Revision: 360
Author: todd.chambery
Date: Tue Oct 13 14:07:39 2009
Log: spells complete!
improved log
bard specials complete
http://code.google.com/p/charactermanager/source/detail?r=360
Added:
/trunk/charmgrjs/special_abilities.js
Modified:
/trunk/charmgrjs/charmgr.html
/trunk/charmgrjs/classes.js
/trunk/charmgrjs/common.js
/trunk/charmgrjs/edit.js
/trunk/charmgrjs/feats.js
/trunk/charmgrjs/grendel.html
/trunk/charmgrjs/main.js
/trunk/charmgrjs/spells.js
=======================================
--- /dev/null
+++ /trunk/charmgrjs/special_abilities.js Tue Oct 13 14:07:39 2009
@@ -0,0 +1,321 @@
+rogue_special_abilities = [68, 69, 70, 71, 72, 73];
+
+special_abilities = new TAFFY([
+{
+ id: 0,
+ name: "Fast movement",
+ detail: "A barbarian's land speed is faster than the norm for his race by
+10 feet. This benefit applies only when he is wearing no armor, light
armor, or medium armor and not carrying a heavy load. Apply this bonus
before modifying the barbarian's speed because of any load carried or armor
worn. For example, a human barbarian has a speed of 40 feet, rather than 30
feet, when wearing light or no armor. When wearing medium armor or carrying
a medium load, his speed drops to 30 feet. A halfling barbarian has a speed
of 30 feet, rather than 20 feet, in light or no armor. When wearing medium
armor or carrying a medium load, his speed drops to 20 feet."
+}, {
+ id: 1,
+ name: "Illiteracy",
+ detail: "Barbarians are the only characters who do not automatically know
how to read and write. A barbarian may spend 2 skill points to gain the
ability to read and write all languages he is able to speak. <p class=sub>A
barbarian who gains a level in any other class automatically gains
literacy. Any other character who gains a barbarian level does not lose the
literacy he or she already had."
+}, {
+ id: 2,
+ name: "Rage",
+ detail: "A barbarian can fly into a screaming blood frenzy a certain
number of times per day. In a rage, a barbarian gains phenomenal strength
and durability but becomes reckless and less able to defend himself. He
temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a
+2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. <p
class=sub>The increase in Constitution increases the barbarian's hit points
by 2 points per level, but these hit points go away at the end of the rage
when his Constitution score drops back to normal. (These extra hit points
are not lost first the way temporary hit points are; see Temporary Hit
Points, page 146.) While raging, a barbarian cannot use any Charisma-,
Dexterity-, or Intelligence-based skills (except for Balance, Escape
Artist, Intimidate, and Ride), the Concentration skill, or any abilities
that require patience or concentration, nor can he cast spells or activate
magic items that require a command word, a spell trigger (such as a wand),
or spell completion (such as a scroll) to function. He can use any feat he
has except Combat Expertise, item creation feats, and metamagic feats. A
fit of rage lasts for a number of rounds equal to 3 +the character's (newly
improved) Constitution modifier. A barbarian may prematurely end his rage.
At the end of the rage, the barbarian loses the rage modifiers and
restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to
Dexterity, can't charge or run) for the duration of the current
encounter(unless he is a 17th-level barbarian, at which point this
limitation no longer applies; see below). <p class=sub>A barbarian can fly
into a rage only once per encounter. At 1st level he can use his rage
ability once per day. At 4th level and every four levels there after, he
can use it one additional time per day (to a maximum of six times per day
at 20th level). Entering a rage takes no time itself, but a barbarian can
do it only during his action (see Initiative, page 136), not in response to
someone else's action. <p class=sub>A barbarian can't, for example, fly
into a rage whenstruck down by an arrow in order to get the extra hit
points from the increased Constitution, although the extra hit points would
be of benefit if he had gone into a rage earlier in the round, before the
arrow struck.",
+ //+4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus
on Will saves, but he takes a –2 penalty to Armor Class. The increase in
Constitution increases the barbarian’s hit points by 2 points per level
+ op: "if ($(this).attr('checked')) { var specials =
get_special_abilities(chardata.class_id, chardata.xp); var ability_mod = 4;
var will_mod = 2; if(specials[10]) { ability_mod = 8; will_mod = 4; }
else if (specials[7]) { ability_mod = 6; will_mod = 3; } var str_score =
parseInt($('#ability_0_score').val()); $('#ability_0_score').val(str_score
+ ability_mod); var con_score = parseInt($('#ability_3_score').val());
$('#ability_3_score').val(con_score + ability_mod);
recalc_main_page(chardata); var ac = parseInt($('#ac').text());
$('#ac').text(ac - 2); var will = parseInt($('#will').text());
$('#will').text(will + will_mod); } else { var str_score =
parseInt($('#ability_score_full0').text());
$('#ability_0_score').val(str_score); var con_score =
parseInt($('#ability_score_full3').text());
$('#ability_3_score').val(con_score); recalc_main_page(chardata); }"
+}, {
+ id: 3,
+ name: "Uncanny Dodge",
+ detail: "At 2nd level, a barbarian gains the ability to react to danger
before his senses would normally allow him to do so. He retains his
Dexterity bonus to AC (if any) even if he is caught flat-footed or struck
by an invisible attacker. However, he still loses his Dexterity bonus to AC
if immobilized. <p class=sub>If a barbarian already has uncanny dodge from
a different class (a barbarian with at least four levels of rogue, for
example), he automatically gains improved uncanny dodge (see below)
instead."
+}, {
+ id: 4,
+ name: "Trap Sense",
+ detail: "Starting at 3rd level, a barbarian has an intuitive sense that
alerts him to danger from traps, giving him a +1 bonus on Reflex saves made
to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th,
12th, 15th, and 18th level). Trap sense bonuses gained from multiple
classes stack."
+}, {
+ id: 5,
+ name: "Improved Uncanny Dodge",
+ detail: "At 5th level and higher, a barbarian can no longer be flanked;
he can react to opponents on opposite sides of him as easily as he can
react to a single attacker. This defense denies a rogue the ability to
sneak attack the barbarian by flanking him, unless the attacker has at
least four more rogue levels than the target has barbarian levels. <p
class=sub>If a character already has uncanny dodge (see above) from a
second class, the character automatically gains improved uncanny dodge
instead, and the levels from the classes that grant uncanny dodge stack to
determine the minimum level a rogue must be to flank the character.",
+ supersedes: [3]
+}, {
+ id: 6,
+ name: "Damage Reduction",
+ detail: "At 7th level, a barbarian gains the ability to shrug off some
amount of injury from each blow or attack. Subtract 1 from the damage the
barbarian takes each time he is dealt damage from a weapon or a natural
attack. At 10th level, and every three barbarian levels thereafter (13th,
16th, and 19th level), this damage reduction rises by 1 point. Damage
reduction can reduce damage to 0 but not below 0."
+}, {
+ id: 7,
+ name: "Greater Rage",
+ detail: "At 11th level, a barbarian's bonuses to Strength and
Constitution during his rage each increase to +6, and his morale bonus on
Will saves increases to +3. The penalty to AC remains at –2."
+}, {
+ id: 8,
+ name: "Indomitable Will",
+ detail: "While in a rage, a barbarian of 14th level or higher gains a +4
bonus on Will saves to resist enchantment spells. This bonus stacks with
all other modifiers, including the morale bonus on Will saves he also
receives during his rage."
+}, {
+ id: 9,
+ name: "Tireless Rage",
+ detail: "At 17th level and higher, a barbarian no longer becomes fatigued
at the end of his rage.",
+ supersedes: [7]
+}, {
+ id: 10,
+ name: "Mighty Rage",
+ detail: "At 20th level, a barbarian's bonuses to Strength and
Constitution during his rage each increase to +8, and his morale bonus on
Will saves increases to +4. The penalty to AC remains at –2.",
+ supersedes: [7, 9]
+}, {
+ id: 11,
+ name: "Bardic Music",
+ detail: ""
+}, {
+ id: 12,
+ name: "Bardic Knowledge",
+ detail: "A bard picks up a lot of stray knowledge while wandering the
land and learning stories from other bards. He may make a special bardic
knowledge check with a bonus equal to his bard level + his Intelligence
modifier to see whether he knows some relevant information about local
notable people, legendary items, or noteworthy places. (If the bard has 5
or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
<table class=box><tr class=header><td>DC</td><td>Type of
Knowledge</td><td>Examples</td></tr> <tr><td>10</td><td>Common, known by at
least a substantial minority of the local population.</td><td>A local
mayor's reputation for drinking; common legends about a powerful place of
mystery.</td></tr> <tr><td>20</td><td>Uncommon but available, known by only
a few people in the area.</td><td>A local priest's shady past; legends
about a powerful magic item.</td></tr> <tr><td>25</td><td>Obscure, known by
few, hard to come by</td><td>A knight's family history; legends about a
minor place of mystery or magic item</td></tr><tr><td>30</td><td>Extremely
obscure, known by very few, possibly forgotten by most who once knew it,
possibly known only by those who don't understand the significance of the
knowledge.</td><td>A mighty wizard's childhood nickname; the history of a
petty magic item.</td></tr></table><p class=sub>A successful bardic
knowledge check will not reveal the powers of a magic item but may give a
hint as to its general function. A bard may not take 10 or take 20 on this
check; this sort of knowledge is essentially random. The DM can determine
the Difficulty Class of the check by referring to the table above."
+}, {
+ id: 13,
+ name: "Countersong",
+ detail: "A bard with 3 or more ranks in a Perform skill can use his music
or poetics to counter magical effects that depend on sound (but not spells
that simply have verbal components). Each round of the countersong, he
makes a Perform check. Any creature within 30 feet of the bard (including
the bard himself ) that is affected by a sonic or language-dependent
magical attack (such as a <i>sound burst</i> or <i>command</i> spell) may
use the bard’s Perform check result in place of its saving throw if, after
the saving throw is rolled, the Perform check result proves to be higher.
If a creature within range of the countersong is already under the effect
of a noninstantaneous sonic or language-dependent magical attack, it gains
another saving throw against the effect each round it hears the
countersong, but it must use the bard’s Perform check result for the save.
Countersong has no effect against effects that don’t allow saves. The bard
may keep up the countersong for 10 rounds."
+}, {
+ id: 14,
+ name: "Fascinate",
+ detail: "A bard with 3 or more ranks in a Perform skill can use his music
or poetics to cause one or more creatures to become fascinated with him.
Each creature to be fascinated must be within 90 feet, able to see and hear
the bard, and able to pay attention to him. The bard must also be able to
see the creature. The distraction of a nearby combat or other dangers
prevents the ability from working. For every three levels a bard attains
beyond 1st, he can target one additional creature with a single use of this
ability (two at 4th level, three at 7th level, and so on). <p class=sub>To
use the ability, a bard makes a Perform check. His check result is the DC
for each affected creature’s Will save against the effect. If a creature’s
saving throw succeeds, the bard cannot attempt to fascinate that creature
again for 24 hours. If its saving throw fails, the creature sits quietly
and listens to the song, taking no other actions, for as long as the bard
continues to play and concentrate (up to a maximum of 1 round per bard
level). While fascinated, a target takes a -4 penalty on skill checks made
as reactions, such as Listen and Spot checks. Any potential threat requires
the bard to make another Perform check and allows the creature a new saving
throw against a DC equal to the new Perform check result. Any obvious
threat, such as someone drawing a weapon, casting a spell, or aiming a
ranged weapon at the target, automatically breaks the effect. Fascinate is
an enchantment (compulsion), mind-affecting ability."
+}, {
+ id: 15,
+ name: "Inspire Courage",
+ detail: "A bard with 3 or more ranks in a Perform skill can use song or
poetics to inspire courage in his allies (including himself), bolstering
them against fear and improving their combat abilities. To be affected, an
ally must be able to hear the bard sing. The effect lasts for as long as
the ally hears the bard sing and for 5 rounds thereafter. An affected ally
receives a +1 morale bonus on saving throws against charm and fear effects
and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and
every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3
at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability."
+}, {
+ id: 16,
+ name: "Inspire Competence",
+ detail: "A bard of 3rd level or higher with 6 or more ranks in a Perform
skill can use his music or poetics to help an ally succeed at a task. The
ally must be within 30 feet and able to see and hear the bard. The bard
must also be able to see the ally. Depending on the task that the ally has
at hand, the bard may use his bardic music to lift the ally’s spirits, to
help him or her focus mentally, or in some other way. The ally gets a +2
competence bonus on skill checks with a particular skill as long as he or
she continues to hear the bard’s music. The DM may rule that certain uses
of this ability are infeasible—chanting to make a rogue move more quietly,
for example, is self-defeating. The effect lasts as long as the bard
concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence
in himself. Inspire competence is a mind-affecting ability."
+}, {
+ id: 17,
+ name: "Inspire Greatness",
+ detail: ""
+}, {
+ id: 18,
+ name: "Song of Freedom",
+ detail: ""
+}, {
+ id: 19,
+ name: "Inspire Heroics",
+ detail: ""
+}, {
+ id: 20,
+ name: "Mass Suggestion",
+ detail: ""
+}, {
+ id: 21,
+ name: "Animal Companion",
+ detail: ""
+}, {
+ id: 22,
+ name: "Nature Sense",
+ detail: ""
+}, {
+ id: 23,
+ name: "Wild Empathy",
+ detail: ""
+}, {
+ id: 24,
+ name: "Woodland Stride",
+ detail: ""
+}, {
+ id: 25,
+ name: "Trackless Step",
+ detail: ""
+}, {
+ id: 26,
+ name: "Resist Nature's Lure",
+ detail: ""
+}, {
+ id: 27,
+ name: "Wild Shape",
+ detail: ""
+}, {
+ id: 28,
+ name: "Venom Immunity",
+ detail: ""
+}, {
+ id: 29,
+ name: "A Thousand Faces",
+ detail: ""
+}, {
+ id: 30,
+ name: "Timeless body",
+ detail: ""
+}, {
+ id: 31,
+ name: "Flurry of Blows",
+ detail: ""
+}, {
+ id: 32,
+ name: "Unarmed Strike",
+ detail: ""
+}, {
+ id: 33,
+ name: "Evasion",
+ detail: ""
+}, {
+ id: 34,
+ name: "Still Mind",
+ detail: ""
+}, {
+ id: 35,
+ name: "Ki Strike",
+ detail: ""
+}, {
+ id: 36,
+ name: "Slow Fall",
+ detail: ""
+}, {
+ id: 37,
+ name: "Purity of Body",
+ detail: ""
+}, {
+ id: 38,
+ name: "Wholeness of Body",
+ detail: ""
+}, {
+ id: 39,
+ name: "Improved Evasion",
+ detail: ""
+}, {
+ id: 40,
+ name: "Diamond Body",
+ detail: ""
+}, {
+ id: 41,
+ name: "Greater Flurry of Blows",
+ detail: ""
+}, {
+ id: 42,
+ name: "Diamond Soul",
+ detail: ""
+}, {
+ id: 43,
+ name: "Abundant Step",
+ detail: ""
+}, {
+ id: 44,
+ name: "Quivering Palm",
+ detail: ""
+}, {
+ id: 45,
+ name: "Tongue of the Sun and Moon",
+ detail: ""
+}, {
+ id: 46,
+ name: "Empty Body",
+ detail: ""
+}, {
+ id: 47,
+ name: "Perfect Self",
+ detail: ""
+}, {
+ id: 48,
+ name: "Aura of Good",
+ detail: ""
+}, {
+ id: 49,
+ name: "Detect Evil",
+ detail: ""
+}, {
+ id: 50,
+ name: "Smite Evil",
+ detail: ""
+}, {
+ id: 51,
+ name: "Divine Grace",
+ detail: ""
+}, {
+ id: 52,
+ name: "Lay on Hands",
+ detail: ""
+}, {
+ id: 53,
+ name: "Aura of Courage",
+ detail: ""
+}, {
+ id: 54,
+ name: "Divine Health",
+ detail: ""
+}, {
+ id: 55,
+ name: "Turn Undead",
+ detail: ""
+}, {
+ id: 56,
+ name: "Special Mount",
+ detail: ""
+}, {
+ id: 57,
+ name: "Remove Disease",
+ detail: ""
+}, {
+ id: 58,
+ name: "Wild Empathy",
+ detail: ""
+}, {
+ id: 59,
+ name: "Animal Companion",
+ detail: ""
+}, {
+ id: 60,
+ name: "Swift Tracker",
+ detail: ""
+}, {
+ id: 61,
+ name: "Camouflage",
+ detail: ""
+}, {
+ id: 62,
+ name: "Hide in plain sight",
+ detail: ""
+}, {
+ id: 63,
+ name: "Sneak Attack",
+ detail: ""
+}, {
+ id: 64,
+ name: "Trapfinding",
+ detail: ""
+}, {
+ id: 65,
+ name: "Summon Familiar",
+ detail: ""
+}, {
+ id: 66,
+ name: "Scribe Scroll",
+ detail: ""
+}, {
+ id: 74,
+ name: "Suggestion",
+ description: "Make a suggestion as the spell",
+ detail: "A bard of 6th level or higher with 9 or more ranks in a Perform
skill can make a <i>suggestion</i> (as the spell) to a creature that he has
already fascinated (see above). Using this ability does not break the
bard’s concentration on the <i>fascinate</i> effect, nor does it allow a
second saving throw against the <i>fascinate</i> effect. Making a
<i>suggestion</i> doesn’t count against a bard’s daily limit on bardic
music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s
Cha modifier) negates the effect. This ability affects only a single
creature (but see <i>mass suggestion</i>, below). <i>Suggestion</i> is an
enchantment (compulsion), mind-affecting, language dependent ability."
+}, {
+ id: 67,
+ name: "Favored Enemy",
+ detail: ""
+}, {
+ id: 68,
+ name: "Crippling Strike",
+ description: "Sneak attacks inflict 2 points of Strength damage.",
+ detail: "A rogue with this ability can sneak attack opponents with such
precision that her blows weaken and hamper them. An opponent damaged by one
of her sneak attacks also takes 2 points of Strength damage. Ability points
lost to damage return on their own at the rate of 1 point per day for each
damaged ability."
+}, {
+ id: 69,
+ name: "Defensive Roll",
+ description: "Take less damage from lethal blow.",
+ detail: "The rogue can roll with a potentially lethal blow to take less
damage from it than she otherwise would. Once per day, when she would be
reduced to 0 or fewer hit points by damage in combat (from a weapon or
other blow, not a spell or special ability), the rogue can attempt to roll
with the damage. To use this ability, the rogue must attempt a Reflex
saving throw (DC = damage dealt). If the save succeeds, she takes only half
damage from the blow; if it fails, she takes full damage. She must be aware
of the attack and able to react to it in order to execute her defensive
roll--if she is denied her Dexterity bonus to AC, she can't use this
ability. Since this effect would not normally allow a character to make a
Reflex save for half damage, the rogue's evasion ability does not apply to
the defensive roll."
+}, {
+ id: 70,
+ name: "Improved Evasion",
+ description: "No/reduced damage from area effect attacks.",
+ detail: "This ability works like evasion, except that while the rogue
still takes no damage on a successful Reflex saving throw against attacks
such as a dragon's breath weapon or a <i>fireball</i>, henceforth she
henceforth takes only half damage on a failed save. A helpless rogue (such
as one who is unconscious or paralysed) does not gain the benefit of
improved evasion."
