Revision: 347
Author: todd.chambery
Date: Mon Oct 5 13:48:17 2009
Log: point blank shot operationalized
more spells
http://code.google.com/p/charactermanager/source/detail?r=347
Modified:
/trunk/charmgrjs/feats.js
/trunk/charmgrjs/spells.js
/trunk/charmgrjs/too.js
/trunk/charmgrjs/tree'.js
=======================================
--- /trunk/charmgrjs/feats.js Sat Sep 12 08:46:37 2009
+++ /trunk/charmgrjs/feats.js Mon Oct 5 13:48:17 2009
@@ -679,7 +679,7 @@
base_attack_bonus: 6
},
conditional: true,
- op: "if ($(this).attr('checked')) {if
($('#feat_54_conditional').attr('checked'))
{$('#feat_54_conditional').removeAttr('checked');recalc_main_page(chardata);}for
( var i in chardata.weapons) {if (chardata.weapons[i]['weapon_id'] == 34)
{var attacks = $('#weapon_' + i + '_att').text().split('/');var
base_attack_bonus = parseInt(attacks[0]);var arrows =
Math.min(Math.ceil(Math.abs(base_attack_bonus - 6) / 5), 4) + 1;var
manyshot_penalty = (arrows * 2);var many_shot_atts = '';for (var j=0;
j<arrows; j++) {many_shot_atts += pos(base_attack_bonus -
manyshot_penalty);many_shot_atts += ((j+1) <
arrows ? '/' : '');}$('#weapon_' + i + '_att').text(many_shot_atts);}}}
else {recalc_main_page(chardata);}"
+ op: "if ($(this).attr('checked')) {if
($('#feat_54_conditional').attr('checked'))
{$('#feat_54_conditional').removeAttr('checked');recalc_main_page(chardata);}for
( var i in chardata.weapons) {var weapon = weapons.first({ id:
chardata.weapons[i].weapon_id });if (weapon.subcategory == 'ranged') { var
attacks = $('#weapon_' + i + '_att').text().split('/');var
base_attack_bonus = parseInt(attacks[0]);var arrows =
Math.min(Math.ceil(Math.abs(base_attack_bonus - 6) / 5), 4) + 1;var
manyshot_penalty = (arrows * 2);var many_shot_atts = '';for (var j=0;
j<arrows; j++) {many_shot_atts += pos(base_attack_bonus -
manyshot_penalty);many_shot_atts += ((j+1) <
arrows ? '/' : '');}$('#weapon_' + i + '_att').text(many_shot_atts);}}}
else {recalc_main_page(chardata);}"
}, {
id: 43,
name: "Martial Weapon Proficiency",
@@ -772,7 +772,8 @@
detail: "You are skilled at making well-placed shots with ranged
weapons at close range. <p class=sub><b>Benefit</b>: You get a +1 bonus on
attack and damage rolls with ranged weapons at ranges of up to 30 feet. <p
class=sub><b>Special</b>: A fighter may select Point Blank Shot as one of
his fighter bonus feats (see page 38).",
benefit: "+1 bonus on ranged attack and damage within 30 ft.",
prereqs: {},
- conditional: true
+ conditional: true,
+ op: "if ($(this).attr('checked')) {for ( var i in chardata.weapons) {var
weapon = weapons.first({ id: chardata.weapons[i].weapon_id });if
(weapon.subcategory == 'ranged') {var att = $('#weapon_' + i
+ '_att').text();var attacks = att.split('/');var point_blank_shot_atts
= '';for (j in attacks) {point_blank_shot_atts += pos(parseInt(attacks[j])
+ 1);point_blank_shot_atts += (parseInt(j) + 1 <
attacks.length ? '/' : '');}$('#weapon_' + i
+ '_att').text(point_blank_shot_atts);}}} else
{recalc_main_page(chardata);}"
}, {
id: 50,
name: "Power Attack",
@@ -839,7 +840,9 @@
feats: [49]
},
conditional: true,
- op: "if($(this).attr('checked')) {
if($('#feat_45_conditional').attr('checked')) {
$('#feat_45_conditional').removeAttr('checked');
recalc_main_page(chardata); } for (var i in chardata.weapons) {
if(chardata.weapons[i]['weapon_id'] == 34) { var att = $('#weapon_' + i
+ '_att').text(); var attacks = att.split('/'); attacks.push(attacks[0]);
var rapid_shot_atts = ''; for(j in attacks) { rapid_shot_atts +=
pos(parseInt(attacks[j]) - 2); rapid_shot_atts += (parseInt(j) + 1 <
