[charactermanager] r351 committed - spells

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Oct 6, 2009, 5:20:03 PM10/6/09
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Revision: 351
Author: todd.chambery
Date: Tue Oct 6 14:19:05 2009
Log: spells
http://code.google.com/p/charactermanager/source/detail?r=351

Added:
/trunk/charmgrjs/resources/jedit/bold.bsh
/trunk/charmgrjs/resources/jedit/italics.bsh
/trunk/charmgrjs/resources/jedit/td.bsh
Deleted:
/trunk/charmgrjs/resources/jedit/Embolden.bsh
/trunk/charmgrjs/resources/jedit/Italicize.bsh
/trunk/charmgrjs/resources/jedit/Table cell-ify.bsh
Modified:
/trunk/charmgrjs/edit_feats.js
/trunk/charmgrjs/feats.js
/trunk/charmgrjs/grendel.html
/trunk/charmgrjs/spells.js

=======================================
--- /dev/null
+++ /trunk/charmgrjs/resources/jedit/bold.bsh Tue Oct 6 14:19:05 2009
@@ -0,0 +1,60 @@
+/*
+ * Insert_Tag.bsh - a BeanShell macro script for the
+ * jEdit text editor - inserts opening and closing tags
+ * around selected text
+ * Copyright (C) 2001 John Gellene
+ * jgel...@nyc.rr.com
+ * http://community.jedit.org
+ *
+ * This program 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 2
+ * of the License, or any later version.
+ *
+ * This program 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.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with the jEdit program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
USA.
+ *
+ * $Id: Insert_Tag.bsh 4988 2004-03-08 04:29:12Z spestov $
+ */
+
+
+void italicize()
+{
+ caret = textArea.getCaretPosition();
+ text = textArea.getSelectedText();
+ if(text == null) text = "";
+ sb = new StringBuffer();
+ sb.append("<b>");
+ sb.append(text);
+ sb.append("</b>");
+ textArea.setSelectedText(sb.toString());
+ //if no selected text, put the caret between the tags
+ if(text.length() == 0)
+ textArea.setCaretPosition(caret + tag.length() + 2);
+}
+
+if(buffer.isReadOnly())
+ Macros.error(view, "Buffer is read-only.");
+else
+ italicize();
+
+/*
+ Macro index data (in DocBook format)
+
+<listitem>
+ <para><filename>Insert_Tag.bsh</filename></para>
+ <abstract><para>
+ Inserts a balanced pair of markup tags as supplied in a i
+ nput dialog.
+ </para></abstract>
+</listitem>
+
+*/
+
+// end Insert_Tag.bsh
=======================================
--- /dev/null
+++ /trunk/charmgrjs/resources/jedit/italics.bsh Tue Oct 6 14:19:05 2009
@@ -0,0 +1,60 @@
+/*
+ * Insert_Tag.bsh - a BeanShell macro script for the
+ * jEdit text editor - inserts opening and closing tags
+ * around selected text
+ * Copyright (C) 2001 John Gellene
+ * jgel...@nyc.rr.com
+ * http://community.jedit.org
+ *
+ * This program 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 2
+ * of the License, or any later version.
+ *
+ * This program 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.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with the jEdit program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
USA.
+ *
+ * $Id: Insert_Tag.bsh 4988 2004-03-08 04:29:12Z spestov $
+ */
+
+
+void italicize()
+{
+ caret = textArea.getCaretPosition();
+ text = textArea.getSelectedText();
+ if(text == null) text = "";
+ sb = new StringBuffer();
+ sb.append("<i>");
+ sb.append(text);
+ sb.append("</i>");
+ textArea.setSelectedText(sb.toString());
+ //if no selected text, put the caret between the tags
+ if(text.length() == 0)
+ textArea.setCaretPosition(caret + tag.length() + 2);
+}
+
+if(buffer.isReadOnly())
+ Macros.error(view, "Buffer is read-only.");
+else
+ italicize();
+
+/*
+ Macro index data (in DocBook format)
+
+<listitem>
+ <para><filename>Insert_Tag.bsh</filename></para>
+ <abstract><para>
+ Inserts a balanced pair of markup tags as supplied in a i
+ nput dialog.
+ </para></abstract>
+</listitem>
+
+*/
+
+// end Insert_Tag.bsh
=======================================
--- /dev/null
+++ /trunk/charmgrjs/resources/jedit/td.bsh Tue Oct 6 14:19:05 2009
@@ -0,0 +1,60 @@
+/*
+ * Insert_Tag.bsh - a BeanShell macro script for the
+ * jEdit text editor - inserts opening and closing tags
+ * around selected text
+ * Copyright (C) 2001 John Gellene
+ * jgel...@nyc.rr.com
+ * http://community.jedit.org
+ *
+ * This program 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 2
+ * of the License, or any later version.
+ *
+ * This program 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.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with the jEdit program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
USA.
+ *
+ * $Id: Insert_Tag.bsh 4988 2004-03-08 04:29:12Z spestov $
+ */
+
+
+void italicize()
+{
+ caret = textArea.getCaretPosition();
+ text = textArea.getSelectedText();
+ if(text == null) text = "";
+ sb = new StringBuffer();
+ sb.append("<td>");
+ sb.append(text);
+ sb.append("</td>");
+ textArea.setSelectedText(sb.toString());
+ //if no selected text, put the caret between the tags
+ if(text.length() == 0)
+ textArea.setCaretPosition(caret + tag.length() + 2);
+}
+
+if(buffer.isReadOnly())
+ Macros.error(view, "Buffer is read-only.");
+else
+ italicize();
+
+/*
+ Macro index data (in DocBook format)
+
+<listitem>
+ <para><filename>Insert_Tag.bsh</filename></para>
+ <abstract><para>
+ Inserts a balanced pair of markup tags as supplied in a i
+ nput dialog.
+ </para></abstract>
+</listitem>
+
+*/
+
+// end Insert_Tag.bsh
=======================================
--- /trunk/charmgrjs/resources/jedit/Embolden.bsh Tue Oct 6 04:10:39 2009
+++ /dev/null
@@ -1,60 +0,0 @@
-/*
- * Insert_Tag.bsh - a BeanShell macro script for the
- * jEdit text editor - inserts opening and closing tags
- * around selected text
- * Copyright (C) 2001 John Gellene
- * jgel...@nyc.rr.com
- * http://community.jedit.org
- *
- * This program 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 2
- * of the License, or any later version.
- *
- * This program 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.
- *
- * You should have received a copy of the GNU General Public License
- * along with the jEdit program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
USA.
