function to have. the ChatSetAttr API from The Aaron provides an amount of such functionality, but the RPGMaster Library provides a full suite of management functions, based on the definition of a standard Table Object, with associated Methods. The mechanics of the Character Sheet table are then hidden from the author of the API, who can concentrate on other functionality.

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    The Library consists of the Table Object, and the Methods. The mechanics of the Table Object are hidden from the API (but can be exposed & used if you know what you are doing and understand the structure of Character Sheet tables fully). The important aspects to know are the functions to get the table object from the character sheet, and the methods to manipulate the table object.

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    Table Management Functions

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    tableObject = getTable(character,fieldGroupDef,column,tableObject,caseSensitive)
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    Gets a complete table object from a character sheet. Also discovers all the valid default values for the table fields from the fields object. Takes the following parameters:

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    • character: the character sheet object for the character sheet from which to get the table
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    • fieldGroupDef: an entry from the fieldGroups object (obtained in the RPGMap with getRPGMap() - see Section 3.1). One of fieldGroup.MELEE .DMG .RANGED .AMMO .WPROF .MI .SPELLS .POWERS .INHAND .QUIVER
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    • column: (optional) for tables that have multiple columns, this is the column number to obtain. Each column is recovered as a complete table in itself
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    • tableObj (optional) an existing table object that will be overwritten with the complete table obtained by this command
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    • caseSensitive (optional) a true/false flag which, if true, makes all matches with table and field names in the table case sensitive (default is false, i.e. not case sensitive)
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    tableObject = getTableField(character,tableObject,tableDef,attributeDef,column,defaultVal,caseSensitive)
    ' + + '

    Gets all rows for one field of a table. Adds that to the table object passed as a parameter. Faster than obtaining the full table with getTable(), but should only be used for finding and reading data and not for writing or adding new data and especially not adding rows with the .addTableRow() method. Takes the following parameters:

    ' + + '
      ' + + '
    • character: the character sheet object for the character sheet from which to get the table
    • ' + + '
    • tableObject: an existing table object to add the field to, or an empty object \'{}\' to create a new table object with just this one field
    • ' + + '
    • tableDef: the table definition from the fields object obtained with the getRPGMap() function (see Section 3.1). This will be the entry \'fields.xxx_table\' that defines the character sheet repeating table name and the first row index for the table
    • ' + + '
    • attributeDef: the table field definition from the fields object obtained with the getRPGMap() function (see Section 3.1). E.g. The entry for fieldName will be \'fields.xxx_fieldName\' that defines the character sheet table field name and property (current or max)
    • ' + + '
    • column: (optional) for tables that have multiple columns, this is the column number to obtain. Each column is recovered as a complete table in itself
    • ' + + '
    • defaultVal: (optional) the default value to be given to this field if a row is blanked, or created without a value specified for this field. If not provided, it itself is defaulted to the default value provided for the field in the fields object obtained with getRPGMap()
    • ' + + '
    • caseSensitive (optional) a true/false flag which, if true, makes all matches with table and field names in the table case sensitive (default is false, i.e. not case sensitive)
    • ' + + '

    ' + + '
    defaultValues = initValues(fieldGroupDef)
    ' + + '

    Gets a new default values object for the table defined by the provided field group definition from the fieldGroup object from the RPGMap obtained with getRPGMap() (see Section 3.1). The default values are those set for the table fields in the fields object. The structure of the values object is values[field_name][field_property]. Takes the following parameter:

    ' + + '
      ' + + '
    • fieldGroupDef: an entry from the fieldGroups object (obtained in the RPGMap, see getRPGMap() in Section 3.1). One of fieldGroup.MELEE .DMG .RANGED .AMMO .WPROF .MI .SPELLS .POWERS .INHAND .QUIVER
    • ' + + '

    ' + +'

    Table Object Methods

    ' + + '
    ' + + '
    value = tableObject.tableLookup(attributeDef,row,defaultValue,returnObj)
    ' + + '

    Looks up the value stored in a specified field in the specified row of the table object. Can take an optional default value (which will override the default value for the field stored in the table object itself), and an optional returnObj parameter to determine what is returned (value or object). Takes the following parameters:

    ' + + '
      ' + + '
    • attributeDef: the table field definition from the fields object obtained with the getRPGMap() function (see Section 3.1). For field fieldName,This will be the entry \'fields.xxx_fieldName\' that defines the character sheet table field name and property (current or max)
    • ' + + '
    • row: the row number of the row to get the field value from. If the row number is beyond the current end of the table, will return a default value or < undefined >, depending on the value of the defaultValue parameter
    • ' + + '
    • defaultValue: a value or true or false (absolute boolian values). Defaults to true. If the field requested does not exist or does not have a value: true (or not provided) returns the default value stored for that field in the table object; false returns < undefined >; any other value is returned instead of the default value stored for that field in the table object
    • ' + + '
    • returnObj: an attributeDef or true or false (absolute boolean values). Defaults to false. false (or not provided) returns the value or default value of the requested field; true returns the field object from the table instead of the value; an attributeDef specifies a different property to return, e.g. current or max (uses only the property field of the attributeDef)
    • ' + + '

    ' + + '
    tableObject = tableObject.tableSet(attributeDef,row,value,caseSensitive)
    ' + + '

    Sets the value of the specified table field in the specified row to be the value provided. tableObject is changed in-place. Takes the following parameters:

    ' + + '
      ' + + '
    • attributeDef: the table field definition from the fields object obtained with the getRPGMap() function (see Section 3.1). For field fieldName, this will be the entry \'fields.xxx_fieldName\' that defines the character sheet table field name and property (current or max)
    • ' + + '
    • row: the row number of the row to set the field value in. If the row number is beyond the current end of the table, will create a new object for that field and the row specified: WARNING: creating a new field in a row this way can have unpredictable results. It is better to use the addTableRow() method to add complete new rows or to define all the fields in an existing row
    • ' + + '
    • value: the value to store in the specified field in the specified row of the table
    • ' + + '
    • caseSensitive (optional) a true/false flag which, if true, makes all matches with table and field names in the table case sensitive (default is false, i.e. not case sensitive)
    • ' + + '
    ' + + '
    tableObject = tableObject.addTableRow(row,values)
    ' + + '

    Either add a new row to a table object with the provided or default values, or replace a current row with the provided or default values. tableObject is changed in-place. Takes the following parameters:

    ' + + '
      ' + + '
    • row: the row number of the row to write the values to. If the row number is beyond the current end of the table, will create all the fields in a new row of the Table Object, either with the values provided, or the default values
    • ' + + '
    • values: a values object (optional), created using the initValues() table function, and modified as required with new values for the fields. If not provided, defaults to the default values for the table fields held by the Table Object itself (effectively blanking the row). See the description of the initValues() function for the structure of the values object
    • ' + + '
    ' + +'
    row = tableObject.tableFind(attributeDef,valToFind)
    ' + + '

    Find the first row in the Table Object with an entry in the field defined by the attributeDef with the value of valToFind. If found, row will be a valid table row number; otherwise the method returns < undefined >. Takes the following parameters:

    ' + + '
      ' + + '
    • attributeDef: the table field definition from the fields object obtained with the getRPGMap() function (see Section 3.1). For the field fieldName, this will be the entry \'fields.xxx_fieldName\' that defines the character sheet table field name and property (current or max) to search
    • ' + + '
    • valToFind: the value to be searched for in the attributeDef field
    • ' + + '
    • row: the row number of the first row on which a match occurs, or < undefined > if no match was found
    • ' + + '
    ' + +'

    3.3 Attribute Management

    ' + +'

    Two functions that get and set attribute values on the character sheet:

    ' + +'
    value = attrLookup( character, attributeDef, tableDef, row, column, caseSensitive, defaultValue );
    ' + +'

    A function that can get the value of an attribute from a character sheet, either from a standard attribute, or from a repeating table. However: for table field values using the Table Management functions, objects and methods is prefered and may suffer from fewer issues in future. Takes the following parameters:

    ' + +'
      ' + + '
    • character: the character sheet object for the character sheet from which to get the value
    • ' + + '
    • attributeDef: the attribute field definition from the fields object obtained with the getRPGMap() function (see Section 3.1). For a field fieldName this will be the entry \'fields.fieldName\' that defines the character sheet attribute field name and property (current or max)
    • ' + + '
    • tableDef: (optional) the table definition from the fields object obtained with the getRPGMap() function (see Section 3.1). This will be the entry \'fields.xxx_table\' that defines the character sheet repeating table name and the first row index for the table
    • ' + + '
    • row: (optional) the row number of the row to get the field value from. If the row number is beyond the current end of the table, will return a default value or < undefined >, depending on the value of the defaultValue parameter
    • ' + + '
    • column: (optional) for tables that have multiple columns, this is the column number from which to obtain the field value.
    • ' + + '
    • caseSensitive (optional) a true/false flag which, if true, makes all matches with table and field names case sensitive (default is false, i.e. not case sensitive)
    • ' + + '
    • defaultValue: (optional) a value or true or false (absolute boolian values). Defaults to true. If the field requested does not exist or does not have a value: true (or not provided) returns the default value stored for that field in the fields object; false returns < undefined >; any other value is returned instead of the default value stored for that field in the fields object
    • ' + +'

    ' + +'
    attributeObj = setAttr( character, attributeDef, value, tableDef, row, column, caseSensitive );
    ' + +'

    A function that sets the value held by an attribute on a character sheet. Can also set values in repeating tables on the character sheet. However: for table attributes it is highly recommended that the Table Management functions, objects and methods (see Section 3.2) are used to get and set repeating table field values, as this might suffer from fewer issues in the future. Takes for following parameters:

    ' + +'
      ' + + '
    • character: the character sheet object for the character sheet on which to set the value
    • ' + + '
    • attributeDef: the attribute field definition from the fields object obtained with the getRPGMap() function (see Section 3.1). For field fieldName this will be the entry \'fields.fieldName\' that defines the character sheet attribute field name and property (current or max). If the attribute object does not exist on the character sheet (and is not a table field) it will be created
    • ' + + '
    • value: the value to store in the specified attribute of the specified character sheet
    • ' + + '
    • tableDef: (optional) the table definition from the fields object obtained with the getRPGMap() function (see Section 3.1). This will be the entry \'fields.xxx_table\' that defines the character sheet repeating table name and the first row index for the table
    • ' + + '
    • row: (optional) the row number of the row to set the field value in. If the row number is beyond the current end of the table, the function will attempt to create the new row, and put the value in it
    • ' + + '
    • column: (optional) for tables that have multiple columns, this is the column number in which to set the field value. If the column does not exist, the function will return < undefined >
    • ' + + '
    • caseSensitive (optional) a true/false flag which, if true, makes all matches with table and field names case sensitive (default is false, i.e. not case sensitive)
    • ' + + '
    • attributeObj: the function returns the attribute object found and in which the value has been set, or < undefined > if a table field or row does not exist
    • ' + +'

    ' + +'

    3.4 Database Management

    ' + +'

    The RPGMaster series of APIs use a number of databases holding data about spells, powers, magic items, character classes, attack macros, and other aspects. These are held as objects within the game-version and character sheet-version specific RPGMaster Library, and can be supplemented by GM provided additional databases held in Roll20 character sheets. See the database help handouts distributed with the RPGMaster APIs for more information on each type of database.

    ' + +'

    The RPGMaster Library provides a number of database management functions which can be used by APIs to manage the provided databases. These functions are described here.

    ' + +'
    DBindex = getDBindex( forceUpdate )
    ' + +'

    A function to build or get and return an index to all entries in the RPGMaster databases. This function must be called before any items in the databases are queried or acted upon with the other database management functions. Having this index (which is globally held in the system) speeds up database access considerably over relying on the Roll20 object management functions, and allows the APIs to seamlessly access items that might be in either internal object databases or held in external character sheet databases, and supports the prioritisation of user-defined database items over Library defined items. Takes one optional parameter:

    ' + +'
      ' + + '
    • forceUpdate: (optional) A boolean flag: if true, forces the global database index to be recreated from scratch. If false or not provided, only builds the index if it does not already exist (e.g. when the game session has just started and the APIs initialise)
    • ' + +'

    ' + +'
    dbItemObject = abilityLookup( rootDB, dbItemName, character, silent, default );
    ' + +'

    A function to get an entry from a database. Uses the global DBindex internally to access the correct database entry directly, eliminating the speed of a Roll20 object search. The building of the index using getDBindex() will determine the priority order of the potential sources for database items: see that function description for details. However, if the item does not have an entry in the DBindex (i.e. is not in any currently loaded database), and if a character sheet object is passed as a parameter, this abilityLookup() function will also search the character sheet for a copy of the database item which might have previously been placed there by a getAbility() function call. This allows characters to have items that come from user-defined databases in one campaign that are carried with them to other campaigns which perhaps don\'t have the same user-defined databases loaded.

    ' + +'

    Takes the following parameters:

    ' + +'
      ' + + '
    • rootDB: The root database name for the type of item being recovered. Will access indexes from any database name that starts with the rootDB name. Can be one of MU-Spells-DB, PR-Spells-DB, Powers-DB, MI-DB, Attacks-DB, Class-DB
    • ' + + '
    • dbItemName: The name of the item being searched for. The following characters are ignored: \'-\', \'_\', \'space\'.
    • ' + + '
    • character: (optional) the character sheet object for the character sheet for which the item is relevant, and which might hold any orphaned item that is not available in current databases.
    • ' + + '
    • silent: (optional) a boolean value which, if true, will surpress any error message if the rootDB is invalid or the item cannot be found. False or not provided will result in error messages being returned.
    • ' + + '
    • default: (optional) a boolean value which, if false, returns < undefined > for any database item object if the item is not found or other errors occur, or if true or not defined returns a default item with the following structure:
      ' + + '
      {name:\'-\',type:\'\',ct:\'0\',charge:\'uncharged\',cost:\'0\',body:\'This is a blank slot. Go search out something new to fill it up!\'}
    • ' + + '
    • dbItemObject A database item object, of class AbilityObj, with structure:' + + '
      	class AbilityObj {
      ' + + ' constructor( dBname, abilityObj, ctObj, source ) {
      ' + + ' this.dB = dBname;
      ' + + ' this.obj = abilityObj;
      ' + + ' this.ct = ctObj;
      ' + + ' this.source = source;
      ' + + ' this.api = (abilityObj && abilityObj[1]) ? (abilityObj[1].body.trim()[0] == \'!\') : false;
      ' + + ' }
    • ' + +'

    ' + +'
    dbItemObject = getAbility( rootDB, dbItemName, character, silent )
    ' + +'

    A special version of abilityLookup() that not only gets the requested database item from the databases, but also saves that item to the stated character sheet for later reference. All parameters are defined the same as those for AbilityLookup() above. The returned dbItemObject.dB object attribute always holds the name of the character sheet, so that after a call to getAbility(), the standard Roll20 syntax of `%{${dbItemObject.dB}|${dbItemName}}` will work to display the database item in the chat window.

    ' + +'
    ' + +'
    itemObject = setAbility( character, itemName, itemBody, actionBar )
    ' + +'

    A function to set or update a database item or an ability macro in a character sheet (database items are stored as ability macros on a character sheet). Note: the API in-memory databases cannot be updated in this way. Only items and ability macros on character sheets can be created and updated. Takes the following parameters:

    ' + +'
      ' + + '
    • character: the character sheet object of the character sheet on which the item is to be stored or updated.
    • ' + + '
    • dbItemName: The name of the item being set. The case of the name and the following characters will be saved as part of the name, but are ignored for indexing and matching of the item name to those already stored on the character sheet: \'-\', \'_\', \'space\'.
    • ' + + '
    • dbItemBody: The content to store as the data item, which will be stored as a character sheet Ability Macro body. Can consist of any text that can be stored in an Ability Macro body
    • ' + + '
    • actionBar: (optional) a boolean value which, if true, will set the "Show as Token Action" flag for the Ability Macro that represents the item. Default is false
    • ' + + '
    • itemObject: the returned item object which represents the item just set. Has the same definition as dbItemObject defined for the abilityObject() function
    • ' + +'

    ' + +'
    errFlag = buildCSdb( dbFullName, dbObj, typeList, silent )
    ' + +'

    A function to extract an API databse from memory into a Character Sheet Database representation, so that the GM can examine the standard items stored there. Note: the function does not re-index the databases, so the Character Sheet database representation so created will not actually be used to recover data from by the system. If use of the Character Sheet database is required, it will be necessary to run a getDBindex( true ) function to force an index update. Takes the following parameters:

    ' + +'
      ' + + '
    • dbFullName: the name of the database to be built, which should be one of the databases named in the dbNames object returned by the getRPGMap() function (see Section 3.1), but does not have to be
    • ' + + '
    • dbObj: the database object in dbNames that is to be extracted to the Character Sheet database named dbFullName
    • ' + + '
    • typeList: one of clTypeLists (for character classes), spTypeLists (for all types of spell or power), or miTypeLists (for all other items), which have been obtained using getRPGMap() (see Section 3.1)
    • ' + + '
    • silent: (optional) a boolean value which, if true, will surpress any error messages. False or not provided will result in error messages being sent to chat. An error flag is always returned
    • ' + + '
    • errFlag: a boolean value indicating if an error occurred.
    • ' + +'

    ' + +'
    checkCSdb( dbName );
    ' + +'

    A function to check any character sheet database for completeness and accuracy. If the body texts of the item Ability Macros have been set up in accordance with the relevant database documentation handout, this function will ensure that all other attributes, lists and fields are set up to match the database item Ability Macros. Takes the following parameter:

    ' + +'
      ' + + '
    • dbName (optional) the name of the character sheet database to check. If not provided, or dbName = \'-db\', all character sheet databases will be checked
    • ' + +'
    ' + +'
    ', + }, + RPGCS_Setup: {name:'RPGMaster CharSheet Setup', + version:2.01, + avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703', + bio:'
    ' + +'RPGMaster CharSheet Setup v2.01' + +'
    ' + +'
    ' + +'

    Character Sheet and Token setup for use with RPGMaster APIs

    ' + +'

    1. Using APIs to do setup

    ' + +'

    The simplest way to configure a Character Sheet for use with the RPGMaster APIs is to use the functions of the APIs to set up the Character Sheet. If the CommandMaster API is installed, a number of features and commands are provided to help the DM/Game Creator in this process.

    ' + +'

    The most basic of these is to configure a blank Character Sheet.

    ' + +'
    • Use the [+Add] button on the Roll20 Journal to add a new blank Character Sheet, and Roll20 displays a form to give the sheet a name (or accept with the default provided by Roll20) and optionally an image.
    • ' + +'
    • Select the [Save Changes] button on this form, and then close the blank Character Sheet.
    • ' + +'
    • Drag the newly created Character Sheet onto the map area of the Roll20 UI.
    • ' + +'
    • Switch to the Chat Window, and the Review & Set Race & Classes menu has appeared (scroll down to the bottom if need be).
    • ' + +'
    • If this menu has not appeared, the menu can be opened on the DM\'s Token-Setup button.
    • ' + +'
    • Make sure the token you have just placed on the map area is selected (often it is not).
    • ' + +'
    • Selecting a Creature type from the Creature drop-down list will automatically setup the Character Sheet and Token to work with the APIs as that creature, setting all necessary fields and setting the Token as the default token for the Character Sheet. At this point the token can immediately be used in play as that creature.
    • ' + +'
    • Selecting a Race and/or Class & level for the Character Sheet will not do as much - the basics will be set, but' + +'
      • the Character Attributes of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma must be rolled for and added to the sheet manually
      • ' + +'
      • the Token is not linked or set up, as many fields still need to have values set
      • ' + +'
      • use the Token-Setup menu to add Character menu action buttons to the Character Sheet, which provide menu access for Players
      • ' + +'
      • the DM\'s Token-Setup menu can be used to complete setting other aspects of the character before play
      • ' + +'
      • if appropriate, once everything is set up manually make the token the default for the Character Sheet
      ' + +'
    • Use either the DM\'s Add-Items menu or the Character\'s Attk-Menu / Edit Weapons & Armour menu to add equipment including weapons & armour to Characters and even Creatures that can make use of them.
    • ' + +'
    • Use the Character\'s Attk-Menu / Change Weapons menu to take weapons, shields, and other items in-hand, ready to use in attacks.
    • ' + +'
    • Wizards and Priests can have spells added to their spell books on the DM\'s Token-Setup / Add to Spellbook menu. Then spells can be memorised from the spellbook using the Character\'s Spell-Menu / Memorise Spells menu.
    • ' + +'
    • There are many other features of the APIs that can be used to enhance the Character / NPC being created with Powers, Magic Items and Proficiencies with weapons and Fighting Styles. Explore the other help handouts that come with the APIs for more information.
    ' + +'

    Alternatively, the Character Sheet can be set up manually from scratch, or existing Characters with Character Sheets can be adapted for use with the APIs. This option is explored in the rest of this document. However, adding information (other than Character Attributes) to the Character Sheet manually will never be as functionally rich as using the APIs for setting up the sheet, and in some cases will restrict the operation of the APIs to not work in the optimal way. Always use the API menus where possible.

    ' + +'
    ' + +'

    2. Token configuration

    ' + +'

    The API can work with any Token configuration but requires tokens that are going to participate in API actions to represent a Character Sheet, so that actions relevant to the token and the character it represents can be selected.

    ' + +'

    A single Character Sheet can have multiple Tokens representing it, and each of these are able to do individual actions made possible by the data on the Character Sheet jointly represented. However, if such multi-token Characters / NPCs / creatures are likely to encounter spells that will affect the Character Sheet (such as Haste and Slow) they must be split with each Token representing a separate Character Sheet, or else the one spell will affect all tokens associated with the Character Sheet, whether they were targeted or not! In fact, it is recommended that tokens and character sheets are 1-to-1 to keep things simple.

    ' + +'

    The recommended Token Bar assignments for all APIs in the Master Series are:

    ' + +'
    Bar1 (Green Circle):	Armour Class (AC field) - only current value
    ' + +'Bar2 (Blue Circle): Base Thac0 (thac0-base field) before adjustments - only current value
    ' + +'Bar3 (Red Circle): Hit Points (HP field) - current & max
    ' + +'

    It is recommended to use these assignments, and they are the default bar assignments set by the CommandMaster API if its facilities are used to set up the tokens: the CommandMaster functions can be used to change the defaults to whatever you require. However the bars are set (using CommandMaster or manually), the APIs will always search for the most appropriate fields to use from the token and character sheet - only if the APIs can\'t find valid values will they revert to using the default fields on the token. It is recommended that all tokens are set the same way, whatever way you eventually choose.

    ' + +'

    3. Use with various game system character sheets

    ' + +'

    The latest version of the RPGMaster series APIs use various game and character sheet-specific versions the RPGMaster Library to implement the relevant rules, parameters and databases specific to a game-version and/or Roll20 character sheet version. Loading the correct RPGMaster Library will configure all the RPGMaster APIs to work with that game rule set and character sheet. However: at the time of writing, only the AD&D 2E game version, and Advanced D&D 2E Character Sheet by Peter B. are supported.

    ' + +'

    4. Matching the API to a type of Character Sheet

    ' + +'

    As with other game and character sheet specific configuration, selecting the correct RPGMaster Library will configure the RPGMaster APIs for the character sheet in use. If a character sheet does not have the fields specified in the Library, the RPGMaster APIs will create them - it can, in fact, work with a totally blank character sheet definition and it will create all of the fields it requires from scratch: it just won\'t look very pretty or be very usable as a character sheet! However, you can alter the Library to work with any character sheet as follows (though the game rules and databases will remain those coded in that version of the Library).

    ' + +'

    The Library API has an object definition called \'fields\', which contains items of the form

    ' + +'
    Internal_api_name: [sheet_field_name, field_attribute, optional_default_value, optional_set_with_worker_flag]
    ' + +'

    A typical example might be:

    ' + +'
    Fighter_level:[\'level-class1\',\'current\'],
    ' + +'Or
    ' + +'MUSpellNo_memable:[\'spell-level-castable\',\'current\',\'\',true],
    ' + +'

    The internal_api_name must not be altered! Doing so will cause the system not to work. However, the sheet_field_name and field_attribute can be altered to match any character sheet.

    ' + +'

    Table names are slightly different: always have an internal_api_name ending in \'_table\' and their definition specifies the repeating table name and the index of the starting row of the table or -1 for a static field as the 1st row.

    ' + +'
    Internal_api_table: [sheet_repeating_table_name,starting_index]
    ' + +'

    An example is:

    ' + +'
    MW_table:[\'repeating_weapons\',0],
    ' + +'

    The internal_api_table must not be altered! Doing so will cause the system not to work. However, the sheet_repeating_table_name and starting_index can be altered to match any character sheet.

    ' + +'

    Each character sheet must have repeating tables to hold weapons, ammo and magic items, as well as other data (if it does not, or they are not the ones specified in the fields object, the APIs will create them). By default, melee weapons \'in hand\' are held in sections of the repeating_weapons table, melee weapon damage in the repeating_weapons-damage table, ranged weapons in the repeating_weapons2 table, ammo in the repeating_ammo table, and magic items are held in the repeating_potions table. The table management system provided by the API expands and writes to repeating attributes automatically, and the DM & Players do not need to worry about altering or updating any of these tables on the Character Sheet. If the Character Sheet does not have tables to display any specific table, the APIs will create the table and attach it to the sheet and will be able to use it, but the Players and DM will not see the content except through the API menus and dialogues.

    ' + +'

    5. Character Attributes, Races, Classes and Levels

    ' + +'

    Character Attributes of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma are generally not directly important to the RPGMaster Series APIs, but the resulting bonuses and penalties are. All Attributes and resulting modifiers should be entered into the Character Sheet in the appropriate places (that is in the Character Sheet fields identified in the \'fields\' API object as noted in section 2 above).

    ' + +'

    The Character\'s race is also important for calculating saves and ability to use certain items. The race should be set in the appropriate Character Sheet field. Currently, the races \'dwarf\', \'elf\', \'gnome\', \'halfelf\', \'halfling\', \'half-orc\' and \'human\', as well as many of their sub-races, are implemented (not case sensitive, and spaces, hyphens and underscores are ignored). If not specified, human is assumed. The race impacts saves, some magic items and armour, and bonuses on some attacks, as well as granting some racial powers.

    ' + +'

    The system supports single-class and multi-class characters. Classes must be entered in the appropriate fields on the Character Sheet - if using the CommandMaster API, the --abilities or --class-menu commands can be used to set the classes and levels of characters and NPCs. Classes and levels affect spell casting ability, ability to do two-weapon attacks with or without penalty, and the ability to backstab and the related modifiers, among other things. Class and level also determine valid weapons, armour, shields, some magic items and saves.

    ' + +'

    Important Note: the appropriate fields must be used for relevant classes - this varies by character sheet. E.g. on the Advanced D&D 2e Character Sheet, Fighter classes must be in the first class column, Wizard classes in the second column, Priest classes in the third, Rogues in the fourth, and Psions (or any others) in the fifth. If manually adding classes, it is important that these locations are adhered to.

    ' + +'

    Note: classes of Fighter and Rogue (such as Rangers and Bards) that can use clerical &/or wizard spells will automatically be allowed to cast spells once they reach the appropriate level by the specific game version rules, but not before. They do not need to have levels set in the corresponding spell-caster columns - the casting ability & level is worked out by the system

    ' + +'

    The Class-DB database holds definitions of the classes and class rules distributed with the system. If the MagicMaster API is loaded, use the !magic --extract-db Class-DB command to extract the database to a character sheet to examine and update the class rules. Examples of Classes currently supported are:

    ' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'
    Fighter classesWizard ClassesPriest ClassesRogue Classes
    WarriorWizardPriestRogue
    FighterMageClericThief
    RangerAbjurerDruidBard
    PaladinConjurerHealerAssassin
    BeastmasterDivinerPriest of Life
    BarbarianEnchanterPriest of War
    Defender (Dwarven)IllusionistPriest of Light
    InvokerPriest of Knowledge
    NecromancerShaman
    Transmuter
    ' + +'

    The level for each class must be entered in the corresponding field. Multiple classes and levels can be entered, and will be dealt with accordingly. Generally, the most beneficial outcome for any combination will be used.

    ' + +'

    6. Magic Items and Equipment

    ' + +'

    All magic items and standard equipment, including weapons, armour, lanterns etc, are held in the Items table, which by default is set to the potions table, repeating_potions, on the Character Sheet. As with other fields, this can be changed in the \'fields\' object. The best way to put items into this table is by using the MagicMaster API commands --edit-mi or the GM-only command --gm-edit-mi. Alternatively, the AttackMaster --edit-weapons command can be used to load weapons, ammunition and armour into the Items table. It is generally possible to enter item names and quantities directly into the table and use them within the system, but only items that also exist in the supplied databases will actually work fully with the API (i.e. be recognised by the API as weapons, armour, ammo, etc). Other items can be in the table but will not otherwise be effective.

    ' + +'

    Items can be added to the databases. See the Database Handouts for more information on the databases.

    ' + +'

    7. Weapons and Ammo

    ' + +'

    For the APIs to work fully the melee weapons, damage, ranged weapons and ammo must be selected using the AttackMaster --weapon command to take the weapon \'in hand\'. This will display a menu to take weapons and shields from the Items table and take them in hand, ready to use. This automatically fills all the correct fields for the weapons and ammo to make attacks, including many fields that are not displayed. Entering weapon data directly into the melee weapon, damage, ranged weapon and ammo tables will generally work, but will be overwritten if the --weapon command is used. Also, some API functions may not work as well or at all.

    ' + +'

    For the InitiativeMaster API to support weapon attack actions weapon name, speed and number of attacks are the most important fields. For the AttackMaster API to support attack rolls, proficiency calculations, ranged attacks, strength and dexterity bonuses, and other aspects of functionality, fill in as many fields as are visible on the character sheet. When entering data manually, ensure that the row a melee or ranged weapon is in matches the row damage or ammo is entered in the respective tables (there is no need to do this if using AttackMaster functions to take weapons in-hand, as the relevant lines are otherwise linked).

    ' + +'

    8. Weapon Proficiencies

    ' + +'

    Weapon Proficiencies must be set on the Character Sheet. This is best done by using the CommandMaster API character sheet management functions, but can be done manually. Both specific weapons and related weapon groups can be entered in the table, and when a Player changes the character\'s weapons in-hand the table of proficiencies will be consulted to set the correct bonuses and penalties. Weapon specialisation and mastery (otherwise known as double specialisation) are supported by the CommandMaster functions, but can also be set by ticking/selecting the relevant fields on the Character Sheet weapon proficiencies table. If entered manually, if a weapon or its related weapon group does not appear in the list, it will be assumed to be not proficient. However, if CommandMaster is used to set proficiencies, just having proficiency in a weapon will mean automatic related weapon proficiency in any related weapon.

    ' + +'

    9. Spell books and memorisable spells

    ' + +'

    The best (and easiest) way to give a Character or NPC spells and powers is to use CommandMaster API to add spells and powers to the Character\'s spellbooks, and MagicMaster API to memorise and cast spells and use powers. However, for the purposes of just doing initiative and selecting which spell to cast in the next round, the spells and powers can be entered manually onto the character sheet. Spells are held in the relevant section of the Spells table, which by default is set to the character sheet spells table, repeating_spells. As with other fields, this can be changed in the \'fields\' object. Note that on the Advanced D&D 2e character sheet Wizard spells, Priest spells & Powers are all stored in various parts of this one very large table.

    ' + +'

    If you are just using the character sheet fields to type into, add spells (or powers) to the relevant "Spells Memorised" section (using the [+Add] buttons to add more as required) a complete row at a time (that is add columns before starting the next row). Enter the spell names into the "Spell Name" field, and "1" into each of the "current" & "maximum" "Cast Today" fields - the API suite counts down to zero on using a spell, so in order for a spell to appear as available (not greyed out) on the initiative menus, the "current" number left must be > 0. This makes spells consistent with other tables in the system (e.g. potion dose quantities also count down as they are consumed, etc).

    ' + +'

    Then, you need to set the "Spell Slots" values on each level of spell to be correct for the level of caster. Just enter numbers into each of the "Level", "Misc." and "Wisdom" (for Priests) fields, and/or tick "Specialist" for the Wizard levels as relevant. This will determine the maximum number of spells memorised each day, that will appear in the spells Initiative Menu. Do the same for Powers using the "Powers Available" field. As with other fields on the character sheet, each of these fields can be re-mapped by altering the \'fields\' object in the RPGMaster Library API.

    ' + +'

    Spells can only be cast if they have macros defined in the spell databases (see Spell Database Handout). If the CommandMaster API is loaded, the DM can use the tools provided there to manage Character, NPC & creature spell books and granted powers from the provided spell & power databases.

    ' + +'

    The spells a spell caster can memorise (what they have in their spell books, or what their god has granted to them) is held as a list of spell names separated by vertical bars \'|\' in the character sheet attribute defined in fields.Spellbook (on the AD&D2E character sheet \'spellmem\') of each level of spell. On the AD&D2E sheet, the spell books are the large Spell Book text fields at the bottom of each spell level tab. The spell names used must be identical (though not case sensitive) to the spell ability macro names in the spell databases (hence the hyphens in the names). So, for example, a 1st level Wizard might have the following in their large Wizard Level 1 spell book field:

    ' + +'
    Armour|Burning-Hands|Charm-Person|Comprehend-Languages|Detect-Magic|Feather-fall|Grease|Identify|Light|Magic-Missile|Read-Magic|Sleep
    ' + +'

    Only these spells will be listed as ones they can memorise at level 1. When they learn new spells and put them in their spell book, this string can be added to just by typing into it. When they reach 3rd level and can have 2nd level spells, the following string might be put in the spell book on the Level 2 Wizard spells tab:

    ' + +'
    Alter-Self|Invisibility|Melfs-Acid-Arrow|Mirror-Image|Ray-of-Enfeeblement
    ' + +'

    Again, as they learn more spells and put them in their spell book, just edit the text to add the spells.

    ' + +'

    Once these spell books are defined, the DM or Player can use the MagicMaster --mem-spell command (or an action button and associated ability macro on the Character Sheet) to memorise the correct number of these spells in any combination and store those on the Character Sheet.

    ' + +'

    10. Powers

    ' + +'

    Powers are defined in the Powers database - see Database handouts - though it is possible to use Wizard or Priest spells as powers. If the CommandMaster API is also loaded, the DM can use the tools provided there to manage Character, NPC & creature spellbooks and granted powers.

    ' + +'

    Powers work in an almost identical way to Wizard & Priest spells, except that there is only 1 level of powers. Powers that the character has are added to the spell book on the Powers tab in the same way as spells, and then memorised using the --mem-spell command (which also works for powers with the right parameters). If you want to add Wizard or Priest spells as powers that can be used one or more times a day, or at will, the CommandMaster token setup spellbook function allows spells to be added to the powers spellbook. Otherwise, just add the name of the spell with a prefix of "MU-" or "PR-" manually to the powers spellbook e.g. to add a Wizard Light spell as a power, add it to the powers spellbook as "MU-Light". Spells added in this way can be memorised as powers in exactly the same way as other powers.

    ' + +'
    ', + }, + WeaponDB_Handout: {name:'Weapon & Armour Database Help', + version:1.24, + avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703', + bio:'
    ' + +'Weapon & Armour Database Help v1.24' + +'
    ' + +'
    ' + +'

    Weapon and Armour Databases

    ' + +'
    for AttackMaster v'+version+' and later
    ' + +'

    New in this Help Handout

    ' + +'
      ' + +'
    • New Item Inheritance
    • ' + +'
    • New Dancing Weapons
    • ' + +'
    • New Configurable Items and the Query Attribute
    • ' + +'
    ' + +'

    1. General Database information

    ' + +'

    The RPGMaster APIs use a number of databases to hold Ability Macros defining weapons, ammo, and items of armour and their specifications, defined in the RPGMaster Library for various game versions. Previous versions of the RPGMaster series of APIs held their databases all externally as character sheets: from this version onwards this is not the case for databases supplied with the APIs, which are now held internally to the APIs. However, the AttackMaster or MagicMaster API command --extract-db can be used to extract any or all standard databases to Character Sheets for examination and update. DMs can add their own weapons, ammo and armour to additional databases held as Character Sheets. Additional databases should be named as follows:

    ' + +'' + +'' + +'
    Weapons:additional databases: MI-DB-Weapons-[added name] where [added name] can be replaced with anything you want.
    Ammo:additional databases: MI-DB-Ammo-[added name] where [added name] can be replaced with anything you want.
    Armour:additional databases: MI-DB-Armour-[added name] where [added name] can be replaced with anything you want.
    ' + +'

    However: the system will ignore any database with a name that includes a version number of the form "v#.#" where # can be any number or group of numbers e.g. MI-DB v2.13 will be ignored. This is so that the DM can version control their databases, with only the current one (without a version number) being live.

    ' + +'

    There can be as many additional databases as you want. Other Master series APIs come with additional databases, some of which overlap - this does not cause a problem as version control and merging unique macros is managed by the APIs.

    ' + +'

    Important Note: all Character Sheet databases must have their \'ControlledBy\' value (found under the [Edit] button at the top right of each sheet) set to \'All Players\'. This must be for all databases, both those provided (set by the API) and any user-defined ones. Otherwise, Players will not be able to run the macros contained in them.

    ' + +'

    Important Note: databases extracted using the --extract-db command will be able to be edited, but will also slow the system down - the versions held internally in the APIs are much faster for the system to access. Once any extracted database has been examined, it is best to delete them and use the --check-db to re-index the databases so the system operates as fast as possible.

    ' + +'

    Each database has a similar structure, with:

    ' + +'
    • Ability Macros named as the weapon, ammo or armour specified, and used to describe and provide specifications for using the commands with the AttackMaster API;
    • ' + +'
    • Custom Attributes with the attribute name "ct-ability-macro-name", one per Ability Macro, which defines the speed and type for each item;
    • ' + +'
    • An entry in a list on the character sheet in the spell book of the relevant Character Sheet tab (various spell books for different items - see entry below);
    • ' + +'
    • Optionally, some entries come also with attributes that define Powers and Spells delivered by or stored on the item.
    ' + +'

    Note: a DM only needs to program the Ability Macro using the formats shown in the next section, and then run the !attk --check-db or !magic --check-db command, which will correctly parse the ability macro and set the rest of the database entries as needed.

    ' + +'

    Ability Macros can be whatever the DM wants and can be as simple or as complex as desired. Roll Templates are very useful when defining ability macros - the RPGMaster Library provides several new Roll Templates that do not rely on any particular Character Sheet: RPGMweapon, RPGMammo, and RPGMarmour are the most relevant. See the RPGMaster Library help handout for further information. When a Player or an NPC or Monster views the specifications of a weapon, ammunition or piece of armour, the APIs run the relevant Ability Macro from the databases as if it had been run by the Player from the chat window. All Roll20 functions for macros are available.

    ' + +'

    1.1 Replacing Provided Weapons

    ' + +'

    If you want to replace any item provided in any of the databases, you can do so simply by creating an Ability Macro in one of your own databases with exactly the same name as the provided item to be replaced. The API gives preference to Ability Macros in user-defined databases, so yours will be selected in preference to the one provided with the APIs.

    ' + +'

    1.2 New Item Inheritance

    ' + +'

    Item definitions can be simplified using item inheritance, where an item definition can inherit data attributes and Roll Template text from a "parent item". This is fully explained in the Magic Database Help handout and not repeated here, so please refer to that help handout for further information on this very helpful feature.

    ' + +'

    2. Weapon & Ammunition Databases

    ' + +'

    Weapon databases are all character sheets that have names that start with MI-DB-Weapon (though in fact, weapons can be in any database starting with MI-DB- if desired), and can have anything put at the end, though those with version numbers of the form v#.# as part of the name will be ignored. Ammunition databases are similar, with the root database MI-DB-Ammo.

    ' + +'

    As previously stated, each weapon definition has 3 (or 4) parts in the database (see Section 1): an Ability Macro with a name that is unique and matches the weapon, an Attribute with the name of the Ability Macro preceded by "ct-", a listing in the database character sheet of the ability macro name separated by \'|\' along with other weapons, and sometimes Attributes defining powers given by, or spells stored on the item. The quickest way to understand these entries is to examine existing entries. Do extract the root databases and take a look (but remember to delete them after exploring the items in them, so as not to slow the system down unnecessarily).

    ' + +'

    Note: The DM creating new weapons does not need to worry about anything other than the Ability Macro in the database, as running the AttackMaster or MagicMaster -check-db MI-DB-Weapons command will update all other aspects of the database appropriately for all databases that have a name starting with or including \'MI-DB-Weapons\', as long as the Specs and Data fields are correctly defined. Use the parameter \'MI-DB-Ammo\' to check and update the ammunition databases. Running the command -check-db with no parameters will check and update all databases.

    ' + +'

    Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing. Ability macros are standard Roll20 functionality and not dependent on the API. Refer to the Roll20 Help Centre for more information.

    ' + +'

    Here are some examples:

    ' + +'

    Longsword

    ' + +'

    &{template:RPGMweapon}{{name=Longsword}} {{subtitle=Sword}}{{Speed=[[5]]}} {{Size=Medium}}{{Weapon=1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade]{{To-hit=+0 + Str bonus}}ToHitData=[w:Longsword, sb:1, +:0, n:1, ch:20, cm:1, sz:M, ty:S, r:5, sp:5]{{Attacks=1 per round + level & specialisation, Slashing}}{{Damage=+0, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword, sb:1, +:0, SM:1d8, L:1d12]{{desc=This is a normal sword. The blade is sharp and keen, but nothing special.}}

    ' + +'

    The ability specification for this Longsword uses a Roll20 Roll Template, in this case defined in the RPGMaster Library (see the help handout for the Library to review the specifications of this template), but any Roll Template you desire can be used. The entries in the Roll Template itself can be anything you desire, giving as much or as little information as you want. However, the important elements for the APIs are those highlighted. Each of these elements are inserted between the elements of the Roll Template, meaning they will not be seen by the player when the macro is run. Generally spaces, hyphens and underscores in the data elements are ignored, and case is not significant. Each element is described below:

    ' + +'
    Specs = [Type, Class, Handedness, Weapon Group]
    ' + +'

    The Specs section describes what weapon type and proficiency groups this weapon belongs to. These fields must be in this order. This format is identical for all database items, whether in these databases or others used by the Master series of APIs.

    ' + +'' + +'' + +'' + +'
    Typeis the type of the weapon, often the same as the ability macro name without magical plusses.
    Classis one of Melee, Ranged, or Ammo (preceded by \'Innate-\' if the weapon does not require proficiency).
    Handednessis #H, where # is the number of hands needed to wield the weapon.
    Weapon Groupis the group of related weapons that the weapon belongs to.
    ' + +'
    ToHitData = [w:Longsword, sb:1, +:0, n:1, ch:20, cm:1, sz:M, ty:S, r:5, sp:5]
    ' + +'

    The ToHitData section specifies the data relating to an attack with the weapon. These fields can be in any order.

    ' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'
    w:<text> the name to display for attacks with this weapon
    sb:<0/1> strength bonus flag - specifies if the strength bonus is applicable to the To-Hit roll
    +:<[+/-]#> the magical attack bonus/penalty - an integer of any size
    n:<#[/#]> the basic number of attacks per round: the API will modify to account for specialisation and level
    ch:<1-20> the roll for a Critical Hit, shown in the API with a green border to the attack AC achieved
    cm:<1-20> the roll for a Critical Miss, shown in the API with a red border to the attack AC achieved
    sz: the size of the weapon
    ty: the type of damage done by the weapon - Slashing, Piercing and/or Bludgeoning
    sp:<#> the speed of the weapon in segments
    r:<[+/-/=]# [/#/#/#] > the range or range modifier of the weapon. Ranged weapons use PB / S / M / L
    ' + +'

    The number of attacks per round, n:, can be an integer or a fraction such as 3/2 meaning 3 attacks every 2 rounds. If using the InitMaster API the Tracker will have the correct number of entries for the Character relating to the number of attacks in the current round.

    ' + +'

    The range for the weapon, r:, can be a single integer (representing the range of a melee weapon or simple ranged weapon) or a range modifier, starting with +, -, or =. The range modifier will amend the range of the ammo for a ranged weapon - ranged weapons vary their range with the ammo used. The weapon can use that range or modify it. Ranged weapon range modifiers can be of the form [[+/-]#/][+/-]#/[+/-]#/[+/-]# which will add or subtract a different modifier for each range ([Point Blank] / Short / Medium / Long - Point Blank range is optional)

    ' + +'
    DmgData = [w:Longsword, sb:1, +:0, SM:1d8, L:1d12]
    ' + +'

    The DmgData section specifies the data relating to the damage done by the weapon, and relates to melee weapons only (not ranged weapons). These fields can be in any order.

    ' + +'' + +'' + +'' + +'' + +'
    w:<text> the name to display for damage calculations for this weapon
    sb:<0/1> strength bonus flag - specifies if the strength bonus is applicable to the Damage roll
    +:<[+/-]#> the magical damage bonus/penalty - an integer of any size
    sm: the base dice roll vs. small/medium creatures excluding any magical bonus
    l: the base dice roll vs. large/huge creatures excluding any magical bonus
    ' + +'

    There are other optional fields that can be specified for To-Hit and/or Dmg data: see Section 4 below for complete details of all possible values.

    ' + +'
    ' + +'

    Bastardsword+1

    ' + +'

    &{template:RPGMweapon}{{name=Bastard Sword+1}}{{subtitle=Magic Sword}}{{Speed=[[5]]}}{{Size=Medium}}{{Weapon=1 or 2-handed melee long blade}}Specs=[Bastard-Sword,Melee,1H,Long-blade],[Bastard-Sword,Melee,2H,Long-blade]{{To-hit=+1 + Str Bonus}}ToHitData=[w:Bastard Sword+1, sb:1, +:1, n:1, ch:20, cm:1, sz:M, ty:S, r:5, sp:6,rc:uncharged],[w:Bastard Sword 2H+1, sb:1, +:1, n:1, ch:20, cm:1, sz:M, ty:S, r:5, sp:8,,rc:uncharged]{{Attacks=1 per round + specialisation & level, Slashing}}{{Damage=+1, 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}DmgData=[w:Bastard Sword+1,sb:1,+:1,SM:1d8,L:1d12],[w:Bastard Sword 2H+1,sb:1,+:1,SM:2d4,L:2d8]{{desc=This is a normal magical sword. The blade is sharp and keen, and is a +[[1]] magical weapon at all times.}}

    ' + +'

    The Bastardsword can be used either single handed or two handed with different to-hit and damage outcomes. This can be represented in the macro as shown here, with multiple specification sections. When using the AttackMaster API !attk --weapon command to take the Bastardsword in hand, choosing 1 hand (either left or right) will use the 1-handed specifications, and choosing to take it in Both Hands will use the 2-handed specifications.

    ' + +'

    All the field definitions are the same as for the Longsword example above, but there are (in this case) two sets of data for each section, the first set for 1-handed, the second set for 2-handed (as defined by the handedness entry in the Specs section data sets.

    ' + +'
    ' + +'

    Longbow

    ' + +'

    &{template:RPGMweapon}{{name=Longbow}}{{subtitle=Bow}}{{Speed=[[8]]}}{{Size=Medium}}{{Weapon=Ranged 2-handed Bow}}Specs=[Longbow,Ranged,2H,Bow]{{To-hit=+0 + Dex Bonus}}ToHitData=[w:Longbow,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:L,ty:P,sp:8]{{Attacks=Piercing, 2 per round}}{{desc=This is a normal longbow. The wood is polished, the string taut, but nothing special.}}

    ' + +'

    A ranged weapon like a Longbow uses the same data section definitions as melee weapons except for the following additions and differences.

    ' + +'
    ToHitData=[w:Longbow,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:L,ty:P,sp:8]
    ' + +'

    The To-Hit section has an extra option:

    ' + +'' + +'
    db:<0/1> dexterity bonus flag - specifies if the dexterity bonus is applicable to the To-Hit roll.
    r:the range data is not provided because this weapon does not modify the range of its ammo, but could be provided if required.
    ' + +'

    There is no DmgData section, as damage is defined by the ammo.

    ' + +'
    ' + +'

    Shortbow of Targeting

    ' + +'

    &{template:RPGMweapon}{{name=Shortbow of Targeting}}{{subtitle=Bow}}{{Speed=7/6/5/3}}{{Size=Medium}}{{Weapon=2-handed ranged bow }}Specs=[Shortbow,Ranged,2H,Bow],[Shortbow,Ranged,2H,Bow],[Shortbow,Ranged,2H,Bow],[Shortbow,Ranged,2H,Bow]{{To-hit=Dexterity bonus + 0 charges = normal bow
    ' + +'1 charge = +1 to hit
    ' + +'2 charges = +2 to hit
    ' + +'3 charges = +4 to hit}}ToHitData=[w:Shortbow +0,sb:0,db:1,+:0,n:2,ch:20,cm:1,sz:M,ty:P,sp:7,c:0,rc:recharging],[w:Shortbow +1,sb:0,db:1,+:1,n:2,ch:20,cm:1,sz:M,ty:P,sp:6,c:1,rc:recharging],[w:Shortbow +2,sb:0,db:1,+:2,n:2,ch:20,cm:1,sz:M,ty:P,sp:5,c:2,rc:recharging],[w:Shortbow +4,sb:0,db:1,+:4,n:2,ch:20,cm:1,sz:M,ty:P,sp:3,c:3,rc:recharging],{{Attacks=2 per round, no increases, Piercing}}{{desc=This shortbow has a charged magical targeting sight which incorporates a zoom dial. Increasing the zoom uses more magical charges, but improves the attack roll: 1 charge = +1, 2 charges = +2 and 3 charges = +4. Extra charges also speed up the bow as it is easier to draw the shot. The zoom can be returned to zero, and the bow shot as a notrmal shortbow.
    ' + +'Once all charges are expended, the bow continues to operate as a normal bow, and the charges will be regained after a long rest.}}

    ' + +'

    This ranged weapon has magical capabilities which require charges to be expended, though it can be used as a normal weapon without expending any charges. The database definition uses the multiple attack specifications as per the Bastardsword above, but this time to create additional rows in the Attack menu with different attack speeds and damage values that use different charges.

    ' + +'' + +'' + +'
    c: # The number of charges expended by an attack. Defaults to 1, and does not apply to uncharged items
    ' + +'

    When shown in the Attack menu, any version of the weapon which requires more charges than it currently has will be gray, and will not be selectable for an attack.

    ' + +'
    ' + +'

    Flight-Arrow+2 (Ammunition Database)

    ' + +'

    &{template:RPGMammo}{{name=Flight Arrow+2}}{{subtitle=Magic Weapon}}{{Speed=As per bow}}{{Size=Small}}Specs=[Flight-Arrow,Ammo,1H,Arrow],[Flight-Arrow,Ammo,1H,Arrow]{{Ammo=+2,
    ' + +'**Warbow** vs. SM:1d8, L:1d8,
    ' + +'**Other Bows** vs. SM:1d6, L:1d6, Piercing}}AmmoData=[w:Flight Arrow+2, st:Bow, sb:1, +:2, SM:1d6, L:1d6],[w:Warbow Flight Arrow+2, t:warbow, sb:1, +:2, SM:1d8,L:1d8]{{Range=PB:30, others vary by bow
    ' + +'**Shortbow:**
    ' + +'S:50, M:100, L150,
    ' + +'**Longbow:**
    ' + +'S:60, M:120, L:210,
    ' + +'**Warbow:**
    ' + +'S90, M:160, L:250,
    ' + +'**Composite Sbow:**
    ' + +'S:50, M:100, L:180,
    ' + +'**Composite Lbow:**
    ' + +'S:70, M:140, L:210}}RangeData=[t:longbow, +:2, r:3/6/12/21],[t:shortbow, +:2, r:3/5/10/15],[t:warbow, +:2, r:3/9/16/25],[t:compositelongbow, +:2, r:3/7/14/21],[t:compositeshortbow, +:2, r:3/5/10/18]{{desc=A magical Flight Arrow of very fine quality}}

    ' + +'

    Ammo has a different specification, as the To-Hit data sections are obviously part of the ranged weapon data. Instead it provides data on which weapons this can be ammo for, and what ranges it has for each. To determine this, it uses the weapon type and group-type set in the weapon Specs section.

    ' + +'
    AmmoData=[w:Flight Arrow+2, st:Bow, sb:1, +:2, SM:1d6, L:1d6],[w:Warbow Flight Arrow+2, t:warbow, sb:1, +:2, SM:1d8,L:1d8]
    ' + +'

    The AmmoData section is mostly the same as the DmgData sections (order of fields is immaterial and spaces, hyphens and underscores ignored in type and supertype names), but repeated data sets relate to the data for different types of weapon, and in addition:

    ' + +'' + +'
    t: the specific type of ranged weapon this data matches - takes priority over st:. An example is Longbow
    st: the group-type of ranged weapon this data can be used for. An example is Bow, which means all bows
    ' + +'
    RangeData=[t:longbow, +:2, r:3/6/12/21],[t:shortbow, +:2, r:3/5/10/15],[t:warbow, +:2, r:3/9/16/25], [t:compositelongbow, +:2, r:3/7/14/21],[t:compositeshortbow, +:2, r:3/5/10/18],[st:bow, +:2, r:3/5/10/15]
    ' + +'

    The RangeData section has one or more data sets relating to weapons that result in different ranges. The range specifications can have 3 or 4 parts: if 4, the first is for Point Blank range which is only relevant for specialists; the remaining 3 are always short, medium & long ranges. The ranges are normally specified as they are in the Player\'s Handbook, with 1 representing 10 etc. However, if the Short range is specified as 10 or greater, or the ranges are preceeded by \'=\' (e.g. r:=5/10/20), the ranges will be taken as literal and not multiplied by 10.

    ' + +'

    Self-ammoed weapons e.g. Warhammer

    ' + +'

    &{template:RPGMweapon}{{name=Warhammer}}{{subtitle=Hammer/Club}} {{Speed=[[4]]}}{{Size=Medium}}{{Weapon=1-handed melee or thrown club}}Specs=[Warhammer,Melee,1H,Clubs],[Warhammer,Ranged,1H,Clubs]{{To-hit=+0 + Str & Dex bonus}}ToHitData=[w:Warhammer, sb:1, +:0, n:1, ch:20, cm:1, sz:M, ty:B, r:5, sp:4],[ w:Warhammer, sb:1, db:1, +:0, n:1, ch:20, cm:1, sz:M, ty:B, sp:4]{{Attacks=1 per round + level & specialisation, Bludgeoning}}{{Damage=+0, vs SM:1d4+1, L:1d4, + Str bonus}}DmgData=[ w:Warhammer, sb:1, +:0, SM:1+1d4, L:1d4][]{{Ammo=+0, vs SM:1d4+1, L:1d4, + Str bonus}}AmmoData=[w:Warhammer,t:Warhammer,st:Throwing-club,sb:1,+:0,SM:1+1d4,L:1d4]{{Range=S:10, M:20, L:30}}RangeData=[t:Warhammer,+:0,r:1/2/3]{{desc=This is a normal warhammer. The blade is sharp and keen, but nothing special.}}

    ' + +'

    A melee weapon that can also be thrown, and is its own ammunition, is termed a "self-ammoed" weapon. Its definition combines the data elements of both melee weapons, ranged weapons and ammunition.

    ' + +'
    Specs=[Warhammer,Melee,1H,Clubs],[Warhammer,Ranged,1H,Clubs]
    ' + +'

    Has two Specs data sets, one as a melee weapon and one as a ranged weapon.

    ' + +'
    ToHitData=[w:Warhammer, sb:1, +:0, n:1, ch:20, cm:1, sz:M, ty:B, r:5, sp:4],[ w:Warhammer, sb:1, db:1,  +:0, n:1, ch:20, cm:1, sz:M, ty:B, sp:4]
    ' + +'

    ToHitData also has two sets of data, each of which relates to the corresponding Specs set.

    ' + +'
    DmgData=[ w:Warhammer, sb:1, +:0, SM:1+1d4, L:1d4],[]
    ' + +'

    DmgData does have two data sets, but the one corresponding to the ranged data is empty, as this data is in the Ammo data set.

    ' + +'
    AmmoData=[w:Warhammer,t:Warhammer,st:Throwing-club,sb:1,+:0,SM:1+1d4,L:1d4]
    ' + +'

    There is only 1 Ammo data set, as it only relates to the one weapon, itself.

    ' + +'
    RangeData=[t:Warhammer,+:0,r:1/2/3]
    ' + +'

    And only 1 Range data set, as it only relates to itself.

    ' + +'

    Important Note: Magical self-Ammoed / Thrown weapons must only have the magical bonus (or penalty for cursed items) defined in the AmmoData +: attribute. This will be added both to the To-Hit calculation and to the Damage calculation. The ToHitData +: attribute should be set to +:0 or not specified at all (defaults to 0) as otherwise the To-Hit calculation will gain both a plus from the ToHit data and also from the AmmoData. This is equivalent to having a separate ranged weapon (such as a bow) with +:0 (the normal state) firing magical ammunition (such as Flight Arrow+1).

    ' + +'

    Reusable, returning, breaking and modifying ammo

    ' + +'

    Some ammunition (and also Self-ammoed weapons) behave differently to normal ammo when used: some breaks and cannot be retrieved (e.g. glass arrows), others magically return to the thrower\'s hand, and yet others change state when used (such as an unfolding net). These types of ammunition use the reuse attribute in their AmmoData section:

    ' + +'' + +'' + +'
    ru:[-]#Defines the reusability or altering state of the ammunition
    ' + +'

    The reuse attribute can take the following values:

    ' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'
    ValueExampleDescription
    -2Staff-SpearThe ammunition and weapon will be deleted from all weapon tables when thrown as a ranged weapon, representing a non-returning magically charged thrown weapon, only recovered by using again as a magic item
    -1Glass ArrowThe ammunition will break on use, and is not recoverable
    0Flight ArrowThe default value. The ammunition will behave normally, reducing by 1 on use, and recoverable if the DM agrees
    1Whelm (magic Warhammer)The ammunition quantity does not reduce with use. The ammo magically returns by itself
    2Spitting Snake VenomsThe ammunition is one of several possible for the weapon, but when one is used it becomes the only type available, not reducing, while the others all become 0 quantity
    3Net (Folded to Unfolded)The ammunition has two or more states. The selected ammo will reduce by 1 and the other states will increase by 1
    ' + +'
    ' + +'

    Making a 1-Handed Weapon able to be 2-Handed

    ' + +'

    Generally, it is not worth wielding the average 1-Handed weapon with both hands - you gain no advantage and lose use of the other hand. Clearly, there are some exceptions like a Basterd Sword which is designed to be used as either 1-handed or 2-handed and gains extra damage from doing so.

    ' + +'However: certain 1-handed weapons gain benefits when a character has proficiency in the Two-Hander Fighting Style, and perhaps with other (custom) fighting styles the DM chooses to set up. However, those without these proficiencies should not gain benefit from 2-handed use of these weapons. To achieve this outcome, these weapons need to be specified in a particular fashion in the Weapons Database. Here is an example:

    ' + +'

    Battle Axe

    ' + +'

    &{template:RPGMweapon}{{name=Battle Axe}} {{subtitle=Axe}} {{Speed=[[7]]}} {{Size=Medium}} {{Weapon=1-handed melee axe}} Specs=[Battle-Axe,Melee,1H,Axe],[Battle-Axe,Melee,2H,Axe] {{To-hit=+0 + Str Bonus}} ToHitData=[w:Battle Axe,sb:1,+:0,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:7,rc:uncharged] {{Attacks=1 per round + specialisation & level, Slashing}} {{Damage=+0, SM:1d8, L:1d12 + Str Bonus}} DmgData=[w:Battle Axe,sb:1,+:0,SM:1d8,L:1d12] {{desc=A standard Battle Axe of good quality, but nothing special}}

    ' + +'

    Here it can be seen that there are two data sets specified for the Specs field and only one data set specified for the ToHitData. Doing this tells the APIs that this weapon can be taken in both hands, but generally will not gain any different advantages. If a Character is proficient or specialised in Two-Hander Fighting Style, however, the APIs will see that this is a 1-handed weapon held in both hands, and allocate it the correct benefits. But only certain weapons gain these benefits, so only certain weapons in the database should be set up this way.

    ' + +'

    New Dancing Weapons

    ' + +'

    Only one dancing weapon is defined in the Dungeon Master\'s Guide, the "Sword of Dancing". However, with RPGMaster APIs, any weapon can be made to dance including ranged weapons:

    ' + +'

    Longsword of Dancing

    ' + +'

    &{template:RPGMweapon}{{title=Longsword of Dancing}} {{subtitle=Magical Sword}}{{Speed=[[5]]}} {{Size=Medium}}WeapData=[d:+1/4]{{Weapon=Dancing 1-handed melee long-blade}}Specs=[Longsword,Melee,1H,Long-blade]{{To-hit=+1/2/3/4 on sequential rounds + Str bonus}}ToHitData=[w:Longsword of Dancing, sb:1, +:0, n:1, ch:20, cm:1, sz:M, ty:S, r:5, sp:5]{{Attacks=1 per round + level & specialisation, Slashing}}{{Damage=+1/2/3/4 on sequential rounds, vs SM:1d8, L:1d12, + Str bonus}}DmgData=[w:Longsword, sb:1, +:0, SM:1d8, L:1d12]{{desc=This is a very special sword. It is etched with dramatic battle scenes, almost balletic in grace and poise.}}

    ' + +'

    This weapon will automatically be identified as a "dancing weapon" when taken In-hand using the Attk Menu > Change Weapon dialog. The necessary data attribute to be placed in the WeapData section is shown below:

    ' + +'' + +'' + +'
    d:[+/-]# [|#]Defines the change in magical plus per round, optionally followed by a pipe and number of dancing rounds (defaults to 4)
    ' + +'

    Such a weapon must be held in-hand (and presumably used to attack) for a number of rounds before it will dance, with the magical plus of the weapon changing by a defined amount each round (which can be positive, zero or negative). Once that number of rounds has passed, the weapon will automatically start dancing, and the player will be presented with the Change Weapon dialog to select a new weapon to take in hand. The dancing weapon will automatically be given an initiative roll each round while dancing, the magical plus will be reset to that defined for the first round in the specification and will again increment round on round. Once the number of rounds has again passed, the weapon will stop dancing: the player will need to take the weapon in-hand again to restart the sequence.

    ' + +'

    Note: the magical plus of the weapon on the first round in the sequence will always be that specified by the +:# attribute incremented by the dancing increment from the d:[+/-]# attribute. Thus a ToHitData and DmgData entru of +:0 and a WeapData specification of d:+1/4 will result in the first round plus being +1.

    ' + +'

    Dancing weapons work by using Effects managed by the RoundMaster API, which needs to be loaded for them to work. This weapon definition will automatically create the required effects for RoundMaster to use (using the !rounds --dancer command), which will work in a standard way, following the approach for a "Sword of Dancing" defined in the DMG. If you want a specialised dancing weapon using a different approach, you will need to define your own dancing weapon effects using the information in the Effects Database Help handout.

    ' + +'

    Artifact sword

    ' + +'

    &{template:RPGMweapon}{{name=Jim the Sun Blade
    ' + +'Intelligent, Neutral}}{{subtitle=Magic Sword}}{{Speed=[[3]]}}WeapData=[w:Jim the Sun Blade,ns:5][cl:PW,w:Jims-Locate-Object,sp:100,lv:6,pd:1],[cl:PW,w:Jims-Find-Traps,sp:5,lv:6,pd:2],[cl:PW,w:Jims-Levitation,sp:2,lv:1,pd:3],[cl:PW,w:Jims-Sunlight,sp:3,lv:6,pd:1],[cl:PW,w:Jims-Fear,sp:4,lv:6,pd:2]{{Size=Special (feels like a Shortsword)}}{{Weapon=1 or 2 handed melee Long or Short blade}}Specs=[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword|Short-sword,Melee,1H,Long-blade|Short-blade],[Bastard-sword,Melee,2H,Long-blade],[Bastard-sword,Melee,2H,Long-blade]{{To-hit=+2, +4 vs Evil + Str Bonus}}ToHitData=[w:Jim +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim 2H +2,sb:1,+:2,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3],[w:Jim 2H vs Evil+4,sb:1,+:4,n:1,ch:20,cm:1,sz:M,ty:S,r:5,sp:3]{{Attacks=1 per round}}{{Damage=+2, +4 vs Evil, + 1-handed SM:1d8 L:1d12, 2-handed SM:2d4 L:2d8}}DmgData=[w:Jim+2,sb:1,+:2,SM:1d8,L:1d12],[w:Jim vs Evil+4,sb:1,+:4,SM:2d4,L:2d8],[w:Jim 2H +2,sb:1,+:2,SM:1d8,L:1d12],[w:Jim 2H vs Evil+4,sb:1,+:4,SM:2d4,L:2d8]{{desc=An intelligent weapon: A Sun Blade called Jim (DMs Guide Page 185). It is Neutral. It needs its owner to be proficient with either a Short or Bastard Sword or promise to get such proficiency as soon as possible. It cannot be used by someone who is not proficient. It requires its owner to be Neutral on at least one of its axis, and may not be Evil. NG LN CN and of cause true N are all ok. Abilities:
    ' + +'**1:** It is +2 normally, or +4 against evil creatures, and does Bastard sword damage.
    ' + +'**2:** It feels and react as if it is a short sword and uses short sword striking time.
    ' + +'**3:** [Locate Object](!magic --mi-power @{selected|token_id}|Jims-Locate-Object|Jim-the-Sun-Blade|6) at [[6]]th Level in 120\' radius (1x day).
    ' + +'**4:** [Detect traps](!magic --mi-power @{selected|token_id}|Jims-Find-Traps|Jim-the-Sun-Blade|6) of large size in 10\' radius (2xday).
    ' + +'**5:** [Levitation](!magic --mi-power @{selected|token_id}|Jims-Levitation|Jim-the-Sun-Blade|1) 3x a day for 1 turn (cast at 1st Level).
    ' + +'**6:** [Sunlight](!magic --mi-power @{selected|token_id}|Jims-Sunlight|Jim-the-Sun-Blade|6) Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely.
    ' + +'**7:** It has a special purpose namely Defeat Evil.
    ' + +'**8:** On hitting an Evil being it causes [Fear](!magic --mi-power @{selected|token_id}|Jims-Fear|Jim-the-Sun-Blade|6) for 1d4 rounds (unless saving throw is made). It can do this **twice a day** when the wielder desires.
    ' + +'**9:** It speaks Common and its name is Jim. It will talk to the party.
    ' + +'**10:** It has an ego of 16 and is from Yorkshire.
    ' + +'**11:** It will insist on having a Neutral wielder. (See Intelligent weapons on page 187 in DMG).
    ' + +'**12:** If picked by a player, it will be keen to become the players main weapon.
    ' + +'**13:** If picked up by a player who is not Neutral it will do them 16 points of damage}}

    ' + +'

    An artefact such as an intelligent sword with powers introduces data sets that specify the powers that the artefact has and how often they can be used. These match the API Buttons with calls to the MagicMaster API to enact the powers.

    ' + +'

    WeapData=[w:Jim the Sun Blade,ns:5][cl:PW,w:Jims-Locate-Object,sp:100,lv:6,pd:1],[cl:PW,w:Jims-Find-Traps,sp:5,lv:6,pd:2],[cl:PW,w:Jims-Levitation,sp:2,lv:1,pd:3],[cl:PW,w:Jims-Sunlight,sp:3,lv:6,pd:1],[cl:PW,w:Jims-Fear,sp:4,lv:6,pd:2]

    ' + +'

    The WeapData data sets can be used to define the powers that an artefact has (or stored spells - see MagicMaster API for more information on spell storing)

    ' + +'

    1st data set:

    ' + +'' + +'
    w:<text> The name of the weapon (not currently used)
    ns:<#> The number of spells or powers for which the specifications follow
    ' + +'

    Subsequent data sets:

    ' + +'' + +'' + +'' + +'' + +'
    cl:< MU / PR / PW > The type of data: MU=Wizard, PR=Priest, PW=Power
    w:<text> Name of the spell or power: must be the same as the corresponding database definition
    sp:<#> Speed of the spell/power casting in segments (1/10ths of a round)
    lv:<#> The level at which the artefact will cast the spell/power (if omitted will use character\'s level)
    pd:<-1 / #> Number per day, or -1 for "use at will"
    ' + +'

    Execute command when taking in-hand or sheathing a weapon

    ' + +'

    &{template:RPGMwandSpell}{{title=Rod of Alertness}}Specs=[Rod of Alertness,Melee,1H,Clubs],[Rod of Alertness,Wand,1H,Conjuration-Summoning]{{splevel=Footman\'s Mace/Rod}}WeapData=[w:Rod of Alertness,wt:10,on:\\api;modattr --charid @{selected|character_id} --fb-public --fb-header @{selected|character_name} acts faster! --fb-content _CHARNAME_ improves their initiative rolls by 1 --init-mod|-1,off:\\api;modattr --charid @{selected|character_id} --fb-public --fb-header @{selected|character_name} acts more slowly --fb-content _CHARNAME_\'s initiative rolls return to normal --init-mod|+1 ]{{school=Conjuration/Summoning}}ToHitData=[w:Rod of Alertness,sb:1,+:1,n:1,ch:20,cm:1,sz:M,ty:B,r:5,sp:10,rc:uncharged]{{components=M}}DmgData=[w:Rod of Alertness,sb:1,+:1,SM:1+1d6,L:1d6]{{Time=[[10]]}}WandData=[w:Rod of Alertness,wt:10,sp:10,rc:uncharged,loc:left hand|right hand]{{range=Special}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=This magical rod is indistinguishable from a footman\'s mace +1. It has eight flanges on its macelike head. The rod bestows +1 to the possessor\'s die roll for being *surprised*, and in combat the possessor gains -1 on initiative die rolls. If it is grasped firmly, the rod enables the character to ...
    ' + +'the rest of the specification of this item is not important here

    ' + +'

    Another pair of attributes that can be included in the 1st WeapData data set specify simple commands to execute when the weapon is taken "in-hand" or "sheathed" using the Change Weapon menu. Only simple commands can be specified this way which do not include any multi-line commands or Roll20 macro calls (for more complex actions when taking in-hand or sheathing weapons, see the [Effects Database Help] for the "-inhand" and "-sheathed" event macros). The example above changes the wielder\'s initiative modifier by an improvement of 1 when the Rod of Alertness is taken in-hand, using the Chat Set Attr API !modattr command, and then reduces it back by 1 when the Rod is sheathed.

    ' + +'' + +'
    on:<command>A simple command that can be expressed on a single line, executed when the weapon is taken "in-hand" using the Change Weapon menu
    off:<command>A simple command that can be expressed on a single line, executed when the weapon is "sheathed" (replaced with a different item) using the Change Weapon menu
    ' + +'

    Execute a command on attack or doing damage

    ' + +'

    As with executing a command when drawing or sheathing a weapon, simple commands which do not include multiple lines or Roll20 macro calls can be included in the ToHitData specification for attack commands, in the DmgData specification for melee weapon damage commands, and in the AmmoData specification for ranged weapon damage commands.

    ' + +'
    cmd:<command>A simple command that can be expressed on a single line, execution occuring at a point determined by which data set the tag is in
    ' + +'

    A typical use of such a command is in the ToHitData or DmgData of a weaponised spell:

    ' + +'

    &{template:RPGMspell}{{title=@{selected|Casting-name} casts Wither as a level @{selected|Casting-Level} caster}}{{splevel=Level 7 Priest}}{{school=Necromancy (Reversable)}}{{sphere=Necromantic}}Specs=[Wither,Innate-Melee|PRspellL7,1H,Necromancy]{{components=V,S,M}}{{range=Touch attack}}{{time=[[1]] round}}{{duration=Permanent}}{{aoe=Creature Touched}}ToHitData=[w:Wither,sp:1,sb:0,ty:SPB,r:5,msg:A successful hit withers the member or organ touched ceasing to function in 1 round and dropping off into dust in \\lbrak;2d4 turns\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦@{target¦Who\'s member will wither?¦token_id}¦Wither¦[\\lbrak;10*2d4\\rbrak;]¦-1¦Touched limb / member / organ is withering and turning to dust¦back-pain\\rpar;,cmd:!attk ~~blank-weapon `{selected¦token_id}¦Wither¦silent]{{save=None}}DmgData=[w:Wither,sb:0,SM:0,L:0,msg:A successful hit withers the member or organ touched ceasing to function in 1 round and dropping off into dust in \\lbrak;2d4 turns\\rbrak;\\lpar;!rounds ~~target single¦`{selected¦token_id}¦@{target¦Who\'s member will wither?¦token_id}¦Wither¦[\\lbrak;10*2d4\\rbrak;]¦-1¦Touched limb / member / organ is withering and turning to dust¦back-pain\\rpar;]{{reference=PHB p234}}SpellData=[w:Wither,lv:7,sp:1,gp:0.1,cs:VSM,sph:Necromantic]{{Use=Take the spell in-hand when casting, and attack with it. Called shots attract penalties to hit.}}{{effects=Causes the member or organ touched to cease functioning in one round, dropping off into dust in 2d4 turns. Creatures must be touched for the harmful effect to occur.}}{{materials=A prayer device and unholy water}}

    ' + +'

    In this case, the command !attk --blank-weapon @{selected|token_id}|Wither|silent is included in the ToHitData specification and removes the spell as a weapon as soon as the caster attacks, whether successful or not. If this command had, instead, been included in the DmgData specification, the spell would have remained a usable weapon until the touch was successful and the damage done.

    ' + +'

    New Configurable Items and the Query Attribute

    ' + +'

    It is possible to create weapon (and armour) definitions at have configurable elements, set when the item is first added to a container or a character. This is achieved using the query: attribute in the "WeapData" or "ACdata" section of the item. An example of its use is the Magical Javelin which uses a query to ask what magical plus that armour might grant, including negative / cursed values.

    ' + +'

    Magical Javelin

    ' + +'

    &{template:RPGMweapon}{{prefix=^^weaponMagic#2^^}}{{title=Javelin}}{{name=^^weaponMagic#0^^}}Specs=[Javelin,Melee,1H,Spears], [Javelin,Melee,2H,Spears], [Javelin,Ranged,1H,Throwing-Spears]{{}}WeapData=[w:Javelin, query:weaponMagic=How magical is this weapon?|+0%%0/ |-4%%-4/Cursed |-3%%-3/Cursed |-2%%-2/Cursed |-1%%-1/Cursed |0%%0/ |+1%%1/ |+2%%2/ |+3%%3/ |+4%%4/, st:Javelin, +:^^weaponMagic#1^^, rc:^^weaponMagic#2^^]{{}}ToHitData=[w:Javelin^^weaponMagic#0^^, +:^^weaponMagic#1^^, sb:1, n:1, ch:20, cm:1, sz:M, ty:P, r:5, sp:4],[w:Javelin 2H^^weaponMagic#0^^, +:^^weaponMagic#1^^, sb:1, n:1, ch:20, cm:1, sz:M, ty:P, r:5, sp:4],[w:Javelin^^weaponMagic#0^^, +:0, sb:1, db:1, n:1, ch:20, cm:1, sz:M, ty:P, sp:4]{{}}DmgData=[w:Javelin^^weaponMagic#0^^, +:^^weaponMagic#1^^, sb:1, SM:1d4, L:1d4],[w:Javelin 2H^^weaponMagic#0^^, +:^^weaponMagic#1^^, sb:1, SM:1d6, L:1d6, msg:Does double damage if set against charge],[]{{}}AmmoData=[w:Javelin^^weaponMagic#0^^, +:^^weaponMagic#1^^, t:Javelin, st:Spear, sb:1, SM:1d4, L:1d4]{{}}RangeData=[t:Javelin, +:^^weaponMagic#1^^, r:2/2/4/6]{{}}%{MI-DB|Weapon-Info}{{}} %{MI-DB|Magical-Weapon-Info}{{subtitle=^^weaponMagic#2^^ Spear}} {{subtitle=Spear}} {{Speed=[[4]]}} {{Size=Medium}} {{Weapon=1-or 2-handed ^^weaponMagic#2^^ melee or thrown spear}} {{To-hit=^^weaponMagic#0^^ + Str Bonus}}{{Attacks=1 per round + level & specialisation, Piercing}}{{Damage=^^weaponMagic#0^^, 1H vs SM:1d4, L:1d4, 2H vs SM:1d6, L:1d6 + Str bonus}} {{Ammo=^^weaponMagic#0^^, vs SM:1d4, L:1d4 + Str bonus}} {{Range=PB:20 S:20 M:40 L:60}} {{Looks Like=Javelins are classified as light spears, suitable for melee or missile combat, usable either on horseback or on foot. Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles.}} {{desc=This is an exceptional Javelin. It is light and has a sharp point, and might be special in some way or other.}}

    ' + +'

    The query: attribute in the WeapData section defines the questions that will be asked in standard Roll20 Roll Queries. In this case, a question about the magical bonus (or penalty) is asked using the following format:

    ' + +'
    result-tag=query question|option 1 text%%value 1.1/value 1.2/.../value 1.n|option 2 text%%value 2.1/value 2.2/.../value 2.n|...%%.../.../...|option j text%%value j.1/value j.2/.../value j.n
    ' + +'

    Multiple queries can be concatinated, separated by \'$$\'. Each query posts the option texts in a list. The selected option will then provide the values that substitute dynamic attributes in the data section, which are specified with the syntax ^^result-tag#n^^ where \'n\' is the value index - index 0 is the option text itself. Using the Magical Javelin example, selecting a cursed weapon penalty of -2 replace the following dynamic attributes:

    ' + +'' + +'' + +'' + +'' + +'
    w:Javelin^^weaponMagic#0^^w:Javelin-2
    +:^^weaponMagic#1^^+:-2
    rc:^^weaponMagic#2^^rc:Cursed
    ' + +'

    In fact, there are three pre-defined weapon queries that can be used after the query: attribute that will save some typing:

    ' + +'' + +'' + +'' + +'' + +'' + +'' + +'
    AttributeResolves to
    query:weaponPlusquery:weaponPlus=How magical is this weapon?|+0%%0/|+1%%1/|+2%%2/|+3%%3/|+4%%4/
    query:weaponMagicquery:weaponMagic=How magical is this weapon?|+0%%0/|-4%%-4/Cursed|-3%%-3/Cursed|-2%%-2/Cursed|-1%%-1/Cursed|0%%0/|+1%%1/|+2%%2/|+3%%3/|+4%%4/
    query:weaponCursequery:weaponCurse=How cursed is this weapon?|-0%%0/Cursed/|-1%%-1/Cursed|-2%%-2/Cursed|-3%%-3/Cursed|-4%%-4/Cursed
    query:swordTypeswordType=What type of sword?|Longsword%%M/S/5/1d8/1d12/M/S/5/1d8/1d12|Broadsword%%M/S/5/2d4/1+1d6/M/S/5/2d4/1+1d6|Bastard-Sword%%M/S/6/1d8/1d12/M/S/8/2d4/2d8|Khopesh%%M/S/9/2d4/1d6/M/S/9/2d4/1d6|Shortsword%%S/P/3/1d6/1d8/S/P/3/1d6/1d8|Scimitar%%M/S/5/1d8/1d8/M/S/5/1d8/1d8|Two-Handed-Sword%%L/S/10/0/0/L/S/10/1d10/3d6]
    ' + +'

    Thus the query: attribute in the example could have been shortened to "query:weaponMagic,".