+}, {
+ id: 71,
+ name: "Opportunist",
+ description: "Attack of opportunity against another enemy.",
+ detail: "Once per round, the rogue can make an attack of opportunity
against an opponent who has just been struck for damage in melee by another
character. This attack counts as the rogue's attack of opportunity for that
round. Even a rogue with the Combat Reflexes feat can't use the opportunist
ability more than once per round."
+}, {
+ id: 72,
+ name: "Skill Mastery",
+ description: "Take 10 on selected skills under adverse conditions.",
+ detail: "The rogue becomes so certain in the use of certain skills that
she can use them reliably even under adverse conditions. Upon gaining this
ability, she selects a number of skills equal to 3 + her Intelligence
modifier. When making a skill check with one of these skills, she may take
10 even if stress and distractions would normally prevent her from doing
so. A rogue may gain this special ability multiple times, selecting
additional skills for it to apply to each time."
+}, {
+ id: 73,
+ name: "Slippery Mind",
+ description: "Escape magical control",
+ detail: "This ability represents the rogue's ability to wriggle free from
magical effects that would otherwise control or compel her. If a rogue with
slippery mind is affected by an enchantment spell or effect and fails her
saving throw, she can attempt it again 1 round later at the same DC. She
gets only this one extra chance to succeed on her saving throw."
+}, {
+ id: 74,
+ name: "Suggestion",
+ description: "Make a suggestion as the spell",
+ detail: "A bard of 6th level or higher with 9 or more ranks in a Perform
skill can make a <i>suggestion</i> (as the spell) to a creature that he has
already fascinated (see above). Using this ability does not break the
bard’s concentration on the <i>fascinate</i> effect, nor does it allow a
second saving throw against the <i>fascinate</i> effect. Making a
<i>suggestion</i> doesn’t count against a bard’s daily limit on bardic
music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s
Cha modifier) negates the effect. This ability affects only a single
creature (but see <i>mass suggestion</i>, below). <i>Suggestion</i> is an
enchantment (compulsion), mind-affecting, language dependent ability."
+}]);
=======================================
--- /trunk/charmgrjs/charmgr.html Fri Oct 9 11:32:13 2009
+++ /trunk/charmgrjs/charmgr.html Tue Oct 13 14:07:39 2009
@@ -32,6 +32,8 @@
</script>
<script type='text/javascript' src='cleric_domains.js'>
</script>
+ <script type='text/javascript' src='special_abilities.js'>
+ </script>
<script type='text/javascript' src='edit_feats.js'>
</script>
<script type='text/javascript' src='edit_spells.js'>
@@ -52,7 +54,7 @@
@import "tooltip.css";
</style>
<meta http-equiv="Content-Type" content= "text/html;
charset=iso-8859-1">
- <title>D&D Character Manager</title>
+ <title>D&D Player's Companion</title>
</head>
<body onload='javascript:load()'>
<div style='width: 320px'>
=======================================
--- /trunk/charmgrjs/classes.js Fri Oct 9 03:40:47 2009
+++ /trunk/charmgrjs/classes.js Tue Oct 13 14:07:39 2009
@@ -66,7 +66,7 @@
fort_save: [0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6,
6],
ref_save: [2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11,
11, 12],
will_save: [2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11,
11, 12],
- special: [[{ special_id: 11 }, { special_id: 12 }, { special_id: 13 },
{ special_id: 14 }, { special_id: 15, mod: '1' }], [], [{ special_id: 16
}], [], [], [{ special_id: 67 }], [], [{ special_id: 15, mod: '2' }], [{
special_id: 17 }], [], [], [{ special_id: 18 }], [], [{ special_id: 15,
mod: '3' }], [{ special_id: 19 }], [], [], [{ special_id: 20 }], [], [{
special_id: 15, mod: '4' }]],
+ special: [[{ special_id: 11 }, { special_id: 12 }, { special_id: 13 },
{ special_id: 14 }, { special_id: 15, mod: '1' }], [], [{ special_id: 16
}], [], [], [{ special_id: 74 }], [], [{ special_id: 15, mod: '2' }], [{
special_id: 17 }], [], [], [{ special_id: 18 }], [], [{ special_id: 15,
mod: '3' }], [{ special_id: 19 }], [], [], [{ special_id: 20 }], [], [{
special_id: 15, mod: '4' }]],
spells: [[113, 117, 134, 207, 223, 295, 302, 309, 311, 332, 333, 360,
393, 420, 436, 515], [4, 15, 61, 68, 83, 105, 137, 148, 181, 185, 193, 234,
265, 267, 86, 320, 357, 358, 430, 480, 483, 516, 547, 571, 575, 578], [6,
9, 11, 48, 50, 58, 59, 108, 114, 118, 124, 139, 169, 179, 214, 227, 249,
256, 264, 285, 307, 338, 341, 342, 410, 412, 447, 469, 479, 491, 513, 517,
534, 557, 596], [49, 66, 72, 85, 102, 110, 116, 122, 155, 157, 192, 218,
220, 226, 233, 242, 268, 289, 299, 326, 375, 428, 451, 453, 455, 456, 459,
485, 492, 518], [51, 103, 136, 142, 165, 217, 239, 254, 286, 296, 298, 306,
344, 354, 413, 433, 462, 476, 494, 519, 603], [106, 156, 168, 191, 250,
336, 340, 343, 355, 373, 457, 464, 466, 489, 514, 520], [7, 13, 60, 67,
109, 170, 187, 195, 215, 221, 248, 365, 372, 398, 399, 452, 477, 521, 545,
577]],
spells_per_day: [[2, 0, 0, 0, 0, 0, 0], [3, 0, 0, 0, 0, 0, 0], [3, 1,
0, 0, 0, 0, 0], [3, 2, 0, 0, 0, 0, 0], [3, 3, 1, 0, 0, 0, 0], [3, 3, 2, 0,
0, 0, 0], [3, 3, 2, 0, 0, 0, 0], [3, 3, 3, 1, 0, 0, 0], [3, 3, 3, 2, 0, 0,
0], [3, 3, 3, 2, 0, 0, 0], [3, 3, 3, 3, 1, 0, 0], [3, 3, 3, 3, 2, 0, 0],
[3, 3, 3, 3, 2, 0, 0], [4, 3, 3, 3, 3, 1, 0], [4, 4, 3, 3, 3, 2, 0], [4, 4,
4, 3, 3, 2, 0], [4, 4, 4, 4, 3, 3, 1], [4, 4, 4, 4, 4, 3, 2], [4, 4, 4, 4,
4, 4, 3], [4, 4, 4, 4, 4, 4, 4]],
spells_known: [[4, '-', '-', '-', '-', '-', '-'], [5,
2, '-', '-', '-', '-', '-'], [6, 3, '-', '-', '-', '-', '-'], [6, 3,
2, '-', '-', '-', '-'], [6, 4, 3, '-', '-', '-', '-'], [6, 4,
3, '-', '-', '-', '-'], [6, 4, 4, 2, '-', '-', '-'], [6, 4, 4,
3, '-', '-', '-'], [6, 4, 4, 3, '-', '-', '-'], [6, 4, 4, 4, 2, '-', '-'],
[6, 4, 4, 4, 3, '-', '-'], [6, 4, 4, 4, 3, '-', '-'], [6, 4, 4, 4, 4,
2, '-'], [6, 4, 4, 4, 4, 3, '-'], [6, 4, 4, 4, 4, 3, '-'], [6, 5, 4, 4, 4,
4, 2], [6, 5, 5, 4, 4, 4, 3], [6, 5, 5, 5, 4, 4, 3], [6, 5, 5, 5, 5, 4, 4],
[6, 5, 5, 5, 5, 5, 4]],
@@ -231,319 +231,3 @@
class_feats: {},
languages: [16]
}]);
-
-rogue_special_abilities = [68, 69, 70, 71, 72, 73];
-
-special_abilities = new TAFFY([
-{
- id: 0,
- name: "Fast movement",
- detail: "A barbarian's land speed is faster than the norm for his race by
+10 feet. This benefit applies only when he is wearing no armor, light
armor, or medium armor and not carrying a heavy load. Apply this bonus
before modifying the barbarian's speed because of any load carried or armor
worn. For example, a human barbarian has a speed of 40 feet, rather than 30
feet, when wearing light or no armor. When wearing medium armor or carrying
a medium load, his speed drops to 30 feet. A halfling barbarian has a speed
of 30 feet, rather than 20 feet, in light or no armor. When wearing medium
armor or carrying a medium load, his speed drops to 20 feet."
-}, {
- id: 1,
- name: "Illiteracy",
- detail: "Barbarians are the only characters who do not automatically know
how to read and write. A barbarian may spend 2 skill points to gain the
ability to read and write all languages he is able to speak. <p class=sub>A
barbarian who gains a level in any other class automatically gains
literacy. Any other character who gains a barbarian level does not lose the
literacy he or she already had."
-}, {
- id: 2,
- name: "Rage",
- detail: "A barbarian can fly into a screaming blood frenzy a certain
number of times per day. In a rage, a barbarian gains phenomenal strength
and durability but becomes reckless and less able to defend himself. He
temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a
+2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. <p
class=sub>The increase in Constitution increases the barbarian's hit points
by 2 points per level, but these hit points go away at the end of the rage
when his Constitution score drops back to normal. (These extra hit points
are not lost first the way temporary hit points are; see Temporary Hit
Points, page 146.) While raging, a barbarian cannot use any Charisma-,
Dexterity-, or Intelligence-based skills (except for Balance, Escape
Artist, Intimidate, and Ride), the Concentration skill, or any abilities
that require patience or concentration, nor can he cast spells or activate
magic items that require a command word, a spell trigger (such as a wand),
or spell completion (such as a scroll) to function. He can use any feat he
has except Combat Expertise, item creation feats, and metamagic feats. A
fit of rage lasts for a number of rounds equal to 3 +the character's (newly
improved) Constitution modifier. A barbarian may prematurely end his rage.
At the end of the rage, the barbarian loses the rage modifiers and
restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to
Dexterity, can't charge or run) for the duration of the current
encounter(unless he is a 17th-level barbarian, at which point this
limitation no longer applies; see below). <p class=sub>A barbarian can fly
into a rage only once per encounter. At 1st level he can use his rage
ability once per day. At 4th level and every four levels there after, he
can use it one additional time per day (to a maximum of six times per day
at 20th level). Entering a rage takes no time itself, but a barbarian can
do it only during his action (see Initiative, page 136), not in response to
someone else's action. <p class=sub>A barbarian can't, for example, fly
into a rage whenstruck down by an arrow in order to get the extra hit
points from the increased Constitution, although the extra hit points would
be of benefit if he had gone into a rage earlier in the round, before the
arrow struck.",
- //+4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus
on Will saves, but he takes a –2 penalty to Armor Class. The increase in
Constitution increases the barbarian’s hit points by 2 points per level
- op: "if ($(this).attr('checked')) { var specials =
get_special_abilities(chardata.class_id, chardata.xp); var ability_mod = 4;
var will_mod = 2; if(specials[10]) { ability_mod = 8; will_mod = 4; }
else if (specials[7]) { ability_mod = 6; will_mod = 3; } var str_score =
parseInt($('#ability_0_score').val()); $('#ability_0_score').val(str_score
+ ability_mod); var con_score = parseInt($('#ability_3_score').val());
$('#ability_3_score').val(con_score + ability_mod);
recalc_main_page(chardata); var ac = parseInt($('#ac').text());
$('#ac').text(ac - 2); var will = parseInt($('#will').text());
$('#will').text(will + will_mod); } else { var str_score =
parseInt($('#ability_score_full0').text());
$('#ability_0_score').val(str_score); var con_score =
parseInt($('#ability_score_full3').text());
$('#ability_3_score').val(con_score); recalc_main_page(chardata); }"
-}, {
- id: 3,
- name: "Uncanny Dodge",
- detail: "At 2nd level, a barbarian gains the ability to react to danger
before his senses would normally allow him to do so. He retains his
Dexterity bonus to AC (if any) even if he is caught flat-footed or struck
by an invisible attacker. However, he still loses his Dexterity bonus to AC
if immobilized. <p class=sub>If a barbarian already has uncanny dodge from
a different class (a barbarian with at least four levels of rogue, for
example), he automatically gains improved uncanny dodge (see below)
instead."
-}, {
- id: 4,
- name: "Trap Sense",
- detail: "Starting at 3rd level, a barbarian has an intuitive sense that
alerts him to danger from traps, giving him a +1 bonus on Reflex saves made
to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th,
12th, 15th, and 18th level). Trap sense bonuses gained from multiple
classes stack."
-}, {
- id: 5,
- name: "Improved Uncanny Dodge",
- detail: "At 5th level and higher, a barbarian can no longer be flanked;
he can react to opponents on opposite sides of him as easily as he can
react to a single attacker. This defense denies a rogue the ability to
sneak attack the barbarian by flanking him, unless the attacker has at
least four more rogue levels than the target has barbarian levels. <p
class=sub>If a character already has uncanny dodge (see above) from a
second class, the character automatically gains improved uncanny dodge
instead, and the levels from the classes that grant uncanny dodge stack to
determine the minimum level a rogue must be to flank the character.",
- supersedes: [3]
-}, {
- id: 6,
- name: "Damage Reduction",
- detail: "At 7th level, a barbarian gains the ability to shrug off some
amount of injury from each blow or attack. Subtract 1 from the damage the
barbarian takes each time he is dealt damage from a weapon or a natural
attack. At 10th level, and every three barbarian levels thereafter (13th,
16th, and 19th level), this damage reduction rises by 1 point. Damage
reduction can reduce damage to 0 but not below 0."
-}, {
- id: 7,
- name: "Greater Rage",
- detail: "At 11th level, a barbarian's bonuses to Strength and
Constitution during his rage each increase to +6, and his morale bonus on
Will saves increases to +3. The penalty to AC remains at –2."
-}, {
- id: 8,
- name: "Indomitable Will",
- detail: "While in a rage, a barbarian of 14th level or higher gains a +4
bonus on Will saves to resist enchantment spells. This bonus stacks with
all other modifiers, including the morale bonus on Will saves he also
receives during his rage."
-}, {
- id: 9,
- name: "Tireless Rage",
- detail: "At 17th level and higher, a barbarian no longer becomes fatigued
at the end of his rage.",
- supersedes: [7]
-}, {
- id: 10,
- name: "Mighty Rage",
- detail: "At 20th level, a barbarian's bonuses to Strength and
Constitution during his rage each increase to +8, and his morale bonus on
Will saves increases to +4. The penalty to AC remains at –2.",
- supersedes: [7, 9]
-}, {
- id: 11,
- name: "Bardic Music",
- detail: ""
-}, {
- id: 12,
- name: "Bardic Knowledge",
- detail: "A bard picks up a lot of stray knowledge while wandering the
land and learning stories from other bards. He may make a special bardic
knowledge check with a bonus equal to his bard level + his Intelligence
modifier to see whether he knows some relevant information about local
notable people, legendary items, or noteworthy places. (If the bard has 5
or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
<table class=box><tr class=header><td>DC</td><td>Type of
Knowledge</td><td>Examples</td></tr> <tr><td>10</td><td>Common, known by at
least a substantial minority of the local population.</td><td>A local
mayor's reputation for drinking; common legends about a powerful place of
mystery.</td></tr> <tr><td>20</td><td>Uncommon but available, known by only
a few people in the area.</td><td>A local priest's shady past; legends
about a powerful magic item.</td></tr> <tr><td>25</td><td>Obscure, known by
few, hard to come by</td><td>A knight's family history; legends about a
minor place of mystery or magic item</td></tr><tr><td>30</td><td>Extremely
obscure, known by very few, possibly forgotten by most who once knew it,
possibly known only by those who don't understand the significance of the
knowledge.</td><td>A mighty wizard's childhood nickname; the history of a
petty magic item.</td></tr></table><p class=sub>A successful bardic
knowledge check will not reveal the powers of a magic item but may give a
hint as to its general function. A bard may not take 10 or take 20 on this
check; this sort of knowledge is essentially random. The DM can determine
the Difficulty Class of the check by referring to the table above."
-}, {
- id: 13,
- name: "Countersong",
- detail: ""
-}, {
- id: 14,
- name: "Fascinate",
- detail: ""
-}, {
- id: 15,
- name: "Inspire Courage",
- detail: ""
-}, {
- id: 16,
- name: "Inspire Competence",
- detail: ""
-}, {
- id: 17,
- name: "Inspire Greatness",
- detail: ""
-}, {
- id: 18,
- name: "Song of Freedom",
- detail: ""
-}, {
- id: 19,
- name: "Inspire Heroics",
- detail: ""
-}, {
- id: 20,
- name: "Mass Suggestion",
- detail: ""
-}, {
- id: 21,
- name: "Animal Companion",
- detail: ""
-}, {
- id: 22,
- name: "Nature Sense",
- detail: ""
-}, {
- id: 23,
- name: "Wild Empathy",
- detail: ""
-}, {
- id: 24,
- name: "Woodland Stride",
- detail: ""
-}, {
- id: 25,
- name: "Trackless Step",
- detail: ""
-}, {
- id: 26,
- name: "Resist Nature's Lure",
- detail: ""
-}, {
- id: 27,
- name: "Wild Shape",
- detail: ""
-}, {
- id: 28,
- name: "Venom Immunity",
- detail: ""
-}, {
- id: 29,
- name: "A Thousand Faces",
- detail: ""
-}, {
- id: 30,
- name: "Timeless body",
- detail: ""
-}, {
- id: 31,
- name: "Flurry of Blows",
- detail: ""
-}, {
- id: 32,
- name: "Unarmed Strike",
- detail: ""
-}, {
- id: 33,
- name: "Evasion",
- detail: ""
-}, {
- id: 34,
- name: "Still Mind",
- detail: ""
-}, {
- id: 35,
- name: "Ki Strike",
- detail: ""
-}, {
- id: 36,
- name: "Slow Fall",
- detail: ""
-}, {
- id: 37,
- name: "Purity of Body",
- detail: ""
-}, {
- id: 38,
- name: "Wholeness of Body",
- detail: ""
-}, {
- id: 39,
- name: "Improved Evasion",
- detail: ""
-}, {
- id: 40,
- name: "Diamond Body",
- detail: ""
-}, {
- id: 41,
- name: "Greater Flurry of Blows",
- detail: ""
-}, {
- id: 42,
- name: "Diamond Soul",
- detail: ""
-}, {
- id: 43,
- name: "Abundant Step",
- detail: ""
-}, {
- id: 44,
- name: "Quivering Palm",
- detail: ""
-}, {
- id: 45,
- name: "Tongue of the Sun and Moon",
- detail: ""
-}, {
- id: 46,
- name: "Empty Body",
- detail: ""
-}, {
- id: 47,
- name: "Perfect Self",
- detail: ""
-}, {
- id: 48,
- name: "Aura of Good",
- detail: ""
-}, {
- id: 49,
- name: "Detect Evil",
- detail: ""
-}, {
- id: 50,
- name: "Smite Evil",
- detail: ""
-}, {
- id: 51,
- name: "Divine Grace",
- detail: ""
-}, {
- id: 52,
- name: "Lay on Hands",
- detail: ""
-}, {
- id: 53,
- name: "Aura of Courage",
- detail: ""
-}, {
- id: 54,
- name: "Divine Health",
- detail: ""
-}, {
- id: 55,
- name: "Turn Undead",
- detail: ""
-}, {
- id: 56,
- name: "Special Mount",
- detail: ""
-}, {
- id: 57,
- name: "Remove Disease",
- detail: ""
-}, {
- id: 58,
- name: "Wild Empathy",
- detail: ""
-}, {
- id: 59,
- name: "Animal Companion",
- detail: ""
-}, {
- id: 60,
- name: "Swift Tracker",
- detail: ""
-}, {
- id: 61,
- name: "Camouflage",
- detail: ""
-}, {
- id: 62,
- name: "Hide in plain sight",
- detail: ""
-}, {
- id: 63,
- name: "Sneak Attack",
- detail: ""
-}, {
- id: 64,
- name: "Trapfinding",
- detail: ""
-}, {
- id: 65,
- name: "Summon Familiar",
- detail: ""
-}, {
- id: 66,
- name: "Scribe Scroll",
- detail: ""
-}, {
- id: 67,
- name: "Suggestion",
- detail: ""
-}, {
- id: 67,
- name: "Favored Enemy",
- detail: ""
-}, {
- id: 68,
- name: "Crippling Strike",
- description: "Sneak attacks inflict 2 points of Strength damage.",
- detail: "A rogue with this ability can sneak attack opponents with such
precision that her blows weaken and hamper them. An opponent damaged by one
of her sneak attacks also takes 2 points of Strength damage. Ability points
lost to damage return on their own at the rate of 1 point per day for each
damaged ability."