- *
- * $Id: Insert_Tag.bsh 4988 2004-03-08 04:29:12Z spestov $
- */
-
-
-void italicize()
-{
- caret = textArea.getCaretPosition();
- text = textArea.getSelectedText();
- if(text == null) text = "";
- sb = new StringBuffer();
- sb.append("<b>");
- sb.append(text);
- sb.append("</b>");
- textArea.setSelectedText(sb.toString());
- //if no selected text, put the caret between the tags
- if(text.length() == 0)
- textArea.setCaretPosition(caret + tag.length() + 2);
-}
-
-if(buffer.isReadOnly())
- Macros.error(view, "Buffer is read-only.");
-else
- italicize();
-
-/*
- Macro index data (in DocBook format)
-
-<listitem>
- <para><filename>Insert_Tag.bsh</filename></para>
- <abstract><para>
- Inserts a balanced pair of markup tags as supplied in a i
- nput dialog.
- </para></abstract>
-</listitem>
-
-*/
-
-// end Insert_Tag.bsh
=======================================
--- /trunk/charmgrjs/resources/jedit/Italicize.bsh Tue Oct 6 04:10:39 2009
+++ /dev/null
@@ -1,60 +0,0 @@
-/*
- * Insert_Tag.bsh - a BeanShell macro script for the
- * jEdit text editor - inserts opening and closing tags
- * around selected text
- * Copyright (C) 2001 John Gellene
- * jgel...@nyc.rr.com
- * http://community.jedit.org
- *
- * This program 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 2
- * of the License, or any later version.
- *
- * This program 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.
- *
- * You should have received a copy of the GNU General Public License
- * along with the jEdit program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
USA.
- *
- * $Id: Insert_Tag.bsh 4988 2004-03-08 04:29:12Z spestov $
- */
-
-
-void italicize()
-{
- caret = textArea.getCaretPosition();
- text = textArea.getSelectedText();
- if(text == null) text = "";
- sb = new StringBuffer();
- sb.append("<i>");
- sb.append(text);
- sb.append("</i>");
- textArea.setSelectedText(sb.toString());
- //if no selected text, put the caret between the tags
- if(text.length() == 0)
- textArea.setCaretPosition(caret + tag.length() + 2);
-}
-
-if(buffer.isReadOnly())
- Macros.error(view, "Buffer is read-only.");
-else
- italicize();
-
-/*
- Macro index data (in DocBook format)
-
-<listitem>
- <para><filename>Insert_Tag.bsh</filename></para>
- <abstract><para>
- Inserts a balanced pair of markup tags as supplied in a i
- nput dialog.
- </para></abstract>
-</listitem>
-
-*/
-
-// end Insert_Tag.bsh
=======================================
--- /trunk/charmgrjs/resources/jedit/Table cell-ify.bsh Tue Oct 6 04:10:39
2009
+++ /dev/null
@@ -1,60 +0,0 @@
-/*
- * Insert_Tag.bsh - a BeanShell macro script for the
- * jEdit text editor - inserts opening and closing tags
- * around selected text
- * Copyright (C) 2001 John Gellene
- * jgel...@nyc.rr.com
- * http://community.jedit.org
- *
- * This program 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 2
- * of the License, or any later version.
- *
- * This program 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.
- *
- * You should have received a copy of the GNU General Public License
- * along with the jEdit program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
USA.
- *
- * $Id: Insert_Tag.bsh 4988 2004-03-08 04:29:12Z spestov $
- */
-
-
-void italicize()
-{
- caret = textArea.getCaretPosition();
- text = textArea.getSelectedText();
- if(text == null) text = "";
- sb = new StringBuffer();
- sb.append("<td>");
- sb.append(text);
- sb.append("</td>");
- textArea.setSelectedText(sb.toString());
- //if no selected text, put the caret between the tags
- if(text.length() == 0)
- textArea.setCaretPosition(caret + tag.length() + 2);
-}
-
-if(buffer.isReadOnly())
- Macros.error(view, "Buffer is read-only.");
-else
- italicize();
-
-/*
- Macro index data (in DocBook format)
-
-<listitem>
- <para><filename>Insert_Tag.bsh</filename></para>
- <abstract><para>
- Inserts a balanced pair of markup tags as supplied in a i
- nput dialog.
- </para></abstract>
-</listitem>
-
-*/
-
-// end Insert_Tag.bsh
=======================================
--- /trunk/charmgrjs/edit_feats.js Mon Oct 5 09:19:03 2009
+++ /trunk/charmgrjs/edit_feats.js Tue Oct 6 14:19:05 2009
@@ -208,7 +208,6 @@
}
disable_feat(allfeats[i], !prereqs_met, 0);
}
-
}
}

@@ -659,7 +658,7 @@
special_html += "</tbody></table>";
$('#rogue_special_abilities').html(special_html);
$("tr[id^='special']:odd").css("background-color", "#EFF1F1");
-// $('#rogue_special_abilities').hide();
+ $('#rogue_specials').hide();
}

function update_rogue_special_ability(chardata, special_ability_index,
skill_id) {
=======================================
--- /trunk/charmgrjs/feats.js Mon Oct 5 13:48:17 2009
+++ /trunk/charmgrjs/feats.js Tue Oct 6 14:19:05 2009
@@ -604,7 +604,9 @@
description: "Your turning or rebuking attempts are more powerful than
normal.",
detail: "Your turning or rebuking attempts are more powerful than
normal. <p class=sub><b>Prerequisite</b>: Ability to turn or rebuke
creatures. <p class=sub><b>Benefit</b>: You turn or rebuke creatures as if
you were one level higher than you are in the class that grants you the
ability.",
benefit: "+1 level for turning checks",
- prereqs: {}
+ prereqs: {
+ classes: [2, 6]
+ }
}, {
id: 37,
name: "Improved Two-Weapon Fighting",
=======================================
--- /trunk/charmgrjs/grendel.html Mon Oct 5 09:19:03 2009
+++ /trunk/charmgrjs/grendel.html Tue Oct 6 14:19:05 2009
@@ -4,11 +4,11 @@
<meta name="generator" content="HTML Tidy, see www.w3.org">
<script type='text/javascript' src='taffy-min.js'>
</script>
- <script type='text/javascript' src='jquery-1.3.2.js'>
+ <script type='text/javascript' src='jquery-1.3.2.min.js'>
</script>
<script type='text/javascript' src='jquery-ui-1.7.2.custom.min.js'>
</script>
- <script type='text/javascript' src='jquery.selectboxes.js'>
+ <script type='text/javascript' src='jquery.selectboxes.min.js'>
</script>
<script type='text/javascript' src='common.js'>
</script>
=======================================
--- /trunk/charmgrjs/spells.js Tue Oct 6 03:38:24 2009
+++ /trunk/charmgrjs/spells.js Tue Oct 6 14:19:05 2009
@@ -4697,7 +4697,7 @@
save: "Will negs",
sr: "-",
phb: 249,
- detail: ""
+ detail: "An invisible but tangible field of force surrounds the
subject of a <i>mage armor</i> spell, providing a +4 armor bonus to AC.
