Revision: 354
Author: todd.chambery
Date: Wed Oct 7 19:39:47 2009
Log: spells
http://code.google.com/p/charactermanager/source/detail?r=354
Modified:
/trunk/charmgrjs/spells.js
=======================================
--- /trunk/charmgrjs/spells.js Wed Oct 7 14:50:49 2009
+++ /trunk/charmgrjs/spells.js Wed Oct 7 19:39:47 2009
@@ -6407,7 +6407,7 @@
save: "-",
sr: "-",
phb: 269,
- detail: ""
+ detail: "You create powerful magic in some specially prepared
object--a statuette, a jeweled rod, a gem, or the like. This object
contains the power to instantly transport its possessor across any distance
within the same plane to your abode. Once the item is transmuted, you must
give it willingly to a creature and at the same time inform it of a command
word to be spoken when the item is used. To make use of the item, the
subject speaks the command word at the same time that it rends or breaks
the item (a standard action). When this is done, the individual and all
objects it is wearing and carrying (to a maximum of the character's
heavy load) are instantly transported to your abode. No other creatures are
affected (aside from a familiar that is touching the subject). <p
class=sub>You can alter the spell when casting it so that it transports you
to within 10 feet of the possessor of the item when it is broken and the
command word spoken. You will have a general idea of the location and
situation of the item possessor at the time the refuge spell is discharged,
but once you decide to alter the spell in this fashion, you have no choice
whether or not to be transported. <p class=sub><i>Material Component</i>:
The specially prepared object, whose construction requires gems worth 1,500
gp."
}, {
id: 425,
name: "Regenerate",
@@ -6422,7 +6422,7 @@
save: "Fort negs",
sr: "Yes",
phb: 270,
- detail: ""
+ detail: "The subject's severed body members (fingers, toes, hands,
feet, arms, legs, tails, or even heads of multiheaded creatures), broken
bones, and ruined organs grow back. After the spell is cast, the physical
regeneration is complete in 1 round if the severed members are present and
touching the creature. It takes 2d10 rounds otherwise. <p
class=sub><i>Regenerate</i> also cures 4d8 points of damage +1 point per
caster level (maximum +35), rids the subject of exhaustion and/or fatigue,
and eliminates all nonlethal damage the subject has taken. It has no effect
on nonliving creatures (including undead)."
}, {
id: 426,
name: "Reincarnate",
@@ -6437,7 +6437,7 @@
save: "-",
sr: "-",
phb: 270,
- detail: ""
+ detail: "With this spell, you bring back a dead creature in another
body, provided that its death occurred no more than one week before the
casting of the spell and the sub-ject's soul is free and willing to
return (see Bringing Back the Dead, page 171). If the subject's soul is
not willing to return, the spell does not work; therefore, a subject that
wants to return receives no saving throw. <p class=sub>Since the dead
creature is returning in a new body, all physical ills and afflictions are
repaired. The condition of the remains is not a factor. So long as some
small portion of the creature's body still exists, it can be
reincarnated, but the portion receiving the spell must have been part of
the creature's body at the time of death. The magic of the spell
creates an entirely new young adult body for the soul to inhabit from the
natural elements at hand. This process takes 1 hour to complete. When the
body is ready, the subject is reincarnated. <p class=sub>A reincarnated
creature recalls the majority of its former life and form. It retains any
class abilities, feats, or skill ranks it formerly possessed. Its class,
base attack bonus, base save bonuses, and hit points are unchanged.
Strength, Dexterity, and Constitution scores depend partly on the new body.
