Revision: 339
Author: todd.chambery
Date: Mon Sep 28 05:11:11 2009
Log: spells
http://code.google.com/p/charactermanager/source/detail?r=339
Modified:
/trunk/charmgrjs/spells.js
=======================================
--- /trunk/charmgrjs/spells.js Sat Sep 26 05:45:25 2009
+++ /trunk/charmgrjs/spells.js Mon Sep 28 05:11:11 2009
@@ -3257,7 +3257,7 @@
save: "Will negs",
sr: "Yes",
phb: 233,
- detail: ""
+ detail: "The transmuted creature becomes smarter. The spell grants a
+4 enhancement bonus to Intelligence, adding the usual benefits to
Intelligence-based skill checks and other uses of the Intelligence
modifier. Wizards (and other spellcasters who rely on Intelligence)
affected by this spell do not gain any additional bonus spells for the
increased Intelligence, but the save DCs for spells they cast while under
this spell’s effect do increase. This spell doesn’t grant <p
class=sub>extra skill points. <p class=sub><i>Arcane Material
Component</i>: A few hairs, or a pinch of dung, from a fox."
}, {
id: 215,
name: "Fox's Cunning, Mass",
@@ -3272,7 +3272,7 @@
save: "Will negs",
sr: "Yes",
phb: 233,
- detail: ""
+ detail: "This spell functions like fox’s cunning, except that it
affects multiple creatures."
}, {
id: 216,
name: "Freedom",
@@ -3287,7 +3287,7 @@
save: "Will negs",
sr: "Yes",
phb: 233,
- detail: ""
+ detail: "The subject is freed from spells and effects that restrict
its movement, including <i>binding</i>, <i>entangle</i>, grappling,
<i>imprisonment</i>, <i>maze</i>, paralysis, <i>petrification</i>, pinning,
<i>sleep</i>, <i>slow</i>, stunning, <i>temporal stasis</i>, and
<i>web</i>. To free a creature from <i>imprisonment</i> or <i>maze</i>, you
must know its name and background, and you must cast this spell at the spot
where it was entombed or banished into the <i>maze</i>."
}, {
id: 217,
name: "Freedom of Movement",
@@ -3302,7 +3302,7 @@
save: "Will negs",
sr: "Yes",
phb: 233,
- detail: ""
+ detail: "This spell enables you or a creature you touch to move and
attack normally for the duration of the spell, even under the influence of
magic that usually impedes movement, such as paralysis, <i>solid fog</i>,
<i>slow</i>, and <i>web</i>. The subject automatically suc-ceeds on any
grapple check made to resist a grapple attempt, as well as on grapple
checks or Escape Artist checks made to escape a grapple or a pin. <p
class=sub>The spell also allows the subject to move and attack normally
while underwater, even with slashing weapons such as axes and swords or
with bludgeoning weapons such as flails, hammers, and maces, provided that
the weapon is wielded in the hand rather than hurled. The <i>freedom of
movement</i> spell does not, however, allow water breathing. <p
class=sub><i>Material Component</i>: A leather thong, bound around the arm
or a similar appendage."
}, {
id: 218,
name: "Gaseous Form",
@@ -3317,7 +3317,7 @@
save: "-",
sr: "-",
phb: 234,
- detail: ""
+ detail: "The subject and all its gear become insubstantial, misty, and
translucent. Its material armor (including natural armor) becomes
worthless, though its size, Dexterity, deflection bonuses, and armor
bonuses from force effects (for example, from the mage armor spell) still
apply. The subject gains damage reduction 10/magic and becomes immune to
poison and critical hits. It can’t attack or cast spells with verbal,
somatic, material, or focus components while in gaseous form. (This does
not rule out the use of certain spells that the subject may have prepared
using the feats Silent Spell, Still Spell, and Eschew Materials.) The
subject also loses supernatural abilities while in gaseous form. If it has
a touch spell ready to use, that spell is discharged harmlessly when the
gaseous form spell takes effect. <p class=sub>A gaseous creature can’t run,
but it can fly at a speed of 10 feet (maneuverability perfect). It can pass
through small holes or narrow openings, even mere cracks, with all it was
wearing or holding in its hands, as long as the spell persists. The
creature is subject to the effects of wind, and it can’t enter water or
other liquid. It also can’t manipulate objects or activate items, even
those carried along with its gaseous form. Continuously active items remain
active, though in some cases their effects may be moot (such as those that
supply armor or natural armor bonuses). <p class=sub><i>Arcane Material
Component</i>: A bit of gauze and a wisp of smoke."