Unlike mundane armor, <i>mage armor</i> entails no armor check penalty,
arcane spell failure chance, or speed reduction. Since <i>mage armor</i> is
made of force, incorporeal creatures can’t bypass it the way they do normal
armor. <p class=sub><i>Focus</i>: A piece of cured leather"
}, {
id: 311,
name: "Mage Hand",
@@ -4712,7 +4712,7 @@
save: "-",
sr: "-",
phb: 249,
- detail: ""
+ detail: "You point your finger at an object and can lift it and move
it at will from a distance. As a move action, you can propel the ob-ject as
far as 15 feet in any direction, though the spell ends if the distance
between you and the object ever exceeds the spell’s range."
}, {
id: 312,
name: "Magic Circle against Chaos",
@@ -4727,7 +4727,7 @@
save: "Will negs",
sr: "-",
phb: 249,
- detail: ""
+ detail: "This spell functions like <i>magic circle against evil</i>,
except that it is similar to <i>protection from chaos</i> instead of
<i>protection from evil</i>, and it can imprison a nonlawful called
creature."
}, {
id: 313,
name: "Magic Circle against Evil",
@@ -4742,7 +4742,7 @@
save: "Will negs",
sr: "-",
phb: 249,
- detail: ""
+ detail: "All creatures within the area gain the effects of a
<i>protection from evil</i> spell, and no nongood summoned creatures can
enter the area either. You must overcome a creature’s spell resistance in
order to keep it at bay (as in the third function of <i>protection from
evil</i>), but the deflection and resistance bonuses and the protection
from mental control apply regardless of enemies’ spell resistance. <p
class=sub>This spell has an alternative version that you may choose when
casting it. A <i>magic circle against evil</i> can be focused inward rather
than outward. When focused inward, the spell binds a nongood called
creature (such as those called by the <i>lesser planar binding</i>,
<i>planar binding</i>, and <i>greater planar binding</i> spells) for a
maximum of 24 hours per caster level, provided that you cast the spell that
calls the creature within 1 round of casting the <i>magic circle</i>. The
creature cannot cross the circle’s boundaries. If a creature too large to
fit into the spell’s area is the subject of the spell, the spell acts as a
normal <i>protection from evil</i> spell for that creature only. <p
class=sub>A <i>magic circle</i> leaves much to be desired as a trap. If the
circle of powdered silver laid down in the process of spellcasting is
broken, the effect immediately ends. The trapped creature can do nothing
that disturbs the circle, directly or indirectly, but other creatures can.
If the called creature has spell resistance, it can test the trap once a
day. If you fail to overcome its spell resistance, the creature breaks
free, destroying the circle. A creature capable of any form of dimensional
travel (<i>astral projection</i>, <i>blink</i>, <i>dimension door</i>,
<i>etherealness</i>, <i>gate</i>, <i>plane shift</i>, <i>shadow walk</i>,
<i>teleport</i>, and similar abilities) can simply leave the circle through
that means. You can prevent the creature’s extradimensional escape by
casting a <i>dimensional anchor</i> spell on it, but you must cast the
spell before the creature acts. If you are successful, the <i>anchor</i>
effect lasts as long as the <i>magic circle</i> does. The creature cannot
reach across the <i>magic circle</i>, but its ranged attacks (ranged
weapons, spells, magical abilities, and the like) can. The creature can
attack any target it can reach with its ranged attacks except for the
circle itself. <p class=sub>You can add a special diagram (a
two-dimensional bounded figure with no gaps along its circumference,
augmented with various magical sigils) to make the <i>magic circle</i> more
secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20
Spellcraft check. The DM makes this check secretly. If the check fails, the
diagram is ineffective. You can take 10 (see page 65) when drawing the
diagram if you are under no particular time pressure to complete the task.
This task also takes 10 full minutes. If time is no factor at all, and you
devote 3 hours and 20 minutes to the task, you can take 20. <p class=sub>A
successful diagram allows you to cast a <i>dimensional anchor</i> spell on
the <i>magic circle</i> during the round before casting any summoning
spell. The <i>anchor</i> holds any called creatures in the <i>magic
circle</i> for 24 hours per caster level. A creature cannot use its spell
resistance against a <i>magic circle</i> prepared with a diagram, and none
of its abilities or attacks can cross the diagram. If the creature tries a
Charisma check to break free of the trap (see the <i>lesser planar
binding</i> spell), the DC increases by 5. The creature is immediately
released if anything disturbs the diagram—even a straw laid across it.
However, the creature itself cannot disturb the diagram either directly or
indirectly, as noted above. <p class=sub>This spell is not cumulative with
<i>protection from evil</i> and vice versa. <p class=sub><i>Arcane Material
Component</i>: A little powdered silver with which you trace a
3-foot-diameter circle on the floor (or ground) around the creature to be
warded."
}, {
id: 314,
name: "Magic Circle against Good",
@@ -4757,7 +4757,7 @@
save: "Will negs",
sr: "-",
phb: 250,
- detail: ""
+ detail: "This spell functions like <i>magic circle against evil</i>,
except that it is similar to <i>protection from good</i> instead of
<i>protection from evil</i>, and it can imprison a nonevil called creature."
}, {
id: 315,
name: "Magic Circle against Law",
@@ -4772,7 +4772,7 @@
save: "Will negs",
sr: "-",
phb: 250,
- detail: ""
+ detail: "This spell functions like <i>magic circle against evil</i>,
except that it is similar to <i>protection from law</i> instead of
<i>protection from evil</i>, and it can imprison a nonchaotic called
creature."
}, {
id: 316,
name: "Magic Fang",
@@ -4787,7 +4787,7 @@
save: "Will negs",
sr: "Yes",
phb: 250,
- detail: ""
+ detail: "<i>Magic fang</i> gives one natural weapon of the subject a
+1 enhancement bonus on attack and damage rolls. The spell can affect a
slam attack, fist, bite, or other natural weapon. (The spell does not
change an unarmed strike’s damage from nonlethal damage to lethal damage.)
<p class=sub><i>Magic fang</i> can be made permanent with a
<i>permanency</i> spell."
}, {
id: 317,
name: "Magic Fang, Greater",
@@ -4802,7 +4802,7 @@
save: "Will negs",
sr: "Yes",
phb: 250,
- detail: ""
+ detail: "This spell functions like <i>magic fang</i>, except that the
enhancement bonus on attack and damage rolls is +1 per four caster levels
(maximum +5). <p class=sub>Alternatively, you may imbue all of the
creature’s natural weapons with a +1 enhancement bonus (regardless of your
caster level). <p class=sub><i>Greater magic fang</i> can be made
perma-nent with a <i>permanency</i> spell."