-}, {
- id: 69,
- name: "Defensive Roll",
- description: "Take less damage from lethal blow.",
- detail: "The rogue can roll with a potentially lethal blow to take less
damage from it than she otherwise would. Once per day, when she would be
reduced to 0 or fewer hit points by damage in combat (from a weapon or
other blow, not a spell or special ability), the rogue can attempt to roll
with the damage. To use this ability, the rogue must attempt a Reflex
saving throw (DC = damage dealt). If the save succeeds, she takes only half
damage from the blow; if it fails, she takes full damage. She must be aware
of the attack and able to react to it in order to execute her defensive
roll--if she is denied her Dexterity bonus to AC, she can't use this
ability. Since this effect would not normally allow a character to make a
Reflex save for half damage, the rogue's evasion ability does not apply to
the defensive roll."
-}, {
- id: 70,
- name: "Improved Evasion",
- description: "No/reduced damage from area effect attacks.",
- detail: "This ability works like evasion, except that while the rogue
still takes no damage on a successful Reflex saving throw against attacks
such as a dragon's breath weapon or a <i>fireball</i>, henceforth she
henceforth takes only half damage on a failed save. A helpless rogue (such
as one who is unconscious or paralysed) does not gain the benefit of
improved evasion."
-}, {
- id: 71,
- name: "Opportunist",
- description: "Attack of opportunity against another enemy.",
- detail: "Once per round, the rogue can make an attack of opportunity
against an opponent who has just been struck for damage in melee by another
character. This attack counts as the rogue's attack of opportunity for that
round. Even a rogue with the Combat Reflexes feat can't use the opportunist
ability more than once per round."
-}, {
- id: 72,
- name: "Skill Mastery",
- description: "Take 10 on selected skills under adverse conditions.",
- detail: "The rogue becomes so certain in the use of certain skills that
she can use them reliably even under adverse conditions. Upon gaining this
ability, she selects a number of skills equal to 3 + her Intelligence
modifier. When making a skill check with one of these skills, she may take
10 even if stress and distractions would normally prevent her from doing
so. A rogue may gain this special ability multiple times, selecting
additional skills for it to apply to each time."
-}, {
- id: 73,
- name: "Slippery Mind",
- description: "Escape magical control",
- detail: "This ability represents the rogue's ability to wriggle free from
magical effects that would otherwise control or compel her. If a rogue with
slippery mind is affected by an enchantment spell or effect and fails her
saving throw, she can attempt it again 1 round later at the same DC. She
gets only this one extra chance to succeed on her saving throw."
-}]);
=======================================
--- /trunk/charmgrjs/common.js Mon Oct 12 14:32:07 2009
+++ /trunk/charmgrjs/common.js Tue Oct 13 14:07:39 2009
@@ -42,7 +42,7 @@
$('#linkspart')
.html(
links_html
- + "<td class='view box'><a id='load' class='view'
onclick='import_character()'>Load</a></td><td class='view box'><a id='load'
class='view' onclick='export_character()'>Save</a></td><td class='view
box'><a id='load' class='view' onclick='export_character()'>Log</a></td><td
align='right' style='width: 100%; color: blue'>"
+ + "<td class='view box'><a id='load' class='view'
onclick='import_character()'>Load</a></td><td class='view box'><a id='load'
class='view' onclick='export_character()'>Save</a></td><td class='view
box'><a id='load' class='view'
onclick='update_log(chardata)'>Log</a></td><td align='right' style='width:
100%; color: blue'>"
+ chardata['name'] + "</td><td style='color: blue'>" +
race.shortname + "</td><td style='color: blue'>" + clazz.shortname
+ "</td><td style='color: blue'>(" + (calc_level(chardata['xp']) + 1)
+ ")</td></tr></table>");
}
@@ -360,6 +360,13 @@
document.cookie = 'chardata=' + cookieData + ';expires=' +
d.toUTCString();
}
}
+
+function htmlize(text) {
+ return text.replace(/\n/g,'<br/>');
+}
+function dehtmlize(text) {
+ return text.replace(/<br\/>/g,'\n');
+}
function lod() {
chardata = {};
=======================================
--- /trunk/charmgrjs/edit.js Mon Oct 12 14:32:07 2009
+++ /trunk/charmgrjs/edit.js Tue Oct 13 14:07:39 2009
@@ -354,27 +354,4 @@
// $('table#' + name).show();
//}
-function update_log(chardata) {
- if (chardata.xp_log == null) {
- chardata.xp_log = [];
- }
- var title = "Update Experience Log";
- var content = "<table style='width: 100%'>";
- for (var row in chardata.xp_log) {
- content += "<tr><td>" + chardata.xp_log[row].xp + "</td><td>" +
chardata.xp_log[row].date + "</td><td>[" + chardata.xp_log[row].hp
+ "]</td><td>" + chardata.xp_log[row].note + "</td></tr>";
- }
- content += "<tr><td>" + (chardata.xp == null ? 0 : chardata.xp)
+ "</td><td>[" + (chardata.hp == null ? 0 : chardata.hp) + "]</td><td>" +
(new Date()).toDateString() + "</td><td><input id='xp_log_note' type='text'
style='width: 100%' onkeypress='save_log(event,
chardata)'/></td></tr></table>";
- show_dialog(title, content);
- return false;
-}
-
-function save_log(e, chardata) {
- var key=e.keyCode || e.which;
- if (key==13){
- if(chardata.xp_log == null) {
- chardata.xp_log = [];
- }
- chardata.xp_log.push({xp: chardata.xp, hp: chardata.hp, date: (new
Date()).toDateString(), note: $('#xp_log_note').val()});
- sav(chardata);
- }
-}
+
=======================================
--- /trunk/charmgrjs/feats.js Sat Oct 10 19:51:30 2009
+++ /trunk/charmgrjs/feats.js Tue Oct 13 14:07:39 2009
@@ -25,25 +25,25 @@
}
-function is_class_feat(class_id, feat_id, xp) {
- var clazz = classes.first({
- id: class_id
- });
- var found = false;
- jQuery.each(clazz.class_feats, function(level, class_feats) {
- if(level <= calc_level(chardata.xp) + 1) {
- if(jQuery.inArray(feat_id, class_feats) > -1) {
- found = true;
- return;
- }
- } else {
- // level exceeded
- return;
- }
- });
-
- return found;
-}
+//function is_class_feat(class_id, feat_id, xp) {
+// var clazz = classes.first({
+// id: class_id
+// });
+// var found = false;
+// jQuery.each(clazz.class_feats, function(level, class_feats) {
+// if(level <= calc_level(chardata.xp) + 1) {
+// if(jQuery.inArray(feat_id, class_feats) > -1) {
+// found = true;
+// return;
+// }
+// } else {
+// // level exceeded
+// return;
+// }
+// });
+//
+// return found;
+//}
var feats = new TAFFY([{
id: 0,
@@ -804,7 +804,7 @@
name: "Quick Draw",
description: "You can draw weapons with startling speed.",
detail: "You can draw weapons with startling speed. <p
class=sub><b>Prerequisite</b>: Base attack bonus +1. <p
class=sub><b>Benefit</b>: You can draw a weapon as a free action instead of
as a move action. You can draw a hidden weapon (see the Sleight of Hand
skill, page 81) as a move action. <p class=sub>A character who has selected
this feat may throw weapons at his full normal rate of attacks (much like a
character with a bow). <p class=sub><b>Normal</b>: Without this feat, you
may draw a weapon as a move action, or (if your base attack bonus is +1 or
higher) as a free action as part of movement (see page 142). Without this
feat, you can draw a hidden weapon as a standard action. <p
class=sub><b>Special</b>: A fighter may select Quick Draw as one of his
fighter bonus feats (see page 38).",
- benefit: "Draw weapon as free weapon",
+ benefit: "Draw weapon as free action",
prereqs: {
base_attack_bonus: 1
},
=======================================
--- /trunk/charmgrjs/grendel.html Mon Oct 12 14:32:07 2009
+++ /trunk/charmgrjs/grendel.html Tue Oct 13 14:07:39 2009
@@ -39,6 +39,8 @@
</script>
<script type='text/javascript' src='cleric_domains.js'>
</script>
+ <script type='text/javascript' src='special_abilities.js'>
+ </script>
<script type='text/javascript' src='edit_feats.js'>
</script>
<script type='text/javascript' src='edit_spells.js'>
@@ -56,7 +58,7 @@
@import "jquery-ui-1.7.2.custom.css";
</style>
<meta http-equiv="Content-Type" content= "text/html;
charset=iso-8859-1">
- <title>D&D Character Manager</title>
+ <title>D&D Player's Companion</title>
</head>
<body onload='javascript:load()'>
<div style='width: 320px'>
=======================================
--- /trunk/charmgrjs/main.js Mon Oct 12 14:32:07 2009
+++ /trunk/charmgrjs/main.js Tue Oct 13 14:07:39 2009
@@ -85,7 +85,7 @@
var fort_html = "<tr><td>Fort</td><td id='fort' class='box
numeric'></td><td>Touch</td><td id='touch' class='box numeric'></td></tr>";
var ref_html = "<tr><td>Ref</td><td id='ref' class='box
numeric'></td><td>Flat</td><td id='flat' class='box numeric'></td></tr>";
var will_html = "<tr><td>Will</td><td id='will' class='box
numeric'></td><td>SR</td><td id='spell_resistance' class='box
numeric'></td></tr>";
- will_html += "<tr><td>BAB:</td><td class='box' colspan=3
id='base_attack_bonus'></td></tr>";
+ will_html += "<tr><td>BAB</td><td class='box' colspan=3
id='base_attack_bonus'></td></tr>";
will_html += "<tr><td colspan='4'><table><tr><td>Att</td><td
id='attack_mod'>0</td><td><input type='button' value='+'
onclick=\"adjust_mod('attack', 1)\" /></td><td><input type='button'
value='-' onclick=\"adjust_mod('attack', -1)\" /></td></tr>";
will_html += "<tr><td>Dam</td><td id='damage_mod'>0</td><td><input
type='button' value='+' onclick=\"adjust_mod('damage', 1)\"
/></td><td><input type='button' value='-' onclick=\"adjust_mod('damage',
-1)\" /></td></tr></table></td></tr></table>";
$('#middlepart').html(ac_html + init_html + spacer + fort_html + ref_html
+ will_html + "</table>");
@@ -139,7 +139,7 @@
}
}
if (conditional_feats.length > 0) {
- feats_html += "<table style='border: 1px solid #D0D0D0' width='100%'
border='0' margin='0'><tbody><tr><td colspan='3' bgcolor='#8DC3E9'
onclick='show_feats()'><a class='fake_link'
onclick='show_feats()'>Feats</a><span id='feat_expand_flag' style='float:
right; font-family: monospace; font-size: larger'>+
</span></td></tr></tbody><tbody id='conditional_feats'>";
+ feats_html += "<table width='100%' border='0' margin='0'><tbody><tr><td
colspan='3' bgcolor='#8DC3E9' onclick='show_feats()'><a class='fake_link'
onclick='show_feats()'>Feats</a><span id='feat_expand_flag' style='float:
right; font-family: monospace; font-size: larger'>+
</span></td></tr></tbody><tbody id='conditional_feats'>";
for ( var i in conditional_feats) {
var checkbox = (conditional_feats[i].op != null ?
"<input id='feat_" + conditional_feats[i].id + "_conditional'
type='checkbox' onclick=\"" + conditional_feats[i].op + "\"/>" :
@@ -157,7 +157,7 @@
var class_specials = get_special_abilities(chardata);
var special_html = "";
if (count_attrs(class_specials) > 0) {
- special_html += "<table style='border: 1px solid #D0D0D0' width='100%'
border='0' margin='0'><tbody><tr><td colspan='2' bgcolor='#8DC3E9'
onclick='show_specials()'><a class='fake_link'
onclick='show_specials()'>Special Abilities</a><span
id='specials_expand_flag' style='float: right; font-family: monospace;
font-size: larger'>+</span></td></tr></tbody><tbody id='specials'>";
+ special_html += "<table width='100%' border='0'
margin='0'><tbody><tr><td colspan='2' bgcolor='#8DC3E9'
onclick='show_specials()'><a class='fake_link'
onclick='show_specials()'>Special Abilities</a><span
id='specials_expand_flag' style='float: right; font-family: monospace;
font-size: larger'>+</span></td></tr></tbody><tbody id='specials'>";
for (var i in class_specials) {
if(class_specials[i] != null) {
var checkbox = (class_specials[i].op != null ?
@@ -182,7 +182,7 @@
var weapon_data = weapons.first( {
id : chardata.weapons[j]['weapon_id']
});
- weapon_html += "<table style='border: 1px solid #D0D0D0' width='100%'
border='0' margin='0'><tr><td id='weapon_"
+ weapon_html += "<table width='100%' border='0' margin='0'><tr><td
id='weapon_"
+ j
+ "_name' weapon_id='"
+ chardata.weapons[j]['weapon_id']
@@ -196,6 +196,8 @@
weapon_html += "<tr><td valign='top'>Note</td><td id='weapon_" + j
+ "_note' width='100%'></td></tr></table>";
}
$('#weaponspart').html(weapon_html);
+// $('#weaponspart').addClass('box');
+// $('#weaponspart').css('border-color', '#D0D0D0');
// armor
var armor_html = "";
@@ -203,7 +205,7 @@
var armor_data = armor.first( {
id : chardata.armor[j]['armor_id']
});
- armor_html += "<table style='border: 1px solid #D0D0D0' width='100%'
border='0' margin='0'><tr><td id='armor_"
+ armor_html += "<table width='100%' border='0' margin='0'><tr><td
id='armor_"
+ j + "_name' armor_id='" + chardata.armor[j]['armor_id'] + "'
colspan='2' bgcolor='#C5C6F6'></td></tr>";
// populate with char overrides
@@ -300,6 +302,68 @@
$('#spellspart').html(spells_html);
}
}
+
+function save_log(chardata) {
+ if($('#log_note').val() != null && $('#log_note').val().length > 0) {
+ if(chardata.xp_log == null) {
+ chardata.xp_log = [];
+ }
+ var entry_id = $('#entry_id').val();
+ if(entry_id == '') {
+ chardata.xp_log.push({xp: chardata.xp, hp: chardata.hp, date: (new
Date()).toDateString(), note: htmlize($('#log_note').val())});
+ } else {
+ chardata.xp_log[entry_id].note = htmlize($('#log_note').val());
+ // restore to new entry
+ $('#entry_id').val('');
+ $('#save_log').val('save');
+ $('#log_date').text((new Date()).toDateString());
+ $('#log_xp').text(chardata.xp);
+ $('#log_hp').text(chardata.hp);
+ }
+ sav(chardata);
+ $('#history').html(populate_log_history(chardata));
+ $('#log_note').val('');
+ }
+}
+
+function update_log(chardata) {
+ if (chardata.xp_log == null) {
+ chardata.xp_log = [];
+ }
+ var title = "Log";
+ var content = "<div id='history' class='box' style='max-height: 150px;
overflow: auto; border-color: #D0D0D0;'>" + populate_log_history(chardata)
+ "</div>";
+ content += "<div id='new_entry' style='height: 50%'><input
id='entry_id' type='hidden' value='' /><table style='width: 100%'>";
+ content += "<tr><td id='log_date' style='font-size: xx-small'>" + (new
Date()).toDateString() + "</td><td id='log_hp' class='numeric'
style='font-size: xx-small'>" + (chardata.hp == null ? 0 : chardata.hp)
+ "</td><td id='log_xp' class='numeric' style='font-size: xx-small'>" +
(chardata.xp == null ? 0 : chardata.xp) + "</td><td style='text-align:
right;'><input id='save_log' type='button' value='save'
onclick='save_log(chardata)'/></td></tr>";
+ content += "<tr><td colspan=4><textarea id='log_note' style='width:
100%'/></td></tr></table>";
+ show_dialog(title, content);
+ return false;
+}
+
+function populate_log_history(chardata) {
+ var history = "<table style='width: 100%'>";
+ for (var entry=chardata.xp_log.length-1; entry>=0; entry--) {
+ history += "<tr><td style='font-size: xx-small'>" +
chardata.xp_log[entry].date + "</td><td class='numeric' style='font-size:
xx-small'>" + chardata.xp_log[entry].hp + "</td><td class='numeric'
style='font-size: xx-small'>" + chardata.xp_log[entry].xp + "</td><td
style='text-align: right; font-size: xx-small''><a class='fake_link'
onclick='edit_log_entry(chardata, " + entry + ")'>edit</a> <a
class='fake_link' onclick='delete_log_entry(chardata, " + entry
+ ")'>delete</a></td></tr>";
+ history += "<tr><td colspan=4 style='border: 1px solid; padding:
5px;' >" + chardata.xp_log[entry].note + "</td></tr>";
+ }
+ history += "</table>";
+
+ return history;
+}
+
+function delete_log_entry(chardata, entry) {
+ chardata.xp_log.splice(entry, 1);
+ sav(chardata);
+ $('#history').html(populate_log_history(chardata));
+}
+
+function edit_log_entry(chardata, entry) {
+ $('#entry_id').val(entry);
+ $('#log_date').text(chardata.xp_log[entry].date);
+ $('#log_hp').text(chardata.xp_log[entry].hp);
+ $('#log_xp').text(chardata.xp_log[entry].xp);
+ $('#log_note').val(dehtmlize(chardata.xp_log[entry].note));
+ $('#save_log').val('update');
+}
function adjust_mod(type, magnitude) {
var curr_val = parseInt($('#' + type + '_mod').text());
@@ -505,28 +569,27 @@
}
// weapon proficiency
- var weapon_proficiency = -4;
- var feat_mod = 0;
- if (char_feats != null) {
- if(weapon.category == 'simple') {
- var simple_weapon_prof = char_feats.first({ feat_id: 61 });
- if(is_class_feat(class_id, 61, xp) || (simple_weapon_prof &&
(jQuery.inArray(String(
weapon.id), simple_weapon_prof.multi) > -1))) {
- weapon_proficiency = 0;
- }
- } else if (weapon.category == 'martial') {
- var martial_weapon_prof = char_feats.first({ feat_id: 43 });
- if(is_class_feat(class_id, 43, xp) || (martial_weapon_prof &&
(jQuery.inArray(String(
weapon.id), martial_weapon_prof.multi) > -1))) {
- weapon_proficiency = 0;
- }
- } else if (weapon.category == 'exotic') {
- var exotic_weapon_prof = char_feats.first({ feat_id: 24 });
- if(exotic_weapon_prof && (jQuery.inArray(String(
weapon.id),
exotic_weapon_prof.multi) > -1)) {
- weapon_proficiency = 0;
- }
- }
-
+ var weapon_proficiency = -4;
+ if(weapon.category == 'simple') {
+ var simple_weapon_prof = char_feats ? char_feats.first({ feat_id: 61
}) : false;
+ if(is_class_feat(class_id, xp, 61) || (simple_weapon_prof &&
(jQuery.inArray(String(
weapon.id), simple_weapon_prof.multi) > -1))) {
+ weapon_proficiency = 0;
+ }
+ } else if (weapon.category == 'martial') {
+ var martial_weapon_prof = char_feats ? char_feats.first({ feat_id: 43
}) : false;
+ if(is_class_feat(class_id, xp, 43) || (martial_weapon_prof &&
(jQuery.inArray(String(
weapon.id), martial_weapon_prof.multi) > -1))) {
+ weapon_proficiency = 0;
+ }
+ } else if (weapon.category == 'exotic') {
+ var exotic_weapon_prof = char_feats ? char_feats.first({ feat_id: 24
}) : false;
+ if(exotic_weapon_prof && (jQuery.inArray(String(
weapon.id),
exotic_weapon_prof.multi) > -1)) {
+ weapon_proficiency = 0;
+ }
+ }
+
+ var feat_mod = 0;
// var feat_mods = weapon_proficiency + " (weapon proficiency) + ";
-
+ if (char_feats != null) {
var weapon_focus = char_feats.first({ feat_id: 75 });
if (weapon_focus && (jQuery.inArray(String(
weapon.id),
weapon_focus.multi) > -1)) {
feat_mod ++;
@@ -550,7 +613,7 @@
var attacks_tooltip = "";
for (i in base_attack_bonuses) {
// attacks_tooltip = attack_override + "(weapon bonus) + " +
parseInt(base_attack_bonuses[i]) + " (base attack bonus) + " +
calc_ability_modifier(ability_score) + " (ability) + " + calc_size_mod()
+ " (size) + " + feat_mods;
- attacks += pos(attack_override + parseInt(base_attack_bonuses[i]) +
calc_ability_modifier(ability_score) + calc_size_mod() + feat_mod +
weapon_proficiency + parseInt($('#attack_mod').text()));
+ attacks += pos(attack_override + parseInt(base_attack_bonuses[i]) +
calc_ability_modifier(ability_score) + calc_size_mod(chardata.race_id) +
feat_mod + weapon_proficiency + parseInt($('#attack_mod').text()));
attacks += (parseInt(i) + 1 < base_attack_bonuses.length ? '/' : '');
}
=======================================
--- /trunk/charmgrjs/spells.js Mon Oct 12 19:13:54 2009
+++ /trunk/charmgrjs/spells.js Tue Oct 13 14:07:39 2009
@@ -7622,7 +7622,7 @@
save: "Will negs",
sr: "Yes",
phb: 284,
- detail: "A <i>statue</i> spell turns the subject to solid stone, along
with any garments and equipment worn or carried. In statue form, the
subject gains hardness 8. The subject retains its own hit points. <p
class=sub>The subject can see, hear, and smell normally, but it does not
need to eat or breathe. Feeling is limited to those sensations that can
affect the granite-hard substance of the individual’s body. Chipping is
equal to a mere scratch, but breaking off one of the statue’s arms
constitutes serious damage. <p class=sub>The subject of a statue spell can
return to its normal state, act, and then return instantly to the statue
state (a free action) if it so desires, as long as the spell duration is in
effect. <p class=sub><i>Material Component</i>: Lime, sand, and a drop of
water stirred by an iron bar, such as a nail or spike."