attacks.length ? '/' : ''); } $('#weapon_' + i
+ '_att').text(rapid_shot_atts); } } } else { recalc_main_page(chardata); }"
+
+
+ op: "if($(this).attr('checked')) {
if($('#feat_45_conditional').attr('checked')) {
$('#feat_45_conditional').removeAttr('checked');
recalc_main_page(chardata); } for (var i in chardata.weapons) { var weapon
= weapons.first({ id: chardata.weapons[i].weapon_id });if
(weapon.subcategory == 'ranged') { var att = $('#weapon_' + i
+ '_att').text(); var attacks = att.split('/'); attacks.push(attacks[0]);
var rapid_shot_atts = ''; for(j in attacks) { rapid_shot_atts +=
pos(parseInt(attacks[j]) - 2); rapid_shot_atts += (parseInt(j) + 1 <
attacks.length ? '/' : ''); } $('#weapon_' + i
+ '_att').text(rapid_shot_atts); } } } else { recalc_main_page(chardata); }"
}, {
id: 55,
name: "Ride-By Attack",
=======================================
--- /trunk/charmgrjs/spells.js Mon Oct 5 09:19:03 2009
+++ /trunk/charmgrjs/spells.js Mon Oct 5 13:48:17 2009
@@ -4037,7 +4037,7 @@
save: "-",
sr: "Yes",
phb: 243,
- detail: ""
+ detail: "Great magical hailstones pound down for 1 full round, dealing
3d6 points of bludgeoning damage and 2d6 points of cold damage to every
creature in the area. A -4 penalty applies to each Listen check made within
the <i>ice storm</i>'s effect, and all land movement within its area is
at half speed. At the end of the duration, the hail disappears, leaving no
aftereffects (other than the damage dealt). <p class=sub><i>Arcane Material
Component</i>: A pinch of dust and a few drops of water. "
}, {
id: 267,
name: "Identify",
@@ -4052,7 +4052,7 @@
save: "-",
sr: "-",
phb: 243,
- detail: ""
+ detail: "The spell determines all magic properties of a single magic
item, including how to activate those functions (if appropriate), and how
many charges are left (if any). <p class=sub><i>Identify</i> does not
function when used on an artifact (see the <i>Dungeon Master's
Guide</i> for details on artifacts). <p class=sub><i>Arcane Material
Component</i>: A pearl of at least 100 gp value, crushed and stirred into
wine with an owl feather; the infusion must be drunk prior to spellcasting."
}, {
id: 268,
name: "Illusory Script",
@@ -4067,7 +4067,7 @@
save: "Will negs",
sr: "Yes",
phb: 243,
- detail: ""
+ detail: "You write instructions or other information on parchment,
paper, or any suitable writing material. The <i>illusory script</i> appears
to be some form of foreign or magical writing. Only the person (or people)
designated by you at the time of the casting are able to read the writing;
it's unintelligible to any other character, although an illusionist
recognizes it as <i>illusory script</i>. <p class=sub>Any unauthorized
creature attempting to read the script triggers a potent illusory effect
and must make a saving throw. A successful saving throw 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 you at the
time the illusory script spell was cast. The suggestion lasts only 30
minutes. Typical suggestions include “Close the book and leave,” “Forget
the existence of the book,” and so forth. If successfully dispelled by
<i>dispel magic</i>, the <i>illusory script</i> and its secret message
disappear. The hidden message can be read by a combination of the <i>true
seeing</i> spell with the <i>read magic</i> or <i>comprehend languages</i>
spell. <p class=sub>The casting time depends on how long a message you wish
to write, but it is always at least 1 minute. <p class=sub><i>Material
Component</i>: A lead-based ink (cost of not less than 50 gp)."