    ' + +'

    The Specs specification cannot use query variables. Thus, as the weapon type can vary if using the swordType pre-defined query shortcut (or a similar construct) there is an alternative approach to specifying the weapon type (and supertype if needed) by using the \'t:\' and \'st\' attributes in the ToHitData section. Each of these can be followed by a literal string defining the type or, more usefully, a query variable (e.g. t:^^swordType#0^^):

    ' + +'' + +'' + +'' + +'
    t:Define the type of weapon for determination of proficiency
    st:Define the tight weapon-group of weapon for determination of related weapon proficiency
    ' + +'

    These attributes override the values given for the 1st and 4th fields in the Specs section.

    ' + +'
    ' + +'

    3. Armour Databases

    ' + +'

    Armour databases are all character sheets that have names that start with MI-DB-Armour (as with weapons, this can be in any database starting with MI-DB- if desired), and can have anything put at the end, though those with version numbers of the form v#.# as part of the name will be ignored.

    ' + +'

    As previously stated and as per the weapon and ammunition databases, each armour definition has 3 parts in the database (see Section 1): the Ability Macro, the ct- attribute, and the listing (and occasionally attributes for powers and spells). The quickest way to understand these entries is to examine existing entries. Do extract to the root databases and take a look (but remember to delete them after examination and use the --check-db command to re-index the databases).

    ' + +'

    Note:The DM creating new armour entries does not need to worry about anything other than the Ability Macro in the database, as running the !attk --check-db MI-DB-Armour or !magic --check-db MI-DB-Armour command will update all other aspects of the database appropriately for all databases that have a name starting with or including \'MI-DB-Armour\', as long as the Specs and Data fields are correctly defined. Running the command -check-db with no parameters will check and update all databases.

    ' + +'

    Here are some examples:

    ' + +'

    Chain Mail

    ' + +'

    &{template:RPGMarmour}{{name=Chain Mail}}{{subtitle=Armour}}{{Armour=Chain Mail}}Specs=[Chain Mail,Armour,0H,Mail]{{AC=[[5]] vs all attacks}}ACData=[a:Chain Mail,st:Mail,+:0,ac:5,sz:L,wt:40]{{Speed=[[0]]}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=This armor is made of interlocking metal rings. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. Several layers of mail are normally hung over vital areas. The links yield easily to blows, absorbing some of the shock. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time.}}

    ' + +'

    The ability specification for this suit of Chain Mail uses a Roll20 Roll Template, in this case defined by the loaded RPGMaster Library. The entries in the Roll Template itself can be anything you desire, giving as much or as little information as you want. However, the important elements for the AttackMaster API are those highlighted. Each of these elements are inserted between the elements of the Roll Template, meaning they will not be seen by the player when the macro is run. Generally spaces, hyphens and underscores in the data elements are ignored, and case is not significant. Each element is described below:

    ' + +'
    Specs=[Chain Mail,Armour,0H,Mail]
    ' + +'

    The Specs section of the specification has exactly the same format as for weapons and ammunition (and indeed all database items). See section 9 for the definition of the fields.

    ' + +'

    Note:The armour Type (the 1st parameter) and Group-Type (the 4th parameter) are used to determine if the character is of a class that can use the armour. Currently implemented types are listed in Section 4.

    ' + +'

    Note: Armour that fits on the body generally does not take any hands to hold, and so the third field, Handedness, is set to \'0H\'.

    ' + +'
    ACData=[a:Chain Mail,st:Mail,+:0,ac:5,sz:L,wt:40]
    ' + +'

    The Armour Class Data (ACData) section holds data specific to the armour. As with other data sections, fields can be in any order, and spaces, hyphens, underscores and case are ignored.

    ' + +'' + +'' + +'' + +'' + +'' + +'
    a:< text > the name of the armour to be displayed. Often the same as the Ability.
    st:< group-type > the supertype of the armour, often the same as the fourth parameter of the Specs section.
    +:<[+/-]#> the magical bonus or penalty of the armour (defaults to 0 if not supplied).
    ac:<[-]#> the base armour class (excluding magical bonuses) for this type of armour.
    sz:<[T/S/M/L/H]> The size of the item (not necessarily indicating its fit).
    wt:<#> The weight of the item in lbs (could be considered kg - or any measure - if everything is the same).
    ' + +'

    Other possible fields are:

    ' + +'' + +'' + +'' + +'' + +'' + +'' + +'
    t:< armour-type > The specific armour type, often the same as the first parameter of the Specs section.
    db:<[0/1]> A 1 means dexterity AC bonus combines with armour, 0 means armour prevents dexterity bonus from applying.
    +m:<[-/+]#> The adjustment that the armour gives vs. missiles and ammunition of ranged weapons.
    +s:<[-/+]#> The magical adjustment specifically against slashing damage.
    +p:<[-/+]#> The magical adjustment specifically against piercing damage.
    +b:<[-/+]#> The magical adjustment specifically against bludgeoning damage.
    rc: Armour can be "cursed", but generally does not have charges. Default is "uncharged". See MagicMaster API documentation for more information on charges and curses.
    ' + +'
    ' + +'

    Shield+2

    ' + +'

    &{template:RPGMarmour}{{name=Shield+2}}{{subtitle=Shield}}{{Shield=1-handed +2 Medium Shield made of wood & metal}}Specs=[Medium Shield,Shield,1H,Shields]{{AC=+[[2]] against all attacks from the front}}ACData=[a:Medium Shield+2, st:Shield, +:2,sz:M, wt:10] {{Speed=[[0]]}} {{Size=M}} {{Immunity=None}} {{Saves=No effect}} {{desc=All shields improve a character\'s Armor Class by 1 or more against a specified number of attacks. A shield is useful only to protect the front and flanks of the user. Attacks from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus, a human\'s small shield would have all the effects of a medium shield when used by a gnome.
    ' + +'*The medium shield* is carried on the forearm and gripped with the hand. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.}}

    ' + +'

    As can be seen here, the specification for a Shield is almost identical in structure to that of any other armour, the major difference being in the Specs section type field.

    ' + +'

    Note: The ac: field in the data section for a shield is always assumed to be \'+1\', meaning a shield adds 1 to the base AC before magical adjustments are taken into account. However, it can be specified as a different value, if desired.

    ' + +'

    Note: All shields except a Buckler must be taken in hand using the !attk --weapon command before the Armour Class system of the AttackMaster API adds it to the AC for the character. A buckler is a special type of very small shield that is strapped to the arm and can counter only 1 blow per melee round, but allows both (all) hands to be free. In fact, any shield can have this functionality if desired, by setting the handedness field of the Specs section to be \'0H\', meaning it take no hands to hold it.

    ' + +'
    ' + +'

    Armour-of-Vulnerability+-3

    ' + +'

    &{template:RPGMarmour}{{name=Field Plate Armour of Vulnerability+/-3}}{{subtitle=Cursed Armour}}{{Armour=+/-3 selectively magical Field Plate}}Specs=[Armour-of-Vulnerability|Armour-of-Resistance,Armour,0H,Plate]{{AC=[[2]][[0-3]] better AC against Slashing damage' + +'+[[3]] worse AC against any other type}}ACData=[a:Armour-of-Vulnerability+-3,st:Mail,+S:3,+P:-3,+B:-3,ac:2,sz:L,wt:60,sp:0,rc:cursed]{{Speed=0}}{{Size=Large}}{{Immunity=None}}{{Saves=No effect}}{{desc=***Curse.*** This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).}}{{desc1=This armour provides resistance to Slashing damage only, but vulnerability to Piercing and Bludgeoning damage.
    ' + +'This armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.
    ' + +'For each +1 bonus to armor, regardless of the type of armor, the wearer\'s Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10}}

    ' + +'

    This is a slightly more complex type of armour. It is a cursed item, and generally appears initially as Armour-of-Resistance+3, hence the Specs first parameter of armour type having two possible values, separated by \'|\'.

    ' + +'

    The use of the damage type specific magical adjustment fields can be seen in the data section, along with the use of the rc: field tag with the value \'cursed\'. See section 4 for a complete list of rc: field values.

    ' + +'
    ' + +'

    4. Specs & Data field values

    ' + +'

    Below are lists of the current possible values for the item database Ability macro sections.

    ' + +'

    4.1 Specs sections

    ' + +'
    Specs=[Type, Item-Class, Handedness, Group-Type]
    ' + +'

    4.1(a) Weapon Types

    ' + +'

    There is an infinite list of weapon types: generally the type is the weapon name without any reference to magical plusses, so the Type of a Longsword+2 is Longsword. This Type is used to check for Proficiency.

    ' + +'

    4.1(b) Weapon Item-Classes

    ' + +'' + +'' + +'' + +'' + +'
    MeleeMelee weapon which strikes while in hand
    RangedWeapon that causes damage when thrown or with ammunition
    Innate-Melee or Innate-RangedWeapons that do not get a proficiency penalty.
    AmmoAmmunition for a ranged weapon of a specific Type or Group-Type
    MagicA magical attack from a magic item power or function
    ' + +'

    4.1(c) Weapon Handedness

    ' + +'' + +'' + +'' + +'' + +'' + +'
    0HA weapon that does not take a hand (e.g. spike on helm)
    1HA weapon that is 1-handed, such as a short sword
    2HA weapon that takes 2 hands to wield, such as a longbow
    3HA weapon that takes 3 hands...
    4HEtc (e.g. a siege weapon that needs 2 people to operate it)
    ......
    ' + +'
    ' + +'

    4.1(d) Weapon Group-Types

    ' + +'

    Weapon Group-Types determine related weapons for weapon proficiency, and whether it can be used by a Character of a specific class. The APIs use the definitions in the AD&D2e Fighter\'s Handbook section on \'Tight Groups\', extended to cover certain additional weapons and weapon types. Those implemented so far for the Weapon databases are:

    ' + +'' + +'' + +'' + +'' + +'
    ArrowClubGreat-BladeLong-BladeShort-BladeWhip
    AxeCrossbowHookMedium-BladeSling
    BlowgunDartHoreshoesPickSpear
    BowFencing-BladeInnatePolearmStaff
    BulletFlailLanceQuarrelThrowing-Blade
    ' + +'

    Types and Group-Types that can be used by various Character Classes are defined in the Class-DB class database for each class type:

    ' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'
    WarriorAny
    FighterAny
    RangerAny
    PaladinAny
    BeastmasterAny
    BarbarianAny
    Defender"axe", "club", "flail", "long-blade", "fencing-blade", "medium-blade", "short-blade", "polearm"
    Wizard(all types) "dagger", "staff", "dart", "knife", "sling"
    Priest / Cleric"club", "mace", "hammer", "staff"
    Druid"club", "sickle", "dart", "spear", "dagger", "scimitar", "sling", "staff"
    Healer"club", "quarterstaff", "mancatcher", "sling"
    Priest of Life"club", "quarterstaff", "mancatcher", "sling"
    Priest of WarAny
    Priest of Light"dart", "javelin", "spear"
    Priest of Knowledge"sling", "quarterstaff"
    Shaman"long-blade", "medium-blade", "short--blade", "blowgun", "club", "staff", "shortbow", "horsebow", "hand-xbow"
    Rogue / Thief"club", "short-blade", "dart", "hand-xbow", "lasso", "shortbow", "sling", "broadsword", "longsword", "staff"
    BardAny
    AssassinAny
    ' + +'
    ' + +'

    4.1(e) Armour Types

    ' + +'

    There is an infinite list of armour types: generally the type is the armour name without any reference to magical plusses, so the Type of Plate-Mail+2 is Plate-Mail. This Type is used to check for types of armour that can be worn by various classes.

    ' + +'
    ' + +'

    4.1(f) Armour Item-Classes

    ' + +'' + +'
    ArmourAny type of armour that does not need to be held to work
    ShieldA barrier that is held in hand(s) and defends against one or more attacks from the front
    ' + +'
    ' + +'

    4.1(g) Armour Handedness

    ' + +'

    0H Armour and Shields that are not held in the hand (e.g. a Buckler or a Helm)
    ' + +' 1H Generally a type of Shield that must be held in a hand
    ' + +' 2H Armour and Shields that use two hands, and/or prevent use of those hands for other things
    ' + +' 3H Generally siege engines that shield against attacks... (not yet implemented)
    ' + +' ... etc.

    ' + +'
    ' + +'

    4.1(h) Armour Group-Types

    ' + +'

    Armour Types and Group Types determine whether the armour can be used by various Character Classes. Restrictions are defined in the Class-DB classes database (see the relevant database handout):

    ' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'
    WarriorAny
    FighterAny
    RangerAny
    PaladinAny
    BeastmasterAny
    Barbarian"padded", "leather", "hide", "brigandine", "ring-mail", "scale-mail", "chain-mail", "shield", "ring", "magic-item","cloak"
    DefenderAny
    Wizard (all types)"magic-item", "ring", "cloak"
    Priest / ClericAny
    Druid"leather", "padded", "hide", "wooden-shield", "magic-item", "ring", "cloak"
    HealerAny
    Priest of LifeAny
    Priest of WarAny
    Priest of Light"studded-leather", "ring-mail", "chain-mail", "shield", "ring", "magic-item", "cloak"
    Priest of Knowledge"magic-item", "ring", "cloak"
    Shaman"padded", "leather", "hide", "brigandine", "ring-mail", "scale-mail", "chain-mail", "splint-mail", "banded-mail", "shield", "ring", "magic-item", "cloak"
    Rogue / ThiefAny
    Bard"padded", "leather", "hide", "brigandine", "ring-mail", "scale-mail", "chain-mail", "ring", "magic-item", "cloak"
    AssassinAny
    ' + +'
    ' + +'

    4.2 Data Sections

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    FieldFormatDefault ValueDescriptionCan be used in
    ToHit
    Data
    Dmg
    Data
    Ammo
    Data
    Range
    Data
    Weapon
    Data
    AC
    Data
    w:< text >\'-\'Name to be displayed XXX
    w:< text >\'-\'Name of spell or power X
    a:< text >\'-\'Name to be displayed X
    t:< text >\'\'Type X XX X
    st:< text >\'\'Group Type (aka Tight-Group) X XX X
    sb:0 / 10Strength Bonus XXX
    db:0 / 11Dexterity Bonus X X
    +:[ + / - ] #0Magical adjustment XXXX X
    +m:[ + / - ] #0Missile attack adjustment X
    +s:[ + / - ] #0Slashing damage adjustment X
    +p:[ + / - ] #0Piercing damage adjustment X
    +b:[ + / - ] #0Bludgeoning damage adjustment X
    n:# [ / # ]1Attacks per round X
    d:[ + / - ] # [ | # ]\'\'Dancing increment / duration X
    dp:#0Dancing proficiency adjustment X
    ch:1 - 2020Critical Hit roll value X
    cm:1 - 201Critical Miss roll value X
    sz:[ t / s / m / l / h ]\'\'Size of item X X X
    r:[# /] # / # / #\'\'Range X X
    r:[+/-]# [ / [+/-]# / [+/-]# / [+/-]# ]0Range ModifierX
    ty:SPB any combination\'\'Type of damage X
    sp:[-]#0Speed in segments (1/10 round) X X
    c:#1Charges used for attack (charged weapons only)X
    c:#0Charges used if hit (charged weapons only) X
    pre:0 / 10Gets auto pre-Initiative attack X
    on:< cmd >\'\'Cmd to execute when taken in-hand X
    off:< cmd >\'\'Cmd to execute when sheathed X
    qty:#0Maximum possible qty of Ammo X
    ru:[-]#0Reusability of ammunition X
    sm:dice roll format0Damage roll for Small & Medium opponents XX
    l:dice roll format0Damage roll for Large & Huge opponents XX
    msg:< text >\'\'Message to display with attk/dmgXXX
    ac:[-]#\'\'Armour class X
    wt:#1Weight of item in lbs X X
    ns:#0Number of spells & powers defined for item XX
    cl:MU / PR / PW\'\'Type of spell or power X
    pd:-1 / #1Number per day (power only) X
    rc:Charged /
    Uncharged /
    Rechargeable /
    Recharging /
    Self-charging /
    Cursed /
    Charged-Cursed /
    Recharging-Cursed /
    Self-charging-Cursed
    UnchargedInitial charged and Cursed status of item when foundX X
    lv:#1Level at which spell/power is cast X
    lv:#:#1Min:Max level at which weapon/ammo can be usedX X
    clv:#:#1Min:Max caster level at which weapon/ammo can be usedX X
    mulv:#:#1Min:Max wizard level at which weapon/ammo can be usedX X
    prlv:#:#1Min:Max priest level at which weapon/ammo can be usedX X
    pw:Power\' \'Power cast by this attack (Magic class only)X
    desc:< text >\' \'Power/spell/MI macro to display (Magic class only)X
    cmd:< text >\' \'Command to send to chatXXX
    ' + +'
    ' + +'

    4.3 Character Sheet data fields

    ' + +'

    As stated in section 7, the Character Sheet field mapping to the API script can be altered using the definition of the fields object. You can find the complete mapping for all APIs in the RPGMaster series, with an explanation of each, in a separate document.

    ' + +'
    ', + }, + SpellsDatabase_Help:{name:'Spells Database Help', + version:1.32, + avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703', + bio:'
    ' + +'Spells Database Help v1.32' + +'
    ' + +'
    ' + +'

    Spell & Power Database Help

    ' + +'
    for MagicMaster v'+version+' and later
    ' + +'

    New in this Help Handout

    ' + +'
      ' + +'
    • New Split out Spell & Power Help to separate handout
    • ' + +'
    ' + +'

    1. General Database information

    ' + +'

    The RPGMaster APIs use a number of databases to hold Macros defining character classes, spells, powers and magic items and their effects. Previous versions of the RPGMaster series of APIs held their databases all externally as character sheets: from this version onwards this is not the case for databases supplied with the APIs, which are now held internally to the APIs. However, the AttackMaster or MagicMaster API command --extract-db can be used to extract any or all standard databases to Character Sheets for examination and update. The APIs are distributed with many class, spell, power & magic item definitions, and DMs can add their own character classes, spells, items, weapons, ammo and armour to additional databases in their own database character sheets, with new definitions for database items held in Ability Macros. Additional database character sheets should be named as follows:

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    Wizard Spells:additional databases: MU-Spells-DB-[added name] where [added name] can be replaced with anything you want.
    Priest Spells:additional databases: PR-Spells-DB-[added name] where [added name] can be replaced with anything you want.
    Powers:additional databases: Powers-DB-[added name] where [added name] can be replaced with anything you want.
    Magic Items:additional databases: MI-DB-[added name] where [added name] can be replaced with anything you want.
    Character Classes:additional databases: Class-DB-[added name] where [added name] can be replaced with anything you want.
    Character Races:additional databases: Race-DB-[added name] where [added name] can be replaced with anything you want.
    Attack Calculations:additional databases: Attacks-DB-[added name] where [added name] can be replaced with anything you want.
    Fighting Styles:additional databases: Styles-DB-[added name] where [added name] can be replaced with anything you want.
    ' + +'

    However: the system will ignore any database with a name that includes a version number of the form "v#.#" where # can be any number or group of numbers e.g. MI-DB v2.13 will be ignored. This is so that the DM can version control their databases, with only the current one (without a version number) being live.

    ' + +'

    There can be as many additional databases as you want. Other Master series APIs come with additional databases, some of which overlap - this does not cause a problem as version control and merging unique macros is managed by the APIs.

    ' + +'

    Important Note: all Character Sheet databases must have their \'ControlledBy\' value (found under the [Edit] button at the top right of each sheet) set to \'All Players\'. This must be for all databases, both those provided (set by the API) and any user-defined ones. Otherwise, Players will not be able to run the macros contained in them.

    ' + +'

    Each added database has a similar structure, with:

    ' + +'
      ' + +'
    • Ability Macros named as the class, spell, power or magic item specified, and used to describe and provide effects for classes, spells, powers and magic items using the commands in the RPGMaster APIs;
    • ' + +'
    • Custom Attributes with the attribute name "ct-ability-macro-name", one per Ability Macro, which defines the casting time and casting cost for spells & powers, and speed and MI type for magic items (not currently used for Class or Attack definitions);
    • ' + +'
    • An entry in a list on the character sheet in the spell book of the relevant Character Sheet tab (Spell Level of the spell defined, Powers tab, or various spell books for different Classes & Magic Items - see Class entry below).
    • ' + +'
    ' + +'

    However, as with all other Databases in the RPGMaster Suite of APIs, if the Ability Macros are correctly set up using the formats detailed in the Help Documentation, the MagicMaster API command !magic --check-db database-name will check the database and set up all other aspects for you, including the correct Custom Attributes and List entries.

    ' + +'

    Ability Macros can be whatever the DM wants and can be as simple or as complex as desired. Roll Templates are very useful when defining class, spell, power and magic item ability macros, and are an essential part of Attack Templates. When a Player or an NPC or Monster makes an attack, the AttackMaster API runs the relevant Ability Macro from the databases as if it had been run by the Player from the chat window. All Roll20 functions for macros are available.

    ' + +'

    1.1 Replacing Database Items

    ' + +'

    If you want to replace any Ability Macro provided in any of the databases, you can do so simply by creating an Ability Macro in one of your own databases (a database with the same root name) with the Ability Macro you create having exactly the same name as the provided item to be replaced. The API gives preference to Ability Macros in user-defined databases, so yours will be selected in preference to the one provided with the APIs.

    ' + +'
    ' + +'

    2. Spells and Powers Databases

    ' + +'

    Spells/Powers databases have names that start with

    ' + +'

    Wizard Spells: MU-Spells-DB-[added name]
    ' + +' Priest Spells: PR-Spells-DB-[added name]
    ' + +' Powers: Powers-DB-[added name]

    ' + +'

    Those with version numbers of the form v#.# as part of the name will be ignored.

    ' + +'

    As previously stated, each spell or power definition has 3 parts in the database (see Section 1): an Ability Macro with a name that is unique and matches the spell or power, an Attribute with the name of the Ability Macro preceded by "ct-", and a listing in the database character sheet of the ability macro name separated by \'|\' along with others of the same level in the spell book of the level of the spell or power. The quickest way to understand these entries is to examine existing entries. Do extract the root databases using the !magic --extract-db command, and take a look (but remember to delete it after viewing to speed things up, and then reindex the databases using !magic --check-db)

    ' + +'

    Note: The DM creating new spells and powers does not need to worry about anything other than the Ability Macro in the database, as running the command --check-db will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields are correctly defined. Use the name of the particular database as a parameter to check and update just that database. Running the command --check-db with no parameters will check and update all databases.

    ' + +'

    Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing. Ability macros are standard Roll20 functionality and not dependent on the API. Refer to the Roll20 Help Centre for more information.

    ' + +'

    2.1 Simple Spells

    ' + +'

    The Ability Macro for a spell may look something like this:

    ' + +'

    Sleep

    ' + +'

    &{template:RPGMspell}{{title=@{selected|casting-name} casts Sleep as a level @{selected|casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}Specs=[Sleep,MUspellL1,1H,Enchantment-Charm]{{range=90 ft}}{{components=V, S, M}}{{duration=[[5*({10,@{selected|casting-level}}kl1)]] Rounds}}{{time=1}}{{aoe=[30ft Cube](!rounds --aoe @{selected|token_id}|square|feet|90|30||dark)}}{{save=None}}{{damage=[Sleep them](!rounds --target area|@{selected|token_id}|@{target|Select who to sleep|token_id}|Sleep|[[5*({10,@{selected|casting-level}}kl1)]]|-1|Snoring away, shake to awaken|sleepy)}}SpellData=[w:Sleep,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Up to [2d4](!\ \/r 2d4) Hit Dice of creatures with 4 HD or less are put to sleep beginning with the lowest HD creatures in the Area of Effect.}}{{materials=a pinch of fine sand, rose petals, or a live cricket.}}

    ' + +'

    The ability specification for this Sleep spell uses a Roll20 Roll Template, in this case provided by the RPGMaster Library (see the documentation for the RPGMaster Library for specifications of this Roll Template), but any Roll Template you desire can be used. The entries in the Roll Template itself can be anything you desire, giving as much or as little information as you want. However, the important elements for the MagicMaster API are those highlighted. In red, two API buttons grant the player access to run RoundMaster API commands to show the Area of Effect of the spell, and then to mark affected tokens with a "Sleepy" status.

    ' + +'Each of the elements important to the database are inserted between the elements of the Roll Template, meaning they will not be seen by the player when the macro is run. Generally spaces, hyphens and underscores in the data elements are ignored, and case is not significant. Each element is described below:

    ' + +'
    Specs = [Type, Class, Handedness, Spell School]
    ' + +'

    The Specs section describes what spell type and school this spell belongs to. These fields must be in this order. This format is identical for all database items, whether in these databases or others used by the Master series of APIs. Where there are multiple answers for a field, separate each by \'|\'. Note: Only A-Z, a-z, 0-9, hyphen/minus(-), plus(+), equals(=) point(.) and vertical bar(|) are allowed. Replace any forward slash with hyphen.

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +'
    Typethe type of the spell, often the same as the ability macro name.
    Classone of MUSpellL#, PRSpellL#, or Power, where # is replaced by the spell level number.
    Handedness#H, where # is the number of hands needed to cast the spell - i.e. does it have a somatic component.
    Spell Schoolthe group of related spells that the spell belongs to.
    ' + +'
    SpellData=[w:Sleep,lv:1,sp:1,gp:1,cs:VSM]
    ' + +'

    The SpellData section specifies the data relating to the use of the spell. These fields can be in any order.

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    w:<text>the name of the spell
    sph:<text>the sphere of a priest spell (not used for wizard spells)
    lv:<#>the level of the spell
    sp:<[-]# or dice roll spec>the casting time in segments for the spell. Can be >10 e.g. 20 for 2 rounds, or negative, or even a dice roll
    gp:<#[.#]>the cost of the material components of the spell in GP: fractions converted to SP & CP
    cs:<VSM>the component of the spell (Verbal, Somatic, Material) - can be any combination
    ' + +'

    The casting time (or speed) sp: can be negative, meaning it gives a negative modifier to individual initiative (if InitMaster API is being used). It can also be greater than 10 segments, meaning it takes longer than 1 Round to cast. Multiply the number of Rounds it will take to cast by 10, or the number of Turns it will take to cast by 100 (if using the InitMaster API the rounds will be automatically counted down and the spell actually cast in the appropriate round, unless the casting is interrupted). It can also be a dice roll specification, which will be rolled at the point that a character selects the spell, power or item to use in a particular round, which means the speed can vary from round to round. E.g. under AD&D2e rules, potions are always of this nature (see the AD&D2e DMG p141).

    ' + +'

    The cost of material components, gp:, is deducted from the Caster\'s money on their Character Sheet each time the spell is cast. The GM is informed of the spell being cast, by whom, and how much money it cost and how much money the Caster has left for each casting.

    ' + +'

    The components of the spell, cs:, is currently not used and is for future expansion capabilities.

    ' + +'

    2.2 Spells that need "To Hit"

    ' + +'

    A more complex spell that needs the caster to hit the target with an attack roll, also known as a weaponised spell, might look something like this:

    ' + +'

    &{template:RPGMspell}{{title=@{selected|Casting-name} casts
    ' + +'Spiritual Hammer
    as a level @{selected|Casting-Level} caster}}Specs=[Spiritual-Hammer,Innate-Melee|PRspellL2,1H,Evocation],[Spiritual-Hammer,Innate-Melee,1H,Clubs],[Spiritual-Hammer,Innate-Melee,1H,Clubs]{{splevel=Level 2 Priest}}ToHitData=[w:Spiritual Hammer+1,prlv:1:6,+:1,sb:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:3],[w:Spiritual Hammer+2,prlv:7:12,+:2,sb:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:2],[w:Spiritual Hammer+3,prlv:13,+:3,sb:0,n:1,ch:20,cm:1,sz:T,ty:B,sp:1]{{school=Invocation}}{{sphere=Combat}}DmgData=[w:Spiritual Hammer+1,sb:0,+:1,sm:1+1d4,l:1d4],[w:Spiritual Hammer+2,sb:0,+:2,sm:1+1d4,l:1d4],[w:Spiritual Hammer+3,sb:0,+:3,sm:1+1d4,l:1d4]{{components=V,S,M}}weapData=[on:\\api;rounds --target caster|@{selected|token_id}|Spiritual-Hammer|\\lbrak;\\lbrak;3+@{selected|Casting-Level}\\rbrak;\\rbrak;|-1|Magical weapon in direction facing requires concentration|archery-target,off:\\api;!rounds --removetargetstatus @{selected|token_id}|Spiritual-Hmmer]{{time=[[5]]}}{{range=[[10*@{selected|Casting-Level}]] yards}}{{duration=[[3+@{selected|Casting-Level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p207}}{{damage=SM [1d4+1](! /r 1d4+1) or L [1d4](! /r 1d4) +[[{{(ceil(@{selected|Casting-Level}/6)),3}kl1}]]}}{{damagetype=Bludgeoning}}SpellData=[w:Spiritual-Hammer,lv:2,sp:5,gp:2,cs:VSM,sph:Combat]{{effects=Base Thac0 same as caster [[@{selected|thac0-base}]] without strength bonus plus magical plus of +[[{{(ceil(@{selected|Casting-Level}/6)),3}kl1}]]. Damage is plus magical bonus but no others.}}{{materials=A normal war hammer (cost 2gp) hurled towards opponent, which disappears as spell is cast.}}{{use=Take the Spiritual Hammer in-hand using the *Change Weapon* menu for the duration of the spell, and use it to attack opponents. It will disappear when the duration expires or you *Change Weapon* to another weapon.}}

    ' + +'

    This spell definition combines the elements of spell database specification and those of a weapon specification. The Specs data now includes the Innate-Melee weapon classification as well as the spell type and level, and as well as the SpellData there are weapon ToHitData and DmgData entries. In addition to the explanation here, please refer to the Weapon and Armour Database Help for more information on these sections.

    ' + +'

    In this case, there are multiple repeating datasets in each data section: there are three possible variants of the Spiritual Hammer depending on the caster\'s level. The version to be selected is determined using the level specification attribute in the ToHitData section, in this case using "prlv", but there are four alternatives:

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +'
    lv:Min : MaxThe minimum and maximum level of character (both optional)
    clv:Min : MaxThe minimum and maximum level of spell caster, class based on last spell cast (both optional)
    mulv:Min : MaxThe minimum and maximum level of wizard spell caster for this weapon (both optional)
    prlv:Min : MaxThe minimum and maximum level of priest spell caster for this weapon (both optional)
    ' + +'

    In each case, the minimum and maximum are separated by a colon, and either can be left out meaning there is no minimum or no maximum. Wizard and Priest spell casters include those other classes that can cast those spells, at their particular level of spell casting compitence: e.g. a 10th level Ranger is a 2nd level Priest spell caster. If the appropriate value for the caster of the spell falls within the range specified, then that weapon dataset will result in creation of a line in the appropriate weapon tables.

    ' + +'

    If a spell has these weapon datasets included, and is currently memorised, it will appear in the weapon lists on the Change Weapon menu. Also, if this spell is cast, the Change Weapon menu will appear automatically after the spell description in the Chat window, ready to take the spell "in-hand" as a weapon and attack with it. Whichever way the Change Weapon menu appears, choosing the spell as a weapon will always mark the spell as having been cast. The spell-weapon will remain in-hand until the weapon is changed or the !attk --blank-weapon command is used which might, for instance, be included in the custom attack macro template (e.g. for Chromatic Orb) or in a spell end-effect (e.g. as in the Spiritual-Hammer-end Effect macro).

    ' + +'

    Other spells may not persist beyond the first attack with the spell, or perhaps after the first successful attack: this is often the case with spells that require the caster to "touch" an unwilling target.

    ' + +'

    &{template:RPGMspell}{{title=@{selected|Casting-name} casts
    Cause Blindness or Deafness
    as a level @{selected|Casting-Level} caster}}{{splevel=Level 3 Priest (reversable)}}{{school=Abjuration}}{{sphere=Necromantic}}Specs=[Cause-Blindness-or-Deafness,Innate-Melee|PRspellL3,1H,Abjuration],[Cause-Blindness-or-Deafness,Innate-Melee|PRspellL3,1H,Abjuration]{{components=V,S}}ToHitData=[w:Cause Blindness,sp:10,r:5,touch:1],[w:Cause Deafness,sp:10,r:5,touch:1]{{time=[[10]]}}DmgData=[w:Cause Blindness,sm:0,l:0,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Which creature is the victim?¦token_id}¦Blindness¦99¦0¦Blinded and suffer -4 penalty to attacks and AC and +2 penalty to initiative¦bleeding-eye],[w:Cause Deafness,sm:0,l:0,cmd:!rounds ~~target single¦`{selected¦token_id}¦`{target¦Which creature is the victim?¦token_id}¦Deafness¦99¦0¦Deafened and suffer +1 penalty to initiative as well as other effects¦bleeding-eye]{{range=Touch}}{{duration=Permanent}}{{aoe=1 creature}}{{save=Negates}}{{reference=PHB p209 (reverse Cure Blindness or Deafness)}}SpellData=[w:Cause-Blindness-or-Deafness,lv:3,sp:10,gp:0,cs:VS,sph:Necromantic]{{use=Take the spell in-hand using the *change weapon* dialog, then use the *attack* action to select which effect and attack a target}}{{effects=Requires a successful touch (successful attack roll) on the victim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is failed, a non-damaging magical blindness or deafness results.
    A *deafened* creature can react only to what it can see or feel, and suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal components. A *blinded* creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor Class, and a +2 penalty to its initiative rolls.}}

    ' + +'

    The ToHitData, DmgData, or AmmoData specifications can include the data tag touch:

    ' + +'' + +' ' + +'
    touch:[ 0 / 1 ]The spell expires if touch:1 is used (defaults to 0 if not specified)
    ' + +'

    If the touch:1 data tag and value is included in the ToHitData (whether a melee touch spell or a ranged attack spell) the spell will expire and be removed as an available attack on the first attack with the spell. If the touch:1 is included in the DmgData (for melee touch spells) or AmmoData (for ranged attack spells) the spell will remain available as an attack until a successful attack is made and damage or an effect occurs: this works whether or not using targeted attacks or otherwise, with non-targeted attacks expiring if either the S/m or L damage buttons are selected on the AC Hit dialog.

    ' + +'

    Executing commands when attacking or doing damage

    ' + +'

    Sometimes a spell will need some command to be executed when an attack is made, either only when the attack is successful or when any attack is attempted. The above example of the Cause Blindness or Deafness spell is also an example of a spell using a command on a successful attack. It uses the cmd: data tag:

    ' + +'' + +' ' + +'
    cmd:cmd-stringA command to be executed when the magical attack is made, encoded with the standard and extended RPGMaster escape sequences
    ' + +'

    If the cmd:cmd-string data tag and value is included in the ToHitData specification then the command specified will execute automatically whenever the spell is used to do an attack, whether successful or not. If the cmd:cmd-string is included in the DmgData or AmmoData specifications the command will execute only when an attack is successful.

    ' + +'

    2.3 Simple Powers

    ' + +'

    The Ability Macro for a Power may look something like this:

    ' + +'

    Turn Undead

    ' + +'

    &{template:RPGMspell}{{title=@{selected|token_name} attempts to Turn Undead as a level @{selected|pr-casting-level} @{selected|class3}}} {{splevel=Power}} {{school=Necromancy}}Specs=[Turn-Undead,Power,1H,Necromancy]{{components=V,S}}{{time=[[10]]}}{{range=0}}{{duration=Until broken}}{{aoe=Undead within line of sight}}{{save=See turning table}}{{reference=PHB p103}}{{damage=[Turn It](!rounds --target area|@{selected|token_id}|@{target|Select undead|token_id}|Turned|99|0|Turned undead, flee if free-willed, stand aside if controlled|screaming)}}SpellData=[w:Turn Undead, sp:10, cs:VS]{{effects=**Remember that Paladins turn as a Priest of 2 levels lower.**
    ' + +'Attempting to turn counts as an action, requiring one round and occurring during the character\'s turn in the initiative order (thus, the undead may get to act before the character can turn them). The mere presence of the character is not enough--a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.
    ' + +'To resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (--) means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.
    ' + +'Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.}}{{material=The Priest\'s holy symbol}}

    ' + +'

    Essentially, Powers are just Spells by another name, that can be cast multiple times per day, and are innate to the Character\'s class, or to a creature. The specification is, therefore, almost identical to a spell. In the author\'s campaigns, Powers do not consume material components and therefore do not cost money to use (except in rare circumstances) hence there being no gp: specification (it defaults to 0gp), but other DMs can add material costs for Powers if desired. Powers are all 1 level, hence no lv: specification.

    ' + +'
    ' + +'

    7. Specs & Data field values

    ' + +'

    Below are lists of the current possible values for the item database Ability macro sections.

    ' + +'

    7.1 Specs sections

    ' + +'
    Specs=[Type, Item-Class, Handedness, Group-Type]
    ' + +'

    There are no default settings for any of the Specs data fields. All must be explicitly specified.

    ' + +'

    7.1(a) Spell Types

    ' + +'

    There is an infinite list of spell types: generally the type is the spell name.

    ' + +'

    7.1(b) Spell Item-Classes

    ' + +'' + +' ' + +' ' + +' ' + +'
    MUSpellL#A Wizard spell with the Level specified as a number
    PRSpellL#A Priest spell with the Level specified as a number
    PowerA Power
    ' + +'

    7.1(c) Spell Handedness

    ' + +'

    0H A spell/power that does not take a hand (there is no Somatic component)
    ' + +'1H A spell/power that requires only 1 hand to cast (most spells are like this)
    ' + +'2H A spell/power that requires 2 hands to cast (perhaps a scroll must be held)
    ' + +'3H A spell/power that takes 3 hands... perhaps more than 1 caster together?
    ' + +'4H Etc No currently programmed spells use more than 2 hands
    ' + +'... ...

    ' + +'

    7.1(d) Spell/Power Schools

    ' + +'

    From MagicMaster v2.048 onwards, Spell Schools are specified by Class in the Class-DB definitions and, depending on the API configuration set with the --config command, will be checked by the system or otherwise. Those implemented so far for the Spells databases are:

    ' + +'

    Abjuration, Alteration, Conjuration-Summoning, Enchantment-Charm, Divination, Illusion-Phantasm, Invocation-Evocation, Necromancy.

    ' + +'

    Note that the \'/\' in School names have been replaced by hyphens. It is also allowed to use just one half of any hyphenated school name where appropriate. If a spell or power is of more than one school, separate each with a vertical bar character \'|\'

    ' + +'
    ' + +'

    7.2 Data Sections

    ' + +'

    Definitions for Data Section field types for Weapons & Armour can be found in the AttackMaster API documentation. Below are the definitions for Spell, Power & other Magical Item types.

    ' + +'

    Note: Always refer to the database specification definitions in other sections above for detailed information on the use of these Field specifiers. Not all specifiers have an obvious use.

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    FieldFormatDefault ValueDescriptionCan be used in
    Spell
    Data
    Potion
    Data
    Scroll
    Data
    Wand
    Data
    Staff
    Data
    Rod
    Data
    Ring
    Data
    Misc
    Data
    ToHit
    Data
    AC
    Data
    w:< text >\'-\'Name to be displayed XXXXXXXXX
    w:< text >\'\'Name of spell or power (Not case sensitive)X
    +:[ + / - ] #0Magical adjustment XXXX XX
    n:# [ / # ]1Attacks per round XXX XX
    st:\' \'\'\'Item type to display XXXXXXX X
    sz:[ t / s / m / l / h ]\'\'Size of item XXXXXXX
    sp:[-]# or Dice Roll spec0Speed in segments (1/10 round)XXXXXXXXX
    wt:#1Weight of item in lbs X XXX XX
    rules:[+/-][rule] | ...0Save / Check rules XXXXX X
    svXXX:[=][+/-]#0Save / Check mod XXXXX X
    on:command\'\'Cmd to execute when worn XXXX
    off:command\'\'Cmd to execute when removed XXXX
    ns:#0Number of stored spells & powers defined for item XXXXXX X
    w:< text >\'-\'Name of stored spell or power (Not case sensitive) XXXXXX X
    cl:MU / PR / PW\'\'Type of stored spell or power XXXXXX X
    lv:#1Level at which spell/power is cast XXXXX X
    pd:-1 / #1Number per day (power only) XXXXX X
    rc:Charged / Uncharged / Rechargeable / Recharging / Self-chargeable / Cursed / Charged-Cursed / Recharging-Cursed / Self-chargeable-CursedUnchargedInitial charged and Cursed status of item when found (Can be changed by DM using -gm-only-mi command once added to Character Sheet) Not case sensitive XXXXXXXXX
    c:#1The number of charges expended by using a charged magic item. Uncharged items always use 0 charges XXXXXXXXX
    desc:[MU-/PR-/PW-/MI-]name\' \'Power or Spell to display X X
    msg:< text >\' \'Attack message X X
    cmd:Command\' \'Attack API command X X
    learn:[ 0 | 1 ] 0 Learnable stored spells X X
    ' + +'
    ' + +'

    7.3 Character Sheet data fields

    ' + +'

    The Character Sheet field mapping to the API script can be altered using the definition of the fields object, the definition for which can be found at the top of the game-version-specific RPGMaster Library API for the game-version you are using. You can find the complete mapping for all APIs in the RPGMaster series, with an explanation of each, in a separate document - ask the Author for a copy.

    ' + +'
    ', + }, + MIDatabase_Help: {name:'Magic Database Help', + version:1.34, + avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703', + bio:'
    ' + +'Magic Database Help v1.34' + +'
    ' + +'
    ' + +'

    Magic Item Database Help

    ' + +'
    for MagicMaster v'+version+' and later
    ' + +'

    New in this Help Handout

    ' + +'
      ' + +'
    • New Items that affect initiative rolls
    • ' + +'
    • New Items that execute commands on being picked up and/or put away
    • ' + +'
    ' + +'

    1. General Database information

    ' + +'

    The RPGMaster APIs use a number of databases to hold Macros defining character classes, spells, powers and magic items and their effects. Previous versions of the RPGMaster series of APIs held their databases all externally as character sheets: from this version onwards this is not the case for databases supplied with the APIs, which are now held internally to the APIs. However, the AttackMaster or MagicMaster API command --extract-db can be used to extract any or all standard databases to Character Sheets for examination and update. The APIs are distributed with many class, spell, power & magic item definitions, and DMs can add their own character classes, spells, items, weapons, ammo and armour to additional databases in their own database character sheets, with new definitions for database items held in Ability Macros. Additional database character sheets should be named as follows:

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    Wizard Spells:additional databases: MU-Spells-DB-[added name] where [added name] can be replaced with anything you want.
    Priest Spells:additional databases: PR-Spells-DB-[added name] where [added name] can be replaced with anything you want.
    Powers:additional databases: Powers-DB-[added name] where [added name] can be replaced with anything you want.
    Magic Items:additional databases: MI-DB-[added name] where [added name] can be replaced with anything you want.
    Character Classes:additional databases: Class-DB-[added name] where [added name] can be replaced with anything you want.
    Character Races:additional databases: Race-DB-[added name] where [added name] can be replaced with anything you want.
    Attack Calculations:additional databases: Attacks-DB-[added name] where [added name] can be replaced with anything you want.
    Fighting Styles:additional databases: Styles-DB-[added name] where [added name] can be replaced with anything you want.
    ' + +'

    However: the system will ignore any database with a name that includes a version number of the form "v#.#" where # can be any number or group of numbers e.g. MI-DB v2.13 will be ignored. This is so that the DM can version control their databases, with only the current one (without a version number) being live.

    ' + +'

    There can be as many additional databases as you want. Other Master series APIs come with additional databases, some of which overlap - this does not cause a problem as version control and merging unique macros is managed by the APIs.

    ' + +'

    Important Note: all Character Sheet databases must have their \'ControlledBy\' value (found under the [Edit] button at the top right of each sheet) set to \'All Players\'. This must be for all databases, both those provided (set by the API) and any user-defined ones. Otherwise, Players will not be able to run the macros contained in them.

    ' + +'

    Each added database has a similar structure, with:

    ' + +'
      ' + +'
    • Ability Macros named as the class, spell, power or magic item specified, and used to describe and provide effects for classes, spells, powers and magic items using the commands in the RPGMaster APIs;
    • ' + +'
    • Custom Attributes with the attribute name "ct-ability-macro-name", one per Ability Macro, which defines the casting time and casting cost for spells & powers, and speed and MI type for magic items (not currently used for Class or Attack definitions);
    • ' + +'
    • An entry in a list on the character sheet in the spell book of the relevant Character Sheet tab (Spell Level of the spell defined, Powers tab, or various spell books for different Classes & Magic Items - see Class entry below).
    • ' + +'
    ' + +'

    However, as with all other Databases in the RPGMaster Suite of APIs, if the Ability Macros are correctly set up using the formats detailed in the Help Documentation, the MagicMaster API command !magic --check-db database-name will check the database and set up all other aspects for you, including the correct Custom Attributes and List entries.

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    Ability Macros can be whatever the DM wants and can be as simple or as complex as desired. Roll Templates are very useful when defining class, spell, power and magic item ability macros, and are an essential part of Attack Templates. When a Player or an NPC or Monster makes an attack, the AttackMaster API runs the relevant Ability Macro from the databases as if it had been run by the Player from the chat window. All Roll20 functions for macros are available.

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    1.1 Replacing Database Items

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    If you want to replace any Ability Macro provided in any of the databases, you can do so simply by creating an Ability Macro in one of your own databases (a database with the same root name) with the Ability Macro you create having exactly the same name as the provided item to be replaced. The API gives preference to Ability Macros in user-defined databases, so yours will be selected in preference to the one provided with the APIs.

    ' + +'
    ' + +'

    Note: Help for Spells & Powers has been split out to its own help handout.

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    2. Magic Item Databases

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    Magic Item databases have names such as

    ' + +'

    Magic Items: MI-DB-[added name]

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    And can have anything put at the end, though those with version numbers of the form v#.# as part of the name will be ignored.

    ' + +'

    As previously stated and as for other magic, each magic item definition has 3 parts in the database (see Section 1): an Ability Macro with a name that is unique and identifies the magic item, an Attribute with the name of the Ability Macro preceded by "ct-", and a listing in the database character sheet of the ability macro name separated by \'|\' along with others of the same magic item type, which is one of: Potion, Scroll, Rod/Stave/Wand, Weapon, Armour, Ring, Miscellaneous, and also DM Only magic items. The quickest way to understand these entries is to examine existing entries. Do extract a root database using the !magic --extract-db command and take a look (but remember to delete it after viewing to speed things up, and then reindex the databases using !magic --check-db)

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    Note: The DM creating new magic items does not need to worry about anything other than the Ability Macro in the database, as running the command --check-db will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields are correctly defined. Use the name of the particular database as a parameter to check and update just that database. Running the command --check-db with no parameters will check and update all databases.

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    Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing. Ability macros are standard Roll20 functionality and not dependent on the API. Refer to the Roll20 Help Centre for more information.

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    2.1 Simple Magic Items

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    The Ability Macro may look something like this:

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    Oil-of-Etherealness

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    &{template:RPGMpotion}{{title=Oil of Etherealness}} {{splevel=Oil}} {{school=Alteration}}Specs=[Oil of Etherealness,Potion,1H,Alteration]{{components=M}}{{time=[[3]] rounds after application}} PotionData=[sp:30,rc:charged]{{range=User}}{{duration=4+1d4 turns}} {{aoe=User}} {{save=None}} {{healing=[Become Ethereal](!rounds --target single|@{selected|token_id}|@{target|Select a target|token_id}|Oil-of-Etherealness|[[10*(4+1d4)]]|-1|Ethereal|Ninja-mask)}}{{effects=This potion is actually a light oil that is applied externally to clothes and exposed flesh, conferring etherealness. In the ethereal state, the individual can pass through solid objects in any direction - sideways, upward, downward - or to different planes. The individual cannot touch non-ethereal objects.
    ' + +'The oil takes effect three rounds after application, and it lasts for 4+1d4 turns unless removed with a weak acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as creatures. One potion is sufficient to anoint a normal human and such gear as he typically carries (two or three weapons, garments, armor, shield, and miscellaneous gear). Ethereal individuals are invisible.}}{{materials=Oil}}

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    There is one new field in the data section (in this case called the PotionData section):

    ' + +'' + +' ' + +'
    rc:<MI-type>the recharging/curse type of the magic item.
    ' + +'

    All magic items have a recharging/curse type: for details, see the --gm-edit-mi command in the MagicMaster API help documentation, section 4.1. If not supplied for a magic item definition, it defaults to uncharged. Generally, items in the database are not cursed-, but can have their type changed to cursed or some recharging cursed type when the DM stores them in a container or gives them to a Character using the --gm-edit-mi command.

    ' + +'

    2.2 Item Inheritance

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    All magic item definitions (including those for weapons, ammunition & armour) can inherit data, specifications and text from other similar magic item definitions. For example, the "Ring of Protection+2" is very similar to the "Ring of Protection+1" described in 2.2 above, and can inherit most of its specification from there:

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    &{template:RPGMring}{{}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection,Ring-of-Protection+1]{{}}ACData=[a:Ring of Protection+2,+:2,svsav:2,w:Ring of Protection+2]{{}}%{MI-DB|Ring-of-Protection+1}{{name=+2}}{{Protection=+[[2]] on AC}}{{Saves=+[[2]] on saves}}

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    Inheritance comes in two forms: data inheritance and text inheritance.

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    Data Inheritance: an optional 5th parameter can be added to the Specs section, and RPGMaster will look for a magic item of that name: if not provided the 4th parameter will be used in the same way. If an item of that name is found (e.g. in this case "Ring-of-Protection+1") the data in data sections of the same name (e.g. "ACdata=") will be merged - data provided in the inheriting item (in this case "Ring-of-Protection+2") will take priority over inherited data (e.g. svsav:2 will override the inherited svsav:1). This inheritance can be nested as desired - the item being inherited from (the "parent item") can iteself inherit from another (the "grand-parent item").

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    Text Inheritance: If you are familiar with Roll20 ability macro programing, you will recognise the syntax %{char-name|ability-name} to insert the text of an ability macro into the chat window or another ability macro. RPGMaster item definitions do something similar but important to note not exactly the same! Instead of using the "char-name" a database name or database root name is given (e.g. "MI-DB-Weapons" or just "MI-DB") followed by the pipe \'|\' and the inherited item name. This will search both character sheet databases and databases held in memory - even if a specific database name is given, if not found in a database of that name all databases of the same root will be searched (e.g. if MI-DB-Rings is specified and the item not found there, all MI-DB databases will be searched). Note: under Text Inheritance data sections will not be merged (unless Data Inheritance is also used). Roll Template sections with the same name later in the merged definition take precidence (e.g. in this example the Roll Template section {{Protection=+[[2]] on AC}} will override that from the Ring-of-Protection+1 because it comes after the %{...|...} in the Ring-of-Protection+2 "child" item definition).

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    Defining Parent / Child item inheritance in this way can make the databases much smaller, allow simpler maintenance of common inherited data attributes, and cause less typing!

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    2.3 Items that Protect

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    Items like a Ring of Protection or a Luck Blade protect the possessor by improving their saving throws and/or armour class.

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    Ring of Protection+2

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    &{template:RPGMring}&{template:RPGMring}{{name=Ring of Protection}}{{subtitle=Ring}}{{Speed=[[0]]}}{{Size=Tiny}}{{Immunity=None}}{{Protection=+[[2]] on AC}}Specs=[Ring of Protection,Protection Ring,1H,Abjuration-Protection]{{Saves=+[[2]] on saves}}ACData=[a:Ring of Protection+2,st:Ring,+:2,rules:-magic,sz:T,wt:0,svsav:2,w:Ring of Protection+2,sp:0,rc:uncharged,loc:left finger|right finger]{{Looks Like=A relatively plain ring made of some exotic metal. You are unable to distinguish it from any other ring by just looking at it...}}{{desc=A ring of protection improves the wearer\'s Armour Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:
    1. The ring does not improve Armour Class if magical armour is worn, although it does add to saving throw die rolls.
    2. Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protection.}}

    ' + +'

    All items that protect that are not armour or shields have an item class of some type of protection-[item] specified as the second field of the Specs for the item. The [item] text can be anything you desire, e.g. in this case protection-ring, but only the most advantageous protection-[item] that the possessor has on them will operate. E.g. a protection-ring will work with a protection-cloak but not with another protection-ring.

    ' + +'

    Items that protect that have an effect on armour class must use the ACData section to specify their properties, otherwise the properties can be held in any other \'...data=\' specification. The Weapons & Armour Database Help handout has full specifications for ACData fields. The data field tags relevant to AC and saves are listed in the table below:

    ' + +'' + +' ' + +' ' + +' ' + +'
    +: [+/-]# The effect on armour class, + being beneficial, - being a penalty (ACData only).
    rules: rule [ | rule | rule | ...] Rules specifying what item types / supertypes / classes this item will or will not work with (see below).
    svXXX: [=][+/-]# The effect on various saving throws, specified by XXX, + being beneficial, - being a penalty.
    ' + +'

    The rules: state conditions and which other items this item will or will not work with to improve armour class and/or saving throws. Each rule is separated by a \'|\' and preceeded by either \'+\' or \'-\'. The rules have the following meanings:

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    +inHand This item must be held in hand for them to work, using the Change Weapon dialog
    +worn (Saves only) This item must be of a usable type that can be worn by the class / race of the character - default for AC
    -magic (AC only) This item will not combine with magical armour
    -shield (AC only) This item will not combine with a shield of any type
    -acall (AC only) This item will not combine with any other armour (except that specified with a \'+\' - see below)
    -[supertype] (AC only) This item will not work with any other item of the supertype specified
    +[supertype] (AC only) This item will always work with any other item of the supertype specified, even if -acall rule has been specified
    -[item class] (Saves only) This item will not combine with any other item of the item class specified
    ' + +'

    The svXXX: entries state the effect on saving throws and/or ability checks that this item has if the rules are met. For Saving Throw mods the \'XXX\' can be one of \'par\', \'poi\', \'dea\', \'pet\', \'pol\', \'bre\', \'spe\', or \'sav\' each referring to the first 3 letters of the saving throw affected (or \'sav\' for all saving throw mods); and for Attribute Check mods \'XXX\' can be \'str\', \'con\', \'dex\', \'int\', \'wis\', \'chr\', and \'atr\' each refering to each Character attribute (or \'atr\' for all attribute mods); or to change all mods of both types use \'all\'. Each svXXX: field tag is followed by a number which can be optionally preceeded by \'+\' (a beneficial improvement to the mod), \'-\' (a penalty to the mod), and/or \'=\' (the mod is set to the value - overrides other changes).

    ' + +'

    Note: Changing the Attribute mods will not affect the ability checks for open doors, bend bars, learn spells etc. These mods can only be adjusted manually using the appropriate button on the Attribute Check menu.

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    2.4 New Items that change initiative

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    In a similar way to protection, items can affect initiative roles for a character. This can only be achieved automatically if using group or individual initiative:

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    Rod of Alertness

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    &{template:RPGMring}&{template:RPGMwandspell}{{title=Rod}}{{name= of Alertness}}specs=[Rod of Alertness,melee,1h,Clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,magic,1h,clubs],[Rod of Alertness,Rod,1H,conjuration-summoning]{{splevel=Footman\'s mace/Rod}}weapdata=[w:Rod of Alertness,wt:10,st:Rod,init+:-1]{{school=Conjuration/Summoning}}tohitdata= ... ignore the rest for now...
    All of the rod\'s protective functions require one charge. The animate object power require one additional charge, so, if all of the rod\'s protective devices are utilized at once, two charges are expended.
    The rod can be recharged by a priest of 16th level or higher, as long as at least one charge remains in the rod when the recharging is attempted.}}{{use=Taking in hand as a weapon will improve initiative scores by 1 automatically. surprise bonus is manual, and allow use of the detection capabilities.
    - selecting any of the detect buttons does not use a charge but will display the specifications of the spell and allow its effects to occur.
    - when invoking alertness, the player should use the 120ft radius button to set the area of effect.
    - selecting the light button should be used by the dm when alertness is triggered to point the cone of light in the right direction.
    - the player should then select the 20ft radius button to show the aoe of the prayer
    - then select the prayer spell button, which will expend a charge and allow the prayer effect markers to be set.
    - selecting the [animate object] button will expend a charge and display the spell specs to allow it to have effect.}}

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    The weapdata specification includes the attribute init+:-1 which indicates that this item improves the initiative priority roll by 1 (i.e. subtracting 1 from the roll). This will be automatically applied while the item obeys the rules specified for it - see the description of the rules: data attribute in 2.3 above. If the rules are met or no rules are specified for the item, the effect on initiative rolls will apply as long as the item is on the character\'s item list (not in their backpack).

    ' + +'

    Another data attribute that modifies the initiative roll is the init*: attribute, which multiplies the attack actions each round for the possessing character (does not affect magic item use, spell casting or use of powers). a value above 1 increases attacks per round, and below 1 reduces those attacks.

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    2.5 More Complex Items

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    Other magic items might use different structures, and be more complex:

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    Ring of Human Influence

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    &{template:RPGMring}{{name=Ring of Human Influence}}{{subtitle=Ring}}Specs=[Ring of Human Influence,Ring,1H,Enchantment-Charm]{{Speed=[[0]]}}RingData=[w:Ring of Human Influence,sp:3,rc:uncharged,loc:left finger|right finger,on:\\apisetattr --fb-from Magic Items --fb-header Ring of Human Influence - Put on --fb-content _CHARNAME_ chooses to put on the Ring of Human Influence and now has a Charisma of 18 vs Humans and Humanoids --name @{selected|character_name} --RoHI-chr|@{selected|charisma} --charisma|18,off:\\apiresetattr --fb-from Magic Items --fb-header Ring of Human Influence - Take off --fb-content _CHARNAME_ chooses to take off the ring and their Charisma returns to normal --name @{selected|character_name} --RoHI-chr --charisma|@{selected|RoHI-chr},ns:2],[cl:PW,w:Suggestion,sp:3,lv:12,pd:1],[cl:PW,w:MU-Charm-Person,sp:3,lv:12,pd:1]{{Size=Tiny}}{{Immunity=None}}{{desc=Has the effect of raising the wearer\'s Charisma to 18 on encounter reactions with humans and humanoids. The wearer can make a [*suggestion*](!magic --mi-power @{selected|token_id}|Suggestion|Ring-of-Human-Influence|12) to any human or humanoid (saving throw applies). The wearer can also [charm](!magic --mi-power @{selected|token_id}|Charm-Person|Ring-of-Human-Influence|12) up to 21 levels/Hit Dice of human/humanoids (saving throws apply) just as if he were using the wizard spell, *charm person*. The two latter uses of the ring are applicable but once per day. Suggestion or charm has an initiative penalty of +3.}}{{use=Putting on the ring using the Change Weapon function changes Charisma to 18, and taking it off returns Charisma to its previous value. If using InitiativeMaster Group or Individual Initiative, select Initiative for a Magic Item, then the Ring of Human Influence to get the right item speed. Cast the spells by Using the Ring as a Magic Item, then selecting the appropriate spell in the Effect description.}}

    ' + +'

    Here, as well as having API buttons to implement powers, the RingData entry specifies commands to execute when the ring is put on using the Change Weapon menu, and another when it is taken off, as well as other aspects of the ring\'s power - but ignore everything after the "ns:" for now.

    ' + +'' + +' ' + +' ' + +'
    on: Command string A simple, single line command to execute on wearing the ring
    off: Command string A simple, single line command to execute on taking off the ring
    ' + +'

    New Pick: and Put: field tags

    ' + +'

    Other attributes that can work in a similar way execute commands when an item is "picked up" and added to a character or creature\'s items, and also when "put away" or passed on to another character, creature or container:

    ' + +'' + +' ' + +' ' + +'
    pick: Command string A simple, single line command to execute on picking up the item
    put: Command string A simple, single line command to execute on putting away the item
    ' + +'

    2.6 Weaponised Items using variable charges

    ' + +'

    Some more complex items can be used as weapons that have different effects or damage depending on how many charges are expended:

    ' + +'

    Staff of Striking

    ' + +'

    &{template:RPGMwand}{{name=Staff of Striking}}Specs=[Staff of Striking|Quarterstaff,Rod|Melee,1H,Staff],[Staff of Striking|Quaretstaff,Melee,1H,Staff],[Staff of Striking|Quarterstaff,Melee,1H,Staff],[Staff of Striking,Rod,1H,Conjuration-Summoning|Animal]{{subtitle=Staff}}ToHitData=[w:Staff of Striking 1 charge,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:1,rc:rechargeable],[w:Staff of Striking 2 charges,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:2,rc:rechargeable],[w:Staff of Striking 3 charges,sb:1,+:3,n:1,ch:20,cm:1,sz:M,ty:SPB,r:5,sp:4,c:3,rc:rechargeable]{{Speed=[[4]]}}WandData=[qty:19+1d6]{{Size=Medium}}{{Weapon=1-handed melee oaken staff}}{{To-hit=+3, +Str Bonus}}{{Attacks=1 per round, magically the most favourable weapon type}}{{Damage= SM: 1d6, L:1d6, 1 charge: +3, 2 charges: +6, 3 charges: +9}}DmgData=[w:Staff of Striking 1 charge,sb:1,+:3,SM:1d6,L:1d6],[w:Staff of Striking 2 charges,sb:1,+:6,SM:1d6,L:1d6],[w:Staff of Striking 3 charges,sb:1,+:9,SM:1d6,L:1d6]{{Use=Melee weapon attack as normal, selecting the appropriate plus, which will deduct the number of charges automatically.}}{{desc=This oaken staff is the equivalent of a +3 magical weapon. (If the weapon vs. armor type adjustment is used, the staff of striking is treated as the most favorable weapon type vs. any armor.) It causes 1d6+3 points of damage when a hit is scored. This expends a charge. If two charges are expended, bonus damage is doubled (1d6+6); if three charges are expended, bonus damage is tripled (1d6+9). No more than three charges can be expended per strike. The staff can be recharged.}}

    ' + +'

    The Staff of Striking is a weapon that can do additional damage if more charges are expended. The database definition uses the multiple attack / damage fields (as specified and explained in the Weapon and Armour Database Help handout) which results in multiple entries for the weapon to appear in the weapons tables on the character sheet, and in the Attack menu. Each ToHitData definition has the \'c\' attribute to define how many charges are expended when that version of the weapon is used:

    ' + +'' + +' ' + +' ' + +'
    c: # The number of charges expended when the respective attack is made. Applies only to weapons / magic items that have charges. If in ToHitData is deducted when an attack is made, or if in DmgData only applies if a hit is achieved & damage done. Defaults to 1 charge (ToHitData) or 0 (DmgData) if not specified.
    If this item is not a weapon and the c: is in the item Data specification, it determines how many charges are deducted when the item is used, defaulting to 1.
    If combined with the special recharging type of \'enable\' then charges will not be deducted, but the c:value will still be compared against the quantity/number of charges of the item and the use disabled if there are fewer charges available than required.
    qty: # or <dice spec> The default quantity of charges the item will start with when added by the GM to a container. Can be a dice roll specification, in which case the number will be determined randomly with a dice roll. The GM can optionally alter this number when storing the item.
    ' + +'

    When shown in the Attack menu, any version of the weapon which requires more charges than it currently has will be gray, and will not be selectable for an attack.

    ' + +'

    2.7 Magic Items that must be taken in-hand

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    Some magic items, especially Rods, Staves and Wands, must be taken in-hand like a weapon in order for their abilities to become fully available to the character by making an Attack action. The Rod of Smiting described above is a weapon of this nature, but others might have magical attacks as well as, or instead of melee or ranged attacks. Here is an example of one such device:

    ' + +'

    Wand of Frost

    ' + +'

    &{template:RPGMwand}{{title=Wand of Frost}}WandData=[w:Wand of Frost,wt:1,sp:2,c:0,rc:rechargeable,loc:left hand|right hand]{{splevel=Wand}}{{school=Evocation}}Specs=[Wand of Frost,Magic|Wand,1H,Evocation],[Wand of Frost,Magic|Wand,1H,Evocation],[Wand of Frost,Magic|Wand,1H,Evocation]{{components=V,M}}{{time=[[2]]}}{{range=Special}}ToHitData=[w:Ice Storm,desc:MU-Ice-Storm,lv:6,sp:2,c:1],[w:Wall of Ice,desc:MU-Wall-of-Ice,lv:6,sp:2,c:1],[w:Cone of Cold,desc:PW-WoF-Cone-of-Cold,lv:6,sp:2,c:2]{{duration=Special}}{{aoe=Special}}{{save=Special}}{{effects=A *frost* wand can perform three functions that duplicate wizard spells:
    ' + +'• *Ice storm:* A silvery ray springs forth from the wand and an ice (or sleet) storm occurs up to 60 feet away from the wand holder. This function requires one charge.
    ' + +'• *Wall of ice:* The silvery ray forms a wall of ice, six inches thick, covering a 600-squarefoot area (10\' x 60\', 20\' x 30\', etc.). Its initiative modifier is +2, and it uses one charge.
    ' + +'• *Cone of cold:* White crystalline motes spray forth from the wand in a cone with a 60-foot length and a terminal diameter of 20 feet. The initiative modifier is +2, and the effect lasts just one second. The temperature is -100 degrees F., and damage is 6d6, treating all 1s rolled as 2s (6d6, 12-36). The cost is two charges per use. Saving throw vs. wands is applicable.
    ' + +'The wand can function once per round, and may be recharged.}}{{materials=Wand}}{{Use=Take the wand in-hand using the *Change Weapon* dialogue in order to use its powers with the *Attack* action}}

    ' + +'

    This specification introduces a new item Specs class, "Magic", and one of a new range of ToHitData fields, "desc":

    ' + +'' + +' ' + +' ' + +' ' + +'
    Magic The associated entries in the ToHitData will specify a magical attack, rather than a melee or ranged attack. There will not be a matching DmgData specification
    desc: \' \' The name of an ability macro describing the magical attack - this is a power, wizard or priest spell, or a magic item (even possibly this magic item) which will be displayed to the player when this magical attack is used.
    lv:<#>The level at which the magic item casts any power or spell. The spell will have effects as if cast at this level when cast from the magic item.
    ' + +'

    The power, spell or magic item name used with the desc: field tag will be searched for in all the appropriate databases. However, some exist in more than one context (e.g. Light is both a Wizard and a Priest spell). It is possible to specify where the specific description can be found by preceding the name with one of "PW-", "MU-", "PR-", or "MI-" for Power, Wizard spell, Priest spell, and Magic Item respectively. Specifying the type also speeds up the search.

    ' + +'

    There are other field tags that can be used with a Magic class ToHitData specification:

    ' + +'' + +' ' + +' ' + +' ' + +'
    pw:\' \'The name of a magic item power (with limited uses per day) to use as a magical attack, specified as per Section 4.1 below
    msg:\' \'A message to display to the player when the magical attack is made, encoded with the standard and extended RPGMaster escape sequences
    cmd:\' \'An API command to be executed when the magical attack is made, encoded with the standard and extended RPGMaster escape sequences
    ' + +'

    Generally speaking, the cmd: and msg: tags can be used together instead of a desc: if there is no equivalent spell or power to display and only a simple status, timer or effect results from the magical attack. The pw: tag operates in an almost identical way to desc: but decrements the "per day" uses for the named power/spell (specified in the item data specification - see Section 4.1 below) each time it is used, which refresh after a Long Rest.

    ' + +'

    2.8 Hiding Magic Item Details

    ' + +'

    Sometimes, GMs want Players to have to discover the properties of magic items through quests, spell use, trial and error, or paying a high-level wizard to identify them. This is not always the case, and some groups may prefer for some or all items to reveal their nature on first examination. The database specification of an item allows for both approaches. An example of how to define an item to make it easy to hide its details is

    ' + +'

    Flask of Curses

    ' + +'

    &{template:RPGMitem}{{title=Flask}}{{name= of Curses}}{{subtitle=Magic Item}}Specs=[Flask of Curses,Miscellaneous,1H,Alteration]{{Speed=[[3]]}}MiscData=[w:Flask of Curses,st:Flask,wt:1,sp:3,qty:1,rc:charged]{{Size=S}}{{Looks Like=An ordinary flask of some type, containing a little liquid of some unidentifyable sort}}{{Use=The GM will tell you what happens when you use this item}}{{desc=This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It has magical properties, but detection will not reveal the nature of the flask of curses. It may contain a liquid or it may emit smoke. When the flask is first unstoppered, a curse of some sort will be visited upon the person or persons nearby. After that, it is harmless. The type of curse is up to the DM}}{{GM Info=Hide this as some other jug, flask or bottle, using the GM\'s *Add Items* menu, and set *Reveal* to *on use*. Invent an imaginative curse to enact! Suggestions include the reverse of the priest\'s bless spell. Typical curses found on scrolls are recommended for use here as well. Or perhaps a monster could appear and attack all creatures in sight.}}

    ' + +'

    Four elements contribute to the "simple" approach to being able to hide the item details from the Player / Character:

    ' + +'
      ' + + '
    • The splitting of the title & name of the definition: title is always displayed, and name is only added to the title when hidden details are made displayable by the GM.
    • ' + + '
    • The optional addition of the st: attribute in the MiscData specification, which specifies the name of the item displayed on buttons while details are hidden. If not specified, defaults to the item class.
    • ' + + '
    • The addition of the Looks Like tag which marks text that replaces the description while details are hidden and until the GM reveals the details.
    • ' + + '
    • The Hide item as other item function in the GM\'s Add Items dialog, which will be available for items that have the Looks Like tag, or for which the GM chooses another item to hide this one as.

      ' + +'
    ' + +'

    The key element is the inclusion of the Looks Like text tag in the definition of the item. If an item has this tag, the GM\'s Add Items dialog will have the Hide Item as Item button enabled to hide the item as either what the st: data attribute specifies or (if not specified) the item class in the Specs specification of the item. However, if auto-hiding is set in the !magic --config options, an item with a Looks Like text tag will automatically be hidden in this way when added to any container. If a player character views or uses such a hidden item, they will see only the title and the Looks Like text and nothing else. The GM can either set the item to automatically reveal its "secrets" when the player character views the item, uses the item, or only when revealed manually by the GM. It is also possible for the GM to select to hide the item as a completely different item using the Add Items dialog. For full details see the --gm-edit-mi entry in the MagicMaster Help handout.

    ' + +'

    It is possible to define the hidden status and the revealing trigger set when the item is added to a character or container as part of the data of the item definition. The hide: data tag can take the following parameters - if it is not specified, the auto-hide configuration flag defines the hiding status:

    ' + +'' + +' ' + +' ' + +'
    hideAutomatically hide the item regardless of the state of the auto-hide configuration flag
    nohideDo not hide the item regardless of the state of the auto-hide configuration flag
    ' + +'

    The rev: data tag, which sets the trigger that will reveal a hidden item, can take the following values - if not defined, the reveal state is defined by the Reveal configuration flag:

    ' + +'' + +' ' + +' ' + +' ' + +'
    manualOnly reveal when the GM selects to do so using the [Add Item] dialog or the button shown on the item definition (to the GM only)
    viewReveal the hidden item\'s true nature when the player first views the item\'s description once they have it in their possession
    nohideReveal the item\'s true nature when it is first used, but not if it is viewed before that
    ' + +'

    2.9 Configurable Items and the Query Attribute

    ' + +'

    It is possible to create item definitions at have configurable elements, set when the item is first added to a container or a character. This is achieved using the query: attribute in the data section of the item. An example of its use is the Armour of Blending which uses a query to ask which type of armour it really is and what magical plus that armour might grant.

    ' + +'

    Armour of Blending

    ' + +'

    &{template:RPGMarmour} {{title=Armour}} {{name=of Blending}}{{subtitle=Armour}} {{Armour=Can be any armour type}} Specs=[Armor-of-Blending,Armour,0H,MagicItem] {{AC=Varies by armour type}} ACData=[a:Armor of Blending, query:armourType=What type of armour? |Banded Mail%%Mail/4/2/0/1/Banded Armor (Disguise) |Brigandine%%Brigandine/6/1/1/0/Brigandine Armor |Bronze Plate Mail%%Mail/4/2/0/-2/Bronze Plate Mail (Disguise) |Chain Mail%%Mail/5/2/0/-2/Chain Mail |Field Plate%%Plate/2/3/1/0/Field Plate (Disguise)|Full Plate%%Plate/1/4/3/0/Full Plate (Disguise)|Leather%%Leather/8/0/-2/0/Leather Armor|Plate Mail%%Mail/3/3/0/0/Plate Mail (Disguise)|Ring Mail%%Mail/7/1/1/0/Ring Mail |Scale Mail%%Mail/6/0/1/0/Scale Mail |Splint Mail%%Mail/4/0/1/2/Splint Mail (Disguise) |Studded Leather%%Leather/7/2/1/0/Studded Leather $$ armourPlus=What magical plus? |0%%0 |+1%%1 |+2%%2 |+3%%3 |+4%%4 |+5%%5 , qty:1, st:^^armourType#1^^, t:^^armourType#0^^, +S:^^armourType#3^^, +P:^^armourType#4^^, +B:^^armourType#5^^, +:^^armourPlus#1^^, ac:^^armourType#2^^, sz:L, wt:40, loc:body, rac:^^armourType#6^^] {{Speed=[[0]]}} {{Size=Large}} {{Immunity=None}} {{Saves=No effect}} {{Looks Like=A normal suit of some type of armour (DM to determine).}} {{Use=When storing this armour, the DM/player will be asked to state what type of armour it is and its magical plus (if any). It will then operate as chosen and can be passed from container to container without further input.}} {{desc=This appears to be a normal suit of magical armor (determine type and AC modifier normally, ignoring negative results). However, upon command (a command word can be assigned if the DM desires), the armor changes shape and form, assuming the appearance of a normal set of clothing. The armor retains all its properties (including weight) when disguised. Only a *true seeing* spell will reveal the true nature of the armor when disguised.}}

    ' + +'

    The query: attribute in the ACdata section defines the questions that will be asked in standard Roll20 Roll Queries. In this case, two separate questions are asked, each using the following format:

    ' + +'
    result-tag=query question|option 1 text%%value 1.1/value 1.2/.../value 1.n|option 2 text%%value 2.1/value 2.2/.../value 2.n|...%%.../.../...|option j text%%value j.1/value j.2/.../value j.n
    ' + +'

    Multiple queries can be concatinated, separated by \'$$\'. Each query posts the option texts in a list. The selected option will then provide the values that substitute dynamic attributes in the data section, which are specified with the syntax ^^result-tag#n^^ where \'n\' is the value index - index 0 is the option text itself. Using the Armour of Blending example, selecting an armour type of Plate Mail will replace the following dynamic attributes:

    ' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'
    t:^^armourType#0^^t:Plate Mail
    st:^^armourType#1^^st:Mail
    ac:^^armourType#2^^ac:3
    +S:^^armourType#3^^+S:3
    +P:^^armourType#4^^+P:0
    +B:^^armourType#5^^+B:0
    rac:^^armourType#6^^rac:Plate Mail (disguise)
    ' + +'
    ' + +'

    3. Magic Items with Powers or Spell-Storing

    ' + +'

    Some magic items, especially artefacts and sentient items, can store spells and/or have powers similar to characters. MagicMaster supports magic items of this type to a degree, although there are inevitably exceptions that the DM will have to get creative in their development! These items use API buttons that call various MagicMaster commands to deliver their capabilities.

    ' + +'

    First to note is that items that have powers and spells use spell slots in the owning character\'s character sheet. These spell slots should not be used by characters in your campaign. If they are, errors might occur. By default, on the AD&D2E character sheet the system uses Wizard Level 14 spell slots for magic item powers, and Wizard Level 15 spell slots for spell-storing magic items. As standard AD&D2E only has spells up to level 9 this generally works without causing problems.

    ' + +'

    Next, in addition to the three standard elements of the Ability Macro, the \'ct-\' attribute and the listing, these items require a 4th element which specifies their powers and spells. These are:

    ' + +'' + +' ' + +' ' + +' ' + +'
    mi-muspells-[item-name]:Wizard spells able to be stored in the magic item
    mi-prspells-[item-name]:Priest spells able to be stored in the magic item
    mi-powers-[item-name]:Powers able to be used by the magic item
    ' + +'

    In each case the [item-name] is replaced by the Ability macro name (which is not case sensitive).

    ' + +'

    Note: The DM creating new spell storing or power wielding magic items does not need to worry about anything other than the Ability Macro in the database, as running the command --check-db will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields are correctly defined. Use the name of the particular database as a parameter to check and update just that database. Running the command --check-db with no parameters will check and update all databases.