}, {
id: 219,
name: "Gate",
@@ -3332,7 +3332,7 @@
save: "-",
sr: "-",
phb: 234,
- detail: ""
+ detail: "Casting a <i>gate</i> spell has two effects. First, it
creates an interdimensional connection between your plane of existence and
a plane you specify, allowing travel between those two planes in either
direction. <p class=sub>Second, you may then call a particular individual
or kind of being through the gate. The <i>gate</i> itself is a circular
hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in
the direction you desire when it comes into existence (typically vertical
and facing you). It is a two-dimensional window looking into the plane you
specified when casting the spell, and anyone or anything that moves through
is shunted instantly to the other side. <p class=sub>A <i>gate</i> has a
front and a back. Creatures moving through the gate from the front are
transported to the other plane; creatures moving through it from the back
are not. <p class=sub><i>Planar Travel</i>: As a mode of planar travel, a
<i>gate</i> spell functions much like a <i>plane shift</i> spell, except
that the <i>gate</i> opens precisely at the point you desire (a creation
effect). Deities and other beings who rule a planar realm can prevent a
<i>gate</i> from opening in their presence or personal demesnes if they so
desire. Travelers need not join hands with you—anyone who chooses to step
through the portal is transported. A <i>gate</i> cannot be opened to
another point on the same plane; the spell works only for interplanar
travel. <p class=sub>You could position a <i>gate</i> in a hallway in order
to absorb any attack or force coming at you by shunting it to another
plane. Whether the denizens of that plane appreciate this tactic is, of
course, another matter. <p class=sub>You may hold the gate open only for a
brief time (no more than 1 round per caster level), and you must
concentrate on doing so, or else the interplanar connection is severed. <p
class=sub><i>Calling Creatures</i>: The second effect of the gate spell is
to call an extraplanar creature to your aid (a calling effect). By naming a
particular being or kind of being as you cast the spell, you cause the gate
to open in the immediate vicinity of the desired creature and pull the
subject through, willing or unwilling. Deities and unique beings are under
no compulsion to come through the gate, although they may choose to do so
of their own accord. This use of the spell creates a gate that remains open
just long enough to transport the called creatures. This use of the spell
has an XP cost (see below). <p class=sub>If you choose to call a kind of
creature instead of a known individual—for instance, a bearded devil or a
ghaele eladrin—you may call either a single creature (of any HD) or several
creatures. You can call and control several creatures as long as their HD
total does not exceed your caster level. In the case of a single creature,
you can control it if its HD do not exceed twice your caster level. A
single creature with more HD than twice your caster level can’t be
controlled. Deities and unique beings cannot be controlled in any event. An
uncontrolled being acts as it pleases, making the calling of such creatures
rather dangerous. An uncontrolled being may return to its home plane at any
time. <p class=sub><i>A controlled creature can be commanded to perform a
service for you. Such services fall into two categories</i>: immediate
tasks and contractual service. Fighting for you in a single battle or
taking any other actions that can be accomplished within 1 round per caster
level counts as an immediate task; you need not make any agreement or pay
any reward for the creature’s help. The creature departs at the end of the
spell. <p class=sub>If you choose to exact a longer or more involved form
of service from a called creature, you must offer some fair trade in return
for that service. The service exacted must be reasonable with respect to
the promised favor or reward; see the lesser planar ally spell for
appropriate rewards. (Some creatures may want their payment in “livestock”
rather than in coin, which could involve complications.) Immediately upon
completion of the service, the being is transported to your vicinity, and
you must then and there turn over the promised reward. After this is done,
the creature is instantly freed to return to its own plane. <p
class=sub>Failure to fulfill the promise to the letter results in your
being subjected to service by the creature or by its liege and master, at
the very least. At worst, the creature or its kin may attack you. <p
class=sub><i>Note</i>: When you use a calling spell such as gate to call an
air, chaotic, earth, evil, fire, good, lawful, or water creature, it
becomes a spell of that type. For example, gate is a chaotic and evil spell
when you cast it to call a demon. <p class=sub><i>XP Cost</i>: 1,000 XP
(only for the calling creatures function)."
}, {
id: 220,
name: "Geas, Lesser",
@@ -3347,7 +3347,7 @@
save: "Will negs",
sr: "Yes",
phb: 235,
- detail: ""
+ detail: "A <i>lesser geas </i> places a magical command on a creature
to carry out some service or to refrain from some action or course of
activity, as desired by you. The creature must have 7 or fewer Hit Dice and
be able to understand you. While a <i>geas</i> cannot compel a creature to
kill itself or perform acts that would result in certain death, it can
cause almost any other course of activity. The <i>geased</i> creature must
follow the given instructions until the <i>geas</i> is completed, no matter
how long it takes. <p class=sub><i>If the instructions involve some
open-ended task that the recipient cannot complete through his own actions
(such as “Wait here” or “Defend this area against attack”), the spell
remains in effect for a maximum of one day per caster level. A clever
recipient can subvert some instructions</i>: For example, if you order the
recipient to protect you from all harm, it might place you in a nice, safe
dungeon for the duration of the spell. <p class=sub>If the subject is
prevented from obeying the <i>lesser geas</i> for 24 hours, it takes a –2
penalty to each of its ability scores. Each day, another –2 penalty
accumulates, up to a total of –8. No ability score can be reduced to less
than 1 by this effect. The ability score penalties are removed 24 hours
after the subject resumes obeying the <i>lesser geas</i>. <p class=sub>A
<i>lesser geas</i> (and all ability score penalties) can be ended by
<i>break enchantment</i>, <i>limited wish</i>, <i>remove curse</i>,
<i>miracle</i>, or <i>wish</i>. <i>Dispel magic</i> does not affect a
<i>lesser geas</i>."
