[charactermanager] r352 committed - spells

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Oct 6, 2009, 10:34:03 PM10/6/09
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Revision: 352
Author: todd.chambery
Date: Tue Oct 6 19:30:33 2009
Log: spells
http://code.google.com/p/charactermanager/source/detail?r=352

Modified:
/trunk/charmgrjs/skills.js
/trunk/charmgrjs/spells.js

=======================================
--- /trunk/charmgrjs/skills.js Mon Oct 5 09:19:03 2009
+++ /trunk/charmgrjs/skills.js Tue Oct 6 19:30:33 2009
@@ -58,7 +58,7 @@
if((char_armor.category == 'light' && !light_armor_proficiency) ||
(char_armor.category == 'medium' && !medium_armor_proficiency) ||
(char_armor.category == 'heavy' && !heavy_armor_proficiency)) {
- armor_check_penalty += char_armor.armor_check_penalty;
+ armor_check_penalty += char_armor.acp;
}
}
}
=======================================
--- /trunk/charmgrjs/spells.js Tue Oct 6 14:19:05 2009
+++ /trunk/charmgrjs/spells.js Tue Oct 6 19:30:33 2009
@@ -5297,7 +5297,7 @@
save: "-",
sr: "-",
phb: 256,
- detail: ""
+ detail: "This spell ensures privacy. Anyone looking into the area from
outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No
sounds, no matter how loud, can escape the area, so nobody can eavesdrop
from outside. Those inside can see out normally. <p class=sub>Divination
(scrying) spells cannot perceive anything within the area, and those within
are immune to <i>detect thoughts</i>. The ward prevents speech between
those in-side and those outside (because it blocks sound), but it does not
prevent other com-munication, such as a <i>sending</i> or <i>message</i>
spell, or telepathic communication, such as that between a wizard and her
familiar. <p class=sub>The spell does not prevent creatures or objects from
moving into and out of the area. <p class=sub>Mordenkainen’s private
sanctum can be made permanent with a <i>permanency</i> spell. <p
class=sub><i>Material Component</i>: A thin sheet of lead, a piece of
opaque glass, a wad of cotton or cloth, and powdered chrysolite."
}, {
id: 351,
name: "Mordenkainen's Sword",
@@ -5312,7 +5312,7 @@
save: "-",
sr: "Yes",
phb: 256,
- detail: ""
+ detail: "This spell brings into being a shimmering, swordlike plane of
force. The sword strikes at any opponent within its range, as you desire,
starting in the round that you cast the spell. The sword attacks its
designated target once each round on your turn. Its attack bonus is equal
to your caster level + your Int bonus or your Cha bonus (for wizards or
sorcerers, respectively) with an additional +3 enhancement bonus. As a
force effect, it can strike ethereal and incorporeal creatures. It deals
4d6+3 points of force damage, with a threat range of 19–20 and a critical
multiplier of ×2. <p class=sub>The sword always strikes from your
direction. It does not get a bonus for flanking or help a combatant get
one. If the sword goes beyond the spell range from you, if it goes out of
your sight, or if you are not directing it, the sword returns to you and
hovers. <p class=sub>Each round after the first, you can use a standard
action to switch the sword to a new target. If you do not, the sword
continues to attack the previous round’s target. The sword cannot be
attacked or harmed by physical attacks, but <i>dispel magic</i>,
<i>disintegrate</i>, a <i>sphere of annihilation</i>, or a <i>rod of
cancellation</i> affects it. The sword’s AC is 13 (10, +0 size bonus for
Medium object, +3 deflection bonus). <p class=sub>If an attacked creature
has spell resistance, the resistance is checked the first time
<i>Mordenkainen’s sword</i> strikes it. If the sword is successfully
resisted, the spell is dispelled. If not, the sword has its normal full
effect on that creature for the duration of the spell. <p
class=sub><i>Focus</i>: A miniature platinum sword with a grip and pommel
of copper and zinc. It costs 250 gp to construct."
}, {
id: 352,
name: "Mount",
@@ -5327,7 +5327,7 @@
save: "-",
sr: "-",
phb: 256,
- detail: ""
+ detail: "You summon a light horse or a pony (your choice) to serve you
as a mount. The steed serves willingly and well. The mount comes with a bit
and bridle and a riding saddle. <p class=sub><i>Material Component</i>: A
bit of horse hair."
}, {
id: 353,
name: "Move Earth",
@@ -5342,7 +5342,7 @@
save: "-",
sr: "-",
phb: 257,
- detail: ""
+ detail: "Move earth moves dirt (clay, loam, sand), possibly collapsing
embankments, moving hillocks, shifting dunes, and so forth. However, in no
event can rock formations be collapsed or moved. The area to be affected
determines the casting time. For every 150-foot square (up to 10 feet
deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet,
takes 4 hours and 10 minutes to move. <p class=sub>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, and
such are mostly unaffected except for changes in elevation and relative
topography. <p class=sub>The 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 con-tours before a