+ detail: "A <i>statue</i> spell turns the subject to solid stone, along
with any garments and equipment worn or carried. In statue form, the
subject gains hardness 8. The subject retains its own hit points. <p
class=sub>The subject can see, hear, and smell normally, but it does not
need to eat or breathe. Feeling is limited to those sensations that can
affect the granite-hard substance of the individual's body. Chipping is
equal to a mere scratch, but breaking off one of the statue's arms
constitutes serious damage. <p class=sub>The subject of a statue spell can
return to its normal state, act, and then return instantly to the statue
state (a free action) if it so desires, as long as the spell duration is in
effect. <p class=sub><i>Material Component</i>: Lime, sand, and a drop of
water stirred by an iron bar, such as a nail or spike."
}, {
id: 506,
name: "Status",
@@ -7667,7 +7667,7 @@
save: "-",
sr: "-",
phb: 284,
- detail: "You can form an existing piece of stone into any shape that
suits your purpose. For example, you can make a stone weapon, a special
trapdoor, or a crude idol. <i>Stone shape</i> also permits you to reshape a
stone door to make an exit where one didn’t exist or to seal a door shut.
While it’s possible to make crude coffers, doors, and so forth with
<i>stone shape</i>, fine detail isn’t possible. There is a 30% chance that
any shape including moving parts simply doesn’t work. <p
class=sub><i>Arcane Material Component</i>: Soft clay, which must be worked
into roughly the desired shape of the stone object and then touched to the
stone while the verbal component is uttered."
+ detail: "You can form an existing piece of stone into any shape that
suits your purpose. For example, you can make a stone weapon, a special
trapdoor, or a crude idol. <i>Stone shape</i> also permits you to reshape a
stone door to make an exit where one didn't exist or to seal a door shut.
While it's possible to make crude coffers, doors, and so forth with
<i>stone shape</i>, fine detail isn't possible. There is a 30% chance that
any shape including moving parts simply doesn't work. <p
class=sub><i>Arcane Material Component</i>: Soft clay, which must be worked
into roughly the desired shape of the stone object and then touched to the
stone while the verbal component is uttered."
}, {
id: 509,
name: "Stoneskin",
@@ -7682,7 +7682,7 @@
save: "Will negs",
sr: "Yes",
phb: 284,
- detail: "The warded creature gains resistance to blows, cuts, stabs,
and slashes. The subject gains damage reduction 10/adamantine. (It ignores
the first 10 points of damage each time it takes damage from a weapon,
though an adamantine weapon bypasses the reduction.) Once the spell has
prevented a total of 10 points of damage per caster level (maximum 150
points), it is discharged. <p class=sub><i>Material Component</i>: Granite
and 250 gp worth of diamond dust sprinkled on the target’s skin."
+ detail: "The warded creature gains resistance to blows, cuts, stabs,
and slashes. The subject gains damage reduction 10/adamantine. (It ignores
the first 10 points of damage each time it takes damage from a weapon,
though an adamantine weapon bypasses the reduction.) Once the spell has
prevented a total of 10 points of damage per caster level (maximum 150
points), it is discharged. <p class=sub><i>Material Component</i>: Granite
and 250 gp worth of diamond dust sprinkled on the target's skin."
}, {
id: 510,
name: "Stone Tell",
@@ -7697,7 +7697,7 @@
save: "-",
sr: "-",
phb: 284,
- detail: "You gain the ability to speak with stones, which relate to
you who or what has touched them as well as revealing what is covered or
concealed behind or under them. The stones relate complete descriptions if
asked. A stone’s perspective, perception, and knowledge may prevent the
stone from providing the details you are looking for (as determined by the
DM). You can speak with natural or worked stone."
+ detail: "You gain the ability to speak with stones, which relate to
you who or what has touched them as well as revealing what is covered or
concealed behind or under them. The stones relate complete descriptions if
asked. A stone's perspective, perception, and knowledge may prevent the
stone from providing the details you are looking for (as determined by the
DM). You can speak with natural or worked stone."
}, {
id: 511,
name: "Stone to Flesh",
@@ -7727,7 +7727,7 @@
save: "Special",
sr: "Yes",
phb: 285,
- detail: "This spell creates an enormous black storm cloud. Lightning
and crashing claps of thunder appear within the storm. Each creature
beneath the cloud must succeed on a Fortitude save or be deafened for
1d4×10 minutes. <p class=sub>If you do not maintain concentration on the
spell after casting it, the spell ends. If you continue to concentrate, the
spell generates additional effects in each fol-lowing round, as noted
below. Each effect occurs during your turn. <p class=sub><i>2nd Round</i>:
Acid rains down in the area, dealing 1d6 points of acid damage (no save).
<p class=sub><i>3rd Round</i>: You call six bolts of lightning down from
the cloud. You decide where the bolts strike. No two bolts may be directed
at the same target. Each bolt deals 10d6 points of electricity damage. A
creature struck can attempt a Reflex save for half damage. <p
class=sub><i>4th Round</i>: Hailstones rain down in the area, dealing 5d6
points of bludgeoning damage (no save). <p class=sub><i>5th through 10th
Rounds</i>: Violent rain and wind gusts reduce visibility. The rain
obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet
away has concealment (attacks have a 20% miss chance). Creatures farther
away have total concealment (50% miss chance, and the attacker cannot use
sight to locate the target). Speed is reduced by three-quarters. Ranged
attacks within the area of the storm are impossible. Spells cast within the
area are disrupted unless the caster succeeds on a Concentration check
against a DC equal to the <i>storm of vengeance</i>’s save DC + the level
of the spell the caster is trying to cast."
+ detail: "This spell creates an enormous black storm cloud. Lightning
and crashing claps of thunder appear within the storm. Each creature
beneath the cloud must succeed on a Fortitude save or be deafened for
1d4×10 minutes. <p class=sub>If you do not maintain concentration on the
spell after casting it, the spell ends. If you continue to concentrate, the
spell generates additional effects in each fol-lowing round, as noted
below. Each effect occurs during your turn. <p class=sub><i>2nd Round</i>:
Acid rains down in the area, dealing 1d6 points of acid damage (no save).
<p class=sub><i>3rd Round</i>: You call six bolts of lightning down from
the cloud. You decide where the bolts strike. No two bolts may be directed
at the same target. Each bolt deals 10d6 points of electricity damage. A
creature struck can attempt a Reflex save for half damage. <p
class=sub><i>4th Round</i>: Hailstones rain down in the area, dealing 5d6
points of bludgeoning damage (no save). <p class=sub><i>5th through 10th
Rounds</i>: Violent rain and wind gusts reduce visibility. The rain
obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet
away has concealment (attacks have a 20% miss chance). Creatures farther
away have total concealment (50% miss chance, and the attacker cannot use
sight to locate the target). Speed is reduced by three-quarters. Ranged
attacks within the area of the storm are impossible. Spells cast within the
area are disrupted unless the caster succeeds on a Concentration check
against a DC equal to the <i>storm of vengeance</i>'s save DC + the level
of the spell the caster is trying to cast."
}, {
id: 513,
name: "Suggestion",
@@ -7742,7 +7742,7 @@
save: "Will negs",
sr: "Yes",
phb: 285,
- detail: "You influence the actions of the target creature by
suggesting a course of activity (limited to a sentence or two). The
sug-gestion must be worded in such a manner as to make the activity sound
reasonable. Asking the creature to stab itself, throw itself onto a spear,
immolate itself, or do some other obviously harmful act automatically
negates the effect of the spell. However, a <i>suggestion</i> that a pool
of acid is actually pure water and that a quick dip would be refreshing is
another matter. Urging a red dragon to stop attacking your party so that
the dragon and party could jointly loot a rich treasure elsewhere is a
likewise reasonable use of the spell’s power. <p class=sub>The suggested
course of activity can continue for the entire duration, such as in the
case of the red dragon mentioned above. If the suggested activity can be
completed in a shorter time, the spell ends when the subject finishes what
it was asked to do. You can instead specify conditions that will trigger a
special ac-tivity during the duration. For example, you might suggest that
a noble knight give her warhorse to the first beggar she meets. If the
condition is not met before the spell duration expires, the activity is not
performed. <p class=sub>A very reasonable <i>suggestion</i> causes the save
to be made with a penalty (such as -1 or -2) at the discretion of the DM.
<p class=sub><i>Material Component</i>: A snake’s tongue and either a bit
of honeycomb or a drop of sweet oil."
+ detail: "You influence the actions of the target creature by
suggesting a course of activity (limited to a sentence or two). The
sug-gestion must be worded in such a manner as to make the activity sound
reasonable. Asking the creature to stab itself, throw itself onto a spear,
immolate itself, or do some other obviously harmful act automatically
negates the effect of the spell. However, a <i>suggestion</i> that a pool
of acid is actually pure water and that a quick dip would be refreshing is
another matter. Urging a red dragon to stop attacking your party so that
the dragon and party could jointly loot a rich treasure elsewhere is a
likewise reasonable use of the spell's power. <p class=sub>The suggested
course of activity can continue for the entire duration, such as in the
case of the red dragon mentioned above. If the suggested activity can be
completed in a shorter time, the spell ends when the subject finishes what
it was asked to do. You can instead specify conditions that will trigger a
special ac-tivity during the duration. For example, you might suggest that
a noble knight give her warhorse to the first beggar she meets. If the
condition is not met before the spell duration expires, the activity is not
performed. <p class=sub>A very reasonable <i>suggestion</i> causes the save
to be made with a penalty (such as -1 or -2) at the discretion of the DM.
<p class=sub><i>Material Component</i>: A snake's tongue and either a bit
of honeycomb or a drop of sweet oil."
}, {
id: 514,
name: "Suggestion, Mass",
@@ -7772,7 +7772,7 @@
save: "-",
sr: "-",
phb: 285,
- detail: "This spell summons one handheld musical instrument of your
choice. This instrument appears in your hands or at your feet (your
choice). The instrument is typical for its type. Only one instrument
appears per casting, and it will play only for you. You can’t summon an
instrument too large to be held in two hands (such as a harp, piano,
harpsichord, alphorn, or pipe organ)."
+ detail: "This spell summons one handheld musical instrument of your
choice. This instrument appears in your hands or at your feet (your
choice). The instrument is typical for its type. Only one instrument
appears per casting, and it will play only for you. You can't summon an
instrument too large to be held in two hands (such as a harp, piano,
harpsichord, alphorn, or pipe organ)."
}, {
id: 516,
name: "Summon Monster I",
@@ -7937,7 +7937,7 @@
save: "-",
sr: "-",
phb: 288,
- detail: "This spell functions like <i>summon nature’s ally I</i>,
except that you can summon one 2nd-level creature or 1d3 1st-level
creatures of the same kind.<p class=sub>See <i>summon nature's ally
I</i> for the complete list of creatures."
+ detail: "This spell functions like <i>summon nature's ally I</i>,
except that you can summon one 2nd-level creature or 1d3 1st-level
creatures of the same kind.<p class=sub>See <i>summon nature's ally
I</i> for the complete list of creatures."
}, {
id: 527,
name: "Summon Nature's Ally III",
@@ -7952,7 +7952,7 @@
save: "-",
sr: "-",
phb: 288,
- detail: "This spell functions like <i>summon nature’s ally I</i>,
except that you can summon one 3rd-level creature, 1d3 2nd-level creatures
of the same kind, or 1d4+1 1st-level creatures of the same kind. <p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type.
For example, <i>summon nature’s ally III</i> is an evil and fire spell when
you cast it to summon a salamander."
+ detail: "This spell functions like <i>summon nature's ally I</i>,
except that you can summon one 3rd-level creature, 1d3 2nd-level creatures
of the same kind, or 1d4+1 1st-level creatures of the same kind. <p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type.
For example, <i>summon nature's ally III</i> is an evil and fire spell when
you cast it to summon a salamander."
}, {
id: 528,
name: "Summon Nature's Ally IV",
@@ -7967,7 +7967,7 @@
save: "-",
sr: "-",
phb: 288,
- detail: "This spell functions like <i>summon nature’s ally I</i>,
except that you can summon one 4th-level creature, 1d3 3rd-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind. <p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
+ detail: "This spell functions like <i>summon nature's ally I</i>,
except that you can summon one 4th-level creature, 1d3 3rd-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind. <p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
}, {
id: 529,
name: "Summon Nature's Ally V",
@@ -7982,7 +7982,7 @@
save: "-",
sr: "-",
phb: 289,
- detail: "This spell functions like <i>summon nature’s ally I</i>,
except that you can summon one 5th-level creature, 1d3 4th-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind. <p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
+ detail: "This spell functions like <i>summon nature's ally I</i>,
except that you can summon one 5th-level creature, 1d3 4th-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind. <p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
}, {
id: 530,
name: "Summon Nature's Ally VI",
@@ -7997,7 +7997,7 @@
save: "-",
sr: "-",
phb: 289,
- detail: "This spell functions like <i>summon nature’s ally I</i>,
except that you can summon one 6th-level creature, 1d3 5th-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind. <p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
+ detail: "This spell functions like <i>summon nature's ally I</i>,
except that you can summon one 6th-level creature, 1d3 5th-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind. <p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
}, {
id: 531,
name: "Summon Nature's Ally VII",
@@ -8012,7 +8012,7 @@
save: "-",
sr: "-",
phb: 289,
- detail: "This spell functions like <i>summon nature’s ally I</i>,
except that you can summon one 7th-level creature, 1d3 6th-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind. <p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
+ detail: "This spell functions like <i>summon nature's ally I</i>,
except that you can summon one 7th-level creature, 1d3 6th-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind. <p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
}, {
id: 532,
name: "Summon Nature's Ally VIII",
@@ -8027,7 +8027,7 @@
save: "-",
sr: "-",
phb: 289,
- detail: "This spell functions like <i>summon nature’s ally I</i>,
except that you can summon one 8th-level creature, 1d3 7th-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind.<p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
+ detail: "This spell functions like <i>summon nature's ally I</i>,
except that you can summon one 8th-level creature, 1d3 7th-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind.<p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
}, {
id: 533,
name: "Summon Nature's Ally IX",
@@ -8042,7 +8042,7 @@
save: "-",
sr: "-",
phb: 289,
- detail: "This spell functions like <i>summon nature’s ally I</i>,
except that you can summon one 9th-level creature, 1d3 8th-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind.<p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
+ detail: "This spell functions like <i>summon nature's ally I</i>,
except that you can summon one 9th-level creature, 1d3 8th-level creatures
of the same kind, or 1d4+1 lower-level creatures of the same kind.<p
class=sub>When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type."
}, {
id: 534,
name: "Summon Swarm",
@@ -8102,7 +8102,7 @@
save: "Fort negs",
sr: "Yes",
phb: 289,
- detail: "This spell allows you to scribe a potent rune of power upon a
surface. When triggered, a <i>symbol of death</i> slays one or more
creatures within 60 feet of the symbol (treat as a burst) whose combined
total current hit points do not exceed 150. The <i>symbol of death</i>
affects the closest creatures first, skipping creatures with too many hit
points to affect. Once triggered, the symbol becomes active and glows,
lasting for 10 minutes per caster level or until it has affected 150 hit
points’ worth of creatures, whichever comes first. Any creature that enters
the area while the <i>symbol of death</i> is active is subject to its
effect, whether or not that creature was in the area when it was triggered.