    ' + +'

    When a spell-storing or power wielding magic item is added to a magic item bag or container using --edit-mi or --gm-edit-mi, these attributes are automatically added to the character sheet by the APIs and also they are parsed by the system and the spells and/or powers are created in the relevant spell books automatically. When such an item is found in a container by a character, or passed from character to character, all of the stored spells & powers are deleted from the old character and created in the new character. A character gaining such an item can use its spells and powers immediately.

    ' + +'

    3.1 Powerful Magic Item

    ' + +'

    Here is an example of a power wielding magic item:

    ' + +'

    Ring-of-Shooting-Stars

    ' + +'

    !setattr --silent --sel --casting-level|1 --casting-name|@{selected|token_name}\'s Ring of Shooting Stars
    ' + +'&{template:RPGMring}{{name=Ring of Shooting Stars}}{{subtitle=Ring}}Specs=[Ring of Shooting Stars,Ring,1H,Evocation]{{Speed=[[5]]}}RingData=[w:Ring of Shooting Stars,sp:5,rc:charged,ns:6], [cl:PW,w:MU-Dancing-Lights,sp:5,pd:12], [cl:PW,w:MU-Light,sp:5,pd:2], [cl:PW,w:RoSS-Ball-Lightning,sp:5,pd:1], [cl:PW,w:RoSS-Shooting-Stars,sp:5,pd:3], [cl:PW,w:Faerie-Fire,sp:5,pd:2], [cl:PW,w:RoSS-Spark-Shower,sp:5,pd:1] {{Size=Tiny}} {{Immunity=None}} {{Resistance=None}} {{Saves=None}} {{desc=This ring has two modes of operation - at night and underground - both of which work only in relative darkness.
    ' + +'***During night hours, under the open sky***, the shooting stars ring will perform the following functions:
    ' + +'- [*Dancing lights*](!magic --mi-power @{selected|token_id}|Dancing-Lights|Ring-of-Shooting-Stars|1) as spell (once per hour).
    ' + +'- [*Light*](!magic --mi-power @{selected|token_id}|Light|Ring-of-Shooting-Stars|1), as spell (twice per night), 120-foot range.
    ' + +'- [*Ball lightning*](!magic --mi-power @{selected|token_id}|RoSS-Ball-Lightning|Ring-of-Shooting-Stars|1), as power (once per night).
    ' + +'- [*Shooting stars*](!magic --mi-power @{selected|token_id}|RoSS-Shooting-Stars|Ring-of-Shooting-Stars|1), as power (special).
    ' + +'***Indoors at night, or underground***, the ring of shooting stars has the following properties:
    ' + +'[*Faerie fire*](!magic --mi-power @{selected|token_id}|PR-Faerie-Fire|Ring-of-Shooting-Stars|1) (twice per day) as spell
    ' + +'[*Spark shower*](!magic --mi-power @{selected|token_id}|RoSS-Spark-Shower|Ring-of-Shooting-Stars|1) (once per day) as power
    ' + +'Range, duration, and area of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5}}

    ' + +'

    Note that the ability macro starts with a call to the ChatSetAttr API to set the casting-level to 1 and the name of the caster to be \< Character-name \>\'s Ring of Shooting Stars. Not strictly necessary, but a nice cosmetic.

    ' + +'

    The data section now includes repeating data sets, one for each of the powers that the item has:

    ' + +'
    RingData=[w:Ring of Shooting Stars,sp:5,rc:charged,ns:6], [cl:PW,w:MU-Dancing-Lights,sp:5,pd:12], … 
    ' + +'

    The first data set is very similar to the standard magic item data, with the addition of the ns: field, and is then followed by a number of repeated data sets specifying each of the powers:

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    ns:<#>The number of powers (or spells) that the item can wield or store
    cl:<MU/PR/PW>The type of the power/spell specification: PW=power, MU=wizard spell, PR=priest spell
    w:<text>The name of the power/spell - must be exactly the same as the database name (case ignored) optionally prefixed by a power type, one of \'PW-\', \'MU-\', \'PR-\', or \'MI-\' for Power, Wizard spell, Priest spell, or Magic Item
    sp:<[-/+]# / dice roll spec>The speed or casting time of the power/spell in segments
    pd:<-1/#>The available casts per day, or -1 for \'at will\'
    ' + +'

    By running the --check-db command (see section 6 and the note above) these data sets are used to correctly set up the database with the powers wielded, so that when a Character receives this item, the Character also gains the powers to use through the item. If a power type prefix is included for one or more power name, the respective database is searched for a matching entry: thus a Wizard or Priest spell can be specified as a power without having to explicitly add a duplicate of it to a Powers Database. If no prefix is specified, the system will first search the Powers Databases (API-supplied and user-supplied) for a match and, if not found there, will then search the MU Spells Databases, the Priest Spells Databases, all Magic Items databases, and then the character sheet of the creature wielding the item power for a match, in that order. An error occurs if no matches are found anywhere.

    ' + +'

    Note: if a Character picks up two Power-wielding items with exactly the same item name (i.e. two copies of the same item) the results are unpredictable. This is best avoided. The GM can use the --gm-edit-mi menu to rename one or both items with a unique name to differentiate them: see the MagicMaster API documentation for details.

    ' + +'

    Feel free to just copy the specification for a Ring-of-Shooting-Stars in an extracted copy of the Rings database and save it to a new Ability Macro with a different name, and then alter the power names, speeds, and uses per day, as well as the API Button --mi-power commands and the other text, to form new power-wielding magic items. Also, the Ring does not have to have 6 powers - just remove or add one or more repeating data sets to reduce or increase the number of powers.

    ' + +'

    3.2 Spell Storing Magic Item

    ' + +'

    Here is an example of a spell-storing magic item:

    ' + +'

    Ring-of-Spell-Storing-HHSLS

    ' + +'

    &{template:RPGMring}{{name=Ring of Spell Storing with Haste x2, Slow, Light & Sleep}}{{subtitle=Ring}}Specs=[Ring of Spell Storing,Ring,1H,Conjuration-Summoning]{{Speed=[[5]] regardless of spell}}RingData=[w:Ring of Spell Storing HHSLS,sp:5,rc:uncharged,ns:5], [cl:MU,w:Haste,sp:5,lv:6], [cl:MU,w:Haste,sp:5,lv:6], [cl:MU,w:Slow,sp:5,lv:7], [cl:MU,w:Light,sp:5,lv:3], [cl:MU,w:Sleep,sp:5,lv:3] {{Size=Tiny}}{{Store spell=[Store Priest Spell](!magic --mem-spell MI-PR|@{selected|token_id})
    ' + +'[Store Wizard Spell](!magic --mem-spell MI-MU|@{selected|token_id})}}{{Cast spell=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}) spells}}{{desc=A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see "Scrolls"). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows:
    ' + +'Priest: 1d6, if 6 is rolled, roll 1d4 instead.
    ' + +'Wizard: 1d8, if 8 is rolled, roll 1d6 instead.
    ' + +'Which spell type of any given level is contained by the ring is also randomly determined.
    ' + +'The ring empathically imparts to the wearer the names of its spells. Once spell class, level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of [[5]].}}

    ' + +'

    This is a specific version of a Ring of Spell Storing as the spells stored are specified in the macro. Alternatively, a blank Ring of Spell Storing is provided in the API Rings database. It is possible to use the --gm-edit-mi command menu to select this blank ring and use the facilities provided by the menu to add spells to this blank ring, and then rename it to reflect what the GM wants the ring to be. Again, see the MagicMaster API documentation for details.

    ' + +'

    The only new field in these data sets is:

    ' + +'' + +' ' + +'
    lv:<#>The level of the caster who cast the spell into the ring. The spell will have effects as if cast at this level when cast from the ring.
    ' + +'

    The lv: field only specifies the level of the initial spell caster when the item is first found. Once owned and used, the level of the spell caster is recorded each time a spell is refreshed by casting into the item. As the item is then passed from one Character to another, or stored in a container and recovered later, the levels at which the spells were cast is retained. However, if the item is reloaded from the databases, or a duplicate of the item is placed by the DM and found by another character, that version of the item will have the spell caster levels from the database definitions. Note that if a single Character picks up two versions of exactly the same spell storing item (i.e. with the same item name) the results are unpredicable... The GM should use the --gm-edit-mi menu to rename one or both of the rings to give them unique names.

    ' + +'

    3.3 Flexible Spell-Storing Magic Items

    ' + +'

    Some spell-storing magic items are more flexible in what they can do than the standard Ring of Spell Storing. Here is an example of one that the player character can add spells to, and alter the spells stored (within certain limits):

    ' + +'

    Vibrant Purple Ioun Stone

    ' + +'

    &{template:RPGMitem}{{name=(Vibrant Purple)}}Specs=[Ioun Stone,Miscellaneous,0H,Stone]{{}}MiscData=[w:Vibrant Purple Ioun Stone,st:Floating Vibrant Purple Stone,wt:2,sp:3,qty:2d6,lvl:1,store:any,rc:single-uncharged]{{}}%{MI-DB|Ioun-Stone}{{Size=T}}{{Use=Can store "quantity" levels of spell that the possessor casts into it. [Store Spells](!magic --mem-spell MI-MU|@{selected|token_id}|Ioun-Stone-Vibrant-Purple) or [View Spells](!magic --view-spell MI|@{selected|token_id}|Ioun-Stone-Vibrant-Purple) or [Cast Spell](!magic --cast-spell MI|@{selected|token_id}||Vibrant Purple Ioun Stone||Ioun-Stone-Vibrant-Purple). The quantity/number of charges represents the number of levels of spell that can be stored.}}{{Looks Like=A vibrant purple prismatic stone that is floating in the air}}{{GM Info=This version of the Vibrant Purple Ioun Stone can store *any* spell and the player character can change the spells stored.}}

    ' + +'

    This data definition has a couple of features not previously seen.

    ' + +'

    The store: and lvl: data attributes: These attributes are unique to spell-storing magic items, and define limits on how spells can be stored in the item, using the !magic --mem-spell command.

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    lvl:[ 1 / 0 ]Defaults to \'0\'. Flag restricting the total levels of spell that can be cast into the item to be the item\'s qty: / number of charges
    store:[ add / any / change / none ]Defaults to none (or not specified). Specifies flexibility of spell storing
    addAllows the character to add additional stored spells to the item (up to any level limit) but stored spells can only be replaced by the same
    changeAllows the character to change what spell is stored in each slot (within any level limit), but not to add spells to additional slots
    anyAllows the character to both add additional spells and to change the currently stored spells (up to any level limit).
    ' + +'

    Merging another item definition: Using the Roll20 standard syntax of %{...|...} to merge in another item data definition saves duplicating text that has already been written. The name before the \'pipe\' character (\'|\') is the name of the database to get the merged specification from - this can be a database held in memory by the APIs or a character sheet database: the APIs will work this out. The APIs only recognise the first Specs=[...] and Data=[...] they find, so these are presented in this definition before the %{...|...}. On the contraty, when displaying the template to a player, later {{ xxx=... }} with the same xxx will overwrite earlier ones, so the differences in the description for this particular item are placed after the %{...|...}.

    ' + +'

    3.4 Magic-Item-storing Items

    ' + +'

    Some items can store other items, including magic items. When such an item is viewed, used or exchanged between containers and characters, a character sheet specifically for the MI-storing item is created, or found if already previously created. The very act of viewing or using the item will trigger the creation or selection - there is no need for the GM or Player to do so. An example of this is a Bag of Holding.

    ' + +'

    Bag of Holding

    ' + +'

    &{template:RPGMitem}{{name=Bag of Holding}}{{subtitle=Magic Item}}Specs=[Bag of Holding,Miscellaneous,1H,Alteration]{{Size=[[15]]/[[250]]lbs, 30cu.ft}}MiscData=[w:Bag of Holding,st:Bag,sp:0,rc:uncharged,bag:2],[cl:MI,w:Potion-of-Healing,qty:1],[cl:MI,w:Scroll of Protection vs Magic,qty:2]{{Access=Drag the *Bag of Holding* token onto the map and use your MI menu *Search* function (to retrieve stuff from it) or *Store* function (to put stuff in it)}}{{desc=As with other magical bags, this one appears to be a common cloth sack of about 2 feet by 4 feet size. The Bag of Holding opens into a nondimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. This weight, the bag\'s weight limit in contents, and its volume limit are 15 lbs. 250 lbs. 30 cu. ft.
    ' + +'If overloaded, or if sharp objects pierce it (from inside or outside), the bag will rupture and be ruined. The contents will be lost forever in the vortices of nilspace.}}

    ' + +'

    The important attributes are:

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +'
    bag:<#>Identifies the item as generating an item character sheet. Up to # items can be defined as initially being held in the item sheet (default 0)
    cl:\'MI\'Subsequent data sets with class \'MI\' define items initially held in the item, and will be inserted in a newly created item sheet when first viewed or used
    w:<text>The name of the item to initially be stored in the item character sheet MI bag. Should be an item named in a database
    qty:<#>The initial quantity of this item to be stored in the item-holding item character sheet MI bag (default 1)
    ' + +'

    And one additional new attribute:

    ' + +'' + +' ' + +'
    st:\'\'Defines the "Item Type" (or SuperType) to be displayed when a container is searched that has its properties set to only show the types of items contained. If not provided, defaults to the item class from the Specs definition
    ' + +'

    Thus, the definition of the particular Bag of Holding defined above, when a character has it in their Items & Equipment and either views or uses the item, will result in a new separate character sheet being created, named "Bag of Holding" (same as the item), placed in the controlling Player\'s journal and marked as controlled by that player, and for one Potion of Healing and two Scrolls of Protection vs. Magic to be inserted automatically into the Bag of Holding, ready for the Character to find and use by dragging the bag onto the map from their Journal and Searching the Bag.

    ' + +'

    Once the Bag is created, the existing items can be taken out into the Character\'s own items & equipment, or new ones placed in the bag, the bag passed from one Character to another or itself placed in a different container.

    ' + +'

    It is recommended that, where a GM places multiple item-holding items in a campaign, such as multiple Bags of Holding, that the GM uses the functions of the [Add Items] menu to rename each with a different name in the original container to which they are placed and before each is viewed or used (i.e. before the item character sheet is created by the system) - perhaps naming each after some previous owner or its creator. This prevents confusion with multiple Character Sheets all with the same name (which Roll20 will allow, but can definately be confusing for the GM who will see them all even if players only see the ones they control).

    ' + +'
    ' + +'

    4. Weapons (if using AttackMaster API)

    ' + +'

    Weapons, magical or not, are special types of items in the Magic Items databases. If coded properly (in the same way as those in the MI-DB-Weapons database), they can be used with the AttackMaster API to implement fully automatic weapon management, the ability to hold weapons "in-hand" or sheathed, to have automatic ammo and range management for ranged weapons, automatic entry of weapons into the melee and/or ranged weapons tables, ready to make attacks with magical plusses and other specifications all set up, and support for dancing weapons (ones that can attack without being held by the Character), creatures with more than 2 hands, and 1-handed weapons, 2-handed weapons, and even weapons that need more than 2 hands!

    ' + +'

    See the Weapon & Armour Database Help handout and AttackMaster API documentation for how Weapon definitions should be structured for use with the AttackMaster API, which are just a few additions to the standard definition of an item.

    ' + +'
    ' + +'

    5. Armour & Shields

    ' + +'

    Like weapons, armour and shields of all types (including magical armour like magical Bracers and Rings of Protection) can be coded to be used with the AttackMaster API to automatically calculate the appropriate AC for various scenarios (such as with & without Shield, from the back, if surprised, etc). This will take into account if the armour is valid for the character class, determine which is the best armour combination that the character has, if various armour elements can or can\'t work together, and add in Dexterity bonuses or impairments. It will also allow magical effects cast on the character to take effect or be adjusted via the token "circles" and highlight when such an effect is in place by showing the relevant token bar (only when there is a difference between the token AC and calculated AC).

    ' + +'

    See the Weapon & Armour Database Help handout and AttackMaster API documentation for how Armour & Shield definitions should be structured for use with the AttackMaster API, which are just a few additions to the standard definition of an item.

    ' + +'

    Also, see the RoundMaster API documentation for how magical effects can be placed on and affect tokens and characters.

    ' + +'
    ' + +'

    6. Specs & Data field values

    ' + +'

    Below are lists of the current possible values for the item database Ability macro sections.

    ' + +'

    6.1 Specs sections

    ' + +'
    Specs=[Type, Item-Class, Handedness, Group-Type]
    ' + +'

    There are no default settings for any of the Specs data fields. All must be explicitly specified.

    ' + +'

    7.1(a) Magic Item Types

    ' + +'

    There is an infinite list of magic item types: generally the type is the magic item name. A magic item can have more than one type, with each separated by a vertical bar character \'|\'

    ' + +'

    7.1(b) Magic Item Classes

    ' + +'

    Any magic item can have more than one class, each separated by a vertical bar \'|\'. It will then behave and be listed as each of the specified classes.

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    WeaponWeapons that are not Melee or Ranged weapons or any other class
    MagicMagic attacks that are not melee or ranged attacks, often a spell or power of a magic item
    MeleeMelee weapons that are used in hand-to-hand combat
    Innate-MeleeMelee weapons that do not attract any proficiency penalties
    RangedRanged weapons that are either thrown or fire ammunition
    Innate-RangedRanged weapons that do not attract any proficiency penalties
    AmmoAll types of ammunition that is used by Ranged weapons
    ArmourAny type of armour that does not need to be held to work
    ArmorThe same as Armour
    HelmAny type of armour or clothing worn on the head
    ShieldA barrier that is held in hand(s) and defends against one or more attacks from the front
    Protection-cloakAny type of clothing that has protective qualities
    PotionAny type of potion, oil, pill or similar that is consumed or rubbed on
    ScrollScrolls and spell books, that contain one or multiple spells
    ScrollcaseAn object that can hold a scroll
    WandWands that cast spells or spell-like effects when wielded in the hand
    StaffQuarterstaffs and similar large bludgeoning items that can also have spell-like abilities
    RodWalking-stick sized rods that can do spell-like effects, especially when used to attack
    RingRings that are worn on a finger, one to each hand, that protect, have powers or spells
    Protection-RingAny special type of ring that imparts protective qualities
    Protection-[item]Any item (other than clothing or a ring) that imparts protective qualities
    LightAll types of lantern, torch, and other illumination
    DM-itemAn item that only appears in a list button on the menu displayed by --gm-edit-mi
    Attack-macroAn attack macro template for a magic item held in a MI database
    MiscellaneousAnything that does not fit in one of the other categories
    UnspecifiedItems without any Specs section or an empty Class definition are listed under DM-Only
    ' + +'

    7.1(c) Armour Handedness

    ' + +'

    0H Items that do not require to be held to work (e.g. a Ring, Buckler or a Helm)
    ' + +'1H An item that must be held in one hand to work, such as a Wand
    ' + +'2H Items that need two hands to wield, like a Staff
    ' + +'3H Items that need three hands to use, perhaps by two characters...
    ' + +'... etc.

    ' + +'

    7.1(d) Item Schools

    ' + +'

    Currently, all Magic Items other than Weapons and Armour use the same set of magical schools as for Spells & Powers, as they mostly perform spell-like effects. See section 7.1(d) for the list.

    ' + +'

    7.2 Data Sections

    ' + +'

    Definitions for Data Section field types for Weapons & Armour can be found in the AttackMaster API documentation. Below are the definitions for Spell, Power & other Magical Item types.

    ' + +'

    Note: Always refer to the database specification definitions in other sections above for detailed information on the use of these Field specifiers. Not all specifiers have an obvious use.

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    FieldFormatDefault ValueDescriptionCan be used in
    Spell
    Data
    Potion
    Data
    Scroll
    Data
    Wand
    Data
    Staff
    Data
    Rod
    Data
    Ring
    Data
    Misc
    Data
    ToHit
    Data
    AC
    Data
    w:< text >\'-\'Name to be displayed XXXXXXXXX
    w:< text >\'\'Name of spell or power (Not case sensitive)X
    +:[ + / - ] #0Magical adjustment XXXX XX
    n:# [ / # ]1Attacks per round XXX XX
    st:< text >\'\'Item type to display XXXXXXX X
    hide:[hide / nohide]\'\'Hidden item status XXXXXXX X
    rev:[manual / view / use]\'\'Hidden item reveal trigger XXXXXXX X
    sz:[ t / s / m / l / h ]\'\'Size of item XXXXXXX
    sp:[-]# or Dice Roll spec0Speed in segments (1/10 round)XXXXXXXXX
    wt:#1Weight of item in lbs X XXX XX
    rules:[+/-][rule] | ...0Save / Check rules XXXXX X
    svXXX:[=][+/-]#0Save / Check mod XXXXX X
    on:command\'\'Cmd to execute when worn XXXX
    off:command\'\'Cmd to execute when removed XXXX
    ns:#0Number of stored spells & powers defined for item XXXXXX X
    w:< text >\'-\'Name of stored spell or power (Not case sensitive) XXXXXX X
    cl:MU / PR / PW\'\'Type of stored spell or power XXXXXX X
    lv:#1Level at which spell/power is cast XXXXX X
    pd:-1 / #1Number per day (power only) XXXXX X
    rc:Charged / Uncharged / Rechargeable / Recharging / Self-chargeable / Cursed / Charged-Cursed / Recharging-Cursed / Self-chargeable-CursedUnchargedInitial charged and Cursed status of item when found (Can be changed by DM using -gm-only-mi command once added to Character Sheet) Not case sensitive XXXXXXXXX
    c:#1The number of charges expended by using a charged magic item. Uncharged items always use 0 charges XXXXXXXXX
    desc:[MU-/PR-/PW-/MI-]name\' \'Power or Spell to display X X
    msg:< text >\' \'Attack message X X
    cmd:Command\' \'Attack API command X X
    learn:[ 0 | 1 ] 0 Learnable stored spells X X
    ' + +'
    ' + +'

    7.3 Character Sheet data fields

    ' + +'

    The Character Sheet field mapping to the API script can be altered using the definition of the fields object, the definition for which can be found at the top of the game-version-specific RPGMaster Library API for the game-version you are using. You can find the complete mapping for all APIs in the RPGMaster series, with an explanation of each, in a separate document - ask the Author for a copy.

    ' + +'
    ', + }, + ClassDatabase_Help: {name:'Class & Race Database Help', + version:2.03, + avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703', + bio:'
    ' + +'Class & Race Database Help v2.03' + +'
    ' + +'
    ' + +'

    Character Class & Race Databases

    ' + +'
    for RPGMaster APIs
    ' + +'

    1. General Database information

    ' + +'

    The RPGMaster APIs use a number of databases to hold Macros defining races, creatures, character classes, spells, powers and magic items and their effects. Previous versions of the RPGMaster series of APIs held their databases all externally as character sheets: from this version onwards this is not the case for databases supplied with the APIs, which are now held internally to the APIs. However, the AttackMaster or MagicMaster API command --extract-db can be used to extract any or all standard databases to Character Sheets for examination and update. The APIs are distributed with many class, spell, power & magic item definitions, and DMs can add their own character classes, spells, items, weapons, ammo and armour to additional databases in their own database character sheets, with new definitions for database items held in Ability Macros. Additional database character sheets should be named as follows:

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    Wizard Spells:additional databases: MU-Spells-DB-[added name] where [added name] can be replaced with anything you want.
    Priest Spells:additional databases: PR-Spells-DB-[added name] where [added name] can be replaced with anything you want.
    Powers:additional databases: Powers-DB-[added name] where [added name] can be replaced with anything you want.
    Magic Items:additional databases: MI-DB-[added name] where [added name] can be replaced with anything you want.
    Character Classes:additional databases: Class-DB-[added name] where [added name] can be replaced with anything you want.
    Races & Creatures:additional databases: Race-DB-[added name] where [added name] can be replaced with anything you want.
    Attack Calculations:additional databases: Attacks-DB-[added name] where [added name] can be replaced with anything you want.
    ' + +'

    However: the system will ignore any database with a name that includes a version number of the form "v#.#" where # can be any number or group of numbers e.g. MI-DB v2.13 will be ignored. This is so that the DM can version control their databases, with only the current one (without a version number) being live.

    ' + +'

    There can be as many additional databases as you want. Other Master series APIs come with additional databases, some of which overlap - this does not cause a problem as version control and merging unique macros is managed by the APIs.

    ' + +'

    Important Note: all Character Sheet databases must have their \'ControlledBy\' value (found under the [Edit] button at the top right of each sheet) set to \'All Players\'. This must be for all databases, both those provided (set by the API) and any user-defined ones. Otherwise, Players will not be able to run the macros contained in them.

    ' + +'

    Each added database has a similar structure, with:

    ' + +'
      ' + +'
    • Ability Macros named as the class, spell, power or magic item specified, and used to describe and provide effects for classes, spells, powers and magic items using the commands in the RPGMaster APIs;
    • ' + +'
    • Custom Attributes with the attribute name "ct-ability-macro-name", one per Ability Macro, which defines the casting time and casting cost for spells & powers, and speed and MI type for magic items (not currently used for Class or Attack definitions);
    • ' + +'
    • An entry in a list on the character sheet in the spell book of the relevant Character Sheet tab (Spell Level of the spell defined, Powers tab, or various spell books for different Classes & Magic Items - see Class entry below).
    • ' + +'
    ' + +'

    Ability Macros can be whatever the DM wants and can be as simple or as complex as desired. Roll Templates are very useful when defining class, spell, power and magic item ability macros. When a Player or an NPC or Monster views or casts a spell, power or uses a magic item the Magic Master API runs the relevant Ability Macro from the databases as if it had been run by the Player from the chat window. All Roll20 functions for macros are available.

    ' + +'

    1.1 Replacing Races, Classes, Spells & Items

    ' + +'

    If you want to replace any Ability Macro provided in any of the databases, you can do so simply by creating an Ability Macro in one of your own databases with exactly the same name as the provided item to be replaced. The API gives preference to Ability Macros in user-defined databases, so yours will be selected in preference to the one provided with the APIs.

    ' + +'
    ' + +'

    2. Character Class Database

    ' + +'

    The DM can add Character Class databases as character sheets that have names that start with Class-DB. The Class definitions that come with the installed game-version-specific RPGMaster Library can be extracted to a character sheet and viewed by using the !magic --extract-db Class-DB or !attk --extract-db Class-DB commands. Note: it is best to delete the extracted Class-DB database character sheet after viewing/using, so that the system uses the much faster internal database version. After deleting or changing any character sheet database, always run the !magic --check-db or !attk --check-db command to re-index the databases.

    ' + +'

    Classes: Class-DB-[added name]

    ' + +'

    Those with version numbers of the form v#.# as part of the name will be ignored.

    ' + +'

    As previously stated, each class definition has 3 parts in the database (see Section 1): an Ability Macro with a name that is unique and matches the Class being defined, an Attribute with the name of the Ability Macro preceded by "ct-", and a listing in the database character sheet of the ability macro name separated by \'|\' along with others of the same base class: the base classes being "Warrior", "Wizard", "Priest", "Rogue", and "Psion". The quickest way to understand these entries is to examine existing entries. Do extract the root database using the --extract-db command and take a look (remember to delete it after viewing - see above)

    ' + +'

    Note: The DM creating new classes does not need to worry about anything other than the Ability Macro in the database, as running the command --check-db will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields in the Ability Macros are correctly defined. Use the name of the particular database as a parameter to check and update just that database. Running the command --check-db with no parameters will check and update all databases.

    ' + +'

    Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing. Ability macros are standard Roll20 functionality and not dependent on the API. Refer to the Roll20 Help Centre for more information.

    ' + +'

    Standard / Simple Class definitions

    ' + +'

    The Ability Macro for a Class may look something like this:

    ' + +'

    Thief

    ' + +'

    &{template:RPGMclass}{{name=Thief}}{{subtitle=Rogue Class}}{{Min Abilities=Dex:[[9]]}}{{Race=Any}}{{Hit Dice=1d6}}{{Alignment=Any not Lawful}}Specs=[Thief,RogueClass,0H,Rogue]{{=**Powers**}}{{1st Level=Thieving Abilities *Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls,* and *Read Languages* Also, Thieves can *Backstab*}}{{10th Level=Limited ability to use magical & priest scrolls, with 25% chance of backfire}}ClassData=[w:Thief, hd:1d6, align:ng|nn|n|ne|cg|cn|ce, npp:-3, weaps:club|shortblade|dart|handxbow|lasso|shortbow|sling|broadsword|longsword|staff, ac:padded|leather|studdedleather|elvenchain|magicitem|ring|cloak]{{desc=Thieves come in all sizes and shapes, ready to live off the fat of the land by the easiest means possible. In some ways they are the epitome of roguishness.
    ' + +'The profession of thief is not honorable, yet it is not entirely dishonorable, either. Many famous folk heroes have been more than a little larcenous -- Reynard the Fox, Robin Goodfellow, and Ali Baba are but a few. At his best, the thief is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation.}}

    ' + +'

    The ability specification for this Rogue class uses a Roll20 Roll Template, in this case defined by the RPGMaster Library (see the documentation for the Library for specifications of this Roll Template), but any Roll Template you desire can be used. The entries in the Roll Template itself can be anything you desire, giving as much or as little information as you want. However, the important elements for the RPGMaster APIs are those highlighted. Each of the elements important to the database are inserted between the elements of the Roll Template, meaning they will not be seen by the player when the macro is run. Generally spaces, hyphens and underscores in the data elements are ignored, and case is not significant. Each element is described below:

    ' + +'
    Specs = [Character Class, Macro Type, Handedness, Base Class]
    ' + +'

    The Specs section describes what Character Class and Base Class this is (and tells the APIs that this is a macro of type "Class"). These fields must be in this order. This format is identical for all database items, whether in these databases or others used by the RPGMaster series of APIs. Where there are multiple answers for a field, separate each by \'|\'. Note:Only A-Z, a-z, 0-9, hyphen/minus(-), plus(+), equals(=) point(.) and vertical bar(|) are allowed. Replace any forward slash with hyphen.

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +'
    Character Classthe Character Class name, often the same as the ability macro name.
    Macro Typethe type of the data in this Ability Macro, one of WarriorClass, WizardClass, PriestClass, RogueClass, or PsionClass.
    Handedness#H, where # is the number of hands needed to be a character of this class (not currently used).
    Base Classthe base class that this class belongs to, one of Warrior, Wizard, Priest, Rogue, or Psion.
    ' + +'
    ClassData=[w:Thief, hd:1d6, align:ng|nn|n|ne|cg|cn|ce, npp:-3, weaps:club|shortblade|dart|handxbow|lasso|shortbow|sling|broadsword|longsword|staff, ac:padded|leather|studdedleather|elvenchain|magicitem|ring|cloak]
    ' + +'

    The ClassData section specifies the data relating to the class. These fields can be in any order.

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    w:<text>the name of the class
    align:<lg|ln|le|ng|nn|n|ne|cg|cn|ce> or <any>the valid alignments for characters of this class, separated by \'|\' (not currently restricted)
    attr:#[:#]minimum and maximum starting attribute values (default is 3:18)
    race:<list of races> or <any>the races that can take this class, separated by \'|\' (not currently restricted)
    hd:<dice roll spec>the dice roll specification for hit points at each level (not currently used, for future expansion)
    npp:<[-/+]#>optional field to set a bespoke non-proficient weapon penalty for the character class. If not provided defaults to that for the Base Class.
    weaps:<list of weapons & weapon types> or <any>a vertical bar \'|\' separated list of weapons and weapon types that are valid for the class (see the Weapons database/documentation for types). Preceeding by \'!\' means \'not this weapon\' and with \'+\' means \'include this whatever\'
    ac:<list of armour types> or <any>a vertical bar \'|\' separated list of armour and armour types that are valid for the class (see the Weapons database/documentation for types). \'!\' and \'+\' work the same as for weapons
    ' + +'

    The list of weapons and weapon types listed after the "weaps:" tag are checked by the system when a character tries to take a weapon in-hand using the "Change Weapons" dialogue or AttackMaster --weapon command, as determined by the API configuration setting, accessed via the MagicMaster or AttackMaster --config command. This configuration can be to restrict weapons to those listed ("Strict" mode), to give unlisted weapons a penalty of double the non-proficient weapon penalty for the base class ("Lax" mode), or to ignore this list and allow any weapon to be proficient or to just get the standard non-proficient weapon penalty ("Allowed" mode).

    ' + +'

    In exactly the same way as for weapons, armour and armour types listed after the "ac:" tag are checked when calculating the Armour Class of the character using the "Check AC" dialogue or AttackMaster --checkac command, or automatically by the APIs at various points when AC might change, again according to the API configuration settings accessed via the --config command. This configuration can restrict a class to the armours and armour types listed for the class ("Rules" mode), or not restrict usage at all ("Allowed" mode).

    ' + +'

    Three additional field tags are optionally available to allow the default weapon attacks per round progression to be overridden with a bespoke progression. Any one, two or all three can be specified: if just the progression level sequence is given, these levels will override the default levels, and similarly for the melee and ranged weapon mods, and defaults will be used or those not overridden. This only works for classes that are types of Warrior. The defaults are those specified for the Warrior class in the Player\'s Handbook.

    ' + +'' + +' ' + +' ' + +' ' + +'
    attkl:<0|#|#|...>a vertical bar \'|\' separated list of levels (the first must be 0) at which the next higher number of attacks per round is achieved.
    attkm:<#|#|#|...>a vertical bar \'|\' separated list of modifications to the standard number of attacks per round for any melee weapon used. Each can be an integer, a decimal float (# . #) or a fraction (# / #)
    attkr:<#|#|#|...>a vertical bar \'|\' separated list of modifications to the standard number of attacks per round for any ranged weapon used. Each can be an integer, a decimal float (# . #) or a fraction (# / #)
    ' + +'

    Changing the Default Saving Throws

    ' + +'

    The default Saving Throw table from the Player\'s Handbook can be overridden for any class definition. A new set of base saving throws by experience level can be defined.

    ' + +'

    Dwarven Defender

    ' + +'

    &{template:RPGMclass}{{name=Dwarven Defender}}{{subtitle=Warrior Class}}{{Min Abilities=Str:[[12]], Con:[[15]]}}{{Race=Dwarf only}}{{Alignment=Any}}Specs=[Dwarven Defender,WarriorHRClass,0H,Warrior]{{Hit Dice=1d12}}{{=**Powers**}}{{1st Level=*Defensive Stance* (1/4 levels per day}}ClassData=[w:Fighter, align:any, hd:1d12, race:dwarf, weaps:axe|club|flail|longblade|fencingblade|mediumblade|shortblade|polearm, ac:any, svl0:16|18|17|20|19, svl1:12|17|15|16|15, svl3:11|16|14|15|14, svl5:10|14|12|12|12, svl7:9|13|11|11|11, svl10:7|11|9|8|9, svl13:4|9|6|5|7, sv16:2|7|4|3|4, ns:1][cl:PW, w:Defensive-Stance, lv:1, pd:1l4]{{desc=The Dwarven defender is a formidable warrior. They are trained in the art of defence from a young age and make a defensive line nearly unbreakable.
    ' + +'The class is limited to Dwarves.
    ' + +'They can wear any armour but tend to go with the heaviest and toughest they can afford. They always use a shield, whenever possible a special Dwarven Tower shields (+1 in melee but +3 vs missiles when braced and in position). To use a Tower Shield requires a weapon proficiency slot. The dwarven Tower Shield has to be acquired in the campaign, it isn’t just granted to the character on creation (it’s a bit like a Paladins Warhorse). It may take many levels before they get a quest to acquire one.
    ' + +'They can only become proficient, specialise and double specialise in axes (not great axes) or hammers. They can never use missile weapons like a bow or crossbow but can throw hammers or axes.
    ' + +'They get bonus non weapon proficiency slots in Armourer, Blacksmithing and Mining.}}

    ' + +'

    In addition to the elements described previously, the ClassData section specifies new elements regarding saving throws (ignore the ns: and everything beyond for now):

    ' + +'
    ClassData=[w:Fighter, align:any, hd:1d12, race:dwarf, weaps:axe|club|flail|longblade|fencingblade|mediumblade|shortblade|polearm, ac:any, svl0:16|18|17|20|19, svl1:12|17|15|16|15, svl3:11|16|14|15|14, svl5:10|14|12|12|12, svl7:9|13|11|11|11, svl10:7|11|9|8|9, svl13:4|9|6|5|7, svl16:2|7|4|3|4, ns:1]
    ' + +'

    Each svl# element specifies the base saves at and above experience level "#", for the five standard base save types, Paralysation, Poison & Death | Rod, Staff & Wand | Petrification & Polymorph | Breath Weapon | Spells. The highest specification element applies to all higher experience levels.

    ' + +'

    Magic Items, Race definitions, and other database elements that affect a character can specify modifications to the base Saving Throws (whether using the defaults or custom Class specifications) by using the data element svXXX:[+-=]#,, where "XXX" is one of par, poi, dea, rod, sta, wan, pet, pol, bre, spe or sav for all saving throws, str, dex, con, int, wis, chr or atr for all character attributes, or all for everything, followed by a colon, then a plus (+), a minus (-), an equals (=), and a number, or just a number with nothing before it. Each of the three-letter qualifiers refers to the relevant save, except "all" which applies the modifier to all saves. Preceeding the modifier amount by plus (+) or nothing improves the save by the modifier, preceeding by minus (-) worsens the save by the modifier, and by equals (=) overrides any other modifier being applied and applies only the best modifier of that type from all items preceeded by an equals. Obviously, racial mods apply at all times (unless overridden by a magic item using the "=" modifier), and magic item mods only apply if the character has the magic item in their held items.

    ' + +'

    It is also possible to specify rules for when the specified saving throw/ability check modifiers are valid. These are specified by including the data tag rules:. See the Magic Database Help handout for more information on rules:.

    ' + +'

    Restricting the Schools and Spheres of Spells available

    ' + +'

    While standard Wizards and Priests are very similar to the standard specification above, the definitions of specialist spellcaster classes is slightly more complex.

    ' + +'

    Conjurer

    ' + +'

    &{template:RPGMclass}{{name=Conjurer}}{{subtitle=Wizard Class}}{{Min Abilities=Int:[[9]], Con:[[15]]}}{{Alignment=Any}}{{Race=Human & Half Elf}}{{Hit Dice=1d4}}Specs=[Conjurer,WizardClass,0H,Wizard]{{=**Spells**}}{{Specialist=Conjuration / Summoning}}{{Banned=Greater Divination & Invocation}}ClassData=[w:Conjurer, hd:1d4, race:human|halfelf, sps:conjuration|summoning|conjurationsummoning, spb:greaterdivination|invocation, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]{{desc=This school includes two different types of magic, though both involve bringing in matter from another place. Conjuration spells produce various forms of nonliving matter. Summoning spells entice or compel creatures to come to the caster, as well as allowing the caster to channel forces from other planes. Since the casting techniques and ability requirements are the same for both types of magic, conjuration and summoning are considered two parts of the same school.}}

    ' + +'
    ClassData=[w:Conjurer, hd:1d4, race:human|halfelf, sps:conjuration|summoning|conjurationsummoning, spb:greaterdivination|invocation, weaps:dagger|staff|dart|knife|sling, ac:magicitem|ring|cloak]
    ' + +'

    The ClassData for specialist casters includes additional tags to specify the schools/spheres of magic that the caster can and cannot use (and for priests major and minor access to spheres).

    ' + +'' + +' ' + +' ' + +' ' + +'
    sps:<text|text|...> or <any>a list of specialist schools or major spheres separated by vertical bars (\'|\')
    spb:<text|text|...>a list of banned schools/spheres that this class is not allowed to use separated by vertical bars (\'|\')
    spm:<text|text|...>a list of minor spheres (only relevant to Priest classes) separated by vertical bars (\'|\')
    ' + +'

    The spellcaster will be restricted to memorising only spells from the schools/spheres listed depending on the API configuration using the --config command. The configuration can be to restrict to the specified schools/spheres ("Strict" mode) or allow all at any level ("Allowed" mode). The DM will also have a single button to add all valid spells at all levels to a Priest character sheet using the [Token-setup] macro or the !cmd --abilities command, and then using the [Add to Spellbook] / [Priest] dialogue.

    ' + +'

    Default spells and spells per level

    ' + +'

    Using the classes called "Wizard" or "Priest" will always grant the standard Wizard and Priest spells per level respectively as per the Player\'s Handbook, thus the class specifications are no different from that above. Also, any class name placed in the Wizard class fields (e.g. the second class definition column of the Advanced 2e sheet) will get standard Wizard spell casting capabilities (unless otherwise specified as below), and those in the Priest class fields (e.g. the third class definition column of the Advanced 2e sheet) will get standard Priest spell casting capabilities (unless otherwise specified as below).

    ' + +'

    Non-standard spells per level

    ' + +'

    A non-standard spellcaster (such as a Ranger, Paladin or Bard, or any class you wish to specify of a similar nature) can have their spellcasting capabilities specified in the class definition:

    ' + +'

    Priest of Magic

    ' + +'

    &{template:RPGMclass}{{name=Priest of Magic}}{{subtitle=Priest Class}}{{Min Abilities=Wis:[[12]], Int:[[13]]}}{{Race=Human or Half Elf}}{{Hit Dice=1d8}}{{Reference=*House Rules v16*}}{{=**Alignment**}}{{Deity=True Neutral}}{{Priests=Any Neutral}}{{Flock=Any Alignment}}{{ =**Spells**}}{{Major Spheres=All, Divination, Protection, Healing, Elemental}}{{Minor Spheres=Sun}}Specs=[Priest of Magic,PriestClass,0H,Priest]{{Powers=None}}ClassData=[w:Priest of Magic, hd:1d8, race:human|halfelf, align:ng|nn|n|ne, weaps:dagger|staff|dart|knife|sling, ac:any, sps:any, slv:4|3|12|MU, spl1:1|2|2|3|3|3|4|4|4|4|5|5, spl2:0|0|1|1|2|2|3|3|3|4|4|4, spl3:0|0|0|0|1|1|2|2|3|3|3|3, spl4:0|0|0|0|0|0|1|1|1|2|2|3],[w:Priest of Magic, sps:all|divination|protection|healing|elemental, spm:sun, slv:7|1|100|PR, spl1:1|2|2|3|3|3|3|3|3|3|3|3|3|3|4|4|4|4|4, spl2:0|0|1|1|2|2|3|3|3|3|3|3|3|3|3|4|4|4|4, spl3:0|0|0|0|0|1|1|2|2|3|3|3|3|3|3|3|4|4|4, spl4:0|0|0|0|0|0|0|0|1|1|2|2|3|3|3|3|3|4|4, spl5:0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|3|3|3|4, spl6:0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|3, spl7:0|0|0|0|0|0|0|0|0|0|0|0|0|0|1|1|2|2|2]{{desc=The Priest of Magic is an optional character class that can be used if your DM allows. It is a curious class in that it is a priest of the god of Magic, who then grants the priest the use of some limited Wizard spells as well as a slightly more restricted range of clerical spells.}}

    ' + +'

    The Priest of Magic (a "House Rules" class for my group) can cast some Wizard spells at the expense of loosing some Priest spellcasting capability. Its class definition has ClassData for both "MU" and "PR" spells, in two separate sections (enclosed in each comma-separated \'[...]\').

    ' + +'' + +' ' + +' ' + +' ' + +'
    slv:<#|#|#|(MU/PR)>three numbers followed by either MU or PR (no brackets), separated by vertical bars (\'|\'). The first number is the highest level of spell that can be cast, the second the first class level at which spells can be cast, and the third the maximum casting level, followed by the class of spells being specified (MU=Wizard, PR=Priest)
    spl#:<#|#|#|...>for spells of level spl#, starting at the class level at which spells can be cast, the numbers of spells that can be cast at that and subsequent levels
    specmu:[ 0 | 1 ](not shown above) a flag signifying whether a non-standard wizard-type spellcaster is a specialist or not, granting the extra spell per level if \'1\'
    ' + +'

    Classes with Specific Powers

    ' + +'

    A character class can also be granted powers, and these can be specified in the class definition both as text for the Player to read, and also coded so the APIs can read them.

    ' + +'

    Priest of Light

    ' + +'

    &{template:RPGMclass}{{name=Priest of Light}}{{subtitle=Priest Class}}{{ =**Alignment**}}{{Deity=Neutral Good}}{{Priests=Any Good}}{{Flock=Any Neutral or Good}}{{Hit Dice=1d8}}Specs=[Priest of Light,PriesthoodClass,0H,Priest]{{ =**Powers**}}{{1st Level=*Infravision, Turn Undead*}}{{3rd Level=*Laying on Hands*}}{{5th Level=*Charm/Fascination*}}{{9th Level=*Prophecy*}}{{ =**Spells**}}{{Major Spheres=All, Charm, Divination, Healing and Sun}}{{Minor Spheres=Animal, Creation, Necromantic and Plant}}ClassData=[w:Priest of Light, align:LG|NG|CG, hd:1d8, weaps:bow|crossbow|dagger|dirk|dart|javelin|knife|slings|spear, ac:leather|padded|hide|magicitem|ring|cloak, sps:all|charm|divination|healing|sun, spm:animal|creation|necromantic|plant, ns:5][cl:PW, w:Infravision, lv:1, pd:-1][cl:PW, w:Turn Undead, lv:1, pd:-1][cl:PW, w:Laying on Hands, lv:3, pd:1][cl:PW, w:Charm-Fascination, lv:5, pd:1][cl:PW, w:Prophecy, lv:9, pd:1]{{desc=The god of all forms of light: Sunlight, moonlight, firelight, etc. The god is a friend of life, a patron of magic, a proponent of logical thought, and an enemy of the undead.
    ' + +'The priesthood of the god is devoted to celebrating these aspects of the god and to promoting positive forces such as healing.
    ' + +'Lesser gods of this attribute would be gods of one aspect of light. One god might be the god of Reason, another the god of Inspiration, etc.
    ' + +'This deity is as likely to be male as female.
    ' + +'The priests of this god are on good terms with the priests of Arts, Crafts, Darkness/Night, Dawn, Elemental Forces, Fire, Healing, Hunting, Literature/Poetry, Magic, Metalwork, Moon, Music/Dance, Oracles/Prophecy, and Sun.}}{{Reference=*The Complete Priest\'s Handbook* Sample Priesthoods}}

    ' + +'

    The ClassData specification now has a tag of ns: which specifies a following number of sections enclosed in square brackets (\'[...]\'), each of which defines a single power granted to characters of this class. These sections include the following fields:

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    cl:<PW>specifies the type of granted capability - for Class definitions, this is always PW (standing for Power)
    w:<text>the name of the power granted (which should match a definition in the Powers database Powers-DB)
    lv:<#>the character level at which they will gain this power
    age:<#>(not shown above) the character age value at which they will gain this power (used for e.g. dragons). The age value is stored in @{selected|age|max}
    pd:< -1 / # / #L# >the number of times per day the power can be used. A number, or -1 (meaning "at will"), or #L# which is first number per second number levels per day (e.g. 1L4 means once per day for L1 to L4, twice L5 to L8, etc)
    ' + +'

    This allows the DM to use a single button to add all the specified powers to the Powers list of a specific character sheet using the [Token-Setup] macro or the !cmd --abilities command, and then using the [Add to Spellbook] / [Powers] dialogue. The Player will then only be able to memorise the appropriate powers for the character\'s level.

    ' + +'

    3. Race & Creature Databases

    ' + +'

    Exactly as with Character Classes, the DM can also add Race databases as character sheets that have names that start with Race-DB. The Race definitions that come with the installed game-version-specific RPGMaster Library can be extracted to a character sheet and viewed by using the !magic --extract-db Race-DB or !attk --extract-db Race-DB commands, and Creature definitions can be extracted by replacing "Race-DB" with "Race-DB-Creatures". Note: it is best to delete the extracted database character sheet after viewing/using, so that the system uses the much faster internal database version. After deleting or changing any character sheet database, always run the !magic --check-db or !attk --check-db command to re-index the databases.

    ' + +'

    Races: Race-DB-[added name]
    Creatures: Race-DB-Creatures-[added name]

    ' + +'

    Those with version numbers of the form v#.# as part of the name will be ignored.

    ' + +'

    As previously stated, each database definition has 3 parts in the database (see Section 1), the same as for the Class Database explanation above. Note: The DM creating new classes does not need to worry about anything other than the Ability Macro in the database, as running the command --check-db will update all other aspects of the database appropriately.

    ' + +'

    Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing. Ability macros are standard Roll20 functionality and not dependent on the API. Refer to the Roll20 Help Centre for more information.

    ' + +'

    3.1 Standard / Simple Race Definitions

    ' + +'

    The database definition for a simple, standard Race might look something like this:

    ' + +'

    Human

    ' + +'

    &{template:RPGMdefault}{{name=Human}}{{subtitle=Race}}Specs=[Human,HumanoidRace,0H,Humanoid]{{Alignment=Any}}{{Languages=Often *common*}}{{Height=Males [60+2d10](! /r 60+2d10 ins height)ins, Females [58+2d10](! /r 58+2d10 ins height)ins}}{{Weight=Males [140+6d10](! /r 140+6d10 lbs weight)lbs, Females [100+6d10](! /r 100+6d10 lbs weight)lbs}}{{Life Expectancy=95 years}}{{Section=**Attributes**}}{{Minimum=None}}{{Maximum=None}}{{Adjustment=None}}{{Section1=**Powers**}}{{Section2=None}}{{Section3=**Special Advantages**}}{{Section4=None}}{{Section5=**Special Disadvantages**}}{{Section6=None}}RaceData=[w:Human, align:any, weaps:any, ac:any]{{desc=Although humans are treated as a single race in the AD&D game, they come in all the varieties we know on Earth. A human PC can have whatever racial characteristics the DM allows.
    ' + +'Humans have only one special ability: They can be of any character class and rise to any level in any class. Other PC races have limited choices in these areas.
    ' + +'Humans are also more social and tolerant than most other races, accepting the company of elves, dwarves, and the like with noticeably less complaint.
    ' + +'Because of these abilities and tendencies, humans have become significant powers within the world and often rule empires that other races (because of their racial tendencies) would find difficult to manage.}}

    ' + +'

    As with Class definitions, and any other RPGMaster database entry, a Roll Template is used for formatting and the text in the template can be whatever you desire to display. The important elements for the RPGMaster APIs are highlighted and, as elsewhere, they are between the elements of the Roll Template to hide them when displayed, case is ignored and spaces, hyphens and underscores can be used but are ignored. Each element is described below:

    ' + +'
    Specs=[Human,HumanoidRace,0H,Humanoid]
    ' + +'

    The Specs section for a race describes the Sub-Race and base Race for the entry, and that this is a race definition. The fields must be in this order, identical for all database items.

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +'
    Sub-Racethe Sub-Race or Race name, often the same as the ability macro name.
    Macro Typethe type of the data in this Ability Macro, one of HumanoidRace, HumanoidCreature, or CreatureRace.
    Handedness#H, where # is the number of hands needed to be a character of this race (not currently used).
    Base Racethe base race that this sub-race belongs to, and can be any other race in the database. For PCs generally one of Dwarf, Elf, Half-Elf, Halfling, Half-Orc, Human, or Gnome.
    ' + +'

    The Sub-Race will "inherit" any data definitions and powers defined for the Base Race unless they are specifically overwritten or excluded by the Sub-Race definition. This reduces inconsistencies and the work of entering multiple duplications.

    ' + +'
    RaceData=[w:Human, align:any, weaps:any, ac:any]
    ' + +'

    All the same data fields (that are relevant) are available as for a Class definition. Where both the Class and Race of a character have specified restrictions or allowances, both the Class and the Race must allow an item / spell to be used. Whereas two Classes combine permissions as Class A OR Class B, Class and Race are Class AND Race. So a Warrior class can use a Greatsword, but a Warrior Gnome may not be able to use it as it would hit the ground as they wielded it!

    ' + +'

    Save and To-Hit Modifiers

    ' + +'

    There are a number of additional data fields relevant to Races:

    ' + +'

    Halfling

    ' + +'

    &{template:RPGMdefault}{{name=Halfling}}{{subtitle=Race}}{{Alignment=Any (Usually NG)}}Specs=[Halfling,HumanoidRace,0H,Humanoid]{{Languages=Often *common, halfling, dwarf, elf, gnome, goblin,* and *orc*}}{{Height=Males [32+2d8](! /r 32+2d8 ins height)ins, Females [30+2d8](! /r 30+2d8 ins height)ins}}{{Weight=Males [52+5d4](! /r 52+5d4 lbs weight)lbs, Females [48+5d4](! /r 48+5d4 lbs weight)lbs}}{{Life Expectancy=100 to 150 years}}{{Section=Attributes}}{{Minimum=Str:7, Con:7, Dex:10, Int:6}}{{Maximum=Wis:17}}{{Adjustment=Dex:+1, Str:-1}}{{Section1=Powers}}{{Expert Miners=Stouts can detect slopes, and approximate direction underground}}{{Section2=Special Advantages}}{{Infravision=Any halfling character has a 15% chance to have normal infravision (this means he is pure Stout), out to 60ft; failing that chance, there is a 25% chance that he has limited infravision (mixed Stout/Tallfellow or Stout/Hairfeets lineage), effective out to 30 feet.}}{{Magic Resistance=Magic-resistant, giving a bonus to saving throws against magical wands, staves, rods, and spells of +1 for every 3.5 points of Constitution score.}}{{Poison Resistance=Save vs. poison at +1 for every 3.5 points of Constitution score.}}{{Attack bonus=+1 To Hit with slings and thrown weapons}}{{Surprise=Enemies get a –4 penalty to surprise if the halfling is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the halfling must open a door or screen to get to the enemy, the penalty is reduced to –2.}}RaceData=[w:Halfling, align:any, weaps:any, ac:any, attr:str=7|con=7|dex=10|int=6|wis=1:17, thmod:throwing=1|dart=1|hand-axe=1|magical-stone=1|slings=1, svatt:con, svpoi:3.5 svrod:3.5, svsta:3.5, svwan:3.5, svspe:3.5, ns:2],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Direction Underground,lv:0,sp:0,pd:-1]{{desc=Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need.
    ' + +'Elves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any of these other three, they get along with other races far better.
    ' + +'There are three types of halflings: Hairfeets, Tallfellows, and Stouts. Hairfeets are the most common type, but for player characters, any of the three is acceptable.}}

    ' + +'' + +' ' + +' ' + +' ' + +'
    attr:#[:#]minimum and maximum starting attribute values (default is 3:18)
    svXXX[+]:[+ - =] #saving throw modifiers
    thmod:weapon=[+-]# | weapon=[+-]# | ...a list of weapon type (or super-type) to-hit modifiers separated by vertical bars (\'|\')
    ' + +'

    The saving throw modifiers are cumulative with those relevant to a Class and/or to worn/held magic items. The XXX can be one of att, par, poi, dea, rod, sta, wan, pet, pol, bre, spe or all, optionally followed by a "+" (see next paragraph), followed by a colon, then a plus (+), a minus (-), an equals (=), and a number, or just a number with nothing before it. Each of the three-letter qualifiers refers to the relevant save, except "all" which applies the modifier to all saves, and "att" which specifies an attribute by whose value any save may vary. Preceding the modifier amount by plus (+) or nothing improves the save by the modifier, preceding by minus (-) worsens the save by the modifier, and by equals (=) overrides any other modifier being applied and applies only the modifier preceded by the equals.

    ' + +'

    If the XXX is followed by a "+" (e.g. like svpoi+:3), the save modifier will be a straight addition to (or subtraction from) the saving throw. Otherwise, the value of the attribute defined by the "svatt:" (which can be str, con, dex, int, wis, or chr, defaulting to con) is divided by the modifier provided and rounded down: e.g. if svatt:con and svpoi:3.5, a Constitution of 12 will result in a poison save bonus of 3.

    ' + +'

    To-Hit modifiers are supplied as a list separated by vertical bars. Each entry is a weapon type or weapon super-type, followed by "=", followed by a number preceded by an optional "+" or "-". A plus (+) improves the chance of hitting, and a minus (-) is a penalty. Any weapon of the specified type or super-type will get the modifier.

    ' + +'

    Race Powers

    ' + +'

    As with classes, races can have specific powers. If a Sub-Race has a Base Race defined, the powers for both will be used - if you don\'t want any powers from a Base Race, do not specify one.

    ' + +'

    Dwarf

    ' + +'

    &{template:RPGMdefault}{{name=Dwarf}}{{subtitle=Race}}Specs=[Dwarf,HumanoidRace,0H,Humanoid]{{Alignment=Any (Usually LG)}}{{Height=4 to 4.5 ft}}{{Weight=150lbs}}{{Life Expectancy=350 years}}{{Languages=Often *Dwarf, Common, Orc, Kobold, Goblin, Gnome*}}{{Section=**Attributes**}}{{Min Attributes=Str:8, Con:11}}{{Max Attributes=Dex:17, Chr:17}}{{Attribute Adj.=Con:+1, Chr:-1}}{{Section1=**Powers**}}{{Infravision=*Infravision* to 60ft}}{{Expert Miners=Detect slopes, new tunnel construction, shifting walls, and stonework traps, and determine approximate depth underground}}{{Section2=**Special Advantages**}}{{Small size=Ogres, trolls, ogre magi, giants, and titans suffer a -4 penalty to attack Dwarves.}}{{Magic Resistance=Dwarves are nonmagical, which gives a bonus to dwarves\' saving throws against magical wands, staves, rods, and spells, of +1 for every 3.5 points of Constitution score.}}{{Sense Curses=Can sense a cursed item, but only if the device fails to function}}{{Section3=**Special Disadvantages**}}{{Item Failure=Magical items not specifically suited to the character\'s class have a 20% chance to malfunction when used.}}RaceData=[w:Dwarf, align:any, weaps:any, ac:any, attr:str=8|con=11|dex=1:17|chr=1:17, +:1|orc|half-orc|goblin|hobgoblin, -:4|ogre|troll|ogre-magi|oni|giant|titan, svatt:con,svpoi:3.5,svrod:3.5,svsta:3.5,svwan:3.5,svspe:3.5, ns:5],[cl:PW,w:Detect Slope,lv:0,sp:0,pd:-1],[cl:PW,w:Detect New Construction,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Shifting Walls,lv:0,sp:0,pd:-1],[cl:PW,w:Detect Stonework Traps,lv:0,sp:0,pd:-1],[cl:PW,w:Determine Depth Underground,lv:0,sp:0,pd:-1]{{desc=Dwarves are short, stocky fellows, easily identified by their size and shape. They have ruddy cheeks, dark eyes, and dark hair. Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they do not like). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short, stocky builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering.
    ' + +'Though dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings.
    ' + +'Dwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found underground.}}

    ' + +'

    As master miners, Dwarves have a number of powers that they can call on when underground, to assess their situation. These use the same syntax for specification as for Classes with powers.

    ' + +'

    Dwarves also have to-hit and AC bonuses when facing various types of creature. These are specified in the race data as follows:

    ' + +'' + +' ' + +' ' + +'
    +: [+-] # | race/creature | race/creature | ...a modifier to hit of # when attacking any listed creature (not currently implemented)
    -: [+-] # | race/creature | race/creature | ...a modifier to AC of # when being attacked by any listed creature (not currently implemented)
    ' + +'

    A positive modifier is always a benefit, and a negative one is a penalty. These are not currently implemented as the APIs cannot know what race the opponent is, unless a targeted attack is used (see attackMaster API help handout for information on attacks) and targeted attacks are a DM and Player option which is not mandatory.

    ' + +'

    4. Creatures

    ' + +'

    The same specification approach can be used to define creatures other than humanoids, and humanoids other than PCs and NPCs. A number of such definitions are provided in the Race-DB-Creatures database, which can be extracted to a Character Sheet DB using the !magic --extract-db Race-DB-Creatures command. All the same data fields are available as for Race definitions, with some extras.

    ' + +'

    Vampire

    ' + +'

    &{template:RPGMdefault}{{name=Vampire}}{{subtitle=Creature}}{{Alignment=Usually Chaotic Evil}}Specs=[Vampire,HumanoidCreature,0H,Creature]{{Languages=Whatever they knew before they were a vampire, or what their vampire parents taught them.}}{{Height=As per pre-vampire race (usually [65+2d6](! /r 65+2d6 ins height)ins,}}{{Weight=Their weight before becoming a vampire or [140+6d10](! /r 140+6d10 lbs weight)lbs}}{{Life(?) Expectancy=Immortal}}{{Section=**Attributes**}}{{Minimum=Str:18(76), Int:15}}{{Maximum=Int:16}}{{Adjustment=None}}{{Section1=**Powers**}}{{Energy Drain=Drains 2 levels from anyone they successfully touch}}{{Charm=Any person who allows the vampire to look into their eyes will be affected as if by a *charm person* spell. Due to the power of this enchantment, a -2 is applied to the victim\'s saving throw vs. spell}}{{Summon Creatures=Can summon swarms of creatures to their aid}}{{Spell-like powers=*Gaseous Form* and *Spider Climb* at will}}{{Section2=**Special Advantages**}}{{Infravision=60 feet}}{{Shape Change=Can *Shape Change* into a large bat at will}}{{Plus Weapons To Hit=Attackers must use weapons of at least +1 to be able to hit a vampire}}{{Immunities=Immune to *Sleep, Charm,* and *Hold* spells, Paralysis and Poison. Spells based on cold or electricity cause only half damage}}{{Section3=**Special Disadvantages**}}{{Repellants=Odor of Strong Garlic; Mirror or Holy Symbol presented with conviction}}{{Holy Water or Symbol=Burns a vampire for 2-7 (1d6+1) damage with a successful hit}}{{Others=See Monsterous Compendium for other disadvantages}}RaceData=[w:Vampire, cattr:int=15:16|ac=1|mov=12|fly=18C|hd=8d8+3|thac0=11|attk1=hand:4+1d6:0:B,spattk:Energy drain,spdef:+1 weapon to hit; immune to *sleep, charm & hold*, ns:5],[cl:PW,w:Charm Person,sp:1,lv:0,pd:-1],[cl:PW,w:Summon Swarm,sp:2,lv:0,pd:-1],[cl:PW,w:Gaseous Form,sp:0,lv:0,pd:-1],[cl:PW,w:MU-Shape-Change,sp:9,lv:0,pd:-1],[cl:PW,w:Spider Climb,sp:1,lv:0,pd:-1]{{desc=Of all the chaotic evil undead creatures that stalk the world, none is more dreadful than the vampire. Moving silently through the night, vampires prey upon the living without mercy or compassion. Unless deep underground, they must return to the coffins in which they pass the daylight hours, and even in the former case they must occasionally return to such to rest, for their power is renewed by contact with soil from their graves.
    ' + +'One aspect that makes the vampire far more fearful than many of its undead kindred is its appearance. Unlike other undead creatures, the vampire can easily pass among normal men without drawing attention to itself for, although its facial features are sharp and feral, they do not seem inhuman. In many cases, a vampire\'s true nature is revealed only when it attacks. There are ways in which a vampire may be detected by the careful observer, however. Vampires cast no reflection in a glass, cast no shadows, and move in complete silence.}}

    ' + +'

    Creatures have additional data fields that set up all the important fields for the APIs on the AD&D2e Character Sheet (only when the creature is specified using the Class/Race menu on the "token-setup" menu - just typing the creature type into the Race field on the Character Sheet will not do this).

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    spattk:textspecial attacks text to be displayed when the Specials Action Button is used
    spdef:textspecial defenses text to be displayed when the Specials Action Button is used
    cattr:attr=value | attr=value | ...a list of attribute/value pairs, where attr is one of:
    ac#[:#]creature armour class
    mov#creature movement on the ground
    flytextcreature movement in the air
    swtextcreature movement when swimming
    hd#[d#][+/-#][r#]creature hit dice roll spec
    hp#[:#]creature hit points
    regen#creature regeneration HP/round
    thac0#creature Thac0
    tohit[+/-]#creature to-hit modifier
    dmg[+/-]#creature damage modifier
    crith#creature critical hit roll
    critm#creature critical miss roll
    attk1roll,text,[speed],[type],[+tohit]specification for creature innate attack 1
    attk2roll,text,[speed],[type],[+tohit]specification for creature innate attack 2
    attk3roll,text,[speed],[type],[+tohit]specification for creature innate attack 3
    attkmsgtext[$$text][$$text]message(s) for attacks
    speed#creature overall attack speed
    cl[F/MU/PR/RO/PS]:Class nameGive creature a NPC class
    lv#Give crature a NPC level
    ' + +'

    When a creature (or race) with these data fields is selected in the Race/Class menu, the CommandMaster API automatically sets all of the respective Character Sheet attributes to the specified values. In fact, all of these data fields can be used with a standard race, but are less useful. Note: values in square brackets are optional and the brackets should not be included if used.

    ' + +'

    4.1 Specifying Creature Weapons & Armour

    ' + +'

    Many creatures have attacks using their claws, bites and other "innate" attacks, and have tough natural armoured skin. However, many humanoid creatures can use normal weapons & armour to attack adventurers and defiend themselves. It is possible to specify the possible weapon combinations and available armour for each creature type, and add a randomness to the selection criteria, as this example shows:

    ' + +'

    The additional RaceData datasets highlighted have the following fields:

    ' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'
    clWP / ACType of data in the dataset. WP = weapon, AC = armour
    %#Chance of dataset being used relative to others of same type (does not have to add up to 100)
    primeweapon : qtyName & quantity of weapon to take in Primary hand. Only 1 is taken in-hand, rest of qty held in items
    offhandweapon : qtyName & quantity of weapon to take in Off-hand hand. Only 1 is taken in-hand, rest of qty held in items
    bothweapon : qtyName & quantity of two-handed weapon to take in both hands. Only 1 is taken in-hand, rest of qty held in items
    itemsweap/armour:qty | weap/armour:qty | ...Name & quantity of weapons or armours to store as items of equipment. Armour will automatically contribute to creature armour class
    ' + +'

    4.2 Creatures with Spell-Casting Ability

    ' + +'

    It is possible to give spell-casting creatures spells as powers - just specify the number per day as 1, and you can even use the MU-[Spell-Name] or PR-[spell-name] syntax as the power name to specify the spells to use (as shown in the Vampire above). However, for larger numbers of spells, and/or to grant random spells, an additional syntax is available:

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    &{template:RPGMdefault}{{}}RaceData=[w:Frost Giant Witch Doctor,sps:any,cattr:cl=pr:frost-giant-shaman/mu:frost-giant-witch-doctor|lv=7/3,ns:2],[cl:MU,lv:1,w:random|random|random|Detect-Magic],[cl:MU,lv:2,w:random|ESP|Mirror-Image|random|random]{{}}Specs=[Frost-Giant-Witch-Doctor,CreatureRace,2H,Frost-Giant-AC0]{{}}%{Race-DB-Creatures|Frost-Giant-AC0}{{name= Witch Doctor}}{{Section3=**Witch Doctor:** This Frost Giant is a Witch Doctor that can cast spells of a number of wizard spells, and priest spheres of magic:*healing, charm, protection, divination*, or *weather*}}{{desc6=**Frost Giant Witch Doctor:** There is a 20% chance that any band of frost giants will have a shaman (80%) or witch doctor (20%). If the group is led by a jarl, there is an 80% chance for a spell caster. Frost giant shamans are priests of up to 7th level. A shaman can cast normal or reversed spells from the *healing, charm, protection, divination*, or *weather* spheres. Frost giant witch doctors are priest/wizards of up to 7th/3rd level; they prefer spells that can bewilder and confound other giants. Favorite spells include: *unseen servant, shocking grasp, detect magic, ventriloquism, deeppockets, ESP, mirror image,* and *invisibility*.}}

    ' + +'

    This Witch Doctor has a number of spells specified to be in their spellbook by using the RaceData extension data sets:

    ' + +'
    [cl:MU,lv:1,w:random|random|random|Detect-Magic],[cl:MU,lv:2,w:random|ESP|Mirror-Image|random|random]
    ' + +'

    The cl:MU specifies that this data set specifies spells for the spellbook, and the lv:# specifies the level of spells. The w: string then defines the spell names, separated by pipes \'|\'. These names must be the same as those given in the spells databases (which can be listed using the GMs [Token Setup] / [Add Spells & Powers] dialog), or can be \'random\'. Specifying \'random\' will do what it says on the tin - a random spell will be chosen from all available spells at that level. If more than one spell is stated as \'random\' there is a chance that the same one will come up twice - the APIs will allow this.

    ' + +'

    If a spellbook is specified for a creature in this way, it must be of a class that can cast spells or it will not be able to use them. The creature\'s level as a spellcaster will determine how many spells can be memorised at each level, regardless of how many are given in the spellbooks.

    ' + +'

    Also, if spellbooks are specified like this the API will automatically memorise spells, selecting spells from the list at random up to the correct number for the creature\'s level. If a creature can cast Wizard spells and no spellbooks are specified, random spells will be memorised from all possible wizard spells that are valid for the schools that caster can cast. The GM (or other controlling player) can always use the Spells Menu to memorise different spells, and the GM can use the [Token Setup] / [Add Spells & Powers] dialog to change the spellbooks.

    ' + +'

    If the creature can cast Priest spells, the creature will be granted a spellbook of all priest spells that are valid for the spheres it can cast, and random spells from this list automatically memorised from this list. The specification can override this behaviour by specifying particuler priest spells to have in the spellbook at a specific level using [cl:PR,lv:#,w:....]. Alternatiely, if the w: is followed by an empty string e.g. [cl:PR,lv:#,w:], then the correct number of random priest spells will be memorised at each level, but only those memorised spells will be written to the spellbook. An example of this is for dragons, as according to the Monsterous Manual they only know an exclectic mix of spells they have picked up as they age and are not granted spells by a god.

    ' + +'

    4.3 Complex Creatures with Multiple Forms

    ' + +'

    Some creatures, such as Dragons, have multiple forms and also vary within a single form. For example, a Dragon can be Red, Blue, White, Gold, Silver, Crystal, ... etc. Not only that, but each of these dragons\' powers grow with age from Hatchling through Juvenile, Adulthood, to Venerable, Wyrm & Great Wyrm. Rather than create a definition for each age and colour combination (which would result in 180 definitions just for the standard dragons!) it is possible to add a query presented to the GM when selecting the type of creature to drag & drop. This query can specify data to be factored into calculations in the RaceData specification dependent on the selection made.

    ' + +'

    &{template:RPGMdefault}{{title=Red}}{{name=Dragon}}Specs=[Dragon,DragonRace,2H,Creature]{{subtitle=Dragon}}RaceData=[w:Red Dragon, query:What Age?|Hatchling%%1%%-6|Very Young%%2%%-4|Young%%3%%-2|Juvenile%%4%%0|Young Adult%%5%%1|Adult%%6%%2|Mature Adult%%7%%3|Old%%8%%4|Very Old%%9%%5|Venerable%%10%%6|Wyrm%%11%%7|Great Wyrm%%12%%8, align:CE, ac:none, cattr:int=15:16|mov=9|fly=30C|jump=3|ac=1-??1|age=??0:??1|hd=(11+??1)d8r1|mr=(v(^((??1-4);0);1)*??1*5)|cl=mu:red-dragon/pr:red-dragon|lv=8+??1/8+??1|spellsp=1|thac0=11-??1|tohit=??2|dmg=??1|size=G|attk1=1d10:Claw x 2 or Claw+Kick:0:S|attk2=3d10:Bite:0:P|attk3=2d10:Tail Swipe:0:B|attkmsg=Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$Remember powers such as *Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*$$\lbrak;Show the radius\rbrak;\lpar;!rounds ~~aoe `{selected¦token_id}¦arc180¦0¦80¦160¦red\rpar; then up to \lbrak;\lbrak;`{selected¦age|max}\rbrak;\rbrak; opponents in the area take damage and Save vs. Petrification with the penalty shown below or be \lbrak;Stunned\rbrak;\lpar;!rounds ~~target area¦`{selected¦token_id}¦`{target¦Select the stunned creature¦token_id}¦Stunned¦\lbrak;[1+1d4]\rbrak;¦-1¦Stunned by a dragon tail slap¦back-pain\rpar; for 1d4+1 rounds., spattk:*Dragon Fear; Wing Buffet; Snatch; Plummet;* and *Spell Casting*, spdef:Magic resistance \lbrak;\lbrak;({ { { {(@{selected|age|max}-4)},{0} }kh1}, {1} }kl1) * (@{selected|age|max}+1) * 5\rbrak;\rbrak;%, ns:1],[cl:PW,w:MU-Affect-Normal-Fires,pd:3,sp:1],[cl:PW,w:MU-Pyrotechnics,pd:3,sp:1],[cl:PW,w:PR-Heat-Metal,pd:1,sp:1],[cl:PW,w:MU-Suggestion,pd:1,sp:1],[cl:PW,w:MU-Hypnotism,pd:1,sp:1],[cl:PW,w:Detect-Gems-Kind+Number,pd:3,sp:1],[cl:PW,w:Red-Dragon-Breath,pd:-1,sp:1],[cl:PW,w:PW-Snatch,lv:14,pd:-1,sp:0],[cl:PW,w:PW-Plummet,pd:-1,sp:0],[cl:PW,w:PW-Wing-Buffet,lv:14,pd:-1,sp:0],[cl:PW,w:PW-Stall,pd:-1,sp:0],[cl:PW,w:PW-Dragon-Fear,lv:14,pd:-1,sp:0],[cl:PR,lv:1,w:],[cl:PR,lv:2,w:]{{Section=**Attributes**}}{{Intelligence=Exceptional (15-16)}}{{AC=Varies with age, adult red dragon is AC -5}}{{Alignment=Chaotic Evil}}{{Move=9, FL 30(C), Jump 3}}{{Hit Dice=Varies with age, adult red dragon is 15 HD}}{{THAC0=Varies with age, adult red dragon is 5}}{{Section1=**Attacks:** ToHit and damage bonus varies with age, adult red dragon is +2 and +6. 2 x Claws for 1d10 HP each, possibly with 1 or 2 kicks for 1d10 each, bite for 3d10, and tail slap for 2d10 and possible *stun* within an area varying with age. Several other attacks possible - see *Powers*}}{{Languages=*Red Dragon* and *Dragon Common*, and 16% if hatchlings (+5% per age level) can perform universal communication with any intelligent creature}}{{Size=G, varies with age}}{{Life Expectancy=Possibly in excess of 1,000 years. Adult dragons are considered between 100 and 200 years old}}{{Section2=**Powers**}}{{Breath Weapon=A cone of flame, 90ft long, 5ft wide at dragon and spreading to 30ft wide. Damage varies by age from 2d10+1 to 24d10+12. Save vs. Breath Weapon to take half damage}}{{Fear=Can inspire fear in creatures that see the dragon: affect varies with the level / HD of the viewing creature.}}{{Spell Casting=Knows a number of random wizard and priest spells cast at a level from 10 to 21 varying with age. All spells are cast at a speed of 1 segment regardless of the spell}}{{Spell-like Powers=*Young* dragons can *Affect Normal Fires* x 3 per day, *Juveniles* gain *Pyrotechnics* x3 per day, *Adult* gains *Heat Metal* x 1 per day, *Old* gain *Suggestion* x 1 per day, *Very Old* gain *Hypnotism* x 1 per day, and *Venerable* gain *Detect Gems, Kind & Number* x 3 per day}}{{Special Attacks=*Snatch, Plummet, Stall*, and *Wing Buffet*}}{{Section4=**Special Advantages**}}{{Section5=Its a Dragon!}}{{Section6=**Special Disadvantages**}}{{Section7=None}}{{Section9=**Description**}}{{desc7=Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world.
    Most dragons are identified by the color of their scales. All subspecies of dragons have 12 age categories, and gain more abilities and greater power as they age. Dragons range in size from several feet upon hatching to more than 100 feet, after they have attained the status of great wyrm. The exact size varies according to age and subspecies... }}

    ' + +'

    In the case of dragons, this query asks the GM for the age to make the dragon, and sets two values based on the age to use in calculations (seen above in red). The query will be applied to all creatures of the Creature Database-Class (Specs definition field 2), in this case any DragonRace creature, even if the roll query is specified in the definition of only 1 such creature. Different roll queries can be specified for different Creature Database-Classes: you can make up your own db-classes to differentiate them.

    ' + +'

    The query specification in the Data section has the following syntax:

    ' + +'
    query:What Age?|Hatchling%%1%%-6|Very Young%%2%%-4|Young%%3%%-2|Juvenile%%4%%0|Young Adult%%5%%1|Adult%%6%%2|Mature Adult%%7%%3|Old%%8%%4|Very Old%%9%%5|Venerable%%10%%6|Wyrm%%11%%7|Great Wyrm%%12%%8
    ' + +'

    If you are familiar with Roll20 Roll Queries, you will note that the ?{...} has been left out: only the text between the braces is defined. This text starts with the query text to be presented to the GM - "What Age?". Possible answers are then specified, separated by pipes \'|\'. Each answer has text followed by values separated by double-percents \'%%\'. The text will be displayed in the roll query to the GM to select the option. The percent-separated values will be returned by the query, including the text as the first value.

    ' + +'

    It is then possible to refer to the returned values in the RaceData specification using the syntax ??#, where # is the zero-based number of the value - ??0 is the text of the option selected, ??1 the next value, ??2 the value after that, etc. An example of this is given in the new age=??0:??1 data specification in red above, which will set the character sheet "age" field to the text of the dragon\'s age selected by the GM, and the sheet "age|max" field to the ??1 parameter, which is the "age value" of that age of dragon.