}, {
id: 318,
name: "Magic Jar",
@@ -4817,7 +4817,7 @@
save: "Will negs",
sr: "Yes",
phb: 250,
- detail: ""
+ detail: "By casting <i>magic jar</i>, you place your soul in a gem or
large crystal (known as the <i>magic jar</i>), leaving your body lifeless.
Then you can attempt to take control of a nearby body, forcing its soul
into the <i>magic jar</i>. You may move back to the jar (thereby returning
the trapped soul to its body) and attempt to possess another body. The
spell ends when you send your soul back to your own body, leaving the
receptacle empty. <p class=sub>To cast the spell, the <i>magic jar</i> must
be within spell range and you must know where it is, though you do not need
line of sight or line of effect to it. When you transfer your soul upon
casting, your body is, as near as anyone can tell, dead. <p class=sub>While
in the <i>magic jar</i>, you can sense and attack any life force within 10
feet per caster level (and on the same plane of existence). You do need
line of effect from the jar to the creatures. You cannot deter-mine the
exact creature types or positions of these creatures. In a group of life
forces, you can sense a difference of 4 or more Hit Dice between one
creature and another and can determine whether a life force is powered by
positive or negative energy. (Undead creatures are powered by negative
energy. Only sentient undead creatures have, or are, souls.) <p
class=sub>For example, if two 10th-level characters are attacking a hill
giant (12 HD) and four ogres (4 HD), you could determine that there are
three stronger and four weaker life forces within the range, all powered by
positive energy. You could choose to take over either a stronger or a
weaker creature, but which particular stronger or weaker creature you
attempt to possess is determined randomly. <p class=sub>Attempting to
possess a body is a full-round action. It is blocked by <i>protection from
evil</i> or a similar ward. You possess the body and force the creature’s
soul into the magic jar unless the subject succeeds on a Will save. Failure
to take over the host leaves your life force in the <i>magic jar</i>, and
the target automatically succeeds on further saving throws if you attempt
to possess its body again. <p class=sub>If you are successful, your life
force occupies the host body, and the host’s life force is imprisoned in
the <i>magic jar</i>. You keep your Intelligence, Wisdom, Charisma, level,
class, base attack bonus, base save bonuses, alignment, and mental
abilities. The body retains its Strength, Dexterity, Constitution, hit
points, natural abilities, and automatic abilities. For example, a fish’s
body breathes water and a troll’s body regenerates. A body with extra limbs
does not allow you to make more attacks (or more advantageous two-weapon
attacks) than normal. You can’t choose to activate the body’s extraordinary
or supernatural abilities. The creature’s spells and spell-like abilities
do not stay with the body. <p class=sub>As a standard action, you can shift
freely from a host to the <i>magic jar</i> if within range, sending the
trapped soul back to its body. The spell ends when you shift from the jar
to your own body. <p class=sub>If the host body is slain, you return to the
<i>magic jar</i>, if within range, and the life force of the host departs
(it is dead). If the host body is slain beyond the range of the spell, both
you and the host die. Any life force with nowhere to go is treated as
slain. If the spell ends while you are in the <i>magic jar</i>, you return
to your body (or die if your body is out of range or destroyed). If the
spell ends while you are in a host, you return to your body (or die, if it
is out of range of your current position), and the soul in the <i>magic
jar</i> returns to its body (or dies if it is out of range). Destroying the
receptacle ends the spell, and the spell can be dispelled at either the
<i>magic jar</i> or at the host’s location. <p class=sub><i>Focus</i>: A
gem or crystal worth at least 100 gp."
}, {
id: 319,
name: "Magic Missile",
@@ -4832,7 +4832,7 @@
save: "-",
sr: "Yes",
phb: 251,
- detail: ""
+ detail: "A missile of magical energy darts forth from your fingertip
and strikes its target, dealing 1d4+1 points of force damage. <p
class=sub>The missile strikes unerringly, even if the target is in melee
combat or has less than total cover or total concealment. Spe-cific parts
of a creature can’t be singled out. Inanimate objects are not damaged by
the spell. <p class=sub>For every two caster levels beyond 1st, you gain an
additional missile—two at 3rd level, three at 5th, four at 7th, and the
maximum of five missiles at 9th level or higher. If you shoot multiple
missiles, you can have them strike a single creature or several creatures.
A single missile can strike only one creature. You must desig-nate targets
before you check for spell resistance or roll damage."
}, {
id: 320,
name: "Magic Mouth",
@@ -4847,7 +4847,7 @@
save: "Will negs",
sr: "Yes",
phb: 251,
- detail: ""
+ detail: "This spell imbues the chosen object or creature with an
enchanted mouth that suddenly appears and speaks its message the next time
a specified event occurs. The message, which must be twenty-five or fewer
words long, can be in any language known by you and can be delivered over a
period of 10 minutes. The mouth cannot utter verbal components, use command
words, or activate magical effects. It does, however, move according to the
words articulated; if it were placed upon a statue, the mouth of the statue
would move and appear to speak. Of course, <i>magic mouth</i> can be placed
upon a tree, rock, or any other object or creature. <p class=sub><i>The
spell functions when specific conditions are fulfilled according to your
command as set in the spell. Commands can be as general or as detailed as
desired, although only visual and audible triggers can be used, such as the
following</i>: “Speak only when a venerable female human carrying a sack
sits cross-legged within a distance of one foot.” Triggers react to what
appears to be the case. Disguises and illusions can fool them. Normal
darkness does not defeat a visual trigger, but magical <i>darkness</i> or
<i>invisibility</i> does. Silent movement or magical <i>silence</i> defeats
audible triggers. Audible triggers can be keyed to general types of noises
(footsteps, metal clanking) or to a specific noise or spoken word (when a
pin drops, or when anyone says “Boo”). Actions can serve as triggers if
they are visible or audible. For example, “Speak when any creature touches
the statue” is an acceptable command if the creature is visible. A <i>magic
mouth</i> cannot distinguish alignment, level, Hit Dice, or class except by
external garb. <p class=sub>The range limit of a trigger is 15 feet per
caster level, so a 6th-level caster can command a <i>magic mouth</i> to
respond to triggers as far as 90 feet away. Regardless of range, the mouth
can respond only to visible or audible triggers and actions in line of
sight or within hearing distance. <p class=sub><i>Magic mouth</i> can be
made permanent with a <i>permanency</i> spell. <p class=sub><i>Material
Component</i>: A small bit of honeycomb and jade dust worth 10 gp."