A creature need save against the symbol only once as long as it remains
within the area, though if it leaves the area and returns while the symbol
is still active, it must save again. <p class=sub>Until it is triggered,
the <i>symbol of death</i> is inactive (though visible and legible at a
distance of 60 feet). To be effective, a <i>symbol of death</i> must always
be placed in plain sight and in a prominent location. Covering or hiding
the rune renders the symbol of death ineffective, unless a creature removes
the covering, in which case the symbol of death works normally. <p
class=sub><i>As a default, a <i>symbol of death</i> is triggered whenever a
creature does one or more of the following, as you select</i>: looks at the
rune; reads the rune; touches the rune; passes over the rune; or passes
through a portal bearing the rune. Regardless of the trigger method or
methods chosen, a creature more than 60 feet from a <i>symbol of death</i>
can’t trigger it (even if it meets one or more of the triggering
conditions, such as reading the rune). Once the spell is cast, a <i>symbol
of death</i>’s triggering conditions cannot be changed. <p class=sub>In
this case, “reading” the rune means any attempt to study it, identify it,
or fathom its meaning. Throwing a cover over a <i>symbol of death</i> to
render it inoperative triggers it if the symbol reacts to touch. You can’t
use a <i>symbol of death</i> offensively; for instance, a touch-triggered
symbol of death remains untriggered if an item bearing the <i>symbol of
death</i> is used to touch a creature. Likewise, a <i>symbol of death</i>
cannot be placed on a weapon and set to activate when the weapon strikes a
foe. <p class=sub>You can also set special triggering limi-tations of your
own. These can be as simple or elaborate as you desire. Special con-ditions
for triggering a <i>symbol of death</i> can be based on a creature’s name,
identity, or alignment, but otherwise must be based on observable actions
or qualities. Intangibles such as level, class, Hit Dice, and hit points
don’t qualify. For example, a <i>symbol of death</i> can be set to activate
when a lawful good creature approaches, but not when a paladin approaches.
<p class=sub>When scribing a <i>symbol of death</i>, you can specify a
password or phrase that prevents a creature using it from triggering the
effect. Anyone using the password remains immune to that particular rune’s
effects so long as the creature remains within 60 feet of the rune. If the
creature leaves the radius and returns later, it must use the password
again. <p class=sub>You also can attune any number of creatures to the
<i>symbol of death</i>, but doing this can extend the casting time.
Attuning one or two creatures takes negligible time, and attuning a small
group (as many as ten creatures) extends the casting time to 1 hour.
Attuning a large group (as many as twenty-five creatures) takes 24 hours.
Attuning larger groups takes proportionately longer, as the DM sees fit.
Any creature attuned to a <i>symbol of death</i> cannot trigger it and is
immune to its effects, even if within its radius when triggered. You are
automatically considered attuned to your own symbols of death, and thus
always ignore the effects and cannot inadvertently trigger them. <p
class=sub><i>Read magic</i> allows you to identify a <i>symbol of death</i>
with a DC 19 Spellcraft check. Of course, if the <i>symbol of death</i> is
set to be triggered by reading it, this will trigger the symbol. <p
class=sub>A <i>symbol of death</i> can be removed by a successful <i>dispel
magic</i> targeted solely on the rune. An <i>erase</i> spell has no effect
on a <i>symbol of death</i>. Destruction of the surface where a <i>symbol
of death</i> is inscribed destroys the symbol but also triggers it. <p
class=sub>Symbol of death can be made permanent with a <i>permanency</i>
spell. A permanent <i>symbol of death</i> that is disabled or that has
affected its maximum number of hit points becomes inactive for 10 minutes,
then can be triggered again as normal. <p class=sub><i>Note</i>: Magic
traps such as <i>symbol of death</i> are hard to detect and disable. A
rogue (only) can use the Search skill to find a <i>symbol of death</i> and
Disable Device to thwart it. The DC in each case is 25 + spell level, or 33
for <i>symbol of death</i>. <p class=sub><i>Material Component</i>: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at
least 5,000 gp each."
+ detail: "This spell allows you to scribe a potent rune of power upon a
surface. When triggered, a <i>symbol of death</i> slays one or more
creatures within 60 feet of the symbol (treat as a burst) whose combined
total current hit points do not exceed 150. The <i>symbol of death</i>
affects the closest creatures first, skipping creatures with too many hit
points to affect. Once triggered, the symbol becomes active and glows,
lasting for 10 minutes per caster level or until it has affected 150 hit
points' worth of creatures, whichever comes first. Any creature that enters
the area while the <i>symbol of death</i> is active is subject to its
effect, whether or not that creature was in the area when it was triggered.
A creature need save against the symbol only once as long as it remains
within the area, though if it leaves the area and returns while the symbol
is still active, it must save again. <p class=sub>Until it is triggered,
the <i>symbol of death</i> is inactive (though visible and legible at a
distance of 60 feet). To be effective, a <i>symbol of death</i> must always
be placed in plain sight and in a prominent location. Covering or hiding
the rune renders the symbol of death ineffective, unless a creature removes
the covering, in which case the symbol of death works normally. <p
class=sub><i>As a default, a <i>symbol of death</i> is triggered whenever a
creature does one or more of the following, as you select</i>: looks at the
rune; reads the rune; touches the rune; passes over the rune; or passes
through a portal bearing the rune. Regardless of the trigger method or
methods chosen, a creature more than 60 feet from a <i>symbol of death</i>
can't trigger it (even if it meets one or more of the triggering
conditions, such as reading the rune). Once the spell is cast, a <i>symbol
of death</i>'s triggering conditions cannot be changed. <p class=sub>In
this case, “reading” the rune means any attempt to study it, identify it,
or fathom its meaning. Throwing a cover over a <i>symbol of death</i> to
render it inoperative triggers it if the symbol reacts to touch. You can't
use a <i>symbol of death</i> offensively; for instance, a touch-triggered
symbol of death remains untriggered if an item bearing the <i>symbol of
death</i> is used to touch a creature. Likewise, a <i>symbol of death</i>
cannot be placed on a weapon and set to activate when the weapon strikes a
foe. <p class=sub>You can also set special triggering limi-tations of your
own. These can be as simple or elaborate as you desire. Special con-ditions
for triggering a <i>symbol of death</i> can be based on a creature's name,
identity, or alignment, but otherwise must be based on observable actions
or qualities. Intangibles such as level, class, Hit Dice, and hit points
don't qualify. For example, a <i>symbol of death</i> can be set to activate
when a lawful good creature approaches, but not when a paladin approaches.
<p class=sub>When scribing a <i>symbol of death</i>, you can specify a
password or phrase that prevents a creature using it from triggering the
effect. Anyone using the password remains immune to that particular rune's
effects so long as the creature remains within 60 feet of the rune. If the
creature leaves the radius and returns later, it must use the password
again. <p class=sub>You also can attune any number of creatures to the
<i>symbol of death</i>, but doing this can extend the casting time.
Attuning one or two creatures takes negligible time, and attuning a small
group (as many as ten creatures) extends the casting time to 1 hour.
Attuning a large group (as many as twenty-five creatures) takes 24 hours.
Attuning larger groups takes proportionately longer, as the DM sees fit.
Any creature attuned to a <i>symbol of death</i> cannot trigger it and is
immune to its effects, even if within its radius when triggered. You are
automatically considered attuned to your own symbols of death, and thus
always ignore the effects and cannot inadvertently trigger them. <p
class=sub><i>Read magic</i> allows you to identify a <i>symbol of death</i>
with a DC 19 Spellcraft check. Of course, if the <i>symbol of death</i> is
set to be triggered by reading it, this will trigger the symbol. <p
class=sub>A <i>symbol of death</i> can be removed by a successful <i>dispel
magic</i> targeted solely on the rune. An <i>erase</i> spell has no effect
on a <i>symbol of death</i>. Destruction of the surface where a <i>symbol
of death</i> is inscribed destroys the symbol but also triggers it. <p
class=sub>Symbol of death can be made permanent with a <i>permanency</i>
spell. A permanent <i>symbol of death</i> that is disabled or that has
affected its maximum number of hit points becomes inactive for 10 minutes,
then can be triggered again as normal. <p class=sub><i>Note</i>: Magic
traps such as <i>symbol of death</i> are hard to detect and disable. A
rogue (only) can use the Search skill to find a <i>symbol of death</i> and
Disable Device to thwart it. The DC in each case is 25 + spell level, or 33
for <i>symbol of death</i>. <p class=sub><i>Material Component</i>: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at
least 5,000 gp each."
}, {
id: 538,
name: "Symbol of Fear",
@@ -8222,7 +8222,7 @@
save: "-",
sr: "Yes",
phb: 291,
- detail: "By attuning yourself to a freestanding structure such as a
building, bridge, or dam, you can create a damaging vibration within it.
Once it begins, the vibration deals 2d10 points of damage per round to the
target structure. (Hardness has no effect on the spell’s damage.) You can
choose at the time of casting to limit the duration of the spell; otherwise
it lasts for 1 round/ level. If the spell is cast upon a target that is not
freestanding the surrounding stone dissipates the effect and no damage
occurs. <p class=sub><i>Sympathetic vibration</i> cannot affect creatures
(including constructs). Since a structure is an unattended object, it gets
no saving throw to resist the effect. <p class=sub><i>Focus</i>: A tuning
fork."
+ detail: "By attuning yourself to a freestanding structure such as a
building, bridge, or dam, you can create a damaging vibration within it.
Once it begins, the vibration deals 2d10 points of damage per round to the
target structure. (Hardness has no effect on the spell's damage.) You can
choose at the time of casting to limit the duration of the spell; otherwise
it lasts for 1 round/ level. If the spell is cast upon a target that is not
freestanding the surrounding stone dissipates the effect and no damage
occurs. <p class=sub><i>Sympathetic vibration</i> cannot affect creatures
(including constructs). Since a structure is an unattended object, it gets
no saving throw to resist the effect. <p class=sub><i>Focus</i>: A tuning
fork."
}, {
id: 546,
name: "Sympathy",
@@ -8252,7 +8252,7 @@
save: "Will negs",
sr: "Yes",
phb: 292,
- detail: "This spell afflicts the subject with uncontrollable laughter.
It collapses into gales of manic laughter, falling prone. The subject can
take no actions while laughing, but is not considered helpless. After the
spell ends, it can act normally. <p class=sub>A creature with an
Intelligence score of 2 or lower is not affected. A creature whose type
(such as humanoid or dragon) is different from the caster’s receives a +4
bonus on its saving throw, because humor doesn’t “translate” well. <p
class=sub><i>Material Component</i>: Tiny tarts that are thrown at the
target and a feather that is waved in the air."
+ detail: "This spell afflicts the subject with uncontrollable laughter.
It collapses into gales of manic laughter, falling prone. The subject can
take no actions while laughing, but is not considered helpless. After the
spell ends, it can act normally. <p class=sub>A creature with an
Intelligence score of 2 or lower is not affected. A creature whose type
(such as humanoid or dragon) is different from the caster's receives a +4
bonus on its saving throw, because humor doesn't “translate” well. <p
class=sub><i>Material Component</i>: Tiny tarts that are thrown at the
target and a feather that is waved in the air."
}, {
id: 548,
name: "Telekinesis",
@@ -8282,7 +8282,7 @@
save: "Will negs",
sr: "Yes",
phb: 292,
- detail: "This spell instantly transports you to a designated
destination, which may be as distant as 100 miles per caster level.
Interplanar travel is not possible. You can bring along objects as long as
their weight doesn’t exceed your maximum load. You may also bring one
additional willing Medium or smaller creature (carrying gear or objects up
to its maximum load) or its equivalent (see below) per three caster levels.
A Large creature counts as two Medium creatures, a Huge creature counts as
two Large creatures, and so forth. All creatures to be transported must be
in contact with one another, and at least one of those creatures must be in
contact with you. As with all spells where the range is personal and the
target is you, you need not make a saving throw, nor is spell resistance
applicable to you. Only objects held or in use (attended) by another person
receive saving throws and spell resistance. <p class=sub>You must have some
clear idea of the location and layout of the destination. Youcan’t simply
teleport to the warlord’s tent if you don’t know where that tent is, what
it looks like, or what’s in it. The clearer your mental image, the more
likely the teleportation works. Areas of strong physical or magical energy
may make teleportation more hazardous or even impossible. <p class=sub>To
see how well the teleportation works, roll d% and consult the Teleport
table. Refer to the following information for definitions of the terms on
the table. <p class=sub><i>Familiarity</i>: “Very familiar” is a place
where you have been very often and where you feel at home. “Studied
carefully” is a place you know well, either because you can currently see
it, you’ve been there often, or you have used other means (such as scrying)
to study the place for at least one hour. “Seen casually” is a place that
you have seen more than once but with which you are not very familiar.
“Viewed once” is a place that you have seen once, possibly using magic. <p
class=sub>“False destination” is a place that does not truly exist, such as
if you scryed on a enemy’s sanctum but instead viewed a <i>false
vision</i>, or if you are teleporting to an otherwise familiar location
that no longer exists as such or has been so completely altered as to no
longer be familiar to you (for instance, a home that has burned to the
ground). When traveling to a false destination, roll 1d20+80 to obtain
results on the table, rather than rolling d%, since there is no real
destination for you to hope to arrive at or even be off target from. <p
class=sub><i>On Target</i>: You appear where you want to be. <p
class=sub><i>Off Target</i>: You appear safely a random distance away from
the destination in a random direction. Distance off target is 1d10×1d10% of
the distance that was to be traveled. For example, if you tried to travel
120 miles, landed off target, and rolled 5 and 3 on the two d10s, then you
would be 15% off target. That’s 18 miles, in this case. The DM determines
the direction off target randomly, such as by rolling 1d8 and designating 1
as north, 2 as northeast, and so forth. If you were teleporting to a
coastal city and would up 18 miles out at sea, you could be in trouble. <p
class=sub><i>Similar Area</i>: You wind up in an area that’s visually or
thematically similar to the target area. A wizard heading for her home
laboratory might wind up in another wizard’s laboratory or in an alchemy
supply shop that has many of the same tools and implements as in her
laboratory. Generally, you appear in the closest similar place within
range. If the DM determines no such area exists within the spell’s range,
the spell simply fails instead. <p class=sub><i>Mishap</i>: You and anyone
else teleporting with you have gotten “scrambled.” You each take 1d10
points of damage, and you reroll on the chart to see where you wind up. For
these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters
take more damage and must reroll.<table><tr
class=header><td>Familiarity</td><td>On Target</td><td>Off
Target</td><td>Similar Area</td><td>Mishap</td></tr> <tr><td>Very
familiar</td><td>01–97</td><td>98–99</td><td>100 —</td></tr>
<tr><td>Studied carefully</td><td>01–94</td><td>95–97</td><td>98–99</td>
<td>100</td></tr> <tr><td>Seen casually</td><td>01–88</td><td>89–
94</td><td>95–98</td><td>99–100</td></tr> <tr><td>Viewed once</td><td>01–
76</td><td>77–88</td><td>89–96</td><td> 97–100</td></tr> <tr><td>False
destination</td><td>(1d20+80)</td><td>—</td><td>—</td><td>81–92</td><td>93–
100</td></tr></table>"
+ detail: "This spell instantly transports you to a designated
destination, which may be as distant as 100 miles per caster level.
Interplanar travel is not possible. You can bring along objects as long as
their weight doesn't exceed your maximum load. You may also bring one
additional willing Medium or smaller creature (carrying gear or objects up
to its maximum load) or its equivalent (see below) per three caster levels.
A Large creature counts as two Medium creatures, a Huge creature counts as
two Large creatures, and so forth. All creatures to be transported must be
in contact with one another, and at least one of those creatures must be in
contact with you. As with all spells where the range is personal and the
target is you, you need not make a saving throw, nor is spell resistance
applicable to you. Only objects held or in use (attended) by another person
receive saving throws and spell resistance. <p class=sub>You must have some
clear idea of the location and layout of the destination. Youcan't simply
teleport to the warlord's tent if you don't know where that tent is, what
it looks like, or what's in it. The clearer your mental image, the more
likely the teleportation works. Areas of strong physical or magical energy
may make teleportation more hazardous or even impossible. <p class=sub>To
see how well the teleportation works, roll d% and consult the Teleport
table. Refer to the following information for definitions of the terms on
the table. <p class=sub><i>Familiarity</i>: “Very familiar” is a place
where you have been very often and where you feel at home. “Studied
carefully” is a place you know well, either because you can currently see
it, you've been there often, or you have used other means (such as scrying)
to study the place for at least one hour. “Seen casually” is a place that
you have seen more than once but with which you are not very familiar.
“Viewed once” is a place that you have seen once, possibly using magic. <p
class=sub>“False destination” is a place that does not truly exist, such as
if you scryed on a enemy's sanctum but instead viewed a <i>false
vision</i>, or if you are teleporting to an otherwise familiar location
that no longer exists as such or has been so completely altered as to no
longer be familiar to you (for instance, a home that has burned to the
ground). When traveling to a false destination, roll 1d20+80 to obtain
results on the table, rather than rolling d%, since there is no real
destination for you to hope to arrive at or even be off target from. <p
class=sub><i>On Target</i>: You appear where you want to be. <p
class=sub><i>Off Target</i>: You appear safely a random distance away from
the destination in a random direction. Distance off target is 1d10×1d10% of
the distance that was to be traveled. For example, if you tried to travel
120 miles, landed off target, and rolled 5 and 3 on the two d10s, then you
would be 15% off target. That's 18 miles, in this case. The DM determines
the direction off target randomly, such as by rolling 1d8 and designating 1
as north, 2 as northeast, and so forth. If you were teleporting to a
coastal city and would up 18 miles out at sea, you could be in trouble. <p
class=sub><i>Similar Area</i>: You wind up in an area that's visually or
thematically similar to the target area. A wizard heading for her home
laboratory might wind up in another wizard's laboratory or in an alchemy
supply shop that has many of the same tools and implements as in her
laboratory. Generally, you appear in the closest similar place within
range. If the DM determines no such area exists within the spell's range,
the spell simply fails instead. <p class=sub><i>Mishap</i>: You and anyone
else teleporting with you have gotten “scrambled.” You each take 1d10
points of damage, and you reroll on the chart to see where you wind up. For
these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters
take more damage and must reroll.<table><tr
class=header><td>Familiarity</td><td>On Target</td><td>Off
Target</td><td>Similar Area</td><td>Mishap</td></tr> <tr><td>Very
familiar</td><td>01–97</td><td>98–99</td><td>100 —</td></tr>
<tr><td>Studied carefully</td><td>01–94</td><td>95–97</td><td>98–99</td>
<td>100</td></tr> <tr><td>Seen casually</td><td>01–88</td><td>89–
94</td><td>95–98</td><td>99–100</td></tr> <tr><td>Viewed once</td><td>01–
76</td><td>77–88</td><td>89–96</td><td> 97–100</td></tr> <tr><td>False
destination</td><td>(1d20+80)</td><td>—</td><td>—</td><td>81–92</td><td>93–
100</td></tr></table>"
}, {
id: 550,
name: "Teleport Object",
@@ -8327,7 +8327,7 @@
save: "-",
sr: "Yes",
phb: 293,
- detail: "You create a circle on the floor or other horizontal surface
that teleports, as greater teleport, any creature who stands on it to a
designated spot. Once you designate the destination for the circle, you
can’t change it. The spell fails if you attempt to set the circle to
teleport creatures into a solid object, to a place with which you are not
familiar and have no clear description, or to another plane. <p
class=sub>The circle itself is subtle and nearly impossible to notice. If
you intend to keep creatures from activating it accidentally, you need to
mark the circle in some way, such as by placing it on a raised platform. <p
class=sub><i>Teleportation circle</i> can be made permanent with a
<i>permanency</i> spell. A permanent teleportation circle that is disabled
be-comes inactive for 10 minutes, then can be triggered again as normal. <p
class=sub><i>Note</i>: Magic traps such as <i>teleportation circle</i> are
hard to detect and disable. A rogue (only) can use the Search skill to find
the circle and Disable Device to thwart it. The DC in each case is 25 +
spell level, or 34 in the case of <i>teleportation circle</i>. <p
class=sub><i>Material Component</i>: Amber dust to cover the area of the
circle (cost 1,000 gp)."