    ' + +'

    It is possible to do simple maths using these values and others in the data specification. The API supports plus (+), minus (-), times (*), divide (/), left & right parenthesis (()), max (^(...;...)), min (v(...;...)), dice rolls (#d#+#r#), and ranges (#:#). These operators can be combined in simple ways - to be honest, I\'ve not tested all possible combinations - keep it simple and it should work! An example is the calculation for magic resistance:

    ' + +'
    mr=(v(^((??1-4);0);1)*??1*5)
    ' + +'

    The order of calculation is:

    ' + +'
    1. the two instances of ??1 will be replaced by the first value after the selected text in the roll query,
    2. ' + +'
    3. then the parentheses that hold numbers are calculated (??1-4),
    4. ' + +'
    5. then any ranges are resolved by rolling a number in the range (none here),
    6. ' + +'
    7. next dice rolls are made (none here),
    8. ' + +'
    9. then the max & min are resolved and
    10. ' + +'
    11. the final parentheses calculated.
    ' + +'

    Ranges: These are specified with two numbers separated by a colon, thus ##:##. E.g. 3:18 - The API will attempt to roll any range by using the Roll20 dice roller, with 3 dice if possible (so that standard attribute rolls of NPCs and creatures are as close to real as possible). Thus, 3:18 is rolled using 3d6, 6:15 will be 3d4+3, 5:17 is 3d5+2. If a range is too small or cannot be done with 3 dice, 2 or 1 will be used instead, so 2:4 will be 1d3+1, 15:16 will be 1d2+14 etc. If you want more control, specify a particular dice roll.

    ' + +'

    Dice Rolls: can be specified using the syntax #d#+#r# or #d#-#r#: all parts except the #d# are optional. The r# specifies a re-roll number - if any dice roll is equal to or less than the r# number, that dice alone will be rerolled until the value is higher. Note: The Hit Dice specification (hd=) can use a format like #d# or #d#+# or #d#+#r# (the plus can be a minus), or can be extended to #d#+#d#r# (i.e. the roll modifier can be a dice roll itself) - but the reroll value always applies to the main dice roll. Avoid other maths for the Hit Dice value, but ??# substitutions and maths on the number of dice are possible e.g. (??1+9)d8+??2r2 is valid.

    ' + +'

    Min & Max: The operators ^ (caret - max) and v (lower-case V - min) can be used with the syntax ^(#;#;#) or v(#;#;#;#) (any number of values is valid) and will evaluate to the maximum or minimum value respectively. Note that a semi-colon separator \';\' is used rather than a comma.

    ' + +'

    So now it can be seen that the Magic Resistance calculation above will resolve to 0 if the ??1 value is 4 or less, or (5 times ??1) if ??1 is 5 or more. The combination of the Roll Query, values set by the answer to it, and the simple maths engine can provide powerful results.

    ' + +'

    Note: semi-colons are used for min & max seperators, and square brackets avoided for calculations, so that Roll20 calculations are not inappropriately triggered when the Roll Templates are displayed and so that these calculations can be passed in API calls. Use these forms of maths in creature definition data specifications, and not Roll20 calculations, to avoid issues. Roll20 calculations can be used inside {{...}} parts of Roll Templates as these will never be encountered by the API management functions, including in API button calls.

    ' + +'

    5. Specs & Data field values

    ' + +'

    Below are lists of the current possible values for the Class and Race database Ability macro sections.

    ' + +'

    5.1 Specs sections

    ' + +'
    Specs=[Class Type, Macro Type, Handedness, Class Group-Type]
    ' + +'
    Specs=[Sub-Race, Macro Type, Handedness, Base-Race]
    ' + +'

    There are no default settings for any of the Specs data fields. All must be explicitly specified.

    ' + +'

    5.1(a) Class & Race Types

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    There is an infinite list of class types: generally the type is the class name.

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    There is an infinite list of race and creature types: generally the type is the sub-race or creature name.

    ' + +'

    5.1(b) Macro Type

    ' + +'

    Classes: One of "WarriorClass", "WizardClass", "PriestClass", "RogueClass", "PsionClass", relating to the base class of the character. This field is used to add the Class name to the right base class list for selection by the Players.

    ' + +'

    Races: One of "HumanoidRace", "HumanoidCreature", "CreatureRace", relating to the base race of the character. This field is used to add the Race name to the right race or creature list for selection.

    ' + +'

    5.1(c) Handedness

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    0H A Race, Creature or Class that can only be taken by characters and creatures that do not have hands (e.g. a fish-type creature)
    ' + +'1H A Race, Creature or Class that can only be taken by characters or creatures with only one hand (e.g. a snake NPC that can use its prehensile tail to hold weapons)
    ' + +'2H A Race, Creature or Class that has two hands - the normal for humanoid PCs and NPCs
    ' + +'3H A Race, Creature or Class that can only be taken by characters or creatures with three or more hands
    ' + +'4H Etc
    ' + +'... ...

    ' + +'

    (Handedness for Race and Classes are not currently restricted or used by the system. In future, the number of hands specified on the "Change Weapon" dialogue may be related to the Character Race & Class)

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    5.1(d) Base Classes

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    The Base Class can currently be one of "Warrior", "Wizard", "Priest", "Rogue" or "Psion". If a character class is allowed to be of more than one base class, separate each with a vertical bar character \'|\'. This determines the valid Character Sheet fields that this Class Type can appear in.

    ' + +'

    The Base Race or Creature Type can be for any other Race or Creature definition. Multiples are not allowed (no vertical bars \'|\'), and the Sub-Race / Creature will inherit the specifications and powers of the Base Race / Creature.

    ' + +'
    ' + +'

    5.2 Data Sections

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    Below are the definitions for each of the possible ClassData and RaceData fields.

    ' + +'

    Note: Always refer to the database specification definitions in other sections above for detailed information on the use of these Field specifiers. Not all specifiers have an obvious use.

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    FieldFormatDefault ValueDescription
    w:< text >\'Fighter\'Name of the Class
    hd:Dice Roll spec0Hit dice roll per level
    align:[ lg / ng / cg / ln / nn / n / cn / le / ne / ce / any ]anyAllowed alignments
    race:< text | text | ... > or anyanyAllowed races
    weaps:< text | text | ... > or anyanyAllowed weapons and weapon types
    npp:[-]#\'\'The weapon non-proficiency penalty for the class
    twp:[-]#.#2.4The two weapon penalty (primary.secondary) for the class
    ac:< text | text | ... > or anyanyAllowed armour types
    attkl:< 0 | # | # | ... >\'\'Class level progression for "attacks per round" modifiers
    attkm:< # | # | # | ... >\'\'Melee weapon "attacks per round" modifiers by class level progression
    attkr:< # | # | # | ... >\'\'Ranged weapon "attacks per round" modifiers by class level progression
    sps:< text | text | ... > or anyanyAllowed spell schools or major spheres
    spm:< text | text | ... >\'\'Allowed minor spheres
    spb:< text | text | ... >\'\'Banned spell schools
    slv:< # | # | # | <MU / PR> >\'\'Non-standard spellcaster level/type specification
    spl#< # | # | # | ... >\'\'No. of spells of level spl# at each character level
    attr:#[:#]3:18minimum and maximum starting attribute values
    svXXX[+]:[+ - =] #0saving throw modifiers
    thmod:weapon=[+-]# | weapon=[+-]# | ...\'\'a list of weapon type (or super-type) to-hit modifiers separated by vertical bars (\'|\')
    +: [+-] # | race/creature | race/creature | ...\'\'a modifier to hit of # when attacking any listed creature (not currently implemented)
    -: [+-] # | race/creature | race/creature | ...\'\'a modifier to AC of # when being attacked by any listed creature (not currently implemented)
    spattk:text\'\'special attacks text to be displayed when the Specials Action Button is used
    spdef:text\'\'special defenses text to be displayed when the Specials Action Button is used
    cattr:attr=value | attr=value | ...\'\'a list of attribute/value pairs, where attr defines a field on the Character Sheet Monster tab
    ns:#0Number of granted spells/powers defined for item
    cl:< MU / PR / PW >\'\'Type of granted spell/power (always PW=Power)
    w:< text >\'-\'Name of granted spell/power
    lv:#1The character level at which the Power is granted
    pd:[ -1 / # / #L# ]1No. of times per day power can be used. -1 is "at will", and #L# is first number per second number levels, per day
    ' + +'
    ' + +'

    5.3 Character Sheet data fields

    ' + +'

    The Character Sheet field mapping to the API script can be altered using the definition of the fields object, the definition for which can be found at the top of the relevant RPGMaster Library API. You can find the complete mapping for all APIs in the RPGMaster series, with an explanation of each, in a separate document - ask the API Author for a copy.

    ' + +'
    ', + }, + AttacksDatabase_Help:{name:'Attacks Database Help', + version:1.05, + avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703', + bio:'
    ' + +'Attacks Database Help v1.05' + +'
    ' + +'
    ' + +'

    Attacks Database

    ' + +'
    for RPGMaster APIs
    ' + +'

    1. General Database information

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    The RPGMaster APIs use a number of databases to hold Macros defining character classes, spells, powers and magic items and their effects. Previous versions of the RPGMaster series of APIs held their databases all externally as character sheets: from this version onwards this is not the case for databases supplied with the APIs, which are now held internally to the APIs. However, the AttackMaster or MagicMaster API command --extract-db can be used to extract any or all standard databases to Character Sheets for examination and update. The APIs are distributed with many class, spell, power & magic item definitions, and DMs can add their own character classes, spells, items, weapons, ammo and armour to additional databases in their own database character sheets, with new definitions for database items held in Ability Macros. Additional database character sheets should be named as follows:

    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    Wizard Spells:additional databases: MU-Spells-DB-[added name] where [added name] can be replaced with anything you want.
    Priest Spells:additional databases: PR-Spells-DB-[added name] where [added name] can be replaced with anything you want.
    Powers:additional databases: Powers-DB-[added name] where [added name] can be replaced with anything you want.
    Magic Items:additional databases: MI-DB-[added name] where [added name] can be replaced with anything you want.
    Character Classes:additional databases: Class-DB-[added name] where [added name] can be replaced with anything you want.
    Character Races:additional databases: Race-DB-[added name] where [added name] can be replaced with anything you want.
    Attack Calculations:additional databases: Attacks-DB-[added name] where [added name] can be replaced with anything you want.
    Fighting Styles:additional databases: Styles-DB-[added name] where [added name] can be replaced with anything you want.
    ' + +'

    However: the system will ignore any database with a name that includes a version number of the form "v#.#" where # can be any number or group of numbers e.g. MI-DB v2.13 will be ignored. This is so that the DM can version control their databases, with only the current one (without a version number) being live.

    ' + +'

    There can be as many additional databases as you want. Other Master series APIs come with additional databases, some of which overlap - this does not cause a problem as version control and merging unique macros is managed by the APIs.

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    Important Note: all Character Sheet databases must have their \'ControlledBy\' value (found under the [Edit] button at the top right of each sheet) set to \'All Players\'. This must be for all databases, both those provided (set by the API) and any user-defined ones. Otherwise, Players will not be able to run the macros contained in them.

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    Each added database has a similar structure, with:

    ' + +'
      ' + +'
    • Ability Macros named as the class, spell, power or magic item specified, and used to describe and provide effects for classes, spells, powers and magic items using the commands in the RPGMaster APIs;
    • ' + +'
    • Custom Attributes with the attribute name "ct-ability-macro-name", one per Ability Macro, which defines the casting time and casting cost for spells & powers, and speed and MI type for magic items (not currently used for Class or Attack definitions);
    • ' + +'
    • An entry in a list on the character sheet in the spell book of the relevant Character Sheet tab (Spell Level of the spell defined, Powers tab, or various spell books for different Classes & Magic Items - see Class entry below).
    • ' + +'
    ' + +'

    However, as with all other Databases in the RPGMaster Suite of APIs, if the Ability Macros are correctly set up using the formats detailed in the Help Documentation, the AttackMaster API command !attk --check-db database-name will check the database and set up all other aspects for you, including the correct Custom Attributes and List entries.

    ' + +'

    Ability Macros can be whatever the DM wants and can be as simple or as complex as desired. Roll Templates are very useful when defining class, spell, power and magic item ability macros, and are an essential part of Attack Templates. When a Player or an NPC or Monster makes an attack, the AttackMaster API runs the relevant Ability Macro from the databases as if it had been run by the Player from the chat window. All Roll20 functions for macros are available.

    ' + +'

    1.1 Replacing Database Items

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    If you want to replace any Ability Macro provided in any of the databases, you can do so simply by creating an Ability Macro in one of your own databases (a database with the same root name) with the Ability Macro you create having exactly the same name as the provided item to be replaced. The API gives preference to Ability Macros in user-defined databases, so yours will be selected in preference to the one provided with the APIs.

    ' + +'
    ' + +'

    2. How Attacks Work

    ' + +'

    In order to understand the Attacks Database, it is first important to understand how attacks are executed by the AttackMaster API. Under some (if not all) versions of D&D, and especially AD&D 2nd Edition, attacks are quite complex involving many factors that can vary from moment to moment. Some say that this is why they prefer RPG systems that require less maths and are faster to execute, that the complexity of the AD&D2e combat system interrupts the flow of play. The AttackMaster API handles attacks in such a way as to hide as much of that complexity from the players as possible, and thus allow game-play to flow and players to concentrate on the unfolding story.

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    In order for the API to achieve this, it must evaluate many factors "on the fly" such as current magical effects in place (generally or on individuals), the current attributes of a character (which can vary as they are affected by game play), the type, range and properties of the weapon combinations used at that point in time for that particular attack, and the effects of the race, class, level and proficiency of the character, among several others. Given that these factors can vary even during a single round, each attack must be fully evaluated from scratch each time it is made.

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    Another issue is introduced by players feeling much more satisfied if they can see dice rolling for the attack, or they may want to use the Roll20 dice rolling mouse action, or even their own physical dice. Unfortunately for API authors, at the time of writing the API it is only possible to display rolling 3D dice from Chat Window dice rolls, either typed in the entry box by the player or run from Macros displayed in the Chat Window - 3D dice will not work when called by or included in API calls and commands.

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    So how does the AttackMaster API achieve 3D dice rolls and attack calculations that can accelerate game-play? The answer is that it uses Attack Template definitions which it parses and turns into Ability Macros on the Character Sheet of the character that selects to do an attack. The Melee Weapon templates are parsed and the attack Ability Macros for each Melee weapon in-hand created on the Character Sheet as (in fact just before) the Attack chat window menu is displayed, and Ranged Weapon templates are parsed and their attack Ability Macros are created after the type of Ammo has been selected and just before the relevant range buttons on the Attack menu are enabled for the Player to select. Monster attack templates are parsed just before the Monster Attack menu is shown, with a template "set" created for each defined Monster innate attack on the Monster character sheet tab. When the Player selects a Melee weapon to attack with, or the relevant range button for a Ranged weapon or Monster attack, the API is then not actually involved at all - the Roll20 Chat Window button just selected is just doing a standard macro call to the relevant attack Ability Macro just created on the Character Sheet. This also means the actual attacks happen at the fastest speed Roll20 can achieve as no API code is being run at that point.

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    3. The Attacks Database

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    The Attack Templates are stored in the internal API Attacks Database, which can be exposed in Character Sheet Database form as Attacks-DB using the AttackMaster !attk --extract-DB Attacks-DB command. Attack Templates can also exist in additional bespoke Attacks Databases the DM/Game Creator adds using the Character Sheet name Attacks-DB-[added name]. There are 12 basic Attack Templates:

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    MW-ToHitMelee Weapon calculation to assess and display the Armour Class hit by an attack
    MW-DmgSMMelee Weapon calculation to assess the damage done to a Medium or smaller opponent if the hit was sucessful
    MW-DmgLMelee Weapon calculation to assess the damage done to Large or larger opponents as a result of a successful hit
    MW-Targeted-AttkMelee Weapon calculation for using a targeted attack which rolls all attack and damage dice at once, and then displays the AC hit, the damage vs. all types of opponents, and the current AC & HP of the targeted opponent
    RW-ToHitRanged Weapon calculation to assess and display the Armour Class hit by an attack
    RW-DmgSMRanged Weapon calculation to assess the damage done to a Medium or smaller opponent if the hit was sucessful
    RW-DmgLRanged Weapon calculation to assess the damage done to Large or larger opponents as a result of a successful hit
    RW-Targeted-AttkRanged Weapon calculation for using a targeted attack which rolls all attack and damage dice at once, and then displays the AC hit, the damage vs. all types of opponents, and the current AC & HP of the targeted opponent
    Mon-AttkMonster/Creature attack calculation to assess and display the Armour Class hit by an attack
    Mon-DmgSMMonster/Creature damage calculation to assess and display the damage done to Medium or smaller opponets by an attack
    Mon-DmgLMonster/Creature damage calculation to assess and display the damage done to a Large or larger opponent by an attack
    Mon-Targeted-AttkMonster/Creature for a targeted attack calculation to assess and display the Armour Class hit and damage done by an attack, along with the target\'s current AC and HP
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    The Melee Weapon Attack Templates will be parsed for each Melee Weapon in-hand at the time of the attack, and the Ranged Weapon Attack Templates will be parsed for each possible range of the Ranged Weapon/Ammo combination selected for the attack. Two additional Melee Weapon Attack Templates are parsed if the character making the attack is a Rogue class:

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    MW-Backstab-DmgSMMelee Weapon calculation to assess the damage done to a Medium or smaller opponent if the hit was a Rogue doing a backstab and the attack was successful
    MW-Backstab-DmgLMelee Weapon calculation to assess the damage done to a Large or larger opponent if the hit was a Rogue doing a backstab and the attack was successful
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    All of the above templates are provided in the Attacks-DB database supplied with the game version-specific RPGMaster Library API. They are created to follow the rules of the game version supported by that specific library: DMs and Game Creators can create their own attack and damage calculations following whatever rules they want in their own bespoke Attacks Database, using the information provided in the next section.

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    It is possible to add additional Attack Templates that are specific to particular Races, Classes, or even individual weapons! Indeed, the database supplied includes an example of a bespoke Attack Template set for a thrown prepared Oil Flask. When an attack is the action selected by the Player, the API will search the Attacks-DB and bespoke user Attacks Databases for Melee and Ranged Attack Templates in the following name order (replace the ?W with either MW or RW as appropriate):

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    1. ?W-ToHit-\< weapon name \> Searches for a weapon-specific Attack Template set for the weapon being used to attack with, but if not found then
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    3. ?W-ToHit-\< class name \> Searches for a class-specific Attack Template set for the class (or each class of a multi/dual class) of the attacking character, but if not found then
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    5. ?W-ToHit-\< race \> Searches for a race-specific Attack Template set for the race of the attacking character, but if not found then
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    7. ?W-ToHit Uses the default Attack Template set.
    8. ' + +'
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    4. Attack Data Fields

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    Attack Templates can take the form of any message or macro that can be held in a Roll20 Character Sheet Ability Macro and be displayed in the Chat Window when called. Typically, this will use a Roll Template (standard Roll20 functionality - see Roll20 Help for information), but it can be any format you desire as long as it results in the correct display of information to the Player.

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    The Attack Template has a large number of template fields that it can call upon to use in its calculations - these are pre-calculated values supplied by the API that the DM / Game Creator writing a new Attack Template can use. The standard Roll20 attribute value notation of @{selected|field-name} is not recommended for use in Attack Templates, as when the template is parsed, and then later the resulting Ability Macro run as part of the attack, there are circumstances where the token for the attacking Character may not be currently selected, resulting in the wrong value being used or, worse, an error occurring and the game halting. Instead, all the following template fields are available:

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    All Attack Templates
    ^^toWho^^Resolves to a Roll20 whisper command to the Character making the attack
    ^^toWhoPublic^^Resolves to a Roll20 chat command to the GM if a GM controlled creature is making the attack, otherwise a public message to all Players
    ^^defaultTemplate^^Resolves to the name of the Default Roll Template name set in the AttackMaster API
    ^^cname^^Resolves to the Character Name of the attacking character
    ^^tname^^Resolves to the Token Name of the attacking character
    ^^cid^^Resolves to the Roll20 Character ID of the attacking character
    ^^tid^^Resolves to the Roll20 Token ID of the attacking character
    ^^toHitRoll^^Depending on if the Player chose for Roll20 to roll the attack dice or to roll their own dice, resolves to one of (a) the attack dice specification provided in the Attack Template\'s Specs field, or (b) a Roll Query requesting the Player to enter a dice roll result
    ^^thac0^^Resolves to the base thac0 (value "to hit armour class 0") of the attacking character without any adjustments
    ^^ACfield^^Resolves to the Character Sheet field name that holds the target creatures current Armour Class (only used in targeted attacks)
    ^^targetACfield^^Resolves to the targeted token value Armour Class macro call @{target|Select Target|^^ACfield^^} vs. a targeted opponent (only used in targeted attacks)
    ^^HPfield^^Resolves to the Character Sheet field name that holds the target creatures current Hit Points (only used in targeted attacks)
    ^^targetHPfield^^Resolves to the targeted token value Hit Points macro call @{target|Select Target|^^HPfield^^} vs. a targeted opponent (only used in targeted attacks)
    ^^magicAttkAdj^^Resolves to any magical effect attack bonus or penalty resulting from magic currently in effect
    ^^strAttkBonus^^Resolves to the strength to-hit bonus/penalty of the attacking character
    ^^strDmgBonus^^Resolves to the strength damage bonus/penalty of the attacking character
    ^^slashWeap^^Resolves to 1 if the damage type of the weapon includes Slashing (or S), otherwise 0
    ^^pierceWeap^^Resolves to 1 if the damage type of the weapon includes Piercing (or P), otherwise 0
    ^^bludgeonWeap^^Resolves to 1 if the damage type of the weapon includes Bludgeoning (or B), otherwise 0
    ^^weapType^^Resolves to the 3 letter damage type of the weapon (S, P, B or any combination)
    ^^ACvsNoMods^^Resolves to the targeted standard Armour Class macro call @{target|Select Target|AC-field} vs. a targeted opponent (only used in targeted attacks)
    ^^ACvsSlash^^If a slashing weapon, resolves to the targeted Slashing damage Armour Class macro call @{target|Select Target|SlashAC-field} vs. a targeted opponent, otherwise is blank (only used in targeted attacks)
    ^^ACvsPierce^^If a piercing weapon, resolves to the targeted Piercing Armour Class macro call @{target|Select Target|PierceAC-field} vs. a targeted opponent, otherwise is blank (only used in targeted attacks)
    ^^ACvsBludgeon^^If a bludgeoning weapon, resolves to the targeted Bludgeoning Armour Class macro call @{target|Select Target|BludgeonAC-field} vs. a targeted opponent, otherwise is blank (only used in targeted attacks)
    ^^ACvsNoModsTxt^^Resolves to the text "No Mods"
    ^^ACvsSlashTxt^^If this is a slashing weapon, resolves to the text "Slash", otherwise resolves to an empty string
    ^^ACvsPierceTxt^^If this is a piercing weapon, resolves to the text "Pierce", otherwise resolves to an empty string
    ^^ACvsBludgeonTxt^^If this is a bludgeoning weapon, resolves to the text "Bludgeon", otherwise resolves to an empty string
    ^^ACvsSTxt^^If this is a slashing weapon, resolves to the text "S", otherwise resolves to an empty string
    ^^ACvsPTxt^^If this is a piercing weapon, resolves to the text "P", otherwise resolves to an empty string
    ^^ACvsBTxt^^If this is a slashing weapon, resolves to the text "B", otherwise resolves to an empty string
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    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    Monster Attack Templates
    ^^attk1^^Resolves to the name of the creature\'s attack 1, if provided (applies to monster attacks only)
    ^^attk2^^Resolves to the name of the creature\'s attack 2, if provided (applies to monster attacks only)
    ^^attk3^^Resolves to the name of the creature\'s attack 3, if provided (applies to monster attacks only)
    ^^monsterCritHit^^Resolves to the critical hit dice roll value of the creature (applies to monster/creature attacks only)
    ^^monsterCritMiss^^Resolves to the critical miss dice roll value of the creature (applies to monster/creature attacks only)
    ^^monsterDmgMacroSM^^Resolves to the correct Ability Macro name to use in an API button or macro call to run the matching Monster Ability damage Macro
    ^^monsterDmgMacroL^^Resolves to the correct Ability Macro name to use in an API button or macro call to run the matching Monster Ability damage Macro
    ^^monsterDmgMacro1^^ or ^^monsterDmgMacro2^^ or ^^monsterDmgMacro3^^Legacy values. Resolve to the same damage Macro call as ^^monsterDmgMacroSM^^
    ^^monsterDmgSM^^ or ^^monsterDmgL^^Depending on if the Player chose for Roll20 to roll the damage dice or to roll their own dice, resolves to one of (a) the damage dice specification for the selected Monster attack, or (b) a Roll Query requesting the Player to enter a dice roll result. Currently both SM and L resolve the same
    ^^monsterDmg1^^ or ^^monsterDmg2^^ or ^^monsterDmg3^^Legacy values. Resolve to the same as ^^monsterDmgSM
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    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    Melee Weapon Attack Templates
    ^^weapon^^Resolves to the name of the weapon
    ^^weapAttkAdj^^Resolves to the magical attack adjustment of the weapon
    ^^weapStyleAdj^^Resolves to the fighting style attack adjustment of the weapon
    ^^weapStrHit^^Resolves to a 1 if the character\'s strength to-hit bonus applies to this weapon, or 0 otherwise
    ^^profPenalty^^Resolves to any proficiency penalty incurred by the attacking character for using a non-proficient or related weapon, or 0 if is proficient
    ^^specProf^^Resolves to 1 if the attacking character is a specialist in the weapon, otherwise 0
    ^^masterProf^^Resolves to 1 if the attacking character is a master (double specialised) in the weapon, otherwise 0
    ^^raceBonus^^Resolves to the race bonus of the attacking character with this weapon
    ^^twoWeapPenalty^^Resolves to any penalty relevant if the attacking character is using two weapons to attack, adjusted by any relevant Fighting Style benefit (is 0 for character classes that can use two weapons without penalty, such as rangers)
    ^^weapDmgAdj^^Resolves to the magical damage adjustment of the weapon
    ^^weapStyleDmgAdj^^Resolves to any fighting style damage bonus
    ^^magicDmgAdj^^Resolves to any magical effect damage bonus or penalty resulting from magic currently in effect
    ^^backstab^^Resolves to a 1 if a backstab is being attempted, otherwise 0
    ^^rogueLevel^^Resolves to the Rogue class level of the attacking character (0 if not a Rogue)
    ^^weapCritHit^^Resolves to the critical hit dice roll value of the weapon, adjusted by any relevant Fighting Style benefit
    ^^weapCritMiss^^Resolves to the critical miss dice roll value of the weapon, adjusted by any relevant Fighting Style benefit
    ^^weapDmgSM^^Depending on if the Player chose for Roll20 to roll the damage dice or to roll their own dice, resolves to one of (a) the damage dice specification vs. Medium and smaller opponents for the weapon, or (b) a Roll Query requesting the Player to enter a dice roll result
    ^^weapStyleDmgSM^^Resolves to any Fighting Style damage bonus when doing damage to a Medium or smaller opponent
    ^^weapDmgL^^Depending on if the Player chose for Roll20 to roll the damage dice or to roll their own dice, resolves to one of (a) the damage dice specification vs. Large and larger opponents for the weapon, or (b) a Roll Query requesting the Player to enter a dice roll result
    ^^weapStyleDmgL^^Resolves to any Fighting Style damage bonus when doing damage to a Large or larger opponent
    ^^weapStrDmg^^Resolves to a 1 if the character\'s strength damage bonus applies to this weapon, or 0 otherwise
    ^^mwSMdmgMacro^^Resolves to the correct Ability Macro name to use in an API button or macro call to run the matching Melee weapon Ability damage Macro against Medium and smaller opponents
    ^^mwLHdmgMacro^^Resolves to the correct Ability Macro name to use in an API button or macro call to run the matching Melee weapon Ability damage Macro against Large and larger opponents
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    ' + +'' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +' ' + +'
    Ranged Weapon Attack Templates
    ^^weapon^^Resolves to the name of the weapon
    ^^weapAttkAdj^^Resolves to the magical attack adjustment of the ranged weapon. Normally 0 as plus is often on the ammo
    ^^weapStyleAdj^^Resolves to the Fighting Style attack adjustment of the weapon
    ^^dexMissile^^Resolves to the dexterity missile adjustment of the attacking character
    ^^weapDexBonus^^Resolves to a 1 if the dexterity missile bonus applies to the weapon, otherwise 0
    ^^strAttkBonus^^Resolves to the strength to-hit bonus/penalty of the attacking character
    ^^weapStrHit^^Resolves to a 1 if the character\'s strength to-hit bonus applies to this weapon, or 0 otherwise
    ^^profPenalty^^Resolves to any proficiency penalty incurred by the attacking character for using a non-proficient or related weapon, or 0 if proficient
    ^^specProf^^Resolves to 1 if the attacking character is a specialist in the weapon, otherwise 0
    ^^masterProf^^Resolves to 1 if the attacking character is a master (double specialised) in the weapon, otherwise 0
    ^^raceBonus^^Resolves to the race bonus of the attacking character with this weapon
    ^^twoWeapPenalty^^Resolves to any penalty relevant if the attacking character is using two weapons to attack, adjusted by any relevant Fighting Style benefit (is 0 for character classes that can use two weapons without penalty, such as rangers)
    ^^weapDmgAdj^^Resolves to the magical damage adjustment of the weapon
    ^^rangeMod^^Resolves to the range attack modifier, as modified by any valid fighting style
    ^^rangeN^^Resolves to 1 if the range is "Near", otherwise 0
    ^^rangePB^^Resolves to 1 if the range is "Point Blank", otherwise 0
    ^^rangeS^^Resolves to 1 if the range is "Short", otherwise 0
    ^^rangeM^^Resolves to 1 if the range is "Medium", otherwise 0
    ^^rangeL^^Resolves to 1 if the range is "Long", otherwise 0
    ^^rangeF^^Resolves to 1 if the range is "Far", otherwise 0
    ^^rangeSMLF^^Resolves to 1 if the range is not "Near" or "Point Blank", otherwise 0
    ^^ammoDmgAdj^^Resolves to the magical damage adjustment of the selected ammunition of the ranged weapon
    ^^ammoStyleDmgAdj^^Resolves to the fighting style damage adjustment of the ranged weapon
    ^^magicDmgAdj^^Resolves to any magical effect damage bonus or penalty resulting from magic currently in effect
    ^^strDmgBonus^^Resolves to the strength damage bonus/penalty of the attacking character
    ^^weapCritHit^^Resolves to the critical hit dice roll value of the weapon, as modified by any valid fighting style
    ^^weapCritMiss^^Resolves to the critical miss dice roll value of the weapon, as modified by any valid fighting style
    ^^ACvsNoModsMissile^^Resolves to the targeted Armour Class vs missiles macro call @{target|Select Target|ACmissile-field} vs. a targeted opponent (only used in targeted attacks)
    ^^ACvsSlashMissile^^Resolves to the targeted Slashing damage Armour Class vs missiles macro call @{target|Select Target|SlashACmissile-field} vs. a targeted opponent (only used in targeted attacks)
    ^^ACvsPierceMissile^^Resolves to the targeted Piercing Armour Class vs missiles macro call @{target|Select Target|PierceACmissile-field} vs. a targeted opponent (only used in targeted attacks)
    ^^ACvsBludgeonMissile^^Resolves to the targeted Bludgeoning Armour Class vs missiles macro call @{target|Select Target|BludgeonACmissile-field} vs. a targeted opponent (only used in targeted attacks)
    ^^ACvsNoModsMissileTxt^^Resolves to the text "No Mods"
    ^^ACvsSlashMissileTxt^^If this is a slashing weapon, resolves to the text "Slash", otherwise resolves to an empty string
    ^^ACvsPierceMissileTxt^^If this is a piercing weapon, resolves to the text "Pierce", otherwise resolves to an empty string
    ^^ACvsBludgeonMissileTxt^^If this is a bludgeoning weapon, resolves to the text "Bludgeon", otherwise resolves to an empty string
    ^^ACvsSmissileTxt^^If this is a slashing weapon, resolves to the text "S", otherwise resolves to an empty string
    ^^ACvsPmissileTxt^^If this is a piercing weapon, resolves to the text "P", otherwise resolves to an empty string
    ^^ACvsBmissileTxt^^If this is a slashing weapon, resolves to the text "B", otherwise resolves to an empty string
    ^^ammoDmgSM^^Depending on if the Player chose for Roll20 to roll the damage dice or to roll their own dice, resolves to one of (a) the damage dice specification vs. Medium and smaller opponents for the ammunition used, or (b) a Roll Query requesting the Player to enter a dice roll result
    ^^ammoStyleDmgSM^^Resolves to any Fighting Style damage bonus when doing damage to a Medium or smaller opponent
    ^^ammoDmgL^^Depending on if the Player chose for Roll20 to roll the damage dice or to roll their own dice, resolves to one of (a) the damage dice specification vs. Large and larger opponents for the ammunition used, or (b) a Roll Query requesting the Player to enter a dice roll result
    ^^ammoStyleDmgL^^Resolves to any Fighting Style damage bonus when doing damage to a Large or larger opponent
    ^^ammoStrDmg^^Resolves to a 1 if the character\'s strength damage bonus applies to the selected ammunition, or 0 otherwise
    ^^ammoLeft^^Resolves to the quantity of the selected ammunition left after this attack
    ^^rwSMdmgMacro^^Resolves to the correct Ability Macro name to use in an API button or macro call to run the matching Ranged weapon Ability damage Macro against Medium and smaller opponents
    ^^rwLHdmgMacro^^Resolves to the correct Ability Macro name to use in an API button or macro call to run the matching Ranged weapon Ability damage Macro against Large and larger opponents
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    5. Character (PC & NPC) Attack Templates

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    As previously described, the Attacks Database contains Attack Templates as Ability Macro entries. For Characters and NPCs that attack using weapons "in-hand" (see AttackMaster API documentation for information on taking weapons "in-hand"), four standard Attack Templates are required: -ToHit; -DmgSM; -DmgL; and -Targeted-Attk.

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    5.1 The "To Hit" Template

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    A standard To Hit Attack Template looks like this (the example is for the AD&D2e version):

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    MW-ToHit

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    ^^toWhoPublic^^ &{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^weapon^^}}{{subtitle=Melee Attack}}{{Weapon Used=^^weapon^^}}Specs=[MWtoHit,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0]) - ((([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[(^^strAttkBonus^^ * ^^weapStrHit^^)]][Strength+]) + ([[^^profPenalty^^]][Prof Penalty] + [[^^specProf^^]][Specialist] + [[^^masterProf^^*3]][Mastery]) + ([[^^raceBonus^^]][Race mod]) + ([[^^magicAttkAdj^^]][Magic hit adj]) + ([[^^twoWeapPenalty^^]][2-weap penalty]))) - ([[^^toHitRoll^^cs>^^weapCritHit^^cf\<^^weapCritMiss^^]][Dice roll]) ]] }}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^mwSMdmgMacro^^)}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}' + +'

    The four fields in the Specs data are the standard four used in all Specs fields: Entry Type (MWtoHit), Entry Class (AttackMacro), Handedness (in this case replaced by toHit dice roll spec 1d20), and Entry Supertype (Attack). The key field to note here is the ToHit Dice Roll Specification (which replaces the Handedness field). This can be any valid dice roll, and will be used for the ^^toHitRoll^^ template field if the Player selects Roll20 to roll the attack dice.

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    This Attack Template is formatted using a Roll20 Roll Template with a type specified using the ^^defaultTemplate^^ template field, but need not be - formatting is up to the creator of the Attack Template. It is important this information is displayed to the right people - Players that control a character, all Players as a public post, or just the DM for attacks by creatures & NPCs. The ^^toWhoPublic^^ template field will check if the attacking token represents a Character/NPC/Creature controlled by a Player and, if so, make a public post that all can see, but otherwise just whisper the results of the attack to the DM only. Similarly, ^^toWho^^ will whisper the attack information either only to the Player(s) that control the attacking character/creature or, if no one does, then to the DM.

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    The rest of the Attack Template defines the calculations using the API supplied data to display the Armour Class value that would be successfully hit by the attacking character, with the selected weapon under the current conditions. It also defines a display of the adjustments that are made to the dice roll which the Players and DM can hover a mouse over to get an explanation of the calculations. All the calculations and tag display are standard Roll20 functionality, so once the Attack Template Data Fields are replaced by actual values by the API and the resulting Ability Macro saved to the attacking character\'s Character Sheet, running it like any other Ability Macro will use only Roll20 functionality, and not involve use of the APIs (unless the Attack template specifically includes an API call).

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    The Attack Template shown above is a To Hit template for a Melee weapon attack. That for a Ranged weapon attack is very similar, just using some different and ranged attack related Template Fields.

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    5.2 The "Damage" Templates

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    There are always two damage Attack Templates to go with each To Hit Template, typically one for damage to Medium and smaller opponents and one for Large and larger. However, as will be seen when discussing the Oil Flask bespoke Attack Templates below, those are not always the outcomes of the two damage Templates. However, they do always start with MW-DmgSM and MW-DmgL for Melee weapon attacks, and RW-DmgSM and RW-DmgL for Ranged weapon attacks (optionally followed by a race, class or weapon name). The standard Damage Attack Template looks like this:

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    MW-DmgSM

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    ^^toWhoPublic^^ &{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^weapon^^}}{{Subtitle=Melee Attack}}Specs=[MWtoHit,AttackMacro,1d20,Attack]{{AC Hit=@{^^cname^^|ac-hit}}}{{Attk Type=^^weapType^^}}{{Dmg S=[[ ([[^^weapDmgSM^^]][Dice Roll]) + ([[^^strDmgBonus^^*^^weapStrDmg^^]][Strength+]) + ([[^^weapDmgAdj^^]][Weapon+]) + ([[^^weapStyleDmgAdj^^+^^weapStyleDmgSM^^]][Style+]) + ([[^^magicDmgAdj^^]][Magic dmg adj]) + ([[^^specProf^^*2]][Specialist+] + [[^^masterProf^^*3]][Mastery+])]]}}{{Dmg L=[Roll](~^^mwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}

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    The damage Attack Template works in the same way as the other Attack Templates as explained above for the ToHit template. While the Specs data includes the "To Hit" dice roll specification, this is not used in the damage Template, and is irrelevant. That field just needs to hold something, and a dice roll specification is what is expected. Hopefully, the rest of this damage Attack Template is self explanatory.

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    6. Monster Attack Templates

    ' + +'

    If a creature specified as a Monster on the Character Sheet uses in-hand weapons, as supported under the RPGMaster APIs, attacks with those weapons (Melee or Ranged) will use the standard To Hit and Damage Attack Templates described above. However, attacks by creatures that are specified as Monsters (e.g. on the Monster tab of the Advanced 2nd Edition character sheet) are generally much simpler than character attacks with in-hand weapons. The differences mean that such creatures require different Attack Templates. Attacks specified on the Monster tab use the Monster Attack Templates: Mon-Attk, Mon-DmgSM, and Mon-DmgL (or the Targeted Attack Templates, see later). Remember that the AttackMaster API supports an extension of the Monster Attk fields on the Advanced 2nd Edition Character Sheet: each can contain a comma-separated list consisting of "attack name","dice roll","speed in segments","damage type" (see AttackMaster Help for details).

    ' + +'

    The Monster Attack and Damage Templates look like this:

    ' + +'

    Mon-Attk

    ' + +'

    ^^toWhoPublic^^ &{template:^^defaultTemplate^^}{{title=^^tname^^ attacks with their ^^attk^^}}{{subtitle=Monster Attack}}{{Weapon Used=^^attk^^}}Specs=[MonAttk,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0]) - ([[^^magicAttkAdj^^]][Magic hit adj]) - ([[^^toHitRoll^^cs\>^^monsterCritHit^^cf\<^^monsterCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{Dmg S=[Roll](~^^monsterDmgMacroSM^^)}}{{Dmg L=[Roll](~^^monsterDmgMacroL^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}

    ' + +'
    ' + +'

    Mon-DmgL

    ' + +'

    ^^toWhoPublic^^ &{template:^^defaultTemplate^^}{{title=^^tname^^ does damage with their ^^attk^^}}{{subtitle=Monster Attack}}Specs=[MonRoll,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{Dmg L=[[(([[^^monsterDmg^^]][^^attk^^ Dmg])+([[^^magicDmgAdj^^]][Added Magic Dmg]))]]}}{{Dmg S=[Roll](~^^monsterDmgMacroSM^^)}}{{Crit Roll=^^monsterCritHit^^}}{{Fumble Roll=^^monsterCritMiss^^}}

    ' + +'

    Unsurprisingly, these work in exactly the same way as other Attack Templates.

    ' + +'
    ' + +'

    7. Targeted Attack Templates

    ' + +'

    The AttackMaster API supports the DM (and optionally, Players) using "targeted attacks". This is an attack that prompts the DM / Player to select a target token, and then performs all attack and damage dice rolls at the same time, displaying the attack results alongside the Armour Class and relative health of the targeted opponent. This speeds the attack process even further than having the API do all the attack calculations. Note: the results of the attack are not applied to the targeted opponent - the results are still open to interpretation by the Players and DM, and circumstantial adjustment before manually applying them to the Token / Character Sheet of the opponent.

    ' + +'

    The Ranged weapon Targeted Attack Template for AD&D2e (for example) looks like this:

    ' + +'

    ^^toWhoPublic^^ &{template:^^defaultTemplate^^}{{title=^^tname^^ attacks @{Target|Select Target|Token_name} with their ^^weapon^^}}{{subtitle=Ranged Attack * **Ammo Left: ^^ammoLeft^^**}}Specs=[RWtargetedAttk,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\>^^weapCritHit^^cf\<^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetACmissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{Dmg S=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgSM^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Dmg L=[[ floor( ([[^^ammoDmgSM^^]][Dice roll]) * ([[(^^rangeN^^*0.5)+(^^rangePB^^*(1+^^masterProfPB^^))+(^^rangeSMLF^^*1)]][Range mult])) + ([[^^rangePB^^*^^masterProfPB^^*2]][Range mod]) + (([[^^ammoDmgAdj^^]][Ammo+])+([[^^ammoStyleDmgAdj^^+^^ammoStyleDmgL^^]][Style+])+([[^^magicDmgAdj^^]][Magic dmg+]) +([[^^strDmgBonus^^*^^ammoStrDmg^^]][Strength+])) ]]}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit\<=Target AC}}

    ' + +'

    The key difference, other than doing all of the calculations for the Armour Class hit and both the damage for Medium and smaller and Large and larger, is that several of the Template Fields used resolve to appropriately formatted Roll20 @{target|...} entries, that will display values from the targeted opponent\'s token and/or character sheet. The API searches for the most appropriate token and character sheet fields to resolve the targeted Template Fields to (it searches the attacking creature\'s data, and assumes all tokens are set up the same way): if using the standard RPGMaster token settings (as set by the CommandMaster API --abilities command or [Token Setup] DM\'s Macro button) it will find the data it needs on the token; otherwise it will first search other token fields, then standard Character Sheet character tab fields, then Character Sheet monster tab fields. If the API can\'t find AC or HP data, it will display appropriate text saying the data was not found, but will not cause an error. Thus it is sensible to use these Template Fields rather than statically defined @{target|...} commands.

    ' + +'
    ' + +'

    8. Bespoke / Custom Attack Templates

    ' + +'

    All of the above examples and discussion have explored the standard Attack Templates distributed with the AttackMaster API. It will be the case that this will cater for around 95% of attacks and attack-like situations (e.g. there is a weapon called "Touch" which Spell Casters can use for touch-attack spells, which uses the standard Attack Templates without change to achieve the needed outcome). However, for that other 5% (or perhaps closer to 1%) of special cases you can define your own bespoke or custom Attack Templates. Being able to change the way attacks are calculated is also essential if you wish to adapt the API to work for game systems other than those for which RPGMaster Library rulesets currently exist.

    ' + +'

    As stated in Section 1, you should not add Attack Templates to the Attacks-DB database directly. Instead, create your own Character Sheet named Attack-DB-[any-name-you-want] and add Attack Templates to it. If you want to replace the Attack Templates provided for Melee weapons, Ranged weapons and/or Monster attacks, just create ones in your added database with the same Ability Macro name and they will automatically be used in preference to the standard versions.

    ' + +'

    As also mentioned previously, while Attack Templates are always called with names of the format given in Section 3, they do not have to result in standard attacks or damage - the calculations and resulting information provided to players can be whatever is needed as a result of that attack action. An example of this is included in the distributed Attacks-DB, the Oil Flask Attack Template set:

    ' + +'

    RW-ToHit-Oil-Flask

    ' + +'

    ^^toWhoPublic^^ &{template:^^defaultTemplate^^}{{title=^^tname^^ throws a prepared oil flask}}{{titlebox=transparent}}{{titletext=red; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{subtitle=Ranged Attack * **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Burning Oil Flask}}Specs=[RWtoHitOilFlask,AttackMacro,1d20,Attack]!setattr --silent --charid ^^cid^^ --ac-hit|{{AC Hit=[[([[^^thac0^^]][Thac0])-([[([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod])]][Adjustments])-([[^^toHitRoll^^cs\>^^weapCritHit^^cf\<^^weapCritMiss^^]][Dice roll]) ]]}}!!!{{Attk Type=^^weapType^^}}{{dmgslabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{dmgllabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}

    ' + +'

    The To Hit Attack Template is very similar to a normal Ranged weapon Attack Template, except that instead of API buttons indicating damage rolls vs. different sized opponents, it provides one API button to select a [Direct Hit], and another selecting a [Grenade/Splash] outcome. Each of these still calls the same damage Attack Templates using the Template Fields provided but in this case, because the attack is with a weapon called Oil Flask, the Template Fields will resolve to calls to RW-DmgSM-Oil-Flask and RW-DmgL-Oil-Flask respectively, and these custom Attack Templates do damage in a very different way to a normal Ranged Weapon attack.

    ' + +'

    RW-DmgSM-Oil-Flask

    ' + +'

    !rounds --aoe @{target|Who\'s the target?|token_id}|circle|feet|0|7|0|fire|true --target single|^^tid^^|@{target|Who\'s the target?|token_id}|Oil-fire|1|-1|Taking fire damage from burning oil|three-leaves
    ' + +'^^toWhoPublic^^ &{template:^^defaultTemplate^^}{{title=^^tname^^ throws a prepared oil flask}}{{TitleBox=transparent}}{{titletext=red; text-shadow: 1px 1px 1px gray}}{{TitleImg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}} {{subtitle=Burning oil * **Flasks Left: ^^ammoLeft^^**}}{{Weapon Used=Burning Oil Flask}}Specs=[RWDmgSMOilFlask,AttackMacro,1d20,Attack]{{AC Hit=[[@{^^cname^^|ac-hit}[AC Hit] ]]}}{{Attk Type=^^weapType^^}}{{DmgSlabel=Fire round 1}}{{Dmg S=[[([[^^ammoDmgSM^^]][Dice Roll])]]}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}

    ' + +'

    The Oil Flask version of the RW-DmgSM Attack Template caters for damage done by an Oil Flask successfully scoring a direct hit on an opponent. This results in a damage dice roll for this round of 2d6 with no modifiers, and then also makes an API call to the RoundMaster API with two stacked commands: an Area of Effect call to place fire on the opponent\'s token, and a Target call to add a status to the opponent\'s token which will last 2 rounds, causing a Status Effect Macro to run in the second round to prompt for another damage roll of 1d6.

    ' + +'

    RW-DmgL-Oil-Flask

    ' + +'

    !rounds --aoe ^^tid^^|circle|feet|[[(^^rangeN^^*5)+(^^rangePB^^*10)+(^^rangeS^^*10)+(^^rangeM^^*20)+(^^rangeL^^*30)+(^^rangeF^^*30)-5]]|4|0|fire
    ' + +'^^toWhoPublic^^ &{template:2Egrenademiss} {{name=Prepared Oil Flask}}Specs=[RWDmgLOilFlask,AttackMacro,1d20,Attack]{{aoe=[[3]]}} {{aoesplash=[[3]]}} {{hitdmg=[Hit](~^^rwSMdmgMacro^^)}} {{splashdmg=[Damage](! /r ^^ammoDmgL^^)}}{{direction=[[1d10]]}} {{distancename=^^range^^}} {{distance=[[(^^rangePB^^+^^rangeS^^)d6+^^rangeM^^d10+(^^rangeL^^*2)d10+(^^rangeF^^*4)d10]]}} {{hit=[[0]]}} {{splash=[[1]]}}

    ' + +'

    The Oil Flask version of the RW-DmgL Attack Template caters for an Oil Flask that either missed its intended target, or is deliberately used as a grenade-like missile. This results in a dice roll of 1d3 splash damage to anyone in the area of effect, which is shown using a call to the RoundMaster API Area of Effect command which this time can be positioned where the oil flask landed.

    ' + +'

    RW-Targeted-Attk-Oil-Flask

    ' + +'

    ^^toWhoPublic^^ &{template:^^defaultTemplate^^}{{title=^^tname^^ throws an oil flask at @{Target|Select Target|Token_name} }}{{titlebox=transparent}}{{titletext=red; text-shadow: 1px 1px 1px gray}}{{titleimg=https://s3.amazonaws.com/files.d20.io/images/250365814/HB7bJNTar3xasqz7X9W5bg/thumb.png?1634239406}}{{subtitle=Ranged Attack * **Flasks Left: ^^ammoLeft^^**}}Specs=[RWtargetedOilFlask,AttackMacro,1d20,Attack]{{AC Hit=[[([[^^thac0^^]][Thac0])-(([[^^weapAttkAdj^^]][Weapon+]) + ([[^^weapStyleAdj^^]][Style+]) + ([[^^ammoDmgAdj^^]][Ammo+]) + ([[ ^^weapDexBonus^^*[[^^dexMissile^^]]]][Dexterity+] )+([[[[^^strAttkBonus^^]]*[[^^weapStrHit^^]]]][Strength+])+([[^^raceBonus^^]][Race mod])+([[^^profPenalty^^]][Prof penalty])+([[^^magicAttkAdj^^]][Magic Hit+])+([[^^twoWeapPenalty^^]][2-weap penalty])+([[^^rangeMod^^]][Range mod]))-([[^^toHitRoll^^cs\>^^weapCritHit^^cf\<^^weapCritMiss^^]][Dice roll]) ]] }}{{Attk Type=^^weapType^^}}{{Target AC=^^targetACmissile^^}}{{Target SAC=^^ACvsSlashMissile^^}}{{Target PAC=^^ACvsPierceMissile^^}}{{Target BAC=^^ACvsBludgeonMissile^^}}{{DmgSlabel=Direct Hit}}{{Dmg S=[Hit](~^^rwSMdmgMacro^^)}}{{DmgLlabel=Grenade /Splash}}{{Dmg L=[Splash](~^^rwLHdmgMacro^^)}}{{Target HP=^^targetHP^^}}{{Target MaxHP=^^targetMaxHP^^}}{{Target Heart=^^targetHP^^/^^targetMaxHP^^}}{{Crit Roll=^^weapCritHit^^}}{{Fumble Roll=^^weapCritMiss^^}}{{Result=AC Hit<=Target AC}}

    ' + +'

    The Oil Flask version of the RW-Targeted-Attk Attack Template combines the functions and calculations of the other Oil Flask custom Attack Templates in a single result display, with appropriate API buttons to implement the various outcomes of the attack.

    ' + +'

    Similar or entirely different custom Attack Templates can be created for other individual weapons with non-standard attack outcomes, or for individual classes of character, creatures, or races. Just use the Attack Template naming conventions described in Section 3, and add them to your own Attack Databases as described in Section 1, and you can give Players more interesting situations and means of dealing with them. When combined with the features and capabilities of the RoundMaster API and other APIs of the RPGMaster suite, the possibilities are endless!

    ' + +'
    ', + }, + StylesDB_Handout: {name:'Fighting Styles Database Help', + version:1.02, + avatar:'https://s3.amazonaws.com/files.d20.io/images/257656656/ckSHhNht7v3u60CRKonRTg/thumb.png?1638050703', + bio:'
    ' + +'Fighting Styles Database Help v1.02' + +'
    ' + +'
    ' + +'

    Fighting Styles Database

    ' + +'
    for AttackMaster v1.3.05 and later
    ' + +'

    1. General Database information

    ' + +'

    The RPGMaster APIs use a number of databases to hold Ability Macros defining rules, conditions and benefits of various styles of fighting with weapons and shields, defined in the RPGMaster Library for various game versions. Databases supplied with the APIs are held internally to the APIs. However, the AttackMaster or MagicMaster API command --extract-db can be used to extract any or all standard databases to Character Sheets for examination and update. DMs can add their own fighting style definitions to additional databases held as Character Sheets. Additional databases should be named as follows:

    ' + +'
    Fighting Styles:additional databases: Styles-DB-[added name] where [added name] can be replaced with anything you want.
    ' + +'

    However: the system will ignore any database with a name that includes a version number of the form "v#.#" where # can be any number or group of numbers e.g. Styles-DB v2.13 will be ignored. This is so that the DM can version control their databases, with only the current one (without a version number) being live.

    ' + +'

    There can be as many additional databases as you want. Other Master series APIs come with additional databases, some of which overlap - this does not cause a problem as version control and merging unique macros is managed by the APIs.

    ' + +'

    Important Note: all Character Sheet databases must have their \'ControlledBy\' value (found under the [Edit] button at the top right of each sheet) set to \'All Players\'. This must be for all databases, both those provided (set by the API) and any user-defined ones. Otherwise, Players will not be able to run the macros contained in them.

    ' + +'

    Important Note: databases extracted using the --extract-db command will be able to be edited, but will also slow the system down - the versions held internally in the APIs are much faster for the system to access. Once any extracted database has been examined, it is best to delete them and use the --check-db to re-index the databases so the system operates as fast as possible.

    ' + +'

    Each database has a similar structure, with:

    ' + +'
    • Ability Macros named as the fighting style specified, and used to describe and provide specifications for using the commands with the AttackMaster API;
    • ' + +'
    • Custom Attributes with the attribute name "ct-ability-macro-name", one per Ability Macro, which defines the speed and type for each item;
    • ' + +'
    • An entry in a list on the character sheet in the spell book of the relevant Character Sheet tab (various spell books for different items - see entry below);
    • ' + +'
    • Optionally, some entries come also with attributes that define Powers and Spells delivered by or stored on the item (irrelevant for fighting styles).
    ' + +'

    Note: a DM only needs to program the Ability Macro using the formats shown in the next section, and then run the !attk --check-db or !magic --check-db command, which will correctly parse the ability macro and set the rest of the database entries as needed.

    ' + +'

    Ability Macros can be whatever the DM wants and can be as simple or as complex as desired, as long as they include the required information specified below. Roll Templates are very useful when defining ability macros - the RPGMaster Library provides several new Roll Templates that do not rely on any particular Character Sheet: RPGMdefault is the most relevant. See the RPGMaster Library help handout for further information. When a Player or an NPC or Monster views the specifications of a fighting style the APIs run the relevant Ability Macro from the database as if it had been run by the Player from the chat window. All Roll20 functions for macros are available.

    ' + +'

    1.1 Replacing Provided Styles

    ' + +'

    If you want to replace any style provided in the databases, you can do so simply by creating an Ability Macro in one of your own databases with exactly the same name as the provided item to be replaced. The API gives preference to Ability Macros in user-defined databases, so yours will be selected in preference to the one provided with the APIs.

    ' + +'

    2. Fighting Style Databases

    ' + +'

    Fighting style databases have names that start with Styles-DB, and can have anything put at the end, though those with version numbers of the form v#.# as part of the name will be ignored.

    ' + +'

    As previously stated, each style definition has 3 (or 4) parts in the database (see Section 1): an Ability Macro with a name that is unique and matches the style, an Attribute with the name of the Ability Macro preceded by "ct-", a listing in the database character sheet of the ability macro name separated by \'|\' along with other fighting styles. The quickest way to understand these entries is to examine existing entries. Do extract the root databases and take a look (but remember to delete them after exploring the items in them, so as not to slow the system down unnecessarily).

    ' + +'

    Note: The DM creating new weapons does not need to worry about anything other than the Ability Macro in the database, as running the AttackMaster or MagicMaster -check-db Styles-DB command will update all other aspects of the database appropriately for all databases that have a name starting with or including \'Styles-DB\', as long as the Specs and Data fields are correctly defined. Running the command -check-db with no parameters will check and update all databases.

    ' + +'

    The Styles-DB database provided with the APIs contains standard definitions for the four fighting styles defined in The Complete Fighter\'s Handbook, plus a couple of other examples for Ranged weapons to demonstrate how other styles can be defined. After extracting the provided Styles database or creating your own as discussed above, aAbility macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing. Ability macros are standard Roll20 functionality and not dependent on the API. Refer to the Roll20 Help Centre for more information.

    ' + +'

    Here is an example:

    ' + +'

    Weapon & Shield Style

    ' + +'

    &{template:RPGMdefault}{{name=Two Weapon Fighting Style}}Specs=[Two Weapon,Style,2H,Melee-Style]{{desc=With this popular style, the fighter has a weapon in each hand—usually a longer weapon in his good hand and a shorter one in his off-hand. Unless the character has Style Specialization in this style, the second (off-hand) weapon must be shorter than the primary weapon.}}StyleData=[prime:melee, offhand:melee, t:any, st:any],[twp:0.2],[twp:0.2]{{desc1=**Advantages**
    ' + +'One great advantage to this style is that you always have another weapon in hand if you drop or lose one. A single Disarm maneuver cannot rid you of your weapons.}}{{desc2=**Disadvantages**
    ' + +'The principal disadvantage to this style, as with some other styles, is that you don\'t gain the AC benefit of a shield.}}{{desc3=**Style Specialization**
    ' + +'Please read the "Attacking with Two Weapons" section from the Player\'s Handbook, page 96, before continuing.
    ' + +'If you devote a weapon proficiency slot to style specialization with Two-Weapon Style, you get two important benefits. First, your attack penalty drops; before, it was a –2 with your primary weapon and –4 with your secondary, but with Specialization in Two-Weapon Style it becomes 0 with your primary weapon and a –2 with your secondary weapon. (If you\'re already ambidextrous, that penalty is 0 with primary weapon and 0 with secondary weapon). Second, you\'re allowed to use weapons of the same length in each hand, so you can, for example, wield two long swords.
    ' + +'When fighting with two-weapon technique, you can choose for both weapons to try the same maneuver (for example, two strikes, or two disarms), or can have each try a different maneuver (one strike and one parry, one pin and one strike). If the two maneuvers are to be different, each receives a –1 attack penalty.
    ' + +'Though rangers don\'t suffer the off-hand penalties for two-weapons use, they do not get a bonus to attack rolls if they devote a weapon proficiency slot to Two-Weapon Style. They do get the other benefit, of being able to use weapons of equal length.}}

    ' + +'

    The ability specification for the Weapon & Shield Fighting Style uses a Roll20 Roll Template, in this case defined in the RPGMaster Library (see the help handout for the Library to review the specifications of this template), but any Roll Template you desire can be used. The entries in the Roll Template itself can be anything you desire, giving as much or as little information as you want. However, the important elements for the APIs are those highlighted. Each of these elements are inserted between the elements of the Roll Template, meaning they will not be seen by the player when the macro is run. Generally spaces, hyphens and underscores in the data elements are ignored, and case is not significant. Each element is described below:

    ' + +'
    Specs = [Type, Spec Class, Handedness, Style Group]
    ' + +'

    The Specs section describes what style type and proficiency groups this weapon belongs to. These fields must be in this order. This format is identical for all database items, whether in these databases or others used by the Master series of APIs.

    ' + +'' + +'' + +'' + +'
    Typeis the type of the style, often similar to the ability macro name.
    Spec Classis always Style for entries in the Styles database.
    Handednessis #H, where # is the number of hands needed to engage in this fighting style.
    Style Groupis the group of related fighting styles that the style belongs to, which currently can be Melee Style or Ranged Style. Further Style Groups related to other forms of combat may be introduced in the future.
    ' + +'
    StyleData=[prime:melee, offhand:shield|melee, t:any, st:any],[shattk:+1],[shattk:+1,twp:0.2]
    ' + +'

    The StyleData section specifies the data relating to the style rules for which types of weapon need to be wielded in which hands, and the benefits then achieved if either Proficient in the Style, or a Specialist in the Style. The first set of brackets enclose the preconditions for the style to be valid given what the character has in-hand (as equipped using the attk menu / change weapon menu). The second set specify the benefits to be implemented if the style is valid and the character is proficient in the style, and the third set specify the benefits from being a specialist (as set by the token-setup / Add to Proficiences menu). These fields can be in any order.

    ' + +'' + +'' + +'' + +'' + +'' + +'
    prime:Nothing in handThe class of weapon or item that must be being held in the Primary hand for this Style to be effective: one or more of spell, melee, ranged, shield, and throwing. Can be a multi-class item, such as a weapon defined as melee|ranged for a weapon that can be used both as a melee and a ranged weapon (e.g. a warhammer)
    offhand:Nothing in handThe class of weapon or item that must be being held in the Offhand hand for this Style to be effective (classes as for Primary hand). Can be a multi-class item, as described for the Primary hand. In this case shield|melee is specified, meaning a shield that can be used to punch or parry as a weapon.
    weaps:anyThe list of weapon/item type(s) or supertype(s) (weapon groups) that are valid to have in-hand for this Style to be effective, separated by verticle bars (\'|\'). If a supertype is specified, all weapons/items of that supertype will be valid.
    shattk:0The number of additional attacks in a round to grant for a shield punch or parry if the style is valid and proficient at the specified level
    twp:2.4The Two Weapon Penalty to grant if the style is valid and proficient at the specified level, specified as primary penalty, dot, offhand penalty
    ' + +'

    Whenever proficiencies for the character are changed using the token-setup / Add to Proficiences menu, or items in-hand are equipped using the Attk menu / Change Weapon menu, the APIs will scan all currently proficient and specialist styles defined for the character, and see if any are valid. If they are, the APIs will automatically apply the benefits to initiative (if using the InitiativeMaster API) and to attacks.

    ' + +'

    Additional data fields are available for supporting the rules and benefits of other styles:

    ' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'' + +'
    twohand:Nothing in handThe class of weapon or item that must be being held in Both Hands or otherwise as a two (or more) handed weapon for this Style to be effective, with the same specification syntax as for the primary weapon above. Note that some one-handed weapons can now be taken in-hand as two-handed weapons using the list under the [Both hands] button when equipping, such as Battle Axe, so that the Two Hander Style can be supported as defined in The Complete Fighter\'s Handbook. This requires the latest Weapon Database to be loaded and not overridden by an old definition in a bespoke database in the campaign.
    ac:0The Armour Class bonus or penalty granted when the style is active (e.g. as required by the Single Weapon Style)
    mwsp:0The melee weapon speed bonus or penalty granted when the style is active (e.g. as required by the Two Hander Style). Negative numbers improve speed, positive numbers worsen it.
    rwsp:0The ranged weapon speed bonus or penalty granted when the style is active. Negative numbers improve speed, positive worsen speed.
    mwn:0The number of attacks per round to increase (or decrease) a melee weapon by when the style is active. Can be fractions expressed as e.g. 1/2 for one additional attack every 2 rounds. Negative numbers reduce attacks per round.
    rwn:0Same as for mwn, but for ranged weapons.
    mwadj:0Melee weapon To-hit bonus or penalty granted when the style is active. Positive numbers are beneficial.
    rwadj:0Ranged weapon To-hit bonus or penalty granted when the style is active. Positive numbers are beneficial.
    mwch:20Melee weapon Critical Hit value to set when the style is active.
    rwch:20Ranged weapon Critical Hit value to set when the style is active.
    mwcm:1Melee weapon Critical Miss value to set when the style is active.
    rwcm:1Ranged weapon Critical Miss value to set when the style is active.
    rwr:\'\'Adjusts the ranges of Ranged Weapons when the style is active. Format is [=][+/-]#/[+/-]#/[+/-]#/[+/-]# where each number adjusts ranges in the order Point Blank/Short/Medium/Long. If Point Blank range is irrelevant for a particular ranged weapon, the first number is ignored. Positive numbers increase range. If \'=\' is specified as the first character, the range is set to be that specified, rather than adjusted by it.
    rwrm:\'\'The bonuses or penalties applied at different ranges for ranged weapons when the style is active. Uses the format N=[+/-]#|PB=[+/-]#|S=[+/-]#|M=[+/-]#|L=[+/-]#|F=[+/-]# where each value will be added to the standard range bonuses/penalties.
    dmg:0The melee weapon damage benefit or penalty applied to any opponent when the style is active.
    dmgsm:0The melee weapon damage benefit or penalty applied to Medium sized and smaller opponents when the style is active.
    dmgl:0The melee weapon damage benefit or penalty applied to Large and larger opponents when the style is active.
    ammoadj:0The ranged weapon ammo damage benefit or penalty applied to all opponents when the style is active.
    ammosm:0The ranged weapon ammo damage benefit or penalty applied to Medium sized and smaller opponents when the style is active.
    ammol:0The ranged weapon ammo damage benefit or penalty applied to Large and larger opponents when the style is active.
    oneh:\'\'A specification using any of the above fields for benefits to be applied to one-handed weapons only. The format of the specification is oneh:key=value|key=value|... e.g. oneh:dmg=+1|mwn=1/2,
    twoh:\'\'A specification using any of the above fields for benefits to be applied to two-handed weapons only. The format of the specification is the same as for oneh
    ' + +'
    ' + +'

    Here is another example showing how the keys oneh and twoh are used in combination with other keys to implement the Two-Hander Style:

    ' + +'

    Two-Hander Style

    ' + +'

    &{template:RPGMdefault}{{name=Two Hander Fighting Style}}Specs=[Two Hander,Style,2H,Melee-style]{{desc=Two-Hander Style involves carrying and wielding a weapon with both hands. Naturally, many weapons (including polearms, the great axe, the two-handed sword, and others) require two-handed technique. Other weapons (such as bastard sword, javelin, and spear) have it as a listed option.}}StyleData=[twohand:melee, weaps:any],[1H:dmg=+1, 2H:mwsp=-3],[1H:dmg=+1, 2H:mwsp=-3]{{desc1=**Advantages**
    ' + +'The main advantage of two-handed weapon technique is that it allows the character to wield large two-handed weapons which can do substantial amounts of damage.
    ' + +'A second advantage is that, if you are using a two-handed weapon, the Disarm maneuver is only of partial use against you. A single successful Disarm against a two-handed weapon user won\'t knock the weapon out of the wielder\'s hands; it will merely knock his weapon askew and make him take some time to recover, so he automatically loses initiative on his next round. However, two Disarm maneuvers successfully made against the character in the same round will knock the weapon loose.}}{{desc2=**Disadvantages**
    ' + +'As with single-weapon use, two-handed weapon technique has the drawback that the user cannot wear or use a shield, or gain the shield\'s AC bonus.}}{{desc3=**Style Specialization**
    ' + +'You can, by devoting a weapon proficiency to it, take a Style Specialization with Two-Hander Style.
    ' + +'Style Specialization with Two-Hander Style gives you a very specific benefit: When you\'re using a weapon two-handed, that weapon\'s Speed Factor is reduced by 3.
    ' + +'This is because when a fighter wields such a weapon with both hands on the hilt, he has more leverage on the blade and can move it faster. That\'s what Style Specialization in Two-Hander Style will do for the character: It teaches him how to use the weapon much faster and more aggressively than someone with less specialized training in the weapon.}}{{desc4=**One-Handed Weapons Used Two-Handed**
    ' + +'Some players don\'t realize that many other one-handed weapons can also be used two-handed. If you specialize in Two-Hander Style and then use a one-handed weapon in two hands, you also get a bonus of +1 to damage. The one-handed weapons which can be used two-handed in this fashion include: Battle axe, Club, Footman\'s flail, Footman\'s pick, Horseman\'s flail, Horseman\'s mace, Horseman\'s pick, Morning star, Long sword, Warhammer.}}

    ' + +'

    Here the data specification is:

    ' + +'
    StyleData=[twohand:melee, weaps:any],[1H:dmg=+1, 2H:mwsp=-3],[1H:dmg=+1, 2H:mwsp=-3]
    ' + +'

    This specifies that there must be a melee weapon equipped in the [Both Hands] slot, and if this is a two-handed weapon then the melee weapon speed is improved by 3 segments. However, if the weapon in the [Both Hands] slot is one of the few one-handed weapons allowed to be taken in both hands (as defined in The Complete Fighter\'s Handbook for this style), then instead it will gain +1 to the damage it inflicts. In this case, the same benefits apply whether the character is just proficient or specialist in the Two-Hander Style.

    ' + +'

    Note: only cetain one-handed weapons can be taken in both hands. Indeed, only certain one-handd weapons will appear in the weapon list shown when the [Both Hands] button is selected on the Change Weapon menu. This is achieved in the weapon specifications in the Weapons Database. For full details, see the explanation given in the Weapons & Armour Database Help handout. In summary, a one-handed weapon which can be wielded two-handed and gain Two-Hander Fighting Style benefits, such as a Battle Axe, requires a second Specs dataset with the \'2H\' attribute, but no additional ToHitData datasets. This informs the APIs that this weapon can be taken in both hands, but will not gain any benefits from doing so (unlike, e.g. a Bastard Sword) unless the Character has proficiency in the Two-Hander Fighting Style.

    ' + +'

    Other styles can be defined that are not specified in The Complete Fighter\'s Handbook, and some examples are provided in the distributed database:

    ' + +'

    Bowyer Style

    ' + +'

    &{template:RPGMdefault}{{name=Bowyer Fighting Style}}Specs=[Bowyer,Style,2H,Ranged-style]{{desc=Bowyer Fighting Style reflects fighters who practice day in, day out at the range perfecting their use of bows of all types.}}StyleData=[twohand:ranged, weaps:bow],[rwr:+1/+1/+2/+3,rwsp:-2],[rwr:+1/+1/+3/+5,rwsp:-3,rwn:+1/2]{{desc1=**Advantages**
    ' + +'The main advantage of bowyer technique is that it allows the character to wield two-handed bows which can do damage at long ranges, staying out of melee and making you a difficult enemy to attack.}}{{desc2=**Disadvantages**
    ' + +'As with any two-handed weapon use use, bowyer weapon technique has the drawback that the user cannot wear or use a shield, or gain the shield\'s AC bonus.}}{{desc3=**Style Specialization**
    ' + +'You can, by devoting a weapon proficiency to it, take a Style Specialization with Bowyer Style.
    ' + +'Style Specialization with Bowyer Style enables you to extend your accuracy at range by 10 yards at short range, 20 at medium and 30 at long range, and improve the speed of the bow by 2 segments. As their skill improves further (by dedicating two proficiency slots), range increases further (by 30 yards at medium and 50 at long), and nocking arrows and drawing the bow faster to enable them to get additional attack every other round}}

    ' + +'

    This style has a slightly more complex data specification:

    ' + +'
    StyleData=[twohand:ranged, weaps:bow],[rwr:+1/+1/+2/+3,rwsp:-2],[rwr:+1/+1/+3/+5,rwsp:-3,rwn:+1/2]
    ' + +'

    You can see here the application of the restriction of this fighting style to two-handed ranged weapons that belong to the weapon group bow, then applying benefits using the range extension key rwr, the ranged weapon speed modifier rwsp, and improving the number of attacks for a ranged weapon by one attack per two rounds using rwn.

    ' + +'

    A wide range of fighting styles can be created using the different combination of rules and benefits, to enrich the game you create, and your players experience. If you need help or guidance, or experience any issues, do access the RPGMaster forum on Roll20 - search the wiki for the link, or navigate via the Community Forums to the API / Mods forum and search for RPGMaster.