}, {
id: 321,
name: "Magic Stone",
@@ -4862,7 +4862,7 @@
save: "Will negs",
sr: "Yes",
phb: 251,
- detail: ""
+ detail: "You transmute as many as three pebbles, which can be no
larger than sling bullets, so that they strike with great force when thrown
or slung. If hurled, they have a range increment of 20 feet. If slung,
treat them as sling bullets (range increment 50 feet). The spell gives them
a +1 enhancement bonus on attack and damage rolls. The user of the stones
makes a normal ranged attack. Each stone that hits deals 1d6+1 points of
damage (including the spell’s enhancement bonus), or 2d6+2 points against
undead."
}, {
id: 322,
name: "Magic Vestment",
@@ -4877,7 +4877,7 @@
save: "Will negs",
sr: "Yes",
phb: 251,
- detail: ""
+ detail: "You imbue a suit of armor or a shield with an enhancement
bonus of +1 per four caster levels (maximum +5 at 20th level). An outfit of
regular clothing counts as armor that grants no AC bonus for the purpose of
this spell."
}, {
id: 323,
name: "Magic Weapon",
@@ -4892,7 +4892,7 @@
save: "Will negs",
sr: "Yes",
phb: 251,
- detail: ""
+ detail: "<i>Magic weapon</i> gives a weapon a +1 enhancement bonus on
attack and damage rolls. (An enhancement bonus does not stack with a
masterwork weapon’s +1 bonus on attack rolls.) <p class=sub>You can’t cast
this spell on a natural weapon, such as an unarmed strike (instead, see
<i>magic fang</i>). A monk’s unarmed strike is considered a weapon, and
thus it can be enhanced by this spell."
}, {
id: 324,
name: "Magic Weapon, Greater",
@@ -4907,7 +4907,7 @@
save: "Will negs",
sr: "Yes",
phb: 251,
- detail: ""
+ detail: "This spell functions like <i>magic weapon</i>, except that it
gives a weapon an enhancement bonus on attack and damage rolls of +1 per
four caster levels (maximum +5). <p class=sub>Alternatively, you can affect
as many as fifty arrows, bolts, or bullets. The projectiles must be of the
same kind, and they have to be together (in the same quiver or other
container). Projectiles, but not thrown weapons, lose their transmutation
when used. (Treat shuriken as projectiles, rather than as thrown weapons,
for the purpose of this spell.) <p class=sub><i>Arcane Material
Component</i>: Powdered lime and carbon."
}, {
id: 325,
name: "Major Creation",
@@ -4922,7 +4922,7 @@
save: "-",
sr: "-",
phb: 252,
- detail: ""
+ detail: "This spell functions like minor creation, except that you can
also create an object of mineral nature: stone, crystal, metal, or the
like. The duration of the created item varies with its relative hardness
and rarity, as indicated on the following table. <table><tr
class=header><td>Hardness and RarityExamples</td><td>Duration</td></tr>
<tr><td>Vegetable matter</td><td>2 hr./level</td></tr> <tr><td>Stone,
crystal, base metals</td><td>1 hr./level</td></tr> <tr><td>Precious
metals</td><td>20 min./level</td></tr> <tr><td>Gems</td><td>10
min./level</td></tr> <tr><td>Rare metal<sup>1</sup></td><td>1
round/level</td></tr> </table><p class=sub><sup>1</sup> Includes
adamantine, alchemical silver, and mithral. You can’t use major creation to
create a cold iron item. See the <i>Dungeon Master’s Guide</i> for details"
}, {
id: 326,
name: "Major Image",
@@ -4937,7 +4937,7 @@
save: "Will dsblf",
sr: "-",
phb: 252,
- detail: ""
+ detail: "This spell functions like <i>silent image</i>, except that
sound, smell, and thermal illusions are included in the spell effect. While
con-centrating, you can move the image within the range. <p class=sub>The
image disappears when struck by an opponent unless you cause the illusion
to react appropriately."
}, {
id: 327,
name: "Make Whole",
@@ -4952,7 +4952,7 @@
save: "Will negs",
sr: "Yes",
phb: 252,
- detail: ""
+ detail: "This spell functions like <i>mending</i>, except that <i>make
whole</i> completely repairs an object made of any substance, even one with
multiple breaks, to be as strong as new. The spell does not restore the
magical abilities of a broken magic item made whole, and it cannot mend
broken magic rods, staffs, or wands. The spell does not repair items that
have been warped, burned, disintegrated, ground to powder, melted, or
vaporized, nor does it affect creatures (including constructs)."
}, {
id: 328,
name: "Mark of Justice",
@@ -4967,7 +4967,7 @@
save: "-",
sr: "Yes",
phb: 252,
- detail: ""
+ detail: "When moral persuasion fails to win a criminal over to right
conduct, you can use m<i>ark of justice</i> to encourage the miscreant to
walk the straight and narrow path. <p class=sub>You draw an indelible mark
on the subject and state some behavior on the part of the subject that will
activate the mark. When activated, the mark curses the sub-ject. Typically,
you designate some sort of criminal behavior that activates the mark, but
you can pick any act you please. The effect of the mark is identical with
the effect of <i>bestow curse</i>. <p class=sub>Since this spell takes 10
minutes to cast and involves writing on the target, you can cast it only on
a creature that is willing or restrained. <p class=sub>Like the effect of
<i>bestow curse</i>, a <i>mark of justice</i> cannot be dispelled, but it
can be removed with a <i>break enchantment</i>, <i>limited wish</i>,
<i>miracle</i>, <i>remove curse</i>, or <i>wish</i> spell. <i>Remove
curse</i> works only if its caster level is equal to or higher than your
<i>mark of justice</i> caster level. These restrictions apply regardless of
whether the mark has activate"
}, {
id: 329,
name: "Maze",
@@ -4982,7 +4982,7 @@
save: "-",
sr: "Yes",
phb: 252,
- detail: ""
+ detail: "You banish the subject into an extradimensional labyrinth of
force planes. Each round on its turn, it may attempt a DC 20 Intelligence
check to escape the labyrinth as a full-round action. If the subject
doesn’t escape, the maze disappears after 10 minutes, forcing the subject
to leave. <p class=sub>On escaping or leaving the maze, the subject
reappears where it had been when the <i>maze</i> spell was cast. If this
location is filled with a solid object, the subject appears in the nearest
open space. <p class=sub>Spells and abilities that move a creature within a
plane, such as <i>teleport</i> and <i>dimension door</i>, do not help a
creature escape a <i>maze</i> spell, although a <i>plane shift</i> spell
allows it to exit to whatever plane is designated in that spell. Minotaurs
are not affected by this spell."
}, {
id: 330,
name: "Meld into Stone",
@@ -4997,7 +4997,7 @@
save: "-",
sr: "-",
phb: 252,
- detail: ""
+ detail: "<i>Meld into stone</i> enables you to meld your body and
possessions into a single block of stone. The stone must be large enough to
accommodate your body in all three dimensions. When the casting is
complete, you and not more than 100 pounds of nonliving gear merge with the
stone. If either condition is violated, the spell fails and is wasted. <p
class=sub>While in the stone, you remain in contact, however tenuous, with
the face of the stone through which you melded. You remain aware of the
passage of time and can cast spells on yourself while hiding in the stone.