}, {
id: 269,
name: "Illusory Wall",
@@ -4082,7 +4082,7 @@
save: "Will dsblf",
sr: "-",
phb: 243,
- detail: ""
+ detail: "This spell creates the illusion of a wall, floor, ceiling, or
similar surface. It appears absolutely real when viewed, but physical
objects can pass through it without difficulty. When the spell is used to
hide pits, traps, or normal doors, any detection abilities that do not
require sight work normally. Touch or a probing search reveals the true
nature of the surface, though such measures do not cause the illusion to
disappear."
}, {
id: 270,
name: "Imbue with Spell Ability",
@@ -4097,7 +4097,7 @@
save: "Will negs",
sr: "Yes",
phb: 243,
- detail: ""
+ detail: "You transfer some of your currently prepared spells, and the
ability to cast them, to another creature. Only a creature with an
Intelligence score of at least 5 and a Wisdom score of at least 9 can
receive this bestowal. Only cleric spells from the schools of abjuration,
divination, and conjuration (healing) can be transferred. The number and
level of spells that the subject can be granted depends on its Hit Dice;
even multiple castings of <i>imbue with spell ability</i> can't exceed
this limit. <table> <tr class=header><td>HD of Recipient</td><td>Spells
Imbued</td></tr> <tr class=detail><td>2 or lower</td><td>One 1st-level
spell</td></tr> <tr class=detail><td>3-4</td><td>One or two 1st-level
spells</td></tr> <tr class=detail><td>5 or higher</td><td>One or two
1st-level spells and one 2nd-level spell</td></tr> </table><p class=sub>The
transferred spell's variable characteristics (range, duration, area,
and the like) function according to your level, not the level of the
recipient. <p class=sub>Once you cast <i>imbue with spell ability</i>, you
cannot prepare a new 4th-level spell to replace it until the recipient uses
the imbued spells or is slain, or until you dismiss the <i>imbue with spell
ability</i> spell. In the meantime, you remain responsible to your deity or
your principles for the use to which the spell is put. If the number of
4th-level spells you can cast decreases, and that number drops below your
current number of active <i>imbue with spell ability</i> spells, the more
recently cast imbued spells are dispelled. <p class=sub>To cast a spell
with a verbal component, the subject must be able to speak. To cast a spell
with a somatic component, it must have humanlike hands. To cast a spell
with a material component or focus, it must have the materials or focus."
}, {
id: 271,
name: "Implosion",
@@ -4112,7 +4112,7 @@
save: "Fort negs",
sr: "Yes",
phb: 243,
- detail: ""
+ detail: "You create a destructive resonance in a corporeal
creature's body. For each round you concentrate, you cause one creature
to collapse in on itself, killing it. (This effect, being instantaneous,
cannot be dispelled.) <p class=sub>You can target a particular creature
only once with each casting of the spell. <p class=sub><i>Implosion</i> has
no effect on creatures in gaseous form or on incorporeal creatures."
}, {
id: 272,
name: "Imprisonment",
@@ -4127,7 +4127,7 @@
save: "Will negs",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "When you cast <i>imprisonment</i> and touch a creature, it is
entombed in a state of suspended animation (see the <i>temporal stasis</i>
spell) in a small sphere far beneath the surface of the earth. The subject
remains there unless a <i>freedom</i> spell is cast at the locale where the
imprisonment took place. Magical search by a <i>crystal ball</i>, a
<i>locate object</i> spell, or some other similar divination does not
reveal the fact that a creature is imprisoned, but <i>discern location</i>
does. A <i>wish</i> or <i>miracle</i> spell will not free the recipient,
but will reveal where it is entombed. If you know the target's name and
some facts about its life, the target takes a -4 penalty on its save."