    ' + } + }); + + const fieldGroups = Object.freeze({ + MELEE: {prefix:'MW_', tableDef:fields.MW_table}, + DMG: {prefix:'Dmg_', tableDef:fields.Dmg_table}, + RANGED: {prefix:'RW_', tableDef:fields.RW_table}, + AMMO: {prefix:'Ammo_', tableDef:fields.Ammo_table}, + WPROF: {prefix:'WP_', tableDef:fields.WP_table}, + MI: {prefix:'Items_', tableDef:fields.Items_table}, + MAGIC: {prefix:'Magic_', tableDef:fields.Magic_table}, + SPELLS: {prefix:'Spells_', tableDef:fields.Spells_table}, + POWERS: {prefix:'Powers_', tableDef:fields.Powers_table}, + INHAND: {prefix:'InHand_', tableDef:fields.InHand_table}, + QUIVER: {prefix:'Quiver_', tableDef:fields.Quiver_table}, + STYLES: {prefix:'Style_', tableDef:fields.Style_table}, + GEAR: {prefix:'Gear_', tableDef:fields.Gear_table}, + STORED: {prefix:'StoredGear_', tableDef:fields.StoredGear_table}, + DUSTS: {prefix:'Dusts_', tableDef:fields.Dusts_table}, + SCROLLS:{prefix:'Scrolls_', tableDef:fields.Scrolls_table}, + INIT: {prefix:'InitMagic_', tableDef:fields.InitMagic_table}, + SAVES: {prefix:'SaveMod_', tableDef:fields.SaveMod_table}, +// WEAP: {prefix:'Weap_', tableDef:fields.Weap_table}, + MONWEAP:{prefix:'MonWeap_', tableDef:fields.MonWeap_table}, + ALTWIZ: {prefix:'AltSpells_', tableDef:fields.AltWizSpells_table}, + ALTPRI: {prefix:'AltSpells_', tableDef:fields.AltPriSpells_table}, + ALTPWR: {prefix:'AltPowers_', tableDef:fields.AltPowers_table}, + }); + const miTypeLists = Object.freeze({ + miscellaneous: {type:'miscellaneous',field:fields.ItemMiscList}, + protectioncloak:{type:'miscellaneous',field:fields.ItemMiscList}, + protectionboots:{type:'miscellaneous',field:fields.ItemMiscList}, + weapon: {type:'weapon',field:fields.ItemWeaponList}, + melee: {type:'weapon',field:fields.ItemWeaponList}, + innatemelee: {type:'weapon',field:fields.ItemWeaponList}, + ranged: {type:'weapon',field:fields.ItemWeaponList}, + innateranged: {type:'weapon',field:fields.ItemWeaponList}, + ammo: {type:'ammo',field:fields.ItemWeaponList}, + armor: {type:'armour',field:fields.ItemArmourList}, + armour: {type:'armour',field:fields.ItemArmourList}, + totalac: {type:'armour',field:fields.ItemArmourList}, + shield: {type:'armour',field:fields.ItemArmourList}, + helm: {type:'armour',field:fields.ItemArmourList}, + barding: {type:'armour',field:fields.ItemArmourList}, + ring: {type:'ring',field:fields.ItemRingList}, + protectionring: {type:'ring',field:fields.ItemRingList}, + potion: {type:'potion',field:fields.ItemPotionList}, + scroll: {type:'scroll',field:fields.ItemScrollList}, + scrollcase: {type:'scroll',field:fields.ItemScrollList}, + rod: {type:'rod',field:fields.ItemWandsList}, + staff: {type:'rod',field:fields.ItemWandsList}, + wand: {type:'rod',field:fields.ItemWandsList}, + magic: {type:'rod',field:fields.ItemWandsList}, + dmitem: {type:'dmitem',field:fields.ItemDMList}, + equipment: {type:'equipment',field:fields.ItemEquipList}, + light: {type:'equipment',field:fields.ItemEquipList}, + attackmacro: {type:'attack',field:fields.ItemAttacksList}, + style: {type:'style',field:fields.ItemWeaponList}, + ability: {type:'ability',field:fields.ItemAbilitiesList}, + trap: {type:'trap',field:fields.ItemTrapsList}, + lock: {type:'lock',field:fields.ItemLocksList}, + }); + var clTypeLists = { + warriorclass: {type:'warrior',field:fields.ClassWarriorList,query:''}, + warriorhrclass: {type:'warrior',field:fields.ClassWarriorList,query:''}, + warriorkitclass:{type:'warrior',field:fields.ClassWarriorList,query:''}, + wizardclass: {type:'wizard',field:fields.ClassWizardList,query:''}, + wizardhrclass: {type:'wizard',field:fields.ClassWizardList,query:''}, + wizardkitclass: {type:'wizard',field:fields.ClassWizardList,query:''}, + priestclass: {type:'priest',field:fields.ClassPriestList,query:''}, + priesthrclass: {type:'priest',field:fields.ClassPriestList,query:''}, + priesthoodclass:{type:'priest',field:fields.ClassPriestList,query:''}, + priestkitclass: {type:'priest',field:fields.ClassPriestList,query:''}, + rogueclass: {type:'rogue',field:fields.ClassRogueList,query:''}, + roguehrclass: {type:'rogue',field:fields.ClassRogueList,query:''}, + roguekitclass: {type:'rogue',field:fields.ClassRogueList,query:''}, + psionclass: {type:'psion',field:fields.ClassPsionList,query:''}, + psionhrclass: {type:'psion',field:fields.ClassPsionList,query:''}, + psionkitclass: {type:'psion',field:fields.ClassPsionList,query:''}, + creatureclass: {type:'creature',field:fields.ClassCreatureList,query:''}, + humanoidrace: {type:'humanoid',field:fields.RaceHumanoidList,query:''}, + humanoidhrrace: {type:'humanoid',field:fields.RaceHumanoidList,query:''}, + humanoidkitrace:{type:'humanoid',field:fields.RaceHumanoidList,query:''}, + humanoidcreature:{type:'creature',field:fields.RaceCreatureList,query:''}, + creaturerace: {type:'creature',field:fields.RaceCreatureList,query:''}, + creaturehrrace: {type:'creature',field:fields.RaceCreatureList,query:''}, + creaturekitrace:{type:'creature',field:fields.RaceCreatureList,query:''}, + container: {type:'container',field:fields.ContainerList,query:''}, + }; + const spTypeLists = Object.freeze({ + muspelll1: {type:'muspelll1',field:['spellmem','current']}, + muspelll2: {type:'muspelll2',field:['spellmem2','current']}, + muspelll3: {type:'muspelll3',field:['spellmem3','current']}, + muspelll4: {type:'muspelll4',field:['spellmem4','current']}, + muspelll5: {type:'muspelll5',field:['spellmem30','current']}, + muspelll6: {type:'muspelll6',field:['spellmem5','current']}, + muspelll7: {type:'muspelll7',field:['spellmem6','current']}, + muspelll8: {type:'muspelll8',field:['spellmem7','current']}, + muspelll9: {type:'muspelll9',field:['spellmem8','current']}, + muspelll0: {type:'muspelll0',field:['spellmem20','current']}, + prspelll1: {type:'prspelll1',field:['spellmem10','current']}, + prspelll2: {type:'prspelll2',field:['spellmem11','current']}, + prspelll3: {type:'prspelll3',field:['spellmem12','current']}, + prspelll4: {type:'prspelll4',field:['spellmem13','current']}, + prspelll5: {type:'prspelll5',field:['spellmem14','current']}, + prspelll6: {type:'prspelll6',field:['spellmem15','current']}, + prspelll7: {type:'prspelll7',field:['spellmem16','current']}, + prspelll0: {type:'prspelll0',field:['spellmem17','current']}, + power: {type:'power', field:['spellmem23','current']}, + itempower: {type:'itempower',field:['spellmem21','current']}, + itemspell: {type:'itemspell',field:['spellmem22','current']}, + melee: {type:'',field:['']}, + innatemelee: {type:'',field:['']}, + ranged: {type:'',field:['']}, + innateranged: {type:'',field:['']}, + magic: {type:'',field:['']}, + innatemagic: {type:'',field:['']}, + }); + const primeClasses=['Warrior','Wizard','Priest','Rogue','Psion','Creature']; + const classLevels = [ + [fields.Fighter_class,fields.Fighter_level], + [fields.Wizard_class,fields.Wizard_level], + [fields.Priest_class,fields.Priest_level], + [fields.Rogue_class,fields.Rogue_level], + [fields.Psion_class,fields.Psion_level], + [fields.Fighter_class,fields.Monster_hitDice] + ]; + const casterLevels = [ + [fields.Wizard_class,fields.Wizard_level,'MU'], + [fields.Priest_class,fields.Priest_level,'PR'], + [fields.Fighter_class,fields.Fighter_level,'F'], + [fields.Rogue_class,fields.Rogue_level,'RO'], + [fields.Psion_class,fields.Psion_level,'PS'], + [fields.Fighter_class,fields.Monster_hitDice,'M'] + ]; + var classMap = [[fields.ClassMap1,fields.LevelMap1],[fields.ClassMap2,fields.LevelMap2],[fields.ClassMap3,fields.LevelMap3]]; + + const baseThac0table = [ + [20,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1], + [20,20,20,20,19,19,19,18,18,18,17,17,17,16,16,16,15,15,15,14,14], + [20,20,20,20,18,18,18,16,16,16,14,14,14,12,12,12,10,10,10,8,8], + [20,20,20,19,19,18,18,17,17,16,16,15,15,14,14,13,13,12,12,11,11], + [20,20,20,19,19,18,18,17,17,16,16,15,15,14,14,13,13,12,12,11,11], + ]; + + var saveFormat = { + Saves: { + Paralysis: {save:fields.Saves_paralysis,mod:fields.Saves_modParalysis,mon:fields.Saves_monParalysis,index:0,roll:'1d20',tag:'par'}, + Poison: {save:fields.Saves_poison,mod:fields.Saves_modPoison,mon:fields.Saves_monPoison,index:0,roll:'1d20',tag:'poi'}, + Death: {save:fields.Saves_death,mod:fields.Saves_modDeath,mon:fields.Saves_monDeath,index:0,roll:'1d20',tag:'dea'}, + Rod: {save:fields.Saves_rod,mod:fields.Saves_modRod,mon:fields.Saves_monRod,index:1,roll:'1d20',tag:'rod'}, + Staff: {save:fields.Saves_staff,mod:fields.Saves_modStaff,mon:fields.Saves_monStaff,index:1,roll:'1d20',tag:'sta'}, + Wand: {save:fields.Saves_wand,mod:fields.Saves_modWand,mon:fields.Saves_monWand,index:1,roll:'1d20',tag:'wan'}, + Petrification: {save:fields.Saves_petrification,mod:fields.Saves_modPetrification,mon:fields.Saves_monPetri,index:2,roll:'1d20',tag:'pet'}, + Polymorph: {save:fields.Saves_polymorph,mod:fields.Saves_modPolymorph,mon:fields.Saves_monPolymorph,index:2,roll:'1d20',tag:'pol'}, + Breath: {save:fields.Saves_breath,mod:fields.Saves_modBreath,mon:fields.Saves_monBreath,index:3,roll:'1d20',tag:'bre'}, + Spell: {save:fields.Saves_spell,mod:fields.Saves_modSpell,mon:fields.Saves_monSpell,index:4,roll:'1d20',tag:'spe'}, + }, + Attributes: { + Strength: {save:fields.Strength,mod:fields.Saves_modStrength,roll:'1d20',tag:'str'}, + Constitution: {save:fields.Constitution,mod:fields.Saves_modConstitution,roll:'1d20',tag:'con'}, + Dexterity: {save:fields.Dexterity,mod:fields.Saves_modDexterity,roll:'1d20',tag:'dex'}, + Intelligence: {save:fields.Intelligence,mod:fields.Saves_modIntelligence,roll:'1d20',tag:'int'}, + Wisdom: {save:fields.Wisdom,mod:fields.Saves_modWisdom,roll:'1d20',tag:'wis'}, + Charisma: {save:fields.Charisma,mod:fields.Saves_modCharisma,roll:'1d20',tag:'chr'}, + }, + Checks: { + Open_Doors: {save:fields.OpenDoors,mod:fields.Saves_modOpenDoors,roll:'1d20',tag:'opd'}, + Bend_Bars: {save:fields.BendBars,mod:fields.Saves_modBendBars,roll:'1d100',tag:'bbr'}, + System_Shock: {save:fields.SystemShock,mod:fields.Saves_modSystemShock,roll:'1d100',tag:'sys'}, + Resurrection: {save:fields.ResSurvive,mod:fields.Saves_modResSurvive,roll:'1d100',tag:'res'}, + Learn_Spell: {save:fields.LearnSpell,mod:fields.Saves_modLearnSpell,roll:'1d100',tag:'lsp'}, + Spell_Failure: {save:fields.SpellFail,mod:fields.Saves_modSpellFail,roll:'1d100',tag:'spf'}, + }, + }; + + const rogueSkills = { + pickpockets: {name:'Pick_Pockets',save:['ppt','current'],roll:'1d100',tag:'pp',factors:['ppb','ppr','ppd','ppk','ppa','ppm','ppl'],gmrolls:true,success:'You got the item!',failure:'You can try again, unless you are caught!'}, + openlocks: {name:'Open_Locks',save:['olt','current'],roll:'1d100',tag:'ol',factors:['olb','olr','old','olk','ola','olm','oll'],gmrolls:false,success:'Click! After [[1d10]] rounds the lock opens',failure:'Hard luck. [[1d10]] rounds wasted. You can try once per experience level'}, + findtraps: {name:'Find_Traps',save:['rtt','current'],roll:'1d100',tag:'rt',factors:['rtb','rtr','rtd','rtk','rta','rtm','rtl'],gmrolls:true,success:'After [[1d10]] rounds you know the general nature of any trap but not exact detail',failure:'[[1d10]] rounds go by. Try again at next level'}, + removetraps: {name:'Remove_Traps',save:['rtt','current'],roll:'1d100',tag:'rt',factors:['rtb','rtr','rtd','rtk','rta','rtm','rtl'],gmrolls:true,success:'After [[1d10]] rounds you have successfully removed the trap',failure:'[[1d10]] rounds go by unsuccessfully. 96-00 triggers trap! Try again at next level'}, + movesilently: {name:'Move_Silently',save:['mst','current'],roll:'1d100',tag:'ms',factors:['msb','msr','msd','msk','msa','msm','msl'],gmrolls:true,success:'Move at 1/3 rate. Gain -2 to surprise only if also unseen',failure:'Movement still reduced to 1/3'}, + hideinshadows: {name:'Hide_in_Shadows',save:['hst','current'],roll:'1d100',tag:'hs',factors:['hsb','hsr','hsd','hsk','hsa','hsm','hsl'],gmrolls:true,success:'Does not work in darkness. Hidden only while motionless except small movements (draw weapon, drin potion etc). Cannot be seen with infravision except in darkness. "See Invisible" will see character',failure:'The character is not hidden'}, + detectnoise: {name:'Detect_Noise',save:['dnt','current'],roll:'1d100',tag:'dn',factors:['dnb','dnr','dnd','dnk','dna','dnm','dnl'],gmrolls:true,success:'In silent surrounds & not wearing head-gear, sounds are heard',failure:'Even in silent surrounds & not wearing head-gear, nothing is heard'}, + climbwalls: {name:'Climb_Walls',save:['cwt','current'],roll:'1d100',tag:'cw',factors:['cwb','cwr','cwd','cwk','cwa','cwm','cwl'],gmrolls:false,success:'Can climb up to 100ft in 10 rounds, then roll again',failure:'Can\'t start or is stuck where currently is. Try again somewhere significantly different'}, + readlanguages: {name:'Read_Languages',save:['rlt','current'],roll:'1d100',tag:'rl',factors:['rlb','rlr','rld','rlk','rla','rlm','rll'],gmrolls:false,success:'Can understand about value2% of the meaning',failure:'Not understandable at all. Try again at next level'}, + legendlore: {name:'Legend_Lore',save:['ibt','current'],roll:'1d100',tag:'ll',factors:['ibb','ibr','ibd','ibk','iba','ibm','ibl'],gmrolls:false,success:'In [[1d10]] rounds of examination you learn some general information',failure:'[[1d10]] rounds of examination reveal nothing'}, + }; + const thiefSkillFactors = ['Base','Race','Dexterity','Kit','Armour','Magic','Level']; + + var ordMU =['wizard', + 'magicuser', + 'mage', + 'mu']; + + var specMU=['abjurer', + 'conjurer', + 'diviner', + 'enchanter', + 'illusionist', + 'invoker', + 'necromancer', + 'transmuter']; + + const wisdomSpells=[ + [0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,3,3,3,3,4,4], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,3,3,3,3,3], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,3,3,3,3], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,3,3,3], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,3], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2] + ]; + const spellLevels = Object.freeze({ + mu: [{ spells: 0, base: 0, book: 0 }, + { spells: 0, base: 1, book: '' }, + { spells: 0, base: 4, book: 2 }, + { spells: 0, base: 7, book: 3 }, + { spells: 0, base: 10, book: 4 }, + { spells: 0, base: 70, book: 30}, + { spells: 0, base: 13, book: 5 }, + { spells: 0, base: 16, book: 6 }, + { spells: 0, base: 19, book: 7 }, + { spells: 0, base: 22, book: 8 }], + pr: [{ spells: 0, base: 0, book: 0 }, + { spells: 0, base: 28, book: 10}, + { spells: 0, base: 31, book: 11}, + { spells: 0, base: 34, book: 12}, + { spells: 0, base: 37, book: 13}, + { spells: 0, base: 40, book: 14}, + { spells: 0, base: 43, book: 15}, + { spells: 0, base: 46, book: 16}], + pw: [{ spells: 0, base: 0, book: 0 }, + { spells: 1, base: 67, book: 23}], + mi: [{ spells: 0, base: 0, book: 0 }, + { spells: 0, base: 64, book: 22}], + pm: [{ spells: 0, base: 0, book: 0 }, + { spells: 0, base: 61, book: 21}], + }); + + var spellsPerLevel = { + wizard: {MU:[[9,1,100,'MU'], + [0,1,2,2,3,4,4,4,4,4,4,4,4,5,5,5,5,5,5,5,5], + [0,0,0,1,2,2,2,3,3,3,4,4,4,5,5,5,5,5,5,5,5], + [0,0,0,0,0,1,2,2,3,3,3,4,4,5,5,5,5,5,5,5,5], + [0,0,0,0,0,0,0,1,2,2,2,3,4,4,4,5,5,5,5,5,5], + [0,0,0,0,0,0,0,0,0,1,2,3,4,4,4,5,5,5,5,5,5], + [0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,3,3,3,3,4], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,3,3,3,3], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,3,3], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2], + ]}, + priest: {PR:[[7,1,100,'PR'], + [0,1,2,2,3,3,3,3,3,4,4,5,6,6,6,6,7,7,8,9,9], + [0,0,0,1,2,3,3,3,3,4,4,4,5,6,6,6,7,7,8,9,9], + [0,0,0,0,0,1,2,2,3,3,3,4,5,6,6,6,7,7,8,8,9], + [0,0,0,0,0,0,0,1,2,2,3,3,3,4,5,6,6,7,8,8,8], + [0,0,0,0,0,0,0,0,0,1,2,2,2,2,3,4,4,5,6,6,7], + [0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,3,3,4,4,5], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2], + ]}, + ranger: {PR:[[3,8,9,'PR'], + [0,0,0,0,0,0,0,0,1,2,2,2,2,3,3,3,3], + [0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,3,3], + [0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,3], + ]}, + paladin:{PR:[[4,9,9,'PR'], + [0,0,0,0,0,0,0,0,0,1,2,2,2,2,3,3,3,3,3,3,3], + [0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,3,3,3,3,3], + [0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,2,3,3,3,3], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,2,3], + ]}, + bard: {MU:[[6,1,100,'MU'], + [0,0,1,2,2,3,3,3,3,3,3,3,3,3,3,3,4,4,4,4,4], + [0,0,0,0,1,1,2,2,3,3,3,3,3,3,3,3,3,4,4,4,4], + [0,0,0,0,0,0,0,1,1,2,2,3,3,3,3,3,3,3,4,4,4], + [0,0,0,0,0,0,0,0,0,0,1,1,2,2,3,3,3,3,3,4,4], + [0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,3,3,3,4], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,3], + ]}, + other: {MU:[[0,0,0,'']], + PR:[[0,0,0,'']]}, + }; + var defaultNonProfPenalty = [ + [fields.Fighter_class,fields.Fighter_level,-2], + [fields.Wizard_class,fields.Wizard_level,-5], + [fields.Priest_class,fields.Priest_level,-3], + [fields.Rogue_class,fields.Rogue_level,-3], + [fields.Psion_class,fields.Psion_level,-4], + [fields.Monster_class,fields.Monster_level,-2], + ]; + var rangedWeapMods = { + N : -5, + PB : 2, + S : 0, + M : -2, + L : -5, + F : -20, + }; + var saveLevels = { + warrior: [0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9], + wizard: [0,1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,4,4,4,4,4,5], + priest: [0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,5,6,6,6,7], + rogue: [0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,6], + psion: [0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,6], + creature: [0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9], + }; + var baseSaves = { + warrior: [[16,18,17,20,19],[14,16,15,17,17],[13,15,14,16,16],[11,13,12,13,14],[10,12,11,12,13],[8,10,9,9,11],[7,9,8,8,10],[5,7,6,5,8],[4,6,5,4,7],[3,5,4,4,6]], + wizard: [[16,18,17,20,19],[14,11,13,15,12],[13,9,11,13,10],[11,7,9,11,8],[10,5,7,9,6],[8,3,5,7,4]], + priest: [[16,18,17,20,19],[10,14,13,16,15],[9,13,12,15,14],[7,11,10,13,12],[6,10,9,12,11],[5,9,8,11,10],[4,8,7,10,9],[2,6,5,8,7]], + rogue: [[16,18,17,20,19],[13,14,12,16,15],[12,12,11,15,13],[11,10,10,14,11],[10,8,9,13,9],[9,6,8,12,7],[8,4,7,11,5]], + psion: [[16,18,17,20,19],[13,15,10,16,15],[12,13,9,15,14],[11,11,8,13,12],[10,9,7,12,7],[9,7,6,11,9],[8,5,5,9,7]], + creature: [[16,18,17,20,19],[14,16,15,17,17],[13,15,14,16,16],[11,13,12,13,14],[10,12,11,12,13],[8,10,9,9,11],[7,9,8,8,10],[5,7,6,5,8],[4,6,5,4,7],[3,5,4,4,6]], + }; + var classSaveMods = { + undefined: {att:'con',par:0,poi:0,dea:0,rod:0,sta:0,wan:0,pet:0,pol:0,bre:0,spe:0,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + paladin: {att:'con',par:2,poi:2,dea:2,rod:2,sta:2,wan:2,pet:2,pol:2,bre:2,spe:2,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + }; + var raceSaveMods = { + undefined: {att:'con',par:0,poi:0,dea:0,rod:0,sta:0,wan:0,pet:0,pol:0,bre:0,spe:0,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + dwarf: {att:'con',par:0,poi:3.5,dea:0,rod:3.5,sta:3.5,wan:3.5,pet:0,pol:0,bre:0,spe:3.5,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + elf: {att:'con',par:0,poi:0,dea:0,rod:0,sta:0,wan:0,pet:0,pol:0,bre:0,spe:0,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + gnome: {att:'con',par:0,poi:0,dea:0,rod:3.5,sta:3.5,wan:3.5,pet:0,pol:0,bre:0,spe:3.5,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + halfelf: {att:'con',par:0,poi:0,dea:0,rod:0,sta:0,wan:0,pet:0,pol:0,bre:0,spe:0,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + halfling: {att:'con',par:0,poi:3.5,dea:0,rod:3.5,sta:3.5,wan:3.5,pet:0,pol:0,bre:0,spe:3.5,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + halforc: {att:'con',par:0,poi:0,dea:0,rod:0,sta:0,wan:0,pet:0,pol:0,bre:0,spe:0,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + human: {att:'con',par:0,poi:0,dea:0,rod:0,sta:0,wan:0,pet:0,pol:0,bre:0,spe:0,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + creature: {att:'con',par:0,poi:0,dea:0,rod:0,sta:0,wan:0,pet:0,pol:0,bre:0,spe:0,str:0,con:0,dex:0,int:0,wis:0,chr:0}, + }; + const xlateSave = {att:'Attribute',par:'Paralysis',poi:'Poison',dea:'Death',rod:'Rod',sta:'Staff',wan:'Wand',pet:'Petrify',pol:'Polymorph',bre:'Breath',spe:'Spell',str:'Strength',con:'Constitution',dex:'Dexterity',int:'Intelligence',wis:'Wisdom',chr:'Charisma'}; + var classNonProfPenalty = {}; + var raceToHitMods = { + elf: [['bow',1],['longsword',1],['shortsword',1]], + halfling: [['sling',1],['thrownblade',1]], + }; + var classAllowedWeaps = { + warrior: ['any'], + fighter: ['any'], + ranger: ['any'], + paladin: ['any'], + beastmaster: ['any'], + barbarian: ['any'], + defender: ['axe','clubs','flails','longblade','fencingblade','mediumblade','shortblade','polearm'], + wizard: ['dagger','staff','dart','knife','sling'], + mage: ['dagger','staff','dart','knife','sling'], + mu: ['dagger','staff','dart','knife','sling'], + abjurer: ['dagger','staff','dart','knife','sling'], + conjurer: ['dagger','staff','dart','knife','sling'], + diviner: ['dagger','staff','dart','knife','sling'], + enchanter: ['dagger','staff','dart','knife','sling'], + illusionist: ['dagger','staff','dart','knife','sling'], + invoker: ['dagger','staff','dart','knife','sling'], + necromancer: ['dagger','staff','dart','knife','sling'], + transmuter: ['dagger','staff','dart','knife','sling'], + priest: ['clubs','hammer','staff'], + cleric: ['clubs','hammer','staff'], + druid: ['club','sickle','dart','spear','dagger','scimitar','sling','staff'], + healer: ['club','quarterstaff','mancatcher','sling'], + priestofagriculture: ['hooks','flails','handaxe','throwingaxe','scythe','sickle'], + priestofancestors: ['club','dagger','dirk','dart','knife','staff'], + priestofanimals: ['hooks','cestus','clubs','maingauche','greatblade','longblade','mediumblade','shortblade','fencingblade','warhammer'], + priestofarts: ['bow'], + priestoflife: ['club','quarterstaff','mancatcher','sling'], + priestofwar: ['any'], + priestoflight: ['dart','javelin','spears'], + priestofknowledge: ['sling','quarterstaff'], + shaman: ['longblade','mediumblade','shortblade','blowgun','club','staff','shortbow','horsebow','handcrossbow'], + rogue: ['club','shortblade','dart','handcrossbow','lasso','shortbow','sling','broadsword','longsword','staff'], + thief: ['club','shortblade','dart','handcrossbow','lasso','shortbow','sling','broadsword','longsword','staff'], + bard: ['any'], + assassin: ['any'], + psion: ['shortbow','handcrossbow','lightcrossbow','shortblade','clubs','axe','horsemanspick','scimitar','spears','warhammer'], + }; + var classAllowedArmour = { + warrior: ['any'], + fighter: ['any'], + ranger: ['any'], + paladin: ['any'], + beastmaster: ['any'], + barbarian: ['padded','leather','hide','brigandine','ringmail','scalemail','chainmail','shield','ring','magicitem','cloak'], + defender: ['any'], + wizard: ['magicitem','ring','cloak'], + mage: ['magicitem','ring','cloak'], + mu: ['magicitem','ring','cloak'], + abjurer: ['magicitem','ring','cloak'], + conjurer: ['magicitem','ring','cloak'], + diviner: ['magicitem','ring','cloak'], + enchanter: ['magicitem','ring','cloak'], + illusionist: ['magicitem','ring','cloak'], + invoker: ['magicitem','ring','cloak'], + necromancer: ['magicitem','ring','cloak'], + transmuter: ['magicitem','ring','cloak'], + priest: ['any'], + cleric: ['any'], + druid: ['leather','padded','hide','woodenshield','magicitem','ring','cloak'], + healer: ['any'], + priestofagriculture: ['leather','padded','hide','woodenshield','magicitem','ring','cloak'], + priestofancestors: ['magicitem','ring','cloak'], + priestofanimals: ['leather','padded','hide','magicitem','ring','cloak'], + priestofarts: ['magicitem','ring','cloak'], + priestofbirth: ['magicitem','ring','cloak'], + priestofchildren: ['magicitem','ring','cloak'], + priestofcommunity: ['any'], + priestofcompetition: ['any'], + priestofcrafts: ['leather','padded','hide','shields','magicitem','ring','cloak'], + priestofculture: ['any','-shields'], + priestofdarkness: ['leather','padded','hide','magicitem','ring','cloak'], + priestofnight: ['leather','padded','hide','magicitem','ring','cloak'], + priestoflife: ['any'], + priestofwar: ['any'], + priestoflight: ['studdedleather','ringmail','chainmail','shield','ring','magicitem','cloak'], + priestofknowledge: ['magicitem','ring','cloak'], + shaman: ['padded','leather','hide','brigandine','ringmail','scalemail','chainmail','splintmail','bandedmail','shield','ring','magicitem','cloak'], + rogue: ['padded','leather','studdedleather','elvenchain','shield','ring','magicitem','cloak'], + thief: ['padded','leather','studdedleather','elvenchain','shield','ring','magicitem','cloak'], + bard: ['padded','leather','hide','brigandine','ringmail','scalemail','chainmail','ring','magicitem','cloak'], + assassin: ['any'], + psion: ['leather','studdedleather','hide','smallshield','ring','magicitem','cloak'], + }; + var weapMultiAttks = { + fighter: { + Levels: ['0','7','13'], + Proficient: { melee: ['0','1/2','1'], + ranged: ['0','0','0'], + }, + }, + All: { + Specialist: { melee: ['1/2','1','3/2'], + lightxbow: ['0','1/2','1'], + heavyxbow: ['0','1/2','1'], + throwndagger: ['1','2','3'], + throwndart: ['1','2','3'], + bow: ['0','0','0'], + arquebus: ['1/3','2/3','7/6'], + blowgun: ['1','2','3'], + knife: ['1','2','3'], + sling: ['1','2','3'], + ranged: ['0','1/2','1'], + }, + }, + }; + + const punchWrestle = [ {punch:'Haymaker',dmg:2,ko:25,wrestle:'Bearhug',hold:true}, + {punch:'Wild swing',dmg:0,ko:2,wrestle:'Leg twist',hold:false}, + {punch:'Uppercut',dmg:2,ko:15,wrestle:'Headlock',hold:true}, + {punch:'Hook',dmg:2,ko:12,wrestle:'Gouge',hold:false}, + {punch:'Rabbit punch',dmg:2,ko:5,wrestle:'Arm lock',hold:true}, + {punch:'Glancing blow',dmg:1,ko:3,wrestle:'Kick',hold:false}, + {punch:'Jab',dmg:2,ko:8,wrestle:'Gouge',hold:false}, + {punch:'Combination',dmg:2,ko:10,wrestle:'Throw',hold:false}, + {punch:'Uppercut',dmg:1,ko:9,wrestle:'Headlock',hold:true}, + {punch:'Combination',dmg:1,ko:10,wrestle:'Leg lock',hold:true}, + {punch:'Glancing blow',dmg:1,ko:3,wrestle:'Elbow smash',hold:false}, + {punch:'Hook',dmg:2,ko:10,wrestle:'Gouge',hold:false}, + {punch:'Kidney punch',dmg:1,ko:5,wrestle:'Throw',hold:false}, + {punch:'Hook',dmg:2,ko:9,wrestle:'Leg lock',hold:false}, + {punch:'Uppercut',dmg:1,ko:8,wrestle:'Leg twist',hold:false}, + {punch:'Jab',dmg:2,ko:6,wrestle:'Arm lock',hold:true}, + {punch:'Glancing blow',dmg:1,ko:2,wrestle:'Elbow smash',hold:false}, + {punch:'Kidney punch',dmg:1,ko:5,wrestle:'Trip',hold:false}, + {punch:'Rabbit punch',dmg:1,ko:3,wrestle:'Kick',hold:false}, + {punch:'Wild swing',dmg:0,ko:1,wrestle:'Arm twist',hold:false}, + {punch:'Haymaker',dmg:2,ko:10,wrestle:'Bearhug',hold:true} + ]; + + const reIgnore = /[-_\s\(\)]/g; + const settings_icon = 'https://s3.amazonaws.com/files.d20.io/images/11920672/7a2wOvU1xjO-gK5kq5whgQ/thumb.png?1440940765'; + const defaultImg = 'https://s3.amazonaws.com/files.d20.io/images/2796029/tJUjL-ilXyG-Ohu6T2Ykvg/thumb.png?1390103367'; + const defaultAs = 'RPGMaster'; + const archive = false; + const use3Ddice = false; + const stdDB = ['mu_spells_db','mu_spells_db_l1','mu_spells_db_l2','mu_spells_db_l3','mu_spells_db_l4','mu_spells_db_l5','mu_spells_db_l6','mu_spells_db_l7','mu_spells_db_l8','mu_spells_db_l9','mu_spells_db_custom','pr_spells_db_l1','pr_spells_db_l2','pr_spells_db_l3','pr_spells_db_l4','pr_spells_db_l5','pr_spells_db_l6','pr_spells_db_l7','pr_spells_db_custom','powers_db','mi_db','mi_db_custom','mi_db_ammo','mi_db_armour','mi_db_equipment','mi_db_potions','mi_db_rings','mi_db_scrolls_books','mi_db_wands_staves_rods','mi_db_weapons','attacks_db','class_db','race_db','race_db_creatures_a_e','race_db_creatures_f_j','race_db_creatures_k_o','race_db_creatures_p_t','race_db_creatures_u_z','styles_db','abilities_db']; + const waitMsgDiv = '
    ' ; + const errorMsgDiv = '
    ' ; + + const reCastMIspellCmd = /!magic\s+--cast-spell\s+MI\s*\|/im; + const reCastMIpowerCmd = /!magic\s+--cast-spell\s+MI-POWERS?\s*\|/im; + const reSpecs = /}}\s*Specs=\s*?(\[[^{]*?\])\s*?{{/im; + const reSpecsAll = /\[\s*?(\w[-\+\s\w\|]*?)\s*?,\s*?(\w[-\s\w\|]*?\w)\s*?,\s*?(\w[\s\w\|]*?\w)\s*?,\s*?(\w[-\+\s\w\|]*?\w)\s*?(?:,\s*?(\w[-\+\s\w\|]*?\w)\s*?)?\]/g; + const reData = /}}\s*?\w*?data\s*?=(.*?){{/im; + const reDataAll = /\[.*?\]/g; + const reSpecClass = /\[\s*?\w[\s\|\w\-\+]*?\s*?,\s*?(\w[\s\|\w\-]*?)\s*?,.*?\]/g; + const reSpecSuperType = /}}\s*Specs=\s*?\[\s*?\w[\s\|\w\-\+]*?\s*?,\s*?\w[\s\|\w\-]*?\w\s*?,\s*?\d+H(?:\|\d*H)\s*?,\s*?(\w[\s\|\w\-]*?\w)\s*?(?:,\s*?(\w[-\+\s\w\|]*?\w)\s*?)?\]/im; + const reDataSpeed = /}}\s*?\w*?data\s*?=.*?[\[,]\s*?sp:([d\d\+\-\*\/.]+?)[,\s\]]/im; + const reDataCharge = /}}\s*?\w*?data\s*?=.*?[\[,]\s*?rc:([\w\+\-]+?)[,\s\]]/im; + const reDataCost = /}}\s*?\w*?data\s*?=.*?[\[,]\s*?gp:(\d+?\.?\d*?)[,\s\]]/im; + const reDataLevel = /}}\s*?\w*?data\s*?=.*?[\[,]\s*?lv:(\d+?)[,\s\]]/im; + const reName = /[\[,]\s*?w:\s*[^\],]+?[,\]]/im; + const reLevel = /[\[,]\s*?lv:(\d+?)[,\s\]]/im; + const reClassData = /}}\s*?ClassData\s*?=(.*?){{/im; + const reClassRaceData = /}}\s*?(?:Class|Race)Data\s*?=.*?{{/im; + const reSpellData = /}}\s*?SpellData\s*?=(.*?){{/im; + const reRepeatingTable = /^(repeating_.*)_\$(\d+)_.*$/; + const reNumSpellsData = /}}[\s\w\-]*?(?"], + [/\\lt;?/gm, "<"], + [/<<|«/g, "["], + [/\\lbrak;?/g, "["], + [/>>|»/g, "]"], + [/\\rbrak;?/g, "]"], + [/\\\^/g, "?"], + [/\\ques;?/g, "?"], + [/`/g, "@"], + [/\\at;?/g, "@"], + [/~/g, "-"], + [/\\dash;?/g, "-"], + [/\\n/g, "\n"], + [/¦/g, "|"], + [/\\vbar;?/g, "|"], + [/\\clon;?/g, ":"], + [/\\amp;?/g, "&"], + [/\\lpar;?/g, "("], + [/\\rpar;?/g, ")"], + [/\\cr;?/g, " "], + [/&&/g, "/"], + [/%%/g, "%"], + [/\\comma;?/g, ","], + [/\\fs;?/g, "\\"], + ]; + + const dbEncoders = [ + [/\\/gm,"\\\\"], + [/\r?\n/gm,'\\n'], + [/'/gm,"\\'"], + [/&/gm,"\\\\amp"], + [/>/gm,"\\\\gt"], + [/"], + [/\\lt/gm, "<"], + ]; + + const pallet = Object.freeze({ + fancy: { + def: {outer:'yellow',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'transparent',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'5% 5% 2px 5%',bodypad:'4px 5% 10% 10%',bodybox:'',rowbox:'purple',rowdark:'transparent',rowdarktext:'black',rowlight:'transparent',rowlighttext:'black',rowpad:'4px',outerimg:'https://s3.amazonaws.com/files.d20.io/images/279722596/LxsTe-cbwk5j9L0ipM3GLw/thumb.jpg?1649510600',titleimg:'https://s3.amazonaws.com/files.d20.io/images/279800986/SqFez5dbn2roAsokDaBAPw/thumb.jpg?1649536002',bodyimg:'https://s3.amazonaws.com/files.d20.io/images/279800959/KyHThjxjXeZQ-b_uC6yCjQ/thumb.jpg?1649535995'}, + spell: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'transparent',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'20% 10% 2px 10%',bodypad:'4px 12% 5% 12%',bodybox:'',rowbox:'purple',rowdark:'transparent',rowdarktext:'black',rowlight:'transparent',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'https://s3.amazonaws.com/files.d20.io/images/279801150/vQ_1KKR72-7DTAusJzkt0w/thumb.png?1649536043',bodyimg:'https://s3.amazonaws.com/files.d20.io/images/279801125/opM7Y6m20DGLPeP-hrXpCA/thumb.png?1649536037'}, + potion: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'transparent',titletext:'black; text-shadow: 1px 1px 1px gray',titlepad:'60% 10% 2px 10%',bodypad:'10% 5% 15% 8%',bodybox:'',rowbox:'mediumturquoise',rowdark:'transparent',rowdarktext:'white',rowlight:'transparent',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'https://s3.amazonaws.com/files.d20.io/images/279798022/Qgs1fGmOup8_9mtzoEeSxw/thumb.png?1649535031',bodyimg:'https://s3.amazonaws.com/files.d20.io/images/279798050/hQ4nWnVGPDINtjidt8-1eg/thumb.png?1649535040'}, + weapon: {outer:'yellow',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'transparent',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'5% 5% 2px 5%',bodypad:'4px 5% 10% 10%',bodybox:'',rowbox:'purple',rowdark:'transparent',rowdarktext:'black; text-shadow: 1px 1px 1px white',rowlight:'transparent',rowlighttext:'black; text-shadow: 1px 1px 1px white',rowpad:'4px',outerimg:'https://s3.amazonaws.com/files.d20.io/images/279722596/LxsTe-cbwk5j9L0ipM3GLw/thumb.jpg?1649510600',titleimg:'',bodyimg:'https://s3.amazonaws.com/files.d20.io/images/257648113/iUlG62xcBc6AdUj5lv32Ww/max.png?1638047575'}, + attack: {outer:'purple',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'4px solid maroon',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'4px 4px 1px 4px',bodypad:'0px',bodybox:'4px solid gray',rowbox:'none',rowdark:'white',rowdarktext:'black',rowlight:'white',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',dmgslabel:'S/M',dmgllabel:'L'}, + menu: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'blue',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'teal',rowdark:'lightblue',rowdarktext:'black',rowlight:'lightcyan',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:''}, + message: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'white',titletext:'black',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'1px solid black',rowbox:'',rowdark:'white',rowdarktext:'black',rowlight:'white',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:''}, + warning: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'crimson',titletext:'white',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'pink',rowdarktext:'black',rowlight:'mistyrose',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + }, + plain: { + def: {outer:'blue',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'blue',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'lightblue',rowdarktext:'black',rowlight:'lightcyan',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + spell: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'firebrick',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'pink',rowdarktext:'black',rowlight:'mistyrose',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + potion: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'forestgreen',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'mediumturquoise',rowdark:'khaki',rowdarktext:'black',rowlight:'lightgoldenrodyellow',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + weapon: {outer:'yellow',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'gray',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'gainsboro',rowdarktext:'black; text-shadow: 1px 1px 1px white',rowlight:'ghostwhite',rowlighttext:'black; text-shadow: 1px 1px 1px white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + attack: {outer:'purple',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'4px solid maroon',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'4px 4px 1px 4px',bodypad:'0px',bodybox:'4px solid gray',rowbox:'none',rowdark:'white',rowdarktext:'black',rowlight:'white',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',dmgslabel:'S/M',dmgllabel:'L'}, + menu: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'blue',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'teal',rowdark:'lightblue',rowdarktext:'black',rowlight:'lightcyan',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + message: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'white',titletext:'black',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'1px solid black',rowbox:'',rowdark:'white',rowdarktext:'black',rowlight:'white',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:''}, + warning: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'crimson',titletext:'white',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'pink',rowdarktext:'black',rowlight:'mistyrose',rowlighttext:'black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + }, + dark: { + def: {outer:'darkgoldenrod',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'blue',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'navy',rowdarktext:'white',rowlight:'blueviolet',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + spell: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'firebrick',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'darkmagenta',rowdarktext:'white',rowlight:'darkorchid',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + potion: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'forestgreen',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'mediumturquoise',rowdark:'darkgoldenrod',rowdarktext:'white; text-shadow: 1px 1px 1px black',rowlight:'goldenrod',rowlighttext:'white; text-shadow: 1px 1px 1px black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + weapon: {outer:'darkgoldenrod',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'gray',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'dimgray',rowdarktext:'white; text-shadow: 1px 1px 1px black',rowlight:'darkgray',rowlighttext:'white; text-shadow: 1px 1px 1px black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + attack: {outer:'purple',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'4px solid maroon',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'4px 4px 1px 4px',bodypad:'0px',bodybox:'4px solid gray',rowbox:'none',rowdark:'dimgray',rowdarktext:'white; text-shadow: 1px 1px 1px black',rowlight:'dimgray',rowlighttext:'white; text-shadow: 1px 1px 1px black',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',dmgslabel:'S/M',dmgllabel:'L'}, + menu: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'blue',titletext:'white; text-shadow: 1px 1px 1px gray',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'teal',rowdark:'navy',rowdarktext:'white',rowlight:'blueviolet',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + message: {outer:'white',outerpad:'',shadow:'rgba(0,0,0,0) 0px 0px',titlebox:'black',titletext:'white',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'1px solid white',rowbox:'',rowdark:'black',rowdarktext:'white',rowlight:'black',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:''}, + warning: {outer:'black',outerpad:'',shadow:'rgba(0,0,0,0.4) 3px 3px',titlebox:'crimson',titletext:'white',titlepad:'1px 1px 1px 1px',bodypad:'4px 4px 4px 4px',bodybox:'',rowbox:'purple',rowdark:'darkmagenta',rowdarktext:'white',rowlight:'darkorchid',rowlighttext:'white',rowpad:'4px',outerimg:'',titleimg:'',bodyimg:'',rowimg:''}, + } + }); + + const acImg = 'https://s3.amazonaws.com/files.d20.io/images/280889787/N6NbbkLDe92C4e5DDtmkaw/thumb.png?1650135426'; + const dmgImg = 'https://s3.amazonaws.com/files.d20.io/images/280890292/ZBDEOKwQHCPeY2yQJuhkeA/thumb.png?1650135612'; + const hpImg = 'https://s3.amazonaws.com/files.d20.io/images/281063429/1ySUC06qy_MuhY-_Be_pVQ/thumb.png?1650223020'; + const slashImg = 'https://s3.amazonaws.com/files.d20.io/images/281331848/XnspIFctdnld8LVG3_m5RQ/thumb.png?1650393752'; + const pierceImg = 'https://s3.amazonaws.com/files.d20.io/images/281331832/DYgW_xqlORNJ77oigkFqAA/thumb.png?1650393745'; + const bludgeonImg = 'https://s3.amazonaws.com/files.d20.io/images/281331818/rSZVRXYkRNR4K9Ru6CXbVw/thumb.png?1650393737'; + const sacImg = 'https://s3.amazonaws.com/files.d20.io/images/281054605/oNYktYKEmF9_ngePXyUcPw/thumb.png?1650219538'; + const pacImg = 'https://s3.amazonaws.com/files.d20.io/images/281054578/FeeVqF8X-rgeEP6fg4CWKg/thumb.png?1650219526'; + const bacImg = 'https://s3.amazonaws.com/files.d20.io/images/281054552/-i1SuQ4Rx1OO7cXPtlggNg/thumb.png?1650219515'; + const heart = ['https://s3.amazonaws.com/files.d20.io/images/281063429/1ySUC06qy_MuhY-_Be_pVQ/thumb.png?1650223020', + 'https://s3.amazonaws.com/files.d20.io/images/281334582/74iFWTTF47pFyvmGd1WWnw/thumb.png?1650395033', + 'https://s3.amazonaws.com/files.d20.io/images/281334596/8yhpUHhYL7bQIlLZfHGqjw/thumb.png?1650395041', + 'https://s3.amazonaws.com/files.d20.io/images/281334612/FpyTBj_oaJS6_GaZmlsfvA/thumb.png?1650395047', + 'https://s3.amazonaws.com/files.d20.io/images/281334628/-4nbQ36qch58EK0BWgytRA/thumb.png?1650395055', + 'https://s3.amazonaws.com/files.d20.io/images/281334655/OH7HS1U-xYFUTJjIAypqFQ/thumb.png?1650395061', + 'https://s3.amazonaws.com/files.d20.io/images/281334666/CByDv4kCKWcaV9LabxwV-A/thumb.png?1650395067', + 'https://s3.amazonaws.com/files.d20.io/images/281334682/xbcpGhbmeEAf3ZmKEgs3Ow/thumb.png?1650395074', + 'https://s3.amazonaws.com/files.d20.io/images/281334693/xTlsD3NHddK4g3-nlQVCDg/thumb.png?1650395080' + ]; + + var DBindex; + var classesParsed = false; + var magicList = {}; + var RPGMap = {}; + var apis = {magic:false,attk:false,init:false}; + var lastMsg = []; + var doneRNmsg = false; + var waitList = {}; + var msg_orig = {}; + var showMoreObj = {}; + + const isString = (s) => 'string' === typeof s || s instanceof String; + const isArray = (a) => Array.isArray(a); + const flatten = (a) => isArray(a) ? a.reduce((m,e)=>[...m, ...flatten(e)],[]) : [a]; + + /** + * In the inline roll evaluator from ChatSetAttr script v1.9 + * by Joe Singhaus and C Levett. + **/ + + var processInlinerolls = function (msg) { + if (msg.inlinerolls && msg.inlinerolls.length) { + return msg.inlinerolls.map(v => { + const ti = v.results.rolls.filter(v2 => v2.table) + .map(v2 => v2.results.map(v3 => v3.tableItem.name).join(", ")) + .join(", "); + return (ti.length && ti) || v.results.total || 0; + }) + .reduce((m, v, k) => m.replace(new RegExp('\\$\\[\\['+k+'\\]\\]','img'),'[['+v+'['+msg.inlinerolls[k].expression+'] ]]'), msg.content); + } else { + return msg.content; + } + }; + + /* + * Check the version of a Character Sheet database against + * the current version in the API. Delete old versions so + * API versions are used and indexed. + */ + + var del_Old_DBs = function() { + + var update = false; + + _.each( dbNames, (db,dbName) => { + let dbFullName = dbName.replace(/_/g,'-'), + dbCS = findObjs({ type:'character', name:dbFullName },{caseInsensitive:true}), + dbVersion = 0.0, + msg, versionObj; + + if (!dbCS || !dbCS.length) return; + + dbCS = dbCS[0]; + + if (_.isUndefined(LibFunctions.attrLookup( dbCS, fields.dbVersion ))) { + setTimeout( () => del_Old_DBs(), 5000 ); + return; + + } else { + + dbVersion = parseFloat(LibFunctions.attrLookup( dbCS, fields.dbVersion )) || dbVersion; + + if (dbVersion >= (parseFloat(db.version) || 0)) return; + + log('Deleting '+dbFullName+' v'+dbVersion); + dbCS.remove(); + update = true; + } + }); + if (update) LibFunctions.updateDBindex(); + return; + } + + /* + * Clear any waiting timer action saved in the playerConfig + */ + + var clearWaitTimer = function(pid) { + if (pid && waitList[pid]) { + clearTimeout(waitList[pid]); + waitList[pid] = undefined; + } else if (!pid) { + _.each(waitList,w=>clearTimeout(w)); + waitList = {}; + } + return; + }; + + + /* + * Function to generate unique IDs for creating objects in Roll20 + */ + + const generateUUID = function () { + var a = 0, + b = []; + return function () { + var c = (new Date()).getTime() + 0, + d = c === a; + a = c; + for (var e = new Array(8), f = 7; 0 <= f; f--) { + e[f] = "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt(c % 64); + c = Math.floor(c / 64); + } + c = e.join(""); + if (d) { + for (f = 11; 0 <= f && 63 === b[f]; f--) { + b[f] = 0; + } + b[f]++; + } else { + for (f = 0; 12 > f; f++) { + b[f] = Math.floor(64 * Math.random()); + } + } + for (f = 0; 12 > f; f++) { + c += "-0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ_abcdefghijklmnopqrstuvwxyz".charAt(b[f]); + } + return c; + }; + }(); + const generateRowID = function () { + return generateUUID().replace(/_/g, "Z"); + }; + + /** + * Find the GM, generally when a player can't be found + */ + + var findTheGM = function() { + var playerGM, + players = findObjs({ _type:'player' }); + + if (players.length !== 0) { + if (!_.isUndefined(playerGM = _.find(players, function(p) { + var player = p; + if (player) { + if (playerIsGM(player.id)) { + return player.id; + } + } + }))) { + return playerGM.id; + } + } + return undefined; + } + + /* + * Display a message with a link to the Release Notes + */ + + var displayReleaseNotesLink = function() { + var handoutIDs = LibFunctions.getHandoutIDs(); + if (!doneRNmsg) { + doneRNmsg = true; + LibFunctions.sendFeedback(waitMsgDiv+'You can read the latest **[Release Notes here]('+fields.journalURL+handoutIDs.RPGMReleaseNotes+')**, version '+handouts.RPGM_Release_Notes.version+' updated '+(new Date(lastUpdate*1000).toDateString())+'
    '); + } + } + + String.prototype.dbName = function() { + return this.toLowerCase().replace(reIgnore,''); + } + + String.prototype.dispName = function() { + return (this || '').replace(/[-_]/g,' '); + } + + String.prototype.hyphened = function() { + return (this || '').replace(/\s/g,'-'); + } + + String.prototype.trueCompare = function(txt) { + return (this || '').dbName() === (String(txt) || '').dbName(); + } + + class AbilityObj { + constructor( dBname, abilityObj, ctObj, source ) { + this.dB = dBname; + this.obj = (_.isUndefined(abilityObj) || !_.isArray(abilityObj) || abilityObj.length < 2) ? abilityObj : [_.clone(abilityObj[0]),_.clone(abilityObj[1])]; + this.ct = ctObj; + this.source = source; + this.api = (abilityObj && abilityObj[1]) ? (abilityObj[1].body.trim()[0] == '!') : false; + } + + specs(re = reSpecs) { + let specStr = this.obj[1].body.match(re); + return specStr ? [...('['+specStr[0]+']').matchAll(reSpecsAll)] : undefined; + } + data(re = reData) { + let specStr = this.obj[1].body.match(re); + return specStr ? [...('['+specStr[0]+']').matchAll(reDataAll)] : undefined; + } + hands(re = reSpecs) { + let specStr = this.obj[1].body.match(re); + return specStr ? [...('['+specStr[0]+']').matchAll(reHands)].concat([...('['+specStr[0]+']').matchAll(reHands2)] || []) : undefined; + } + classes() { + /** + * Search a database object body for the object "class" + **/ + let objType = [], + specs = this.obj[1].body.match(/}}\s*?specs\s*?=(.*?){{/im); + specs = specs ? [...('['+specs[0]+']').matchAll(reSpecClass)] : []; + for (let i=0; i < specs.length; i++) { + objType.push(specs[i][1]); + } + return _.uniq(objType.join('|').toLowerCase().split('|')).join('|'); + } + + + } + + class CharTable { + constructor( property, attrs, defaultVal ) { + if (!property || !isArray(property) || property.length < 2) throw new Error('Invalid attribute definition in table constructor'); + this.property = property; + this.attrs = attrs || {}; + this.defaultVal = defaultVal || {current:'',max:''}; + } + } + + class CharTableArray { + constructor( character, table, col ) { + if (!character) throw new Error('Invalid character object in table constructor'); + if (!table || !isArray(table) || table.length < 2) throw new Error('Invalid table definition in table constructor'); + this.character = character; + this.table = table; + this.tableType; + this.fieldGroup; + this.values = {}; + this.sortKeys; + this.col = (_.isUndefined(col) || _.isNull(col) || (table && !_.isNull(table) && !table[1] && col && col==1)) ? '' : col; + } + + /* + * A method to get the whole of a repeating table in + * two parts: an array of objects indexed by Roll20 object IDs, + * and an array of object IDs indexed by repeating table row number. + * Returns an object containing the table, and all parameters defining + * that table and where it came from. + */ + + addTable(attrDef,defaultVal,caseSensitive) { + if (_.isUndefined(attrDef) || !isArray(attrDef) || attrDef.length < 2) throw new Error('No table attribute supplied to addTable() for '+this.table[0]+', attrDef '+attrDef); + let rowName, index = 0, name = attrDef[0]; + if (this.table && !_.isNull(this.table)) { + rowName = this.table[0]+this.col+'_$0_'+attrDef[0]+this.col; + } else { + rowName = name; + } + + if (_.isUndefined(defaultVal)) { + defaultVal=attrDef[2]; + } + + if (!this.hasOwnProperty(name)) { + this[name] = new CharTable( attrDef ); + } + this[name].defaultVal[attrDef[1]] = defaultVal; + let match=rowName.match(/^(repeating_.*)_\$(\d+)_.*$/); + + if(match){ + let createOrderKeys=[], + attrMatcher=new RegExp(`^${rowName.replace(/_\$\d+_/,'_([-\\da-zA-Z]+)_')}$`,(caseSensitive?'i':'')), + orderMatcher=new RegExp(`^${this.table[0]}${this.col}_([-\\da-zA-Z]+)_`,(caseSensitive?'i':'')), + attrs=_.chain(findObjs({type:'attribute', characterid:this.character.id})) + .map((a)=>{ + let orderKey = (a.get('name').match(orderMatcher)||['',''])[1]; + if (orderKey && !createOrderKeys.includes(orderKey)) { + createOrderKeys.push(orderKey); + }; + return {attr:a,match:a.get('name').match(attrMatcher)}; + }) + .filter((o)=>o.match) + .reduce((m,o)=>{ m[o.match[1]]=o.attr; return m;},{}) + .value(), + sortOrderKeys = _.chain( ((findObjs({ + type:'attribute', + characterid:this.character.id, + name: `_reporder_${match[1]}` + })[0]||{get:_.noop}).get('current') || '' ).split(/\s*,\s*/)) + .intersection(createOrderKeys) + .union(createOrderKeys) + .value(); + + if (_.isUndefined(this.sortKeys)) { + this.sortKeys = sortOrderKeys; + } else { + this.sortKeys = (sortOrderKeys.length > this.sortKeys.length) ? _.union(sortOrderKeys,this.sortKeys) : _.union(this.sortKeys,sortOrderKeys); + } + this[name].attrs=attrs; + if (_.isUndefined(this.values[attrDef[0]])) { + this.values[attrDef[0]] = Object.create({current:'',max:''}); + } + this.values[attrDef[0]][attrDef[1]] = attrDef[2] || ''; + } else { + this[name].attrs=[]; + if (_.isUndefined(this.sortKeys)) { + this.sortKeys = []; + } + } + return this; + } + + /* + * Find all the necessary tables to manage a repeating + * section of a character sheet. Dynamically driven by + * the table field definitions in the 'fields' object. + */ + + addAllTables( fieldGroup, caseSensitive ) { + + var rows = {}; + + this.fieldGroup = fieldGroup; + this.values = {}; + _.each( fields, (elem,key) => { + if (key.startsWith(fieldGroup) + && ['current','max'].includes(String(elem[1]).toLowerCase())) { + rows[key]=elem; + }; + }); + _.each(rows, (elem,key) => { + this.addTable( elem, elem[2], caseSensitive ); + }); + return this; + } + + /** + * A function to take a table obtained using getTableField() and a row number, and + * safely return the value of the table row, or undefined. Uses the table object + * parameters such as the character object it came from and the field property. + * If the row entry is undefined use a default value if set in the getTableField() call, + * which can be overridden with an optional parameter. Can just return the row + * object or can return a different property of the object using the second optional parameter. + */ + + tableLookup( attrDef, index, defVal, retObj ) { + + if (!attrDef || !isArray(attrDef) || attrDef.length < 2) throw new Error('No table attribute supplied to tableLookup() for '+this.table[0]+', attrDef '+attrDef); + var val, name = attrDef[0]; + if (_.isUndefined(retObj)) { + retObj=false; + } else if (retObj === true) { + defVal=false; + } + if (_.isUndefined(defVal)) { + defVal=true; + } + if (this[name] && !_.isUndefined(index)) { + let property = (retObj === true) ? null : ((retObj === false) ? attrDef : retObj); + defVal = (defVal===false) ? (undefined) : ((defVal===true) ? this[name].defaultVal[attrDef[1]] : defVal); +// if (!_.isUndefined(defVal)) defVal = String(defVal); + if (index>=0) { + let attrs = this[name].attrs, + sortOrderKeys = this.sortKeys; + if (index { + if (_.isUndefined(elem.attrs)) return; + currentVal = (!rowVals || _.isUndefined(rowVals[key])) ? elem.defaultVal['current'] : rowVals[key]['current']; + maxVal = (!rowVals || _.isUndefined(rowVals[key])) ? elem.defaultVal['max'] : rowVals[key]['max']; + this.tableSet( [key,'current'], index, currentVal ); + this.tableSet( [key,'max'], index, maxVal ); + }); + } else { + if (index > this.sortKeys.length) { + this.addTableRow( index-1, undefined ); + } + let rowObjID = generateRowID(); + let namePt1 = this.table[0]+this.col+'_'+rowObjID+'_'; + let gotVals = !!rowVals && _.pairs(rowVals).length > 0; + _.each( list, (elem,key) => { + if (_.isUndefined(elem.attrs)) return; + rowObj = createObj( "attribute", {characterid: this.character.id, name: (namePt1+key+this.col)} ); + if (!gotVals) { + newVal = _.isUndefined(this.values[key]) ? elem.defaultVal : this.values[key] ; + } else { + newVal = rowVals[key]; + } + rowObj.set(newVal); + this[key].attrs[rowObjID] = rowObj; + this.sortKeys[index] = rowObjID; + }); + } + return this; + } + + /* + * Delete / remove a table row completely + */ + + delTableRow( index ) { + + let rowObj, newVal, currentVal, maxVal, list = this; + + let fieldGroup = this.fieldGroup; + if (!fieldGroup) throw new Error('undefined addTableRow fieldGroup'); + if (index) index = parseInt(index); + if (_.isUndefined(index) || isNaN(index)) return this; + + if ((index < 0) || ((index >= this.sortKeys.length) || _.isUndefined(this.tableLookup( fields[fieldGroup+'name'], index, false )))) return this; + + _.each( list, (elem,key) => { + if (_.isUndefined(elem.attrs)) return; + elem.attrs[this.sortKeys[index]].remove(); + _.omit(elem.attrs,this.sortKeys[index]); + }); + this.sortKeys.splice(index,1); + return this; + }; + + /* + * A function to find the index of a matching entry in a table + */ + + tableFind( attrDef, val ) { + + let findRE = _.isRegExp(val); + let findArray = _.isArray(val); + let findVal = !findRE && !findArray && (_.isString(val) || _.isNumber(val) || _.isBoolean(val)); + if (!(findRE || findArray || findVal)) { + LibFunctions.sendError('Invalid search term "'+val+'" of type '+typeof val+' for tableFind while searching '+this.table[0]); + return undefined; + }; + if (findVal) val = String(val).dbName() || '-'; + if (findArray) val = val.map(v => v.dbName() || '-'); + let property = attrDef[1]; + let attrVal = LibFunctions.attrLookup( this.character, attrDef ); + if ((this.table[1] < 0) && (findVal ? (val === String(attrVal.dbName() || '-')) : + (findRE ? (attrVal.search(val) >= 0) : + (findArray ? (val.includes(attrVal.dbName() || '-')) : + false )))) { + return -1; + } +// log('tableFind: attrDef[0] = '+attrDef[0]+', _.size(this[attrDef[0]].attrs) = '+_.size(this[attrDef[0]].attrs)+', findRE = '+findRE+', findArray = '+findArray+', property = '+property); + let tableIndex = this.sortKeys.indexOf( + _.findKey(this[attrDef[0]].attrs, function( elem ) { + return (!elem ? false : + (findVal ? (val === (String(elem.get(property)).dbName() || '-')) : + (findRE ? String((elem.get(property)).search(val) >= 0) : + (findArray ? (val.includes(String(elem.get(property)).dbName() || '-')) : + false )))); + }) + ); + if (tableIndex < 0 && ((findVal && val === '-') || (findArray && val.includes('-')))) { + tableIndex = this.sortKeys.findIndex(k => (_.isUndefined(this[attrDef[0]].attrs[k]) || (!this[attrDef[0]].attrs[k].get(property)))); + } + return (tableIndex >= 0) ? tableIndex : undefined; + }; + + /* + * A function to set all rows of just one field of a table to + * a provided value, or its default if value not provided + */ + + tableDefault( attrDef, val ) { + if (!attrDef || !isArray(attrDef) || attrDef.length < 2) throw new Error('No table attribute supplied to tableDefault() for '+this.table[0]+', attrDef '+attrDef); + if (_.isUndefined(val) || _.isNull(val)) val = this[attrDef[0]].defaultVal[attrDef[1]]; + if (!this[attrDef[0]]) throw new Error('Invalid table attribute '+attrDef[0]+' supplied for '+this.table[0]); + _.each(this[attrDef[0]].attrs, obj => { + obj.set(attrDef[1],val); + }); + return this; + } + + /* + * Make a copy of the default values for the table + */ + + copyValues() { + let newValues = {}; + _.each( this.values, (v,k) => newValues[k] = Object.create(v)); + return newValues; + } + + } + + class CSdbIndex { + constructor() { + this.mu_spells_db = {}; + this.pr_spells_db = {}; + this.powers_db = {}; + this.mi_db = {}; + this.race_db = {}; + this.class_db = {}; + this.attacks_db = {}; + } + } + + + class LibFunctions { + + static init(){ + + /** ------------------------------- Table Management ---------------------------- **/ + + /* + * A function to get the whole of a repeating table in + * two parts: an array of objects indexed by Roll20 object IDs, + * and an array of object IDs indexed by repeating table row number. + * Returns an object containing the table, and all parameters defining + * that table and where it came from. + */ + + LibFunctions.getTableField = function(character,tableObj,tableDef,attrDef,col,defaultVal,caseSensitive) { + if (_.isUndefined(tableObj) || _.isUndefined(tableObj.table)) tableObj = new CharTableArray( character, tableDef, col ); + tableObj.addTable( attrDef, defaultVal, caseSensitive ); + return tableObj; + } + + /* + * Find all the necessary tables to manage a repeating + * section of a character sheet. Dynamically driven by + * the table field definitions in the 'fields' object. + */ + + LibFunctions.getTable = function( character, fieldGroup, col, tableObj, caseSensitive ) { + if (!fieldGroup) return undefined; + let tableDef = fieldGroup.tableDef; + if (_.isUndefined(tableObj) || _.isUndefined(tableObj.table)) tableObj = new CharTableArray( character, tableDef, col ); + tableObj.addAllTables( fieldGroup.prefix, caseSensitive ); + return tableObj; + } + + /* + * Get all tables in a particular numbered group of tables, + * based not on columns but on a numbered sequence of prefixes + */ + + LibFunctions.getLvlTable = function( character, fieldGroup, lvl, tableObj, caseSensitive ) { + if (_.isUndefined(lvl) || _.isNull(lvl)) lvl = ''; + let tableDef = [fieldGroup.tableDef[0]+lvl,fieldGroup.tableDef[1]]; + if (_.isUndefined(tableObj) || _.isUndefined(tableObj.table)) tableObj = new CharTableArray( character, tableDef, null ); + tableObj.addAllTables( fieldGroup.prefix, caseSensitive ); + return tableObj; + } + + /* + * Function to initialise a values[] array to hold data for + * setting a table row to. + */ + + LibFunctions.initValues = function( fieldGroup, values ) { + +// let values = [new Set()]; + if (_.isUndefined(values)) values = {}; + let rows = _.filter( fields, (elem,f) => f.startsWith(fieldGroup)) + .map(elem => { + if (_.isUndefined(values[elem[0]])) { + values[elem[0]] = {current:'',max:''}; + } + values[elem[0]][elem[1]] = elem[2] || ''; + }); + return values; + } + + /** ------------------------ Attribute Management ------------------------------ **/ + + /** + * A function to return the handle for the 'fields' object for the represented + * character sheet mapping, and an object of handles for other game-specific values. + **/ + + LibFunctions.getRPGMap = function() { + RPGMap.dbNames = dbNames; + RPGMap.fieldGroups = fieldGroups; + RPGMap.miTypeLists = miTypeLists; + RPGMap.clTypeLists = clTypeLists; + RPGMap.spTypeLists = spTypeLists; + RPGMap.classMap = classMap; + RPGMap.baseThac0table = baseThac0table; + RPGMap.spellsPerLevel = spellsPerLevel; + RPGMap.spellLevels = spellLevels; + RPGMap.specMU = specMU; + RPGMap.ordMU = ordMU; + RPGMap.wisdomSpells = wisdomSpells; + RPGMap.casterLevels = casterLevels; + RPGMap.primeClasses = primeClasses; + RPGMap.classLevels = classLevels; + RPGMap.rangedWeapMods = rangedWeapMods; + RPGMap.saveLevels = saveLevels; + RPGMap.baseSaves = baseSaves; + RPGMap.classSaveMods = classSaveMods; + RPGMap.raceSaveMods = raceSaveMods; + RPGMap.defaultNonProfPenalty = defaultNonProfPenalty; + RPGMap.classNonProfPenalty = classNonProfPenalty; + RPGMap.raceToHitMods = raceToHitMods; + RPGMap.classAllowedWeaps = classAllowedWeaps; + RPGMap.classAllowedArmour = classAllowedArmour; + RPGMap.weapMultiAttks = weapMultiAttks; + RPGMap.punchWrestle = punchWrestle; + RPGMap.saveFormat = saveFormat; + RPGMap.rogueSkills = rogueSkills; + RPGMap.thiefSkillFactors = thiefSkillFactors; + RPGMap.reSpellSpecs = reSpellSpecs; + RPGMap.reWeapSpecs = reWeapSpecs; + RPGMap.reACSpecs = reACSpecs; + RPGMap.reClassSpecs = reClassSpecs; + RPGMap.reAttr = reAttr; + RPGMap.showMoreObj = showMoreObj; + return [fields,RPGMap]; + } + + /** + * A function to lookup the value of any attribute, including repeating rows, without errors + * thus avoiding the issues with getAttrByName() + * + * Thanks to The Aaron for this, which I have modded to split and + * allow tables to be loaded once rather than multiple times. + */ + + LibFunctions.attrLookup = function(character,attrDef,tableDef,r,c='',caseSensitive=false, defValParam=true) { + let name, match, + property = attrDef[1]; + + if (!character || !character.id || (tableDef && isNaN(r))) return undefined; + + if (tableDef && (tableDef[1] || r >= 0)) { + c = (tableDef[1] || c != 1) ? c : ''; + name = tableDef[0] + c + '_$' + r + '_' + attrDef[0] + c; + } else { + name = attrDef[0]; + } + let defVal = (defValParam === false ? undefined : (defValParam === true ? attrDef[2] : defValParam)); + if (!_.isUndefined(defVal)) defVal = String(defVal); + match=name.match(/^(repeating_.*)_\$(\d+)_.*$/); + if(match){ + let index=match[2]; + let tableObj = new CharTableArray( character, tableDef, c ); + tableObj.addTable(attrDef,null,caseSensitive); + return tableObj.tableLookup(attrDef,index,defValParam,!attrDef[1]); + } else { + let attrObj = findObjs({ type:'attribute', characterid:character.id, name:name}, {caseInsensitive: !caseSensitive}); + if (!attrObj || attrObj.length == 0) { + return (_.isUndefined(property) || _.isNull(property)) ? undefined : defVal; + } else if (_.isUndefined(property) || _.isNull(property)) { + return getObj('attribute',attrObj[0].id); + } else { + let value = getObj('attribute',attrObj[0].id).get(property); + return (_.isUndefined(value) ? defVal : String(value)); + } + } + } + + /** + * Check that an attribute exists, set it if it does, or + * create it if it doesn't using !setAttr + **/ + + LibFunctions.setAttr = function( character, attrDef, attrValue, tableDef, r, c, caseSensitive ) { + + var name, attrObj, match; + + if (_.isUndefined(attrDef)) {log('setAttr attrDef undefined:'+attrDef);return undefined;} + try { + name = attrDef[0]; + } catch { + return undefined; + } + + if (tableDef && (tableDef[1] || r >= 0)) { + c = (c && (tableDef[1] || c != 1)) ? c : ''; + name = tableDef[0] + c + '_$' + r + '_' + attrDef[0] + c; + } else { + name = attrDef[0]; + } + match=name.match(/^(repeating_.*)_\$(\d+)_.*$/); + if(match){ + let tableObj = new CharTableArray( character, tableDef, c ); + tableObj.addTable(attrDef,null,caseSensitive); + if (tableObj) { + attrObj = tableObj.tableLookup(attrDef,r,false,true); + } + } else { + attrObj = LibFunctions.attrLookup( character, [name, null], null, null, null, caseSensitive ); + if (!attrObj) { + attrObj = createObj( 'attribute', {characterid:character.id, name:attrDef[0], current:'', max:''} ); + } + }; + if (attrObj) { + if (_.isUndefined(attrValue)) attrValue = _.isUndefined(attrDef[2]) ? '' : attrDef[2]; + if (attrDef[3]) { + attrObj.setWithWorker(attrDef[1],String(attrValue)); + } else { + attrObj.set(attrDef[1],String(attrValue)); + } + } + return attrObj; + } + + /** --------------------------- Ability Management Functions ------------------------------ **/ + + + /** + * Find an ability macro with the specified name in any + * macro database with the specified root name, returning + * the database name, and the matching "ct-" object. + * If can't find a matching ability macro or "ct-" object + * then return undefined objects + * RED v2.044: Updated to use a database index of object IDs + * to speed up lookups. + **/ + + LibFunctions.abilityLookup = function( rootDB, ability, charCS, silent=false, def=true, isGM=false, trueAbility='' ) { + + var charID, obj, ct, db, spells, items, objIndex, abilityName, action, + trueAbilityName = (trueAbility || '').dbName(), + source = 'charDB', + notFound = false, + abilityObj = [], + ctObj = [], + rDB = rootDB.toLowerCase().replace(/-/g,'_'); + + var getTypes = function( body ) { + let objType = [], + specs = body.match(/}}\s*?specs\s*?=(.*?){{/im); + specs = specs ? [...('['+specs[0]+']').matchAll(reSpecClass)] : []; + for (let i=0; i < specs.length; i++) { + objType.push(specs[i][1]); + } + return _.uniq(objType.join('|').toLowerCase().split('|')).join('|'); + }; + + if (_.isUndefined(DBindex[rDB])) { + for (db of _.keys(DBindex)) { + if (rDB.startsWith(db)) { + rDB = db; + break; + } + } + } + if (!ability || ability.length==0 || ability === '-') { + return (!def ? new AbilityObj( rootDB, undefined, undefined, undefined) : new AbilityObj( rDB, [undefined,blankItem], [undefined,0], 'apiDB')); + } + + do { + abilityName = (ability || '').dbName(); + if (!_.isUndefined(DBindex[rDB]) && !_.isUndefined(DBindex[rDB][abilityName])) { + objIndex = DBindex[rDB][abilityName]; + if (objIndex[0].length) { + obj = getObj('ability',objIndex[0]); + } + } + if (charCS && (!objIndex || (objIndex[0].length && !obj))) { + obj = findObjs({ type:'ability', characterid:charCS.id, name:(ability.replace(/\s/g,'-')) }); + if (obj && obj.length) { + source = 'sheet'; + obj = obj[0]; + objIndex = []; + objIndex.push(obj.id); + ct = findObjs({ type:'attribute', characterid:charCS.id, name:'ct-'+ability }); + } + } + notFound = notFound || (!objIndex || (objIndex[0].length && !obj)); + if (notFound) ability = trueAbility; + } while (notFound && abilityName !== trueAbilityName && ability && ability.length); + + if (!objIndex || (objIndex[0].length && !obj)) { +// if (!silent) log('Not found ability '+abilityName+' in any '+rootDB+' database'); + return new AbilityObj( rootDB, undefined, undefined, undefined); + } else if (!objIndex[0].length || !obj) { + source = 'apiDB'; + db = rootDB; + obj = dbNames[objIndex[2]].db[objIndex[3]]; + obj.body = LibFunctions.parseStr(obj.body,dbReplacers); + abilityObj = [undefined,obj]; + ctObj = [undefined,obj.ct]; + } else { + charID = obj.get('characterid'); + db = getObj('character',charID).get('name'); + spells = db.startsWith(fields.MU_SpellsDB) || db.startsWith(fields.PR_SpellsDB) || db.startsWith(fields.Powers_DB); + items = db.startsWith(fields.MagicItemDB); + abilityObj[0] = obj; + action = obj.get('action'); + ct = !ct ? getObj('attribute',objIndex[1]) : ct[0]; + abilityObj[1] = {name:obj.get('name'), + type:getTypes(action), + ct:(!ct ? 0 : ct.get('current')), + charge:(!ct || spells ? 'uncharged' : ct.get('max')), + cost:(!ct || items ? '0' : ct.get('max')), + body:action}; + ctObj = [ct,abilityObj[1].ct]; + }; +// if (!notFound && !isGM) abilityObj[1].body = abilityObj[1].body.replace(/{{\s*?Looks Like\s*=.*?}}/img,''); + return new AbilityObj( db, abilityObj, ctObj, source ); + } + + /* + * Create or update an ability on a character sheet + */ + + LibFunctions.setAbility = function( charCS, abilityName, abilityMacro, actionBar=false ) { + + if (!charCS) {log('setAbility error: invalid character sheet');return;} + abilityName = !abilityName ? '-' : abilityName.hyphened(); + var abilityObj = findObjs({type: 'ability', + characterid: charCS.id, + name: abilityName}, + {caseInsensitive:true}); + if (!abilityObj || abilityObj.length == 0 || !abilityObj[0] || abilityObj[0].get('name') !== abilityName) { + abilityObj = createObj( 'ability', {characterid: charCS.id, + name: abilityName, + action: abilityMacro, + istokenaction: actionBar}); + } else { + abilityObj = abilityObj[0]; + abilityObj.set( 'action', abilityMacro ); + abilityObj.set( 'istokenaction', actionBar ); + } + return abilityObj; + } + + /* + * Handle displaying an Ability Macro + */ + + LibFunctions.doDisplayAbility = function( args, selected, senderId, as, img ) { + if (!args) return; + if (!args[0] && selected && selected.length) { + args[0] = selected[0]._id; + } + if (args.length < 3) { + LibFunctions.sendError('Incorrect RPGMaster command syntax',msg_orig[senderId]); + return; + } + if ((charCS = LibFunctions.getCharacter(args[0]))) args.unshift('standard'); + var cmd = (args[0] || 'standard').toLowerCase(), + tokenID = args[1], + db = args[2], + ability = args[3], + diceRoll1 = args[4] || '', + diceRoll2 = args[5] || '', + targetID = args[6] || '', + charCS = LibFunctions.getCharacter(tokenID), + targetToken = getObj('graphic',targetID), + targetCS = (targetToken ? getObj('character',targetToken.get('represents')) : undefined), + isView = cmd.includes('view'), + abObj, abilityMacro; + + var diceRoll = function( rollTxt ) { + if (!rollTxt) return randomInteger(20); + var retVal = rollTxt.match(/\d+d\d+/i); + retVal = (!retVal) ? parseInt((rollTxt.match(/\((\d+)\)/) || rollTxt.match(/(\d+)/) || [0,randomInteger(20)])[1]) : '[['+retVal+']]'; + return retVal; + }; + + if (!charCS) { + LibFunctions.sendError('The token identified does not represent a character sheet',msg_orig[senderId]); + return; + } + + if (db.toLowerCase().includes('-db')) { + abObj = LibFunctions.getAbility( db, ability, charCS ); + if (!abObj.obj) { + LibFunctions.sendError(('The provided ability does not exist in any '+db+' database'),msg_orig[senderId]); + return; + } + abilityMacro = abObj.obj[1].body; + } else { + var abilityCS = findObjs({type:'character',_id:db}); + if (!abilityCS || !abilityCS.length) abilityCS = findObjs({type:'character',name:db}, {caseInsensitive: true}); + if (abilityCS && abilityCS[0]) { + abObj = findObjs({type:'ability',characterid:abilityCS[0].id,name:ability}, {caseInsensitive: true}); + } + if (!abObj || !abObj.length) { + LibFunctions.sendError(('Not found ability '+ability+' for character '+db),msg_orig[senderId]); + return; + } + abilityMacro = abObj[0].get('action'); + } + diceRoll1 = diceRoll(diceRoll1); + diceRoll2 = diceRoll(diceRoll2); + + abilityMacro = abilityMacro.replace(/\}\}\}/g,'} }}') + .replace(/%%diceRoll1%%/img,diceRoll1) + .replace(/%%diceRoll2%%/img,diceRoll2) + .replace(/@{selected\|token_id}/img,tokenID) + .replace(/@{selected/img,'@{'+charCS.get('name')); + if (targetToken && targetCS) { + let targetHP = LibFunctions.getTokenValue( targetToken, fields.token_HP, fields.HP, null, fields.Thac0_base, false ); + let targetMaxHP = LibFunctions.getTokenValue( targetToken, fields.token_MaxHP, fields.MaxHP, null, fields.Thac0_base, false ); + let targetAC = LibFunctions.getTokenValue( targetToken, fields.token_AC, fields.AC, fields.MonsterAC, fields.Thac0_base, false ); + let tokenName = targetToken.get('name'); + let targetName = targetCS.get('name'); + let heart = abilityMacro.match(/\{\{\s*Token[_\s]Heart\s*=.*?\}\}/im); + if (heart) { + abilityMacro = abilityMacro.replace(heart[0],'{{Token_Heart='+Math.ceil(8*Math.max(0,targetHP.val)/targetMaxHP.val)+'}}'); + } + abilityMacro = abilityMacro.replace(/@\{\s*target\s*\|?[^\{\}]*?\|\s*token_id\s*\}/img,targetID) + .replace(/(?:\[\[)?\s*(?:0\s*\+)?\s*@\{target\|?[^\{\}]*?\|hp\|max\}\s*(?:\&\{noerror\})?\s*(?:\]\])?/img,targetMaxHP.val+' ') + .replace(/(?:\[\[)?\s*(?:0\s*\+)?\s*@\{target\|?[^\{\}]*?\|hp\}\s*(?:\&\{noerror\})?\s*(?:\]\])?/img,targetHP.val+' ') + .replace(new RegExp('(?:\\[\\[)?\\s*(?:0\\s*\\+)?\\s*@\\{target\\|?[^\\{\\}]*?\\|'+targetMaxHP.name+'\\|max\\}\\s*(?:\\&\\{noerror\\})?\\s*(?:\\]\\])?','img'),targetMaxHP.val+' ') + .replace(new RegExp('(?:\\[\\[)?\\s*(?:0\\s*\\+)?\\s*@\\{target\\|?[^\\{\\}]*?\\|'+targetHP.name+'\\}\s*(?:\\&\\{noerror\\})?\\s*(?:\\]\\])?','img'),targetHP.val+' ') + .replace(/(?:\[\[)?\s*(?:0\s*\+)?\s*@\{target\|?[^\{\}]*?\|ac\}\s*(?:\&\{noerror\})?\s*(?:\]\])?/img,targetAC+' ') + .replace(/@\{target\|?[^\{\}]*?\|token_name\}(?:\s*\&\{noerror\})?/img,tokenName+' '); + let targetFields = [...abilityMacro.matchAll(/(?:\[\[)?(?:\s*0\s*\+)?\s*(@\{target\|.*?\})\s*(?:\&\{noerror\})?\s*(?:\]\])?/img)]; + _.each(targetFields, f => abilityMacro = abilityMacro.replace(f[0],f[1])); + abilityMacro = abilityMacro.replace(/@\{target\|?[^\{\}]*?\|/img,'@{'+targetName+'|'); + } + cmd = cmd.replace(/\-?view/,''); + if (isView && !state.MagicMaster.viewActions) abilityMacro = abilityMacro.replace(/(? LibFunctions.parseStr((LibFunctions.attrLookup( charCS, [fields.ItemVar[0]+name+'+'+row+'-'+w,'current'] ) || '').split('/')[v] || ''); + + if (abObj.obj) { + do { + extra = abObj.obj[1].body.match(/%{([^\|]+?)\|([^}]+?)}/); + if (extra) { + if (!extraList.includes(extra[2].dbName())) { + extraList.push(extra[2].dbName()); + extraDef = LibFunctions.abilityLookup( extra[1], extra[2], charCS, silent ); + } else { + extraDef.obj = undefined; + } + if (extraDef.obj) { + abObj.obj[1].body = abObj.obj[1].body.replace(/%{([^\|]+?)\|([^}]+?)}/,extraDef.obj[1].body.replace('$$','$$$$')); + } else { + abObj.obj[1].body = abObj.obj[1].body.replace(/%{([^\|]+?)\|([^}]+?)}/,''); + } + } + } while (extra && extraDef.obj); + + trueName = (trueName || '').trim(); + if (!isGM && trueName && trueName.length && (name.dbName() === trueName.dbName())) { + abObj.obj[1].body = abObj.obj[1].body.replace(/{{\s*?Looks\s?Like\s*=/img,'{{Appearance='); + } + if (charCS) { + if (trueName && trueName.length && name.dbName() !== trueName.dbName()) { + let cmd = '{{GM Info=[Reveal Now](!magic --button GM-ResetSingleMI|'+charCS.id+'|'+(name) + + ' --message gm|'+charCS.id+'|Revealing '+(trueName.dispName())+'|The item '+(trueName.dispName())+' which was hidden as '+(name.dispName())+' has been revealed)'; + if (/{{\s*GM\s?Info\s*=/im.test(abObj.obj[1].body)) { + abObj.obj[1].body = abObj.obj[1].body.replace(/{{\s*GM\s?Info\s*=([^\[])/im,(cmd + ' $1')); + } else { + abObj.obj[1].body += cmd + '}}'; + } + } + while (reVars.test(abObj.obj[1].body)) abObj.obj[1].body = abObj.obj[1].body.replace(reVars,varRes); + abObj.obj[0] = LibFunctions.setAbility( charCS, name, abObj.obj[1].body ); + LibFunctions.setAttr( charCS, [fields.CastingTimePrefix[0]+name,'current'], abObj.obj[1].ct ); + LibFunctions.setAttr( charCS, [fields.CastingTimePrefix[0]+name,'max'], abObj.obj[1].charge ); + abObj.dB = charCS.get('name'); + } + } + return abObj; + } + + /** -------------------------------------------- send messages to chat ----------------------------------------- **/ + + LibFunctions.parseTemplate = function( txt ) { +// return LibFunctions.parseOutput( '', '', '', txt, null, null, null, false ); + }; + + LibFunctions.redisplayOutput = function(senderId) { + if (senderId && senderId.length && !_.isUndefined(lastMsg[senderId])) { + let args = [...lastMsg[senderId]]; + if (args.length > 3) { + return LibFunctions.parseOutput( args[0], args[1], args[2], args[3], senderId ); + } + } + } + + /* + * Parse the standard Roll Template structure for RPGMaster + * templates and return the converted text for display in the + * chat window. + */ + + LibFunctions.parseOutput = function( as, preamble, template, txt, senderId ) { + + var isGM = false; + var originalTxt = txt; + if (senderId && senderId.length) { + for (const playerId of senderId.split(',')) { + lastMsg[playerId] = arguments; + isGM = isGM || playerIsGM(playerId); + } + } + + clearWaitTimer(senderId); + + txt = txt.replace(/}}\s*?k/img,'} }k') + .replace(/{{=/img,'{{ =') + .replace(/</img,'<') + .replace(/>/img,'>') + .replace(/{{\s*}}/img,''); + + var colours, colourSet; + + switch (template.toLowerCase()) { + case 'rpgmattack': + colourSet = 'attack'; + break; + case 'rpgmweapon': + case 'rpgmammo': + colourSet = 'weapon'; + break; + case 'rpgmpotion': + colourSet = 'potion'; + break; + case 'rpgmspell': + case 'rpgmitemspell': + case 'rpgmwandspell': + case 'rpgmscroll': + colourSet = 'spell'; + break; + case 'rpgmmenu': + colourSet = 'menu'; + break; + case 'rpgmmessage': + colourSet = 'message'; + break; + case 'rpgmwarning': + colourSet = 'warning'; + break; + case 'rpgmarmour': + case 'rpgmitem': + case 'rpgmring': + case 'rpgmwand': + case 'rpgmclass': + case 'rpgmdefault': + default: + colourSet = 'def'; + break; + } + if (_.isUndefined(state.MagicMaster) || _.isUndefined(state.attackMaster)) { + colours = Object.create(pallet.plain[colourSet]); + } else if (!senderId || _.isUndefined(state.MagicMaster.playerConfig) || _.isUndefined(state.MagicMaster.playerConfig[senderId])) { + colours = Object.create((state.attackMaster.fancy || state.MagicMaster.fancy) ? pallet.fancy[colourSet] : pallet.plain[colourSet]); + } else { + let config = state.MagicMaster.playerConfig[senderId]; + colours = Object.create(config.menuImages ? pallet.fancy[colourSet] : (config.menuDark ? pallet.dark[colourSet] : pallet.plain[colourSet])); + } + if (template) { + const txtObj = _.object([...txt.replace(/[\r\n]/g,'').matchAll(/\{\{(.+?)=(.*?)\}\}/g)].map(v => v.slice(1)).map(v => [v[0].dbName(),v[1]])); + _.each( txtObj, (t,k) => { + if (!_.isUndefined(colours[k])) { + colours[k] = t; + txt = txt.replace(new RegExp(`{{\\s*${k}\\s*=.*?}}`,'img'),''); + } + }); + }; + const outerFrame = '
    '; + const endOuterFrame = '
    '; + const headerFrame = '
    '; + const endHeaderFrame = '
    '; + const header1 = ''; + const endHeader1 = ''; + const header2 = ''; + const endHeader2 = ''; + const subtitle1 = '
    '; + const endSubtitle1 = ''; + const subtitle2 = '
    '; + const endSubtitle2 = ''; + const settings = ''; + + const bodyFrame = '
    '; + const fullBodyFrame = '
    '; + const lastBodyFrame = '
    '; + const endBodyFrame = '
    '; + const row1col = ['', + '']; + const rowResult = ['
    ', + '
    ']; + const endRowResult = '
    ' + const endRow1col = ''; + const rowHeader = ''; + const endRowHeader = ''; + const rowBodyC = ''; + const endRowBodyC = ''; + const rowBody = ''; + const endRowBody = ''; + const row1 = ''; + const endRow1 = ''; + const row1C = ''; + const endRow1C = ''; + const row2col = ['', + '']; + const endRow2col = ''; + const rowL = ''; + const endRowL = ''; + const rowR = ''; + const endRowR = ''; + const rowC = ''; + const endRowC = ''; + const row2 = ''; + const endRow2 = ''; + const rowC2 = ''; + const endRowC2 = ''; + const titleDmgSM = ''+colours.dmgslabel+''; + const rowDmgSM = ''; + const endRowDmgSM = ''; + const titleAC = 'AC Hit'; + const rowAC = ''; + const endRowAC = ''; + const rowType = ''; + const endRowType = ''; + const titleDmgL = ''+colours.dmgllabel+''; + const rowDmgL = ''; + const endRowDmgL = ''; + const sImg = 'Slashing damage' + const pImg = 'Piercing damage' + const bImg = 'bludgeoning damage' + const rowTargetAC = 'Target'; + const endRowTargetAC = 'AC'; + const rowTargetSAC = ''; + const endRowTargetSAC = ''; + const rowTargetPAC = ''; + const endRowTargetPAC = ''; + const rowTargetBAC = ''; + const endRowTargetBAC = ''; + const titleTargetHP = 'Target HP' + const rowTargetHP = ''; + const endTableStyle = '
    '; + + const addDescs = function( txtObj, j, showMore='', rowCols=row1col, rowFrame=row1 ) { + let content = ''; + if (!_.isUndefined(txtObj.desc)) content += (rowCols[(j++)%2]+rowFrame+ txtObj.desc +showMore +endRow1+endRow1col); + for (let i=1; i<=9; ++i) { + if (!_.isUndefined(txtObj['desc'+i])) content += (rowCols[(j++)%2]+rowFrame+ txtObj['desc'+i] +endRow1+endRow1col); + }; + return content; + }; + + const maxDiceRoll = function( diceRoll ) { + var rollData = diceRoll.match(/(\d+)d(\d+)/i)||fields.ToHitRoll.match(/(\d+)d(\d+)/i)||['1d20',1,20]; + return {min:(parseInt(rollData[1])||1), max:((parseInt(rollData[1]) * parseInt(rollData[2]))||20)}; + }; + + const RPGMattack = function( txt ) { + + const arReplace = function( txt, ac ) { + let arAdj = txt.match(/([-+]?\d+)\[([\s\w\d]+?)=([-+\d\|]+?)\]/i); + if (!arAdj || !arAdj.length) return txt; + txt = arAdj[3].split('|')[arAdj[1]]; + txt = '+-'.includes(txt[0]) ? txt : '+'+txt; + return '[['+(ac && ac.length ? ac : arAdj[1])+txt+' ['+txt+' ['+arAdj[2]+'] ] ]]'; + } + + const varReplace = function( str, field ) { + var value = ''; + if (field) { + field = field.replace(/[-\s]/g,'_').toLowerCase(); + value = (/^[-+]?[\d.]+/.test(field)|| _.isUndefined(txtObj[field])) ? parseFloat(field) : parseFloat(txtObj[field].match(/[-+]?[\d.]+/)); + } + return value; + } + + const attkDefaults = {title:'', name:'', subtitle:'', ac_hit:'', target_ac:'', attk_type:'', target_sac:'', target_pac:'', target_bac:'', dmg_s:'', dmg_l:'', target_hp:'', target_maxhp:''}; + const txtObj = _.object([...txt.replace(/[\r\n]/g,'').replace(/\}\}\}/g,'} }}').matchAll(/\{\{(.+?)=(.*?)\}\}/g)].map(v => v.slice(1)).map(v => [v[0].replace(/[-\s]/g,'_').toLowerCase(),v[1]])); + const dice_roll = parseInt((txtObj.ac_hit.match(/(\d+)\[Dice roll\]/i) || ['',''])[1]); + const toHitRoll = (txt.match(/specs=\[.*?(\d+d\d+),.*\]/im)||['',fields.ToHitRoll])[1]; + const minMaxRoll = maxDiceRoll(toHitRoll); + const isMax = state.attackMaster.naturalRolls && !isNaN(dice_roll) && dice_roll >= minMaxRoll.max; + const isMin = state.attackMaster.naturalRolls && !isNaN(dice_roll) && dice_roll <= minMaxRoll.min; + const hasDescs = /{{\s*desc\d?\s*=/im.test(txt); + var crit = false; + var fumble = false; + _.defaults(txtObj,attkDefaults); + txtObj.target_sac = arReplace( txtObj.target_sac, txtObj.target_ac ); + txtObj.target_pac = arReplace( txtObj.target_pac, txtObj.target_ac ); + txtObj.target_bac = arReplace( txtObj.target_bac, txtObj.target_ac ); + txtObj.attk_type = txtObj.attk_type.toLowerCase(); + var content = outerFrame; + + if (txtObj.title.length || txtObj.name.length) { + content += headerFrame + +header1+ txtObj.title+' '+txtObj.name +endHeader1 + +(txtObj.subtitle ? (subtitle1+ txtObj.subtitle +endSubtitle1) : '') + +settings + +endHeaderFrame; + } + if (txtObj.ac_hit != '') { + content += ((txtObj.crit_roll || txtObj.fumble_roll || txtObj.ar_adjust || txtObj.target_ac != '' || txtObj.result || hasDescs) ? bodyFrame : lastBodyFrame) + +row1col[0] + +titleDmgSM + +rowAC+ txtObj.ac_hit +endRowAC + +titleDmgL + +endRow1col + +row1col[1] + +rowDmgSM+ txtObj.dmg_s +endRowDmgSM + +rowDmgL+ txtObj.dmg_l +endRowDmgL + +endRow1col + +row1col[0] + +titleAC + +endRow1col + +row1col[1] + +rowType+ [sImg,pImg,bImg].filter((e,i) => txtObj.attk_type.includes(['s','p','b'][i])).join('') +endRowType + +endRow1col + +endBodyFrame; + } + if (txtObj.ar_adjust) { + content += ((txtObj.target_ac != '' || txtObj.result || hasDescs) ? bodyFrame : lastBodyFrame) + +row1col[0] + + rowC + txtObj.ar_adjust + endRowC + +endRow1col + +endBodyFrame; + } + if ((txtObj.crit_roll || txtObj.fumble_roll) && !isNaN(dice_roll)) { + const crit_roll = parseInt(txtObj.crit_roll); + const fumble_roll = parseInt(txtObj.fumble_roll); + crit = (crit_roll && (crit_roll <= dice_roll)); + fumble = (fumble_roll && (fumble_roll >= dice_roll)); + if (crit || fumble) { + content += ((txtObj.target_ac != '' || txtObj.result || hasDescs) ? bodyFrame : lastBodyFrame) + +(!crit ? '' : (rowResult[0]+rowC+ (txtObj.crit || 'Critical Hit!') +endRowC+endRowResult)) + +(!fumble ? '' : (rowResult[1]+rowC+ (txtObj.fumble || 'Fumbled!') +endRowC+endRowResult)) + +endBodyFrame; + } + } + if (txtObj.target_ac != '') { + const target_hp = parseInt(txtObj.target_hp.match(/[-+]?\d+/)); + const target_maxhp = parseInt(txtObj.target_maxhp.match(/[-+]?\d+/)); + const heart_url = !(isNaN(target_hp) || isNaN(target_maxhp)) ? heart[Math.min(Math.ceil(8*Math.max(target_hp,0)/target_maxhp),8)] : ''; + content += ((txtObj.result) ? bodyFrame : lastBodyFrame) + +row1col[0] + +rowTargetAC+ txtObj.target_ac +endRowTargetAC + +titleTargetHP + +endRow1col + +row1col[1] + +rowTargetSAC+ txtObj.target_sac +endRowTargetSAC + +rowTargetPAC+ txtObj.target_pac +endRowTargetPAC + +rowTargetBAC+ txtObj.target_bac +endRowTargetBAC + +rowTargetHP + 'background-image: url('+heart_url+');">' +endRowTargetHP + +endRow1col + +endBodyFrame; + } + if (txtObj.result || ((isMax || isMin) && !(crit || fumble))) { + let result = isMax || crit; + if (txtObj.result) { + const test = txtObj.result.match(/([\w\s_.+-]+?|[-+]?[\d.]+?)((?:<=|>=|<|>|=|<>|!=))(.+)/); + if (test) { + const field1 = test[1].replace(/[-\s]/g,'_').toLowerCase(); + const field2 = test[3].replace(/[-\s]/g,'_').toLowerCase(); + const value1 = (/^[-+]?[\d.]+/.test(test[1])|| _.isUndefined(txtObj[field1])) ? parseFloat(test[1]) : parseFloat(txtObj[field1].match(/[-+]?[\d.]+/)); + const value2 = (/^[-+]?[\d.]+/.test(test[3])|| _.isUndefined(txtObj[field2])) ? parseFloat(test[3]) : parseFloat(txtObj[field2].match(/[-+]?[\d.]+/)); + switch (test[2]) { + case '=': result = value1 == value2; break; + case '<': result = value1 < value2; break; + case '>': result = value1 > value2; break; + case '<=': result = value1 <= value2; break; + case '>=': result = value1 >= value2; break; + case '<>': result = value1 != value2; break; + case '!=': result = value1 != value2; break; + default: result = false; + } + if (state.attackMaster.weapRules.naturals) result = (result || isMax) && !isMin; + if (state.attackMaster.weapRules.criticals) result = (result || crit) && !fumble; + if (txtObj.successcmd && txtObj.successcmd.length && result) { + while (/%%[_\d\w\+-]+?%%/.test(txtObj.successcmd)) txtObj.successcmd = txtObj.successcmd.replace( /%%([_\d\w\+-]+?)%%/, varReplace ); + _.each(txtObj.successcmd.split('
    '),cmd => LibFunctions.sendAPI(LibFunctions.parseStr(cmd))); + } else if (txtObj.failcmd && txtObj.failcmd.length && !result) { + while (/%%[_\d\w\+-]+?%%/.test(txtObj.failcmd)) txtObj.failcmd = txtObj.failcmd.replace( /%%([_\d\w\+-]+?)%%/, varReplace ); + _.each(txtObj.failcmd.split('
    '),cmd => LibFunctions.sendAPI(LibFunctions.parseStr(cmd))); + }; + } + }; + content += (hasDescs ? bodyFrame : lastBodyFrame) + +rowResult[result ? 0 : 1]+rowC+''+ ((isMax || crit) ? 'Natural '+dice_roll : ((isMin || fumble) ? 'Natural '+dice_roll : (result ? 'Success' : 'Failure'))) +''+endRowC+endRowResult + +endBodyFrame; + } + if (hasDescs) { + content += lastBodyFrame + +addDescs(txtObj,1) + +endBodyFrame; + } + content += endOuterFrame; + return content; + }; + + const RPGMspell = function( txt, preamble ) { + const spellDefaults = {prefix:'', title:'', name:'', splevel:'', school:'', range:'', components:'', duration:'', time:'', aoe:'', save:'', effects:''}; + let k=1; + const txtObj = _.object([...txt.replace(/[\r\n]/g,'').matchAll(/\{\{(.+?)=(.*?)\}\}/g)].map(v => v.slice(1)).map(v => [v[0].replace(/[-\s]/g,'_').toLowerCase(),v[1]])); + const isLooksLike = !isGM && !!txtObj.looks_like; + _.defaults(txtObj,spellDefaults); + const showMore = /{{hide\d=/img.test(originalTxt); + const showLess = /{{desc\d=/img.test(originalTxt); + const txtRowID = generateRowID(); + if (showMore || showLess) showMoreObj[txtRowID] = (preamble+'&{template:'+template+'}'+originalTxt.replace(/{{hide(\d)=/img,'{{reveal$1=').replace(/{{desc(\d)=/img,'{{hide$1=').replace(/{{reveal(\d)=/img,'{{desc$1=') ); + const showMoreButton = (showMore || showLess) ? (' *show '+(showMore ? 'more' : 'less')+'...*') : ''; + const hasDescs = !isLooksLike && /{{\s*desc\d?\s*=/im.test(txt); + var content = outerFrame + +headerFrame + +header2+ (!isLooksLike ? txtObj.prefix : '')+' '+txtObj.title+' '+(!isLooksLike ? txtObj.name : '')+endHeader2 + +(!isLooksLike ? (subtitle2+ txtObj.splevel +' * '+ txtObj.school +endSubtitle2) : '') + +settings + +endHeaderFrame + +lastBodyFrame + +(!isLooksLike ? ( + row2col[++k%2]+rowL+'Range
    '+ txtObj.range +endRowL + +rowR+'Components
    '+ txtObj.components +endRowR+endRow2col + +row2col[++k%2]+rowL+'Duration
    '+ txtObj.duration +endRowL + +rowR+'Casting Time
    '+ txtObj.time +endRowR+endRow2col + +row2col[++k%2]+rowL+'Area of Effect
    '+ txtObj.aoe +endRowL + +rowR+'Saving Throw
    '+ txtObj.save +endRowR+endRow2col + +(txtObj.healing ? (row2col[++k%2]+rowC2+'Healing: '+ txtObj.healing +endRowC2+endRow2col) : '') + +(txtObj.damage ? (row2col[++k%2]+rowC2+'Damage: '+ txtObj.damage +endRowC2+endRow2col) : '') + +(txtObj.reference ? (row2col[++k%2]+rowC2+'Reference: '+ txtObj.reference +endRowC2+endRow2col) : '') + +(txtObj.materials ? (row2col[++k%2]+rowC2+'Materials: '+ txtObj.materials +endRowC2+endRow2col) : '') + +(txtObj.use ? (row2col[++k%2]+row2+'Use: '+ txtObj.use +endRow2+endRow2col) : '') + +(isGM && txtObj.gm_info ? (row2col[++k%2]+row2+'GM Info: '+ txtObj.gm_info +endRow2+endRow2col) : '') + ) : '') + +(txtObj.looks_like || txtObj.appearance ? (row2col[++k%2]+row2+(!isLooksLike ? 'Looks Like: ' : '')+ (txtObj.looks_like ? txtObj.looks_like : txtObj.appearance) +endRow2+endRow2col) : '') + +(!isLooksLike ? ( + row2col[++k%2]+row2+'Effects: '+ txtObj.effects +showMoreButton +endRow2+endRow2col + +addDescs(txtObj,++k,'',row2col,row2) + ) : ''); + +endBodyFrame + +endOuterFrame; + return content; + } + + const RPGMmessage = function( txt ) { + + const txtObj = _.object([...txt.replace(/[\r\n]/g,'').matchAll(/\{\{(.+?)=(.*?)\}\}/g)].map(v => v.slice(1)).map(v => [v[0].replace(/[-\s]/g,'_').toLowerCase(),v[1]])); + let content = outerFrame; + if (txtObj.name || txtObj.title) { + content += headerFrame + +header1+ (txtObj.title || '')+(txtObj.name || '') +endHeader1 + +settings + +endHeaderFrame + +lastBodyFrame; + } else { + content += fullBodyFrame; + } + content += addDescs(txtObj,1) + +endBodyFrame + +endOuterFrame; + return content; + } + + const RPGMdefault = function( txt, preamble, isShowMore=true ) { + + var value1, value2; + + const resultTest = function( t ) { + let result = false; + const test = t.match(/([\w\s_.+-]+?|[-+]?[\d.]+?)((?:<=|>=|<|>|=|<>|!=))(.+)/); + if (test) { + value1 = (/^[-+]?[\d.]+/.test(test[1])|| _.isUndefined(txtObj[test[1]])) ? parseFloat(test[1]) : parseFloat(txtObj[test[1]].match(/[-+]?[\d.]+/)); + value2 = (/^[-+]?[\d.]+/.test(test[3])|| _.isUndefined(txtObj[test[3]])) ? parseFloat(test[3]) : parseFloat(txtObj[test[3]].match(/[-+]?[\d.]+/)); + switch (test[2]) { + case '=': result = value1 == value2; break; + case '<': result = value1 < value2; break; + case '>': result = value1 > value2; break; + case '<=': result = value1 <= value2; break; + case '>=': result = value1 >= value2; break; + case '<>': result = value1 != value2; break; + case '!=': result = value1 != value2; break; + default: result = false; + } + } + return result; + }; + + const rollVal = (m,v) => LibFunctions.evalAttr(v); + + const defDefaults = {prefix:'', title:'', name:'', success:'', failure:''}; + const txtObj = _.object([...txt.replace(/[\r\n]/g,'').matchAll(/\{\{(.+?)=(.*?)\}\}/g)].map(v => v.slice(1))); + const isLooksLike = !isGM && /{{\s*Looks\s?Like\s*=.*?}}/im.test(txt); + _.defaults(txtObj,defDefaults); + const showMore = /{{hide\d=/img.test(originalTxt); + const showLess = /{{desc\d=/img.test(originalTxt); + const txtRowID = generateRowID(); + if (isShowMore && (showMore || showLess)) showMoreObj[txtRowID] = (preamble+' &{template:'+template+'}'+originalTxt.replace(/{{hide(\d)=/img,'{{reveal$1=').replace(/{{desc(\d)=/img,'{{hide$1=').replace(/{{reveal(\d)=/img,'{{desc$1=') ); + const showMoreButton = (isShowMore && (showMore || showLess)) ? (' *show '+(showMore ? 'more' : 'less')+'...*') : ''; + let content = outerFrame + +headerFrame + +header1+ (!isLooksLike ? txtObj.prefix : '')+' '+txtObj.title+' '+(!isLooksLike ? txtObj.name : '')+endHeader1 + +(txtObj.subtitle && !isLooksLike ? (subtitle1+ txtObj.subtitle +endSubtitle1) : '') + +settings + +endHeaderFrame; + content += lastBodyFrame; + let j=1, crit=false, fumble=false, result=false; + + _.each(txtObj,(t,k) => { + switch (k.dbName()) { + case 'result': result = resultTest(t); break; + case 'critroll': crit = state.attackMaster.weapRules.criticals && resultTest(t); break; + case 'fumbleroll': fumble = state.attackMaster.weapRules.criticals && resultTest(t); break; + default: break; + } + }); + + result = !fumble && (crit || result); +// log('RPGMdefault: result = '+result+', crit = '+crit+', fumble = '+fumble); + _.each(txtObj,(t,k) => { + t = t.replace(/\/img,tableStyle); + t = t.replace(/\<\/table\>/img,endTableStyle); + txtObj[k] = t; + if (!t || !t.length) return; + let key = k.toLowerCase().replace(/\s/g,''); + if (key === 'lookslike') { + if (!isGM) { + content += (row2col[(j++)%2]+row2+ t +endRow2+endRow2col); + } else { +// content += (row1col[(j++)%2]+rowHeader+ k +endRowHeader+rowBodyC+ t +endRowBodyC+endRow1col); + content += (row2col[(j++)%2]+row2+ '**'+k+'**: '+t +endRow2+endRow2col); + } + } else if (isLooksLike) { + return; + } else if (key === 'result' || key === 'crit_roll' || key === 'fumble_roll') { + switch (key) { + case 'result': + if (result) {txtObj.success = (txtObj.Success || txtObj.success).replace(/value1/ig,value1).replace(/value2/ig,value2).replace(/\[\[\d*?\[(.+?)\]\s?\]\]/g,rollVal);} + else {txtObj.failure = (txtObj.Failure || txtObj.failure).replace(/value1/ig,value1).replace(/value2/ig,value2).replace(/\[\[\d*?\[(.+?)\]\s?\]\]/g,rollVal);} + let resultTxt = (result ? !!txtObj.success.length : !!txtObj.failure.length) ? '
    ' : ''; + content += rowResult[result ? 0 : 1]+row1C+''+ (result ? 'Success' : 'Failure') +'' + + resultTxt+(result ? txtObj.success : txtObj.failure)+(resultTxt.length?'':'')+endRow1C+endRowResult; + if (txtObj.successcmd && txtObj.successcmd.length && result && !crit) { + LibFunctions.sendAPI(LibFunctions.parseStr(txtObj.successcmd)); + } else if (txtObj.failcmd && txtObj.failcmd.length && !result && !fumble) { + LibFunctions.sendAPI(LibFunctions.parseStr(txtObj.failcmd)); + }; + break; + case 'crit_roll': + content += (!crit ? '' : (rowResult[0]+row1C+ (txtObj.crit || 'Critical Success!') +endRow1C+endRowResult)); + if (txtObj.critcmd && txtObj.critcmd.length && crit) LibFunctions.sendAPI(LibFunctions.parseStr(txtObj.critcmd)); + break; + case 'fumble_roll': + content += (!fumble ? '' : (rowResult[1]+row1C+ (txtObj.fumble || 'Critical Failure!') +endRow1C+endRowResult)); + if (txtObj.fumblecmd && txtObj.fumblecmd.length && fumble) LibFunctions.sendAPI(LibFunctions.parseStr(txtObj.fumblecmd)); + break; + } + } else if (key === 'use') { + content += (row2col[(j++)%2]+row2+ '**'+k+'**: '+t +endRow2+endRow2col); + } else if (key.startsWith('hide')) { + return; + } else if (key.startsWith('section')) { + content += row1col[(j++)%2]+row1C+ t +endRow1C+endRow1col; + } else if (key === 'gminfo') { +// if (isGM) content += (row1col[(j++)%2]+rowHeader+ k +endRowHeader+rowBodyC+ t +endRowBodyC+endRow1col); + if (isGM) content += (row2col[(j++)%2]+row2+ '**'+k+'**: '+t +endRow2+endRow2col); + } else if (!['prefix','name','title','subtitle','successcmd','failcmd','success','failure','crit','fumble','critcmd','fumblecmd','gmdesc'].includes(key) && !key.startsWith('desc')) { + content += row1col[(j++)%2]+rowHeader+ k +endRowHeader+rowBodyC+ t +endRowBodyC+endRow1col; + } + }); + content += (isLooksLike ? '' : addDescs(txtObj,j,showMoreButton)) + + endBodyFrame + endOuterFrame; + return content; + } + + let content; + switch (template.toLowerCase()) { + case 'rpgmattack': + content = RPGMattack( txt ); + break; + case 'rpgmspell': + case 'rpgmpotion': + case 'rpgmitemspell': + case 'rpgmwandspell': + case 'rpgmscroll': + content = RPGMspell( txt, preamble ); + break; + case 'rpgmmessage': + content = RPGMmessage( txt ); + break; + case 'rpgmwarning': + case 'rpgmmenu': + content = RPGMdefault( txt, preamble, false ); + break; + case 'rpgmweapon': + case 'rpgmammo': + case 'rpgmarmour': + case 'rpgmitem': + case 'rpgmring': + case 'rpgmwand': + case 'rpgmclass': + case 'rpgmdefault': + content = RPGMdefault( txt, preamble, true ); + break; + default: + content = (template ? '&{template:'+template+'}' : '' ) + txt; + break; + } + while (//.test(content)) {content = content.replace(//mg,'
    ')}; + content = (content[0] === '!' ? '' : preamble) + content; + setTimeout(() => sendChat(as?as:defaultAs,content,null,{noarchive:!archive, use3d:use3Ddice}), 0); + return content; + } + + /* + * Determine who to send a Response to: use who controls + * the character - if no one or if none of the controlling + * players are on-line send the response to the GM + */ + + LibFunctions.sendToWho = function(charCS,senderId,makePublic=false,embedded=false) { + + var to, controlledBy, players, viewerID, isPlayer=LibFunctions.checkPlayersLive( charCS ); + controlledBy = (!charCS ? '' : charCS.get('controlledby')); + if (controlledBy.includes('all')) { + to = ''; + } else if (playerIsGM(senderId) || !charCS || !isPlayer) { + to = embedded ? '/w gm ' : '/w gm '; + } else if (makePublic) { + to = ''; + } else { + to = (embedded ? ('/w "'+charCS.get('name')+'" ') : ('/w "' + charCS.get('name') + '" ')); + } + return to; + } + + /* + * A more reliable form of function to determine who + * to send a Response to: use who controls + * the character - if no one or if none of the controlling + * players are on-line send the response to the GM + */ + + LibFunctions.sendMsgToWho = function(charCS,senderId,msg,div='',makePublic=false,embedded=false) { + + var to, controlledBy, players, viewerID, isPlayer=false; +// match = !embedded ? /(?<=^|}}\s*)^(?!\!|\/)/mg : /(? 0) { + controlledBy = controlledBy.split(','); + viewerID = (state.roundMaster && state.roundMaster.viewer && state.roundMaster.viewer.is_set) ? (state.roundMaster.viewer.pid || null) : null; + players = controlledBy.filter(id => id != viewerID); + if (players.length) { + isPlayer = _.some( controlledBy, function(playerID) { + players = findObjs({_type: 'player', _id: playerID, _online: true}); + return (players && players.length > 0); + }); + }; + }; + if (controlledBy.includes('all')) { + to = ''; + } else if (playerIsGM(senderId) || !charCS || controlledBy.length == 0 || !isPlayer) { + to = embedded ? '/w gm ' : '/w gm '; + } else if (makePublic) { + to = ''; + } else { + to = (embedded ? ('/w "'+charCS.get('name')+'" ') : ('/w "' + charCS.get('name') + '" ')); + } + if (!embedded) msg = msg.replace(/^&{template:/img,(to+div+'$&')) + .replace(/^(?!\!|\/)/,('$&'+to+div)) + .replace(/^\!.*^(?!\!|\/)/mg,('$&'+to+div)) + .replace(/^\/(?:w|em|ooc|talktomyself|fx|desc|as|emas)\s.*?^(?!\!|\/)/img,('$&'+to+div)); + + return embedded ? to : msg; + } + + /** + * Insert a whisper into a body with a template. + * If no template, inserts the whisper at the start of + * the first line not starting with an API call. + **/ + + LibFunctions.insertWhisper = function(to, msg='') { + let splitMsg = msg.match(/([^]*?)^.*?((?:&|\\amp|\\amp;){template:.*)/msi); + if (!splitMsg || !splitMsg.length > 2) return to+' '+msg; + return splitMsg[1]+'\n'+to+' '+splitMsg[2]; + } + + /** + * Send public message with 3d dice rolls (if enabled) + */ + + LibFunctions.sendPublic = function(msg,charCS,senderId) { + if (!msg) + {return undefined;} + var who; + + if (charCS) { + who = 'character|'+charCS.id; + } else { + who = ''; + } + clearWaitTimer(); + setTimeout(() => sendChat(who,msg,null,{use3d:use3Ddice}), 0); + }; + + /** + * Send API command to chat + */ + LibFunctions.sendAPI = function(msg, senderId, from='', noSplit=false) { + var as; + if (!msg) { + log('sendMagicAPI: no msg'); + return undefined; + } + if (!senderId || senderId.length == 0) { + as = ''; + } else { + as = 'player|' + senderId; + } + let msgArray = noSplit ? [msg] : msg.split(/(?: |\n)/); + _.each(msgArray, m => sendChat(as,m, null,{noarchive:!archive, use3d:use3Ddice})); + }; + + /** + * Send locally parsed feedback to the GM only! + */ + LibFunctions.sendFeedback = function(msg,as,img) { + if (!msg) + {return;} + var gm = findTheGM(), + div = '
    ' + + '' + + '
    '; + clearWaitTimer(gm); + setTimeout(() => sendChat(('player|'+gm),LibFunctions.sendMsgToWho(null,null,msg,div),null,{noarchive:!archive,use3d:false}), 100); //,use3d:false + }; + + /** + * Sends a response to everyone who controls the character + * RED: v0.003 Check the player(s) controlling the character are valid for this campaign + * if they are not, send to the GM instead - Transmogrifier can introduce invalid IDs + * Also check if the controlling player(s) are online. If they are not + * assume the GM is doing some testing and send the message to them. + */ + + LibFunctions.sendResponse = function(charCS,msg,senderId,as,img) { + if (!msg) + {return;} + if (!charCS || (senderId && playerIsGM(senderId))) { + LibFunctions.sendFeedback( msg, as, img ); + } else { + var div = '
    ' + + '' + + '
    '; + clearWaitTimer(senderId); + setTimeout(() => sendChat((senderId ? 'player|'+senderId : charCS.get('name')),LibFunctions.sendMsgToWho(charCS,senderId,msg,div),null,{noarchive:!archive, use3d:use3Ddice}), 100); + } + }; + + /* + * Send a message to the player (rather than the character) + */ + + LibFunctions.sendResponseError = function(pid,msg,as,img) { + msg = '&{template:'+fields.warningTemplate+'}{{title=Warning!}}{{desc='+msg+'}}'; + LibFunctions.sendResponsePlayer(pid,msg,as,img); + return; + } + + /* + * Send an error message to the identified player. + * If that player is not online, send to the GM + */ + + LibFunctions.sendResponsePlayer = function(pid,msg,as,img) { + if (!pid || !msg) + {return null;} + var player = getObj('player',pid), + to; + if (player && player.get('_online')) { + to = '/w "' + player.get('_displayname') + '" '; + } else { + to = '/w gm '; + } + var content = to + + '