First eliminate the subject's racial adjustments (since it is no longer
of his previous race) and then apply the adjustments found below to its
remaining ability scores. The subject's level (or Hit Dice) is reduced
by 1. If the subject was 1st level, its new Constitution score is reduced
by 2. (If this reduction would put its Con at 0 or lower, it can't be
reincarnated). This level/HD loss or Constitution loss cannot be repaired
by any means. <p class=sub>It's possible for the change in the
subject's ability scores to make it difficult for it to pursue its
previous character class. If this is the case, the subject is well advised
to become a multiclass character. <p class=sub>For a humanoid creature, the
new incarnation is determined using the following table. For nonhumanoid
creatures, the DM should create a similar table of creatures of the same
type or simply choose the new form. <p class=sub>A creature that has been
turned into an undead creature or killed by a death effect can't be
returned to life by this spell. Constructs, elementals, outsiders, and
undead creatures can't be reincarnated. The spell cannot bring back a
creature who has died of old age. <table><tr
class=header><td>d%</td><td>Incarnation</td><td>Str</td><td>Dex</td><td>Con</td></tr>
<tr><td>01</td><td>Bugbear</td><td>+4</td><td>+2</td><td>+2</td></tr>
<tr><td>02–13</td><td>Dwarf</td><td>+0</td><td>+0</td><td>+2</td></tr>
<tr><td>14–25</td><td>Elf</td><td>+0</td><td>+2</td><td>–2</td></tr>
<tr><td>26</td><td>Gnoll</td><td>+4</td><td>+0</td><td>+2</td>
</tr><tr><td>27–38</td><td>Gnome</td><td>–2</td><td>+0</td><td>+2</td></tr>
<tr><td>39–42</td><td>Goblin</td><td>–2</td><td>+2</td><td>+0</td></tr>
<tr><td>43–52</td><td>Half-elf</td><td>+0</td><td>+0</td><td>+0</td></tr>
<tr><td>53–62</td><td>Half-orc</td><td>+2</td><td>+0</td><td>+0</td></tr>
<tr><td>63–74</td><td>Halfling</td><td>–2</td><td>+2</td><td>+0</td></tr>
<tr><td>75–89</td><td>Human</td><td>+0</td><td>+0</td><td>+0</td></tr>
<tr><td>90–93</td><td>Kobold</td><td>–4</td><td>+2</td><td>–2</td></tr>
<tr><td>94</td><td>Lizardfolk</td><td>+2</td><td>+0</td><td>+2</td></tr>
<tr><td>95–98</td><td>Orc</td><td>+4</td><td>+0</td><td>+0</td></tr>
<tr><td>99</td><td>Troglodyte</td><td>+0</td><td>–2</td><td>+4</td></tr>
<tr><td>100</td><td>Other (DM's
choice)</td><td>?</td><td>?</td><td>?</td></tr> </table><p class=sub>The
reincarnated creature gains all abilities associated with its new form,
including forms of movement and speeds, natural armor, natural attacks,
extraordinary abilities, and the like, but it doesn't automatically
speak the language of the new form. Refer to the <i>Monster Manual </i>for
details. <p class=sub>A <i>wish</i> or a <i>miracle</i> spell can restore a
reincarnated character to his or her original form. <p
class=sub><i>Material Component</i>: Rare oils and unguents worth a total
of least 1,000 gp, spread over the remains."
}, {
id: 427,
name: "Remove Blindness / Deafness",
@@ -6452,7 +6452,7 @@
save: "Fort negs",
sr: "Yes",
phb: 270,
- detail: ""
+ detail: "<i>Remove blindness/deafness</i> cures blindness or deafness
(your choice), whether the effect is normal or magical in nature. The spell
does not restore ears or eyes that have been lost, but it repairs them if
they are damaged. <p class=sub><i>Remove blindness/deafness</i> counters
and dispels <i>blindness/deafness</i>."
}, {
id: 428,
name: "Remove Curse",
@@ -6467,7 +6467,7 @@
save: "Will negs",
sr: "Yes",
phb: 270,
- detail: ""
+ detail: "<i>Remove curse</i> instantaneously removes all curses on an
object or a creature. <i>Remove curse</i> does not remove the curse from a
cursed shield, weapon, or suit of armor, although the spell typically
enables the creature afflicted with any such cursed item to remove and get
rid of it. Certain special curses may not be countered by this spell or may
be countered only by a caster of a certain level or higher. <p
class=sub><i>Remove curse</i> counters and dispels <i>bestow curse</i>."
}, {
id: 429,
name: "Remove Disease",
@@ -6482,7 +6482,7 @@
save: "Fort negs",
sr: "Yes",
phb: 271,
- detail: ""
+ detail: "<i>Remove disease</i> cures all diseases that the subject is
suffering from. The spell also kills parasites, including green slime and
others. Certain special diseases may not be countered by this spell or may
be countered only by a caster of a certain level or higher. <p
class=sub><i>Note</i>: Since the spell's duration is instantaneous, it
does not prevent reinfection after a new exposure to the same disease at a
later date."
}, {
id: 430,
name: "Remove Fear",
@@ -6497,7 +6497,7 @@
save: "Will negs",
sr: "Yes",
phb: 271,
- detail: ""
+ detail: "You instill courage in the subject, granting it a +4 morale
bonus against fear effects for 10 minutes. If the subject is under the
influence of a fear effect when receiving the spell, that effect is
suppressed for the duration of the spell. <p class=sub><i>Remove fear</i>
counters and dispels <i>cause fear.</i> "
}, {
id: 431,
name: "Remove Paralysis",
@@ -6512,7 +6512,7 @@
save: "Will negs",
sr: "Yes",
phb: 271,
- detail: ""
+ detail: "You can free one or more creatures from the effects of any
temporary paralysis or related magic, including a ghoul's touch or a
slow spell. If the spell is cast on one creature, the paralysis is negated.
