From 4f7d8977c51d50e26d4400ddc8c587945740084e Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sun, 5 May 2019 22:17:39 +0200 Subject: [PATCH 01/50] Remove bullets from monster Spellcasting lists. --- Bestiary/Curse of Strahd Bestiary.xml | 76 ++-- .../Hoard of the Dragon Queen Bestiary.xml | 70 ++-- Bestiary/Monster Manual Bestiary.xml | 324 +++++++++--------- Bestiary/Phandelver Bestiary.xml | 16 +- Bestiary/Player Bestiary.xml | 24 +- .../Princes of the Apocalypse Bestiary.xml | 228 ++++++------ Bestiary/Storm King's Thunder.xml | 14 +- Bestiary/Tortle Package.xml | 6 +- Bestiary/Volo's Bestiary.xml | 58 ++-- Russian/Monster Manual Bestiary.xml | 324 +++++++++--------- 10 files changed, 569 insertions(+), 571 deletions(-) diff --git a/Bestiary/Curse of Strahd Bestiary.xml b/Bestiary/Curse of Strahd Bestiary.xml index 9f24729e..d9d1c1ea 100644 --- a/Bestiary/Curse of Strahd Bestiary.xml +++ b/Bestiary/Curse of Strahd Bestiary.xml @@ -36,23 +36,23 @@ Spellcasting Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared: - • Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation + Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation - • 1st level (4 slots): detect magic, magic missile, sleep, witch bolt + 1st level (4 slots): detect magic, magic missile, sleep, witch bolt - • 2nd level (3 slots): crown of madness, enlarge/reduce, misty step + 2nd level (3 slots): crown of madness, enlarge/reduce, misty step - • 3rd level (3 slots): dispel magic, fireball, lightning bolt + 3rd level (3 slots): dispel magic, fireball, lightning bolt - • 4th level (3 slots): blight, Everard's black tentacles, polymorph + 4th level (3 slots): blight, Everard's black tentacles, polymorph - • 5th level (2 slots): cloudkill, geas, scrying + 5th level (2 slots): cloudkill, geas, scrying - • 6th level (1 slot): programmed illusion, true seeing + 6th level (1 slot): programmed illusion, true seeing - • 7th level (1 slot): finger of death, mirage arcane + 7th level (1 slot): finger of death, mirage arcane - • 8th level (1 slot): power word stun + 8th level (1 slot): power word stun Multiattack @@ -204,11 +204,11 @@ Spellcasting The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared: - • Cantrips (at will): mage hand, prestidigitation, ray of frost + Cantrips (at will): mage hand, prestidigitation, ray of frost - • 1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter + 1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter - • 2nd level (2 slots): alter self, invisibility + 2nd level (2 slots): alter self, invisibility Claws (Requires Alter Self) @@ -255,15 +255,15 @@ Spellcasting Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared: - • Cantrips (at will): fire bolt, light, mage hand, prestidigitation + Cantrips (at will): fire bolt, light, mage hand, prestidigitation - • 1st level (4 slots): protection from good and evil, magic missile, shield + 1st level (4 slots): protection from good and evil, magic missile, shield - • 2nd level (3 slots): darkvision, knock, mirror image + 2nd level (3 slots): darkvision, knock, mirror image - • 3rd level (3 slots): clairvoyance, lightning bolt, magic circle + 3rd level (3 slots): clairvoyance, lightning bolt, magic circle - • 4th level (1 slot): greater invisibility + 4th level (1 slot): greater invisibility Multiattack @@ -413,23 +413,23 @@ Spellcasting Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared: - • Cantrips (at will): light, mending, sacred flame, thaumaturgy + Cantrips (at will): light, mending, sacred flame, thaumaturgy - • 1st level (4 slots): bane, command, detect evil and good, protection from evil and good + 1st level (4 slots): bane, command, detect evil and good, protection from evil and good - • 2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon + 2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon - • 3rd level (3 slots): create food and water, speak with dead, spirit guardians + 3rd level (3 slots): create food and water, speak with dead, spirit guardians - • 4th level (3 slots): divination, freedom of movement, guardians of faith + 4th level (3 slots): divination, freedom of movement, guardians of faith - • 5th level (2 slots): greater restoration, raise dead + 5th level (2 slots): greater restoration, raise dead - • 6th level (1 slot): find the path, harm, true seeing + 6th level (1 slot): find the path, harm, true seeing - • 7th level (1 slot): fire storm, regenerate + 7th level (1 slot): fire storm, regenerate - • 8th level (1 slot): earthquake + 8th level (1 slot): earthquake Dagger @@ -698,17 +698,17 @@ Spellcasting Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared: - • Cantrips (at will): guidance, light, mending, thaumaturgy + Cantrips (at will): guidance, light, mending, thaumaturgy - • 1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary + 1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary - • 2nd level (3 slots): augury, lesser restoration, protection from poison + 2nd level (3 slots): augury, lesser restoration, protection from poison - • 3rd level (3 slots): magic circle, remove curse, speak with dead + 3rd level (3 slots): magic circle, remove curse, speak with dead - • 4th level (3 slots): death ward, freedom of movement + 4th level (3 slots): death ward, freedom of movement - • 5th level (1 slot): dispel evil and good + 5th level (1 slot): dispel evil and good Undead Slayer @@ -826,17 +826,17 @@ Spellcasting Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared: - • Cantrips (at will): mage hand, prestidigitation, ray of frost + Cantrips (at will): mage hand, prestidigitation, ray of frost - • 1st level (4 slots): comprehend languages, fog cloud, sleep + 1st level (4 slots): comprehend languages, fog cloud, sleep - • 2nd level (3 slots): detect thoughts, gust of wind, mirror image + 2nd level (3 slots): detect thoughts, gust of wind, mirror image - • 3rd level (3 slots): animate dead, fireball, nondetection + 3rd level (3 slots): animate dead, fireball, nondetection - • 4th level (3 slots): blight, greater invisibility, polymorph + 4th level (3 slots): blight, greater invisibility, polymorph - • 5th level (1 slot): animate objects, scrying + 5th level (1 slot): animate objects, scrying Spider Climb diff --git a/Bestiary/Hoard of the Dragon Queen Bestiary.xml b/Bestiary/Hoard of the Dragon Queen Bestiary.xml index c3442279..07e55e78 100644 --- a/Bestiary/Hoard of the Dragon Queen Bestiary.xml +++ b/Bestiary/Hoard of the Dragon Queen Bestiary.xml @@ -71,10 +71,10 @@ Spellcasting Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list: - • Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp - • 1st level (4 slots): fog cloud, magic missile, shield, thunderwave - • 2nd level (3 slots): invisibility, misty step, scorching ray - • 3rd level (3 slots): counterspell, dispel magic, fireball + Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp + 1st level (4 slots): fog cloud, magic missile, shield, thunderwave + 2nd level (3 slots): invisibility, misty step, scorching ray + 3rd level (3 slots): counterspell, dispel magic, fireball Dagger @@ -111,16 +111,16 @@ Innate Spellcasting Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components: - • 3/day each: fog cloud, levitate + 3/day each: fog cloud, levitate Spellcasting Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list: - • Cantrips (at will): light, mage hand, prestidigitation - • 1st level (4 slots): detect magic, identify, magic missile, shield - • 2nd level (3 slots): gust of wind, misty step, shatter - • 3rd level (2 slots): fly, lightning bolt + Cantrips (at will): light, mage hand, prestidigitation + 1st level (4 slots): detect magic, identify, magic missile, shield + 2nd level (3 slots): gust of wind, misty step, shatter + 3rd level (2 slots): fly, lightning bolt Multiattack @@ -294,9 +294,9 @@ Spellcasting Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list: - • Cantrips (at will): fire bolt, prestidigitation, shocking grasp - • 1st level (4 slots): longstrider, magic missile, shield, thunderwave - • 2nd level (2 slots): magic weapon, misty step + Cantrips (at will): fire bolt, prestidigitation, shocking grasp + 1st level (4 slots): longstrider, magic missile, shield, thunderwave + 2nd level (2 slots): magic weapon, misty step War Magic @@ -347,10 +347,10 @@ Spellcasting Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list: - • Cantrips (at will): light, sacred flame, thaumaturgy - • 1st level (4 slots): command, cure wounds, healing word, sanctuary - • 2nd level (3 slots): calm emotions, hold person, spiritual weapon - • 3rd level (2 slots): mass healing word, spirit guardians + Cantrips (at will): light, sacred flame, thaumaturgy + 1st level (4 slots): command, cure wounds, healing word, sanctuary + 2nd level (3 slots): calm emotions, hold person, spiritual weapon + 3rd level (2 slots): mass healing word, spirit guardians Multiattack @@ -431,8 +431,8 @@ Spellcasting Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list. - • Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost - • 1st level (3 slots): charm person, color spray, disguise self, longstrider + Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost + 1st level (3 slots): charm person, color spray, disguise self, longstrider Multiattack @@ -529,10 +529,10 @@ Spellcasting Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list: - • Cantrips (at will): druidcraft, guidance, poison spray - • 1st level (4 slots): cure wounds, entangle, healing word, thunderwave - • 2nd level (3 slots): barkskin, beast sense, spike growth - • 3rd level (3 slots): plant growth, water walk + Cantrips (at will): druidcraft, guidance, poison spray + 1st level (4 slots): cure wounds, entangle, healing word, thunderwave + 2nd level (3 slots): barkskin, beast sense, spike growth + 3rd level (3 slots): plant growth, water walk Standing Leap @@ -587,13 +587,13 @@ Spellcasting Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list: - • Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp - • 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile - • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force - • 3rd level (3 slots): counterspell, fireball, major image - • 4th level (3 slots): confusion, greater invisibility - • 5th level (2 slots): mislead, seeming - • 6th level (1 slot): globe of invulnerability + Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp + 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile + 2nd level (3 slots): detect thoughts, mirror image, phantasmal force + 3rd level (3 slots): counterspell, fireball, major image + 4th level (3 slots): confusion, greater invisibility + 5th level (2 slots): mislead, seeming + 6th level (1 slot): globe of invulnerability Quarterstaff @@ -716,12 +716,12 @@ Spellcasting Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list: - • Cantrips (at will): guidance, resistance, thaumaturgy - • 1st level (4 slots): command, cure wounds, healing word, inflict wounds - • 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear) - • 3rd level (3 slots): dispel magic, mass healing word, sending - • 4th level (3 slots): death ward, freedom of movement - • 5th level (1 slot): insect plague + Cantrips (at will): guidance, resistance, thaumaturgy + 1st level (4 slots): command, cure wounds, healing word, inflict wounds + 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear) + 3rd level (3 slots): dispel magic, mass healing word, sending + 4th level (3 slots): death ward, freedom of movement + 5th level (1 slot): insect plague Winter Strike (3/Day) diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index bcf0dde3..5d3a5b5f 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -176,8 +176,8 @@ Spellcasting The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: - • Cantrips (at will): light, sacred flame, thaumaturgy - • 1st level (3 slots): bless, cure wounds, sanctuary + Cantrips (at will): light, sacred flame, thaumaturgy + 1st level (3 slots): bless, cure wounds, sanctuary Club @@ -1752,13 +1752,13 @@ Spellcasting The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: - • Cantrips (at will): sacred flame, spare the dying, thaumaturgy - • 1st level (4 slots): command, detect evil and good, detect magic - • 2nd level (3 slots): lesser restoration, zone of truth - • 3rd level (3 slots): dispel magic, tongues - • 4th level (3 slots): banishment, freedom of movement - • 5th level (2 slots): flame strike, greater restoration - • 6th level (1 slot): heroes' feast + Cantrips (at will): sacred flame, spare the dying, thaumaturgy + 1st level (4 slots): command, detect evil and good, detect magic + 2nd level (3 slots): lesser restoration, zone of truth + 3rd level (3 slots): dispel magic, tongues + 4th level (3 slots): banishment, freedom of movement + 5th level (2 slots): flame strike, greater restoration + 6th level (1 slot): heroes' feast Multiattack @@ -1954,15 +1954,15 @@ Spellcasting The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: - • Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation - • 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk - • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion - • 3rd level (3 slots): counterspell, fear, fireball - • 4th level (3 slots): banishment, dimension door - • 5th level (2 slots): contact other plane, hold monster - • 6th level (1 slot): chain lightning - • 7th level (1 slot): finger of death - • 8th level (1 slot): mind blank + Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation + 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk + 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion + 3rd level (3 slots): counterspell, fear, fireball + 4th level (3 slots): banishment, dimension door + 5th level (2 slots): contact other plane, hold monster + 6th level (1 slot): chain lightning + 7th level (1 slot): finger of death + 8th level (1 slot): mind blank Claws @@ -2010,16 +2010,16 @@ Spellcasting The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: - • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp - • 1st level (4 slots): detect magic, identify, mage armor*, magic missile - • 2nd level (3 slots): detect thoughts, mirror image, misty step - • 3rd level (3 slots): counterspell,fly, lightning bolt - • 4th level (3 slots): banishment, fire shield, stoneskin* - • 5th level (3 slots): cone of cold, scrying, wall of force - • 6th level (1 slot): globe of invulnerability - • 7th level (1 slot): teleport - • 8th level (1 slot): mind blank* - • 9th level (1 slot): time stop + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + 1st level (4 slots): detect magic, identify, mage armor*, magic missile + 2nd level (3 slots): detect thoughts, mirror image, misty step + 3rd level (3 slots): counterspell,fly, lightning bolt + 4th level (3 slots): banishment, fire shield, stoneskin* + 5th level (3 slots): cone of cold, scrying, wall of force + 6th level (1 slot): globe of invulnerability + 7th level (1 slot): teleport + 8th level (1 slot): mind blank* + 9th level (1 slot): time stop * The archmage casts these spells on itself before combat. @@ -3261,10 +3261,10 @@ Spellcasting The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared: - • Cantrips (at will): mending, sacred flame, thaumaturgy - • 1st level (4 slots): command, shield of faith - • 2nd level (3 slots): calm emotions, hold person - • 3rd level (2 slots): bestow curse + Cantrips (at will): mending, sacred flame, thaumaturgy + 1st level (4 slots): command, shield of faith + 2nd level (3 slots): calm emotions, hold person + 3rd level (2 slots): bestow curse Bite @@ -3298,10 +3298,10 @@ Spellcasting The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared: - • Cantrips (at will): mage hand, minor illusion, ray of frost - • 1st level (4 slots): charm person, sleep - • 2nd level (3 slots): detect thoughts, hold person - • 3rd level (2 slots): lightning bolt + Cantrips (at will): mage hand, minor illusion, ray of frost + 1st level (4 slots): charm person, sleep + 2nd level (3 slots): detect thoughts, hold person + 3rd level (2 slots): lightning bolt Bite @@ -4432,8 +4432,8 @@ The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy - • 1st level (4 slots): command, inflict wounds, shield of faith - • 2nd level (3 slots): hold person, spiritual weapon + 1st level (4 slots): command, inflict wounds, shield of faith + 2nd level (3 slots): hold person, spiritual weapon Multiattack @@ -4682,11 +4682,11 @@ Spellcasting The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: - • 1st level (4 slots): command, compelled duel, searing smite - • 2nd level (3 slots): hold person, magic weapon - • 3rd level (3 slots): dispel magic, elemental weapon - • 4th level (3 slots): banishment, staggering smite - • 5th level (2 slots): destructive wave (necrotic) + 1st level (4 slots): command, compelled duel, searing smite + 2nd level (3 slots): hold person, magic weapon + 3rd level (3 slots): dispel magic, elemental weapon + 4th level (3 slots): banishment, staggering smite + 5th level (2 slots): destructive wave (necrotic) Multiattack @@ -5404,11 +5404,11 @@ Spellcasting The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: - • Cantrips (at will): poison spray, thaumaturgy - • 1st level (4 slots): bane, detect magic, sanctuary - • 2nd level (3 slots): hold person, silence - • 3rd level (3 slots): clairvoyance, dispel magic - • 4th level (2 slots): divination,freedom of movement + Cantrips (at will): poison spray, thaumaturgy + 1st level (4 slots): bane, detect magic, sanctuary + 2nd level (3 slots): hold person, silence + 3rd level (3 slots): clairvoyance, dispel magic + 4th level (2 slots): divination,freedom of movement Multiattack @@ -5565,12 +5565,12 @@ Spellcasting The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared: - • Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost - • 1st level (4 slots): mage armor, magic missile, shield, witch bolt - • 2nd level (3 slots): alter self, misty step, web - • 3rd level (3 slots): fly, lightning bolt - • 4th level (3 slots): Evard's black tentacles, greater invisibility - • 5th level (2 slots): cloudkill + Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost + 1st level (4 slots): mage armor, magic missile, shield, witch bolt + 2nd level (3 slots): alter self, misty step, web + 3rd level (3 slots): fly, lightning bolt + 4th level (3 slots): Evard's black tentacles, greater invisibility + 5th level (2 slots): cloudkill Sunlight Sensitivity @@ -5623,12 +5623,12 @@ Spellcasting The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: - • Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy - • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness - • 2nd level (3 slots): lesser restoration, protection from poison, web - • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic - • 4th level (3 slots): divination, freedom of movement - • 5th level (2 slots): insect plague, mass cure wounds + Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy + 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness + 2nd level (3 slots): lesser restoration, protection from poison, web + 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic + 4th level (3 slots): divination, freedom of movement + 5th level (2 slots): insect plague, mass cure wounds Sunlight Sensitivity @@ -5672,9 +5672,9 @@ Spellcasting The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: - • Cantrips (at will): druidcraft, produce flame, shillelagh - • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave - • 2nd level (3 slots): animal messenger, barkskin + Cantrips (at will): druidcraft, produce flame, shillelagh + 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + 2nd level (3 slots): animal messenger, barkskin Quarterstaff @@ -6881,10 +6881,10 @@ Spellcasting The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: - • Cantrips (at will): mage hand - • 1st level (3 slots): magic missile, shield - • 2nd level (2 slots): blur, flaming sphere - • 3rd level (1 slot): fireball + Cantrips (at will): mage hand + 1st level (3 slots): magic missile, shield + 2nd level (2 slots): blur, flaming sphere + 3rd level (1 slot): fireball Multiattack @@ -9267,12 +9267,12 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - • 1st level (4 slots): identify, ray of sickness - • 2nd level (3 slots): hold person, locate object - • 3rd level (3 slots): bestow curse, counterspell, lightning bolt - • 4th level (3 slots): phantasmal killer, polymorph - • 5th level (2 slots): contact other plane, scrying - • 6th level (1 slot): eye bite + 1st level (4 slots): identify, ray of sickness + 2nd level (3 slots): hold person, locate object + 3rd level (3 slots): bestow curse, counterspell, lightning bolt + 4th level (3 slots): phantasmal killer, polymorph + 5th level (2 slots): contact other plane, scrying + 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. @@ -9615,13 +9615,13 @@ Spellcasting The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: - • Cantrips (at will): mending, sacred flame, thaumaturgy - • 1st level (4 slots): command, cure wounds, shield of faith - • 2nd level (3 slots): calm emotions, hold person - • 3rd level (3 slots): bestow curse, clairvoyance - • 4th level (3 slots): banishment, freedom of movement - • 5th level (2 slots): flame strike, geas - • 6th level (1 slot): true seeing + Cantrips (at will): mending, sacred flame, thaumaturgy + 1st level (4 slots): command, cure wounds, shield of faith + 2nd level (3 slots): calm emotions, hold person + 3rd level (3 slots): bestow curse, clairvoyance + 4th level (3 slots): banishment, freedom of movement + 5th level (2 slots): flame strike, geas + 6th level (1 slot): true seeing Bite @@ -9670,12 +9670,12 @@ Spellcasting The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: - • Cantrips (at will): mage hand, minor illusion, prestidigitation - • 1st level (4 slots): detect magic, identify, shield - • 2nd level (3 slots): darkness, locate object, suggestion - • 3rd level (3 slots): dispel magic, remove curse, tongues - • 4th level (3 slots): banishment, greater invisibility - • 5th level (1 slot): legend lore + Cantrips (at will): mage hand, minor illusion, prestidigitation + 1st level (4 slots): detect magic, identify, shield + 2nd level (3 slots): darkness, locate object, suggestion + 3rd level (3 slots): dispel magic, remove curse, tongues + 4th level (3 slots): banishment, greater invisibility + 5th level (1 slot): legend lore Multiattack @@ -11149,12 +11149,12 @@ Spellcasting The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: - • Cantrips (at will): guidance, sacred flame, thaumaturgy - • 1st level (4 slots): detect magic, sanctuary, shield of faith - • 2nd level (3 slots): hold person, spiritual weapon - • 3rd level (3 slots): spirit guardians, tongues - • 4th level (3 slots): control water, divination - • 5th level (2 slots): mass cure wounds, scrying + Cantrips (at will): guidance, sacred flame, thaumaturgy + 1st level (4 slots): detect magic, sanctuary, shield of faith + 2nd level (3 slots): hold person, spiritual weapon + 3rd level (3 slots): spirit guardians, tongues + 4th level (3 slots): control water, divination + 5th level (2 slots): mass cure wounds, scrying Multiattack @@ -11266,8 +11266,8 @@ Spellcasting The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: - • Cantrips (at will): sacred flame, thaumaturgy - • 1st level (3 slots): bane, shield of faith + Cantrips (at will): sacred flame, thaumaturgy + 1st level (3 slots): bane, shield of faith Multiattack @@ -11399,16 +11399,16 @@ Spellcasting The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - • Cantrips (at will): mage hand, prestidigitation, ray of frost - • 1st level (4 slots): detect magic, magic missile, shield, thunderwave - • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image - • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball - • 4th level (3 slots): blight, dimension door - • 5th level (3 slots): cloudkill, scrying - • 6th level (1 slot): disintegrate, globe of invulnerability - • 7th level (1 slot): finger of death, plane shift - • 8th level (1 slot): dominate monster, power word stun - • 9th level (1 slot): power word kill + Cantrips (at will): mage hand, prestidigitation, ray of frost + 1st level (4 slots): detect magic, magic missile, shield, thunderwave + 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + 4th level (3 slots): blight, dimension door + 5th level (3 slots): cloudkill, scrying + 6th level (1 slot): disintegrate, globe of invulnerability + 7th level (1 slot): finger of death, plane shift + 8th level (1 slot): dominate monster, power word stun + 9th level (1 slot): power word kill Turn Resistance @@ -11629,10 +11629,10 @@ Spellcasting (Lizardfolk Form Only) The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: - • Cantrips (at will): druidcraft, produce flame, thorn whip - • 1st Level (4 slots): entangle, fog cloud - • 2nd Level (3 slots): heat metal, spike growth - • 3rd Level (2 slots): conjure animals (reptiles only), plant growth + Cantrips (at will): druidcraft, produce flame, thorn whip + 1st Level (4 slots): entangle, fog cloud + 2nd Level (3 slots): heat metal, spike growth + 3rd Level (2 slots): conjure animals (reptiles only), plant growth Multiattack (Lizardfolk Form Only) @@ -11678,12 +11678,12 @@ Spellcasting The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: - • Cantrips (at will): fire bolt, light, mage hand, prestidigitation - • 1st level (4 slots): detect magic, mage armor, magic missile, shield - • 2nd level (3 slots): misty step, suggestion - • 3rd level (3 slots): counterspell, fireball, fly - • 4th level (3 slots): greater invisibility, ice storm - • 5th level (1 slot): cone of cold + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + 1st level (4 slots): detect magic, mage armor, magic missile, shield + 2nd level (3 slots): misty step, suggestion + 3rd level (3 slots): counterspell, fireball, fly + 4th level (3 slots): greater invisibility, ice storm + 5th level (1 slot): cone of cold Dagger @@ -12339,12 +12339,12 @@ Spellcasting The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: - • Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp - • 1st level (4 slots): detect magic, disguise self, shield, sleep - • 2nd level (3 slots): blur, invisibility, ray of enfeeblement - • 3rd level (3 slots): clairvoyance, lightning bolt, sending - • 4th level (3 slots): confusion, hallucinatory terrain - • 5th level (2 slots): telekinesis, wall of force + Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp + 1st level (4 slots): detect magic, disguise self, shield, sleep + 2nd level (3 slots): blur, invisibility, ray of enfeeblement + 3rd level (3 slots): clairvoyance, lightning bolt, sending + 4th level (3 slots): confusion, hallucinatory terrain + 5th level (2 slots): telekinesis, wall of force Tentacles @@ -12625,13 +12625,13 @@ Spellcasting The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: - • Cantrips (at will): sacred flame, thaumaturgy - • 1st level (4 slots): command, guiding bolt, shield of faith - • 2nd level (3 slots): hold person, silence, spiritual weapon - • 3rd level (3 slots): animate dead, dispel magic - • 4th level (3 slots): divination, guardian of faith - • 5th level (2 slots): contagion, insect plague - • 6th level (1 slot): harm + Cantrips (at will): sacred flame, thaumaturgy + 1st level (4 slots): command, guiding bolt, shield of faith + 2nd level (3 slots): hold person, silence, spiritual weapon + 3rd level (3 slots): animate dead, dispel magic + 4th level (3 slots): divination, guardian of faith + 5th level (2 slots): contagion, insect plague + 6th level (1 slot): harm Multiattack @@ -12926,12 +12926,12 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - • 1st level (4 slots): identify, ray of sickness - • 2nd level (3 slots): hold person, locate object - • 3rd level (3 slots): bestow curse, counterspell, lightning bolt - • 4th level (3 slots): phantasmal killer, polymorph - • 5th level (2 slots): contact other plane, scrying - • 6th level (1 slot): eye bite + 1st level (4 slots): identify, ray of sickness + 2nd level (3 slots): hold person, locate object + 3rd level (3 slots): bestow curse, counterspell, lightning bolt + 4th level (3 slots): phantasmal killer, polymorph + 5th level (2 slots): contact other plane, scrying + 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. @@ -13386,9 +13386,9 @@ Spellcasting The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: - • Cantrips (at will): guidance, resistance, thaumaturgy - • 1st level (4 slots): bless, command - • 2nd level (2 slots): augury, spiritual weapon (spear) + Cantrips (at will): guidance, resistance, thaumaturgy + 1st level (4 slots): bless, command + 2nd level (2 slots): augury, spiritual weapon (spear) Spear @@ -14150,10 +14150,10 @@ Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: - • Cantrips (at will): light, sacred flame, thaumaturgy - • 1st level (4 slots): cure wounds, guiding bolt, sanctuary - • 2nd level (3 slots): lesser restoration, spiritual weapon - • 3rd level (2 slots): dispel magic, spirit guardians + Cantrips (at will): light, sacred flame, thaumaturgy + 1st level (4 slots): cure wounds, guiding bolt, sanctuary + 2nd level (3 slots): lesser restoration, spiritual weapon + 3rd level (2 slots): dispel magic, spirit guardians Mace @@ -15189,10 +15189,10 @@ Spellcasting The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: - • Cantrips (at will): guidance, thaumaturgy - • 1st level (4 slots): bless, detect magic, guiding bolt - • 2nd level (3 slots): hold person, spiritual weapon (trident) - • 3rd level (3 slots): mass healing word, tongues + Cantrips (at will): guidance, thaumaturgy + 1st level (4 slots): bless, detect magic, guiding bolt + 2nd level (3 slots): hold person, spiritual weapon (trident) + 3rd level (3 slots): mass healing word, tongues Multiattack @@ -15434,12 +15434,12 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - • 1st level (4 slots): identify, ray of sickness - • 2nd level (3 slots): hold person, locate object - • 3rd level (3 slots): bestow curse, counterspell, lightning bolt - • 4th level (3 slots): phantasmal killer, polymorph - • 5th level (2 slots): contact other plane, scrying - • 6th level (1 slot): eye bite + 1st level (4 slots): identify, ray of sickness + 2nd level (3 slots): hold person, locate object + 3rd level (3 slots): bestow curse, counterspell, lightning bolt + 4th level (3 slots): phantasmal killer, polymorph + 5th level (2 slots): contact other plane, scrying + 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. @@ -16097,12 +16097,12 @@ Spellcasting The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: - • Cantrips (at will): mage hand, minor illusion, ray of frost - • 1st level (4 slots): charm person, detect magic, sleep - • 2nd level (3 slots): detect thoughts, hold person - • 3rd level (3 slots): lightning bolt, water breathing - • 4th level (3 slots): blight, dimension door - • 5th level (2 slots): dominate person + Cantrips (at will): mage hand, minor illusion, ray of frost + 1st level (4 slots): charm person, detect magic, sleep + 2nd level (3 slots): detect thoughts, hold person + 3rd level (3 slots): lightning bolt, water breathing + 4th level (3 slots): blight, dimension door + 5th level (2 slots): dominate person Bite @@ -17756,12 +17756,12 @@ Spellcasting The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: - • Cantrips (at will): mage hand, prestidigitation, ray of frost - • 1st level (4 slots): comprehend languages, fog cloud, sleep - • 2nd level (3 slots): detect thoughts, gust of wind, mirror image - • 3rd level (3 slots): animate dead, bestow curse, nondetection - • 4th level (3 slots): blight, greater invisibility - • 5th level (1 slot): dominate person + Cantrips (at will): mage hand, prestidigitation, ray of frost + 1st level (4 slots): comprehend languages, fog cloud, sleep + 2nd level (3 slots): detect thoughts, gust of wind, mirror image + 3rd level (3 slots): animate dead, bestow curse, nondetection + 4th level (3 slots): blight, greater invisibility + 5th level (1 slot): dominate person Multiattack (Vampire Form Only) diff --git a/Bestiary/Phandelver Bestiary.xml b/Bestiary/Phandelver Bestiary.xml index efaf7adb..8485c64c 100644 --- a/Bestiary/Phandelver Bestiary.xml +++ b/Bestiary/Phandelver Bestiary.xml @@ -24,9 +24,9 @@ Spellcasting The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list: - • Cantrips (at will): light, mage hand, shocking grasp - • 1st Level (4 slots): charm person, magic missile - • 2nd Level (3 slots): hold person, misty step + Cantrips (at will): light, mage hand, shocking grasp + 1st Level (4 slots): charm person, magic missile + 2nd Level (3 slots): hold person, misty step Quarterstaff @@ -108,16 +108,16 @@ Innate Spellcasting Nezznar can innately cast the following spells, requiring no material components: - • At will: dancing lights - • 1/day each: darkness, faerie fire (save DC 12) + At will: dancing lights + 1/day each: darkness, faerie fire (save DC 12) Spellcasting Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list: - • Cantrips (at will): mage hand, ray of frost, shocking grasp - • 1st Level (4 slots): mage armor, magic missile, shield - • 2nd Level (3 slots): invisibility, suggestion + Cantrips (at will): mage hand, ray of frost, shocking grasp + 1st Level (4 slots): mage armor, magic missile, shield + 2nd Level (3 slots): invisibility, suggestion Spider Staff diff --git a/Bestiary/Player Bestiary.xml b/Bestiary/Player Bestiary.xml index f416e2c4..41c80144 100644 --- a/Bestiary/Player Bestiary.xml +++ b/Bestiary/Player Bestiary.xml @@ -2414,12 +2414,12 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - • 1st level (4 slots): identify, ray of sickness - • 2nd level (3 slots): hold person, locate object - • 3rd level (3 slots): bestow curse, counterspell, lightning bolt - • 4th level (3 slots): phantasmal killer, polymorph - • 5th level (2 slots): contact other plane, scrying - • 6th level (1 slot): eye bite + 1st level (4 slots): identify, ray of sickness + 2nd level (3 slots): hold person, locate object + 3rd level (3 slots): bestow curse, counterspell, lightning bolt + 4th level (3 slots): phantasmal killer, polymorph + 5th level (2 slots): contact other plane, scrying + 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. @@ -3800,12 +3800,12 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - • 1st level (4 slots): identify, ray of sickness - • 2nd level (3 slots): hold person, locate object - • 3rd level (3 slots): bestow curse, counterspell, lightning bolt - • 4th level (3 slots): phantasmal killer, polymorph - • 5th level (2 slots): contact other plane, scrying - • 6th level (1 slot): eye bite + 1st level (4 slots): identify, ray of sickness + 2nd level (3 slots): hold person, locate object + 3rd level (3 slots): bestow curse, counterspell, lightning bolt + 4th level (3 slots): phantasmal killer, polymorph + 5th level (2 slots): contact other plane, scrying + 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. diff --git a/Bestiary/Princes of the Apocalypse Bestiary.xml b/Bestiary/Princes of the Apocalypse Bestiary.xml index 3dd36d45..7554d5db 100644 --- a/Bestiary/Princes of the Apocalypse Bestiary.xml +++ b/Bestiary/Princes of the Apocalypse Bestiary.xml @@ -36,13 +36,13 @@ Spellcasting Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared: - • Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp - • 1st level (4 slots): charm person, feather fall, mage armor, thunderwave - • 2nd level (3 slots): dust devil, gust of wind, invisibility - • 3rd level (3 slots): fly, gaseous form, lightning bolt - • 4th level (3 slots): ice storm, storm sphere - • 5th level (2 slots): cloudkill, seeming (cast each day) - • 6th level (1 slot): chain lightning + Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp + 1st level (4 slots): charm person, feather fall, mage armor, thunderwave + 2nd level (3 slots): dust devil, gust of wind, invisibility + 3rd level (3 slots): fly, gaseous form, lightning bolt + 4th level (3 slots): ice storm, storm sphere + 5th level (2 slots): cloudkill, seeming (cast each day) + 6th level (1 slot): chain lightning Windvane @@ -117,19 +117,19 @@ Innate Spellcasting Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: - • At will: produce flame - • 1/day: burning hands + At will: produce flame + 1/day: burning hands Spellcasting Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells: - • Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp - • 1st level (4 slots): mage armor, magic missile, shield - • 2nd level (3 slots): misty step, scorching ray - • 3rd level (3 slots): counterspell, fireball - • 4th level (3 slots): dimension door, wall of fire - • 5th level (1 slot): hold monster + Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp + 1st level (4 slots): mage armor, magic missile, shield + 2nd level (3 slots): misty step, scorching ray + 3rd level (3 slots): counterspell, fireball + 4th level (3 slots): dimension door, wall of fire + 5th level (1 slot): hold monster Dagger @@ -193,10 +193,10 @@ Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - • Cantrips (at will): acid splash, blade ward, light, mending, mold earth - • 1st level (4 slots): earth tremor, expeditious retreat, shield - • 2nd level (3 slots): shatter, spider climb - • 3rd level (2 slots): slow + Cantrips (at will): acid splash, blade ward, light, mending, mold earth + 1st level (4 slots): earth tremor, expeditious retreat, shield + 2nd level (3 slots): shatter, spider climb + 3rd level (2 slots): slow Multiattack @@ -273,10 +273,10 @@ Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - • Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost - • 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield - • 2nd level (3 slots): blur, hold person - • 3rd level (2 slots): sleet storm + Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost + 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield + 2nd level (3 slots): blur, hold person + 3rd level (2 slots): sleet storm Quarterstaff @@ -480,11 +480,11 @@ Spellcasting Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared: - • Cantrips (at will): druidcraft, guidance, poison spray, produce flame - • 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave - • 2nd level (3 slots): flame blade, spike growth - • 3rd level (3 slots): dispel magic, stinking cloud - • 4th level (2 slots): blight, wall of fire + Cantrips (at will): druidcraft, guidance, poison spray, produce flame + 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave + 2nd level (3 slots): flame blade, spike growth + 3rd level (3 slots): dispel magic, stinking cloud + 4th level (2 slots): blight, wall of fire Summon Mephits (Recharges after a Long Rest) @@ -561,10 +561,10 @@ Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - • Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion - • 1st level (4 slots): burning hands, expeditious retreat, mage armor - • 2nd level (3 slots): blur, scorching ray - • 3rd level (2 slots): fireball + Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion + 1st level (4 slots): burning hands, expeditious retreat, mage armor + 2nd level (3 slots): blur, scorching ray + 3rd level (2 slots): fireball Dagger @@ -605,10 +605,10 @@ Spellcasting (Human Form Only) The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells: - • Cantrips (at will): chill touch, eldritch blast, mage hand - • 1st level: armor of Agathys, expeditious retreat, hex - • 2nd level: invisibility - • 3rd level: Vampiric touch + Cantrips (at will): chill touch, eldritch blast, mage hand + 1st level: armor of Agathys, expeditious retreat, hex + 2nd level: invisibility + 3rd level: Vampiric touch Constrict (Serpent Form Only) @@ -643,8 +643,8 @@ Spellcasting The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell: - • Cantrips (at will): gust, light, message, ray of frost - • 1st level (2 slots): expeditious retreat, feather fall + Cantrips (at will): gust, light, message, ray of frost + 1st level (2 slots): expeditious retreat, feather fall Multiattack @@ -736,11 +736,11 @@ Spellcasting The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells: - • Cantrips (at will): control flames, fire bolt, friends, light, minor illusion - • 1st level (4 slots): burning hands, color spray, mage armor - • 2nd level (3 slots): scorching ray, suggestion - • 3rd level (3 slots): fireball, hypnotic pattern - • 4th level (1 slot): fire shield (see Wreathed in Flame) + Cantrips (at will): control flames, fire bolt, friends, light, minor illusion + 1st level (4 slots): burning hands, color spray, mage armor + 2nd level (3 slots): scorching ray, suggestion + 3rd level (3 slots): fireball, hypnotic pattern + 4th level (1 slot): fire shield (see Wreathed in Flame) Wreathed in Flame @@ -785,13 +785,12 @@ Spellcasting Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared: - • Cantrips (at will): mending, resistance, shape water - - • 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave - • 2nd level (3 slots): darkvision, hold person, protection from poison - • 3rd level (3 slots): call lightning, sleet storm, tidal wave - • 4th level (3 slots): control water, ice storm - • 5th level (1 slot): scrying + Cantrips (at will): mending, resistance, shape water + 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave + 2nd level (3 slots): darkvision, hold person, protection from poison + 3rd level (3 slots): call lightning, sleet storm, tidal wave + 4th level (3 slots): control water, ice storm + 5th level (1 slot): scrying Water Walk @@ -985,10 +984,10 @@ Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells: - • Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp - • 1st level (4 slots): featherfall, shield, witch bolt - • 2nd level (3 slots): dust devil, gust of wind - • 3rd level (2 slots): gaseous form + Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp + 1st level (4 slots): featherfall, shield, witch bolt + 2nd level (3 slots): dust devil, gust of wind + 3rd level (2 slots): gaseous form Multiattack @@ -1029,9 +1028,9 @@ Spellcasting The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells: - • Cantrips (at will): blade ward, gust, light, prestidigitation - • 1st level (4 slots): feather fall, jump, thunderwave - • 2nd level (2 slots): gust of wind + Cantrips (at will): blade ward, gust, light, prestidigitation + 1st level (4 slots): feather fall, jump, thunderwave + 2nd level (2 slots): gust of wind Unarmored Defense @@ -1104,8 +1103,8 @@ Innate Spellcasting Imix's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: - • At will: fireball, wall of fire - • 3/day each: fire storm, haste, teleport + At will: fireball, wall of fire + 3/day each: fire storm, haste, teleport Magic Resistance @@ -1224,19 +1223,19 @@ Innate Spellcasting Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components: - • 1/day: pass without trace + 1/day: pass without trace Spellcasting Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells: - • Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth - • 1st level (4 slots): chromatic orb, mage armor, magic missile - • 2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion - • 3rd level (3 slots): counterspell, erupting earth - • 4th level (3 slots): polymorph, stoneskin - • 5th level (2 slots): wall of stone - • 6th level (1 slot): move earth + Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth + 1st level (4 slots): chromatic orb, mage armor, magic missile + 2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion + 3rd level (3 slots): counterspell, erupting earth + 4th level (3 slots): polymorph, stoneskin + 5th level (2 slots): wall of stone + 6th level (1 slot): move earth Staff @@ -1277,8 +1276,7 @@ Innate Spellcasting Ogremoch's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: - - • At will: meld into stone, move earth, wall of stone + At will: meld into stone, move earth, wall of stone Legendary Resistance (3/Day) @@ -1354,9 +1352,9 @@ Innate Spellcasting Olhydra's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components: - • At will: wall of ice - • 3/day: ice storm - • 1/day: storm of vengeance + At will: wall of ice + 3/day: ice storm + 1/day: storm of vengeance Legendary Resistance (3/Day) @@ -1433,10 +1431,10 @@ Spellcasting The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - • Cantrips (at will): chill touch, mage hand - • 1st level (4 slots): fog cloud, mage armor, thunderwave - • 2nd level (3 slots): mirror image, misty step - • 3rd level (2 slots): fear + Cantrips (at will): chill touch, mage hand + 1st level (4 slots): fog cloud, mage armor, thunderwave + 2nd level (3 slots): mirror image, misty step + 3rd level (2 slots): fear Dagger @@ -1477,10 +1475,10 @@ Spellcasting Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: - • Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp - • 1st level (4 slots): false life, mage armor, magic missile, ray of sickness - • 2nd level (3 slots): crown of madness, misty step - • 3rd level (3 slots): animate dead, vampiric touch + Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp + 1st level (4 slots): false life, mage armor, magic missile, ray of sickness + 2nd level (3 slots): crown of madness, misty step + 3rd level (3 slots): animate dead, vampiric touch Swift Animation (Recharges after a Long Rest) @@ -1601,17 +1599,17 @@ Innate Spellcasting Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: - • At will: shape water - • 1/day: create or destroy water + At will: shape water + 1/day: create or destroy water Spellcasting Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells: - • Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost - • 1st level (4 slots): disguise self, mage armor, magic missile - • 2nd level (3 slots): hold person, misty step - • 3rd level (2 slots): tidal wave + Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost + 1st level (4 slots): disguise self, mage armor, magic missile + 2nd level (3 slots): hold person, misty step + 3rd level (2 slots): tidal wave Dagger @@ -1643,10 +1641,10 @@ Spellcasting The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - • Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp - • 1st level (4 slots): feather fall, mage armor, witch bolt - • 2nd level (3 slots): gust of wind, invisibility - • 3rd level (3 slots): fly, lightning bolt + Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp + 1st level (4 slots): feather fall, mage armor, witch bolt + 2nd level (3 slots): gust of wind, invisibility + 3rd level (3 slots): fly, lightning bolt Dagger @@ -1684,11 +1682,11 @@ Spellcasting The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - • Cantrips (at will): acid splash, blade ward, light, mending, mold earth - • 1st level (4 slots): expeditious retreat, false life, shield - • 2nd level (3 slots): Maximilian's earthen grasp, shatter - • 3rd level (3 slots): erupting earth, meld into stone - • 4th level (1 slot): stoneskin + Cantrips (at will): acid splash, blade ward, light, mending, mold earth + 1st level (4 slots): expeditious retreat, false life, shield + 2nd level (3 slots): Maximilian's earthen grasp, shatter + 3rd level (3 slots): erupting earth, meld into stone + 4th level (1 slot): stoneskin Black Earth Rod @@ -1720,10 +1718,10 @@ Spellcasting Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells: - • Cantrips (at will): friends, gust, light, message, ray of frost - • 1st level (4 slots): expeditious retreat, feather fall, jump - • 2nd level (3 slots): levitate, misty step - • 3rd level (2 slots): haste + Cantrips (at will): friends, gust, light, message, ray of frost + 1st level (4 slots): expeditious retreat, feather fall, jump + 2nd level (3 slots): levitate, misty step + 3rd level (2 slots): haste Multiattack @@ -1778,12 +1776,12 @@ Spellcasting Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells: - • Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy - • 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield - • 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray - • 3rd level (3 slots): counterspell, fireball, hypnotic pattern - • 4th level (3 slots): wall of fire - • 5th level (2 slots): dominate person + Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy + 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield + 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray + 3rd level (3 slots): counterspell, fireball, hypnotic pattern + 4th level (3 slots): wall of fire + 5th level (2 slots): dominate person Multiattack @@ -1863,9 +1861,9 @@ Spellcasting Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: - • Cantrips (at will): guidance, light, mending, shillelagh, thaumaturgy - • 1st Level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals - • 2nd Level (3 slots): barkskin, spike growth, spiritual weapon + Cantrips (at will): guidance, light, mending, shillelagh, thaumaturgy + 1st Level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals + 2nd Level (3 slots): barkskin, spike growth, spiritual weapon Multiattack @@ -1907,11 +1905,11 @@ Spellcasting Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells: - • Cantrips (at will): friends, prestidigitation, vicious mockery - • 1st level (4 slots): disguise self, dissonant whispers, thunderwave - • 2nd level (3 slots): invisibility, shatter, silence - • 3rd level (3 slots): nondetection, sending, tongues - • 4th level (2 slots): confusion, dimension door + Cantrips (at will): friends, prestidigitation, vicious mockery + 1st level (4 slots): disguise self, dissonant whispers, thunderwave + 2nd level (3 slots): invisibility, shatter, silence + 3rd level (3 slots): nondetection, sending, tongues + 4th level (2 slots): confusion, dimension door Multiattack @@ -1959,8 +1957,8 @@ Innate Spellcasting Yan-C-Bin's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: - • At will: gust of wind, invisibility, lightning bolt - • 2/day each: chain lightning, cloudkill, haste + At will: gust of wind, invisibility, lightning bolt + 2/day each: chain lightning, cloudkill, haste Legendary Resistance (3/Day) diff --git a/Bestiary/Storm King's Thunder.xml b/Bestiary/Storm King's Thunder.xml index 04cd1cb3..b60b48e4 100644 --- a/Bestiary/Storm King's Thunder.xml +++ b/Bestiary/Storm King's Thunder.xml @@ -316,8 +316,8 @@ Innate Spellcasting The shaman can innately cast the following spells. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). - • At Will: dancing lights, message, mage hand, thaumaturgy - • 1/day: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians + At Will: dancing lights, message, mage hand, thaumaturgy + 1/day: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians Spear @@ -396,11 +396,11 @@ Spellcasting The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared: - • Cantrips (at will): light, mending, sacred flame, thaumaturgy - • 1st level (4 slots): bane, command, cure wounds, sanctuary - • 2nd level (3 slots): augury, hold person, spiritual weapon - • 3rd level (3 slots): bestow curse, protection from energy, sending - • 4th level (1 slots): banishment + Cantrips (at will): light, mending, sacred flame, thaumaturgy + 1st level (4 slots): bane, command, cure wounds, sanctuary + 2nd level (3 slots): augury, hold person, spiritual weapon + 3rd level (3 slots): bestow curse, protection from energy, sending + 4th level (1 slots): banishment Multiattack diff --git a/Bestiary/Tortle Package.xml b/Bestiary/Tortle Package.xml index 4f3eb914..74b89855 100644 --- a/Bestiary/Tortle Package.xml +++ b/Bestiary/Tortle Package.xml @@ -173,9 +173,9 @@ Spellcasting The tortle is a 4th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). It has the following druid spells prepared: - • Cantrips (at will): druidcraft, guidance, produce flame - • 1st Level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave - • 2nd Level (3 slots): darkvision, hold person + Cantrips (at will): druidcraft, guidance, produce flame + 1st Level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave + 2nd Level (3 slots): darkvision, hold person druidcraft, guidance, produce flame, animal friendship, cure wounds, speak with animals, thunderwave, darkvision, hold person 4,3,0,0,0,0,0,0,0 diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index 920129cf..a64864b5 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -169,17 +169,17 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - • 1st level (4 slots): identify, ray of sickness + 1st level (4 slots): identify, ray of sickness - • 2nd level (3 slots): hold person, locate object + 2nd level (3 slots): hold person, locate object - • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + 3rd level (3 slots): bestow curse, counterspell, lightning bolt - • 4th level (3 slots): phantasmal killer, polymorph + 4th level (3 slots): phantasmal killer, polymorph - • 5th level (2 slots): contact other plane, scrying + 5th level (2 slots): contact other plane, scrying - • 6th level (1 slot): eyebite + 6th level (1 slot): eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. @@ -642,9 +642,9 @@ Innate Spellcasting The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:: - • At will: levitate, minor illusion, pass without trace + At will: levitate, minor illusion, pass without trace - • 1/day each: charm person, dimension door, suggestion + 1/day each: charm person, dimension door, suggestion Soul Feeding @@ -716,17 +716,17 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - • 1st level (4 slots): identify, ray of sickness + 1st level (4 slots): identify, ray of sickness - • 2nd level (3 slots): hold person, locate object + 2nd level (3 slots): hold person, locate object - • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + 3rd level (3 slots): bestow curse, counterspell, lightning bolt - • 4th level (3 slots): phantasmal killer, polymorph + 4th level (3 slots): phantasmal killer, polymorph - • 5th level (2 slots): contact other plane, scrying + 5th level (2 slots): contact other plane, scrying - • 6th level (1 slot): eyebite + 6th level (1 slot): eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. @@ -1301,7 +1301,7 @@ Spellcasting The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared: - • Cantrips (at will): guidance, mending, resistance, thaumaturgy + Cantrips (at will): guidance, mending, resistance, thaumaturgy •1st level (4 slots): bane, healing word, sanctuary, shield of faith @@ -3410,25 +3410,25 @@ Spellcasting The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - • Cantrips (at will): mage hand, prestidigitation, ray of frost + Cantrips (at will): mage hand, prestidigitation, ray of frost - • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + 1st level (4 slots): detect magic, magic missile, shield, thunderwave - • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image - • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball - • 4th level (3 slots): blight, dimension door + 4th level (3 slots): blight, dimension door - • 5th level (3 slots): cloudkill, scrying + 5th level (3 slots): cloudkill, scrying - • 6th level (1 slot): disintegrate, globe of invulnerability + 6th level (1 slot): disintegrate, globe of invulnerability - • 7th level (1 slot): finger of death, plane shift + 7th level (1 slot): finger of death, plane shift - • 8th level (1 slot): dominate monster, power word stun + 8th level (1 slot): dominate monster, power word stun - • 9th level (1 slot): power word kill + 9th level (1 slot): power word kill Turn Resistance @@ -4021,9 +4021,9 @@ • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). - •The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. + • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. - •The target must succeed on a DC 13 Constitution saving throw or be stunned until the end ot'the adept's next turn. + • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end ot'the adept's next turn. Unarmed Strike|5|1d8+3 @@ -5713,9 +5713,9 @@ Innate Spellcasting (Psionics) The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:: - • At will: command, comprehend languages, detect thoughts + At will: command, comprehend languages, detect thoughts - • 1/day each: confusion, dominate monster + 1/day each: confusion, dominate monster Swarm diff --git a/Russian/Monster Manual Bestiary.xml b/Russian/Monster Manual Bestiary.xml index 961b0735..9f852b9e 100644 --- a/Russian/Monster Manual Bestiary.xml +++ b/Russian/Monster Manual Bestiary.xml @@ -198,8 +198,8 @@ Заклинатель Служитель заклинатель 1-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). У служителя подготовлены следующие заклинания жреца: - • Заговоры (по желанию): Свет (Light), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) - • 1ый круг (3 слота): Благословение (Bless), Исцеление ран (Cure Wounds), Святилище (Sanctuary) + Заговоры (по желанию): Свет (Light), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) + 1ый круг (3 слота): Благословение (Bless), Исцеление ран (Cure Wounds), Святилище (Sanctuary) Дубинка @@ -1835,13 +1835,13 @@ Заклинатель Сфинкс заклинатель 12-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 18, +10 к атаке заклинаниями). Ему не требуются никакие материальные компоненты для сотворения заклинаний. У сфинкса подготовлены следующие заклинания жреца: - • Заговоры (по желанию): Священное пламя (Sacred Flame), Жалость к умирающим (Spare the Dying), Волшебство (Thaumaturgy) - • 1ый круг (4 слота): Приказ (Command), Обнаружение Зла и Добра (Detect Evil and Good), Обнаружение магии(Ритуал) (Detect Magic) - • 2ой круг (3 слота): Малое восстановление (Lesser Restoration), Зона правды (Zone of Truth) - • 3ий круг (3 слота): Развеять магию (Dispel Magic), Языки (Tongues) - • 4ый круг (3 слота): Изгнание (Banishment), Свобода передвижения (Freedom of Movement) - • 5ый круг (2 слота): Удар пламени (Flame Strike), Улучшенное восстановление (Greater Restoration) - • 6ой круг (1 слот): Пир Героев (Heroes' Feast) + Заговоры (по желанию): Священное пламя (Sacred Flame), Жалость к умирающим (Spare the Dying), Волшебство (Thaumaturgy) + 1ый круг (4 слота): Приказ (Command), Обнаружение Зла и Добра (Detect Evil and Good), Обнаружение магии(Ритуал) (Detect Magic) + 2ой круг (3 слота): Малое восстановление (Lesser Restoration), Зона правды (Zone of Truth) + 3ий круг (3 слота): Развеять магию (Dispel Magic), Языки (Tongues) + 4ый круг (3 слота): Изгнание (Banishment), Свобода передвижения (Freedom of Movement) + 5ый круг (2 слота): Удар пламени (Flame Strike), Улучшенное восстановление (Greater Restoration) + 6ой круг (1 слот): Пир Героев (Heroes' Feast) Мультиатака @@ -2063,15 +2063,15 @@ Заклинатель Арканалот - заклинатель 16-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 17, +9 к атаке заклинаниями). Подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Огненная стрела (Fire Bolt), Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Фокусы (Prestidigitation) - • 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Щит (Shield), Парящий диск Тензера (Ритуал) (Tenser's Floating Disk) - • 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Зеркальное отражение (Mirror Image), Призрачный образ (Phantasmal Force), Внушение (Suggestion) - • 3ий круг (3 слота): Контрзаклятье (Counterspell), Страх (Fear), Огненный шар (Fireball) - • 4ый круг (3 слота): Изгнание (Banishment), Дверь между измерениями (Dimension Door) - • 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Удержание монстра (Hold Monster) - • 6ой круг (1 слот): Цепная молния (Chain Lightning) - • 7ой круг (1 слот): Перст смерти (Finger of Death) - • 8ой круг (1 слот): Сокрытие разума (Mind Blank) + Заговоры (по желанию): Огненная стрела (Fire Bolt), Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Фокусы (Prestidigitation) + 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Щит (Shield), Парящий диск Тензера (Ритуал) (Tenser's Floating Disk) + 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Зеркальное отражение (Mirror Image), Призрачный образ (Phantasmal Force), Внушение (Suggestion) + 3ий круг (3 слота): Контрзаклятье (Counterspell), Страх (Fear), Огненный шар (Fireball) + 4ый круг (3 слота): Изгнание (Banishment), Дверь между измерениями (Dimension Door) + 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Удержание монстра (Hold Monster) + 6ой круг (1 слот): Цепная молния (Chain Lightning) + 7ой круг (1 слот): Перст смерти (Finger of Death) + 8ой круг (1 слот): Сокрытие разума (Mind Blank) Когти @@ -2122,16 +2122,16 @@ Заклинатель Архимаг - заклинатель 18 уровня. Его магические способности основываются на Интеллекте (сложность спасброска 17, +9 к атаке заклинаниями). Архимаг может колдовать Маскировку и Невидимость в любое время и у него подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Огненная стрела (Fire Bolt), Свет (Light), Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Электрошок (Shocking Grasp) - • 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Доспехи мага (Mage Armor), Магическая стрела (Magic Missile) - • 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Зеркальное отражение (Mirror Image), Туманный шаг (Misty Step) - • 3ий круг (3 слота): Контрзаклятье (Counterspell),Полет (Fly), Молния (Lightning Bolt) - • 4ый круг (3 слота): Изгнание (Banishment), Щит (Shield), Каменная кожа (Stoneskin) - • 5ый круг (3 слота): Конус холода (Cone of Cold), Наблюдение (Scrying), Силовая стена (Wall of Force) - • 6ой круг (1 слот): Сфера неуязвимости (Globe of Invulnerability) - • 7ой круг (1 слот): Телепортация (Teleport) - • 8ой круг (1 слот): Сокрытие разума (Mind Blank) - • 9ый круг (1 слот): Остановка времени (Time Stop) + Заговоры (по желанию): Огненная стрела (Fire Bolt), Свет (Light), Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Электрошок (Shocking Grasp) + 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Доспехи мага (Mage Armor), Магическая стрела (Magic Missile) + 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Зеркальное отражение (Mirror Image), Туманный шаг (Misty Step) + 3ий круг (3 слота): Контрзаклятье (Counterspell),Полет (Fly), Молния (Lightning Bolt) + 4ый круг (3 слота): Изгнание (Banishment), Щит (Shield), Каменная кожа (Stoneskin) + 5ый круг (3 слота): Конус холода (Cone of Cold), Наблюдение (Scrying), Силовая стена (Wall of Force) + 6ой круг (1 слот): Сфера неуязвимости (Globe of Invulnerability) + 7ой круг (1 слот): Телепортация (Teleport) + 8ой круг (1 слот): Сокрытие разума (Mind Blank) + 9ый круг (1 слот): Остановка времени (Time Stop) * Архимаг накладывает эти 3 заклинания перед битвой. @@ -3517,10 +3517,10 @@ Заклинатель Нага заклинатель 5-го уровня (сложность спасброска 12, +4 к атаке заклинаниями), ему требуются только вербальные компоненты для своих заклинаний. Его магические способности основываются на Мудрости, имеются следующие подготовленные заклинания жреца: - • Заговоры (по желанию): Починка (Mending), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) - • 1ый круг (4 слота): Приказ (Command), Щит веры (Shield of Faith) - • 2ой круг (3 слота): Умиротворение (Calm Emotions), Удержание персоны (Hold Person) - • 3ий круг (2 слота): Проклятие (Bestow Curse) + Заговоры (по желанию): Починка (Mending), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) + 1ый круг (4 слота): Приказ (Command), Щит веры (Shield of Faith) + 2ой круг (3 слота): Умиротворение (Calm Emotions), Удержание персоны (Hold Person) + 3ий круг (2 слота): Проклятие (Bestow Curse) Укус @@ -3557,10 +3557,10 @@ Заклинатель Нага заклинатель 5-го уровня (сложность спасброска 12, +4 к атаке заклинаниями), ему требуются только вербальные компоненты для своих заклинаний. Его магические способности основываются на Интеллекте, подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Луч холода (Ray of Frost) - • 1ый круг (4 слота): Очаровать персону (Charm Person), Сон (Sleep) - • 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Удержание персоны (Hold Person) - • 3ий круг (2 слота): Молния (Lightning Bolt) + Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Луч холода (Ray of Frost) + 1ый круг (4 слота): Очаровать персону (Charm Person), Сон (Sleep) + 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Удержание персоны (Hold Person) + 3ий круг (2 слота): Молния (Lightning Bolt) Укус @@ -4847,8 +4847,8 @@ Фанатик - заклинатель четвертого уровня. Характеристика для волшебства - Харизма (заклинания Сл 11, +3 к магическим атакам). У фанатика приготовлены следующие заклинания: Заговор (неограниченно): свет, священное пламя, чудотворство - • 1-й уровень (4 ячейки): указание, нанесение ран, щит веры - • 2-ой уровень (3 ячейки): удержание личности, божественное оружие + 1-й уровень (4 ячейки): указание, нанесение ран, щит веры + 2-ой уровень (3 ячейки): удержание личности, божественное оружие Мультиатака @@ -5126,11 +5126,11 @@ Заклинатель Рыцарь смерти - заклинатель 19 уровня. Его магические способности основываются на Харизме (сложность спасброска 18, +10 к атаке заклинаниями). Имеются следующие подготовленные заклинания паладина: - • 1ый круг (4 слота): Приказ (Command), Вынужденная дуэль (Compelled Duel), Обжигающий удар (Searing Smite) - • 2ой круг (3 слота): Удержание персоны (Hold Person), Волшебное оружие (Magic Weapon) - • 3ий круг (3 слота): Развеять магию (Dispel Magic), Стихийное оружие (Элементаль Weapon) - • 4ый круг (3 слота): Изгнание (Banishment), Ошеломляющий удар (Staggering Smite) - • 5ый круг (2 слота): Сокрушительная волна (Destructive Wave) + 1ый круг (4 слота): Приказ (Command), Вынужденная дуэль (Compelled Duel), Обжигающий удар (Searing Smite) + 2ой круг (3 слота): Удержание персоны (Hold Person), Волшебное оружие (Magic Weapon) + 3ий круг (3 слота): Развеять магию (Dispel Magic), Стихийное оружие (Элементаль Weapon) + 4ый круг (3 слота): Изгнание (Banishment), Ошеломляющий удар (Staggering Smite) + 5ый круг (2 слота): Сокрушительная волна (Destructive Wave) Мультиатака @@ -5918,11 +5918,11 @@ Заклинатель Драйдер заклинатель 7-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 14, +6 к атаке заклинаниями). Драйдер имеет подготовленными следующие заклинания жреца: - • Заговоры (по желанию): Ядовитые брызги (Poison Spray), Волшебство (Thaumaturgy) - • 1ый круг (4 слота): Порча (Bane), Обнаружение магии(Ритуал) (Detect Magic), Святилище (Sanctuary) - • 2ой круг (3 слота): Удержание персоны (Hold Person), Тишина (Ритуал) (Silence) - • 3ий круг (3 слота): Ясновидение (Clairvoyance), Развеять магию (Dispel Magic) - • 4ый круг (2 слота): Предсказание (Ритуал) (Divination),Свобода передвижения (Freedom of Movement) + Заговоры (по желанию): Ядовитые брызги (Poison Spray), Волшебство (Thaumaturgy) + 1ый круг (4 слота): Порча (Bane), Обнаружение магии(Ритуал) (Detect Magic), Святилище (Sanctuary) + 2ой круг (3 слота): Удержание персоны (Hold Person), Тишина (Ритуал) (Silence) + 3ий круг (3 слота): Ясновидение (Clairvoyance), Развеять магию (Dispel Magic) + 4ый круг (2 слота): Предсказание (Ритуал) (Divination),Свобода передвижения (Freedom of Movement) Танцующие огоньки (Dancing Lights), Тьма (Darkness), Волшебный огонь (Faerie Fire), Ядовитые брызги (Poison Spray), Волшебство (Thaumaturgy), Порча (Bane), Обнаружение магии(Ритуал) (Detect Magic), Святилище (Sanctuary), Удержание персоны (Hold Person), Тишина (Ритуал) (Silence), Ясновидение (Clairvoyance), Развеять магию (Dispel Magic), Предсказание (Ритуал) (Divination), Свобода передвижения (Freedom of Movement) @@ -6072,12 +6072,12 @@ Заклинатель Дроу заклинатель 10-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 14, +6 к атаке заклинаниями). У дроу подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Ядовитые брызги (Poison Spray), Луч холода (Ray of Frost) - • 1ый круг (4 слота): Доспехи мага (Mage Armor), Магическая стрела (Magic Missile), Щит (Shield), Луч ведьмы (Witch Bolt) - • 2ой круг (3 слота): Смена обличья (Alter Self), Туманный шаг (Misty Step), Паутина (Web) - • 3ий круг (3 слота): Полет (Fly), Молния (Lightning Bolt) - • 4ый круг (3 слота): Черные щупальца Эварда (Evard's Black Tentacles), Невидимость (Invisibility) - • 5ый круг (2 слота): Облако смерти (Cloudkill) + Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Ядовитые брызги (Poison Spray), Луч холода (Ray of Frost) + 1ый круг (4 слота): Доспехи мага (Mage Armor), Магическая стрела (Magic Missile), Щит (Shield), Луч ведьмы (Witch Bolt) + 2ой круг (3 слота): Смена обличья (Alter Self), Туманный шаг (Misty Step), Паутина (Web) + 3ий круг (3 слота): Полет (Fly), Молния (Lightning Bolt) + 4ый круг (3 слота): Черные щупальца Эварда (Evard's Black Tentacles), Невидимость (Invisibility) + 5ый круг (2 слота): Облако смерти (Cloudkill) Светобоязнь @@ -6133,12 +6133,12 @@ Заклинатель Дроу - заклинатель 10-го уровня. Её характеристика для заклинаний - Мудрость (сложность спасброска 14, +6 к атаке заклинаниями). Подготовлены следующие заклинания жреца: - • Заговоры (по желанию): Указание (Guidance), Ядовитые брызги (Poison Spray), Сопротивление (Resistance), Жалость к умирающим (Spare the Dying), Волшебство (Thaumaturgy) - • 1ый круг (4 слота): Друзья (Friends), Исцеление ран (Cure Wounds), Обнаружение яда и болезней (Detect Poison and Disease), Луч болезни (Ray of Sickness) - • 2ой круг (3 слота): Малое восстановление (Lesser Restoration), Защита от яда (Protection from Poison), Паутина (Web) - • 3ий круг (3 слота): Призыв животных (Conjure Animals), Развеять магию (Dispel Magic) - • 4ый круг (3 слота): Предсказание (Ритуал) (Divination), Свобода передвижения (Freedom of Movement) - • 5ый круг (2 слота): Нашествие насекомых (Insect Plague), Массовое исцеление ран (Mass Cure Wounds) + Заговоры (по желанию): Указание (Guidance), Ядовитые брызги (Poison Spray), Сопротивление (Resistance), Жалость к умирающим (Spare the Dying), Волшебство (Thaumaturgy) + 1ый круг (4 слота): Друзья (Friends), Исцеление ран (Cure Wounds), Обнаружение яда и болезней (Detect Poison and Disease), Луч болезни (Ray of Sickness) + 2ой круг (3 слота): Малое восстановление (Lesser Restoration), Защита от яда (Protection from Poison), Паутина (Web) + 3ий круг (3 слота): Призыв животных (Conjure Animals), Развеять магию (Dispel Magic) + 4ый круг (3 слота): Предсказание (Ритуал) (Divination), Свобода передвижения (Freedom of Movement) + 5ый круг (2 слота): Нашествие насекомых (Insect Plague), Массовое исцеление ран (Mass Cure Wounds) Светобоязнь @@ -6187,9 +6187,9 @@ Заклинатель Друид заклинатель 4-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания жреца: - • Заговоры (по желанию): Искусство друидов (Druidcraft), Сотворение пламени (Produce Flame), Дубинка (Shillelagh) - • 1ый круг (4 слота): Опутывание (Entangle), Скороход (Longstrider), Общение с животными (Ритуал) (Speak with Animals), Громовая волна (Thunderwave) - • 2ой круг (3 слота): Животное-посланник (Ритуал) (Animal Messenger), Дубовая кожа (Barkskin) + Заговоры (по желанию): Искусство друидов (Druidcraft), Сотворение пламени (Produce Flame), Дубинка (Shillelagh) + 1ый круг (4 слота): Опутывание (Entangle), Скороход (Longstrider), Общение с животными (Ритуал) (Speak with Animals), Громовая волна (Thunderwave) + 2ой круг (3 слота): Животное-посланник (Ритуал) (Animal Messenger), Дубовая кожа (Barkskin) Дубинка @@ -7497,10 +7497,10 @@ Заклинатель Огненный череп - заклинатель 5-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 13, +5 к атаке заклинаниями). Ему не нужны материальные компоненты для заклинаний. У огненного черепа подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Волшебная рука (Mage Hand) - • 1ый круг (3 слота): Магическая стрела (Magic Missile), Щит (Shield) - • 2ой круг (2 слота): Размытый образ (Blur), Пылающий шар (Flaming Sphere) - • 3ий круг (1 слот): Огненный шар (Fireball) + Заговоры (по желанию): Волшебная рука (Mage Hand) + 1ый круг (3 слота): Магическая стрела (Magic Missile), Щит (Shield) + 2ой круг (2 слота): Размытый образ (Blur), Пылающий шар (Flaming Sphere) + 3ий круг (1 слот): Огненный шар (Fireball) Мультиатака @@ -10239,12 +10239,12 @@ Совместное колдовство (Только для шабаша) Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: - • 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) - • 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) - • 3ий круг (3 слота): Проклятие (Bestow Curse), Контрзаклятье (Counterspell), Молния (Lightning Bolt) - • 4ый круг (3 слота): Воображаемый убийца (Phantasmal Killer), Перевоплощение (Polymorph) - • 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Наблюдение (Scrying) - • 6ой круг (1 слот): Разящее око (Eyebite) + 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) + 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) + 3ий круг (3 слота): Проклятие (Bestow Curse), Контрзаклятье (Counterspell), Молния (Lightning Bolt) + 4ый круг (3 слота): Воображаемый убийца (Phantasmal Killer), Перевоплощение (Polymorph) + 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Наблюдение (Scrying) + 6ой круг (1 слот): Разящее око (Eyebite) При использовании этих заклинания каждая ведьма считается заклинателем 12-го уровня с Характеристика для заклинаний - Интеллектом. The сложность спасброска is 12 + Модификатор Интеллекта, бонус к атаке: 4 + Модификатор Интеллекта. @@ -10624,13 +10624,13 @@ Заклинатель Нага - заклинатель 11-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 16, +8 к атаке заклинаниями), необходимы только вербальные компоненты. Подготовлены следующие заклинания жреца: - • Заговоры (по желанию): Починка (Mending), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) - • 1ый круг (4 слота): Приказ (Command), Исцеление ран (Cure Wounds), Щит веры (Shield of Faith) - • 2ой круг (3 слота): Умиротворение (Calm Emotions), Удержание персоны (Hold Person) - • 3ий круг (3 слота): Проклятие (Bestow Curse), Ясновидение (Clairvoyance) - • 4ый круг (3 слота): Изгнание (Banishment), Свобода передвижения (Freedom of Movement) - • 5ый круг (2 слота): Удар пламени (Flame Strike), Миссия (Geas) - • 6ой круг (1 слот): Истинное зрение (True Seeing) + Заговоры (по желанию): Починка (Mending), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) + 1ый круг (4 слота): Приказ (Command), Исцеление ран (Cure Wounds), Щит веры (Shield of Faith) + 2ой круг (3 слота): Умиротворение (Calm Emotions), Удержание персоны (Hold Person) + 3ий круг (3 слота): Проклятие (Bestow Curse), Ясновидение (Clairvoyance) + 4ый круг (3 слота): Изгнание (Banishment), Свобода передвижения (Freedom of Movement) + 5ый круг (2 слота): Удар пламени (Flame Strike), Миссия (Geas) + 6ой круг (1 слот): Истинное зрение (True Seeing) Укус @@ -10680,12 +10680,12 @@ Заклинатель Сфинкс - заклинатель 9-го. Его магические способности основываются на Интеллекте (сложность спасброска 17, +9 к атаке заклинаниями). Материальные компоненты не требуются. У сфинкс подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Фокусы (Prestidigitation) - • 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Щит (Shield) - • 2ой круг (3 слота): Тьма (Darkness), Обнаружение предметов (Locate Object), Внушение (Suggestion) - • 3ий круг (3 слота): Развеять магию (Dispel Magic), Снятие проклятия (Remove Curse), Языки (Tongues) - • 4ый круг (3 слота): Изгнание (Banishment), Невидимость (Invisibility) - • 5ый круг (1 слот): Знание легенд (Legend Lore) + Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Фокусы (Prestidigitation) + 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Щит (Shield) + 2ой круг (3 слота): Тьма (Darkness), Обнаружение предметов (Locate Object), Внушение (Suggestion) + 3ий круг (3 слота): Развеять магию (Dispel Magic), Снятие проклятия (Remove Curse), Языки (Tongues) + 4ый круг (3 слота): Изгнание (Banishment), Невидимость (Invisibility) + 5ый круг (1 слот): Знание легенд (Legend Lore) Мультиатака @@ -12317,12 +12317,12 @@ Заклинатель Куо-тоа - заклинатель 10-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 14, +6 к атаке заклинаниями). Куо-тоа has the following cleric spells prepared: - • Заговоры (по желанию): Указание (Guidance), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) - • 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Святилище (Sanctuary), Щит веры (Shield of Faith) - • 2ой круг (3 слота): Удержание персоны (Hold Person), Духовное оружие (Spiritual Weapon) - • 3ий круг (3 слота): Духовные защитники (Spirit Guardians), Языки (Tongues) - • 4ый круг (3 слота): Власть над водами (Control Water), Предсказание (Ритуал) (Divination) - • 5ый круг (2 слота): Массовое исцеление ран (Mass Cure Wounds), Наблюдение (Scrying) + Заговоры (по желанию): Указание (Guidance), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) + 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Святилище (Sanctuary), Щит веры (Shield of Faith) + 2ой круг (3 слота): Удержание персоны (Hold Person), Духовное оружие (Spiritual Weapon) + 3ий круг (3 слота): Духовные защитники (Spirit Guardians), Языки (Tongues) + 4ый круг (3 слота): Власть над водами (Control Water), Предсказание (Ритуал) (Divination) + 5ый круг (2 слота): Массовое исцеление ран (Mass Cure Wounds), Наблюдение (Scrying) Мультиатака @@ -12443,8 +12443,8 @@ Заклинатель Куо-тоа - заклинатель 2-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания жреца: - • Заговоры (по желанию): Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) - • 1ый круг (3 слота): Порча (Bane), Щит веры (Shield of Faith) + Заговоры (по желанию): Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) + 1ый круг (3 слота): Порча (Bane), Щит веры (Shield of Faith) Мультиатака @@ -12583,16 +12583,16 @@ Заклинатель Лич - заклинатель 18-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 20, +12 к атаке заклинаниями). У лича подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Луч холода (Ray of Frost) - • 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Магическая стрела (Magic Missile), Щит (Shield), Громовая волна (Thunderwave) - • 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Невидимость (Invisibility), Кислотная стрела Мельфа (Melf's Acid Arrow), Зеркальное отражение (Mirror Image) - • 3ий круг (3 слота): Восставший труп (Animate Dead), Контрзаклятье (Counterspell), Развеять магию (Dispel Magic), Огненный шар (Fireball) - • 4ый круг (3 слота): Усыхание (Blight), Дверь между измерениями (Dimension Door) - • 5ый круг (3 слота): Облако смерти (Cloudkill), Наблюдение (Scrying) - • 6ой круг (1 слот): Дезинтеграция (Disintegrate), Сфера неуязвимости (Globe of Invulnerability) - • 7ой круг (1 слот): Перст смерти (Finger of Death), Перемещение между планами (Plane Shift) - • 8ой круг (1 слот): Подчинение монстра (Dominate Monster), Слово Силы: оглушение (Power Word Stun) - • 9ый круг (1 слот): Слово Силы: смерть (Power Word Kill) + Заговоры (по желанию): Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Луч холода (Ray of Frost) + 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Магическая стрела (Magic Missile), Щит (Shield), Громовая волна (Thunderwave) + 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Невидимость (Invisibility), Кислотная стрела Мельфа (Melf's Acid Arrow), Зеркальное отражение (Mirror Image) + 3ий круг (3 слота): Восставший труп (Animate Dead), Контрзаклятье (Counterspell), Развеять магию (Dispel Magic), Огненный шар (Fireball) + 4ый круг (3 слота): Усыхание (Blight), Дверь между измерениями (Dimension Door) + 5ый круг (3 слота): Облако смерти (Cloudkill), Наблюдение (Scrying) + 6ой круг (1 слот): Дезинтеграция (Disintegrate), Сфера неуязвимости (Globe of Invulnerability) + 7ой круг (1 слот): Перст смерти (Finger of Death), Перемещение между планами (Plane Shift) + 8ой круг (1 слот): Подчинение монстра (Dominate Monster), Слово Силы: оглушение (Power Word Stun) + 9ый круг (1 слот): Слово Силы: смерть (Power Word Kill) Сопротивление изгнанию @@ -12841,10 +12841,10 @@ Заклинание (Только форма человекоящера) Ящерочеловек - заклинатель 5-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания друида: - • Заговоры (по желанию): Искусство друидов (Druidcraft), Сотворение пламени (Produce Flame), Шипастый кнут (Thorn Кнут) - • 1ый круг (4 слота): Опутывание (Entangle), Облако тумана (Fog Cloud) - • 2ой круг (3 слота): Раскаленный металл (Heat Metal), Рост шипов (Spike Growth) - • 3ий круг (2 слота): Призыв животных (Conjure Animals), Рост растений (Plant Growth) + Заговоры (по желанию): Искусство друидов (Druidcraft), Сотворение пламени (Produce Flame), Шипастый кнут (Thorn Кнут) + 1ый круг (4 слота): Опутывание (Entangle), Облако тумана (Fog Cloud) + 2ой круг (3 слота): Раскаленный металл (Heat Metal), Рост шипов (Spike Growth) + 3ий круг (2 слота): Призыв животных (Conjure Animals), Рост растений (Plant Growth) Мультиатака (только форма ящера) @@ -12896,12 +12896,12 @@ Заклинатель Маг - заклинатель 9-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 14, +6 к атаке заклинаниями). У мага подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Огненная стрела (Fire Bolt), Свет (Light), Волшебная рука (Mage Hand), Фокусы (Prestidigitation) - • 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Доспехи мага (Mage Armor), Магическая стрела (Magic Missile), Щит (Shield) - • 2ой круг (3 слота): Туманный шаг (Misty Step), Внушение (Suggestion) - • 3ий круг (3 слота): Контрзаклятье (Counterspell), Огненный шар (Fireball), Полет (Fly) - • 4ый круг (3 слота): Невидимость (Invisibility), Ледяной шторм (Ice Storm) - • 5ый круг (1 слот): Конус холода (Cone of Cold) + Заговоры (по желанию): Огненная стрела (Fire Bolt), Свет (Light), Волшебная рука (Mage Hand), Фокусы (Prestidigitation) + 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Доспехи мага (Mage Armor), Магическая стрела (Magic Missile), Щит (Shield) + 2ой круг (3 слота): Туманный шаг (Misty Step), Внушение (Suggestion) + 3ий круг (3 слота): Контрзаклятье (Counterspell), Огненный шар (Fireball), Полет (Fly) + 4ый круг (3 слота): Невидимость (Invisibility), Ледяной шторм (Ice Storm) + 5ый круг (1 слот): Конус холода (Cone of Cold) Кинжал @@ -13624,12 +13624,12 @@ Заклинатель Мозгодер is a 10th-level заклинатель. Его магические способности основываются на Интеллекте (сложность спасброска 15, +7 к атаке заклинаниями). Мозгодер подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Щит от клинков (Blade Ward), Танцующие огоньки (Dancing Lights), Волшебная рука (Mage Hand), Электрошок (Shocking Grasp) - • 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Маскировка (Disguise Self), Щит (Shield), Сон (Sleep) - • 2ой круг (3 слота): Размытый образ (Blur), Невидимость (Invisibility), Луч слабости (Ray of Enfeeblement) - • 3ий круг (3 слота): Ясновидение (Clairvoyance), Молния (Lightning Bolt), Послание (Sending) - • 4ый круг (3 слота): Замешательство (Confusion), Таинственный мираж (Mirage Arcane) - • 5ый круг (2 слота): Телекинез (Telekinesis), Силовая стена (Wall of Force) + Заговоры (по желанию): Щит от клинков (Blade Ward), Танцующие огоньки (Dancing Lights), Волшебная рука (Mage Hand), Электрошок (Shocking Grasp) + 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Маскировка (Disguise Self), Щит (Shield), Сон (Sleep) + 2ой круг (3 слота): Размытый образ (Blur), Невидимость (Invisibility), Луч слабости (Ray of Enfeeblement) + 3ий круг (3 слота): Ясновидение (Clairvoyance), Молния (Lightning Bolt), Послание (Sending) + 4ый круг (3 слота): Замешательство (Confusion), Таинственный мираж (Mirage Arcane) + 5ый круг (2 слота): Телекинез (Telekinesis), Силовая стена (Wall of Force) Щупальца @@ -13937,13 +13937,13 @@ Заклинатель Мумия лорд - заклинатель 10-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 17, +9 к атаке заклинаниями). Подготовлены следующие заклинания жреца: - • Заговоры (по желанию): Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) - • 1ый круг (4 слота): Приказ (Command), Самонаводящаяся стрела (Guiding Bolt), Щит веры (Shield of Faith) - • 2ой круг (3 слота): Удержание персоны (Hold Person), Тишина (Ритуал) (Silence), Духовное оружие (Spiritual Weapon) - • 3ий круг (3 слота): Восставший труп (Animate Dead), Развеять магию (Dispel Magic) - • 4ый круг (3 слота): Предсказание (Ритуал) (Divination), Защита от смерти (Guardian of Faith) - • 5ый круг (2 слота): Заражение (Contagion), Нашествие насекомых (Insect Plague) - • 6ой круг (1 слот): Вред (Harm) + Заговоры (по желанию): Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) + 1ый круг (4 слота): Приказ (Command), Самонаводящаяся стрела (Guiding Bolt), Щит веры (Shield of Faith) + 2ой круг (3 слота): Удержание персоны (Hold Person), Тишина (Ритуал) (Silence), Духовное оружие (Spiritual Weapon) + 3ий круг (3 слота): Восставший труп (Animate Dead), Развеять магию (Dispel Magic) + 4ый круг (3 слота): Предсказание (Ритуал) (Divination), Защита от смерти (Guardian of Faith) + 5ый круг (2 слота): Заражение (Contagion), Нашествие насекомых (Insect Plague) + 6ой круг (1 слот): Вред (Harm) Мультиатака @@ -14270,12 +14270,12 @@ Совместное колдовство (Только для шабаша) Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: - • 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) - • 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) - • 3ий круг (3 слота): Проклятие (Bestow Curse), Контрзаклятье (Counterspell), Молния (Lightning Bolt) - • 4ый круг (3 слота): Воображаемый убийца (Phantasmal Killer), Перевоплощение (Polymorph) - • 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Наблюдение (Scrying) - • 6ой круг (1 слот): Разящее око (Eyebite) + 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) + 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) + 3ий круг (3 слота): Проклятие (Bestow Curse), Контрзаклятье (Counterspell), Молния (Lightning Bolt) + 4ый круг (3 слота): Воображаемый убийца (Phantasmal Killer), Перевоплощение (Polymorph) + 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Наблюдение (Scrying) + 6ой круг (1 слот): Разящее око (Eyebite) При использовании этих заклинания каждая ведьма считается заклинателем 12-го уровня с Характеристика для заклинаний - Интеллектом. The сложность спасброска is 12 + Модификатор Интеллекта, бонус к атаке: 4 + Модификатор Интеллекта. @@ -14783,9 +14783,9 @@ Заклинатель Орк - заклинатель 3-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 11, +3 к атаке заклинаниями). Подготовлены следующие заклинания жреца: - • Заговоры (по желанию): Указание (Guidance), Сопротивление (Resistance), Волшебство (Thaumaturgy) - • 1ый круг (4 слота): Благословение (Bless), Приказ (Command) - • 2ой круг (2 слота): Гадание (Ритуал) (Augury), Духовное оружие (Spiritual Weapon) + Заговоры (по желанию): Указание (Guidance), Сопротивление (Resistance), Волшебство (Thaumaturgy) + 1ый круг (4 слота): Благословение (Bless), Приказ (Command) + 2ой круг (2 слота): Гадание (Ритуал) (Augury), Духовное оружие (Spiritual Weapon) Копье @@ -15630,10 +15630,10 @@ Заклинатель Жрец - заклинатель 5-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 13, +5 к атаке заклинаниями). Подготовлены следующие заклинания жреца: - • Заговоры (по желанию): Свет (Light), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) - • 1ый круг (4 слота): Исцеление ран (Cure Wounds), Самонаводящаяся стрела (Guiding Bolt), Святилище (Sanctuary) - • 2ой круг (3 слота): Малое восстановление (Lesser Restoration), Духовное оружие (Spiritual Weapon) - • 3ий круг (2 слота): Развеять магию (Dispel Magic), Духовные защитники (Spirit Guardians) + Заговоры (по желанию): Свет (Light), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) + 1ый круг (4 слота): Исцеление ран (Cure Wounds), Самонаводящаяся стрела (Guiding Bolt), Святилище (Sanctuary) + 2ой круг (3 слота): Малое восстановление (Lesser Restoration), Духовное оружие (Spiritual Weapon) + 3ий круг (2 слота): Развеять магию (Dispel Magic), Духовные защитники (Spirit Guardians) Палица @@ -16808,10 +16808,10 @@ Заклинатель Сахуагин - заклинатель 6-го уровня. Её характеристика для заклинаний - Мудрость (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания жреца: - • Заговоры (по желанию): Указание (Guidance), Волшебство (Thaumaturgy) - • 1ый круг (4 слота): Благословение (Bless), Обнаружение магии(Ритуал) (Detect Magic), Самонаводящаяся стрела (Guiding Bolt) - • 2ой круг (3 слота): Удержание персоны (Hold Person), Духовное оружие (Spiritual Weapon) - • 3ий круг (3 слота): Лечение (Heal), Языки (Tongues) + Заговоры (по желанию): Указание (Guidance), Волшебство (Thaumaturgy) + 1ый круг (4 слота): Благословение (Bless), Обнаружение магии(Ритуал) (Detect Magic), Самонаводящаяся стрела (Guiding Bolt) + 2ой круг (3 слота): Удержание персоны (Hold Person), Духовное оружие (Spiritual Weapon) + 3ий круг (3 слота): Лечение (Heal), Языки (Tongues) Мультиатака @@ -17082,12 +17082,12 @@ Совместное колдовство (Только для шабаша) Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: - • 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) - • 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) - • 3ий круг (3 слота): Проклятие (Bestow Curse), Контрзаклятье (Counterspell), Молния (Lightning Bolt) - • 4ый круг (3 слота): Воображаемый убийца (Phantasmal Killer), Перевоплощение (Polymorph) - • 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Наблюдение (Scrying) - • 6ой круг (1 слот): Разящее око (Eyebite) + 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) + 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) + 3ий круг (3 слота): Проклятие (Bestow Curse), Контрзаклятье (Counterspell), Молния (Lightning Bolt) + 4ый круг (3 слота): Воображаемый убийца (Phantasmal Killer), Перевоплощение (Polymorph) + 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Наблюдение (Scrying) + 6ой круг (1 слот): Разящее око (Eyebite) При использовании этих заклинания каждая ведьма считается заклинателем 12-го уровня с Характеристика для заклинаний - Интеллектом. The сложность спасброска is 12 + Модификатор Интеллекта, бонус к атаке: 4 + Модификатор Интеллекта. @@ -17785,12 +17785,12 @@ Заклинатель Нага - заклинатель 10-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 14, +6 к атаке заклинаниями), необходимы только вербальные компоненты. Подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Луч холода (Ray of Frost) - • 1ый круг (4 слота): Очаровать персону (Charm Person), Обнаружение магии(Ритуал) (Detect Magic), Сон (Sleep) - • 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Удержание персоны (Hold Person) - • 3ий круг (3 слота): Молния (Lightning Bolt), Подводное дыхание (Ритуал) (Подводное Дыхание) - • 4ый круг (3 слота): Усыхание (Blight), Дверь между измерениями (Dimension Door) - • 5ый круг (2 слота): Подчинение персоны (Dominate Person) + Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Луч холода (Ray of Frost) + 1ый круг (4 слота): Очаровать персону (Charm Person), Обнаружение магии(Ритуал) (Detect Magic), Сон (Sleep) + 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Удержание персоны (Hold Person) + 3ий круг (3 слота): Молния (Lightning Bolt), Подводное дыхание (Ритуал) (Подводное Дыхание) + 4ый круг (3 слота): Усыхание (Blight), Дверь между измерениями (Dimension Door) + 5ый круг (2 слота): Подчинение персоны (Dominate Person) Укус @@ -19616,12 +19616,12 @@ Заклинатель Вампир - заклинатель 9-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 15, +7 к атаке заклинаниями). Вампир подготовлены следующие заклинания Волшебника: - • Заговоры (по желанию): Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Луч холода (Ray of Frost) - • 1ый круг (4 слота): Понимание языков (Ритуал) (Comprehend Languages), Облако тумана (Fog Cloud), Сон (Sleep) - • 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Порыв ветра (Gust of Wind), Зеркальное отражение (Mirror Image) - • 3ий круг (3 слота): Восставший труп (Animate Dead), Проклятие (Bestow Curse), Необнаружимость (Nondetection) - • 4ый круг (3 слота): Усыхание (Blight), Невидимость (Invisibility) - • 5ый круг (1 слот): Подчинение персоны (Dominate Person) + Заговоры (по желанию): Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Луч холода (Ray of Frost) + 1ый круг (4 слота): Понимание языков (Ритуал) (Comprehend Languages), Облако тумана (Fog Cloud), Сон (Sleep) + 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Порыв ветра (Gust of Wind), Зеркальное отражение (Mirror Image) + 3ий круг (3 слота): Восставший труп (Animate Dead), Проклятие (Bestow Curse), Необнаружимость (Nondetection) + 4ый круг (3 слота): Усыхание (Blight), Невидимость (Invisibility) + 5ый круг (1 слот): Подчинение персоны (Dominate Person) Мультиатака (только для формы вампира) From 36f442efb8c697ebc3d30d2956fa940905e08026 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sun, 5 May 2019 22:22:41 +0200 Subject: [PATCH 02/50] Fix a missed spellcasting list --- Bestiary/Volo's Bestiary.