    ' + + '' + + '
    '+msg; + clearWaitTimer(pid); + setTimeout(() => sendChat((as?as:defaultAs),content,null,{noarchive:false, use3d:use3Ddice}), 100); + }; + + /* + * Send to all players other than those that control the specified character + * and/or other than the specified player + */ + + LibFunctions.sendToOthers = function(pid,msg,as,img,charCS) { + if (!msg || (!pid && !charCS)) + {return null;} + let controllers = charCS ? charCS.get('controlledby').split(',') : []; + let players = filterObjs(obj => { + if (obj.get('_type') != 'player' || obj.id == pid) return false; + if (controllers.includes(obj.id)) return false; + return obj.get('_online'); + }); + _.each(players, p => LibFunctions.sendResponsePlayer(p,msg,as,img)); + }; + + /** + * Send a simple error + */ + + LibFunctions.sendError = function(msg, cmd) { + var postErrorMsg = function( msg, cmd ) { + var content = '/w GM ' + + '
    ' + + '' + + '
    ' + + errorMsgDiv + 'Error: ' + msg + + (cmd ? (' while processing command
    ' + cmd.content + '') : '') + + '
    '; + + sendChat(((cmd && cmd.who) ? cmd.who : defaultAs),content,null,{noarchive:false, use3d:false}); + log('RPGMaster error: '+msg+ (cmd ? (' while processing command '+cmd.content) : '')); + }; + setTimeout(postErrorMsg,500,msg,cmd); + }; + + /** + * Send an error caught by try/catch + */ + + LibFunctions.sendCatchError = function(apiName,msg,e,cmdStr='') { + var postCatchMsg = function(apiName,msg,e,cmdStr) { + if (!msg || !msg.content) {msg= {};msg.content = ''}; + if (!cmdStr) cmdStr = msg.content; + log(apiName + ' error: ' + e.name + ', ' + e.message + ' when processing command ' + cmdStr); + let who=(getObj('player',msg.playerid)||{get:()=>'API'}).get('_displayname'); + sendChat(apiName,`/w gm `+ + `
    `+ + `
    There was an error while trying to run ${who}'s command:
    `+ + `
    ${cmdStr}
    `+ + `
    Please send me this information so I can make sure this doesn't happen again (triple click for easy select in most browsers.):
    `+ + `
    `+ + JSON.stringify({msg:msg, version:version, stack: e.stack, API_Meta})+ + `
    `+ + `
    ` + ) + }; + setTimeout(postCatchMsg,500,apiName,msg,e,cmdStr); + }; + + /** + * Pare a message with ^^...^^ parameters in it and send to chat + * This allows character and token names for selected characters to be sent + * Must be called with a validated tokenID + */ + + LibFunctions.sendParsedMsg = function( tid, msg, senderId, msgFrom, t2id ) { + var cid, tname, charCS, cname, curToken, + parsedMsg = msg; + + curToken = getObj( 'graphic', tid ); + tname = (curToken ? curToken.get('name') : ''); + cid = (curToken ? curToken.get('represents') : ''); + charCS = getObj('character',cid); + cname = (charCS ? charCS.get('name') : ''); + + parsedMsg = parsedMsg.replace( /\^\^cid\^\^/gi , cid ); + parsedMsg = parsedMsg.replace( /\^\^tid\^\^/gi , tid ); + parsedMsg = parsedMsg.replace( /\^\^cname\^\^/gi , cname ); + parsedMsg = parsedMsg.replace( /\^\^tname\^\^/gi , tname ); + + if (t2id) { + curToken = getObj( 'graphic', t2id ); + tname = curToken.get('name'); + cid = curToken.get('represents'); + charCS = getObj('character',cid); + cname = charCS.get('name'); + + parsedMsg = parsedMsg.replace( /\^\^c2id\^\^/gi , cid ); + parsedMsg = parsedMsg.replace( /\^\^t2id\^\^/gi , t2id ); + parsedMsg = parsedMsg.replace( /\^\^c2name\^\^/gi , cname ); + parsedMsg = parsedMsg.replace( /\^\^t2name\^\^/gi , tname ); + } + LibFunctions.sendResponse( charCS, parsedMsg, senderId, msgFrom, null ); + }; + + /* + * Check to see if a command string includes a gm roll query. If so, + * convert it to a normal roll query and send it to the GM to answer. + * Return true if a gm query has been found. + */ + + LibFunctions.sendGMquery = function( api, command, senderId ) { + var rollQuery; + if (command.toLowerCase().includes('gm{')) { + while ((rollQuery = command.match(/gm{.+?}/i))) { + if (!rollQuery || !rollQuery.length) break; + rollQuery = rollQuery[0].replace(/gm{/i,'?{').replace(/\//g,'|'); + rollQuery = LibFunctions.parseStr(rollQuery); + command = command.replace(/gm{.+?}/i,rollQuery); + }; + LibFunctions.sendFeedback( '&{template:'+fields.warningTemplate+'}{{title=DM Selection}}{{desc=As DM, you need to make [selections](!'+api+' '+senderId+' --'+command+') for '+getObj('player',senderId).get('_displayname')+'. Press the button and the selections and their reasons will be presented to you in Roll Querys in the centre of the screen.}}'); + LibFunctions.sendResponsePlayer( senderId, '&{template:'+fields.messageTemplate+'}{{title=DM Selection}}{{desc=Please wait while the DM makes a choice or dice roll.}}' ); + return true; + } else { + return false; + } + }; + + /* + * Send a formatted "please wait" message to the specified player. + */ + + LibFunctions.sendWait = function(senderId,timer=500,source='') { + if (timer === 0) { + clearWaitTimer(senderId); + return; + } else if (waitList[senderId]) { + clearWaitTimer(senderId); + } + if (playerIsGM(senderId)) { + waitList[senderId] = setTimeout(() => {sendChat(defaultAs,('/w GM ' + waitMsgDiv + 'Gathering data - please wait
    '),null,{noarchive:!archive}); + clearWaitTimer(senderId); + }, timer); + } else { + var player = getObj('player',senderId), + to = '/w "' + (!player ? 'GM' : player.get('_displayname')) + '" '; + waitList[senderId] = setTimeout(() => {sendChat('player|'+senderId,(to + waitMsgDiv + 'Gathering data - please wait'),null,{noarchive:!archive, use3d:false}); + clearWaitTimer(senderId); + }, timer); + } + }; + + + /* ------------------------------- Character Sheet Database Management -------------------------- */ + + /* + * Check the version of a Character Sheet database against + * the current version in the API. Return true if needs updating + */ + + LibFunctions.checkDBver = function( dbFullName, dbObj, silent ) { + + dbFullName = dbFullName.replace(/_/g,'-'); + + var dbCS = findObjs({ type:'character', name:dbFullName },{caseInsensitive:true}), + dbVersion = 0.0, + msg, versionObj; + + if (!dbCS || !dbCS.length) return true; + + dbCS = dbCS[0]; + dbVersion = parseFloat(LibFunctions.attrLookup( dbCS, fields.dbVersion ) || dbVersion); + + if (dbVersion < (parseFloat(dbObj.version) || 0)) {log('checkDBver: dB '+dbFullName+' API version='+(parseFloat(dbObj.version) || 0)+', CS version='+dbVersion); return true;} + + msg = dbFullName+' v'+dbVersion+' not updated as is already latest version'; + if (!silent) LibFunctions.sendFeedback(msg,fields.feedbackName); + return false; + } + + /* + * A function to read the abilities of a database character sheet + * and write them to a handout, so they can be cut&pasted to an API + * for saving as a new version. + */ + + LibFunctions.saveDBtoHandout = function( dbName, version, typeFilter='' ) { + + var dbCS = findObjs({ type: 'character', name: dbName })[0] || undefined, + objDef, + objHeader = '', + foundItems = [], + dbHandout,csDBlist, + reDBdata = {speed:reSpellSpecs.speed,cost:reSpellSpecs.cost,recharge:reSpellSpecs.recharge}; + + var encodeStr = (str,encoders=dbEncoders) => encoders.reduce((m, rep) => m.replace(rep[0], rep[1]), str); + + if (!dbCS) { + LibFunctions.sendError(('Database '+dbName+' not found'),null); + return undefined; + } + if (!version || !version.length) { + version = (parseFloat(LibFunctions.attrLookup( dbCS, fields.dbVersion ) || '1.0') + 0.01).toFixed(2).toString(); + } else if (version === '=') { + version = parseFloat(LibFunctions.attrLookup( dbCS, fields.dbVersion ) || '1.0'); + } + dbHandout = findObjs({ type: 'handout', name: dbName+'-object v'+version }); + + if (!dbHandout || !dbHandout.length) { + dbHandout = createObj('handout',{name:(dbName+'-object v'+version)}); + } else { + dbHandout = dbHandout[0]; + } + + objHeader = 'avatar:\''+dbCS.get('avatar')+'\',
    ' + + 'version:'+version+',
    '; + objDef = 'db:['; + csDBlist = findObjs({ type: 'ability', characterid: dbCS.id }); + + _.each( _.sortBy(csDBlist,item => item.get('name')), function( item ) { + let itemName = item.get('name'); + if (foundItems.includes(itemName)) return; + foundItems.push(itemName); + + let objData = LibFunctions.resolveData(itemName,dbName,reNotAttackData,null,reDBdata).parsed, + objBody = encodeStr(item.get('action')), + objCT = objData.speed || 0, + objChg = objData.type || 'uncharged', + objCost = objData.cost || 0, + objType = '', + specs = objBody.match(/}}\s*?specs\s*?=(.*?){{/im); + + specs = specs ? [...('['+specs[0]+']').matchAll(reSpecClass)] : []; + for (let i=0; i < specs.length; i++) { + objType += (objType && objType.length) ? ('|' + specs[i][1]) : specs[i][1]; + } + objType = _.uniq(objType.toLowerCase().split('|')).join('|'); + if (typeFilter && typeFilter.length && !objType.includes(typeFilter)) return; + + objBody = objBody.replace(/template:2Edefault/i,'template:\'+fields.CSdefaultTemplate+\'') + .replace(/template:2Espell/i,'template:\'+fields.CSspellTemplate+\'') + .replace(/template:2Eattack/i,'template:\'+fields.CSweaponTemplate+\'') + .replace(/template:RPGMdefault/i,'template:\'+fields.defaultTemplate+\'') + .replace(/template:RPGMspell/i,'template:\'+fields.spellTemplate+\'') + .replace(/template:RPGMweapon/i,'template:\'+fields.weaponTemplate+\'') + .replace(/template:RPGMpotion/i,'template:\'+fields.potionTemplate+\'') + .replace(/template:RPGMattack/i,'template:\'+fields.targetTemplate+\'') + .replace(/template:RPGMammo/i,'template:\'+fields.ammoTemplate+\'') + .replace(/template:RPGMarmour/i,'template:\'+fields.armourTemplate+\'') + .replace(/template:RPGMitem/i,'template:\'+fields.itemTemplate+\'') + .replace(/template:RPGMitemSpell/i,'template:\'+fields.itemSpellTemplate+\'') + .replace(/template:RPGMring/i,'template:\'+fields.ringTemplate+\'') + .replace(/template:RPGMscroll/i,'template:\'+fields.scrollTemplate+\'') + .replace(/template:RPGMwand/i,'template:\'+fields.wandTemplate+\'') + .replace(/template:RPGMwandSpell/i,'template:\'+fields.wandSpellTemplate+\'') + .replace(/template:RPGMmessage/i,'template:\'+fields.messageTemplate+\'') + .replace(/template:RPGMwarning/i,'template:\'+fields.warningTemplate+\'') + .replace(/template:RPGMclass/i,'template:\'+fields.classTemplate+\''); + + objDef += '{name:\''+itemName+'\',' + + 'type:\''+objType+'\',' + + 'ct:\''+objCT+'\',' + + 'charge:\''+objChg+'\',' + + 'cost:\''+objCost+'\',' + + 'body:\''+objBody+'\'},
    '; + }); + objDef += ']},
    '; + dbHandout.set('notes',objHeader+objDef); + LibFunctions.sendFeedback('Extracted '+dbName+' v'+version,fields.feedbackName); + LibFunctions.setAttr( dbCS, fields.dbVersion, version ); + return dbHandout; + } + + /* + * Check the version of a Character Sheet database and, if + * it is earlier than the static data held in this API, update + * it to the latest version. + */ + + LibFunctions.buildCSdb = function( dbFullName, dbObj, typeList, silent ) { + + dbFullName = dbFullName.replace(/_/g,'-'); + + const spells = dbObj.type.includes('spell') || dbObj.type.includes('power'), + charClass = dbObj.type.includes('class'), + rootDB = dbObj.root.toLowerCase(); + + var dbVersion = 0.0, + dbCS = findObjs({ type:'character', name:dbFullName },{caseInsensitive:true}), + errFlag = false, + lists = {}, + foundItems = [], + csDBlist, specs, objType, objBody, + msg, versionObj, curDB; + + if (LibFunctions.checkDBver( dbFullName, dbObj, silent )) { + + if (dbCS && dbCS.length) { + let abilities = findObjs({ _type:'ability', _characterid:dbCS[0].id }); + _.each( abilities, a => a.remove() ); + dbCS = dbCS[0]; + } else { + dbCS = createObj( 'character', {name:dbFullName} ); + } + + let sorted = _.sortBy(dbObj.db,'name'); + + _.each(sorted, item => { + if (!foundItems.includes(item.name)) { + foundItems.push(item.name); + item.body = LibFunctions.parseStr(item.body,dbReplacers); + if (!LibFunctions.setAbility( dbCS, item.name, item.body )) { + errFlag = true; + } else { + LibFunctions.setAttr( dbCS, [fields.CastingTimePrefix[0]+item.name, 'current'], item.ct ); + LibFunctions.setAttr( dbCS, [fields.CastingTimePrefix[0]+item.name, 'max'], (spells ? item.cost : item.charge) ); + LibFunctions.addMIspells( dbCS, item ); + item.type.dbName().split('|').filter(t => !!t).map(t => { + let listType = typeList[t] ? typeList[t].type.toLowerCase() : (typeList.miscellaneous ? typeList.miscellaneous.type.toLowerCase() : undefined); + if (listType) { + if (!lists[listType]) lists[listType] = []; + if (!lists[listType].includes(item.name)) { + lists[listType].push(item.name); + } + } else if (_.isUndefined(listType)) { + LibFunctions.sendError(('Unable to identify item type '+t+' when updating '+item.name+' in database '+dbFullName)); + }; + }); + }; + }; + }); + if (errFlag) { + LibFunctions.sendError( ('Unable to completely update database '+dbFullName) ); + } else { + _.each(typeList, dbList => dbList.field[0].length ? LibFunctions.setAttr( dbCS, [dbList.field[0],'current'], (lists[dbList.type.toLowerCase()] || ['']).join('|')) : ''); + LibFunctions.setAttr( dbCS, fields.dbVersion, (dbObj.version || 1.0)); + dbCS.set('avatar',(dbObj.avatar || '')); + dbCS.set('bio',(dbObj.bio || '')); + dbCS.set('controlledby',(dbObj.controlledby || 'All')); + dbCS.set('gmnotes',(dbObj.gmnotes || '')); + let msg = 'Updated database '+dbFullName+' to version '+String(dbObj.version); + if (!silent) LibFunctions.sendFeedback( msg, fields.feedbackName ); else log(msg); + } + } + return (errFlag); + } + + /** + * Create an internal index of items in the databases + * to make searches much faster. Index entries indexed by + * database root name & short name (name in lower case with + * '-', '_' and ' ' ignored). index[0] = abilityID, + * index[1] = ct-attributeID + * v3.051 Check that other database-handling APIs have finished + * updating their databases and performed a handshake + **/ + + LibFunctions.updateDBindex = function() { + var rootDB, magicDB, validDB, + db, shortName, attrName, objList, + rootList = ['mu_spells_db','pr_spells_db','powers_db','mi_db','race_db','class_db','attacks_db','styles_db','locks_traps_db'], + index = {}; + + _.each( dbNames, (dbFields, db) => { + if (state.MagicMaster.spellRules.denyCustom && db.toLowerCase().includes('custom')) return; + _.each( dbFields.db, (item, i) => { + rootDB = db.toLowerCase().match( /[a-z_]+?_db/i ); + if (!item || !item.name) log('updateDBindex: item='+item.name+', i='+i+', unable to create shortName'); + shortName = item.name.dbName(); + if (_.isUndefined(index[rootDB])) index[rootDB] = {}; + if (_.isUndefined(index[rootDB][shortName])) index[rootDB][shortName] = ['',String(item.ct),db,i]; + }); + }); + + objList = filterObjs( function(obj) { + if (obj.get('type') != 'ability') return false; + if (!(magicDB = getObj('character',obj.get('characterid')))) { + return false; + } + db = magicDB.get('name').toLowerCase().replace(/-/g,'_'); + if (/\s*v\d*\.\d*/.test(db)) { + return false; + } + let validDB = false; + for (const rDB of rootList) { + if (db.startsWith(rDB)) { + validDB = true; + rootDB = rDB; + break; + } + } + if (!validDB) {return false;} + let shortName = obj.get('name').dbName(); + + if (_.isUndefined(index[rootDB])) {index[rootDB] = {};} + if (_.isUndefined(index[rootDB][shortName]) || !index[rootDB][shortName][0].length || !stdDB.includes(db)) { + index[rootDB][shortName] = [obj.id,'']; + } + return true; + }); + objList = filterObjs( function(obj) { + if (obj.get('type') != 'attribute') {return false;} + attrName = obj.get('name'); + if (!attrName || !attrName.toLowerCase().startsWith('ct-')) {return false;} + if (!(magicDB = getObj('character',obj.get('characterid')))) { + return false; + } + db = magicDB.get('name').toLowerCase().replace(/-/g,'_'); + if (/\s*v\d*\.\d*/.test(db)) {return false;} + let validDB = false; + for (const rDB of rootList) { + if (db.startsWith(rDB)) { + validDB = true; + rootDB = rDB; + } + } + if (!validDB) + {return false;} + let shortName = attrName.dbName().substring(2); + + if (!!!index[rootDB][shortName]) { + return false; + } + if (!stdDB.includes(db) || (!!!index[rootDB][shortName][1]) || (index[rootDB][shortName][1].length === 0)) { + index[rootDB][shortName][1] = obj.id; + }; + return true; + }); + magicList = {}; // Blank the internal index of items, as it might have changed and needs rebuilding +// LibFunctions.sendFeedback( waitMsgDiv+'RPGMaster is now ready.' ); + + return index; + } + + /* + * Check a character sheet database and update/create the + * required attributes from the definitions. This should + * be run after updating or adding item or spell definitions. + */ + + LibFunctions.checkCSdb = function( dbFullName ) { + + var db = dbFullName.toLowerCase(), + lists = {}, + spellsDB, + dbCSlist, + dbTypeList; + + var checkObj = function( obj ) { + var objCS, objCSname, objName, objBody, type, objCT, objChg, objCost, specs, spellsDB, classDB; + + if (!obj || obj.get('type') !== 'ability') return false; + objCS = getObj('character',obj.get('characterid')); + if (!objCS) {log('checkObj: not found database object');return false;} + objCSname = objCS.get('name').toLowerCase(); + if (db && db.length && (db !== '-db' && !objCSname.startsWith(db))) return false; + if (!objCSname.includes('-db') || (/\s*v\d*\.\d*/.test(objCSname))) return false; + objBody = obj.get('action'); + spellsDB = objCSname.includes('spells') || objCSname.includes('powers'); + classDB = objCSname.includes('class') || objCSname.includes('race'); + specs = objBody.match(reSpecs); + objName = obj.get('name'); + if (specs) { + dbTypeList = (spellsDB ? spTypeLists : (classDB ? clTypeLists : miTypeLists)); + specs = specs ? [...('['+specs[0]+']').matchAll(reSpecClass)] : []; + for (const i of specs) { + type = i[1]; + if (type && type.length) { + let typeList = type.dbName().split('|'); + for (const t of typeList) { + let itemType = dbTypeList[t] ? dbTypeList[t].type : (dbTypeList.miscellaneous ? dbTypeList.miscellaneous.type : undefined); + if (itemType) { + if (!lists[objCS.id]) lists[objCS.id] = {}; + if (!lists[objCS.id][itemType]) lists[objCS.id][itemType] = []; + if (!lists[objCS.id][itemType].includes(objName)) { + lists[objCS.id][itemType].push(objName); + }; + }; + }; + }; + }; + }; + objCT = (objBody.match(reDataSpeed) || ['',0])[1]; + objChg = (objBody.match(reDataCharge) || ['','uncharged'])[1]; + objCost = (objBody.match(reDataCost) || ['',0])[1]; + LibFunctions.setAttr( objCS, [fields.CastingTimePrefix[0]+objName, 'current'], objCT ); + LibFunctions.setAttr( objCS, [fields.CastingTimePrefix[0]+objName, 'max'], (spellsDB ? objCost : objChg) ); + LibFunctions.addMIspells( objCS, {name:objName,body:objBody} ); + return true; + }; + + dbCSlist = filterObjs( obj => checkObj(obj) ); + if (!dbCSlist || !dbCSlist.length) { + LibFunctions.sendFeedback('No databases found with a name that includes '+db,fields.feedbackName); + } else { + _.each(lists,(types,dbID) => { + let dbCS = getObj('character',dbID); + _.each(dbTypeList, dbList => { + if (types[dbList.type]) { + LibFunctions.setAttr( dbCS, [dbList.field[0],'current'], (types[dbList.type].sort().join('|') || '' )); + } + }); + }); + LibFunctions.sendFeedback(((!db || !db.length || db === '-db') ? 'All databases have' : ('Database '+dbFullName+' has')) + ' been updated',fields.feedbackName); + } + return; + } + + /** + * Get a new DB index of all Ability Objects stored in + * database character sheets + **/ + + LibFunctions.getDBindex = function(forceUpdate = false) { + if (_.isUndefined(DBindex) || forceUpdate) { + DBindex = LibFunctions.updateDBindex(); + } + return DBindex; + } + + /** + * Update or create the help handouts + **/ + + LibFunctions.updateHandouts = function(handouts,silent,senderId) { + + let classHelp = findObjs({ type:'handout', name:'Class Database Help' }); + if (classHelp && classHelp[0]) classHelp[0].remove(); + _.each(handouts,(obj,k) => { + let dbCS = findObjs({ type:'handout', name:obj.name },{caseInsensitive:true}); + if (!dbCS || !dbCS[0]) { + log(obj.name+' not found. Creating version '+obj.version); + if (!silent) LibFunctions.sendFeedback(obj.name+' not found. Creating version '+obj.version); + dbCS = createObj('handout',{name:obj.name,inplayerjournals:(_.isUndefined(senderId) ? '' : senderId)}); + dbCS.set('notes',obj.bio); + dbCS.set('avatar',obj.avatar); + } else { + dbCS = dbCS[0]; + dbCS.get('notes',function(note) { + let reVersion = new RegExp(obj.name+'\\s*?v(\\d+?.\\d*?)', 'im'); + let version = note.match(reVersion); + version = (version && version.length) ? (parseFloat(version[1]) || 0) : 0; + if (version >= obj.version) { + if (!silent) LibFunctions.sendFeedback('Not updating handout '+obj.name+' as is already version '+obj.version); + return; + } + dbCS.set('notes',obj.bio); + dbCS.set('avatar',obj.avatar); + if (!silent) LibFunctions.sendFeedback(obj.name+' handout updated to version '+obj.version); + log(obj.name+' handout updated to version '+obj.version); + }); + } + }); + return; + } + + /** + * Get the handout IDs for all handouts + **/ + + LibFunctions.getHandoutIDs = function() { + + var handoutObjs = findObjs({ type: 'handout' }), + handoutIDs = {}; + _.each( handoutObjs, h => { + let name = h.get('name').replace(/[-_&\s]/g,''); + handoutIDs[name] = h.id; + }); + return handoutIDs; + }; + + /* -------------------------------- Utility Functions ---------------------------- */ + + /** + * Calculate/roll an attribute value that has a range + * Always tries to create a 3 dice bell curve for the value + **/ + + LibFunctions.calcAttr = function( attr='3:18' ) { + let attrRange = attr.split(':'), + low = parseInt(attrRange[0]), + high = parseInt(attrRange[1]); + if (high && !isNaN(low) && !isNaN(high)) { + let range = high - (low - 1); + if (range === 2) { + return low - 1 + randomInteger(2); + } else if (range === 3) { + return low - 2 + randomInteger(2) + randomInteger(2); + } else if (range === 5) { + return low - 2 + randomInteger(3) + randomInteger(3); + } else if ((range-2)%3 === 0) { + return low - 3 + randomInteger(Math.ceil(range/3)+1) + randomInteger(Math.floor(range/3)+1) + randomInteger(Math.floor(range/3)+1); + } else if ((range-1)%3 === 0) { + return low - 3 + randomInteger(Math.ceil(range/3)) + randomInteger(Math.ceil(range/3)) + randomInteger(Math.ceil(range/3)); + } else if ((range)%3 === 0) { + return low - 3 + randomInteger((range/3)+1) + randomInteger((range/3)+1) + randomInteger(range/3); + } + } + return attr; + } + + /** + * A function to calculate an internal dice roll + */ + + LibFunctions.rollDice = function( count, dice, reroll ) { + count = parseInt(count || 1); + dice = parseInt(dice || 8); + reroll = parseInt(reroll || 0); + let total = 0, + roll; + for (let d=0; d id !== '' && id !== GMid); + if (!playerIds || !playerIds.length) return GMid; + if (playerIds[0] !== 'all') { + let pid = playerIds.find( p => (getObj('player',p) && !!getObj('player',p).get('_online'))); + if (pid) return pid; + } + playerObjs = filterObjs(p => (p.get('_type') === 'player' && !!p.get('_online') && p.id !== GMid)); + } + } + return (!playerObjs || !playerObjs.length) ? GMid : playerObjs[0].id; + }; + + /** + * Find a Character object given a name only, + * returning the first match or undefined + */ + + LibFunctions.findCharacter = function( name ) { + var charObj = findObjs({ _type: 'character' , name: name },{caseInsensitive: true}); + return ((charObj && charObj.length) ? charObj[0] : undefined); + } + + /** + * Function to find the ID of a live player + * that controls the specified character + */ + + LibFunctions.checkPlayersLive = function( charCS ) { + let playerID, controlledBy = (!charCS ? '' : charCS.get('controlledby')); + if (controlledBy.length > 0) { + controlledBy = controlledBy.split(','); + let viewerID = (state.roundMaster && state.roundMaster.viewer && state.roundMaster.viewer.is_set) ? (state.roundMaster.viewer.pid || null) : null; + let players = controlledBy.filter(id => id != viewerID); + if (players.length) { + playerID = _.find( controlledBy, function(playerID) { + players = findObjs({_type: 'player', _id: playerID, _online: true}); + return (players && players.length > 0); + }); + }; + }; + return playerID; + }; + + /** + * A function to return the specified player ID, or + * the first live player who controls the character, + * or the first live player who controls the token + * representing a character, or senderId, or the GM. + */ + + LibFunctions.fixSenderId = function( args, selected, senderId ) { + + let playerID = args[0] || (selected && selected.length ? selected[0]._id : senderId), + playerObj = getObj('player',playerID); + if (!playerObj) playerID = LibFunctions.checkPlayersLive( getObj('character',args[0]) ); + if (!playerID) playerID = LibFunctions.checkPlayersLive( LibFunctions.getCharacter(args[0]) ); + + return playerID || senderId; + }; + + /* + * Parse a data string for attribute settings + */ + + LibFunctions.parseData = function( attributes, reSpecs, def=true, charCS, item='', row='' ) { + + var parsedData = {}, + val, + varRes = ( m, w, v = 'current' ) => LibFunctions.parseStr((LibFunctions.attrLookup( charCS, [fields.ItemVar[0]+item+'+'+row+'-'+w,'current'] ) || '').split('/')[v] || ''); + + if (charCS) while (reVars.test(attributes)) attributes = attributes.replace(reVars,varRes); + _.each( reSpecs, spec => { + if (_.isUndefined(spec) || _.isUndefined(spec.re)) return; + val = attributes.match(spec.re); + if (!!val && val.length>1 && val[1].length) { + parsedData[spec.field] = (val.length == 3 && val[2]) ? [val[1],val[2]] : val[1]; + } else if (!def) { + parsedData[spec.field] = undefined; + } else { + parsedData[spec.field] = spec.def; + } + }); + return parsedData; + } + + /* + * Follow an inheritance chain of Class or Race database objects and + * consolidate their parsed data and attribute specifications + */ + + LibFunctions.resolveData = function( name, dBase, reThisData, charCS, reParseTable, row='', quals=[], defBase=true, doneList=[], topItem, debugging=false ) { + + try { + + if (_.isEmpty(reParseTable)) reParseTable = undefined; + + var thisObj, thisSpecs, baseObj, thisData, thisAttr, parsedData, + rDB = dBase.toLowerCase().replace(/-/g,'_'), + isSpell = rDB.includes('spells_db'), + isMI = rDB.startsWith('mi_db'), + isRC = !isSpell && !isMI, + parseTable = reClassSpecs, + baseData = [['']], + baseParsed = LibFunctions.parseData( '', (reParseTable || (!isRC ? reSpellSpecs : reClassSpecs)), defBase ), + baseAttr = LibFunctions.parseData( '', reAttr, defBase ), + debugging = debugging || false, // name.dbName().includes('berserking'), + varRes = ( m, w, v = 0 ) => LibFunctions.parseStr((LibFunctions.attrLookup( charCS, [fields.ItemVar[0]+(topItem || name)+'+'+row+'-'+w,'current'] ) || '').split('/')[v] || ''); + + if (!name || !name.trim().length || doneList.includes(name.dbName())) throw new Error('resolveData: no name or already processed '+name); + thisObj = LibFunctions.abilityLookup( dBase, name, charCS, true ); + if (!thisObj.obj) throw new Error('resolveData: no definition of '+name+' in '+dBase); + doneList.push(name.dbName()); + thisSpecs = thisObj.specs(); + if (!thisSpecs || !thisSpecs[0]) throw new Error('resolveData: no Specs in definition of '+name); + if (debugging) log('resolveData: weapon '+name+' thisSpecs = '+thisSpecs[0]+', item body = '+thisObj.obj[1].body); + baseObj = LibFunctions.resolveData( ((isMI ? thisSpecs[0][5] : thisSpecs[0][4]) || ''), dBase, reThisData, charCS, reParseTable, row, quals, defBase, doneList, (topItem || name), debugging ); + baseParsed = baseObj.parsed; baseAttr = baseObj.attrs; baseData = baseObj.raw; + thisData = thisObj.data(reThisData); + if (!thisData || !thisData[0]) thisData = [['']]; + _.each( quals, (q,k) => thisData[0][0] = thisData[0][0].replace(new RegExp('\\?\\?'+k,'g'),q)); + if (debugging) log('resolveData: weapon '+name+' quals = '+quals+', after ??# replacement, thisData.length = '+thisData.length+', thisData = '+thisData); + thisData[0][0] = thisData[0][0].replace(/\?\?\d/g,'0'); + if (isMI || isSpell) { + if (debugging && !miTypeLists[thisSpecs[0][2].dbName().split('|')[0]]) log('resolveData: unable to find '+thisSpecs[0][2].dbName().split('|')[0]); + switch ((miTypeLists[thisSpecs[0][2].dbName().split('|')[0]] || {type:''}).type) { + case 'weapon': + case 'ammo': + parseTable = reWeapSpecs; + break; + case 'armour': + case 'armor': + parseTable = reACSpecs; + break; + default: + parseTable = reSpellSpecs; + break; + }; + }; + while (reVars.test(thisData[0][0])) thisData[0][0] = thisData[0][0].replace(reVars,varRes); + parsedData = LibFunctions.parseData( thisData[0][0], (reParseTable || parseTable), false, charCS, name, row ); + thisAttr = LibFunctions.parseData( (parsedData.cattr || '')+',', reAttr, false, charCS, name, row ); + if (baseParsed) { + if (!parsedData.cattr) { + parsedData.cattr = baseParsed.cattr; + thisAttr = baseAttr; + } else if (baseAttr) { + thisAttr = _.mapObject(Object.assign(baseAttr,_.pick(thisAttr,a => !!a)), attr => attr !== '-' ? attr : ''); + } + if (debugging) log('resolveData: baseParsed = '+_.pairs(baseParsed).flat()+', parsedData = '+_.pairs(parsedData).flat()); + parsedData = _.mapObject(Object.assign(baseParsed,_.pick(parsedData,a => !!a)), attr => attr !== '-' ? attr : ''); + let dataCount = reIsAttackData.test(thisData[0][0]) ? thisData.length : 1; + for (let i=0; i < dataCount; i++) { + while (reVars.test(thisData[i][0])) thisData[i][0] = thisData[i][0].replace(reVars,varRes); + if (!!baseData.length && i < thisSpecs.length) { + thisData[i][0] = '['+_.pairs(Object.assign( + _.object(baseData[0][0].replace(/^.*?=\[/,'').replace(/[\[\]]/g,'').split(',').map(v => {v = v.trim().split(':');v[0] = v[0].toLowerCase();return v})), + _.object(thisData[i][0].replace(/^.*?=\[/,'').replace(/[\[\]]/g,'').split(',').map(v => {v = v.trim().split(':');v[0] = v[0].toLowerCase();return v})) + ) + ).map(v => v.join(':')).filter(v => v !== ':').join()+']'; + if (baseData.length > 1) {baseData.shift();} // else {baseData = [['']]}; + }; + }; + } + if (debugging)log('resolveData: merged data for '+name+' thisData = '+thisData); + if (parsedData.bag || (parsedData.numpowers && parsedData.numpowers[0]!=='=')) thisData = thisData.concat(baseData); + if (debugging)log('resolveData: result is '+thisData.length+' long = '+thisData); + return {parsed:parsedData, attrs:thisAttr, raw:((thisData[0].length === 1 && thisData[0][0].trim() === '[]') ? '' : thisData)}; + + } catch (err) { + if (err.message.startsWith('resolveData')) { + if (debugging) log(err.message); + return {parsed:baseParsed, attrs:baseAttr, raw:baseData}; + } else { + LibFunctions.sendCatchError( 'RPGM Library',null,err,'RPGM Library resolveData()'); + } + } + }; + + /* + * Function to replace special characters in a string + */ + + LibFunctions.parseStr = function(str='',replaced=replacers){ + return replaced.reduce((m, rep) => m.replace(rep[0], rep[1]), str); + } + + /** + * Get valid character from a tokenID + */ + + LibFunctions.getCharacter = function( tokenID, silent=true ) { + + var curToken, + charID, + charCS; + + if (!tokenID) { + if (!silent) LibFunctions.sendError('Invalid token_id in arguments'); + return undefined; + }; + + charCS = getObj( 'character', tokenID ); + if (charCS) return charCS; + + curToken = getObj( 'graphic', tokenID ); + + if (!curToken) { + if (!silent) LibFunctions.sendError('Invalid token_id in arguments'); + return undefined; + }; + + charID = curToken.get('represents'); + + if (!charID) { + if (!silent) LibFunctions.sendError(('The token "'+curToken.get('name')+'" does not represent a character sheet')); + return undefined; + }; + + charCS = getObj('character',charID); + + if (!charCS) { + if (!silent) LibFunctions.sendError(('The token "'+curToken.get('name')+'" does not represent a character sheet')); + return undefined; + }; + return charCS; + }; + + /* + * Get Thac0 from the right place for this token. This should be from + * Bar2 current value on the token (to support multi-token monsters affected + * individually by +/- magic impacts on thac0) but checks if another bar allocated + * or, if none are, get from character sheet (monster or character) + */ + + LibFunctions.getTokenValue = function( curToken, tokenBar, field, altField, thac0_base ) { + + var charCS = LibFunctions.getCharacter(curToken.id), + attr = field[0].toLowerCase(), + altAttr = altField ? altField[0].toLowerCase() : 'EMPTY', + property = field[1], + token_property = (property.toLowerCase() == 'current' ? 'value' : 'max'), + linkedToken = false, + barName, attrVal, attrObj, attrName, tokenField, + fieldIndex = _.isUndefined(state.RPGMaster.tokenFields) ? -1 : state.RPGMaster.tokenFields.indexOf( field[0] ); + + if (!charCS) {return undefined;} + + if (_.some( ['bar2_link','bar1_link','bar3_link'], linkName=>{ + let linkID = curToken.get(linkName); + tokenField = linkName; + barName == ''; + if (linkID && linkID.length) { + linkedToken = true; + attrObj = getObj('attribute',linkID); + if (attrObj) { + attrName = attrObj.get('name').toLowerCase(); + barName = tokenField.substring(0,4); + return (attrName == attr) || (attrName == altAttr); + } + } + return false; + })) { + attrVal = curToken.get(barName+'_'+token_property); + attrVal = !isNaN(attrVal) ? parseFloat(attrVal) : undefined; + } + if (isNaN(attrVal) && !linkedToken && fieldIndex >= 0) { + attrVal = parseFloat(curToken.get('bar'+(fieldIndex+1)+'_'+token_property)); + attrName = barName = 'bar'+(fieldIndex+1); + } + if (isNaN(attrVal) && attr.includes('thac0')) { + if (!thac0_base) thac0_base = ['thac0-base','current','20']; + attrVal = parseFloat(LibFunctions.attrLookup( charCS, thac0_base )); + attrName = thac0_base[0]; + barName = undefined; + } + if (isNaN(attrVal)) { + attrVal = parseFloat(LibFunctions.attrLookup( charCS, field )); + attrName = field[0]; + barName = undefined; + } + if (isNaN(attrVal) && altField) { + attrVal = parseFloat(LibFunctions.attrLookup( charCS, altField )); + attrName = altField[0]; + } + return {val:attrVal, name:(isNaN(attrVal) ? undefined : attrName), barName:(barName || attrName)}; + } + + /* + * Create an array of class objects for the classes + * of the specified character. + */ + + LibFunctions.classObjects = function( charCS, senderId, parseTable ) { + + try { + var charLevels = ((_.filter( fields, (elem,l) => {return l.toLowerCase().includes('_level')}).filter( elem => 0 < (LibFunctions.attrLookup( charCS, elem ) || 0))) || fields.Fighter_level); + var charClass, baseClass, charLevel, dB = fields.ClassDB; + + var classDef = _.filter( classLevels, a => { + return _.some( charLevels, b => { + return (a[1].includes(b[0])) + }) + }) + .map( elem => { + charClass = LibFunctions.attrLookup(charCS,elem[0]) || ''; + charLevel = LibFunctions.attrLookup( charCS, elem[1] ) || 0; + if (elem[0][0] == fields.Wizard_class[0]) { + baseClass = 'wizard'; + } else if (elem[0][0] == fields.Priest_class[0]) { + baseClass = 'priest'; + } else if (elem[0][0] == fields.Rogue_class[0]) { + baseClass = 'rogue'; + } else if (elem[0][0] == fields.Psion_class[0]) { + baseClass = 'psion'; + } else if (elem[1][0] == fields.Monster_hitDice[0]) { + let monsterHD = parseInt(LibFunctions.attrLookup( charCS, fields.Monster_hitDice )) || 0, + monsterHPplus = parseInt(LibFunctions.attrLookup( charCS, fields.Monster_hpExtra )) || 0, + monsterIntField = LibFunctions.attrLookup( charCS, fields.Monster_int ) || '', + monsterIntNum = parseInt((monsterIntField.match(/\d+/)||["1"])[0]) || 0, + monsterInt = monsterIntField.toLowerCase().includes('non') ? 0 : monsterIntNum; + charLevel = Math.ceil((monsterHD + Math.ceil(monsterHPplus/4)) / (monsterInt != 0 ? 1 : 2)); // Calculation based on p65 of DMG + baseClass = 'creature'; + if (!charClass || !charClass.length) { + charClass = LibFunctions.attrLookup(charCS,fields.Race); + dB = fields.RaceDB; + }; + if (!charClass || !charClass.length) { + charClass = 'creature'; + dB = fields.ClassDB; + }; + + } else { + baseClass = 'warrior'; + } + let classObj = LibFunctions.abilityLookup( dB, charClass, charCS, true ); + if (!charClass.length || !classObj.obj) { + charClass = baseClass; + classObj = LibFunctions.abilityLookup( dB, baseClass, charCS, true ); + } + return {name:charClass.dbName(), dB:classObj.dB, base:baseClass.dbName(), dBbase:fields.ClassDB, level:charLevel, obj:classObj.obj}; + }); + if (_.isUndefined(classDef) || !classDef.length) classDef = [{name:'creature', dB:fields.RaceDB, base:'warrior', dBbase:fields.ClassDB, level:0, obj:LibFunctions.abilityLookup( fields.ClassDB, 'creature', charCS ).obj}]; + classDef = classDef.map(c => {let d = LibFunctions.resolveData((c.name || charClass), (c.dB || dB), reData, null, parseTable); c.classData = d.parsed; c.attrData = d.attrs; c.rawData = d.raw; return c}); + + } catch (e) { + LibFunctions.sendCatchError( 'RPGM Library',(senderId ? msg_orig[senderId] : null),e,'RPGM Library classObjects()'); + } + return classDef; + }; + + /* + * Determine if a particular item type or superType is an + * allowed type for a specific class. + */ + + LibFunctions.classAllowedItem = function( charCS, wname, wt, wst, allowedItemsByClass ) { + + wt = wt ? wt.dbName() : '-'; + wst = wst ? wst.dbName() : '-'; + wname = wname ? wname.dbName() : '-'; + allowedItemsByClass = allowedItemsByClass.dbName(); + + var typeDefaults = {weaps:'any',ac:'any',sps:'any',spm:'',spb:'',align:'any',race:'any'}, + itemType = !_.isUndefined(typeDefaults[allowedItemsByClass]) ? allowedItemsByClass : 'weaps', + forceFalse = false, + reItemSpecs = { weapons: reClassSpecs.weapons, + armour: reClassSpecs.armour, + majorsphere:reClassSpecs.majorsphere, + minorsphere:reClassSpecs.minorsphere, + bannedsphere:reClassSpecs.bannedsphere, + alignment: reClassSpecs.alignment, + race: reClassSpecs.race, + }; + + var classAllowed = LibFunctions.classObjects( charCS ).some( elem => { + if (wt.includes('innate') || wst.includes('innate')) return true; + + if (!elem.obj) return false; + let allowedItems = (elem.classData[itemType] || typeDefaults[itemType]).toLowerCase().replace(reIgnore,'').split('|'); + return allowedItems.reduce((p,c) => { + let item = '!+'.includes(c[0]) ? c.slice(1) : c, + found = item.includes('any') || (wt.includes(item) || wst.includes(item) || (wt=='-' && wst=='-' && wname.includes(item))); + forceFalse = (forceFalse || (c[0] === '!' && found)) && !(c[0] === '+' && found); + return (p || found) && !forceFalse; + }, false); + }), + raceAllowed = true; + + forceFalse = false; + let allowedItems = LibFunctions.resolveData( (LibFunctions.attrLookup( charCS, fields.Race ) || 'human'), fields.RaceDB, reClassRaceData, charCS, reItemSpecs, '', [], true, [] ).parsed[itemType]; + if (!allowedItems || !allowedItems.length) { + allowedItems = typeDefaults[itemType]; + } + allowedItems = allowedItems.dbName().split('|'); + raceAllowed = allowedItems.reduce((p,c) => { + let item = '!+'.includes(c[0]) ? c.slice(1) : c, + found = item.includes('any') || (wt.includes(item) || wst.includes(item) || (wt=='-' && wst=='-' && wname.includes(item))); + forceFalse = (forceFalse || (c[0] === '!' && found)) && !(c[0] === '+' && found); + return (p || found) && !forceFalse; + }, false); + return (classAllowed && raceAllowed); + }; + + /* + * For magic items that have stored spells or powers, extract + * these from the MI definition and create or update the + * related character sheet database attribute. + */ + + LibFunctions.addMIspells = function( dbCS, dbItem ) { + + var itemData = LibFunctions.resolveData( dbItem.name, fields.MagicItemDB, reNumSpellsData ).raw, + itemSpells = itemData ? [...('['+itemData+']').matchAll(/\[.+?\]/g)] : [], + spellSet = {MU:[[],[]],PR:[[],[]],PW:[[],[]],AB:[[],[]]}; + + _.each(itemSpells, spell => { + let parsedData = LibFunctions.parseData( spell[0], reSpellSpecs ); + if (parsedData && parsedData.spell && ['MU','PR','PW','AB'].includes(parsedData.spell.toUpperCase())) { + let spellType = parsedData.spell.toUpperCase(); + spellSet[spellType][0].push(parsedData.name); + spellSet[spellType][1].push((spellType == 'PW') ? (parsedData.perDay+'.'+parsedData.perDay) : (parsedData.level+'.0')); + } + }); + if (spellSet.PW[0].length) { + LibFunctions.setAttr( dbCS, [fields.ItemPowersList[0]+dbItem.name,fields.ItemPowersList[1]], spellSet.PW[0].join() ); + if (spellSet.PW[1].length) { + LibFunctions.setAttr( dbCS, [fields.ItemPowerValues[0]+dbItem.name,fields.ItemPowerValues[1]], spellSet.PW[1].join() ); + } + } + if (spellSet.PR[0].length) { + LibFunctions.setAttr( dbCS, [fields.ItemPRspellsList[0]+dbItem.name,fields.ItemPRspellsList[1]], spellSet.PR[0].join() ); + if (spellSet.PR[1].length) { + LibFunctions.setAttr( dbCS, [fields.ItemPRspellValues[0]+dbItem.name,fields.ItemPRspellValues[1]], spellSet.PR[1].join() ); + } + } + if (spellSet.MU[0].length) { + LibFunctions.setAttr( dbCS, [fields.ItemMUspellsList[0]+dbItem.name,fields.ItemMUspellsList[1]], spellSet.MU[0].join() ); + if (spellSet.MU[1].length) { + LibFunctions.setAttr( dbCS, [fields.ItemMUspellValues[0]+dbItem.name,fields.ItemMUspellValues[1]], spellSet.MU[1].join() ); + } + } + return spellSet; + } + + /** + * String together the value of the specified item type from + * all databases with the specified root name, separated + * by |. This is used to get a complete list of available + * magic spell or item macros across all databases of a + * specific type. + **/ + + LibFunctions.getMagicList = function( rootDB, mapObj, objType, senderId, defList='', other=false, otherMsg='Specify', alphabet=false ) { + + objType = _.isArray(objType) ? objType.join('-').toLowerCase() : objType.toLowerCase(); + if (!magicList[rootDB] || !magicList[rootDB][objType] || magicList[rootDB][objType].alpha != alphabet) { + + var list = [], + alphaList = [], + rDB = rootDB.toLowerCase().replace(/-/g,'_'), + typeList; + + var addItemToList = function( objIndex, objName, mapObj, objType ) { + var error = false; + try { + var typeList; + if (objIndex[0].length) { + let obj = getObj('ability',objIndex[0]); + if (!obj) return true; + let objDef = obj.get('action'); + let specs = objDef.match(reSpecs); + specs = specs ? [...('['+specs[0]+']').matchAll(reSpecsAll)] : []; + + outer_block: { + for (const s of specs) { + typeList = s[2].dbName().split('|'); + if (typeList.includes('format') || typeList.includes('hide')) continue; + for (const t of typeList) { + if (t==='magic') continue; + if ((mapObj[t] && !!mapObj[t].type && objType.includes(mapObj[t].type)) + || (!mapObj[t] && mapObj.miscellaneous && objType.includes(mapObj.miscellaneous.type))) { + let listName = obj.get('name').dispName(); + let listQuery = !mapObj[t] ? '' : (!mapObj[t].query ? '' : '%%'+mapObj[t].query).replace(/%/g,'%%') + .replace(/\&/g,'&') + .replace(/\?/g,'&#63;') + .replace(/{/g,'&amp;#123;') + .replace(/}/g,'&amp;#125;') + .replace(/\|/g,'&amp;#124;') + .replace(/\,/g,'&amp;#44;'); + list.push(listName+(alphabet ? '&#44;' : ',')+listName+listQuery); + break outer_block; + } + } + } + } + } else { + typeList = dbNames[objIndex[2]].db[objIndex[3]].type.dbName().split('|'); + if (typeList.includes('format') || typeList.includes('hide')) return error; + + for (const t of typeList) { + if (t === 'magic') continue; + if ((mapObj[t] && !!mapObj[t].type && objType.includes(mapObj[t].type)) + || (!mapObj[t] && mapObj.miscellaneous && objType.includes(mapObj.miscellaneous.type))) { + let listName = dbNames[objIndex[2]].db[objIndex[3]].name.dispName(); + let listQuery = !mapObj[t] ? '' : (!mapObj[t].query ? '' : '%%'+mapObj[t].query).replace(/%/g,'%%') + .replace(/\&/g,'&') + .replace(/\?/g,'&#63;') + .replace(/{/g,'&amp;#123;') + .replace(/}/g,'&amp;#125;') + .replace(/\|/g,'&amp;#124;') + .replace(/\,/g,'&amp;#44;'); + list.push(listName+(alphabet ? '&#44;' : ',')+listName+listQuery); + break; + } + } + } + } catch (e) { + log('LibFunction getMagicList: JavaScript '+e.name+': '+e.message+' while processing object '+objName); + LibFunctions.sendCatchError('RPGMaster Library',(senderId ? msg_orig[senderId] : null),e); + error = true; + + } finally { + return error; + } + }; + + if (_.isUndefined(DBindex[rDB])) { + for (const db of _.keys(DBindex)) { + if (rDB.startsWith(db)) { + rDB = db; + break; + } + } + } + _.each( DBindex[rDB], (objIndex,objName) => { + addItemToList( objIndex, objName, mapObj, objType ); + }); + if (!list.length || !list[0].length) { + list = defList.split('|'); + } + list = _.uniq(list.filter( list => !!list ).sort(),true); + + if (alphabet) { + for (let i=65; i<=90; i++) { + let subList = list.filter( n => n.toUpperCase().charCodeAt(0)==i ) + .concat(list.filter( n => n.toUpperCase().startsWith('POTION OF ') && n.toUpperCase().charCodeAt(10)==i ), + list.filter( n => n.toUpperCase().startsWith('RING OF ') && n.toUpperCase().charCodeAt(8)==i ), + list.filter( n => n.toUpperCase().startsWith('SCROLL OF ') && n.toUpperCase().charCodeAt(10)==i )); + if (subList && subList.length) { + if (subList.length === 1) subList.push(subList[0]); + alphaList.push(String.fromCharCode(i)+',&#63;{Choose from &#124;'+(subList.join('&#124;'))+'&#125;'); + } + }; + list = alphaList; + } + if (other) { + list.push('Other,&#63;{'+otherMsg+'&#125;'); + } + + if (!magicList[rootDB]) magicList[rootDB] = {}; + if (!magicList[rootDB][objType]) magicList[rootDB][objType] = {}; + magicList[rootDB][objType].list = list.join('|'); + magicList[rootDB][objType].alpha = alphabet; + } + return magicList[rootDB][objType].list; + }; + + /** + * Get the displayable type of an item, derived from the + * item's database "Specs" field, for display in search-able + * containers + **/ + + LibFunctions.getShownType = function( miObj, row, miAlt ) { + var specs = miObj.specs(), + mi, miType, miAlt, data; + if (specs) { + let miClasses = specs.reduce((a,b) => a.concat([b[2]]), []).join('|'); + let lowerMI = miClasses.toLowerCase(); + + mi = miClasses.split('|').find(itemClass => _.isUndefined(miTypeLists[itemClass.dbName()]) || !(['weapon','ammo','armour','armor'].includes(miTypeLists[itemClass.dbName()].type))); + if (!mi) { + mi = miClasses.split('|').find(itemClass => ['weapon','ammo','armour','armor'].includes(miTypeLists[itemClass.dbName()].type)); + } + miType = miTypeLists[mi.dbName()] ? miTypeLists[mi.dbName()].type : 'miscellaneous'; + if (!miAlt) miAlt = LibFunctions.resolveData(miObj.obj[1].name,fields.MagicItemDB,reNotAttackData,null,{itemType:reSpellSpecs.itemType},row,null,false).parsed.itemType; + specs = specs.find(itemSpecs => itemSpecs[2].toLowerCase().includes(mi.toLowerCase())); + switch (miType) { + case 'weapon': + case 'ammo': + mi = miAlt || ((specs || ['','','','','item'])[4]); + break; + case 'armour': + case 'armor': + mi = miAlt || ((specs || ['','mi'])[1]); + break; + case 'miscellaneous': + mi = miAlt || mi; + break; + default: + if (mi.toLowerCase() === 'magic') { + mi = miAlt || ((specs || ['','','','','item'])[4]); + } + break; + } + } + return mi.replace(/[-_]/g,' ').replace(/\|/g,'/'); + }; + + /** + * Find an item identified as a Power, but which might actually + * be in a different database, as powers can be anything magical + **/ + + LibFunctions.findPower = function( charCS, power, silent=false, def=true ) { + + if (!power || !power.length) return LibFunctions.abilityLookup( fields.PowersDB, '', charCS, true, false ); + + const dbList = [['PW-',fields.PowersDB],['MU-',fields.MU_SpellsDB],['PR-',fields.PR_SpellsDB],['MI-',fields.MagicItemDB]]; + + var powerType = power.substring(0,3), + powerLib; + + if (_.some(dbList,dB=>dB[0]===powerType.toUpperCase())) power = power.slice(powerType.length); + + if (!_.some(dbList, dB => { + if (powerType.toUpperCase() === dB[0]) { + powerLib = LibFunctions.abilityLookup( dB[1], power, null, true, def ); + return true; + } else { + return false; + } + })) { + _.some(dbList, dB => { + powerLib = LibFunctions.abilityLookup( dB[1], power, null, true, false ); + return !_.isUndefined(powerLib.obj); + }); + }; + if (!powerLib.obj) { + powerLib = LibFunctions.abilityLookup( fields.PowersDB, power, charCS, silent, def ); + } + powerLib.name = power; + return powerLib; + } + + /** + * Find and return total level of a character + **/ + + LibFunctions.characterLevel = function( charCS ) { +// var level = parseInt((LibFunctions.attrLookup( charCS, fields.Total_level ) || 0),10); +// if (!level) { + var level = Math.max(((parseInt((LibFunctions.attrLookup( charCS, fields.Monster_hitDice ) || 0),10) + + ((parseInt((LibFunctions.attrLookup( charCS, fields.Monster_hpExtra ) || 0),10) >= 3) ? 1 : 0)) || 0), + ((parseInt((LibFunctions.attrLookup( charCS, fields.Fighter_level ) || 0),10) + + parseInt((LibFunctions.attrLookup( charCS, fields.Wizard_level ) || 0),10) + + parseInt((LibFunctions.attrLookup( charCS, fields.Priest_level ) || 0),10) + + parseInt((LibFunctions.attrLookup( charCS, fields.Rogue_level ) || 0),10) + + parseInt((LibFunctions.attrLookup( charCS, fields.Psion_level ) || 0),10)) || 0)); +// } + return level; + } + + /* + * Find and return the level for spell casting. + * MU: Wizard_level + * PR: Priest_level + * POWER or MI: all levels added + */ + + LibFunctions.caster = function( charCS, casterType ) { + + var level=0, castingLevel=0, charClass, castingClass; + + casterType = casterType.toUpperCase(); + + if (casterType == 'MI' || casterType == 'POWER' || casterType == 'PW') { + level = LibFunctions.characterLevel( charCS ); + return {lv:level,cl:'',clv:level,ccl:''}; + } + + for (const casterData of casterLevels) { + charClass = (LibFunctions.attrLookup( charCS, casterData[0] ) || ''); + castingClass = charClass.dbName(); + level = LibFunctions.attrLookup(charCS,casterData[1]) || 0; + if (level > 0 && (_.isUndefined(spellsPerLevel[castingClass]) || _.isUndefined(spellsPerLevel[castingClass][casterType]))) { + if (casterType == 'MU' && casterData[0][0] == fields.Wizard_class[0]) { + castingClass = 'wizard'; + } else if (casterType == 'PR' && casterData[0][0] == fields.Priest_class[0]) { + castingClass ='priest'; + } else { + level = 0; + } + } + if (level > 0) break; + } + if (level>0 && castingClass) { + castingLevel = Math.min(Math.max((1+parseInt(level) - spellsPerLevel[castingClass][casterType][0][1]),0),spellsPerLevel[castingClass][casterType][0][2]); + if (castingLevel <= 0) castingLevel = -1; + }; + return {lv:level,cl:charClass,clv:castingLevel,ccl:castingClass}; + }; + + /* ---------------------------- Game Rule-Specific Functions -------------------------------- */ + + /* + * Return the base Thac0 of a character based on class & level + */ + + LibFunctions.handleGetBaseThac0 = function( charCS, type ) { + + if (!type) { + return Math.min( LibFunctions.attrLookup( charCS, fields.MonsterThac0 ) || 20, + baseThac0table[0][LibFunctions.attrLookup( charCS, fields.Fighter_level ) || 0], + baseThac0table[1][LibFunctions.attrLookup( charCS, fields.Wizard_level ) || 0], + baseThac0table[2][LibFunctions.attrLookup( charCS, fields.Priest_level ) || 0], + baseThac0table[3][LibFunctions.attrLookup( charCS, fields.Rogue_level ) || 0], + baseThac0table[4][LibFunctions.attrLookup( charCS, fields.Psion_level ) || 0] + ); + } else if (!isNaN(type)) { + return parseInt(type); + } else { + type = type.split('='); + let fromType = type[0].split('|'), + toType = (type[1].toUpperCase() || 'F')[0], + classNum = toType === 'O' ? 4 + :(toType === 'W' ? 1 + :(toType === 'P' ? 2 + :(toType === 'R' ? 3 + : 0 ))), + thac0 = 20, + field; + + _.each( fromType, t => { + switch (t[0].toUpperCase()) { + default: field = fields.Fighter_level;break; + case 'W': field = fields.Wizard_level; break; + case 'P': field = fields.Priest_level; break; + case 'R': field = fields.Rogue_level; break; + case 'O': field = fields.Psion_level; break; + } + thac0 = Math.min( thac0, baseThac0table[classNum][LibFunctions.attrLookup( charCS, field ) || 0]); + }); + return thac0; + } + } + + /* + * Parse the Class Databases to update internal rule tables with + * any changes held for specific Class definitions + */ + + LibFunctions.parseClassDB = function(forceUpdate=false) { + + var doParse = function( rootDB, saveMods ) { + let isClass = rootDB === fields.ClassDB, + indexDB = rootDB.toLowerCase().replace(/-/g,'_'); + if (!DBindex[indexDB]) return; + for (const ClassName in DBindex[indexDB]) { + let def = LibFunctions.abilityLookup(rootDB, ClassName), + type = !def.obj ? '' : def.obj[1].type, + classSpecs = def.specs(reSpecs) || [['','','','','']], + isCreature = type.toLowerCase().includes('creature') || (classSpecs && classSpecs[0] && classSpecs[0][4] && String(classSpecs[0][4]).toLowerCase().includes('creature')), + dataObj = LibFunctions.resolveData( ClassName, rootDB, /}}\s*?(?:Class|Race)Data\s*?=(.*?){{/im, null, null, '', [], false ); + + if (isClass) { + let classType; + if (classSpecs && !_.isNull(classSpecs)) { + if (classSpecs.some( s => { + if (s && s.length >= 5) { + classType = (s[1]||'').dbName(); + return (((s[4]||'').dbName() == 'wizard' ) && !ordMU.includes(classType) && (dataObj.parsed.specmu == 1)); + } + return false; + })) { + if (!specMU.includes(classType)) specMU.push(classType); + } else { + if (!ordMU.includes(classType)) ordMU.push(classType); + }; + }; + } + + if (dataObj.raw) { + for (let r=0; r { + pen = pen.toLowerCase().split('='); + pen[0] = pen[0].dbName(); + pen[1] = parseInt(pen[1]) || 0; + return pen; + }); + } + let rowArray = rowData.toLowerCase().replace(/\[/g,'').replace(/\]/g,'').split(','), + svlArray = rowArray.filter(elem => elem.startsWith('svl')); + + if (svlArray && svlArray.length) { + svlArray.sort((a,b)=>{parseInt((a.match(/svl(\d+):/)||[0,0])[1])-parseInt((b.match(/svl(\d+):/)||[0,0])[1]);}); + saveLevels[name] = []; + baseSaves[name] = []; + let oldLevel = 0, + baseIndex = 0; + svlArray.forEach(svl => { + let sv = svl.match(/svl(\d+):([\d\|]+)/), + level = parseInt(sv[1] || 0), + saves = (sv[2] || '20|20|20|20|20').split('|'); + saveLevels[name].length = level+1; + saveLevels[name].fill(baseIndex,oldLevel,level+1); + if (baseIndex == 0 && level != 0) { + baseSaves[name].push([16,18,17,20,19]); + baseIndex++; + } + saves.length = 5; + baseSaves[name].push(saves); + baseIndex++ + oldLevel = level+1; + }); + }; + svlArray = rowArray.filter(elem => {return /^\s*sv[a-z0-9]{3}:/.test(elem);}); + if (svlArray && svlArray.length) { + saveMods[name] = {att:'con',par:0.0,poi:0.0,dea:0.0,rod:0.0,sta:0.0,wan:0.0,pet:0.0,pol:0.0,bre:0.0,spe:0.0,str:0.0,con:0.0,dex:0.0,int:0.0,wis:0.0,chr:0.0}; + svlArray.forEach(svm => { + let sv = svm.match(/sv([a-z0-9]{3}):([+-]?\d+\.?\d*|\w{3})(L\d+)?/i); + if (sv[1] == 'all') { + saveMods[name] = _.mapObject(saveMods[name], (v,k) => {return k != 'att' ? v + (parseFloat(sv[2] || 0) || 0) : v;}); + } else if (['sav','atr','chk'].includes(sv[1])) { + let saves = sv[1] === 'sav' ? saveFormat.Saves : (sv[1] === 'atr' ? saveFormat.Attributes : saveFormat.Checks); + _.each(saves, s => saveMods[name][s.tag] = saveMods[name][s.tag] + (parseFloat(sv[2] || 0) || 0)); + } else { + let plv = parseInt(sv[3]) || 1; + saveMods[name][sv[1]] = (sv[1] != 'att') ? (String(parseFloat(sv[2] || 0) || 0)+(sv[3] || '')) : (sv[2] || 'con').dbName(); + } + }); + }; + svlArray = rowArray.filter(elem => {return /^\s*sv[a-z0-9]{3}\+:/.test(elem);}); + if (svlArray && svlArray.length) { + classSaveMods[name] = {att:'con',par:0.0,poi:0.0,dea:0.0,rod:0.0,sta:0.0,wan:0.0,pet:0.0,pol:0.0,bre:0.0,spe:0.0,str:0.0,con:0.0,dex:0.0,int:0.0,wis:0.0,chr:0.0}; + svlArray.forEach(svm => { + let sv = svm.match(/sv([a-z0-9]{3})\+:([+-]?\d+\.?\d*|\w{3})/); + if (sv[1] == 'all') { + classSaveMods[name] = _.mapObject(classSaveMods[name], (v,k) => {return k != 'att' ? v + (parseFloat(sv[2] || 0) || 0) : v;}); + } else if (['sav','atr','chk'].includes(sv[1])) { + let saves = sv[1] === 'sav' ? saveFormat.Saves : (sv[1] === 'atr' ? saveFormat.Attributes : saveFormat.Checks); + _.each(saves, s => classSaveMods[name][s.tag] = classSaveMods[name][s.tag] + (parseFloat(sv[2] || 0) || 0)); + } else { + classSaveMods[name][sv[1]] = (sv[1] != 'att') ? (parseFloat(sv[2] || 0) || 0) : (sv[2] || 'con').dbName(); + } + }); + }; + }; + }; + if (isCreature) { + if (!clTypeLists[classSpecs[0][2].toLowerCase()]) clTypeLists[classSpecs[0][2].toLowerCase()] = {type:'creature',field:fields.RaceCreatureList,query:''}; + if (dataObj.parsed.query && dataObj.parsed.query.length) { + let query = LibFunctions.parseStr(dataObj.parsed.query).split('|'); + let question = query.shift(); + clTypeLists[classSpecs[0][2].toLowerCase()].query = '?{'+question + '|' + + query.map( q => { + let sq = q.split('%'); + return sq[0]+','+sq.join('%%'); + }).join('|') + + '}'; + }; + }; + }; + return; + }; + if (classesParsed && !forceUpdate) return; + doParse( fields.ClassDB, classSaveMods ); + doParse( fields.RaceDB, raceSaveMods ); + classesParsed = true; + LibFunctions.sendFeedback( waitMsgDiv+'RPGMaster is now ready.' ); + + return; + }; + + /* + * Scan Race, Class, Level and MI data to set the saving throws table + * for a particular Token + */ + + LibFunctions.handleCheckSaves = function( args, senderId, selected, silent=false ) { + + const blankMods = {par:0,poi:0,dea:0,rod:0,sta:0,wan:0,pet:0,pol:0,bre:0,spe:0,str:0,con:0,dex:0,int:0,wis:0,chr:0,rules:[]}, + types = {par:'sav',poi:'sav',dea:'sav',rod:'sav',sta:'sav',wan:'sav',pet:'sav',pol:'sav',bre:'sav',spe:'sav',str:'atr',con:'atr',dex:'atr',int:'atr',wis:'atr',chr:'atr'}, + reSave = /[,\[\s]sv([a-z0-9]{3}):([-\+\*\/\=\^vfc\d\.;\(\)]+)[,\s\]]/g, + reRules = /[,\[\s]rules:(.*?)[,\s\]]/i; + + var tokenID, + charCS, + attkMenu, + msg = '', + massMod = false; + + var checkThisSave = function(attkMenu,curToken,senderId,silent,selected) { // length + + return new Promise(resolve => { + try { + tokenID = attkMenu ? curToken.id : curToken._id; + charCS = LibFunctions.getCharacter( tokenID, true ); + + var scanForSaves = function( item, trueItem, classArray, specsArray, dataArray, itemMods, setFlags ) { + let modsClass = classArray[0]; + _.each( dataArray, data => { + if (!data) return; + if (!itemMods[modsClass] || _.size(itemMods[modsClass]) < _.size(blankMods)) itemMods[modsClass] = _.clone(blankMods); + let svRules = (data[0].match(reRules) || ['',''])[1].toLowerCase().replace(/[_\s]/g,'').split('|').map(r => r.replace(/\-/g,(match,i,s)=>(i>0?'':match))), + inHand = !svRules.includes('+inhand') || !_.isUndefined(LibFunctions.getTableField( charCS, {}, fields.InHand_table, fields.InHand_trueName ).tableFind( fields.InHand_trueName, trueItem )), + worn = !svRules.includes('+worn') || LibFunctions.classAllowedItem( charCS, trueItem, specsArray[0][1].dbName(), specsArray[0][4].dbName(), 'ac' ), + conflict = '', + testRules = [], + adds = !(_.some(itemMods,(mi,c) => {conflict=c;return (svRules.includes( '-'+c ) || _.some(classArray,mic => {return mi.rules.includes('-'+mic);}))})); + if (_.isUndefined(addedText[modsClass]) && (!inHand || !worn || !adds)) addedText[modsClass] = ''; + if (!inHand && !silent) addedText[modsClass] += '{{'+item+'=Is not currently in hand}}'; + if (!worn && !silent) addedText[modsClass] += '{{'+item+'=Is not of a usable type}}'; + if (!adds && !silent) addedText[modsClass] += '{{'+item+'=Does not combine with items of class '+conflict+'}}'; + if (!inHand || !worn || !adds) return; + let saveMods = [...data[0].matchAll(reSave)]; + _.each( saveMods, m => { + let n = LibFunctions.evalAttr('-+='.includes(m[2][0]) ? m[2].substring(1) : m[2]); + m[2] = ('-+='.includes(m[2][0]) ? m[2][0] : '') + String(n); + let saveSpec; + if (_.isUndefined(addedText[modsClass])) addedText[modsClass] = ''; + if (!silent) addedText[modsClass] += '{{'+item+'='; + let every = m[1] === 'all', + attr = m[1] === 'atr', + save = m[1] === 'sav'; + if (save || every || attr) { + massMod = true; + let msg = 'All '+(every ? '' : (attr ? 'attribute ' : 'save '))+'mods: '+m[2]; + if (!silent) addedText[modsClass] += msg; + let tempObj = itemMods[modsClass]; + itemMods[modsClass] = _.mapObject(tempObj, function(v,k) { + if (k != 'att' && k != 'rules' && !_.isUndefined(blankMods[k])) { + if (every || types[k] == m[1]) { + if ('+-'.includes(m[2][0]) && !setFlags[k]) { + return (v+(parseInt(m[2]) || 0)); + } else if (m[2][0] == '=') { + let newVal = parseInt(m[2].substring(1)) || 0; + if (setFlags[k]) { + if (!silent && v < newVal) addedText[modsClass] = '{{'+item+'='+msg; + return Math.max(v,newVal); + } else { + setFlags[k] = true; + if (!silent) addedText[modsClass] = '{{'+item+'='+msg; + return newVal; + } + } else if (!setFlags[k]) { + if (!silent && v < (parseInt(m[2]) || 0)) addedText[modsClass] = '{{'+item+'='+msg; + return Math.max(v,(parseInt(m[2]) || 0)); + } else { + return v; + } + } else { + return v; + } + } else { + return v; + } + log('handleCheckSaves: checked everything, should not get here'); + return v; + }); + } else { + if (_.isUndefined(mods[m[1]])) mods[m[1]] = 0; + if (_.isUndefined(itemMods[modsClass][m[1]])) itemMods[modsClass][m[1]] = 0; + if (_.isUndefined(setFlags[m[1]])) setFlags[m[1]] = false; + let v = itemMods[modsClass][m[1]] || 0; + if (m[1] != 'att') { + if (!silent) addedText[modsClass] += (xlateSave[m[1]] || trueItem)+': '+m[2]+', '; + if ('+-'.includes(m[2][0]) && !setFlags[m[1]]) { + itemMods[modsClass][m[1]] += (parseInt(m[2]) || 0); + } else if (m[2][0] === '=') { + let newVal = parseInt(m[2].substring(1)) || 0; + if (setFlags[m[1]]) { + itemMods[modsClass][m[1]] = Math.max(v,newVal); + } else { + setFlags[m[1]] = true; + itemMods[modsClass][m[1]] = newVal; + } + } else if (!setFlags[m[1]]) { + itemMods[modsClass][m[1]] = Math.max(v,(parseInt(m[2]) || 0)); + } + } else { + itemMods[modsClass].att = v; + } + }; + if (!silent) addedText[modsClass] += '}}'; + }); + itemMods[modsClass].rules = itemMods[modsClass].rules ? itemMods[modsClass].rules.concat(svRules) : svRules; + }); + return [itemMods,setFlags]; + }; + + + if (!charCS) { + return; + } + var tokenName = getObj('graphic',tokenID).get('name'), + classes = LibFunctions.classObjects( charCS ), + race = (LibFunctions.attrLookup( charCS, fields.Race ) || 'human').dbName(), + ItemNames = LibFunctions.getTableField( charCS, {}, fields.Items_table, fields.Items_name ), + saves = [], + classSaves, classMods, + SaveMods = LibFunctions.getTable( charCS, fieldGroups.SAVES ), + mods = _.isUndefined(raceSaveMods[race]) ? (_.find(raceSaveMods, (m,k) => race.includes(k)) || raceSaveMods.human) : raceSaveMods[race], + raceBonus = _.isUndefined(classSaveMods[race]) ? (_.find(classSaveMods, (m,k) => race.includes(k)) || _.create(blankMods)) : classSaveMods[race], + setFlags = {att:false,par:false,poi:false,dea:false,rod:false,sta:false,wan:false,pet:false,pol:false,bre:false,spe:false,str:false,con:false,dex:false,int:false,wis:false,chr:false}, + miMods = {}, + modName, + attribute, attrVal, item, + addedText = {}, + itemText = '', + content = silent ? '' : '&{template:'+fields.defaultTemplate+'}'; + + content += silent ? '' : '{{name='+tokenName+'\'s Saving Throws}}'; + + classes.forEach( c => { + if (!saveLevels[c.name]) { + classSaves = baseSaves[c.base][saveLevels[c.base][Math.min(c.level,saveLevels[c.base].length-1)]]; + } else { + classSaves = baseSaves[c.name][saveLevels[c.name][Math.min(c.level,saveLevels[c.name].length-1)]]; + } + if (!saves || !saves.length) { + saves = classSaves; + } else { + saves = saves.map((v,k)=> Math.min(v,classSaves[k])); + } + if (!silent) itemText += '{{'+c.obj[1].name+'=Level '+c.level+'='+classSaves+'}}'; + }); + + switch (mods.att.toLowerCase()) { + case 'str': + attribute = fields.Strength; + break; + case 'dex': + attribute = fields.Dexterity; + break; + case 'con': + attribute = fields.Constitution; + break; + case 'int': + attribute = fields.Intelligence; + break; + case 'wis': + attribute = fields.Wisdom; + break; + case 'chr': + attribute = fields.Charisma; + break; + default: + attribute = undefined; + }; + if (attribute) { + attrVal = parseInt(LibFunctions.attrLookup( charCS, attribute )) || -1; + } else { + attrVal = -1; + } + if (!silent && _.some(mods,(m,k)=>!!m && k!='att')) itemText += '{{'+LibFunctions.attrLookup( charCS, fields.Race )+'='; + mods = _.mapObject(mods,(v,k) => { + if (k == 'att') { + return v; + } else { + if (!silent && v != 0) itemText += xlateSave[k]+':'+(Math.floor(attrVal != -1 ? (attrVal/v) : v)+raceBonus[k])+', '; + return Math.floor(v != 0 ? (attrVal != -1 ? (attrVal/v) : v) : 0)+raceBonus[k]; + } + }); + if (!silent && _.some(mods,(m,k)=>!!m && k!='att')) itemText += '}}'; + + let dexBonus = 0-(parseInt(LibFunctions.attrLookup( charCS, fields.Dex_acBonus )) || 0); + if (dexBonus) { + mods.dex += dexBonus; + itemText += '{{Dexterity of '+LibFunctions.attrLookup( charCS, fields.Dexterity )+'='+(dexBonus > 0 ? 'Bonus' : 'Penalty')+' of '+dexBonus+'}}'; + } + + classes.forEach( c => { + classMods = classSaveMods[c.name] || classSaveMods[c.base] || classSaveMods.undefined; + classMods = _.mapObject(classMods,v=>{ + let plv = (v || '').match(/([-\+]?\d+)L(\d+)/i); + if (plv && plv[2] != 0) v = plv[1] * Math.ceil(c.level/plv[2]); + return parseInt(v); + }); + if (!mods && !mods.length) { + mods = classMods; + } else { + mods = _.mapObject(mods,(v,k)=>{return k != 'att' ? v+classMods[k] : v}); + } + if (classMods.att) classMods.att = classMods.par; + if (!silent && _.some(classMods)) { + itemText += '{{'+c.name+' Mods='; + let vals = _.chain(classMods).values().uniq().value(); + if (vals.length == 1) { + itemText += 'All mods:'+vals[0]; + } else { + _.mapObject(classMods,(v,k)=> ((k!='att' && v) ? (itemText += xlateSave[k]+':'+v+' ') : '')); + } + itemText += '}}'; + } + }); + + for (let itemRow = ItemNames.table[1]; !_.isUndefined(item = ItemNames.tableLookup( fields.Items_name, itemRow, false )); itemRow++) { + if (item && item.length && item != '-') { + let trueItem = ItemNames.tableLookup( fields.Items_trueName, itemRow ); + let itemObj = LibFunctions.abilityLookup( fields.MagicItemDB, trueItem, charCS ); + if (itemObj.obj) { + let specsArray = itemObj.specs(/}}\s*specs=\s*?(.*?)\s*?{{/im), + miClass = specsArray ? (specsArray[0][2].dbName() || 'magicitem') : 'magicitem'; + + if (miClass.includes('ring') && miClass.includes('protection')) { + let leftRing = LibFunctions.attrLookup( charCS, fields.Equip_leftTrueRing ) || '-', + rightRing = LibFunctions.attrLookup( charCS, fields.Equip_rightTrueRing ) || '-'; + if (![leftRing,rightRing].includes(trueItem)) { + if (!silent) itemText += '{{'+item+'=Is not currently worn}}'; + continue; + } + } + [miMods,setFlags] = scanForSaves( item, trueItem, miClass.dbName().split('|'), specsArray, itemObj.data(/}}\s*\w*?data\s*=.*?sv[a-z0-9]{3}:.*?{{/img), miMods, setFlags ); + }; + }; + }; + + for (let modRow = SaveMods.table[1]; !_.isUndefined(modName = SaveMods.tableLookup( fields.SaveMod_name, modRow, false )); modRow++) { + if (modName === '-') continue; + let curRound = parseInt(SaveMods.tableLookup(fields.SaveMod_curRound,modRow)) || 0, + toRound = parseInt(SaveMods.tableLookup(fields.SaveMod_round,modRow)) || 0, + diff = state.initMaster.round - curRound; + if (diff < 0 && !isNaN(toRound) && toRound !== 0) toRound += diff; + curRound += diff; + let saveCount = SaveMods.tableLookup(fields.SaveMod_saveCount,modRow); + if ((saveCount !== '' && saveCount <= 0) || (!isNaN(toRound) && toRound > 0 && toRound < state.initMaster.round)) { + SaveMods.addTableRow(modRow); + continue; + } else if (diff !== 0 && !isNaN(toRound) && toRound > 0) { + SaveMods.tableSet(fields.SaveMod_curRound,modRow,curRound); + SaveMods.tableSet(fields.SaveMod_round,modRow,toRound); + }; + let spellName = SaveMods.tableLookup(fields.SaveMod_spellName,modRow); + [miMods,setFlags] = scanForSaves( spellName, modName, spellName.toLowerCase().split('|'), [['','','','','']], [['['+SaveMods.tableLookup(fields.SaveMod_saveSpec,modRow)+']']], miMods, setFlags ); + }; + + _.each(miMods, function(s,c) { + mods = _.mapObject(mods, function(v,k) { + return (_.isUndefined(s[k]) ? v : (setFlags[k] ? s[k] : (v + s[k]))); + }); + }); + + _.each( saveFormat.Saves, (s,k) => { + LibFunctions.setAttr( charCS, s.mon, saves[s.index] ); + LibFunctions.setAttr( charCS, s.save, saves[s.index] ); + LibFunctions.setAttr( charCS, s.mod, mods[s.tag] ); + }); + + for (let modRow = SaveMods.table[1]; !_.isUndefined(modName = SaveMods.tableLookup( fields.SaveMod_name, modRow, false )); modRow++) { + if (modName === '-') continue; + let tag = SaveMods.tableLookup( fields.SaveMod_tag, modRow ), + basis = SaveMods.tableLookup( fields.SaveMod_basis, modRow, false ), + i = SaveMods.tableLookup( fields.SaveMod_index, modRow ); + if (_.isUndefined(mods[tag])) { + mods[tag] = 0; + setFlags[tag] = false; + } + if (!_.isUndefined(basis) && !setFlags[tag]) mods[tag] += mods[basis]; + LibFunctions.setAttr( charCS, [SaveMods.tableLookup( fields.SaveMod_saveField, modRow ),'current'], saves[i] ); + LibFunctions.setAttr( charCS, [SaveMods.tableLookup( fields.SaveMod_modField, modRow ),'current'], mods[tag] ); + }; + + if (!silent) { + itemText += _.reduce(addedText, (t,i) => (t + i)); + content +='{{Saves='; + let i = -1, + a = []; + _.each( saveFormat.Saves, (s,k) => { + if (s.index != i) { + content += a.join(', '); + a = []; + content += (i>0?'':'')+''; + for (let modRow = SaveMods.table[1]; !_.isUndefined(modName = SaveMods.tableLookup( fields.SaveMod_name, modRow, false )); modRow++) { + if (modName === '-') continue; + let tag = SaveMods.tableLookup( fields.SaveMod_tag, modRow ), + index = SaveMods.tableLookup( fields.SaveMod_index, modRow ); + content += ''; + }; + + content += '
    **'+saves[(i=s.index)]+'**'; + } + a.push(k+'('+(mods[s.tag]>=0?'+':'')+mods[s.tag]+')'); + }); + content += a.join(', ')+'
    **'+saves[index]+'**'+modName+'('+(mods[tag]>=0?'+':'')+mods[tag]+')
    }}'; + content += '{{Attribute Checks='; + _.each( saveFormat.Attributes, (a,k) => content += ''); + content +='
    **'+LibFunctions.attrLookup(charCS,a.save)+'**'+k+'('+(mods[a.tag]>=0?'+':'')+mods[a.tag]+')
    }}' + + ((selected.length == 1) ? itemText : ''); + }; + } catch (e) { + sendCatchError('RPGM Library',null,e,'RPGM Library handleCheckSaves()'); + content = ''; + } finally { + setTimeout(() => { + resolve(content); + }, 1); + }; + }); + }; + + async function checkAllSaves( args, selected, senderId, silent ) { + try { + var who = LibFunctions.sendToWho(null,senderId); + + if (attkMenu = (args && args[0])) { + selected = []; + selected.push(getObj('graphic',args[0])); + } + let nomenu = args && ((args[2] || '') === 'nomenu'); + + for (const token of selected) { + if (msg && msg.length) msg += '\n'+who; + msg += await checkThisSave( attkMenu, token, senderId, silent, selected ); + }; + + if (!silent && !nomenu && (attkMenu || (args && args[1]))) { + if (!msg) msg = '&{template:'+fields.defaultTemplate+'}'; + msg += '{{desc=[Return to Menu]('+(attkMenu ? ('!attk --button '+(args[1] || 'SAVES')+'|'+args[0]) : ('!cmd --button '+args[1]))+')}}'; + } + if (!silent) { + LibFunctions.sendResponse( charCS, msg, senderId ); + } else { + clearWaitTimer(senderId); + } + return; + } catch (e) { + sendCatchError( 'RPGM Library', msg_orig[senderId], e); + } + }; + + checkAllSaves( args, selected, senderId, silent ); + return; + } + + /* + * Reload all weapons in the InHand tables, to set correct + * data after a race, class or level change. Will not work + * for weapons entered manually into the weapon tables + */ + + LibFunctions.handleCheckWeapons = function( tokenID, charCS ) { + + var InHand = LibFunctions.getTable( charCS, fieldGroups.INHAND ), + itemIndex = InHand.tableLookup( fields.InHand_index, 0 ); + if (itemIndex.length && !isNaN(itemIndex)) { + LibFunctions.sendAPI('!attk --button PRIMARY|'+tokenID+'|'+itemIndex+'|0||silent'); + } + itemIndex = InHand.tableLookup( fields.InHand_index, 1 ); + if (itemIndex.length && !isNaN(itemIndex)) { + LibFunctions.sendAPI('!attk --button OFFHAND|'+tokenID+'|'+itemIndex+'|1||silent'); + } + itemIndex = InHand.tableLookup( fields.InHand_index, 2 ); + if (itemIndex.length && !isNaN(itemIndex)) { + LibFunctions.sendAPI('!attk --button BOTH|'+tokenID+'|'+itemIndex+'|2||silent'); + } + + for (let r=3; !_.isUndefined(itemIndex = InHand.tableLookup( fields.InHand_index, r, false )); r++) { + if (itemIndex.length && !isNaN(itemIndex)) { + LibFunctions.sendAPI('!attk --button HAND|'+tokenID+'|'+itemIndex+'|'+r+'||silent'); + } + } + return; + } + +/* ------------------------------------------------------------ Configuration ------------------------------------------------ */ + + /** + * Get the configuration for the player who's ID is passed in + * or, if the config is passed back in, set it in the state variable + **/ + + LibFunctions.getSetPlayerConfig = function( playerID, configObj ) { + + if (!state.MagicMaster.playerConfig[playerID]) { + state.MagicMaster.playerConfig[playerID]={}; + } + if (!_.isUndefined(configObj)) { + state.MagicMaster.playerConfig[playerID] = configObj; + }; + return state.MagicMaster.playerConfig[playerID]; + }; + + /* + * Make a configuration menu to allow the DM to select: + * - strict mode: follow the rules precisely, + * - house rules mode: follow "old fogies" house rules + * - no restrictions: allow anything goes + */ + + LibFunctions.makeConfigMenu = function( args, msg='' ) { + + var configButtons = function( flag, txtOn, cmdOn, txtOff, cmdOff ) { + const liveButton = (txt) =>''+txt+'', + selButton = (txt,cmd) => ''+txt+''; + var buttons = (flag ? (selButton(txtOn,cmdOn)+liveButton(txtOff)) : (liveButton(txtOn)+selButton(txtOff,cmdOff))); +// + (flag ? ('['+txtOn+']('+cmdOn+')'+txtOff+'') +// : (''+txtOn+'['+txtOff+']('+cmdOff+')')) + return buttons; + }; + + var content = '&{template:'+fields.menuTemplate+'}{{name=Configure RPGMaster}}{{subtitle=AttackMaster}}' + + (msg.length ? '{{ ='+msg+'}}' : '') + + '{{desc=Select which configuration you wish for this campaign using the toggle buttons below.}}' + + '{{desc1=
    '; + + content += ('undefined' !== typeof MagicMaster ? (''+configButtons(state.MagicMaster.fancy, 'Plain menus', '!magic --config fancy-menus|false', 'Fancy menus', '!magic --config fancy-menus|true')+'') : ''); + if ('undefined' !== typeof attackMaster) { + content += ''+configButtons(!state.attackMaster.weapRules.dmTarget, 'Not Allowed', '!attk --config dm-target|true', 'Allowed by All', '!attk --config dm-target|false')+'' + + ''+configButtons(state.attackMaster.weapRules.allowAll, 'Restrict Usage', '!attk --config all-weaps|false', 'All Can Use Any', '!attk --config all-weaps|true')+'' + + (state.attackMaster.weapRules.allowAll ? '' : (''+configButtons(!state.attackMaster.weapRules.classBan, 'Strict Denial', '!attk --config weap-class|true', 'Apply Penalty', '!attk --config weap-class|false')+'')) + + ''+configButtons(!state.attackMaster.weapRules.initPlus, 'Plus affects speed', '!attk --config weap-plus|true', 'Magic Plus Ignored', '!attk --config weap-plus|false')+'' + + ''+configButtons(!state.attackMaster.weapRules.criticals, 'Always hit/miss', '!attk --config criticals|true', 'Calculate hit/miss', '!attk --config criticals|false')+'' + + ''+configButtons(!state.attackMaster.weapRules.naturals, 'Always hit/miss', '!attk --config naturals|true', 'Calculate hit/miss', '!attk --config naturals|false')+'' + + ''+configButtons(state.attackMaster.weapRules.allowArmour, 'Strict Denial', '!attk --config all-armour|false', 'All Can Use Any', '!attk --config all-armour|true')+'' + + ''+configButtons(!state.attackMaster.weapRules.prof, 'Class Penalty', '!attk --config prof|true', 'Character Sheet', '!attk --config prof|false')+'' + + ''+configButtons(state.attackMaster.weapRules.masterRange, 'Not Allowed', '!attk --config master-range|false', 'Mastery Allowed', '!attk --config master-range|true')+'' + + ''+configButtons(state.attackMaster.thieveCrit, 'No Critical', '!attk --config rogue-crit|false', 'Critical Success', '!attk --config rogue-crit|true')+'' + + ((state.attackMaster.thieveCrit > 0) ? (''+configButtons(state.attackMaster.thieveCrit>1, 'Critical = 1%', '!attk --config rogue-crit-val|false', 'Critical = 5%', '!attk --config rogue-crit-val|true')+'') : ''); + } + if ('undefined' !== typeof MagicMaster) { + content += ''+configButtons(!state.MagicMaster.spellRules.specMU, 'Specified in Rules', '!magic --config specialist-rules|true', 'Allow Any Specialist', '!magic --config specialist-rules|false')+'' + + ''+configButtons(!state.MagicMaster.spellRules.strictNum, 'Strict by Rules', '!magic --config spell-num|true', 'Allow to Set Misc', '!magic --config spell-num|false')+'' + + ''+configButtons(state.MagicMaster.spellRules.allowAll, 'Strict by Rules', '!magic --config all-spells|false', 'All Can Use Any', '!magic --config all-spells|true')+'' + + ''+configButtons(state.MagicMaster.spellRules.allowAnyPower, 'Strict by Rules', '!magic --config all-powers|false', 'All Can Use Any', '!magic --config all-powers|true')+'' + + ''+configButtons(!state.MagicMaster.spellRules.denyCustom, 'External / GM Defined', '!magic --config custom-spells|true', 'All Items Allowed', '!magic --config custom-spells|false')+'' + + ''+configButtons(state.MagicMaster.autoHide, 'GM Hide Manually', '!magic --config auto-hide|false', 'Auto-Hide if Possible', '!magic --config auto-hide|true')+'' + + ''+configButtons(state.MagicMaster.reveal, 'Reveal Manually', '!magic --config reveal|false', 'Reveal on Use', '!magic --config reveal|true')+'' + + ''+configButtons(state.MagicMaster.viewActions, 'Grey on View', '!magic --config view-action|false', 'Active on View', '!magic --config view-action|true')+'' + + ''+configButtons(!state.MagicMaster.alphaLists, 'Alphabetic', '!magic --config alpha-lists|true', 'Not Alphabetic', '!magic --config alpha-lists|false')+'' + + ''+configButtons(!state.MagicMaster.gmRolls, 'GM rolls', '!magic --config gm-rolls|true', 'Player rolls', '!magic --config gm-rolls|false')+''; + } + content += ('undefined' !== typeof CommandMaster ? ('') : '') + + '
    Menus
    Player Targeted Attks
    Allowed weapons
    Restrict weapons
    Weapon Speed
    Critical Rolls
    Natural Max Min Rolls
    Allowed Armour
    Non-Prof Penalty
    Ranged Mastery
    Rogue Skills
    Rogue Crit Value
    Specialist Wizards
    Spells per Level
    Spell Schools
    Powers by Level
    Custom Objects
    Auto-Hide Items
    Reveal Hidden Items
    Action Buttons
    Alphabetic Lists
    Skill-Based Chance
    [Set Default Token Bars](!cmd --button AB_ASK_TOKENBARS|)
    }}'; + LibFunctions.sendFeedback( content ); + return; + }; + +/* -------------------------------------------------- Code stubs for alternate versions -------------------------------------- */ + + LibFunctions.creatureAttkDefs = function() {}; + LibFunctions.creatureWeapDefs = function() {}; + LibFunctions.updateClassLevel = function() {}; + LibFunctions.displayClassLevel = function() {}; + +/* --------------------------------------------------- End of Library Functions ---------------------------------------------------- */ + + +/* ---------------------------------------------------- Finish Initialisation ---------------------------------------------- */ + + LibFunctions.sendFeedback( waitMsgDiv+'Please wait while RPGMaster initialises...' ); + apis.magic = ('undefined' !== typeof MagicMaster); + apis.attk = ('undefined' !== typeof attackMaster); + apis.init = ('undefined' !== typeof initMaster); + DBindex = undefined; + + if (_.isUndefined(state.RPGMaster)) state.RPGMaster = {}; + if (_.isUndefined(state.RPGMaster.tokenFields)) { + state.RPGMaster.tokenFields = [fields.AC[0],fields.Thac0_base[0],fields.HP[0]]; + }; + if (_.isUndefined(state.MagicMaster)) state.MagicMaster = {}; + if (_.isUndefined(state.MagicMaster.spellRules)) state.MagicMaster.spellRules = {}; + + setTimeout( del_Old_DBs, 5000 ); + + // RED: v1.036 create help handouts from stored data + setTimeout( () => LibFunctions.updateHandouts(handouts,true,findTheGM()),300); + setTimeout( () => displayReleaseNotesLink(), 5000 ); + setTimeout( () => LibFunctions.sendAPI('!token-mod --api-as '+findTheGM()+' --config players-can-ids|on',findTheGM()), 10000); + } + } + + const handleChatMessage = (msg) => { + try { + var preamble, targetid, + playerid = msg.playerid; + + msg_orig[playerid] = msg; + + if (msg.type === "api") { + return; + } else if (msg.content.trim().startsWith('!')) { + log('lib handleChatMessage: msg not api but starts with ! so re-send. Msg = '+msg.content); + return; + } + if (msg.rolltemplate && msg.rolltemplate.startsWith('RPGM')) { + + targetid = findTheGM(); + if (msg.target) { + if (msg.target != 'gm') { + let targetObjs = findObjs({_type:'player',_displayname:msg.who}); + targetid = (!targetObjs || !targetObjs.length) ? targetid : targetObjs[0].id; + } + } + let newMsg = Object.create(msg); + newMsg = processInlinerolls(newMsg); + const template = newMsg.match(/^([^{]*)({{[^]*}}).*?$([^]*)/im); + switch (msg.type.toLowerCase()) { + case 'emote': + preamble = '/em'; + break; + case 'desc': + preamble = '/desc'; + break; + case 'whisper': + preamble = '/w "'+msg.target_name+'"'; + break; + default: + preamble = ''; + break; + } + if (/^\s*\/i.test(template[1])) preamble += ' '+template[1]; else if (template[1].trim().length) log('RPGM output parser: extra preamble = '+template[1]); + LibFunctions.parseOutput( msg.who, preamble, msg.rolltemplate, template[2], targetid ); + } + return; + } catch (e) { + log('RPGMaster Library handleChatMessage: JavaScript '+e.name+': '+e.message+' while processing a chat message'); + LibFunctions.sendCatchError('RPGMaster Library',msg_orig[playerid],e); + } + }; + + const tryInit = ()=>{ + if(Campaign()) { + LibFunctions.init(); + } else { + setTimeout(tryInit,10); + } + }; + setTimeout(tryInit,0); + + const checkInstall = () => { + log('-=> libRPGMaster v'+version+' <=- ['+(new Date(lastUpdate*1000))+']'); + + if( ! state.hasOwnProperty('libRPGMaster') || state.libRPGMaster.version !== schemaVersion) { + switch(state.libRPGMaster && state.libRPGMaster.version) { + + case 0.1: + /* break; // intentional dropthrough */ + + case 'UpdateSchemaVersion': + state.libRPGMaster.version = schemaVersion; + break; + + default: + state.libRPGMaster = { + version: schemaVersion + }; + break; + } + } + }; + + const registerLib = () => { + on('chat:message',handleChatMessage); + }; + + on('ready', function () { + checkInstall(); + registerLib(); + }); + + return { + getRPGMap: (...a) => LibFunctions.getRPGMap(...a), + getTableField: (...a) => LibFunctions.getTableField(...a), + getTable: (...a) => LibFunctions.getTable(...a), + getLvlTable: (...a) => LibFunctions.getLvlTable(...a), + initValues: (...a) => LibFunctions.initValues(...a), + attrLookup: (...a) => LibFunctions.attrLookup(...a), + setAttr: (...a) => LibFunctions.setAttr(...a), + abilityLookup: (...a) => LibFunctions.abilityLookup(...a), + setAbility: (...a) => LibFunctions.setAbility(...a), + doDisplayAbility: (...a) => LibFunctions.doDisplayAbility(...a), + getAbility: (...a) => LibFunctions.getAbility(...a), + parseTemplate: (...a) => LibFunctions.parseTemplate(...a), + redisplayOutput: (...a) => LibFunctions.redisplayOutput(...a), + parseOutput: (...a) => LibFunctions.parseOutput(...a), + sendToWho: (...a) => LibFunctions.sendToWho(...a), + sendMsgToWho: (...a) => LibFunctions.sendMsgToWho(...a), + sendPublic: (...a) => LibFunctions.sendPublic(...a), + sendAPI: (...a) => LibFunctions.sendAPI(...a), + sendFeedback: (...a) => LibFunctions.sendFeedback(...a), + sendResponse: (...a) => LibFunctions.sendResponse(...a), + sendResponsePlayer: (...a) => LibFunctions.sendResponsePlayer(...a), + sendResponseError: (...a) => LibFunctions.sendResponseError(...a), + sendToOthers: (...a) => LibFunctions.sendToOthers(...a), + sendError: (...a) => LibFunctions.sendError(...a), + sendCatchError: (...a) => LibFunctions.sendCatchError(...a), + sendParsedMsg: (...a) => LibFunctions.sendParsedMsg(...a), + sendGMquery: (...a) => LibFunctions.sendGMquery(...a), + sendWait: (...a) => LibFunctions.sendWait(...a), + checkDBver: (...a) => LibFunctions.checkDBver(...a), + saveDBtoHandout: (...a) => LibFunctions.saveDBtoHandout(...a), + buildCSdb: (...a) => LibFunctions.buildCSdb(...a), + checkCSdb: (...a) => LibFunctions.checkCSdb(...a), + getDBindex: (...a) => LibFunctions.getDBindex(...a), + updateHandouts: (...a) => LibFunctions.updateHandouts(...a), + findThePlayer: (...a) => LibFunctions.findThePlayer(...a), + findCharacter: (...a) => LibFunctions.findCharacter(...a), + fixSenderId: (...a) => LibFunctions.fixSenderId(...a), + calcAttr: (...a) => LibFunctions.calcAttr(...a), + rollDice: (...a) => LibFunctions.rollDice(...a), + evalAttr: (...a) => LibFunctions.evalAttr(...a), + getCharacter: (...a) => LibFunctions.getCharacter(...a), + getTokenValue: (...a) => LibFunctions.getTokenValue(...a), + classObjects: (...a) => LibFunctions.classObjects(...a), + addMIspells: (...a) => LibFunctions.addMIspells(...a), + getMagicList: (...a) => LibFunctions.getMagicList(...a), + getShownType: (...a) => LibFunctions.getShownType(...a), + parseClassDB: (...a) => LibFunctions.parseClassDB(...a), + handleCheckSaves: (...a) => LibFunctions.handleCheckSaves(...a), + handleCheckWeapons: (...a) => LibFunctions.handleCheckWeapons(...a), + getHandoutIDs: (...a) => LibFunctions.getHandoutIDs(...a), + classAllowedItem: (...a) => LibFunctions.classAllowedItem(...a), + parseData: (...a) => LibFunctions.parseData(...a), + parseStr: (...a) => LibFunctions.parseStr(...a), + resolveData: (...a) => LibFunctions.resolveData(...a), + findPower: (...a) => LibFunctions.findPower(...a), + handleGetBaseThac0: (...a) => LibFunctions.handleGetBaseThac0(...a), + characterLevel: (...a) => LibFunctions.characterLevel(...a), + caster: (...a) => LibFunctions.caster(...a), + creatureAttkDefs: (...a) => LibFunctions.creatureAttkDefs(...a), + creatureWeapDefs: (...a) => LibFunctions.creatureWeapDefs(...a), + getSetPlayerConfig: (...a) => LibFunctions.getSetPlayerConfig(...a), + makeConfigMenu: (...a) => LibFunctions.makeConfigMenu(...a), + displayClassLevel: (...a) => LibFunctions.displayClassLevel(...a), + updateClassLevel: (...a) => LibFunctions.updateClassLevel(...a), + }; + +})(); + +{try{throw new Error('');}catch(e){API_Meta.libRPGMaster.lineCount=(parseInt(e.stack.split(/\n/)[1].replace(/^.*:(\d+):.*$/,'$1'),10)-API_Meta.libRPGMaster.offset);}} diff --git a/RPGMlibrary AD+D2e/libRPGMaster2e.js b/RPGMlibrary AD+D2e/libRPGMaster2e.js index dc7409c90..a342b6a2a 100644 --- a/RPGMlibrary AD+D2e/libRPGMaster2e.js +++ b/RPGMlibrary AD+D2e/libRPGMaster2e.js @@ -85,13 +85,14 @@ API_Meta.libRPGMaster={offset:Number.MAX_SAFE_INTEGER,lineCount:-1}; * operators for ceil(...) and floor(...). Grey out database item action buttons on "view" * (toggled by config button) * v3.5.1 03/08/2024 Changed thief detect noise skill to be on a configurable GM roll. + * v3.5.2 14/09/2024 Fixed evalAttr() to correctly deal with attribute [...] descriptors **/ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars 'use strict'; - const version = '3.5.1'; + const version = '3.5.2'; API_Meta.libRPGMaster.version = version; - const lastUpdate = 1717750563; + const lastUpdate = 1726328386; const schemaVersion = 0.1; log('now in seconds is '+Date.now()/1000); @@ -3625,35 +3626,28 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars type:'spells', avatar:'https://s3.amazonaws.com/files.d20.io/images/163483347/1CLiNzi4jlxXK1-lVr7MTQ/max.png?1599726214', version:8.02, - db:[{name:'Banishment',type:'muspelll7',ct:'7',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nBanishment\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Abjuration}}Specs=[Banishment,MUspellL7,1H,Abjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[20]] yards}}{{duration=Instantaneous}}{{aoe=[60ft radius](!rounds --aoe @{selected|token_id}|circle|yards|20|40||magic)}}{{save=Special}}{{reference=PHB p182}}SpellData=[w:Banishment,lv:7,sp:7,gp:10,cs:VSM]{{effects=Enables the caster to force some extraplanar creature out of the caster\'s home plane. The effect is instantaneous, and the subject cannot come back without some special summoning or means of egress from its own plane to the one from which it was banished. Up to 2 Hit Dice or levels of creature per caster level can be banished.}}{{hide1=The caster must both name the type of creature(s) to be sent away and give its name and title as well, if any. In any event, the creature\'s magic resistance must be overcome for the spell to be effective.\nThe material components of the spell are substances harmful, hateful, or opposed to the nature of the subject(s) of the spell. For every such substance included in the casting, the subject creature(s) loses 5% from its magic resistance and suffers a -2 penalty to its saving throw vs. spell. For example, if iron, holy water, sunstone, and a sprig of rosemary were used in casting a banishment upon a being that hates those things, its saving throw versus the spell would be made with a -8 penalty (four substances times the factor of -2). Special items, such as hair from the tail of a ki-rin or couatl feathers, could also be added to change the factor to -3 or -4 per item. In contrast, a titan\'s hair or mistletoe blessed by a druid might lower the factor to -1 with respect to the same creature. If the subject creature successfully rolls its saving throw vs. spell, the caster is stung by a backlash of energy, suffers 2d6 points of damage, and is stunned for one round.}}'}, - {name:'Bigbys-Grasping-Hand',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBigby\'s Grasping Hand\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Evocation}}Specs=[Bigbys Grasping Hand,MUspellL7,1H,Evocation]{{components=V,S,M}}{{time=[[7]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{Use=[Create hand](!rounds --target-nosave caster|@{selected|token_id}|Bigbys-Grasping-hand|@{selected|mu-casting-level}|-1|They\'ve given you a Big Grasping Hand! HP@{selected|hp|max}, AC0|fist)}}{{reference=PHB p183}}SpellData=[w:Bigbys Grasping Hand,lv:7,sp:7,gp:0.1,cs:VSM]{{effects=*Bigby\'s grasping hand* is a superior version of the 6th-level spell *Bigby\'s forceful hand*. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that appears and grasps a creature designated by the caster, regardless of what the spellcaster does or how the opponent tries to escape it. The grasping hand has an Armor Class of 0, has [[@{selected|hp|max}]] HP, and vanishes when destroyed.}}{{hide1=The grasping hand can hold motionless a creature or object of up to 1,000 pounds weight, slow movement to 10 feet per round if the creature weighs between 1,000 and 4,000 pounds, or slow movement by 50% if the creature weighs up to 16,000 pounds. The hand itself inflicts no damage. The caster can order it to release a trapped opponent or can dismiss it on command.}}{{materials=A leather glove, costing 1gp and reusable 10 times}}'}, - {name:'Cacodemon',type:'muspelll7',ct:'360',charge:'uncharged',cost:'15',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nCacodemon\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning}}Specs=[Cacodemon,MUspellL7,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=Up to [[6]] hours}}{{range=[[30]]yards}}{{duration=Special}}{{aoe=Creature Summoned}}{{save=Special}}{{reference=AD\\ampD1e PHB p86}}SpellData=[w:Cacodemon,lv:7,sp:360,gp:15,cs:SM]{{effects=Summons a powerful demon of type IV, V, or VI depending on the demon\'s name being known to the Magic User.}}{{hide1=This perilous exercise in dweomercraeft summons up a powerful demon of type IV, V, or VI, depending upon the demon\'s name being known to the magic- user. Note thti this spell is not of sufficient power to bring a demon of greater power, and lesser sorts are not called as they have no known names. In any event, the spell caster must know the name of the type IV, V, or VI demon he or she is summoning. As the spetl name implies, the demon so summoned is most angry and evilly disposed. The spell caster musi be within a circle of protection {or a thaumoturgic triangle with *protection from evil*) and the demon confined within a pentagram (circled pentangle) if he or she is to avoid being slain or carried off by the summoned cocodemon. The summoned demon can be treated with as follows:\n1) The magic-user can require the monster to perform a desired course of action by force of threat and pain of a *spiritwrack* spell (q.v), allowing freedom whenever the demon performs the full extent of the service, and forcing the demon to pledge word upon It, This is exceedingly dangerous, as a minor error in such a bargain will be seized upon by the monster to reverse the desired outcome or simply to kill and devour the summoner. Furthermore, the demon will bear great enmity for the magic-user forever over such forced obedience, so the spell caster had better be most powerful and capable.\n2) By tribute of fresh human blood and the promise of 1 or more human sacrifices, the summoner can bargain with the demon for willing service. Again, the spell caster is welI advised to have ample protection and power lo defend himself or herself, as the demon might decide the offer is insufficient — or it is easier to enjoy the summoner\'s slow death — and decide not to accept the bargain as offered. Although the demon will have to abide by a pledge, as his name is known, he will have to hold only to the exact word of the arrangement, not to the spirit of the agreement. On the other hand, only highly evil magic-users are likely to attempt to strike such a bargain, and the summoned cocodemon might be favorably disposed towards such a character, especially if he or she is also chaotic.\n3} The summoned demon can be the object of a *trap the soul* spell. In this cose, the magic-user will not speak with or bargain for the demon\'s services, although the cocodemon might be eager to reach an accord with the dweomercraefter before he is forced into imprisonment. The trapping of the demon is risky only if proper precautions have not been token, for failure to confine the monster usually means only that it is able to escope to its own plane. Once trapped, the demon must remain imprisoned until the possessor of his object of confinement breaks it and frees him, ond this requires one service from the now loosed monster. If the individual(s) freeing the demon fails to demand a service when the monster asks what is required of him, the demon is under no constraint not to slay the liberator(s) on the spot, but if a service is required, the creature must first do his best to perform it and then return to the Abyss.\nThe duration of service of any demon must be limited unless the demon is willing to serve for an extended period. Any required course of action or service which effectively requires an inordinate period of time to perform, or is impossible to perform, is 50% likely to free the demon from his obligations and enable him to be unconstrained in his vengeance upon the spell caster if he or she is not thereafter continually protected, for a demon so freed can remain on the plane it was summoned to for as long as 666 days.\nThe demon summoned will be exceptionally strong, i.e. 8 hit points per hit die. Casting Time is 1 hour per type (numeric) of the demon to be summoned, If there is any interruption during this period, the spell fails. If there is an interruption while the cocodemon is summoned, it is 10% probable that it will be able to escape its boundaries and attack the magic-user, this percentage rising cumulatively each round of continued interruption.\nEach demon is entitled to a saving throw versus this summoning spell, if a score higher than the level of the magic-user summoning is rolled with 3d6 {2d10 with respect a type VI demons), that particular spell failed to bring the desired demon. When this occurs, it is certain that the named demon is imprisoned or destroyed or the name used was not perfectly correct, so the spell caster will have to call upon another name to bring forth a cocodemon.}}{{materials=5 flaming black candles (1gp each); a brazier of hot coals on which must be burned sulphur, bat hairs, lard, soot, mercuric-nitric acid crystals, mandrake root, alcohol, and a parchment with the demon\'s name inscribed within a pentangle (total value 10gp); and a dish with mammal (preferably human) blood placed inside the area where the cocodemon is to be held.}}'}, - {name:'Charm-Plants',type:'muspelll7',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nCharm Plants\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Enchantment-Charm}}Specs=[Charm Plants,MUspellL7,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[1]] turn}}{{range=[[30]] yards}}{{duration=Permanent}}{{aoe=[10 x 30ft](!rounds --aoe @{selected|token_id}|rectangle|feet|90|30|10|magic)}}{{save=Negates}}{{reference=PHB p183}}SpellData=[w:Charm Plants,lv:7,sp:100,gp:0,cs:VSM]{{effects=Bring under command vegetable life forms and communicate with them. }}{{hide1=These plants obey instructions to the best of their ability. The spell will charm plants in a 30-foot x 10-foot area. While the spell does not endow the vegetation with new abilities, it does enable the wizard to command the plants to use whatever they have in order to fulfill his instructions. If the plants in the area of effect do have special or unusual abilities, these are used as commanded by the wizard.\nFor example, this spell can generally duplicate the effects of the 1st-level priest spell [*entangle*](!magic --display-ability @{selected|token_id}|PR-Spells-DB|entangle), if the caster desires. The saving throw applies only to intelligent plants, and it is made with a -4 penalty to the die roll.}}{{materials=A pinch of humus, a drop of water, and a twig or leaf (no cost)}}'}, - {name:'Control-Undead',type:'muspelll7',ct:'10',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nControl Undead\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Necromancy}}Specs=[Control Undead,MUspellL7,1H,Necromancy]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[60]] feet}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[3d4+@{selected|mu-casting-level}]] rounds}}!!!{{aoe=[20HD or 6 undead](!rounds --target-save area|@{selected|token_id}|\\amp#64;{target|Which Undead do you want to control?|token_id}|Control-undead|\\amp#64;{selected|spell-duration}|-1|This undead creature is controlled by @{selected|character_name}|padlock)}}{{save=Special}}{{reference=PHB p183}}{{Use=As each undead is individually targeted, the GM will need to assess success and confirm or reject the effect, if necessary making a saving throw}}SpellData=[w:Control Undead,lv:7,sp:10,gp:0.02,cs:VSM]{{effects=Select one point within range of the spell. Those undead nearest to this point are controlled, until either [[@{selected|mu-casting-level}]] Hit Dice of undead to a max of six undead are affected. }}{{hide1=Undead with 3 Hit Dice or less are automatically controlled. Those of greater Hit Dice are allowed a saving throw vs. spell, which, if successful, negates the attempt to control that creature. Regardless of the success or failure of the saving throw, each creature required to make a check counts toward the Hit Dice limit of the spell.\nThose creatures under the control of the wizard can be commanded by the caster if they are within hearing range. There is no telepathic communication or language requirement between the caster and the controlled undead. Even if communication is impossible, the controlled undead do not attack the spellcaster. At the end of the spell, the controlled undead revert to their normal behaviors. Those not mindless will remember the control exerted by the wizard.