battle. <p class=sub>This spell has no effect on earth creatures. <p
class=sub><i>Material Component</i>: A mixture of soils (clay, loam, and
sand) in a small bag, and an iron blade."
}, {
id: 354,
name: "Neutralize Poison",
@@ -5357,7 +5357,7 @@
save: "Will negs",
sr: "Yes",
phb: 257,
- detail: ""
+ detail: "You detoxify any sort of venom in the creature or object
touched. A poisoned creature suffers no additional effects from the poison,
and any temporary effects are ended, but the spell does not reverse
instantaneous effects, such as hit point damage, temporary ability damage,
or effects that don’t go away on their own. For example, if a poison has
dealt 3 points of Constitution damage to a character and threatens to deal
more damage later, this spell prevents the future damage but does not
repair the damage already done. <p class=sub>The creature is immune to any
poison it is exposed to during the duration of the spell. Unlike with
<i>delay poison</i>, such effects aren’t postponed until after the duration
--the creature need not make any saves against poison effects applied to it
during the length of the spell. <p class=sub>This spell can instead
neutralize the poison in a poisonous creature or object for the duration of
the spell, at the caster’s option. <p class=sub><i>Arcane Material
Component</i>: A bit of charcoal."
}, {
id: 355,
name: "Nightmare",
@@ -5372,7 +5372,7 @@
save: "Will negs",
sr: "Yes",
phb: 257,
- detail: ""
+ detail: "You send a hideous and unsettling phantasmal vision to a
specific creature that you name or otherwise specifically designate. The
<i>nightmare</i> prevents restful sleep and causes 1d10 points of damage.
The <i>nightmare</i> leaves the subject fatigued and unable to regain
arcane spells for the next 24 hours. <p class=sub>The difficulty of the
save depends on how well you know the subject and what sort of physical
connection (if any) you have to that creature. <table> <tr
class=header><td>Knowledge</td><td>Will Save Modifier</td></tr>
<tr><td>None<sup>1</sup></td><td>+10</td></tr> <tr><td>Secondhand (you have
heard of the subject)</td><td>+5</td></tr> <tr><td>Firsthand (you have met
the subject)</td><td>+0</td></tr> <tr><td>Familiar (you know the subject
well)</td><td>–5</td></tr> </table><p><sup>1</sup> You must have some sort
of connection to a creature you have no knowledge of. <p class=sub><table>
<tr class=header><td>Connection</td><td>Will Save Modifier</td></tr>
<tr><td>Likeness or picture</td><td>–2</td></tr> <tr><td>Possession or
garment</td><td>–4</td></tr> <tr><td>Body part, lock of hair, bit of nail,
etc.</td><td>–10</td></tr> </table> <p class=sub><i>Dispel evil</i> cast on
the subject while you are casting the spell dispels the <i>nightmare</i>
and causes you to be stunned for 10 minutes per caster level of the
<i>dispel evil</i>. <p class=sub>If the recipient is awake when the spell
begins, you can choose to cease casting (ending the spell) or to enter a
trance until the recipient goes to sleep, whereupon you become alert again
and complete the cast-ing. If you are disturbed during the trance, you must
succeed on a Concentration check as if you were in the midst of casting a
spell (see page 69) or the spell ends. <p class=sub>If you choose to enter
a trance, you are not aware of your surroundings or the activities around
you while in the trance. You are defenseless, both physically and mentally,
while in the trance. (You always fail any saving throw, for example.) <p
class=sub>Creatures who don’t sleep (such as elves, but not half-elves) or
dream are immune to this spell."
}, {
id: 356,
name: "Nondetection",
@@ -5387,24 +5387,9 @@
save: "Will negs",
sr: "Yes",
phb: 257,
- detail: ""
+ detail: "The warded creature or object becomes difficult to detect by
divination spells such as <i>clairaudience/clairvoyance</i>, <i>locate
object</i>, and <i>detect</i> spells. <i>Nondetection</i> also prevents
location by such magic items as <i>crystal balls</i>. If a divination is
attempted against the warded creature or item, the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of
11 + the caster level of the spellcaster who cast <i>nondetection</i>. If
you cast <i>nondetection</i> on yourself or on an item currently in your
possession, the DC is 15 + your caster level. <p class=sub>If cast on a
creature, <i>nondetection</i> wards the creature’s gear as well as the
creature itself. <p class=sub><i>Material Component</i>: A pinch of diamond
dust worth 50 gp."
}, {
- id: 357,
- name: "Nystul's Magic Aura",
- description: "Grants false magical aura",
- school: "Illus",
- descriptors: [],
- composition: "V,S,F",
- time: "1 a",
- range: "Touch",
- effect: "Item to 5 lb/lvl",
- duration: "1 day/lvl (D)",
- save: "-",
- sr: "-",
- phb: 257,
- detail: ""
-}, {
- id: 358,
+ id: 358,
name: "Obscure Object",
description: "Masks item to scrying and divination",
school: "Abjur",
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