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index a64864b5..089456f5 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -1303,9 +1303,9 @@ Cantrips (at will): guidance, mending, resistance, thaumaturgy - •1st level (4 slots): bane, healing word, sanctuary, shield of faith + 1st level (4 slots): bane, healing word, sanctuary, shield of faith - •2nd level (3 slots): hold person, spiritual weapon (dagger) + 2nd level (3 slots): hold person, spiritual weapon (dagger) Spider Climb From d924907c86ce1372ebc08a72862f8b82114b3137 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sun, 5 May 2019 22:23:04 +0200 Subject: [PATCH 03/50] Fix missing space between bullets and text --- Bestiary/Volo's Bestiary.xml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index 089456f5..7b5362a9 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -5998,13 +5998,13 @@ Transmuter's Stone The transmuter carries a magic stone it crafted that grants its bearer one of the following effects: - •Darkvision out to a range of 60 feet + • Darkvision out to a range of 60 feet - •An extra 10 feet of speed while the bearer is unencumbered + • An extra 10 feet of speed while the bearer is unencumbered - •Proficiency with Constitution saving throws + • Proficiency with Constitution saving throws - •Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit) + • Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit) If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone. From 4700f46d82e38cb179a88a34d841286089a321d5 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Mon, 6 May 2019 07:20:27 +0200 Subject: [PATCH 04/50] Remove blank lines between lines in spellcasting lines. --- ...ales From the Yawining Portal Bestiary.xml | 20 -- Bestiary/Volo's Bestiary.xml | 233 ------------------ 2 files changed, 253 deletions(-) diff --git a/Bestiary/Tales From the Yawining Portal Bestiary.xml b/Bestiary/Tales From the Yawining Portal Bestiary.xml index f19a9506..b723fa67 100644 --- a/Bestiary/Tales From the Yawining Portal Bestiary.xml +++ b/Bestiary/Tales From the Yawining Portal Bestiary.xml @@ -144,9 +144,7 @@ Innate Spellcasting The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: - At will: detect magic, disguise self, mage armor - 1/day each:fear, hold person, misty step @@ -772,17 +770,11 @@ Spellcasting The Ooze Master is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared: - Cantrips (at will): acid splash, friends, mage hand, poison spray - 1st level (4 slots): charm person, detect magic, magic missile, ray of sickness - 2nd level (3 slots): detect thoughts, Melf's acid arrow, suggestion - 3rd level (3 slots):fear, slow, stinking cloud - 4th level (3 slots): confusion, Evard's evard's black tentacles - 5th level (1 slot): cloudkill. @@ -902,9 +894,7 @@ Spellcasting Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared: - Cantrips (at will): light, prestidigitation, ray of frost - 1st level (2 slots): color spray, magic missile, shield, sleep. @@ -1008,7 +998,6 @@ Innate Spellcasting Siren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components: - 1/day each: charm person, fog cloud, greater invisibility, polymorph (self only). @@ -1074,19 +1063,12 @@ Spellcasting Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: - Cantrips (at will):.fire bolt, mage hand, minor illusion, prestidigitation, ray of frost - 1st level (4 slots): detect magic, magic missile, shield, unseen servant* - 2nd level (3 slots): detect thoughts, flaming sphere,* mirror image, scorching ray - 3rd level (3 slots): counterspell, dispel magic, fireball - 4th level (3 slots): dimension door,* Evard's black tentacles* - 5th level (3 slots): cloudkill,* scrying - 6th level (1 slot): circle of death *Conjuration spell of 1st level or higher. @@ -1366,9 +1348,7 @@ Spellcasting Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells: - Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp - 1st level (4 slots): burning hands, chromatic orb, mage armor diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index 7b5362a9..e6199521 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -90,27 +90,18 @@ Innate Spellcasting (Psionics) The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: - At will: detect thoughts, levitate - 1/day each: dominate monster, plane shift (self only) Spellcasting The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared: - Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp - 1st level (4 slots): detect magic, disguise self, magic missile, shield - 2nd level (3 slots): invisibility, mirror image, scorching ray - 3rd level (3 slots): counterspell, fly, lightning bolt - 4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer - 5th level (2 slots): modify memory, wall of force - 6th level (1 slot): disintegrate, globe of invulnerability @@ -157,7 +148,6 @@ Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells: - 3/day each: disguise self (including the form of a Medium humanoid), fog cloud @@ -191,49 +181,31 @@ Variant: Death Coven For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - 1st level (4 slots): false life, inflict wounds - 2nd level (3 slots): gentle repose, ray of enfeeblement - 3rd level (3 slots): animate dead, revivify, speak with dead - 4th level (3 slots): blight, death ward - 5th level (2 slots): contagion, raise dead - 6th level (1 slot): circle of death Variant: Nature Coven For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - 1st level (4 slots): entangle, speak with animals - 2nd level (3 slots): flaming sphere, moonbeam, spike growth - 3rd level (3 slots): call lightning, plant growth - 4th level (3 slots): dominate beast, grasping vine - 5th level (2 slots): insect plague, tree stride - 6th level (1 slot): wall of thorns Variant: Prophecy Coven For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - 1st level (4 slots): bane, bless - 2nd level (3 slots): augury, detect thoughts - 3rd level (3 slots): clairvoyance, dispel magic, nondetection - 4th level (3 slots): arcane eye, locate creature - 5th level (2 slots): geas, legend lore - 6th level (1 slot): true seeing @@ -285,9 +257,7 @@ Spellcasting The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: - Cantrips (at will): fire bolt, mending, prestidigitation - 1st level (2 slots): burning hands, disguise self, shield @@ -325,25 +295,15 @@ Spellcasting The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: - Cantrips (at will): druidcraft, mending, poison spray, produce flame - 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals - 2nd level (3 slots): animal messenger, beast sense, hold person - 3rd level (3 slots): conjure animals, meld into stone, water breathing - 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire - 5th level (3 slots): commune with nature, mass cure wounds, tree stride - 6th level (1 slot): heal, heroes' feast, sunbeam - 7th level (1 slot): fire storm - 8th level (1 slot): animal shapes - 9th level (1 slot): foresight @@ -467,7 +427,6 @@ Innate Spellcasting The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components: - At will: darkness, dispel magic, fear, heat metal, levitate @@ -574,11 +533,8 @@ Spellcasting The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: - Cantrips (at will): friends, mage hand, vicious mockery - 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave - 2nd level (3 slots): invisibility, shatter @@ -641,9 +597,7 @@ Innate Spellcasting The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:: - At will: levitate, minor illusion, pass without trace - 1/day each: charm person, dimension door, suggestion @@ -700,11 +654,8 @@ Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: - At will: hold person,* ray of frost - 3/day each: cone of cold,* ice storm*, wall of ice* - 1/day each: control weather @@ -738,49 +689,31 @@ Variant: Death Coven For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - 1st level (4 slots): false life, inflict wounds - 2nd level (3 slots): gentle repose, ray of enfeeblement - 3rd level (3 slots): animate dead, revivify, speak with dead - 4th level (3 slots): blight, death ward - 5th level (2 slots): contagion, raise dead - 6th level (1 slot): circle of death Variant: Nature Coven For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - 1st level (4 slots): entangle, speak with animals - 2nd level (3 slots): flaming sphere, moonbeam, spike growth - 3rd level (3 slots): call lightning, plant growth - 4th level (3 slots): dominate beast, grasping vine - 5th level (2 slots): insect plague, tree stride - 6th level (1 slot): wall of thorns Variant: Prophecy Coven For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - 1st level (4 slots): bane, bless - 2nd level (3 slots): augury, detect thoughts - 3rd level (3 slots): clairvoyance, dispel magic, nondetection - 4th level (3 slots): arcane eye, locate creature - 5th level (2 slots): geas, legend lore - 6th level (1 slot): true seeing @@ -865,11 +798,8 @@ Spellcasting The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +5 to hit with spell attacks). It has the following paladin spells prepared: - 1st level (4 slots): command, protection from evil and good, thunderous smite - 2nd level (3 slots): branding smite, find steed - 3rd level (2 slots): blinding smite, dispel magic @@ -1300,11 +1230,8 @@ Spellcasting The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared: - Cantrips (at will): guidance, mending, resistance, thaumaturgy - 1st level (4 slots): bane, healing word, sanctuary, shield of faith - 2nd level (3 slots): hold person, spiritual weapon (dagger) @@ -1363,23 +1290,16 @@ Innate Spellcasting The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: - At will: detect magic, fog cloud, light - 3/day each: featherfall, fly, misty step, telekinesis - 1/day each: control weather, gaseous form Spellcasting The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared: - Cantrips (at will): minor illusion, prestidigitation, vicious mockery - 1st level (4 slots): cure wounds, disguise self, silent image, Tasha's hideous laughter - 2nd level (3 slots): invisibility, suggestion - 3rd level (2 slots): major image, tongues @@ -1436,19 +1356,12 @@ Spellcasting The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: - Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation - 1st level (4 slots): mage armor, magic missile, unseen servant* - 2nd level (3 slots): cloud of daggers*, misty step*, web* - 3rd level (3 slots): fireball, stinking cloud* - 4th level (3 slots): Evard's black tentacles*, stoneskin - 5th level (2 slots): cloudkill*, conjure elemental* - *Conjuration spell of 1st level or higher @@ -1917,25 +1830,15 @@ Spellcasting The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared: - Cantrips (at will): fire bolt, light, mage hand, message, true strike - 1st level (4 slots): detect magic*, feather fall, mage armor - 2nd level (3 slots): detect thoughts*, locate object*, scorching ray - 3rd level (3 slots): clairvoyance*, fly, fireball - 4th level (3 slots): arcane eye*, ice storm, stoneskin - 5th level (2 slots): Rary's telepathic bond*, seeming* - 6th level (1 slot): mass suggestion, true seeing* - 7th level (1 slot): delayed blast fireball, teleport - 8th level (1 slot): maze - * Divination spell of 1st level or higher @@ -2022,9 +1925,7 @@ Innate Spellcasting The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components: - At will: darkness - 1/day each: confusion, dancing lights, faerie fire @@ -2074,9 +1975,7 @@ Innate Spellcasting (Psionics) The elder brain's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: - At will: detect thoughts, levitate - 1/day each: dominate monster, plane shift (self only) @@ -2158,19 +2057,12 @@ Spellcasting The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: - Cantrips (at will): friends, mage hand, mending, message - 1st level (4 slots): charm person*, mage armor, magic missile - 2nd level (3 slots): hold person*, invisibility, suggestion* - 3rd level (3 slots): fireball, haste, tongues - 4th level (3 slots): dominate beast*, stoneskin - 5th level (2 slots): hold monster* - *Enchantment spell of 1st level or higher @@ -2214,21 +2106,13 @@ Spellcasting The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: - Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost* - 1st level (4 slots): burning hands*, mage armor, magic missile* - 2nd level (3 slots): mirror image, misty step, shatter* - 3rd level (3 slots): counterspell, fireball*, lightning bolt* - 4th level (3 slots): ice storm*, stoneskin - 5th level (2 slots): Bigby's hand*, cone of cold* - 6th level (1 slot): chain lightning*, wall of ice* - *Evocation spell @@ -2329,9 +2213,7 @@ Spellcasting The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation - 1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray @@ -3153,11 +3035,8 @@ Spellcasting The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: - 1st level (4 slots): cure wounds, jump - 2nd level (3 slots): barkskin, spike growth - 3rd level (2 slots): plant growth @@ -3297,15 +3176,10 @@ Spellcasting The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: - Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp - 1st level (4 slots): fog cloud, magic missile, thunderwave - 2nd level (3 slots): gust of wind, Melf's acid arrow, scorching ray - 3rd level (3 slots): fireball, fly, lightning bolt - 4th level (1 slot): ice storm @@ -3344,9 +3218,7 @@ Spellcasting The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: - Cantrips (at will): minor illusion, prestidigitation, true strike - 1st level (3 slots): charm person, disguise self, expeditious retreat, silent image @@ -3441,9 +3313,7 @@ Innate Spellcasting (Psionics) The illithilich's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components. - At will: detect thoughts, levitate - 1/day each: dominate monster, plane shift (self only) @@ -3517,17 +3387,11 @@ Spellcasting The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: - Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray - 1st level (4 slots): color spray*, disguise self*, mage armor, magic missile - 2nd level (3 slots): invisibility*, mirror image*, phantasmal force - 3rd level (3 slots): major image*, phantom steed* - 4th level (1 slot): phantasmal killer* - *Illusion spell of 1st level or higher @@ -3570,9 +3434,7 @@ Innate Spellcasting The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components: - At will: gaseous form, major image (6th-level version), wind walk - 1/day: create food and water @@ -3590,25 +3452,15 @@ Spellcasting The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: - Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy - 1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary - 2nd level (3 slots): calm emotions, lesser restoration, silence - 3rd level (3 slots): dispel magic, remove curse, sending - 4th level (3 slots): banishment, freedom of movement, guardian of faith - 5th level (3 slots): greater restoration, mass cure wounds, scrying - 6th level (1 slot): heroes' feast, true seeing - 7th level (1 slot): etherealness, plane shift - 8th level (1 slot): control weather - 9th level (1 slot): true resurrection @@ -3783,11 +3635,8 @@ Spellcasting The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: - Cantrips (at will): fire bolt, mage hand, mending, poison spray - 1st level (4 slots): charm person, chromatic orb, expeditious retreat - 2nd level (2 slots): scorching ray @@ -3846,9 +3695,7 @@ Innate Spellcasting The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components: - At will: commune with nature, meld into stone, stone shape - 1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance @@ -3908,11 +3755,8 @@ Innate Spellcasting The priest's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - At will: command, create or destroy water - 3/day each: control water, darkness, water breathing, water walk - 1/day each: call lightning, Evard's black tentacles @@ -4206,15 +4050,10 @@ The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: guidance, mage hand, vicious mockery, true strike - 1st-level (4 slots): charm person, command, comprehend languages, sanctuary - 2nd level (3 slots): crown of madness, phantasmal force, see invisibility - 3rd level (3 slots): clairvoyance, fear, meld into stone - 4th level (3 slots): confusion, stone shape - 5th level (2 slots): scrying, telekinesis @@ -4327,19 +4166,12 @@ Spellcasting The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared: - Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp - 1st level (4 slots): detect magic, identify, shield, witch bolt - 2nd level (3 slots): darkness, detect thoughts, shatter - 3rd level (3 slots): dispel magic, lightning bolt, sending - 4th level (3 slots): dimension door, Evard's black tentacles - 5th level (3 slots): geas, scrying - 6th level (1 slot): chain lightning @@ -4443,21 +4275,13 @@ Spellcasting The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: - Cantrips (at will): chill touch, dancing lights, mage hand, mending - 1st level (4 slots):false life*, mage armor, ray of sickness* - 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web - 3rd level (3 slots): animate dead*, bestow curse*, vampiric touch* - 4th level (3 slots): blight*, dimension door, stoneskin - 5th level (2 slots): Bigby's hand, cloudkill - 6th level (1 slot): circle of death* - *Necromancy spell of 1st level or higher @@ -4594,9 +4418,7 @@ Spellcasting The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery - 1st-4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant @@ -4655,9 +4477,7 @@ Innate Spellcasting (Psionics) The neothelid's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components: - At will: levitate - 1/day each: confusion, feeblemind, telekinesis @@ -4705,7 +4525,6 @@ Innate Spellcasting The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: - At will: mage hand, Tasha's hideous laughter, vicious mockery 1/day: confusion @@ -4821,13 +4640,9 @@ Spellcasting The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: - Cantrips (at will): guidance, mending, resistance, thaumaturgy - 1st level (4 slots): bane, cure wounds, guiding bolt - 2nd level (3 slots): augury, warding bond - 3rd level (2 slots): bestow curse, create food and water @@ -4877,11 +4692,8 @@ Spellcasting The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared: - Cantrips (at-will): guidance, mending, resistance, thaumaturgy - 1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good - 2nd level (3 slots): blindness/deafness, silence @@ -5712,9 +5524,7 @@ Innate Spellcasting (Psionics) The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:: - At will: command, comprehend languages, detect thoughts - 1/day each: confusion, dominate monster @@ -5979,19 +5789,12 @@ Spellcasting The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared: - Cantrips (at will): light, mending, prestidigitation, ray of frost - 1st level (4 slots): chromatic orb, expeditious retreat*, mage armor - 2nd level (3 slots): alter self*, hold person, knock* - 3rd level (3 slots): blink*, fireball, slow* - 4th level (3 slots): polymorph*, stoneskin - 5th level (1 slot): telekinesis* - *Transmutation spell of 1st level or higher @@ -6095,9 +5898,7 @@ Innate Spellcasting (Psionics) The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: - At will: detect thoughts, levitate - 1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis @@ -6317,17 +6118,11 @@ Spellcasting The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: - Cantrips (at will): light, mending, sacred flame, spare the dying - 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith - 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon - 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water wall - 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin - 5th level (1 slot): flame strike, mass cure wounds, hold monster @@ -6373,17 +6168,13 @@ Innate Spellcasting The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: - At will: disguise self, mage armor (self only), silent image, speak with animals - 1/day: conjure fey Spellcasting The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery - 1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep @@ -6425,17 +6216,13 @@ Innate Spellcasting The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: - At will: alter self, false life, levitate (self only), mage armor (self only), silent image - 1/day each: feeblemind, finger of death, plane shift Spellcasting The warlock is a l7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp - 1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire @@ -6477,17 +6264,13 @@ Innate Spellcasting The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: - At will: detect magic, jump, levitate, mage armor (self only), speak with dead - 1/day each: arcane gate, true seeing Spellcasting The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp - 1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch @@ -6762,15 +6545,12 @@ Innate Spellcasting The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components: - At will: detect magic, mage armor (self only) Spellcasting The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC ll, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation - 1st-2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray @@ -6868,11 +6648,8 @@ Innate Spellcasting (Anathema Form Only) The anathema's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: - At will: animal friendship (snakes only) - 3/day each: darkness, entangle, fear, haste, suggestion, polymorph - 1/day: divine word @@ -7011,9 +6788,7 @@ Innate Spellcasting (Yuan-ti Form Only) The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: - At will: animal friendship (snakes only) - 3/day: suggestion @@ -7028,9 +6803,7 @@ Spellcasting (Yuan-ti Form Only) The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll),friends, message, minor illusion, poison spray, prestidigitation - 1st-3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script @@ -7097,7 +6870,6 @@ Innate Spellcasting (Yuan-ti Form Only) The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: - At will: animal friendship (snakes only) 3/day: suggestion @@ -7107,9 +6879,7 @@ Spellcasting (Yuan-ti Form Only) The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation - 1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt @@ -7172,7 +6942,6 @@ Innate Spellcasting (Yuan-ti Form Only) The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: - At will: animal friendship (snakes only) 3/day: suggestion @@ -7187,9 +6956,7 @@ Spellcasting (Yuan-ti Farm Only) The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray - 1st-3rd level (2 3rd-level slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch From c8247552ee70ba3f1e6974d600e22ed07530a48a Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Mon, 6 May 2019 07:21:29 +0200 Subject: [PATCH 05/50] Fix typo in College of Virtue description --- Homebrew/Archetypes/Bard/Bard (Virtue).xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Homebrew/Archetypes/Bard/Bard (Virtue).xml b/Homebrew/Archetypes/Bard/Bard (Virtue).xml index 4c6a4c05..1fa7b81d 100644 --- a/Homebrew/Archetypes/Bard/Bard (Virtue).xml +++ b/Homebrew/Archetypes/Bard/Bard (Virtue).xml @@ -5,7 +5,7 @@ Bard College: College of Virtue - e movements of the celestial bodies and the delicate dance of the planes of existence create a form of music, one reflected in the orderly universe. The College of Virtue emerged as an institution devoted to its study and to preserve the universe’s harmony against those forces of chaos and destruction that would disrupt it. Steeped in religious mysticism, the College’s bards act as forces of good and order in the world, working to thwart evil wherever they nd it and uplift others with the music they create. Most see themselves as holy warriors, champions of the gods, and they commit their lives to furthering their interests in the material plane. + The movements of the celestial bodies and the delicate dance of the planes of existence create a form of music, one reflected in the orderly universe. The College of Virtue emerged as an institution devoted to its study and to preserve the universe’s harmony against those forces of chaos and destruction that would disrupt it. Steeped in religious mysticism, the College’s bards act as forces of good and order in the world, working to thwart evil wherever they nd it and uplift others with the music they create. Most see themselves as holy warriors, champions of the gods, and they commit their lives to furthering their interests in the material plane. College of Virtue: Bonus Proficiencies @@ -30,4 +30,4 @@ - \ No newline at end of file + From f68b4eea73552e51e9014522bd6098849c2d7247 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 7 May 2019 07:40:11 +0200 Subject: [PATCH 06/50] Fix missing characters at start of sentence. --- Homebrew/Monsters/Book of the Righteous.xml | 2 +- Homebrew/Monsters/Tome of Beasts.xml | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Homebrew/Monsters/Book of the Righteous.xml b/Homebrew/Monsters/Book of the Righteous.xml index f395b4c9..64a2cf82 100644 --- a/Homebrew/Monsters/Book of the Righteous.xml +++ b/Homebrew/Monsters/Book of the Righteous.xml @@ -43,7 +43,7 @@ Change Shape - e hanumanis magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the hanumanis’s choice) In a new form, the hanumanis retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + The hanumanis magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the hanumanis’s choice) In a new form, the hanumanis retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. Spring Away diff --git a/Homebrew/Monsters/Tome of Beasts.xml b/Homebrew/Monsters/Tome of Beasts.xml index f512d5ec..052043c6 100644 --- a/Homebrew/Monsters/Tome of Beasts.xml +++ b/Homebrew/Monsters/Tome of Beasts.xml @@ -7353,7 +7353,7 @@ Breath Weapon (Recharge 6) - dragonleaf tree can issue forth a breath weapon from its leaves appropriate to the dragon it honors. The creature's breath weapon deals 49 (14d6) damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. A black, copper, or green tree breathes a 60-foot line of acid; a blue or bronze tree breathes a 60-foot line of lightning; a brass, gold, or red tree breathes a 30-foot cone of fire; and a silver or white tree breathes a 30-foot cone of cold. + A dragonleaf tree can issue forth a breath weapon from its leaves appropriate to the dragon it honors. The creature's breath weapon deals 49 (14d6) damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. A black, copper, or green tree breathes a 60-foot line of acid; a blue or bronze tree breathes a 60-foot line of lightning; a brass, gold, or red tree breathes a 30-foot cone of fire; and a silver or white tree breathes a 30-foot cone of cold. From 145af105deb90bfe1ca6b01b062d608829eff81c Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 7 May 2019 07:45:53 +0200 Subject: [PATCH 07/50] Fix some indentation issues and wrong or stray characters. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Remove unnecessary text indentations. Replace _ by - in 'yuan-ti' references. Remove semicolon in Rothé name and references. --- Bestiary/Guildmaster's Guide to Ravnica.xml | 24 +++++----- .../Hoard of the Dragon Queen Bestiary.xml | 2 +- Bestiary/Monster Manual Bestiary.xml | 46 +++++++++---------- Bestiary/Volo's Bestiary.xml | 10 ++-- Homebrew/Monsters/Book of the Righteous.xml | 2 +- Homebrew/Monsters/Plane Shift Zendikar.xml | 2 +- Homebrew/Monsters/Tome of Beasts.xml | 4 +- Homebrew/Monsters/Xanathars Lost Notes.xml | 34 +++++++------- Items/Mundane Items.xml | 22 ++++----- Russian/Monster Manual Bestiary.xml | 4 +- 10 files changed, 75 insertions(+), 75 deletions(-) diff --git a/Bestiary/Guildmaster's Guide to Ravnica.xml b/Bestiary/Guildmaster's Guide to Ravnica.xml index e2b658ac..84055135 100644 --- a/Bestiary/Guildmaster's Guide to Ravnica.xml +++ b/Bestiary/Guildmaster's Guide to Ravnica.xml @@ -77,8 +77,8 @@ Innate Spellcasting The angel's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components: - 3/day each: compelled duel, guiding bolt (as a 5th-level spell) - 1/day each: daylight, fireball (as a 6th-level spell) + 3/day each: compelled duel, guiding bolt (as a 5th-level spell) + 1/day each: daylight, fireball (as a 6th-level spell) Magic Resistance @@ -135,9 +135,9 @@ Innate Spellcasting The angel's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components: - At will: command (as a 2nd-level spell), detect evil and good - 3/day each: charm person (as a 5th-level spell), darkness, suggestion - 1/day: raise dead + At will: command (as a 2nd-level spell), detect evil and good + 3/day each: charm person (as a 5th-level spell), darkness, suggestion + 1/day: raise dead Magic Resistance @@ -189,7 +189,7 @@ Innate Spellcasting The archon's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components: - At will: calm emotions, command, compelled duel + At will: calm emotions, command, compelled duel Mount @@ -720,7 +720,7 @@ Rock - Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Rock|9|3d6+6 @@ -2172,9 +2172,9 @@ Innate Spellcasting (Psionics) The vampire's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components: - At will: message - 3/day each: charm person, hold person, mirror image, sleep - 1/day each: gaseous form, major image + At will: message + 3/day each: charm person, hold person, mirror image, sleep + 1/day each: gaseous form, major image Intelligence Message, Charm Person, Hold Person, Mirror Image, Sleep, Gaseous Form, Major Image @@ -2887,7 +2887,7 @@ Spellcasting - Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spellattacks). Jarad has the following wizard spells prepared: + Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spellattacks). Jarad has the following wizard spells prepared: Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation 1st level (4 slots): entangle, ray ofsickness, sleep 2nd level (3 slots): Melfs acid arrow, ray of enfeeblement, spider climb, web @@ -4142,4 +4142,4 @@ Scimitar|6|1d6+2 - \ No newline at end of file + diff --git a/Bestiary/Hoard of the Dragon Queen Bestiary.xml b/Bestiary/Hoard of the Dragon Queen Bestiary.xml index 07e55e78..179237aa 100644 --- a/Bestiary/Hoard of the Dragon Queen Bestiary.xml +++ b/Bestiary/Hoard of the Dragon Queen Bestiary.xml @@ -109,7 +109,7 @@ Innate Spellcasting - Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components: + Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components: 3/day each: fog cloud, levitate diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index 5d3a5b5f..2a093259 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -19518,7 +19518,7 @@ Innate Spellcasting (Abomination Form Only) - The yuan_ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan_ti can innately cast the following spells, requiring no material components: + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion 1/day: fear @@ -19529,7 +19529,7 @@ Multiattack (Abomination Form Only) - The yuan_ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. + The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. Bite @@ -19538,7 +19538,7 @@ Constrict - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan_ti can't constrict another target. + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. Constrict|7|2d6+4 @@ -19579,8 +19579,8 @@ The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. - Innate Spellcasting (Yuan_ti Form Only) - The yuan_ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan_ti can innately cast the following spells, requiring no material components: + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion @@ -19591,15 +19591,15 @@ Malison Type - The yuan_ti has one of the following types: + The yuan-ti has one of the following types: Type 1: Human body with snake head Type 2: Human head and body with snakes for arms Type 3: Human head and upper body with a serpentine lower body instead of legs - Multiattack (Yuan_ti Form Only) - The yuan_ti makes two ranged attacks or two melee attacks, but can use its bite only once. + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. Bite @@ -19607,12 +19607,12 @@ Bite|5|1d4+3+2d6 - Scimitar (Yuan_ti Form Only) + Scimitar (Yuan-ti Form Only) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Scimitar|5|1d6+3 - Longbow (Yuan_ti Form Only) + Longbow (Yuan-ti Form Only) Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. Longbow|4|1d8+2+2d6 @@ -19644,8 +19644,8 @@ The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. - Innate Spellcasting (Yuan_ti Form Only) - The yuan_ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan_ti can innately cast the following spells, requiring no material components: + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion @@ -19656,15 +19656,15 @@ Malison Type - The yuan_ti has one of the following types: + The yuan-ti has one of the following types: Type 1: Human body with snake head Type 2: Human head and body with snakes for arms Type 3: Human head and upper body with a serpentine lower body instead of legs - Multiattack (Yuan_ti Form Only) - The yuan_ti makes two bite attacks using its snake arms. + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two bite attacks using its snake arms. Bite @@ -19699,8 +19699,8 @@ The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. - Innate Spellcasting (Yuan_ti Form Only) - The yuan_ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan_ti can innately cast the following spells, requiring no material components: + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion @@ -19711,15 +19711,15 @@ Malison Type - The yuan_ti has one of the following types: + The yuan-ti has one of the following types: Type 1: Human body with snake head Type 2: Human head and body with snakes for arms Type 3: Human head and upper body with a serpentine lower body instead of legs - Multiattack (Yuan_ti Form Only) - The yuan_ti makes two ranged attacks or two melee attacks, but can constrict only once. + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once. Bite (Snake Form Only) @@ -19728,16 +19728,16 @@ Constrict - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan_ti can't constrict another target. + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. Constrict|5|2d6+3 - Scimitar (Yuan_ti Form Only) + Scimitar (Yuan-ti Form Only) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Scimitar|5|1d6+3 - Longbow (Yuan_ti Form Only) + Longbow (Yuan-ti Form Only) Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Longbow|4|1d8+2 diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index e6199521..6811ca54 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -1582,7 +1582,7 @@ - Deep Rothé; + Deep Rothé M beast, Volo's Guide unaligned @@ -1607,12 +1607,12 @@ 1/4 Charge - If the rothé; moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Charge||2d6 Innate Spellcasting - The deep rothé;'s spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components. + The deep rothé's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components. Gore @@ -5024,7 +5024,7 @@ - Rothé; + Rothé L beast, Volo's Guide unaligned @@ -5049,7 +5049,7 @@ 1/4 Charge - If the rothé; moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. + If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Charge||2d6 diff --git a/Homebrew/Monsters/Book of the Righteous.xml b/Homebrew/Monsters/Book of the Righteous.xml index 64a2cf82..396034ac 100644 --- a/Homebrew/Monsters/Book of the Righteous.xml +++ b/Homebrew/Monsters/Book of the Righteous.xml @@ -344,7 +344,7 @@ Holy Senses - The phoenix is always under the effects of the detect evil and good and detect magic spells. + The phoenix is always under the effects of the detect evil and good and detect magic spells. Innate Spellcasting diff --git a/Homebrew/Monsters/Plane Shift Zendikar.xml b/Homebrew/Monsters/Plane Shift Zendikar.xml index 2ccf71f8..1490ed36 100644 --- a/Homebrew/Monsters/Plane Shift Zendikar.xml +++ b/Homebrew/Monsters/Plane Shift Zendikar.xml @@ -162,7 +162,7 @@ Innate Spellcasting The kraken’s innate spellcasting ability is Charisma (spell save DC 17). The kraken can innately cast the following spells, requiring no components: - 3/day each: control weather, water breathing + 3/day each: control weather, water breathing Multiattack diff --git a/Homebrew/Monsters/Tome of Beasts.xml b/Homebrew/Monsters/Tome of Beasts.xml index 052043c6..4d393fd8 100644 --- a/Homebrew/Monsters/Tome of Beasts.xml +++ b/Homebrew/Monsters/Tome of Beasts.xml @@ -5148,7 +5148,7 @@ Variant: Devil Summoning - Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil. + Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil. Multiattack @@ -12779,7 +12779,7 @@ Bites - Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Bites|3|4d4 diff --git a/Homebrew/Monsters/Xanathars Lost Notes.xml b/Homebrew/Monsters/Xanathars Lost Notes.xml index a865eb79..4e8e8ec2 100644 --- a/Homebrew/Monsters/Xanathars Lost Notes.xml +++ b/Homebrew/Monsters/Xanathars Lost Notes.xml @@ -25,9 +25,9 @@ Innate Spellcasting The urban dryad’s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no components: - At will: druidcraft - 2/day each: earth tremor, goodberry, thorn whip - 1/day each: calm emotions, earthbind, pass without trace + At will: druidcraft + 2/day each: earth tremor, goodberry, thorn whip + 1/day each: calm emotions, earthbind, pass without trace False Appearance @@ -132,9 +132,9 @@ Innate Spellcasting The urban dryad’s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no components: - At will: commune with nature, meld into stone, sleep - 3/day: spike growth - 1/day: blight + At will: commune with nature, meld into stone, sleep + 3/day: spike growth + 1/day: blight False Appearance @@ -190,8 +190,8 @@ Innate Spellcasting The gen’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components: - At will: detect evil and good, gust - 2/day each: fog cloud, plane shift (self only), tongues + At will: detect evil and good, gust + 2/day each: fog cloud, plane shift (self only), tongues Elemental Demise @@ -244,9 +244,9 @@ Innate Spellcasting The gen’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components: - At will: detect evil and good - 2/day each: entangle, plane shift (self only) - 1/day each: earth tremor, tongues + At will: detect evil and good + 2/day each: entangle, plane shift (self only) + 1/day each: earth tremor, tongues Elemental Demise @@ -301,9 +301,9 @@ Innate Spellcasting The gen’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components: - At will: control flames, detect evil and good - 2/day each: plane shift (self only) - 1/day each: heat metal, tongues + At will: control flames, detect evil and good + 2/day each: plane shift (self only) + 1/day each: heat metal, tongues Elemental Demise @@ -355,9 +355,9 @@ Innate Spellcasting The gen’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components: - At will: detect evil and good, frostbite, shape water - 2/day each: plane shift (self only) - 1/day each: tongues, water walk (self only) + At will: detect evil and good, frostbite, shape water + 2/day each: plane shift (self only) + 1/day each: tongues, water walk (self only) Amphibious diff --git a/Items/Mundane Items.xml b/Items/Mundane Items.xml index 58128807..f216c0db 100644 --- a/Items/Mundane Items.xml +++ b/Items/Mundane Items.xml @@ -2827,17 +2827,17 @@ 33gp 48.5 Includes: - • a chest - • a crowbar - • a hammer - • three wooden stakes - • a holy symbol - • a flask of holy water - • a set of manacles - • a steel mirror - • a flask of oil - • a tinderbox - • 3 torches + • a chest + • a crowbar + • a hammer + • three wooden stakes + • a holy symbol + • a flask of holy water + • a set of manacles + • a steel mirror + • a flask of oil + • a tinderbox + • 3 torches Cost: 33 gp diff --git a/Russian/Monster Manual Bestiary.xml b/Russian/Monster Manual Bestiary.xml index 9f852b9e..b1d872c4 100644 --- a/Russian/Monster Manual Bestiary.xml +++ b/Russian/Monster Manual Bestiary.xml @@ -20814,7 +20814,7 @@ Каменный Камуфляж - Зорн имеет преимущество на проверки Ловкости (Скрытность) на каменистой местности. + Зорн имеет преимущество на проверки Ловкости (Скрытность) на каменистой местности. Запах сокровищ @@ -21741,7 +21741,7 @@ Сдавливание - Рукопашное Оружие: +5 к атаке, досягаемость: 1 клетка, одна цель. Попадание: 10 (2d6 + 3) дробящего урона, и цель становится захваченной (сложность освобождения 13). Пока длится захват, цель удерживается и the yuan_ti не может сдавливать другую цель. + Рукопашное Оружие: +5 к атаке, досягаемость: 1 клетка, одна цель. Попадание: 10 (2d6 + 3) дробящего урона, и цель становится захваченной (сложность освобождения 13). Пока длится захват, цель удерживается и the yuan-ti не может сдавливать другую цель. Сдавливание|5|2d6+3 From 27a3253f961eeac94d6f95fcf3479ea23c26d64b Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 7 May 2019 07:46:45 +0200 Subject: [PATCH 08/50] Fix Fext constitution score. --- Homebrew/Monsters/Tome of Beasts.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Homebrew/Monsters/Tome of Beasts.xml b/Homebrew/Monsters/Tome of Beasts.xml index 4d393fd8..2eb347f8 100644 --- a/Homebrew/Monsters/Tome of Beasts.xml +++ b/Homebrew/Monsters/Tome of Beasts.xml @@ -9201,7 +9201,7 @@ 30 ft. 14 16 - 1 + 12 14 12 18 From 55f4742f4f929238bf10133623da53bd775b4fb1 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 7 May 2019 08:12:24 +0200 Subject: [PATCH 09/50] Ensure all innate spellcasting traits have a similar format --- Bestiary/Monster Manual Bestiary.xml | 20 ++++++++++++++------ Bestiary/Player Bestiary.xml | 15 ++++++++++----- Bestiary/Storm King's Thunder.xml | 1 + Bestiary/The Rise of Tiamat Bestiary.xml | 3 ++- Bestiary/Volo's Bestiary.xml | 2 ++ Homebrew/Monsters/Tome of Beasts.xml | 16 +++++++--------- Templates.xml | 5 +++-- 7 files changed, 39 insertions(+), 23 deletions(-) diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index 2a093259..5513863b 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -5854,8 +5854,9 @@ When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: sleep Claws @@ -10547,8 +10548,9 @@ While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: fog cloud Claws @@ -11307,7 +11309,10 @@ 4 Innate Spellcasting - The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas + The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. + At will: disguise self (any humanoid form), major image + 3/day each: charm person, mirror image, scrying, suggestion + 1/day: geas Multiattack @@ -11725,8 +11730,9 @@ While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: heat metal Claws @@ -15802,8 +15808,9 @@ When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: dancing lights Claws @@ -16217,8 +16224,9 @@ Death Burst||1d8 - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: blur Claws diff --git a/Bestiary/Player Bestiary.xml b/Bestiary/Player Bestiary.xml index 41c80144..eb6a9d8f 100644 --- a/Bestiary/Player Bestiary.xml +++ b/Bestiary/Player Bestiary.xml @@ -911,8 +911,9 @@ When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: sleep Claws @@ -2562,8 +2563,9 @@ While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: fog cloud Claws @@ -2834,8 +2836,9 @@ While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: heat metal Claws @@ -3908,8 +3911,9 @@ When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: dancing lights Claws @@ -4025,8 +4029,9 @@ Death Burst||1d8 - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: blur Claws diff --git a/Bestiary/Storm King's Thunder.xml b/Bestiary/Storm King's Thunder.xml index b60b48e4..5e5abd6a 100644 --- a/Bestiary/Storm King's Thunder.xml +++ b/Bestiary/Storm King's Thunder.xml @@ -196,6 +196,7 @@ Innate Spellcasting Maegera's can innately cast fireball (spell save DC 19) at will, requiring no material components. Maegera's spell casting ability is Charisma. + At will: fireball Magic Resistance diff --git a/Bestiary/The Rise of Tiamat Bestiary.xml b/Bestiary/The Rise of Tiamat Bestiary.xml index 175f4837..5e02622a 100644 --- a/Bestiary/The Rise of Tiamat Bestiary.xml +++ b/Bestiary/The Rise of Tiamat Bestiary.xml @@ -335,8 +335,9 @@ When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. - Innate Spellcasting (3/Day) + Innate Spellcasting Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma. + 3/day: divine word Legendary Resistance (5/Day) diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index 6811ca54..92610880 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -1613,6 +1613,7 @@ Innate Spellcasting The deep rothé's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components. + At will: dancing lights Gore @@ -2209,6 +2210,7 @@ Innate Spellcasting The firenewt's innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components. + At will: mage armor Spellcasting diff --git a/Homebrew/Monsters/Tome of Beasts.xml b/Homebrew/Monsters/Tome of Beasts.xml index 2eb347f8..58ebcd00 100644 --- a/Homebrew/Monsters/Tome of Beasts.xml +++ b/Homebrew/Monsters/Tome of Beasts.xml @@ -4452,7 +4452,11 @@ Innate Spellcasting - The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet. + The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: + 1/day: conjure animals (only swarms of insects) + + Scent Communication. + Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet. Multiattack @@ -8358,14 +8362,8 @@ Innate Spellcasting The einherjar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: - - - At will - less, spare the dying - - - 1/day each - eath ward, spirit guardians + At will: bless, spare the dying + 1/day each: death ward, spirit guardians Multiattack diff --git a/Templates.xml b/Templates.xml index 6d90ac5d..6fdc4f46 100644 --- a/Templates.xml +++ b/Templates.xml @@ -407,8 +407,9 @@ - Innate Spellcasting (1/Day) + Innate Spellcasting The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma. + 1/day: blur Claws @@ -455,4 +456,4 @@ - \ No newline at end of file + From d8a45c9d64e072a7cf852ce4a7253b4b6e3c401d Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 7 May 2019 08:17:51 +0200 Subject: [PATCH 10/50] Remove empty text blocks in spellcasting traits. --- Bestiary/Curse of Strahd Bestiary.xml | 40 ------------------- .../Hoard of the Dragon Queen Bestiary.xml | 9 ----- Bestiary/Monster Manual Bestiary.xml | 37 ----------------- Bestiary/Out of the Abyss.xml | 7 ---- Bestiary/Phandelver Bestiary.xml | 2 - Bestiary/Player Bestiary.xml | 2 - .../Princes of the Apocalypse Bestiary.xml | 22 ---------- Bestiary/Storm King's Thunder.xml | 3 -- Bestiary/Tortle Package.xml | 1 - Bestiary/Volo's Bestiary.xml | 19 --------- 10 files changed, 142 deletions(-) diff --git a/Bestiary/Curse of Strahd Bestiary.xml b/Bestiary/Curse of Strahd Bestiary.xml index d9d1c1ea..4a9fa761 100644 --- a/Bestiary/Curse of Strahd Bestiary.xml +++ b/Bestiary/Curse of Strahd Bestiary.xml @@ -35,23 +35,14 @@ Spellcasting Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared: - Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation - 1st level (4 slots): detect magic, magic missile, sleep, witch bolt - 2nd level (3 slots): crown of madness, enlarge/reduce, misty step - 3rd level (3 slots): dispel magic, fireball, lightning bolt - 4th level (3 slots): blight, Everard's black tentacles, polymorph - 5th level (2 slots): cloudkill, geas, scrying - 6th level (1 slot): programmed illusion, true seeing - 7th level (1 slot): finger of death, mirage arcane - 8th level (1 slot): power word stun @@ -203,11 +194,8 @@ Spellcasting The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared: - Cantrips (at will): mage hand, prestidigitation, ray of frost - 1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter - 2nd level (2 slots): alter self, invisibility @@ -254,15 +242,10 @@ Spellcasting Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared: - Cantrips (at will): fire bolt, light, mage hand, prestidigitation - 1st level (4 slots): protection from good and evil, magic missile, shield - 2nd level (3 slots): darkvision, knock, mirror image - 3rd level (3 slots): clairvoyance, lightning bolt, magic circle - 4th level (1 slot): greater invisibility @@ -412,23 +395,14 @@ Spellcasting Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared: - Cantrips (at will): light, mending, sacred flame, thaumaturgy - 1st level (4 slots): bane, command, detect evil and good, protection from evil and good - 2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon - 3rd level (3 slots): create food and water, speak with dead, spirit guardians - 4th level (3 slots): divination, freedom of movement, guardians of faith - 5th level (2 slots): greater restoration, raise dead - 6th level (1 slot): find the path, harm, true seeing - 7th level (1 slot): fire storm, regenerate - 8th level (1 slot): earthquake @@ -641,9 +615,7 @@ Innate Spellcasting Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components: - 3/day: misty step, phantom steed - 1/day: magic weapon, nondetection @@ -697,17 +669,11 @@ Spellcasting Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared: - Cantrips (at will): guidance, light, mending, thaumaturgy - 1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary - 2nd level (3 slots): augury, lesser restoration, protection from poison - 3rd level (3 slots): magic circle, remove curse, speak with dead - 4th level (3 slots): death ward, freedom of movement - 5th level (1 slot): dispel evil and good @@ -825,17 +791,11 @@ Spellcasting Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared: - Cantrips (at will): mage hand, prestidigitation, ray of frost - 1st level (4 slots): comprehend languages, fog cloud, sleep - 2nd level (3 slots): detect thoughts, gust of wind, mirror image - 3rd level (3 slots): animate dead, fireball, nondetection - 4th level (3 slots): blight, greater invisibility, polymorph - 5th level (1 slot): animate objects, scrying diff --git a/Bestiary/Hoard of the Dragon Queen Bestiary.xml b/Bestiary/Hoard of the Dragon Queen Bestiary.xml index 179237aa..e461d421 100644 --- a/Bestiary/Hoard of the Dragon Queen Bestiary.xml +++ b/Bestiary/Hoard of the Dragon Queen Bestiary.xml @@ -70,7 +70,6 @@ Spellcasting Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list: - Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): fog cloud, magic missile, shield, thunderwave 2nd level (3 slots): invisibility, misty step, scorching ray @@ -110,13 +109,11 @@ Innate Spellcasting Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components: - 3/day each: fog cloud, levitate Spellcasting Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list: - Cantrips (at will): light, mage hand, prestidigitation 1st level (4 slots): detect magic, identify, magic missile, shield 2nd level (3 slots): gust of wind, misty step, shatter @@ -293,7 +290,6 @@ Spellcasting Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list: - Cantrips (at will): fire bolt, prestidigitation, shocking grasp 1st level (4 slots): longstrider, magic missile, shield, thunderwave 2nd level (2 slots): magic weapon, misty step @@ -346,7 +342,6 @@ Spellcasting Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list: - Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, healing word, sanctuary 2nd level (3 slots): calm emotions, hold person, spiritual weapon @@ -430,7 +425,6 @@ Spellcasting Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list. - Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost 1st level (3 slots): charm person, color spray, disguise self, longstrider @@ -528,7 +522,6 @@ Spellcasting Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list: - Cantrips (at will): druidcraft, guidance, poison spray 1st level (4 slots): cure wounds, entangle, healing word, thunderwave 2nd level (3 slots): barkskin, beast sense, spike growth @@ -586,7 +579,6 @@ Spellcasting Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list: - Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile 2nd level (3 slots): detect thoughts, mirror image, phantasmal force @@ -715,7 +707,6 @@ Spellcasting Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list: - Cantrips (at will): guidance, resistance, thaumaturgy 1st level (4 slots): command, cure wounds, healing word, inflict wounds 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear) diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index 5513863b..575cee2a 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -175,7 +175,6 @@ Spellcasting The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: - Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary @@ -1751,7 +1750,6 @@ Spellcasting The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: - Cantrips (at will): sacred flame, spare the dying, thaumaturgy 1st level (4 slots): command, detect evil and good, detect magic 2nd level (3 slots): lesser restoration, zone of truth @@ -1953,7 +1951,6 @@ Spellcasting The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: - Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion @@ -2009,7 +2006,6 @@ Spellcasting The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: - Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor*, magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step @@ -3260,7 +3256,6 @@ Spellcasting The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared: - Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, shield of faith 2nd level (3 slots): calm emotions, hold person @@ -3297,7 +3292,6 @@ Spellcasting The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared: - Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, sleep 2nd level (3 slots): detect thoughts, hold person @@ -4430,7 +4424,6 @@ Spellcasting The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: - Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon @@ -5403,7 +5396,6 @@ Spellcasting The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: - Cantrips (at will): poison spray, thaumaturgy 1st level (4 slots): bane, detect magic, sanctuary 2nd level (3 slots): hold person, silence @@ -5564,7 +5556,6 @@ Spellcasting The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared: - Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost 1st level (4 slots): mage armor, magic missile, shield, witch bolt 2nd level (3 slots): alter self, misty step, web @@ -5622,7 +5613,6 @@ Spellcasting The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: - Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness 2nd level (3 slots): lesser restoration, protection from poison, web @@ -5671,7 +5661,6 @@ Spellcasting The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: - Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin @@ -6321,7 +6310,6 @@ Innate Spellcasting The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - 1/day each: color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion @@ -6384,7 +6372,6 @@ Innate Spellcasting The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion @@ -6447,7 +6434,6 @@ Innate Spellcasting The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion @@ -6510,7 +6496,6 @@ Innate Spellcasting The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - 1/day each:color spray, dancing lights, mage hand, minor illusion @@ -6573,7 +6558,6 @@ Innate Spellcasting The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - 1/day each: dancing lights, mage hand, minor illusion @@ -6636,7 +6620,6 @@ Innate Spellcasting The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion @@ -6699,7 +6682,6 @@ Innate Spellcasting The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image @@ -6881,7 +6863,6 @@ Spellcasting The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: - Cantrips (at will): mage hand 1st level (3 slots): magic missile, shield 2nd level (2 slots): blur, flaming sphere @@ -9267,7 +9248,6 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt @@ -9615,7 +9595,6 @@ Spellcasting The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: - Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, shield of faith 2nd level (3 slots): calm emotions, hold person @@ -9670,7 +9649,6 @@ Spellcasting The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: - Cantrips (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield 2nd level (3 slots): darkness, locate object, suggestion @@ -11150,7 +11128,6 @@ Spellcasting The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: - Cantrips (at will): guidance, sacred flame, thaumaturgy 1st level (4 slots): detect magic, sanctuary, shield of faith 2nd level (3 slots): hold person, spiritual weapon @@ -11267,7 +11244,6 @@ Spellcasting The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: - Cantrips (at will): sacred flame, thaumaturgy 1st level (3 slots): bane, shield of faith @@ -11403,7 +11379,6 @@ Spellcasting The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image @@ -11633,7 +11608,6 @@ Spellcasting (Lizardfolk Form Only) The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: - Cantrips (at will): druidcraft, produce flame, thorn whip 1st Level (4 slots): entangle, fog cloud 2nd Level (3 slots): heat metal, spike growth @@ -11682,7 +11656,6 @@ Spellcasting The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: - Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion @@ -12176,7 +12149,6 @@ Innate Spellcasting The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components: - 2/day each: darkness, dispel magic 1/day: cloudkill @@ -12344,7 +12316,6 @@ Spellcasting The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: - Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp 1st level (4 slots): detect magic, disguise self, shield, sleep 2nd level (3 slots): blur, invisibility, ray of enfeeblement @@ -12630,7 +12601,6 @@ Spellcasting The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: - Cantrips (at will): sacred flame, thaumaturgy 1st level (4 slots): command, guiding bolt, shield of faith 2nd level (3 slots): hold person, silence, spiritual weapon @@ -12931,7 +12901,6 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt @@ -13391,7 +13360,6 @@ Spellcasting The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: - Cantrips (at will): guidance, resistance, thaumaturgy 1st level (4 slots): bless, command 2nd level (2 slots): augury, spiritual weapon (spear) @@ -14155,7 +14123,6 @@ Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: - Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon @@ -15194,7 +15161,6 @@ Spellcasting The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: - Cantrips (at will): guidance, thaumaturgy 1st level (4 slots): bless, detect magic, guiding bolt 2nd level (3 slots): hold person, spiritual weapon (trident) @@ -15439,7 +15405,6 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt @@ -16103,7 +16068,6 @@ Spellcasting The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: - Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, detect magic, sleep 2nd level (3 slots): detect thoughts, hold person @@ -17763,7 +17727,6 @@ Spellcasting The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: - Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): comprehend languages, fog cloud, sleep 2nd level (3 slots): detect thoughts, gust of wind, mirror image diff --git a/Bestiary/Out of the Abyss.xml b/Bestiary/Out of the Abyss.xml index b37978a0..5bf88e48 100644 --- a/Bestiary/Out of the Abyss.xml +++ b/Bestiary/Out of the Abyss.xml @@ -76,7 +76,6 @@ Spellcasting The derro is a 5th-level spellcaster. It's spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells: - Cantrips (at will): acid splash, light, mage hand, message, ray of frost 1st level (4 slots): burning hands, chromatic orb, sleep 2nd level (3 slots): invisibility, spider climb @@ -146,7 +145,6 @@ Spellcasting The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared: - Cantrips (at will): guidance, thaumaturgy 1st level (4 slots): charm person, create or destroy water 2nd level (3 slots): hold person, silence @@ -217,7 +215,6 @@ Spellcasting The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared: - Cantrips (at will): guidance, thaumaturgy 1st level (4 slots): charm person, create or destroy water 2nd level (3 slots): hold person, silence @@ -383,7 +380,6 @@ Spellcasting The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared: - Cantrips (at will): guidance, mending, sacred flame 1st level (4 slots): bane, inflict wounds, shield of faith 2nd level (2 slots): enhance ability, spiritual weapon @@ -1007,7 +1003,6 @@ Spellcasting Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: - Cantrips (at will): guidance, light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, divine favor, inflict wounds, protection from good, shield of faith 2nd level (3 slots): continual flame, hold person, magic weapon, spiritual weapon @@ -1055,7 +1050,6 @@ Spellcasting Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following Warlock spells: - Cantrips (at will): eldritch blast, friends, poison spray 1st level: armor of Agathys, charm person, hex 2nd level: hold person, ray of enfeeblement, spider climb @@ -1124,7 +1118,6 @@ Spellcasting The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer spells: - Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation 1st level (4 slots): false life, mage armor, ray of sickness, shield 2nd level (3 slots): crown of madness, misty step diff --git a/Bestiary/Phandelver Bestiary.xml b/Bestiary/Phandelver Bestiary.xml index 8485c64c..85cd3cd3 100644 --- a/Bestiary/Phandelver Bestiary.xml +++ b/Bestiary/Phandelver Bestiary.xml @@ -23,7 +23,6 @@ Spellcasting The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list: - Cantrips (at will): light, mage hand, shocking grasp 1st Level (4 slots): charm person, magic missile 2nd Level (3 slots): hold person, misty step @@ -114,7 +113,6 @@ Spellcasting Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list: - Cantrips (at will): mage hand, ray of frost, shocking grasp 1st Level (4 slots): mage armor, magic missile, shield 2nd Level (3 slots): invisibility, suggestion diff --git a/Bestiary/Player Bestiary.xml b/Bestiary/Player Bestiary.xml index eb6a9d8f..8d0017df 100644 --- a/Bestiary/Player Bestiary.xml +++ b/Bestiary/Player Bestiary.xml @@ -2414,7 +2414,6 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt @@ -3802,7 +3801,6 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt diff --git a/Bestiary/Princes of the Apocalypse Bestiary.xml b/Bestiary/Princes of the Apocalypse Bestiary.xml index 7554d5db..f605b996 100644 --- a/Bestiary/Princes of the Apocalypse Bestiary.xml +++ b/Bestiary/Princes of the Apocalypse Bestiary.xml @@ -35,7 +35,6 @@ Spellcasting Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared: - Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): charm person, feather fall, mage armor, thunderwave 2nd level (3 slots): dust devil, gust of wind, invisibility @@ -123,7 +122,6 @@ Spellcasting Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells: - Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp 1st level (4 slots): mage armor, magic missile, shield 2nd level (3 slots): misty step, scorching ray @@ -192,7 +190,6 @@ Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - Cantrips (at will): acid splash, blade ward, light, mending, mold earth 1st level (4 slots): earth tremor, expeditious retreat, shield 2nd level (3 slots): shatter, spider climb @@ -272,7 +269,6 @@ Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield 2nd level (3 slots): blur, hold person @@ -479,7 +475,6 @@ Spellcasting Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared: - Cantrips (at will): druidcraft, guidance, poison spray, produce flame 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave 2nd level (3 slots): flame blade, spike growth @@ -560,7 +555,6 @@ Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion 1st level (4 slots): burning hands, expeditious retreat, mage armor 2nd level (3 slots): blur, scorching ray @@ -604,7 +598,6 @@ Spellcasting (Human Form Only) The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells: - Cantrips (at will): chill touch, eldritch blast, mage hand 1st level: armor of Agathys, expeditious retreat, hex 2nd level: invisibility @@ -735,7 +728,6 @@ Spellcasting The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells: - Cantrips (at will): control flames, fire bolt, friends, light, minor illusion 1st level (4 slots): burning hands, color spray, mage armor 2nd level (3 slots): scorching ray, suggestion @@ -784,7 +776,6 @@ Spellcasting Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared: - Cantrips (at will): mending, resistance, shape water 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave 2nd level (3 slots): darkvision, hold person, protection from poison @@ -983,7 +974,6 @@ Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells: - Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp 1st level (4 slots): featherfall, shield, witch bolt 2nd level (3 slots): dust devil, gust of wind @@ -1027,7 +1017,6 @@ Spellcasting The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells: - Cantrips (at will): blade ward, gust, light, prestidigitation 1st level (4 slots): feather fall, jump, thunderwave 2nd level (2 slots): gust of wind @@ -1222,13 +1211,11 @@ Innate Spellcasting Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components: - 1/day: pass without trace Spellcasting Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells: - Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth 1st level (4 slots): chromatic orb, mage armor, magic missile 2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion @@ -1430,7 +1417,6 @@ Spellcasting The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - Cantrips (at will): chill touch, mage hand 1st level (4 slots): fog cloud, mage armor, thunderwave 2nd level (3 slots): mirror image, misty step @@ -1474,7 +1460,6 @@ Spellcasting Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: - Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp 1st level (4 slots): false life, mage armor, magic missile, ray of sickness 2nd level (3 slots): crown of madness, misty step @@ -1605,7 +1590,6 @@ Spellcasting Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells: - Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost 1st level (4 slots): disguise self, mage armor, magic missile 2nd level (3 slots): hold person, misty step @@ -1640,7 +1624,6 @@ Spellcasting The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp 1st level (4 slots): feather fall, mage armor, witch bolt 2nd level (3 slots): gust of wind, invisibility @@ -1681,7 +1664,6 @@ Spellcasting The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: - Cantrips (at will): acid splash, blade ward, light, mending, mold earth 1st level (4 slots): expeditious retreat, false life, shield 2nd level (3 slots): Maximilian's earthen grasp, shatter @@ -1717,7 +1699,6 @@ Spellcasting Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells: - Cantrips (at will): friends, gust, light, message, ray of frost 1st level (4 slots): expeditious retreat, feather fall, jump 2nd level (3 slots): levitate, misty step @@ -1775,7 +1756,6 @@ Spellcasting Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells: - Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray @@ -1860,7 +1840,6 @@ Spellcasting Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: - Cantrips (at will): guidance, light, mending, shillelagh, thaumaturgy 1st Level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals 2nd Level (3 slots): barkskin, spike growth, spiritual weapon @@ -1904,7 +1883,6 @@ Spellcasting Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells: - Cantrips (at will): friends, prestidigitation, vicious mockery 1st level (4 slots): disguise self, dissonant whispers, thunderwave 2nd level (3 slots): invisibility, shatter, silence diff --git a/Bestiary/Storm King's Thunder.xml b/Bestiary/Storm King's Thunder.xml index 5e5abd6a..609e1343 100644 --- a/Bestiary/Storm King's Thunder.xml +++ b/Bestiary/Storm King's Thunder.xml @@ -104,7 +104,6 @@ Innate Spellcasting Iymrith's innate spellcasting ability is Charisma (spell save DC 20). Iymrith's stone shape can create a living gargoyle instead of altering the stone as described in the spell description. She can innately cast the following spells, requiring no material components: - 1/day: counterspell, detect magic, ice storm, stone shape, teleport @@ -396,7 +395,6 @@ Spellcasting The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared: - Cantrips (at will): light, mending, sacred flame, thaumaturgy 1st level (4 slots): bane, command, cure wounds, sanctuary 2nd level (3 slots): augury, hold person, spiritual weapon @@ -854,7 +852,6 @@ Spellcasting Naxene is a 6th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared: - Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion diff --git a/Bestiary/Tortle Package.xml b/Bestiary/Tortle Package.xml index 74b89855..6a2ded75 100644 --- a/Bestiary/Tortle Package.xml +++ b/Bestiary/Tortle Package.xml @@ -172,7 +172,6 @@ Spellcasting The tortle is a 4th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). It has the following druid spells prepared: - Cantrips (at will): druidcraft, guidance, produce flame 1st Level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave 2nd Level (3 slots): darkvision, hold person diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index 92610880..2e636933 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -27,23 +27,14 @@ Spellcasting The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared: - Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost - 1st level (4 slots): alarm*, mage armor, magic missile, shield* - 2nd level (3 slots): arcane lock*, invisibility - 3rd level (3 slots): counterspell*, dispel magic*, fireball - 4th level (3 slots): banishment*, stoneskin* - 5th level (2 slots): cone of cold, wall of force - 6th level (1 slot): flesh to stone, globe of invulnerability* - 7th level (1 slot): symbol* teleport - *Abjuration spell of 1st level or higher @@ -3283,25 +3274,15 @@ Spellcasting The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - Cantrips (at will): mage hand, prestidigitation, ray of frost - 1st level (4 slots): detect magic, magic missile, shield, thunderwave - 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image - 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball - 4th level (3 slots): blight, dimension door - 5th level (3 slots): cloudkill, scrying - 6th level (1 slot): disintegrate, globe of invulnerability - 7th level (1 slot): finger of death, plane shift - 8th level (1 slot): dominate monster, power word stun - 9th level (1 slot): power word kill From 869d3047493ffe66d22dd56dd433fe392d89a435 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 7 May 2019 08:18:12 +0200 Subject: [PATCH 11/50] Remove unused block --- Homebrew/Monsters/Tal'dorei.xml | 1 - 1 file changed, 1 deletion(-) diff --git a/Homebrew/Monsters/Tal'dorei.xml b/Homebrew/Monsters/Tal'dorei.xml index 6867a0cf..5263b40e 100644 --- a/Homebrew/Monsters/Tal'dorei.xml +++ b/Homebrew/Monsters/Tal'dorei.xml @@ -742,7 +742,6 @@ 4th level (3 slots): greater invisibility, phantasmal killer 5th level (2 slot): dream, mislead 6th level (1 slot): circle of death - Unknowable Secrets From d710c700d9405502f489299c7120f6ca13c82950 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 7 May 2019 08:18:54 +0200 Subject: [PATCH 12/50] Fix tag indentation in Tortle Package --- Bestiary/Tortle Package.xml | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/Bestiary/Tortle Package.xml b/Bestiary/Tortle Package.xml index 6a2ded75..495cf922 100644 --- a/Bestiary/Tortle Package.xml +++ b/Bestiary/Tortle Package.xml @@ -24,12 +24,12 @@ Multiattack The decapus makes two attacks: one with its bite and one with its tentacles. - + Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage. Bite|4|2d4+2 - + Tentacles Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 +2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained. Tentacles|4|9d4+2 @@ -64,7 +64,7 @@ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Club|3|1d4+1 - + Stone Tell The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities. @@ -94,7 +94,7 @@ Turn Resistance The topi has advantage on saving throws against any effect that turns undead - + Undead Fortitude If damage reduces the topi to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the topi drops to 1 hit point instead. @@ -131,23 +131,23 @@ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Claws|4|1d4+2 - + Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. One Handed|4|1d6+2 Two Handed|4|1d8+2 - + Light Crossbow Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage. Light Crossbow|2|1d8 - + Shell Defense The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, and the only action it can take is a bonus action to emerge. - + Tortle Druid M humanoid (tortle), Tortle Package @@ -169,7 +169,7 @@ Hold Breath The tortle can hold its breath for 1 hour. - + Spellcasting The tortle is a 4th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, produce flame @@ -183,13 +183,13 @@ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Claws|4|1d4+2 - + Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. One Handed|4|1d6+2 Two Handed|4|1d8+2 - + Shell Defense The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, and the only action it can take is a bonus action to emerge. From bef52632220529db62da3e113d474b62a8ec5ca5 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 7 May 2019 08:27:10 +0200 Subject: [PATCH 13/50] Fix sources and rarities of elemental gems --- Items/Magic Items.xml | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) diff --git a/Items/Magic Items.xml b/Items/Magic Items.xml index 4437a747..fdc1707b 100644 --- a/Items/Magic Items.xml +++ b/Items/Magic Items.xml @@ -11524,25 +11524,31 @@ Elemental Gem, Emerald W 1 + Uncommon + Rarity: Uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. - Source: + Source: Dungeon Master's Guide, page 167 Elemental Gem, Red Corundum W 1 + Uncommon + Rarity: Uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. - Source: + Source: Dungeon Master's Guide, page 167 Elemental Gem, Yellow Diamond W 1 + Uncommon + Rarity: Uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. - Source: + Source: Dungeon Master's Guide, page 167 Eversmoking Bottle From 9bfd41c174547e280055a4bffbd82a002247c96b Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 7 May 2019 08:28:10 +0200 Subject: [PATCH 14/50] Fix capitalisation in moonblade properties --- Items/Magic Items.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Items/Magic Items.xml b/Items/Magic Items.xml index fdc1707b..faa60bf3 100644 --- a/Items/Magic Items.xml +++ b/Items/Magic Items.xml @@ -13566,8 +13566,8 @@ A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table. - MOONBLADE PROPERTIES: - d100 — Property: + Moonblade Properties: + d100 — Property: 01-40 — Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. 41-80 — The moonblade gains a randomly determined minor property (see "Special Features" earlier in this chapter). 81-82 — The moonblade gains the finesse property. From 3ea791b6a9d3f80d1c1c542f90d18acf45415a8b Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 7 May 2019 08:29:56 +0200 Subject: [PATCH 15/50] Remove spaces after colons at the end of text blocks. --- Bestiary/Curse of Strahd Bestiary.xml | 2 +- .../Hoard of the Dragon Queen Bestiary.xml | 14 +- Bestiary/Monster Manual Bestiary.xml | 178 +++++++++--------- Bestiary/Phandelver Bestiary.xml | 6 +- Bestiary/Player Bestiary.xml | 14 +- .../Princes of the Apocalypse Bestiary.xml | 58 +++--- Bestiary/Storm King's Thunder.xml | 4 +- Bestiary/Tortle Package.xml | 2 +- Bestiary/Volo's Bestiary.xml | 16 +- Character/Classes.xml | 2 +- Character/Classes/Druid/Druid.xml | 8 +- .../Classes/Paladin/Paladin (Conquest).xml | 2 +- Character/Classes/Paladin/Paladin (Crown).xml | 2 +- .../Classes/Paladin/Paladin (Treachery).xml | 12 +- Character/Classes/Ranger/Ranger (Beast).xml | 4 +- .../Ranger/Ranger (Primeval Guardian).xml | 2 +- Character/Classes/Ranger/Ranger Revised.xml | 10 +- .../Classes/Rogue/Rogue (Mastermind).xml | 2 +- Items/Magic Items.xml | 28 +-- Russian/Monster Manual Bestiary.xml | 172 ++++++++--------- Spells/PHB Spells.xml | 2 +- Unearthed Arcana/Artificer UA items.xml | 2 +- Unearthed Arcana/Artificer UA.xml | 2 +- Unearthed Arcana/Modern Spells.xml | 2 +- Unearthed Arcana/UA Feats.xml | 2 +- 25 files changed, 274 insertions(+), 274 deletions(-) diff --git a/Bestiary/Curse of Strahd Bestiary.xml b/Bestiary/Curse of Strahd Bestiary.xml index 4a9fa761..5dccc2f0 100644 --- a/Bestiary/Curse of Strahd Bestiary.xml +++ b/Bestiary/Curse of Strahd Bestiary.xml @@ -878,7 +878,7 @@ 1 Loathsome Limbs - Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it: + Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it: 1-8: One leg is severed from the zombie if it has any legs left. diff --git a/Bestiary/Hoard of the Dragon Queen Bestiary.xml b/Bestiary/Hoard of the Dragon Queen Bestiary.xml index e461d421..76475f46 100644 --- a/Bestiary/Hoard of the Dragon Queen Bestiary.xml +++ b/Bestiary/Hoard of the Dragon Queen Bestiary.xml @@ -69,7 +69,7 @@ Spellcasting - Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list: + Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list: Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): fog cloud, magic missile, shield, thunderwave 2nd level (3 slots): invisibility, misty step, scorching ray @@ -113,7 +113,7 @@ Spellcasting - Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list: + Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list: Cantrips (at will): light, mage hand, prestidigitation 1st level (4 slots): detect magic, identify, magic missile, shield 2nd level (3 slots): gust of wind, misty step, shatter @@ -289,7 +289,7 @@ Spellcasting - Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list: + Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list: Cantrips (at will): fire bolt, prestidigitation, shocking grasp 1st level (4 slots): longstrider, magic missile, shield, thunderwave 2nd level (2 slots): magic weapon, misty step @@ -341,7 +341,7 @@ 2 Spellcasting - Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list: + Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, healing word, sanctuary 2nd level (3 slots): calm emotions, hold person, spiritual weapon @@ -521,7 +521,7 @@ Spellcasting - Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list: + Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list: Cantrips (at will): druidcraft, guidance, poison spray 1st level (4 slots): cure wounds, entangle, healing word, thunderwave 2nd level (3 slots): barkskin, beast sense, spike growth @@ -578,7 +578,7 @@ Spellcasting - Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list: + Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list: Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile 2nd level (3 slots): detect thoughts, mirror image, phantasmal force @@ -706,7 +706,7 @@ Spellcasting - Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list: + Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list: Cantrips (at will): guidance, resistance, thaumaturgy 1st level (4 slots): command, cure wounds, healing word, inflict wounds 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear) diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index 575cee2a..e8827b29 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -174,7 +174,7 @@ 1/4 Spellcasting - The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: + The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary @@ -1749,7 +1749,7 @@ Spellcasting - The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: + The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: Cantrips (at will): sacred flame, spare the dying, thaumaturgy 1st level (4 slots): command, detect evil and good, detect magic 2nd level (3 slots): lesser restoration, zone of truth @@ -1936,7 +1936,7 @@ 12 Innate Spellcasting - The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: + The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: At will: alter self, darkness, heat metal, invisibility (self only), magic missile @@ -1950,7 +1950,7 @@ Spellcasting - The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: + The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion @@ -2005,7 +2005,7 @@ Spellcasting - The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: + The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor*, magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step @@ -2540,7 +2540,7 @@ 5 Innate Spellcasting - The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components: + The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components: 1/day each: entangle, phantasmal force 2/day each: disguise self, invisibility (self only) @@ -3255,7 +3255,7 @@ 4 Spellcasting - The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared: + The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared: Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, shield of faith 2nd level (3 slots): calm emotions, hold person @@ -3291,7 +3291,7 @@ 4 Spellcasting - The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared: + The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, sleep 2nd level (3 slots): detect thoughts, hold person @@ -3609,7 +3609,7 @@ Innate Spellcasting - The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: + The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) @@ -4122,7 +4122,7 @@ Innate Spellcasting - The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light 3/day each: feather fall, fly, misty step, telekinesis @@ -4283,7 +4283,7 @@ 4 Innate Spellcasting - The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: + The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: At will: detect evil and good, detect magic, detect thoughts 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield @@ -4423,7 +4423,7 @@ Spellcasting - The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: + The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon @@ -4534,7 +4534,7 @@ Innate Spellcasting - The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, stone shape 3/day each: passwall, move earth, tongues 1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone @@ -4674,7 +4674,7 @@ Spellcasting - The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: + The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: 1st level (4 slots): command, compelled duel, searing smite 2nd level (3 slots): hold person, magic weapon 3rd level (3 slots): dispel magic, elemental weapon @@ -4728,7 +4728,7 @@ Innate Spellcasting - The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: + The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image 2/day each: fear, fireball, fly, tongues @@ -4856,7 +4856,7 @@ Innate Spellcasting - The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: + The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: nondetection (self only) 1/day each: blindness/deafness, blur, disguise self @@ -4980,7 +4980,7 @@ Innate Spellcasting - The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: + The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: detect evil and good 1/day each: commune, raise dead @@ -5100,7 +5100,7 @@ Innate Spellcasting - The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift @@ -5314,7 +5314,7 @@ Innate Spellcasting - The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: + The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire @@ -5377,7 +5377,7 @@ Innate Spellcasting - The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: + The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire @@ -5395,7 +5395,7 @@ Spellcasting - The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: + The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: Cantrips (at will): poison spray, thaumaturgy 1st level (4 slots): bane, detect magic, sanctuary 2nd level (3 slots): hold person, silence @@ -5450,7 +5450,7 @@ Innate Spellcasting - The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: + The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire @@ -5496,7 +5496,7 @@ Innate Spellcasting - The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) @@ -5549,13 +5549,13 @@ Innate Spellcasting - The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Spellcasting - The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared: + The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost 1st level (4 slots): mage armor, magic missile, shield, witch bolt 2nd level (3 slots): alter self, misty step, web @@ -5606,13 +5606,13 @@ Innate Spellcasting - The drow's spellcasting ability is Charisma (spell save DC 15. She can innately cast the following spells, requiring no material components: + The drow's spellcasting ability is Charisma (spell save DC 15. She can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Spellcasting - The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: + The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness 2nd level (3 slots): lesser restoration, protection from poison, web @@ -5660,7 +5660,7 @@ 2 Spellcasting - The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin @@ -5695,7 +5695,7 @@ 1 Innate Spellcasting - The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: + The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: entangle, goodberry @@ -5955,7 +5955,7 @@ Innate Spellcasting - The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic 3/day: enlarge/reduce, tongues @@ -6073,7 +6073,7 @@ 23 Innate Spellcasting - The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: greater restoration, pass without trace, water breathing, water walk 1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only) @@ -6496,7 +6496,7 @@ Innate Spellcasting The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - 1/day each:color spray, dancing lights, mage hand, minor illusion + 1/day each: color spray, dancing lights, mage hand, minor illusion Bite @@ -6862,7 +6862,7 @@ Spellcasting - The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: + The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: Cantrips (at will): mage hand 1st level (3 slots): magic missile, shield 2nd level (2 slots): blur, flaming sphere @@ -8415,7 +8415,7 @@ 8 Innate Spellcasting (Psionics) - The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: + The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: jump, misty step, nondetection (self only), tongues @@ -8452,7 +8452,7 @@ 3 Innate Spellcasting (Psionics) - The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components: + The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: jump, misty step, nondetection (self only) @@ -8489,7 +8489,7 @@ 2 Innate Spellcasting (Psionics) - The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: + The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: feather fall, jump, see invisibility, shield @@ -8530,7 +8530,7 @@ 6 Innate Spellcasting (Psionics) - The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: + The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: feather fall, jump, see invisibility, shield @@ -8574,7 +8574,7 @@ 9 Innate Spellcasting - The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: + The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic 1/day each: confusion, fly, power word stun @@ -9124,7 +9124,7 @@ Innate Spellcasting - The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: + The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image 2/day each: fear, fly, fireball, tongues @@ -9232,7 +9232,7 @@ Innate Spellcasting - The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: + The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery @@ -9247,7 +9247,7 @@ Shared Spellcasting (Coven Only) - While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt @@ -9304,7 +9304,7 @@ Innate Spellcasting - The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: + The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: At will: detect magic, detect thoughts, mage hand 2/day each: fear, invisibility (self only) @@ -9594,7 +9594,7 @@ Spellcasting - The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: + The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, shield of faith 2nd level (3 slots): calm emotions, hold person @@ -9648,7 +9648,7 @@ Spellcasting - The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: + The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield 2nd level (3 slots): darkness, locate object, suggestion @@ -11127,7 +11127,7 @@ Spellcasting - The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: + The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: Cantrips (at will): guidance, sacred flame, thaumaturgy 1st level (4 slots): detect magic, sanctuary, shield of faith 2nd level (3 slots): hold person, spiritual weapon @@ -11243,7 +11243,7 @@ Spellcasting - The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: + The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: Cantrips (at will): sacred flame, thaumaturgy 1st level (3 slots): bane, shield of faith @@ -11378,7 +11378,7 @@ Spellcasting - The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: + The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image @@ -11607,7 +11607,7 @@ Spellcasting (Lizardfolk Form Only) - The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: + The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, thorn whip 1st Level (4 slots): entangle, fog cloud 2nd Level (3 slots): heat metal, spike growth @@ -11655,7 +11655,7 @@ 6 Spellcasting - The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: + The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion @@ -11886,7 +11886,7 @@ Innate Spellcasting - The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink 3/day each: tongues, water breathing, water walk @@ -12148,7 +12148,7 @@ 5 Innate Spellcasting - The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components: + The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components: 2/day each: darkness, dispel magic 1/day: cloudkill @@ -12260,7 +12260,7 @@ Innate Spellcasting (Psionics) - The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) @@ -12308,14 +12308,14 @@ Innate Spellcasting (Psionics) - The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) Spellcasting - The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: + The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp 1st level (4 slots): detect magic, disguise self, shield, sleep 2nd level (3 slots): blur, invisibility, ray of enfeeblement @@ -12600,7 +12600,7 @@ Spellcasting - The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: + The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: Cantrips (at will): sacred flame, thaumaturgy 1st level (4 slots): command, guiding bolt, shield of faith 2nd level (3 slots): hold person, silence, spiritual weapon @@ -12878,7 +12878,7 @@ 5 Innate Spellcasting - The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile 2/day each: plane shift (self only), ray of enfeeblement, sleep @@ -12900,7 +12900,7 @@ Shared Spellcasting (Coven Only) - While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt @@ -13064,7 +13064,7 @@ 9 Innate Spellcasting - The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: + The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image @@ -13262,7 +13262,7 @@ 7 Innate Spellcasting - The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: + The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: darkness, invisibility 1/day each: charm person, cone of cold, gaseous form, sleep @@ -13359,7 +13359,7 @@ Spellcasting - The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: + The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: Cantrips (at will): guidance, resistance, thaumaturgy 1st level (4 slots): bless, command 2nd level (2 slots): augury, spiritual weapon (spear) @@ -13823,7 +13823,7 @@ Innate Spellcasting - The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: + The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: At will: detect magic, fireball 3/day each: hold monster, wall of fire @@ -13877,7 +13877,7 @@ Innate Spellcasting - The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: + The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: At will: druidcraft 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep @@ -13920,7 +13920,7 @@ Innate Spellcasting - The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: + The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, flame strike, raise dead 1/day each: commune, control weather, insect plague @@ -14122,7 +14122,7 @@ Spellcasting - The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: + The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon @@ -14382,7 +14382,7 @@ Innate Spellcasting (Psionics) - The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11 ). The quaggoth can innately cast the following spells, requiring no components: + The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11 ). The quaggoth can innately cast the following spells, requiring no components: At will: feather fall, mage hand (the hand is invisible) 1/day each: cure wounds, enlarge/reduce, heat metal, mirror image @@ -14504,7 +14504,7 @@ Innate Spellcasting - The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: + The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: detect thoughts, disguise self, mage hand, minor illusion 3/day each: charm person, detect magic, invisibility, major image, suggestion @@ -15160,7 +15160,7 @@ Spellcasting - The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: + The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): guidance, thaumaturgy 1st level (4 slots): bless, detect magic, guiding bolt 2nd level (3 slots): hold person, spiritual weapon (trident) @@ -15404,7 +15404,7 @@ Shared Spellcasting (Coven Only) - While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt @@ -15825,7 +15825,7 @@ Innate Spellcasting - The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: + The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, resurrection 1/day each: commune, control weather @@ -16067,7 +16067,7 @@ Spellcasting - The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: + The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, detect magic, sleep 2nd level (3 slots): detect thoughts, hold person @@ -16356,7 +16356,7 @@ Innate Spellcasting - The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing @@ -16929,7 +16929,7 @@ Innate Spellcasting (Psionics) - The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: + The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 2/day each: blur, magic weapon @@ -17260,7 +17260,7 @@ Variant: Loathsome Limbs - Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: + Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: 1-10: Nothing else happens. 