}, {
id: 221,
name: "Geas / Quest",
@@ -3362,7 +3362,7 @@
save: "-",
sr: "Yes",
phb: 234,
- detail: ""
+ detail: "This spell functions similarly to <i>lesser geas</i>, except
that it affects a creature of any HD and allows no saving throw. <p
class=sub>Instead of taking penalties to ability scores (as with <i>lesser
geas</i>), the subject takes 3d6 points of damage each day it does not
attempt to follow the <i>geas/quest</i>. Additionally, each day it must
make a Fortitude saving throw or become sickened. These effects end 24
hours after the creature attempts to resume the <i>geas/ quest</i>. <p
class=sub>A <i>remove curse</i> spell ends a <i>geas/quest</i> spell only
if its caster level is at least two higher than your caster level. <i>Break
enchantment</i> does not end a <i>geas/quest</i>, but <i>limited wish</i>,
<i>miracle</i>, and <i>wish</i> do. <p class=sub>Bards, sorcerers, and
wizards usually refer to this spell as <i>geas</i>, while clerics call the
same spell <i>quest</i>."
}, {
id: 222,
name: "Gentle Repose",
@@ -3377,7 +3377,7 @@
save: "Will negs",
sr: "Yes",
phb: 235,
- detail: ""
+ detail: "You preserve the remains of a dead creature so that they do
not decay. Doing so effectively extends the time limit on raising that
creature from the dead (see <i>raise dead</i>). Days spent under the
influence of this spell don’t count against the time limit. Additionally,
this spell makes transporting a fallen comrade more pleasant. <p
class=sub>The spell also works on severed body parts and the like. <p
class=sub><i>Arcane Material Component</i>: A pinch of salt, and a copper
piece for each eye the corpse has (or had)."
}, {
id: 223,
name: "Ghost Sound",
@@ -3407,7 +3407,7 @@
save: "Fort negs",
sr: "Yes",
phb: 235,
- detail: ""
+ detail: "Imbuing you with negative energy, this spell allows you to
paralyze a single living humanoid for the duration of the spell with a
successful melee touch attack. <p class=sub>Additionally, the paralyzed
subject exudes a carrion stench that causes all living creatures (except
you) in a 10-foot-radius spread to become sickened (Fortitude negates). A
<i>neutralize poison</i> spell removes the effect from a sickened creature,
and creatures immune to poison are unaffected by the stench. <p
class=sub><i>Material Component</i>: A small scrap of cloth taken from
clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair."
}, {
id: 225,
name: "Giant Vermin",
@@ -3422,7 +3422,7 @@
save: "-",
sr: "Yes",
phb: 235,
- detail: ""
+ detail: "You turn three normal-sized centipedes, two normal-sized
spiders, or a single normal-sized scorpion into larger forms. Only one type
of vermin can be transmuted (so a single casting cannot affect both a
centipede and a spider), and all must be grown to the same size. The size
to which the vermin can be grown depends on your level; see the table
below. The Monster Manual has game statistics for centipedes, spiders, and
scorpions, as well as other kinds of vermin. <p class=sub>Any giant vermin
created by this spell do not attempt to harm you, but your con-trol of such
creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so
forth). Orders to attack a certain creature when it appears or guard
against a particular occurrence are too complex for the vermin to
understand. Unless commanded to do otherwise, the giant vermin attack
whoever or whatever is near them. <p class=sub>The DM can extend this
spell’s effects to other kinds of insects, arachnids, or other vermin, such
as ants, bees, beetles, praying mantises, and wasps, if he so
chooses.<table><tr class=header><td>Caster Level</td><td>Vermin
Size</td></tr> <tr><td>9th or lower</td><td>Medium</td></tr> <tr><td>10th–
13th</td><td>Large</td></tr> <td>14th–17th</td><td>Huge</td> <tr><td>18th–
19th</td><td>Gargantuan</td></tr> <tr><td>20th or
higher</td><td>Colossal</td></tr></table>"
}, {
id: 226,
name: "Glibness",