+ detail: "You create a circle on the floor or other horizontal surface
that teleports, as greater teleport, any creature who stands on it to a
designated spot. Once you designate the destination for the circle, you
can't change it. The spell fails if you attempt to set the circle to
teleport creatures into a solid object, to a place with which you are not
familiar and have no clear description, or to another plane. <p
class=sub>The circle itself is subtle and nearly impossible to notice. If
you intend to keep creatures from activating it accidentally, you need to
mark the circle in some way, such as by placing it on a raised platform. <p
class=sub><i>Teleportation circle</i> can be made permanent with a
<i>permanency</i> spell. A permanent teleportation circle that is disabled
be-comes inactive for 10 minutes, then can be triggered again as normal. <p
class=sub><i>Note</i>: Magic traps such as <i>teleportation circle</i> are
hard to detect and disable. A rogue (only) can use the Search skill to find
the circle and Disable Device to thwart it. The DC in each case is 25 +
spell level, or 34 in the case of <i>teleportation circle</i>. <p
class=sub><i>Material Component</i>: Amber dust to cover the area of the
circle (cost 1,000 gp)."
}, {
id: 553,
name: "Temporal Stasis",
@@ -8372,7 +8372,7 @@
save: "-",
sr: "-",
phb: 294,
- detail: "You become a virtual fighting machine— stronger, tougher,
faster, and more skilled in combat. Your mindset changes so that you relish
combat and you can’t cast spells, even from magic items. <p class=sub>You
gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4
natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and
proficiency with all simple and martial weapons. Your base attack bonus
equals your character level (which may give you multiple attacks). <p
class=sub>You lose your spellcasting ability, including your ability to use
spell activation or spell completion magic items, just as if the spells
were no longer on your class list. <p class=sub><i>Material Component</i>:
A <i>potion of bull’s strength</i>, which you drink (and whose effects are
subsumed by the spell effects)."
+ detail: "You become a virtual fighting machine— stronger, tougher,
faster, and more skilled in combat. Your mindset changes so that you relish
combat and you can't cast spells, even from magic items. <p class=sub>You
gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4
natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and
proficiency with all simple and martial weapons. Your base attack bonus
equals your character level (which may give you multiple attacks). <p
class=sub>You lose your spellcasting ability, including your ability to use
spell activation or spell completion magic items, just as if the spells
were no longer on your class list. <p class=sub><i>Material Component</i>:
A <i>potion of bull's strength</i>, which you drink (and whose effects are
subsumed by the spell effects)."
}, {
id: 556,
name: "Time Stop",
@@ -8387,7 +8387,7 @@
save: "-",
sr: "-",
phb: 294,
- detail: "This spell seems to make time cease to flow for everyone but
you. In fact, you speed up so greatly that all other creatures seem frozen,
though they are actually still moving at their normal speeds. You are free
to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold,
gas, and the like can still harm you. While the <i>time stop</i> is in
effect, other creatures are invulnerable to your attacks and spells; you
cannot target such creatures with any attack or spell. A spell that affects
an area and has a duration longer than the remaining duration of the time
stop (such as <i>cloudkill</i>) have their normal effects on other
creatures once the <i>time stop</i> ends. Most spellcasters use the
additional time to improve their defenses, summon allies, or flee from
combat. <p class=sub>You cannot move or harm items held, carried, or worn
by a creature stuck in normal time, but you can affect any item that is not
in another creature’s possession. <p class=sub>You are undetectable while
<i>time stop</i> lasts. You cannot enter an area protected by an
<i>antimagic field</i> while under the effect of <i>time stop</i>."
+ detail: "This spell seems to make time cease to flow for everyone but
you. In fact, you speed up so greatly that all other creatures seem frozen,
though they are actually still moving at their normal speeds. You are free
to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold,
gas, and the like can still harm you. While the <i>time stop</i> is in
effect, other creatures are invulnerable to your attacks and spells; you
cannot target such creatures with any attack or spell. A spell that affects
an area and has a duration longer than the remaining duration of the time
stop (such as <i>cloudkill</i>) have their normal effects on other
creatures once the <i>time stop</i> ends. Most spellcasters use the
additional time to improve their defenses, summon allies, or flee from
combat. <p class=sub>You cannot move or harm items held, carried, or worn
by a creature stuck in normal time, but you can affect any item that is not
in another creature's possession. <p class=sub>You are undetectable while
<i>time stop</i> lasts. You cannot enter an area protected by an
<i>antimagic field</i> while under the effect of <i>time stop</i>."
}, {
id: 557,
name: "Tongues",
@@ -8402,7 +8402,7 @@
save: "Will negs",
sr: "-",
phb: 294,
- detail: "This spell grants the creature touched the ability to speak
and understand the language of any intelligent creature, whether it is a
racial tongue or a regional dialect. The subject can speak only one
language at a time, although it may be able to understand several
languages. <i>Tongues</i> does not enable the subject to speak with
creatures who don’t speak. The subject can make itself understood as far as
its voice carries. This spell does not predispose any creature addressed
toward the subject in any way. <p class=sub><i>Tongues</i> can be made
permanent with a <i>permanency</i> spell. <p class=sub><i>Arcane Material
Component</i>: A small clay model of a ziggurat, which shatters when the
verbal component is pronounced."
+ detail: "This spell grants the creature touched the ability to speak
and understand the language of any intelligent creature, whether it is a
racial tongue or a regional dialect. The subject can speak only one
language at a time, although it may be able to understand several
languages. <i>Tongues</i> does not enable the subject to speak with
creatures who don't speak. The subject can make itself understood as far as
its voice carries. This spell does not predispose any creature addressed
toward the subject in any way. <p class=sub><i>Tongues</i> can be made
permanent with a <i>permanency</i> spell. <p class=sub><i>Arcane Material
Component</i>: A small clay model of a ziggurat, which shatters when the
verbal component is pronounced."
}, {
id: 558,
name: "Touch of Fatigue",
@@ -8417,7 +8417,7 @@
save: "Fort negs",
sr: "Yes",
phb: 294,
- detail: "You channel negative energy through your touch, fatiguing the
target. You must succeed on a touch attack to strike a target. <p
class=sub>The subject is immediately fatigued for the spell’s duration. <p
class=sub>This spell has no effect on a creature that is already fatigued.
Unlike with nor-mal fatigue, the effect ends as soon as the spell’s
duration expires. <p class=sub><i>Material Component</i>: A drop of sweat."
+ detail: "You channel negative energy through your touch, fatiguing the
target. You must succeed on a touch attack to strike a target. <p
class=sub>The subject is immediately fatigued for the spell's duration. <p
class=sub>This spell has no effect on a creature that is already fatigued.
Unlike with nor-mal fatigue, the effect ends as soon as the spell's
duration expires. <p class=sub><i>Material Component</i>: A drop of sweat."
}, {
id: 559,
name: "Touch of Idiocy",
@@ -8432,7 +8432,7 @@
save: "-",
sr: "Yes",
phb: 294,
- detail: "With a touch, you reduce the target’s mental faculties. Your
successful melee touch attack applies a 1d6 penalty to the target’s
Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of
these scores below 1. <p class=sub>This spell's effect may make it
impossible for the target to cast some or all of its spells, if the
requisite ability score drops below the minimum required to cast spells of
that level."
+ detail: "With a touch, you reduce the target's mental faculties. Your
successful melee touch attack applies a 1d6 penalty to the target's
Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of
these scores below 1. <p class=sub>This spell's effect may make it
impossible for the target to cast some or all of its spells, if the
requisite ability score drops below the minimum required to cast spells of
that level."
}, {
id: 560,
name: "Transmute Metal to Wood",
@@ -8477,7 +8477,7 @@
save: "Special",
sr: "-",
phb: 295,
- detail: "This spell turns natural, uncut or unworked rock of any sort
into an equal volume of mud. If the spell is cast upon a boulder, for
example, the boulder collapses into mud. Magical stone is not affected by
the spell. The depth of the mud created cannot exceed 10 feet. A creature
unable to levitate, fly, or otherwise free itself from the mud sinks until
hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty
on attack rolls and AC. Brush thrown atop the mud can support creatures
able to climb on top of it. Creatures large enough to walk on the bottom
can wade through the area at a speed of 5 feet. <p class=sub>If
<i>transmute rock to mud</i> is cast upon the ceiling of a cavern or
tunnel, the mud falls to the floor and spreads out in a pool at a depth of
5 feet. For example, a 10th-level caster could convert twenty 10-foot cubes
into mud. Pooling on the floor, this mud would cover an area of forty
10-foot squares to a depth of 5 feet. The falling mud and the ensuing
cave-in deal 8d6 points of bludgeoning damage to anyone caught directly
beneath the area, or half damage to those who succeed on Reflex saves. <p
class=sub>Castles and large stone buildings are generally immune to the
effect of the spell, since <i>transmute rock to mud</i> can’t affect worked
stone and doesn’t reach deep enough to undermine such buildings’
foundations. However, small buildings or structures often rest upon
foundations shallow enough to be damaged or even partially toppled by this
spell. <p class=sub>The mud remains until a successful <i>dispel magic</i>
or <i>transmute mud to rock</i> spell restores its substance—but not
necessarily its form. Evaporation turns the mud to normal dirt over a
period of days. The exact time depends on exposure to the sun, wind, and
normal drainage. <p class=sub><i>Arcane Material Component</i>: Clay and
water."
+ detail: "This spell turns natural, uncut or unworked rock of any sort
into an equal volume of mud. If the spell is cast upon a boulder, for
example, the boulder collapses into mud. Magical stone is not affected by
the spell. The depth of the mud created cannot exceed 10 feet. A creature
unable to levitate, fly, or otherwise free itself from the mud sinks until
hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty
on attack rolls and AC. Brush thrown atop the mud can support creatures
able to climb on top of it. Creatures large enough to walk on the bottom
can wade through the area at a speed of 5 feet. <p class=sub>If
<i>transmute rock to mud</i> is cast upon the ceiling of a cavern or
tunnel, the mud falls to the floor and spreads out in a pool at a depth of
5 feet. For example, a 10th-level caster could convert twenty 10-foot cubes
into mud. Pooling on the floor, this mud would cover an area of forty
10-foot squares to a depth of 5 feet. The falling mud and the ensuing
cave-in deal 8d6 points of bludgeoning damage to anyone caught directly
beneath the area, or half damage to those who succeed on Reflex saves. <p
class=sub>Castles and large stone buildings are generally immune to the
effect of the spell, since <i>transmute rock to mud</i> can't affect worked
stone and doesn't reach deep enough to undermine such buildings'
foundations. However, small buildings or structures often rest upon
foundations shallow enough to be damaged or even partially toppled by this
spell. <p class=sub>The mud remains until a successful <i>dispel magic</i>
or <i>transmute mud to rock</i> spell restores its substance—but not
necessarily its form. Evaporation turns the mud to normal dirt over a
period of days. The exact time depends on exposure to the sun, wind, and
normal drainage. <p class=sub><i>Arcane Material Component</i>: Clay and
water."
}, {
id: 563,
name: "Transport via Plants",
@@ -8492,7 +8492,7 @@
save: "-",
sr: "-",
phb: 295,
- detail: "You can enter any normal plant (Medium or larger) and pass
any distance to a plant of the same kind in a single round, regardless of
the distance separating the two. The entry plant must be alive. The
destination plant need not be familiar to you, but it also must be alive.
If you are uncertain of the location of a particular kind of destination
plant, you need merely designate direction and distance (“an oak tree one
hundred miles due north of here”), and the <i>transport via plants</i>
spell moves you as close as possible to the desired location. If a
particular destination plant is desired (the oak tree outside your druid
grove, for instance), but the plant is not living, the spell fails and you
are ejected from the entry plant. <p class=sub><i>You can bring along
objects as long as their weight doesn’t exceed your maximum load. You may
also bring one additional willing Medium or smaller creature (carrying gear
or objects up to its maximum load) or its equivalent per three caster
levels. Use the following equivalents to determine the maximum number of
larger creatures you can bring along</i>: A Large creature counts as two
Medium creatures, a Huge creature counts as two Large creatures, and so
forth. All creatures to be transported must be in contact with one another,
and at least one of those creatures must be in contact with you. <p
class=sub>You can’t use this spell to travel through plant creatures such
as shambling mounds and treants. <p class=sub>The destruction of an
occupied plant slays you and any creatures you have brought along, and
ejects the bodies and all carried objects from the tree."
+ detail: "You can enter any normal plant (Medium or larger) and pass
any distance to a plant of the same kind in a single round, regardless of
the distance separating the two. The entry plant must be alive. The
destination plant need not be familiar to you, but it also must be alive.
If you are uncertain of the location of a particular kind of destination
plant, you need merely designate direction and distance (“an oak tree one
hundred miles due north of here”), and the <i>transport via plants</i>
spell moves you as close as possible to the desired location. If a
particular destination plant is desired (the oak tree outside your druid
grove, for instance), but the plant is not living, the spell fails and you
are ejected from the entry plant. <p class=sub><i>You can bring along
objects as long as their weight doesn't exceed your maximum load. You may
also bring one additional willing Medium or smaller creature (carrying gear
or objects up to its maximum load) or its equivalent per three caster
levels. Use the following equivalents to determine the maximum number of
larger creatures you can bring along</i>: A Large creature counts as two
Medium creatures, a Huge creature counts as two Large creatures, and so
forth. All creatures to be transported must be in contact with one another,
and at least one of those creatures must be in contact with you. <p
class=sub>You can't use this spell to travel through plant creatures such
as shambling mounds and treants. <p class=sub>The destruction of an
occupied plant slays you and any creatures you have brought along, and
ejects the bodies and all carried objects from the tree."
}, {
id: 564,
name: "Trap the Soul",
@@ -8507,7 +8507,7 @@
save: "Special",
sr: "Yes",
phb: 295,
- detail: "<i>Trap the soul</i> forces a creature’s life force (and its
material body) into a gem. <p class=sub>The gem holds the trapped entity
indefinitely or until the gem is broken and the life force is released,
which allows the material body to reform. If the trapped creature is a
powerful creature from another plane (which could mean a character trapped
by an inhabitant of another plane when the character is not on the Material
Plane), it can be required to perform a service immediately upon being
freed. Otherwise, the creature can go free once the gem imprisoning it is
broken. <p class=sub>Depending on the version selected, the spell can be
triggered in one of two ways. <p class=sub><i>Spell Completion</i>: First,
the spell can be completed by speaking its final word as a standard action
as if you were casting a regular spell at the subject. This allows spell
resistance (if any) and a Will save to avoid the effect. If the creature’s
name is spoken as well, any spell resistance is ignored and the save DC
increases by 2. If the save or spell resistance is successful, the gem
shatters. <p class=sub><i>Trigger Object</i>: The second method is far more
insidious, for it tricks the subject into accepting a trigger object
inscribed with the final spell word, automatically placing the creature’s
soul in the trap. To use this method, both the creature’s name and the
trigger word must be inscribed on the trigger object when the gem is
enspelled. A <i>sympathy</i> spell can also be placed on the trigger
object. As soon as the subject picks up or accepts the trigger object, its
life force is automatically transferred to the gem without the benefit of
spell resistance or a save. <p class=sub><i>Material Component</i>: Before
the actual casting of trap the soul, you must procure a gem of at least
1,000 gp value for every Hit Die possessed by the creature to be trapped
(for example, it requires a gem of 10,000 gp value to trap a 10 HD
creature). If the gem is not valuable enough, it shatters when the
entrapment is attempted. (While creatures have no concept of level or Hit
Dice as such, the value of the gem needed to trap an individual can be
researched. Remember that this value can change over time as creatures gain
more Hit Dice.) <p class=sub><i>Focus (Trigger Object Only)</i>: If the
trigger object method is used, a special trigger object, prepared as
described above, is needed."
+ detail: "<i>Trap the soul</i> forces a creature's life force (and its
material body) into a gem. <p class=sub>The gem holds the trapped entity
indefinitely or until the gem is broken and the life force is released,
which allows the material body to reform. If the trapped creature is a
powerful creature from another plane (which could mean a character trapped
by an inhabitant of another plane when the character is not on the Material
Plane), it can be required to perform a service immediately upon being
freed. Otherwise, the creature can go free once the gem imprisoning it is
broken. <p class=sub>Depending on the version selected, the spell can be
triggered in one of two ways. <p class=sub><i>Spell Completion</i>: First,
the spell can be completed by speaking its final word as a standard action
as if you were casting a regular spell at the subject. This allows spell
resistance (if any) and a Will save to avoid the effect. If the creature's
name is spoken as well, any spell resistance is ignored and the save DC
increases by 2. If the save or spell resistance is successful, the gem
shatters. <p class=sub><i>Trigger Object</i>: The second method is far more
insidious, for it tricks the subject into accepting a trigger object
inscribed with the final spell word, automatically placing the creature's
soul in the trap. To use this method, both the creature's name and the
trigger word must be inscribed on the trigger object when the gem is
enspelled. A <i>sympathy</i> spell can also be placed on the trigger
object. As soon as the subject picks up or accepts the trigger object, its
life force is automatically transferred to the gem without the benefit of
spell resistance or a save. <p class=sub><i>Material Component</i>: Before
the actual casting of trap the soul, you must procure a gem of at least
1,000 gp value for every Hit Die possessed by the creature to be trapped
(for example, it requires a gem of 10,000 gp value to trap a 10 HD
creature). If the gem is not valuable enough, it shatters when the
entrapment is attempted. (While creatures have no concept of level or Hit
Dice as such, the value of the gem needed to trap an individual can be
researched. Remember that this value can change over time as creatures gain
more Hit Dice.) <p class=sub><i>Focus (Trigger Object Only)</i>: If the
trigger object method is used, a special trigger object, prepared as
described above, is needed."
}, {
id: 565,
name: "Tree Shape",
@@ -8552,7 +8552,7 @@
save: "-",
sr: "Yes",
phb: 296,
- detail: "This spell functions like <i>raise dead</i>, except that you
can resurrect a creature that has been dead for as long as 10 years per
caster level. This spell can even bring back crea-tures whose bodies have
been destroyed, provided that you unambiguously identify the deceased in
some fashion (reciting the deceased’s time and place of birth or death is
the most common method). <p class=sub>Upon completion of the spell, the
crea-ture is immediately restored to full hit points, vigor, and health,
with no loss of level (or Constitution points) or prepared spells. <p
class=sub>You can revive someone killed by a death effect or someone who
has been turned into an undead creature and then destroyed. This spell can
also resurrect elementals or outsiders, but it can’t resurrect constructs
or undead creatures. <p class=sub>Even <i>true resurrection</i> can’t
restore to life a creature who has died of old age. <p
class=sub><i>Material Component</i>: A sprinkle of holy water and diamonds
worth a total of at least 25,000 gp."
+ detail: "This spell functions like <i>raise dead</i>, except that you
can resurrect a creature that has been dead for as long as 10 years per
caster level. This spell can even bring back crea-tures whose bodies have
been destroyed, provided that you unambiguously identify the deceased in
some fashion (reciting the deceased's time and place of birth or death is
the most common method). <p class=sub>Upon completion of the spell, the
crea-ture is immediately restored to full hit points, vigor, and health,
with no loss of level (or Constitution points) or prepared spells. <p
class=sub>You can revive someone killed by a death effect or someone who
has been turned into an undead creature and then destroyed. This spell can
also resurrect elementals or outsiders, but it can't resurrect constructs
or undead creatures. <p class=sub>Even <i>true resurrection</i> can't
restore to life a creature who has died of old age. <p
class=sub><i>Material Component</i>: A sprinkle of holy water and diamonds
worth a total of at least 25,000 gp."