}}{{materials=A small piece each of bone and raw meat, cost 2cp}}'}, - {name:'Delayed-Blast-Fireball',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0.02',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nDelayed Blast Fireball\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Evocation}}Specs=[Delayed Blast Fireball,MUspellL7,1H,Evocation]{{components=V,S,M}}{{time=[[7]]}}{{range=[[100+(10*@{selected|mu-casting-level})]] yards}}{{duration=Delay up to 5 rounds}}{{aoe=20ft radius}}{{save=Halves}}{{damage=[[{10, @{selected|mu-casting-level}}kl1]] + [[{10, @{selected|mu-casting-level}}kl1]]d6}}{{damagetype=Fire}}{{reference=PHB p183}}{{Use=Click [Delay Fireball](!rounds (!rounds --aoe @{selected|token_id}|circle|feet|[[300+(30*@{selected|mu-casting-level})]]|3||fire||@{selected|token_id}|caster|Delayed-blast-fireball|\\amp#63;{What delay in rounds?|5|4|3|2|1}|-1|Waiting for the firball to go off|stopwatch), specify the delay when asked, then mark the area of effect by moving the crosshair and confirming to place the *fireball seed*. Once the fireball goes off, an *explode* button and a *damage* button will be displayed to the caster to enact the effect}}SpellData=[w:Delayed Blast Fireball,lv:7,sp:7,gp:0.02,cs:VSM]{{effects=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*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Fireball).}}{{materials=A tiny ball of bat guano and sulphur, cost 2cp}}'}, - {name:'Drawmijs-Instant-Summons',type:'muspelll7',ct:'1',charge:'uncharged',cost:'5000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nDrawmijs Instant Summons\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning}}Specs=[Drawmijs-Instant-Summons,MUspellL7,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=[[1]]}}{{range=infinite + special}}{{duration=Instantaneous}}{{aoe=1 small object}}{{save=None}}{{reference=PHB p183}}SpellData=[w:Drawmijs-Instant-Summons,lv:7,sp:1,gp:5000,cs:VSM]{{effects=Teleports some desired item from virtually any location directly to his hand.}}{{hide1=The single object can be no longer in any dimension than a sword, can have no more weight than a shield (about eight pounds), and must be\nnonliving.\nTo prepare this spell, the wizard must hold a gem of not less than 5,000 gp value in his hand and utter all but the final word of the conjuration. At some point in the future, he must crush the gem and utter the final word. The desired item is then transported instantly into the spellcaster\'s right or left hand, as he desires.\nThe item must have been previously touched during the initial incantation and specifically named; only that particular item is summoned by the spell. During the initial incantation, the gem becomes magically inscribed with the name of the item to be summoned. The inscription is invisible and unreadable, except by means of a read magic spell, to all but the wizard who cast the summons.\nIf the item is in the possession of another creature, the spell does not work, and the caster knows who the possessor is and roughly where he, she, or it is located when the summons is cast. Items can be summoned from other planes of existence, but only if such items are not in the possession (not necessarily the physical grasp) of another creature. For each level of experience above the 14th, the wizard is able to summon a desired item from one plane farther removed from the plane he is in at the time the spell is cast (one plane away at 14th level, two planes away at 15th, etc.). Thus, a wizard of 16th level could cast the spell even if the desired item was on the second layer of one of the Outer Planes, but at 14th level the wizard would be able to summon the item only if it were no farther than one of the Inner Planes, the Ethereal Plane, or the Astral Plane (see the Planescape Campaign Setting boxed set). Note that special wards or barriers, or factors that block the teleport or plane shift spells, may also block the operation of this spell. Objects in Leomund\'s secret chest cannot be recovered by using this spell. \nNote: If the item is wizard marked, it can be summoned from anywhere on the same plane unless special local conditions apply. Furthermore, the details of the location of the item are more specific, and the item is more easily traceable with other types of scrying magic.}}{{materials=A gem of not less than 5,000 gp value}}'}, - {name:'Duo-Dimension',type:'muspelll7',ct:'7',charge:'uncharged',cost:'750',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nDuo-Dimension\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Duo-Dimension,MUspellL7,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[0]]}}{{duration=[[[3+@{selected|mu-casting-level}]] rounds](!rounds --target-nosave caster|@{selected|token_id}|Duo-dimension|[[3+@{selected|mu-casting-level}]]|-1|Becomes 2-dimensional like paper|three-leaves)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p184}}SpellData=[w:Duo-Dimension,lv:7,sp:7,gp:750,cs:VSM]{{effects=Causes the caster to have only two dimensions, height and width, with no depth. Invisible when turned sideways.}}{{hide1=This invisibility can be detected only by means of a *true seeing* spell or similar methods. In addition, the duodimensional wizard can pass through the thinnest of spaces as long as these have the proper height--going through the space between a door and its frame is a simple matter. The wizard can perform all actions normally. He can turn and become invisible, move in this state, and appear again next round and cast a spell, disappearing on the following round.\nNote that when turned, the wizard cannot be affected by any form of attack, but when visible, he is subject to double the amount of damage normal for an attack form; for example, a dagger thrust would inflict 2d4 points of damage if it struck a duodimensional wizard. Furthermore, the wizard has a portion of his existence in the Astral Plane when the spell is in effect, and he is subject to possible notice by creatures there. If noticed, it is 25% probable that the wizard is pulled entirely into the Astral Plane by any attack from an astral creature. Such an attack (and any subsequent attack received on the Astral Plane) inflicts normal damage.\nThe material components of this spell are a flat ivory likeness of the spellcaster (which must be of finest workmanship, gold filigreed, and enameled and gem-studded at an average cost of 500 to 1,000 gp) and a strip of parchment. As the spell is uttered, the parchment is given half a twist and joined at the ends. The figurine is then passed through the parchment loop, and both disappear forever.}}{{materials=A flat ivory likeness of the spellcaster (which must be of finest workmanship, gold filigreed, and enamelled and gem-studded at an average cost of 500 to 1,000 gp) and a strip of parchment}}'}, - {name:'Finger-of-Death',type:'muspelll7',ct:'5',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nFinger of Death\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Necromancy}}Specs=[Finger of Death,MUspellL7,1H,Necromancy]{{components=V,S}}{{time=[[5]]}}{{range=[[[60]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|120||dark|true)}}{{duration=Permanent}}{{aoe=1 creature}}{{save=Negates}}{{reference=PHB p184}}SpellData=[w:Finger of Death,lv:7,sp:5,gp:500,cs:VS]{{effects=Snuffs out the victim\'s life force. A creature successfully saving still receives [2d8+1](!\\amp#13;\\amp#47;r 2d8+1) points of damage. If the subject dies of damage, no internal changes occur and the victim can then be revived normally.}}{{hide1=If successful, the victim can be neither raised nor resurrected. In addition, in human subjects the spell initiates changes to the body such that after three days the caster can, by means of a special ceremony costing not less than 1,000 gp plus 500 gp per body, animate the corpse as a juju zombie under the control of the caster. The changes can be reversed before animation by a limited wish or similar spell cast directly upon the body, and a full wish restores the subject to life.\nThe caster utters the finger of death spell incantation, points his index finger at the creature to be slain, and unless the victim succeeds in a saving throw vs. spell, death occurs.}}'}, - {name:'Forcecage',type:'muspelll7',ct:'3',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nForcecage\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Evocation}}Specs=[Forcecage,MUspellL7,1H,Evocation]{{components=V,S, special}}{{time=[[3]]}}{{range=[[10*ceil(@{selected|mu-casting-level}/2)]] yards}}{{duration=[[[6+@{selected|mu-casting-level}]] turns](!rounds --target-nosave multi|@{selected|token_id}|Forcecage|[[6+@{selected|mu-casting-level}]]|-1|Containing creatures in a Forcecage|fishing-net)}}{{aoe=[20ft. cube](!rounds --aoe @{selected|token_id}|square|feet|[[60*ceil(@{selected|mu-casting-level}/2)]]|20||magic)}}{{save=None}}{{reference=PHB p184}}{{Use=Show the area of effect, and then use the *duration* button - select all the creatures in the area and press the *add status changes* button in the chat window. The GM can remove the status for creatures that make *magic resistance* and escape using the *maint menu*}}SpellData=[w:Forcecage,lv:7,sp:3,gp:1000,cs:VSM]{{effects=Bring into being a cube of force, but it is unlike the magical item of that name in one important respect: The forcecage does not have solid walls of force; it has alternating bands of force with 1/2-inch gaps between.}}{{hide1=Thus, it is truly a cage, rather than an enclosed space with solid walls. Creatures within the area of effect of the spell are caught and contained unless they are able to pass through the openings--and, of course, all spells and breath weapons can pass through the gaps in the bars of force of the forcecage.\nA creature with magic resistance has a single attempt to pass through the walls of the cage. If the resistance check is successful, the creature escapes. If it fails, the creature is caged. Note that a successful check does not destroy the cage, nor does it enable other creatures (save familiars) to flee with the escaping creature. The forcecage is also unlike the solid-walled protective device, cube of force, in that it can be gotten rid of only by means of a dispel magic spell or by the expiration of the spell.\nBy means of special preparation at the time of memorization, a *forcecage* spell can be altered to a [*forcecube*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Forcecube) spell.\nAlthough the actual casting of either application of the spell requires no material component, the study required to commit it to memory does demand that the wizard powder a diamond of at least 1,000 gp value, using the diamond dust to trace the outlines of the cage or cube he desires to create via spellcasting at some later time. Thus, in memorization, the diamond dust is employed and expended, for upon completion of study, the wizard must then toss the dust into the air and it will disappear.}}{{materials=A diamond of at least 1,000gp value}}'}, - {name:'Forcecube',type:'muspelll7',ct:'4',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nForcecube\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Evocation}}Specs=[Forcecage,MUspellL7,1H,Evocation]{{components=V,S, special}}{{time=[[4]]}}{{range=[[10*ceil(@{selected|mu-casting-level}/2)]] yards}}{{duration=[[[6+@{selected|mu-casting-level}]] turns](!rounds --target caster|@{selected|token_id}|Forcecage|[[6+@{selected|mu-casting-level}]]|-1|Containing creatures in a Forcecube|fishing-net)}}{{aoe=[10ft. cube](!rounds --aoe @{selected|token_id}|square|feet|[[60*ceil(@{selected|mu-casting-level}/2)]]|10||magic)}}{{save=None}}{{reference=PHB p184}}{{Use=Show the area of effect, and then use the *duration* button - select all the creatures in the area and press the *add status changes* button in the chat window. The GM can remove the status for creatures that make *magic resistance* and escape using the *maint menu*}}SpellData=[w:Forcecage,lv:7,sp:4,gp:1000,cs:VSM]{{effects=By means of special preparation at the time of memorization, a *forcecage* spell (see separate spell) can be altered to a *forcecube* spell. The cube created is 10 feet on a side, and the spell then resembles that of a cube of force in all respects save that of the differences between a cast spell and the magic of a device, including the methods of defeating its power.}}{{hide1=Although the actual casting of either application of the spell requires no material component, the study required to commit it to memory does demand that the wizard powder a diamond of at least 1,000 gp value, using the diamond dust to trace the outlines of the cage or cube he desires to create via spellcasting at some later time. Thus, in memorization, the diamond dust is employed and expended, for upon completion of study, the wizard must then toss the dust into the air and it will disappear.}}{{materials=A diamond of at least 1,000gp value}}'}, - {name:'Limited-Wish',type:'muspelll7',ct:'10',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nLimited Wish\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning, Invocation-Evocation}}Specs=[Limited Wish,MUspellL7,0H,Conjuration-Summoning|Invocation-Evocation]{{components=V}}{{time=Special}}{{range=Unlimited}}{{duration=Special}}{{aoe=Special}}{{save=None}}{{reference=PHB p184}}SpellData=[w:Limited Wish,lv:7,sp:10,gp:0,cs:V]{{effects=It will fulfil literally, but only partially or for a limited duration, the utterance of the spellcaster.}}{{hide1=Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a limited wish will not substantially change major realities, nor will it bring wealth or experience merely by asking. The spell can, for example, restore some hit points (or all hit points for a limited duration) lost by the wizard. It can reduce opponent hit probabilities or damage, increase duration of some magical effect, cause a creature to be favorably disposed to the spellcaster, mimic a spell of 7th level or less, and so on (see the 9th-level wish spell). Greedy desires usually end in disaster for the wisher. Casting time is based on the time spent preparing the wording for the spell (clever players decide what they want to say before using the spell). Normally, the casting time is one round (most of it being taken up by deciding what to say). Casting this spell ages the caster one year per 100 years of regular life span.}}'}, - {name:'Mass-Invisibility',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0.05',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMass Invisibility\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Illusion-Phantasm}}Specs=[Mass Invisibility,MUspellL7,1H,Mass Invisibility]{{components=V,S,M}}{{time=[[7]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=Special}}{{aoe=[60 x 60 yards](!rounds --aoe @{selected|token_id}|square|yards|[[10*@{selected|mu-casting-level}]]|60|60|magic)}}{{save=None}}{{reference=PHB p184}}SpellData=[w:Mass Invisibility,lv:7,sp:7,gp:0.05,cs:VSM]{{effects=*Invisibility* spell for battlefield use. Can hide creatures in a 60-yard x 60-yard area: up to 400 man-sized creatures, 30 to 40 giants, or six to eight large dragons. The effect is mobile with the unit and is broken when the unit attacks. Individuals leaving the unit become visible. The wizard can end this spell upon command.}}{{materials=An eyelash and a bit of gum arabic, the former encased in the latter, costing 5cp}}'}, - {name:'Monster-Summoning-V',type:'muspelll7',ct:'6',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Monster Summoning V,MUspellL7,1H,Conjuration-Summoning]{{}}SpellData=[w:Monster Summoning V,lv:7,sp:6,gp:0.1,cs:VSM]{{}}%{MU-Spells-DB|Monster-Summoning-IV}{{title=@{selected|casting-name} casts\nMonster Summoning V\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning}}{{components=V,S,M}}{{time=[[6]]}}{{range=Special}}{{duration=[[6+@{selected|mu-casting-level}]] rounds}}{{aoe=[70yd radius](!rounds --aoe @{selected|token_id}|circle|yards|0|140||magic|true)}}{{save=None}}{{reference=PHB p185}}{{effects=[1d3](!\\amp#13;\\amp#47;r 1d3) 5th level monsters (selected by the DM from the Monster Summoning V Table in the MC) appear in the area, placed by the caster. Attack to best of their ability until caster demands attack cease, spell expires, or are slain. Disappear when slain, no morale checks. If can communicate and not attacking, caster can ask them to perform tasks.}}{{materials=A tiny bag and a small candle, worth 1sp}}'}, - {name:'Mordenkainens-Magnificent-Mansion',type:'muspelll7',ct:'7',charge:'uncharged',cost:'100',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMordenkainens Magnificent Mansion\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration, Conjuration}}Specs=[Mordenkainens-Magnificent-Mansion,MUspellL7,1H,Alteration|Conjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[10]] yards}}{{duration=[[[@{selected|mu-casting-level}]] hours](!rounds --target-nosave caster|@{selected|token_id}|MM-mansion|[[60*@{selected|mu-casting-level}]]|-1|)}}{{aoe=[[300*@{selected|mu-casting-level}]]sq.ft. - extradimensional with a [4ft x 8ft portal](!rounds --aoe @{selected|token_id}|wall|feet|30|4|1|magic)}}{{save=None}}{{reference=PHB p185}}{{Use=Use the *duration* button to set a duration timer}}SpellData=[w:Mordenkainens Magnificent Mansion,lv:7,sp:7,gp:100,cs:VSM]{{effects=Conjures up an extradimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast.)}}{{hide1=From the entry point, those creatures observing the area see only a faint shimmering in the air, in an area 4 feet wide and 8 feet high. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open it again from his own side at will. Once observers have passed beyond the entrance, they behold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spellcaster has levels of experience. There is a staff of near-transparent servants, liveried and obedient, to wait upon all who enter. The atmosphere is clean, fresh, and warm.\nSince the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It seems excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and if those resting have not eaten real food within a reasonable time span, ravenous hunger strikes. Failure to eat normal food immediately results in the onset of fatigue or starvation penalties as decided by the DM.\n(It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster\'s wishes.)}}{{materials=A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These cost 100gp to source, and are utterly destroyed when the spell is cast}}'}, - {name:'Mordenkainens-Sword',type:'innate-melee|muspelll7',ct:'5',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nMordenkainens Sword\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Evocation}}Specs=[Mordenkainens Sword,Innate-Melee|MUspellL7,1H,Evocation]{{components=V,S,M}}ToHitData=[w:Mordenkainens Sword,+:0,ch:19,sp:5]{{time=[[7]]}}DmgData=[w:Mordenkainens Sword,+:0,sm:5d4,L:5d6]{{range=[[[30]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||light|true)}}WeapData=[on:\\api;rounds --target-nosave caster|@{selected|token_id}|Mordenkainens-Sword|\\lbrak;\\lbrak;@{selected|mu-casting-level}\\rbrak;\\rbrak;|-1|Magical weapon in direction facing requires concentration|all-for-one,off:\\api;rounds --removetargetstatus @{selected|token_id}|Mordenkainens-Sword]{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p185}}SpellData=[w:Mordenkainens Sword,lv:7,sp:7,gp:500,cs:VSM]{{effects=Brings into being a shimmering, swordlike plane of force. Can mentally wield this weapon (to the exclusion of all activities other than movement), causing it to move and strike as if it were being used by a fighter.\nSelect Mordenkainen\'s Sword as a weapon when prompted after casting the spell.}}{{hide1=The basic chance for Mordenkainen\'s sword to hit is the same as the chance for a sword wielded by a fighter of half the level of the spellcaster. For example, if cast by a 14th-level wizard, the weapon has the same hit probability as a sword wielded by a 7th level fighter.\nThe sword has no magical attack bonuses, but it can hit nearly any sort of opponent, even those normally struck only by +3 weapons or those who are astral, ethereal, or out of phase. It hits any Armor Class on a roll of 19 or 20. It inflicts 5d4 points of damage to opponents of man size or smaller, and 5d6 points of damage to opponents larger than man size. It lasts until the spell duration expires, a dispel magic is used successfully upon it, or its caster no longer desires it.}}{{materials=A miniature platinum sword with a grip and pommel of copper and zinc, which costs 500 gp to construct, and which disappears after the spell\'s completion}}'}, - {name:'Phase-Door',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPhase Door\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Phase Door,MUspellL7,0H,Alteration]{{components=V}}{{time=[[7]]}}{{range=Touch}}{{duration=[[floor(@{selected|mu-casting-level}/2)]] uses}}{{aoe=[5 x 8 x 10ft](!rounds --aoe @{selected|token_id}|rectangle|feet|0|10|5|light)}}{{save=None}}{{reference=PHB p185}}SpellData=[w:Phase Door,lv:7,sp:7,gp:0,cs:V]{{effects=The wizard attunes his body, and a section of wall is affected as if by a *passwall* spell.}}{{hide1=The phase door is invisible to all creatures save the spellcaster, and only he can use the space or passage the spell creates, disappearing when the phase door is entered, and appearing when it is exited. If the caster desires, one other creature of man size or less can be taken through the door; this counts as two uses of the door. The door does not pass light, sound, or spell effects, nor can the caster see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing and similar magic will reveal the presence of a phase door but will not allow its use.\nThe phase door lasts for one usage for every two levels of experience of the spellcaster. It can be dispelled only by a casting of dispel magic from a higher-level wizard, or from several lower-level wizards, casting in concert, whose combined levels of experience are more than double that of the wizard who cast the spell (this is the only instance in which dispel effects can be combined).\nRumor has it that this spell has been adapted by a certain powerful wizard (or wizards) to create renewable (or permanent) portals, which may (or may not) be keyed to specific individuals (henchmen) or items (such as rings).}}'}, - {name:'Power-Word-Stun',type:'muspelll7',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPower Word, Stun\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning}}Specs=[Power Word Stun,MUspellL7,0H,Conjuration-Summoning]{{components=V}}{{time=[[1]]}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[10*@{selected|mu-casting-level}]]||magic)}}{{duration=Special}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p185}}SpellData=[w:Power Word Stun,lv:7,sp:1,gp:0,cs:V]{{effects=Any creature of the wizard\'s choice is stunned--reeling and unable to think coherently or act--for a duration dependent on its current hit points.}}{{hide1=Of course, the wizard must be facing the creature, and the creature must be within the range of 5 yards per experience level of the caster. Creatures with 1 to 30 hit points are stunned for 4d4 rounds, those with 31 to 60 hit points are stunned for 2d4 rounds, those with 61 to 90 hit points are stunned for 1d4 rounds, and creatures with over 90 hit points are not affected. Note that if a creature is weakened so that its hit points are below its usual maximum, the current number of hit points is used.}}'}, - {name:'Prismatic-Spray',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPrismatic Spray\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Conjuration-Summoning}}Specs=[Prismatic Spray,MUspellL7,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[7]]}}{{range=[[0]]}}{{duration=Instantaneous}}{{aoe=[70 x 15ft. spray](!rounds --aoe @{selected|token_id}|cone|feet|0|70|15|magic)}}{{save=Special}}{{reference=PHB p186}}SpellData=[w:Prismatic Spray,lv:7,sp:7,gp:0,cs:VS]{{Use=All with fewer than 8HD are [blinded](!rounds --target area|@{selected|token_id}|\\amp64;{target|Which creatures are blinded?|token_id}|Blinded|\\amp#91;[2d4]\\amp#93;|-1|Blinded by the prismatic spray|bleeding-eye), apply other effects manually}}{{effects=Causes seven shimmering, multicolored rays of light to flash from his hand in a triangular spray. To determine which ray strikes a creature, roll [1d8](!\\amp#13;\\amp#47;r 1d8) and consult the table on PHB p186.}}{{hide1=It includes all colors of the visible spectrum; each ray has a different power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 2d4 rounds, regardless of any other effect.\nAny creature in the area of effect will be touched by one or more of the rays. To determine which ray strikes a creature, roll 1d8 and consult the following table:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[d8 roll](!\\amp#13;\\amp#47;r 1d8)\\amplt;/th;\\ampgt;\\amplt;th\\ampgt;Color of Ray\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Order of Ray\\amplt;/th;\\ampgt;\\amplt;th;\\ampgt;Effect of Ray\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Red\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1st\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Inflicts 20 points of damage, save vs. spell for half.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;2\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Orange\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2nd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Inflicts 40 points of damage, save vs. spell for half.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Yellow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Inflicts 80 points of damage, save vs. spell for half.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Save vs. poison or die; survivors suffer 20 points of poison damage.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Save vs. petrification or be turned to stone.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Indigo\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Save vs. wand or go insane.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Violet\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Save vs. spell or be sent to another plane.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;8\\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt; \\amplt;/td\\ampgt;\\amplt;td\\ampgt;Struck by 2 rays, roll again twice (ignore 8s)\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, - {name:'Reverse-Gravity',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nReverse Gravity\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Reverse Gravity,MUspellL7,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[5*@{selected|mu-casting-level}]] yards}}{{duration=[@{selected|mu-casting-level} rounds](!rounds --target-nosave caster|@{selected|token_id}|Reverse-gravity|@{selected|mu-casting-level}|-1|Gravity is reversed in the area of effect. How uplifting!|fluffy-wing)}}{{aoe=[30ft x 30ft.](!rounds --aoe @{selected|token_id}|square|yards|[[5*@{selected|mu-casting-level}]]|10||magic)}}{{save=None}}{{Use=Use the *duration* button to set a status timer for the spell}}{{reference=PHB p186}}SpellData=[w:Reverse Gravity,lv:7,sp:7,gp:0.1,cs:VSM]{{effects=Reverses gravity in the area of effect, causing all unattached objects and creatures within it to "fall" upward.}}{{hide1=The reverse gravity lasts as long as the caster desires or until the spell expires. If some solid object is encountered in this "fall," the object strikes it in the same manner as it would during a normal downward fall. At the end of the spell duration, the affected objects and creatures fall downward. As the spell affects an area, objects tens, hundreds, or even thousands of feet in the air above the area can be affected.}}{{materials=A loadstone and iron filings, at a total cost of 1sp}}'}, - {name:'Sequester',type:'muspelll7',ct:'7',charge:'uncharged',cost:'10',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSequester\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Illusion/Phantasm, Abjuration}}Specs=[Sequester,MUspellL7,1H,Illusion/Phantasm|Abjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=Touch}}{{duration=[[7+@{selected|mu-casting-level}]] days}}{{aoe=[@{selected|mu-casting-level} x 2ft. cubes](!rounds --aoe @{selected|token_id}|bolt|feet|0|||magic)}}{{save=Special}}{{reference=PHB p186}}SpellData=[w:Sequester,lv:7,sp:7,gp:10,cs:VSM]{{effects=Not only prevents detection and location spells from working to detect or locate the objects affected by the sequester spell, it also renders the affected object(s) invisible to any form of sight or seeing.}}{{hide1=Thus, a *sequester* spell can mask a secret door, a treasure vault, etc. Of course, the spell does not prevent the subject from being discovered through tactile means or through the use of devices (such as a robe of eyes or a gem of seeing). If cast upon a creature who is unwilling to be affected, the creature receives a normal saving throw. Living creatures (and even undead types) affected by a sequester spell become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.}}{{materials=A basilisk eyelash (difficult to source), gum arabic, and a dram of whitewash. Total cost 10gp}}'}, - {name:'Shadow-Walk',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nShadow Walk\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Illusion, Enchantment}}Specs=[Shadow Walk,MUspellL7,1H,Illusion|Enchantment]{{components=V,S}}{{time=[[1]]}}{{range=Touch}}{{duration=[[6*@{selected|mu-casting-level}]] turns}}{{aoe=Touched Creatures at time of casting}}{{save=Special}}{{reference=PHB p186}}{{Use=Click [touched creature](!rounds --target-save area|@{selected|token_id}|\\amp#64;{target|Who is touching you?|token_id}|Shadow-walk|[[60*@{selected|mu-casting-level}]]|-1|Walking on the edge between the Prime Material plane \\amp the Demiplane of Shadow|half-haze) then target each creature in turn (start with the caster). The GM will need to confirm selections, making or asking for saving throws where required}}SpellData=[w:Shadow Walk,lv:7,sp:7,gp:0,cs:VS]{{effects=Must be in an area of heavy shadows. The caster and any creature he touches are then transported to the edge of the Prime Material Plane where it borders the Demiplane of Shadow and can move at a rate of up to 7 miles per turn, moving normally on the borders of the Demiplane of Shadow but much more rapidly relative to the Prime Material Plane. The wizard knows where he will come out on the Prime Material Plane.}}{{hide1=The *shadow walk* spell can also be used to travel to other planes that border on the Demiplane of Shadow, but this requires the potentially perilous transit of the Demiplane of Shadow to arrive at a border with another plane of reality.\nAny creatures touched by the wizard when *shadow walk* is cast also make the transition to the borders of the Demiplane of Shadow. They may opt to follow the wizard, wander off through the plane, or stumble back into the Prime Material Plane (50% chance for either result if they are lost or abandoned by the wizard). Creatures unwilling to accompany the wizard into the Demiplane of Shadow receive a saving throw, negating the effect if successful.}}'}, - {name:'Simulacrum',type:'muspelll7',ct:'7',charge:'uncharged',cost:'1000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSimulacrum\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Illusion-Phantasm}}Specs=[Shadow Walk,MUspellL7,1H,Illusion-Phantasm]{{components=V,S,M}}{{time=Special}}{{range=Touch}}{{duration=Permanent}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p186}}{{Use=If the creature is in the *Drag \\amp Drop* creature library, GM can *Drag \\amp Drop* one and alter the HP via the dropped token}}SpellData=[w:Simulacrum,lv:7,sp:7,gp:1000,cs:VSM]{{effects=Create what appears as a duplicate of any creature, but with only 51% to 60% (50% + 1d10%) of the hit points of the real creature, there are personality differences, there are areas of knowledge that the duplicate does not have, and a *detect magic* spell will instantly reveal it as a simulacrum, as will a *true seeing* spell.}}{{hide1=At all times the simulacrum remains under the absolute command of the wizard who created it. No special telepathic link exists, so command must be exercised in some other manner. The spell creates the form of the creature, but it is only a zombielike creation. A *reincarnation* spell must be used to give the duplicate a vital force, and a *limited wish* spell must be used to empower the duplicate with 40% to 65% (35% + 5 to 30%) of the knowledge and personality of the original. The level of the simulacrum, if any, is from 20% to 50% of that of the original creature.\nThe duplicate creature is formed from ice or snow. The spell is cast over the rough form and some piece of the creature to be duplicated must be placed inside the snow or ice. Additionally, the spell requires powdered ruby.\nThe simulacrum has no ability to become more powerful; it cannot increase its level or abilities. If destroyed, it reverts to snow and melts into nothingness. Damage to the simulacrum can be repaired by a complex process requiring at least one day, 100 gp per hit point, and a fully equipped laboratory.}}{{materials=Powdered Ruby worth 1,000gp}}'}, - {name:'Spell-Turning',type:'muspelll7',ct:'7',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSpell Turning\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Abjuration}}Specs=[Spell Turning,MUspellL7,1H,Abjuration]{{components=V,S,M}}{{time=[[7]]}}{{range=[[0]]}}{{duration=Up to [[[3*@{selected|mu-casting-level}]] rounds](!rounds --target-nosave caster|@{selected|token_id}|Spell-turning|[[3*@{selected|mu-casting-level}]]|-1|Those spells tend to just bounce off you|aura)}}{{aoe=The caster}}{{save=None}}{{reference=PHB p187}}{{Use=Use the *duration* button to set a status timer on the caster. Targetable spells should be re-targeted on the reflected target. Spells with effects placed on the caster will need to be *rejected* by the GM or the *Maint Menu* used to remove the effect. Some reflected spells may need to be dealt with manually}}SpellData=[w:Spell Turning,lv:7,sp:7,gp:1,cs:VSM]{{effects=Causes spells cast against the wizard to rebound on the original caster.}}{{hide1=This includes spells cast from scrolls and innate spell-like abilities, but specifically excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, etc. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area within which the protected wizard is standing.\nFrom seven to ten spell levels are affected by the turning. The exact number is secretly rolled by the DM; the player never knows for certain how effective the spell is.\nA spell may be only partially turned--divide the number of remaining levels that can be turned by the spell level of the incoming spell to see what fraction of the effect is turned, with the remainder affecting the caster. For example, an incoming fireball is centered on a wizard with one level of spell turning left. This means that 2/3 of the fireball affects the protected wizard, 1/3 affects the caster, and each is the center of a fireball effect. If the rolled damage is 40 points, the protected wizard receives 27 points of damage and the caster suffers 13. Both (and any creatures in the respective areas) can roll saving throws vs. spell for half damage. A partially turned hold or paralysis spell will act as a slow spell on those who are 50% or more affected.\nIf the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;[D100 Roll](!\\amp#13;\\amp#47;gr 1d100)\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Effect\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;01-70\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Spell drains away without effect\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;71-80\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Spell affects both equally at full damage\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;81-97\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Both turning effects are rendered nonfunctional for 1d4 turns\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;98-00\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Both casters go through a rift into the Positive Energy plane\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}{{materials=A small silver mirror worth 20gp that can be reused 20 times}}'}, - {name:'Statue',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0.03',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nStatue\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Statue,MUspellL7,1H,Alteration]{{components=V,S,M}}{{time=[[7]]}}{{range=Touch}}{{duration=[[@{selected|mu-casting-level}]] hours}}{{aoe=[Creature touched](!rounds --target-save single|@{selected|token_id}|\\amp#64;{target|Who wants a statue of themselves?|token_id}|Statue|[[60*@{selected|mu-casting-level}]]|-1|Wow - you can stand really still!|white-tower)}}{{save=Special}}{{reference=PHB p187}}SpellData=[w:Statue,lv:7,sp:7,gp:0.03,cs:VSM]{{effects=The wizard or other creature is apparently turned to solid stone, along with any garments and equipment worn or carried.}}{{hide1=The initial transformation from flesh to stone requires one full round after the spell is cast.\nDuring the transformation, there\'s an 18% chance that the targeted creature suffers a system shock failure and dies. The creature must roll percentile dice and add its Constitution score to the roll. If the total is 18 or less, the creature dies. If the total is 19 or more, the creature survives the transformation; the creature can withstand any inspection and appear to be a stone statue, although faint magic is detected from the stone if someone checks for it. Note that a creature with a Constitution of 18 or more will always survive the transformation.\nDespite being in this condition, the petrified individual can see, hear, and smell normally. Feeling is limited to those sensations that can affect the granite-hard substance of the individual\'s body--i.e., chipping is equal to a slight wound, but breaking off one of the statue\'s arms is serious damage.\nThe individual under the magic of a statue spell can return to his normal state instantly, act, and then return to the statue state, if he so desires, as long as the spell duration is in effect.}}{{materials=Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike (total cost 3cp)}}'}, - {name:'Steal-Enchantment',type:'muspelll7',ct:'600',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSteal Enchantment\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Enchantment}}Specs=[Steal Enchantment,MUspellL7,1H,Enchantment]{{components=V,S,M}}{{time=[[1]] Hour}}{{range=Touch}}{{duration=Permanent}}{{aoe=[[1]] Item}}{{save=Negates}}{{reference=The Complete Wizard\'s Handbook}}SpellData=[w:Steal-Enchantment,lv:7,sp:600,gp:0,cs:VSM]{{effects="Steals" the enchantment from a magical item and places it within another, non-magical item (the material component).}}{{hide1=Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armor, wand, etc.).\nThe enchantment can be transferred only to a nonmagical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any).\nAt the culmination of the spell, the original magical object is allowed an item saving throw vs. disintegration with all modifiers it is allowed as a magical item. Exceptionally powerful objects (such as artifacts) may be considered to automatically succeed the saving throw at the DM\'s discretion.\nIf the saving throw is successful, the magical object resists the effect and the spell ends in failure. If the roll is failed, the magical item loses all of its powers, which are transferred to the previously nonmagical object.\nEven if the magical item fails its saving throw, the spell\'s success is not guaranteed. There is a chance that the enchantment might be lost. The base chance of this occurring is 100%, modified by -5% per level of the caster. Thus, a 20th-level wizard has no chance of losing the magic. If the enchantment is lost, both items become nonmagical.}}{{materials=The nonmagical item which is to receive the enchantment. It must be of equal or greater value than the object to be drained. Paid for when bought}}'}, - {name:'Teleport-Without-Error',type:'muspelll7',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nTeleport Without Error\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Teleport Without Error,MUspellL7,0H,Alteration]{{components=V}}{{time=[[1]]}}{{range=Touch}}{{duration=Instantaneous}}{{aoe=Special}}{{save=None}}{{reference=PHB p187}}SpellData=[w:Teleport Without Error,lv:7,sp:1,gp:0,cs:V]{{effects=Transport the caster, along with the material weight noted for a *teleport* spell (see PHB p172), to any known location in his home plane with no chance for error.}}{{hide1=The spell also enables the caster to travel to other planes of existence, but any such plane is, at best, "studied carefully." This assumes that the caster has, in fact, actually been to the plane and carefully perused an area for an eventual teleportation without error spell. The table for the teleport spell is used, with the caster\'s knowledge of the area to which transportation is desired used to determine the chance of error. (For an exception, see the 9th-level wizard spell succor.) The caster can do nothing else in the round that he appears from a teleport.}}'}, - {name:'Vanish',type:'muspelll7',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nVanish\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Alteration}}Specs=[Vanish,MUspellL7,0H,Alteration]{{components=V}}{{time=[[2]]}}{{range=Touch}}{{duration=Special}}{{aoe=1 object}}{{save=None}}{{reference=PHB p187}}SpellData=[w:Vanish,lv:7,sp:2,gp:0,cs:V]{{effects=Causes an object to vanish (i.e., to be teleported as if by a teleport spell) if it weighs no more than [[50*@{selected|mu-casting-level}]] pounds. The maximum volume of material that can be affected is [[3*@{selected|mu-casting-level}]] cu.ft. An object that exceeds either limitation is unaffected and the spell fails.}}{{hide1=If desired, a vanished object can be placed deep within the Ethereal Plane. In this case, the point from which the object vanished remains faintly magical until the item is retrieved. A successful dispel magic spell cast on the point will bring the vanished item back from the Ethereal Plane. Note that creatures and magical forces cannot be made to vanish.\nThere is a 1% chance that a vanished item will be disintegrated instead. There is also a 1% chance that a creature from the Ethereal Plane is able to gain access to the Prime Material Plane through the vanished item\'s connection.}}'}, - {name:'Vision',type:'muspelll7',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nVision\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 7 Wizard}}{{school=Divination}}Specs=[Vision,MUspellL7,0H,Divination]{{components=V,S,M}}{{time=[[7]]}}{{range=[[0]]}}{{duration=Special}}{{aoe=The caster}}{{save=None}}{{reference=PHB p187}}SpellData=[w:Vision,lv:7,sp:7,gp:0,cs:VSM]{{effects=Calls upon whatever power the caster desires aid from and can ask a question that will be answered with a vision.}}{{materials=The sacrifice of something valued by the spellcaster or by the power supplicated. The more precious the sacrifice, the better the chance of spell success. A very precious item grants a bonus of +1 to the dice roll, an extremely precious item adds +2, and a priceless item adds +3. DM will adjudicate the cost, which must be deducted from the character}}{{hide1=Two six-sided dice are rolled. If they total 2 to 6, the power is annoyed and refuses to answer the question; instead, the power causes the wizard to perform some service (by an ultrapowerful geas or quest). If the dice total 7 to 9, the power is indifferent and gives some minor vision, though it may be unrelated to the question. If the dice total 10 or better, the power grants the vision.\nThe material component of the spell is the sacrifice of something valued by the spellcaster or by the power supplicated. The more precious the sacrifice, the better the chance of spell success. A very precious item grants a bonus of +1 to the dice roll, an extremely precious item adds +2, and a priceless item adds +3.}}'}, + db:[{name:'Antipathy-Sympathy',type:'muspelll8',ct:'600',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\n**Antipathy-Sympathy**\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Enchantment-Charm}}Specs=[Antipathy-Sympathy,MUspellL8,1H,Enchantment-Charm]{{components=V,S,M}}{{time=[[1]] hour}}{{range=[[30]] yards}}{{duration=[[2*@{selected|mu-casting-level}]] hours}}{{aoe=[10ft. cube](!rounds --aoe @{selected|token_id}|square|feet|[[120*@{selected|mu-casting-level}]]|10||magic) or one item}}{{save=Special}}{{reference=PHB p188}}{{Use=Select [Antipathy](!rounds --target-nosave caster|@{selected|token_id}|Antipathy|[[120*@{selected|mu-casting-level}]]|-1|Area of Antipathy is currently active|screaming) or [Sympathy](!rounds --target-nosave caster|@{selected|token_id}|Sympathy|[[120*@{selected|mu-casting-level}]]|-1|Area of Sympathy is currently active|grab) to set duration status timer on the caster token}}SpellData=[w:Antipathy-Sympathy,lv:8,sp:600,gp:0,cs:VSM]{{effects=This spell allows the wizard to set certain vibrations to emanate from an object or location that tend to either repel or attract a specific type of intelligent creature or characters of a particular alignment. The wizard must decide which effect is desired with regard to what creature type or alignment before beginning the spellcasting, for the components of each application differ. The spell cannot be cast upon living creatures.}}{{hide1=[Antipathy](!rounds --target caster|@{selected|token_id}|Antipathy|[[120*@{selected|mu-casting-level}]]|-1|Area of Antipathy is currently active|screaming): This spell causes the affected creature or alignment type to feel an overpowering urge to leave the area or to not touch the affected item. If a saving throw vs. spell is successful, the creature can stay in the area or touch the item, but the creature will feel very uncomfortable, and a persistent itching will cause it to suffer the loss of 1 point of Dexterity per round (for the spell\'s duration), subject to a maximum loss of 4 points and a minimum Dexterity of 3. Failure to save vs. spell forces the being to abandon the area or item, shunning it permanently and never willingly returning to it until the spell is removed or expires.\nThe material component for this application of the spell is a lump of alum soaked in vinegar.\n[Sympathy](!rounds --target caster|@{selected|token_id}|Sympathy|[[120*@{selected|mu-casting-level}]]|-1|Area of Sympathy is currently active|grab): By casting the sympathy application of the spell, the wizard can cause a particular type of creature or alignment of character to feel elated and pleased to be in an area or touching or possessing an object or item. The desire to stay in the area or touch the object is overpowering. Unless a saving throw vs. spell is successfully rolled, the creature or character will stay or refuse to release the object. If the saving throw is successful, the creature or character is released from the enchantment, but a subsequent saving throw must be made 1d6 turns later. If this saving throw fails, the affected creature will return to the area or object.\nThe material components of this spell are 1,000 gp worth of crushed pearls and a drop of honey.\nNote that the particular type of creature to be affected must be named specifically - for example, red dragons, hill giants, wererats, lammasu, catoblepas, vampires, etc. Likewise, the specific alignment must be named - for example, chaotic evil, chaotic good, lawful neutral, true neutral, etc.\nIf this spell is cast upon an area, a 10-foot cube can be enchanted for each experience level of the caster. If an object or item is enchanted, only that single thing can be enchanted; affected creatures or characters save vs. spell with a -2 penalty.}}{{materials=\n*Antipathy*: a lump of alum soaked in vinegar.\n*Sympathy*: 1,000 gp worth of crushed pearls and a drop of honey}}'}, + {name:'Bigbys-Clenched-Fist',type:'magic|muspelll8',ct:'600',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBigby\'s Clenched Fist\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Evocation}}Specs=[Bigbys Clenched Fist,Magic|MUspellL8,1H|2H,Evocation],[Bigbys Clenched Fist,Magic|MUspellL8,1H|2H,Evocation],[Bigbys Clenched Fist,Magic|MUspellL8,1H|2H,Evocation],[Bigbys Clenched Fist,Magic|MUspellL8,1H|2H,Evocation],[Bigbys Clenched Fist,Magic|MUspellL8,1H|2H,Evocation]{{components=V,S,M}}ToHitData=[w:Fist Roll d20,cmd:!\\amp#13;\\amp#47;r 1d20],[w:Fist 1-12,cmd:!\\amp#13;\\amp#47;r 1d6],[w:Fist 13-16,cmd:!\\amp#13;\\amp#47;r 2d6],[w:Fist 17-19,cmd:!rounds --target single|\\amp#64;{selected|token_id}|\\amp#64;{target|Who did you punch?|token_id}|stunned|1|-1|Stunned for 1 round|back-pain\\amp#13;\\amp#47;r 3d6],[w:Fist 20,cmd:!rounds --target single|\\amp#64;{selected|token_id}|\\amp#64;{target|Who did you punch?|token_id}|stunned|3|-1|Stunned for 3 rounds|back-pain\\amp#13;\\amp#47;r 4d6]{{time=[[8]]}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[10*@{selected|mu-casting-level}]]||magic|true)}}{{duration=[[@{selected|mu-casting-level}]] rounds}}{{aoe=Special}}{{save=None}}{{reference=PHB p188}}SpellData=[w:Bigbys Clenched Fist,lv:8,sp:600,gp:1,cs:VSM,on:!rounds --target caster|@{selected|token_id}|bigbys-fist|@{selected|mu-casting-level}|-1|Wielding Bigby\'s Clenched Fist|fist,off:!rounds --removetargetstatus @{selected|token_id}|bigbys-fist|silent]{{Use=After casting this spell, use the *Change Weapon* dialog (which should be automatically displayed) to take *Bigby\'s Clenched Fist* in-hand as a weapon, and then attack with it each round until it expires}}{{effects=Brings forth a huge, disembodied hand that is balled into a fist. Spellcaster can cause it to strike one opponent each round, which always hits and with the following effects:\n\\amplt;table\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;D20 Roll\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Result\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\n\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1-12\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Glancing blow - 1d6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;13-16\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Solid punch - 2d6\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;17-19\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Hard punch - 3d6 \\amp stunned for 1 round\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;20\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Crushing blow\\amp#42; - 4d6 \\amp stunned for 3 rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n\\amp#42;The wizard adds +4 to the die rolls of subsequent attacks if the opponent is stunned, as the opponent is not capable of dodging or defending against the attack effectively.\nThe fist has AC 0, and [[@{selected|hp|max}]]HP}}{{materials=A leather glove and a small device (similar to brass knuckles) consisting of four rings joined so as to form a slightly curved line, with an "I" upon which the bottoms of the rings rest. The device must be fashioned of an alloy of copper and zinc: total cost 20gp to procure, but can be used up to 20 times}}'}, + {name:'Binding',type:'muspelll8',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nBinding\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Enchantment, Evocation}}Specs=[Binding,MUspellL8,1H,Enchantment|Evocation]{{components=V,S,M}}{{time=Special}}{{range=[[[10]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|20|0|magic|true)}}{{duration=Special}}{{aoe=1 creature}}{{save=Special}}{{reference=PHB p188}}SpellData=[w:Binding,lv:8,sp:100,gp:0,cs:VSM]{{effects=Creates a magical restraint to hold a creature, usually from another plane of existence.}}{{hide1=Extraplanar creatures must be confined by a circular diagram; other creatures can be physically confined. The duration of the spell depends upon the form of the binding and the level of the caster(s), as well as the length of time the spell is actually uttered. The components vary according to the form of the spell, but they include a continuous chanting utterance read from the scroll or book page giving the spell; gestures appropriate to the form of binding; and materials such as miniature chains of special metal (silver for lycanthropes, etc.), soporific herbs of the rarest sort, a corundum or diamond gem of great size (1,000 gp value per Hit Die of the subject creature), and a vellum depiction or carved statuette of the subject to be captured.\nMagic resistance applies unless the subject\'s true name is used. A saving throw is not applicable as long as the experience level of the caster is at least twice as great as the Hit Dice of the subject. The caster\'s level can be augmented by one-third of the levels of each assisting wizard of 9th level or higher, and by one level for each assistant of 4th through 8th level. No more than six other wizards can assist with this spell. If the caster\'s level is less than twice the Hit Dice of the subject, the subject gains a saving throw vs. spell, modified by the form of binding being attempted. The various forms of binding are:\n***Chaining:*** The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except the caster. Duration is as long as one year per level of the caster(s). The subject of this form of binding (as well as in the slumber and bound slumber versions) remains within the restraining barrier.\n***Slumber:*** Brings a comatose sleep upon the subject for a duration of up to one year per level of the caster(s).\n***Bound Slumber:*** A combination of chaining and slumber that lasts for up to one month per level of the caster(s).\n***Hedged Prison:*** The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means until freed. The spell remains until the\nmagical hedge is somehow broken.\n***Metamorphosis:*** Causes the subject to change to some noncorporeal form, save for its head or face. The binding is permanent until some prescribed act frees the subject.\n***Minimus Containment:*** The subject is shrunken to a height of 1 inch or even less and held within the hedged prison of some gem or similar object. The subject of a minimus containment, metamorphosis, or hedged prison radiates a very faint aura of magic.\nThe subject of the *chaining* form of the spell receives a saving throw with no modifications. However, *slumber* allows the subject a +1 bonus, *bound slumber* a +2 bonus, *hedged prison* a +3 bonus, *metamorphosis* a +4 bonus, and *minimus containment* a +5 bonus to the saving throw. If the subject is magically weakened, the DM can assign a -1, -2, or even -4 penalty to the saving throw. A successful saving throw enables the subject to burst its bonds and do as it pleases.\nA binding spell can be renewed in the case of the first three forms of the spell, for the subject does not have the opportunity to break the bonds. (If anything has caused a weakening of a chaining or slumber version, such as attempts to contact the subject or magically touch it, a normal saving throw applies to the renewal of the spell.) Otherwise, after one year, and each year thereafter, the subject gains a normal saving throw vs. the spell. Whenever it is successful, the binding spell is broken and the creature is free.}}{{materials=Various materials are required for various forms. DM to determine cost. See PHB p188}}'}, + {name:'Clone',type:'muspelll8',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nClone\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Necromancy}}Specs=[Clone,MUspellL8,1H,Necromancy]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Touch}}{{duration=Permanent}}{{aoe=1 clone}}{{save=None}}{{reference=PHB p189}}{{Use=Drag a copy token on to the playing surface from the journal, then the GM should make the token a "mob" token by deleting the token bar links to the character (leave the token itself linked to the character sheet)}}SpellData=[w:Clone,lv:8,sp:100,gp:0,cs:VSM]{{effects=Creates a duplicate of a human, demihuman, or humanoid creature.}}{{hide1=This clone is in most respects the duplicate of the individual, complete to the level of experience, memories, etc. However, the duplicate really is the person, so if the original and a duplicate exist at the same time, each knows of the other\'s existence; the original erson and the clone will each desire to do away with the other, for such an alter-ego is unbearable to both. If one cannot destroy the other, one will go insane and destroy itself (90% likely to be the clone), or possibly both will become mad and destroy themselves (2% chance). These events nearly always occur within one week of the dual existence.\nNote that the clone is the person as he existed at the time at which the flesh was taken for the spell component, and all subsequent knowledge, experience, etc., is totally unknown to the clone. The clone is a physical duplicate, and possessions of the original are another matter entirely. A clone takes 2d4 months to grow, and only after that time is dual existence established. Furthermore, the clone has one less Constitution point than the body it was cloned from; the cloning fails if the clone would have a Constitution of 0.\nThe DM may, in addition, add other stipulations to the success of a cloning effort, requiring that some trace of life must remain in the flesh sample, that some means of storing and preserving the sample must be devised and maintained, etc.}}{{materials=A small piece of the flesh from the person to be duplicated. The DM may add other stipulations to the success of a cloning effort, e.g. some trace of life must remain in the flesh sample, some means of storing and preserving the sample, etc}}'}, + {name:'Demand',type:'muspelll8',ct:'100',charge:'uncharged',cost:'1',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nDemand\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Evocation, Enchantment-Charm}}Specs=[Demand,MUspellL8,1H,Evocation|Enchantment-Charm]{{components=V,S,M}}{{time=[[1]] turn}}{{range=Unlimited}}{{duration=Special}}{{aoe=1 creature}}{{save=Special}}{{reference=PHB p189}}SpellData=[w:Demand,lv:8,sp:100,gp:1,cs:VSM]{{effects=Allows a brief contact with a far distant creature. The message can also contain a *suggestion*}}{{hide1=This spell is very much like the 5th-level wizard spell sending, allowing a brief contact with a far distant creature. However, with this spell the message can also contain a [*suggestion*](!magic --display-ability @{selected|token_id}|MU-Spells-DB|Suggestion) (see the 3rd-level wizard spell suggestion), which the subject will do its best to carry out if it fails its saving throw vs. spell, made with a -2 penalty. Of course, if the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand comes, the message is understood but no saving throw is necessary and the suggestion is ineffective.\nThe caster must be familiar with the creature contacted and must know its name and appearance well. If the creature in question is not in the same plane of existence as the spellcaster, there is a base 5% chance that the demand does not arrive. Local conditions on other planes may worsen this chance considerably at the option of the DM. The demand, if received, will be understood even if the creature has an Intelligence ability score as low as 1 (animal Intelligence). Creatures of demigod status or higher can choose to come or not, as they please.\nThe demand message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.}}{{materials=A pair of cylinders, each open at one end, connected by a thin piece of copper wire costing 20gp to procure, reusable 20 times, and some small part of the subject creature--a hair, a bit of nail, etc}}'}, + {name:'Glassteel',type:'muspelll8',ct:'8',charge:'uncharged',cost:'0.5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nGlassteel\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Alteration}}Specs=[Glasteel,MUspellL8,1H,Alteration]{{components=V,S,M}}{{time=[[8]]}}{{range=Touch}}{{duration=Permanent}}{{aoe=[Object touched](!rounds --aoe @{selected|token_id}||feet|0)}}{{save=None}}{{reference=PHB p189}}SpellData=[w:Glassteel,lv:8,sp:8,gp:0.5,cs:VSM]{{effects=Turns normal, nonmagical crystal or glass into a transparent substance that has the tensile strength and unbreakability of actual steel. Only a relatively small volume of material can be affected (a maximum weight of [[10*@{selected|mu-casting-level}]] pounds), and it must form one whole object. AC of the substance is 1}}{{materials=A small piece of glass and a small piece of steel, total cost 5sp}}'}, + {name:'Incendiary-Cloud',type:'muspelll8',ct:'2',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nIncendiary Cloud\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Alteration, Evocation}}Specs=[Incendiary Cloud,MUspellL8,1H,Alteration|Evocation]{{components=V,S,M}}{{time=[[2]]}}{{range=[[30]] yards}}{{duration=1d6+4 rounds}}{{aoe=[Special](!rounds --aoe @{selected|token_id}||feet|90|||fire --target-nosave caster|@{selected|token_id}|Incendiary-cloud|\\amp#91;[4+1d6]\\amp#93;|-1|An incendiary cloud forms|rolling-bomb)}}{{save=Halves}}{{reference=PHB p189}}{{Use=Select the *area of effect* and a status round counter will be set on the caster. Damage buttons will appear for the caster each round}}SpellData=[w:Incendiary Cloud,lv:8,sp:2,gp:0,cs:VSM]{{effects=Minimum dimensions are a cloud 10 feet tall, 20 feet wide, and 20 feet long. This dense vapor cloud billows forth, and 3rd round begins to flame, for @{selected|mu-casting-level}d2 HP. 4th round @{selected|mu-casting-level}d4 HP, and 5th round @{selected|mu-casting-level}d2 HP as its flames burn out, and in successive rounds is simply harmless smoke that obscures vision within its confines. Creatures within the cloud need to make only one saving throw if it is successful, but if they fail the first saving throw, they roll again on the fourth and fifth rounds (if necessary) to attempt to reduce the damage sustained by one-half.}}{{materials=An available fire source (just as with a pyrotechnics spell), scrapings from beneath a dung pile, and a pinch of dust (no cost)}}'}, + {name:'Mass-Charm',type:'muspelll8',ct:'8',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMass Charm\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Enchantment-Charm}}Specs=[Mass Charm,MUspellL8,0H,Enchantment-Charm]{{components=V}}{{time=[[8]]}}{{range=[[5*@{selected|mu-casting-level}]] yards}}{{duration=Special}}{{aoe=[30ft cube](!rounds --aoe @{selected|token_id}|square|feet|[[15*@{selected|mu-casting-level}]]|30||magic)}}{{save=Negates}}{{reference=PHB p190}}{{Use=[Charm Them](!rounds --target multi|@{selected|token_id}|Mass-Charm|99|0|Wow, @{selected|character_name} is so great! There\'s something about them...|chained-heart|svspe\\clon;-2)}}SpellData=[w:Mass Charm,lv:8,sp:8,gp:0,cs:V]{{effects=Affects large numbers of either persons or monsters just as a *charm person* or *charm monster* spell.}}{{hide1=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. 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.}}'}, + {name:'Maze',type:'muspelll8',ct:'3',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMaze\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration-Summoning}}Specs=[Maze,MUspellL8,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[3]]}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[10*@{selected|mu-casting-level}]]||magic|true)}}{{duration=[Special](!rounds --target single|@{selected|token_id}|\\amp#64;{target|Who do you want to a-Maze?|token_id}|Maze|\\amp#91;[\\amp#63;{What intelligence is target creature?|under 3,2d4|3-5,1d4|6-8,5d4|9-11,4d4|12-14,3d4|15-17,2d4|18+,1d4}]\\amp#93;|-1|You are in a labyrinth of endless corridors... You are in a labyrinth of tiny, twisting corridors... You are in...|screaming)}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p190}}SpellData=[w:Maze,lv:8,sp:3,gp:0,cs:VS]{{effects=An extradimensional space is brought into being. The subject vanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its Intelligence.}}{{hide1=(Note: Minotaurs are not affected by this spell.)\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Intelligence of Mazed Creature\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Time Trapped in Maze\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;under 3\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[2d4](!\\amp#13;\\amp#47;r 2d4) turns\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3-5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[1d4](!\\amp#13;\\amp#47;r 1d4) turns\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;6-8\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[5d4](!\\amp#13;\\amp#47;r 5d4) rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;9-11\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[4d4](!\\amp#13;\\amp#47;r 4d4) rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;12-14\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[3d4](!\\amp#13;\\amp#47;r 3d4) rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;15-17\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[2d4](!\\amp#13;\\amp#47;r 2d4) rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;18+\\amplt;/td\\ampgt;\\amplt;td\\ampgt;[1d4](!\\amp#13;\\amp#47;r 1d4) rounds\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nNote that teleport and dimension door spells will not help a character escape a maze spell, although a plane shifting spell will.}}'}, + {name:'Mind-Blank',type:'muspelll8',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nMind Blank\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Abjuration}}Specs=[Mind Blank,MUspellL8,1H,Abjuration]{{components=V,S}}{{time=[[1]]}}{{range=[30 yards](!rounds --aoe @{selected|token_id}|circle|yards|0|60||magic|true)}}{{duration=[1 day](!rounds --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who\'s mind is blank to others?|token_id}|Mind-blank|99|0|You are protected from all forms of mind reading|white-tower)}}{{aoe=1 creature}}{{save=None}}{{reference=PHB p190}}SpellData=[w:Mind Blank,lv:8,sp:1,gp:0,cs:VS]{{effects=The creature is totally protected from all devices and spells that detect, influence, or read emotions or thoughts.}}{{hide1=This protects against *augury, charm, command, confusion, divination, empathy* (all forms), *ESP, fear, feeblemind, mass suggestion, phantasmal killer, possession, rulership, soul trapping, suggestion,* and *telepathy*. Cloaking protection also extends to the prevention of discovery or information gathering by *crystal balls* or other scrying devices, *clairaudience, clairvoyance, communing, contacting other planes,* or wish-related methods (*wish* or *limited wish*). Of course, exceedingly powerful deities can penetrate the spell\'s barrier.}}'}, + {name:'Monster-Summoning-VI',type:'muspelll8',ct:'8',charge:'uncharged',cost:'0.1',body:'\\amp{template:'+fields.spellTemplate+'}{{}}Specs=[Monster Summoning VI,MUspellL8,1H,Conjuration-Summoning]{{}}SpellData=[w:Monster Summoning VI,lv:8,sp:8,gp:0.1,cs:VSM]{{}}%{MU-Spells-DB|Monster-Summoning-V}{{title=@{selected|casting-name} casts\nMonster Summoning VI\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration-Summoning}}{{components=V,S,M}}{{time=[[8]]}}{{range=Special}}{{duration=[[7+@{selected|mu-casting-level}]] rounds}}{{aoe=[80yd radius](!rounds --aoe @{selected|token_id}|circle|yards|0|160||magic|true)}}{{save=None}}{{reference=PHB p190}}{{effects=[1d3](!\\amp#13;\\amp#47;r 1d3) 6th level monsters (selected by the DM from the Monster Summoning VI Table in the MC) appear in the area, placed by the caster. Attack to best of their ability until caster demands attack cease, spell expires, or are slain. Disappear when slain, no morale checks. If can communicate and not attacking, caster can ask them to perform tasks.}}{{materials=A tiny bag and a small candle, costing 1sp}}'}, + {name:'Otilukes-Telekinetic-Sphere',type:'muspelll8',ct:'4',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nOtiluke\'s Telekinetic Sphere\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Evocation, Alteration}}Specs=[Otilukes Telekinetic Sphere,MUspellL8,1H,Evocation|Alteration]{{components=V,S,M}}{{time=[[4]]}}{{range=20 yards}}{{duration=[[2*@{selected|mu-casting-level}]] rounds}}{{aoe=[@{selected|mu-casting-level}ft. diameter sphere](!rounds --aoe @{selected|token_id}|circle|feet|60|@{selected|mu-casting-level}||light)}}{{save=Negates}}{{reference=PHB p190}}SpellData=[w:Otilukes Telekinetic Sphere,lv:8,sp:4,gp:500,cs:VSM]{{effects=Exactly the same as the 4th-level wizard spell Otiluke\'s resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless--anything contained within it weighs only 1/16 its normal weight.}}{{hide1=Any subject weighing up to 5,000 pounds can be telekinetically lifted in the sphere by the caster. Range of control extends to a maximum distance of 10 yards per level after the sphere has actually succeeded in encapsulating a subject or subjects. Note that even if more than 5,000 pounds of weight is englobed, the perceived weight is only 1/16 of the actual weight, so the orb can be rolled without exceptional effort. Because of the reduced weight, rapid motion or falling within the field of the sphere is relatively harmless to the object therein, although it can be disastrous should the globe disappear when the subject inside is high above a hard surface. The caster can dismiss the effect with a word.}}{{materials=A hemispherical piece of diamond costing 500gp, a matching piece of gum arabic, and a pair of small bar magnets, which are consumed by the spell}}'}, + {name:'Ottos-Irresistible-Dance',type:'muspelll8',ct:'5',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nOtto\'s Irresistible Dance\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Enchantment-Charm}}Specs=[Ottos Irresistible Dance,MUspellL8,1H,Enchantment-Charm]{{components=V}}{{time=[[5]]}}{{range=[Touch](~selected|To-Hit-Spell)}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[1d4+1]] rounds}}!!!{{aoe=Creature Touched}}{{save=None}}{{reference=PHB p190}}SpellData=[w:Ottos Irresistible Dance,lv:8,sp:5,gp:0,cs:V]{{effects=Causes the recipient to begin dancing, complete with feet shuffling and tapping.}}{{hide1=This dance makes it impossible for the victim to do anything other than caper and prance; this cavorting worsens the Armor Class of the creature by -4, makes saving throws impossible except on a roll of 20, and negates any consideration of a shield. Note that the creature must be touched, as if melee combat were taking place and the spellcaster were striking to do damage.}}\n!magic --touch @{selected|token_id}|Ottos-irresistable-dance|\\amp#64;{selected|spell-duration}|-1|Dancing the night away...|trophy'}, + {name:'Permanency',type:'muspelll8',ct:'20',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nPermanency\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Alteration}}Specs=[Permanency,MUspellL8,1H,Alteration]{{components=V,S}}{{time=[[2]] rounds}}{{range=Special}}{{duration=Permanent}}{{aoe=Special}}{{save=None}}{{reference=PHB p190}}SpellData=[w:Permanency,lv:8,sp:20,gp:0,cs:VS]{{effects=This spell affects the duration of certain other spells, making the duration permanent.}}{{hide1=The personal spells upon which a permanency is known to be effective are as follows:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*comprehend languages*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*protection from evil*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*detect evil*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*protection from normal missiles*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*detect invisibility*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*read magic*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*detect magic*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*tongues*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*infravision*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*unseen servant*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*protection from cantrips*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe wizard casts the desired spell and then follows it with the permanency spell. Each permanency spell lowers the wizard\'s Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell.\nIn addition to personal use, the permanency spell can be used to make the following object/creature or area-effect spells permanent:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*enlarge*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*prismatic sphere*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*fear*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*stinking cloud*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*gust of wind*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*wall of fire*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*invisibility*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*wall of force*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*magic mouth*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*web*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nAdditionally, the following spells can be cast upon objects or areas only and rendered permanent:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*alarm*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*wall of fire*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*audible glamer*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*distance distortion*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*dancing lights*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*teleport*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*solid fog*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThese applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated.\nThe permanency spell is also used in the fabrication of magical items (see the 6th-level spell enchant an item). At the DM\'s option, permanency might become unstable or fail after a long period of at least 1,000 years. Unstable effects might operate intermittently or fail altogether.\nThe DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.}}'}, + {name:'Polymorph-Any-Object',type:'muspelll8',ct:'10',charge:'uncharged',cost:'5',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nPolymorph Any Object\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Alteration}}Specs=[Polymorph Any Object,MUspellL8,1H,Alteration]{{components=V,S,M}}{{time=[[1]] round}}{{range=[[[5*@{selected|mu-casting-level}]] yards](!rounds --aoe @{selected|token_id}|circle|yards|0|[[5*@{selected|mu-casting-level}]]||magic)}}{{duration=Variable}}{{aoe=Special}}{{save=Special}}{{reference=PHB p191}}SpellData=[w:Polymorph Any Object,lv:8,sp:10,gp:5,cs:VSM]{{effects=Changes one object or creature into another.}}{{hide1=When used as a *polymorph other* or *stone to flesh* spell, simply treat the spell as a more powerful version, with saving throws made with -4 penalties to the die roll. When it is cast in order to change other objects, the duration of the spell depends on how radical a change is made from the original state to its enchanted state, as well as how different it is in size. The DM determines the changes by using the following guidelines:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Kingdom*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Animal, vegetable, mineral\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Class*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Mammals, bipeds, fungi, metals, etc.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Relationship*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Twig is to tree, sand is to beach, etc.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Size*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Smaller, equal, larger\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Shape*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Comparative resemblance of the original to the polymorphed state\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Intelligence*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Particularly with regard to a change in which the end product is more intelligent\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nA change in *kingdom* makes the spell work for hours (if removed by one kingdom) or turns (if removed by two). Other changes likewise affect spell duration. Thus, changing a lion to an androsphinx would be permanent, but turning a turnip to a purple worm would be a change with a duration measured in hours. Turning a tusk into an elephant would be permanent, but turning a twig into a sword would be a change with a duration of several turns.\nAll polymorphed objects radiate a strong magic, and if a *dispel magic* spell is successfully cast upon them, they return to their natural form. Note that a *stone to flesh* spell or its reverse will affect objects under this spell. As with other polymorph spells, damage sustained in the new form can result in the injury or death of the polymorphed creature.\nFor example, it is possible to polymorph a creature into rock and grind it to dust, causing damage, perhaps even death. If the creature was changed to dust to start with, more creative methods to damage it would be needed; perhaps the wizard could use a *gust of wind* spell to scatter the dust far and wide. In general, damage occurs when the new form is altered through physical force, although the DM will have to adjudicate many of these situations.\nThe system shock roll must be applied to living creatures, as must the restrictions noted regarding the *polymorph other* and *stone to flesh* spells. Also note that a polymorph effect often detracts from an item\'s or creature\'s powers, but does not add new powers, except possibly movement capabilities not present in the old form. Thus, a vorpal sword polymorphed into a dagger would not retain vorpal capability. Likewise, valueless items cannot be made into permanent valuable items.}}'}, + {name:'Power-Word-Blind',type:'muspelll8',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nPower Word, Blind\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration-Summoning}}Specs=[Power Word Blind,MUspellL8,0H,Conjuration-Summoning]{{components=V}}{{time=[[1]]}}{{range=[[5*@{selected|mu-casting-level}]] yards}}{{duration=[Special](!rounds --target-nosave multi|@{selected|token_id}|Blindness|\\amp#63;{How many Hit Dice?|25 or less,99|26-50,[[10*[[1d4+1]]]]|51-100,[[1d4+1]]}|-1|You are blinded, -4 attk \\amp save|bleeding-eye)}}{{aoe=[15ft radius](!rounds --aoe @{selected|token_id}|circle|yards|[[5*@{selected|mu-casting-level}]]|10||dark)}}{{save=None}}{{reference=PHB p191}}SpellData=[w:Power Word Blind,lv:8,sp:1,gp:0,cs:V]{{effects=One or more creatures within the area of effect become sightless.}}{{hide1=The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting creatures with the lowest hit point totals first; the spell can also be focused to affect only an individual creature. The spell affects up to 100 hit points of creatures; creatures who currently have 100 or more hit points are not affected and do not count against the number of creatures affected. The duration of the spell depends upon how many hit points are affected. If 25 or fewer hit points are affected, the blindness is permanent until cured. If 26 to 50 hit points are affected, the blindness lasts for 1d4+1 turns. If 51 to 100 hit points are affected, the spell lasts for 1d4+1 rounds. An individual creature cannot be partially affected. If all of its current hit points are affected, it is blinded; otherwise, it is not. Blindness can be removed by a cure blindness or dispel magic spell.}}'}, + {name:'Prismatic-Wall',type:'muspelll8',ct:'7',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nPrismatic Wall\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration-Summoning}}Specs=[Prismatic Wall,MUspellL8,1H,Conjuration-Summoning]{{components=V,S}}{{time=[[7]]}}{{range=[[10]] yards}}{{duration=[[@{selected|mu-casting-level}]] turns}}{{aoe=[[2*@{selected|mu-casting-level}]]ft high x [[[4*@{selected|mu-casting-level}]]ft long](!rounds --aoe @{selected|token_id}|wall|feet|30|[[4*@{selected|mu-casting-level}]]|2|magic)}}{{save=Special}}{{damage=[Blind creatures](!rounds --target area|@{selected|token_id}|\\amp#64;{target|Who is too close?|token_id}|Prismatic-Wall-Blind|\\amp#91;[2d4]\\amp#93;|-1|Blinded by the colors, -4 attk \\amp AC|bleeding-eye) with less than 8HD in 20ft}}{{reference=PHB p191}}SpellData=[w:Prismatic Wall,lv:8,sp:7,gp:0,cs:VS]{{effects=Conjure a vertical, opaque wall--a shimmering, multicolored plane of light that protects him from all forms of attack.}}{{hide1=The wall flashes with all colors of the visible spectrum, seven of which have a distinct power and purpose. The wall is immobile, and the spellcaster can pass through the wall without harm. However, any creature with fewer than 8 Hit Dice that is within 20 feet of the wall and does not shield its vision is blinded for 2d4 rounds by the colors.\nEach color in the wall has a special effect. Each color can also be negated by a specific magical effect, but the colors must be negated in the precise order of the spectrum. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the spellcaster, and the magic needed to negate each color.\nThe wall\'s maximum proportions are 4 feet wide per level of experience of the caster and 2 feet high per level of experience. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted and the spell is wasted.\n\\amplt;table style="border:1px solid black" width="100%"\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;th colspan="4"\\ampgt;Prismatic Wall Effects\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;th\\ampgt;Color\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Order\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Effect of Color\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Spell Negated By\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Red\\amplt;/td\\ampgt;\\amplt;td\\ampgt;1st\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops nonmagical missiles--inflicts 20 points of damage, save for half\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*cone of cold*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Orange\\amplt;/td\\ampgt;\\amplt;td\\ampgt;2nd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops magical missiles--inflicts 40 points of damage, save for half\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*gust of wind*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Yellow\\amplt;/td\\ampgt;\\amplt;td\\ampgt;3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops poisons, gases, and petrification--inflicts 80 pointsof damage, save for half \\amplt;/td\\ampgt;\\amplt;td\\ampgt;*disintegrate*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Green\\amplt;/td\\ampgt;\\amplt;td\\ampgt;4th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops breath weapons--save vs. poison or die;\nsurvivors suffer 20 points of damage \\amplt;/td\\ampgt;\\amplt;td\\ampgt;*passwall*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Blue\\amplt;/td\\ampgt;\\amplt;td\\ampgt;5th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops location/detection and mental attacks--save vs.petrification or turn to stone\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*magic missile*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Indigo\\amplt;/td\\ampgt;\\amplt;td\\ampgt;6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Stops magical spells--save vs. wand or go insane \\amplt;/td\\ampgt;\\amplt;td\\ampgt;*continual light*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr style="border:1px solid black"\\ampgt;\\amplt;td\\ampgt;Violet\\amplt;/td\\ampgt;\\amplt;td\\ampgt;7th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;Force field protection--save vs. spell or be sent to\nanother plane\\amplt;/td\\ampgt;\\amplt;td\\ampgt;*dispel magic*\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;}}'}, + {name:'Screen',type:'muspelll8',ct:'100',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nScreen\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Divination, Illusion}}Specs=[Screen,MUspellL8,1H,Divination|Illusion]{{components=V,S}}{{time=[[1]] turn}}{{range=[[0]]}}{{duration=[[[@{selected|mu-casting-level}]] hours](!rounds --target-nosave caster|@{selected|token_id}|Screen|[[60*@{selected|mu-casting-level}]]|-1|Maintaining an area screened from scrying eyes|white-tower)}}{{aoe=[[[@{selected|mu-casting-level}]] x 30ft cubes](!rounds --aoe @{selected|token_id}|rectangle|feet|0|||magic)}}{{save=Special}}{{reference=PHB p192}}SpellData=[w:Screen,lv:8,sp:100,gp:0,cs:VS]{{effects=Combines several elements to create a powerful protection from scrying and direct observation.}}{{hide1=When the spell is cast, the wizard dictates what will and will not be observed in the area of effect. The illusion created must be stated in general terms. Thus, the caster could specify the illusion of him and another playing chess for the duration of the spell, but he could not have the illusionary chess players take a break, make dinner, and then resume their game. He could have a crossroads appear quiet and empty even while an army is actually passing through the area. He could specify that no one be seen (including passing strangers), that his troops be undetected, or even that every fifth man or unit should be visible. Once the conditions are set, they cannot be changed.\nAttempts to scry the area automatically detect the image stated by the caster with no saving throw allowed. Sight and sound are appropriate to the illusion created. A band of men standing in a meadow could be concealed as an empty meadow with birds chirping, etc. Direct observation may allow a saving throw (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if the column of a marching army disappeared at one point to reappear at another! Even entering the area does not cancel the illusion or necessarily allow a saving throw, assuming the hidden beings take care to stay out of the way of those affected by the illusion.}}'}, + {name:'Sertens-Spell-Immunity',type:'muspelll8',ct:'10',charge:'uncharged',cost:'500',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nSerten\'s Spell Immunity\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Abjuration}}Specs=[Sertens Spell Immunity,MUspellL8,1H,Abjuration]{{components=V,S,M}}{{time=1 round for each recipient}}{{range=Touch}}!setattr --silent --charid @{selected|character_id} --spell-duration|{{duration=[[floor(10*@{selected|mu-casting-level}/?{How many recipients?})]] rounds}}!!!{{aoe=[Creature(s) touched](!rounds --target-nosave caster|@{selected|token_id}|Sertens-Immunity-casting|[[?{How many recipients?}]]|-1|Casting Serten\'s Spell Immunity on ?{How many recipients?} creatures takes ?{How many recipients?} rounds|stopwatch --target-nosave single|@{selected|token_id}|\\amp#64;{target|Who to give immunity to?|token_id}|Sertens-Immunity|[[floor(10*@{selected|mu-casting-level}/?{How many recipients?})]]|-1|Better saves against many spells - see PHB p192|white-tower)}}{{save=None}}{{reference=PHB p192}}{{Use=Select the first creature to be given immunity using the *area of effect* button. Subsequent creatures to protect will be prompted for on subsequent turns of the caster. Additional save types are automatically added to creature\'s saving throw tables}}SpellData=[w:Sartens Spell Immunity,lv:8,sp:10,gp:500,cs:VSM]{{effects=Confer virtual immunity to certain spells and magical attack forms upon those he touches.}}{{hide1=For every four levels of experience of the wizard, one creature can be protected by the Serten\'s spell immunity spell; however, if more than one is protected, the duration of the protection is divided among the protected creatures.\nFor example, a 16th-level wizard can cast the spell upon one creature and it will last 16 turns, or place it upon two creatures for eight turns, or four creatures for four turns.) The protection gives a bonus to saving throws, according to spell type and level, as shown in the following table.\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;th\\ampgt;Spell Level\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Wizard Spell\\amplt;/th\\ampgt;\\amplt;th\\ampgt;Priest Spell\\amplt;/th\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;1st-\\amplt;tr\\ampgt;\\amplt;td\\ampgt;3rd\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+9^\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+7\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;4th-6th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+7\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+5\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;7th-8th\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+5\\amplt;/td\\ampgt;\\amplt;td\\ampgt;+3\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\n^ Includes beguiling effects.}}{{materials=A diamond of at least 500 gp value, which must be crushed and sprinkled over the spell recipients. Each such creature must also have in its possession a diamond of at least one carat size, intact and carried on its person}}\n!setattr --silent --charid @{selected|character_id} --SSI-creatures|?{How many recipients?}'}, + {name:'Sink',type:'muspelll8',ct:'18',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nSink\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Enchantment, Alteration}}Specs=[Sink,MUspellL8,1H,Enchantment|Alteration]{{components=V,S}}{{time=[[8]]}}{{range=[[10*@{selected|mu-casting-level}]] yards}}{{duration=1 or 2 rounds}}{{aoe=1 creature or object, max [[[@{selected|mu-casting-level}]] cu.ft.](!rounds --aoe @{selected|token_id}|rectangle|feet|[[10*@{selected|mu-casting-level}]]|||magic)}}{{save=Special}}{{reference=PHB p192}}SpellData=[w:Sink,lv:8,sp:18,gp:0,cs:VS]{{effects=Force a creature or object into the very earth or floor upon which it stands.}}{{hide1=When casting the spell, the wizard must chant the spell for the remainder of the round without interruption. At that juncture, the subject creature or object becomes rooted to the spot unless a saving throw vs. spell (for a creature) or disintegration (for an object with magical properties) is successful. (Note: "magical properties" include those of magical items as listed in the Dungeon Master Guide, those of items enchanted or otherwise of magical origin, and those of items with protectiontype spells or with permanent magical properties or similar spells upon them.) Items of a nonmagical nature are not entitled to a saving throw. If a subject fails its saving throw, it becomes of slightly greater density than the surface upon which it stands.\nThe spellcaster now has the option of ceasing his spell and leaving the subject as it is, in which case the spell expires in four turns, and the subject returns to normal. If the caster proceeds with the spell (into the next round), the subject begins to sink slowly into the ground. Before any actions are taken in the new round, the subject sinks one-quarter of its height; after the first group acts, another quarter; after the second group acts, another; and at the end of the round, the victim is totally sunken into the ground.\nThis entombment places a creature or object in a state of suspended animation. The cessation of time means that the subject does not grow older. Bodily and other functions virtually cease, but the subject is otherwise unharmed. The subject exists in undamaged form in the surface into which it was sunk, its upper point as far beneath the surface as the subject has height--a 6-foot-tall victim will be 6 feet beneath the surface, while a 60-foot-tall subject will have its uppermost point 60 feet below ground level. If the ground around the subject is somehow removed, the spell is broken and the subject returns to normal, but it does not rise up. Spells such as dig, transmute rock to mud, and freedom (the reverse of the 9th-level spell imprisonment) will not harm the sunken creature or object and will often be helpful in recovering it. If a detect magic spell is cast over an area upon which a sink spell was used, it reveals a faint magical aura of undefinable nature, even if the subject is beyond detection range. If the subject is within range of the detection, the spell\'s schools can be discovered (alteration and enchantment).}}'}, + {name:'Symbol',type:'muspelll8',ct:'8',charge:'uncharged',cost:'10000',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casts\nSymbol\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration/Summoning}}Specs=[Symbol,MUspellL8,1H,Conjuration-Summoning]{{components=V, S, M}}{{time=8}}{{range=Touch}}{{duration=Special}}{{aoe=Special}}{{save=Special}}{{reference=PHB p193}}SpellData=[w:Symbol,lv:8,sp:8,gp:10000,cs:VSM]{{effects=Creates magical runes affecting creatures that pass over, touch, or read the runes, or pass through a portal upon which the symbol is inscribed. \n**Death, Discord, Fear, Hopelessness, Insanity, Pain, Sleep, Stunning**}}{{hide1=Upon casting the spell, the wizard inscribes the symbol upon whatever surface he desires. Likewise, the spellcaster is able to place the symbol of his choice, using any one of the following:\n\\amplt;table width="100%"\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Death*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One or more creatures, whose total hit points do not exceed 80, are slain.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Discord*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All creatures are affected and immediately fall to loud bickering and arguing; there is a 50% probability that creatures of different alignments attack each other. The bickering lasts for 5d4 rounds, the fighting for 2d4 rounds.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Fear*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;This symbol creates an extra-strong fear spell, causing all creatures to save vs. spell with -4 penalties to the die roll, or panic and flee as if attacked by a fear spell.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Hopelessness*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All creatures are affected and must turn back in dejection unless they save vs. spell. Affected creatures submit to the demands of any opponent--for example, surrender, get out, etc. The hopelessness lasts for 3d4 turns; during this period it is 25% probable that affected creatures take no action during any round, and 25% likely that those taking action turn back or retire from battle, as applicable.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Insanity*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One or more creatures whose total hit points do not exceed 120 become insane and remain so, acting as if a confusion spell had been placed upon them, until a heal, restoration, or wish spell is used to remove the madness.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Pain*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All creatures are afflicted with wracking pains shooting through their bodies, causing a -2 penalty to Dexterity and a -4 penalty to attack rolls for 2d10 turns.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Sleep*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;All creatures under 8+1 Hit Dice immediately fall into a catatonic slumber and cannot be awakened for 1d12+4 turns.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;tr\\ampgt;\\amplt;td\\ampgt;*Stunning*\\amplt;/td\\ampgt;\\amplt;td\\ampgt;One or more creatures whose total hit points do not exceed 160 are stunned and reeling for 3d4 rounds, dropping anything they are holding.\\amplt;/td\\ampgt;\\amplt;/tr\\ampgt;\\amplt;/table\\ampgt;\nThe type of symbol cannot be recognized without being read and thus activating its effects.\nThe material components of this spell are powdered black opal and diamond dust, worth not less than 5,000 gp each.}}{{materials=Powdered black opal and diamond dust, worth not less than 5,000 gp each.}}'}, + {name:'Trap-The-Soul',type:'muspelll8',ct:'1',charge:'uncharged',cost:'0',body:'\\amp{template:'+fields.spellTemplate+'}{{title=@{selected|casting-name} casting\nTrap The Soul\nas a level @{selected|mu-casting-level} caster}}{{splevel=Level 8 Wizard}}{{school=Conjuration-Summoning}}Specs=[Trap The Soul,MUspellL8,1H,Conjuration-Summoning]{{components=V,S,M}}{{time=Special+1}}{{range=[[10]] yards}}{{duration=Permanent until broken}}{{aoe=1 creature}}{{save=Special}}{{reference=PHB p193}}SpellData=[w:Trap The Soul,lv:8,sp:1,gp:0,cs:VSM]{{effects=Forces the creature\'s life force (and its material body) into a special prison gem enchanted by the spellcaster.}}{{hide1=The creature must be seen by the caster when the final word is uttered.\nThe spell can be triggered in one of two ways. First, the final word of the spell can be spoken when the creature is within spell range. This allows magic resistance (if any) and a saving throw vs. spell to avoid the effect. If the creature\'s real name is spoken as well, any magic resistance is ignored and the saving throw vs. spell suffers a penalty of -2. If the saving throw is successful, the prison gem shatters.\nThe second method is far more insidious, for it tricks the victim into accepting a trigger object inscribed with the final spell word, automatically placing the creature\'s soul in the trap. To use this method, both the creature\'s true name and the trigger word must be inscribed on the trigger item when the gem is enchanted. A sympathy spell can also be placed on the trigger item. As soon as the subject creature picks up or accepts the trigger item, its life force is automatically transferred to the gem, without the benefit of magic resistance or saving throw.\nThe gem prison will hold the trapped entity indefinitely, or until the gem is broken and the life force is released, allowing the material body to reform. If the trapped creature is a powerful creature from another plane (which could mean a character trapped by an inhabitant of another plane when the character is not on the Prime Material Plane), it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.\nBefore the actual casting of the trap the soul spell, the wizard must prepare the prison, a gem of at least 1,000 gp value for every Hit Die or level of experience possessed by the creature to be trapped (for example, it requires a gem of 10,000 gp value to trap a 10 Hit Die or 10th-level creature). If the gem is not valuable enough, it shatters when the entrapment is attempted. (Note that while characters have no concept of level as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as characters advance.) Creating the prison gem requires an enchant an item spell and the placement of a maze spell into the gem, thereby forming the prison to contain the life force.}}'}, ]}, MU_Spells_DB_L9:{bio:'
    Magic User Spell Database: Level 1
    v8.02 07/05/2024