}, {
id: 273,
name: "Incendiary Cloud",
@@ -4142,7 +4142,7 @@
save: "Relf half",
sr: "-",
phb: 244,
- detail: ""
+ detail: "An <i>incendiary cloud</i> spell creates a cloud of roiling
smoke shot through with white-hot embers. The smoke obscures all sight as a
<i>fog cloud</i> does. In addition, the white-hot embers within the cloud
deal 4d6 points of fire damage to everything within the cloud on your turn
each round. All targets can make Reflex saves each round to take half
damage. <p class=sub>As with a <i>cloudkill</i> spell, the smoke moves away
from you at 10 feet per round. Figure out the smoke's new spread each
round based on its new point of origin, which is 10 feet farther away from
where you were when you cast the spell. By con-centrating, you can make the
cloud (actu-ally its point of origin) move as much as 60 feet each round.
Any portion of the cloud that would extend beyond your maximum range
dissipates harmlessly, reducing the remainder's spread thereafter. <p
class=sub>As with <i>fog cloud</i>, wind disperses the smoke, and the spell
can't be cast underwater."
}, {
id: 274,
name: "Inflict Critical Wounds",
@@ -4157,7 +4157,7 @@
save: "Will half",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "This spell functions like <i>inflict light wounds</i>, except
that you deal 4d8 points of damage +1 point per caster level (maximum +20)."
}, {
id: 275,
name: "Inflict Critical Wounds, Mass",
@@ -4172,7 +4172,7 @@
save: "Will half",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "This spell functions like <i>mass inflict light wounds</i>,
except that it deals 4d8 points of damage +1 point per caster level
(maximum +40)."
}, {
id: 276,
name: "Inflict Light Wounds",
@@ -4187,7 +4187,7 @@
save: "Will half",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "When laying your hand upon a creature, you channel negative
energy that deals 1d8 points of damage +1 point per caster level (maximum
+5). <p class=sub>Since undead are powered by negative energy, this spell
cures such a creature of a like amount of damage, rather than harming it."
}, {
id: 277,
name: "Inflict Light Wounds, Mass",
@@ -4202,7 +4202,7 @@
save: "Will half",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "Negative energy spreads out in all directions from the point
of origin, dealing 1d8 points of damage +1 point per caster level (maximum
+25) to nearby living enemies. <p class=sub>Like other <i>inflict</i>
spells, <i>mass inflict light wounds</i> cures undead in its area rather
than damaging them. A cleric capable of spontaneously casting
<i>inflict</i> spells can also spontaneously cast <i>mass inflict</i>
spells."
}, {
id: 278,
name: "Inflict Minor Wounds",
@@ -4217,7 +4217,7 @@
save: "Will negs",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "This spell functions like <i>inflict light wounds</i>, except
that you deal 1 point of damage and a Will save negates the damage instead
of halving it."
}, {
id: 279,
name: "Inflict Moderate Wounds",
@@ -4232,7 +4232,7 @@
save: "Will half",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "This spell functions like <i>inflict light wounds</i>, except
that you deal 2d8 points of damage +1 point per caster level (maximum +10)."
}, {
id: 280,
name: "Inflict Moderate Wounds, Mass",
@@ -4247,7 +4247,7 @@
save: "Will half",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "This spell functions like <i>mass inflict light wounds</i>,
except that it deals 2d8 points of damage +1 point per caster level
(maximum +30)."
}, {
id: 281,
name: "Inflict Serious Wounds",
@@ -4262,7 +4262,7 @@
save: "Will half",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "This spell functions like <i>inflict light wounds</i>, except
that you deal 3d8 points of damage +1 point per caster level (maximum
+15). "
}, {
id: 282,
name: "Inflict Serious Wounds, Mass",
@@ -4277,7 +4277,7 @@
save: "Will half",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "This spell functions like <i>mass inflict light wounds</i>,
except that it deals 3d8 points of damage +1 point per caster level
(maximum +35)."