}, {
id: 568,
name: "True Seeing",
@@ -8627,7 +8627,7 @@
save: "Special",
sr: "Sp",
phb: 297,
- detail: "<i>Unhallow</i> makes a particular site, building, or
structure an unholy site. This has three major effects. <p class=sub>First,
the site or structure is guarded by a <i>magic circle against good</i>
effect. Second, all turning checks made to turn undead take a -4 penalty,
and turning checks to rebuke undead gain a +4 profane bonus. Spell
resistance does not apply to this effect. (This provision does not apply to
the druid version of the spell.) <p class=sub>Finally, you may choose to
fix a single spell effect to the <i>unhallowed</i> site. The spell effect
lasts for one year and functions throughout the entire site, regardless of
its normal duration and area or effect. You may designate whether the
effect applies to all creatures, creatures that share your faith or
alignment, or creatures that adhere to another faith or alignment. For
example, you may create a <i>bless</i> effect that aids all creatures of
like alignment or faith in the area, or a bane effect that hinders
creatures of the opposite alignment or an enemy faith. At the end of the
year, the chosen effect lapses, but it can be renewed or replaced simply by
casting <i>unhallow</i> again. <p class=sub>Spell effects that may be tied
to an <i>unhallowed</i> site include <i>aid, bane, bless, cause fear,
darkness, daylight, death ward, deeper darkness, detect magic, detect good,
dimensional anchor, discern lies, dispel magic, endure elements, freedom of
movement, invisibility purge, protection from energy, remove fear, resist
energy, silence, tongues,</i> and <i>zone of truth</i>. Saving throws and
spell resistance might apply to these spells’ effects. (See the individual
spell descriptions for details.) <p class=sub>An area can receive only one
unhallow spell (and its associated spell effect) at a time. <p
class=sub><i>Unhallow</i> counters but does not <i>dispel hallow</i>. <p
class=sub><i>Material Component</i>: Herbs, oils, and incense worth at
least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the
unhallowed area."
+ detail: "<i>Unhallow</i> makes a particular site, building, or
structure an unholy site. This has three major effects. <p class=sub>First,
the site or structure is guarded by a <i>magic circle against good</i>
effect. Second, all turning checks made to turn undead take a -4 penalty,
and turning checks to rebuke undead gain a +4 profane bonus. Spell
resistance does not apply to this effect. (This provision does not apply to
the druid version of the spell.) <p class=sub>Finally, you may choose to
fix a single spell effect to the <i>unhallowed</i> site. The spell effect
lasts for one year and functions throughout the entire site, regardless of
its normal duration and area or effect. You may designate whether the
effect applies to all creatures, creatures that share your faith or
alignment, or creatures that adhere to another faith or alignment. For
example, you may create a <i>bless</i> effect that aids all creatures of
like alignment or faith in the area, or a bane effect that hinders
creatures of the opposite alignment or an enemy faith. At the end of the
year, the chosen effect lapses, but it can be renewed or replaced simply by
casting <i>unhallow</i> again. <p class=sub>Spell effects that may be tied
to an <i>unhallowed</i> site include <i>aid, bane, bless, cause fear,
darkness, daylight, death ward, deeper darkness, detect magic, detect good,
dimensional anchor, discern lies, dispel magic, endure elements, freedom of
movement, invisibility purge, protection from energy, remove fear, resist
energy, silence, tongues,</i> and <i>zone of truth</i>. Saving throws and
spell resistance might apply to these spells' effects. (See the individual
spell descriptions for details.) <p class=sub>An area can receive only one
unhallow spell (and its associated spell effect) at a time. <p
class=sub><i>Unhallow</i> counters but does not <i>dispel hallow</i>. <p
class=sub><i>Material Component</i>: Herbs, oils, and incense worth at
least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the
unhallowed area."
}, {
id: 573,
name: "Unholy Aura",
@@ -8672,7 +8672,7 @@
save: "-",
sr: "-",
phb: 297,
- detail: "An <i>unseen servant</i> is an invisible, mindless, shapeless
force that performs simple tasks at your command. It can run and fetch
things, open unstuck doors, and hold chairs, as well as clean and mend. The
servant can perform only one activity at a time, but it repeats the same
activity over and over again if told to do so, thus allowing you to command
it to clean the floor and then turn your attention elsewhere as long as you
remain within range. It can open only normal doors, drawers, lids, and the
like. It has an effective Strength score of 2 (so it can lift 20 pounds or
drag 100 pounds). It can trigger traps and such, but it can exert only 20
pounds of force, which is not enough to activate certain pressure plates
and other devices. It can’t perform any task that requires a skill check
with a DC higher than 10 or that requires a check using a skill that can’t
be used untrained. Its speed is 15 feet. <p class=sub>The servant cannot
attack in any way; it is never allowed an attack roll. It cannot be killed,
but it dissipates if it takes 6 points of damage from area attacks. (It
gets no saves against attacks.) If you attempt to send it beyond the
spell’s range (measured from your current position), the servant ceases to
exist. <p class=sub><i>Material Component</i>: A piece of string and a bit
of wood."
+ detail: "An <i>unseen servant</i> is an invisible, mindless, shapeless
force that performs simple tasks at your command. It can run and fetch
things, open unstuck doors, and hold chairs, as well as clean and mend. The
servant can perform only one activity at a time, but it repeats the same
activity over and over again if told to do so, thus allowing you to command
it to clean the floor and then turn your attention elsewhere as long as you
remain within range. It can open only normal doors, drawers, lids, and the
like. It has an effective Strength score of 2 (so it can lift 20 pounds or
drag 100 pounds). It can trigger traps and such, but it can exert only 20
pounds of force, which is not enough to activate certain pressure plates
and other devices. It can't perform any task that requires a skill check
with a DC higher than 10 or that requires a check using a skill that can't
be used untrained. Its speed is 15 feet. <p class=sub>The servant cannot
attack in any way; it is never allowed an attack roll. It cannot be killed,
but it dissipates if it takes 6 points of damage from area attacks. (It
gets no saves against attacks.) If you attempt to send it beyond the
spell's range (measured from your current position), the servant ceases to
exist. <p class=sub><i>Material Component</i>: A piece of string and a bit
of wood."
}, {
id: 576,
name: "Vampiric Touch",
@@ -8687,7 +8687,7 @@
save: "-",
sr: "Yes",
phb: 298,
- detail: "You must succeed on a melee touch attack. Your touch deals
1d6 points of damage per two caster levels (maximum 10d6). You gain
temporary hit points equal to the damage you deal. However, you can’t gain
more than the subject’s current hit points +10, which is enough to kill the
subject. The temporary hit points disappear 1 hour later."
+ detail: "You must succeed on a melee touch attack. Your touch deals
1d6 points of damage per two caster levels (maximum 10d6). You gain
temporary hit points equal to the damage you deal. However, you can't gain
more than the subject's current hit points +10, which is enough to kill the
subject. The temporary hit points disappear 1 hour later."
}, {
id: 577,
name: "Veil",
@@ -8702,7 +8702,7 @@
save: "Will negs",
sr: "Yes",
phb: 298,
- detail: ""
+ detail: "You instantly change the appearance of the subjects and then
maintain that appearance for the spell's duration. You can make the
subjects appear to be anything you wish. A party might be made to resemble
a mixed band of sprites led by a treant. The subjects look, feel, and smell
just like the creatures the spell makes them resemble. Affected creatures
resume their normal appearances if slain. You must succeed on a Disguise
check to duplicate the appearance of a specific individual. This spell
gives you a +10 bonus on the check. <p class=sub>Unwilling targets can
negate the spell's effect on them by making Will saves or with spell
resistance. Those who interact with the subjects can attempt Will
disbe-lief saves to see through the glamer, but spell resistance doesn't
help."
}, {
id: 578,
name: "Ventriloquism",
@@ -8717,7 +8717,7 @@
save: "Will dsblf",
sr: "-",
phb: 298,
- detail: ""
+ detail: "You can make your voice (or any sound that you can normally
make vocally) seem to issue from someplace else, such as from another
creature, a statue, from behind a door, down a passage, etc. You can speak
in any language you know. With respect to such voices and sounds, anyone
who hears the sound and rolls a successful save recognizes it as illusory
(but still hears it). <p class=sub><i>Focus</i>: A parchment rolled up into
a small cone."
}, {
id: 579,
name: "Virtue",
@@ -8732,7 +8732,7 @@
save: "Fort negs",
sr: "Yes",
phb: 298,
- detail: ""
+ detail: "The subject gains 1 temporary hit point."
}, {
id: 580,
name: "Vision",
@@ -8747,7 +8747,7 @@
save: "-",
sr: "-",
phb: 298,
- detail: ""
+ detail: "This spell functions like <i>legend lore</i>, except that it
works more quickly but produces some strain on you. You pose a question
about some person, place, or object, then cast the spell. If the person or
object is at hand or if you are in the place in question, you receive a
vision about it by succeeding on a caster level check (1d20 +1 per caster
level; maximum +25) against DC 20. If only detailed information on the
person, place, or object is known, the DC is 25, and the information gained
is incomplete. If only rumors are known, the DC is 30, and the information
gained is vague. <p class=sub><i>XP Cost</i>: 100 XP."
}, {
id: 581,
name: "Wail of the Banshee",
@@ -8762,7 +8762,7 @@
save: "Fort negs",
sr: "Yes",
phb: 298,
- detail: ""
+ detail: "You emit a terrible scream that kills creatures that hear it
(except for yourself). Creatures closest to the point of origin are
affected first."
}, {
id: 582,
name: "Wall of Fire",
@@ -8777,7 +8777,7 @@
save: "-",
sr: "Yes",
phb: 298,
- detail: ""
+ detail: "An immobile, blazing curtain of shimmering violet fire
springs into existence. One side of the wall, selected by you, sends forth
waves of heat, dealing 2d4 points of fire damage to creatures within 10
feet and 1d4 points of fire damage to those past 10 feet but within 20
feet. The wall deals this damage when it appears and on your turn each
round to all creatures in the area. In addition, the wall deals 2d6 points
of fire damage +1 point of fire damage per caster level (maximum +20) to
any creature pass-ing through it. The wall deals double damage to undead
creatures. <p class=sub>If you evoke the wall so that it appears where
creatures are, each creature takes damage as if passing through the wall.
<p class=sub>If any 5-foot length of wall takes 20 points of cold damage or
more in 1 round, that length goes out. (Do not divide cold damage by 4, as
normal for objects.) <p class=sub><i>Wall of fire</i> can be made permanent
with a <i>permanency</i> spell. A permanent wall of fire that is
extinguished by cold damage becomes inactive for 10 minutes, then reforms
at normal strength. <p class=sub><i>Arcane Material Component</i>: A small
piece of phosphorus."
}, {
id: 583,
name: "Wall of Force",
@@ -8792,7 +8792,7 @@
save: "-",
sr: "-",
phb: 298,
- detail: ""
+ detail: "A <i>wall of force</i> spell creates an invisible wall of
force. The wall cannot move, it is immune to damage of all kinds, and it is
unaffected by most spells, including <i>dispel magic</i>. However,
<i>disintegrate</i> immediately destroys it, as does a <i>rod of
cancellation</i>, a <i>sphere of annihilation</i>, or a <i>Mordenkainen's
disjunction</i> spell. Breath weapons and spells cannot pass through the
wall in either direction, although <i>dimension door</i>, <i>teleport</i>,
and similar effects can bypass the barrier. It blocks ethereal creatures as
well as material ones (though ethereal creatures can usually get around the
wall by floating under or over it through material floors and ceilings).
Gaze attacks can operate through a <i>wall of force</i>. <p class=sub>The
caster can form the wall into a flat, vertical plane whose area is up to
one 10- foot square per level. The wall must be continuous and unbroken
when formed. If its surface is broken by any object or creature, the spell
fails. <p class=sub><i>Wall of force</i> can be made permanent with a
<i>permanency</i> spell. <p class=sub><i>Material Component</i>: A pinch of
powder made from a clear gem."
}, {
id: 584,
name: "Wall of Ice",
@@ -8807,7 +8807,7 @@
save: "Ref negs",
sr: "Yes",
phb: 299,
- detail: ""
+ detail: "This spell creates an anchored plane of ice or a hemisphere
of ice, depending on the version selected. A <i>wall of ice</i> cannot form
in an area occupied by physical objects or creatures. Its surface must be
smooth and unbroken when created. Any creature adjacent to the wall when it
is created may attempt a Reflex save to disrupt the wall as it is being
formed. A successful save indicates that the spell automatically fails.
Fire, including a <i>fireball</i> spell and red dragon breath, can melt a
wall of ice, and it deals full damage to the wall (instead of the normal
half damage taken by objects). Suddenly melting a <i>wall of ice</i>
creates a great cloud of steamy fog that lasts for 10 minutes. <p
class=sub><i>Ice Plane</i>: A sheet of strong, hard ice appears. The wall
is 1 inch thick per caster level. It covers up to a 10-foot-square area per
caster level (so a 10th-level wizard can create a wall of ice 100 feet long
and 10 feet high, a wall 50 feet long and 20 feet high, or some other
combination of length and height that does not exceed 1,000 square feet).
The plane can be oriented in any fashion as long as it is anchored. A
vertical wall need only be anchored on the floor, while a horizontal or
slanting wall must be anchored on two opposite sides. <p class=sub>The wall
is primarily defensive in nature and is used to stop pursuers from
following you and the like. Each 10-foot square of wall has 3 hit points
per inch of thickness. Creatures can hit the wall automatically. A section
of wall whose hit points drop to 0 is breached. If a creature tries to
break through the wall with a single attack, the DC for the Strength check
is 15 + caster level. <p class=sub>Even when the ice has been broken
through, a sheet of frigid air remains. Any creature stepping through it
(including the one who broke through the wall) takes 1d6 points of cold
damage +1 point per caster level (no save). <p class=sub><i>Hemisphere</i>:
The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1
foot per caster level. Thus, a 7th-level caster can create a hemisphere 10
feet in radius. The hemisphere is as hard to break through as the <i>ice
plane</i> form, but it does not deal damage to those who go through a
breach. <p class=sub><i>Material Component</i>: A small piece of quartz or
similar rock crystal."
}, {
id: 585,
name: "Wall of Iron",
@@ -8822,7 +8822,7 @@
save: "Special",
sr: "-",
phb: 299,
- detail: ""
+ detail: "You cause a flat, vertical iron wall to spring into being.
This wall can be used to seal off a passage or close a breach, for the wall
inserts itself into any surrounding nonliving material if its area is
sufficient to do so. The wall cannot be conjured so that it occupies the
same space as a creature or another object. It must always be a flat plane,
though you can shape its edges to fit the available space. <p class=sub>A
<i>wall of iron</i> is 1 inch thick per four caster levels. You can double
the wall's area by halving its thickness. Each 5-foot square of the wall
has 30 hit points per inch of thickness and hardness 10. A section of wall
whose hit points drop to 0 is breached. If a creature tries to break
through the wall with a single attack, the DC for the Strength check is 25
+ 2 per inch of thickness. <p class=sub>If you desire, the wall can be
created vertically resting on a flat surface but not attached to the
surface, so that it can be tipped over to fall on and crush creatures
beneath it. The wall is 50% likely to tip in either direction if left
unpushed. Creatures can push the wall in one direction rather than letting
it fall randomly. A creature must make a DC 40 Strength check to push the
wall over. Creatures with room to flee the falling wall may do so by making
successful Reflex saves. Any Large or smaller creature that fails takes
10d6 points of damage. The wall cannot crush Huge and larger creatures. <p
class=sub>Like any iron wall, this wall is subject to rust, perforation,
and other natural phenomena. <p class=sub><i>Material Component</i>: A
small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold
dust)."
}, {
id: 586,
name: "Wall of Stone",
@@ -8837,7 +8837,7 @@
save: "Special",
sr: "-",
phb: 299,
- detail: ""
+ detail: "This spell creates a wall of rock that merges into adjoining
rock surfaces. It is typically employed to close passages, portals, and
breaches against opponents. A wall of stone is 1 inch thick per four caster
levels and composed of up to one 5-foot square per level. You can double
the wall's area by halving its thickness. The wall cannot be conjured so
that it occupies the same space as a creature or another object. <p
class=sub>Unlike a <i>wall of iron</i>, you can create a <i>wall of
stone</i> in almost any shape you desire. The wall created need not be
vertical, nor rest upon any firm foundation; however, it must merge with
and be solidly supported by existing stone. It can be used to bridge a
chasm, for instance, or as a ramp. For this use, if the span is more than
20 feet, the wall must be arched and buttressed. This requirement reduces
the spell's area by half. Thus, a 20th-level caster can create span with a
surface area of ten 5-foot squares. The wall can be crudely shaped to allow
crenellations, battlements, and so forth by likewise reducing the area. <p
class=sub>Like any other stone wall, this one can be destroyed by a
<i>disintegrate</i> spell or by normal means such as breaking and chipping.
Each 5-foot square of the wall has 15 hit points per inch of thickness and
hard-ness 8. A section of wall whose hit points drop to 0 is breached. If a
creature tries to break through the wall with a single attack, the DC for
the Strength check is 20 + 2 per inch of thickness. <p class=sub>It is
possible, but difficult, to trap mobile opponents within or under a <i>wall
of stone</i>, provided the wall is shaped so it can hold the creatures.
Creatures can avoid entrapment with successful Reflex saves. <p
class=sub><i>Arcane Material Component</i>: A small block of granite."
}, {
id: 587,
name: "Wall of Thorns",
@@ -8852,7 +8852,7 @@
save: "-",
sr: "-",
phb: 300,
- detail: ""
+ detail: "A <i>wall of thorns</i> spell creates a barrier of very
tough, pliable, tangled brush bearing needle-sharp thorns as long as a
human's finger. Any creature forced into or attempting to move through a
wall of thorns takes slashing damage per round of movement equal to 25
minus the creature's AC. Dexterity and dodge bonuses to AC do not count for
this calculation. (Creatures with an Armor Class of 25 or higher, without
considering Dexterity and dodge bonuses, take no damage from contact with
the wall.) <p class=sub>You can make the wall as thin as 5 feet thick,
which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks
equal to twice your caster level. This has no effect on the damage dealt by
the thorns, but any creature attempting to break through takes that much
less time to force its way through the barrier.<p class=sub>Creatures can
force their way slowly through the wall by making a Strength check as a
full-round action. For every 5 points by which the check exceeds 20, a
creature moves 5 feet (up to a maximum distance equal to its normal land
speed). For example, a creature that rolled 25 on its Strength check could
move 5 feet in a round. Of course, moving or attempting to move through the
thorns incurs damage as described above. A creature trapped in the thorns
can choose to remain motionless in order to avoid taking any more damage.
<p class=sub>Any creature within the area of the spell when it is cast
takes damage as if it had moved into the wall and is caught inside. In
order to escape, it must attempt to push its way free, or it can wait until
the spell ends. Creatures with the ability to pass through overgrown areas
unhindered can pass through a wall of thorns at normal speed without taking
damage. <p class=sub>A <i>wall of thorns</i> can be breached by slow work
with edged weapons. Chopping away at the wall creates a safe passage 1 foot
deep for every 10 minutes of work. Normal fire cannot harm the barrier, but
magical fire burns it away in 10 minutes. <p class=sub>Despite its
appearance, a <i>wall of thorns</i> is not actually a living plant, and
thus is unaffected by spells that affect plants."