If cast on two creatures, each receives another save with a +4 resistance
bonus against the effect that afflicts it. If cast on three or four
creatures, each receives another save with a +2 resistance bonus. <p
class=sub>The spell does not restore ability scores reduced by penalties,
damage, or drain."
}, {
id: 432,
name: "Repel Metal or Stone",
@@ -6527,7 +6527,7 @@
save: "-",
sr: "-",
phb: 271,
- detail: ""
+ detail: "Like <i>repel wood</i>, this spell creates waves of invisible
and intangible energy that roll forth from you. All metal or stone objects
in the path of the spell are pushed away from you to the limit of the
range. Fixed metal or stone objects larger than 3 inches in diameter and
loose objects weighing more than 500 pounds are not affected. Anything
else, including animated objects, small boulders, and creatures in metal
armor, moves back. Fixed objects 3 inches in diameter or smaller bend or
break, and the pieces move with the wave of energy. Objects affected by the
spell are repelled at the rate of 40 feet per round. <p class=sub>Objects
such as metal armor, swords, and the like are pushed back, dragging their
bearers with them. Even magic items with metal components are repelled,
although an <i>antimagic field</i> blocks the effects. <p class=sub>The
waves of energy continue to sweep down the set path for the spell's
duration. After you cast the spell, the path is set, and you can then do
other things or go elsewhere without affecting the spell's power."
}, {
id: 433,
name: "Repel Vermin",
@@ -6542,7 +6542,7 @@
save: "Will negs",
sr: "Yes",
phb: 271,
- detail: ""
+ detail: "An invisible barrier holds back vermin. A vermin with Hit
Dice of less than one-third your level cannot penetrate the barrier. A
vermin with Hit Dice of one-third your level or more can penetrate the
barrier if it succeeds on a Will save. Even so, crossing the barrier deals
the vermin 2d6 points of damage, and pressing against the barrier causes
pain, which deters most vermin."
}, {
id: 434,
name: "Repel Wood",
@@ -6557,7 +6557,7 @@
save: "-",
sr: "-",
phb: 271,
- detail: ""
+ detail: "Waves of energy roll forth from you, mov-ing in the direction
that you determine, causing all wooden objects in the path of the spell to
be pushed away from you to the limit of the range. Wooden objects larger
than 3 inches in diameter that are fixed firmly are not affected, but loose
objects are. Objects 3 inches in diameter or smaller that are fixed in
place splinter and break, and the pieces move with the wave of energy.
Objects affected by the spell are repelled at the rate of 40 feet per
round. <p class=sub>Objects such as wooden shields, spears, wooden weapon
shafts and hafts, and arrows and bolts are pushed back, dragging those
carrying them along. (A creature being dragged by an item it is carrying
can let go. A creature being dragged by a shield can loose it as a move
action and drop it as a free action.) If a spear is planted (set) to
prevent this forced movement, it splinters. Even magic items with wooden
sections are repelled, although an antimagic field blocks the effects. <p
class=sub>The waves of energy continue to sweep down the set path for the
spell's duration. After you cast the spell, the path is set, and you
can then do other things or go elsewhere without affecting the spell's
power."
}, {
id: 435,
name: "Repulsion",
@@ -6572,7 +6572,7 @@
save: "Will negs",
sr: "Yes",
phb: 271,
- detail: ""
+ detail: "An invisible, mobile field surrounds you and prevents
creatures from approaching you. You decide how big the field is at the time
of casting (to the limit your level allows). Any creature within or
entering the field must attempt a save. If it fails, it becomes unable to
move toward you for the duration of the spell. Repelled creatures'
actions are not otherwise restricted. They can fight other creatures and
can cast spells and attack you with ranged weapons. If you move closer to
an affected creature, nothing happens. (The creature is not forced back.)
The creature is free to make melee attacks against you if you come within
reach. If a repelled creature moves away from you and then tries to turn
back toward you, it cannot move any closer if it is still within the
spell's area. <p class=sub><i>Arcane Focus</i>: A pair of small iron
bars attached to two small canine statuettes, one black and one white, the
whole array worth 50 gp."
}, {
id: 436,
name: "Resistance",
@@ -6587,7 +6587,7 @@
save: "Will negs",
sr: "Yes",
phb: 272,
- detail: ""
+ detail: "You imbue the subject with magical energy that protects it
from harm, granting it a +1 resistance bonus on saves. <i>Resistance</i>
can be made permanent with a <i>permanency</i> spell. <p
class=sub><i>Arcane Material Component</i>: A miniature cloak."