}, {
id: 283,
name: "Insanity",
@@ -4292,7 +4292,7 @@
save: "Will negs",
sr: "Yes",
phb: 244,
- detail: ""
+ detail: "The affected creature suffers from a continuous
<i>confusion</i> effect, as the spell. <p class=sub><i>Remove curse</i>
does not remove <i>insanity</i>. <i>Greater restoration, heal, limited
wish, miracle</i>, or <i>wish</i> can restore the creature."
}, {
id: 284,
name: "Insect Plague",
@@ -4307,7 +4307,7 @@
save: "-",
sr: "-",
phb: 244,
- detail: ""
+ detail: "You summon a number of swarms of locusts (one per three
levels, to a maximum of six swarms at 18th level). The swarms must be
summoned so that each one is adjacent to at least one other swarm (that is,
the swarms must fill one contiguous area). You may summon the locust swarms
so that they share the area of other creatures. Each swarm attacks any
creatures occupying its area. The swarms are stationary after being
summoned, and won't pursue creatures that flee. <p class=sub>See the
<i>Monster Manual</i> for details on locust swarms."
}, {
id: 285,
name: "Invisibility",
@@ -4322,7 +4322,7 @@
save: "Will negs",
sr: "Yes",
phb: 245,
- detail: ""
+ detail: "The creature or object touched becomes invisible, vanishing
from sight, even from darkvision. If the recipient is a creature carrying
gear, that vanishes, too. If you cast the spell on someone else, neither
you nor your allies can see the subject, unless you can normally see
invisible things or you employ magic to do so. <p class=sub>Items dropped
or put down by an invisible creature become visible; items picked up
disappear if tucked into the clothing or pouches worn by the creature.
Light, however, never becomes invisible, although a source of light can
become so (thus, the effect is that of a light with no visible source). Any
part of an item that the subject carries but that extends more than 10 feet
from it becomes visible, such as a trailing rope. <p class=sub>Of course,
the subject is not magically silenced, and certain other conditions can
render the recipient detectable (such as stepping in a puddle). The spell
ends if the subject attacks any creature. For purposes of this spell, an
attack includes any spell targeting a foe or whose area or effect includes
a foe. (Exactly who is a foe depends on the invisible character's
per-ceptions.) Actions directed at unattended objects do not break the
spell. Causing harm indirectly is not an attack. Thus, an invisible being
can open doors, talk, eat, climb stairs, summon monsters and have them
attack, cut the ropes holding a rope bridge while enemies are on the
bridge, remotely trigger traps, open a portcullis to release attack dogs,
and so forth. If the subject attacks directly, however, it im-mediately
becomes visible along with all its gear. Spells such as bless that
specifically affect allies but not foes are not attacks for this purpose,
even when they include foes in their area. <p class=sub><i>See Table
8-5</i>: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page
151, for the effects of invisibility on combat. <p
class=sub><i>Invisibility</i> can be made permanent (on objects only) with
a <i>permanency</i> spell. <p class=sub><i>Arcane Material Component</i>:
An eyelash encased in a bit of gum arabic."
}, {
id: 286,
name: "Invisibility, Greater",
@@ -4337,7 +4337,7 @@
save: "Will negs",
sr: "Yes",
phb: 245,
- detail: ""
+ detail: "This spell functions like <i>invisibility</i>, except that it
doesn't end if the subject attacks."
}, {
id: 287,
name: "Invisibility, Mass",
@@ -4352,7 +4352,7 @@
save: "Will negs",
sr: "Yes",
phb: 245,
- detail: ""
+ detail: "This spell functions like <i>invisibility</i>, except that
the effect is mobile with the group and is broken when anyone in the group
attacks. Individuals in the group cannot see each other. The spell is
broken for any individual who moves more than 180 feet from the nearest
member of the group. (If only two individuals are affected, the one moving
away from the other one loses its invisibility. If both are moving away
from each other, they both become visible when the distance between them
exceeds 180 feet.) <p class=sub><i>Material Component</i>: An eyelash
encased in a bit of gum arabic."