Nothing that goes on outside the stone can be seen, but you can still hear
what happens around you. Minor physical damage to the stone does not harm
you, but its partial destruction (to the extent that you no longer fit
within it) expels you and deals you 5d6 points of damage. The stone’s
complete destruction expels you and slays you instantly unless you make a
DC 18 Fortitude save. <p class=sub>Any time before the duration expires,
you can step out of the stone through the surface that you entered. If the
spell’s duration expires or the effect is dispelled before you voluntarily
exit the stone, you are violently expelled and take 5d6 points of damage.
<p class=sub><i>The following spells harm you if cast upon the stone that
you are occupying</i>: <i>Stone to flesh</i> expels you and deals you 5d6
points of damage. <i>Stone shape</i> deals you 3d6 points of damage but
does not expel you. <i>Transmute rock to mud</i> expels you and then slays
you instantly unless you make a DC 18 Fortitude save, in which case you are
merely expelled. Finally, <i>passwall</i> expels you without damage."
}, {
id: 331,
name: "Melf's Acid Arrow",
@@ -5012,7 +5012,7 @@
save: "-",
sr: "-",
phb: 253,
- detail: ""
+ detail: "A magical arrow of acid springs from your hand and speeds to
its target. You must succeed on a ranged touch attack to hit your target.
The arrow deals 2d4 points of acid damage with no splash damage. For every
three caster levels (to a maximum of 18th), the acid, unless somehow
neutralized, lasts for another round, dealing another 2d4 points of damage
in that round. <p class=sub><i>Material Component</i>: Powdered rhubarb
leaf and an adder’s stomach. <p class=sub><i>Focus</i>: A dart."
}, {
id: 332,
name: "Mending",
@@ -5027,7 +5027,7 @@
save: "Will negs",
sr: "Yes",
phb: 253,
- detail: ""
+ detail: "<i>Mending</i> repairs small breaks or tears in objects (but
not warps, such as might be caused by a warp wood spell). It will weld
broken metallic objects such as a ring, a chain link, a medallion, or a
slender dagger, providing but one break exists. Ceramic or wooden objects
with multiple breaks can be invisibly rejoined to be as strong as new. A
hole in a leather sack or a wineskin is completely healed over by mending.
The spell can repair a magic item, but the item’s magical abilities are not
restored. (For restoring a broken magic item’s abilities, see the item
creation feats in Chapter 5: Feats.) The spell cannot mend broken magic
rods, staffs, or wands, nor does it affect creatures (including
constructs)."
}, {
id: 333,
name: "Message",
@@ -5042,7 +5042,7 @@
save: "-",
sr: "-",
phb: 253,
- detail: ""
+ detail: "You can whisper messages and receive whispered replies with
little chance of be-ing overheard. You point your finger at each creature
you want to receive the message. When you whisper, the whispered message is
audible to all targeted creatures within range. Magical <i>silence</i>, 1
foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet
of wood or dirt blocks the spell. The message does not have to travel in a
straight line. It can circumvent a barrier if there is an open path between
you and the subject, and the path’s entire length lies within the spell’s
range. The creatures that receive the message can whisper a reply that you
hear. The spell transmits sound, not meaning. It doesn’t transcend language
barriers. <p class=sub><i>Note</i>: To speak a message, you must mouth the
words and whisper, possibly allowing observers the opportunity to read your
lips. <p class=sub><i>Focus</i>: A short piece of copper wire."
}, {
id: 334,
name: "Meteor Swarm",
@@ -5057,7 +5057,7 @@
save: "-/ Ref half",
sr: "Yes",
phb: 253,
- detail: ""
+ detail: "<i>Meteor swarm</i> is a very powerful and spectacular spell
that is similar to <i>fireball</i> in many aspects. When you cast it, four
2- foot-diameter spheres spring from your outstretched hand and streak in
straight lines to the spots you select. The meteor spheres leave a fiery
trail of sparks. <p class=sub>If you aim a sphere at a specific creature,
you may make a ranged touch attack to strike the target with the meteor.
Any creature struck by one of these spheres takes 2d6 points of bludgeoning
damage (no save) and receives no saving throw against the sphere’s fire
damage (see below). If a targeted sphere misses its target, it simply
explodes at the nearest corner of the target’s space. You may aim more than
one meteor at the same target. <p class=sub>Once a sphere reaches its
destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of
fire damage to each creature in the area. If a creature is within the area
of more than one sphere, it must save separately against each. (Fire
resistance applies to each sphere’s damage individually.)"
}, {
id: 335,
name: "Mind Blank",
@@ -5072,7 +5072,7 @@
save: "Will negs",
sr: "Yes",
phb: 253,
- detail: ""
+ detail: "The subject is protected from all devices and spells that
detect, influence, or read emotions or thoughts. This spell protects
against all mind-affecting spells and effects as well as information
gathering by divination spells or effects. <i>Mind blank</i> even foils
<i>limited wish</i>, <i>miracle</i>, and <i>wish</i> spells when they are
used in such a way as to affect the subject’s mind or to gain information
about it. <p class=sub>In the case of scrying that scans an area the
creature is in, such as <i>arcane eye</i>, the spell works but the creature
simply isn’t detected. Scrying attempts that are targeted specifically at
the subject do not work at all."
}, {
id: 336,
name: "Mind Fog",
@@ -5087,7 +5087,7 @@
save: "Will negs",
sr: "Yes",
phb: 253,
- detail: ""
+ detail: "<i>Mind fog</i> produces a bank of thin mist that weakens the
mental resistance of those caught in it. Creatures in the mind fog take a
-10 competence penalty on Wisdom checks and Will saves. (A creature that
successfully saves against the fog is not affected and need not make
further saves even if it remains in the fog.) Affected creatures take the
penalty as long as they remain in the fog and for 2d6 rounds thereafter.
The fog is stationary and lasts for 30 minutes (or until dispersed by
wind). <p class=sub>A moderate wind (11+ mph) disperses the fog in four
rounds; a strong wind (21+ mph) disperses the fog in 1 round. <p
class=sub>The fog is thin and does not significantly hamper vision."
}, {
id: 337,
name: "Minor Creation",
@@ -5102,7 +5102,7 @@
save: "-",
sr: "-",
phb: 253,
- detail: ""
+ detail: "You create a nonmagical, unattended object of nonliving,
vegetable matter—linen clothes, a hemp rope, a wooden ladder, and so forth.
The volume of the item created cannot exceed 1 cubic foot per caster level.