11-14: One leg is severed from the troll if it has any legs left. 15- 18: One arm is severed from the troll if it has any arms left. @@ -17373,7 +17373,7 @@ 13 Innate Spellcasting - The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: + The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion 3/day each: dimension door, fear, wall of fire @@ -17483,7 +17483,7 @@ Innate Spellcasting - The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: + The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: detect evil and good, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangle @@ -17578,7 +17578,7 @@ Vampire Weaknesses - The vampire has the following flaws: + The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. @@ -17651,7 +17651,7 @@ Vampire Weaknesses - The vampire has the following flaws: + The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. @@ -17718,7 +17718,7 @@ Vampire Weaknesses - The vampire has the following flaws: + The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. @@ -17726,7 +17726,7 @@ Spellcasting - The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: + The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): comprehend languages, fog cloud, sleep 2nd level (3 slots): detect thoughts, gust of wind, mirror image @@ -17806,7 +17806,7 @@ Vampire Weaknesses - The vampire has the following flaws: + The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. @@ -18907,7 +18907,7 @@ Innate Spellcasting - The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components: + The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components: At will: detect thoughts, web 1/day: dominate person @@ -19489,7 +19489,7 @@ Innate Spellcasting (Abomination Form Only) - The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion 1/day: fear @@ -19551,7 +19551,7 @@ Innate Spellcasting (Yuan-ti Form Only) - The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion @@ -19562,7 +19562,7 @@ Malison Type - The yuan-ti has one of the following types: + The yuan-ti has one of the following types: Type 1: Human body with snake head Type 2: Human head and body with snakes for arms @@ -19616,7 +19616,7 @@ Innate Spellcasting (Yuan-ti Form Only) - The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion @@ -19627,7 +19627,7 @@ Malison Type - The yuan-ti has one of the following types: + The yuan-ti has one of the following types: Type 1: Human body with snake head Type 2: Human head and body with snakes for arms @@ -19671,7 +19671,7 @@ Innate Spellcasting (Yuan-ti Form Only) - The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion @@ -19682,7 +19682,7 @@ Malison Type - The yuan-ti has one of the following types: + The yuan-ti has one of the following types: Type 1: Human body with snake head Type 2: Human head and body with snakes for arms @@ -19737,7 +19737,7 @@ 1 Innate Spellcasting - The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: + The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day each: poison spray, suggestion diff --git a/Bestiary/Phandelver Bestiary.xml b/Bestiary/Phandelver Bestiary.xml index 85cd3cd3..f85c4cad 100644 --- a/Bestiary/Phandelver Bestiary.xml +++ b/Bestiary/Phandelver Bestiary.xml @@ -22,7 +22,7 @@ 1 Spellcasting - The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list: + The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list: Cantrips (at will): light, mage hand, shocking grasp 1st Level (4 slots): charm person, magic missile 2nd Level (3 slots): hold person, misty step @@ -105,14 +105,14 @@ Innate Spellcasting - Nezznar can innately cast the following spells, requiring no material components: + Nezznar can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire (save DC 12) Spellcasting - Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list: + Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list: Cantrips (at will): mage hand, ray of frost, shocking grasp 1st Level (4 slots): mage armor, magic missile, shield 2nd Level (3 slots): invisibility, suggestion diff --git a/Bestiary/Player Bestiary.xml b/Bestiary/Player Bestiary.xml index 8d0017df..7275b3e8 100644 --- a/Bestiary/Player Bestiary.xml +++ b/Bestiary/Player Bestiary.xml @@ -671,7 +671,7 @@ 4 Innate Spellcasting - The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: + The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: At will: detect evil and good, detect magic, detect thoughts 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield @@ -853,7 +853,7 @@ 1 Innate Spellcasting - The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: + The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: entangle, goodberry @@ -2398,7 +2398,7 @@ Innate Spellcasting - The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: + The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery @@ -2413,7 +2413,7 @@ Shared Spellcasting (Coven Only) - While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt @@ -3213,7 +3213,7 @@ Innate Spellcasting - The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: + The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: At will: druidcraft 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep @@ -3800,7 +3800,7 @@ Shared Spellcasting (Coven Only) - While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness 2nd level (3 slots): hold person, locate object 3rd level (3 slots): bestow curse, counterspell, lightning bolt @@ -4165,7 +4165,7 @@ Innate Spellcasting - The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: + The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: detect evil and good, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangle diff --git a/Bestiary/Princes of the Apocalypse Bestiary.xml b/Bestiary/Princes of the Apocalypse Bestiary.xml index f605b996..c0cc6a59 100644 --- a/Bestiary/Princes of the Apocalypse Bestiary.xml +++ b/Bestiary/Princes of the Apocalypse Bestiary.xml @@ -34,7 +34,7 @@ Spellcasting - Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared: + Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared: Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): charm person, feather fall, mage armor, thunderwave 2nd level (3 slots): dust devil, gust of wind, invisibility @@ -114,14 +114,14 @@ 8 Innate Spellcasting - Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: + Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: At will: produce flame 1/day: burning hands Spellcasting - Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells: + Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells: Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp 1st level (4 slots): mage armor, magic missile, shield 2nd level (3 slots): misty step, scorching ray @@ -189,7 +189,7 @@ 3 Spellcasting - The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): acid splash, blade ward, light, mending, mold earth 1st level (4 slots): earth tremor, expeditious retreat, shield 2nd level (3 slots): shatter, spider climb @@ -268,7 +268,7 @@ 2 Spellcasting - The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield 2nd level (3 slots): blur, hold person @@ -474,7 +474,7 @@ 5 Spellcasting - Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared: + Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, poison spray, produce flame 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave 2nd level (3 slots): flame blade, spike growth @@ -554,7 +554,7 @@ 3 Spellcasting - The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion 1st level (4 slots): burning hands, expeditious retreat, mage armor 2nd level (3 slots): blur, scorching ray @@ -597,7 +597,7 @@ Spellcasting (Human Form Only) - The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells: + The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand 1st level: armor of Agathys, expeditious retreat, hex 2nd level: invisibility @@ -635,7 +635,7 @@ 1 Spellcasting - The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell: + The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell: Cantrips (at will): gust, light, message, ray of frost 1st level (2 slots): expeditious retreat, feather fall @@ -727,7 +727,7 @@ 6 Spellcasting - The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells: + The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): control flames, fire bolt, friends, light, minor illusion 1st level (4 slots): burning hands, color spray, mage armor 2nd level (3 slots): scorching ray, suggestion @@ -775,7 +775,7 @@ Spellcasting - Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared: + Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared: Cantrips (at will): mending, resistance, shape water 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave 2nd level (3 slots): darkvision, hold person, protection from poison @@ -973,7 +973,7 @@ Spellcasting - The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells: + The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp 1st level (4 slots): featherfall, shield, witch bolt 2nd level (3 slots): dust devil, gust of wind @@ -1016,7 +1016,7 @@ 2 Spellcasting - The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells: + The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): blade ward, gust, light, prestidigitation 1st level (4 slots): feather fall, jump, thunderwave 2nd level (2 slots): gust of wind @@ -1090,7 +1090,7 @@ Innate Spellcasting - Imix's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + Imix's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: fireball, wall of fire 3/day each: fire storm, haste, teleport @@ -1210,12 +1210,12 @@ Innate Spellcasting - Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components: + Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components: 1/day: pass without trace Spellcasting - Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells: + Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells: Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth 1st level (4 slots): chromatic orb, mage armor, magic missile 2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion @@ -1261,7 +1261,7 @@ Innate Spellcasting - Ogremoch's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + Ogremoch's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: meld into stone, move earth, wall of stone @@ -1337,7 +1337,7 @@ Innate Spellcasting - Olhydra's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + Olhydra's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: wall of ice 3/day: ice storm @@ -1416,7 +1416,7 @@ Spellcasting - The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): chill touch, mage hand 1st level (4 slots): fog cloud, mage armor, thunderwave 2nd level (3 slots): mirror image, misty step @@ -1459,7 +1459,7 @@ Spellcasting - Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: + Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp 1st level (4 slots): false life, mage armor, magic missile, ray of sickness 2nd level (3 slots): crown of madness, misty step @@ -1582,14 +1582,14 @@ Innate Spellcasting - Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: + Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: At will: shape water 1/day: create or destroy water Spellcasting - Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells: + Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells: Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost 1st level (4 slots): disguise self, mage armor, magic missile 2nd level (3 slots): hold person, misty step @@ -1623,7 +1623,7 @@ 3 Spellcasting - The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp 1st level (4 slots): feather fall, mage armor, witch bolt 2nd level (3 slots): gust of wind, invisibility @@ -1663,7 +1663,7 @@ Spellcasting - The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: + The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): acid splash, blade ward, light, mending, mold earth 1st level (4 slots): expeditious retreat, false life, shield 2nd level (3 slots): Maximilian's earthen grasp, shatter @@ -1698,7 +1698,7 @@ 3 Spellcasting - Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells: + Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells: Cantrips (at will): friends, gust, light, message, ray of frost 1st level (4 slots): expeditious retreat, feather fall, jump 2nd level (3 slots): levitate, misty step @@ -1755,7 +1755,7 @@ Spellcasting - Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells: + Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells: Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray @@ -1839,7 +1839,7 @@ Spellcasting - Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: + Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, shillelagh, thaumaturgy 1st Level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals 2nd Level (3 slots): barkskin, spike growth, spiritual weapon @@ -1882,7 +1882,7 @@ Spellcasting - Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells: + Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells: Cantrips (at will): friends, prestidigitation, vicious mockery 1st level (4 slots): disguise self, dissonant whispers, thunderwave 2nd level (3 slots): invisibility, shatter, silence @@ -1933,7 +1933,7 @@ Innate Spellcasting - Yan-C-Bin's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + Yan-C-Bin's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: gust of wind, invisibility, lightning bolt 2/day each: chain lightning, cloudkill, haste diff --git a/Bestiary/Storm King's Thunder.xml b/Bestiary/Storm King's Thunder.xml index 609e1343..5cc73d86 100644 --- a/Bestiary/Storm King's Thunder.xml +++ b/Bestiary/Storm King's Thunder.xml @@ -103,7 +103,7 @@ 23 Innate Spellcasting - Iymrith's innate spellcasting ability is Charisma (spell save DC 20). Iymrith's stone shape can create a living gargoyle instead of altering the stone as described in the spell description. She can innately cast the following spells, requiring no material components: + Iymrith's innate spellcasting ability is Charisma (spell save DC 20). Iymrith's stone shape can create a living gargoyle instead of altering the stone as described in the spell description. She can innately cast the following spells, requiring no material components: 1/day: counterspell, detect magic, ice storm, stone shape, teleport @@ -394,7 +394,7 @@ Spellcasting - The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared: + The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): light, mending, sacred flame, thaumaturgy 1st level (4 slots): bane, command, cure wounds, sanctuary 2nd level (3 slots): augury, hold person, spiritual weapon diff --git a/Bestiary/Tortle Package.xml b/Bestiary/Tortle Package.xml index 495cf922..7c3a2a6a 100644 --- a/Bestiary/Tortle Package.xml +++ b/Bestiary/Tortle Package.xml @@ -171,7 +171,7 @@ Spellcasting - The tortle is a 4th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). It has the following druid spells prepared: + The tortle is a 4th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, produce flame 1st Level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave 2nd Level (3 slots): darkvision, hold person diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index 2e636933..0c7a5c40 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -148,7 +148,7 @@ Shared Spellcasting (Coven Only) - While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness @@ -656,7 +656,7 @@ Shared Spellcasting (Coven Only) - While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness @@ -2529,7 +2529,7 @@ Eye Rays - The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: + The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. @@ -2584,7 +2584,7 @@ Eye Rays - The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: + The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: 7. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. @@ -3027,7 +3027,7 @@ Spellcasting - The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: + The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: 1st level (4 slots): cure wounds, jump 2nd level (3 slots): barkskin, spike growth 3rd level (2 slots): plant growth @@ -3273,7 +3273,7 @@ Spellcasting - The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: + The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image @@ -4030,7 +4030,7 @@ Innate Spellcasting (Psionics) - The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: + The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: guidance, mage hand, vicious mockery, true strike 1st-level (4 slots): charm person, command, comprehend languages, sanctuary @@ -6862,7 +6862,7 @@ Spellcasting (Yuan-ti Form Only) The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation + Cantrips (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation 1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt diff --git a/Character/Classes.xml b/Character/Classes.xml index 414af4b5..ef97326f 100644 --- a/Character/Classes.xml +++ b/Character/Classes.xml @@ -434,7 +434,7 @@ Primeval Guardian: Guardian Soul Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. - You undergo the following changes while in your guardian form: + You undergo the following changes while in your guardian form: • Your size becomes Large, unless you were larger. diff --git a/Character/Classes/Druid/Druid.xml b/Character/Classes/Druid/Druid.xml index 9e8a93ec..d0e8d4f6 100644 --- a/Character/Classes/Druid/Druid.xml +++ b/Character/Classes/Druid/Druid.xml @@ -206,19 +206,19 @@ Optional Rule: Wild Shape Forms - Known Beast Shapes: + Known Beast Shapes: When you gain the Wild Shape feature at 2nd level, you are deeply familiar with three beasts of your choice and can transform into them. To choose the three beast shapes, you first need to determine whether your druid grew up in a temperate or a tropical region, consulting with your DM. Then refer to the Common Beast Shapes table that corresponds to the region you selected. That table lists the beasts you can choose from, based on your druid level. The table presents the animals that a druid is most likely to have seen as a novice, to have learned about through mystic research, or to have a special affinity with. Each time you gain a druid level later, you can choose one more beast shape from the same table you used at 2nd level. Gaining Beast Shapes: In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Do you see a dinosaur, a saber-toothed tiger, a giant eagle, or some other exotic critter that you want to turn into? This rule gives you a method for learning how to do so. It requires you to abide by the limitations in the Wild Shape feature (see the Beast Shapes table in the Player's Handbook, page 66). - When you see a beast whose shape you'd like to learn, you have two options: + When you see a beast whose shape you'd like to learn, you have two options: - Observation: + Observation: You learn the beast's shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast's challenge rating. For this observation period, your vantage point—whether physical or magical— must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check. - Interaction: + Interaction: You learn the beast's shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast's challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check. Either of these options can be assisted by magic. For example, divination magic can be used to provide safe observation of a dangerous animal, and a spell like animal friendship can lay the groundwork for peaceful interaction. diff --git a/Character/Classes/Paladin/Paladin (Conquest).xml b/Character/Classes/Paladin/Paladin (Conquest).xml index dd3525ec..fea66791 100644 --- a/Character/Classes/Paladin/Paladin (Conquest).xml +++ b/Character/Classes/Paladin/Paladin (Conquest).xml @@ -8,7 +8,7 @@ The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. - Tenets of Conquest: + Tenets of Conquest: A paladin who takes this oath has the tenets of conquest seared on the upper arm. Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire. diff --git a/Character/Classes/Paladin/Paladin (Crown).xml b/Character/Classes/Paladin/Paladin (Crown).xml index 7b0a847a..eb099288 100644 --- a/Character/Classes/Paladin/Paladin (Crown).xml +++ b/Character/Classes/Paladin/Paladin (Crown).xml @@ -56,7 +56,7 @@ Oath of the Crown: Exalted Champion - At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: + At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. diff --git a/Character/Classes/Paladin/Paladin (Treachery).xml b/Character/Classes/Paladin/Paladin (Treachery).xml index 06258bfd..7a0f43b6 100644 --- a/Character/Classes/Paladin/Paladin (Treachery).xml +++ b/Character/Classes/Paladin/Paladin (Treachery).xml @@ -8,14 +8,14 @@ The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these paladins pay homage to demon lords, especially Grazz't and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery. - Fallen Paladins: + Fallen Paladins: The Oath of Treachery is an option for the paladin who has strayed from another Sacred Oath or who has rejected the traditional paladin life. This option exists alongside the Oathbreaker in the Dungeon Master's Guide. DMs are free to use either option to model villainous or fallen paladins. If you switch to this oath from another one, replace all of the previous oath's features with the features of this one, and if you renounce this oath, replace its features with the features of the new one. - Tenets of Treachery: + Tenets of Treachery: A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard's overwhelming concern is power and safety, especially if both can be obtained at the expense of others. - Oath Spells: + Oath Spells: You gain oath spells at the paladin levels listed. 3rd - charm person, expeditious retreat 5th - invisibility, mirror image @@ -40,10 +40,10 @@ Oath of Treachery: Aura of Treachery (Oath of Treachery) Starting at 7th level, you emanate an aura of discord, which gives you the following benefits. - Cull the Herd: + Cull the Herd: You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. - Treacherous Strike: + Treacherous Strike: If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times. You regain expended uses of it when you finish a short or long rest. @@ -57,7 +57,7 @@ Oath of Treachery: Icon of Deceit (Oath of Treachery) - At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: + At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: • You are invisible. diff --git a/Character/Classes/Ranger/Ranger (Beast).xml b/Character/Classes/Ranger/Ranger (Beast).xml index 4c98b56b..7f54b5ef 100644 --- a/Character/Classes/Ranger/Ranger (Beast).xml +++ b/Character/Classes/Ranger/Ranger (Beast).xml @@ -28,7 +28,7 @@ Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life." Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features. - Trait: + Trait: 1. I'm dauntless in the face of adversity. 2. Threaten my friends, threaten me. 3. I stay on alert so others can rest. @@ -36,7 +36,7 @@ 5. I have a knack for showing up in the nick of time. 6. I put my friends' needs before my own in all things. - Flaw: + Flaw: 1. If there's food left unattended, I'll eat it. 2. I growl at strangers, and all people except my ranger are strangers to me. 3. Any time is a good time for a belly rub. diff --git a/Character/Classes/Ranger/Ranger (Primeval Guardian).xml b/Character/Classes/Ranger/Ranger (Primeval Guardian).xml index 19c52ab9..6e68d452 100644 --- a/Character/Classes/Ranger/Ranger (Primeval Guardian).xml +++ b/Character/Classes/Ranger/Ranger (Primeval Guardian).xml @@ -21,7 +21,7 @@ Primeval Guardian: Guardian Soul Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. - You undergo the following changes while in your guardian form: + You undergo the following changes while in your guardian form: • Your size becomes Large, unless you were larger. diff --git a/Character/Classes/Ranger/Ranger Revised.xml b/Character/Classes/Ranger/Ranger Revised.xml index 63f5f438..b785c24c 100644 --- a/Character/Classes/Ranger/Ranger Revised.xml +++ b/Character/Classes/Ranger/Ranger Revised.xml @@ -91,7 +91,7 @@ Natural Explorer - You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: + You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: • You ignore difficult terrain. @@ -99,7 +99,7 @@ • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. - In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: + In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: • Difficult terrain doesn't slow your group's travel. @@ -156,16 +156,16 @@ Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. - Spell Slots: + Spell Slots: The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. - Spells Known of 1st Level and Higher: + Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the ranger spell list. At each odd level, you learn an additional ranger spell of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. - Spellcasting Ability: + Spellcasting Ability: Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier diff --git a/Character/Classes/Rogue/Rogue (Mastermind).xml b/Character/Classes/Rogue/Rogue (Mastermind).xml index a98807c1..6c937601 100644 --- a/Character/Classes/Rogue/Rogue (Mastermind).xml +++ b/Character/Classes/Rogue/Rogue (Mastermind).xml @@ -22,7 +22,7 @@ Mastermind: Insightful Manipulator - Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: + Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: - Intelligence score - Wisdom score diff --git a/Items/Magic Items.xml b/Items/Magic Items.xml index faa60bf3..6b4499a4 100644 --- a/Items/Magic Items.xml +++ b/Items/Magic Items.xml @@ -10617,7 +10617,7 @@ If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. - d100 — Effect: + d100 — Effect: 01 — 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take Sd6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. 2-10 — A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. 11-20 — A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and attacks. @@ -13499,11 +13499,11 @@ Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness. - Random Properties: The axe has the following randomly determined properties: + Random Properties: The axe has the following randomly determined properties: • 2 minor beneficial properties • 1 major beneficial property • 2 minor detrimental properties - Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits: + Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits: • You have immunity to poison damage. • The range of your darkvision increases by 60 feet. • You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry. @@ -13608,7 +13608,7 @@ For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich's empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby. The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead. If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met. - Random Properties: The Sword of Kas has the following random properties: + Random Properties: The Sword of Kas has the following random properties: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property @@ -13693,7 +13693,7 @@ The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind. Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book. - Random Properties: The Book of Exalted Deeds has the following random properties: + Random Properties: The Book of Exalted Deeds has the following random properties: • 2 minor beneficial properties • 2 major beneficial properties Increased Wisdom: After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once. @@ -13720,7 +13720,7 @@ A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within. Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil. The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned. - Random Properties: The Book of Vile Darkness has the following random properties: + Random Properties: The Book of Vile Darkness has the following random properties: • 3 minor beneficial properties • 1 major beneficial property • 3 minor detrimental properties @@ -13751,15 +13751,15 @@ The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. - Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: + Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property - Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits: + Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits: • You have truesight. • You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action. • The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control. - Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: + Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: • You are immune to disease and poison. • Using the eye's X-ray vision never causes you to suffer exhaustion. • You experience premonitions of danger and, unless you are incapacitated, can't be surprised. @@ -13784,15 +13784,15 @@ The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. - Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: + Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property - Properties of the Hand: Your alignment changes neutral evil, and you gain the following benefits: + Properties of the Hand: Your alignment changes neutral evil, and you gain the following benefits: • Your Strength score becomes 20, unless it is already 20 or higher. • Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. • The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. - Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: + Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits: • You are immune to disease and poison. • Using the eye's X-ray vision never causes you to suffer exhaustion. • You experience premonitions of danger and, unless you are incapacitated, can't be surprised. @@ -13817,7 +13817,7 @@ An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it. While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat's name on Krynn), or something else the DM decides. - Random Properties: An Orb of Dragon kind has the following random properties: + Random Properties: An Orb of Dragon kind has the following random properties: • 2 minor beneficial properties • 1 minor detrimental property • 1 major detrimental property @@ -13840,7 +13840,7 @@ Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence. Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a+3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit. - Random Properties: The Wand of Orcus has the following random properties: + Random Properties: The Wand of Orcus has the following random properties: • 2 minor beneficial properties • 1 major beneficial property • 2 minor detrimental properties diff --git a/Russian/Monster Manual Bestiary.xml b/Russian/Monster Manual Bestiary.xml index b1d872c4..fb3981d4 100644 --- a/Russian/Monster Manual Bestiary.xml +++ b/Russian/Monster Manual Bestiary.xml @@ -196,7 +196,7 @@ 1/4 Заклинатель - Служитель заклинатель 1-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). У служителя подготовлены следующие заклинания жреца: + Служитель заклинатель 1-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). У служителя подготовлены следующие заклинания жреца: Заговоры (по желанию): Свет (Light), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) 1ый круг (3 слота): Благословение (Bless), Исцеление ран (Cure Wounds), Святилище (Sanctuary) @@ -1833,7 +1833,7 @@ Заклинатель - Сфинкс заклинатель 12-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 18, +10 к атаке заклинаниями). Ему не требуются никакие материальные компоненты для сотворения заклинаний. У сфинкса подготовлены следующие заклинания жреца: + Сфинкс заклинатель 12-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 18, +10 к атаке заклинаниями). Ему не требуются никакие материальные компоненты для сотворения заклинаний. У сфинкса подготовлены следующие заклинания жреца: Заговоры (по желанию): Священное пламя (Sacred Flame), Жалость к умирающим (Spare the Dying), Волшебство (Thaumaturgy) 1ый круг (4 слота): Приказ (Command), Обнаружение Зла и Добра (Detect Evil and Good), Обнаружение магии(Ритуал) (Detect Magic) @@ -2047,7 +2047,7 @@ 12 Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 15). Арканалот может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 15). Арканалот может врожденно колдовать следующие заклинания, без использования материальных компонентов: At will: Смена обличья (Alter Self), Тьма (Darkness), Раскаленный металл (Heat Metal), Невидимость (Invisibility) (только на себя), Магическая стрела (Magic Missile) @@ -2061,7 +2061,7 @@ Заклинатель - Арканалот - заклинатель 16-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 17, +9 к атаке заклинаниями). Подготовлены следующие заклинания Волшебника: + Арканалот - заклинатель 16-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 17, +9 к атаке заклинаниями). Подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Огненная стрела (Fire Bolt), Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Фокусы (Prestidigitation) 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Щит (Shield), Парящий диск Тензера (Ритуал) (Tenser's Floating Disk) @@ -2120,7 +2120,7 @@ Заклинатель - Архимаг - заклинатель 18 уровня. Его магические способности основываются на Интеллекте (сложность спасброска 17, +9 к атаке заклинаниями). Архимаг может колдовать Маскировку и Невидимость в любое время и у него подготовлены следующие заклинания Волшебника: + Архимаг - заклинатель 18 уровня. Его магические способности основываются на Интеллекте (сложность спасброска 17, +9 к атаке заклинаниями). Архимаг может колдовать Маскировку и Невидимость в любое время и у него подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Огненная стрела (Fire Bolt), Свет (Light), Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Электрошок (Shocking Grasp) 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Доспехи мага (Mage Armor), Магическая стрела (Magic Missile) @@ -2721,7 +2721,7 @@ 5 Прирожденный Заклинатель - Магическая характеристика Барлгура - Мудрость (сложность спасброска 13). Барлгура может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Магическая характеристика Барлгура - Мудрость (сложность спасброска 13). Барлгура может врожденно колдовать следующие заклинания, без использования материальных компонентов: 1 раз в день каждое: Опутывание (Entangle), Призрачный образ (Phantasmal Force) 2 раза в день каждое: Маскировка (Disguise Self), Невидимость (Invisibility) (только на себя) @@ -3515,7 +3515,7 @@ 4 Заклинатель - Нага заклинатель 5-го уровня (сложность спасброска 12, +4 к атаке заклинаниями), ему требуются только вербальные компоненты для своих заклинаний. Его магические способности основываются на Мудрости, имеются следующие подготовленные заклинания жреца: + Нага заклинатель 5-го уровня (сложность спасброска 12, +4 к атаке заклинаниями), ему требуются только вербальные компоненты для своих заклинаний. Его магические способности основываются на Мудрости, имеются следующие подготовленные заклинания жреца: Заговоры (по желанию): Починка (Mending), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) 1ый круг (4 слота): Приказ (Command), Щит веры (Shield of Faith) @@ -3555,7 +3555,7 @@ 4 Заклинатель - Нага заклинатель 5-го уровня (сложность спасброска 12, +4 к атаке заклинаниями), ему требуются только вербальные компоненты для своих заклинаний. Его магические способности основываются на Интеллекте, подготовлены следующие заклинания Волшебника: + Нага заклинатель 5-го уровня (сложность спасброска 12, +4 к атаке заклинаниями), ему требуются только вербальные компоненты для своих заклинаний. Его магические способности основываются на Интеллекте, подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Луч холода (Ray of Frost) 1ый круг (4 слота): Очаровать персону (Charm Person), Сон (Sleep) @@ -3912,7 +3912,7 @@ Прирожденный Заклинатель - Характеристика для заклинаний камбиона - Харизма (сложность спасброска 14). Камбион может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Характеристика для заклинаний камбиона - Харизма (сложность спасброска 14). Камбион может врожденно колдовать следующие заклинания, без использования материальных компонентов: 3 раза в день каждое: Смена обличья (Alter Self), Приказ (Command), Обнаружение магии(Ритуал) (Detect Magic) 1 раз в день: Перемещение между планами (Plane Shift) (только на себя) @@ -4844,7 +4844,7 @@ Заклинатель - Фанатик - заклинатель четвертого уровня. Характеристика для волшебства - Харизма (заклинания Сл 11, +3 к магическим атакам). У фанатика приготовлены следующие заклинания: + Фанатик - заклинатель четвертого уровня. Характеристика для волшебства - Харизма (заклинания Сл 11, +3 к магическим атакам). У фанатика приготовлены следующие заклинания: Заговор (неограниченно): свет, священное пламя, чудотворство 1-й уровень (4 ячейки): указание, нанесение ран, щит веры @@ -4974,7 +4974,7 @@ Врожденные магические способности - Харизма является основной магической характеристикой Дао (КС спасброска от заклинания 14, +6 к броску атаки заклинанием). Он может творить следующие заклинания, не используя требующихся компонентов: + Харизма является основной магической характеристикой Дао (КС спасброска от заклинания 14, +6 к броску атаки заклинанием). Он может творить следующие заклинания, не используя требующихся компонентов: По желанию: обнаружить добро/зло, обнаружить магию, каменная форма 3/в день каждое: Проход (passwall), Сдвиг земли(move earth), Языки(tongues) 1/в день каждое: Вызов элементаля (только элементаль Земли), Газообразная форма (gaseous form), Невидимость, Призрачный убийца(phantasmal killer), Планарный сдвиг (plane shift), Каменная стена (wall of stone) @@ -5125,7 +5125,7 @@ Заклинатель - Рыцарь смерти - заклинатель 19 уровня. Его магические способности основываются на Харизме (сложность спасброска 18, +10 к атаке заклинаниями). Имеются следующие подготовленные заклинания паладина: + Рыцарь смерти - заклинатель 19 уровня. Его магические способности основываются на Харизме (сложность спасброска 18, +10 к атаке заклинаниями). Имеются следующие подготовленные заклинания паладина: 1ый круг (4 слота): Приказ (Command), Вынужденная дуэль (Compelled Duel), Обжигающий удар (Searing Smite) 2ой круг (3 слота): Удержание персоны (Hold Person), Волшебное оружие (Magic Weapon) 3ий круг (3 слота): Развеять магию (Dispel Magic), Стихийное оружие (Элементаль Weapon) @@ -5182,7 +5182,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний слаада - Харизма (сложность спасброска 15, +7 к атаке заклинаниями). Слаад может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний слаада - Харизма (сложность спасброска 15, +7 к атаке заклинаниями). Слаад может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение магии(Ритуал) (Detect Magic), Чтение мыслей (Detect Thoughts), Невидимость (Invisibility), Волшебная рука (Mage Hand), Образ (Major Image) 2 раза в день каждое: Страх (Fear), Огненный шар (Fireball), Полет (Fly), Языки (Tongues) @@ -5317,7 +5317,7 @@ Прирожденный Заклинатель - Гномья врожденная характеристика для заклнинаний - Интеллект (сложность спасброска 11). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Гномья врожденная характеристика для заклнинаний - Интеллект (сложность спасброска 11). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Необнаружимость (Nondetection) 1 раз в день каждое: Слепота/Глухота (Blindness/Deafness), Размытый образ (Blur), Маскировка (Disguise Self) @@ -5454,7 +5454,7 @@ Прирожденный Заклинатель - Характеристика для заклинаний дэва - Харизма (сложность спасброска 17). Дэв может врожденно колдовать следующие заклинания, требуются только вербальные компоненты: + Характеристика для заклинаний дэва - Харизма (сложность спасброска 17). Дэв может врожденно колдовать следующие заклинания, требуются только вербальные компоненты: По желанию: Обнаружение Зла и Добра (Detect Evil and Good) 1 раз в день каждое: Озарение (Ритуал) (Commune), Поднять мертвого (Raise Dead) @@ -5592,7 +5592,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 17, +9 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 17, +9 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение Зла и Добра (Detect Evil and Good), Обнаружение магии(Ритуал) (Detect Magic), Сотворение пищи и воды (Create Food and Water), Языки (Tongues), Хождение по ветру (Wind Walk) 1 раз в день каждое: Призыв элементалей (Conjure Элементаль), Созидание (Creation), Газообразная форма (Gaseous Form), Невидимость (Invisibility), Образ (Major Image), Перемещение между планами (Plane Shift) @@ -5830,7 +5830,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Мудрость (сложность спасброска 13). Драйдер может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Мудрость (сложность спасброска 13). Драйдер может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Танцующие огоньки (Dancing Lights) 1 раз в день каждое: Тьма (Darkness), Волшебный огонь (Faerie Fire) @@ -5898,7 +5898,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Мудрость (сложность спасброска 13). Драйдер может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Мудрость (сложность спасброска 13). Драйдер может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Танцующие огоньки (Dancing Lights) 1 раз в день каждое: Тьма (Darkness), Волшебный огонь (Faerie Fire) @@ -5916,7 +5916,7 @@ Заклинатель - Драйдер заклинатель 7-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 14, +6 к атаке заклинаниями). Драйдер имеет подготовленными следующие заклинания жреца: + Драйдер заклинатель 7-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 14, +6 к атаке заклинаниями). Драйдер имеет подготовленными следующие заклинания жреца: Заговоры (по желанию): Ядовитые брызги (Poison Spray), Волшебство (Thaumaturgy) 1ый круг (4 слота): Порча (Bane), Обнаружение магии(Ритуал) (Detect Magic), Святилище (Sanctuary) @@ -5956,7 +5956,7 @@ Прирожденный Заклинатель - Характеристика для заклинаний - Харизма (сложность спасброска 11). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Характеристика для заклинаний - Харизма (сложность спасброска 11). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Танцующие огоньки (Dancing Lights) 1 раз в день каждое: Тьма (Darkness), Волшебный огонь (Faerie Fire) @@ -6006,7 +6006,7 @@ Прирожденный Заклинатель - Характеристика для заклинаний - Харизма (сложность спасброска 12). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Характеристика для заклинаний - Харизма (сложность спасброска 12). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Танцующие огоньки (Dancing Lights) 1 раз в день каждое: darkness, faerie огонь, levitate (только на себя) @@ -6064,13 +6064,13 @@ Прирожденный Заклинатель - Характеристика для заклинаний - Харизма (сложность спасброска 12). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Характеристика для заклинаний - Харизма (сложность спасброска 12). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Танцующие огоньки (Dancing Lights) 1 раз в день каждое: darkness, faerie огонь, levitate (только на себя) Заклинатель - Дроу заклинатель 10-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 14, +6 к атаке заклинаниями). У дроу подготовлены следующие заклинания Волшебника: + Дроу заклинатель 10-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 14, +6 к атаке заклинаниями). У дроу подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Ядовитые брызги (Poison Spray), Луч холода (Ray of Frost) 1ый круг (4 слота): Доспехи мага (Mage Armor), Магическая стрела (Magic Missile), Щит (Shield), Луч ведьмы (Witch Bolt) @@ -6125,13 +6125,13 @@ Прирожденный Заклинатель - Характеристика для заклинаний - Харизма (сложность спасброска 15. Она может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Характеристика для заклинаний - Харизма (сложность спасброска 15. Она может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Танцующие огоньки (Dancing Lights) 1 раз в день каждое: Тьма (Darkness), Волшебный огонь (Faerie Fire), Левитация (Levitate) (только на себя) Заклинатель - Дроу - заклинатель 10-го уровня. Её характеристика для заклинаний - Мудрость (сложность спасброска 14, +6 к атаке заклинаниями). Подготовлены следующие заклинания жреца: + Дроу - заклинатель 10-го уровня. Её характеристика для заклинаний - Мудрость (сложность спасброска 14, +6 к атаке заклинаниями). Подготовлены следующие заклинания жреца: Заговоры (по желанию): Указание (Guidance), Ядовитые брызги (Poison Spray), Сопротивление (Resistance), Жалость к умирающим (Spare the Dying), Волшебство (Thaumaturgy) 1ый круг (4 слота): Друзья (Friends), Исцеление ран (Cure Wounds), Обнаружение яда и болезней (Detect Poison and Disease), Луч болезни (Ray of Sickness) @@ -6185,7 +6185,7 @@ 2 Заклинатель - Друид заклинатель 4-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания жреца: + Друид заклинатель 4-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания жреца: Заговоры (по желанию): Искусство друидов (Druidcraft), Сотворение пламени (Produce Flame), Дубинка (Shillelagh) 1ый круг (4 слота): Опутывание (Entangle), Скороход (Longstrider), Общение с животными (Ритуал) (Speak with Animals), Громовая волна (Thunderwave) @@ -6225,7 +6225,7 @@ 1 Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 14). Дриада может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 14). Дриада может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Искусство друидов (Druidcraft) 3 раза в день каждое: Опутывание (Entangle), Добряника (Goodberry) @@ -6510,7 +6510,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклинаний - Харизма (сложность спасброска 15, +7 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклинаний - Харизма (сложность спасброска 15, +7 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение магии(Ритуал) (Detect Magic) 3 раза в день: Увеличить/Уменьшить (Enlarge/Красныйuce), Языки (Tongues) @@ -6645,7 +6645,7 @@ 23 Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 23, +15 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 23, +15 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Улучшенное восстановление (Greater Restoration), Пройти без следа (Pass Without Trace), Подводное дыхание (Ритуал) (Water Breathing), Хождение по воде (Ритуал) (Water Walk) 1 раз в день каждое: Озарение (Ритуал) (Commune), Развеять Зло и Добро (Dispel Evil and Good), Землетрясение (Earthquake), Огненная буря (Fire Storm), Перемещение между планами (Plane Shift) (только на себя) @@ -7495,7 +7495,7 @@ Заклинатель - Огненный череп - заклинатель 5-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 13, +5 к атаке заклинаниями). Ему не нужны материальные компоненты для заклинаний. У огненного черепа подготовлены следующие заклинания Волшебника: + Огненный череп - заклинатель 5-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 13, +5 к атаке заклинаниями). Ему не нужны материальные компоненты для заклинаний. У огненного черепа подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Волшебная рука (Mage Hand) 1ый круг (3 слота): Магическая стрела (Magic Missile), Щит (Shield) @@ -9318,7 +9318,7 @@ 8 Прирожденный Заклинатель (Psionics) - Врожденная характеристика для заклнинаний - Интеллект (сложность спасброска 13, +5 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, компоненты не требуются: + Врожденная характеристика для заклнинаний - Интеллект (сложность спасброска 13, +5 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, компоненты не требуются: По желанию: Волшебная рука (Mage Hand) 3 раза в день каждое: Прыжок (Jump), Туманный шаг (Misty Step), Необнаружимость (Nondetection) (только на себя), Языки (Tongues) @@ -9361,7 +9361,7 @@ 3 Прирожденный Заклинатель (Psionics) - Врожденная характеристика для заклнинаний - Интеллект. Он может врожденно колдовать следующие заклинания, компоненты не требуются: + Врожденная характеристика для заклнинаний - Интеллект. Он может врожденно колдовать следующие заклинания, компоненты не требуются: По желанию: Волшебная рука (Mage Hand) 3 раза в день каждое: Прыжок (Jump), Туманный шаг (Misty Step), Необнаружимость (Nondetection) (только на себя) @@ -9403,7 +9403,7 @@ 2 Прирожденный Заклинатель (Псионический) - Врожденная характеристика для заклнинаний - Мудрость. Он может врожденно колдовать следующие заклинания, компоненты не требуются: + Врожденная характеристика для заклнинаний - Мудрость. Он может врожденно колдовать следующие заклинания, компоненты не требуются: По желанию: Волшебная рука (Mage Hand) 3 раза в день каждое: Медленное падение (Feather Fall), Прыжок (Jump), Видеть невидимое (See Invisibility), Щит (Shield) @@ -9449,7 +9449,7 @@ 6 Прирожденный Заклинатель (Psionics) - Врожденная характеристика для заклнинаний - Мудрость. Он может врожденно колдовать следующие заклинания, компоненты не требуются: + Врожденная характеристика для заклнинаний - Мудрость. Он может врожденно колдовать следующие заклинания, компоненты не требуются: По желанию: Волшебная рука (Mage Hand) 3 раза в день каждое: Медленное падение (Feather Fall), Прыжок (Jump), Видеть невидимое (See Invisibility), Щит (Shield) @@ -9495,7 +9495,7 @@ 9 Прирожденный Заклинатель - Основная характеристика для заклинаний - Интеллект (сложность спасброска 16). Глабрезу может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Основная характеристика для заклинаний - Интеллект (сложность спасброска 16). Глабрезу может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Тьма (Darkness), Обнаружение магии(Ритуал) (Detect Magic), Развеять магию (Dispel Magic) 1 раз в день каждое: Замешательство (Confusion), Полет (Fly), Слово Силы: оглушение (Power Word Stun) @@ -10107,7 +10107,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 14). Слаад может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 14). Слаад может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение магии(Ритуал) (Detect Magic), Чтение мыслей (Detect Thoughts), Невидимость (Invisibility), Волшебная рука (Mage Hand), Образ (Major Image) 2 раза в день каждое: Страх (Fear), Полет (Fly), Огненный шар (Fireball), Языки (Tongues) @@ -10222,7 +10222,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 12). Она может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 12). Она может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Танцующие огоньки (Dancing Lights), Малая иллюзия (Minor Illusion), Злая насмешка (Vicious Mockery) @@ -10237,7 +10237,7 @@ Совместное колдовство (Только для шабаша) - Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: + Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) @@ -10299,7 +10299,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 12). Слаад может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 12). Слаад может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение магии(Ритуал) (Detect Magic), Чтение мыслей (Detect Thoughts), Волшебная рука (Mage Hand) 2 раза в день каждое: Страх (Fear), Невидимость (Invisibility) (только на себя) @@ -10622,7 +10622,7 @@ Заклинатель - Нага - заклинатель 11-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 16, +8 к атаке заклинаниями), необходимы только вербальные компоненты. Подготовлены следующие заклинания жреца: + Нага - заклинатель 11-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 16, +8 к атаке заклинаниями), необходимы только вербальные компоненты. Подготовлены следующие заклинания жреца: Заговоры (по желанию): Починка (Mending), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) 1ый круг (4 слота): Приказ (Command), Исцеление ран (Cure Wounds), Щит веры (Shield of Faith) @@ -10678,7 +10678,7 @@ Заклинатель - Сфинкс - заклинатель 9-го. Его магические способности основываются на Интеллекте (сложность спасброска 17, +9 к атаке заклинаниями). Материальные компоненты не требуются. У сфинкс подготовлены следующие заклинания Волшебника: + Сфинкс - заклинатель 9-го. Его магические способности основываются на Интеллекте (сложность спасброска 17, +9 к атаке заклинаниями). Материальные компоненты не требуются. У сфинкс подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Фокусы (Prestidigitation) 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Щит (Shield) @@ -12315,7 +12315,7 @@ Заклинатель - Куо-тоа - заклинатель 10-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 14, +6 к атаке заклинаниями). Куо-тоа has the following cleric spells prepared: + Куо-тоа - заклинатель 10-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 14, +6 к атаке заклинаниями). Куо-тоа has the following cleric spells prepared: Заговоры (по желанию): Указание (Guidance), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Святилище (Sanctuary), Щит веры (Shield of Faith) @@ -12441,7 +12441,7 @@ Заклинатель - Куо-тоа - заклинатель 2-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания жреца: + Куо-тоа - заклинатель 2-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания жреца: Заговоры (по желанию): Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) 1ый круг (3 слота): Порча (Bane), Щит веры (Shield of Faith) @@ -12581,7 +12581,7 @@ Заклинатель - Лич - заклинатель 18-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 20, +12 к атаке заклинаниями). У лича подготовлены следующие заклинания Волшебника: + Лич - заклинатель 18-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 20, +12 к атаке заклинаниями). У лича подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Луч холода (Ray of Frost) 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Магическая стрела (Magic Missile), Щит (Shield), Громовая волна (Thunderwave) @@ -12839,7 +12839,7 @@ Заклинание (Только форма человекоящера) - Ящерочеловек - заклинатель 5-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания друида: + Ящерочеловек - заклинатель 5-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания друида: Заговоры (по желанию): Искусство друидов (Druidcraft), Сотворение пламени (Produce Flame), Шипастый кнут (Thorn Кнут) 1ый круг (4 слота): Опутывание (Entangle), Облако тумана (Fog Cloud) @@ -12894,7 +12894,7 @@ 6 Заклинатель - Маг - заклинатель 9-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 14, +6 к атаке заклинаниями). У мага подготовлены следующие заклинания Волшебника: + Маг - заклинатель 9-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 14, +6 к атаке заклинаниями). У мага подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Огненная стрела (Fire Bolt), Свет (Light), Волшебная рука (Mage Hand), Фокусы (Prestidigitation) 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Доспехи мага (Mage Armor), Магическая стрела (Magic Missile), Щит (Shield) @@ -13152,7 +13152,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 16, +8 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 16, +8 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Создание и уничтожение воды (Create or Destroy Water), Обнаружение Зла и Добра (Detect Evil and Good), Обнаружение магии(Ритуал) (Detect Magic), Облако тумана (Fog Cloud), Очищение пищи и воды(Ритуал) (Purify Food and Drink) 3 раза в день каждое: Языки (Tongues), Подводное дыхание (Ритуал) (Подводное Дыхание), Хождение по воде (Ритуал) (Water Walk) @@ -13442,7 +13442,7 @@ 5 Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 11). Меззолот может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 11). Меззолот может врожденно колдовать следующие заклинания, без использования материальных компонентов: 2 раза в день каждое: Тьма (Darkness), Развеять магию (Dispel Magic) 1 раз в день: Облако смерти (Cloudkill) @@ -13563,7 +13563,7 @@ Прирожденный Заклинатель (Psionics) - Врожденная характеристика для заклнинаний - Интеллект (сложность спасброска 15). Он может врожденно колдовать следующие заклинания, компоненты не требуются: + Врожденная характеристика для заклнинаний - Интеллект (сложность спасброска 15). Он может врожденно колдовать следующие заклинания, компоненты не требуются: По желанию: Чтение мыслей (Detect Thoughts), Левитация (Levitate) 1 раз в день каждое: Подчинение монстра (Dominate Monster), Перемещение между планами (Plane Shift) (только на себя) @@ -13615,14 +13615,14 @@ Прирожденный Заклинатель (Psionics) - Мозгодер's врожденная характеристика для заклнинаний - Интеллект (сложность спасброска 15). Он может врожденно колдовать следующие заклинания, компоненты не требуются: + Мозгодер's врожденная характеристика для заклнинаний - Интеллект (сложность спасброска 15). Он может врожденно колдовать следующие заклинания, компоненты не требуются: По желанию: Чтение мыслей (Detect Thoughts), Левитация (Levitate) 1 раз в день каждое: Подчинение монстра (Dominate Monster), Перемещение между планами (Plane Shift) (только на себя) Заклинатель - Мозгодер is a 10th-level заклинатель. Его магические способности основываются на Интеллекте (сложность спасброска 15, +7 к атаке заклинаниями). Мозгодер подготовлены следующие заклинания Волшебника: + Мозгодер is a 10th-level заклинатель. Его магические способности основываются на Интеллекте (сложность спасброска 15, +7 к атаке заклинаниями). Мозгодер подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Щит от клинков (Blade Ward), Танцующие огоньки (Dancing Lights), Волшебная рука (Mage Hand), Электрошок (Shocking Grasp) 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Маскировка (Disguise Self), Щит (Shield), Сон (Sleep) @@ -13935,7 +13935,7 @@ Заклинатель - Мумия лорд - заклинатель 10-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 17, +9 к атаке заклинаниями). Подготовлены следующие заклинания жреца: + Мумия лорд - заклинатель 10-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 17, +9 к атаке заклинаниями). Подготовлены следующие заклинания жреца: Заговоры (по желанию): Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) 1ый круг (4 слота): Приказ (Command), Самонаводящаяся стрела (Guiding Bolt), Щит веры (Shield of Faith) @@ -14246,7 +14246,7 @@ 5 Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 13, +5 к атаке заклинаниями). Она может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 13, +5 к атаке заклинаниями). Она может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение магии(Ритуал) (Detect Magic), Магическая стрела (Magic Missile) 2 раза в день каждое: Перемещение между планами (Plane Shift) (только на себя), Луч слабости (Ray of Enfeeblement), Сон (Sleep) @@ -14268,7 +14268,7 @@ Совместное колдовство (Только для шабаша) - Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: + Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) @@ -14452,7 +14452,7 @@ 9 Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма. Никалот может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма. Никалот может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Тьма (Darkness), Обнаружение магии(Ритуал) (Detect Magic), Развеять магию (Dispel Magic), Невидимость (Invisibility), Зеркальное отражение (Mirror Image) @@ -14673,7 +14673,7 @@ 7 Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 13). Они может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 13). Они может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Тьма (Darkness), Невидимость (Invisibility) 1 раз в день каждое: Очаровать персону (Charm Person), Конус холода (Cone of Cold), Газообразная форма (Gaseous Form), Сон (Sleep) @@ -14781,7 +14781,7 @@ Заклинатель - Орк - заклинатель 3-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 11, +3 к атаке заклинаниями). Подготовлены следующие заклинания жреца: + Орк - заклинатель 3-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 11, +3 к атаке заклинаниями). Подготовлены следующие заклинания жреца: Заговоры (по желанию): Указание (Guidance), Сопротивление (Resistance), Волшебство (Thaumaturgy) 1ый круг (4 слота): Благословение (Bless), Приказ (Command) @@ -15307,7 +15307,7 @@ Прирожденный Заклинатель - Характеристика для заклинаний - Харизма (сложность спасброска 21). Демон-боец может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Характеристика для заклинаний - Харизма (сложность спасброска 21). Демон-боец может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение магии(Ритуал) (Detect Magic), Огненный шар (Fireball) 3 раза в день каждое:Удержание монстра (Hold Monster), Огненная стена (Wall of Fire) @@ -15343,7 +15343,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 12). Она может врожденно колдовать следующие заклинания, используя только пыль пикси как компонент: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 12). Она может врожденно колдовать следующие заклинания, используя только пыль пикси как компонент: По желанию: Искусство друидов (Druidcraft) 1 раз в день каждое: Замешательство (Confusion), Танцующие огоньки (Dancing Lights), Обнаружение Зла и Добра (Detect Evil and Good), Чтение мыслей (Detect Thoughts), Развеять магию (Dispel Magic), Опутывание (Entangle), Полет (Fly), Призрачный образ (Phantasmal Force), Перевоплощение (Polymorph), Сон (Sleep) @@ -15388,7 +15388,7 @@ Прирожденный Заклинатель - Характеристика для заклинаний - Харизма (сложность спасброска 20). Планетар может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Характеристика для заклинаний - Харизма (сложность спасброска 20). Планетар может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение Зла и Добра (Detect Evil and Good), Невидимость (Invisibility) 3 раза в день каждое: Стена клинков (Blade Barrier), Развеять Зло и Добро (Dispel Evil and Good), Удар пламени (Flame Strike), Поднять мертвого (Raise Dead) 1 раз в день каждое: Озарение (Ритуал) (Commune), Власть над погодой (Control Weather), Нашествие насекомых (Insect Plague) @@ -15628,7 +15628,7 @@ Заклинатель - Жрец - заклинатель 5-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 13, +5 к атаке заклинаниями). Подготовлены следующие заклинания жреца: + Жрец - заклинатель 5-го уровня. Его магические способности основываются на Мудрости (сложность спасброска 13, +5 к атаке заклинаниями). Подготовлены следующие заклинания жреца: Заговоры (по желанию): Свет (Light), Священное пламя (Sacred Flame), Волшебство (Thaumaturgy) 1ый круг (4 слота): Исцеление ран (Cure Wounds), Самонаводящаяся стрела (Guiding Bolt), Святилище (Sanctuary) @@ -15921,7 +15921,7 @@ Прирожденный Заклинатель (Psionics) - Врожденная характеристика для заклнинаний - Мудрость (сложность спасброска 11 ). Куаггот может врожденно колдовать следующие заклинания, компоненты не требуются: + Врожденная характеристика для заклнинаний - Мудрость (сложность спасброска 11 ). Куаггот может врожденно колдовать следующие заклинания, компоненты не требуются: По желанию: Медленное падение (Feather Fall), Волшебная рука (Mage Hand) 1 раз в день каждое: Исцеление ран (Cure Wounds), Увеличить/Уменьшить (Enlarge/Красныйuce), Раскаленный металл (Heat Metal), Зеркальное отражение (Mirror Image) @@ -16055,7 +16055,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклинаний - Харизма (сложность спасброска 18, +10 к атаке заклинаниями). Ракшаса может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклинаний - Харизма (сложность спасброска 18, +10 к атаке заклинаниями). Ракшаса может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Чтение мыслей (Detect Thoughts), Маскировка (Disguise Self), Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion) 3 раза в день каждое: Очаровать персону (Charm Person), Обнаружение магии(Ритуал) (Detect Magic), Невидимость (Invisibility), Образ (Major Image), Внушение (Suggestion) @@ -16806,7 +16806,7 @@ Заклинатель - Сахуагин - заклинатель 6-го уровня. Её характеристика для заклинаний - Мудрость (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания жреца: + Сахуагин - заклинатель 6-го уровня. Её характеристика для заклинаний - Мудрость (сложность спасброска 12, +4 к атаке заклинаниями). Подготовлены следующие заклинания жреца: Заговоры (по желанию): Указание (Guidance), Волшебство (Thaumaturgy) 1ый круг (4 слота): Благословение (Bless), Обнаружение магии(Ритуал) (Detect Magic), Самонаводящаяся стрела (Guiding Bolt) @@ -17080,7 +17080,7 @@ Совместное колдовство (Только для шабаша) - Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: + Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) @@ -17541,7 +17541,7 @@ Прирожденный Заклинатель - Характеристика для заклинаний - Харизма (сложность спасброска 25). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Характеристика для заклинаний - Харизма (сложность спасброска 25). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение Зла и Добра (Detect Evil and Good), Невидимость (Invisibility) 3 раза в день каждое: Стена клинков (Blade Barrier), Развеять Зло и Добро (Dispel Evil and Good), Воскрешение (Resurrection) 1 раз в день каждое: Озарение (Ритуал) (Commune), Власть над погодой (Control Weather) @@ -17783,7 +17783,7 @@ Заклинатель - Нага - заклинатель 10-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 14, +6 к атаке заклинаниями), необходимы только вербальные компоненты. Подготовлены следующие заклинания Волшебника: + Нага - заклинатель 10-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 14, +6 к атаке заклинаниями), необходимы только вербальные компоненты. Подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Луч холода (Ray of Frost) 1ый круг (4 слота): Очаровать персону (Charm Person), Обнаружение магии(Ритуал) (Detect Magic), Сон (Sleep) @@ -18096,7 +18096,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 17). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 17). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение магии(Ритуал) (Detect Magic), Медленное падение (Feather Fall), Левитация (Levitate), Свет (Light) 3 раза в день каждое: Власть над погодой (Control Weather), Подводное дыхание (Ритуал) (Подводное Дыхание) @@ -18738,7 +18738,7 @@ Прирожденный Заклинатель (Псионический) - Врожденная характеристика для заклнинаний - Мудрость. Три-крин может врожденно колдовать следующие заклинания, компоненты не требуются: + Врожденная характеристика для заклнинаний - Мудрость. Три-крин может врожденно колдовать следующие заклинания, компоненты не требуются: По желанию: Волшебная рука (Mage Hand) 2 раза в день каждое: blur, magic weapon @@ -19116,7 +19116,7 @@ Опционально: Отвратительные конечности - Каждый раз когда тролль получает как минимум 15 рубящего урона за 1 раз, бросьте d20 чтобы определить что с ним произойдет: + Каждый раз когда тролль получает как минимум 15 рубящего урона за 1 раз, бросьте d20 чтобы определить что с ним произойдет: 1-10: Ничего больше не происходит. 11-14: У тролля отваливается нога, если у него есть хотя бы 1 нога. 15- 18: У тролля отваливается рука, если у него есть хотя бы 1 рука. @@ -19242,7 +19242,7 @@ 13 Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 17). Ультролот может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 17). Ультролот может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Смена обличья (Alter Self), Ясновидение (Clairvoyance), Тьма (Darkness), Обнаружение магии(Ритуал) (Detect Magic), Чтение мыслей (Detect Thoughts), Развеять магию (Dispel Magic), Невидимость (Invisibility), Внушение (Suggestion) 3 раза в день каждое: Дверь между измерениями (Dimension Door), Страх (Fear), Огненная стена (Wall of Fire) @@ -19362,7 +19362,7 @@ Прирожденный Заклинатель - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 14). Единорог может врожденно колдовать следующие заклинания, компоненты не требуются: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 14). Единорог может врожденно колдовать следующие заклинания, компоненты не требуются: По желанию: Обнаружение Зла и Добра (Detect Evil and Good), Искусство друидов (Druidcraft), Пройти без следа (Pass Without Trace) 1 раз в день каждое: Умиротворение (Calm Emotions), Развеять Зло и Добро (Dispel Evil and Good), Опутывание (Entangle) @@ -19460,7 +19460,7 @@ Слабые стороны вампира - Вампир имеет следующие изъяны: + Вампир имеет следующие изъяны: Запрет. Вампир не может войти в жилище без приглашения одного из жителей. Урон от проточной воды. Вампир получает 20 урона ядом если заканчивает свой ход в проточной воде. Кол в сердце. Если проткнуть сердце вампира колющим деревянным оружием пока он без сознание в своем логове, вампир станет парализован пока кол не выдернут. @@ -19536,7 +19536,7 @@ Слабые стороны вампира - Вампир имеет следующие изъяны: + Вампир имеет следующие изъяны: Запрет. Вампир не может войти в жилище без приглашения одного из жителей. Урон от проточной воды. Вампир получает 20 урона ядом если он заканчивает свой ход в проточной воде. Кол в сердце. Вампир уничтожен, если его сердце будет проткнуто колющем деревянным оружием, пока он небоеспособен в своем логове . @@ -19606,7 +19606,7 @@ Слабые стороны вампира - Вампир имеет следующие изъяны: + Вампир имеет следующие изъяны: Запрет. Вампир не может войти в жилище без приглашения одного из жителей. Урон от проточной воды. Вампир получает 20 урона ядом если заканчивает свой ход в проточной воде. Кол в сердце. Если проткнуть сердце вампира колющим деревянным оружием пока он без сознание в своем логове, вампир станет парализован пока кол не выдернут. @@ -19614,7 +19614,7 @@ Заклинатель - Вампир - заклинатель 9-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 15, +7 к атаке заклинаниями). Вампир подготовлены следующие заклинания Волшебника: + Вампир - заклинатель 9-го уровня. Его магические способности основываются на Интеллекте (сложность спасброска 15, +7 к атаке заклинаниями). Вампир подготовлены следующие заклинания Волшебника: Заговоры (по желанию): Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Луч холода (Ray of Frost) 1ый круг (4 слота): Понимание языков (Ритуал) (Comprehend Languages), Облако тумана (Fog Cloud), Сон (Sleep) @@ -19697,7 +19697,7 @@ Слабые стороны вампира - Вампир имеет следующие изъяны: + Вампир имеет следующие изъяны: Запрет. Вампир не может войти в жилище без приглашения одного из жителей. Урон от проточной воды. Вампир получает 20 урона ядом если заканчивает свой ход в проточной воде. Кол в сердце. Если проткнуть сердце вампира колющим деревянным оружием пока он без сознание в своем логове, вампир станет парализован пока кол не выдернут. @@ -20924,7 +20924,7 @@ Прирожденный Заклинатель - Характеристика для заклинаний - Харизма (сложность спасброска 14). Йочлол может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Характеристика для заклинаний - Харизма (сложность спасброска 14). Йочлол может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Чтение мыслей (Detect Thoughts), Паутина (Web) 1 раз в день: Подчинение персоны (Dominate Person) @@ -21546,7 +21546,7 @@ Прирожденный Заклинатель (Только трансформированный) - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 15). Юоан-ти может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 15). Юоан-ти может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Друзья (Friends) 3/day: Внушение (Suggestion) 1 раз в день: Страх (Fear) @@ -21587,7 +21587,7 @@ Прирожденный Заклинатель (Только оригинальная форма) - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 13). Юоан-ти может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 13). Юоан-ти может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Друзья (Friends) 3/day: Внушение (Suggestion) @@ -21598,7 +21598,7 @@ Форма проклятия - Юоан-ти может быть следующих форм: + Юоан-ти может быть следующих форм: Тип 1: Тело человека, голова змеи Тип 2: Тело и голова человека, руки-змеи @@ -21655,7 +21655,7 @@ Прирожденный Заклинатель (Только оригинальная форма) - Юан-ти's врожденная характеристика для заклнинаний - Харизма (сложность спасброска 13). Юан-ти может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Юан-ти's врожденная характеристика для заклнинаний - Харизма (сложность спасброска 13). Юан-ти может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Друзья (Friends) 3/day: Внушение (Suggestion) @@ -21666,7 +21666,7 @@ Форма проклятия - Юан-ти может быть следующих форм: + Юан-ти может быть следующих форм: Тип 1: Тело человека, голова змеи Тип 2: Тело и голова человека, руки-змеи @@ -21713,7 +21713,7 @@ Прирожденный Заклинатель (Только оригинальная форма) - Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 13). Юан-ти может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 13). Юан-ти может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Друзья (Friends) 3/day: Внушение (Suggestion) @@ -21724,7 +21724,7 @@ Форма проклятия - Юан-ти может быть следующих форм: + Юан-ти может быть следующих форм: Тип 1: Тело человека, голова змеи Тип 2: Тело и голова человека, руки-змеи @@ -21782,7 +21782,7 @@ 1 Прирожденный Заклинатель - Характеристика для заклинаний - Харизма (сложность спасброска 12). Юан-ти может врожденно колдовать следующие заклинания, без использования материальных компонентов: + Характеристика для заклинаний - Харизма (сложность спасброска 12). Юан-ти может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Друзья (Friends) 3 раза в день каждое: Ядовитые брызги (Poison Spray), Внушение (Suggestion) diff --git a/Spells/PHB Spells.xml b/Spells/PHB Spells.xml index 836219aa..a83f8494 100644 --- a/Spells/PHB Spells.xml +++ b/Spells/PHB Spells.xml @@ -1347,7 +1347,7 @@ The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. - Material - Duration: + Material - Duration: Vegetable matter - 1 day Stone/crystal - 12 hours Precious metals - 1 hour diff --git a/Unearthed Arcana/Artificer UA items.xml b/Unearthed Arcana/Artificer UA items.xml index 650d79d5..a7f10f41 100644 --- a/Unearthed Arcana/Artificer UA items.xml +++ b/Unearthed Arcana/Artificer UA items.xml @@ -167,7 +167,7 @@ If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. - d100 — Effect: + d100 — Effect: 01 — 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take Sd6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. 2-10 — A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. 11-20 — A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and attacks. diff --git a/Unearthed Arcana/Artificer UA.xml b/Unearthed Arcana/Artificer UA.xml index 113ec808..90bc9d8f 100644 --- a/Unearthed Arcana/Artificer UA.xml +++ b/Unearthed Arcana/Artificer UA.xml @@ -1400,7 +1400,7 @@ If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. - d100 — Effect: + d100 — Effect: 01 — 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take Sd6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. 2-10 — A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. 11-20 — A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and attacks. diff --git a/Unearthed Arcana/Modern Spells.xml b/Unearthed Arcana/Modern Spells.xml index 1ec89ddd..aa620b6c 100644 --- a/Unearthed Arcana/Modern Spells.xml +++ b/Unearthed Arcana/Modern Spells.xml @@ -25,7 +25,7 @@ Instantaneous Sorcerer, Warlock, Wizard You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. - You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: + You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: • Terrain and bodies of water diff --git a/Unearthed Arcana/UA Feats.xml b/Unearthed Arcana/UA Feats.xml index ac7b510a..dd7502cf 100644 --- a/Unearthed Arcana/UA Feats.xml +++ b/Unearthed Arcana/UA Feats.xml @@ -81,7 +81,7 @@ Arcanist (UA) - study the arcane arts, gaining the following benefits: + study the arcane arts, gaining the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. • You learn the prestidigitation and detect magic spells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. From 78ab12c513d4bb3dc6a44f3c3e5a699b53cc5bf4 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Wed, 8 May 2019 09:30:06 +0200 Subject: [PATCH 16/50] Fix spell capitalisation for Tal'dorei monster Remove spellcasting related tags for monster without spellcasting. --- Homebrew/Monsters/Tal'dorei.xml | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/Homebrew/Monsters/Tal'dorei.xml b/Homebrew/Monsters/Tal'dorei.xml index 5263b40e..be3b57ea 100644 --- a/Homebrew/Monsters/Tal'dorei.xml +++ b/Homebrew/Monsters/Tal'dorei.xml @@ -483,9 +483,6 @@ Unarmored Defense While the brawler is wearing no armor and not wielding a shield, its AC equals 10 + its Dexterity modifier + its Wisdom modifier. - - 0,0,0,0,0,0,0,0,0 - Multiattack The brawler makes three unarmed strikes @@ -754,7 +751,7 @@ Intelligence 4,3,3,3,2,1,0,0,0 - Chill Touch, Message, Minor Illusion, Prestidigitation, Ray of Frost, Detect Magic, Hideous Laughter, Mage Armor, shield, Detect Thoughts, Suggestion, Counterspell, Fear, Vampiric Touch, Greater Invisibility, Phantasmal Killer, Dream, Mislead, Circle of Death + Chill Touch, Message, Minor Illusion, Prestidigitation, Ray of Frost, Detect Magic, Hideous Laughter, Mage Armor, Shield, Detect Thoughts, Suggestion, Counterspell, Fear, Vampiric Touch, Greater Invisibility, Phantasmal Killer, Dream, Mislead, Circle of Death Dagger of Wounding Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. From 757f5526fa934af66c742677b876e9605492f964 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Wed, 8 May 2019 09:31:00 +0200 Subject: [PATCH 17/50] Fix Tiamat spells capitalisation and add spellcasting ability --- Bestiary/The Rise of Tiamat Bestiary.xml | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Bestiary/The Rise of Tiamat Bestiary.xml b/Bestiary/The Rise of Tiamat Bestiary.xml index 5e02622a..103a6383 100644 --- a/Bestiary/The Rise of Tiamat Bestiary.xml +++ b/Bestiary/The Rise of Tiamat Bestiary.xml @@ -409,6 +409,7 @@ Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. Cold Breath||16d8 - divine word + Charisma + Divine Word From 484108d259b5406e0c8b19f60ec24ff9cd3e4743 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Wed, 8 May 2019 09:42:31 +0200 Subject: [PATCH 18/50] Fix typos in Ravnica bestiary spells. --- Bestiary/Guildmaster's Guide to Ravnica.xml | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) diff --git a/Bestiary/Guildmaster's Guide to Ravnica.xml b/Bestiary/Guildmaster's Guide to Ravnica.xml index 84055135..891de1eb 100644 --- a/Bestiary/Guildmaster's Guide to Ravnica.xml +++ b/Bestiary/Guildmaster's Guide to Ravnica.xml @@ -366,7 +366,7 @@ 1/2 Charisma - Fir Bolt, Tasha's Hideous Laughter + Fire Bolt, Tasha's Hideous Laughter Innate Spellcasting The cackler's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components: @@ -2345,7 +2345,7 @@ 4,3,3,3,2,1,1,1,0 Wisdom - Imprisonment, Guidance, Light, Resistance, Sacred Flame, Thaumaturgy, Command, Detect Evil and Good, Ensnaring Strike, Sanctuary, Shield of Faith, Arcane Lock, Augury, Calm Emotions, Hold Person, silence, Zone of Truth, Bestow Curse, Clairvoyance, Counterspell, Dispel Magic, Tongues, Divination, Locate Creature, Dispel Evil and Good, Scrying, Word of Recall, Divine Word, Antimagic Field + Imprisonment, Guidance, Light, Resistance, Sacred Flame, Thaumaturgy, Command, Detect Evil and Good, Ensnaring Strike, Sanctuary, Shield of Faith, Arcane Lock, Augury, Calm Emotions, Hold Person, Silence, Zone of Truth, Bestow Curse, Clairvoyance, Counterspell, Dispel Magic, Tongues, Divination, Locate Creature, Dispel Evil and Good, Scrying, Word of Recall, Divine Word, Antimagic Field Multiattack Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack. @@ -2715,10 +2715,10 @@ Lazav's innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components: At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4 psychic damage) 3/day each: blur, confusion, mirror image - 1/day each: modify memory, Rory's telepathic bond + 1/day each: modify memory, Rary's telepathic bond Intelligence - Detect Thoughts, Encode Thoughts, Freedom of Movement, Vicious Mockery, Blur, Confusion, Mirror Image, Modify Memory, Rory's Telepathic Bond + Detect Thoughts, Encode Thoughts, Freedom of Movement, Vicious Mockery, Blur, Confusion, Mirror Image, Modify Memory, Rary's Telepathic Bond Legendary Resistance (3/Day) If Lazav fails a saving throw, he can choose to succeed instead. @@ -3269,8 +3269,7 @@ 4,3,3,3,2,1,1,1,1 Intelligence - Fire Bolt, Light, Prestidigitation, Ray of Frost, Shocking Grasp, Detect Magic, Magic Missile, Shield, Thunderwave, Unseen Servant, Blur, Enlarge/Reduce, Flaming Sphere, Scorching Ray, Counterspell, Fireball, Hold Person, Lightning Bolt, Slow, Confusion, Dimension Door, Fabricate, Conjure Elemental, Polymorph, Wall of Fire, Wall of Force, Chain Lightning, Disintegrate, True Seeing, Project Image, Reverse Gravity, Teleport, Control Weather, Maze, Power Word Stun, Prismatic Wall - + Fire Bolt, Light, Prestidigitation, Ray of Frost, Shocking Grasp, Detect Magic, Magic Missile, Shield, Thunderwave, Unseen Servant, Blur, Enlarge/Reduce, Flaming Sphere, Scorching Ray, Counterspell, Fireball, Hold Person, Lightning Bolt, Slow, Confusion, Dimension Door, Fabricate, Conjure Elemental, Polymorph, Wall of Fire, Wall of Force, Chain Lightning, Disintegrate, True Seeing, Project Image, Reverse Gravity, Teleport, Control Weather, Maze, Power Word Stun, Prismatic Wall Multiattack Niv-Mizzet makes three attacks: one with his bite and two with his claws. From e8f2db8d17c9656dfa93e05424148c4e5365ca0f Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Wed, 8 May 2019 16:02:27 +0200 Subject: [PATCH 19/50] Fix missing closing tag in Tome of Beasts monsters --- Homebrew/Monsters/Tome of Beasts.xml | 1 + 1 file changed, 1 insertion(+) diff --git a/Homebrew/Monsters/Tome of Beasts.xml b/Homebrew/Monsters/Tome of Beasts.xml index 58ebcd00..35f36de5 100644 --- a/Homebrew/Monsters/Tome of Beasts.xml +++ b/Homebrew/Monsters/Tome of Beasts.xml @@ -4454,6 +4454,7 @@ Innate Spellcasting The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) + Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet. From 027b4ed4e892a506d0c14b4aa3b1e8ca36d4e677 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 18:22:09 +0200 Subject: [PATCH 20/50] Fix comma errors Fix the following cases: - space missing after a comma. - comma on the wrong side of an asterisk. - comma on the wrong side of a closing quote. And a few other comma related issues. --- Bestiary/Dungeon of the Mad Mage.xml | 10 ++--- Bestiary/Guildmaster's Guide to Ravnica.xml | 6 +-- .../Hoard of the Dragon Queen Bestiary.xml | 2 +- Bestiary/Monster Manual Bestiary.xml | 6 +-- ...ales From the Yawining Portal Bestiary.xml | 8 ++-- Bestiary/Tomb of Annihilation Bestiary.xml | 4 +- Bestiary/Volo's Bestiary.xml | 6 +-- Character/Backgrounds.xml | 4 +- Character/Classes/Artificer/Artificer.xml | 2 +- Character/Classes/Cleric/Cleric (Order).xml | 4 +- Character/Classes/Druid/Druid (Spores).xml | 2 +- Character/Classes/Mystic/Mystic.xml | 8 ++-- Character/Classes/Warlock/Warlock.xml | 12 ++--- Character/Classes/Wizard/Wizard (Theurgy).xml | 2 +- Character/Races.xml | 2 +- DM Screen/DM Screen.html | 4 +- Homebrew/Archetypes/Bard/Bard (Keys).xml | 2 +- Homebrew/Classes/Lingering Soul.xml | 2 +- Homebrew/Feats/Book of the Righteous.xml | 2 +- Homebrew/Monsters/Tome of Beasts.xml | 4 +- Items/Magic Items.xml | 6 +-- Russian/Monster Manual Bestiary.xml | 6 +-- Russian/RacesPHSbyLRS.xml | 2 +- Russian/Russian Spells.xml | 44 +++++++++---------- Spells/XGtE Spells.xml | 2 +- Unearthed Arcana/Artificer UA.xml | 2 +- 26 files changed, 77 insertions(+), 77 deletions(-) diff --git a/Bestiary/Dungeon of the Mad Mage.xml b/Bestiary/Dungeon of the Mad Mage.xml index 4ecd32f9..3ea2cfdf 100644 --- a/Bestiary/Dungeon of the Mad Mage.xml +++ b/Bestiary/Dungeon of the Mad Mage.xml @@ -29,7 +29,7 @@ Special Equipment Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet. Halaster wields a blast scepter (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot. - Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain's magical restrictions (see "Alterations to Magic," page 10). + Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain's magical restrictions (see "Alterations to Magic", page 10). Arcane Recovery (1/ Day) @@ -52,7 +52,7 @@ 3rd level (3 slots): counterspell, dispel magic, fireball 4th level (3 slots): confusion, hallucinatory terrain, polymorph 5th level (3 slots): Bigby's hand, geas, wall of force - 6th level (2 slots): chain lightning,globe of invulnerability, programmed illusion + 6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion 7th level (2 slots): finger of death, symbol, teleport 8th level (1 slot): maze, mind blank 9th level (1 slot): meteor swarm, wish @@ -101,7 +101,7 @@ Spellcasting The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, mending, poison spray, produce flame - 1st level (4 slots): cure wounds, entangle, faerie fire,speak with animals + 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals 2nd level (3 slots): animal messenger, beast sense, hold person 3rd level (3 slots): conjure animals, meld into stone, water breathing 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire @@ -408,7 +408,7 @@ Innate Spellcasting (Psionics) The neothelid's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components: At will: levitate - 1/day each: confusion,feeblemind, telekinesis + 1/day each: confusion, feeblemind, telekinesis Wisdom 0,0,0,0,0,0,0,0,0 @@ -420,7 +420,7 @@ Tentacles Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid's turns. - If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies,a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Tentacles|13|3d8+8+3d8 diff --git a/Bestiary/Guildmaster's Guide to Ravnica.xml b/Bestiary/Guildmaster's Guide to Ravnica.xml index 891de1eb..51d55a75 100644 --- a/Bestiary/Guildmaster's Guide to Ravnica.xml +++ b/Bestiary/Guildmaster's Guide to Ravnica.xml @@ -1080,7 +1080,7 @@ 4 Feed on Fire - If the weird takes fire damage from a spell or other magical effect,its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. + If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium. @@ -3392,7 +3392,7 @@ Innate Spellcasting - The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear,which doesn't function for others: + The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others: 3/day each: enlarge/reduce, mage armor (self only), scorching ray 1/day each: counterspell, dispel magic, protection from energy @@ -4043,7 +4043,7 @@ Cantrips (at will): acid splash, druidcraft, ray of frost, shape water 1st level (4 slots): color spray, expeditious retreat, fog cloud, shield 2nd level (3 slots): enlarge/reduce, gust of wind - 3rd level (3 slots): counterspell,fly, slow + 3rd level (3 slots): counterspell, fly, slow 4th level (3 slots): control water, ice storm, polymorph 5th level (2 slots): conjure elemental, creation 6th level (1 slot): move earth, wall ofice diff --git a/Bestiary/Hoard of the Dragon Queen Bestiary.xml b/Bestiary/Hoard of the Dragon Queen Bestiary.xml index 76475f46..40b50931 100644 --- a/Bestiary/Hoard of the Dragon Queen Bestiary.xml +++ b/Bestiary/Hoard of the Dragon Queen Bestiary.xml @@ -481,7 +481,7 @@ Spear - Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft.,/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. One Handed|6|1d6+4 Two Handed|6|1d8+4 diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index e8827b29..d83ca037 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -426,7 +426,7 @@ Bite - Melee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10 + 6) piercing damage. + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Bite|11|2d10+6 @@ -2009,7 +2009,7 @@ Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor*, magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step - 3rd level (3 slots): counterspell,fly, lightning bolt + 3rd level (3 slots): counterspell, fly, lightning bolt 4th level (3 slots): banishment, fire shield, stoneskin* 5th level (3 slots): cone of cold, scrying, wall of force 6th level (1 slot): globe of invulnerability @@ -5400,7 +5400,7 @@ 1st level (4 slots): bane, detect magic, sanctuary 2nd level (3 slots): hold person, silence 3rd level (3 slots): clairvoyance, dispel magic - 4th level (2 slots): divination,freedom of movement + 4th level (2 slots): divination, freedom of movement Multiattack diff --git a/Bestiary/Tales From the Yawining Portal Bestiary.xml b/Bestiary/Tales From the Yawining Portal Bestiary.xml index b723fa67..d7a51177 100644 --- a/Bestiary/Tales From the Yawining Portal Bestiary.xml +++ b/Bestiary/Tales From the Yawining Portal Bestiary.xml @@ -791,7 +791,7 @@ If a creature the Ooze Master can see makes an attack roll against it while within 30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can't be charmed are immune to this effect. - acid splash, friends, mage hand, poison spray, charm person, detect magic, magic missile, ray of sickness, detect thoughts, Melf's acid arrow, suggestion,fear, slow, stinking cloud, confusion, Evard's black tentacles, cloudkill + acid splash, friends, mage hand, poison spray, charm person, detect magic, magic missile, ray of sickness, detect thoughts, Melf's acid arrow, suggestion, fear, slow, stinking cloud, confusion, Evard's black tentacles, cloudkill 4,3,3,3,1 @@ -1065,10 +1065,10 @@ Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will):.fire bolt, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, unseen servant* - 2nd level (3 slots): detect thoughts, flaming sphere,* mirror image, scorching ray + 2nd level (3 slots): detect thoughts, flaming sphere*, mirror image, scorching ray 3rd level (3 slots): counterspell, dispel magic, fireball - 4th level (3 slots): dimension door,* Evard's black tentacles* - 5th level (3 slots): cloudkill,* scrying + 4th level (3 slots): dimension door*, Evard's black tentacles* + 5th level (3 slots): cloudkill*, scrying 6th level (1 slot): circle of death *Conjuration spell of 1st level or higher. diff --git a/Bestiary/Tomb of Annihilation Bestiary.xml b/Bestiary/Tomb of Annihilation Bestiary.xml index 00039ee8..ef1e2751 100644 --- a/Bestiary/Tomb of Annihilation Bestiary.xml +++ b/Bestiary/Tomb of Annihilation Bestiary.xml @@ -663,7 +663,7 @@ Sense Alignment - Dragonbait chooses one creature he can see within 60 feet ofhim and determines its alignment,as long as the creature isn't hidden from divination magic by a spell or other magical effect. + Dragonbait chooses one creature he can see within 60 feet ofhim and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect. @@ -2732,4 +2732,4 @@ Destructive Claws|3|2d6+1 - \ No newline at end of file + diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index 0c7a5c40..aa2d197b 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -645,8 +645,8 @@ Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: - At will: hold person,* ray of frost - 3/day each: cone of cold,* ice storm*, wall of ice* + At will: hold person*, ray of frost + 3/day each: cone of cold*, ice storm*, wall of ice* 1/day each: control weather @@ -6786,7 +6786,7 @@ Spellcasting (Yuan-ti Form Only) The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll),friends, message, minor illusion, poison spray, prestidigitation + Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, message, minor illusion, poison spray, prestidigitation 1st-3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script diff --git a/Character/Backgrounds.xml b/Character/Backgrounds.xml index a8cf9e6d..95b52307 100644 --- a/Character/Backgrounds.xml +++ b/Character/Backgrounds.xml @@ -107,7 +107,7 @@ Feature: Library Access - Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library,, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. + Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar. @@ -1159,7 +1159,7 @@ - + diff --git a/Character/Classes/Artificer/Artificer.xml b/Character/Classes/Artificer/Artificer.xml index 23e59c67..f7ffb63a 100644 --- a/Character/Classes/Artificer/Artificer.xml +++ b/Character/Classes/Artificer/Artificer.xml @@ -143,7 +143,7 @@ Spellcasting Focus - You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player's Handbook for various arcane focus options. + You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment”, in the Player's Handbook for various arcane focus options. diff --git a/Character/Classes/Cleric/Cleric (Order).xml b/Character/Classes/Cleric/Cleric (Order).xml index aebc6f4e..bf472076 100644 --- a/Character/Classes/Cleric/Cleric (Order).xml +++ b/Character/Classes/Cleric/Cleric (Order).xml @@ -13,7 +13,7 @@ 1st - command, heroism - 3rd - hold person,zone of truth + 3rd - hold person, zone of truth 5th - mass healing word, slow @@ -28,7 +28,7 @@ Voice of Authority Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. - If the spell targets more than one ally,you choose the ally who can make the attack. + If the spell targets more than one ally, you choose the ally who can make the attack. diff --git a/Character/Classes/Druid/Druid (Spores).xml b/Character/Classes/Druid/Druid (Spores).xml index 8cd3e4be..1db45413 100644 --- a/Character/Classes/Druid/Druid (Spores).xml +++ b/Character/Classes/Druid/Druid (Spores).xml @@ -11,7 +11,7 @@ Circle of Spores: Circle Spells - Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level,you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. + Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Spells diff --git a/Character/Classes/Mystic/Mystic.xml b/Character/Classes/Mystic/Mystic.xml index fcdf2e8c..3a904161 100644 --- a/Character/Classes/Mystic/Mystic.xml +++ b/Character/Classes/Mystic/Mystic.xml @@ -190,11 +190,11 @@ Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind. Duration - An option in a discipline specifies how long its effect lasts. Instantaneous: If no duration is specified, the effect of an option is instantaneous. Concentration: Some options require concentration to maintain their effects. This requirement is noted with “Conc” after the option's psi point cost. The “Conc” notation is followed by the maximum duration of the concentration. For example, if an option says “Conc 1m”, you can concentrate on its effect for up to 1 minute, if an option says “Conc 1h,” you can concentrate on its effect for up to 1 hour, and finally if an option says "Conc 1r", you can concentrate on its effect for up to 1 round. - Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the Player's Handbook for how concentration works. + An option in a discipline specifies how long its effect lasts. Instantaneous: If no duration is specified, the effect of an option is instantaneous. Concentration: Some options require concentration to maintain their effects. This requirement is noted with “Conc” after the option's psi point cost. The “Conc” notation is followed by the maximum duration of the concentration. For example, if an option says “Conc 1m”, you can concentrate on its effect for up to 1 minute, if an option says “Conc 1h”, you can concentrate on its effect for up to 1 hour, and finally if an option says "Conc 1r", you can concentrate on its effect for up to 1 round. + Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting”, in the Player's Handbook for how concentration works. Targets and Areas of Effect - Psionic disciplines use the same rules as spells for determining targets and areas of effect. See chapter 10, “Spellcasting,” of the Player's Handbook. + Psionic disciplines use the same rules as spells for determining targets and areas of effect. See chapter 10, “Spellcasting”, of the Player's Handbook. Saving Throws and Attack Rolls If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. @@ -202,7 +202,7 @@ Combining Psionic Effects The effects of different psionic disciplines add together while the durations of those disciplines overlap. Likewise, different options from a single psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if that option is used multiple times. Instead, the most potent effect — usually dependent on how many psi points were used to create the effect — applies while the durations of the effects overlap. - Psionics and magic are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule (see “Psionics and Magic” earlier, as well as “Combining Magical Effects” in chapter 10, “Spellcasting,” of the Player's Handbook). + Psionics and magic are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule (see “Psionics and Magic” earlier, as well as “Combining Magical Effects” in chapter 10, “Spellcasting”, of the Player's Handbook). Mystic Order diff --git a/Character/Classes/Warlock/Warlock.xml b/Character/Classes/Warlock/Warlock.xml index 33a6f707..2b2c0a54 100644 --- a/Character/Classes/Warlock/Warlock.xml +++ b/Character/Classes/Warlock/Warlock.xml @@ -560,7 +560,7 @@ Eldritch Invocation: Ghostly Gaze Prerequisite: 7th level - As an action,you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. + As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest. @@ -866,7 +866,7 @@ Eldritch Invocation: Ghostly Gaze Prerequisite: 7th level - As an action,you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. + As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest. @@ -1087,7 +1087,7 @@ Eldritch Invocation: Ghostly Gaze Prerequisite: 7th level - As an action,you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. + As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest. @@ -1350,7 +1350,7 @@ Eldritch Invocation: Ghostly Gaze Prerequisite: 7th level - As an action,you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. + As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest. @@ -1595,7 +1595,7 @@ Eldritch Invocation: Ghostly Gaze Prerequisite: 7th level - As an action,you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. + As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest. @@ -1997,7 +1997,7 @@ 1 Prerequisite: 7th level - As an action,you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. + As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest. diff --git a/Character/Classes/Wizard/Wizard (Theurgy).xml b/Character/Classes/Wizard/Wizard (Theurgy).xml index 9180102e..4190135c 100644 --- a/Character/Classes/Wizard/Wizard (Theurgy).xml +++ b/Character/Classes/Wizard/Wizard (Theurgy).xml @@ -12,7 +12,7 @@ Divine Inspiration - When you choose this tradition at 2nd level, choose a domain from your chosen deity's list of eligible domains (see appendix B, “Gods of the Multiverse,” in the Player's Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist. + When you choose this tradition at 2nd level, choose a domain from your chosen deity's list of eligible domains (see appendix B, “Gods of the Multiverse”, in the Player's Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist. Arcane Initiate diff --git a/Character/Races.xml b/Character/Races.xml index e648d4c1..88bf0e25 100644 --- a/Character/Races.xml +++ b/Character/Races.xml @@ -1393,7 +1393,7 @@ At 1st level, choose one of the following options: Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed. - Underwater Adaptation. You can breathe air and water,and you have a swimming speed equal to your walking speed. + Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed. At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options: Grappling Appendages. You have two special append- ages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 +your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items. or other specialized equipment. Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor. diff --git a/DM Screen/DM Screen.html b/DM Screen/DM Screen.html index 2b153f61..3cc33a4a 100644 --- a/DM Screen/DM Screen.html +++ b/DM Screen/DM Screen.html @@ -5787,7 +5787,7 @@