}, {
id: 437,
name: "Resist Energy",
@@ -6602,7 +6602,7 @@
save: "Fort negs",
sr: "Yes",
phb: 272,
- detail: ""
+ detail: "This abjuration grants a creature limited protection from
damage of whichever one of five energy types you select: acid, cold,
electricity, fire, or sonic. The subject gains energy resistance 10 against
the energy type chosen, meaning that each time the creature is subjected to
such damage (whether from a natural or magical source), that damage is
reduced by 10 points before being applied to the crea-ture's hit
points. The value of the energy resistance granted increases to 20 points
at 7th level and to a maximum of 30 points at 11th level. The spell
protects the recipient's equipment as well. <p class=sub><i>Resist
energy</i> absorbs only damage. The subject could still suffer unfortunate
side effects, such as drowning in acid (since drowning damage comes from
lack of oxygen) or becoming encased in ice. <p class=sub><i>Note</i>:
<i>Resist energy</i> overlaps (and does not stack with) <i>protection from
energy</i>. If a character is warded by <i>protection from energy</i> and
<i>resist energy</i>, the <i>protection</i> spell absorbs damage until its
power is exhausted."
}, {
id: 438,
name: "Restoration",
@@ -6617,7 +6617,7 @@
save: "Will negs",
sr: "Yes",
phb: 272,
- detail: ""
+ detail: "This spell functions like <i>lesser restoration</i>, except
that it also dispels negative levels and restores one experience level to a
creature who has had a level drained. The drained level is restored only if
the time since the creature lost the level is equal to or less than one day
per caster level. Thus, if a 10th-level character has been struck by a
wight and drained to 9th level, <i>restoration</i> brings the character up
to exactly the minimum number of experience points necessary to restore him
to 10th level (45,000 XP), gaining him an additional Hit Die and level
functions accordingly. <p class=sub><i>Restoration</i> cures all temporary
ability damage, and it restores all points perma-nently drained from a
single ability score (your choice if more than one is drained). It also
eliminates any fatigue or exhaustion suffered by the target. <p
class=sub><i>Restoration</i> does not restore levels or Constitution points
lost due to death. <p class=sub><i>Material Component</i>: Diamond dust
worth 100 gp that is sprinkled over the target."
}, {
id: 439,
name: "Restoration, Greater",
@@ -6632,7 +6632,7 @@
save: "Will negs",
sr: "Yes",
phb: 272,
- detail: ""
+ detail: "This spell functions like <i>lesser restoration</i>, except
that it dispels all negative levels afflicting the healed creature. This
effect also reverses level drains by a force or creature, restoring the
creature to the highest level it had previously attained. The drained
levels are restored only if the time since the creature lost the level is
no more than one week per caster level. <p class=sub><i>Greater
restoration</i> also dispels all magical effects penalizing the
creature's abilities, cures all temporary ability damage, and restores
all points permanently drained from all ability scores. It also eliminates
fatigue and exhaustion, and removes all forms of insanity,
<i>confusion</i>, and similar mental effects. <i>Greater restoration</i>
does not restore levels or Constitution points lost due to death. <p
class=sub><i>XP Cost</i>: 500 XP."
}, {
id: 440,
name: "Restoration, Lesser",
@@ -6647,7 +6647,7 @@
save: "Will negs",
sr: "Yes",
phb: 272,
- detail: ""
+ detail: "This spell functions like raise dead, except that you are
able to restore life and complete strength to any deceased creature. The
condition of the remains is not a factor. So long as some small portion of
the creature's body still exists, it can be resurrected, but the
portion receiving the spell must have been part of the creature's body
at the time of death. (The remains of a creature hit by a
<i>disintegrate</i> spell count as a small portion of its body.) The
creature can have been dead no longer than 10 years per caster level. <p
class=sub>Upon completion of the spell, the creature is immediately
restored to full hit points, vigor, and health, with no loss of prepared
spells. However, the subject loses one level, or 2 points of Constitution
if the subject was 1st level. (If this reduction would bring its Con to 0
or lower, it can't be resurrected). This level loss or Constitution
loss cannot be repaired by any means. <p class=sub>You can resurrect
someone killed by a death effect or someone who has been turned into an
undead creature and then destroyed. You cannot resurrect someone who has
died of old age. Constructs, elementals, outsiders, and undead creatures
can't be resurrected. <p class=sub><i>Material Component</i>: A
sprinkle of holy water and diamonds worth a total of at least 10,000 gp."
}, {
id: 441,
name: "Resurrection",