You must succeed on an appropriate skill check to make a complex item, such
as Craft (bowmaking) check to make straight arrow shafts. <p
class=sub>Attempting to use any created object as a material component
causes the spell to fail. <p class=sub><i>Material Component</i>: A tiny
piece of matter of the same sort of item you plan to create with <i>minor
creation</i>—a bit of twisted hemp to create rope, and so forth."
}, {
id: 338,
name: "Minor Image",
@@ -5117,7 +5117,7 @@
save: "Will dsblf",
sr: "-",
phb: 254,
- detail: ""
+ detail: "This spell functions like <i>silent image</i>, except that
<i>minor image</i> includes some minor sounds but not understandable
speech."
}, {
id: 339,
name: "Miracle",
@@ -5132,7 +5132,7 @@
save: "Special",
sr: "Yes",
phb: 254,
- detail: ""
+ detail: "You don’t so much cast a <i>miracle</i> as request one. You
state what you would like to have happen and request that your deity (or
the power you pray to for spells) intercede. The DM then determines the
particular effect of the miracle. <p class=sub>A <i>miracle</i> can do any
of the following things.<ul><li> Duplicate any cleric spell of 8th level or
lower (including spells to which you have access because of your domains).
<li> Duplicate any other spell of 7th level or lower. <li> Undo the harmful
effects of certain spells, such as <i>feeblemind</i> or <i>insanity</i>.
<li> Have any effect whose power level is in line with the above effects.
</ul> If the <i>miracle</i> has any of the above effects, casting it has no
experience point cost. <p class=sub>Alternatively, a cleric can make a very
powerful request. Casting such a <i>miracle</i> costs the cleric 5,000 XP
because of the powerful divine energies involved. Examples of especially
powerful <i>miracles</i> of this sort could include the following. <ul><li>
Swinging the tide of a battle in your favor by raising fallen allies to
continue fighting. <li> Moving you and your allies, with all your and their
gear, from one plane to another through planar barriers to a specific
locale with no chance of error. <li> Protecting a city from an earthquake,
volcanic eruption, flood, or other major natural disaster. </ul> <p
class=sub>In any event, a request that is out of line with the deity’s (or
alignment’s) nature is refused. <p class=sub>A duplicated spell allows
saving throws and spell resistance as normal, but the save DCs are as for a
9th-level spell. When a miracle duplicates a spell that has an XP cost, you
must pay that cost. When a mir-acle spell duplicates a spell with a
material component that costs more than 100 gp, you must provide that
component. <p class=sub><i>XP Cost</i>: 5,000 XP (for some uses of the
miracle spell; see above)."
}, {
id: 340,
name: "Mirage Arcana",
@@ -5147,7 +5147,7 @@
save: "Will dsblf",
sr: "-",
phb: 254,
- detail: ""
+ detail: "This spell functions like <i>hallucinatory terrain</i>,
except that it enables you to make any area appear to be something other
than it is. The illusion includes audible, visual, tactile, and olfactory
elements. Unlike <i>hallucinatory terrain</i>, the spell can alter the
appearance of structures (or add them where none are present). Still, it
can’t disguise, conceal, or add creatures (though creatures within the area
might hide themselves within the illusion just as they can hide themselves
within a real location)."
}, {
id: 341,
name: "Mirror Image",
@@ -5162,7 +5162,7 @@
save: "-",
sr: "-",
phb: 254,
- detail: ""
+ detail: "Several illusory duplicates of you pop into being, making it
difficult for enemies to know which target to attack. The figments stay
near you and disappear when struck. <p class=sub><i>Mirror image</i>
creates 1d4 images plus one image per three caster levels (maximum eight
images total). These figments separate from you and remain in a cluster,
each within 5 feet of at least one other figment or you. You can move into
and through a <i>mirror image</i>. When you and the <i>mirror image</i>
separate, observers can’t use vision or hearing to tell which one is you
and which the image. The figments may also move through each other. The
figments mimic your actions, pretending to cast spells when you cast a
spell, drink potions when you drink a potion, levitate when you levitate,
and so on. <p class=sub>Enemies attempting to attack you or cast spells at
you must select from among indistinguishable targets. Generally, roll
randomly to see whether the selected target is real or a figment. Any
successful attack against an image destroys it. An image’s AC is 10 + your
size modifier + your Dex modifier. Figments seem to react normally to area
spells (such as looking like they’re burned or dead after being hit by a
<i>fireball</i>). <p class=sub>While moving, you can merge with and split
off from figments so that enemies who have learned which image is real are
again confounded. <p class=sub>An attacker must be able to see the images
to be fooled. If you are invisible or an attacker shuts his or her eyes,
the spell has no effect. (Being unable to see carries the same penalties as
being blinded.)"
}, {
id: 342,
name: "Misdirection",
@@ -5177,7 +5177,7 @@
save: "Will negs",
sr: "-",
phb: 254,
- detail: ""
+ detail: "By means of this spell, you misdirect the information from
divination spells that reveal auras (<i>detect evil</i>, <i>detect
magic</i>, <i>discern lies</i>, and the like). On casting the spell, you
choose another object within range. For the duration of the spell, the
subject of <i>misdirection</i> is detected as if it were the other object.
(Neither the subject nor the other object gets a saving throw against this
effect.) Detection spells provide information based on the second object
rather than on the actual target of the detection unless the caster of the
detection succeeds on a Will save. For instance, you could make yourself
detect as a tree if one were within range at casting: not evil, not lying,
not magical, neutral in alignment, and so forth. This spell does not affect
other types of divination magic (<i>augury</i>, <i>detect thoughts</i>,
<i>clairaudience/clairvoyance</i>, and the like)."
}, {
id: 343,
name: "Mislead",
@@ -5192,7 +5192,7 @@
save: "Will dsblf",
sr: "-",
phb: 255,
- detail: ""
+ detail: "You become invisible (as <i>improved invisibility</i>, a
glamer), and at the same time, an illusory double of you (as <i>major
image</i>, a figment) appears. You are then free to go elsewhere while your
double moves away. The double appears within range but thereafter moves as
you direct it (which requires concentration beginning on the first round
after the casting). You can make the figment appear superimposed perfectly
over your own body so that observers don’t notice an image appearing and
you turning invisible. You and the figment can then move in different
directions. The double moves at your speed and can talk and gesture as if
it were real, but it cannot attack or cast spells, though it can pretend to
do so. <p class=sub>The illusory double lasts as long as you concentrate
upon it, plus 3 additional rounds. After you cease concentration, the
illusory double continues to carry out the same activity (for instance,
fleeing down a hallway) until the duration expires. The <i>improved
invisibility</i> lasts for 1 round per level, regardless of concentration."