Long-Term Madness

46-55 - The character becomes attached to a "Lucky charm," such as a person or an object, and has + The character becomes attached to a "Lucky charm", such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet away from it. @@ -18972,4 +18972,4 @@

Princes of the Apocalypse



- \ No newline at end of file + diff --git a/Homebrew/Archetypes/Bard/Bard (Keys).xml b/Homebrew/Archetypes/Bard/Bard (Keys).xml index 0013bbdb..a6b788c2 100644 --- a/Homebrew/Archetypes/Bard/Bard (Keys).xml +++ b/Homebrew/Archetypes/Bard/Bard (Keys).xml @@ -20,7 +20,7 @@ At 3rd level, you can coax a variety of information from a mechanism regarding its composition using merely verse and rhyme. When you spend at least 1 minute in speaking or singing to a construct or inanimate mechanism, you can expend one Bardic Inspiration to learn certain information about its capabilities compared to your own. The DM tells you two of the following characteristics of the mechanism, of your choice: • Purpose (lock, trap, surveillance, etc.) • Intricacy (singular, compound, or complex) - • Nature (magical, mundane, or otherwise), + • Nature (magical, mundane, or otherwise) • Approximate difficulty class (easy, hard, nearly impossible, etc.) • Elemental energies present (if any) • Additional imbed magical qualities (if any) diff --git a/Homebrew/Classes/Lingering Soul.xml b/Homebrew/Classes/Lingering Soul.xml index ca9c8441..2dc2e129 100644 --- a/Homebrew/Classes/Lingering Soul.xml +++ b/Homebrew/Classes/Lingering Soul.xml @@ -217,7 +217,7 @@
Calling of the Wraith: Create Specter - Upon reaching 15th level, you've learned how to spread the curse of undeath to your fallen foes. As an action, you can target a humanoid corpse within 10 feet that has been dead for no longer than 1 minute, and died violently. The target's spirit rises as a specter in the space of the corpse or in the nearest unoccupied space. The specter is under your control, allowing you to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of the action, such as "Attack that creature", "Run over there," or "Fetch that object." If the creature completed the order and doesn't receive further direction from you, it defends and preserves itself and you to the best of its ability. You can have no more than a number of specters equal to your Aspect modifier under your control at one time. + Upon reaching 15th level, you've learned how to spread the curse of undeath to your fallen foes. As an action, you can target a humanoid corpse within 10 feet that has been dead for no longer than 1 minute, and died violently. The target's spirit rises as a specter in the space of the corpse or in the nearest unoccupied space. The specter is under your control, allowing you to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of the action, such as "Attack that creature", "Run over there", or "Fetch that object." If the creature completed the order and doesn't receive further direction from you, it defends and preserves itself and you to the best of its ability. You can have no more than a number of specters equal to your Aspect modifier under your control at one time. Calling of the Spirit Guardian: Savior Spirit diff --git a/Homebrew/Feats/Book of the Righteous.xml b/Homebrew/Feats/Book of the Righteous.xml index 075366de..f6ebe725 100644 --- a/Homebrew/Feats/Book of the Righteous.xml +++ b/Homebrew/Feats/Book of the Righteous.xml @@ -27,7 +27,7 @@ The Breath speaks for the Unity, learning to understand and influence people as a leader and lawmaker, and to comprehend the world for her sisters, just as Naryne did on the Journey to the East. You can only select this feat at the same time as other characters take the feats for The Arm and The Eye, and you can never take either of those feats. You and those characters form your Unity. You gain the following benefits: • Increase your Wisdom or Charisma by 1, to a maximum of 20. • You can communicate with the members of your Unity telepathically, even if you are not on the same plane. - • When you cast a spell with a range of touch,another member of your Unity can deliver the spell as if they had cast the spell. That member of the Unity must be within 100 feet of you, and they must use their reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. + • When you cast a spell with a range of touch, another member of your Unity can deliver the spell as if they had cast the spell. That member of the Unity must be within 100 feet of you, and they must use their reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. • When you cast a spell of 1st level or higher on another member of your Unity that targets only one creature and doesn’t have a range of self, you can also target the other member of your Unity, provided he or she is within the range of the spell. To be eligible, the spell must be incapable of targeting more than one creature at the spell’s current level. diff --git a/Homebrew/Monsters/Tome of Beasts.xml b/Homebrew/Monsters/Tome of Beasts.xml index 35f36de5..57a223ad 100644 --- a/Homebrew/Monsters/Tome of Beasts.xml +++ b/Homebrew/Monsters/Tome of Beasts.xml @@ -17842,7 +17842,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Variant: Arcane Guardian Some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components: - Cantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost + Cantrips (at will): acid splash, chill touch, dancing lights, minor illusion, ray of frost 1st level (4 slots): mage armor, ray of sickness 2nd level (3 slots): darkness, scorching ray 3rd level (3 slots): fear, slow, stinking cloud @@ -17891,7 +17891,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Mystic Sight - A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death ("If we fight, I will kill you and eat your heart. I have seen it," is a favorite bluff). + A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death ("If we fight, I will kill you and eat your heart. I have seen it", is a favorite bluff). Spellcasting diff --git a/Items/Magic Items.xml b/Items/Magic Items.xml index 6b4499a4..8a9e8252 100644 --- a/Items/Magic Items.xml +++ b/Items/Magic Items.xml @@ -14120,7 +14120,7 @@ H,2H Requires Attunement by a good-aligned dwarf, fighter, or paladin - A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two. + A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc", but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two. You gain the following benefits while holding this magic weapon: • You gain a +2 bonus to attack and damage rolls made with it. • When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points. @@ -16012,7 +16012,7 @@ common common 1 - While wearing this cloak,you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. + While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. Source: Xanathar's Guide to Everything, page 136 @@ -16592,7 +16592,7 @@ common common (requires attunement) 1 - While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say,"I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends. + While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy". The doll's phrases are lost when your attunement to the doll ends. Source: Xanathar's Guide to Everything, page 139 diff --git a/Russian/Monster Manual Bestiary.xml b/Russian/Monster Manual Bestiary.xml index fb3981d4..0ddfda7d 100644 --- a/Russian/Monster Manual Bestiary.xml +++ b/Russian/Monster Manual Bestiary.xml @@ -2125,7 +2125,7 @@ Заговоры (по желанию): Огненная стрела (Fire Bolt), Свет (Light), Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Электрошок (Shocking Grasp) 1ый круг (4 слота): Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Доспехи мага (Mage Armor), Магическая стрела (Magic Missile) 2ой круг (3 слота): Чтение мыслей (Detect Thoughts), Зеркальное отражение (Mirror Image), Туманный шаг (Misty Step) - 3ий круг (3 слота): Контрзаклятье (Counterspell),Полет (Fly), Молния (Lightning Bolt) + 3ий круг (3 слота): Контрзаклятье (Counterspell), Полет (Fly), Молния (Lightning Bolt) 4ый круг (3 слота): Изгнание (Banishment), Щит (Shield), Каменная кожа (Stoneskin) 5ый круг (3 слота): Конус холода (Cone of Cold), Наблюдение (Scrying), Силовая стена (Wall of Force) 6ой круг (1 слот): Сфера неуязвимости (Globe of Invulnerability) @@ -2139,7 +2139,7 @@ Рукопашное или Дальнобойное Оружие: +6 к атаке, досягаемость: 1 клетка или дальнобойное 4/12 клеток, одна цель. Попадание: 4 (1d4 + 2) колющего урона. Кинжал|6|1d4+2
- Огненная стрела (Fire Bolt), Свет (Light), Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Электрошок (Shocking Grasp), Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Доспехи мага (Mage Armor), Магическая стрела (Magic Missile), Чтение мыслей (Detect Thoughts), Зеркальное отражение (Mirror Image), Туманный шаг (Misty Step), Контрзаклятье (Counterspell),Полет (Fly), Молния (Lightning Bolt), Изгнание (Banishment), Щит (Shield), Каменная кожа (Stoneskin), Конус холода (Cone of Cold), Наблюдение (Scrying), Силовая стена (Wall of Force), Сфера неуязвимости (Globe of Invulnerability), Телепортация (Teleport), Сокрытие разума (Mind Blank), Остановка времени (Time Stop), Маскировка (Disguise Self), Невидимость (Invisibility) + Огненная стрела (Fire Bolt), Свет (Light), Волшебная рука (Mage Hand), Фокусы (Prestidigitation), Электрошок (Shocking Grasp), Обнаружение магии(Ритуал) (Detect Magic), Оценка (Ритуал) (Identify), Доспехи мага (Mage Armor), Магическая стрела (Magic Missile), Чтение мыслей (Detect Thoughts), Зеркальное отражение (Mirror Image), Туманный шаг (Misty Step), Контрзаклятье (Counterspell), Полет (Fly), Молния (Lightning Bolt), Изгнание (Banishment), Щит (Shield), Каменная кожа (Stoneskin), Конус холода (Cone of Cold), Наблюдение (Scrying), Силовая стена (Wall of Force), Сфера неуязвимости (Globe of Invulnerability), Телепортация (Teleport), Сокрытие разума (Mind Blank), Остановка времени (Time Stop), Маскировка (Disguise Self), Невидимость (Invisibility) Ассассин (Assassin) @@ -5922,7 +5922,7 @@ 1ый круг (4 слота): Порча (Bane), Обнаружение магии(Ритуал) (Detect Magic), Святилище (Sanctuary) 2ой круг (3 слота): Удержание персоны (Hold Person), Тишина (Ритуал) (Silence) 3ий круг (3 слота): Ясновидение (Clairvoyance), Развеять магию (Dispel Magic) - 4ый круг (2 слота): Предсказание (Ритуал) (Divination),Свобода передвижения (Freedom of Movement) + 4ый круг (2 слота): Предсказание (Ритуал) (Divination), Свобода передвижения (Freedom of Movement) Танцующие огоньки (Dancing Lights), Тьма (Darkness), Волшебный огонь (Faerie Fire), Ядовитые брызги (Poison Spray), Волшебство (Thaumaturgy), Порча (Bane), Обнаружение магии(Ритуал) (Detect Magic), Святилище (Sanctuary), Удержание персоны (Hold Person), Тишина (Ритуал) (Silence), Ясновидение (Clairvoyance), Развеять магию (Dispel Magic), Предсказание (Ритуал) (Divination), Свобода передвижения (Freedom of Movement) diff --git a/Russian/RacesPHSbyLRS.xml b/Russian/RacesPHSbyLRS.xml index d42bdc1d..4d4711c7 100644 --- a/Russian/RacesPHSbyLRS.xml +++ b/Russian/RacesPHSbyLRS.xml @@ -383,7 +383,7 @@ Дьявольское наследие - Вы знаете заклинание "Чудотворство". При достижении 3 уровня вы можете один раз в день активировать "Адское возмездие" как заклинание 2 уровня. При достижении 5 уровня вы также можете один раз в день активировать заклинание "Тьма". «Раз в день» означает,что вы должны окончить продолжительный от дых, прежде чем сможете наложить это заклинание ещё раз посредством данного умения. Базовой характеристикой для этих заклинаний является Харизма. + Вы знаете заклинание "Чудотворство". При достижении 3 уровня вы можете один раз в день активировать "Адское возмездие" как заклинание 2 уровня. При достижении 5 уровня вы также можете один раз в день активировать заклинание "Тьма". «Раз в день» означает, что вы должны окончить продолжительный от дых, прежде чем сможете наложить это заклинание ещё раз посредством данного умения. Базовой характеристикой для этих заклинаний является Харизма. Языки diff --git a/Russian/Russian Spells.xml b/Russian/Russian Spells.xml index 25bd28d8..ed0272dc 100644 --- a/Russian/Russian Spells.xml +++ b/Russian/Russian Spells.xml @@ -1640,7 +1640,7 @@ В, С, M 4 Концентрация, до 1 часа - (одна ягода падуба за каждое призванное существо) Вы призываете фей, которые появляются в незанятых местах, которые вы можете видеть в пределах дальности заклинания. Выберите один из следующих вариантов: • Одна фея с уровнем опасности 2 или ниже• Две феи с уровнем опасности 1 или ниже• Четыре феи с уровнем опасности 1/2 или ниже• Восемь фей с уровнем опасности 1/4 или ниже Призванное существ исчезает, когда его ОЗ падают до 0,или когда заклинание заканчивается. Призванные существа дружественны по отношению к вам ивашим компаньонам.Они ходят отдельно, поэтому требуют отдельных бросков инициативы в бою. Существа подчиняются вашим вербальным приказам (действия не требуется). Если вы не отдаете никаких приказов, то существа защищают себя от враждебных существ, но не совершают других действий. МП знает параметры этих существ. На более высоких кругах. Если вы произносите заклинание, используя ячейки более высокого круга, то можете вызвать больше существ: в два раза больше за ячейку 6 круга и в три раза больше за ячейку 8 круга. + (одна ягода падуба за каждое призванное существо) Вы призываете фей, которые появляются в незанятых местах, которые вы можете видеть в пределах дальности заклинания. Выберите один из следующих вариантов: • Одна фея с уровнем опасности 2 или ниже• Две феи с уровнем опасности 1 или ниже• Четыре феи с уровнем опасности 1/2 или ниже• Восемь фей с уровнем опасности 1/4 или ниже Призванное существ исчезает, когда его ОЗ падают до 0, или когда заклинание заканчивается. Призванные существа дружественны по отношению к вам ивашим компаньонам.Они ходят отдельно, поэтому требуют отдельных бросков инициативы в бою. Существа подчиняются вашим вербальным приказам (действия не требуется). Если вы не отдаете никаких приказов, то существа защищают себя от враждебных существ, но не совершают других действий. МП знает параметры этих существ. На более высоких кругах. Если вы произносите заклинание, используя ячейки более высокого круга, то можете вызвать больше существ: в два раза больше за ячейку 6 круга и в три раза больше за ячейку 8 круга. 12 клеток Призыв лесных существ (Conjure Woodland Beings) @@ -1651,7 +1651,7 @@ В, С, M 4 Конц-я, до 1 часа - (одна ягода падуба за каждое призванное существо) Вы призываете фей, которые появляются в незанятых местах, которые вы можете видеть в пределах дальности заклинания. Выберите один из следующих вариантов: • Одна фея с уровнем опасности 2 или ниже• Две феи с уровнем опасности 1 или ниже• Четыре феи с уровнем опасности 1/2 или ниже• Восемь фей с уровнем опасности 1/4 или ниже Призванное существ исчезает, когда его ОЗ падают до 0,или когда заклинание заканчивается. Призванные существа дружественны по отношению к вам ивашим компаньонам.Они ходят отдельно, поэтому требуют отдельных бросков инициативы в бою. Существа подчиняются вашим вербальным приказам (действия не требуется). Если вы не отдаете никаких приказов, то существа защищают себя от враждебных существ, но не совершают других действий. МП знает параметры этих существ. На более высоких кругах. Если вы произносите заклинание, используя ячейки более высокого круга, то можете вызвать больше существ: в два раза больше за ячейку 6 круга и в три раза больше за ячейку 8 круга. + (одна ягода падуба за каждое призванное существо) Вы призываете фей, которые появляются в незанятых местах, которые вы можете видеть в пределах дальности заклинания. Выберите один из следующих вариантов: • Одна фея с уровнем опасности 2 или ниже• Две феи с уровнем опасности 1 или ниже• Четыре феи с уровнем опасности 1/2 или ниже• Восемь фей с уровнем опасности 1/4 или ниже Призванное существ исчезает, когда его ОЗ падают до 0, или когда заклинание заканчивается. Призванные существа дружественны по отношению к вам ивашим компаньонам.Они ходят отдельно, поэтому требуют отдельных бросков инициативы в бою. Существа подчиняются вашим вербальным приказам (действия не требуется). Если вы не отдаете никаких приказов, то существа защищают себя от враждебных существ, но не совершают других действий. МП знает параметры этих существ. На более высоких кругах. Если вы произносите заклинание, используя ячейки более высокого круга, то можете вызвать больше существ: в два раза больше за ячейку 6 круга и в три раза больше за ячейку 8 круга. 12 клеток Призыв лесных существ (Conjure Woodland Beings) @@ -3070,7 +3070,7 @@ В, С, M 4 Конц-я, до 10 мин - (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так,как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона + (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так, как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона 60 клеток Власть над водами (Control Water) @@ -3081,7 +3081,7 @@ В, С, M 4 Концентрация, до 10 минут - (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так,как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона + (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так, как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона 60 клеток Власть над водами (Control Water) @@ -3092,7 +3092,7 @@ В, С, M 4 Концентрация, до 10 минут - (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так,как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона + (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так, как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона 60 клеток Власть над водами (Control Water) @@ -3103,7 +3103,7 @@ В, С, M 4 Конц-я, до 10 мин - (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так,как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона + (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так, как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона 60 клеток Власть над водами (Control Water) @@ -4148,7 +4148,7 @@ В, С 8 конц-я, до 1 часа - Вы пытаетесь подчинить существо, которое можете видеть в пределах дальности заклинания. Оно должно совершить спасбросок по Мудрости или будет очаровано вами на время действия заклинания. Если вы или ваши союзники сражаются с ним, то оно получает преимущество на этот спасбросок. Будучи очарованным, существо получает телепатическую с вами, пока вы находитесь на одном плане существования. Вы можете использовать эту связь, чтобы отдавать приказы, если находитесь в сознании (действия не требуется), а существо выполняет их по мере своих возможностей. Вы можете отдать простой и обобщенный приказ, например Атакуй это существо,Беги туда илиПринеси этот объект. Если существо выполняет ваш приказ и не получает нового, то оно лишь защищает свою жизнь. В качестве действия вы можете получить полный и точный контроль над целью до конца вашего следующего хода, существо совершает только выбранные вами действия и не делает ничего, что вы не позволяете ему. В течение этого времени, вы можете совершать реакции этим существо, однако это расходует и вашу собственную реакцию. Каждый раз, когда существо получает урон, оно делает новый спасбросок по Мудрости против этого заклинания. В случае успеха, заклинание заканчивается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 9 круга, то максимальная длительность концентрации увеличивается до 8 часов. + Вы пытаетесь подчинить существо, которое можете видеть в пределах дальности заклинания. Оно должно совершить спасбросок по Мудрости или будет очаровано вами на время действия заклинания. Если вы или ваши союзники сражаются с ним, то оно получает преимущество на этот спасбросок. Будучи очарованным, существо получает телепатическую с вами, пока вы находитесь на одном плане существования. Вы можете использовать эту связь, чтобы отдавать приказы, если находитесь в сознании (действия не требуется), а существо выполняет их по мере своих возможностей. Вы можете отдать простой и обобщенный приказ, например Атакуй это существо, Беги туда илиПринеси этот объект. Если существо выполняет ваш приказ и не получает нового, то оно лишь защищает свою жизнь. В качестве действия вы можете получить полный и точный контроль над целью до конца вашего следующего хода, существо совершает только выбранные вами действия и не делает ничего, что вы не позволяете ему. В течение этого времени, вы можете совершать реакции этим существо, однако это расходует и вашу собственную реакцию. Каждый раз, когда существо получает урон, оно делает новый спасбросок по Мудрости против этого заклинания. В случае успеха, заклинание заканчивается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 9 круга, то максимальная длительность концентрации увеличивается до 8 часов. 12 клеток Подчинение монстра (Dominate Monster) @@ -4390,7 +4390,7 @@ В, С, M 2 мгновенно - (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например,таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. + (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например, таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. 12 клеток Вибрация (Shatter) @@ -4401,7 +4401,7 @@ В, С, M 2 мгновенно - (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например,таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. + (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например, таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. 12 клеток Вибрация (Shatter) @@ -4412,7 +4412,7 @@ В, С, M 2 мгновенно - (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например,таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. + (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например, таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. 12 клеток Вибрация (Shatter) @@ -4423,7 +4423,7 @@ В, С, M 2 мгновенно - (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например,таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. + (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например, таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. 12 клеток Вибрация (Shatter) @@ -4434,7 +4434,7 @@ В, С, M 2 мгновенно - (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например,таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. + (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например, таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. 12 клеток Вибрация (Shatter) @@ -4445,7 +4445,7 @@ В, С, M 2 мгновенно - (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например,таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. + (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например, таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. 12 клеток Вибрация (Shatter) @@ -8273,7 +8273,7 @@ В, С 5 конц-я, до 1 мин - Выберите до десяти немагических. Средние цели считаются за два предмета, Большие - за четыре, Огромные - за восемь. Каждый предмет оживает и становится существом, которое вы контролируете. В качестве дополнительного действия, вы можете отдавать телепатические приказы любому существу, если оно находится в пределах 500 футов от вас. Вы выбираете, какое действие совершит существо и куда оно пойдет в свой следующий ход. Получив приказ, существо продолжает ему следовать, пока не выполнит поручение. Оживленный предмет считается големом, чьи КБ, ОЗ, атаки, Сила и Ловкость зависят от его размера. Скорость равна 30 футам. Предмет имеет слеповидение в радиусе 30 футов и не видит ничего за пределами этого радиуса. Когда ОЗ предмета падают до 0, он возвращается в нормальную форму, сохраняя все полученные повреждения. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше,вы можете оживить два дополнительных предмета за каждый круг выше пятого. + Выберите до десяти немагических. Средние цели считаются за два предмета, Большие - за четыре, Огромные - за восемь. Каждый предмет оживает и становится существом, которое вы контролируете. В качестве дополнительного действия, вы можете отдавать телепатические приказы любому существу, если оно находится в пределах 500 футов от вас. Вы выбираете, какое действие совершит существо и куда оно пойдет в свой следующий ход. Получив приказ, существо продолжает ему следовать, пока не выполнит поручение. Оживленный предмет считается големом, чьи КБ, ОЗ, атаки, Сила и Ловкость зависят от его размера. Скорость равна 30 футам. Предмет имеет слеповидение в радиусе 30 футов и не видит ничего за пределами этого радиуса. Когда ОЗ предмета падают до 0, он возвращается в нормальную форму, сохраняя все полученные повреждения. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, вы можете оживить два дополнительных предмета за каждый круг выше пятого. 24 клеток Оживление предметов (Animate Objects) @@ -10319,7 +10319,7 @@ В 5 1 минута - Вы связываетесь с полубогом, духом давно умершего мудреца или с какой-либо другой таинственной сущностью с другого плана. Связь с экстрапланарным разумом оказывает серьезную нагрузку на ваш разум и может даже повредить его. Произнося это заклинание сделайет спасбросок по Интеллекту с КС 15. В случае провала вы получаете 6d6 психического урона и сходите с ума до тех пор, пока не отдохнете полностью. Будучи безумным, вы не можете совершать действия, не понимаете речь других существ, не можете читать и говорите бессвязную чушь. Улучшенное восстановление может снять этот эффект. При успешном спасброске, вы можете задать сущности до пяти вопросов. Вы должны задать их до тех пор, пока действует заклинание. МП отвечает на вопросы одним словом, такими какда,нет,возможно,никогда,неуместно илинеясно (если сущность не знает ответа на вопрос). Если однословный ответ может привести к недопониманию, то МП может использовать короткую фразу. + Вы связываетесь с полубогом, духом давно умершего мудреца или с какой-либо другой таинственной сущностью с другого плана. Связь с экстрапланарным разумом оказывает серьезную нагрузку на ваш разум и может даже повредить его. Произнося это заклинание сделайет спасбросок по Интеллекту с КС 15. В случае провала вы получаете 6d6 психического урона и сходите с ума до тех пор, пока не отдохнете полностью. Будучи безумным, вы не можете совершать действия, не понимаете речь других существ, не можете читать и говорите бессвязную чушь. Улучшенное восстановление может снять этот эффект. При успешном спасброске, вы можете задать сущности до пяти вопросов. Вы должны задать их до тех пор, пока действует заклинание. МП отвечает на вопросы одним словом, такими какда, нет, возможно, никогда, неуместно илинеясно (если сущность не знает ответа на вопрос). Если однословный ответ может привести к недопониманию, то МП может использовать короткую фразу. Вы Связь с иным планом (Ритуал) (Contact Other Plane) @@ -10330,7 +10330,7 @@ В 5 1 минута - Вы связываетесь с полубогом, духом давно умершего мудреца или с какой-либо другой таинственной сущностью с другого плана. Связь с экстрапланарным разумом оказывает серьезную нагрузку на ваш разум и может даже повредить его. Произнося это заклинание сделайет спасбросок по Интеллекту с КС 15. В случае провала вы получаете 6d6 психического урона и сходите с ума до тех пор, пока не отдохнете полностью. Будучи безумным, вы не можете совершать действия, не понимаете речь других существ, не можете читать и говорите бессвязную чушь. Улучшенное восстановление может снять этот эффект. При успешном спасброске, вы можете задать сущности до пяти вопросов. Вы должны задать их до тех пор, пока действует заклинание. МП отвечает на вопросы одним словом, такими как да,нет,возможно,никогда,неуместно илинеясно (если сущность не знает ответа на вопрос). Если однословный ответ может привести к недопониманию, то МП может использовать короткую фразу. + Вы связываетесь с полубогом, духом давно умершего мудреца или с какой-либо другой таинственной сущностью с другого плана. Связь с экстрапланарным разумом оказывает серьезную нагрузку на ваш разум и может даже повредить его. Произнося это заклинание сделайет спасбросок по Интеллекту с КС 15. В случае провала вы получаете 6d6 психического урона и сходите с ума до тех пор, пока не отдохнете полностью. Будучи безумным, вы не можете совершать действия, не понимаете речь других существ, не можете читать и говорите бессвязную чушь. Улучшенное восстановление может снять этот эффект. При успешном спасброске, вы можете задать сущности до пяти вопросов. Вы должны задать их до тех пор, пока действует заклинание. МП отвечает на вопросы одним словом, такими как да, нет, возможно, никогда, неуместно илинеясно (если сущность не знает ответа на вопрос). Если однословный ответ может привести к недопониманию, то МП может использовать короткую фразу. Вы Связь с иным планом (Ритуал) (Contact Other Plane) @@ -11232,7 +11232,7 @@ В, С 2 1 минута - Рядом с вами появляются три ваших иллюзорных двойника. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть,полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. + Рядом с вами появляются три ваших иллюзорных двойника. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть, полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. Вы Зеркальное отражение (Mirror Image) @@ -11243,7 +11243,7 @@ В, С 2 1 минута - Рядом с вами появляются три ваших иллюзорных двойника. Пока действует заклинание, двойники двигаются вместе с вами и подражают вашим действиям, меняясь местами так, что невозможно определить какой из образов - настоящий. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть,полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. + Рядом с вами появляются три ваших иллюзорных двойника. Пока действует заклинание, двойники двигаются вместе с вами и подражают вашим действиям, меняясь местами так, что невозможно определить какой из образов - настоящий. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть, полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. Вы Зеркальное отражение (Mirror Image) @@ -11254,7 +11254,7 @@ В, С 2 1 минута - Рядом с вами появляются три ваших иллюзорных двойника. Пока действует заклинание, двойники двигаются вместе с вами и подражают вашим действиям, меняясь местами так, что невозможно определить какой из образов - настоящий. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть,полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. + Рядом с вами появляются три ваших иллюзорных двойника. Пока действует заклинание, двойники двигаются вместе с вами и подражают вашим действиям, меняясь местами так, что невозможно определить какой из образов - настоящий. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть, полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. Вы Зеркальное отражение (Mirror Image) @@ -11264,7 +11264,7 @@ В, С 2 1 минута - Рядом с вами появляются три ваших иллюзорных двойника. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть,полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. + Рядом с вами появляются три ваших иллюзорных двойника. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть, полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. Вы Жрец (Обман) @@ -11275,7 +11275,7 @@ В, С 2 1 минута - Рядом с вами появляются три ваших иллюзорных двойника. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть,полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. + Рядом с вами появляются три ваших иллюзорных двойника. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть, полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. Вы Друид (Побережье) @@ -11286,7 +11286,7 @@ В, С 2 1 минута - Рядом с вами появляются три ваших иллюзорных двойника. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть,полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. + Рядом с вами появляются три ваших иллюзорных двойника. В качестве действия вы можете отозвать двойников. Каждый раз, когда существо атакует вас во время действия заклинания, бросьте d20, чтобы определить попала ли атака по вам или по одному из двойников. Если у вас три двойника, то результат 6 или выше означает, что атака попала по двойнику. При двух иллюзиях этот результат равен 8 или выше. При одной - 11 или выше. КБ двойника равен 10 + ваш модификатор Ловкости. Если атака попадает по нему, то двойник уничтожается. Двойника можно уничтожить только попав по нему атакой. Любой другой урон или эффекты игнорируются. Заклинание заканчивается, если все три двойника уничтожены. Заклинание не действует на существ, которые не могут видеть, полагаются на другие чувства, например слеповидение, или могут различать иллюзии, например благодаря истинному зрению. Вы Плут (Мистический ловкач) diff --git a/Spells/XGtE Spells.xml b/Spells/XGtE Spells.xml index c43e077f..8324d1ac 100644 --- a/Spells/XGtE Spells.xml +++ b/Spells/XGtE Spells.xml @@ -725,7 +725,7 @@ The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics. - On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as "attack my enemies," "explore the room ahead," or "bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so. + On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as "attack my enemies", "explore the room ahead", or "bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. diff --git a/Unearthed Arcana/Artificer UA.xml b/Unearthed Arcana/Artificer UA.xml index 90bc9d8f..d24c7526 100644 --- a/Unearthed Arcana/Artificer UA.xml +++ b/Unearthed Arcana/Artificer UA.xml @@ -167,7 +167,7 @@ Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spellcasting Focus - You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player's Handbook for various arcane focus options. + You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment”, in the Player's Handbook for various arcane focus options. Alchemist: Additional Alchemical Formula From d04b0aef01d0581891b021211776fcd67ce5d918 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 18:25:31 +0200 Subject: [PATCH 21/50] Fix comma errors in Dragon Heist content. --- Bestiary/Dragon Heist.xml | 16 ++++++++-------- Items/Dragon Heist.xml | 4 ++-- 2 files changed, 10 insertions(+), 10 deletions(-) diff --git a/Bestiary/Dragon Heist.xml b/Bestiary/Dragon Heist.xml index 2cdf898a..0750e816 100644 --- a/Bestiary/Dragon Heist.xml +++ b/Bestiary/Dragon Heist.xml @@ -371,7 +371,7 @@ 1st level (4 slots): cure wounds, disguise self, sleep 2rid level (3 slots): crown of madness, invisibility, suggestion 3rd level (3 slots): nondetection, sending, tongues - 4th level (3 slots): compulsion,freedom of movement, polymorph + 4th level (3 slots): compulsion, freedom of movement, polymorph 5th level (2 slots): dominate person, greater restoration 6th level (1 slot): Otto's irresistible dance @@ -962,7 +962,7 @@ 15 Special Equipment - Jarlaxle wears +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A),a cloak of invisibility, a knave's eye patch (see appendix A), and a ring of truth telling (see appendix A). He wields a +3 rapier and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning (see appendix A). + Jarlaxle wears +3 leather armor, a hat of disguise, a bracer of flying daggers (see appendix A), a cloak of invisibility, a knave's eye patch (see appendix A), and a ring of truth telling (see appendix A). He wields a +3 rapier and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning (see appendix A). Evasion @@ -1415,13 +1415,13 @@ Spellcasting Remallia is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, mending, message, ray of frost - 1st level (4 slots): alarm,* mage armor,* magic missile, shield* - 2nd level (3 slots): arcane lock,* invisibility - 3rd level (3 slots): counterspell,* dispel magic,* fireball - 4th level (3 slots): banishment,* stoneskin* + 1st level (4 slots): alarm*, mage armor*, magic missile, shield* + 2nd level (3 slots): arcane lock*, invisibility + 3rd level (3 slots): counterspell*, dispel magic*, fireball + 4th level (3 slots): banishment*, stoneskin* Sth level (2 slots): cone of cold, wall of force 6th level (1 slot): flesh to stone, globe of invulnerability* - 7th level (1 slot): symbol,* teleport + 7th level (1 slot): symbol*, teleport *Abjuration spell of 1st level or higher Intelligence @@ -1704,4 +1704,4 @@ Hurled Stone|16|6d10+10
- \ No newline at end of file + diff --git a/Items/Dragon Heist.xml b/Items/Dragon Heist.xml index 27f3d406..0440fcdc 100644 --- a/Items/Dragon Heist.xml +++ b/Items/Dragon Heist.xml @@ -82,7 +82,7 @@ Rarity: Legendary Requires Attunement While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles). - A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward (see "Ahghairon's Dragonward," page 6). This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit. + A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward (see "Ahghairon's Dragonward", page 6). This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit. The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily al dawn. 1d10 @@ -178,4 +178,4 @@ Personality. The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god. Destroying the Stone. While in stone form. the aboleth isn't a creature and isn't subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed. and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone's remains. The aboleth is incensed by the stone's destruction, and it attacks all other creatures it can see. - \ No newline at end of file + From 62d67bdf7876128fe0ce9e8c248b356e424ccb20 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 18:26:23 +0200 Subject: [PATCH 22/50] Fix missing space in sentence. --- Bestiary/Tomb of Annihilation Bestiary.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Bestiary/Tomb of Annihilation Bestiary.xml b/Bestiary/Tomb of Annihilation Bestiary.xml index ef1e2751..07420f51 100644 --- a/Bestiary/Tomb of Annihilation Bestiary.xml +++ b/Bestiary/Tomb of Annihilation Bestiary.xml @@ -663,7 +663,7 @@
Sense Alignment - Dragonbait chooses one creature he can see within 60 feet ofhim and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect. + Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect. From 0a063d880427efa24b28ff07d3e32c0cd40359c6 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 18:33:12 +0200 Subject: [PATCH 23/50] Fix spaces before commas --- Bestiary/Dragon Heist.xml | 4 ++-- Bestiary/Guildmaster's Guide to Ravnica.xml | 6 +++--- Bestiary/Monster Manual Bestiary.xml | 4 ++-- Bestiary/Tales From the Yawining Portal Bestiary.xml | 2 +- Bestiary/Tomb of Annihilation Bestiary.xml | 4 ++-- Bestiary/Volo's Bestiary.xml | 4 ++-- Russian/Monster Manual Bestiary.xml | 2 +- 7 files changed, 13 insertions(+), 13 deletions(-) diff --git a/Bestiary/Dragon Heist.xml b/Bestiary/Dragon Heist.xml index 0750e816..fb72ab4f 100644 --- a/Bestiary/Dragon Heist.xml +++ b/Bestiary/Dragon Heist.xml @@ -75,7 +75,7 @@ poisoned 11 - Common , Draconic, Elvish, Infernal + Common, Draconic, Elvish, Infernal 5 Spellcasting @@ -132,7 +132,7 @@ Fire Bolt, Mending, Prestidigitation, Burning Hands, Disguise Self, Shield Dagger - Melee or Ranged Weapon Attack: +2 to hit , reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Dagger|2|1d4 diff --git a/Bestiary/Guildmaster's Guide to Ravnica.xml b/Bestiary/Guildmaster's Guide to Ravnica.xml index 51d55a75..ad598503 100644 --- a/Bestiary/Guildmaster's Guide to Ravnica.xml +++ b/Bestiary/Guildmaster's Guide to Ravnica.xml @@ -2583,7 +2583,7 @@
Greatsword - Melee Weapon Attack: +6 to hit , reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Greatsword|6|2d6+3 @@ -3727,7 +3727,7 @@ Spellcasting The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following bard spells: Cantrips (at will): dancing lights, minor illusion, vicious mockery - 1st level (4 slots): bane, dissonant whispers , silent image, Tasha's hideous laughter, thunderwave + 1st level (4 slots): bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave 2nd level (3 slots): crown of madness, enthrall, suggestion Charisma @@ -3966,7 +3966,7 @@ 14 13 - Animal Handling +4 , Nature +2, Perception +4 + Animal Handling +4, Nature +2, Perception +4 diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index d83ca037..f34df3d7 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -2089,7 +2089,7 @@ 16 16 necrotic, poison - charmed, frightened, paralyzed, petrified, poisoned , unconscious + charmed, frightened, paralyzed, petrified, poisoned, unconscious darkvision 60 ft., truesight 60 ft. 13 all languages known to its summoner @@ -13838,7 +13838,7 @@
Claw - Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage. + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Claw|14|2d8+8 diff --git a/Bestiary/Tales From the Yawining Portal Bestiary.xml b/Bestiary/Tales From the Yawining Portal Bestiary.xml index d7a51177..fedd3369 100644 --- a/Bestiary/Tales From the Yawining Portal Bestiary.xml +++ b/Bestiary/Tales From the Yawining Portal Bestiary.xml @@ -203,7 +203,7 @@ Undead Fortitude - If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken , unless the damage is radiant or from a critical hit. On a success, the dread warrior drops to l hit point instead. + If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dread warrior drops to l hit point instead. Multiattack diff --git a/Bestiary/Tomb of Annihilation Bestiary.xml b/Bestiary/Tomb of Annihilation Bestiary.xml index 07420f51..a614f56d 100644 --- a/Bestiary/Tomb of Annihilation Bestiary.xml +++ b/Bestiary/Tomb of Annihilation Bestiary.xml @@ -65,7 +65,7 @@ Staff(+3 Quarterstaff) - Melee Weapon Attack: +11 to hit , reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands. + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands. Staff (1H)|11|1d6+3d6 Staff (2H)|11|1d8+3d6 @@ -1496,7 +1496,7 @@ 1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage. 2. Alchemist's Fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 3. Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses. - 4. Green Slime Pot.The kobold throws a clay pot full ofgreen slime at the target, and It breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft. , one target. Hit: The target is covered in a patch ofgreen slime (see chapter S of the Dungeon Master's Guide). Miss; A patch of green slime covers a randomly determined S-foot-square section ofwall or floor within 5feet ofthe target. + 4. Green Slime Pot. The kobold throws a clay pot full ofgreen slime at the target, and It breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch ofgreen slime (see chapter S of the Dungeon Master's Guide). Miss; A patch of green slime covers a randomly determined S-foot-square section ofwall or floor within 5feet ofthe target. 5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot- square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square. 6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach S ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. 7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space with in 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest. diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index aa2d197b..d239123b 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -5800,7 +5800,7 @@ Quarterstaff|2|1d6-1 Two Handed|2|1d8-1 - light, mending, prestidigitation, ray of frost, chromatic orb, expeditious retreat, mage armor, alter self, hold person, knock , blink, fireball, slow, polymorph, stoneskin, telekinesis + light, mending, prestidigitation, ray of frost, chromatic orb, expeditious retreat, mage armor, alter self, hold person, knock, blink, fireball, slow, polymorph, stoneskin, telekinesis 4,3,3,3,1,0,0,0,0 @@ -6121,7 +6121,7 @@ Guided Strike (Recharges after a Short or Long Rest) The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses. - light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water wall, banishment, freedom of movement, guardian of faith, stoneskin , flame strike, mass cure wounds, hold monster + light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water wall, banishment, freedom of movement, guardian of faith, stoneskin, flame strike, mass cure wounds, hold monster 4,3,3,3,1,0,0,0,0 diff --git a/Russian/Monster Manual Bestiary.xml b/Russian/Monster Manual Bestiary.xml index 0ddfda7d..c6920181 100644 --- a/Russian/Monster Manual Bestiary.xml +++ b/Russian/Monster Manual Bestiary.xml @@ -760,7 +760,7 @@
Ядовитое Дыхание (Перезарядка 5-6) - Дракон выдыхает ядовитый газ конусом размером 12 клеток. Каждое существо в этой области должно бросить спасбросок со сложностью 18 по Телосложению. В случае неудачи существо получает 56 (16d6) урона ядом , и половину урона в случае успеха. + Дракон выдыхает ядовитый газ конусом размером 12 клеток. Каждое существо в этой области должно бросить спасбросок со сложностью 18 по Телосложению. В случае неудачи существо получает 56 (16d6) урона ядом, и половину урона в случае успеха. Ядовитое Дыхание||16d6 From da39d3028ad085ca50bda6e2288fff84070c61d8 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 18:34:00 +0200 Subject: [PATCH 24/50] Fix indentation errors/xml formatting and remove blank lines Also fix a comma issue. --- Homebrew/Items/Xanathars Lost Notes.xml | 1619 +++++++++++------------ 1 file changed, 781 insertions(+), 838 deletions(-) diff --git a/Homebrew/Items/Xanathars Lost Notes.xml b/Homebrew/Items/Xanathars Lost Notes.xml index 61441fd3..9ceb65c4 100644 --- a/Homebrew/Items/Xanathars Lost Notes.xml +++ b/Homebrew/Items/Xanathars Lost Notes.xml @@ -136,7 +136,6 @@ Chaos Chain Mail HA 1 - 55 16 13 @@ -172,7 +171,6 @@ Chaos Plate Armor HA 1 - 65 18 15 @@ -209,7 +207,6 @@ Chaos Ring Mail HA 1 - 40 14 YES @@ -244,7 +241,6 @@ Chaos Splint Armor HA 1 - 60 17 15 @@ -281,7 +277,6 @@ Chaos Leather Armor LA 1 - 10 11 The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. @@ -316,7 +311,6 @@ Chaos Padded Armor LA 1 - 8 11 YES @@ -351,7 +345,6 @@ Chaos Studded Leather Armor LA 1 - 13 12 Rarity: Legendary @@ -385,7 +378,6 @@ Chaos Breastplate MA 1 - 20 14 This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. @@ -420,7 +412,6 @@ Chaos Chain Shirt MA 1 - 20 13 Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. @@ -455,7 +446,6 @@ Chaos Half Plate MA 1 - 40 15 YES @@ -491,7 +481,6 @@ Chaos Hide Armor MA 1 - 12 12 This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. @@ -526,7 +515,6 @@ Chaos Scale Mail MA 1 - 45 14 YES @@ -562,7 +550,6 @@ Chaos Spiked Armor MA 1 - 45 14 YES @@ -598,44 +585,42 @@ Chaos Battleaxe M 1 - 4 1d8 1d10 S V Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - Rarity: Legendary + Rarity: Legendary When you roll a 1 or a 20 on a d20, roll another d20 to create a random e ect. Each time you roll, the new e ect replaces any previous e ect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest. Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Club M 1 - 2 1d4 B @@ -646,32 +631,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Dagger M 1 - 1 1d4 P @@ -690,32 +674,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Flail M 1 - 2 1d8 B @@ -724,32 +707,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Glaive M 1 - 6 1d10 S @@ -765,32 +747,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Greataxe M 1 - 7 1d12 S @@ -804,32 +785,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Greatclub M 1 - 10 1d8 B @@ -841,32 +821,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Greatsword M 1 - 6 2d6 S @@ -880,32 +859,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Halberd M 1 - 6 1d10 S @@ -919,32 +897,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Handaxe M 1 - 2 1d6 S @@ -961,32 +938,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Javelin M 1 - 2 1d6 P @@ -1001,32 +977,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Lance M 1 - 6 1d12 P @@ -1040,32 +1015,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Light Hammer M 1 - 2 1d4 B @@ -1082,32 +1056,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Longsword M 1 - 3 1d8 1d10 @@ -1120,32 +1093,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Mace M 1 - 4 1d6 B @@ -1154,32 +1126,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Maul M 1 - 10 2d6 B @@ -1193,32 +1164,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Morningstar M 1 - 4 1d8 P @@ -1227,32 +1197,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Pike M 1 - 18 1d10 P @@ -1268,32 +1237,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Quarterstaff M 1 - 4 1d6 1d8 @@ -1306,32 +1274,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Rapier M 1 - 2 1d8 P @@ -1343,32 +1310,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Scimitar M 1 - 3 1d6 S @@ -1382,32 +1348,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Shortsword M 1 - 2 1d6 P @@ -1421,32 +1386,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Sickle M 1 - 2 1d4 S @@ -1458,32 +1422,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Spear M 1 - 3 1d6 1d8 @@ -1501,32 +1464,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Trident M 1 - 4 1d6 1d8 @@ -1544,32 +1506,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos War Pick M 1 - 2 1d8 P @@ -1578,32 +1539,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Warhammer M 1 - 2 1d8 1d10 @@ -1616,32 +1576,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Whip M 1 - 3 1d4 S @@ -1655,32 +1614,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Blowgun R 1 - 1 1 P @@ -1699,32 +1657,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Dart R 1 - 0.25 1d4 P @@ -1741,32 +1698,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Hand Crossbow R 1 - 3 1d6 P @@ -1787,32 +1743,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Heavy Crossbow R 1 - 18 1d10 P @@ -1835,32 +1790,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Light Crossbow R 1 - 5 1d8 P @@ -1881,32 +1835,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Longbow R 1 - 2 1d8 P @@ -1927,32 +1880,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Net R 1 - 3 S,T 5/15 @@ -1967,32 +1919,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Shortbow R 1 - 2 1d6 P @@ -2011,32 +1962,31 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Sling R 1 - 1d4 B A @@ -2052,28 +2002,27 @@ Chaos Weapon Effects d20 Effect -1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. -2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. -3 Until the end of your next turn, you have advantage on attack rolls with this weapon. -4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. -5 Your attacks with this weapon deal an additional 1d8 radiant damage. -6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. -7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. -8 You gain a +3 bonus to attack and damage rolls made with this weapon. -9 You gain a –2 penalty to attack and damage rolls made with this weapon. -10 You gain a +1 bonus to attack and damage rolls made with this weapon. -11 You gain a –1 penalty to attack and damage rolls made with this weapon. -12 You gain a +2 bonus to attack and damage rolls made with this weapon. -13 You gain a –3 penalty to attack and damage rolls made with this weapon. -14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. -15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. -16 Your attacks with this weapon deal an additional 1d8 necrotic damage. -17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. -18 You are surrounded by a faint, ethereal music for the next minute. -19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. -20 Roll twice on this table, gaining both effects. - - + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. + Dagger of Long Shadow M @@ -2099,8 +2048,7 @@ Flail of Force M - 1 - + 1 2 1d8 B @@ -2111,9 +2059,6 @@ Fountain Pen W - - - Rarity: Uncommon This pen writes in black ink with no need to dip the pen. As an action, the pen wielder can spray a jet of ink into the eyes of a creature within 10 feet. The creature must succeed on a DC 10 Dexterity saving throw or be blinded until the start of its next turn. Once this feature is used, the pen won't function until a full week passes. @@ -2121,7 +2066,6 @@ Healer’s Hand Crossbow R 1 - 3 1d6 P @@ -2143,7 +2087,6 @@ Healer’s Heavy Crossbow R 1 - 18 1d10 P @@ -2167,7 +2110,6 @@ Healer’s Light Crossbow R 1 - 5 1d8 P @@ -2184,14 +2126,16 @@ Two-Handed: This weapon requires two hands to use. Made from the wood of yew trees charred by lighting, this heavy crossbow is studded with hearts carved of rose zircon. You gain a +1 bonus to attack and damage rolls made with the crossbow. Before shooting the crossbow you may turn a nonmagical bolt loaded in the weapon into a healing bolt as no action. If you don't use the bolt within an hour after converting it, it reverts back into a normal bolt. When struck with a healing bolt the target takes damage as normal and then heals a number of hit points equal to 4d10 + 4. You can't shoot another healing bolt from the crossbow until you complete a short or long rest. - + + Hornet Ring W Rarity: Common Requires Attunement This gaudy brass ring allows its wearer to use an action to deliver a startling—but non-damaging—shock to a target creature. If the target fails a DC 10 Constitution saving throw, the creature yelps loudly. There is also a 10% chance that a creature startled by hornet ring by failing the saving throw drops anything they are holding. - + + Iron Net M 3 @@ -2203,7 +2147,6 @@ Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Rarity: Uncommon - This black net is adorned with skulls carved of ruby and shrieks when thrown. When you hit a target with the net you speak a command word that turns the net into a twisting iron cage for 1 hour. While transformed this way the DC for the Strength check to break free of the net rises to 18, the iron net has AC 15, and targets must deal 50 damage to the net to escape and destroy it. Once you have used this ability you can't use it again until dawn the next day. If the net is destroyed it reforms in 24 hours. @@ -2219,14 +2162,12 @@ Reach: This weapon adds 5 feet to your reach when you attack with it. Rarity: Rare - When cracked this whip lets loose a series of giggles from the twisted mouths carved along the bottom of its obsidian handle. Most impressive is the incredibly strong whip itself, which is fleshy and similar to the long suction-cupped tentacle of an octopus. As an action you can use the whip can to grab an object weighing 50 pounds or less within reach and then drag it to you. If the item is held by another creature roll a Dexterity check contested by the creature's opposing Strength check. If your Dexterity check is greater, you remove the object and drag it to you. - + + Longbow of Lost Souls M 1 - - 2 1d8 P @@ -2243,10 +2184,9 @@ Two-Handed: This weapon requires two hands to use. Rarity: Very Rare Requires Attunement - You gain a +1 bonus to attack and damage rolls with this magic weapon. - When a wielder attuned to this longbow slays a creature with an arrow shot from it, the soul of the creature it killed is trapped within the mahogany, rune- scored bow. The creature killed in this manner can't be resurrected. As a bonus action, the wielder can transfer the soul trapped into the bow into an arrow is it is red. Such an arrow attacks with advantage and does an extra 3d6 necrotic damage on a hit. Once a soul leaves the bow, another can't enter the bow for a full 24 hours. - If the wielder attuned to the longbow of lost souls dies while within 10 feet of the bow, the wielder’s soul enters the bow instead. The wielder can't be returned to life until the bow is attuned to a new wielder, and then an arrow can be red to release the soul. + When a wielder attuned to this longbow slays a creature with an arrow shot from it, the soul of the creature it killed is trapped within the mahogany, rune- scored bow. The creature killed in this manner can't be resurrected. As a bonus action, the wielder can transfer the soul trapped into the bow into an arrow is it is red. Such an arrow attacks with advantage and does an extra 3d6 necrotic damage on a hit. Once a soul leaves the bow, another can't enter the bow for a full 24 hours. + If the wielder attuned to the longbow of lost souls dies while within 10 feet of the bow, the wielder’s soul enters the bow instead. The wielder can't be returned to life until the bow is attuned to a new wielder, and then an arrow can be red to release the soul. Parchment of Remembrance W @@ -2256,8 +2196,8 @@ Rarity: Uncommon This rolled-up piece of parchment has the capacity to pull details out of an intelligent creature’s mind and display it on its surface. When a creature with an Intelligence of 4 or higher holds the parchment and concentrates on a specific scene or individual, after 10 minutes of concentrating the parchment displays a black-and-while sketch of that scene or individual. It can only create a representation that the creature actually sees and remembers. The sketch is as accurate and detailed as the memory of the creature. - - + + Potion of Resuscitation P 1 @@ -2267,11 +2207,10 @@ Rarity: Very Rare - This potion appears to be an empty vial, but it actually contains a foul-smelling gas. When it is held under the nose of a creature and unsealed, the gas escapes. If the creature is unconscious, stunned, -or incapacitated, those conditions end immediately, assuming the creature is at 1 hit point or higher. -If a creature that isn't suffering any of those conditions smells the potion, it must make a DC 10 -Constitution saving throw or be stunned until the start of its next turn. - + This potion appears to be an empty vial, but it actually contains a foul-smelling gas. When it is held under the nose of a creature and unsealed, the gas escapes. If the creature is unconscious, stunned, or incapacitated, those conditions end immediately, assuming the creature is at 1 hit point or higher. + If a creature that isn't suffering any of those conditions smells the potion, it must make a DC 10 Constitution saving throw or be stunned until the start of its next turn. + + Pouch of Sounds W @@ -2282,7 +2221,8 @@ Constitution saving throw or be stunned until the start of its next turn. Rarity: Common This magical pouch appears as a normal belt pouch. As an action, a creature holding the pouch can speak or make a sound into the pouch, and then seal it. When the pouch is unsealed, squeezed, sat on, or otherwise opened, the sound that it was holding emerges at exactly the volume that it was originally made into the pouch. The sound can be no longer than 6 seconds. Once the sound escapes, it must be refilled. - + + Ring of Fear R @@ -2293,7 +2233,8 @@ Constitution saving throw or be stunned until the start of its next turn.
Rarity: Very Rare Requires Attunement This iron band is flecked with onyx pieces and always cold to the touch. While you wear the ring, creatures you score a critical hit against must succeed on a DC 15 Charisma saving throw or be frightened of you for 1 minute. Creatures who fail this saving throw can repeat it at the end of their turns ending the frightened condition on a success. - + + Shoes of the Party Lord W @@ -2304,7 +2245,8 @@ Constitution saving throw or be stunned until the start of its next turn.
Rarity: Very Rare Requires Attunement These ne green, silver, and blue silk slippers are crafted with emeralds on the heel and made by mages for the more clumsy members of the royal court. The pleasant jingling of tiny bells can be heard when you dance in these shoes in front of an audience. While wearing these shoes you add double your proficiency to Dexterity (Acrobatics) checks to dance or tumble and opportunity attacks made against you are at a disadvantage. - + + Spy Fly W @@ -2315,7 +2257,8 @@ Constitution saving throw or be stunned until the start of its next turn.
Rarity: Uncommon Requires Attunement This small fly is carved of black pearl and no bigger than the real thing. The small y is hard to spot and requires a DC 17 Wisdom (Perception) check to detect. You can use an action to speak the item's command word to make the fly come alive. While it is activated and within 300 feet of you, you can use your action to move the fly 30 feet and you see and hear through the item for up to one hour. During this time you are deaf and blind with regard to your own senses. If the fly moves more than 300 feet away from you, it is deactivated. You can deactivate the fly by speaking the command word again as an action. Once the fly has been activated it can't be reactivated for another 24 hours. - + + Staff of Lordly Might ST 4 @@ -2325,19 +2268,19 @@ Constitution saving throw or be stunned until the start of its next turn.
Rarity: Legendary Requires Attunement - This sta has a head carved of onyx and a shaft of gold and functions as a quarterstaff that grants +3 bonus -to attack and damage rolls made with it. The sta has properties associated with six different buttons that are set in a row along its length. -Six Buttons. You can press one of the staff's six buttons as a bonus action. A button's e ect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. -If you press button 1, the staff becomes a frost brand greatsword as the top half of the staff transforms into an enormous blade. -If you press button 2, the staff's onyx head transforms into an enormous hammer, turning the staff into a magic maul that grants a +3 bonus to attack and damage rolls. -If you press button 3, the staff's onyx head lengthens and transforms into an pointed tip, transforming the staff into a magic pike that grants a +3 bonus to attack and damage rolls. -If you press button 4, the staff floats on top of liquid like a piece of driftwood. The staff can float with up to 4,000 pounds of weight attached to it. -If you press button 5, the onyx head of the staff sheds bright light in a 60-foot-radius sphere and dim light for an additional 60 feet. -If you press button 6, the staff will suck up 50 gallons of any liquid its head is placed in. Pressing this button again causes the staff to release all the liquid at once out of its head. -Detect Magic. While holding the staff you can use your action to cast the detect magic spell from it. This property can't be used again until next dawn. -Detect Secret Doors and Traps. While holding the sta you can use your action to search for secret doors and traps. If a secret door or trap is within 30 feet of you, the staff's onyx head pulses with light and points at the one nearest to you. This property can't be used again until next dawn. -Thunder Strike. When you hit a creature with a melee attack using the sta , you can force the target to make a DC 17 Constitution saving throw. On a failure the target takes an extra 4d6 thunder damage and is knocked 20 feet away from you and lands prone. This property can't be used again until next dawn. - + This staff has a head carved of onyx and a shaft of gold and functions as a quarterstaff that grants +3 bonus to attack and damage rolls made with it. The staff has properties associated with six different buttons that are set in a row along its length. + Six Buttons. You can press one of the staff's six buttons as a bonus action. A button's e ect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. + If you press button 1, the staff becomes a frost brand greatsword as the top half of the staff transforms into an enormous blade. + If you press button 2, the staff's onyx head transforms into an enormous hammer, turning the staff into a magic maul that grants a +3 bonus to attack and damage rolls. + If you press button 3, the staff's onyx head lengthens and transforms into an pointed tip, transforming the staff into a magic pike that grants a +3 bonus to attack and damage rolls. + If you press button 4, the staff floats on top of liquid like a piece of driftwood. The staff can float with up to 4,000 pounds of weight attached to it. + If you press button 5, the onyx head of the staff sheds bright light in a 60-foot-radius sphere and dim light for an additional 60 feet. + If you press button 6, the staff will suck up 50 gallons of any liquid its head is placed in. Pressing this button again causes the staff to release all the liquid at once out of its head. + Detect Magic. While holding the staff you can use your action to cast the detect magic spell from it. This property can't be used again until next dawn. + Detect Secret Doors and Traps. While holding the staff you can use your action to search for secret doors and traps. If a secret door or trap is within 30 feet of you, the staff's onyx head pulses with light and points at the one nearest to you. This property can't be used again until next dawn. + Thunder Strike. When you hit a creature with a melee attack using the staff, you can force the target to make a DC 17 Constitution saving throw. On a failure the target takes an extra 4d6 thunder damage and is knocked 20 feet away from you and lands prone. This property can't be used again until next dawn. + + Traitor's Tabard W @@ -2348,7 +2291,8 @@ to attack and damage rolls made with it. The sta has properties associated with Rarity: Common Requires Attunement When the fog of war is at its thickest, soldiers know to attack anyone wearing the enemy’s colors or emblems. The traitor’s tabard is a finely tailored piece of clothing that can be worn over armor. As an action, the creature wearing the tabard can change the color and crest on the tabard to anything they want. - + + Tromberd's Ladle W @@ -2357,8 +2301,7 @@ to attack and damage rolls made with it. The sta has properties associated with Rarity: Rare - This silver ladle was created by a dwarven cook named Tromberd, who acted as a cook for a successful adventuring party. As an acolyte of Moradin, Tromberd combined his divine, metalworking, and culinary skills to take his profession to new heights. He created a magical ladle that imbued the meals it made with magical healing properties. While the name and exploits of the adventuring company was lost to the ages, Tromberd’s magical ladle has survived and continues to serve astounding and magical meals. When the ladle is used to cook a pot of soup or stew for at least 2 hours of constant stirring, the meal becomes magical food that can feed up to 8 creatures. The meal must contain at least 20 gp worth of ingredients, including rare herbs and spices. If the meal is eaten as part of a long rest, the number of hit dice recovered by the creatures eating the meal at the end of the long rest increases by 2 (to the creature’s normal maximum). The creatures also gain 10 temporary hit points at the end of that long rest. Once used, the ladle’s magic can't be used again until a week passes. The creature who cooks the meal can't gain the magical benefits of the food. - + From 4683905e2f2d7ce20af551216c76d1747a12f8b2 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 18:37:29 +0200 Subject: [PATCH 25/50] Fix missing letters in Xanathars Lost Notes --- Homebrew/Items/Xanathars Lost Notes.xml | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/Homebrew/Items/Xanathars Lost Notes.xml b/Homebrew/Items/Xanathars Lost Notes.xml index 9ceb65c4..179ea9f3 100644 --- a/Homebrew/Items/Xanathars Lost Notes.xml +++ b/Homebrew/Items/Xanathars Lost Notes.xml @@ -91,7 +91,7 @@ Rarity: Uncommon Requires Attunement This metal belt is made of silver monkeys locked arm in arm with tiny pieces of jade for each primate’s eyes. While wearing it, you feel the tickling urge to treat the world as a playground by swinging on objects, climbing trees, and scaling buildings. While wearing this belt you add double your proficiency to Strength (Athletics) checks to climb. - As an action any tail you have becomes prehensile for an hour. If you don’t have a tail, you grow a 3-foot prehensile tail out of your posterior for an hour. You can hang from your tail, provided it has something to hold onto. Your tail also acts as a third arm and hand, allowing you to manipulate and wield objects that weigh 5 lbs. or less. In this state you could hold three weapons at once, but you can still only ght with two at a time. You can’t use this ability again until you have completed a long rest. + As an action any tail you have becomes prehensile for an hour. If you don’t have a tail, you grow a 3-foot prehensile tail out of your posterior for an hour. You can hang from your tail, provided it has something to hold onto. Your tail also acts as a third arm and hand, allowing you to manipulate and wield objects that weigh 5 lbs. or less. In this state you could hold three weapons at once, but you can still only fight with two at a time. You can’t use this ability again until you have completed a long rest. Bow of Grounding @@ -2054,7 +2054,7 @@ B Rarity: Legendary Requires Attunement - This ail has a clear glassteel head with a large sapphire in the center. When touched the ail can be felt subtly vibrating, as if it can barely contain its power. You gain a +2 bonus to attack and damage rolls with the ail. Each time you deal damage to a Large or smaller creature it must succeed on a DC 15 Strength check or be pushed 5 feet back. While holding the ail of force you can use your action to spin the ail very quickly creating a small wall of force per the spell adjacent to you. This wall is only 5 feet tall, 5 feet wide, and lasts 1 minute. You can only create one wall this way at a time. + This flail has a clear glassteel head with a large sapphire in the center. When touched the flail can be felt subtly vibrating, as if it can barely contain its power. You gain a +2 bonus to attack and damage rolls with the flail. Each time you deal damage to a Large or smaller creature it must succeed on a DC 15 Strength check or be pushed 5 feet back. While holding the flail of force you can use your action to spin the flail very quickly creating a small wall of force per the spell adjacent to you. This wall is only 5 feet tall, 5 feet wide, and lasts 1 minute. You can only create one wall this way at a time. Fountain Pen @@ -2185,8 +2185,8 @@ Rarity: Very Rare Requires Attunement You gain a +1 bonus to attack and damage rolls with this magic weapon. - When a wielder attuned to this longbow slays a creature with an arrow shot from it, the soul of the creature it killed is trapped within the mahogany, rune- scored bow. The creature killed in this manner can't be resurrected. As a bonus action, the wielder can transfer the soul trapped into the bow into an arrow is it is red. Such an arrow attacks with advantage and does an extra 3d6 necrotic damage on a hit. Once a soul leaves the bow, another can't enter the bow for a full 24 hours. - If the wielder attuned to the longbow of lost souls dies while within 10 feet of the bow, the wielder’s soul enters the bow instead. The wielder can't be returned to life until the bow is attuned to a new wielder, and then an arrow can be red to release the soul. + When a wielder attuned to this longbow slays a creature with an arrow shot from it, the soul of the creature it killed is trapped within the mahogany, rune- scored bow. The creature killed in this manner can't be resurrected. As a bonus action, the wielder can transfer the soul trapped into the bow into an arrow is it is fired. Such an arrow attacks with advantage and does an extra 3d6 necrotic damage on a hit. Once a soul leaves the bow, another can't enter the bow for a full 24 hours. + If the wielder attuned to the longbow of lost souls dies while within 10 feet of the bow, the wielder’s soul enters the bow instead. The wielder can't be returned to life until the bow is attuned to a new wielder, and then an arrow can be fired to release the soul. Parchment of Remembrance W @@ -2244,7 +2244,7 @@ Rarity: Very Rare Requires Attunement - These ne green, silver, and blue silk slippers are crafted with emeralds on the heel and made by mages for the more clumsy members of the royal court. The pleasant jingling of tiny bells can be heard when you dance in these shoes in front of an audience. While wearing these shoes you add double your proficiency to Dexterity (Acrobatics) checks to dance or tumble and opportunity attacks made against you are at a disadvantage. + These fine green, silver, and blue silk slippers are crafted with emeralds on the heel and made by mages for the more clumsy members of the royal court. The pleasant jingling of tiny bells can be heard when you dance in these shoes in front of an audience. While wearing these shoes you add double your proficiency to Dexterity (Acrobatics) checks to dance or tumble and opportunity attacks made against you are at a disadvantage. Spy Fly @@ -2256,7 +2256,7 @@ Rarity: Uncommon Requires Attunement - This small fly is carved of black pearl and no bigger than the real thing. The small y is hard to spot and requires a DC 17 Wisdom (Perception) check to detect. You can use an action to speak the item's command word to make the fly come alive. While it is activated and within 300 feet of you, you can use your action to move the fly 30 feet and you see and hear through the item for up to one hour. During this time you are deaf and blind with regard to your own senses. If the fly moves more than 300 feet away from you, it is deactivated. You can deactivate the fly by speaking the command word again as an action. Once the fly has been activated it can't be reactivated for another 24 hours. + This small fly is carved of black pearl and no bigger than the real thing. The small fly is hard to spot and requires a DC 17 Wisdom (Perception) check to detect. You can use an action to speak the item's command word to make the fly come alive. While it is activated and within 300 feet of you, you can use your action to move the fly 30 feet and you see and hear through the item for up to one hour. During this time you are deaf and blind with regard to your own senses. If the fly moves more than 300 feet away from you, it is deactivated. You can deactivate the fly by speaking the command word again as an action. Once the fly has been activated it can't be reactivated for another 24 hours. Staff of Lordly Might From 852540dafc72f860c1e9ec114bedf861a5984b0f Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 18:39:32 +0200 Subject: [PATCH 26/50] =?UTF-8?q?Replace=20=E2=80=9D=20and=20=E2=80=9C=20b?= =?UTF-8?q?y=20".?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Character/Classes/Artificer/Artificer.xml | 2 +- Character/Classes/Mystic/Mystic.xml | 10 +++++----- Character/Classes/Wizard/Wizard (Theurgy).xml | 2 +- Character/Classes/Wizard/Wizard.xml | 2 +- DM Screen/DM Screen.html | 6 +++--- .../Archetypes/Barbarian/Barbarian (Juggernaut).xml | 2 +- Homebrew/Archetypes/Monk/Monk (Cobalt Soul).xml | 2 +- .../Archetypes/Sorcerer/Sorcerer (Spell Surge).xml | 6 +++--- Homebrew/Archetypes/Wizard/Wizard (Artifice).xml | 2 +- Homebrew/Backgrounds/Plane Shift Amonkhet.xml | 2 +- Homebrew/Feats/Plane Shift Kaladesh.xml | 2 +- Homebrew/Items/Xanathars Lost Notes.xml | 2 +- Homebrew/Monsters/Plane Shift Zendikar.xml | 2 +- Homebrew/Races/Plane Shift Innistrad.xml | 8 ++++---- Homebrew/Races/Plane Shift Kaladesh.xml | 4 ++-- Homebrew/Races/Plane Shift Zendikar.xml | 2 +- Items/Eberron.xml | 2 +- Unearthed Arcana/Artificer UA.xml | 2 +- 18 files changed, 30 insertions(+), 30 deletions(-) diff --git a/Character/Classes/Artificer/Artificer.xml b/Character/Classes/Artificer/Artificer.xml index f7ffb63a..b520a105 100644 --- a/Character/Classes/Artificer/Artificer.xml +++ b/Character/Classes/Artificer/Artificer.xml @@ -143,7 +143,7 @@ Spellcasting Focus - You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment”, in the Player's Handbook for various arcane focus options. + You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, "Equipment", in the Player's Handbook for various arcane focus options. diff --git a/Character/Classes/Mystic/Mystic.xml b/Character/Classes/Mystic/Mystic.xml index 3a904161..7164c966 100644 --- a/Character/Classes/Mystic/Mystic.xml +++ b/Character/Classes/Mystic/Mystic.xml @@ -190,11 +190,11 @@ Disciplines don't require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind. Duration - An option in a discipline specifies how long its effect lasts. Instantaneous: If no duration is specified, the effect of an option is instantaneous. Concentration: Some options require concentration to maintain their effects. This requirement is noted with “Conc” after the option's psi point cost. The “Conc” notation is followed by the maximum duration of the concentration. For example, if an option says “Conc 1m”, you can concentrate on its effect for up to 1 minute, if an option says “Conc 1h”, you can concentrate on its effect for up to 1 hour, and finally if an option says "Conc 1r", you can concentrate on its effect for up to 1 round. - Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting”, in the Player's Handbook for how concentration works. + An option in a discipline specifies how long its effect lasts. Instantaneous: If no duration is specified, the effect of an option is instantaneous. Concentration: Some options require concentration to maintain their effects. This requirement is noted with "Conc" after the option's psi point cost. The "Conc" notation is followed by the maximum duration of the concentration. For example, if an option says "Conc 1m", you can concentrate on its effect for up to 1 minute, if an option says "Conc 1h", you can concentrate on its effect for up to 1 hour, and finally if an option says "Conc 1r", you can concentrate on its effect for up to 1 round. + Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can't concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, "Spellcasting", in the Player's Handbook for how concentration works. Targets and Areas of Effect - Psionic disciplines use the same rules as spells for determining targets and areas of effect. See chapter 10, “Spellcasting”, of the Player's Handbook. + Psionic disciplines use the same rules as spells for determining targets and areas of effect. See chapter 10, "Spellcasting", of the Player's Handbook. Saving Throws and Attack Rolls If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. @@ -202,7 +202,7 @@ Combining Psionic Effects The effects of different psionic disciplines add together while the durations of those disciplines overlap. Likewise, different options from a single psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn't combine with itself if that option is used multiple times. Instead, the most potent effect — usually dependent on how many psi points were used to create the effect — applies while the durations of the effects overlap. - Psionics and magic are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule (see “Psionics and Magic” earlier, as well as “Combining Magical Effects” in chapter 10, “Spellcasting”, of the Player's Handbook). + Psionics and magic are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule (see "Psionics and Magic" earlier, as well as "Combining Magical Effects" in chapter 10, "Spellcasting", of the Player's Handbook). Mystic Order @@ -1565,7 +1565,7 @@ With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours. Phantom Idea (6 psi Conc 1h): - While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). + While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as "I had porridge for breakfast" or "Ale is the worst") or personality-defining ("I failed to save my village from orc marauders and am therefore a coward" or "Magic is a scourge, so I renounce it"). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours. 1d10 2d10 diff --git a/Character/Classes/Wizard/Wizard (Theurgy).xml b/Character/Classes/Wizard/Wizard (Theurgy).xml index 4190135c..c145509d 100644 --- a/Character/Classes/Wizard/Wizard (Theurgy).xml +++ b/Character/Classes/Wizard/Wizard (Theurgy).xml @@ -12,7 +12,7 @@ Divine Inspiration - When you choose this tradition at 2nd level, choose a domain from your chosen deity's list of eligible domains (see appendix B, “Gods of the Multiverse”, in the Player's Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist. + When you choose this tradition at 2nd level, choose a domain from your chosen deity's list of eligible domains (see appendix B, "Gods of the Multiverse", in the Player's Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist. Arcane Initiate diff --git a/Character/Classes/Wizard/Wizard.xml b/Character/Classes/Wizard/Wizard.xml index dd252266..fc24c95f 100644 --- a/Character/Classes/Wizard/Wizard.xml +++ b/Character/Classes/Wizard/Wizard.xml @@ -121,7 +121,7 @@ You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher - Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). + Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar). Your Spellbook The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. diff --git a/DM Screen/DM Screen.html b/DM Screen/DM Screen.html index 3cc33a4a..f725adb7 100644 --- a/DM Screen/DM Screen.html +++ b/DM Screen/DM Screen.html @@ -5989,11 +5989,11 @@

Madness of Graz'zt

01-20 - “There is nothing in the world more important than me and my desires." + "There is nothing in the world more important than me and my desires." 21-40 - “Anyone who doesn't do exactly what I say doesn't deserve to live." + "Anyone who doesn't do exactly what I say doesn't deserve to live." 41-60 @@ -6001,7 +6001,7 @@

Madness of Graz'zt

61-80
- “I will not rest until I have made someone else mine, and doing so is more Important to me than my + "I will not rest until I have made someone else mine, and doing so is more Important to me than my own life—or the lives of others." diff --git a/Homebrew/Archetypes/Barbarian/Barbarian (Juggernaut).xml b/Homebrew/Archetypes/Barbarian/Barbarian (Juggernaut).xml index b54f2716..9514a9f2 100644 --- a/Homebrew/Archetypes/Barbarian/Barbarian (Juggernaut).xml +++ b/Homebrew/Archetypes/Barbarian/Barbarian (Juggernaut).xml @@ -32,7 +32,7 @@ Path of the Juggernaut: Unstoppable - Starting at 14th level, you can become “unstoppable” when you rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion (as described in appendix A, PHB). + Starting at 14th level, you can become "unstoppable" when you rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion (as described in appendix A, PHB). diff --git a/Homebrew/Archetypes/Monk/Monk (Cobalt Soul).xml b/Homebrew/Archetypes/Monk/Monk (Cobalt Soul).xml index 6e7ed986..1be6728d 100644 --- a/Homebrew/Archetypes/Monk/Monk (Cobalt Soul).xml +++ b/Homebrew/Archetypes/Monk/Monk (Cobalt Soul).xml @@ -6,7 +6,7 @@ Monastic Tradition: Way of Cobalt Soul Driven by the pursuit of knowledge and their worship of the Knowing Mistress, the monastery of the Cobalt Soul (known as the library of the Cobalt Reserve) stands as one of the most well-respected and most heavily guarded repository of tomes, history, and information across Exandria. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Cobalt Soul is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and danger- ous of truths from those who would seek to pervert the sanctity of civilization. - The monks of the Cobalt Soul are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual ow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from. + The monks of the Cobalt Soul are the embodiment of the phrase "know your enemy". Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual ow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from. Way of Cobalt Soul: Mystical Erudition diff --git a/Homebrew/Archetypes/Sorcerer/Sorcerer (Spell Surge).xml b/Homebrew/Archetypes/Sorcerer/Sorcerer (Spell Surge).xml index 7c7dfdd2..e4c85b53 100644 --- a/Homebrew/Archetypes/Sorcerer/Sorcerer (Spell Surge).xml +++ b/Homebrew/Archetypes/Sorcerer/Sorcerer (Spell Surge).xml @@ -9,7 +9,7 @@ Spell Surge: Untamed Power - The Spellsurge’s approach to magic is direct and powerful--garnering these sorcerers reputations as “brutes” of the arcane world. Starting when you choose this origin at 1st level, your veins course with wild, surging magic, increasing the damage of your spells by an amount equal to one third of your Sorcerer level (rounded down). + The Spellsurge’s approach to magic is direct and powerful--garnering these sorcerers reputations as "brutes" of the arcane world. Starting when you choose this origin at 1st level, your veins course with wild, surging magic, increasing the damage of your spells by an amount equal to one third of your Sorcerer level (rounded down). In addition, whenever you cast a spell of Level 1 or higher, roll a d10: on a critical hit, a 10 on the d10, or at the DM’s discretion, you must roll on the Surge table to create an additional random magical effect. Upon rolling a critical failure with a spell, or a 1 on the d10, you must roll specifically on the Backfire spell table, and the random magical effect replaces the initial spell. Spells with multiple attack rolls trigger only once. You may spend 1 Sorcery Point to quell a surge or backfire, but you must choose to do so before rolling on the table. @@ -89,7 +89,7 @@ Spell Surge: Arcane Anomaly - Though lacking the in-depth knowledge of studied wizards, you are naturally gifted in the arcane arts, manifesting and manipulating magics beyond your understanding. At 1st level, you gain the ability to cast one spell as an “Arcane Anomaly” once per Long Rest. This must be a spell from the Bard, Warlock, or Wizard lists, and must be of a level for which you have spell slots. In order to cast your Anomaly, you must use the spell’s appropriate cast time to make a Charisma (Performance) check, with DC equal to 10 + the spell level. On a success, the spell is immediately cast using the appropriate slot; on a failure, neither the ability nor the spell slot activate, but you can reattempt on future turns. You can take Disadvantage to roll on the Surge Table, or Advantage by rolling on the Backfire table (if successful, the spell is not replaced). Your Spellcasting Ability for these spells is Charisma. + Though lacking the in-depth knowledge of studied wizards, you are naturally gifted in the arcane arts, manifesting and manipulating magics beyond your understanding. At 1st level, you gain the ability to cast one spell as an "Arcane Anomaly" once per Long Rest. This must be a spell from the Bard, Warlock, or Wizard lists, and must be of a level for which you have spell slots. In order to cast your Anomaly, you must use the spell’s appropriate cast time to make a Charisma (Performance) check, with DC equal to 10 + the spell level. On a success, the spell is immediately cast using the appropriate slot; on a failure, neither the ability nor the spell slot activate, but you can reattempt on future turns. You can take Disadvantage to roll on the Surge Table, or Advantage by rolling on the Backfire table (if successful, the spell is not replaced). Your Spellcasting Ability for these spells is Charisma. You gain one additional use of Arcane Anomaly at 5th, 9th, 13th, and 17th levels. Whenever you do so, you may take one more qualified spell as an Arcane Anomaly. Once chosen, spells cannot be changed. @@ -112,7 +112,7 @@ Spell Surge: Transcendence By 18th level, you discover a means to fully unleash your magic, and allow it to flow freely through you. The ebbing tide of arcana has altered your body, subtly enhancing your mental and physical fortitude. Becoming more and more a being of energy incarnate, magic itself begins bending to your will. You gain the following: • Your Constitution Score and Cap both increase by 2. - • You gain access to #45-50 on the Surge Table when using your “Synergy”feature. + • You gain access to #45-50 on the Surge Table when using your "Synergy"feature. • You are able to cast the Thaumaturgy cantrip, and without a verbal component. • You can use your Reaction to force a creature within 60 feet to make a Constitution saving throw against your Spell Save DC in order to maintain Concentration. In addition, you gain up to three distinctive physical traits that serve as manifestations of your surging power: glowing white eyes, crackling electricity, or billowing blue flame are all examples of potential trait options. You are able to activate these traits at will, and the DM can choose to grant Advantage or Disadvantage on specific Charisma checks while they are active, depending on the trait and situation. diff --git a/Homebrew/Archetypes/Wizard/Wizard (Artifice).xml b/Homebrew/Archetypes/Wizard/Wizard (Artifice).xml index f9ae96cb..243ba616 100644 --- a/Homebrew/Archetypes/Wizard/Wizard (Artifice).xml +++ b/Homebrew/Archetypes/Wizard/Wizard (Artifice).xml @@ -47,7 +47,7 @@ School of Artifice (Heirophants): Mastery of Magic - You may become one of e Five when another one dies or “retires” (vanishes into mystery, usually), provided you are at least 12th level—though you may be required to be of higher level to outshine competitors for the position. The Five possess ancient tomes of wisdom written when the world was young and the mortal races first learned to use magic from Tinel himself. These secrets are considered exceptionally dangerous and none but the Five may study them. This feature confers the following benefits: You have a +10 bonus on Intelligence (arcana) checks. You either add counterspell and dispel magic to the list of spells you know, or count as if you always have them prepared. In addition, you have advantage on ability checks made because of casting either spell. + You may become one of e Five when another one dies or "retires" (vanishes into mystery, usually), provided you are at least 12th level—though you may be required to be of higher level to outshine competitors for the position. The Five possess ancient tomes of wisdom written when the world was young and the mortal races first learned to use magic from Tinel himself. These secrets are considered exceptionally dangerous and none but the Five may study them. This feature confers the following benefits: You have a +10 bonus on Intelligence (arcana) checks. You either add counterspell and dispel magic to the list of spells you know, or count as if you always have them prepared. In addition, you have advantage on ability checks made because of casting either spell. diff --git a/Homebrew/Backgrounds/Plane Shift Amonkhet.xml b/Homebrew/Backgrounds/Plane Shift Amonkhet.xml index c0e3b936..fb46f9c5 100644 --- a/Homebrew/Backgrounds/Plane Shift Amonkhet.xml +++ b/Homebrew/Backgrounds/Plane Shift Amonkhet.xml @@ -18,7 +18,7 @@ Feature: Trials of the Five Gods - Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun—training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See “Trials of the Five Gods” for more information about undertaking the trials and their rewards. + Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun—training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See "Trials of the Five Gods" for more information about undertaking the trials and their rewards. diff --git a/Homebrew/Feats/Plane Shift Kaladesh.xml b/Homebrew/Feats/Plane Shift Kaladesh.xml index 02aff74e..e9f6f43d 100644 --- a/Homebrew/Feats/Plane Shift Kaladesh.xml +++ b/Homebrew/Feats/Plane Shift Kaladesh.xml @@ -15,7 +15,7 @@ Servo Crafting Intelligence 13 or higher - You are skilled in the creation of servos—tiny con- structs that function as personal assistants. You can cast the nd familiar spell as a ritual, creating a servo to serve as your familiar instead of an animal. A servo’s statistics appear in the “Artifact Creatures” section of this document. In every other way, a servo familiar functions as described in the find familiar spell. + You are skilled in the creation of servos—tiny con- structs that function as personal assistants. You can cast the nd familiar spell as a ritual, creating a servo to serve as your familiar instead of an animal. A servo’s statistics appear in the "Artifact Creatures" section of this document. In every other way, a servo familiar functions as described in the find familiar spell. You can communicate telepathically with your servo familiar and perceive through its senses as long as you are on the same plane of existence. You can speak through your servo in your own voice. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own. diff --git a/Homebrew/Items/Xanathars Lost Notes.xml b/Homebrew/Items/Xanathars Lost Notes.xml index 179ea9f3..b8b2a11e 100644 --- a/Homebrew/Items/Xanathars Lost Notes.xml +++ b/Homebrew/Items/Xanathars Lost Notes.xml @@ -10,7 +10,7 @@ Rarity: Uncommon Requires Attunement - This mithral longsword is of elven design, bearing runes along the blade that read "Arelind", an ancient elven word that means “Champion of the People”. These blades were often gifts given by elven wizards to non-elven allies of great esteem. + This mithral longsword is of elven design, bearing runes along the blade that read "Arelind", an ancient elven word that means "Champion of the People". These blades were often gifts given by elven wizards to non-elven allies of great esteem. You have a +1 bonus to attack and damage rolls made with this weapon. It sheds dim light in a 5-foot radius when unsheathed. You can speak, read, and write the elven language so long as the sword is on your person.