}, {
id: 288,
name: "Invisibility Purge",
@@ -4367,7 +4367,7 @@
save: "-",
sr: "-",
phb: 245,
- detail: ""
+ detail: "You surround yourself with a sphere of power with a radius of
5 feet per caster level that negates all forms of invisibility. Anything
invisible becomes visible while in the area."
}, {
id: 289,
name: "Invisibility Sphere",
@@ -4382,7 +4382,7 @@
save: "Will negs",
sr: "Yes",
phb: 245,
- detail: ""
+ detail: "This spell functions like <i>invisibility</i>, except that
this spell confers invisibility upon all creatures within 10 feet of the
recipient. The center of the effect is mobile with the recipient. <p
class=sub>Those affected by this spell can see each other and themselves as
if unaffected by the spell. 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 crea-tures (other than the recipient) who
attack negate the invisibility only for themselves. If the spell recipient
attacks, the <i>invisibility sphere</i> ends."
}, {
id: 290,
name: "Iron Body",
@@ -4397,7 +4397,7 @@
save: "-",
sr: "-",
phb: 245,
- detail: ""
+ detail: "This spell transforms your body into living iron, which
grants you several powerful resistances and abilities. <p class=sub>You
gain damage reduction 15/adamantine. You are immune to blindness, critical
hits, ability score damage, deafness, disease, drowning, electricity,
poison, stunning, and all spells or attacks that affect your physiology or
respiration, because you have no physiology or respiration while this spell
is in effect. You take only half damage from acid and fire of all kinds.
However, you also become vulnerable to all special attacks that affect iron
golems. <p class=sub>You gain a +6 enhancement bonus to your Strength
score, but you take a -6 penalty to Dexterity as well (to a minimum
Dexterity score of 1), and your speed is reduced to half normal. You have
an arcane spell failure chance of 50% and a -8 armor check penalty, just as
if you were clad in full plate armor. You cannot drink (and thus can't
use potions) or play wind instruments. <p class=sub>Your unarmed attacks
deal damage equal to a club sized for you (1d4 for Small characters or 1d6
for Medium characters), and you are considered armed when making unarmed
attacks. <p class=sub>Your weight increases by a factor of ten, causing you
to sink in water like a stone. However, you could survive the crushing
pressure and lack of air at the bottom of the ocean—at least until the
spell duration expires. <p class=sub><i>Arcane Material Component</i>: A
small piece of iron that was once part of either an iron golem, a
hero's armor, or a war machine."
}, {
id: 291,
name: "Ironwood",
@@ -4412,7 +4412,7 @@
save: "-",
sr: "-",
phb: 246,
- detail: ""
+ detail: "<i>Ironwood</i> is a magical substance created by druids from
normal wood. While remaining natural wood in almost every way,
<i>ironwood</i> is as strong, heavy, and resistant to fire as steel. Spells
that affect metal or iron (such as <i>heat metal</i>) do not function on
ironwood. Spells that affect wood (such as wood shape) do affect
<i>ironwood</i>, although ironwood does not burn. Using this spell with
<i>wood shape</i> or a wood-related Craft check, you can fashion wooden
items that function as steel items. Thus, wooden plate armor and wooden
swords can be created that are as durable as their normal steel
counterparts. These items are freely usable by druids. <p
class=sub>Further, if you make only half as much ironwood as the spell
would normally allow, any weapon, shield, or suit of armor so created is
treated as a magic item with a +1 enhancement bonus. <p
class=sub><i>Material Component</i>: Wood shaped into the form of the
intended ironwood object."
}, {
id: 292,
name: "Jump",
@@ -4427,7 +4427,7 @@
save: "Will negs",
sr: "Yes",
phb: 246,
- detail: ""
+ detail: "The subject gets a +10 enhancement bonus on Jump checks. The
enhancement bonus increases to +20 at caster level 5th, and to +30 (the
maximum) at caster level 9th. <p class=sub><i>Material Component</i>: A
grasshopper's hind leg, which you break when the spell is cast."