}, {
id: 344,
name: "Modify Memory",
@@ -5207,7 +5207,7 @@
save: "Will negs",
sr: "Yes",
phb: 255,
- detail: ""
+ detail: "You reach into the subject’s mind and modify as many as 5
minutes of its memories in one of the following ways. <ul><li> Eliminate
all memory of an event the subject actually experienced. This spell cannot
negate charm, geas/quest, suggestion, or similar spells. <li> Allow the
subject to recall with perfect clarity an event it actually experienced.
For instance, it could recall every word from a 5-minute conversation or
every detail from a passage in a book. <li> Change the details of an event
the subject actually experienced. <li> Implant a memory of an event the
subject never experienced. </ul> Casting the spell takes 1 round. If the
subject fails to save, you proceed with the spell by spending as much as 5
minutes (a period of time equal to the amount of memory time you want to
modify) visualizing the memory you wish to modify in the subject. If your
concentration is disturbed before the visualization is complete, or if the
subject is ever beyond the spell’s range during this time, the spell is
lost. <p class=sub>A modified memory does not necessarily affect the
subject’s actions, particularly if it contradicts the creature’s natural
inclinations. An illogical modified memory, such as the subject recalling
how much it enjoyed drinking poison, is dismissed by the creature as a bad
dream or a memory muddied by too much wine. More useful applications of
<i>modify memory</i> include implanting memories of friendly encounters
with you (inclining the subject to act favorably toward you), changing the
details of orders given to the subject by a superior, or causing the
subject to forget that it ever saw you or your party. The DM reserves the
right to decide whether a modified memory is too nonsensical to
significantly affect the subject."
}, {
id: 345,
name: "Moment of Prescience",
@@ -5222,7 +5222,7 @@
save: "-",
sr: "-",
phb: 255,
- detail: ""
+ detail: "This spell grants you a powerful sixth sense in relation to
yourself. Once during the spell’s duration, you may choose to use its
effect. This spell grants you an insight bonus equal to your caster level
(maximum +25) on any single attack roll, opposed ability or skill check, or
saving throw. Alternatively, you can apply the insight bonus to your AC
against a single attack (even if flat-footed). Activating the effect
doesn’t take an action; you can even activate it on another character’s
turn if needed. You must choose to use the <i>moment of prescience</i>
before you make the roll it is to modify. Once used, the spell ends.<p
class=sub>You can’t have more than one <i>moment of prescience</i> active
on you at the same time"
}, {
id: 346,
name: "Mordenkainen's Disjunction",
@@ -5237,7 +5237,7 @@
save: "Will negs",
sr: "-",
phb: 255,
- detail: ""
+ detail: "All magical effects and magic items within the radius of the
spell, except for those that you carry or touch, are disjoined. That is,
spells and spell-like effects are separated into their individual
components (ending the effect as a <i>dispel magic</i> spell does), and
each permanent magic item must make a successful Will save or be turned
into a normal item. An item in a creature’s possession uses its own Will
save bonus or its possessor’s Will save bonus, whichever is higher. <p
class=sub>You also have a 1% chance per caster level of destroying an
<i>antimagic field</i>. If the <i>antimagic field</i> survives the
<i>disjunction</i>, no items within it are disjoined. <p class=sub>Even
artifacts are subject to <i>disjunction</i>, though there is only a 1%
chance per caster level of actually affecting such powerful items.
Additionally, if an artifact is des-troyed, you must make a DC 25 Will save
or permanently lose all spellcasting abilities. (These abilities cannot be
recovered by mortal magic, not even <i>miracle</i> or <i>wish</i>.) <p
class=sub><i>Note</i>: Destroying artifacts is a dangerous business, and it
is 95% likely to attract the attention of some powerful being who has an
interest in or connection with the device."
}, {
id: 347,
name: "Mordenkainen's Faithful Hound",
@@ -5252,7 +5252,7 @@
save: "-",
sr: "-",
phb: 255,
- detail: ""
+ detail: "You conjure up a phantom watchdog that is invisible to
everyone but yourself. It then guards the area where it was conjured (it
does not move). The hound immediately starts barking loudly if any Small or
larger creature approaches within 30 feet of it. (Those within 30 feet of
the hound when it is conjured may move about in the area, but if they leave
and return, they activate the barking.) The hound sees invisible and
ethereal creatures. It does not react to figments, but it does react to
shadow illusions. <p class=sub>If an intruder approaches to within 5 feet
of the hound, the dog stops barking and delivers a vicious bite (+10 attack
bonus, 2d6+3 points of piercing damage) once per round. The dog also gets
the bonuses appropriate to an invisible creature. <p class=sub>The dog is
considered ready to bite intruders, so it delivers its first bite on the
intruder’s turn. Its bite is the equivalent of a magic weapon for the
purpose of damage reduction. The hound cannot be attacked, but it can be
dispelled. <p class=sub>The spell lasts for 1 hour per caster level, but
once the hound begins barking, it lasts only 1 round per caster level. If
you are ever more than 100 feet distant from the hound, the spell ends. <p
class=sub><i>Material Component</i>: A tiny silver whistle, a piece of
bone, and a thread."
}, {
id: 348,
name: "Mordenkainen's Lucubration",
@@ -5267,7 +5267,7 @@
save: "-",
sr: "-",
phb: 256,
- detail: ""
+ detail: "You instantly recall any one spell of 5th level or lower that
you have used during the past 24 hours. The spell must have been actually
cast during that period. The recalled spell is stored in your mind as
through prepared in the normal fashion. If the recalled spell requires
material components, you must provide them. The recovered spell is not
usable until the material components are available."
}, {
id: 349,
name: "Mordenkainen's Magnificent Mansion",
@@ -5282,7 +5282,7 @@
save: "-",
sr: "-",
phb: 256,
- detail: ""
+ detail: "You conjure up an extradimensional dwelling that has a single
entrance on the plane from which the spell was cast. The entry point looks
like a faint shimmering in the air that is 4 feet wide and 8 feet high.
Only those you designate may enter the mansion, and the portal is shut and
made invisible behind you when you enter. You may open it again from your
own side at will. Once observers have passed beyond the entrance, they are
in a magnificent foyer with numerous chambers beyond. The atmosphere is
clean, fresh, and warm. <p class=sub>You can create any floor plan you
desire to the limit of the spell’s effect. The place is furnished and
contains sufficient food-stuffs to serve a nine-course banquet to a dozen
people per caster level. A staff of near-transparent servants (as many as
two per caster level), liveried and obedient, wait upon all who enter. The
servants function as <i>unseen servant</i> spells except that they are
visible and can go anywhere in the mansion. <p class=sub>Since 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.
<p class=sub><i>Focus</i>: A miniature portal carved from ivory, a small
piece of polished marble, and a tiny silver spoon (each item worth 5 gp)."
}, {
id: 350,
name: "Mordenkainen's Private Sanctum",
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