}, {
id: 588,
name: "Warp Wood",
@@ -8867,7 +8867,7 @@
save: "Will negs",
sr: "Yes",
phb: 300,
- detail: ""
+ detail: "You cause wood to bend and warp, permanently destroying its
straightness, form, and strength. A warped door springs open (or becomes
stuck, requiring a Strength check to open, at your option). A boat or ship
springs a leak. Warped ranged weapons are useless. A warped melee weapon
causes a -4 penalty on attack rolls. <p class=sub>You may warp one Small or
smaller object (such as a wagon wheel or a human's crossbow) or its
equivalent per caster level. A Medium object (such as an oar or a human's
spear) counts as two Small objects, a Large object (such as a rowboat or a
hill giant's greatclub) as four, a Huge object (such as a wagon or a cloud
giant's morningstar) as eight, a Gargantuan object (such as a keelboat) as
sixteen, and a Colossal object (such as a sailing ship) as thirty-two. <p
class=sub>Alternatively, you can unwarp wood (effectively warping it back
to normal) with this spell, straightening wood that has been warped by this
spell or by other means. <i>Make whole</i>, on the other hand, does no good
in repairing a warped item. <p class=sub>You can combine multiple
consecutive warp wood spells to warp (or unwarp) an object that is too
large for you to warp with a single spell. <p class=sub>Until the object is
completely warped, it suffers no ill effects."
}, {
id: 589,
name: "Water Breathing",
@@ -8882,7 +8882,7 @@
save: "Will negs",
sr: "Yes",
phb: 300,
- detail: ""
+ detail: "The transmuted creatures can breathe water freely. Divide the
duration evenly among all the creatures you touch. <p class=sub>The spell
does not make creatures unable to breathe air. <p class=sub><i>Arcane
Material Component</i>: A short reed or piece of straw."
}, {
id: 590,
name: "Water Walk",
@@ -8897,7 +8897,7 @@
save: "Will negs",
sr: "Yes",
phb: 300,
- detail: ""
+ detail: "The transmuted creatures can tread on any liquid as if it
were firm ground. Mud, oil, snow, quicksand, running water, ice, and even
lava can be traversed easily, since the subjects' feet hover an inch or two
above the surface. (Creatures crossing molten lava still take damage from
the heat because they are near it.) The subjects can walk, run, charge, or
otherwise move across the surface as if it were normal ground. <p
class=sub>If the spell is cast underwater (or while the subjects are
partially or wholly submerged in whatever liquid they are in), the subjects
are borne toward the surface at 60 feet per round until they can stand on
it."
}, {
id: 591,
name: "Waves of Exhaustion",
@@ -8912,7 +8912,7 @@
save: "-",
sr: "Yes",
phb: 301,
- detail: ""
+ detail: "Waves of negative energy cause all living creatures in the
spell's area to become exhausted. This spell has no effect on a creature
that is already exhausted."
}, {
id: 592,
name: "Waves of Fatigue",
@@ -8927,7 +8927,7 @@
save: "-",
sr: "Yes",
phb: 301,
- detail: ""
+ detail: "Waves of negative energy render all living creatures in the
spell's area fatigued. This spell has no effect on a creature that is
already fatigued."
}, {
id: 593,
name: "Web",
@@ -8942,7 +8942,7 @@
save: "Ref negs",
sr: "-",
phb: 301,
- detail: ""
+ detail: "<i>Web</i> creates a many-layered mass of strong, sticky
strands. These strands trap those caught in them. The strands are similar
to spider webs but far larger and tougher. These masses must be anchored to
two or more solid and diametrically opposed points—floor and ceiling,
opposite walls, or the like—or else the web collapses upon itself and
disappears. Creatures caught within a web become entangled among the gluey
fibers. Attacking a creature in a web won't cause you to become entangled.
<p class=sub>Anyone in the effect's area when the spell is cast must make a
Reflex save. If this save succeeds, the creature is entangled, but not
prevented from moving, though moving is more difficult than normal for
being entangled (see below). If the save fails, the creature is entangled
and can't move from its space, but can break loose by spending 1 round and
making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose
(either by making the initial Reflex save or a later Strength check or
Escape Artist check), a creature remains entangled, but may move through
the <i>web</i> very slowly. Each round devoted to moving allows the
creature to make a new Strength check or Escape Artist check. The creature
moves 5 feet for each full 5 points by which the check result exceeds 10.
<p class=sub>If you have at least 5 feet of web between you and an
opponent, it provides cover. If you have at least 20 feet of web between
you, it provides total cover (see Cover, page 150). <p class=sub>The
strands of a <i>web</i> spell are flammable. <p class=sub>A magic
<i>flaming</i> sword can slash them away as easily as a hand brushes away
cobwebs. Any fire—a torch, burning oil, a flaming sword, and so forth—can
set the webs alight and burn away 5 square feet in 1 round. All creatures
within flaming webs take 2d4 points of fire damage from the flames. <p
class=sub><i>Web</i> can be made permanent with a <i>permanency</i> spell.
A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
<p class=sub><i>Material Component</i>: A bit of spider web."
}, {
id: 594,
name: "Weird",
@@ -8957,7 +8957,7 @@
save: "Will dsblf, Fort part",
sr: "Yes",
phb: 301,
- detail: ""
+ detail: "This spell functions like <i>phantasmal killer</i>, except it
can affect more than one creature. Only the affected creatures see the
phantasmal creatures attacking them, though you see the attackers as
shadowy shapes. <p class=sub>If a subject's Fortitude save succeeds, it
still takes 3d6 points of damage and is stunned for 1 round. The subject
also takes 1d4 points of temporary Strength damage."
}, {
id: 595,
name: "Whirlwind",
@@ -8972,7 +8972,7 @@
save: "Ref negs",
sr: "Yes",
phb: 301,
- detail: ""
+ detail: "This spell creates a powerful cyclone of raging wind that
moves through the air, along the ground, or over water at a speed of 60
feet per round. You can concentrate on controlling the cyclone's every
movement or specify a simple program., such as move straight ahead, zigzag,
circle, or the like. Directing the cyclone's movement or changing its
programmed movement is a standard action for you. The cyclone always moves
during your turn. If the cyclone exceeds the spell's range, it moves in a
random, uncontrolled fashion for 1d3 rounds—possibly endangering you or
your allies—and then dissipates. (You can't regain control of the cyclone,
even if comes back within range.) <p class=sub>Any Large or smaller
creature that comes in contact with the spell effect must succeed on a
Reflex save or take 3d6 points of damage. A Medium or smaller creature that
fails its first save must succeed on a second one or be picked up bodily by
the cyclone and held suspended in its powerful winds, taking 1d8 points of
damage each round on your turn with no save allowed. You may direct the
cyclone to eject any carried creatures whenever you wish, depositing the
hapless souls wherever the cyclone happens to be when they are released."
}, {
id: 596,
name: "Whispering Wind",
@@ -8987,7 +8987,7 @@
save: "-",
sr: "-",
phb: 301,
- detail: ""
+ detail: "You send a message or sound on the wind to a designated spot.
The <i>whispering wind</i> travels to a specific location within range that
is familiar to you, provided that it can find a way to the location. (It
can't pass through walls, for instance.) A <i>whispering wind</i> is as
gentle and unnoticed as a zephyr until it reaches the location. It then
delivers its whisper-quiet message or other sound. Note that the message is
delivered regardless of whether anyone is present to hear it. The wind then
dissipates. You can prepare the spell to bear a message of no more than
twenty-five words, cause the spell to deliver other sounds for 1 round, or
merely have the <i>whispering wind</i> seem to be a faint stirring of the
air. You can likewise cause the <i>whispering wind</i> to move as slowly as
1 mile per hour or as quickly as 1 mile per 10 minutes. When the spell
reaches its objective, it swirls and remains in place until the message is
delivered. As with <i>magic mouth</i>, <i>whispering wind</i> cannot speak
verbal components, use command words, or activate magical effects."
}, {
id: 597,
name: "Wind Walk",
@@ -9002,7 +9002,7 @@
save: "Will negs",
sr: "Yes",
phb: 301,
- detail: ""
+ detail: "You alter the substance of your body to a cloudlike vapor (as
the gaseous form spell) and move through the air, possibly at great speed.
You can take other creatures with you, each of which acts independently. <p
class=sub>Normally, a <i>wind walker</i> flies at a speed of 10 feet with
perfect maneuverability. If desired by the subject, a magical wind wafts a
<i>wind walker</i> along at up to 600 feet per round (60 mph) with poor
maneuverability. <i>Wind walkers</i> are not invisible but rather appear
misty and translucent. If fully clothed in white, they are 80% likely to be
mistaken for clouds, fog, vapors, or the like. <p class=sub>A <i>wind
walker</i> can regain its physical form as desired and later resume the
cloud form. Each change to and from vaporous form takes 5 rounds, which
counts toward the duration of the spell (as does any time spent in physical
form). As noted above, you can dismiss the spell, and you can even dismiss
it for individual wind walkers and not others. <p class=sub>For the last
minute of the spell's duration, a wind walker in cloud form automatically
descends 60 feet per round (for a total of 600 feet), though it may descend
faster if it wishes. This descent serves as a warning that the spell is
about to end."
}, {
id: 598,
name: "Wind Wall",
@@ -9017,7 +9017,7 @@
save: "-",
sr: "Yes",
phb: 302,
- detail: ""
+ detail: "An invisible vertical curtain of wind appears. It is 2 feet
thick and of considerable strength. It is a roaring blast sufficient to
blow away any bird smaller than an eagle, or tear papers and similar
materials from unsuspecting hands. (A Reflex save allows a creature to
maintain its grasp on an object.) Tiny and Small flying creatures cannot
pass through the barrier. Loose materials and cloth garments fly upward
when caught in a wind wall. Arrows and bolts are deflected upward and miss,
while any other normal ranged weapon passing through the wall has a 30%
miss chance. (A giant-thrown boulder, a siege engine projectile, and other
massive ranged weapons are not affected.) Gases, most gaseous breath
weapons, and creatures in gaseous form cannot pass through the wall
(although it is no barrier to incorporeal creatures). <p class=sub>While
the wall must be vertical, you can shape it in any continuous path along
the ground that you like. It is possible to create cylindrical or square
wind walls to enclose specific points. A 5th-level caster can create a wall
up to 50 feet long and up to 25 feet high, sufficient to form a cylinder of
wind 15 feet in diameter. <p class=sub><i>Arcane Material Component</i>: A
tiny fan and a feather of exotic origin."
}, {
id: 599,
name: "Wish",
@@ -9032,7 +9032,7 @@
save: "Special",
sr: "Yes",
phb: 302,
- detail: ""
+ detail: "<i>Wish</i> is the mightiest spell a wizard or sorcerer can
cast. By simply speaking aloud, you can alter reality to better suit you.
Even <i>wish</i>, however, has its limits. <p class=sub>A <i>wish</i> can
produce any one of the following effects. <p class=sub><ul><p
class=sub><li>Duplicate any wizard or sorcerer spell of 8th level or lower,
provided the spell is not of a school prohibited to you. <p
class=sub><li>Duplicate any other spell of 6th level or lower, provided the
spell is not of a school prohibited to you. <p class=sub><li>Duplicate any
wizard or sorcerer spell of 7th level or lower even if it's of a prohibited
school. <p class=sub><li>Duplicate any other spell of 5th level or lower
even if it's of a prohibited school. <p class=sub><li>Undo the harmful
effects of many other spells, such as <i>geas/quest</i> or <i>insanity</i>.
<p class=sub><li>Create a nonmagical item of up to 25,000 gp in value. <p
class=sub><li>Create a magic item, or add to the powers of an existing
magic item. <p class=sub><i><li>Grant a creature a +1 inherent bonus to an
ability score. Two to five wish spells cast in immediate succession can
grant a creature a +2 to +5 inherent bonus to an ability score (two wishes
for a +2 inherent bonus, three for a +3 inherent bonus, and so on).
Inherent bonuses are instantaneous, so they cannot be dispelled. Note</i>:
An inherent bonus may not exceed +5 for a single ability score, and
inherent bonuses to a particular ability score do not stack, so only the
best one applies. <p class=sub><li>Remove injuries and afflictions. A
single wish can aid one creature per caster level, and all subjects are
cured of the same kind of affliction. For example, you could heal all the
damage you and your companions have taken, or remove all poison effects
from everyone in the party, but not do both with the same wish. A wish can
never restore the experience point loss from casting a spell or the level
or Constitution loss from being raised from the dead. <p
class=sub><li>Revive the dead. A <i>wish</i> can bring a dead creature back
to life by duplicating a resurrection spell. A <i>wish</i> can revive a
dead creature whose body has been destroyed, but the task takes two wishes,
one to recreate the body and another to infuse the body with life again. A
<i>wish</i> cannot prevent a character who was brought back to life from
losing an experience level. <p class=sub><li>Transport travelers. A wish
can lift one creature per caster level from anywhere on any plane and place
those creatures anywhere else on any plane regardless of local conditions.
An unwilling target gets a Will save to negate the effect, and spell
resistance (if any) applies. <p class=sub><li>Undo misfortune. A
<i>wish</i> can undo a single recent event. The <i>wish</i> forces a reroll
of any roll made within the last round (including your last turn). Reality
reshapes itself to accommodate the new result. For example, a wish could
undo an opponent's successful save, a foe's successful critical hit (either
the attack roll or the critical roll), a friend's failed save, and so on.
The reroll, however, may be as bad as or worse than the original roll. An
unwilling target gets a Will save to negate the effect, and spell
resistance (if any) applies. <p class=sub></ul> <p class=sub>You may try to
use a <i>wish</i> to produce greater effects than these, but doing so is
dangerous. Such a <i>wish</i> gives the DM the opportunity to fulfil your
request without fulfilling it completely. (The <i>wish</i> may pervert your
intent into a literal but undesirable fulfillment or only a partial
fulfillment.) For example, wishing for a <i>staff of the magi</i> might get
you instantly transported to the presence of the staff's current owner.
Wishing to be immortal could get you imprisioned in a hidden
extradimensional space (as by an <i>imprisonment</i> spell), where you
could “live” indefinitely. <p class=sub>Duplicated spells allow saves and
spell resistance as normal (but save DCs are for 9th-level spells). <p
class=sub><i>Material Component</i>: When a <i>wish</i> duplicates a spell
with a material component that costs more than 10,000 gp, you must provide
that component. <p class=sub><i>XP Cost</i>: The minimum XP cost for
casting <i>wish</i> is 5,000 XP. When a <i>wish</i> duplicates a spell that
has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When
a wish creates or improves a magic item, you must pay twice the normal XP
cost for crafting or improving the item, plus an additional 5,000 XP."
}, {
id: 600,
name: "Wood Shape",
@@ -9047,7 +9047,7 @@
save: "Will negs",
sr: "Yes",
phb: 303,
- detail: ""
+ detail: "<i>Wood shape</i> enables you to form one existing piece of
wood into any shape that suits your purpose. For example, you can make a
wooden weapon, fashion a special trapdoor, or sculpt a crude idol. This
spell also permits you to reshape a wood door to make an exit where one
didn't exist or to seal a door shut. While it is possible to make crude
coffers, doors, and so forth, fine detail isn't possible. There is a 30%
chance that any shape that includes moving parts simply doesn't work."
}, {
id: 601,
name: "Word of Chaos",
@@ -9062,7 +9062,7 @@
save: "Will negs",
sr: "Yes",
phb: 303,
- detail: ""
+ detail: "Any nonchaotic creature within the area who hears the <i>word
of chaos</i> suffers the following ill effects. <p class=sub>The effects
are cumulative and concur-rent. No saving throw is allowed against these
effects. <p class=sub><i>Deafened</i>: The creature is deafened for 1d4
rounds. <p class=sub><i>Stunned</i>: The creature is stunned for 1 round.
<p class=sub><i>Confused</i>: The creature is <i>confused</i>, as by the
<i>confusion</i> spell, for 1d10 minutes. This is a mind-affecting
enchantment effect. <p class=sub><i>Killed</i>: Living creatures die.
Undead creatures are destroyed. <p class=sub><table><tr
class=header><td>HD</td><td>Effect</td></tr> <tr><td>Equal to caster
level</td><td>Deafened</td></tr> <tr><td>Up to caster level
-1</td><td>Stunned, deafened</td></tr> <tr><td>Up to caster level
-5</td><td>Confused, stunned, deafened</td></tr> <tr><td>Up to caster level
-10</td><td>Killed, confused, stunned, deafened</td></tr></table> <p
class=sub>Furthermore, if you are on your home plane when you cast this
spell, nonchaotic extraplanar creatures within the area are instantly
banished back to their home planes. Creatures so banished cannot return for
at least 24 hours. This effect takes place regardless of whether the
creatures hear the <i>word of chaos</i>. The banishment effect allows a
Will save (at a -4 penalty) to negate. <p class=sub>Creatures whose HD
exceed your caster level are unaffected by <i>word of chaos</i>."
}, {
id: 602,
name: "Word of Recall",
@@ -9077,7 +9077,7 @@
save: "Will negs",
sr: "Yes",
phb: 303,
- detail: ""
+ detail: "<i>Word of recall</i> teleports you instantly back to your
sanctuary when the word is uttered. You must designate the sanctuary when
you prepare the spell, and it must be a very familiar place. The actual
point of arrival is a designated area no larger than 10 feet by 10 feet.
You can be transported any distance within a plane but cannot travel
between planes. You can transport, in addition to yourself, any objects you
carry, as long as their weight doesn't exceed your maximum load. You may
also bring one additional willing Medium or smaller creature (carrying gear
or objects up to its maximum load) or its equivalent per three caster
levels. A Large creature counts as two Medium creatures, a Huge creature
counts as two Large creatures, and so forth. All creatures to be
transported must be in contact with one another, and at least one of those
creatures must be in contact with you. Exceeding this limit causes the
spell to fail. <p class=sub>An unwilling creature can't be teleported by
<i>word of recall</i>. Likewise, a creature's Will save (or spell
resistance) prevents items in its possession from being teleported.
Unattended, nonmagical objects receive no saving throw."
}, {
id: 603,
name: "Zone of Silence",
@@ -9092,7 +9092,7 @@
save: "-",
sr: "-",
phb: 303,
- detail: ""
+ detail: "By casting <i>zone of silence</i>, you manipulate sound waves
in your immediate vicinity so that you and those within the spell's area
can converse normally, yet no one outside can hear your voices or any other
noises from within, including language-dependent or sonic spell effects
(such as <i>command</i> or <i>shout</i>). This effect is centered on you
and moves with you. Anyone who enters the zone immediately becomes subject
to its effects, but those who leave are no longer affected. Note, however,
that a successful Spot check to read lips can still reveal what's said
inside a <i>zone of silence</i>."
}, {
id: 604,
name: "Zone of Truth",
@@ -9107,5 +9107,5 @@
save: "Will negs",
sr: "Yes",
phb: 303,
- detail: ""
+ detail: "Creatures within the emanation area (or those who enter it)
can't speak any deliberate and intentional lies. Each potentially affected
creature is allowed a save to avoid the effects when the spell is cast or
when the creature first enters the emanation area. Affected creatures are
aware of this enchantment. Therefore, they may avoid answering questions to
which they would normally respond with a lie, or they may be evasive as
long as they remain within the boundaries of the truth. Creatures who leave
the area are free to speak as they choose."
}]);