}, {
id: 293,
name: "Keen Edge",
@@ -4442,7 +4442,7 @@
save: "Will negs",
sr: "Yes",
phb: 246,
- detail: ""
+ detail: "This spell makes a weapon magically keen, improving its
ability to deal telling blows. This transmutation doubles the threat range
of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20
becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be
cast only on piercing or slashing weapons. If cast on arrows or crossbow
bolts, the keen edge on a particular projectile ends after one use, whether
or not the missile strikes its intended target. (Treat shuriken as arrows,
rather than as thrown weapons, for the purpose of this spell.) <p
class=sub>Multiple effects that increase a weapon's threat range (such
as the <i>keen edge</i> spell and the Improved Critical feat) don't
stack. You can't cast this spell on a natural weapon, such as a claw."
}, {
id: 294,
name: "Knock",
@@ -4457,7 +4457,7 @@
save: "-",
sr: "-",
phb: 246,
- detail: ""
+ detail: "The <i>knock</i> spell opens stuck, barred, locked,
<i>held</i>, or <i>arcane locked</i> doors. It opens secret doors, as well
as locked or trick-opening boxes or chests. It also loosens welds,
shackles, or chains (provided they serve to hold closures shut). If used to
open a <i>arcane locked</i> door, the spell does not remove the <i>arcane
lock</i> but simply suspends its functioning for 10 minutes. In all other
cases, the door does not relock itself or become stuck again on its own.
<i>Knock</i> does not raise barred gates or similar impediments (such as a
portcullis), nor does it affect ropes, vines, and the like. The effect is
limited by the area. A 3rd-level caster can cast a <i>knock</i> spell on a
door of 30 square feet or less (for example, a standard 4-foot-by-7-foot
door). Each spell can undo as many as two means of preventing egress. Thus
if a door is locked, barred, and held, or quadruple locked, opening it
requires two <i>knock</i> spells."
}, {
id: 295,
name: "Know Direction",
@@ -4472,7 +4472,7 @@
save: "-",
sr: "-",
phb: 246,
- detail: ""
+ detail: "You instantly know the direction of north from your current
position. The spell is effective in any environment in which “north”
exists, but it may not work in extraplanar settings. Your knowledge of
north is correct at the moment of casting, but you can get lost again
within moments if you don't find some external reference point to help
you keep track of direction."
}, {
id: 296,
name: "Legend Lore",
@@ -4487,7 +4487,7 @@
save: "-",
sr: "-",
phb: 246,
- detail: ""
+ detail: "<i>Legend lore</i> brings to your mind legends about an
important person, place, or thing. If the person or thing is at hand, or if
you are in the place in question, the casting time is only 1d4×10 minutes.
If you have only detailed information on the person, place, or thing, the
casting time is 1d10 days, and the resulting lore is less complete and
specific (though it often provides enough information to help you find the
person, place, or thing, thus allowing a better <i>legend lore</i> result
next time). If you know only rumors, the casting time is 2d6 weeks, and the
resulting lore is vague and incomplete (though it often directs you to more
detailed information, thus allowing a better <i>legend lore</i> result next
time). <p class=sub><i>During the casting, you cannot engage in other than
routine activities</i>: eating, sleeping, and so forth. When completed, the
divination brings legends (if any) about the person, place, or things to
your mind. These may be legends that are still current, legends that have
been forgotten, or even information that has never been generally known. If
the person, place, or thing is not of legendary importance, you gain no
information. As a rule of thumb, characters who are 11th level and higher
are “legendary,” as are the sorts of creatures they contend with, the major
magic items they wield, and the places where they perform their key deeds.
<p class=sub>Examples of <i>legend lore</i> results include the following.
<p class=sub><i>A divination about a mysterious magic axe you have at
hand</i>: “Woe to the evildoer whose hand touches the axe, for even the
haft chops the hand of the evil ones. Only a true Son or Daughter of Stone,
one who loves Moradin and whom Moradin loves, may awaken the true powers of
the axe, and only with the sacred word ‘<i>Rudnogg</i>' on the lips.”