diff --git a/Homebrew/Monsters/Plane Shift Zendikar.xml b/Homebrew/Monsters/Plane Shift Zendikar.xml index 1490ed36..d2d8dbeb 100644 --- a/Homebrew/Monsters/Plane Shift Zendikar.xml +++ b/Homebrew/Monsters/Plane Shift Zendikar.xml @@ -42,7 +42,7 @@ One Being - Though it appears as a humanoid creature riding a mount, an archon is a single being. The “rider” can’t be dismounted, and no other means can separate the two portions of the archon’s being short of its death. + Though it appears as a humanoid creature riding a mount, an archon is a single being. The "rider" can’t be dismounted, and no other means can separate the two portions of the archon’s being short of its death. Multiattack diff --git a/Homebrew/Races/Plane Shift Innistrad.xml b/Homebrew/Races/Plane Shift Innistrad.xml index bb3f623c..6521a90e 100644 --- a/Homebrew/Races/Plane Shift Innistrad.xml +++ b/Homebrew/Races/Plane Shift Innistrad.xml @@ -12,7 +12,7 @@ Languages - You can speak, read, and write Common and one extra language of your choice (see “Languages” PLane Shift: Innistrad pg. 9) + You can speak, read, and write Common and one extra language of your choice (see "Languages" PLane Shift: Innistrad pg. 9) @@ -43,7 +43,7 @@ Languages - You can speak, read, and write Common and one extra language of your choice (see “Languages” PLane Shift: Innistrad pg. 9) + You can speak, read, and write Common and one extra language of your choice (see "Languages" PLane Shift: Innistrad pg. 9) @@ -61,7 +61,7 @@ Languages - You can speak, read, and write Common and one extra language of your choice (see “Languages” PLane Shift: Innistrad pg. 9) + You can speak, read, and write Common and one extra language of your choice (see "Languages" PLane Shift: Innistrad pg. 9) @@ -84,7 +84,7 @@ Languages - You can speak, read, and write Common and one extra language of your choice (see “Languages” PLane Shift: Innistrad pg. 9) + You can speak, read, and write Common and one extra language of your choice (see "Languages" PLane Shift: Innistrad pg. 9) diff --git a/Homebrew/Races/Plane Shift Kaladesh.xml b/Homebrew/Races/Plane Shift Kaladesh.xml index ca3a4578..087e8aa0 100644 --- a/Homebrew/Races/Plane Shift Kaladesh.xml +++ b/Homebrew/Races/Plane Shift Kaladesh.xml @@ -87,7 +87,7 @@ Trance - Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Languages @@ -130,7 +130,7 @@ Trance - Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Languages diff --git a/Homebrew/Races/Plane Shift Zendikar.xml b/Homebrew/Races/Plane Shift Zendikar.xml index aa3663d0..547ae08d 100644 --- a/Homebrew/Races/Plane Shift Zendikar.xml +++ b/Homebrew/Races/Plane Shift Zendikar.xml @@ -140,7 +140,7 @@ Blood Thirst - You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null (see “A Zendikar Bestiary”). + You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null (see "A Zendikar Bestiary"). Languages diff --git a/Items/Eberron.xml b/Items/Eberron.xml index 8b89952f..804f86f3 100644 --- a/Items/Eberron.xml +++ b/Items/Eberron.xml @@ -282,7 +282,7 @@ Common Rarity: Common A spellshard is a polished Eberron dragonshard, sized to fit into the palm of a hand. The shard is imbued with a particular work of literature. By holding the shard and concentrating, you can see its pages in your mind’s eye. Thinking of a particular phrase or topic will draw you to the first section that addresses it, and a simple ritual allows you to add content to the shard. - A wizard can use a spellshard instead of a spellbook; the spellshard costs 1 gp per “page” in the shard, and otherwise functions as a mundane spellbook. Spellshards can also be used as diaries or journals. More advanced (and uncommon) shards can require a particular mental passphrase to access the contents of the shard. + A wizard can use a spellshard instead of a spellbook; the spellshard costs 1 gp per "page" in the shard, and otherwise functions as a mundane spellbook. Spellshards can also be used as diaries or journals. More advanced (and uncommon) shards can require a particular mental passphrase to access the contents of the shard. Bag of Bounty diff --git a/Unearthed Arcana/Artificer UA.xml b/Unearthed Arcana/Artificer UA.xml index d24c7526..1ec7f8c9 100644 --- a/Unearthed Arcana/Artificer UA.xml +++ b/Unearthed Arcana/Artificer UA.xml @@ -167,7 +167,7 @@ Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spellcasting Focus - You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment”, in the Player's Handbook for various arcane focus options. + You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, "Equipment", in the Player's Handbook for various arcane focus options. Alchemist: Additional Alchemical Formula From e779867f68ed7948fd237e05f1b55dc42701adaf Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 18:43:22 +0200 Subject: [PATCH 27/50] Fix capitalisation error. --- Homebrew/Races/Plane Shift Innistrad.xml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Homebrew/Races/Plane Shift Innistrad.xml b/Homebrew/Races/Plane Shift Innistrad.xml index 6521a90e..56030dd6 100644 --- a/Homebrew/Races/Plane Shift Innistrad.xml +++ b/Homebrew/Races/Plane Shift Innistrad.xml @@ -12,7 +12,7 @@ Languages - You can speak, read, and write Common and one extra language of your choice (see "Languages" PLane Shift: Innistrad pg. 9) + You can speak, read, and write Common and one extra language of your choice (see "Languages" Plane Shift: Innistrad pg. 9) @@ -43,7 +43,7 @@ Languages - You can speak, read, and write Common and one extra language of your choice (see "Languages" PLane Shift: Innistrad pg. 9) + You can speak, read, and write Common and one extra language of your choice (see "Languages" Plane Shift: Innistrad pg. 9) @@ -61,7 +61,7 @@ Languages - You can speak, read, and write Common and one extra language of your choice (see "Languages" PLane Shift: Innistrad pg. 9) + You can speak, read, and write Common and one extra language of your choice (see "Languages" Plane Shift: Innistrad pg. 9) @@ -84,7 +84,7 @@ Languages - You can speak, read, and write Common and one extra language of your choice (see "Languages" PLane Shift: Innistrad pg. 9) + You can speak, read, and write Common and one extra language of your choice (see "Languages" Plane Shift: Innistrad pg. 9) From 7f3e32b5cb02851f801ec8eb2c4401a96414b9fc Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 19:00:31 +0200 Subject: [PATCH 28/50] Fix spaces before periods Fix missing comma and period instead of comma in spell list. --- Bestiary/Dragon Heist.xml | 2 +- Bestiary/Guildmaster's Guide to Ravnica.xml | 2 +- Bestiary/Monster Manual Bestiary.xml | 48 +++++++++---------- Bestiary/Out of the Abyss.xml | 12 ++--- Bestiary/Player Bestiary.xml | 18 +++---- Bestiary/Storm King's Thunder.xml | 2 +- ...ales From the Yawining Portal Bestiary.xml | 14 +++--- Bestiary/Tomb of Annihilation Bestiary.xml | 2 +- Bestiary/Volo's Bestiary.xml | 6 +-- Character/Races.xml | 2 +- Items/Dungeon of the Mad Mage.xml | 4 +- Items/Mundane Items.xml | 2 +- Russian/Monster Manual Bestiary.xml | 10 ++-- 13 files changed, 62 insertions(+), 62 deletions(-) diff --git a/Bestiary/Dragon Heist.xml b/Bestiary/Dragon Heist.xml index fb72ab4f..da24284f 100644 --- a/Bestiary/Dragon Heist.xml +++ b/Bestiary/Dragon Heist.xml @@ -1577,7 +1577,7 @@ Spellcasting - Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks) . Victoro has the following cleric spells prepared: + Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Victoro has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, spare the dying, thaumaturgy 1st level (4 slots): charm person, command, detect rragic, disguise self, protectionfrom evil and good, sanctuary 2nd level (3 slots): augury, lesser restoration, mirror image, pass without trace, spiritual weapon diff --git a/Bestiary/Guildmaster's Guide to Ravnica.xml b/Bestiary/Guildmaster's Guide to Ravnica.xml index ad598503..04cdf12c 100644 --- a/Bestiary/Guildmaster's Guide to Ravnica.xml +++ b/Bestiary/Guildmaster's Guide to Ravnica.xml @@ -3105,7 +3105,7 @@ Spiked Club - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands . + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands. Spiked Club (1H)|4|1d8+2 Spiked Club (2H)|4|1d10+2 diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index f34df3d7..aaa0f255 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -714,7 +714,7 @@
Frightful Presence - Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours . + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Poison Breath (Recharge 5-6) @@ -1063,7 +1063,7 @@ Tail - Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage. + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Tail|15|2d8+8 @@ -1709,7 +1709,7 @@ Frightful Presence - Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours . + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Cold Breath (Recharge 5-6) @@ -2501,7 +2501,7 @@ Claw - Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage. + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw|6|1d6+3 @@ -3178,7 +3178,7 @@ Sting - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success . + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sting|8|2d8+4+5d6 @@ -3229,7 +3229,7 @@
Sting - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success . + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sting|8|2d8+4+5d6 @@ -3619,7 +3619,7 @@
Spear - Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft ., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. One Handed|7|1d6+4+1d6 Two Handed|7|1d8+4+1d6 @@ -3878,7 +3878,7 @@ 6 Drone - The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours . + The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours. Magic Resistance @@ -3890,7 +3890,7 @@ Proboscis - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration. Proboscis|5|4d6+2+7d6 @@ -4368,7 +4368,7 @@ Claw - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice) . + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice). Claw|3|1d4+1 @@ -5058,7 +5058,7 @@ 3 Avoidance - If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails . + If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Displacement @@ -5772,7 +5772,7 @@ Invisibility (Recharges after a Short or Long Rest) - The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. @@ -7176,12 +7176,12 @@ Slam - Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6 + 5) bludgeoning damage. + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Slam|8|2d6+5 Animate Boulders (1/Day) - The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell) . + The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell). @@ -10585,7 +10585,7 @@ Sting (Bite in Beast Form) - Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Sting/Bite|5|1d4+3 @@ -11709,7 +11709,7 @@ Claws - Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. Claws|3|1d4+1+1d4 @@ -14422,7 +14422,7 @@ 1 Shapechanger - The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies. + The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Magic Resistance @@ -14434,7 +14434,7 @@ Claw (Bite in Beast Form) - Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw/Bite|4|1d4+3 @@ -15784,7 +15784,7 @@ Cinder Breath (Recharge 6) - The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn . + The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn. Variant: Summon Mephits (1/Day) @@ -16036,7 +16036,7 @@ Tail Spine - Ranged Weapon Attack: +4 to hit, range 20/80 ft ., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage. + Ranged Weapon Attack: +4 to hit, range 20/80 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage. Tail Spine|4|1d4+2+1d6 @@ -17502,12 +17502,12 @@
Hooves - Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage. + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Hooves|7|2d6+4 Horn - Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage. + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Horn|7|1d8+4 @@ -17905,7 +17905,7 @@ Constrict - Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target. + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target. Constrict|4|2d6+2 @@ -17991,7 +17991,7 @@ Stunning Screech (1/Day) - The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn . + The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn. Variant: Summon Demon (1/Day) diff --git a/Bestiary/Out of the Abyss.xml b/Bestiary/Out of the Abyss.xml index 5bf88e48..66815b04 100644 --- a/Bestiary/Out of the Abyss.xml +++ b/Bestiary/Out of the Abyss.xml @@ -286,7 +286,7 @@ Invisibility (Recharges after a Short or Long Rest) - The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. friends, mage hand, disguise self, sleep @@ -348,7 +348,7 @@ Invisibility (Recharges after a Short or Long Rest) - The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. @@ -410,7 +410,7 @@
Invisibility (Recharges after a Short or Long Rest) - The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. friends, message, command, guidance, mending, sacred flame, bane, inflict wounds, shield of faith, enhance ability, spiritual weapon 4,2,0,0,0,0,0,0,0 @@ -465,7 +465,7 @@
Invisibility (Recharges after a Short or Long Rest) - The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. blade ward, true strike, jump, hunter's mark @@ -514,7 +514,7 @@
Invisibility (Recharges after a Short or Long Rest) - The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. @@ -560,7 +560,7 @@
Invisibility (Recharges after a Short or Long Rest) - The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. diff --git a/Bestiary/Player Bestiary.xml b/Bestiary/Player Bestiary.xml index 7275b3e8..551df0dd 100644 --- a/Bestiary/Player Bestiary.xml +++ b/Bestiary/Player Bestiary.xml @@ -1320,12 +1320,12 @@ Slam - Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6 + 5) bludgeoning damage. + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Slam|8|2d6+5 Animate Boulders (1/Day) - The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell) . + The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell). @@ -2621,7 +2621,7 @@ Sting (Bite in Beast Form) - Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Sting/Bite|5|1d4+3 @@ -2841,7 +2841,7 @@ Claws - Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. Claws|3|1d4+1+1d4 @@ -3429,7 +3429,7 @@ 1 Shapechanger - The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies. + The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Magic Resistance @@ -3441,7 +3441,7 @@ Claw (Bite in Beast Form) - Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw/Bite|4|1d4+3 @@ -3920,7 +3920,7 @@ Cinder Breath (Recharge 6) - The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn . + The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn. Variant: Summon Mephits (1/Day) @@ -4184,12 +4184,12 @@ Hooves - Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage. + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Hooves|7|2d6+4 Horn - Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage. + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Horn|7|1d8+4 diff --git a/Bestiary/Storm King's Thunder.xml b/Bestiary/Storm King's Thunder.xml index 5cc73d86..530756b7 100644 --- a/Bestiary/Storm King's Thunder.xml +++ b/Bestiary/Storm King's Thunder.xml @@ -599,7 +599,7 @@ 0 Shortsword - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage, . + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Shortsword|4|1d6+2 diff --git a/Bestiary/Tales From the Yawining Portal Bestiary.xml b/Bestiary/Tales From the Yawining Portal Bestiary.xml index fedd3369..1f705f43 100644 --- a/Bestiary/Tales From the Yawining Portal Bestiary.xml +++ b/Bestiary/Tales From the Yawining Portal Bestiary.xml @@ -282,7 +282,7 @@ Hand Crossbow - Ranged Weapon Attack: +5 to hit, range 30/120 ft ., one target. Hit: 6 (1d6 + 3) piercing damage. + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow|5|1d6+3 @@ -1054,7 +1054,7 @@ Legendary Resistance (3/Day) - If Var fails a saving throw, he can choose to succeed instead . + If Var fails a saving throw, he can choose to succeed instead. Rejuvenation @@ -1074,7 +1074,7 @@ Turn Resistance - Var has advantage on saving throws against any effect that turns undead . + Var has advantage on saving throws against any effect that turns undead. Paralyzing Touch @@ -1095,11 +1095,11 @@ Paralyzing Touch (Costs 2 Actions) - Var uses Paralyzing Touch . + Var uses Paralyzing Touch. Frightening Gaze (Costs 2 Actions) - Var fixes his gaze on one creature he can see within 10 feet of him . The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours. + Var fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours. fire bolt, mage hand, minor illusion, prestidigitation, ray of frost, detect magic, magic missile, shield, unseen servant, detect thoughts, flaming sphere, mirror image, scorching ray, counterspell, dispel magic, fireball, dimension door, Evard's black tentacles, cloudkill, scrying, circle of death 4,3,3,3,3,1 @@ -1134,7 +1134,7 @@ Doomvault Devotion - Within the Doomvault, the warrior has advantage on saving throws against being charmed or frightened . + Within the Doomvault, the warrior has advantage on saving throws against being charmed or frightened. Pack Tactics @@ -1237,7 +1237,7 @@ Blood Sense - The vampiric mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet . + The vampiric mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet. Forbiddance diff --git a/Bestiary/Tomb of Annihilation Bestiary.xml b/Bestiary/Tomb of Annihilation Bestiary.xml index a614f56d..b082ff06 100644 --- a/Bestiary/Tomb of Annihilation Bestiary.xml +++ b/Bestiary/Tomb of Annihilation Bestiary.xml @@ -1750,7 +1750,7 @@ Shapechanger - Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies . + Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies. Innate Spellcasting diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index d239123b..69976c50 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -27,19 +27,19 @@ Spellcasting The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared: - Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost + Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost 1st level (4 slots): alarm*, mage armor, magic missile, shield* 2nd level (3 slots): arcane lock*, invisibility 3rd level (3 slots): counterspell*, dispel magic*, fireball 4th level (3 slots): banishment*, stoneskin* 5th level (2 slots): cone of cold, wall of force 6th level (1 slot): flesh to stone, globe of invulnerability* - 7th level (1 slot): symbol* teleport + 7th level (1 slot): symbol*, teleport *Abjuration spell of 1st level or higher Arcane Ward - The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an . abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. + The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Quarterstaff diff --git a/Character/Races.xml b/Character/Races.xml index 88bf0e25..ba8f54e3 100644 --- a/Character/Races.xml +++ b/Character/Races.xml @@ -1474,7 +1474,7 @@ d4 Autumn Flaw 1 You trust others without a second thought. 2 You give to others, to the point that you leave yourself without necessary supplies. - 3 Everyone is your friend, or a potential friend . + 3 Everyone is your friend, or a potential friend. 4 You spend excessively on creature comforts. WINTER diff --git a/Items/Dungeon of the Mad Mage.xml b/Items/Dungeon of the Mad Mage.xml index ee774205..c9c388c0 100644 --- a/Items/Dungeon of the Mad Mage.xml +++ b/Items/Dungeon of the Mad Mage.xml @@ -127,7 +127,7 @@ 60/240 - Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 17 (5d6) fire damage, and the target catches fire . While on fire, the target takes 1d6 fire damage at the start of each of its turns. A creature can end this damage by immersing itself in water or by using an action to make a successful DC 10 Dexterity check to extinguish the flames. + Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 17 (5d6) fire damage, and the target catches fire. While on fire, the target takes 1d6 fire damage at the start of each of its turns. A creature can end this damage by immersing itself in water or by using an action to make a successful DC 10 Dexterity check to extinguish the flames. @@ -175,4 +175,4 @@ Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can't do so again until you finish a short or long rest. Gift of Vengeance. You can transfer the shield's magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon's creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. - \ No newline at end of file + diff --git a/Items/Mundane Items.xml b/Items/Mundane Items.xml index f216c0db..4249f5b7 100644 --- a/Items/Mundane Items.xml +++ b/Items/Mundane Items.xml @@ -2647,7 +2647,7 @@ 49. A silver spoon with an 'M' engraved on the handle. 50. A whistle made from gold-colored wood. 51. A dead scarab beetle the size of your hand. - 52. Two toy soldiers, one with a missing head . + 52. Two toy soldiers, one with a missing head. 53. A small box filled with different-sized buttons. 54. A candle that cant be lit. 55. A tiny cage with no door. diff --git a/Russian/Monster Manual Bestiary.xml b/Russian/Monster Manual Bestiary.xml index c6920181..27c91947 100644 --- a/Russian/Monster Manual Bestiary.xml +++ b/Russian/Monster Manual Bestiary.xml @@ -5546,7 +5546,7 @@ 3 Уклонение - Если смещающий зверь подвергается эффекту который позволяет получить только половину урона в случае успеха, то в случае успеха он не получает урона совсем, и половину урона в случае неудачи . + Если смещающий зверь подвергается эффекту который позволяет получить только половину урона в случае успеха, то в случае успеха он не получает урона совсем, и половину урона в случае неудачи. Смещение @@ -15963,7 +15963,7 @@ 1 Меняющий форму - Куазит может использовать основное действие чтобы превратиться в животное, похожее на: летучую мышь (скорость 2 клетки полет 8 клеток), многоножку (8 клеток, лазание 8 клеток), или жабу (8 клеток, плавание 8 клеток), или возвращается в истинную форму . Характеристики не изменяются в любой форме, кроме скорости. Все вещи, носимые либо надетые, не трансформируются . После смерти возвращается в истинную форму. + Куазит может использовать основное действие чтобы превратиться в животное, похожее на: летучую мышь (скорость 2 клетки полет 8 клеток), многоножку (8 клеток, лазание 8 клеток), или жабу (8 клеток, плавание 8 клеток), или возвращается в истинную форму. Характеристики не изменяются в любой форме, кроме скорости. Все вещи, носимые либо надетые, не трансформируются. После смерти возвращается в истинную форму. Сопротивление Магии @@ -17499,7 +17499,7 @@ Пепельное Дыхание (Перезарядка 6) - Мефит выдыхает тлеющую золу конусом размером 3 клетки. Каждое существо в этой области должно бросить спасбросок со сложностью 10 по Ловкости или стать ослепленным до конца следущего хода мефита . + Мефит выдыхает тлеющую золу конусом размером 3 клетки. Каждое существо в этой области должно бросить спасбросок со сложностью 10 по Ловкости или стать ослепленным до конца следущего хода мефита. Опционально: Призвать мефитов (раз в день) @@ -19539,7 +19539,7 @@ Вампир имеет следующие изъяны: Запрет. Вампир не может войти в жилище без приглашения одного из жителей. Урон от проточной воды. Вампир получает 20 урона ядом если он заканчивает свой ход в проточной воде. - Кол в сердце. Вампир уничтожен, если его сердце будет проткнуто колющем деревянным оружием, пока он небоеспособен в своем логове . + Кол в сердце. Вампир уничтожен, если его сердце будет проткнуто колющем деревянным оружием, пока он небоеспособен в своем логове. Сверхчувствительность к солнечному свету. Вампир получает 20 урона излучением когда начинает свой ход в солнечном свете. Находясь на свету, он имеет помеху на броски атаки и проверки навыков. @@ -19807,7 +19807,7 @@ Сдавливание - Рукопашное Оружие: +4 к атаке, досягаемость: 2 клетки, одна цель. Попадание: 9 (2d6 + 2) дробящего урона, и если цель - существо размером Средний или меньше, она захвачена (сложность освобождения 12) . Пока длится захват, цель удерживается и зараза не может сдавливать другую цель. + Рукопашное Оружие: +4 к атаке, досягаемость: 2 клетки, одна цель. Попадание: 9 (2d6 + 2) дробящего урона, и если цель - существо размером Средний или меньше, она захвачена (сложность освобождения 12). Пока длится захват, цель удерживается и зараза не может сдавливать другую цель. Сдавливание|4|2d6+2 From 3704cccbc4c502dd456f079f4e77a9a6c730b6f8 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 19:00:44 +0200 Subject: [PATCH 29/50] Fix missing letters in words. --- Homebrew/Items/Book of the Righteous.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Homebrew/Items/Book of the Righteous.xml b/Homebrew/Items/Book of the Righteous.xml index edb44ea5..604dedd6 100644 --- a/Homebrew/Items/Book of the Righteous.xml +++ b/Homebrew/Items/Book of the Righteous.xml @@ -121,7 +121,7 @@ Spells While holding the staff, you can cast each of the following spells once per day using your spell save DC and spell attack bonus: dispel magic, geas, and teleport. - You can hear what few others do, becoming able to make out ultrahigh and ultralow frequencies. While bearing the staff, you can cast clairvoyance at will, but you can only choose hearing when you cast the spell this way. Furthermore, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that involve hearing, while creatures making checks against your passive Perception do so with disadvantage. You are immune to thunder damage. Finally, you add sending and thunderwave (as a 5th-level spell) to the list of spells you can cast once per day from the sta . + You can hear what few others do, becoming able to make out ultrahigh and ultralow frequencies. While bearing the staff, you can cast clairvoyance at will, but you can only choose hearing when you cast the spell this way. Furthermore, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that involve hearing, while creatures making checks against your passive Perception do so with disadvantage. You are immune to thunder damage. Finally, you add sending and thunderwave (as a 5th-level spell) to the list of spells you can cast once per day from the staff. The Five Staves: Staff of the Tongue @@ -146,7 +146,7 @@ Spells While holding the staff, you can cast each of the following spells once per day using your spell save DC and spell attack bonus: dispel magic, geas, and teleport. - The staff enhances your palate and your skills as an orator. While carrying the staff, you do not need to eat and you are constantly under the effects of the tongues spell. You have advantage on all Charisma checks. You are immune to poison damage and you cannot be poisoned. Finally, you add create food and water and heroes’ feast to the list of spells you can cast once per day from the sta . + The staff enhances your palate and your skills as an orator. While carrying the staff, you do not need to eat and you are constantly under the effects of the tongues spell. You have advantage on all Charisma checks. You are immune to poison damage and you cannot be poisoned. Finally, you add create food and water and heroes’ feast to the list of spells you can cast once per day from the staff. The Five Staves: Staff of the Hand From 48f33d27b7692d858894b277692ea62ff5f7b9ad Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 19:00:54 +0200 Subject: [PATCH 30/50] Fix periods which should have been hyphens (minus) --- Homebrew/Monsters/Tome of Beasts.xml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Homebrew/Monsters/Tome of Beasts.xml b/Homebrew/Monsters/Tome of Beasts.xml index 57a223ad..accaae53 100644 --- a/Homebrew/Monsters/Tome of Beasts.xml +++ b/Homebrew/Monsters/Tome of Beasts.xml @@ -12504,7 +12504,7 @@ 5 Calm State - When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 . 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan + When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 - 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan Poor Senses @@ -15980,7 +15980,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (kenku),tome of Beasts neutral 14 (studded leather armor) - 21 (6d8 . 6) + 21 (6d8 - 6) 30 ft. 10 14 @@ -20317,7 +20317,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 13 - 6 (4d4 . 4) + 6 (4d4 - 4) 30 ft., climb 30 ft., swim 20 ft. 4 16 @@ -20346,7 +20346,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves swarm of Tiny beasts,tome of Beasts unaligned 14 (natural armor) - 63 (14d10 . 14) + 63 (14d10 - 14) 30 ft., climb 30 ft., swim 20 ft. 10 16 From d810adf48235ceabc301cabea107d1ad33b74a34 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 14 May 2019 19:11:23 +0200 Subject: [PATCH 31/50] Fix issues (space) around colons. --- Bestiary/Dragon Heist.xml | 2 +- Bestiary/Guildmaster's Guide to Ravnica.xml | 8 ++++---- Bestiary/Monster Manual Bestiary.xml | 2 +- Bestiary/Out of the Abyss.xml | 6 +++--- Bestiary/Tales From the Yawining Portal Bestiary.xml | 4 ++-- Bestiary/Tomb of Annihilation Bestiary.xml | 10 +++++----- Bestiary/Volo's Bestiary.xml | 8 ++++---- Homebrew/Monsters/Tome of Beasts.xml | 8 ++++---- Russian/Monster Manual Bestiary.xml | 8 ++++---- Spells/XGtE Spells.xml | 8 +++++--- 10 files changed, 33 insertions(+), 31 deletions(-) diff --git a/Bestiary/Dragon Heist.xml b/Bestiary/Dragon Heist.xml index da24284f..d9031311 100644 --- a/Bestiary/Dragon Heist.xml +++ b/Bestiary/Dragon Heist.xml @@ -530,7 +530,7 @@ Shortbow - Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Tashlyn has more than half her hit points remaining. + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Tashlyn has more than half her hit points remaining. Shortbow|6|1d6+2+2d6 Shortbow (under 1/2 hp)|6|1d6+2 diff --git a/Bestiary/Guildmaster's Guide to Ravnica.xml b/Bestiary/Guildmaster's Guide to Ravnica.xml index 04cdf12c..2a5495dc 100644 --- a/Bestiary/Guildmaster's Guide to Ravnica.xml +++ b/Bestiary/Guildmaster's Guide to Ravnica.xml @@ -149,7 +149,7 @@ Scythe - Melee Weapon Attack:+9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage. + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage. Scythe|9|2d4+4+6d8 @@ -1570,7 +1570,7 @@ Scythe - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage. + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage. Scythe|8|2d6+4+3d8 @@ -1920,7 +1920,7 @@ Talons - Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Talons|7|2d4+5 @@ -1958,7 +1958,7 @@
Bite - Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. Ifthe target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the skyswimmer. + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. Ifthe target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the skyswimmer. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the skyswimmer, and it takes 21 (6d6) acid damage at the start ofeach of the skyswimmer's turns. If the skyswimmer takes 30 damage or more on a single turn from the swallowed creature, the skyswimmer must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within l0 feet of the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Bite|7|3d10+6 diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index aaa0f255..c474563e 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -10423,7 +10423,7 @@ Tail - Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. Tail|10|2d6+5+3d6 diff --git a/Bestiary/Out of the Abyss.xml b/Bestiary/Out of the Abyss.xml index 66815b04..d7f53c93 100644 --- a/Bestiary/Out of the Abyss.xml +++ b/Bestiary/Out of the Abyss.xml @@ -971,7 +971,7 @@ Shortsword - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Sticky Leg|5|1d6+3 Poison||3d6 @@ -1014,7 +1014,7 @@
+1 Flail - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8 + 3) bludgeoning damage + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage +1 Flail|5|1d8+3 guidance, light, sacred flame, thaumaturgy, cure wounds, divine favor, inflict wounds, protection from evil and good, shield of faith, continual flame, hold person, magic weapon, spiritual weapon, bestow curse, dispel magic, spirit guardian @@ -1064,7 +1064,7 @@
Shortsword - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage. + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortsword|4|1d6+2 diff --git a/Bestiary/Tales From the Yawining Portal Bestiary.xml b/Bestiary/Tales From the Yawining Portal Bestiary.xml index 1f705f43..3211c794 100644 --- a/Bestiary/Tales From the Yawining Portal Bestiary.xml +++ b/Bestiary/Tales From the Yawining Portal Bestiary.xml @@ -145,7 +145,7 @@ Innate Spellcasting The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: At will: detect magic, disguise self, mage armor - 1/day each:fear, hold person, misty step + 1/day each: fear, hold person, misty step Sunlight Sensitivity @@ -1063,7 +1063,7 @@ Spellcasting Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: - Cantrips (at will):.fire bolt, mage hand, minor illusion, prestidigitation, ray of frost + Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, unseen servant* 2nd level (3 slots): detect thoughts, flaming sphere*, mirror image, scorching ray 3rd level (3 slots): counterspell, dispel magic, fireball diff --git a/Bestiary/Tomb of Annihilation Bestiary.xml b/Bestiary/Tomb of Annihilation Bestiary.xml index b082ff06..ebf0fdb3 100644 --- a/Bestiary/Tomb of Annihilation Bestiary.xml +++ b/Bestiary/Tomb of Annihilation Bestiary.xml @@ -250,7 +250,7 @@
Longbow - Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit:6 (1d8 + 2) piercing damage. + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Longbow|5|1d8+2 @@ -344,7 +344,7 @@ Ray of Cold - Ranged Spell Attack:+12 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage. + Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage. Ray of Cold|12|6d6 @@ -496,7 +496,7 @@ Shortbow - Ranged Weapon Attack:+6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half its total hit points remaining. + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half its total hit points remaining. Shortbow|6|1d6+2+2d6 @@ -584,7 +584,7 @@
Claw - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:6 (1d8 + 2) slashing damage. + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Claw|4|1d8+2 @@ -1787,7 +1787,7 @@
Constrict - Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Ras Nsi can't constrict another target. + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Ras Nsi can't constrict another target. Constrict|6|2d6+3 diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index 69976c50..958877a6 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -587,7 +587,7 @@ Innate Spellcasting - The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:: + The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: levitate, minor illusion, pass without trace 1/day each: charm person, dimension door, suggestion @@ -709,7 +709,7 @@ Slam - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage. + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage. Slam|4|2d8+1+1d6 @@ -4259,7 +4259,7 @@ Spellcasting The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: Cantrips (at will): chill touch, dancing lights, mage hand, mending - 1st level (4 slots):false life*, mage armor, ray of sickness* + 1st level (4 slots): false life*, mage armor, ray of sickness* 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web 3rd level (3 slots): animate dead*, bestow curse*, vampiric touch* 4th level (3 slots): blight*, dimension door, stoneskin @@ -5506,7 +5506,7 @@ Innate Spellcasting (Psionics) - The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:: + The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components: At will: command, comprehend languages, detect thoughts 1/day each: confusion, dominate monster diff --git a/Homebrew/Monsters/Tome of Beasts.xml b/Homebrew/Monsters/Tome of Beasts.xml index accaae53..85fe75d6 100644 --- a/Homebrew/Monsters/Tome of Beasts.xml +++ b/Homebrew/Monsters/Tome of Beasts.xml @@ -10245,7 +10245,7 @@ Boar Spear - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:16 (2d10 + 5) piercing damage, and the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw. + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw. Boar Spear|7|2d10 + 5 @@ -16204,7 +16204,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 50% of rift swine have additional mutant features. Choose or roll on the table below. 1 - Acid Boils: A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage. 2 - Tentacular Tongue: Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14). - 3 - Covered in Slime:Increase the rift swine's AC by 1. + 3 - Covered in Slime: Increase the rift swine's AC by 1. 4 - Acid Saliva: The rift swine's tusk or tongue attack does an additional 3 (1d6) acid damage. 5 - Poison Spit: Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage. 6 - Roll Twice @@ -19065,7 +19065,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Regional Effects The region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects: - Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. - - Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. + - Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait: The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days. @@ -21082,7 +21082,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Spellcasting The devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared: Cantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation - 5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt + 5th level (3 slots): banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt Dagger diff --git a/Russian/Monster Manual Bestiary.xml b/Russian/Monster Manual Bestiary.xml index 27c91947..d3e21e1c 100644 --- a/Russian/Monster Manual Bestiary.xml +++ b/Russian/Monster Manual Bestiary.xml @@ -1109,7 +1109,7 @@ Укус - Рукопашное Оружие:+ 15 к атаке, досягаемость 3 клетки, одна цель. Попадание: 19 (2d10 + 8) колющего урона плюс 9 (2d8) урона ядом. + Рукопашное Оружие: +15 к атаке, досягаемость 3 клетки, одна цель. Попадание: 19 (2d10 + 8) колющего урона плюс 9 (2d8) урона ядом. Укус|15|2d10+8+2d8 @@ -7107,7 +7107,7 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний фейского дракона - Харизма (сложность спасброска 13). Он с рождения может использовать определенное количество заклинаний, без использования материальных компонентов. По мере взросления и изменения цвета, ему добавляются новые заклинания. - 1 раз в день каждое:Разноцветные брызги (Color Spray), Танцующие огоньки (Dancing Lights), Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion) + 1 раз в день каждое: Разноцветные брызги (Color Spray), Танцующие огоньки (Dancing Lights), Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion) Укус @@ -9978,7 +9978,7 @@ Копыто - Рукопашное Оружие:+ 13 к атаке, досягаемость: 1 клетка, одна цель. Попадание: 23 (3d10 + 7) дробящего урона. Если цель - существо, оно должно бросить спасбросок сложностью 21 по Силе или будет сбито с ног. + Рукопашное Оружие: +13 к атаке, досягаемость: 1 клетка, одна цель. Попадание: 23 (3d10 + 7) дробящего урона. Если цель - существо, оно должно бросить спасбросок сложностью 21 по Силе или будет сбито с ног. Копыто|13|3d10+7 @@ -15309,7 +15309,7 @@ Прирожденный Заклинатель Характеристика для заклинаний - Харизма (сложность спасброска 21). Демон-боец может врожденно колдовать следующие заклинания, без использования материальных компонентов: По желанию: Обнаружение магии(Ритуал) (Detect Magic), Огненный шар (Fireball) - 3 раза в день каждое:Удержание монстра (Hold Monster), Огненная стена (Wall of Fire) + 3 раза в день каждое: Удержание монстра (Hold Monster), Огненная стена (Wall of Fire) Обнаружение магии(Ритуал) (Detect Magic), Огненный шар (Fireball), Удержание монстра (Hold Monster), Огненная стена (Wall of Fire) diff --git a/Spells/XGtE Spells.xml b/Spells/XGtE Spells.xml index 8324d1ac..22797a24 100644 --- a/Spells/XGtE Spells.xml +++ b/Spells/XGtE Spells.xml @@ -1388,11 +1388,13 @@ Warlock, Wizard You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. - d6:1-2 Two demons of challenge rating 1 or lower + d6 — Demons Summoned - d6:3-4 Four demons of challenge rating 1/2 or lower + 1-2 — Two demons of challenge rating 1 or lower - d6:5-6 Eight demons of challenge rating 1/4 or lower + 3-4 — Four demons of challenge rating 1/2 or lower + + 5-6 — Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. From 212648ae263f29c8f4e74d03542c43cff95a6eb3 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Wed, 15 May 2019 07:37:30 +0200 Subject: [PATCH 32/50] =?UTF-8?q?Fix=20l=20or=20!=20->=201=20and=20=C2=B7?= =?UTF-8?q?=20->=20-=20mistakes?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Bestiary/Tomb of Annihilation Bestiary.xml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Bestiary/Tomb of Annihilation Bestiary.xml b/Bestiary/Tomb of Annihilation Bestiary.xml index ebf0fdb3..1f1051eb 100644 --- a/Bestiary/Tomb of Annihilation Bestiary.xml +++ b/Bestiary/Tomb of Annihilation Bestiary.xml @@ -1420,7 +1420,7 @@ 1 Spellcasting - The kobold is a 3rd·level spellcaster. Its spellcast- ing ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: + The kobold is a 3rd-level spellcaster. Its spellcast- ing ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): fire bolt, mage hand, mending, poison spray 1st level (4 slots): charm person, chromatic orb, expeditious retreat 2nd level (2 slots): scorching ray @@ -2254,7 +2254,7 @@ 1/4 Spellcasting - Volo is a lst·level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: + Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): friends, mending, prestidigitation 1st level (2 slots): comprehend languages, detect magic, disguise self @@ -2264,7 +2264,7 @@ Dagger Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. - Dagger|3|1d4+! + Dagger|3|1d4+1 @@ -2295,7 +2295,7 @@ Spellcasting Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Xandala has the following sorcerer spells prepared: Cantrips (at will): acid splash, fire bolt, light, mage hand, ray of frost - lst level (4 slots): chromatic orb, featherfall, shield + 1st level (4 slots): chromatic orb, featherfall, shield 2nd level (4 slots): invisibility, misty step 3rd level (3 slots): fireball, fly 4th level (3 slots): ice storm, polymorph From cefb2435531b9c471fe8967a7ad778c8c0bc75a9 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Wed, 15 May 2019 08:13:31 +0200 Subject: [PATCH 33/50] Cleanups related to elements Remove empty . Reference abilities by name instead of %2 or %0 format. Fix typos, space, period -> comma. --- Bestiary/Guildmaster's Guide to Ravnica.xml | 2 +- Bestiary/Tomb of Annihilation Bestiary.xml | 2 -- Character/Classes/Fighter/Fighter (Purple Dragon Knight).xml | 2 +- Homebrew/Monsters/Tal'dorei.xml | 1 - Items/Magic Items.xml | 4 ++-- Unearthed Arcana/Artificer UA items.xml | 4 ++-- Unearthed Arcana/Artificer UA.xml | 4 ++-- 7 files changed, 8 insertions(+), 11 deletions(-) diff --git a/Bestiary/Guildmaster's Guide to Ravnica.xml b/Bestiary/Guildmaster's Guide to Ravnica.xml index 2a5495dc..5a8400d5 100644 --- a/Bestiary/Guildmaster's Guide to Ravnica.xml +++ b/Bestiary/Guildmaster's Guide to Ravnica.xml @@ -1835,7 +1835,7 @@ Tentacles - Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: The target is grappled (escape DC 11), and the hybrid pulls the target up to 15 feet straight towa rd it. Until this grapple ends, the target takes 5 (1d10) lightning damage at the start of each of its turns, and the hybrid shocker can't use its tentacles on another creature. + Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: The target is grappled (escape DC 11), and the hybrid pulls the target up to 15 feet straight toward it. Until this grapple ends, the target takes 5 (1d10) lightning damage at the start of each of its turns, and the hybrid shocker can't use its tentacles on another creature. Tentacles|4| diff --git a/Bestiary/Tomb of Annihilation Bestiary.xml b/Bestiary/Tomb of Annihilation Bestiary.xml index 1f1051eb..9a31ec1c 100644 --- a/Bestiary/Tomb of Annihilation Bestiary.xml +++ b/Bestiary/Tomb of Annihilation Bestiary.xml @@ -159,7 +159,6 @@ Amphibious The aldani can breathe air and water - Multiattack @@ -398,7 +397,6 @@ Aura of Annihilation The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. - Death Gaze diff --git a/Character/Classes/Fighter/Fighter (Purple Dragon Knight).xml b/Character/Classes/Fighter/Fighter (Purple Dragon Knight).xml index 897e065c..6c4b75d6 100644 --- a/Character/Classes/Fighter/Fighter (Purple Dragon Knight).xml +++ b/Character/Classes/Fighter/Fighter (Purple Dragon Knight).xml @@ -27,7 +27,7 @@ At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. Persuasion - Persuasion+%0 + Persuasion+PROF diff --git a/Homebrew/Monsters/Tal'dorei.xml b/Homebrew/Monsters/Tal'dorei.xml index be3b57ea..850e0388 100644 --- a/Homebrew/Monsters/Tal'dorei.xml +++ b/Homebrew/Monsters/Tal'dorei.xml @@ -627,7 +627,6 @@ Nimble Escape The goblin can take the Disengage or Hide action as a bonus action on each of its turns. - Stabby Frenzy diff --git a/Items/Magic Items.xml b/Items/Magic Items.xml index 8a9e8252..087017b3 100644 --- a/Items/Magic Items.xml +++ b/Items/Magic Items.xml @@ -11800,10 +11800,10 @@ Rarity: Uncommon Requires Attunement - These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. + These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. Source: Dungeon Master's Guide, page 172 - 1d10+%2 + 1d10+DEX Gloves of Swimming and Climbing diff --git a/Unearthed Arcana/Artificer UA items.xml b/Unearthed Arcana/Artificer UA items.xml index a7f10f41..dd0bd157 100644 --- a/Unearthed Arcana/Artificer UA items.xml +++ b/Unearthed Arcana/Artificer UA items.xml @@ -331,10 +331,10 @@ Rarity: Uncommon Requires Attunement - These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. + These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. Source: Dungeon Master's Guide, page 172 - 1d10+%2 + 1d10+DEX Gloves of Swimming and Climbing diff --git a/Unearthed Arcana/Artificer UA.xml b/Unearthed Arcana/Artificer UA.xml index 1ec7f8c9..696c4dc0 100644 --- a/Unearthed Arcana/Artificer UA.xml +++ b/Unearthed Arcana/Artificer UA.xml @@ -1564,10 +1564,10 @@ Rarity: Uncommon Requires Attunement - These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 +your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. + These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. Source: Dungeon Master's Guide, page 172 - 1d10+%2 + 1d10+DEX Gloves of Swimming and Climbing From 09db64b1f6e8ec505c2b812192812101ce6505cc Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Wed, 15 May 2019 08:17:09 +0200 Subject: [PATCH 34/50] Fix spell reference eye bite -> eyebite --- Bestiary/Monster Manual Bestiary.xml | 6 +++--- Bestiary/Player Bestiary.xml | 4 ++-- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index c474563e..fc217df3 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -9253,7 +9253,7 @@ 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying - 6th level (1 slot): eye bite + 6th level (1 slot): eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. @@ -12906,7 +12906,7 @@ 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying - 6th level (1 slot): eye bite + 6th level (1 slot): eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. @@ -15410,7 +15410,7 @@ 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying - 6th level (1 slot): eye bite + 6th level (1 slot): eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. diff --git a/Bestiary/Player Bestiary.xml b/Bestiary/Player Bestiary.xml index 551df0dd..1e1b650b 100644 --- a/Bestiary/Player Bestiary.xml +++ b/Bestiary/Player Bestiary.xml @@ -2419,7 +2419,7 @@ 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying - 6th level (1 slot): eye bite + 6th level (1 slot): eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. @@ -3806,7 +3806,7 @@ 3rd level (3 slots): bestow curse, counterspell, lightning bolt 4th level (3 slots): phantasmal killer, polymorph 5th level (2 slots): contact other plane, scrying - 6th level (1 slot): eye bite + 6th level (1 slot): eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. From b0760ee59c08887e412d2effa07da5cb9294156b Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Wed, 15 May 2019 08:17:46 +0200 Subject: [PATCH 35/50] Fix Shared Spellcasting list for Volo's hags --- Bestiary/Volo's Bestiary.xml | 36 ++++++++++++------------------------ 1 file changed, 12 insertions(+), 24 deletions(-) diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index 958877a6..772caf68 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -149,19 +149,13 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - - 1st level (4 slots): identify, ray of sickness - - 2nd level (3 slots): hold person, locate object - - 3rd level (3 slots): bestow curse, counterspell, lightning bolt - - 4th level (3 slots): phantasmal killer, polymorph - - 5th level (2 slots): contact other plane, scrying - + 1st level (4 slots): identify, ray of sickness + 2nd level (3 slots): hold person, locate object + 3rd level (3 slots): bestow curse, counterspell, lightning bolt + 4th level (3 slots): phantasmal killer, polymorph + 5th level (2 slots): contact other plane, scrying 6th level (1 slot): eyebite - + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. @@ -657,19 +651,13 @@ Shared Spellcasting (Coven Only) While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - - 1st level (4 slots): identify, ray of sickness - - 2nd level (3 slots): hold person, locate object - - 3rd level (3 slots): bestow curse, counterspell, lightning bolt - - 4th level (3 slots): phantasmal killer, polymorph - - 5th level (2 slots): contact other plane, scrying - + 1st level (4 slots): identify, ray of sickness + 2nd level (3 slots): hold person, locate object + 3rd level (3 slots): bestow curse, counterspell, lightning bolt + 4th level (3 slots): phantasmal killer, polymorph + 5th level (2 slots): contact other plane, scrying 6th level (1 slot): eyebite - + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. From b1d58984f8cfffae756b843264d3f9b3dd70175d Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sat, 18 May 2019 15:34:09 +0200 Subject: [PATCH 36/50] Fix Pass Without Trace -> Pass without Trace --- Bestiary/Dragon Heist.xml | 2 +- Bestiary/Guildmaster's Guide to Ravnica.xml | 4 ++-- Character/Backgrounds.xml | 2 +- Homebrew/Archetypes/Paladin/Paladin (Predation).xml | 2 +- Russian/Monster Manual Bestiary.xml | 12 ++++++------ Russian/Russian Spells.xml | 8 ++++---- Spells/PHB Spells.xml | 2 +- 7 files changed, 16 insertions(+), 16 deletions(-) diff --git a/Bestiary/Dragon Heist.xml b/Bestiary/Dragon Heist.xml index d9031311..3389efae 100644 --- a/Bestiary/Dragon Heist.xml +++ b/Bestiary/Dragon Heist.xml @@ -1590,7 +1590,7 @@ Wisdom 4,3,3,3,2,1,1,1,0 - Guidance, Light, Mending, Spare the Dying, Thaumaturgy, Charm Person, Command, Detect magic, Disguise Self, Protection from Evil and Good, Sanctuary, Augury, Lesser Restoration, Mirror Image, Pass Without Trace, Spiritual Weapon, Blink, Clairvoyance, Dispel Magic, Magic Circle, Protectionfrom Energy, Banishment, Dimension Door, Divination, Freedom of Movement, Polymorph, Dominate Person, Flame Strike, Modify Memory, Insect Plague, Heal, Divine Word, Earthquake + Guidance, Light, Mending, Spare the Dying, Thaumaturgy, Charm Person, Command, Detect magic, Disguise Self, Protection from Evil and Good, Sanctuary, Augury, Lesser Restoration, Mirror Image, Pass without Trace, Spiritual Weapon, Blink, Clairvoyance, Dispel Magic, Magic Circle, Protectionfrom Energy, Banishment, Dimension Door, Divination, Freedom of Movement, Polymorph, Dominate Person, Flame Strike, Modify Memory, Insect Plague, Heal, Divine Word, Earthquake Multiattack Victoro makes two attacks with his rapier. diff --git a/Bestiary/Guildmaster's Guide to Ravnica.xml b/Bestiary/Guildmaster's Guide to Ravnica.xml index 5a8400d5..53c24731 100644 --- a/Bestiary/Guildmaster's Guide to Ravnica.xml +++ b/Bestiary/Guildmaster's Guide to Ravnica.xml @@ -2981,7 +2981,7 @@ 4,3,3,2,0,0,0,0,0 Intelligence - Poison Spray, Shillelagh, Thorn Whip, Cure Wounds, Entangle, Ray of Sickness, Pass Without Trace, Ray of Enfeeblement, Spike Growth, Animate Dead, Dispel Magic, Plant Growth, Blight, Giant Insect + Poison Spray, Shillelagh, Thorn Whip, Cure Wounds, Entangle, Ray of Sickness, Pass without Trace, Ray of Enfeeblement, Spike Growth, Animate Dead, Dispel Magic, Plant Growth, Blight, Giant Insect Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. @@ -3155,7 +3155,7 @@ 4,3,3,3,2,1,0,0,0 Wisdom - Druidcraft, Produce Fire, Resistance, Thorn Whip, Cure Wounds, Faerie Fire, Thunderwave, Beast Sense, Flame Blade, Pass Without Trace, Conjure Animals, Dispel Magic, Plant Growth, Dominate Beast, Freedom of Movement, Wall of Fire, Commune with Nature, Conjure Elemental, Scrying, Transport via Plants, Wall of Thorns + Druidcraft, Produce Fire, Resistance, Thorn Whip, Cure Wounds, Faerie Fire, Thunderwave, Beast Sense, Flame Blade, Pass without Trace, Conjure Animals, Dispel Magic, Plant Growth, Dominate Beast, Freedom of Movement, Wall of Fire, Commune with Nature, Conjure Elemental, Scrying, Transport via Plants, Wall of Thorns Quarterstaff Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. diff --git a/Character/Backgrounds.xml b/Character/Backgrounds.xml index 95b52307..fa69e8ab 100644 --- a/Character/Backgrounds.xml +++ b/Character/Backgrounds.xml @@ -978,7 +978,7 @@ - + diff --git a/Homebrew/Archetypes/Paladin/Paladin (Predation).xml b/Homebrew/Archetypes/Paladin/Paladin (Predation).xml index 3518bf23..6debb33f 100644 --- a/Homebrew/Archetypes/Paladin/Paladin (Predation).xml +++ b/Homebrew/Archetypes/Paladin/Paladin (Predation).xml @@ -82,7 +82,7 @@ - + diff --git a/Russian/Monster Manual Bestiary.xml b/Russian/Monster Manual Bestiary.xml index d3e21e1c..4e688ed3 100644 --- a/Russian/Monster Manual Bestiary.xml +++ b/Russian/Monster Manual Bestiary.xml @@ -6229,7 +6229,7 @@ По желанию: Искусство друидов (Druidcraft) 3 раза в день каждое: Опутывание (Entangle), Добряника (Goodberry) - 1 раз в день каждое: Дубовая кожа (Barkskin), Пройти без следа (Pass Without Trace), Дубинка (Shillelagh) + 1 раз в день каждое: Дубовая кожа (Barkskin), Пройти без следа (Pass without Trace), Дубинка (Shillelagh) Сопротивление Магии @@ -6255,7 +6255,7 @@ Каждый раз, когда дриада или ее союзники атакую цель, она может повторить спасбросок. В случае успешного спасброска эффект заканчивается. В противном случае эффект длится 24 часа, до смерти дриады, или до перемещения ее на другой план, либо пока она сама не отменит эффект бонусным действием. После успешного спасброска существо становится имунным к Очарованию Фей на следующие 24 часа. Дриада может очаровать только одно существо в каждый момент времени. - Искусство друидов (Druidcraft), Опутывание (Entangle), Добряника (Goodberry), Дубовая кожа (Barkskin), Пройти без следа (Pass Without Trace), Дубинка (Shillelagh) + Искусство друидов (Druidcraft), Опутывание (Entangle), Добряника (Goodberry), Дубовая кожа (Barkskin), Пройти без следа (Pass without Trace), Дубинка (Shillelagh) Дуегар (Duergar) @@ -6646,7 +6646,7 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 23, +15 к атаке заклинаниями). Он может врожденно колдовать следующие заклинания, без использования материальных компонентов: - По желанию: Улучшенное восстановление (Greater Restoration), Пройти без следа (Pass Without Trace), Подводное дыхание (Ритуал) (Water Breathing), Хождение по воде (Ритуал) (Water Walk) + По желанию: Улучшенное восстановление (Greater Restoration), Пройти без следа (Pass without Trace), Подводное дыхание (Ритуал) (Water Breathing), Хождение по воде (Ритуал) (Water Walk) 1 раз в день каждое: Озарение (Ритуал) (Commune), Развеять Зло и Добро (Dispel Evil and Good), Землетрясение (Earthquake), Огненная буря (Fire Storm), Перемещение между планами (Plane Shift) (только на себя) @@ -6683,7 +6683,7 @@ Сотрясающий удар (Требует 2 действия) Эмпирей бьет палицей по земле, вызывая землетрясение. Все другие существа в пределах 12 клеток от эмпирея должны выполнить успешный спасбросок со сложностью 25 по Силе или будут сбиты с ног. - Улучшенное восстановление (Greater Restoration), Пройти без следа (Pass Without Trace), Подводное дыхание (Ритуал) (Подводное Дыхание), Хождение по воде (Ритуал) (Water Walk), Озарение (Ритуал) (Commune), Развеять Зло и Добро (Dispel Evil and Good), Землетрясение (Earthquake), Огненная буря (Fire Storm), Перемещение между планами (Plane Shift) + Улучшенное восстановление (Greater Restoration), Пройти без следа (Pass without Trace), Подводное дыхание (Ритуал) (Подводное Дыхание), Хождение по воде (Ритуал) (Water Walk), Озарение (Ритуал) (Commune), Развеять Зло и Добро (Dispel Evil and Good), Землетрясение (Earthquake), Огненная буря (Fire Storm), Перемещение между планами (Plane Shift) Эриний (Erinyes) @@ -19364,7 +19364,7 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 14). Единорог может врожденно колдовать следующие заклинания, компоненты не требуются: - По желанию: Обнаружение Зла и Добра (Detect Evil and Good), Искусство друидов (Druidcraft), Пройти без следа (Pass Without Trace) + По желанию: Обнаружение Зла и Добра (Detect Evil and Good), Искусство друидов (Druidcraft), Пройти без следа (Pass without Trace) 1 раз в день каждое: Умиротворение (Calm Emotions), Развеять Зло и Добро (Dispel Evil and Good), Опутывание (Entangle) @@ -19409,7 +19409,7 @@ Самолечение (Требует 3 действия) Единорог магически восстанавливает 11 (2d8 + 2) очков здоровья. - Обнаружение Зла и Добра (Detect Evil and Good), Искусство друидов (Druidcraft), Пройти без следа (Pass Without Trace), Умиротворение (Calm Emotions), Развеять Зло и Добро (Dispel Evil and Good), Опутывание (Entangle) + Обнаружение Зла и Добра (Detect Evil and Good), Искусство друидов (Druidcraft), Пройти без следа (Pass without Trace), Умиротворение (Calm Emotions), Развеять Зло и Добро (Dispel Evil and Good), Опутывание (Entangle) Вампир (Vampire) diff --git a/Russian/Russian Spells.xml b/Russian/Russian Spells.xml index ed0272dc..d0d23544 100644 --- a/Russian/Russian Spells.xml +++ b/Russian/Russian Spells.xml @@ -7550,7 +7550,7 @@ (пепел от сожженного листа омелы и веточка ели) Вы испускаете завесу из теней и тишины, которая маскирует вас и ваших компаньонов. Пока действует заклинание, каждое выбранное вами существо в пределах 30 футов от вас (включая вас) получает бонус +10 к проверкам Ловкости (Скрытность), и его нельзя выследить без использования магии. Находясь под воздействием этого заклинания, существо не оставляет за собой никаких следов. Заклинатель - Пройти без следа (Pass Without Trace) + Пройти без следа (Pass without Trace) A @@ -7561,7 +7561,7 @@ (пепел от сожженного листа омелы и веточка ели) Вы испускаете завесу из теней и тишины, которая маскирует вас и ваших компаньонов. Пока действует заклинание, каждое выбранное вами существо в пределах 30 футов от вас (включая вас) получает бонус +10 к проверкам Ловкости (Скрытность), и его нельзя выследить без использования магии. Находясь под воздействием этого заклинания, существо не оставляет за собой никаких следов. Вы - Пройти без следа (Pass Without Trace) + Пройти без следа (Pass without Trace) A @@ -7572,7 +7572,7 @@ Заклинатель Жрец (Обман) - Пройти без следа (Pass Without Trace) + Пройти без следа (Pass without Trace) A @@ -7583,7 +7583,7 @@ Заклинатель Друид (Луг) - Пройти без следа (Pass Without Trace) + Пройти без следа (Pass without Trace) C diff --git a/Spells/PHB Spells.xml b/Spells/PHB Spells.xml index a83f8494..c31a9263 100644 --- a/Spells/PHB Spells.xml +++ b/Spells/PHB Spells.xml @@ -3927,7 +3927,7 @@ A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. - Pass Without Trace + Pass without Trace 2 A From 44d6c14a00de5f01313061c39023d1cde56df96a Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sat, 18 May 2019 16:08:49 +0200 Subject: [PATCH 37/50] Remove empty file --- tutorial | 0 1 file changed, 0 insertions(+), 0 deletions(-) delete mode 100644 tutorial diff --git a/tutorial b/tutorial deleted file mode 100644 index e69de29b..00000000 From af8d78f53a84bccd4609f3153fea96a4eab1dcdf Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sat, 18 May 2019 16:22:32 +0200 Subject: [PATCH 38/50] Add editorconfig to improve format consistency --- .editorconfig | 15 +++++++++++++++ 1 file changed, 15 insertions(+) create mode 100644 .editorconfig diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 00000000..6ac7c75c --- /dev/null +++ b/.editorconfig @@ -0,0 +1,15 @@ +root = true + +[*] +indent_style = space +indent_size = 4 +insert_final_newline = true +trim_trailing_whitespace = true +charset = utf-8 +end_of_line = lf + +[*.xml] +indent_style = tab + +[*.md] +trim_trailing_whitespace = false From c45dab387fffeedd254ef0a2e1dc6a041902b11d Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sat, 18 May 2019 16:24:45 +0200 Subject: [PATCH 39/50] Use tab indentation instead of spaces in xml files --- Bestiary/Monster Manual Bestiary.xml | 2 +- Bestiary/Tortle Package.xml | 22 +- Homebrew/Items/Xanathars Lost Notes.xml | 1506 +++++++++++------------ 3 files changed, 765 insertions(+), 765 deletions(-) diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index fc217df3..55a0544d 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -5845,7 +5845,7 @@ Innate Spellcasting The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma. - 1/day: sleep + 1/day: sleep Claws diff --git a/Bestiary/Tortle Package.xml b/Bestiary/Tortle Package.xml index 7c3a2a6a..1d76195d 100644 --- a/Bestiary/Tortle Package.xml +++ b/Bestiary/Tortle Package.xml @@ -24,12 +24,12 @@ Multiattack The decapus makes two attacks: one with its bite and one with its tentacles. - + Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage. Bite|4|2d4+2 - + Tentacles Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 +2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained. Tentacles|4|9d4+2 @@ -64,7 +64,7 @@ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Club|3|1d4+1 - + Stone Tell The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities. @@ -94,7 +94,7 @@ Turn Resistance The topi has advantage on saving throws against any effect that turns undead - + Undead Fortitude If damage reduces the topi to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the topi drops to 1 hit point instead. @@ -131,23 +131,23 @@ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Claws|4|1d4+2 - + Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. One Handed|4|1d6+2 Two Handed|4|1d8+2 - + Light Crossbow Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage. Light Crossbow|2|1d8 - + Shell Defense The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, and the only action it can take is a bonus action to emerge. - + Tortle Druid M humanoid (tortle), Tortle Package @@ -169,7 +169,7 @@ Hold Breath The tortle can hold its breath for 1 hour. - + Spellcasting The tortle is a 4th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, produce flame @@ -183,13 +183,13 @@ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Claws|4|1d4+2 - + Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. One Handed|4|1d6+2 Two Handed|4|1d8+2 - + Shell Defense The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, and the only action it can take is a bonus action to emerge. diff --git a/Homebrew/Items/Xanathars Lost Notes.xml b/Homebrew/Items/Xanathars Lost Notes.xml index b8b2a11e..1f5e2156 100644 --- a/Homebrew/Items/Xanathars Lost Notes.xml +++ b/Homebrew/Items/Xanathars Lost Notes.xml @@ -596,26 +596,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Club @@ -631,26 +631,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Dagger @@ -674,26 +674,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Flail @@ -707,26 +707,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Glaive @@ -747,26 +747,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Greataxe @@ -785,26 +785,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Greatclub @@ -821,26 +821,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Greatsword @@ -859,26 +859,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Halberd @@ -897,26 +897,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Handaxe @@ -938,26 +938,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Javelin @@ -977,26 +977,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Lance @@ -1015,26 +1015,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Light Hammer @@ -1056,26 +1056,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Longsword @@ -1093,26 +1093,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Mace @@ -1126,26 +1126,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Maul @@ -1164,26 +1164,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Morningstar @@ -1197,26 +1197,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Pike @@ -1237,26 +1237,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Quarterstaff @@ -1274,26 +1274,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Rapier @@ -1310,26 +1310,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Scimitar @@ -1348,26 +1348,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Shortsword @@ -1386,26 +1386,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Sickle @@ -1422,26 +1422,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Spear @@ -1464,26 +1464,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Trident @@ -1506,26 +1506,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos War Pick @@ -1539,26 +1539,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Warhammer @@ -1576,26 +1576,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Whip @@ -1614,26 +1614,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Blowgun @@ -1657,26 +1657,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Dart @@ -1698,26 +1698,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Hand Crossbow @@ -1743,26 +1743,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Heavy Crossbow @@ -1790,26 +1790,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Light Crossbow @@ -1835,26 +1835,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Longbow @@ -1880,26 +1880,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Net @@ -1919,26 +1919,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Shortbow @@ -1962,26 +1962,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Chaos Sling @@ -2002,26 +2002,26 @@ Chaos Weapon Effects d20 Effect - 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. - 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. - 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. - 5 Your attacks with this weapon deal an additional 1d8 radiant damage. - 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. - 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. - 8 You gain a +3 bonus to attack and damage rolls made with this weapon. - 9 You gain a –2 penalty to attack and damage rolls made with this weapon. - 10 You gain a +1 bonus to attack and damage rolls made with this weapon. - 11 You gain a –1 penalty to attack and damage rolls made with this weapon. - 12 You gain a +2 bonus to attack and damage rolls made with this weapon. - 13 You gain a –3 penalty to attack and damage rolls made with this weapon. - 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. - 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. - 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. - 18 You are surrounded by a faint, ethereal music for the next minute. - 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. - 20 Roll twice on this table, gaining both effects. + 1 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + 2 A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. + 3 Until the end of your next turn, you have advantage on attack rolls with this weapon. + 4 You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. + 5 Your attacks with this weapon deal an additional 1d8 radiant damage. + 6 Your weapon casts entangle on the next creature you hit with it before the end of your next turn. + 7 Instead of rolling, treat the result of this weapon’s damage dice as 1 until the end of your next turn. + 8 You gain a +3 bonus to attack and damage rolls made with this weapon. + 9 You gain a –2 penalty to attack and damage rolls made with this weapon. + 10 You gain a +1 bonus to attack and damage rolls made with this weapon. + 11 You gain a –1 penalty to attack and damage rolls made with this weapon. + 12 You gain a +2 bonus to attack and damage rolls made with this weapon. + 13 You gain a –3 penalty to attack and damage rolls made with this weapon. + 14 Instead of rolling, treat the result of this weapon’s damage dice as the maximum result until the end of your next turn. + 15 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + 16 Your attacks with this weapon deal an additional 1d8 necrotic damage. + 17 You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. + 18 You are surrounded by a faint, ethereal music for the next minute. + 19 A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. + 20 Roll twice on this table, gaining both effects. Dagger of Long Shadow @@ -2185,8 +2185,8 @@ Rarity: Very Rare Requires Attunement You gain a +1 bonus to attack and damage rolls with this magic weapon. - When a wielder attuned to this longbow slays a creature with an arrow shot from it, the soul of the creature it killed is trapped within the mahogany, rune- scored bow. The creature killed in this manner can't be resurrected. As a bonus action, the wielder can transfer the soul trapped into the bow into an arrow is it is fired. Such an arrow attacks with advantage and does an extra 3d6 necrotic damage on a hit. Once a soul leaves the bow, another can't enter the bow for a full 24 hours. - If the wielder attuned to the longbow of lost souls dies while within 10 feet of the bow, the wielder’s soul enters the bow instead. The wielder can't be returned to life until the bow is attuned to a new wielder, and then an arrow can be fired to release the soul. + When a wielder attuned to this longbow slays a creature with an arrow shot from it, the soul of the creature it killed is trapped within the mahogany, rune- scored bow. The creature killed in this manner can't be resurrected. As a bonus action, the wielder can transfer the soul trapped into the bow into an arrow is it is fired. Such an arrow attacks with advantage and does an extra 3d6 necrotic damage on a hit. Once a soul leaves the bow, another can't enter the bow for a full 24 hours. + If the wielder attuned to the longbow of lost souls dies while within 10 feet of the bow, the wielder’s soul enters the bow instead. The wielder can't be returned to life until the bow is attuned to a new wielder, and then an arrow can be fired to release the soul. Parchment of Remembrance W @@ -2208,7 +2208,7 @@ Rarity: Very Rare This potion appears to be an empty vial, but it actually contains a foul-smelling gas. When it is held under the nose of a creature and unsealed, the gas escapes. If the creature is unconscious, stunned, or incapacitated, those conditions end immediately, assuming the creature is at 1 hit point or higher. - If a creature that isn't suffering any of those conditions smells the potion, it must make a DC 10 Constitution saving throw or be stunned until the start of its next turn. + If a creature that isn't suffering any of those conditions smells the potion, it must make a DC 10 Constitution saving throw or be stunned until the start of its next turn. Pouch of Sounds @@ -2269,16 +2269,16 @@ Rarity: Legendary Requires Attunement This staff has a head carved of onyx and a shaft of gold and functions as a quarterstaff that grants +3 bonus to attack and damage rolls made with it. The staff has properties associated with six different buttons that are set in a row along its length. - Six Buttons. You can press one of the staff's six buttons as a bonus action. A button's e ect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. - If you press button 1, the staff becomes a frost brand greatsword as the top half of the staff transforms into an enormous blade. - If you press button 2, the staff's onyx head transforms into an enormous hammer, turning the staff into a magic maul that grants a +3 bonus to attack and damage rolls. - If you press button 3, the staff's onyx head lengthens and transforms into an pointed tip, transforming the staff into a magic pike that grants a +3 bonus to attack and damage rolls. - If you press button 4, the staff floats on top of liquid like a piece of driftwood. The staff can float with up to 4,000 pounds of weight attached to it. - If you press button 5, the onyx head of the staff sheds bright light in a 60-foot-radius sphere and dim light for an additional 60 feet. - If you press button 6, the staff will suck up 50 gallons of any liquid its head is placed in. Pressing this button again causes the staff to release all the liquid at once out of its head. - Detect Magic. While holding the staff you can use your action to cast the detect magic spell from it. This property can't be used again until next dawn. - Detect Secret Doors and Traps. While holding the staff you can use your action to search for secret doors and traps. If a secret door or trap is within 30 feet of you, the staff's onyx head pulses with light and points at the one nearest to you. This property can't be used again until next dawn. - Thunder Strike. When you hit a creature with a melee attack using the staff, you can force the target to make a DC 17 Constitution saving throw. On a failure the target takes an extra 4d6 thunder damage and is knocked 20 feet away from you and lands prone. This property can't be used again until next dawn. + Six Buttons. You can press one of the staff's six buttons as a bonus action. A button's e ect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. + If you press button 1, the staff becomes a frost brand greatsword as the top half of the staff transforms into an enormous blade. + If you press button 2, the staff's onyx head transforms into an enormous hammer, turning the staff into a magic maul that grants a +3 bonus to attack and damage rolls. + If you press button 3, the staff's onyx head lengthens and transforms into an pointed tip, transforming the staff into a magic pike that grants a +3 bonus to attack and damage rolls. + If you press button 4, the staff floats on top of liquid like a piece of driftwood. The staff can float with up to 4,000 pounds of weight attached to it. + If you press button 5, the onyx head of the staff sheds bright light in a 60-foot-radius sphere and dim light for an additional 60 feet. + If you press button 6, the staff will suck up 50 gallons of any liquid its head is placed in. Pressing this button again causes the staff to release all the liquid at once out of its head. + Detect Magic. While holding the staff you can use your action to cast the detect magic spell from it. This property can't be used again until next dawn. + Detect Secret Doors and Traps. While holding the staff you can use your action to search for secret doors and traps. If a secret door or trap is within 30 feet of you, the staff's onyx head pulses with light and points at the one nearest to you. This property can't be used again until next dawn. + Thunder Strike. When you hit a creature with a melee attack using the staff, you can force the target to make a DC 17 Constitution saving throw. On a failure the target takes an extra 4d6 thunder damage and is knocked 20 feet away from you and lands prone. This property can't be used again until next dawn. Traitor's Tabard From 18d7995cc952f486a29ad9e6345a829ab3a73372 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sat, 18 May 2019 16:56:03 +0200 Subject: [PATCH 40/50] Fix xml formatting --- Character/Classes/Mystic/Mystic.xml | 7 +- Homebrew/Items/Xanathars Lost Notes.xml | 4 +- Homebrew/Monsters/Tome of Beasts.xml | 104 +++++++++++++++++++++++- Templates.xml | 6 +- 4 files changed, 113 insertions(+), 8 deletions(-) diff --git a/Character/Classes/Mystic/Mystic.xml b/Character/Classes/Mystic/Mystic.xml index 7164c966..5a0fffc0 100644 --- a/Character/Classes/Mystic/Mystic.xml +++ b/Character/Classes/Mystic/Mystic.xml @@ -404,8 +404,11 @@ - Psionic MasteryBeginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on. - You have one use of this feature, and you regain any expended use of it with a long rest. + + Psionic Mastery + Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent. + If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on. + You have one use of this feature, and you regain any expended use of it with a long rest. diff --git a/Homebrew/Items/Xanathars Lost Notes.xml b/Homebrew/Items/Xanathars Lost Notes.xml index 1f5e2156..9ba3d053 100644 --- a/Homebrew/Items/Xanathars Lost Notes.xml +++ b/Homebrew/Items/Xanathars Lost Notes.xml @@ -2186,7 +2186,9 @@ Requires Attunement You gain a +1 bonus to attack and damage rolls with this magic weapon. When a wielder attuned to this longbow slays a creature with an arrow shot from it, the soul of the creature it killed is trapped within the mahogany, rune- scored bow. The creature killed in this manner can't be resurrected. As a bonus action, the wielder can transfer the soul trapped into the bow into an arrow is it is fired. Such an arrow attacks with advantage and does an extra 3d6 necrotic damage on a hit. Once a soul leaves the bow, another can't enter the bow for a full 24 hours. - If the wielder attuned to the longbow of lost souls dies while within 10 feet of the bow, the wielder’s soul enters the bow instead. The wielder can't be returned to life until the bow is attuned to a new wielder, and then an arrow can be fired to release the soul. + If the wielder attuned to the longbow of lost souls dies while within 10 feet of the bow, the wielder’s soul enters the bow instead. The wielder can't be returned to life until the bow is attuned to a new wielder, and then an arrow can be fired to release the soul. + + Parchment of Remembrance W diff --git a/Homebrew/Monsters/Tome of Beasts.xml b/Homebrew/Monsters/Tome of Beasts.xml index 85fe75d6..95781044 100644 --- a/Homebrew/Monsters/Tome of Beasts.xml +++ b/Homebrew/Monsters/Tome of Beasts.xml @@ -707,8 +707,57 @@ Talons|8|2d6+5 - Angler WormHmonstrosity,tome of Beastsunaligned14 (natural armor)133 (14d12 + 42)20 ft., climb 20 ft.145163141poisonblinded, charmed, deafened, poisoned, pronetremorsense 60 ft.12-> - 4Spider ClimbThe worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines.Keen TouchThe angler worm has advantage on Wisdom (Perception) checks that rely on vibrations.Transparent TrapA successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence.MultiattackAn angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils.once it has coiled around one creature it stops coil attacks against others.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage.Bite|4|2d6 + 2+1d6CoilsMelee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.Coils|4|3d8Ethereal Lure (Recharge 4-6)The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible. + + Angler Worm + H + monstrosity,tome of Beasts + unaligned + 14 (natural armor) + 133 (14d12 + 42) + 20 ft., climb 20 ft. + 14 + 5 + 16 + 3 + 14 + 1 + poison + blinded, charmed, deafened, poisoned, prone + tremorsense 60 ft. + 12 + - + 4 + + Spider Climb + The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines. + + + Keen Touch + The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations. + + + Transparent Trap + A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence. + + + Multiattack + An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils.once it has coiled around one creature it stops coil attacks against others. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage. + Bite|4|2d6 + 2+1d6 + + + Coils + Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines. + Coils|4|3d8 + + + Ethereal Lure (Recharge 4-6) + The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible. + + Giant Ant L @@ -6985,7 +7034,56 @@ When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target. - Void Dragon WyrmlingMdragon,tome of Beastschaotic neutral17 (natural armor)45 (6d8 + 18)30 ft., fly 60 ft. (hover)16101712917Dex +4, Con +5, Wis +1, Cha +5 Perception +3, Stealth +2cold13 Common, Draconic, Void Speech2Chill of the VoidCold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.Void DwellerAs ancient void dragon.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.Bite|5|1d10 + 3+1d6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons:Gravitic BreathThe dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 13 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.Stellar Flare BreathThe dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.Void TwistWhen the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.> + + Void Dragon Wyrmling + M + dragon,tome of Beasts + chaotic neutral + 17 (natural armor) + 45 (6d8 + 18) + 30 ft., fly 60 ft. (hover) + 16 + 10 + 17 + 12 + 9 + 17 + Dex +4, Con +5, Wis +1, Cha +5 + Perception +3, Stealth +2 + cold + + 13 + Common, Draconic, Void Speech + 2 + + Chill of the Void + Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. + + + Void Dweller + As ancient void dragon. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. + Bite|5|1d10 + 3+1d6 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons: + + + Gravitic Breath + The dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 13 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively. + + + Stellar Flare Breath + The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. + + + Void Twist + When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target. + Ancient Wind Dragon diff --git a/Templates.xml b/Templates.xml index 6fdc4f46..ab4b0a7f 100644 --- a/Templates.xml +++ b/Templates.xml @@ -386,9 +386,11 @@ Steam Mephit 1 elemental - neutral evil 21 + neutral evil + 21 1 - 30 ft., fly 30 ft. 5,11,10,11,10,12, + 30 ft., fly 30 ft. + 5,11,10,11,10,12, fire, poison poisoned darkvision 60 ft. From ff135e854056dcc977a12b2d42209d9c8ef64f55 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sat, 18 May 2019 18:02:00 +0200 Subject: [PATCH 41/50] Group and alphabetise imports --- create_compendiums.py | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/create_compendiums.py b/create_compendiums.py index 51b29dc6..08c5ba80 100644 --- a/create_compendiums.py +++ b/create_compendiums.py @@ -11,13 +11,14 @@ $ python create_compendiums.py -h """ -from xml.etree import ElementTree as et -from glob import glob +import argparse +import copy import fnmatch import os import re -import argparse -import copy + +from glob import glob +from xml.etree import ElementTree as et from xml.etree.ElementTree import ParseError COMPENDIUM = 'Compendiums/{category} Compendium.xml' From 92c4f3c90fe95ed276c90208b2bd38a1134ef417 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sat, 18 May 2019 18:08:23 +0200 Subject: [PATCH 42/50] Make create_compendium more compatible with Python 3. --- create_compendiums.py | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/create_compendiums.py b/create_compendiums.py index 08c5ba80..debc0be5 100644 --- a/create_compendiums.py +++ b/create_compendiums.py @@ -44,8 +44,8 @@ def informed_parse(self, filename): try: return et.parse(filename) except ParseError as pe: - print filename - print pe + print(filename) + print(pe) raise def remove_excludes(self): @@ -71,7 +71,7 @@ def remove_excludes_recursive(self, root): def combine_templates(self, output_path): """ Finds Base/Sub class nodes and combines into a Class Compendium""" - print "Compiling to {0}".format(output_path) + print("Compiling to {0}".format(output_path)) items = self.remove_duplicates() self.compile_bases(items) @@ -81,7 +81,7 @@ def combine_templates(self, output_path): elements = [element for categories in items.values() for element in categories.values()] # for element in elements: # print u"|{0}/{1}|".format(element.tag, element.findtext('name') or element.get('class')) - elements.sort(key=lambda el: u"{0}/{1}".format(el.tag, el.findtext('name') or el.get('class'))) + elements.sort(key=lambda el: "{0}/{1}".format(el.tag, el.findtext('name') or el.get('class'))) # drop elements etc, FC5 doesn't recognize them and will treat s in them as s self.roots[0][:] = [element for element in elements @@ -108,8 +108,8 @@ def remove_duplicates(self): else: name = element.findtext('name') if name in attribution[element.tag]: - print 'Duplicate {0} named {1} [{2} => {3}]'.format(element.tag, name, - attribution[element.tag][name], filename) + print('Duplicate {0} named {1} [{2} => {3}]'.format(element.tag, name, + attribution[element.tag][name], filename)) attribution[element.tag][name] = filename items[element.tag][name] = element @@ -130,7 +130,7 @@ def compile_bases(self, items): for name, element in items['baseclass'].items(): if args.basetype_format == 'complete': # else 'none' to not include a full class if name in items['class']: - print 'Duplicate' # should be redundant + print('Duplicate') # should be redundant complete_class = et.fromstring(''.format(name)) complete_class.extend(list(element)) items['class'][name] = complete_class @@ -145,10 +145,10 @@ def compile_bases(self, items): def compile_subs(self, items): # combine subclasses with classes - for name, element in sorted(items['subclass'].iteritems()): + for name, element in sorted(items['subclass'].items()): base_name = element.get('baseclass') if base_name not in items['baseclass']: - print 'Missing baseclass {0} for {1}'.format(base_name, name) + print('Missing baseclass {0} for {1}'.format(base_name, name)) if args.basetype_format == 'complete': # else 'none' to not include a full class complete_class = items['class'][base_name] @@ -171,7 +171,7 @@ def combine_pruned(self, output_path): :param output_path: filepath in with the result will be stored. """ - print "Compiling to {0}".format(output_path) + print("Compiling to {0}".format(output_path)) items = [] for r in self.roots: for element in r: @@ -183,7 +183,7 @@ def combine_pruned(self, output_path): elements = [item[-1] for i, item in enumerate(items) if not i or item[0] != items[i-1][0]] - print 'Removed {0} duplicate(s) from {1}'.format((len(items) - len(elements)), output_path) + print('Removed {0} duplicate(s) from {1}'.format((len(items) - len(elements)), output_path)) self.roots[0][:] = elements return self.files[0].write(output_path, encoding='UTF-8') @@ -215,7 +215,7 @@ def create_category_compendiums(): filenames.append(os.path.join(root, filename)) output_path = COMPENDIUM.format(category=category) - """build UA compendium, but exclude from Full unless included""" + # Build UA compendium, but exclude from Full unless included if category != 'Unearthed Arcana' or 'Unearthed Arcana' in args.includes: output_paths.append(output_path) XMLCombiner(filenames).combine_templates(output_path) @@ -252,14 +252,14 @@ def create_full_compendium(): """Create the category compendiums and combine them into full compendium""" # create the Compendiums directory if it doesn't already exist - print "Making sure compendiums directory exists..." + print("Making sure compendiums directory exists...") if not os.path.exists("Compendiums"): - print "Making Compendiums directory" + print("Making Compendiums directory") try: os.makedirs("Compendiums") except OSError: - print "Error making Compendiums directory" + print("Error making Compendiums directory") return class_paths = create_class_compendiums() @@ -328,7 +328,7 @@ def create_full_compendium(): args = parser.parse_args() - print "Arguments: {0}".format(vars(args)) + print("Arguments: {0}".format(vars(args))) # includes will override excludes if homebrew is in both if 'HB' in args.excludes and 'Homebrew' in args.includes: From ea8d9661cd7517405f326005aef91da106c62993 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sun, 26 May 2019 16:16:18 +0200 Subject: [PATCH 43/50] Fix merge mistake in create compendiums --- create_compendiums.py | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) diff --git a/create_compendiums.py b/create_compendiums.py index 226d1440..77a5b171 100644 --- a/create_compendiums.py +++ b/create_compendiums.py @@ -80,7 +80,7 @@ def combine_templates(self, output_path): # flatten out items for adding back into root elements = [element for categories in items.values() for element in categories.values()] # for element in elements: - # print u"|{0}/{1}|".format(element.tag, element.findtext('name') or element.get('class')) + # print(u"|{0}/{1}|".format(element.tag, element.findtext('name') or element.get('class'))) elements.sort(key=lambda el: "{0}/{1}".format(el.tag, el.findtext('name') or el.get('class'))) # drop elements etc, FC5 doesn't recognize them and will treat s in them as s @@ -162,10 +162,6 @@ def compile_bases(self, items): def compile_subs(self, items): # combine subclasses with classes for name, element in sorted(items['subclass'].items()): - base_name = element.get('baseclass') - if base_name not in items['baseclass']: - print('Missing baseclass {0} for {1}'.format(base_name, name)) - if args.basetype_format == 'complete': # else 'none' to not include a full class base_name = element.get('baseclass') @@ -177,7 +173,7 @@ def compile_subs(self, items): if base_name not in c_name: continue if c_name not in items['baseclass']: - print 'Missing baseclass {0} for {1}'.format(c_name, name) + print('Missing baseclass {0} for {1}'.format(c_name, name)) complete_class = items['class'][c_name] complete_class.extend(list(element)) From 8bea23cce761adb22d0397e2f38302d5b0ab9036 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sun, 26 May 2019 16:22:35 +0200 Subject: [PATCH 44/50] Remove spaces before closing tags Fix indentation of feature-in-a-feature in template --- Bestiary/Curse of Strahd Bestiary.xml | 2 +- Bestiary/Dragon Heist.xml | 10 +- .../Hoard of the Dragon Queen Bestiary.xml | 2 +- Bestiary/Monster Manual Bestiary.xml | 2 +- .../Mordenkainen's Tome of Foes Bestiary.xml | 227 ++-- .../Princes of the Apocalypse Bestiary.xml | 2 +- Bestiary/Storm King's Thunder.xml | 6 +- ...ales From the Yawining Portal Bestiary.xml | 2 +- Bestiary/Volo's Bestiary.xml | 40 +- .../Artificer/Artificer (Alchemist).xml | 14 +- .../Artificer/Artificer (Gunsmith).xml | 2 +- Character/Classes/Artificer/Artificer.xml | 6 +- Character/Classes/Bard/Bard (Satire).xml | 2 +- Character/Classes/Cleric/Cleric (Forge).xml | 8 +- .../Classes/Cleric/Cleric (Protection).xml | 16 +- Character/Classes/Druid/Druid (Twilight).xml | 8 +- Character/Classes/Druid/Druid.xml | 10 +- .../Classes/Fighter/Fighter (Champion).xml | 2 +- Character/Classes/Fighter/Fighter.xml | 4 +- Character/Classes/Monk/Monk (Tranquility).xml | 16 +- .../Classes/Paladin/Paladin (Conquest).xml | 10 +- Character/Classes/Paladin/Paladin (Crown).xml | 2 +- .../Classes/Paladin/Paladin (Redemption).xml | 6 +- .../Classes/Paladin/Paladin (Treachery).xml | 34 +- .../Ranger/Ranger (Horizon Walker).xml | 2 +- Character/Classes/Ranger/Ranger (Hunter).xml | 4 +- .../Ranger/Ranger (Monster Slayer).xml | 8 +- .../Ranger/Ranger (Primeval Guardian).xml | 18 +- .../Classes/Ranger/Ranger (Revised Beast).xml | 54 +- Character/Classes/Ranger/Ranger Revised.xml | 50 +- Character/Classes/Ranger/Ranger.xml | 6 +- .../Classes/Rogue/Rogue (Mastermind).xml | 10 +- .../Classes/Sorcerer/Sorcerer (Phoenix).xml | 2 +- Character/Classes/Sorcerer/Sorcerer (Sea).xml | 2 +- Character/Classes/Warlock/Warlock.xml | 10 +- DM Screen/DM Screen.html | 2 +- Homebrew/Classes/Bard/Bard (Maestro).xml | 2 +- .../Blood Hunter/Blood Hunter (Lychan).xml | 2 +- Homebrew/Classes/Cleric/Cleric (Balance).xml | 2 +- Homebrew/Monsters/Tome of Beasts.xml | 20 +- Items/Dungeon Master's Guide.xml | 34 +- Items/Storm King's Thunder.xml | 4 +- Items/Tales from the Yawning Portal.xml | 30 +- Russian/Monster Manual Bestiary.xml | 2 +- Russian/Russian Spells.xml | 980 +++++++++--------- Spells/Xanathar's Guide to Everything.xml | 6 +- Templates.xml | 26 +- Unearthed Arcana/Demon Summoning.xml | 6 +- Unearthed Arcana/Modern Spells.xml | 4 +- Unearthed Arcana/Starter Spells.xml | 2 +- 50 files changed, 860 insertions(+), 861 deletions(-) diff --git a/Bestiary/Curse of Strahd Bestiary.xml b/Bestiary/Curse of Strahd Bestiary.xml index 178fc0ba..b9f59644 100644 --- a/Bestiary/Curse of Strahd Bestiary.xml +++ b/Bestiary/Curse of Strahd Bestiary.xml @@ -804,7 +804,7 @@ Vampire Weaknesses - Strahd has the following flaws. + Strahd has the following flaws. Forbiddance: He can't enter a residence without an invitation from one of the occupants. Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water. Stake to the Heart: If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed. diff --git a/Bestiary/Dragon Heist.xml b/Bestiary/Dragon Heist.xml index ca7f2b5c..b122ef84 100644 --- a/Bestiary/Dragon Heist.xml +++ b/Bestiary/Dragon Heist.xml @@ -733,15 +733,15 @@ Eye Rays - The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: + The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: - 1. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. + 1. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. - 2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. + 2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. - 3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. + 3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. - 4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. + 4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. diff --git a/Bestiary/Hoard of the Dragon Queen Bestiary.xml b/Bestiary/Hoard of the Dragon Queen Bestiary.xml index 40b50931..372323b1 100644 --- a/Bestiary/Hoard of the Dragon Queen Bestiary.xml +++ b/Bestiary/Hoard of the Dragon Queen Bestiary.xml @@ -709,7 +709,7 @@ Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list: Cantrips (at will): guidance, resistance, thaumaturgy 1st level (4 slots): command, cure wounds, healing word, inflict wounds - 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear) + 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear) 3rd level (3 slots): dispel magic, mass healing word, sending 4th level (3 slots): death ward, freedom of movement 5th level (1 slot): insect plague diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index 35981954..fe86e52c 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -16257,7 +16257,7 @@ Fling - The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice. and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. + The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice. and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. Rolling Rock diff --git a/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml b/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml index 8509b80c..f14dbe07 100644 --- a/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml +++ b/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml @@ -353,9 +353,9 @@ Innate Spellcasting The amnizu's innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: - At will: charm person, command + At will: charm person, command - 3/day each: dominate person, fireball + 3/day each: dominate person, fireball 1/day each: dominate monster, feeblemind. @@ -594,9 +594,9 @@ Innate Spellcasting The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: calm emotions, sleep + At will: calm emotions, sleep - 3/day each: cure wounds (as a 5th-level spell), lesser restoration + 3/day each: cure wounds (as a 5th-level spell), lesser restoration 1/day each: greater restoration, heal, raise dead. @@ -659,9 +659,9 @@ Innate Spellcasting Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image + At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image - 3/day each: counterspell, dispel magic, fly, suggestion, wall of fire + 3/day each: counterspell, dispel magic, fly, suggestion, wall of fire 1/day each: dominate monster, symbol (stunning only). @@ -967,7 +967,7 @@ Innate Spellcasting The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components: - At will: speak with dead + At will: speak with dead 1/day each: plane shift (self only) @@ -1089,19 +1089,19 @@ Spellcasting The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared: - Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp + Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp - 1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave + 1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave - 2nd level (3 slots): darkness, mirror image, misty step + 2nd level (3 slots): darkness, mirror image, misty step - 3rd level (3 slots): dispel magic, fear, lightning bolt + 3rd level (3 slots): dispel magic, fear, lightning bolt - 4th level (3 slots): dimension door, greater invisibility, ice storm + 4th level (3 slots): dimension door, greater invisibility, ice storm - 5th level (2 slots): cone of cold, wall of force + 5th level (2 slots): cone of cold, wall of force - 6th level (1 slot): chain lightning + 6th level (1 slot): chain lightning 7th level (1 slot): teleport @@ -1758,7 +1758,7 @@ Innate Spellcasting The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: - At will: detect magic, disguise self, mage armor + At will: detect magic, disguise self, mage armor 1/day each:fear, hold person, misty step @@ -1863,9 +1863,9 @@ Lair Actions - On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: + On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: - • Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is being affected, not Demogorgon himself, in which case the illusion disappears. + • Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is being affected, not Demogorgon himself, in which case the illusion disappears. • Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. @@ -2020,7 +2020,7 @@ Innate Spellcasting The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components: - At will: darkness, fear + At will: darkness, fear 3/day each: sleep @@ -2141,8 +2141,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: dancing lights - + At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only). @@ -2150,7 +2149,7 @@ The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray - 1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt + 1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt 1/day each: dominate monster, etherealness, eyebite. @@ -2239,7 +2238,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: - At will: dancing lights + At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only). @@ -2247,17 +2246,17 @@ Spellcasting The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared: - Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost + Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost - 1st level (4 slots): burning hands, mage armor, magic missile, shield + 1st level (4 slots): burning hands, mage armor, magic missile, shield - 2nd level (3 slots): gust of wind, invisibility, misty step, shatter + 2nd level (3 slots): gust of wind, invisibility, misty step, shatter - 3rd level (3 slots): counterspell, fireball, haste + 3rd level (3 slots): counterspell, fireball, haste - 4th level (3 slots): dimension door, Otiluke's resilient sphere + 4th level (3 slots): dimension door, Otiluke's resilient sphere - 5th level (2 slots): cone of cold + 5th level (2 slots): cone of cold 6th level (1 slot): chain lightning. @@ -2336,7 +2335,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: - At will: dancing lights + At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only). @@ -2421,7 +2420,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: - At will: dancing lights, detect magic + At will: dancing lights, detect magic 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion. @@ -2433,17 +2432,17 @@ Spellcasting The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: - Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy + Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy - 1st level (4 slots): bane, cure wounds, inflict wounds + 1st level (4 slots): bane, cure wounds, inflict wounds - 2nd level (3 slots): blindness/deafness, silence, spiritual weapon + 2nd level (3 slots): blindness/deafness, silence, spiritual weapon - 3rd level (3 slots): bestow curse, dispel magic, magic circle + 3rd level (3 slots): bestow curse, dispel magic, magic circle - 4th level (3 slots): banishment, divination, freedom of movement + 4th level (3 slots): banishment, divination, freedom of movement - 5th level (2 slots): contagion, dispel evil and good, insect plague + 5th level (2 slots): contagion, dispel evil and good, insect plague 6th level (1 slot): harm, true seeing. @@ -2499,7 +2498,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: - At will: dancing lights, detect magic + At will: dancing lights, detect magic 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion. @@ -2515,23 +2514,23 @@ Spellcasting The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared: - Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy + Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy - 1st level (4 slots): bane, command, cure wounds, guiding bolt + 1st level (4 slots): bane, command, cure wounds, guiding bolt - 2nd level (3 slots): hold person, silence, spiritual weapon + 2nd level (3 slots): hold person, silence, spiritual weapon - 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians + 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians - 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith + 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith - 5th level (3 slots): contagion, flame strike, geas, mass cure wounds + 5th level (3 slots): contagion, flame strike, geas, mass cure wounds - 6th level (2 slots): blade barrier, harm + 6th level (2 slots): blade barrier, harm - 7th level (2 slots): divine word, plane shift + 7th level (2 slots): divine word, plane shift - 8th level (1 slot): holy aura + 8th level (1 slot): holy aura 9th level (1 slot): gate. @@ -2613,7 +2612,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: - At will: dancing lights + At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only). @@ -2688,7 +2687,7 @@ Innate Spellcasting (Psionics) The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: - At will: mage hand, minor illusion + At will: mage hand, minor illusion 1/day each: counterspell, misty step, stinking cloud. @@ -3257,7 +3256,7 @@ Innate Spellcasting The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: - At will: dimension door + At will: dimension door 3/day each: fear, phantasmal force. @@ -3439,7 +3438,7 @@ Innate Spellcasting The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: - At will: charm person (as 5th-level spell), detect thoughts, hold person + At will: charm person (as 5th-level spell), detect thoughts, hold person 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis. @@ -3677,11 +3676,11 @@ Lair Actions - On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: + On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: - • Fraz-Urb’luu causes up to five doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none. + • Fraz-Urb’luu causes up to five doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none. - • Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20. + • Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20. • Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage. @@ -3778,7 +3777,7 @@ Innate Spellcasting Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice + At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice 1/day each: divine word, symbol (pain only) @@ -3976,13 +3975,13 @@ Spellcasting The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared: - Cantrips (at will): blade ward, light, message, true strike + Cantrips (at will): blade ward, light, message, true strike - 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave + 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave - 2nd level (3 slots): blur, invisibility, levitate + 2nd level (3 slots): blur, invisibility, levitate - 3rd level (3 slots): counterspell, fireball, haste + 3rd level (3 slots): counterspell, fireball, haste 4th level (2 slots): dimension door. @@ -4154,7 +4153,7 @@ At will: mage hand (the hand is invisible) - 3/day each: feather fall, jump, see invisibility, shield, telekinesis + 3/day each: feather fall, jump, see invisibility, shield, telekinesis 1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force. @@ -4235,7 +4234,7 @@ At will: mage hand (the hand is invisible) - 3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield + 3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield 1/day each: haste, plane shift, teleport. @@ -4296,7 +4295,7 @@ Innate Spellcasting The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - At will: arcane eye, mage armor, speak with dead + At will: arcane eye, mage armor, speak with dead 1/day each: arcane gate, bane, compulsion, confusion, true seeing. @@ -4441,9 +4440,9 @@ Lair Actions - On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: + On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: - • Graz’zt casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets. + • Graz’zt casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets. • Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide. @@ -4503,9 +4502,9 @@ Innate Spellcasting The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: - At will: alter self, major image + At will: alter self, major image - 3/day each: charm person, detect thoughts, fear + 3/day each: charm person, detect thoughts, fear 1/day each: confusion, dominate person, mass suggestion. @@ -4685,9 +4684,9 @@ Innate Spellcasting Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire + At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire - 3/day each: dispel magic + 3/day each: dispel magic 1/day each: heal, symbol (hopelessness only). @@ -4794,7 +4793,7 @@ Innate Spellcasting The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: darkness, detect magic, dispel magic, invisibility (self only), water walk + At will: darkness, detect magic, dispel magic, invisibility (self only), water walk 3/day each: control water, crown of madness, fear, phantasmal killer, suggestion. @@ -5016,14 +5015,14 @@ Lair Actions - On initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: + On initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. - If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. + If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. - If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. + If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. • A green slime (see the Dungeon Master’s Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour. @@ -5459,9 +5458,9 @@ Innate Spellcasting The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: - At will: charm person, darkness, detect magic, dispel magic, gust of wind + At will: charm person, darkness, detect magic, dispel magic, gust of wind - 3/day each: control water + 3/day each: control water 1/day each: control weather @@ -5543,7 +5542,7 @@ Innate Spellcasting Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire + At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire 1/day each: flame strike, symbol (stunning only) @@ -5642,9 +5641,9 @@ Innate Spellcasting The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: - At will: dispel magic, polymorph, telekinesis, teleport + At will: dispel magic, polymorph, telekinesis, teleport - 3/day each: lightning bolt + 3/day each: lightning bolt 1/day each: imprisonment @@ -5813,21 +5812,21 @@ Spellcasting The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared: - Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion + Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion - 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt + 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt - 2nd level (3 slots): hold person, ray of enfeeblement, suggestion + 2nd level (3 slots): hold person, ray of enfeeblement, suggestion - 3rd level (3 slots): counterspell, fireball, fly + 3rd level (3 slots): counterspell, fireball, fly - 4th level (3 slots): confusion, hallucinatory terrain, wall of fire + 4th level (3 slots): confusion, hallucinatory terrain, wall of fire - 5th level (2 slots): dominate person, dream, geas + 5th level (2 slots): dominate person, dream, geas - 6th level (1 slot): circle of death, disintegrate + 6th level (1 slot): circle of death, disintegrate - 7th level (1 slot): etherealness, prismatic spray + 7th level (1 slot): etherealness, prismatic spray 8th level (1 slot): feeblemind @@ -6507,11 +6506,11 @@ Lair Actions - On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: + On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: - • Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill (save DC 23). Orcus needn’t see the creature, but he must be aware that the individual is in the lair. + • Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill (save DC 23). Orcus needn’t see the creature, but he must be aware that the individual is in the lair. - • Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. + • Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. • Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases them (no action required). @@ -7111,7 +7110,7 @@ Innate Spellcasting The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: - At will: charm person, command, dispel magic, hold monster + At will: charm person, command, dispel magic, hold monster 3/day each: feeblemind. @@ -7212,7 +7211,7 @@ 96–00 — The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. Deafened: - • A deafened creature can't hear and automatically fails any ability check that requires hearing. + • A deafened creature can't hear and automatically fails any ability check that requires hearing. Charm Person, Command, Dispel Magic, Hold Monster, Feeblemind @@ -7312,19 +7311,19 @@ Spellcasting The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells: - Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp + Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp - 1st level (4 slots): magic missile, expeditious retreat, thunderwave + 1st level (4 slots): magic missile, expeditious retreat, thunderwave - 2nd level (3 slots): mirror image, scorching ray + 2nd level (3 slots): mirror image, scorching ray - 3rd level (3 slots): fear, haste + 3rd level (3 slots): fear, haste - 4th level (3 slots): dimension door, ice storm + 4th level (3 slots): dimension door, ice storm - 5th level (2 slots): cloudkill, cone of cold + 5th level (2 slots): cloudkill, cone of cold - 6th level (1 slot): eyebite + 6th level (1 slot): eyebite 7th level (1 slot): finger of death @@ -7528,9 +7527,9 @@ Innate Spellcasting The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: charm person, Tasha's tasha's hideous laughter + At will: charm person, Tasha's tasha's hideous laughter - 3/day each: confusion, enthrall, suggestion + 3/day each: confusion, enthrall, suggestion 1/day each: hallucinatory terrain, Otto's irresistible dance. @@ -7687,9 +7686,9 @@ Innate Spellcasting The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion + At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion - 3/day each: dominate monster + 3/day each: dominate monster 1/day each: circle of death @@ -8642,9 +8641,9 @@ Innate Spellcasting Titivilus's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: - At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion + At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion - 3/day each: greater invisibility (self only), mislead + 3/day each: greater invisibility (self only), mislead 1/day each: feeblemind, symbol (discord or sleep only) @@ -8807,9 +8806,9 @@ Spellcasting The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: - Cantrips (at will): druidcraft, guidance, produce flame + Cantrips (at will): druidcraft, guidance, produce flame - 1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave + 1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave 2nd level (3 slots): darkvision, hold person @@ -9162,7 +9161,7 @@ Innate Spellcasting The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: fog cloud, gust of wind + At will: fog cloud, gust of wind 1/day each: cone of cold, ice storm. @@ -9226,7 +9225,7 @@ Innate Spellcasting The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion + At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion 3/day each: lightning bolt @@ -9351,11 +9350,11 @@ Lair Actions - On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: + On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: - • Yeenoghu causes an iron spike — 5 feet tall and 1 inch in diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition. + • Yeenoghu causes an iron spike — 5 feet tall and 1 inch in diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition. - • Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. + • Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. • Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. @@ -9571,7 +9570,7 @@ Innate Spellcasting Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire + At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire 3/day each: blade barrier, dispel evil and good, finger of death. @@ -9611,7 +9610,7 @@ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. Deafened: - • A deafened creature can't hear and automatically fails any ability check that requires hearing. + • A deafened creature can't hear and automatically fails any ability check that requires hearing. Poisoned: • A poisoned creature has disadvantage on attack rolls and ability checks. @@ -9717,11 +9716,11 @@ Lair Actions - On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row: + On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row: - • Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. + • Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. - • Up to four plant creatures that are friendly to Zuggt_moy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack. + • Up to four plant creatures that are friendly to Zuggt_moy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack. • Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself. diff --git a/Bestiary/Princes of the Apocalypse Bestiary.xml b/Bestiary/Princes of the Apocalypse Bestiary.xml index c0cc6a59..d41a61b7 100644 --- a/Bestiary/Princes of the Apocalypse Bestiary.xml +++ b/Bestiary/Princes of the Apocalypse Bestiary.xml @@ -40,7 +40,7 @@ 2nd level (3 slots): dust devil, gust of wind, invisibility 3rd level (3 slots): fly, gaseous form, lightning bolt 4th level (3 slots): ice storm, storm sphere - 5th level (2 slots): cloudkill, seeming (cast each day) + 5th level (2 slots): cloudkill, seeming (cast each day) 6th level (1 slot): chain lightning diff --git a/Bestiary/Storm King's Thunder.xml b/Bestiary/Storm King's Thunder.xml index 530756b7..5e297014 100644 --- a/Bestiary/Storm King's Thunder.xml +++ b/Bestiary/Storm King's Thunder.xml @@ -314,7 +314,7 @@ 2 Innate Spellcasting - The shaman can innately cast the following spells. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). + The shaman can innately cast the following spells. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). At Will: dancing lights, message, mage hand, thaumaturgy 1/day: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians @@ -351,7 +351,7 @@ 3 Possession (Recharges after a rest - The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest or the attempt fails. At the end of the rest, the target must succeed a DC 12 Con saving throw or be possessed by the yakfolk, which disappears with everything its carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and it unaware of its surroundings. The yakfolk now controls the body and cannot be targeted by any attack, spell, or other effect, and it retains its alignment, its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. + The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest or the attempt fails. At the end of the rest, the target must succeed a DC 12 Con saving throw or be possessed by the yakfolk, which disappears with everything its carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and it unaware of its surroundings. The yakfolk now controls the body and cannot be targeted by any attack, spell, or other effect, and it retains its alignment, its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. The possession lats until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as dispel evil and good spell. When the possession ends, the yakfolk appears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well and its body does not reappear. @@ -389,7 +389,7 @@ 4 Possession (Recharges after a rest - The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest or the attempt fails. At the end of the rest, the target must succeed a DC 12 Con saving throw or be possessed by the yakfolk, which disappears with everything its carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and it unaware of its surroundings. The yakfolk now controls the body and cannot be targeted by any attack, spell, or other effect, and it retains its alignment, its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. + The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest or the attempt fails. At the end of the rest, the target must succeed a DC 12 Con saving throw or be possessed by the yakfolk, which disappears with everything its carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and it unaware of its surroundings. The yakfolk now controls the body and cannot be targeted by any attack, spell, or other effect, and it retains its alignment, its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. The possession lats until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as dispel evil and good spell. When the possession ends, the yakfolk appears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well and its body does not reappear. diff --git a/Bestiary/Tales From the Yawining Portal Bestiary.xml b/Bestiary/Tales From the Yawining Portal Bestiary.xml index e2d5f5c2..1efa55eb 100644 --- a/Bestiary/Tales From the Yawining Portal Bestiary.xml +++ b/Bestiary/Tales From the Yawining Portal Bestiary.xml @@ -1069,7 +1069,7 @@ 3rd level (3 slots): counterspell, dispel magic, fireball 4th level (3 slots): dimension door*, Evard's black tentacles* 5th level (3 slots): cloudkill*, scrying - 6th level (1 slot): circle of death + 6th level (1 slot): circle of death *Conjuration spell of 1st level or higher. diff --git a/Bestiary/Volo's Bestiary.xml b/Bestiary/Volo's Bestiary.xml index 24272397..34d4b477 100644 --- a/Bestiary/Volo's Bestiary.xml +++ b/Bestiary/Volo's Bestiary.xml @@ -334,7 +334,7 @@ As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow. - Multiattack + Multiattack The archer makes two attacks with its longbow. @@ -1950,7 +1950,7 @@ 14 Creature Sense - The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can't be perceived in this manner. + The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can't be perceived in this manner. Innate Spellcasting (Psionics) @@ -2105,7 +2105,7 @@ Quarterstaff|3|1d6-1 Two Handed|3|1d8-1 - fire bolt, light, prestidigitation, ray of frost, burning hands, mage armor, magic missile, mirror image, misty step, shatter, counterspell, fireball, lightning bolt, ice storm, stoneskin, Bigby's hand, cone of cold, chain lightning, wall of ice + fire bolt, light, prestidigitation, ray of frost, burning hands, mage armor, magic missile, mirror image, misty step, shatter, counterspell, fireball, lightning bolt, ice storm, stoneskin, Bigby's hand, cone of cold, chain lightning, wall of ice 4,3,3,3,2,1,0,0,0 @@ -2519,15 +2519,15 @@ Eye Rays The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: - 1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. + 1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. - 2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. + 2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. - 3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn. + 3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn. - 4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. + 4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. - 5. Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. @@ -2574,13 +2574,13 @@ Eye Rays The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: - 7. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. + 7. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. - 2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. + 2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. - 3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. + 3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. - 4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. + 4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. @@ -2959,7 +2959,7 @@ Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. - Orange. The poisoned creature is frightened of its allies. + Orange. The poisoned creature is frightened of its allies. Gold. The poisoned creature is charmed and can speak Grung. @@ -3029,7 +3029,7 @@ Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung. - Red. The poisoned creature must use its action to eat if food is within reach. + Red. The poisoned creature must use its action to eat if food is within reach. Dagger @@ -3314,7 +3314,7 @@ Tentacles - The illithilich makes one attack with its tentacles. + The illithilich makes one attack with its tentacles. Extract Brain (Costs 2 Actions) @@ -5673,7 +5673,7 @@ 1 - Plant Camouflage + Plant Camouflage The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. @@ -5918,7 +5918,7 @@ Bite|4|1d6+2+3d6 - Kiss + Kiss The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a daylight spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. @@ -5952,7 +5952,7 @@ Vegepygmy 1/4 - Plant Camouflage + Plant Camouflage The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. @@ -5960,7 +5960,7 @@ The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate. - Claws + Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Claws |4|1d6+2 @@ -6307,7 +6307,7 @@ Weapon Attack - The warlord makes a weapon attack. + The warlord makes a weapon attack. Command Ally diff --git a/Character/Classes/Artificer/Artificer (Alchemist).xml b/Character/Classes/Artificer/Artificer (Alchemist).xml index e34261e7..c8252cf8 100644 --- a/Character/Classes/Artificer/Artificer (Alchemist).xml +++ b/Character/Classes/Artificer/Artificer (Alchemist).xml @@ -9,7 +9,7 @@ Alchemist: Alchemist's Satchel - At 1st level, you craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. + At 1st level, you craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. @@ -20,7 +20,7 @@ Alchemical Formula: Alchemical Fire - As an action, you can reach into your Alchemist's Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. + As an action, you can reach into your Alchemist's Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula's damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6). @@ -43,7 +43,7 @@ Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). + As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can't do so again for 1 minute. @@ -68,7 +68,7 @@ Alchemical Formula - Tanglefoot Bag - As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). + As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can't do so again for 1 minute. @@ -93,7 +93,7 @@ Alchemical Formula: Tanglefoot Bag - As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). + As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can't do so again for 1 minute. @@ -117,7 +117,7 @@ Alchemical Formula 6 Tanglefoot Bag - As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). + As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can't do so again for 1 minute. @@ -141,7 +141,7 @@ Alchemical Formula 7 Tanglefoot Bag - As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). + As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5- foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can't do so again for 1 minute. diff --git a/Character/Classes/Artificer/Artificer (Gunsmith).xml b/Character/Classes/Artificer/Artificer (Gunsmith).xml index e172c136..1593a453 100644 --- a/Character/Classes/Artificer/Artificer (Gunsmith).xml +++ b/Character/Classes/Artificer/Artificer (Gunsmith).xml @@ -42,7 +42,7 @@ Gunsmith: Piercing Round - Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. + Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. diff --git a/Character/Classes/Artificer/Artificer.xml b/Character/Classes/Artificer/Artificer.xml index b520a105..c89ddf58 100644 --- a/Character/Classes/Artificer/Artificer.xml +++ b/Character/Classes/Artificer/Artificer.xml @@ -104,7 +104,7 @@ Wondrous Invention - At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. + At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide. @@ -189,7 +189,7 @@ • It is immune to poison damage and the poisoned condition. • It gains darkvision with a range of 60 feet if it doesn't have it already. • It understands the languages you can speak when you create it, but it can't speak. - • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. + • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. @@ -258,7 +258,7 @@ - Ability Score Improvement + Ability Score Improvement When you reach 18th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. diff --git a/Character/Classes/Bard/Bard (Satire).xml b/Character/Classes/Bard/Bard (Satire).xml index bb142120..f571b86d 100644 --- a/Character/Classes/Bard/Bard (Satire).xml +++ b/Character/Classes/Bard/Bard (Satire).xml @@ -37,7 +37,7 @@ - College of Satire: Fool's Luck + College of Satire: Fool's Luck Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success. At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one. If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll. diff --git a/Character/Classes/Cleric/Cleric (Forge).xml b/Character/Classes/Cleric/Cleric (Forge).xml index 46cda36e..b7879e6b 100644 --- a/Character/Classes/Cleric/Cleric (Forge).xml +++ b/Character/Classes/Cleric/Cleric (Forge).xml @@ -7,11 +7,11 @@ Divine Domain: Forge The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. - Forge Domain Spells + Forge Domain Spells 1st - identify, searing smite - 3rd - heat metal, magic weapon - 5th - elemental weapon, protection from energy - 7th - fabricate, wall of fire + 3rd - heat metal, magic weapon + 5th - elemental weapon, protection from energy + 7th - fabricate, wall of fire 9th - animate objects, creation diff --git a/Character/Classes/Cleric/Cleric (Protection).xml b/Character/Classes/Cleric/Cleric (Protection).xml index a8641817..5d784431 100644 --- a/Character/Classes/Cleric/Cleric (Protection).xml +++ b/Character/Classes/Cleric/Cleric (Protection).xml @@ -5,12 +5,12 @@ Divine Domain: Protection (UA) - The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin. - Protection Domain Spells - 1st - compelled duel, protection from evil and good - 3rd - aid, protection from poison - 5th - protection from energy, slow - 7th - guardian of faith, Otiluke's resilient sphere + The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods' faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin. + Protection Domain Spells + 1st - compelled duel, protection from evil and good + 3rd - aid, protection from poison + 5th - protection from energy, slow + 7th - guardian of faith, Otiluke's resilient sphere 9th - antilife shell, wall of force This Divine Domain is from Unearthed Arcana: Cleric Divine Domains, and as such may not be allowed in your game. Consult your DM before choosing this option. @@ -27,7 +27,7 @@ Protection Domain Channel Divinity: Radiant Defense - Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. + Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level. @@ -46,7 +46,7 @@ Protection Domain: Indomitable Defense - At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. + At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. diff --git a/Character/Classes/Druid/Druid (Twilight).xml b/Character/Classes/Druid/Druid (Twilight).xml index bd05fc37..a486cb17 100644 --- a/Character/Classes/Druid/Druid (Twilight).xml +++ b/Character/Classes/Druid/Druid (Twilight).xml @@ -5,22 +5,22 @@ Druid Circle: Circle of Twilight - The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. + The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life. This Druid Circle is from Unearthed Arcana: Druid Circles and Wild Shape, and as such may not be used in your game. Consult your DM before taking this option. Circle of Twilight: Harvest's Scythe - Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. - When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead. + Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. + When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead. You regain the expended dice when you finish a long rest. Circle of Twilight: Speech Beyond the Grave - At 6th level, you gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak. + At 6th level, you gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak. Once you use this feature, you can't use it again until you finish a short or long rest. diff --git a/Character/Classes/Druid/Druid.xml b/Character/Classes/Druid/Druid.xml index d0e8d4f6..868e860e 100644 --- a/Character/Classes/Druid/Druid.xml +++ b/Character/Classes/Druid/Druid.xml @@ -207,19 +207,19 @@ Optional Rule: Wild Shape Forms Known Beast Shapes: - When you gain the Wild Shape feature at 2nd level, you are deeply familiar with three beasts of your choice and can transform into them. - To choose the three beast shapes, you first need to determine whether your druid grew up in a temperate or a tropical region, consulting with your DM. Then refer to the Common Beast Shapes table that corresponds to the region you selected. That table lists the beasts you can choose from, based on your druid level. The table presents the animals that a druid is most likely to have seen as a novice, to have learned about through mystic research, or to have a special affinity with. + When you gain the Wild Shape feature at 2nd level, you are deeply familiar with three beasts of your choice and can transform into them. + To choose the three beast shapes, you first need to determine whether your druid grew up in a temperate or a tropical region, consulting with your DM. Then refer to the Common Beast Shapes table that corresponds to the region you selected. That table lists the beasts you can choose from, based on your druid level. The table presents the animals that a druid is most likely to have seen as a novice, to have learned about through mystic research, or to have a special affinity with. Each time you gain a druid level later, you can choose one more beast shape from the same table you used at 2nd level. Gaining Beast Shapes: - In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Do you see a dinosaur, a saber-toothed tiger, a giant eagle, or some other exotic critter that you want to turn into? This rule gives you a method for learning how to do so. It requires you to abide by the limitations in the Wild Shape feature (see the Beast Shapes table in the Player's Handbook, page 66). + In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Do you see a dinosaur, a saber-toothed tiger, a giant eagle, or some other exotic critter that you want to turn into? This rule gives you a method for learning how to do so. It requires you to abide by the limitations in the Wild Shape feature (see the Beast Shapes table in the Player's Handbook, page 66). When you see a beast whose shape you'd like to learn, you have two options: Observation: - You learn the beast's shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast's challenge rating. For this observation period, your vantage point—whether physical or magical— must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check. + You learn the beast's shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast's challenge rating. For this observation period, your vantage point—whether physical or magical— must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check. Interaction: - You learn the beast's shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast's challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check. + You learn the beast's shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast's challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check. Either of these options can be assisted by magic. For example, divination magic can be used to provide safe observation of a dangerous animal, and a spell like animal friendship can lay the groundwork for peaceful interaction. diff --git a/Character/Classes/Fighter/Fighter (Champion).xml b/Character/Classes/Fighter/Fighter (Champion).xml index 0fb01cba..d77b6514 100644 --- a/Character/Classes/Fighter/Fighter (Champion).xml +++ b/Character/Classes/Fighter/Fighter (Champion).xml @@ -9,7 +9,7 @@ Champion: Improved Critical - Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. + Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. diff --git a/Character/Classes/Fighter/Fighter.xml b/Character/Classes/Fighter/Fighter.xml index caeb2939..6d55272d 100644 --- a/Character/Classes/Fighter/Fighter.xml +++ b/Character/Classes/Fighter/Fighter.xml @@ -98,7 +98,7 @@ Ability Score Improvement - When you reach 6th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + When you reach 6th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. @@ -144,7 +144,7 @@ Ability Score Improvement - When you reach 14th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. + When you reach 14th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. diff --git a/Character/Classes/Monk/Monk (Tranquility).xml b/Character/Classes/Monk/Monk (Tranquility).xml index 001fbaf8..251411d9 100644 --- a/Character/Classes/Monk/Monk (Tranquility).xml +++ b/Character/Classes/Monk/Monk (Tranquility).xml @@ -11,36 +11,36 @@ Way of Tranquility: Path of Tranquility - When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. + When you choose this tradition at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Its saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. A creature that succeeds on the save is immune to this effect for 1 hour. Once you cast the spell in this way, you can't do so again for 1 minute. Way of Tranquility: Healing Hands - Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x 10. - As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. - Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. - When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. + Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x 10. + As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. + Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. + When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature. This feature has no effect on undead and constructs. Way of Tranquility: Emissary of Peace - At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn't apply if proficiency in the Deception or Intimidation skill applies to your check. + At 6th level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn't apply if proficiency in the Deception or Intimidation skill applies to your check. You also gain proficiency in the Performance or Persuasion skill (choose one). Way of Tranquility: Douse the Flames of War - At 11th level, you gain the ability to temporarily extinguish a creature's violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it's missing any of its hit points. If the target fails the save, it can't attack for 1 minute. During that time, it also can't cast spells that deal damage or that force someone to make a saving throw. + At 11th level, you gain the ability to temporarily extinguish a creature's violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it's missing any of its hit points. If the target fails the save, it can't attack for 1 minute. During that time, it also can't cast spells that deal damage or that force someone to make a saving throw. This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies. Way of Tranquility: Anger of a Gentle Soul - At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level. + At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your monk level. Once you use this ability, you can't use it again until you finish a short or long rest. diff --git a/Character/Classes/Paladin/Paladin (Conquest).xml b/Character/Classes/Paladin/Paladin (Conquest).xml index fea66791..bb482473 100644 --- a/Character/Classes/Paladin/Paladin (Conquest).xml +++ b/Character/Classes/Paladin/Paladin (Conquest).xml @@ -21,11 +21,11 @@ Oath of Conquest: Oath Spells You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work. - 3rd - armor of Agathys, command - 5th - hold person, spiritual weapon - 9th - bestow curse, fear - 13th - dominate beast, stoneskin - 17th - cloudkill, dominate person + 3rd - armor of Agathys, command + 5th - hold person, spiritual weapon + 9th - bestow curse, fear + 13th - dominate beast, stoneskin + 17th - cloudkill, dominate person Oath of Conquest Channel Divinity: Conquering Presence diff --git a/Character/Classes/Paladin/Paladin (Crown).xml b/Character/Classes/Paladin/Paladin (Crown).xml index a758a7ca..04f23512 100644 --- a/Character/Classes/Paladin/Paladin (Crown).xml +++ b/Character/Classes/Paladin/Paladin (Crown).xml @@ -16,7 +16,7 @@ Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will? - Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. + Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Oath of the Crown: Oath Spells diff --git a/Character/Classes/Paladin/Paladin (Redemption).xml b/Character/Classes/Paladin/Paladin (Redemption).xml index d61020b7..44ea0041 100644 --- a/Character/Classes/Paladin/Paladin (Redemption).xml +++ b/Character/Classes/Paladin/Paladin (Redemption).xml @@ -25,9 +25,9 @@ 3rd - sanctuary, sleep 5th - calm emotions, hold person - 9th - counterspell, hypnotic pattern - 13th - Otiluke's resilient sphere, stoneskin - 17th - hold monster, wall of force + 9th - counterspell, hypnotic pattern + 13th - Otiluke's resilient sphere, stoneskin + 17th - hold monster, wall of force Oath of Redemption Channel Divinity: Emissary of Peace diff --git a/Character/Classes/Paladin/Paladin (Treachery).xml b/Character/Classes/Paladin/Paladin (Treachery).xml index 7a0f43b6..ca431113 100644 --- a/Character/Classes/Paladin/Paladin (Treachery).xml +++ b/Character/Classes/Paladin/Paladin (Treachery).xml @@ -5,29 +5,29 @@ Sacred Oath: Oath of Treachery - The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. - Many of these paladins pay homage to demon lords, especially Grazz't and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery. + The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. + Many of these paladins pay homage to demon lords, especially Grazz't and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery. Fallen Paladins: - The Oath of Treachery is an option for the paladin who has strayed from another Sacred Oath or who has rejected the traditional paladin life. This option exists alongside the Oathbreaker in the Dungeon Master's Guide. DMs are free to use either option to model villainous or fallen paladins. - If you switch to this oath from another one, replace all of the previous oath's features with the features of this one, and if you renounce this oath, replace its features with the features of the new one. + The Oath of Treachery is an option for the paladin who has strayed from another Sacred Oath or who has rejected the traditional paladin life. This option exists alongside the Oathbreaker in the Dungeon Master's Guide. DMs are free to use either option to model villainous or fallen paladins. + If you switch to this oath from another one, replace all of the previous oath's features with the features of this one, and if you renounce this oath, replace its features with the features of the new one. Tenets of Treachery: - A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard's overwhelming concern is power and safety, especially if both can be obtained at the expense of others. + A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard's overwhelming concern is power and safety, especially if both can be obtained at the expense of others. Oath Spells: - You gain oath spells at the paladin levels listed. - 3rd - charm person, expeditious retreat - 5th - invisibility, mirror image - 9th - gaseous form, haste - 13th - confusion, greater invisibility + You gain oath spells at the paladin levels listed. + 3rd - charm person, expeditious retreat + 5th - invisibility, mirror image + 9th - gaseous form, haste + 13th - confusion, greater invisibility 17th - dominate person, passwall This Sacred Oath is from Unearthed Arcana: Paladin Sacred Oaths, and as such may not be allowed in your game. Consult your DM before choosing this option. Oath of Treachery Channel Divinity: Conjure Duplicate (Oath of Treachery) - As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. + As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn't occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is. @@ -38,13 +38,13 @@ Oath of Treachery: Aura of Treachery (Oath of Treachery) - Starting at 7th level, you emanate an aura of discord, which gives you the following benefits. + Starting at 7th level, you emanate an aura of discord, which gives you the following benefits. Cull the Herd: - You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. + You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it. Treacherous Strike: - If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. + If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times. You regain expended uses of it when you finish a short or long rest. @@ -59,11 +59,11 @@ Oath of Treachery: Icon of Deceit (Oath of Treachery) At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: - • You are invisible. + • You are invisible. - • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed. + • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed. - • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. + • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. Once you use this feature, you can't use it again until you finish a long rest. diff --git a/Character/Classes/Ranger/Ranger (Horizon Walker).xml b/Character/Classes/Ranger/Ranger (Horizon Walker).xml index ef92959b..ecec9613 100644 --- a/Character/Classes/Ranger/Ranger (Horizon Walker).xml +++ b/Character/Classes/Ranger/Ranger (Horizon Walker).xml @@ -9,7 +9,7 @@ Horizon Walker: Planar Magic - Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. + Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. 3rd-protection from evil and good 5th-misty step diff --git a/Character/Classes/Ranger/Ranger (Hunter).xml b/Character/Classes/Ranger/Ranger (Hunter).xml index f113e9d9..faa5ac62 100644 --- a/Character/Classes/Ranger/Ranger (Hunter).xml +++ b/Character/Classes/Ranger/Ranger (Hunter).xml @@ -53,7 +53,7 @@ Multiattack: Volley - You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. + You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Multiattack: Whirlwind Attack @@ -71,7 +71,7 @@ Superior Hunter's Defense: Stand Against the Tide - When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. + When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Superior Hunter's Defense: Uncanny Dodge diff --git a/Character/Classes/Ranger/Ranger (Monster Slayer).xml b/Character/Classes/Ranger/Ranger (Monster Slayer).xml index 47ee3bde..a018fc13 100644 --- a/Character/Classes/Ranger/Ranger (Monster Slayer).xml +++ b/Character/Classes/Ranger/Ranger (Monster Slayer).xml @@ -11,10 +11,10 @@ Monster Slayer: Monster Slayer Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - 3rd-protection from evil and good - 5th-zone of truth - 9th-magic circle - 13th-banishment + 3rd-protection from evil and good + 5th-zone of truth + 9th-magic circle + 13th-banishment 17th-hold monster diff --git a/Character/Classes/Ranger/Ranger (Primeval Guardian).xml b/Character/Classes/Ranger/Ranger (Primeval Guardian).xml index 42237661..07373472 100644 --- a/Character/Classes/Ranger/Ranger (Primeval Guardian).xml +++ b/Character/Classes/Ranger/Ranger (Primeval Guardian).xml @@ -5,29 +5,29 @@ Ranger Conclave: Primeval Guardian - Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. + Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. Primeval Guardian: Guardian Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. - 3rd-entangle - 5th-enhance ability - 9th-conjure animals - 13th-giant insect + 3rd-entangle + 5th-enhance ability + 9th-conjure animals + 13th-giant insect 17th-insect plague Primeval Guardian: Guardian Soul - Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. + Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form: - • Your size becomes Large, unless you were larger. + • Your size becomes Large, unless you were larger. - • Any speed you have becomes 5 feet, unless the speed was lower. + • Any speed you have becomes 5 feet, unless the speed was lower. - • Your reach increases by 5 feet. + • Your reach increases by 5 feet. • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. diff --git a/Character/Classes/Ranger/Ranger (Revised Beast).xml b/Character/Classes/Ranger/Ranger (Revised Beast).xml index 27fb2b1f..7a73bcdd 100644 --- a/Character/Classes/Ranger/Ranger (Revised Beast).xml +++ b/Character/Classes/Ranger/Ranger (Revised Beast).xml @@ -9,39 +9,39 @@ Beast: Animal Companion - At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. - With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. - At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time. - If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. + At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. + With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. + At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time. + If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. Beast: Companion's Bond - Your animal companion gains a variety of benefits while it is linked to you. - The animal companion loses its Multiattack action, if it has one. - The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. - When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. - Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. - Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. - For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. - Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise. - Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life." - Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features. + Your animal companion gains a variety of benefits while it is linked to you. + The animal companion loses its Multiattack action, if it has one. + The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. + When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. + Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. + Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. + For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. + Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise. + Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life." + Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features. - Trait: - 1. I'm dauntless in the face of adversity. - 2. Threaten my friends, threaten me. - 3. I stay on alert so others can rest. - 4. People see an animal and underestimate me. I use that to my advantage. - 5. I have a knack for showing up in the nick of time. - 6. I put my friends' needs before my own in all things. + Trait: + 1. I'm dauntless in the face of adversity. + 2. Threaten my friends, threaten me. + 3. I stay on alert so others can rest. + 4. People see an animal and underestimate me. I use that to my advantage. + 5. I have a knack for showing up in the nick of time. + 6. I put my friends' needs before my own in all things. - Flaw: - 1. If there's food left unattended, I'll eat it. - 2. I growl at strangers, and all people except my ranger are strangers to me. - 3. Any time is a good time for a belly rub. - 4. I'm deathly afraid of water. - 5. My idea of hello is a flurry of licks to the face. + Flaw: + 1. If there's food left unattended, I'll eat it. + 2. I growl at strangers, and all people except my ranger are strangers to me. + 3. Any time is a good time for a belly rub. + 4. I'm deathly afraid of water. + 5. My idea of hello is a flurry of licks to the face. 6. I jump on creatures to tell them how much I love them. diff --git a/Character/Classes/Ranger/Ranger Revised.xml b/Character/Classes/Ranger/Ranger Revised.xml index b785c24c..ea3c6df6 100644 --- a/Character/Classes/Ranger/Ranger Revised.xml +++ b/Character/Classes/Ranger/Ranger Revised.xml @@ -75,9 +75,9 @@ Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) scale mail or (b) leather armor - • (a) two shortswords or (b) two simple melee weapons - • (a) a dungeoneer's pack or (b) an explorer's pack + • (a) scale mail or (b) leather armor + • (a) two shortswords or (b) two simple melee weapons + • (a) a dungeoneer's pack or (b) an explorer's pack • A longbow and a quiver of 20 arrows Alternatively, you may start with 5d10 x 4 gp and choose your own equipment. @@ -93,23 +93,23 @@ Natural Explorer You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - • You ignore difficult terrain. + • You ignore difficult terrain. - • You have advantage on initiative rolls. + • You have advantage on initiative rolls. - • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. + • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - • Difficult terrain doesn't slow your group's travel. + • Difficult terrain doesn't slow your group's travel. - • Your group can't become lost except by magical means. + • Your group can't become lost except by magical means. - • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - • If you are traveling alone, you can move stealthily at a normal pace. + • If you are traveling alone, you can move stealthily at a normal pace. - • When you forage, you find twice as much food as you normally would. + • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. @@ -154,21 +154,21 @@ Spellcasting - By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. + By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. Spell Slots: - The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. + The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. Spells Known of 1st Level and Higher: - You know two 1st-level spells of your choice from the ranger spell list. - At each odd level, you learn an additional ranger spell of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. - Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. + You know two 1st-level spells of your choice from the ranger spell list. + At each odd level, you learn an additional ranger spell of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. + Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability: - Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. + Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier + Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier @@ -176,10 +176,10 @@ Primeval Awareness - Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. - You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. - You cannot use this ability against a creature that you have attacked within the past 10 minutes. - Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. + Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. + You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. + You cannot use this ability against a creature that you have attacked within the past 10 minutes. + Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. @@ -222,8 +222,8 @@ Hide in Plain Sight - Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. - When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. + Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. + When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. diff --git a/Character/Classes/Ranger/Ranger.xml b/Character/Classes/Ranger/Ranger.xml index 92ee8085..ccf375f7 100644 --- a/Character/Classes/Ranger/Ranger.xml +++ b/Character/Classes/Ranger/Ranger.xml @@ -113,16 +113,16 @@ Spellcasting - By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. + By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. + For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. You learn an additional ranger spell of your choice at each odd numbered level thereafter. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. - Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. + Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. diff --git a/Character/Classes/Rogue/Rogue (Mastermind).xml b/Character/Classes/Rogue/Rogue (Mastermind).xml index 6c937601..94a46676 100644 --- a/Character/Classes/Rogue/Rogue (Mastermind).xml +++ b/Character/Classes/Rogue/Rogue (Mastermind).xml @@ -11,7 +11,7 @@ Mastermind: Master of Intrigue - When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. + When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. @@ -24,10 +24,10 @@ Mastermind: Insightful Manipulator Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: - - Intelligence score - - Wisdom score - - Charisma score - - Class levels (if any) + - Intelligence score + - Wisdom score + - Charisma score + - Class levels (if any) At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any. diff --git a/Character/Classes/Sorcerer/Sorcerer (Phoenix).xml b/Character/Classes/Sorcerer/Sorcerer (Phoenix).xml index 81f6609f..fba544f7 100644 --- a/Character/Classes/Sorcerer/Sorcerer (Phoenix).xml +++ b/Character/Classes/Sorcerer/Sorcerer (Phoenix).xml @@ -10,7 +10,7 @@ More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them. - Phoenix Soul Quirks + Phoenix Soul Quirks 1 — You absentmindedly ignite small fires that quickly sputter out. diff --git a/Character/Classes/Sorcerer/Sorcerer (Sea).xml b/Character/Classes/Sorcerer/Sorcerer (Sea).xml index 34b9017f..a87637cb 100644 --- a/Character/Classes/Sorcerer/Sorcerer (Sea).xml +++ b/Character/Classes/Sorcerer/Sorcerer (Sea).xml @@ -52,7 +52,7 @@ • You no longer need to eat, drink, or sleep. - • A critical hit against you becomes a normal hit. + • A critical hit against you becomes a normal hit. • You have resistance to bludgeoning, piercing, and slashing damage. diff --git a/Character/Classes/Warlock/Warlock.xml b/Character/Classes/Warlock/Warlock.xml index 2b2c0a54..39e580f4 100644 --- a/Character/Classes/Warlock/Warlock.xml +++ b/Character/Classes/Warlock/Warlock.xml @@ -755,7 +755,7 @@ Eldritch Invocation: Ascendant Step - Prerequisite: 9th level + Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components. @@ -1006,7 +1006,7 @@ Eldritch Invocation: Ascendant Step - Prerequisite: 9th level + Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components. @@ -1269,7 +1269,7 @@ Eldritch Invocation: Ascendant Step - Prerequisite: 9th level + Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components. @@ -1508,7 +1508,7 @@ Eldritch Invocation: Ascendant Step - Prerequisite: 9th level + Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components. @@ -1878,7 +1878,7 @@ Eldritch Invocation: Ascendant Step Warlock Eldritch Invocation 1 - Prerequisite: 9th level + Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components. diff --git a/DM Screen/DM Screen.html b/DM Screen/DM Screen.html index f725adb7..e6d52cea 100644 --- a/DM Screen/DM Screen.html +++ b/DM Screen/DM Screen.html @@ -6124,7 +6124,7 @@

Madness of Zuggtmoy

21-40 "I periodically slip into a catatonic state, staring off into the distance for long stretches at a - time." + time." 41-60 diff --git a/Homebrew/Classes/Bard/Bard (Maestro).xml b/Homebrew/Classes/Bard/Bard (Maestro).xml index df55bae0..abeaec3d 100644 --- a/Homebrew/Classes/Bard/Bard (Maestro).xml +++ b/Homebrew/Classes/Bard/Bard (Maestro).xml @@ -30,7 +30,7 @@ Hasten Tempo (Accelerando). Your manipulation of tempo and song can inspire others to act more quickly. You can use a Bonus action on your turn to choose one creature other than yourself within 60 feet. Expend and roll Bardic Inspiration die, adding the number rolled to the creature's initiative and moving them up the initiative order accordingly. If this would move them higher than you, they immediately take their turn after you this round. A creature cannot be affected by Hasten Tempo again until they've finished a short or long rest. Hymn of Harmony (Armionia). The melodies surrounding your allies promote rapid recovery. When a creature that has a Bardic Inspiration die from you regains any hitpoints, they can expend and roll their inspiration die to regain additional hitpoints equal to the number rolled. Majestic Anthem (Maestoso). Pulled from the chaos, you muster an uplifting melody that bolsters the resolve of your allies. You can expend and roll a Bardic Inspiration die as an action, and all other creatures you choose within 60 ft gain temporary hitpoints equal to the number rolled plus your Charisma modifier (minimum of 1). These temporary hitpoints last until the end of your next turn. - Resonance (Risonanza). You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can expend and roll a Bardic inspiration die, choosing one weapon within 60 feet of you. Until the end of your next turn. all attacks with that weapon deal additional thunder damage equal to half of number rolled (minimum of 1). + Resonance (Risonanza). You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. Using a bonus action, you can expend and roll a Bardic inspiration die, choosing one weapon within 60 feet of you. Until the end of your next turn. all attacks with that weapon deal additional thunder damage equal to half of number rolled (minimum of 1). Sprint (Presto). The song you conjure can stir the winds, pushing along those who require expedient travel. A creature that has a Bardic Inspiration die from you can expend and roll their inspiration to increase their speed for that turn. A roll of 1-4 increases their speed by 10 feet, a roll of 5-8 increases their speed by 15 feet, and a roll of 9-12 increases their speed by 20 feet.