    This database holds the definitions and API calls to enact Level 9 Wizard Spells. Spells can be memorised, and once used disapear from memory, only being refreshed on a long rest (1st level spells can optionally be refreshed on a short rest). Characters, NPCs and Monsters can learn, memorise and use these spells via the abilities, menus and commands of the MagicMaster API

    Important Note: most of the spell macros require a Roll20 Pro membership, and the installation of the ChatSetAttr, TokenMod, MagicMaster and RoundMaster API Scripts, to allow parameter passing between macros, update of character sheet variables, and marking spell effects on tokens. If you do not have this level of subscription, I highly recommend you get it as a DM, as you get lots of other goodies as well. If you want to know how to load the API Scripts to your game, the RoLL20 API help here gives guidance, or Richard can help you.

    Instructions

    In order to understand the format of spell macros in this database and how to change or add to them, please refer to the MagicMaster API documentation.', gmnotes:'
    Change Log:
    v8.02 07/05/2024 Updated spell effects to use latest features, e.g. save mod table
    v8.01 09/04/2024 Split spells by level into separate databases for easier management.
    For earlier changes, see MU-Spells-DB', @@ -9625,17 +9619,17 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars LibFunctions.evalAttr = function(v) { function reRoll(m,n,p,r) { return LibFunctions.rollDice(n,p,r); }; var handoutIDs = LibFunctions.getHandoutIDs(), - orig = String(v); + orig = String(v).match(/([^\[\]]+)\s*?([^\[]?\[[^\[].*\])?/i); const rePar = /\([\d\+\-\*\/\.]+?\)/g, reRange = /\d+\:\d+/g, reDice = /(\d+)d(\d+)(?:r(\d+))?/ig, reMinMax = /[Mthmaxinflorce\s\.\,\(\)\d\+\-\*\/]+/g; try { - v = String(v); - if (!v || !v.length) { + if (!orig || !orig.length) { return ''; } else { + v = orig[1]; v = v.replace(/;/g,',') .replace(/\^\(/g,'Math.max(') .replace(/v\(/g,'Math.min(') @@ -9653,11 +9647,11 @@ const libRPGMaster = (() => { // eslint-disable-line no-unused-vars } while (rePar.test(v) || reRange.test(v) || reDice.test(v)); v = v.replace(reMinMax,eval).replace(/\-\-/g,'+').replace(/\+\-/g,'-'); } while (rePar.test(v) || reRange.test(v) || reDice.test(v)); - return v; + return String(v)+(orig[2] || ''); }; } catch (e) { - LibFunctions.sendError('Invalid attribute value given: calculating "'+orig+'" but only **\'+ - * / ( ) : d ^ v ,\'** can be used. Current evaluation is '+v+'. See **[CommandMaster Help]('+fields.journalURL+handoutIDs.CommandMasterHelp+')** for allowed Creature attribute specification formats.'); - LibFunctions.sendCatchError('LibFunctions',null,e); + LibFunctions.sendError('Invalid attribute value given: calculating "'+orig[0]+'" but only **\'+ - * / ( ) : d r f c ^ v , ;\'** can be used. Current evaluation is '+v); +// LibFunctions.sendCatchError('LibFunctions',null,e); return v; }; }; diff --git a/RPGMlibrary AD+D2e/script.json b/RPGMlibrary AD+D2e/script.json index a5583b298..4b6945a78 100644 --- a/RPGMlibrary AD+D2e/script.json +++ b/RPGMlibrary AD+D2e/script.json @@ -2,8 +2,8 @@ "$schema": "https://github.com/DameryDad/roll20-api-scripts/blob/RPGMlibrary/RPGMlibrary AD+D2e/Script.json", "name": "RPGMaster library AD+D2e", "script": "libRPGMaster2e.js", - "version": "3.5.1", - "previousversions": ["1.3.00","1.3.01","1.3.02","1.3.03","1.3.04","1.4.01","1.4.02","1.4.03","1.4.04","1.4.05","1.4.06","1.4.07","1.5.01","1.5.02","1.5.03","1.5.04","1.5.05","1.5.06","2.1.0","2.2.0","2.2.1","2.2.2","2.3.0","2.3.1","2.3.2","2.3.3","2.3.4","3.0.0","3.0.1","3.0.2","3.1.3","3.2.0","3.2.1","3.3.0","3.4.0","3.5.0"], + "version": "3.5.2", + "previousversions": ["1.3.00","1.3.01","1.3.02","1.3.03","1.3.04","1.4.01","1.4.02","1.4.03","1.4.04","1.4.05","1.4.06","1.4.07","1.5.01","1.5.02","1.5.03","1.5.04","1.5.05","1.5.06","2.1.0","2.2.0","2.2.1","2.2.2","2.3.0","2.3.1","2.3.2","2.3.3","2.3.4","3.0.0","3.0.1","3.0.2","3.1.3","3.2.0","3.2.1","3.3.0","3.4.0","3.5.0","3.5.1"], "description": "RPGMaster Library for AD&D2e provides all of the game-version-specific data and rule processing for the RPGMaster series of APIs to work with the Advanced Dungeon & Dragons 2nd Edition rule set, and with the Advanced D&D2e Character Sheet by Peter B. Other versions of the library will support other gave versions in future. In order for versions of the RPGMaster series APIs later than 1.0.0 to work (i.e. those that have version numbers with three segments) they require one of the RPGMaster Libraries to be loaded with them: which one determines which rule set and character sheet they work with. The Library does not support any API commands itself (the other RPGMaster APIs provide those), but it supports a unique set of Roll Templates, and provides API Authors with a number of callable functions that might be of use. See the RPGMaster Library Help handout that the Library creates in your campaign when initially loaded for details.\n\n[RPGMaster Documentation](https://wiki.roll20.net/RPGMaster) \n### Getting Started\n1. When all APIs in the RPGMaster suite are loaded, run `!cmd --initialise` and add the player macros created to the Macro Bar, then\n2. Select tokens and use the `Token Setup` macro bar button just created to add all relevant Action Buttons to the token(s) (plus set the tokens/Characters up in any other way provided in the menu displayed) \n3. Once steps 1 & 2 have been done, the players and DM can then use the buttons displayed at the top of the screen when their character's token is selected to perform all actions needed in normal play.", "authors": "Richard E.", "roll20userid": "6497708",