<p class=sub><i>A divination about a legendary paladin about whom you know
many details</i>: “Vanashon has been denied the glory of death and the duty
of life. He waits pa-tiently beneath the Forbidden Mountain.” (The paladin
has been turned to stone in the caverns under the mountain.) <p
class=sub><i>A divination about ancient ruins about which you have only a
passing reference in a partially damaged tome</i>: “The sorcerer who called
herself Ryth built a library without words and a temple without gods. Those
tho read and those who pray tore it down in a night and a day.” (These
clues may be enough for you to find out more and get details you need to
cast a better <i>legend lore</i>.) <p class=sub><i>Material Component</i>:
Incense worth at least 250 gp. <p class=sub><i>Focus</i>: Four strips of
ivory (worth 50 gp each) formed into a rectangle. "
}, {
id: 297,
name: "Leomund's Secret Chest",
@@ -4502,7 +4502,7 @@
save: "-",
sr: "-",
phb: 247,
- detail: ""
+ detail: "You hide a chest on the Ethereal Plane for as long as sixty
days and can retrieve it at will. The chest can contain up to 1 cubic foot
of material per caster level (regardless of the chest's actual size,
which is about 3 feet by 2 feet by 2 feet). If any living creatures are in
the chest, there is a 75% chance that the spell simply fails. Once the
chest is hidden, you can retrieve it by concentrating (a standard action),
and it appears next to you. <p class=sub>The chest must be exceptionally
well crafted and expensive, constructed for you by master crafters. 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
silver or electrum (a valuable metal). The cost of such a chest is never
less than 5,000 gp. Once it is constructed, you must make a tiny replica
(of the same materials and perfect in every detail), so that the miniature
of the chest appears to be a perfect copy. (The replica costs 50 gp.) You
can have but one pair of these chests at any given time—even a <i>wish</i>
spell does not allow more. The chests are nonmagical and can be fitted with
locks, wards, and so on, just as any normal chest can be. <p class=sub>To
hide the chest, you cast the spell while touching both the chest and the
replica. The chest vanishes into the Ethereal Plane. You need the replica
to recall the chest. After sixty days, there is a cumulative chance of 5%
per day that the chest is irretrievably lost. If the miniature of the chest
is lost or destroyed, there is no way, not even with a <i>wish</i> spell,
that the large chest can be summoned back, although an extraplanar
expedition might be mounted to find it. <p class=sub>Living things in the
chest eat, sleep, and age normally, and they die if they run out of food,
air, water, or whatever they need to survive. <p class=sub><i>Focus</i>:
The chest and its replica."
}, {
id: 298,
name: "Leomund's Secure Shelter",
=======================================
--- /trunk/charmgrjs/too.js Mon Sep 21 13:56:13 2009
+++ /trunk/charmgrjs/too.js Mon Oct 5 13:48:17 2009
@@ -4,7 +4,8 @@
recalc_main_page(chardata);
}
for ( var i in chardata.weapons) {
- if (chardata.weapons[i]['weapon_id'] == 34) {
+ var weapon = weapons.first({ id: chardata.weapons[i].weapon_id });
+ if (weapon.subcategory == 'ranged') {
var attacks = $('#weapon_' + i + '_att').text().split('/');
var base_attack_bonus = parseInt(attacks[0]);
var arrows = Math.min(Math.ceil(Math.abs(base_attack_bonus - 6) / 5),
4) + 1;
=======================================
--- /trunk/charmgrjs/tree'.js Mon Sep 21 13:56:13 2009
+++ /trunk/charmgrjs/tree'.js Mon Oct 5 13:48:17 2009
@@ -4,7 +4,8 @@
recalc_main_page(chardata);
}
for ( var i in chardata.weapons) {
- if (chardata.weapons[i]['weapon_id'] == 34) {
+ var weapon = weapons.first({ id: chardata.weapons[i].weapon_id });
+ if (weapon.subcategory == 'ranged') {
var att = $('#weapon_' + i + '_att').text();
var attacks = att.split('/');
attacks.push(attacks[0]);