diff --git a/Homebrew/Classes/Blood Hunter/Blood Hunter (Lychan).xml b/Homebrew/Classes/Blood Hunter/Blood Hunter (Lychan).xml index cc694386..d715e970 100644 --- a/Homebrew/Classes/Blood Hunter/Blood Hunter (Lychan).xml +++ b/Homebrew/Classes/Blood Hunter/Blood Hunter (Lychan).xml @@ -54,7 +54,7 @@ Order of the Lycan: Hybrid Transformation Mastery At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid transformation feature three times between rests. You also gain the Blood Curse of the Howl for your blood malediction feature. This does not count against your blood curses known. - Blood Curse of the Howl. As an action, you howl at a creature within 30 feet, chilling their blood and stunning them with fear. If the target creature can hear you, they must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn. + Blood Curse of the Howl. As an action, you howl at a creature within 30 feet, chilling their blood and stunning them with fear. If the target creature can hear you, they must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn. AMPLIFY: This curse affects every creature within 15 feet of you. Your unarmed strikes damage increases from 1d6 to 1d8. diff --git a/Homebrew/Classes/Cleric/Cleric (Balance).xml b/Homebrew/Classes/Cleric/Cleric (Balance).xml index 1b1c4ca0..bd9a2171 100644 --- a/Homebrew/Classes/Cleric/Cleric (Balance).xml +++ b/Homebrew/Classes/Cleric/Cleric (Balance).xml @@ -13,7 +13,7 @@ 3rd - calm emotions, warding bond - 5th - dispel magic, tongues + 5th - dispel magic, tongues 7th - banishment, freedom of movement diff --git a/Homebrew/Monsters/Tome of Beasts.xml b/Homebrew/Monsters/Tome of Beasts.xml index 95781044..191d25bc 100644 --- a/Homebrew/Monsters/Tome of Beasts.xml +++ b/Homebrew/Monsters/Tome of Beasts.xml @@ -2162,7 +2162,7 @@ 3 Hail of Needles (1/Day) - When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw. + When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw. Multiattack @@ -6494,7 +6494,7 @@ Claw - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon's claws. + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon's claws. Claw|6|2d10+3 @@ -9386,7 +9386,7 @@ Bear King's Lair On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can't use the same effect two rounds in a row: - - The Bear King magically conjures up a swarm of eight giant bees (use giant wasp statistics) to defend his lair. The bees act immediately, and on initiative count 20 in subsequent rounds. The bees remain until they're killed or until the Bear King dismisses them as an action. The Bear King can use this action again, but no more than eight giant bees can be present at a time. + - The Bear King magically conjures up a swarm of eight giant bees (use giant wasp statistics) to defend his lair. The bees act immediately, and on initiative count 20 in subsequent rounds. The bees remain until they're killed or until the Bear King dismisses them as an action. The Bear King can use this action again, but no more than eight giant bees can be present at a time. - The Bear King targets a creature within the lair that he can see. The creature must succeed on a DC 15 Constitution saving throw or be magically transformed into a brown bear as if by a polymorph spell. At the beginning of its turn, a transformed creature repeats the saving throw. If it fails, the creature must use its action to attack one of the Bear King's foes. If it succeeds, the effect ends and the creature returns to its normal form. The effect lasts until the creature succeeds on the saving throw or until the Bear King uses this lair action again. - The Bear King causes the ground in a 20-foot radius to tremble and shake. Any creatures in the affected area must succeed on a DC 15 Strength saving throw or suffer 7 (2d6) bludgeoning damage and fall prone. The ground continues to tremble until initiative count 20 on the following round, during which time the area is difficult terrain. @@ -9493,8 +9493,8 @@ The region containing Lord of the Hunt's encampment is warped by his magic, which creates one or more of the following effects: - Game animals become plentiful within 3 miles of the lair. Wisdom (Survival) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don't take kindly to poachers. - Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices. - - Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness. - When the Lord of the Hunt breaks camp or dies, the area around the previous campsite returns to normal immediately. + - Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness. + When the Lord of the Hunt breaks camp or dies, the area around the previous campsite returns to normal immediately. Multiattack @@ -19155,16 +19155,16 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Hive Queen Lair On initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects: - The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points. - - A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. - - The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). + - A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. + - The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). The tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row. Regional Effects The region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects: - - Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. - - Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait: The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. - If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days. + - Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. + - Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait: The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. + If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days. Multiattack diff --git a/Items/Dungeon Master's Guide.xml b/Items/Dungeon Master's Guide.xml index 58e5279a..97791ecb 100644 --- a/Items/Dungeon Master's Guide.xml +++ b/Items/Dungeon Master's Guide.xml @@ -15240,7 +15240,7 @@ This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person. Frigid Touch: As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. Frost Friend: You have resistance to fire damage. - Icy Mantle: As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. + Icy Mantle: As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. Winters Howl: As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest. Gift of Frost. You can transfer the shard's magic to a nonmagical item—a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: Cloak: The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. @@ -15266,7 +15266,7 @@ As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from the throne. The globe encloses both the creature and the throne. As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon's bite and claw attacks. - Destroying the Throne. The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one. + Destroying the Throne. The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one. Source: Storm King's Thunder, page 237 @@ -15471,7 +15471,7 @@ rare rare (requires attunement) 1 - While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. + While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. @@ -15495,7 +15495,7 @@ very rare very rare (requires attunement) - While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. + While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. Source: Tales from the Yawning Portal, page 228 @@ -15507,7 +15507,7 @@ rare rare - While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. + While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. Source: Tales from the Yawning Portal, page 228 @@ -15519,8 +15519,8 @@ rare rare (requires attunement) - This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. - Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. + This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. + Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. Source: Tales from the Yawning Portal, page 228 @@ -15532,7 +15532,7 @@ rare rare - This stone is a large gem worth 150 gp. + This stone is a large gem worth 150 gp. Curse: The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone. Source: Tales from the Yawning Portal, page 228 @@ -15556,8 +15556,8 @@ uncommon uncommon - This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. - If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. + This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. + If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. Source: Tales from the Yawning Portal, page 228 @@ -15598,11 +15598,11 @@ legendary legendary (requires attunement) 6 - Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. - You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. - The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. - Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. - The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. + Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. + You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. + The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. + Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. + The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. Personality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. Source: Tales from the Yawning Portal, page 229 @@ -15622,7 +15622,7 @@ rare rare 0.5 - When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. + When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. Source: Tales from the Yawning Portal, page 229 @@ -15634,7 +15634,7 @@ uncommon uncommon (requires attunement by a spellcaster) 1 - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Source: Tales from the Yawning Portal, page 229 diff --git a/Items/Storm King's Thunder.xml b/Items/Storm King's Thunder.xml index 9b781d2c..63e87fe0 100644 --- a/Items/Storm King's Thunder.xml +++ b/Items/Storm King's Thunder.xml @@ -262,7 +262,7 @@ This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person. Frigid Touch: As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. Frost Friend: You have resistance to fire damage. - Icy Mantle: As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. + Icy Mantle: As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. Winters Howl: As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest. Gift of Frost. You can transfer the shard's magic to a nonmagical item—a cloak or a pair of boots-by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: Cloak: The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. @@ -288,7 +288,7 @@ As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from the throne. The globe encloses both the creature and the throne. As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon's bite and claw attacks. - Destroying the Throne. The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one. + Destroying the Throne. The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one. Source: Storm King's Thunder, page 237 diff --git a/Items/Tales from the Yawning Portal.xml b/Items/Tales from the Yawning Portal.xml index 6173f445..5b8ae50a 100644 --- a/Items/Tales from the Yawning Portal.xml +++ b/Items/Tales from the Yawning Portal.xml @@ -8,7 +8,7 @@ rare rare (requires attunement) 1 - While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. + While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. @@ -32,7 +32,7 @@ very rare very rare (requires attunement) - While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. + While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. Source: Tales from the Yawning Portal, page 228 @@ -44,7 +44,7 @@ rare rare - While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. + While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. Source: Tales from the Yawning Portal, page 228 @@ -56,8 +56,8 @@ rare rare (requires attunement) - This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. - Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. + This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. + Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. Source: Tales from the Yawning Portal, page 228 @@ -69,7 +69,7 @@ rare rare - This stone is a large gem worth 150 gp. + This stone is a large gem worth 150 gp. Curse: The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone. Source: Tales from the Yawning Portal, page 228 @@ -93,8 +93,8 @@ uncommon uncommon - This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. - If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. + This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. + If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. Source: Tales from the Yawning Portal, page 228 @@ -135,11 +135,11 @@ legendary legendary (requires attunement) 6 - Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. - You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. - The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. - Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. - The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. + Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador. + You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. + The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used. + Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. + The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. Personality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. Source: Tales from the Yawning Portal, page 229 @@ -159,7 +159,7 @@ rare rare 0.5 - When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. + When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. Source: Tales from the Yawning Portal, page 229 @@ -171,7 +171,7 @@ uncommon uncommon (requires attunement by a spellcaster) 1 - This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. + This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it. The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Source: Tales from the Yawning Portal, page 229 diff --git a/Russian/Monster Manual Bestiary.xml b/Russian/Monster Manual Bestiary.xml index 957142bc..b1beb8bc 100644 --- a/Russian/Monster Manual Bestiary.xml +++ b/Russian/Monster Manual Bestiary.xml @@ -4988,7 +4988,7 @@ Джинны наделены различными магическими способностями, включая заклинания. Некоторые обладают даже более сильными способностями, которые позволяют им изменять их внешний вид или свойства реальности. Маскировка. - Некоторые джины могут окружить себя иллюзией, чтобы походить на окружающих существ. + Некоторые джины могут окружить себя иллюзией, чтобы походить на окружающих существ. Желания. Возможности джиннов исполнять желания, делают их легендами среди смертных. На самом деле, только самые сильные из них обладают такими возможностями. Джинн может исполнить от одного до трех желаний существа, не джинна, в зависимости от своего потенциала. Когда джинн исполняет все желания существа, он не может исполнить дополнительные, пока не пройдет какое то время (обычно год). Законы вселенной устроены так, что один и тот же джинн может повторно исполнить желания смертного существа только один раз за его существование Для предоставления желания, существо должно находиться в пределах 60-ти футов от джинна и произнести свою просьбу. После этого, Джинн может наложить на это существо заклинание, чтобы реализовать данное желание. В зависимости от природы джинна, он может попытаться извратить смысл желания, основываясь на неточной формулировке. Извращение формулировки обычно приводит к выгоде джинна. diff --git a/Russian/Russian Spells.xml b/Russian/Russian Spells.xml index d0d23544..418ed196 100644 --- a/Russian/Russian Spells.xml +++ b/Russian/Russian Spells.xml @@ -14,7 +14,7 @@ C Колдун - В, М + В, М 2 конц-я, до 10 мин (мех летучей мыши и капля смолы или кусок угля) Магическая тьма заполняет сферу радиусом 15 футов вокруг указаной вами точки в пределах дальности заклинания. Тьма огибает углы. Существо, обладающее темновидением, не может видеть сквозь эту тьму, а немагический свет не может осветить её. Если выбранной вами точкой является объект, который не находится во владении другого существа, то тьма исходит от этого объекта и перемещается вместе с ним. Тьму можно заблокировать, полностью накрыв объект чем-то непрозрачным. Если тьма пересекается с областью света, созданного заклинанием 2 круга или ниже, то заклинание, создавшее свет, рассеивается. @@ -25,7 +25,7 @@ C Чародей - В, М + В, М 2 Конц-я, до 10 мин (мех летучей мыши и капля смолы или кусок угля) Магическая тьма заполняет сферу радиусом 15 футов вокруг указаной вами точки в пределах дальности заклинания. Тьма огибает углы. Существо, обладающее темновидением, не может видеть сквозь эту тьму, а немагический свет не может осветить её. Если выбранной вами точкой является объект, который не находится во владении другого существа, то тьма исходит от этого объекта и перемещается вместе с ним. Тьму можно заблокировать, полностью накрыв объект чем-то непрозрачным. Если тьма пересекается с областью света, созданного заклинанием 2 круга или ниже, то заклинание, создавшее свет, рассеивается. @@ -36,7 +36,7 @@ C Друид (Болото) - В, М + В, М 2 Конц-я, до 10 мин (мех летучей мыши и капля смолы или кусок угля) Магическая тьма заполняет сферу радиусом 15 футов вокруг указаной вами точки в пределах дальности заклинания. Тьма огибает углы. Существо, обладающее темновидением, не может видеть сквозь эту тьму, а немагический свет не может осветить её. Если выбранной вами точкой является объект, который не находится во владении другого существа, то тьма исходит от этого объекта и перемещается вместе с ним. Тьму можно заблокировать, полностью накрыв объект чем-то непрозрачным. Если тьма пересекается с областью света, созданного заклинанием 2 круга или ниже, то заклинание, создавшее свет, рассеивается. @@ -47,7 +47,7 @@ C Паладин (Клятвопреступник) - В, М + В, М 2 Конц-я, до 10 мин (мех летучей мыши и капля смолы или кусок угля) Магическая тьма заполняет сферу радиусом 15 футов вокруг указаной вами точки в пределах дальности заклинания. Тьма огибает углы. Существо, обладающее темновидением, не может видеть сквозь эту тьму, а немагический свет не может осветить её. Если выбранной вами точкой является объект, который не находится во владении другого существа, то тьма исходит от этого объекта и перемещается вместе с ним. Тьму можно заблокировать, полностью накрыв объект чем-то непрозрачным. Если тьма пересекается с областью света, созданного заклинанием 2 круга или ниже, то заклинание, создавшее свет, рассеивается. @@ -168,7 +168,7 @@ T Друид - В, С, M + В, С, M 9 Конц-я, до 1 часа (нефритовый обруч стоимостью не менее 1500 зм, который должен быть на вашей голове, когда вы произносите заклинание) Вы принимаете форму другого существа до тех пор, пока действует заклинание. Новая форма может быть любым существом, чей уровень опасности равен вашему уровню или ниже его. Это существо не может быть големом или нежитью, и вы должны были видеть его хотя бы раз. Вы превращаетесь в тичный образец этого существа, без классовых уровней или способностей к заклинаниям. Ваши игровые характеристики заменяются характеристиками выбранного существа, однако вы сохраняете мировоззрение, а также параметры Интеллекта, Мудрости и Харизмы. Вы также сохраняете все ваши умения и спасброски в дополнение к тем, которые вы получаете от новой формы. Если существо имеет одинаковое умение с вами, и его бонус выше вашего, то используйте бонус существа вместо вашего. Если существо имеет легендарные действия или действия для логова, то вы не можете их совершать. Вы получаете ОЗ и Кубик Здоровья новой формы. Когда вы принимаете обычную форму, то ваши ОЗ возвращаются к тому состоянию, в котором они были до превращения. Если вы возвращаетесь в обычную форму из-за того, что ваши ОЗ упали до 0, любой остаточный урон переносится на вашу обычную форму. Если остаточный урон не опустил ОЗ вашей обычной формы до 0, то вы остаетесь в сознании. Вы сохраняете все способности от вашего класса, расы или других источников, если ваша новая форма физически способна их совершать. Вы не можете использовать особые чувства вашей нормальной формы (например, темновидение), если ваша новая форма не обладает ими. Вы можете говорить, только если ваша новая форма на это способна. Когда вы превращаетесь, то выбираете, падает ли ваше снаряжение на землю, сливается с новой формой или остается надето. Одетое снаряжение функционирует как обычно. МП определяет, насколько это практично, носить ту или иную часть снаряжения на новой форме в зависимости от её размера и формы. Ваше снаряжение не меняет форму или размер, чтобы подходить к новой форме, и любая его часть, которая не может быть одета на новую форму, либо падает на землю, либо сливается с новой формой. Снаряжение, которое сливается с формой, не дает никаких преимуществ. Пока действует заклинание, вы можете изменить свою форму в качестве действия, следуя вышеописанным ограничениям, но с одим исключением: если ваша новая форма имеет больше ОЗ, чем текущая, то ваш уровень ОЗ остается прежним после изменения формы. @@ -256,7 +256,7 @@ A Жрец - В, С, M + В, С, M 8 Концентрация, до 1 часа (щепотка железного порошка или опилок) Невидимая антимагическая сфера радиусом 10 футов окружает вас. Она отрезает эту область от магической энергии, произывающей мультивселенную. Внутри сферы заклинания не работают, призванные существа исчезают и даже магические предметы теряют свои свойства. Пока заклинание действует, сфера перемещается вместе с вами. Заклинания и другие магические эффекты за исключением тех, что были созданы артфеактами или богами, подавляются внутри сферы и не могут в нее проникнуть. Ячейка, которая была потрачена на произнесение подавленного заклинания, тратится. Пока эффект подавлен, он не действует, однако время, которое он проводит в подавленном состоянии, учитывается его длительностью. Целенаправленные эффекты. Заклинания и магические эффекты, такие как магическая стрела или очаровать персону, которые воздуйствуют на существо или объект внутри сферы, не действуют на свою цель. Магия действующая на область. Область действия заклинаний и магических эффектов, таких как огненный шар, не распространяется на территорию внутри сферы. Если сфера пересекается с областью действия магии, то часть области, попавшая в сферу, подавляется. Например, пламя, созданное заклинанием огненная стена, подавляется внутри сферы, в результате чего может возникнуть проем в стене. Заклинания. Любое активное заклинание или магический эффект, действующие на существо или объект, подавляются, пока они находятся внутри сферы. Магические предметы. Свойства и силы всех магических предметов подавляются внутри сферы. Например, длинный меч +1 внутри сферы становится обычным немагическим длинным мечом. Свойства и силы магического оружия подавляются, если они использованы против цели внутри сферы или целью внутри сферы. Если магическое оружие или боеприпас полностью покидают сферу (например вы выстрелили магической стрелой или кинули магическое копье из сферы), то магия мгновенно возвращается, стоит предмету покинуть сферу. Магические перемещения. Телепортация и межпланарные перемещения не срабатывают внутри сферы, независимо от того является сфера местом отправления или пунктом назначения. Портал в другое место, мир или план, а также проходы в межпространство, например созданные при помощи заклинания трюк с веревкой, временно закрываются внутри сферы. Существа и объекты. Существа или объекты, призванные или созданные при помощи магии, временно исчезают внутри сферы. Они сразу возвращаются обратно, как только пространство где они находились, оказывается вне сферы. Развеивание магии. Заклинания и магические эффекты, такие как развеять магию, не действуют на сферу. Сферы, созданные заклинанием поле антимагии, не подавляют друг друга. @@ -426,7 +426,7 @@ D Чародей - В, С, M + В, С, M 3 Конц-я, до 10 мин (фокус стоимостью не менее 100 зм, рог украшенный драгоценным камнями для подслушивания или стеклянный глаз для подсматривания) Вы создаете невидимый сенсор в известном вам месте в пределах дальности заклинания или в очевидном месте, незнакомом вам (например за дверью, за углом или в лесной чаще). Сенсор остается на месте до тех пор, пока действует заклинание. Его нельзя атаковать или иным образом взаимодействовать с ним. Произнося заклинание, выберите подслушивание или же подсматривание. Вы можете использовать выбранное чувство так, словно вы находитесь на месте сенсора. В качестве действия вы можете переключаться между подслушиванием и подсматриванием. Существо, которое способно видеть сенсор (благодаря заклинанию видеть невидимое или истинному зрению), видит сияющую, неосязаемую сферу размером с ваш кулак. @@ -437,7 +437,7 @@ D Жрец - В, С, M + В, С, M 3 Концентрация, до 10 минут (фокус стоимостью не менее 100 зм, рог украшенный драгоценным камнями для подслушивания или стеклянный глаз для подсматривания) Вы создаете невидимый сенсор в известном вам месте в пределах дальности заклинания или в очевидном месте, незнакомом вам (например за дверью, за углом или в лесной чаще). Сенсор остается на месте до тех пор, пока действует заклинание. Его нельзя атаковать или иным образом взаимодействовать с ним. Произнося заклинание, выберите подслушивание или же подсматривание. Вы можете использовать выбранное чувство так, словно вы находитесь на месте сенсора. В качестве действия вы можете переключаться между подслушиванием и подсматриванием. Существо, которое способно видеть сенсор (благодаря заклинанию видеть невидимое или истинному зрению), видит сияющую, неосязаемую сферу размером с ваш кулак. @@ -448,7 +448,7 @@ D Бард - В, С, M + В, С, M 3 Конц-я, до 10 мин (фокус стоимостью не менее 100 зм, рог украшенный драгоценным камнями для подслушивания или стеклянный глаз для подсматривания) Вы создаете невидимый сенсор в известном вам месте в пределах дальности заклинания или в очевидном месте, незнакомом вам (например за дверью, за углом или в лесной чаще). Сенсор остается на месте до тех пор, пока действует заклинание. Его нельзя атаковать или иным образом взаимодействовать с ним. Произнося заклинание, выберите подслушивание или же подсматривание. Вы можете использовать выбранное чувство так, словно вы находитесь на месте сенсора. В качестве действия вы можете переключаться между подслушиванием и подсматриванием. Существо, которое способно видеть сенсор (благодаря заклинанию видеть невидимое или истинному зрению), видит сияющую, неосязаемую сферу размером с ваш кулак. @@ -459,7 +459,7 @@ D Колдун (Великий древний) - В, С, M + В, С, M 3 Конц-я, до 10 мин (фокус стоимостью не менее 100 зм, рог украшенный драгоценным камнями для подслушивания или стеклянный глаз для подсматривания) Вы создаете невидимый сенсор в известном вам месте в пределах дальности заклинания или в очевидном месте, незнакомом вам (например за дверью, за углом или в лесной чаще). Сенсор остается на месте до тех пор, пока действует заклинание. Его нельзя атаковать или иным образом взаимодействовать с ним. Произнося заклинание, выберите подслушивание или же подсматривание. Вы можете использовать выбранное чувство так, словно вы находитесь на месте сенсора. В качестве действия вы можете переключаться между подслушиванием и подсматриванием. Существо, которое способно видеть сенсор (благодаря заклинанию видеть невидимое или истинному зрению), видит сияющую, неосязаемую сферу размером с ваш кулак. @@ -526,7 +526,7 @@ EN Колдун - В, М + В, М 2 конц-я, до 8 часов (язык змеи и кусочек медовых сот или капелька сладкого масла) Вы внушаете образ действий (ограниченный одним-двумя предложениями) и магически влияете на существо, которое вы можете видеть в пределах дальности заклинания. Существо должно слышать и понимать вас. Существа, которых нельзя очаровать, имунны к воздействию этого заклинания. Внушение должно казаться существу рациональным. Существо должно сделать спасбросок по Мудрости. При неудаче оно следует указанному вами образу действий по мере своих возможностей. Этот образ действий может длиться на всем протяжении заклинания. Если его можно закончить раньше, то заклинание заканчивается, когда существо выполняет то, о чем вы его попросили. Вы можете указывать конкретные условия, в которых существо будет действовать определенным образом. Если условие не было выполнено, прежде чем заклинание закончилось, то действие не будет выполнено. Если вы или любой из ваших компаньонов наносит урон цели, то заклинание заканчивается.режде чем заклинание закончилось, то действие не будет выполнено. Если вы или любой из ваших компаньонов наносит урон цели, то заклинание заканчивается. @@ -537,7 +537,7 @@ EN Чародей - В, М + В, М 2 Конц-я, до 8 часов (язык змеи и кусочек медовых сот или капелька сладкого масла) Вы внушаете образ действий (ограниченный одним-двумя предложениями) и магически влияете на существо, которое вы можете видеть в пределах дальности заклинания. Существо должно слышать и понимать вас. Существа, которых нельзя очаровать, имунны к воздействию этого заклинания. Внушение должно казаться существу рациональным. Если вы попросите его заколоть себя, броситься на копье или иначе нанести себе вред, заклинание закончится. Существо должно сделать спасбросок по Мудрости. При неудаче оно следует указанному вами образу действий по мере своих возможностей. Этот образ действий может длиться на всем протяжении заклинания. Если его можно закончить раньше, то заклинание заканчивается, когда существо выполняет то, о чем вы его попросили. Вы можете указывать конкретные условия, в которых существо будет действовать определенным образом. Например, вы можете внушить рыцарю, чтобы он отдал своего боевого коня первому встреченному нищему. Если условие не было выполнено, прежде чем заклинание закончилось, то действие не будет выполнено. Если вы или любой из ваших компаньонов наносит урон цели, то заклинание заканчивается. @@ -548,7 +548,7 @@ EN Бард - В, М + В, М 2 Конц-я, до 8 часов (язык змеи и кусочек медовых сот или капелька сладкого масла) Вы внушаете образ действий (ограниченный одним-двумя предложениями) и магически влияете на существо, которое вы можете видеть в пределах дальности заклинания. Существо должно слышать и понимать вас. Существа, которых нельзя очаровать, имунны к воздействию этого заклинания. Внушение должно казаться существу рациональным. Если вы попросите его заколоть себя, броситься на копье или иначе нанести себе вред, заклинание закончится. Существо должно сделать спасбросок по Мудрости. При неудаче оно следует указанному вами образу действий по мере своих возможностей. Этот образ действий может длиться на всем протяжении заклинания. Если его можно закончить раньше, то заклинание заканчивается, когда существо выполняет то, о чем вы его попросили. Вы можете указывать конкретные условия, в которых существо будет действовать определенным образом. Например, вы можете внушить рыцарю, чтобы он отдал своего боевого коня первому встреченному нищему. Если условие не было выполнено, прежде чем заклинание закончилось, то действие не будет выполнено. Если вы или любой из ваших компаньонов наносит урон цели, то заклинание заканчивается. @@ -559,7 +559,7 @@ EN Жрец (Знание) - В, М + В, М 2 Конц-я, до 8 часов (язык змеи и кусочек медовых сот или капелька сладкого масла) Вы внушаете образ действий (ограниченный одним-двумя предложениями) и магически влияете на существо, которое вы можете видеть в пределах дальности заклинания. Существо должно слышать и понимать вас. Существа, которых нельзя очаровать, имунны к воздействию этого заклинания. Внушение должно казаться существу рациональным. Если вы попросите его заколоть себя, броситься на копье или иначе нанести себе вред, заклинание закончится. Существо должно сделать спасбросок по Мудрости. При неудаче оно следует указанному вами образу действий по мере своих возможностей. Этот образ действий может длиться на всем протяжении заклинания. Если его можно закончить раньше, то заклинание заканчивается, когда существо выполняет то, о чем вы его попросили. Вы можете указывать конкретные условия, в которых существо будет действовать определенным образом. Например, вы можете внушить рыцарю, чтобы он отдал своего боевого коня первому встреченному нищему. Если условие не было выполнено, прежде чем заклинание закончилось, то действие не будет выполнено. Если вы или любой из ваших компаньонов наносит урон цели, то заклинание заканчивается. @@ -625,7 +625,7 @@ C Жрец - В, С, M + В, С, M 3 Концентрация, до 10 минут (священный символ) Вы призываете духов, защищающих вас. Они летают вокруг вас на расстоянии 15 футов, пока действует заклинание. Если ваше мировоззрение доброе или неитральное, то они принимают форму ангелов или фей (на ваш выбор). Если вы злой, то они принимают форму демонических существ. Когда вы произносите заклинание, вы выбираете любое количество существ, не подверженных его действию. Другие существа замедляются вдвое, находясь в области заклинания. Когда существо впервые заходит в зону действия, оно должно сделать спасбросок по Мудрости. При провале оно получает 3d8 урона светом (если вы добрый или неитральный) или 3d8 некротического урона (если вы злой). В случае успешного спасброска существо получает только половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 4 круга или выше, то урон увеличивается на 1d8 за каждый круг выше третьего. @@ -636,7 +636,7 @@ C Жрец (Война) - В, С, M + В, С, M 3 Концентрация, до 10 минут (священный символ) Вы призываете духов, защищающих вас. Они летают вокруг вас на расстоянии 15 футов, пока действует заклинание. Если ваше мировоззрение доброе или неитральное, то они принимают форму ангелов или фей (на ваш выбор). Если вы злой, то они принимают форму демонических существ. Когда вы произносите заклинание, вы выбираете любое количество существ, не подверженных его действию. Другие существа замедляются вдвое, находясь в области заклинания. Когда существо впервые заходит в зону действия, оно должно сделать спасбросок по Мудрости. При провале оно получает 3d8 урона светом (если вы добрый или неитральный) или 3d8 некротического урона (если вы злой). В случае успешного спасброска существо получает только половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 4 круга или выше, то урон увеличивается на 1d8 за каждый круг выше третьего. @@ -768,7 +768,7 @@ T Чародей - В, С, M + В, С, M 7 Конц-я, до 1 мин (магнетит и железные опилки) Заклинание обращает силу притяжения в цилиндре радиусом 50 футов и высотой 100 футов вокруг указанной вами точки в пределах дальности заклинания. Все существа и объекты, которые не удерживаются на земле каким-либо образом, начинают падать вверх, пока не достигнут вершины области действия. Существо может сделать спасбросок по Ловкости, чтобы успеть схватиться за какой-либо закрепленный объект и остаться на земле. Если на пути падения встречается твердый объект (например потолок), то падающие объекты и существа ударяются об него как при обычном падении. Если объект или существо достигают вершины области заклинания, то они остаются там, пока оно действует, слегка покачиваясь. После окончания заклинания, объекты и существа падают обратно. @@ -779,7 +779,7 @@ T Друид - В, С, M + В, С, M 7 Конц-я, до 1 мин (магнетит и железные опилки) Заклинание обращает силу притяжения в цилиндре радиусом 50 футов и высотой 100 футов вокруг указанной вами точки в пределах дальности заклинания. Все существа и объекты, которые не удерживаются на земле каким-либо образом, начинают падать вверх, пока не достигнут вершины области действия. Существо может сделать спасбросок по Ловкости, чтобы успеть схватиться за какой-либо закрепленный объект и остаться на земле. Если на пути падения встречается твердый объект (например потолок), то падающие объекты и существа ударяются об него как при обычном падении. Если объект или существо достигают вершины области заклинания, то они остаются там, пока оно действует, слегка покачиваясь. После окончания заклинания, объекты и существа падают обратно. @@ -790,7 +790,7 @@ D Жрец - В, С, M + В, С, M 4 Мгновенно (фимиам и жертвоприношение, свойственное вашей религии, стоимостью не менее 25 зм, которые расходуются при произнесении заклинания) Ваша магия и приношение позволяют вам связаться с богом или его слугами. Вы задаете один вопрос, который касается определенной цели, события или действия, которое случится в ближайшие 7 дней. МП дает правдивый ответ. Ответ может быть дан в форме короткой фразы, загадочной рифмы или знамения. Заклинание не принимает в расчет любые возможные обстоятельства, которые могут повлиять на исход, например произнесение дополнительных заклинаний, потеря или встреча компаньона. Если вы произнесете это заклинание два или более раз, не отдохнув полностью, то каждая попытка после первой увеличивает шанс случайного результата на 25%. МП делает этот бросок в тайне. @@ -801,7 +801,7 @@ D Друид (Лес) - В, С, M + В, С, M 4 Мгновенно (фимиам и жертвоприношение, свойственное вашей религии, стоимостью не менее 25 зм, которые расходуются при произнесении заклинания) Ваша магия и приношение позволяют вам связаться с богом или его слугами. Вы задаете один вопрос, который касается определенной цели, события или действия, которое случится в ближайшие 7 дней. МП дает правдивый ответ. Ответ может быть дан в форме короткой фразы, загадочной рифмы или знамения. Заклинание не принимает в расчет любые возможные обстоятельства, которые могут повлиять на исход, например произнесение дополнительных заклинаний, потеря или встреча компаньона. Если вы произнесете это заклинание два или более раз, не отдохнув полностью, то каждая попытка после первой увеличивает шанс случайного результата на 25%. МП делает этот бросок в тайне. @@ -812,7 +812,7 @@ D Друид (Луг) - В, С, M + В, С, M 4 Мгновенно (фимиам и жертвоприношение, свойственное вашей религии, стоимостью не менее 25 зм, которые расходуются при произнесении заклинания) Ваша магия и приношение позволяют вам связаться с богом или его слугами. Вы задаете один вопрос, который касается определенной цели, события или действия, которое случится в ближайшие 7 дней. МП дает правдивый ответ. Ответ может быть дан в форме короткой фразы, загадочной рифмы или знамения. Заклинание не принимает в расчет любые возможные обстоятельства, которые могут повлиять на исход, например произнесение дополнительных заклинаний, потеря или встреча компаньона. Если вы произнесете это заклинание два или более раз, не отдохнув полностью, то каждая попытка после первой увеличивает шанс случайного результата на 25%. МП делает этот бросок в тайне. @@ -867,7 +867,7 @@ EN Колдун - В, М + В, М 6 24 часа (язык змеи и кусочек медовых сот или капля сладкого масла) Вы внушаете образ действий (ограниченный одним-двумя предложениями) и магически влияете на 12 существ, которых вы можете видеть в пределах дальности заклинания. Существа должны слышать и понимать вас. Существа, которых нельзя очаровать, имунны к воздействию этого заклинания. Внушение должно казаться существу рациональным. Если вы попросите его заколоть себя, броситься на копье или иначе нанести себе вред, заклинание закончится. Каждое существо должно сделать спасбросок по Мудрости. При неудаче оно следует указанному вами образу действий по мере своих возможностей. Этот образ действий может длиться на всем протяжении заклинания. Если его можно закончить раньше, то заклинание заканчивается, когда существо выполняет то, о чем вы его попросили. Вы можете указывать конкретные условия, в которых существо будет действовать определенным образом. Если условие не было выполнено, прежде чем заклинание закончилось, то действие не будет выполнено.На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга, то длительность заклинания 7 дней, 8 круга - 30 дней, 9 круга - год и один день., прежде чем заклинание закончилось, то действие не будет выполнено. Если вы или любой из ваших компаньонов наносит урон цели, то заклинание заканчивается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга, то длительность заклинания 7 дней, 8 круга - 30 дней, 9 круга - год и один день. @@ -878,7 +878,7 @@ EN Чародей - В, М + В, М 6 24 часа (язык змеи и кусочек медовых сот или капля сладкого масла) Вы внушаете образ действий (ограниченный одним-двумя предложениями) и магически влияете на 12 существ, которых вы можете видеть в пределах дальности заклинания. Существа должны слышать и понимать вас. Существа, которых нельзя очаровать, имунны к воздействию этого заклинания. Внушение должно казаться существу рациональным. Если вы попросите его заколоть себя, броситься на копье или иначе нанести себе вред, заклинание закончится. Каждое существо должно сделать спасбросок по Мудрости. При неудаче оно следует указанному вами образу действий по мере своих возможностей. Этот образ действий может длиться на всем протяжении заклинания. Если его можно закончить раньше, то заклинание заканчивается, когда существо выполняет то, о чем вы его попросили. Вы можете указывать конкретные условия, в которых существо будет действовать определенным образом. Например, вы можете внушить рыцарю, чтобы он отдал своего боевого коня первому встреченному нищему. Если условие не было выполнено, прежде чем заклинание закончилось, то действие не будет выполнено. Если вы или любой из ваших компаньонов наносит урон цели, то заклинание заканчивается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга, то длительность заклинания 7 дней, 8 круга - 30 дней, 9 круга - год и один день. @@ -889,7 +889,7 @@ EN Бард - В, М + В, М 6 24 часа (язык змеи и кусочек медовых сот или капля сладкого масла) Вы внушаете образ действий (ограниченный одним-двумя предложениями) и магически влияете на 12 существ, которых вы можете видеть в пределах дальности заклинания. Существа должны слышать и понимать вас. Существа, которых нельзя очаровать, имунны к воздействию этого заклинания. Внушение должно казаться существу рациональным. Если вы попросите его заколоть себя, броситься на копье или иначе нанести себе вред, заклинание закончится. Каждое существо должно сделать спасбросок по Мудрости. При неудаче оно следует указанному вами образу действий по мере своих возможностей. Этот образ действий может длиться на всем протяжении заклинания. Если его можно закончить раньше, то заклинание заканчивается, когда существо выполняет то, о чем вы его попросили. Вы можете указывать конкретные условия, в которых существо будет действовать определенным образом. Например, вы можете внушить рыцарю, чтобы он отдал своего боевого коня первому встреченному нищему. Если условие не было выполнено, прежде чем заклинание закончилось, то действие не будет выполнено. Если вы или любой из ваших компаньонов наносит урон цели, то заклинание заканчивается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга, то длительность заклинания 7 дней, 8 круга - 30 дней, 9 круга - год и один день. @@ -955,7 +955,7 @@ C Волшебник - В, С, М + В, С, М 1 1 минута (немного свиного сала или масла) Скользкий жир покрывает квадратную область со стороной 10 футов в указаной вами точке в пределах дальности заклинания. Территория становится труднопроходимой на время действия заклинания. Когда появляется жир, каждое существо в этой области должно сделать успешный спасбросок по Ловкости или упадет навзничь. Существо, которое заходит в эту область или заканчивает свой ход в ней, также должно сделать аналогичный спасбросок. @@ -988,7 +988,7 @@ T Друид - В, С, М + В, С, М 5 Мгновенно (агат стоимостью 1000 зм, который расходуется при произнесении) Завершив произнесение заклинания, вычерчивая магические пути внутри драгоценного камня, вы касаетесь животного или растения Большого или меньшего размера. Параметр Интеллекта у цели должен либо отсутствовать, либо не превышать 3. Интеллект цели становится равным 10. Она также получает способность говорить на одном известном вам языке. Если цель - растение, оно получает способность двигать своими ветвями, корнями и прочими конечностями, и получает чувства, подобные человеческим. МП выбирает подходящие характеристики для пробудившегося растения. Пробудившееся животное или растение очаровано вами на 30 дней, или пока вы или ваши компаньоны не причините ему вред. Когда очарование заканчивается, существо может остаться дружелюбным, если вы хорошо к нему относились. @@ -999,7 +999,7 @@ T Бард - В, С, М + В, С, М 5 Мгновенно (агат стоимостью 1000 зм, который расходуется при произнесении) Завершив произнесение заклинания, вычерчивая магические пути внутри драгоценного камня, вы касаетесь животного или растения Большого или меньшего размера. Параметр Интеллекта у цели должен либо отсутствовать, либо не превышать 3. Интеллект цели становится равным 10. Она также получает способность говорить на одном известном вам языке. Если цель - растение, оно получает способность двигать своими ветвями, корнями и прочими конечностями, и получает чувства, подобные человеческим. МП выбирает подходящие характеристики для пробудившегося растения. Пробудившееся животное или растение очаровано вами на 30 дней, или пока вы или ваши компаньоны не причините ему вред. Когда очарование заканчивается, существо может остаться дружелюбным, если вы хорошо к нему относились. @@ -1021,7 +1021,7 @@ N Волшебник - В, С, М + В, С, М 8 мгновенно (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days @@ -1032,7 +1032,7 @@ N Паладин - В, С, M + В, С, M 3 Мгновенно (алмазы стоимостью 300 зм, которые расходуются при произнесении) Вы касаетесь существа, которое умерло не более минуты назад. Это существо возвращается к жизни с 1 ОЗ. Оно не может вернуть к жизни существо, которое умерло от старости, и не может вернуть потерянные части тела. @@ -1043,7 +1043,7 @@ N Жрец - В, С, M + В, С, M 3 Мгновенно (алмазы стоимостью 300 зм, которые расходуются при произнесении) Вы касаетесь существа, которое умерло не более минуты назад. Это существо возвращается к жизни с 1 ОЗ. Оно не может вернуть к жизни существо, которое умерло от старости, и не может вернуть потерянные части тела. @@ -1054,7 +1054,7 @@ N Жрец (Жизнь) - В, С, M + В, С, M 3 Мгновенно (алмазы стоимостью 300 зм, которые расходуются при произнесении) Вы касаетесь существа, которое умерло не более минуты назад. Это существо возвращается к жизни с 1 ОЗ. Оно не может вернуть к жизни существо, которое умерло от старости, и не может вернуть потерянные части тела. @@ -1065,7 +1065,7 @@ I Волшебник - В, С, М + В, С, М 2 До рассеивания (кусочек медовых сот и нефритовый порошок стоимостью не менее 10 зм, которые тратятся на произнесение) Вы встраиваете сообщение в объект в пределах дальности заклинания. Выберите объект, который вы можете видеть, и который не находится во владении другого существа. Затем произнесите сообщение не более 25 слов и не дольше 10 минут. Наконец, определите событие, в которых заклинание будет произносить ваше сообщение. Когда это событие происходит, то на объекте появляются волшебные уста и произносят сообщение вашим голосом и с той же громкостью, с которой вы его произносили. Если объект, который вы выбрали, имеет рот или что-либо похожее на рот (например рот у статуи), то уста появляются там, чтобы казалось, будто слова исходят изо рта. Когда вы произносите заклинание, вы решаете, закончится ли оно, произнеся сообщение в первый раз, или будет повторять его всякий раз, когда произойдет ключевое событие. Ключевое событие может быть настолько обобщенным, насколько вы хотите, но оно должно основываться на звуковых или визуальных явлениях в пределах 30 футов от объекта. Например, уста могут говорить всякий раз, когда в пределах 30 футов от объекта пройдет существо, или когда в пределах 30 футов от него зазвонит серебряный колокольчик. @@ -1076,7 +1076,7 @@ I Бард - В, С, М + В, С, М 2 До рассеивания (кусочек медовых сот и нефритовый порошок стоимостью не менее 10 зм, которые тратятся на произнесение) Вы встраиваете сообщение в объект в пределах дальности заклинания. Выберите объект, который вы можете видеть, и который не находится во владении другого существа. Затем произнесите сообщение не более 25 слов и не дольше 10 минут. Наконец, определите событие, в которых заклинание будет произносить ваше сообщение. Когда это событие происходит, то на объекте появляются волшебные уста и произносят сообщение вашим голосом и с той же громкостью, с которой вы его произносили. Если объект, который вы выбрали, имеет рот или что-либо похожее на рот (например рот у статуи), то уста появляются там, чтобы казалось, будто слова исходят изо рта. Когда вы произносите заклинание, вы решаете, закончится ли оно, произнеся сообщение в первый раз, или будет повторять его всякий раз, когда произойдет ключевое событие. Ключевое событие может быть настолько обобщенным, насколько вы хотите, но оно должно основываться на звуковых или визуальных явлениях в пределах 30 футов от объекта. Например, уста могут говорить всякий раз, когда в пределах 30 футов от объекта пройдет существо, или когда в пределах 30 футов от него зазвонит серебряный колокольчик. @@ -1087,7 +1087,7 @@ I Плут (Мистический ловкач) - В, С, М + В, С, М 2 До рассеивания (кусочек медовых сот и нефритовый порошок стоимостью не менее 10 зм, которые тратятся на произнесение) Вы встраиваете сообщение в объект в пределах дальности заклинания. Выберите объект, который вы можете видеть, и который не находится во владении другого существа. Затем произнесите сообщение не более 25 слов и не дольше 10 минут. Наконец, определите событие, в которых заклинание будет произносить ваше сообщение. Когда это событие происходит, то на объекте появляются волшебные уста и произносят сообщение вашим голосом и с той же громкостью, с которой вы его произносили. Если объект, который вы выбрали, имеет рот или что-либо похожее на рот (например рот у статуи), то уста появляются там, чтобы казалось, будто слова исходят изо рта. Когда вы произносите заклинание, вы решаете, закончится ли оно, произнеся сообщение в первый раз, или будет повторять его всякий раз, когда произойдет ключевое событие. Ключевое событие может быть настолько обобщенным, насколько вы хотите, но оно должно основываться на звуковых или визуальных явлениях в пределах 30 футов от объекта. Например, уста могут говорить всякий раз, когда в пределах 30 футов от объекта пройдет существо, или когда в пределах 30 футов от него зазвонит серебряный колокольчик. @@ -1164,7 +1164,7 @@ C Волшебник - В, С, М + В, С, М 4 8 часов (крошечный серебряный свисток, кусочек кости и нить) Вы создаете призрачного сторожевого пса в любом свободном месте в пределах дальности заклинания. Он остается на этом месте до конца действия заклинания, пока вы не отзовете его в качестве действия или пока не отойдете более чем на 100 футов от него. Пес невидим для всех существ кроме вас и не получает урона. Когда существо Маленького или большего размера подходит ближе чем на 30 футов к нему, не сказав пароль, который вы определяете при произнесении заклинания, пес начинает громко лаять. Пес видит невидимых существ и тех, кто находится в Эфирном Плане. Он игнорирует иллюзии. В начале каждого вашего хода, пес пытается укусить одно враждебное для вас существо в пределах 5 футов от него. Модификатор атаки пса равен модификатору вашего параметра заклинаний + вашему бонусу мастерства. При попадании он наносит 4d8 колющего урона. @@ -1175,7 +1175,7 @@ I Волшебник - В, С, М + В, С, М 5 8 часов (горсть песка, капля чернил и перо для письма, выдернутое из спящей птицы) Это заклинание формирует сны существа. Выберите любое существо, которое вы знаете, в качестве цели заклинания. Оно должно быть на одном с вами плане существования. Вы или другое желающее существо, которого вы коснулись, впадает в транс и выступает в роли посредника. Если цель заклинания спит, то посредник появляется в её снах и может общаться с целью до тех пор, пока она спит, и пока действует заклинание. Посредник может изменять сны, изменяя ландшафт, создавая объекты и другие образы. Он может покинуть транс в любой момент, досрочно прервав действие заклинания. Проснувшись, цель четко помнит свой сон. Вы можете сделать, чтобы посредник казался ужасным монстром для цели. В этом случае, посредник может передать не более 10 слов, после чего цель должна сделать спасбросок по Мудрости. При неудаче, появление монстра во сне вызывает кошмары, которые продолжаются до конца сна и не дают цели получить преимущества от отдыха. Кроме того, когда цель просыпается, она получает 3d6 психического урона. @@ -1186,7 +1186,7 @@ I Колдун - В, С, М + В, С, М 5 8 часов (горсть песка, капля чернил и перо для письма, выдернутое из спящей птицы) Это заклинание формирует сны существа. Выберите любое существо, которое вы знаете, в качестве цели заклинания. Оно должно быть на одном с вами плане существования. Вы или другое желающее существо, которого вы коснулись, впадает в транс и выступает в роли посредника. Если цель заклинания спит, то посредник появляется в её снах и может общаться с целью до тех пор, пока она спит, и пока действует заклинание. Посредник может изменять сны, изменяя ландшафт, создавая объекты и другие образы. Он может покинуть транс в любой момент, досрочно прервав действие заклинания. Проснувшись, цель четко помнит свой сон. Если цель бодрствует в момент произнесения заклинания, то посредник узнает об этом и может либо прервать транс (и заклинание) или подождать, пока цель уснет, чтобы появиться у нее во сне. Вы можете сделать, чтобы посредник казался ужасным монстром для цели. В этом случае, посредник может передать не более 10 слов, после чего цель должна сделать спасбросок по Мудрости. При неудаче, появление монстра во сне вызывает кошмары, которые продолжаются до конца сна и не дают цели получить преимущества от отдыха. Кроме того, когда цель просыпается, она получает 3d6 психического урона.ть, чтобы посредник казался ужасным монстром для цели. В этом случае, посредник может передать не более 10 слов, после чего цель должна сделать спасбросок по Мудрости. При неудаче, появление монстра во сне вызывает кошмары, которые продолжаются до конца сна и не дают цели получить преимущества от отдыха. Кроме того, когда цель просыпается, она получает 3d6 психического урона. Если вы имеете какой-то кусочек плоти существа, прядь его волос или обрезки ногтей, то цель получает помеху при этом спасброске. @@ -1197,7 +1197,7 @@ I Бард - В, С, М + В, С, М 5 8 часов (горсть песка, капля чернил и перо для письма, выдернутое из спящей птицы) Это заклинание формирует сны существа. Выберите любое существо, которое вы знаете, в качестве цели заклинания. Оно должно быть на одном с вами плане существования. Существа, который не спят, например эльфы, не подвержены этому заклинанию. Вы или другое желающее существо, которого вы коснулись, впадает в транс и выступает в роли посредника. Будучи в трансе, посредник осознает всё, что происходит вокруг, но не может действовать или двигаться. Если цель заклинания спит, то посредник появляется в её снах и может общаться с целью до тех пор, пока она спит, и пока действует заклинание. Посредник может изменять сны, изменяя ландшафт, создавая объекты и другие образы. Он может покинуть транс в любой момент, досрочно прервав действие заклинания. Проснувшись, цель четко помнит свой сон. Если цель бодрствует в момент произнесения заклинания, то посредник узнает об этом и может либо прервать транс (и заклинание) или подождать, пока цель уснет, чтобы появиться у нее во сне. Вы можете сделать, чтобы посредник казался ужасным монстром для цели. В этом случае, посредник может передать не более 10 слов, после чего цель должна сделать спасбросок по Мудрости. При неудаче, появление монстра во сне вызывает кошмары, которые продолжаются до конца сна и не дают цели получить преимущества от отдыха. Кроме того, когда цель просыпается, она получает 3d6 психического урона. Если вы имеете какой-то кусочек плоти существа, прядь его волос или обрезки ногтей, то цель получает помеху при этом спасброске. @@ -1208,7 +1208,7 @@ I Друид (Луг) - В, С, М + В, С, М 5 8 часов (горсть песка, капля чернил и перо для письма, выдернутое из спящей птицы) Это заклинание формирует сны существа. Выберите любое существо, которое вы знаете, в качестве цели заклинания. Оно должно быть на одном с вами плане существования. Существа, который не спят, например эльфы, не подвержены этому заклинанию. Вы или другое желающее существо, которого вы коснулись, впадает в транс и выступает в роли посредника. Будучи в трансе, посредник осознает всё, что происходит вокруг, но не может действовать или двигаться. Если цель заклинания спит, то посредник появляется в её снах и может общаться с целью до тех пор, пока она спит, и пока действует заклинание. Посредник может изменять сны, изменяя ландшафт, создавая объекты и другие образы. Он может покинуть транс в любой момент, досрочно прервав действие заклинания. Проснувшись, цель четко помнит свой сон. Если цель бодрствует в момент произнесения заклинания, то посредник узнает об этом и может либо прервать транс (и заклинание) или подождать, пока цель уснет, чтобы появиться у нее во сне. Вы можете сделать, чтобы посредник казался ужасным монстром для цели. В этом случае, посредник может передать не более 10 слов, после чего цель должна сделать спасбросок по Мудрости. При неудаче, появление монстра во сне вызывает кошмары, которые продолжаются до конца сна и не дают цели получить преимущества от отдыха. Кроме того, когда цель просыпается, она получает 3d6 психического урона. Если вы имеете какой-то кусочек плоти существа, прядь его волос или обрезки ногтей, то цель получает помеху при этом спасброске. @@ -1219,7 +1219,7 @@ I Плут (Мистический ловкач) - В, С, М + В, С, М 5 8 часов (горсть песка, капля чернил и перо для письма, выдернутое из спящей птицы) Это заклинание формирует сны существа. Выберите любое существо, которое вы знаете, в качестве цели заклинания. Оно должно быть на одном с вами плане существования. Вы или другое желающее существо, которого вы коснулись, впадает в транс и выступает в роли посредника. Если цель заклинания спит, то посредник появляется в её снах и может общаться с целью до тех пор, пока она спит, и пока действует заклинание. Посредник может изменять сны, изменяя ландшафт, создавая объекты и другие образы. Он может покинуть транс в любой момент, досрочно прервав действие заклинания. Проснувшись, цель четко помнит свой сон. Вы можете сделать, чтобы посредник казался ужасным монстром для цели. В этом случае, посредник может передать не более 10 слов, после чего цель должна сделать спасбросок по Мудрости. При неудаче, появление монстра во сне вызывает кошмары, которые продолжаются до конца сна и не дают цели получить преимущества от отдыха. Кроме того, когда цель просыпается, она получает 3d6 психического урона. @@ -1263,7 +1263,7 @@ C Волшебник - В, С, М + В, С, М 4 мгновенно (изысканный сундук размерами 3 х 2 х 2 фута, созданный из редких материалов стоимостью не менее 5000 зм, а также крошечная его копия, изготовленная из тех же материалов, стоимостью не менее 50 зм) Вы прячете сундук и всё его содержимое на Эфирном Плане. Вы должны коснуться сундука и его миниатюрной копии, которые служат материальными компонентами для заклинания. Суднук может вмещать до 12 кубических футов неживой материи (3 х 2 х 2 фута). Пока сундук находится на Эфирном Плане, вы можете в качестве действия коснуться его копии и призывать сундук. Он появляется в незанятом месте в пределах 5 футов от вас. Затем вы можете отправить сундук обратно на Эфирный План, прикоснувшись к сундуку и копии в качестве действия. После 60 дней, каждый последующий день увеличивает шанс, что заклинание перестанет работать на 5%. Оно также заканчивается, если вы повторно произносите его, маленькая копия сундука уничтожена, или вы в качестве действия отменяете заклинание. Если заклинание заканчилось, когда большой сундук находится на Эфирном Плане, то он безвозвратно утрачен. @@ -1285,7 +1285,7 @@ A Жрец - В, С, M + В, С, M 8 Концентрация, до 1 минуты (Маленький реликварий, стоимостью не менее 1000 зм со священной реликвией, например лоскут одежды святого или кусочек пергамента с религиозным писанием) Божественный свет исходит от вас и покрывает всё в радиусе 30 футов мягким сиянием. Выбранные вами существа в этом радиусе излучают тусклый свет в радиусе 5 футов и получают преимущество на все спасброски. Любые другие существа получают помеху при бросках атаки против них. Кроме того, если демон или нежить попадает по существу, находящемуся под воздействием заклинания, то аура испускает вспышку яркого света. Атакующий должен сделать успешный спасбросок по Телосложению или будет ослеплен до конца действия заклинания. @@ -1340,7 +1340,7 @@ I Колдун - В, С, M + В, С, M 3 конц-я, до 1 мин (белое перо или куриное сердце) Вы создаете призрачный образ, олицетворяющий самые ужасные кошмары существ. Каждое существо в конусе длиной 30 футов должно сделать успешный спасбросок по Мудрости или будет напугано на время действия заклинания. Будучи напуганным, существо может использовать только Рывок и вынуждено убегать от вас по самому безопасному пути каждый ход, если ему есть куда бежать. Если существо заканчивает свой ход в месте, которое находится вне вашей прямой видимости, оно может сделать спасбросок по Мудрости. В случае успеха заклинание заканчивается. @@ -1351,7 +1351,7 @@ I Чародей - В, С, M + В, С, M 3 Конц-я, до 1 мин (белое перо или куриное сердце) Вы создаете призрачный образ, олицетворяющий самые ужасные кошмары существ. Каждое существо в конусе длиной 30 футов должно сделать успешный спасбросок по Мудрости или будет напугано на время действия заклинания. Будучи напуганным, существо может использовать только Рывок и вынуждено убегать от вас по самому безопасному пути каждый ход, если ему есть куда бежать. Если существо заканчивает свой ход в месте, которое находится вне вашей прямой видимости, оно может сделать спасбросок по Мудрости. В случае успеха заклинание заканчивается. @@ -1362,7 +1362,7 @@ I Бард - В, С, M + В, С, M 3 Конц-я, до 1 мин (белое перо или куриное сердце) Вы создаете призрачный образ, олицетворяющий самые ужасные кошмары существ. Каждое существо в конусе длиной 30 футов должно сделать успешный спасбросок по Мудрости или будет напугано на время действия заклинания. Будучи напуганным, существо может использовать только Рывок и вынуждено убегать от вас по самому безопасному пути каждый ход, если ему есть куда бежать. Если существо заканчивает свой ход в месте, которое находится вне вашей прямой видимости, оно может сделать спасбросок по Мудрости. В случае успеха заклинание заканчивается. @@ -1439,7 +1439,7 @@ N Колдун - В, С, M + В, С, M 6 мгновенно (глиняный горшочек, наполненный могильной землей, глиняный горшочек, наполненный соленой водой и черный оникс стоимостью 150 зм за каждый труп) Вы можете произносить это заклинание только ночью. Выберите до трех трупов гуманоидов Среднего или Маленького размера в пределах дальности заклинания. Каждый труп становится упырем, которого вы контролируете (МП знает параметры этих существ). В качестве дополнительного действия каждый свой ход вы можете телепатически отдать приказ любому существу, созданному этим заклинанием, если оно находится в пределах 120 футов от вас (если вы контролируете несколько существ, то можете отдать один и тот же приказ любому их количеству одновременно). Вы выбираете какое действие существо совершит в следующем ходу и куда оно пойдет, или можете отдать обобщенный приказ, например защищать конкретную комнату или коридор. Если вы не отдаете никаких приказов, то существо только защищается от враждебных существ. Получив приказ, существо продолжает выполнять его до тех пор, пока не завершит задание. Существо находится под вашим контролем в течение 24 часов, а затем прекращает выполнять любые ваши приказы. Чтобы сохранить контроль над существом еще на 24 часа, вы должны повторно произнести на него это заклинание до того, как 24 истекли. Используя заклинание таким образом, вы можете обновить контроль над тремя существами, вместо создания новых. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга, то можете поднять до четырех упырей или обновить над ними контроль. Используя ячейку 8 круга вы можете поднять до пяти упырей, либо двух вурдалаков или умертвий, или обновить над ними контроль. Используя ячейку 9 круга, вы можете поднять до шести упырей, либо трех вурдалаков или умертвий, либо двух мумий, или обновить над ними контроль. @@ -1450,7 +1450,7 @@ N Жрец - В, С, M + В, С, M 6 Мгновенно (глиняный горшочек, наполненный могильной землей, глиняный горшочек, наполненный соленой водой и черный оникс стоимостью 150 зм за каждый труп) Вы можете произносить это заклинание только ночью. Выберите до трех трупов гуманоидов Среднего или Маленького размера в пределах дальности заклинания. Каждый труп становится упырем, которого вы контролируете (МП знает параметры этих существ). В качестве дополнительного действия каждый свой ход вы можете телепатически отдать приказ любому существу, созданному этим заклинанием, если оно находится в пределах 120 футов от вас (если вы контролируете несколько существ, то можете отдать один и тот же приказ любому их количеству одновременно). Вы выбираете какое действие существо совершит в следующем ходу и куда оно пойдет, или можете отдать обобщенный приказ, например защищать конкретную комнату или коридор. Если вы не отдаете никаких приказов, то существо только защищается от враждебных существ. Получив приказ, существо продолжает выполнять его до тех пор, пока не завершит задание. Существо находится под вашим контролем в течение 24 часов, а затем прекращает выполнять любые ваши приказы. Чтобы сохранить контроль над существом еще на 24 часа, вы должны повторно произнести на него это заклинание до того, как 24 истекли. Используя заклинание таким образом, вы можете обновить контроль над тремя существами, вместо создания новых. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга, то можете поднять до четырех упырей или обновить над ними контроль. Используя ячейку 8 круга вы можете поднять до пяти упырей, либо двух вурдалаков или умертвий, или обновить над ними контроль. Используя ячейку 9 круга, вы можете поднять до шести упырей, либо трех вурдалаков или умертвий, либо двух мумий, или обновить над ними контроль. @@ -1461,7 +1461,7 @@ EV Волшебник - В, С, М + В, С, М 8 24 часа (пара соединенных серебряных колец) Вы создаете телепатическую связь между собой и согласным существом, которого вы знаете. Существо может находиться где угодно на одном плане с вами. Заклинание заканчивается, если вы оказываетесь на разных планах. Пока оно действует, вы можете мгновенно обмениваться словами, звуками и другими сенсорными посланиями через эту связь, и цель распознает существо, с которым оно общается. Заклинание позволяет существу с Интеллектом не ниже 1 понимать значение ваших слов и сенсорных посланий, которые вы отправляете ему. @@ -1483,7 +1483,7 @@ A Колдун - В, С, М + В, С, М 1 1 час (чашка воды) Вас окружает защитная магическая сила, проявляющаяся в виде призрачного инея, покрывающего вас и ваше снаряжение. Вы получаете 5 временных ОЗ. Если существо попадает по вам атакой ближнего боя, когда у вас есть эти временные ОЗ, то оно получает 5 урона холодом. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то временные ОЗ и урон холодом увеличиваются на 5 за каждый кругу выше первого. @@ -1505,7 +1505,7 @@ A Чародей - В, С, M + В, С, M 1 8 часов (кусочек обработанной кожи) Вы касаетесь согласного существа, которое не одето в доспехи, и защитная магия окружает его на время действия заклинания. КБ цели становится 13 + его модификатор Ловкости. Заклинание заканчивается, если цель одевает доспехи или отменяет заклинание в качестве действия. @@ -1527,7 +1527,7 @@ C Волшебник - В, С, М + В, С, М 6 До рассеивания (сапфир стоимостью 1000 зм) Вы касаетесь объекта весом не более 10 фунтов и размером не более 6 футов с любой из сторон. Заклинание оставляет невидимую отметку на его поверхности, а также наносит невидимое название объекта на сапфир, который вы использовали в качестве материального компонента. Каждый раз, когда вы произносите это заклинание, вы должны использовать другой сапфир. В любой момент после этого, в качестве действия вы можете сказать название объекта и сломать сапфир. Названный объект мгновенно появляется в вашей руке независимо от его физической или планарной дальности, а заклинание заканчивается. Если другое существо держит его в руках, то разрушение сапфира не перемещает объект к вам, но вы узнаете, кто им владеет, и приблизительное местонахождение этого существа в данный момент. Заклинание развеять магию или другой подобный эффект, примененные на сапфир, развеивают это заклинание. @@ -1637,7 +1637,7 @@ C Следопыт - В, С, M + В, С, M 4 Концентрация, до 1 часа (одна ягода падуба за каждое призванное существо) Вы призываете фей, которые появляются в незанятых местах, которые вы можете видеть в пределах дальности заклинания. Выберите один из следующих вариантов: • Одна фея с уровнем опасности 2 или ниже• Две феи с уровнем опасности 1 или ниже• Четыре феи с уровнем опасности 1/2 или ниже• Восемь фей с уровнем опасности 1/4 или ниже Призванное существ исчезает, когда его ОЗ падают до 0, или когда заклинание заканчивается. Призванные существа дружественны по отношению к вам ивашим компаньонам.Они ходят отдельно, поэтому требуют отдельных бросков инициативы в бою. Существа подчиняются вашим вербальным приказам (действия не требуется). Если вы не отдаете никаких приказов, то существа защищают себя от враждебных существ, но не совершают других действий. МП знает параметры этих существ. На более высоких кругах. Если вы произносите заклинание, используя ячейки более высокого круга, то можете вызвать больше существ: в два раза больше за ячейку 6 круга и в три раза больше за ячейку 8 круга. @@ -1648,7 +1648,7 @@ C Друид - В, С, M + В, С, M 4 Конц-я, до 1 часа (одна ягода падуба за каждое призванное существо) Вы призываете фей, которые появляются в незанятых местах, которые вы можете видеть в пределах дальности заклинания. Выберите один из следующих вариантов: • Одна фея с уровнем опасности 2 или ниже• Две феи с уровнем опасности 1 или ниже• Четыре феи с уровнем опасности 1/2 или ниже• Восемь фей с уровнем опасности 1/4 или ниже Призванное существ исчезает, когда его ОЗ падают до 0, или когда заклинание заканчивается. Призванные существа дружественны по отношению к вам ивашим компаньонам.Они ходят отдельно, поэтому требуют отдельных бросков инициативы в бою. Существа подчиняются вашим вербальным приказам (действия не требуется). Если вы не отдаете никаких приказов, то существа защищают себя от враждебных существ, но не совершают других действий. МП знает параметры этих существ. На более высоких кругах. Если вы произносите заклинание, используя ячейки более высокого круга, то можете вызвать больше существ: в два раза больше за ячейку 6 круга и в три раза больше за ячейку 8 круга. @@ -1670,7 +1670,7 @@ D Колдун - В, M + В, M 3 1 час (маленькая глиняная модель зиккурата) Вы касаетесь существа и даруете ему способность понимать любой разговорный язык, который он слышит. А когда цель говорит, любое существо, которое знает хотя бы один язык и может слышать, понимает её. @@ -1681,7 +1681,7 @@ D Чародей - В, M + В, M 3 1 час (маленькая глиняная модель зиккурата) Вы касаетесь существа и даруете ему способность понимать любой разговорный язык, который он слышит. А когда цель говорит, любое существо, которое знает хотя бы один язык и может слышать, понимает её. @@ -1692,7 +1692,7 @@ D Жрец - В, M + В, M 3 1 час (маленькая глиняная модель зиккурата) Вы касаетесь существа и даруете ему способность понимать любой разговорный язык, который он слышит. А когда цель говорит, любое существо, которое знает хотя бы один язык и может слышать, понимает её. @@ -1703,7 +1703,7 @@ D Бард - В, M + В, M 3 1 час (маленькая глиняная модель зиккурата) Вы касаетесь существа и даруете ему способность понимать любой разговорный язык, который он слышит. А когда цель говорит, любое существо, которое знает хотя бы один язык и может слышать, понимает её. @@ -1725,7 +1725,7 @@ EV Жрец - В, С, M + В, С, M 3 1 раунд (отрезок медной проволоки) Вы посылаете короткое сообщение, не превышающее 25 слов существу, которое вы знаете. Существо слышит его у себя в голове, узнает вас в отправителе, если знаком с вами, и может немедленно ответить таким же образом. Существа с Интеллектом не менее 1 способны понять смысл вашего послания. Вы можете послать его на любое расстояние и даже на другие планы существования, но если цель находится на другом плане, то есть пятипроцентный шанс, что послание не дойдет. @@ -1736,7 +1736,7 @@ EV Колдун (Великий древний) - В, С, M + В, С, M 3 1 раунд (отрезок медной проволоки) Вы посылаете короткое сообщение, не превышающее 25 слов существу, которое вы знаете. Существо слышит его у себя в голове, узнает вас в отправителе, если знаком с вами, и может немедленно ответить таким же образом. Существа с Интеллектом не менее 1 способны понять смысл вашего послания. Вы можете послать его на любое расстояние и даже на другие планы существования, но если цель находится на другом плане, то есть пятипроцентный шанс, что послание не дойдет. @@ -1769,7 +1769,7 @@ C Чародей - В, С, M + В, С, M 9 Конц-я, до 1 мин (алмаз стоимостью не менее 5000 зм) Вы призываете портал, соединяющий любое незанятое место, которое вы можете видеть в пределах дальности заклинания, с определенным местом на другом плане существования. Портал представляет собой круглый проем диаметром от 5 до 20 футов на ваш выбор. Вы можете повернуть его в любом направлении. Портал существует, пока действует заклинание. Портал имеет переднюю сторону и заднюю. Войти в портал можно только через переднюю сторону. Всё, что попадает в портал, немедленно перемещается на другой план, появляясь в ближайшем к порталу незанятом месте. Божества и другие владыки планов могут предотвращать создание порталов при помощи этого заклинания в их присутствии или где-либо на их плане. Когда вы произносите это заклинание, вы можете сказать имя конкретного существа (псевдоним, титул или прозвище не подходят). Если это существо находится на другом плане нежели вы, то портал открывается в непосредственной близости от названного существа и втягивает его, перемещая его к вам на любое незанятое место рядом с порталом. Вы не обладаете каким либо влиянием на это существо, оно может свободно действовать по усмотрению МП. Оно может уйти, атаковать вас или помочь вас. @@ -1780,7 +1780,7 @@ C Жрец - В, С, M + В, С, M 9 Концентрация, до 1 минуты (алмаз стоимостью не менее 5000 зм) Вы призываете портал, соединяющий любое незанятое место, которое вы можете видеть в пределах дальности заклинания, с определенным местом на другом плане существования. Портал представляет собой круглый проем диаметром от 5 до 20 футов на ваш выбор. Вы можете повернуть его в любом направлении. Портал существует, пока действует заклинание. Портал имеет переднюю сторону и заднюю. Войти в портал можно только через переднюю сторону. Всё, что попадает в портал, немедленно перемещается на другой план, появляясь в ближайшем к порталу незанятом месте. Божества и другие владыки планов могут предотвращать создание порталов при помощи этого заклинания в их присутствии или где-либо на их плане. Когда вы произносите это заклинание, вы можете сказать имя конкретного существа (псевдоним, титул или прозвище не подходят). Если это существо находится на другом плане нежели вы, то портал открывается в непосредственной близости от названного существа и втягивает его, перемещая его к вам на любое незанятое место рядом с порталом. Вы не обладаете каким либо влиянием на это существо, оно может свободно действовать по усмотрению МП. Оно может уйти, атаковать вас или помочь вас. @@ -1791,7 +1791,7 @@ EV Волшебник - В, С, М + В, С, М 7 конц-я, до 1 мин (миниатюрный платиновый меч с рукояткой из меди и цинка стоимостью 250 зм) Вы создаете воплощение силы в форме меча, который парит в воздухе, пока действует заклинание. Когда меч появляется, сделайте заклинательную атаку ближнего боя против цели, которая находится в пределах 5 футов от меча. При попадании цель получает 3d10 урона силой. Пока заклинание действует, каждый свой ход в качестве дополнительного действия вы можете перемещать его на расстояние до 20 футов и повторять атаку против того же существа или другого. @@ -1802,7 +1802,7 @@ EV Бард - В, С, М + В, С, М 7 Конц-я, до 1 мин (миниатюрный платиновый меч с рукояткой из меди и цинка стоимостью 250 зм) Вы создаете воплощение силы в форме меча, который парит в воздухе, пока действует заклинание. Когда меч появляется, сделайте Выную атаку ближнего боя против цели, которая находится в пределах 5 футов от меча. При попадании цель получает 3d10 урона силой. Пока заклинание действует, каждый свой ход в качестве дополнительного действия вы можете перемещать его на расстояние до 20 футов и повторять атаку против того же существа или другого. @@ -1824,7 +1824,7 @@ EN Чародей - В, С, M + В, С, M 1 1 минута (щепотка мелкого песка, лепестки роз или сверчок) Заклинание погружает существ в магический сон. Бросьте 5d8 @@ -1835,7 +1835,7 @@ EN Бард - В, С, M + В, С, M 1 1 минута (щепотка мелкого песка, лепестки роз или сверчок) Заклинание погружает существ в магический сон. Бросьте 5d8 @@ -1846,7 +1846,7 @@ EN Колдун (Архифея) - В, С, M + В, С, M 1 1 минута (щепотка мелкого песка, лепестки роз или сверчок) Заклинание погружает существ в магический сон. Бросьте 5d8 @@ -1868,7 +1868,7 @@ A Волшебник - В, С, М + В, С, М 3 8 часов (щепотка алмазного порошка стоимостью 25 зм, посыпанная на цель, которая расходуется при произнесении) Вы касаетесь цели и скрываете её от наблюдения при помощи магии прорицания, пока действует заклинание. Целью может быть согласное существо или объект не больше 10 футов по любой из сторон. Цель нельзя выбрать в качестве цели заклинаний прорицания, а сенсоры, созданные этими заклинаниями, не видят её. @@ -1879,7 +1879,7 @@ A Следопыт - В, С, М + В, С, М 3 8 часов (щепотка алмазного порошка стоимостью 25 зм, посыпанная на цель, которая расходуется при произнесении) Вы касаетесь цели и скрываете её от наблюдения при помощи магии прорицания, пока действует заклинание. Целью может быть согласное существо или объект не больше 10 футов по любой из сторон. Цель нельзя выбрать в качестве цели заклинаний прорицания, а сенсоры, созданные этими заклинаниями, не видят её. @@ -1890,7 +1890,7 @@ A Бард - В, С, М + В, С, М 3 8 часов (щепотка алмазного порошка стоимостью 25 зм, посыпанная на цель, которая расходуется при произнесении) Вы касаетесь цели и скрываете её от наблюдения при помощи магии прорицания, пока действует заклинание. Целью может быть согласное существо или объект не больше 10 футов по любой из сторон. Цель нельзя выбрать в качестве цели заклинаний прорицания, а сенсоры, созданные этими заклинаниями, не видят её. @@ -1901,7 +1901,7 @@ A Жрец (Знание) - В, С, М + В, С, М 3 8 часов (щепотка алмазного порошка стоимостью 25 зм, посыпанная на цель, которая расходуется при произнесении) Вы касаетесь цели и скрываете её от наблюдения при помощи магии прорицания, пока действует заклинание. Целью может быть согласное существо или объект не больше 10 футов по любой из сторон. Цель нельзя выбрать в качестве цели заклинаний прорицания, а сенсоры, созданные этими заклинаниями, не видят её. @@ -1912,7 +1912,7 @@ A Воин (Мистический Рыцарь) - В, С, М + В, С, М 3 8 часов (щепотка алмазного порошка стоимостью 25 зм, посыпанная на цель, которая расходуется при произнесении) Вы касаетесь цели и скрываете её от наблюдения при помощи магии прорицания, пока действует заклинание. Целью может быть согласное существо или объект не больше 10 футов по любой из сторон. Цель нельзя выбрать в качестве цели заклинаний прорицания, а сенсоры, созданные этими заклинаниями, не видят её. @@ -1923,7 +1923,7 @@ EV Волшебник - В, С, М + В, С, М 4 конц-я, до 1 мин (полусферический кусочек чистого кристалла и такая же по размерам полусфера из гуммиарабика) Сфера из мерцающей силы окружает находящееся в пределах дистанции существо или предмет с размером не больше Большого. Нежелающее существо должно совершить спасбросок Ловкости. При провале существо окружается сферой на время действия заклинания. Ничто — ни физические предметы, ни энергия, ни эффекты прочих заклинаний — не могут проходить через этот барьер, как внутрь, так и наружу, хотя существо в сфере может дышать нормально. Сфера обладает иммунитетом ко всем видам урона, и находящееся внутри существо или предмет не может получать урон от атак и эффектов, исходящих снаружи, но и находящееся в сфере существо не может причинить урон ничему, что находится снаружи. Сфера ничего не весит, и она достаточно велика, чтобы вместить существо или предмет. Окружённое существо может действием толкать стены сферы и таким образом перемещаться со скоростью, уменьшенной вдвое. Точно так же, сферу могут поднять и переносить другие существа. Заклинание распад, нацеленное на сферу, уничтожает её, не причиняя вреда тому, что находится внутри @@ -1934,7 +1934,7 @@ EV Воин (Мистический Рыцарь) - В, С, М + В, С, М 4 конц-я, до 1 мин (полусферический кусочек чистого кристалла и такая же по размерам полусфера из гуммиарабика) Сфера из мерцающей силы окружает находящееся в пределах дистанции существо или предмет с размером не больше Большого. Нежелающее существо должно совершить спасбросок Ловкости. При провале существо окружается сферой на время действия заклинания. Ничто — ни физические предметы, ни энергия, ни эффекты прочих заклинаний — не могут проходить через этот барьер, как внутрь, так и наружу, хотя существо в сфере может дышать нормально. Сфера обладает иммунитетом ко всем видам урона, и находящееся внутри существо или предмет не может получать урон от атак и эффектов, исходящих снаружи, но и находящееся в сфере существо не может причинить урон ничему, что находится снаружи. Сфера ничего не весит, и она достаточно велика, чтобы вместить существо или предмет. Окружённое существо может действием толкать стены сферы и таким образом перемещаться со скоростью, уменьшенной вдвое. Точно так же, сферу могут поднять и переносить другие существа. Заклинание распад, нацеленное на сферу, уничтожает её, не причиняя вреда тому, что находится внутри @@ -1945,7 +1945,7 @@ EV Чародей - В, С, M + В, С, M 8 Конц-я, до 1 мин (щепотка грязи, кусочек камня и кусок глины) Вы создаете сейсмические возмущения в выбранной точке, которую вы можете видеть в пределах дальности заклинания. Пока действует заклинание, земля раскалывается от интенсивных толчков в радиусе 100 футов от выбранного места и сотраясает существ и сооружения, которые соприкасаются с землей в этой области. Земля в области действия становится труднопроходимой местностью. Каждое существо, которое концентрируется, стоя на земле, должно сделать спасбросок по Телосложению. В случае провала Конц-я нарушается. Когда вы произносите это заклинание, и в конце каждого хода, в котором вы концентрируетесь на нем, кажджое существо на земле в области действия должно сделать спасбросок по Ловкости. В случае провала его сбивает с ног. Это заклинание может иметь дополнительные эффекты, которые зависят от типа поверхности, и определяются МП. Трещины. Трещины открываются по всей области действия заклинания в начале следующего хода после произнесения заклинания. Всего открывается 1d6 трещин, местоположение которых определяется МП. Каждая трещина глубиной 1d4 x 10 футов, 10 футов шириной и тянется от одного конца области действия до другого. Существо, которое стоит на месте, где открывается трещина, должно сделать успешный спасбросок по Ловкости или упадет в нее. Существо успешно сделавшее спасбросок двигается вместе с краем трещины, когда та открывается. Если трещины открываются под сооружениями, то те автоматически обрушиваются (см ниже). Сооружения. Трещина наносит 50 дробящего урона любому сооружению, которое соприкасается с землей в области действия, когда вы произносите заклинание и в начале каждого хода до самого его окончания. Если ОЗ сооружения падает до 0, оно обрушивается и может нанести урон существам, стоящим поблизости. Существо, находящееся от него на расстоянии в половину высоты сооружения, должно сделать спасбросок по Ловкости. В случае провала, оно получает 5d6 дробящего урона, его также сбивает с ног и заваливает обломками. Из них можно освободиться, сделав успешную проверку по Силе (Атлетика) против КС 20 в качестве действия. МП может сделать КС выше или ниже в зависимости от вида обломков. В случае успешного спасброска существо получает половину урона, остается на ногах и избегает завала. @@ -1956,7 +1956,7 @@ EV Друид - В, С, M + В, С, M 8 Конц-я, до 1 мин (щепотка грязи, кусочек камня и кусок глины) Вы создаете сейсмические возмущения в выбранной точке, которую вы можете видеть в пределах дальности заклинания. Пока действует заклинание, земля раскалывается от интенсивных толчков в радиусе 100 футов от выбранного места и сотраясает существ и сооружения, которые соприкасаются с землей в этой области. Земля в области действия становится труднопроходимой местностью. Каждое существо, которое концентрируется, стоя на земле, должно сделать спасбросок по Телосложению. В случае провала Конц-я нарушается. Когда вы произносите это заклинание, и в конце каждого хода, в котором вы концентрируетесь на нем, кажджое существо на земле в области действия должно сделать спасбросок по Ловкости. В случае провала его сбивает с ног. Это заклинание может иметь дополнительные эффекты, которые зависят от типа поверхности, и определяются МП. Трещины. Трещины открываются по всей области действия заклинания в начале следующего хода после произнесения заклинания. Всего открывается 1d6 трещин, местоположение которых определяется МП. Каждая трещина глубиной 1d4 x 10 футов, 10 футов шириной и тянется от одного конца области действия до другого. Существо, которое стоит на месте, где открывается трещина, должно сделать успешный спасбросок по Ловкости или упадет в нее. Существо успешно сделавшее спасбросок двигается вместе с краем трещины, когда та открывается. Если трещины открываются под сооружениями, то те автоматически обрушиваются (см ниже). Сооружения. Трещина наносит 50 дробящего урона любому сооружению, которое соприкасается с землей в области действия, когда вы произносите заклинание и в начале каждого хода до самого его окончания. Если ОЗ сооружения падает до 0, оно обрушивается и может нанести урон существам, стоящим поблизости. Существо, находящееся от него на расстоянии в половину высоты сооружения, должно сделать спасбросок по Ловкости. В случае провала, оно получает 5d6 дробящего урона, его также сбивает с ног и заваливает обломками. Из них можно освободиться, сделав успешную проверку по Силе (Атлетика) против КС 20 в качестве действия. МП может сделать КС выше или ниже в зависимости от вида обломков. В случае успешного спасброска существо получает половину урона, остается на ногах и избегает завала. @@ -1967,7 +1967,7 @@ EV Жрец - В, С, M + В, С, M 8 Концентрация, до 1 минуты (щепотка грязи, кусочек камня и кусок глины) Вы создаете сейсмические возмущения в выбранной точке, которую вы можете видеть в пределах дальности заклинания. Пока действует заклинание, земля раскалывается от интенсивных толчков в радиусе 100 футов от выбранного места и сотраясает существ и сооружения, которые соприкасаются с землей в этой области. Земля в области действия становится труднопроходимой местностью. Каждое существо, которое концентрируется, стоя на земле, должно сделать спасбросок по Телосложению. В случае провала концентрация нарушается. Когда вы произносите это заклинание, и в конце каждого хода, в котором вы концентрируетесь на нем, кажджое существо на земле в области действия должно сделать спасбросок по Ловкости. В случае провала его сбивает с ног. Это заклинание может иметь дополнительные эффекты, которые зависят от типа поверхности, и определяются МП. Трещины. Трещины открываются по всей области действия заклинания в начале следующего хода после произнесения заклинания. Всего открывается 1d6 трещин, местоположение которых определяется МП. Каждая трещина глубиной 1d4 x 10 футов, 10 футов шириной и тянется от одного конца области действия до другого. Существо, которое стоит на месте, где открывается трещина, должно сделать успешный спасбросок по Ловкости или упадет в нее. Существо успешно сделавшее спасбросок двигается вместе с краем трещины, когда та открывается. Если трещины открываются под сооружениями, то те автоматически обрушиваются (см ниже). Сооружения. Трещина наносит 50 дробящего урона любому сооружению, которое соприкасается с землей в области действия, когда вы произносите заклинание и в начале каждого хода до самого его окончания. Если ОЗ сооружения падает до 0, оно обрушивается и может нанести урон существам, стоящим поблизости. Существо, находящееся от него на расстоянии в половину высоты сооружения, должно сделать спасбросок по Ловкости. В случае провала, оно получает 5d6 дробящего урона, его также сбивает с ног и заваливает обломками. Из них можно освободиться, сделав успешную проверку по Силе (Атлетика) против КС 20 в качестве действия. МП может сделать КС выше или ниже в зависимости от вида обломков. В случае успешного спасброска существо получает половину урона, остается на ногах и избегает завала. @@ -1989,7 +1989,7 @@ C Чародей - В, С, M + В, С, M 3 Конц-я, до 1 мин (тухлое яйцо или несколько листьев скунсовой капусты) В указанной вами точке в пределах дальности заклинания возникает сфера желтого, тошнотворного газа радиусом 20 футов. Область становится очень затемненной. Облако висит в воздухе пока действует заклинание. Каждое существо, которое полностью находится внутри облака в начале своего хода, должно сделать спасбросок по Телосложению против яда. В случае провала существо тратит свой ход из-за головокружения и приступов рвоты. Существа, не нуждающиеся в дыхании или имунные к яду, автоматически совершают успешный спасбросок. Умеренный ветер (не менее 10 миль в час) развеивает облако за 4 раунда. Сильный ветер (не менее 20 миль в час) развеивает его за 1 раунд. @@ -2000,7 +2000,7 @@ C Бард - В, С, M + В, С, M 3 Конц-я, до 1 мин (тухлое яйцо или несколько листьев скунсовой капусты) В указанной вами точке в пределах дальности заклинания возникает сфера желтого, тошнотворного газа радиусом 20 футов. Область становится очень затемненной. Облако висит в воздухе пока действует заклинание. Каждое существо, которое полностью находится внутри облака в начале своего хода, должно сделать спасбросок по Телосложению против яда. В случае провала существо тратит свой ход из-за головокружения и приступов рвоты. Существа, не нуждающиеся в дыхании или имунные к яду, автоматически совершают успешный спасбросок. Умеренный ветер (не менее 10 миль в час) развеивает облако за 4 раунда. Сильный ветер (не менее 20 миль в час) развеивает его за 1 раунд. @@ -2011,7 +2011,7 @@ C Друид (Болото) - В, С, M + В, С, M 3 Конц-я, до 1 мин (тухлое яйцо или несколько листьев скунсовой капусты) В указанной вами точке в пределах дальности заклинания возникает сфера желтого, тошнотворного газа радиусом 20 футов. Область становится очень затемненной. Облако висит в воздухе пока действует заклинание. Каждое существо, которое полностью находится внутри облака в начале своего хода, должно сделать спасбросок по Телосложению против яда. В случае провала существо тратит свой ход из-за головокружения и приступов рвоты. Существа, не нуждающиеся в дыхании или имунные к яду, автоматически совершают успешный спасбросок. Умеренный ветер (не менее 10 миль в час) развеивает облако за 4 раунда. Сильный ветер (не менее 20 миль в час) развеивает его за 1 раунд. @@ -2022,7 +2022,7 @@ C Друид (Подземье) - В, С, M + В, С, M 3 Конц-я, до 1 мин (тухлое яйцо или несколько листьев скунсовой капусты) В указанной вами точке в пределах дальности заклинания возникает сфера желтого, тошнотворного газа радиусом 20 футов. Область становится очень затемненной. Облако висит в воздухе пока действует заклинание. Каждое существо, которое полностью находится внутри облака в начале своего хода, должно сделать спасбросок по Телосложению против яда. В случае провала существо тратит свой ход из-за головокружения и приступов рвоты. Существа, не нуждающиеся в дыхании или имунные к яду, автоматически совершают успешный спасбросок. Умеренный ветер (не менее 10 миль в час) развеивает облако за 4 раунда. Сильный ветер (не менее 20 миль в час) развеивает его за 1 раунд. @@ -2033,7 +2033,7 @@ C Колдун (Исчадие) - В, С, M + В, С, M 3 Конц-я, до 1 мин (тухлое яйцо или несколько листьев скунсовой капусты) В указанной вами точке в пределах дальности заклинания возникает сфера желтого, тошнотворного газа радиусом 20 футов. Область становится очень затемненной. Облако висит в воздухе пока действует заклинание. Каждое существо, которое полностью находится внутри облака в начале своего хода, должно сделать спасбросок по Телосложению против яда. В случае провала существо тратит свой ход из-за головокружения и приступов рвоты. Существа, не нуждающиеся в дыхании или имунные к яду, автоматически совершают успешный спасбросок. Умеренный ветер (не менее 10 миль в час) развеивает облако за 4 раунда. Сильный ветер (не менее 20 миль в час) развеивает его за 1 раунд. @@ -2055,7 +2055,7 @@ T Чародей - В, С, M + В, С, M 1 1 минута (задняя ножка кузнечика) Вы касаетесь существа. Пока действует заклинание, его дальность прыжка увеличивается втрое. @@ -2066,7 +2066,7 @@ T Следопыт - В, С, M + В, С, M 1 1 минута (задняя ножка кузнечика) Вы касаетесь существа. Пока действует заклинание, его дальность прыжка увеличивается втрое. @@ -2077,7 +2077,7 @@ T Друид - В, С, M + В, С, M 1 1 минута (задняя ножка кузнечика) Вы касаетесь существа. Пока действует заклинание, его дальность прыжка увеличивается втрое. @@ -2143,7 +2143,7 @@ C Волшебник - В, С, М + В, С, М 7 24 часа (миниатюрный портал, вырезанный из слоновой кости, маленький кусочек полированнного мрамора и крохотная серебряная ложечка, каждый предмет стоимостью не менее 5 зм) Вы призываете межпространственное жилище в пределах дальности заклинания, которое существует пока действует заклинание. Вы сами выбираете, где расположен вход в него. Вход 5 футов в ширину и 10 футов в высоту и слабо светится. Вы и любые существа, которых вы выберете при произнесении заклинания, могут войти в жилище до тех пор, пока портал остается открытым. Вы можете открывать и закрывать портал, если вы находитесь в пределах 30 футов от него. Будучи закрытым, портал невидим. За порталом находится великолепное фойе со множеством комнат. В жилище свежо, чисто и тепло. Вы можете создать любую планировку, но пространство не должно превышать размеров куба со стороной в 500 футов. Жилище обставлено и украшено по вашему выбору. Оно содержит достаточно пищи, чтобы провести банкет из девяти блюд для ста человек. Штат из 100 почти прозрачных слуг прислуживает всем, кто входит в жилище. Вы сами решаете, какова их внешность и одежда. Они полностью подчиняются вашим приказам. Каждый слуга может выполнять любую задачу, которую может выполнить обычный слуга, но они не могут атаковать или совершать действия, которые напрямую причинят вред другому существу. Таким образом, слуги могут приносить вещи, вытирать пыль, чинить вещи, складывать одежду, зажигать огонь, подавать еду, наливать вино и так далее. Слуги могут свободно перемещаться по особняку, но не могут покидать его. Любые предметы, созданные этим заклинанием, обращаются в дым, если их вынести из особняка. Когда заклинание заканчивается, все существа, которые находились в особняке, оказываются снаружи в непосредственной близости от входа. @@ -2154,7 +2154,7 @@ C Бард - В, С, М + В, С, М 7 24 часа (миниатюрный портал, вырезанный из слоновой кости, маленький кусочек полированнного мрамора и крохотная серебряная ложечка, каждый предмет стоимостью не менее 5 зм) Вы призываете межпространственное жилище в пределах дальности заклинания, которое существует пока действует заклинание. Вы сами выбираете, где расположен вход в него. Вход 5 футов в ширину и 10 футов в высоту и слабо светится. Вы и любые существа, которых вы выберете при произнесении заклинания, могут войти в жилище до тех пор, пока портал остается открытым. Вы можете открывать и закрывать портал, если вы находитесь в пределах 30 футов от него. Будучи закрытым, портал невидим. За порталом находится великолепное фойе со множеством комнат. В жилище свежо, чисто и тепло. Вы можете создать любую планировку, но пространство не должно превышать размеров куба со стороной в 500 футов. Жилище обставлено и украшено по вашему выбору. Оно содержит достаточно пищи, чтобы провести банкет из девяти блюд для ста человек. Штат из 100 почти прозрачных слуг прислуживает всем, кто входит в жилище. Вы сами решаете, какова их внешность и одежда. Они полностью подчиняются вашим приказам. Каждый слуга может выполнять любую задачу, которую может выполнить обычный слуга, но они не могут атаковать или совершать действия, которые напрямую причинят вред другому существу. Таким образом, слуги могут приносить вещи, вытирать пыль, чинить вещи, складывать одежду, зажигать огонь, подавать еду, наливать вино и так далее. Слуги могут свободно перемещаться по особняку, но не могут покидать его. Любые предметы, созданные этим заклинанием, обращаются в дым, если их вынести из особняка. Когда заклинание заканчивается, все существа, которые находились в особняке, оказываются снаружи в непосредственной близости от входа. @@ -2187,7 +2187,7 @@ C Волшебник - В, С, М + В, С, М 1 1 час (отрезок струны и кусочек дерева) Ритуал: Заклинание создает незримую, неразумную и бесформенную силу, которая выполняет простые задачи по вашей команде до тех пор, пока не кончится заклинание. Слуга возникает в любом незанятом месте в пределах дальности заклинания. Он имеет 10 КБ, 1 ОЗ, 2 Силы и не может атаковать. Если его ОЗ падают до 0, заклинание заканчивается. Каждый ход в качестве дополнительного действия вы можете телепатически отдать слуге приказ двигаться на расстояние до 15 футов и взаимодействовать с объектом. Слуга может выполнять простые задачи, на которые способен простой слуга-человек, например принести вещь, постирать одежду, починить предмет, зажечь огонь, подать пищу или налить вино. Каждый раз, когда вы отдаете приказ, слуга выполняет его по мере своих возможностей, пока не выполнит, а затем ждет следующего приказа. Если вы отдадите приказ, который заставит слугу удалиться от вас более чем на 60 футов, то заклинание закончится. @@ -2198,7 +2198,7 @@ C Колдун - В, С, М + В, С, М 1 1 час (отрезок струны и кусочек дерева) Ритуал: Заклинание создает незримую, неразумную и бесформенную силу, которая выполняет простые задачи по вашей команде до тех пор, пока не кончится заклинание. Слуга возникает в любом незанятом месте в пределах дальности заклинания. Он имеет 10 КБ, 1 ОЗ, 2 Силы и не может атаковать. Если его ОЗ падают до 0, заклинание заканчивается. Каждый ход в качестве дополнительного действия вы можете телепатически отдать слуге приказ двигаться на расстояние до 15 футов и взаимодействовать с объектом. Слуга может выполнять простые задачи, на которые способен простой слуга-человек, например принести вещь, постирать одежду, починить предмет, зажечь огонь, подать пищу или налить вино. Каждый раз, когда вы отдаете приказ, слуга выполняет его по мере своих возможностей, пока не выполнит, а затем ждет следующего приказа. Если вы отдадите приказ, который заставит слугу удалиться от вас более чем на 60 футов, то заклинание закончится. @@ -2209,7 +2209,7 @@ C Бард - В, С, М + В, С, М 1 1 час (отрезок струны и кусочек дерева) Заклинание создает незримую, неразумную и бесформенную силу, которая выполняет простые задачи по вашей команде до тех пор, пока не кончится заклинание. Слуга возникает в любом незанятом месте в пределах дальности заклинания. Он имеет 10 КБ, 1 ОЗ, 2 Силы и не может атаковать. Если его ОЗ падают до 0, заклинание заканчивается. Каждый ход в качестве дополнительного действия вы можете телепатически отдать слуге приказ двигаться на расстояние до 15 футов и взаимодействовать с объектом. Слуга может выполнять простые задачи, на которые способен простой слуга-человек, например принести вещь, постирать одежду, починить предмет, зажечь огонь, подать пищу или налить вино. Каждый раз, когда вы отдаете приказ, слуга выполняет его по мере своих возможностей, пока не выполнит, а затем ждет следующего приказа. Если вы отдадите приказ, который заставит слугу удалиться от вас более чем на 60 футов, то заклинание закончится. @@ -2220,7 +2220,7 @@ C Жрец - В, С, M + В, С, M 5 Пока не рассеяно (травы, масла и фимиам стоимостью не менее 1000 зм, которые расходуются при произнесении) Вы касаетесь места и наполняете окружающую область священной (или нечестивой) силой. Радиус действия может достигать 60 футов, и заклинание не срабатывает, если область пересекается с другой областью, которая уже находится под воздействием этого заклинания. Область действия заклинания обладает следующими эффетками. Во-первых, божественные существа, элементали, феи, демоны и нежить не могут войти в эту область, а также очаровать, запугать или овладеть существами внутри нее. Любое существо очарованное, напуганное или одержимое таким существо освобождается от эффекта, когда входит в эту область. Вы можете исключить один или несколько типов существ. Во-вторых, вы можете наделить область дополнительным эффектом. Выберите один из нижеперечисленных или тот, который предлагает вам МП. Некоторые из эффектов влияют на существ в области @@ -2231,7 +2231,7 @@ C Колдун (Исчадие) - В, С, M + В, С, M 5 Пока не рассеяно (травы, масла и фимиам стоимостью не менее 1000 зм, которые расходуются при произнесении) Вы касаетесь места и наполняете окружающую область священной (или нечестивой) силой. Радиус действия может достигать 60 футов, и заклинание не срабатывает, если область пересекается с другой областью, которая уже находится под воздействием этого заклинания. Область действия заклинания обладает следующими эффетками. Во-первых, божественные существа, элементали, феи, демоны и нежить не могут войти в эту область, а также очаровать, запугать или овладеть существами внутри нее. Любое существо очарованное, напуганное или одержимое таким существо освобождается от эффекта, когда входит в эту область. Вы можете исключить один или несколько типов существ. Во-вторых, вы можете наделить область дополнительным эффектом. Выберите один из нижеперечисленных или тот, который предлагает вам МП. Некоторые из эффектов влияют на существ в области @@ -2440,7 +2440,7 @@ N Чародей - В, С, M + В, С, M 1 1 час (небольшое количество алкоголя или дистиллированого спирта) Наделяя себя некромантским подобием жизни, вы получаете 1d4 +4 временных ОЗ, пока действует заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то получаете 5 временных ОЗ дополнительно за каждый круг выше первого. @@ -2451,7 +2451,7 @@ N Жрец (Смерть) - В, С, M + В, С, M 1 1 час (небольшое количество алкоголя или дистиллированого спирта) Наделяя себя некромантским подобием жизни, вы получаете 1d4 +4 временных ОЗ, пока действует заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то получаете 5 временных ОЗ дополнительно за каждый круг выше первого. @@ -2462,7 +2462,7 @@ EV Волшебник - В, С, М + В, С, М 1 1 час (капля ртути) Заклинание создает круглый, горизонтальный слой силы диаметром 3 фута и толщиной 1 фут, который парит на высоте 3 фута над землей в любом незанятом месте в пределах дальности заклинания. Диск существует до тех пор, пока действует заклинание, и может поднять до 500 фунтов веса. Если поместить на него больше веса, то заклинание заканчивается, а всё, что находилось на диске, падает на землю. Диск неподвижен, пока вы находитесь в пределах 20 футов от него. Если вы отдаляетесь на большее расстояние, то он следует за вами, оставаясь в пределах 20 футов от вас. Он может передвигатьс по неровной местности, вверх или вниз по ступенькам, склонам, но не может преодолевать более 10 футов разницы по высоте. Например, диск не может пересечь яму глубиной 10 футов, равно как и выбраться из нее, если он был создан на дне. Если вы удаляетесь от диска более чем на 100 футов (обычно из-за того, что он не может преодолеть препятствие), то заклинание заканчивается. @@ -2484,7 +2484,7 @@ N Волшебник - В, С, M + В, С, M 3 1 час (щепотка могильной пыли) Вы касаетесь согласного существа и помещаете его в каталептическое состояние, которое невозможно отличить от смерти. Пока заклинание действует, или пока вы не коснетесь цели в качестве действия и отмените заклинание, цель кажется мертвой для любого внешнего обследования или заклинаний, которые определяют состояние цели. Цель ослеплена и небоеспособна, а ее скорость снижается до 0. Цель получает сопротивление ко всем типам урона кроме физического. Если цель находится под воздействием яда или болезни в момент произнесения заклинания, или подвергается такому воздействию во время его действия, то яд или болезнь не действует до тех пор, пока действует заклинание. @@ -2495,7 +2495,7 @@ N Друид - В, С, M + В, С, M 3 1 час (щепотка могильной пыли) Вы касаетесь согласного существа и помещаете его в каталептическое состояние, которое невозможно отличить от смерти. Пока заклинание действует, или пока вы не коснетесь цели в качестве действия и отмените заклинание, цель кажется мертвой для любого внешнего обследования или заклинаний, которые определяют состояние цели. Цель ослеплена и небоеспособна, а ее скорость снижается до 0. Цель получает сопротивление ко всем типам урона кроме физического. Если цель находится под воздействием яда или болезни в момент произнесения заклинания, или подвергается такому воздействию во время его действия, то яд или болезнь не действует до тех пор, пока действует заклинание. @@ -2506,7 +2506,7 @@ N Жрец - В, С, M + В, С, M 3 1 час (щепотка могильной пыли) Вы касаетесь согласного существа и помещаете его в каталептическое состояние, которое невозможно отличить от смерти. Пока заклинание действует, или пока вы не коснетесь цели в качестве действия и отмените заклинание, цель кажется мертвой для любого внешнего обследования или заклинаний, которые определяют состояние цели. Цель ослеплена и небоеспособна, а ее скорость снижается до 0. Цель получает сопротивление ко всем типам урона кроме физического. Если цель находится под воздействием яда или болезни в момент произнесения заклинания, или подвергается такому воздействию во время его действия, то яд или болезнь не действует до тех пор, пока действует заклинание. @@ -2517,7 +2517,7 @@ N Бард - В, С, M + В, С, M 3 1 час (щепотка могильной пыли) Вы касаетесь согласного существа и помещаете его в каталептическое состояние, которое невозможно отличить от смерти. Пока заклинание действует, или пока вы не коснетесь цели в качестве действия и отмените заклинание, цель кажется мертвой для любого внешнего обследования или заклинаний, которые определяют состояние цели. Цель ослеплена и небоеспособна, а ее скорость снижается до 0. Цель получает сопротивление ко всем типам урона кроме физического. Если цель находится под воздействием яда или болезни в момент произнесения заклинания, или подвергается такому воздействию во время его действия, то яд или болезнь не действует до тех пор, пока действует заклинание. @@ -2531,7 +2531,7 @@ В, С, M 6 конц-я, до 2 часов - (железный клинок и маленькая сумочка, содержащая смесь почв - глины, суглинка и песка) Выберите квадратную область земли со стороной не более 40 футов в пределах дальности заклинания. Вы можете изменить форму грязи, песка или глины в этой области по вашему желанию на время действия заклинания. Вы можете поднять или опустить землю, создать ров, возвести стену или колонну. Однако протяженность таких изменений не должна превышать половины размера области. Любое изменение занимает 10 минут. После 10 минут концентрации на заклинании вы можете выбрать новую область земли для воздействия. Поскольку изменение почвы происходит медленно, при помощи него обычно нельзя поймать существо или навредить ему. Заклинание не может воздействовать на природный камень или каменные конструкции. Камни и конструкции сдвигаются в соответствии с изменением земли. Вы можете изменить почву так, что конструкция станет нестабильной обрушится. Аналогично, заклинание не влияет на прямую на растения в области. + (железный клинок и маленькая сумочка, содержащая смесь почв - глины, суглинка и песка) Выберите квадратную область земли со стороной не более 40 футов в пределах дальности заклинания. Вы можете изменить форму грязи, песка или глины в этой области по вашему желанию на время действия заклинания. Вы можете поднять или опустить землю, создать ров, возвести стену или колонну. Однако протяженность таких изменений не должна превышать половины размера области. Любое изменение занимает 10 минут. После 10 минут концентрации на заклинании вы можете выбрать новую область земли для воздействия. Поскольку изменение почвы происходит медленно, при помощи него обычно нельзя поймать существо или навредить ему. Заклинание не может воздействовать на природный камень или каменные конструкции. Камни и конструкции сдвигаются в соответствии с изменением земли. Вы можете изменить почву так, что конструкция станет нестабильной обрушится. Аналогично, заклинание не влияет на прямую на растения в области. 24 клеток Движение почвы (Move Earth) @@ -2539,7 +2539,7 @@ T Чародей - В, С, M + В, С, M 6 Конц-я, до 2 часов (железный клинок и маленькая сумочка, содержащая смесь почв - глины, суглинка и песка) Выберите квадратную область земли со стороной не более 40 футов в пределах дальности заклинания. Вы можете изменить форму грязи, песка или глины в этой области по вашему желанию на время действия заклинания. Вы можете поднять или опустить землю, создать ров, возвести стену или колонну. Однако протяженность таких изменений не должна превышать половины размера области. Таким образом, воздействуя на квадрат со стороной 40 футов, вы можете возвести колонну высотой 20 футов, опустить или поднять землю на 20 футов, создать ров глубиной 20 футов и так далее. Любое изменение занимает 10 минут. После 10 минут концентрации на заклинании вы можете выбрать новую область земли для воздействия. Поскольку изменение почвы происходит медленно, при помощи него обычно нельзя поймать существо или навредить ему. Заклинание не может воздействовать на природный камень или каменные конструкции. Камни и конструкции сдвигаются в соответствии с изменением земли. Вы можете изменить почву так, что конструкция станет нестабильной обрушится. Аналогично, заклинание не влияет на прямую на растения в области. Однако двигающаяся земля переносит все растения вместе с собой. @@ -2550,10 +2550,10 @@ T Друид - В, С, M + В, С, M 6 Конц-я, до 2 часов - (железный клинок и маленькая сумочка, содержащая смесь почв - глины, суглинка и песка) Выберите квадратную область земли со стороной не более 40 футов в пределах дальности заклинания. Вы можете изменить форму грязи, песка или глины в этой области по вашему желанию на время действия заклинания. Вы можете поднять или опустить землю, создать ров, возвести стену или колонну. Однако протяженность таких изменений не должна превышать половины размера области. Таким образом, воздействуя на квадрат со стороной 40 футов, вы можете возвести колонну высотой 20 футов, опустить или поднять землю на 20 футов, создать ров глубиной 20 футов и так далее. Любое изменение занимает 10 минут. После 10 минут концентрации на заклинании вы можете выбрать новую область земли для воздействия. Поскольку изменение почвы происходит медленно, при помощи него обычно нельзя поймать существо или навредить ему. Заклинание не может воздействовать на природный камень или каменные конструкции. Камни и конструкции сдвигаются в соответствии с изменением земли. Вы можете изменить почву так, что конструкция станет нестабильной обрушится. Аналогично, заклинание не влияет на прямую на растения в области. Однако двигающаяся земля переносит все растения вместе с собой. + (железный клинок и маленькая сумочка, содержащая смесь почв - глины, суглинка и песка) Выберите квадратную область земли со стороной не более 40 футов в пределах дальности заклинания. Вы можете изменить форму грязи, песка или глины в этой области по вашему желанию на время действия заклинания. Вы можете поднять или опустить землю, создать ров, возвести стену или колонну. Однако протяженность таких изменений не должна превышать половины размера области. Таким образом, воздействуя на квадрат со стороной 40 футов, вы можете возвести колонну высотой 20 футов, опустить или поднять землю на 20 футов, создать ров глубиной 20 футов и так далее. Любое изменение занимает 10 минут. После 10 минут концентрации на заклинании вы можете выбрать новую область земли для воздействия. Поскольку изменение почвы происходит медленно, при помощи него обычно нельзя поймать существо или навредить ему. Заклинание не может воздействовать на природный камень или каменные конструкции. Камни и конструкции сдвигаются в соответствии с изменением земли. Вы можете изменить почву так, что конструкция станет нестабильной обрушится. Аналогично, заклинание не влияет на прямую на растения в области. Однако двигающаяся земля переносит все растения вместе с собой. 24 клеток Движение почвы (Move Earth) @@ -2572,7 +2572,7 @@ I Колдун - С, М + С, М 0 1 минута (немного овечьей шерсти) Вы создаете звук или образ объекта в пределах дальности заклинания. Он существует, пока действует заклинание, пока вы не отзовете его в качестве действия, или пока не произнесете это заклинание снова. Если вы создаете звук, то его громкость может варьироваться от шептока до крика. Звук раздается неослабевая, пока действует заклинание, или вы можете создать отдельные звуки, раздающиеся через промежутки времени. Если вы создаете образ объекта, то он должен умещаться в куб со стороной 5 футов. Образ не может создавать звуки, свет, запах или любой другой сенсорный эффект. Физическое взаимодействие с образом дает понять, что это иллюзия, поскольку сквозь нее проходят вещи. Если существо использует действие, чтобы изучить звук или образ, оно может определить, что это иллюзия, если сделает успешную проверку Интеллекта (Анализ) против вашего КС заклинаний. Если существо узнает, что это иллюзия, то она становится более слабой для него. @@ -2583,7 +2583,7 @@ I Чародей - С, М + С, М 0 1 минута (немного овечьей шерсти) Вы создаете звук или образ объекта в пределах дальности заклинания. Он существует, пока действует заклинание, пока вы не отзовете его в качестве действия, или пока не произнесете это заклинание снова. Если вы создаете звук, то его громкость может варьироваться от шептока до крика. Это может быть ваш или чей-то голос, рык льва, бой барабанов или любой другой звук на ваш выбор. Звук раздается неослабевая, пока действует заклинание, или вы можете создать отдельные звуки, раздающиеся через промежутки времени. Если вы создаете образ объекта, например стула, следов или маленького сундука, то он должен умещаться в куб со стороной 5 футов. Образ не может создавать звуки, свет, запах или любой другой сенсорный эффект. Физическое взаимодействие с образом дает понять, что это иллюзия, поскольку сквозь нее проходят вещи. Если существо использует действие, чтобы изучить звук или образ, оно может определить, что это иллюзия, если сделает успешную проверку Интеллекта (Анализ) против вашего КС заклинаний. Если существо узнает, что это иллюзия, то она становится более слабой для него. @@ -2594,7 +2594,7 @@ I Бард - С, М + С, М 0 1 минута (немного овечьей шерсти) Вы создаете звук или образ объекта в пределах дальности заклинания. Он существует, пока действует заклинание, пока вы не отзовете его в качестве действия, или пока не произнесете это заклинание снова. Если вы создаете звук, то его громкость может варьироваться от шептока до крика. Это может быть ваш или чей-то голос, рык льва, бой барабанов или любой другой звук на ваш выбор. Звук раздается неослабевая, пока действует заклинание, или вы можете создать отдельные звуки, раздающиеся через промежутки времени. Если вы создаете образ объекта, например стула, следов или маленького сундука, то он должен умещаться в куб со стороной 5 футов. Образ не может создавать звуки, свет, запах или любой другой сенсорный эффект. Физическое взаимодействие с образом дает понять, что это иллюзия, поскольку сквозь нее проходят вещи. Если существо использует действие, чтобы изучить звук или образ, оно может определить, что это иллюзия, если сделает успешную проверку Интеллекта (Анализ) против вашего КС заклинаний. Если существо узнает, что это иллюзия, то она становится более слабой для него. @@ -2638,7 +2638,7 @@ EV Колдун - В, С, M + В, С, M 7 мгновенно (раздвоеная металлическая палочка стоимостью не менее 250 зм, настроенная на определенный план существования) Вы и до восьми согласных существ, образовавших круг, взявшись за руки, перемещаются на другой план существования. Вы можете в общих чертах определить место назначения, и вы окажетесь на этом месте или поблизости с ним. Альтернативно, если вы знаете последовательность печатей для круга телепортации на другом плане существования, то можете переместиться к этому кругу. Если круг слишком мал, чтобы уместить всех перемещаемых существ, то они появляются в ближайшем незанятом месте рядом с кругом. Вы также можете использовать это заклинание, чтобы изгнать существо на другой план. Выберете цель, которая находится в пределах вашей досягаемости и совершите заклинательную атаку ближнего боя против нее. При попадании существо должно сделать спасброк по Харизме. В случае провала оно отправляется в случайное место на выбранном вами плане сущестования. Существо, которое было перемещено, должно самостоятельно вернуться на ваш план. @@ -2649,7 +2649,7 @@ EV Чародей - В, С, M + В, С, M 7 Мгновенно (раздвоеная металлическая палочка стоимостью не менее 250 зм, настроенная на определенный план существования) Вы и до восьми согласных существ, образовавших круг, взявшись за руки, перемещаются на другой план существования. Вы можете в общих чертах определить место назначения, например Город Латуни на Элементальном Плане Огня или дворец Диспатера на втором круга Ада, и вы окажетесь на этом месте или поблизости с ним. Например, если вы пытаетесь попасть в Город Латуни, то можете появиться на Улице Стали, перед Вратами Пепла, или же оказаться по другую сторону Моря Огня по усмотрению МП. Альтернативно, если вы знаете последовательность печатей для круга телепортации на другом плане существования, то можете переместиться к этому кругу. Если круг слишком мал, чтобы уместить всех перемещаемых существ, то они появляются в ближайшем незанятом месте рядом с кругом. Вы также можете использовать это заклинание, чтобы изгнать существо на другой план. Выберете цель, которая находится в пределах вашей досягаемости и совершите Выную атаку ближнего боя против нее. При попадании существо должно сделать спасброк по Харизме. В случае провала оно отправляется в случайное место на выбранном вами плане сущестования. Существо, которое было перемещено, должно самостоятельно вернуться на ваш план. @@ -2660,7 +2660,7 @@ EV Друид - В, С, M + В, С, M 7 Мгновенно (раздвоеная металлическая палочка стоимостью не менее 250 зм, настроенная на определенный план существования) Вы и до восьми согласных существ, образовавших круг, взявшись за руки, перемещаются на другой план существования. Вы можете в общих чертах определить место назначения, например Город Латуни на Элементальном Плане Огня или дворец Диспатера на втором круга Ада, и вы окажетесь на этом месте или поблизости с ним. Например, если вы пытаетесь попасть в Город Латуни, то можете появиться на Улице Стали, перед Вратами Пепла, или же оказаться по другую сторону Моря Огня по усмотрению МП. Альтернативно, если вы знаете последовательность печатей для круга телепортации на другом плане существования, то можете переместиться к этому кругу. Если круг слишком мал, чтобы уместить всех перемещаемых существ, то они появляются в ближайшем незанятом месте рядом с кругом. Вы также можете использовать это заклинание, чтобы изгнать существо на другой план. Выберете цель, которая находится в пределах вашей досягаемости и совершите Выную атаку ближнего боя против нее. При попадании существо должно сделать спасброк по Харизме. В случае провала оно отправляется в случайное место на выбранном вами плане сущестования. Существо, которое было перемещено, должно самостоятельно вернуться на ваш план. @@ -2671,7 +2671,7 @@ EV Жрец - В, С, M + В, С, M 7 Мгновенно (раздвоеная металлическая палочка стоимостью не менее 250 зм, настроенная на определенный план существования) Вы и до восьми согласных существ, образовавших круг, взявшись за руки, перемещаются на другой план существования. Вы можете в общих чертах определить место назначения, например Город Латуни на Элементальном Плане Огня или дворец Диспатера на втором круга Ада, и вы окажетесь на этом месте или поблизости с ним. Например, если вы пытаетесь попасть в Город Латуни, то можете появиться на Улице Стали, перед Вратами Пепла, или же оказаться по другую сторону Моря Огня по усмотрению МП. Альтернативно, если вы знаете последовательность печатей для круга телепортации на другом плане существования, то можете переместиться к этому кругу. Если круг слишком мал, чтобы уместить всех перемещаемых существ, то они появляются в ближайшем незанятом месте рядом с кругом. Вы также можете использовать это заклинание, чтобы изгнать существо на другой план. Выберете цель, которая находится в пределах вашей досягаемости и совершите заклинательную атаку ближнего боя против нее. При попадании существо должно сделать спасброк по Харизме. В случае провала оно отправляется в случайное место на выбранном вами плане сущестования. Существо, которое было перемещено, должно самостоятельно вернуться на ваш план. @@ -2715,7 +2715,7 @@ A Жрец - В, С, M + В, С, M 2 1 час (пара платиновых колец стоимостью не менее 50 зм каждое, которое вы и цель должны носить, пока действует заклинание) Вы касаетесь существа, даруя ему защиту, а также создаете таинственную связь между вами и целью до конца действия заклинания. Пока цель находится в пределах 60 футов от вас, она получает бонус +1 к КБ и спасброска, а также получает сопротивление ко всем видам урона. Кроме того, каждый раз, когда она получает урон, вы получаете такое же количество урона. Заклинание заканчивается, если ваши ОЗ опускаются до 0, или если цель удаляется от вас более чем на 60 футов. Оно также заканчивается, если это заклинание повторно использовано на одного из соединенных существ. Вы можете отменить это заклинание в качестве действия. @@ -2737,7 +2737,7 @@ T Чародей - В, С, М + В, С, М 0 Мгновенно (два магнетита) Это заклинание восстанавливает один разлом или разрыв в объекте, которого вы касаетесь. Например сломанное звено цепи, две половинки сломанного ключа, порваный плащ или протекающий бурдюк. Пока разрыв или разлом не больше 1 фута в любой из размерностей, вы полностью исправляете его, не оставляя следов. Заклинание способно физически починить магический предмет или голема, но не может вернуть в него магию. @@ -2748,7 +2748,7 @@ T Друид - В, С, М + В, С, М 0 Мгновенно (два магнетита) Это заклинание восстанавливает один разлом или разрыв в объекте, которого вы касаетесь. Например сломанное звено цепи, две половинки сломанного ключа, порваный плащ или протекающий бурдюк. Пока разрыв или разлом не больше 1 фута в любой из размерностей, вы полностью исправляете его, не оставляя следов. Заклинание способно физически починить магический предмет или голема, но не может вернуть в него магию. @@ -2759,7 +2759,7 @@ T Жрец - В, С, М + В, С, М 0 Мгновенно (два магнетита) Это заклинание восстанавливает один разлом или разрыв в объекте, которого вы касаетесь. Например сломанное звено цепи, две половинки сломанного ключа, порваный плащ или протекающий бурдюк. Пока разрыв или разлом не больше 1 фута в любой из размерностей, вы полностью исправляете его, не оставляя следов. Заклинание способно физически починить магический предмет или голема, но не может вернуть в него магию. @@ -2770,7 +2770,7 @@ T Бард - В, С, М + В, С, М 0 Мгновенно (два магнетита) Это заклинание восстанавливает один разлом или разрыв в объекте, которого вы касаетесь. Например сломанное звено цепи, две половинки сломанного ключа, порваный плащ или протекающий бурдюк. Пока разрыв или разлом не больше 1 фута в любой из размерностей, вы полностью исправляете его, не оставляя следов. Заклинание способно физически починить магический предмет или голема, но не может вернуть в него магию. @@ -2792,7 +2792,7 @@ EV Чародей - В, С, M + В, С, M 2 Конц-я, до 1 часа (немного паутины) Вы призываете толстую, липкую паутину в выбранном месте в пределах дальности заклинания. Паутина заполняет куб со стороной 20 футов. Паутина считается труднопроходимой местностью и слегка затемняет область. Если паутина не закреплена между двумя твердыми объектами (например стенами или деревьями) или не расположена на полу, стене или потолке, то она склеиватся сама с собой, и заклинание заканчивается в начале вашего следующего хода. Паутина расположенная на плоской поверхности имеет глубину 5 футов. Каждое существо, которое начинает свой ход в паутине или заходит в нее в свой ход, должно сделать спасбросок по Ловкости. В случае провала существо обездвиживается до тех пор, пока действует заклинание или оно не освободится. В качестве действия обездвиженное существо может сделать проверку Силы против вашего КС заклинаний. В случае успеха ему удается освободиться. Паутина легко воспламеняется. Любой куб паутины со стороной 5 футов сгорает за 1 раунд, оказавшись под воздействием огня, нанося 2d4 урона огнем любому существу, которое начинает свой ход в огне. @@ -2803,7 +2803,7 @@ EV Друид (Подземье) - В, С, M + В, С, M 2 Конц-я, до 1 часа (немного паутины) Вы призываете толстую, липкую паутину в выбранном месте в пределах дальности заклинания. Паутина заполняет куб со стороной 20 футов. Паутина считается труднопроходимой местностью и слегка затемняет область. Если паутина не закреплена между двумя твердыми объектами (например стенами или деревьями) или не расположена на полу, стене или потолке, то она склеиватся сама с собой, и заклинание заканчивается в начале вашего следующего хода. Паутина расположенная на плоской поверхности имеет глубину 5 футов. Каждое существо, которое начинает свой ход в паутине или заходит в нее в свой ход, должно сделать спасбросок по Ловкости. В случае провала существо обездвиживается до тех пор, пока действует заклинание или оно не освободится. В качестве действия обездвиженное существо может сделать проверку Силы против вашего КС заклинаний. В случае успеха ему удается освободиться. Паутина легко воспламеняется. Любой куб паутины со стороной 5 футов сгорает за 1 раунд, оказавшись под воздействием огня, нанося 2d4 урона огнем любому существу, которое начинает свой ход в огне. @@ -2814,7 +2814,7 @@ T Следопыт - В, С, М + В, С, М 5 Концентрация, до 1 минуты (колчан с как минимум одним боеприпасом) Вы преобразуете ваш колчан так, что он производит бесконечное количество немагических боеприпасов, которые сами прыгают к вам в руку, когда вы протягиваете ее к колчану. Всякий раз в свой ход, пока действует заклинание, вы можете в качестве дополнительного действия сделать две атаки оружием, которое использует боеприпасы из этого колчана. Каждый раз, когда вы делаете такую атаку, ваш колчан волшебным образом заменяет потраченный боеприпас на аналогичный. Все сотворенные этим заклинанием боеприпасы исчезают, когда заклинание заканчивается. Если колчан перестает быть вашим, то заклинание немедленно заканчивается. @@ -2825,7 +2825,7 @@ I Волшебник - В, С, М + В, С, М 6 До рассеивания (кусочек овечьей шерсти и нефрит стоимостью не менее 25 зм) Вы создаете иллюзию объекта, существа или другого видимого явления в пределах дальности заклинания, которая активируется в определенных условиях. До этого момента иллюзию нельзя заметить. Иллюзия недолжна быть больше куба со стороной 30 футов. В момент произнесения заклинания вы определяете, как будет вести себя иллюзия и какие звуки она будет издавать. Этот сценарий поведения не может превышать 5 минут.Когда происходит назначенное событие, иллюзия появляется и ведет себя так, как вы указали. После этого она исчезает и бездействует 10 минут. Затем ее можно активировать снова. Событие, активирующее иллюзию, может быть настолько обобщенным, насколько вы этого хотите, однако оно должно основываться на визуальных или звуковых условиях в пределах 30 футов от области заклинания. Физическое взаимодействие с образом дает понять, что это иллюзия, поскольку вещи проходят сквозь нее. Существо может исследовать образ в качестве действия, чтобы понять, что это иллюзия. Для этого ему необходимо сделать успешную проверку по Интеллекту (Анализ) против вашего КС заклинания. Если существо распознает иллюзию, то он может видеть сквозь нее, а любые звуки, которые она издает, кажутся глухими. определенное слово или фразу. Физическое взаимодействие с образом дает понять, что это иллюзия, поскольку вещи проходят сквозь нее. Существо может исследовать образ в качестве действия, чтобы понять, что это иллюзия. Для этого ему необходимо сделать успешную проверку по Интеллекту (Анализ) против вашего КС заклинания. Если существо распознает иллюзию, то он может видеть сквозь нее, а любые звуки, которые она издает, кажутся глухими. @@ -2836,7 +2836,7 @@ I Бард - В, С, М + В, С, М 6 До рассеивания (кусочек овечьей шерсти и нефрит стоимостью не менее 25 зм) Вы создаете иллюзию объекта, существа или другого видимого явления в пределах дальности заклинания, которая активируется в определенных условиях. До этого момента иллюзию нельзя заметить. Иллюзия недолжна быть больше куба со стороной 30 футов. В момент произнесения заклинания вы определяете, как будет вести себя иллюзия и какие звуки она будет издавать. Этот сценарий поведения не может превышать 5 минут.Когда происходит назначенное событие, иллюзия появляется и ведет себя так, как вы указали. После этого она исчезает и бездействует 10 минут. Затем ее можно активировать снова. Событие, активирующее иллюзию, может быть настолько обобщенным, насколько вы этого хотите, однако оно должно основываться на визуальных или звуковых условиях в пределах 30 футов от области заклинания. Например, вы можете создать иллюзию себя, которая будет появляется и предупреждать тех, кто попытается открыть дверь с ловушкой, или иллюзию, которая будет появляться только того, когда существо произнесет определенное слово или фразу. Физическое взаимодействие с образом дает понять, что это иллюзия, поскольку вещи проходят сквозь нее. Существо может исследовать образ в качестве действия, чтобы понять, что это иллюзия. Для этого ему необходимо сделать успешную проверку по Интеллекту (Анализ) против вашего КС заклинания. Если существо распознает иллюзию, то он может видеть сквозь нее, а любые звуки, которые она издает, кажутся глухими. @@ -2847,7 +2847,7 @@ I Плут (Мистический ловкач) - В, С, М + В, С, М 6 До рассеивания (кусочек овечьей шерсти и нефрит стоимостью не менее 25 зм) Вы создаете иллюзию объекта, существа или другого видимого явления в пределах дальности заклинания, которая активируется в определенных условиях. До этого момента иллюзию нельзя заметить. Иллюзия недолжна быть больше куба со стороной 30 футов. В момент произнесения заклинания вы определяете, как будет вести себя иллюзия и какие звуки она будет издавать. Этот сценарий поведения не может превышать 5 минут.Когда происходит назначенное событие, иллюзия появляется и ведет себя так, как вы указали. После этого она исчезает и бездействует 10 минут. Затем ее можно активировать снова. Событие, активирующее иллюзию, может быть настолько обобщенным, насколько вы этого хотите, однако оно должно основываться на визуальных или звуковых условиях в пределах 30 футов от области заклинания. Физическое взаимодействие с образом дает понять, что это иллюзия, поскольку вещи проходят сквозь нее. Существо может исследовать образ в качестве действия, чтобы понять, что это иллюзия. Для этого ему необходимо сделать успешную проверку по Интеллекту (Анализ) против вашего КС заклинания. Если существо распознает иллюзию, то он может видеть сквозь нее, а любые звуки, которые она издает, кажутся глухими. определенное слово или фразу. Физическое взаимодействие с образом дает понять, что это иллюзия, поскольку вещи проходят сквозь нее. Существо может исследовать образ в качестве действия, чтобы понять, что это иллюзия. Для этого ему необходимо сделать успешную проверку по Интеллекту (Анализ) против вашего КС заклинания. Если существо распознает иллюзию, то он может видеть сквозь нее, а любые звуки, которые она издает, кажутся глухими. @@ -2891,7 +2891,7 @@ N Жрец - В, С, M + В, С, M 3 Мгновенно (капля крови, кусочек плоти и щепотка костяной муки) Заклинание создает нежить, которая служит вам. Выберите кучку костей или труп гуманоида Среднего или Маленького размера в пределах дальности заклинания. Заклинание наделяет цель нечистым подобием жизни, превращая его в нежить. Цель становится скелетом, если вы выбрали кости, или зомби, если вы выбрали труп (МП знает параметры этих существ). Каждый ваш ход в качестве дополнительного действия вы можете отдавать приказ любому из существ, созданных при помощи этого заклинания, если оно находится в пределах 60 футов от вас (если вы контролируете несколько существ, то можете отдавать один приказ любому числу существ или всем одновременно). Вы решаете, какое действие совершит существо и куда оно пойдет в следующий ход, или можете отдать обобщенную команду, например, охранять какую-то комнату или коридор. Если вы не отдаете никаких команд, то существо только защищает себя от враждебных существ. Получив приказ, существо следует ему, пока задача не будет выполнена. Существо находится под вашим контролем в течение 24 часов, после чего оно перестает вас слушаться. Чтобы сохранить контроль над существом еще на 24 часа, вы должны снова использовать на нем это заклинание до того, как истекут 24 часа. Это использование заклинания обновляет контроль над четырьмя восставшими существами вместо того, чтобы создать новое. На более высоких кругах. Когда вы произносите заклинание, используя ячейку 4 круга или выше, вы можете поднять или восстановить контроль над двумя дополнительными существами за каждый круг выше 3. Для каждого существа требуется отдельная куча костей или труп. @@ -2902,7 +2902,7 @@ N Жрец (Смерть) - В, С, M + В, С, M 3 Мгновенно (капля крови, кусочек плоти и щепотка костяной муки) Заклинание создает нежить, которая служит вам. Выберите кучку костей или труп гуманоида Среднего или Маленького размера в пределах дальности заклинания. Заклинание наделяет цель нечистым подобием жизни, превращая его в нежить. Цель становится скелетом, если вы выбрали кости, или зомби, если вы выбрали труп (МП знает параметры этих существ). Каждый ваш ход в качестве дополнительного действия вы можете отдавать приказ любому из существ, созданных при помощи этого заклинания, если оно находится в пределах 60 футов от вас (если вы контролируете несколько существ, то можете отдавать один приказ любому числу существ или всем одновременно). Вы решаете, какое действие совершит существо и куда оно пойдет в следующий ход, или можете отдать обобщенную команду, например, охранять какую-то комнату или коридор. Если вы не отдаете никаких команд, то существо только защищает себя от враждебных существ. Получив приказ, существо следует ему, пока задача не будет выполнена. Существо находится под вашим контролем в течение 24 часов, после чего оно перестает вас слушаться. Чтобы сохранить контроль над существом еще на 24 часа, вы должны снова использовать на нем это заклинание до того, как истекут 24 часа. Это использование заклинания обновляет контроль над четырьмя восставшими существами вместо того, чтобы создать новое. На более высоких кругах. Когда вы произносите заклинание, используя ячейку 4 круга или выше, вы можете поднять или восстановить контроль над двумя дополнительными существами за каждый круг выше 3. Для каждого существа требуется отдельная куча костей или труп. @@ -2913,7 +2913,7 @@ N Паладин (Клятвопреступник) - В, С, M + В, С, M 3 Мгновенно (капля крови, кусочек плоти и щепотка костяной муки) Заклинание создает нежить, которая служит вам. Выберите кучку костей или труп гуманоида Среднего или Маленького размера в пределах дальности заклинания. Заклинание наделяет цель нечистым подобием жизни, превращая его в нежить. Цель становится скелетом, если вы выбрали кости, или зомби, если вы выбрали труп (МП знает параметры этих существ). Каждый ваш ход в качестве дополнительного действия вы можете отдавать приказ любому из существ, созданных при помощи этого заклинания, если оно находится в пределах 60 футов от вас (если вы контролируете несколько существ, то можете отдавать один приказ любому числу существ или всем одновременно). Вы решаете, какое действие совершит существо и куда оно пойдет в следующий ход, или можете отдать обобщенную команду, например, охранять какую-то комнату или коридор. Если вы не отдаете никаких команд, то существо только защищает себя от враждебных существ. Получив приказ, существо следует ему, пока задача не будет выполнена. Существо находится под вашим контролем в течение 24 часов, после чего оно перестает вас слушаться. Чтобы сохранить контроль над существом еще на 24 часа, вы должны снова использовать на нем это заклинание до того, как истекут 24 часа. Это использование заклинания обновляет контроль над четырьмя восставшими существами вместо того, чтобы создать новое. На более высоких кругах. Когда вы произносите заклинание, используя ячейку 4 круга или выше, вы можете поднять или восстановить контроль над двумя дополнительными существами за каждый круг выше 3. Для каждого существа требуется отдельная куча костей или труп. @@ -2935,7 +2935,7 @@ C Чародей - В, С, M + В, С, M 5 Конц-я, до 10 мин (небольшой кусок гранита) Немагическая стена из твердого камня возникает в указанном вами месте в пределах дальности заклинания. Эта стена 6 дюймов толщиной и состоит из десяти панелей 10 х 10 футов. Каждая панель должна соприкасатся как минимум с одной другой панелью. Как вариант, вы можете создать панели 10 х 20 футов толщиной 3 дюйма. Если стена возникает там, где стоит существо, то его отталкивает в сторону от стены (вы выбираете в какую). Если стены полностью окружают существо (или стены вместе с другими твердыми поверхностями), то существо может сделать спасбросок по Ловкости. В случае успеха оно в качестве реакции может переместиться так, чтобы не быть запертым. Стена может иметь любую форму, однако не может находиться в том же месте, где находится существо или объект. Стена не обязательно должна быть вертикальной или покоиться на каком-либо устойчивом основании. Однако она должна соединяться и прочно удерживаться существующей каменной поверхностью. Поэтому вы можете использовать это заклинание, чтобы создать мост через ров или спуск. Если вы создаете участок длинее 20 футов, то вам придется сократить размер каждой панели вдвое, чтобы создать опоры. Вы можете грубо изменять форму стен, чтобы создавать зубчатые стены или что-либо другое. Стена - это объект, сделанный из камня, который можно повредить и разрушить. Каждая панель имеет КБ 15 и 30 ОЗ за каждый дюйм толщины. Если ОЗ панели падает до 0, то она разрушается и может повлечь падение соседних панелей по усмотрению МП. Если вы концентрируетесь на заклинании до самого конца, то стена остается навсегда, и ее нельзя развеять. В противном случае стена исчезает, когда кончается заклинание. @@ -2946,7 +2946,7 @@ C Друид - В, С, M + В, С, M 5 Конц-я, до 10 мин (небольшой кусок гранита) Немагическая стена из твердого камня возникает в указанном вами месте в пределах дальности заклинания. Эта стена 6 дюймов толщиной и состоит из десяти панелей 10 х 10 футов. Каждая панель должна соприкасатся как минимум с одной другой панелью. Как вариант, вы можете создать панели 10 х 20 футов толщиной 3 дюйма. Если стена возникает там, где стоит существо, то его отталкивает в сторону от стены (вы выбираете в какую). Если стены полностью окружают существо (или стены вместе с другими твердыми поверхностями), то существо может сделать спасбросок по Ловкости. В случае успеха оно в качестве реакции может переместиться так, чтобы не быть запертым. Стена может иметь любую форму, однако не может находиться в том же месте, где находится существо или объект. Стена не обязательно должна быть вертикальной или покоиться на каком-либо устойчивом основании. Однако она должна соединяться и прочно удерживаться существующей каменной поверхностью. Поэтому вы можете использовать это заклинание, чтобы создать мост через ров или спуск. Если вы создаете участок длинее 20 футов, то вам придется сократить размер каждой панели вдвое, чтобы создать опоры. Вы можете грубо изменять форму стен, чтобы создавать зубчатые стены или что-либо другое. Стена - это объект, сделанный из камня, который можно повредить и разрушить. Каждая панель имеет КБ 15 и 30 ОЗ за каждый дюйм толщины. Если ОЗ панели падает до 0, то она разрушается и может повлечь падение соседних панелей по усмотрению МП. Если вы концентрируетесь на заклинании до самого конца, то стена остается навсегда, и ее нельзя развеять. В противном случае стена исчезает, когда кончается заклинание. @@ -2957,7 +2957,7 @@ C Друид (Пустыня) - В, С, M + В, С, M 5 Конц-я, до 10 мин (небольшой кусок гранита) Немагическая стена из твердого камня возникает в указанном вами месте в пределах дальности заклинания. Эта стена 6 дюймов толщиной и состоит из десяти панелей 10 х 10 футов. Каждая панель должна соприкасатся как минимум с одной другой панелью. Как вариант, вы можете создать панели 10 х 20 футов толщиной 3 дюйма. Если стена возникает там, где стоит существо, то его отталкивает в сторону от стены (вы выбираете в какую). Если стены полностью окружают существо (или стены вместе с другими твердыми поверхностями), то существо может сделать спасбросок по Ловкости. В случае успеха оно в качестве реакции может переместиться так, чтобы не быть запертым. Стена может иметь любую форму, однако не может находиться в том же месте, где находится существо или объект. Стена не обязательно должна быть вертикальной или покоиться на каком-либо устойчивом основании. Однако она должна соединяться и прочно удерживаться существующей каменной поверхностью. Поэтому вы можете использовать это заклинание, чтобы создать мост через ров или спуск. Если вы создаете участок длинее 20 футов, то вам придется сократить размер каждой панели вдвое, чтобы создать опоры. Вы можете грубо изменять форму стен, чтобы создавать зубчатые стены или что-либо другое. Стена - это объект, сделанный из камня, который можно повредить и разрушить. Каждая панель имеет КБ 15 и 30 ОЗ за каждый дюйм толщины. Если ОЗ панели падает до 0, то она разрушается и может повлечь падение соседних панелей по усмотрению МП. Если вы концентрируетесь на заклинании до самого конца, то стена остается навсегда, и ее нельзя развеять. В противном случае стена исчезает, когда кончается заклинание. @@ -2968,7 +2968,7 @@ C Друид (Гора) - В, С, M + В, С, M 5 Конц-я, до 10 мин (небольшой кусок гранита) Немагическая стена из твердого камня возникает в указанном вами месте в пределах дальности заклинания. Эта стена 6 дюймов толщиной и состоит из десяти панелей 10 х 10 футов. Каждая панель должна соприкасатся как минимум с одной другой панелью. Как вариант, вы можете создать панели 10 х 20 футов толщиной 3 дюйма. Если стена возникает там, где стоит существо, то его отталкивает в сторону от стены (вы выбираете в какую). Если стены полностью окружают существо (или стены вместе с другими твердыми поверхностями), то существо может сделать спасбросок по Ловкости. В случае успеха оно в качестве реакции может переместиться так, чтобы не быть запертым. Стена может иметь любую форму, однако не может находиться в том же месте, где находится существо или объект. Стена не обязательно должна быть вертикальной или покоиться на каком-либо устойчивом основании. Однако она должна соединяться и прочно удерживаться существующей каменной поверхностью. Поэтому вы можете использовать это заклинание, чтобы создать мост через ров или спуск. Если вы создаете участок длинее 20 футов, то вам придется сократить размер каждой панели вдвое, чтобы создать опоры. Вы можете грубо изменять форму стен, чтобы создавать зубчатые стены или что-либо другое. Стена - это объект, сделанный из камня, который можно повредить и разрушить. Каждая панель имеет КБ 15 и 30 ОЗ за каждый дюйм толщины. Если ОЗ панели падает до 0, то она разрушается и может повлечь падение соседних панелей по усмотрению МП. Если вы концентрируетесь на заклинании до самого конца, то стена остается навсегда, и ее нельзя развеять. В противном случае стена исчезает, когда кончается заклинание. @@ -2990,7 +2990,7 @@ A Колдун - В, С, M + В, С, M 4 конц-я, до 1 мин (предмет, неприятный для цели) Вы пытаетесь отправить одно существо, которое вы можете видеть в пределах дальности заклинания, на другой план существования. Цель должна сделать успешный спасбросок по Харизме или будет изгнано. Если цель находится на своем родном плане, то вы изгоняете ее в безвредное подпространство. Находясь там, существо небоеспособно. Цель остается там, пока действует заклинание, а затем появляется в том месте, откуда было изгнано или в ближайшем незанятом месте. Если цель находится на чужом плане, то вы изгоняете её на родной план. При этом изгнание сопровождается слабым хлопком. Если заклинание заканчивается до истечения 1 минуты, то цель возвращается на то место, откуда было изгнано, или в ближайшее незанятое место. В противном случае цель не возвращается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то вы можете выбрать одно дополнительное существо за каждый круг выше четвертого. @@ -3001,7 +3001,7 @@ A Чародей - В, С, M + В, С, M 4 Конц-я, до 1 мин (предмет, неприятный для цели) Вы пытаетесь отправить одно существо, которое вы можете видеть в пределах дальности заклинания, на другой план существования. Цель должна сделать успешный спасбросок по Харизме или будет изгнано. Если цель находится на своем родном плане, то вы изгоняете ее в безвредное подпространство. Находясь там, существо небоеспособно. Цель остается там, пока действует заклинание, а затем появляется в том месте, откуда было изгнано или в ближайшем незанятом месте. Если цель находится на чужом плане, то вы изгоняете её на родной план. При этом изгнание сопровождается слабым хлопком. Если заклинание заканчивается до истечения 1 минуты, то цель возвращается на то место, откуда было изгнано, или в ближайшее незанятое место. В противном случае цель не возвращается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то вы можете выбрать одно дополнительное существо за каждый круг выше четвертого. @@ -3012,7 +3012,7 @@ A Паладин - В, С, M + В, С, M 4 Концентрация, до 1 минуты (предмет, неприятный для цели) Вы пытаетесь отправить одно существо, которое вы можете видеть в пределах дальности заклинания, на другой план существования. Цель должна сделать успешный спасбросок по Харизме или будет изгнано. Если цель находится на своем родном плане, то вы изгоняете ее в безвредное подпространство. Находясь там, существо небоеспособно. Цель остается там, пока действует заклинание, а затем появляется в том месте, откуда было изгнано или в ближайшем незанятом месте. Если цель находится на чужом плане, то вы изгоняете её на родной план. При этом изгнание сопровождается слабым хлопком. Если заклинание заканчивается до истечения 1 минуты, то цель возвращается на то место, откуда было изгнано, или в ближайшее незанятое место. В противном случае цель не возвращается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то вы можете выбрать одно дополнительное существо за каждый круг выше четвертого. @@ -3023,7 +3023,7 @@ A Жрец - В, С, M + В, С, M 4 Концентрация, до 1 минуты (предмет, неприятный для цели) Вы пытаетесь отправить одно существо, которое вы можете видеть в пределах дальности заклинания, на другой план существования. Цель должна сделать успешный спасбросок по Харизме или будет изгнано. Если цель находится на своем родном плане, то вы изгоняете ее в безвредное подпространство. Находясь там, существо небоеспособно. Цель остается там, пока действует заклинание, а затем появляется в том месте, откуда было изгнано или в ближайшем незанятом месте. Если цель находится на чужом плане, то вы изгоняете её на родной план. При этом изгнание сопровождается слабым хлопком. Если заклинание заканчивается до истечения 1 минуты, то цель возвращается на то место, откуда было изгнано, или в ближайшее незанятое место. В противном случае цель не возвращается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то вы можете выбрать одно дополнительное существо за каждый круг выше четвертого. @@ -3034,7 +3034,7 @@ A Паладин (Клятва мести) - В, С, M + В, С, M 4 Концентрация, до 1 минуты (предмет, неприятный для цели) Вы пытаетесь отправить одно существо, которое вы можете видеть в пределах дальности заклинания, на другой план существования. Цель должна сделать успешный спасбросок по Харизме или будет изгнано. Если цель находится на своем родном плане, то вы изгоняете ее в безвредное подпространство. Находясь там, существо небоеспособно. Цель остается там, пока действует заклинание, а затем появляется в том месте, откуда было изгнано или в ближайшем незанятом месте. Если цель находится на чужом плане, то вы изгоняете её на родной план. При этом изгнание сопровождается слабым хлопком. Если заклинание заканчивается до истечения 1 минуты, то цель возвращается на то место, откуда было изгнано, или в ближайшее незанятое место. В противном случае цель не возвращается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то вы можете выбрать одно дополнительное существо за каждый круг выше четвертого. @@ -3067,7 +3067,7 @@ T Друид - В, С, M + В, С, M 4 Конц-я, до 10 мин (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так, как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона @@ -3078,7 +3078,7 @@ T Жрец - В, С, M + В, С, M 4 Концентрация, до 10 минут (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так, как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона @@ -3089,7 +3089,7 @@ T Жрец (Буря) - В, С, M + В, С, M 4 Концентрация, до 10 минут (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так, как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона @@ -3100,7 +3100,7 @@ T Друид (Побережье) - В, С, M + В, С, M 4 Конц-я, до 10 мин (капля воды и щепотка пыли) Пока действиет заклинание, вы можете управлять любой водой в кубе со стороной 100 футов вокруг выбранной точки. Вы можете выбрать любой из перечисленных ниже эффектов, когда произносите заклинание. В качестве действия в свой ход вы можете повторить этот эффект или выбрать другой. Наводнение. Вы поднимаете уровень стоячей воды в области на выстоту до 20 футов. Если область включает в себя берег, то вода проливается на сушу. Если вы выберете область в большом водоеме, то создаете волну высотой 20 футов, которая двигается от одного края области к другому, а затем разбивается. Любые суда Огромного или меньшего размера на пути волны уносятся ей на другой конец области. Кроме того, волна может опрокинуть их с шансом 25%. Уровень воды сохраняется до окончания заклинания, или пока вы не выберете новый эффект. Если эффект создал волну, то волна повторяется, если вы поддерживаете эффект. Раздвинуть воды. Вы заставляете воду в области разойтись и образовать ров. Ров образуется по всей длине области, а вода формирует стены с каждой стороны. Ров сохраняется пока действует заклинание, или вы не выберете новый эффект. Затем вода медленно наполняет ров в течение следующего раунда, пока не восстановится нормальный уровень. Перенаправить поток. Вы заставляете поток воды течь в выбранном вами направлении, даже если воде придется течь через препятствия, вверх по стенам или в других необычных направлениях. Вода в области двигается так, как вы ей укажете, но как только она выходит из области заклинания, она начинает течь согласно условиям местности. Вода продолжает двигаться в выбранном вами направлении, пока действует заклинание, или пока вы не выберете новый эффект. Водоворот. Этот эффект требует водоем с площадью не менее 50 квадратных футов и глубиной не менее 25 футов. Вы создаете водоворот в середине выбранной области. Размер воронки 5 футов в основании и до 50 футов на поверхности при высоте в 25 футов. Любое существо или предмет в воде в 25 футах от водоворота начинает затягивать в него со скоростью 10 футов. Существо может плыть в противоположную сторону, если сделать успешную проверку Силы (Атлетика) против вашего КС заклинаний. Когда существо попадает в воронку первый раз в ход или начинает свой ход в ней, оно должно сделать спасбросок по Силе. При неудаче оно получает 2d8 дробящего урона и попадает в водоворот до конца заклинания. В случае успеха существо получает половину урона и не поймано в воронку. Существо, находящееся в водовороте, может попытаться выплыть из него в качестве действия, но получает помеху на проверки по Силе (Атлетика), чтобы сделать это. Объект, который попадает в водоворот первый раз в ход, получает 2d8 дробящего урона @@ -3122,7 +3122,7 @@ D Следопыт - В, С, M + В, С, M 2 Концентрация, до 10 минут (раздвоенная веточка) Опишите или назовите предмет, который вам знаком. Вы чувствуете, в каком направлении он находится, если он в пределах 1000 футов от вас. Если предмет перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретный предмет, известный вам, если вы видели его вблизи (30 футов) хотя бы раз. Альтернативно, вы можете обнаружить ближайший предмет определенного типа, например определенную одежду, драгоценности, мебель, инструменты или оружие. Это заклинание не может обнаружить предмет, если слой свинца, даже очень тонкий, блокирует прямой путь между вами и предметом. @@ -3133,7 +3133,7 @@ D Паладин - В, С, M + В, С, M 2 Концентрация, до 10 минут (раздвоенная веточка) Опишите или назовите предмет, который вам знаком. Вы чувствуете, в каком направлении он находится, если он в пределах 1000 футов от вас. Если предмет перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретный предмет, известный вам, если вы видели его вблизи (30 футов) хотя бы раз. Альтернативно, вы можете обнаружить ближайший предмет определенного типа, например определенную одежду, драгоценности, мебель, инструменты или оружие. Это заклинание не может обнаружить предмет, если слой свинца, даже очень тонкий, блокирует прямой путь между вами и предметом. @@ -3144,7 +3144,7 @@ D Друид - В, С, M + В, С, M 2 Конц-я, до 10 мин (раздвоенная веточка) Опишите или назовите предмет, который вам знаком. Вы чувствуете, в каком направлении он находится, если он в пределах 1000 футов от вас. Если предмет перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретный предмет, известный вам, если вы видели его вблизи (30 футов) хотя бы раз. Альтернативно, вы можете обнаружить ближайший предмет определенного типа, например определенную одежду, драгоценности, мебель, инструменты или оружие. Это заклинание не может обнаружить предмет, если слой свинца, даже очень тонкий, блокирует прямой путь между вами и предметом. @@ -3155,7 +3155,7 @@ D Жрец - В, С, M + В, С, M 2 Концентрация, до 10 минут (раздвоенная веточка) Опишите или назовите предмет, который вам знаком. Вы чувствуете, в каком направлении он находится, если он в пределах 1000 футов от вас. Если предмет перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретный предмет, известный вам, если вы видели его вблизи (30 футов) хотя бы раз. Альтернативно, вы можете обнаружить ближайший предмет определенного типа, например определенную одежду, драгоценности, мебель, инструменты или оружие. Это заклинание не может обнаружить предмет, если слой свинца, даже очень тонкий, блокирует прямой путь между вами и предметом. @@ -3166,7 +3166,7 @@ D Бард - В, С, M + В, С, M 2 Конц-я, до 10 мин (раздвоенная веточка) Опишите или назовите предмет, который вам знаком. Вы чувствуете, в каком направлении он находится, если он в пределах 1000 футов от вас. Если предмет перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретный предмет, известный вам, если вы видели его вблизи (30 футов) хотя бы раз. Альтернативно, вы можете обнаружить ближайший предмет определенного типа, например определенную одежду, драгоценности, мебель, инструменты или оружие. Это заклинание не может обнаружить предмет, если слой свинца, даже очень тонкий, блокирует прямой путь между вами и предметом. @@ -3221,7 +3221,7 @@ T Чародей - В, С, M + В, С, M 3 24 часа (тростник или соломинка) Благодаря этому заклинанию до десяти согласных существ, которых вы можете видеть в пределах дальности заклинания, получают способность дышать под водой до тех пор, пока действует заклинание. Существа сохраняют свой обычный способ дыхания. @@ -3232,7 +3232,7 @@ T Следопыт - В, С, M + В, С, M 3 24 часа (тростник или соломинка) Благодаря этому заклинанию до десяти согласных существ, которых вы можете видеть в пределах дальности заклинания, получают способность дышать под водой до тех пор, пока действует заклинание. Существа сохраняют свой обычный способ дыхания. @@ -3243,7 +3243,7 @@ T Друид - В, С, M + В, С, M 3 24 часа (тростник или соломинка) Благодаря этому заклинанию до десяти согласных существ, которых вы можете видеть в пределах дальности заклинания, получают способность дышать под водой до тех пор, пока действует заклинание. Существа сохраняют свой обычный способ дыхания. @@ -3254,7 +3254,7 @@ T Друид (Побережье) - В, С, M + В, С, M 3 24 часа (тростник или соломинка) Благодаря этому заклинанию до десяти согласных существ, которых вы можете видеть в пределах дальности заклинания, получают способность дышать под водой до тех пор, пока действует заклинание. Существа сохраняют свой обычный способ дыхания. @@ -3474,7 +3474,7 @@ I Волшебник - В, С, М + В, С, М 2 24 часа (маленький шелковый квадратик) Вы касаетесь существа или объекта и помещаете на него иллюзию, которая дает ложную информацию заклинаниям прорицания. Цель должна быть согласна, а объект не должен находиться во владении другого существа. Произнося заклинание, выберите один или оба эффекта. Они действуют, пока работает заклинание. Если вы будете произносить это заклинание на одно и тоже существо или объект в течение месяца, используя один и тот же эффект, то оно будет действовать до тех пор, пока не будет развеяно. Ложная аура. Вы можете изменить вид, в котором предстает цель перед заклинаниями и магическими эффектами, например перед заклинанием обнаружение магии, которое определяет магические ауры. Вы можете сделать так, чтобы обычный объект казался магическим, или магический - немагическим, или изменить магическую ауру объекта, чтобы она принадлежала к другой школе волшебства, которую вы выберете. Если вы используете этот эффект на объект, то можете сделать так, чтобы ложность ауры становилась очевидной для любого, кто возьмет объект в руки. Маска. Вы измеяете вид, в котором цель предстает перед заклинаниями и магическими эффектами, определяющими определенные типы существ, например Божественное Чувство паладина или событие, активирущее заклинание знак. Вы выбираете тип существа и другие заклинания и магические эффекты воспринимают цель так, будто она принадлежит к этому типу или мировоззрению. @@ -3485,7 +3485,7 @@ I Плут (Мистический ловкач) - В, С, М + В, С, М 2 24 часа (маленький шелковый квадратик) Вы касаетесь существа или объекта и помещаете на него иллюзию, которая дает ложную информацию заклинаниям прорицания. Цель должна быть согласна, а объект не должен находиться во владении другого существа. Произнося заклинание, выберите один или оба эффекта. Они действуют, пока работает заклинание. Если вы будете произносить это заклинание на одно и тоже существо или объект в течение месяца, используя один и тот же эффект, то оно будет действовать до тех пор, пока не будет развеяно. Ложная аура. Вы можете изменить вид, в котором предстает цель перед заклинаниями и магическими эффектами, например перед заклинанием обнаружение магии, которое определяет магические ауры. Вы можете сделать так, чтобы обычный объект казался магическим, или магический - немагическим, или изменить магическую ауру объекта, чтобы она принадлежала к другой школе волшебства, которую вы выберете. Если вы используете этот эффект на объект, то можете сделать так, чтобы ложность ауры становилась очевидной для любого, кто возьмет объект в руки. Маска. Вы измеяете вид, в котором цель предстает перед заклинаниями и магическими эффектами, определяющими определенные типы существ, например Божественное Чувство паладина или событие, активирущее заклинание знак. Вы выбираете тип существа и другие заклинания и магические эффекты воспринимают цель так, будто она принадлежит к этому типу или мировоззрению. @@ -3551,7 +3551,7 @@ EN Друид - В, С, M + В, С, M 8 10 дней (кусочек квасцов, вымоченный в уксусе, для антипатии или капелька меда для симпатии) Заклинание привлекает или отпугивает выбранных вами существ. Вы выбираете что-то в пределах дальности заклинания: объект или существо Большого или меньшего размера, или область размером не более куба со стороной 200 футов. Затем определите тип разумных существ, например красные драконы, гоблины или вампиры. После этого цель заклинания наделяется аурой, которая привлекает или отпугивает выбранных существ на время длительности заклинания. Выберите нужный вам эффект антипатию или симпатию. Антипатия. Существа выбранного вами типа чувствуют сильное желание покинуть область или избежать встречи с целью. Если существо может видеть цель или подходит на расстояние 60 футов к ней, оно должно сделать успешный спасбросок по Мудрости или будет напугано. Существо остается напуганным, пока оно может видеть цель или находится в пределах 60 футов от нее. Будучи напуганным, существо должно двигаться к ближайшему безопасному месту, где оно не может видеть цель. Если существо удаляется более, чем на 60 футов от цели и не может видеть его, то испуг заканчивается, однако он может возобновиться, если существо снова приблизится к цели на 60 футов или увидит ее. Симпатия. Существа выбранного вами типа чувствуют сильное желание приблизиться к цели, если оказываются в пределах 60 футов от нее или могут ее видеть. Если существо может видеть цель или подходит на расстояние 60 футов к ней, оно должно сделать успешный спасбросок по Мудрости или будет вынуждено двигаться с целью зайти в область заклинания или вплотную приблизиться к цели заклинания. Сделав это, цель не может по своему желанию удалиться от цели. Если цель наносит урон или другим способом вредит существу, то оно может сделать спасбросок по Мудрости, чтобы прервать эффект, как это описано ниже. Прерывание эффекта. Если существо заканчивает свой ход на расстоянии более 60 футов от цели и не может видеть её, оно делает спасбросок по Мудрости. В случае успеха эффект заканчивается и существо осознает, что чувство симпатии или антипатии вызвано магией. Кроме того, существо, находящееся под воздействием заклинания, может совершать спасбросок по Мудрости каждые 24 часа, если заклинание продолжает действовать. Существо, успешно совершившее спасбросок получает иммунитет к эффекту на 1 минуту, после чего оно снова может оказаться под воздействием заклинания. @@ -3584,7 +3584,7 @@ D Чародей - В, С, M + В, С, M 2 Конц-я, до 1 мин (кусочек меди) Пока действует заклинание, вы можете читать мысли существ. В момент произнесения заклинания и затем в качестве действия каждый свой ход, вы можете сосредроточиться на разуме одного существа, которое вы можете видеть в пределах 30 футов от вас. Существа, которые имеют 3 и менее Интеллекта или не знают ни одного языка, не восприимчивы к заклинанию. Сначала вы узнаете поверхностные мысли существа - то, о чем оно думает в данный момент. В качестве действия вы можете переключиться на другое существо или попытаться проникнуть глубже в разум текущего существа. Если вы решили проникнуть глубже, то цель должна сделать спасбросок по Мудрости. В случае провала вы узнаете о его размышлениях (если они есть), эмоциональном состоянии и вещах, которые оказывают большое влияние на него (беспокойства, объекты любви или ненависти). При успешном спасброске заклинание заканчивается. В любом случае цель знает, что вы проникаете в его разум, и если вы не переключились на другое существо, то в свой ход, в качестве действия она может сделать проверку Интеллекта против вашей проверки Интеллекта @@ -3595,7 +3595,7 @@ D Бард - В, С, M + В, С, M 2 Конц-я, до 1 мин (кусочек меди) Пока действует заклинание, вы можете читать мысли существ. В момент произнесения заклинания и затем в качестве действия каждый свой ход, вы можете сосредроточиться на разуме одного существа, которое вы можете видеть в пределах 30 футов от вас. Существа, которые имеют 3 и менее Интеллекта или не знают ни одного языка, не восприимчивы к заклинанию. Сначала вы узнаете поверхностные мысли существа - то, о чем оно думает в данный момент. В качестве действия вы можете переключиться на другое существо или попытаться проникнуть глубже в разум текущего существа. Если вы решили проникнуть глубже, то цель должна сделать спасбросок по Мудрости. В случае провала вы узнаете о его размышлениях (если они есть), эмоциональном состоянии и вещах, которые оказывают большое влияние на него (беспокойства, объекты любви или ненависти). При успешном спасброске заклинание заканчивается. В любом случае цель знает, что вы проникаете в его разум, и если вы не переключились на другое существо, то в свой ход, в качестве действия она может сделать проверку Интеллекта против вашей проверки Интеллекта @@ -3606,7 +3606,7 @@ D Колдун (Великий древний) - В, С, M + В, С, M 2 Конц-я, до 1 мин (кусочек меди) Пока действует заклинание, вы можете читать мысли существ. В момент произнесения заклинания и затем в качестве действия каждый свой ход, вы можете сосредроточиться на разуме одного существа, которое вы можете видеть в пределах 30 футов от вас. Существа, которые имеют 3 и менее Интеллекта или не знают ни одного языка, не восприимчивы к заклинанию. Сначала вы узнаете поверхностные мысли существа - то, о чем оно думает в данный момент. В качестве действия вы можете переключиться на другое существо или попытаться проникнуть глубже в разум текущего существа. Если вы решили проникнуть глубже, то цель должна сделать спасбросок по Мудрости. В случае провала вы узнаете о его размышлениях (если они есть), эмоциональном состоянии и вещах, которые оказывают большое влияние на него (беспокойства, объекты любви или ненависти). При успешном спасброске заклинание заканчивается. В любом случае цель знает, что вы проникаете в его разум, и если вы не переключились на другое существо, то в свой ход, в качестве действия она может сделать проверку Интеллекта против вашей проверки Интеллекта @@ -3727,7 +3727,7 @@ T Чародей - В, С, M + В, С, M 3 1 час (кусочек пробки) Заклинание дарует способность двигаться по любой жидкой поверхности, например по воде, кислоте, грязи, снегу, зыбкому песку или лаве, словно это безвредная твердая поверхность (существа, двигающиеся по жидкой лаве, будут получать урон от жара). Вы можете выбрать до десяти согласных существ, которых видите в пределах дальности заклинания. Если цель заклинания находится под водой, то она начинает подниматься на поверхность со скоростью 60 футов за раунд. @@ -3738,7 +3738,7 @@ T Следопыт - В, С, M + В, С, M 3 1 час (кусочек пробки) Заклинание дарует способность двигаться по любой жидкой поверхности, например по воде, кислоте, грязи, снегу, зыбкому песку или лаве, словно это безвредная твердая поверхность (существа, двигающиеся по жидкой лаве, будут получать урон от жара). Вы можете выбрать до десяти согласных существ, которых видите в пределах дальности заклинания. Если цель заклинания находится под водой, то она начинает подниматься на поверхность со скоростью 60 футов за раунд. @@ -3749,7 +3749,7 @@ T Друид - В, С, M + В, С, M 3 1 час (кусочек пробки) Заклинание дарует способность двигаться по любой жидкой поверхности, например по воде, кислоте, грязи, снегу, зыбкому песку или лаве, словно это безвредная твердая поверхность (существа, двигающиеся по жидкой лаве, будут получать урон от жара). Вы можете выбрать до десяти согласных существ, которых видите в пределах дальности заклинания. Если цель заклинания находится под водой, то она начинает подниматься на поверхность со скоростью 60 футов за раунд. @@ -3760,7 +3760,7 @@ T Жрец - В, С, M + В, С, M 3 1 час (кусочек пробки) Заклинание дарует способность двигаться по любой жидкой поверхности, например по воде, кислоте, грязи, снегу, зыбкому песку или лаве, словно это безвредная твердая поверхность (существа, двигающиеся по жидкой лаве, будут получать урон от жара). Вы можете выбрать до десяти согласных существ, которых видите в пределах дальности заклинания. Если цель заклинания находится под водой, то она начинает подниматься на поверхность со скоростью 60 футов за раунд. @@ -3771,7 +3771,7 @@ T Друид (Побережье) - В, С, M + В, С, M 3 1 час (кусочек пробки) Заклинание дарует способность двигаться по любой жидкой поверхности, например по воде, кислоте, грязи, снегу, зыбкому песку или лаве, словно это безвредная твердая поверхность (существа, двигающиеся по жидкой лаве, будут получать урон от жара). Вы можете выбрать до десяти согласных существ, которых видите в пределах дальности заклинания. Если цель заклинания находится под водой, то она начинает подниматься на поверхность со скоростью 60 футов за раунд. @@ -3782,7 +3782,7 @@ T Друид (Болото) - В, С, M + В, С, M 3 1 час (кусочек пробки) Заклинание дарует способность двигаться по любой жидкой поверхности, например по воде, кислоте, грязи, снегу, зыбкому песку или лаве, словно это безвредная твердая поверхность (существа, двигающиеся по жидкой лаве, будут получать урон от жара). Вы можете выбрать до десяти согласных существ, которых видите в пределах дальности заклинания. Если цель заклинания находится под водой, то она начинает подниматься на поверхность со скоростью 60 футов за раунд. @@ -3837,7 +3837,7 @@ A Волшебник - В, С, М + В, С, М 6 24 часа (горящий фимиам, немного серы и масла, струна, связанная узлом, кровь бурого неуклюга, маленький серебряный жезл стоимостью не менее 10 зм) Вы накладываете защиту на территорию до 2500 квадратных футов. Область действия может быть высотой до 20 футов и обладать любой формой на ваш выбор. Когда вы произносите заклинание, вы можете определить существ, которые неподвержены некоторым или всем эффектам заклинания. Вы также можете назначить пароль, который делает существо невосприимчивым к эффектам заклинания. Заклинание создает следующие эффекты в области своего действия. Коридоры. Все коридоры в области действия заполняются туманом и становятся сильно затемненными. Кроме того, на каждом перекрестке или ответвлении, есть 50% шанс, что существо сочтет, что оно двигается в противоположном направлении от того, которое оно выбрало. Двери. Все двери в области действия закрыты магическим образом, словно на них использовали заклинание волшебный замок. Кроме того, вы можете замаскировать до десяти дверей при помощи иллюзий, чтобы они выглядели как простые участки стены. Лестницы. Все лестничные пролеты покрываются паутиной, как от заклинания паутина. Она возникает снова, каждые 10 минут, если была сожжена или порвана, до тех пор, пока действует заклинание. Другие эффекты. Вы можете поместить один из следующих магических эффектов в зоне действия заклинания. • Поместите танцующие огоньки в четырех корридорах. Вы можете задать простой алгоритм, согласно которому онибудут появляться и исчезать.• Поместите волшебные уста в двух местах.• Поместите зловонное облако в двух местах, они повторно возникают спустя 10 минут, если были развеяны.• Поместите постоянный порыв ветра в одном корридоре иликомнате. • Поместите внушение в одном месте. Вы выбираете область до 5 квадратных футов, и любое существо, которое входит в нее, оказывается под воздействием внушения. Вся область действия заклинания излучает магию. выбрало. Двери. Все двери в области действия закрыты магическим образом, словно на них использовали заклинание волшебный замок. Кроме того, вы можете замаскировать до десяти дверей при помощи иллюзий (эквивалентных заклинанию малая иллюзия), чтобы они выглядели как простые участки стены. Лестницы. Все лестничные пролеты покрываются паутиной, как от заклинания паутина. Она возникает снова, каждые 10 минут, если была сожжена или порвана, до тех пор, пока действует заклинание. Другие эффекты. Вы можете поместить один из следующих магических эффектов в зоне действия заклинания. • Поместите танцующие огоньки в четырех корридорах. Вы можете задать простой алгоритм, согласно которому онибудут появляться и исчезать.• Поместите волшебные уста в двух местах.• Поместите зловонное облако в двух местах, они повторно возникают спустя 10 минут, если были развеяны.• Поместите постоянный порыв ветра в одном корридоре иликомнате. • Поместите внушение в одном месте. Вы выбираете область до 5 квадратных футов, и любое существо, которое входит в нее, оказывается под воздействием внушения. Вся область действия заклинания излучает магию. Вы можете развеять один конкретный эффект при помощи заклинания развеять магию. Вы можете создать постоянную защиту, произнося данное заклинание на одном и том же месте в течение одного года. @@ -3848,7 +3848,7 @@ A Бард - В, С, М + В, С, М 6 24 часа (горящий фимиам, немного серы и масла, струна, связанная узлом, кровь бурого неуклюга, маленький серебряный жезл стоимостью не менее 10 зм) Вы накладываете защиту на территорию до 2500 квадратных футов (квадрат со стороной 50 футов, сто квадратов со стороной 5 футов или 25 квадратов со стороной 10 футов). Область действия может быть высотой до 20 футов и обладать любой формой на ваш выбор. Вы можете защитить несколько этажей крепости, распределив область между них, если пройдете по всей области действия, произнося заклинание. Когда вы произносите заклинание, вы можете определить существ, которые неподвержены некоторым или всем эффектам заклинания. Вы также можете назначить пароль, который делает существо невосприимчивым к эффектам заклинания. Заклинание создает следующие эффекты в области своего действия. Коридоры. Все коридоры в области действия заполняются туманом и становятся сильно затемненными. Кроме того, на каждом перекрестке или ответвлении, есть 50% шанс, что существо сочтет, что оно двигается в противоположном направлении от того, которое оно выбрало. Двери. Все двери в области действия закрыты магическим образом, словно на них использовали заклинание волшебный замок. Кроме того, вы можете замаскировать до десяти дверей при помощи иллюзий (эквивалентных заклинанию малая иллюзия), чтобы они выглядели как простые участки стены. Лестницы. Все лестничные пролеты покрываются паутиной, как от заклинания паутина. Она возникает снова, каждые 10 минут, если была сожжена или порвана, до тех пор, пока действует заклинание. Другие эффекты. Вы можете поместить один из следующих магических эффектов в зоне действия заклинания. • Поместите танцующие огоньки в четырех корридорах. Вы можете задать простой алгоритм, согласно которому онибудут появляться и исчезать.• Поместите волшебные уста в двух местах.• Поместите зловонное облако в двух местах @@ -3859,7 +3859,7 @@ C Волшебник - В, С, М + В, С, М 5 конц-я, до 1 мин (яичная скорлупа и перчатка из змеиной кожи) Вы создаете Большую руку из мерцающей, полупрозрачной силы в незанятом месте, которое вы можете видеть в пределах дальности заклинания. Рука существует до тех пор, пока действует заклинание и двигается согласно вашим приказам, повторяя движения вашей собственной руки. Рука представляет собой объект с КБ 20 и имеет ОЗ, равные вашим максимальным ОЗ. Если ОЗ руки падают до 0, то заклинание заканчивается. Рука имеет 26 (+8) Силы и 10 (+0) Ловкости. Она не занимает место, в котором находится. Когда вы произносите заклинание, а затем в качестве дополнительного действия каждый свой ход, вы можете переместить руку на расстояние до 60 футов, после чего выбрать один из следующих эффектов. Сжатый кулак. Рука наносит удар одному существу, которое находится в 5 футах от нее. Сделайте заклинательную атаку ближнего боя, используя свои параметры. При попадании цель получает 4d8 урона силой. Могучая длань. Рука пытается оттолкнуть существо, которое находится в 5 футах от нее в выбранном вами направлении. Сделайте проверку Силы руки против проверки Силы (Атлетика) вашей цели. Если цель Среднего размера или меньше, то вы получаете преимущество на эту проверку. В случае успеха вы отталкиваете цель на расстояние до 5 + 5 х ваш модификатор заклинаний футов. Рука перемещается вместе с целью, оставаясь в 5 футах от нее. Сжимающая длань. Рука пытается схватить существо Огромного размера или меньше, которое находится в пределах 5 футов от вас. Используйте параметр Силы руки, чтобы произвести захват. Если цель Среднего размера или меньше, вы получаете преимущество на эту проверку. Пока рука держит цель, вы можете приказать ей сдавить её в качестве дополнительного действия. В этом случае цель получает дробящий урон, равный 2d6 + ваш модификатор параметра заклинаний. Преграждающая длань. Рука занимает пространство между вами и выбранным вами существом, пока вы не отдадите ей другой приказ. Находясь в этом положении, рука дает вам 50% укрытие против выбранной вами цели. Существо не может зайти в пространство, где находится рука, если его параметр Силы меньше или равен параметру Силы руки. Если он выше, то существо может перемещаться через пространство, занимаемое рукой, однако оно считается труднопроходимой местностью для него. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то урон от сжатого кулака увеличивается на 2d8, а урон от сжимающей длани на 2d6 за каждый круг выше пятого. @@ -3881,7 +3881,7 @@ EV Чародей - В, М + В, М 5 1 раунд (редкие мелки @@ -3892,7 +3892,7 @@ EV Бард - В, М + В, М 5 1 раунд (редкие мелки @@ -3914,7 +3914,7 @@ D Колдун - В, С, M + В, С, M 5 конц-я, до 10 мин (фокус стоимостью не менее 1000 зм, например хрустальный шар, серебряное зеркало или купель, наполненная святой водой) Вы можете видеть и слышать определенное существо на ваш выбор, которое находится на одном плане с вами. Выбранная вами цель должна сделать спасбросок по Мудрости. Если цель знает о том, что вы произносите заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней наблюдали. При успешном спасброске, заклинание не срабатывает, и вы не можете использовать его на эту цель повторно в течение 24 часов. При провале, заклинание создает невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, словно вы сами находитесь там. Сенсор двигается вместе с целью, оставаясь в пределах 10 футов от нее. Существо, которое может видеть невидимые объекты, видит сенсор, который выглядит как светящийся шар размером с кулак. Вместо наблюдения за существом, вы можете выбрать место, которое видели прежде, в качестве цели заклинания. В этом случае сенсор появляется в этом месте и не двигается. @@ -3925,7 +3925,7 @@ D Друид - В, С, M + В, С, M 5 Конц-я, до 10 мин (фокус стоимостью не менее 1000 зм, например хрустальный шар, серебряное зеркало или купель, наполненная святой водой) Вы можете видеть и слышать определенное существо на ваш выбор, которое находится на одном плане с вами. Выбранная вами цель должна сделать спасбросок по Мудрости, сложность которого зависит от того, насколько хорошо вы знаете цель, и от наличия какой либо физической связи с целью. Если цель знает о том, что вы произносите заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней наблюдали. Знание -- Модификатор Из вторых рук (вы слышали о цели) -- +5 Лично (вы встречали цель) +0 Близко (вы хорошо знаете цель) -- -5 Связь -- Модификатор Портрет или картина -- -2 Имущество или одежда -- -4 Часть тела, локон волос, ногти и так далее -- -10 При успешном спасброске, заклинание не срабатывает, и вы не можете использовать его на эту цель повторно в течение 24 часов. При провале, заклинание создает невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, словно вы сами находитесь там. Сенсор двигается вместе с целью, оставаясь в пределах 10 футов от нее. Существо, которое может видеть невидимые объекты, видит сенсор, который выглядит как светящийся шар размером с кулак. Вместо наблюдения за существом, вы можете выбрать место, которое видели прежде, в качестве цели заклинания. В этом случае сенсор появляется в этом месте и не двигается. @@ -3936,7 +3936,7 @@ D Жрец - В, С, M + В, С, M 5 Концентрация, до 10 минут (фокус стоимостью не менее 1000 зм, например хрустальный шар, серебряное зеркало или купель, наполненная святой водой) Вы можете видеть и слышать определенное существо на ваш выбор, которое находится на одном плане с вами. Выбранная вами цель должна сделать спасбросок по Мудрости, сложность которого зависит от того, насколько хорошо вы знаете цель, и от наличия какой либо физической связи с целью. Если цель знает о том, что вы произносите заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней наблюдали. Знание -- Модификатор Из вторых рук (вы слышали о цели) -- +5 Лично (вы встречали цель) +0 Близко (вы хорошо знаете цель) -- -5 Связь -- Модификатор Портрет или картина -- -2 Имущество или одежда -- -4 Часть тела, локон волос, ногти и так далее -- -10 При успешном спасброске, заклинание не срабатывает, и вы не можете использовать его на эту цель повторно в течение 24 часов. При провале, заклинание создает невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, словно вы сами находитесь там. Сенсор двигается вместе с целью, оставаясь в пределах 10 футов от нее. Существо, которое может видеть невидимые объекты, видит сенсор, который выглядит как светящийся шар размером с кулак. Вместо наблюдения за существом, вы можете выбрать место, которое видели прежде, в качестве цели заклинания. В этом случае сенсор появляется в этом месте и не двигается. @@ -3947,7 +3947,7 @@ D Бард - В, С, M + В, С, M 5 Конц-я, до 10 мин (фокус стоимостью не менее 1000 зм, например хрустальный шар, серебряное зеркало или купель, наполненная святой водой) Вы можете видеть и слышать определенное существо на ваш выбор, которое находится на одном плане с вами. Выбранная вами цель должна сделать спасбросок по Мудрости, сложность которого зависит от того, насколько хорошо вы знаете цель, и от наличия какой либо физической связи с целью. Если цель знает о том, что вы произносите заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней наблюдали. Знание -- Модификатор Из вторых рук (вы слышали о цели) -- +5 Лично (вы встречали цель) +0 Близко (вы хорошо знаете цель) -- -5 Связь -- Модификатор Портрет или картина -- -2 Имущество или одежда -- -4 Часть тела, локон волос, ногти и так далее -- -10 При успешном спасброске, заклинание не срабатывает, и вы не можете использовать его на эту цель повторно в течение 24 часов. При провале, заклинание создает невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, словно вы сами находитесь там. Сенсор двигается вместе с целью, оставаясь в пределах 10 футов от нее. Существо, которое может видеть невидимые объекты, видит сенсор, который выглядит как светящийся шар размером с кулак. Вместо наблюдения за существом, вы можете выбрать место, которое видели прежде, в качестве цели заклинания. В этом случае сенсор появляется в этом месте и не двигается. @@ -3958,7 +3958,7 @@ D Жрец (Знание) - В, С, M + В, С, M 5 Концентрация, до 10 минут (фокус стоимостью не менее 1000 зм, например хрустальный шар, серебряное зеркало или купель, наполненная святой водой) Вы можете видеть и слышать определенное существо на ваш выбор, которое находится на одном плане с вами. Выбранная вами цель должна сделать спасбросок по Мудрости, сложность которого зависит от того, насколько хорошо вы знаете цель, и от наличия какой либо физической связи с целью. Если цель знает о том, что вы произносите заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней наблюдали. Знание -- Модификатор Из вторых рук (вы слышали о цели) -- +5 Лично (вы встречали цель) +0 Близко (вы хорошо знаете цель) -- -5 Связь -- Модификатор Портрет или картина -- -2 Имущество или одежда -- -4 Часть тела, локон волос, ногти и так далее -- -10 При успешном спасброске, заклинание не срабатывает, и вы не можете использовать его на эту цель повторно в течение 24 часов. При провале, заклинание создает невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, словно вы сами находитесь там. Сенсор двигается вместе с целью, оставаясь в пределах 10 футов от нее. Существо, которое может видеть невидимые объекты, видит сенсор, который выглядит как светящийся шар размером с кулак. Вместо наблюдения за существом, вы можете выбрать место, которое видели прежде, в качестве цели заклинания. В этом случае сенсор появляется в этом месте и не двигается. @@ -3969,7 +3969,7 @@ D Жрец (Свет) - В, С, M + В, С, M 5 Концентрация, до 10 минут (фокус стоимостью не менее 1000 зм, например хрустальный шар, серебряное зеркало или купель, наполненная святой водой) Вы можете видеть и слышать определенное существо на ваш выбор, которое находится на одном плане с вами. Выбранная вами цель должна сделать спасбросок по Мудрости, сложность которого зависит от того, насколько хорошо вы знаете цель, и от наличия какой либо физической связи с целью. Если цель знает о том, что вы произносите заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней наблюдали. Знание -- Модификатор Из вторых рук (вы слышали о цели) -- +5 Лично (вы встречали цель) +0 Близко (вы хорошо знаете цель) -- -5 Связь -- Модификатор Портрет или картина -- -2 Имущество или одежда -- -4 Часть тела, локон волос, ногти и так далее -- -10 При успешном спасброске, заклинание не срабатывает, и вы не можете использовать его на эту цель повторно в течение 24 часов. При провале, заклинание создает невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, словно вы сами находитесь там. Сенсор двигается вместе с целью, оставаясь в пределах 10 футов от нее. Существо, которое может видеть невидимые объекты, видит сенсор, который выглядит как светящийся шар размером с кулак. Вместо наблюдения за существом, вы можете выбрать место, которое видели прежде, в качестве цели заклинания. В этом случае сенсор появляется в этом месте и не двигается. @@ -3980,7 +3980,7 @@ D Друид (Побережье) - В, С, M + В, С, M 5 Конц-я, до 10 мин (фокус стоимостью не менее 1000 зм, например хрустальный шар, серебряное зеркало или купель, наполненная святой водой) Вы можете видеть и слышать определенное существо на ваш выбор, которое находится на одном плане с вами. Выбранная вами цель должна сделать спасбросок по Мудрости, сложность которого зависит от того, насколько хорошо вы знаете цель, и от наличия какой либо физической связи с целью. Если цель знает о том, что вы произносите заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней наблюдали. Знание -- Модификатор Из вторых рук (вы слышали о цели) -- +5 Лично (вы встречали цель) +0 Близко (вы хорошо знаете цель) -- -5 Связь -- Модификатор Портрет или картина -- -2 Имущество или одежда -- -4 Часть тела, локон волос, ногти и так далее -- -10 При успешном спасброске, заклинание не срабатывает, и вы не можете использовать его на эту цель повторно в течение 24 часов. При провале, заклинание создает невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, словно вы сами находитесь там. Сенсор двигается вместе с целью, оставаясь в пределах 10 футов от нее. Существо, которое может видеть невидимые объекты, видит сенсор, который выглядит как светящийся шар размером с кулак. Вместо наблюдения за существом, вы можете выбрать место, которое видели прежде, в качестве цели заклинания. В этом случае сенсор появляется в этом месте и не двигается. @@ -3991,7 +3991,7 @@ D Друид (Болото) - В, С, M + В, С, M 5 Конц-я, до 10 мин (фокус стоимостью не менее 1000 зм, например хрустальный шар, серебряное зеркало или купель, наполненная святой водой) Вы можете видеть и слышать определенное существо на ваш выбор, которое находится на одном плане с вами. Выбранная вами цель должна сделать спасбросок по Мудрости, сложность которого зависит от того, насколько хорошо вы знаете цель, и от наличия какой либо физической связи с целью. Если цель знает о том, что вы произносите заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней наблюдали. Знание -- Модификатор Из вторых рук (вы слышали о цели) -- +5 Лично (вы встречали цель) +0 Близко (вы хорошо знаете цель) -- -5 Связь -- Модификатор Портрет или картина -- -2 Имущество или одежда -- -4 Часть тела, локон волос, ногти и так далее -- -10 При успешном спасброске, заклинание не срабатывает, и вы не можете использовать его на эту цель повторно в течение 24 часов. При провале, заклинание создает невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, словно вы сами находитесь там. Сенсор двигается вместе с целью, оставаясь в пределах 10 футов от нее. Существо, которое может видеть невидимые объекты, видит сенсор, который выглядит как светящийся шар размером с кулак. Вместо наблюдения за существом, вы можете выбрать место, которое видели прежде, в качестве цели заклинания. В этом случае сенсор появляется в этом месте и не двигается. @@ -4002,7 +4002,7 @@ D Паладин (Клятва мести) - В, С, M + В, С, M 5 Конц-я, до 10 мин (фокус стоимостью не менее 1000 зм, например хрустальный шар, серебряное зеркало или купель, наполненная святой водой) Вы можете видеть и слышать определенное существо на ваш выбор, которое находится на одном плане с вами. Выбранная вами цель должна сделать спасбросок по Мудрости, сложность которого зависит от того, насколько хорошо вы знаете цель, и от наличия какой либо физической связи с целью. Если цель знает о том, что вы произносите заклинание, она может добровольно провалить спасбросок, если хочет, чтобы за ней наблюдали. Знание -- Модификатор Из вторых рук (вы слышали о цели) -- +5 Лично (вы встречали цель) +0 Близко (вы хорошо знаете цель) -- -5 Связь -- Модификатор Портрет или картина -- -2 Имущество или одежда -- -4 Часть тела, локон волос, ногти и так далее -- -10 При успешном спасброске, заклинание не срабатывает, и вы не можете использовать его на эту цель повторно в течение 24 часов. При провале, заклинание создает невидимый сенсор в пределах 10 футов от цели. Вы можете видеть и слышать через него, словно вы сами находитесь там. Сенсор двигается вместе с целью, оставаясь в пределах 10 футов от нее. Существо, которое может видеть невидимые объекты, видит сенсор, который выглядит как светящийся шар размером с кулак. Вместо наблюдения за существом, вы можете выбрать место, которое видели прежде, в качестве цели заклинания. В этом случае сенсор появляется в этом месте и не двигается. @@ -4046,7 +4046,7 @@ D Жрец - В, С, M + В, С, M 5 1 минута (фимиам и флакон со святой или проклятой водой) Вы связываетесь с вашим богом или божественным представителем и задаете до трех вопросов, на которые тот может ответить да или нет. Вы должны задать вопросы до того, как закончится заклинание. Вы получаете верный ответ на каждый вопрос. Божественные существа не всегда всезнающи, поэтому вы можете получить ответ неясно, если вопрос лежит за пределами знаний божества. В случае, если однословный ответ может привести недопониманию или противоречию, МП может использовать короткую фразу. Если вы произнесете это заклинание два или более раз, не отдохнув полностью, то каждая попытка после первой увеличивает шанс случайного результата на 25%. МП делает этот бросок в тайне. @@ -4057,7 +4057,7 @@ D Паладин (Клятва преданности) - В, С, M + В, С, M 5 1 минута (фимиам и флакон со святой или проклятой водой) Вы связываетесь с вашим богом или божественным представителем и задаете до трех вопросов, на которые тот может ответить да или нет. Вы должны задать вопросы до того, как закончится заклинание. Вы получаете верный ответ на каждый вопрос. Божественные существа не всегда всезнающи, поэтому вы можете получить ответ неясно, если вопрос лежит за пределами знаний божества. В случае, если однословный ответ может привести недопониманию или противоречию, МП может использовать короткую фразу. Если вы произнесете это заклинание два или более раз, не отдохнув полностью, то каждая попытка после первой увеличивает шанс случайного результата на 25%. МП делает этот бросок в тайне. @@ -4068,7 +4068,7 @@ C Жрец - В, С, M + В, С, M 5 Мгновенно (щепотка серы) Вертикальная колонна божественного пламени с ревом устремляется с небес в указанную вами точку. Каждое существо в цилиндре радиусом 10 футов и высотой 40 футов вокруг указанной вами точки должно сделать спасбросок по Ловкости. При провале существо получает 4d6 урона огнем и 4d6 урона светом, а при успехе - половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то урон огнем или светом (на ваш выбор) увеличивается на 1d6 за каждый круг выше пятого. @@ -4079,7 +4079,7 @@ C Жрец (Свет) - В, С, M + В, С, M 5 Мгновенно (щепотка серы) Вертикальная колонна божественного пламени с ревом устремляется с небес в указанную вами точку. Каждое существо в цилиндре радиусом 10 футов и высотой 40 футов вокруг указанной вами точки должно сделать спасбросок по Ловкости. При провале существо получает 4d6 урона огнем и 4d6 урона светом, а при успехе - половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то урон огнем или светом (на ваш выбор) увеличивается на 1d6 за каждый круг выше пятого. @@ -4090,7 +4090,7 @@ C Жрец (Война) - В, С, M + В, С, M 5 Мгновенно (щепотка серы) Вертикальная колонна божественного пламени с ревом устремляется с небес в указанную вами точку. Каждое существо в цилиндре радиусом 10 футов и высотой 40 футов вокруг указанной вами точки должно сделать спасбросок по Ловкости. При провале существо получает 4d6 урона огнем и 4d6 урона светом, а при успехе - половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то урон огнем или светом (на ваш выбор) увеличивается на 1d6 за каждый круг выше пятого. @@ -4101,7 +4101,7 @@ C Паладин (Клятва преданности) - В, С, M + В, С, M 5 Мгновенно (щепотка серы) Вертикальная колонна божественного пламени с ревом устремляется с небес в указанную вами точку. Каждое существо в цилиндре радиусом 10 футов и высотой 40 футов вокруг указанной вами точки должно сделать спасбросок по Ловкости. При провале существо получает 4d6 урона огнем и 4d6 урона светом, а при успехе - половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то урон огнем или светом (на ваш выбор) увеличивается на 1d6 за каждый круг выше пятого. @@ -4112,7 +4112,7 @@ C Колдун (Исчадие) - В, С, M + В, С, M 5 Мгновенно (щепотка серы) Вертикальная колонна божественного пламени с ревом устремляется с небес в указанную вами точку. Каждое существо в цилиндре радиусом 10 футов и высотой 40 футов вокруг указанной вами точки должно сделать спасбросок по Ловкости. При провале существо получает 4d6 урона огнем и 4d6 урона светом, а при успехе - половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то урон огнем или светом (на ваш выбор) увеличивается на 1d6 за каждый круг выше пятого. @@ -4123,7 +4123,7 @@ C Волшебник - В, С, М + В, С, М 6 мгновенно (маленькаий хрустальный шар) Шар морозной энергии вылетает с кончиков ваших пальцев в указанную вами точку в пределах дальности заклинания и взрывается в радиусе 60 футов. Каждое существо в этой области должно сделать спасбросок по Телосложению. В случае провала оно получает 10d6 урона холодом, а в случае успеха - половину этого урона. Если шар попадает в воду или жидкость, состоящую практически из воды (не включая жидких существ), он замораживает её в области 30 квадратных футов и на глубину 6 дюймов. Существа, которые находились на поверхности воды, оказываются пойманы во льду. В качестве действия они могут попытаться вырваться, сделав провеку по Силе против КС ваших заклинаний. Произнеся заклинание, вы можете не выстреливать шаром, если хотите. Маленький холодный шар, размером с камень для пращи, появляется в вашей руке. В любой момент вы или существо, которому вы дали шар, можете кинуть его (на расстояние до 40 футов) или запустить из пращи (на нормальную дальность пращи). При попадании шар разбивается и создает обычный эффект заклинания. Вы также можете установить шар, не разбивая его. Если шар не был разбит за 1 минуту, то он взрывается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга или выше, то урон увеличивается на 1d6 за каждый круг выше шестого. @@ -4200,7 +4200,7 @@ A Чародей - В, С, M + В, С, M 4 Конц-я, до 1 часа (алмазная пыль стоимостью 100 зм, которая расходуется при произнесении) Вы касаетесь согласного существа и делаете его кожу твердой как камень. Пока действует заклинание, цель имеет сопротивление к немагическому ударному, колющему и режущему урону. @@ -4211,7 +4211,7 @@ A Следопыт - В, С, M + В, С, M 4 Концентрация, до 1 часа (алмазная пыль стоимостью 100 зм, которая расходуется при произнесении) Вы касаетесь согласного существа и делаете его кожу твердой как камень. Пока действует заклинание, цель имеет сопротивление к немагическому ударному, колющему и режущему урону. @@ -4222,7 +4222,7 @@ A Друид - В, С, M + В, С, M 4 Конц-я, до 1 часа (алмазная пыль стоимостью 100 зм, которая расходуется при произнесении) Вы касаетесь согласного существа и делаете его кожу твердой как камень. Пока действует заклинание, цель имеет сопротивление к немагическому ударному, колющему и режущему урону. @@ -4233,7 +4233,7 @@ A Жрец (Война) - В, С, M + В, С, M 4 Конц-я, до 1 часа (алмазная пыль стоимостью 100 зм, которая расходуется при произнесении) Вы касаетесь согласного существа и делаете его кожу твердой как камень. Пока действует заклинание, цель имеет сопротивление к немагическому ударному, колющему и режущему урону. @@ -4244,7 +4244,7 @@ A Друид (Гора) - В, С, M + В, С, M 4 Конц-я, до 1 часа (алмазная пыль стоимостью 100 зм, которая расходуется при произнесении) Вы касаетесь согласного существа и делаете его кожу твердой как камень. Пока действует заклинание, цель имеет сопротивление к немагическому ударному, колющему и режущему урону. @@ -4255,7 +4255,7 @@ A Паладин (Клятва Древних) - В, С, M + В, С, M 4 Конц-я, до 1 часа (алмазная пыль стоимостью 100 зм, которая расходуется при произнесении) Вы касаетесь согласного существа и делаете его кожу твердой как камень. Пока действует заклинание, цель имеет сопротивление к немагическому ударному, колющему и режущему урону. @@ -4376,7 +4376,7 @@ T Друид - В, С, M + В, С, M 0 Мгновенно (стебель растения с шипами) Вы создаете длиный кнут в виде лозы, покрытой шипами, который атакует выбранное существо в пределах дальности заклинания. Сделайте Выную атаку ближнего боя против цели. Если атака попала, то существо получает 1d6 колющего урона. Если существо Большого размера или меньше, то вы притягиваете его на 10 футов к себе. Урон этого заклинания увеличивается на 1d6 по достижении 5 уровня (2d6), 11 уровня (3d6) и 17 уровня (4d6). @@ -4398,7 +4398,7 @@ C Колдун - В, С, M + В, С, M 2 мгновенно (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например, таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. @@ -4409,7 +4409,7 @@ C Чародей - В, С, M + В, С, M 2 мгновенно (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например, таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. @@ -4420,7 +4420,7 @@ C Бард - В, С, M + В, С, M 2 мгновенно (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например, таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. @@ -4431,7 +4431,7 @@ C Жрец (Буря) - В, С, M + В, С, M 2 мгновенно (кусочек слюды) Внезапный громкий звенящий звук раздается в указанном вами месте в пределах дальности заклинания. Каждое существо, находящееся в радиусе 10 футов вокруг этой точки, должно сделать спасбросок по Телосложению. При неудаче существо получает 3d8 урона звуком, а при успехе - половину этого урона. Существа, состоящие из неорганических материалов, например, таких как камень, кристалл или металл, получают помеху при спасброске. Немагические предметы, которые находятся во владении какого-либо существа, также получают урон, оказавшись в зоне действия заклинания. На более высоких кругах. Когда вы произносите это заклинание, используя ячейку 3 круга или выше, урон увеличивается на 1d8 за каждый круг выше 2. @@ -4475,7 +4475,7 @@ A Жрец - В, С, M + В, С, M 3 Пока не рассеяно или не сработало (фимиам и алмазный порошок стоимостью не менее 100 зм, который расходуется при произнесении.) Произнося это заклинание, вы наносите губительный знак на какую-либо поверхность (например участок пола, дверь или стол) или внутри объекта, который можно закрыть, чтобы спрятать знак (например книга, свиток или сундук). Если вы выбрали поверхность, то знак не должен превышать 10 футов в диаметре. Если вы выбрали объект, то он должен находиться на своем месте @@ -4486,7 +4486,7 @@ A Бард - В, С, M + В, С, M 3 Пока не рассеяно или не сработало (фимиам и алмазный порошок стоимостью не менее 100 зм, который расходуется при произнесении.) Произнося это заклинание, вы наносите губительный знак на какую-либо поверхность (например участок пола, дверь или стол) или внутри объекта, который можно закрыть, чтобы спрятать знак (например книга, свиток или сундук). Если вы выбрали поверхность, то знак не должен превышать 10 футов в диаметре. Если вы выбрали объект, то он должен находиться на своем месте @@ -4574,7 +4574,7 @@ EV Друид - В, С, M + В, С, M 6 Конц-я, до 10 мин (a handful of thorns) You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 футов long, 10 футов high, and 5 футов thick or a circle that has a 20-foot diameter and is up to 20 футов high and 5 футов thick. The wall blocks line of Видимость. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 футов of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7 круг or higher, both types of damage increase by 1d8 for each slot level above 6th. @@ -4596,7 +4596,7 @@ N Колдун - В, С, M + В, С, M 9 Особенная (за каждое существо, на которое вы хотите использовать заклинание, вы должны потратить один гиацинт стоимостью не менее 1000 зм и один резной слиток серебра стоимостью не менее 100 зм, оба компонента расходуются) Вы и до 8 желающих существ в пределах дальности заклинания, проецируете ваши астральные тела на Астральный План (заклинание не срабатывает и расходуется, если вы уже находитесь на этом плане). Материальное тело остается без сознания и находится в приостановленном состоянии, ему не требуется пища или воздух, и оно не стареет. Ваше астральное тело напоминает вашу смертную форму, повторяя все ваши игровые характеристики и имущество. Главное отличие представляет серебряная нить, которая выходит меж лопаток и тянется за вами, становясь невидимой через 1 фут. Эта нить связывает вас с материальным планом. До тех пор, пока связь остается целой, вы сможете найти путь обратно. Если нить порвана, а это может случиться только в результате эффекта, который конкретно об этом говорит, то ваше тело и душа оказываются отделены друг от друга, и вы мгновенно умираете. Ваша астральная форма может свободно путешествовать по Астральному Плану и проходить через местные порталы, ведущие на другие планы. Если вы входите на новый план или возвращаетесь на тот план, где произнесли заклинание, то ваще тело и имущество перемещаются по серебряной нити, позволяя вам вернуться в ваше тело, как только вы входите на новый план. Ваша астральная форма является отдельным воплощением. Любой урон или эффекты, нанесенные ей, не оказывают никакого влияния на ваше физическое тело и не сохраняются, когда вы в него возвращаетесь. Заклинание заканчивается для вас и ваших компаньонов, если вы отменяете его в качестве действия. При этом существо возвращается в свое физическое тело и просыпается. Заклинание может закончиться раньше для вас или одного из ваших компаньнов. Успешное применение заклинания развеять магию на физическое тело существа или его астральную форму прерывает действие заклинания. Если ОЗ оригинального тела или астральной формы падают до 0, то действие заклинания также прерывается. Если заклинание заканчивается, а серебряная нить остается целой, то она возвращает астральную форму обратно в физическое тело, заканчивая приостановленное состояние. Если вы вернулись в свое тело раньше времени, ваши компаньоны остаются в своих астральных формах и должны самостоятельно вернуться назад в свои тела, обычно опуская ОЗ астральной формы до 0. @@ -4607,7 +4607,7 @@ N Жрец - В, С, M + В, С, M 9 Особенная (за каждое существо, на которое вы хотите использовать заклинание, вы должны потратить один гиацинт стоимостью не менее 1000 зм и один резной слиток серебра стоимостью не менее 100 зм, оба компонента расходуются) Вы и до 8 желающих существ в пределах дальности заклинания, проецируете ваши астральные тела на Астральный План (заклинание не срабатывает и расходуется, если вы уже находитесь на этом плане). Материальное тело остается без сознания и находится в приостановленном состоянии @@ -4739,7 +4739,7 @@ A Паладин - В, С, M + В, С, M 1 Концентрация, до 10 минут (кусочек пергамента с начертанным на нем священным писанием) Мерцающее поле окружает выбранное вами существо в пределах дальности заклинания, даруя ему +2 к КБ на время действия заклинания. @@ -4750,7 +4750,7 @@ A Жрец - В, С, M + В, С, M 1 Концентрация, до 10 минут (кусочек пергамента с начертанным на нем священным писанием) Мерцающее поле окружает выбранное вами существо в пределах дальности заклинания, даруя ему +2 к КБ на время действия заклинания. @@ -4761,7 +4761,7 @@ A Жрец (Война) - В, С, M + В, С, M 1 Концентрация, до 10 минут (кусочек пергамента с начертанным на нем священным писанием) Мерцающее поле окружает выбранное вами существо в пределах дальности заклинания, даруя ему +2 к КБ на время действия заклинания. @@ -4772,7 +4772,7 @@ A Друид - В, С, M + В, С, M 5 Мгновенно (алмазный порошок стоимостью не менее 100 зм, который расходуется при произнесении) Вы наделяете существо положительной энергией, способной излечить ослабляющий эффект. Вы можете снять один уровень истощения или один из следующих эффектов: Один эффект очарования или окаменения Одно проклятие, включая связь с проклятым оружием Снижение одного из параметров Один эффект, снижающий максимальное количество ОЗ @@ -4783,7 +4783,7 @@ A Жрец - В, С, M + В, С, M 5 Мгновенно (алмазный порошок стоимостью не менее 100 зм, который расходуется при произнесении) Вы наделяете существо положительной энергией, способной излечить ослабляющий эффект. Вы можете снять один уровень истощения или один из следующих эффектов: Один эффект очарования или окаменения Одно проклятие, включая связь с проклятым оружием Снижение одного из параметров Один эффект, снижающий максимальное количество ОЗ @@ -4794,7 +4794,7 @@ A Бард - В, С, M + В, С, M 5 Мгновенно (алмазный порошок стоимостью не менее 100 зм, который расходуется при произнесении) Вы наделяете существо положительной энергией, способной излечить ослабляющий эффект. Вы можете снять один уровень истощения или один из следующих эффектов: Один эффект очарования или окаменения Одно проклятие, включая связь с проклятым оружием Снижение одного из параметров Один эффект, снижающий максимальное количество ОЗ @@ -4904,7 +4904,7 @@ A Чародей - В, С, M + В, С, M 6 Конц-я, до 1 мин (стеклянный или хрустальный шарик, который разбивается, когда заклинание кончается) Неподвижный, слегка мерцающий барьер радиусом 10 футов возникает вокруг вас и остается там, пока действует заклинание. Любое заклинание 5 круга или ниже, произнесенное вне барьера, не действует на существ или объекты внутри сферы, даже если эти заклинания произнесены с использованием ячейки более высокого круга. Их можно применять на существ и объекты внутри барьера, однако они не оказывают на них никакого эффекта. Область внутри барьера исключается из зоны действия этих заклинаний. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга или выше, то барьер блокирует заклинания на один круг выше, за каждый круг выше шестого. @@ -4981,7 +4981,7 @@ D Следопыт - В, С, M + В, С, M 1 Концентрация, до 10 минут (лист тиса) Пока действует заклинание, вы чувствуете наличие и местоположение ядов, ядовитых существ и болезней в пределах 30 футов вокруг вас. Вы также узнаете тип каждого яда, ядовитого существа и болезни. Заклинание проходит через большинство препятствий, но его останавливает камень толщиной 1 фут, металл толщиной 1 дюйм, тонкий слой свинца, дерево или земля толщиной 3 фута. @@ -4992,7 +4992,7 @@ D Паладин - В, С, M + В, С, M 1 Концентрация, до 10 минут (лист тиса) Пока действует заклинание, вы чувствуете наличие и местоположение ядов, ядовитых существ и болезней в пределах 30 футов вокруг вас. Вы также узнаете тип каждого яда, ядовитого существа и болезни. Заклинание проходит через большинство препятствий, но его останавливает камень толщиной 1 фут, металл толщиной 1 дюйм, тонкий слой свинца, дерево или земля толщиной 3 фута. @@ -5003,7 +5003,7 @@ D Друид - В, С, M + В, С, M 1 Конц-я, до 10 мин (лист тиса) Пока действует заклинание, вы чувствуете наличие и местоположение ядов, ядовитых существ и болезней в пределах 30 футов вокруг вас. Вы также узнаете тип каждого яда, ядовитого существа и болезни. Заклинание проходит через большинство препятствий, но его останавливает камень толщиной 1 фут, металл толщиной 1 дюйм, тонкий слой свинца, дерево или земля толщиной 3 фута. @@ -5014,7 +5014,7 @@ D Жрец - В, С, M + В, С, M 1 Концентрация, до 10 минут (лист тиса) Пока действует заклинание, вы чувствуете наличие и местоположение ядов, ядовитых существ и болезней в пределах 30 футов вокруг вас. Вы также узнаете тип каждого яда, ядовитого существа и болезни. Заклинание проходит через большинство препятствий, но его останавливает камень толщиной 1 фут, металл толщиной 1 дюйм, тонкий слой свинца, дерево или земля толщиной 3 фута. @@ -5036,7 +5036,7 @@ T Чародей - В, С, M + В, С, M 3 Конц-я, до 1 часа (кусочек марли и струйка дыма) Касанием вы превращаете желающее существо вместе со всем его имуществом и эккипировкой в облако тумана. Заклинание заканчивается, если ОЗ существа падают до 0. Заклинание не работает на бестелесных существ. Находясь в этой форме, цель может только лететь со скоростью 10 футов. Цель может занимать пространство, где находится другое существо, и оставаться в нем. Цель имеет сопротивление немагическому урону и преимущество при спасбросках по Силе, Локости и Телосложению. Цель может проходить через маленькие отверстия, узкие проемы и даже трещины. Но воспринимает жидкости как твердую поверхность. Цель не может упасть и остается в воздухе, даже если ее оглушить или обездвижить. Находясь в форме облака, цель не может говорить или взаимодействовать с объектами. Любые объекты, которыми владело существо, нельзя использовать, выбрасывать или воздействовать с ними иным способом. Цель не может атаковать или произносить заклинания. @@ -5047,7 +5047,7 @@ T Колдун - В, С, M + В, С, M 3 конц-я, до 1 часа (кусочек марли и струйка дыма) Касанием вы превращаете желающее существо вместе со всем его имуществом и эккипировкой в облако тумана. Заклинание заканчивается, если ОЗ существа падают до 0. Заклинание не работает на бестелесных существ. Находясь в этой форме, цель может только лететь со скоростью 10 футов. Цель может занимать пространство, где находится другое существо, и оставаться в нем. Цель имеет сопротивление немагическому урону и преимущество при спасбросках по Силе, Локости и Телосложению. Цель может проходить через маленькие отверстия, узкие проемы и даже трещины. Но воспринимает жидкости как твердую поверхность. Цель не может упасть и остается в воздухе, даже если ее оглушить или обездвижить. Находясь в форме облака, цель не может говорить или взаимодействовать с объектами. Любые объекты, которыми владело существо, нельзя использовать, выбрасывать или воздействовать с ними иным способом. Цель не может атаковать или произносить заклинания. @@ -5080,7 +5080,7 @@ C Чародей - В, С, M + В, С, M 2 Конц-я, до 1 мин (семечко любого бобового растения) Линия сильного ветра длиной 60 футов и шириной 10 футов устремляется от вас в выбранном направлении. Каждое существо, которое начинает свой ход в этой линии, должно сделать успешный спасбросок по Силе или его оттолкнет на 15 футов от вас по направлению линии. Любое существо в линии вынуждено тратить 2 фута передвижения за каждый фут, который оно проходит в вашем направлении. Порыв ветра развеивает газ или пар, гасит свечи, факелы и другие незащищенные источники огня в области действия. Защищенные источники огня, например фонари, начинают сильно колебаться и гаснут с шансом 50 процентов. В качестве дополнительного действия в свой ход, пока заклинание действует, вы можете изменить направление в котором ветер дует от вас. @@ -5091,7 +5091,7 @@ C Друид - В, С, M + В, С, M 2 Конц-я, до 1 мин (семечко любого бобового растения) Линия сильного ветра длиной 60 футов и шириной 10 футов устремляется от вас в выбранном направлении. Каждое существо, которое начинает свой ход в этой линии, должно сделать успешный спасбросок по Силе или его оттолкнет на 15 футов от вас по направлению линии. Любое существо в линии вынуждено тратить 2 фута передвижения за каждый фут, который оно проходит в вашем направлении. Порыв ветра развеивает газ или пар, гасит свечи, факелы и другие незащищенные источники огня в области действия. Защищенные источники огня, например фонари, начинают сильно колебаться и гаснут с шансом 50 процентов. В качестве дополнительного действия в свой ход, пока заклинание действует, вы можете изменить направление в котором ветер дует от вас. @@ -5102,7 +5102,7 @@ C Жрец (Буря) - В, С, M + В, С, M 2 Конц-я, до 1 мин (семечко любого бобового растения) Линия сильного ветра длиной 60 футов и шириной 10 футов устремляется от вас в выбранном направлении. Каждое существо, которое начинает свой ход в этой линии, должно сделать успешный спасбросок по Силе или его оттолкнет на 15 футов от вас по направлению линии. Любое существо в линии вынуждено тратить 2 фута передвижения за каждый фут, который оно проходит в вашем направлении. Порыв ветра развеивает газ или пар, гасит свечи, факелы и другие незащищенные источники огня в области действия. Защищенные источники огня, например фонари, начинают сильно колебаться и гаснут с шансом 50 процентов. В качестве дополнительного действия в свой ход, пока заклинание действует, вы можете изменить направление в котором ветер дует от вас. @@ -5245,7 +5245,7 @@ D Следопыт - В, С, М + В, С, М 2 Мгновенно (немного меха ищейки) Опишите или назовите определенный вид животного или растения. Концентрируясь на звуках природы вокруг вас, вы узнаете направление и расстояние ближайшего животного или растения этого вида в пределах 5 миль, если таковое имеется. @@ -5256,7 +5256,7 @@ D Друид - В, С, М + В, С, М 2 Мгновенно (немного меха ищейки) Опишите или назовите определенный вид животного или растения. Концентрируясь на звуках природы вокруг вас, вы узнаете направление и расстояние ближайшего животного или растения этого вида в пределах 5 миль, если таковое имеется. @@ -5267,7 +5267,7 @@ D Бард - В, С, М + В, С, М 2 Мгновенно (немного меха ищейки) Опишите или назовите определенный вид животного или растения. Концентрируясь на звуках природы вокруг вас, вы узнаете направление и расстояние ближайшего животного или растения этого вида в пределах 5 миль, если таковое имеется. @@ -5278,7 +5278,7 @@ C Волшебник - В, С, М + В, С, М 2 мгновенно (измельченный лист ревеня и желудок гадюки) Мерцающая зеленая стрела устремляется к цели в пределах дальности заклинания и взрывается, разбрызгивая кислоту. Сделайте заклинательную атаку дальнего боя против цели. В случае попадания цель немедленно получает 4d4 урона кислотой и еще 2d4 урона кислотой в конце её следующего хода. В случае промаха, стрела задевает цель брызгами кислоты, нанося половину начального урона, и не нанося последующего урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то урон (как начальный, так и последующий) увеличивается на 1d4 за каждый круг выше второго. @@ -5289,7 +5289,7 @@ C Друид (Болото) - В, С, М + В, С, М 2 мгновенно (измельченный лист ревеня и желудок гадюки) Мерцающая зеленая стрела устремляется к цели в пределах дальности заклинания и взрывается, разбрызгивая кислоту. Сделайте заклинательную атаку дальнего боя против цели. В случае попадания цель немедленно получает 4d4 урона кислотой и еще 2d4 урона кислотой в конце её следующего хода. В случае промаха, стрела задевает цель брызгами кислоты, нанося половину начального урона, и не нанося последующего урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то урон (как начальный, так и последующий) увеличивается на 1d4 за каждый круг выше второго. @@ -5300,7 +5300,7 @@ C Воин (Мистический Рыцарь) - В, С, М + В, С, М 2 мгновенно (измельченный лист ревеня и желудок гадюки) Мерцающая зеленая стрела устремляется к цели в пределах дальности заклинания и взрывается, разбрызгивая кислоту. Сделайте заклинательную атаку дальнего боя против цели. В случае попадания цель немедленно получает 4d4 урона кислотой и еще 2d4 урона кислотой в конце её следующего хода. В случае промаха, стрела задевает цель брызгами кислоты, нанося половину начального урона, и не нанося последующего урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то урон (как начальный, так и последующий) увеличивается на 1d4 за каждый круг выше второго. @@ -5388,7 +5388,7 @@ T Друид - В, С, M + В, С, M 6 8 часов (огонь и святая вода) Вы и до десяти согласных существ, которых вы можете видеть в пределах дальности заклинания, принимаете газообразную форму на время действия заклинания и выглядите словно маленькое облако. Находясь в этой форме, существо имеет летающую скорость 300 футов и получает сопротивление ко атакам немагическим оружием. В качестве действия существо может совершать только Рывок или вернуться в свою обычную форму. Обратное превращение занимает 1 минуту, в течение которой существо небоеспособно и не может двигаться. Пока заклинание действует, существо может вернуться в форму облака, снова потратив 1 минуту на превращение. Если существо находится в форме облака и летит в момент, когда заклинание заканчивается, то оно плавно опускается со скоростью 60 футов за раунд в течение минуты. Если существо не приземляется через 1 минуту, то оно падает оставшееся расстояние. @@ -5410,7 +5410,7 @@ T Колдун - В, С, M + В, С, M 3 конц-я, до 10 мин (перо из крыла любой птицы) Вы касаетесь согласного существа. Цель получает скорость полета 60 футов до тех пор, пока действует заклинание. Когда оно заканчивается, цель падает, если она все еще в воздухе и не может остановить падение. На более высоких кругах. Если вы произносите заклинание, используя ячейку 4 круга или выше, то можете использовать заклинание на одну дополнительную цель за каждый круг выше третьего. @@ -5421,7 +5421,7 @@ T Чародей - В, С, M + В, С, M 3 Конц-я, до 10 мин (перо из крыла любой птицы) Вы касаетесь согласного существа. Цель получает скорость полета 60 футов до тех пор, пока действует заклинание. Когда оно заканчивается, цель падает, если она все еще в воздухе и не может остановить падение. На более высоких кругах. Если вы произносите заклинание, используя ячейку 4 круга или выше, то можете использовать заклинание на одну дополнительную цель за каждый круг выше третьего. @@ -5432,7 +5432,7 @@ D Жрец - В, С, M + В, С, M 2 Мгновенно (специально помеченные палочки, косточки или другие символы стоимостью не менее 25 зм) Бросая палочки, инкрустированные камнями, катая драконьи косточки, раскладывая изысканые карты или используя другие предметы для гадания, вы получаете знак от таинственной сущности, который сообщает вам об исходе определенного действия, которое вы планируете совершить в ближайшие 30 минут. МП выбирает один из следующих знаков. Благо: исход будет хорошим Несчастье: исход будет плохим Благо и Несчастье: исход будет неоднозначным Ничего: исход не будет ни хорошим, ни плохим Заклинание не учитывает любые возможные обстоятельства, которые могут изменить исход, например произношение дополнительных заклинание, потеря или получение союзника. Если вы произнесете это заклинание два или более раз, не отдохнув полностью, то каждая попытка после первой увеличивает шанс случайного результата на 25%. МП делает этот бросок в тайне. @@ -5443,7 +5443,7 @@ D Жрец (Знание) - В, С, M + В, С, M 2 Мгновенно (специально помеченные палочки, косточки или другие символы стоимостью не менее 25 зм) Бросая палочки, инкрустированные камнями, катая драконьи косточки, раскладывая изысканые карты или используя другие предметы для гадания, вы получаете знак от таинственной сущности, который сообщает вам об исходе определенного действия, которое вы планируете совершить в ближайшие 30 минут. МП выбирает один из следующих знаков. Благо: исход будет хорошим Несчастье: исход будет плохим Благо и Несчастье: исход будет неоднозначным Ничего: исход не будет ни хорошим, ни плохим Заклинание не учитывает любые возможные обстоятельства, которые могут изменить исход, например произношение дополнительных заклинание, потеря или получение союзника. Если вы произнесете это заклинание два или более раз, не отдохнув полностью, то каждая попытка после первой увеличивает шанс случайного результата на 25%. МП делает этот бросок в тайне. @@ -5454,7 +5454,7 @@ EV Волшебник - В, С, М + В, С, М 4 конц-я, до 1 мин (кусочек щупальца гигантского осьминога или кальмара) Извивающиеся, черные щупальца заполняют квадрат со стороной 20 футов, который вы можете видеть в пределах дальности заклинания. Пока действует заклинание, область становится труднопроходимой. Когда существо входит в область действия в первый раз за ход или начинает свой ход в ней, оно должно совершить успешный спасбросок по Ловкости или получит 3d6 дробящего урона и будет обездвижено щупальцами до конца действия заклинания. Если существо начинает свой ход в области действия и уже обездвижено щупальцами, то оно получает 3d6 дробящего урона. Обездвиженное щупальцами существо может потратить действие, чтобы сделать проверку по Силе или Ловкости (на его выбор) против вашего КС заклинаний, чтобы освободиться. @@ -5465,7 +5465,7 @@ EV Колдун (Великий древний) - В, С, М + В, С, М 4 конц-я, до 1 мин (кусочек щупальца гигантского осьминога или кальмара) Извивающиеся, черные щупальца заполняют квадрат со стороной 20 футов, который вы можете видеть в пределах дальности заклинания. Пока действует заклинание, область становится труднопроходимой. Когда существо входит в область действия в первый раз за ход или начинает свой ход в ней, оно должно совершить успешный спасбросок по Ловкости или получит 3d6 дробящего урона и будет обездвижено щупальцами до конца действия заклинания. Если существо начинает свой ход в области действия и уже обездвижено щупальцами, то оно получает 3d6 дробящего урона. Обездвиженное щупальцами существо может потратить действие, чтобы сделать проверку по Силе или Ловкости (на его выбор) против вашего КС заклинаний, чтобы освободиться. @@ -5487,7 +5487,7 @@ I Колдун - С, М + С, М 3 конц-я, до 1 мин (светящаяся палочка фимиама, или хрустальный флакон с фосфоресцирующим веществом) Вы создаете извилистый разноцветный узор, сплетенный в воздухе, в кубе со стороной 30 футов. Узор появляется на мгновение и исчезает. Каждое существо, которое его видит, должно сделать спасбросок по Мудрости. В случае неудачи существо очаровано на время действия заклинания. Очарованное существо небоеспособно, а его скорость падает до 0. Заклинание заканчивается для существа, если оно получает любой урон или кто-то другой выводит его из ступора, потратив на это действие. @@ -5498,7 +5498,7 @@ I Чародей - С, М + С, М 3 Конц-я, до 1 мин (светящаяся палочка фимиама, или хрустальный флакон с фосфоресцирующим веществом) Вы создаете извилистый разноцветный узор, сплетенный в воздухе, в кубе со стороной 30 футов. Узор появляется на мгновение и исчезает. Каждое существо, которое его видит, должно сделать спасбросок по Мудрости. В случае неудачи существо очаровано на время действия заклинания. Очарованное существо небоеспособно, а его скорость падает до 0. Заклинание заканчивается для существа, если оно получает любой урон или кто-то другой выводит его из ступора, потратив на это действие. @@ -5509,7 +5509,7 @@ I Бард - С, М + С, М 3 Конц-я, до 1 мин (светящаяся палочка фимиама, или хрустальный флакон с фосфоресцирующим веществом) Вы создаете извилистый разноцветный узор, сплетенный в воздухе, в кубе со стороной 30 футов. Узор появляется на мгновение и исчезает. Каждое существо, которое его видит, должно сделать спасбросок по Мудрости. В случае неудачи существо очаровано на время действия заклинания. Очарованное существо небоеспособно, а его скорость падает до 0. Заклинание заканчивается для существа, если оно получает любой урон или кто-то другой выводит его из ступора, потратив на это действие. @@ -5520,7 +5520,7 @@ I Плут (Мистический ловкач) - С, М + С, М 3 Конц-я, до 1 мин (светящаяся палочка фимиама, или хрустальный флакон с фосфоресцирующим веществом) Вы создаете извилистый разноцветный узор, сплетенный в воздухе, в кубе со стороной 30 футов. Узор появляется на мгновение и исчезает. Каждое существо, которое его видит, должно сделать спасбросок по Мудрости. В случае неудачи существо очаровано на время действия заклинания. Очарованное существо небоеспособно, а его скорость падает до 0. Заклинание заканчивается для существа, если оно получает любой урон или кто-то другой выводит его из ступора, потратив на это действие. @@ -5542,7 +5542,7 @@ T Друид - В, С, M + В, С, M 8 Конц-я, до 8 часов (горящий фимиам и кусочки земли и дерева, смешанные в воде) Вы контролируете погоду в радиусе 5 миль вокруг вас, пока действует заклинание. Вы должны находиться на открытом воздухе, чтобы произносить это заклинание. Перемещение в область, где у вас нет свободного доступа к небу, досрочно прерывает заклинание. Произнеся заклинания, вы изменяете текущие погодные условия, которые определил МП, основываясь на климате и времени года. Вы можете изменять осадки, температуру и ветер. Для того, чтобы новые условия вступили в силу, требуется 1d4 х 10 минут. После этого вы можете снова изменить условия. Когда заклинание заканчивается, погода постепенно возвращается в норму. Изменяя погодные условия, найдите текущие условия в таблице. Вы можете изменить их на одну ступень вверх или вниз. Изменяя ветер, вы можете поменять его направление. Осадки Ступень 1 - Ясно, Ступень 2 - Легкая облачность, Ступень 3 - Пасмурно или низкий туман, Ступень 4 - Дождь, град или снег, Ступень 5 - Ливень, крупный град или снежная буря Температура Ступень 1 - Невыносимая жара, Ступень 2 - Жара, Ступень 3 - Тепло, Ступень 4 - Прохладно, Ступень 5 - Холодно, Ступень 6 - Арктический холод Ветер Ступень 1 - Штиль, Ступень 2 - Умеренный ветер, Ступень 3 - Сильный ветер, Ступень 4 - Штормовой ветер, Ступень 5 - Ураган @@ -5553,7 +5553,7 @@ T Жрец - В, С, M + В, С, M 8 Концентрация, до 8 часов (горящий фимиам и кусочки земли и дерева, смешанные в воде) Вы контролируете погоду в радиусе 5 миль вокруг вас, пока действует заклинание. Вы должны находиться на открытом воздухе, чтобы произносить это заклинание. Перемещение в область, где у вас нет свободного доступа к небу, досрочно прерывает заклинание. Произнеся заклинания, вы изменяете текущие погодные условия, которые определил МП, основываясь на климате и времени года. Вы можете изменять осадки, температуру и ветер. Для того, чтобы новые условия вступили в силу, требуется 1d4 х 10 минут. После этого вы можете снова изменить условия. Когда заклинание заканчивается, погода постепенно возвращается в норму. Изменяя погодные условия, найдите текущие условия в таблице. Вы можете изменить их на одну ступень вверх или вниз. Изменяя ветер, вы можете поменять его направление. Осадки Ступень 1 - Ясно, Ступень 2 - Легкая облачность, Ступень 3 - Пасмурно или низкий туман, Ступень 4 - Дождь, град или снег, Ступень 5 - Ливень, крупный град или снежная буря Температура Ступень 1 - Невыносимая жара, Ступень 2 - Жара, Ступень 3 - Тепло, Ступень 4 - Прохладно, Ступень 5 - Холодно, Ступень 6 - Арктический холод Ветер Ступень 1 - Штиль, Ступень 2 - Умеренный ветер, Ступень 3 - Сильный ветер, Ступень 4 - Штормовой ветер, Ступень 5 - Ураган @@ -5564,7 +5564,7 @@ A Паладин - В, С, M + В, С, M 5 Концентрация, до 1 минуты (святая вода или смесь серебряного и железного порошка) Мерцающая энергия окружает вас и защищает от нежити, фей и существ, живущих за пределами Материального Плана. Пока действует заклинание, божественные существа, элементали, феи, демоны и нежить получают помеху на броски атаки против вас. Вы можете преждевременно закончить заклинание, если используете одну из двух особых функций, описанных ниже. Разбить заклятье. В качестве действия вы можете коснуться существа, которое очаровано, напугано или одержимо божественным существом, элементалем, феей, демоном или нежитью, и снять этот эффект. Изгнание. В качестве действия вы можете совершить заклинательную атаку ближнего боя против божественного существа, элементаля, феи, демона или нежити. При попадании вы пытаетесь изгнать его на родной план. Существо должно сделать успешный спасбросок по Харизме или вернется на свой родной план (если оно уже там не находится). Нежить отправляется в Царство Теней, а феи в Царство Фей. @@ -5575,7 +5575,7 @@ A Жрец - В, С, M + В, С, M 5 Концентрация, до 1 минуты (святая вода или смесь серебряного и железного порошка) Мерцающая энергия окружает вас и защищает от нежити, фей и существ, живущих за пределами Материального Плана. Пока действует заклинание, божественные существа, элементали, феи, демоны и нежить получают помеху на броски атаки против вас. Вы можете преждевременно закончить заклинание, если используете одну из двух особых функций, описанных ниже. Разбить заклятье. В качестве действия вы можете коснуться существа, которое очаровано, напугано или одержимо божественным существом, элементалем, феей, демоном или нежитью, и снять этот эффект. Изгнание. В качестве действия вы можете совершить заклинательную атаку ближнего боя против божественного существа, элементаля, феи, демона или нежити. При попадании вы пытаетесь изгнать его на родной план. Существо должно сделать успешный спасбросок по Харизме или вернется на свой родной план (если оно уже там не находится). Нежить отправляется в Царство Теней, а феи в Царство Фей. @@ -5652,7 +5652,7 @@ T Волшебник - В, С, М + В, С, М 1 1 час (щепотка земли) Вы касаетесь существа и его скорость увеличивается на 10 футов, пока действует заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то можете использовать это заклинание на одно дополнительное существо за каждый круг выше первого. @@ -5663,7 +5663,7 @@ T Следопыт - В, С, М + В, С, М 1 1 час (щепотка земли) Вы касаетесь существа и его скорость увеличивается на 10 футов, пока действует заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то можете использовать это заклинание на одно дополнительное существо за каждый круг выше первого. @@ -5674,7 +5674,7 @@ T Друид - В, С, М + В, С, М 1 1 час (щепотка земли) Вы касаетесь существа и его скорость увеличивается на 10 футов, пока действует заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то можете использовать это заклинание на одно дополнительное существо за каждый круг выше первого. @@ -5685,7 +5685,7 @@ T Бард - В, С, М + В, С, М 1 1 час (щепотка земли) You Касание a creature. Вы касаетесь существа и его скорость увеличивается на 10 футов, пока действует заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то можете использовать это заклинание на одно дополнительное существо за каждый круг выше первого. @@ -5751,7 +5751,7 @@ T Чародей - В, С, M + В, С, M 4 Конц-я, до 1 часа (кокон гусеницы) Это заклинание изменяет форму существа, которое вы можете видеть в пределах дальности. Несогласное существо может сделать спасбросок по Мудрости, чтобы избежать воздействия заклинания. Оборотни автоматически совершают успешный спасбросок. Перевоплощение длится до тех пор, пока действует заклинание, пока ОЗ цели не упадут до 0, или пока оно не умрет. Новая форма может быть любым животным, уровень опасности которого равен или меньше уровня опасности цели (или ее уровня, если у нее нет уровня опасности). Характеристики цели, включая умственные параметры, заменяются характеристиками выбранного животного. Цель сохраняет свое мировоззрение и личность. Цель получает ОЗ новой формы, а когда возвращается к своей обычной форме, то получает те ОЗ, которые были у нее до превращения. Если она превращается обратно из-за того, что ОЗ упали до 0, то весь остаточный урон наносится обычной форме. Если остаточный урон не опускает ОЗ обычной формы до 0, то цель остается в сознании. Действия существа ограничены возможностями новой формы, вы не можете говорить, произносить заклинания или совершать другие действия, требующие руки и речь, если новая форма не имеет таких возможностей. Снаряжение цели сливается с новой формой. Существо не может активировать, использовать или получать какие-то преимущества от своего снаряжения. @@ -5762,7 +5762,7 @@ T Друид - В, С, M + В, С, M 4 Конц-я, до 1 часа (кокон гусеницы) Это заклинание изменяет форму существа. Несогласное существо может сделать спасбросок по Мудрости. Оборотни автоматически совершают успешный спасбросок. Перевоплощение длится до тех пор, пока действует заклинание, пока ОЗ цели не упадут до 0, или пока оно не умрет. Новая форма может быть любым животным, уровень опасности которого равен или меньше уровня опасности цели. Характеристики цели, включая умственные параметры, заменяются характеристиками выбранного животного. Цель сохраняет свое мировоззрение и личность. Цель получает ОЗ новой формы, а когда возвращается к своей обычной форме, то получает те ОЗ, которые были у нее до превращения. Если она превращается обратно из-за того, что ОЗ упали до 0, то весь остаточный урон наносится обычной форме. Действия существа ограничены возможностями новой формы, вы не можете говорить, произносить заклинания или совершать другие действия, требующие руки и речь, если новая форма не имеет таких возможностей. Существо не может активировать, использовать или получать какие-то преимущества от своего снаряжения.стями новой формы, вы не можете говорить, произносить заклинания или совершать другие действия, требующие руки и речь, если новая форма не имеет таких возможностей. Снаряжение цели сливается с новой формой. Существо не может активировать, использовать или получать какие-то преимущества от своего снаряжения. @@ -5773,7 +5773,7 @@ T Бард - В, С, M + В, С, M 4 Конц-я, до 1 часа (кокон гусеницы) Это заклинание изменяет форму существа, которое вы можете видеть в пределах дальности. Несогласное существо может сделать спасбросок по Мудрости, чтобы избежать воздействия заклинания. Оборотни автоматически совершают успешный спасбросок. Перевоплощение длится до тех пор, пока действует заклинание, пока ОЗ цели не упадут до 0, или пока оно не умрет. Новая форма может быть любым животным, уровень опасности которого равен или меньше уровня опасности цели (или ее уровня, если у нее нет уровня опасности). Характеристики цели, включая умственные параметры, заменяются характеристиками выбранного животного. Цель сохраняет свое мировоззрение и личность. Цель получает ОЗ новой формы, а когда возвращается к своей обычной форме, то получает те ОЗ, которые были у нее до превращения. Если она превращается обратно из-за того, что ОЗ упали до 0, то весь остаточный урон наносится обычной форме. Если остаточный урон не опускает ОЗ обычной формы до 0, то цель остается в сознании. Действия существа ограничены возможностями новой формы, вы не можете говорить, произносить заклинания или совершать другие действия, требующие руки и речь, если новая форма не имеет таких возможностей. Снаряжение цели сливается с новой формой. Существо не может активировать, использовать или получать какие-то преимущества от своего снаряжения. @@ -5784,7 +5784,7 @@ T Жрец (Обман) - В, С, M + В, С, M 4 Конц-я, до 1 часа (кокон гусеницы) Это заклинание изменяет форму существа, которое вы можете видеть в пределах дальности. Несогласное существо может сделать спасбросок по Мудрости, чтобы избежать воздействия заклинания. Оборотни автоматически совершают успешный спасбросок. Перевоплощение длится до тех пор, пока действует заклинание, пока ОЗ цели не упадут до 0, или пока оно не умрет. Новая форма может быть любым животным, уровень опасности которого равен или меньше уровня опасности цели (или ее уровня, если у нее нет уровня опасности). Характеристики цели, включая умственные параметры, заменяются характеристиками выбранного животного. Цель сохраняет свое мировоззрение и личность. Цель получает ОЗ новой формы, а когда возвращается к своей обычной форме, то получает те ОЗ, которые были у нее до превращения. Если она превращается обратно из-за того, что ОЗ упали до 0, то весь остаточный урон наносится обычной форме. Если остаточный урон не опускает ОЗ обычной формы до 0, то цель остается в сознании. Действия существа ограничены возможностями новой формы, вы не можете говорить, произносить заклинания или совершать другие действия, требующие руки и речь, если новая форма не имеет таких возможностей. Снаряжение цели сливается с новой формой. Существо не может активировать, использовать или получать какие-то преимущества от своего снаряжения. @@ -5806,7 +5806,7 @@ C Чародей - В, С, M + В, С, M 1 мгновенно (алмаз стоимостью 50 зм) Вы запускаете сферу энергии диаметром 4 дюйма в существо, которое можете видеть в пределах дальности заклинания. Выберите тип урона: кислота, холод, огонь, яд, молния или звук, а затем сделайте Выную атаку дальнего боя против цели. При попадании существо получает 3d8 урона выбранного типа. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то урон увеличивается на 1d8 за каждый круг выше первого. @@ -5817,7 +5817,7 @@ C Воин (Мистический Рыцарь) - В, С, M + В, С, M 1 мгновенно (алмаз стоимостью 50 зм) Вы запускаете сферу энергии диаметром 4 дюйма в существо, которое можете видеть в пределах дальности заклинания. Выберите тип урона: кислота, холод, огонь, яд, молния или звук, а затем сделайте Выную атаку дальнего боя против цели. При попадании существо получает 3d8 урона выбранного типа. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то урон увеличивается на 1d8 за каждый круг выше первого. @@ -5839,7 +5839,7 @@ EV Волшебник - В, С, М + В, С, М 1 мгновенно (древесный уголь, фимиам и травы стоимостью 10 зм, которые должны сгореть латунной жаровне) Вы получаете себе в услужение фамильяра, духа, который принимает форму выбранного вами животного: летучей мыши, кота, краба, лягушки (жабы), ястреба, ящерицы, совы, осьминога, ядовитоый змени, рыбы, крысы, ворона, ласки, паука или морского конька. Он появляется в незанятом месте в пределах дальности заклинания. Параметры фамильяра зависят от выбранной формы, однако он принадлежит к божественным существам, феям или демонам (на ваш выбор). Ваш фамильяр действует независимо от вас, однако он всегда слушается ваших приказов. В бою он действует отдельно и требует отдельного броска инициативы. Фамильяр не может атаковать, но может совершать другие действия как обычно. Когда фамильяр находится в пределах 100 футов от вас, вы можете общаться с ним телепатически. Кроме того, в качестве действия вы можете видеть глазам фамильяра и слышать его ушами до начала вашего следующего хода, получая все особые чувства, которыми обладает фамильяр. В течение этого времени вы не слепы и глухи по отношению к вашему собственному окружению. В качестве действия вы можете временно отозвать вашего фамильяра. Он исчезает в подпространстве где ожидает, пока вы его призовете. Вы также можете отпустить его навсегда. Пока фамильяр отозван, вы можете в качестве действия призвать его в любом незанятом месте в пределах 30 футов от вас. Вы не можете иметь более одного фамильяра за раз. Если вы произносите это заклинание, когда уже имеете одного фамильяра, вы можете придать ему новую форму. Выберите одну из вышеперечисленных и ваш фамильяр превратится в новое существо. Наконец, вы можете произнести касательное заклинание и ваш фамильяр доставит его цели, словно он сам произнес его. Ваш фамильяр должен быть в пределах 100 футов от вас и должен совершить реакцию, чтобы доставить заклинание, когда вы произносите его. Если заклинание требует броска атаки, вы используете ваш модификатор для броска. @@ -5894,7 +5894,7 @@ C Чародей - В, С, M + В, С, M 7 Конц-я, до 1 мин (маленький шарик из гуано летучей мыши и серы) Луч желтого света слетает с вашего пальца и сжимается в сверкающий шарик в указанном вами месте в пределах дальности заклинания. Когда заклинание заканчивается, как из-за нарушенной концентрации, так и из-за того, что вы сами решили прервать его, шарик с низким ревом расцветает огненным взрывом, который огибает углы. Каждое существо в сфере радиусом 20 футов вокруг точки взрыва должно сделать спасбросок по Ловкости. В случае провала существо получает весь накопленный урон огнем, а в случае успеха - половину этого урона. Базовый урон заклинания 12d6. Если к концу вашего хода шар еще не взорвался, то урон увеличивается на 1d6. Если существо касается шара до того, как он взорвался, то оно должно сделать спасбросок по Ловкости. При провале заклинание заканчивается немедленно, провоцируя взрыв. В случае успеха, существо может бросить шар на расстояние до 40 футов. При столкновении с твердой поверхностью заклинание заканчивается, и шар взрывается. На более высоких кругах. Если вы произносите заклинание, используя ячейку 8 круга или выше, то базовый урон увеличивается на 1d6 за каждый круг выше седьмого. @@ -5993,7 +5993,7 @@ A Следопыт - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6004,7 +6004,7 @@ A Друид - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6015,7 +6015,7 @@ A Жрец - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6026,7 +6026,7 @@ A Бард - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6037,7 +6037,7 @@ A Жрец (Война) - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6048,7 +6048,7 @@ A Друид (Тундра) - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6059,7 +6059,7 @@ A Друид (Побережье) - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6070,7 +6070,7 @@ A Друид (Лес) - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6081,7 +6081,7 @@ A Друид (Луг) - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6092,7 +6092,7 @@ A Друид (Болото) - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6103,7 +6103,7 @@ A Паладин (Клятва преданности) - В, С, M + В, С, M 4 1 час (полоска кожи, обернутая вокруг руки, или другой похожий аксессуар) Вы касаетесь согласного существа. Пока это заклинание действует, труднопроходимая местность не замедляет его передвижение, а заклинания и другие магические эффекты не могут снизить его скорость, парализовать или обездвижить. Цель также может потратить 5 футов передвижения, чтобы автоматически освободиться от любых немагических оков (например наручников) или захватов. Наконец, вы не получаете штрафов к передвижению и атакам, находясь под водой. @@ -6125,7 +6125,7 @@ A Паладин - В, С, M + В, С, M 2 8 часов (маленькая полоска белой ткани) Заклинание наделяет ваших союзников стойкостью и решимостью. Выберите до 3 существ в пределах дальности заклинания. Их максимальное и текущее количество ОЗ увеличивается на 5 до тех пор, пока действует заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то дополнительные ОЗ увеличиваются на 5 за каждый круг выше второго. @@ -6136,7 +6136,7 @@ A Жрец - В, С, M + В, С, M 2 8 часов (маленькая полоска белой ткани) Заклинание наделяет ваших союзников стойкостью и решимостью. Выберите до 3 существ в пределах дальности заклинания. Их максимальное и текущее количество ОЗ увеличивается на 5 до тех пор, пока действует заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то дополнительные ОЗ увеличиваются на 5 за каждый круг выше второго. @@ -6147,7 +6147,7 @@ T Волшебник - В, С, М + В, С, М 2 1 час (кукурузный порошок и скрученная петля из пергамента) Вы касаетесь веревки длиной до 60 футов. Один из ее концов поднимается в воздух, пока веревка полностью не зависает перпендикулярно земле. У верхнего конца веревки открывается невидимый вход в подпространство, который существует до тех пор, пока действует заклинание. В подпространство можно войти, взобравшись по веревке до самого конца. Оно может вместить до восьми существ Среднего или меньшего размера. Веревку можно затащить внутрь, сделав ее невидимой снаружи. Атаки и заклинания не могут пересечь вход в подпространство, однако те, кто находятся внутри могут выглянуть наружу через проем 3 на 5 футов в том месте, где находится веревка. Всё, что находилось в подпространстве, выпадает наружу, когда заклинание заканчивается. @@ -6158,7 +6158,7 @@ A Волшебник - В, С, М + В, С, М 4 24 часа (тонкий лист свинца, кусочек непрозрачного стекла, комочек хлопка или сукна и хризолитовый порошок) Вы создаете магически защищенную область в пределах дальности заклинания. Размер области может быть кубом со стороной от 5 до 100 футов. Она существует пока действует заклинание, или пока вы не отмените ее в качестве действия. Произнося заклинание, вы определяет какими средствами безопасности будет обладать область. Вы можете выбрать несколько или все из ниже перечисленных вариантов:• Звук не проходит, через границу области.• Граница области становится темной и туманной, блокируявидимость (даже при использовании темновидения).• Сенсоры, созданные заклинаниями прорицания, не могут проникнуть внутрь области или появиться внутри нее.• Существа внутри области не могут быть целью заклинанийпрорицания• Ничто не может телепортироваться в или из области.• Внутри области запрещены межпланарные перемещения. Если произносить это заклинание на одном и том же месте в течение года, то эффект становится постоянным. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то вы можете увеличить размерм куба на 100 футов за каждый круг выше четвертого. Таким образом вы можете создать куб со стороной 200 футов, используя ячейку 5 круга. @@ -6169,7 +6169,7 @@ A Воин (Мистический Рыцарь) - В, С, М + В, С, М 4 24 часа (тонкий лист свинца, кусочек непрозрачного стекла, комочек хлопка или сукна и хризолитовый порошок) Вы создаете магически защищенную область в пределах дальности заклинания. Размер области может быть кубом со стороной от 5 до 100 футов. Она существует пока действует заклинание, или пока вы не отмените ее в качестве действия. Произнося заклинание, вы определяет какими средствами безопасности будет обладать область. Вы можете выбрать несколько или все из ниже перечисленных вариантов:• Звук не проходит, через границу области.• Граница области становится темной и туманной, блокируявидимость (даже при использовании темновидения).• Сенсоры, созданные заклинаниями прорицания, не могут проникнуть внутрь области или появиться внутри нее.• Существа внутри области не могут быть целью заклинанийпрорицания• Ничто не может телепортироваться в или из области.• Внутри области запрещены межпланарные перемещения. Если произносить это заклинание на одном и том же месте в течение года, то эффект становится постоянным. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то вы можете увеличить размерм куба на 100 футов за каждый круг выше четвертого. Таким образом вы можете создать куб со стороной 200 футов, используя ячейку 5 круга. @@ -6180,7 +6180,7 @@ I Волшебник - В, С, М + В, С, М 7 До рассеивания (достаточное количество снега или льда, чтобы создать полноразмерную копию существа, волосы, обрезки ногтей или другие части существа, помещенные в снег или лед, рубиновый порошок стоимостью 1500 зм, посыпанный на копию и расходующися при произнесении) Вы создаете иллюзорную копию животного ищи гуманоида, который должен находиться в пределах дальности, пока вы произносите заклинание. Копия - это существо, частично реальное и сделанное из снега или льда. Она может взаимодействовать с окружением как обычное существо. Копия выглядит точно также, как оригинал, однако имеет лишь половину ОЗ оригинала и не имеет снаряжения. В остальном иллюзия использует все параметры существа, которое оно копирует. Подобие дружелюбно по отношению к вам и выбранным вами существам. Оно подчиняется вашим устным командам, двигается и действует согласно вашим желаниям, а в бою ходит в ваш ход. Подобие лишено способности обучаться и не может стать более сильным, поэтому оно не получает уровень или другие способности и не восстанавливает потраченные ячейки заклинаний. Если подобие получает урон, то вы можете восстановить его в алхимической лаборатории, используя редкие травы и минералы стоимостью 100 зм за каждую единицу ОЗ. Подобие существует до тех пор, пока ОЗ не упадут до 0, после чего он превращается в снег и мгновенно тает. Если вы произносите это заклинание снова, то любая копия, которую вы уже создали этим заклинанием, мгновенно разрушается. @@ -6191,7 +6191,7 @@ I Плут (Мистический ловкач) - В, С, М + В, С, М 7 До рассеивания (достаточное количество снега или льда, чтобы создать полноразмерную копию существа, волосы, обрезки ногтей или другие части существа, помещенные в снег или лед, рубиновый порошок стоимостью 1500 зм, посыпанный на копию и расходующися при произнесении) Вы создаете иллюзорную копию животного ищи гуманоида, который должен находиться в пределах дальности, пока вы произносите заклинание. Копия - это существо, частично реальное и сделанное из снега или льда. Она может взаимодействовать с окружением как обычное существо. Копия выглядит точно также, как оригинал, однако имеет лишь половину ОЗ оригинала и не имеет снаряжения. В остальном иллюзия использует все параметры существа, которое оно копирует. Подобие дружелюбно по отношению к вам и выбранным вами существам. Оно подчиняется вашим устным командам, двигается и действует согласно вашим желаниям, а в бою ходит в ваш ход. Подобие лишено способности обучаться и не может стать более сильным, поэтому оно не получает уровень или другие способности и не восстанавливает потраченные ячейки заклинаний. Если подобие получает урон, то вы можете восстановить его в алхимической лаборатории, используя редкие травы и минералы стоимостью 100 зм за каждую единицу ОЗ. Подобие существует до тех пор, пока ОЗ не упадут до 0, после чего он превращается в снег и мгновенно тает. Если вы произносите это заклинание снова, то любая копия, которую вы уже создали этим заклинанием, мгновенно разрушается. @@ -6202,7 +6202,7 @@ I Волшебник - В, С, М + В, С, М 2 конц-я, до 1 мин (кусочек овечьей шерсти) Вы создаете иллюзию в разуме существа. Цель должна сделать спасбросок по Интеллекту. В случае провала вы создаете призрачный объект, существо или другое видимое явление на ваш выбор, размером не превышающее куб со стороной 10 футов. Образ виден только цели и существует до тех пор, пока действует заклинание. Образ включает в себя звук, температуру и другие эффекты, которые воспринимает только цель. Цель может изучить образ, совершив в качестве действия проверку Интеллекта (Анализ) против вашего КС заклинаний. Цель расценивает образ реальным. Она находит рациональное объяснение любым нелогичным событиям, которые происходят при взаимодействии с образом. Цель настолько убеждена в реальности образа, что может даже получить урон от него. Каждый раунд в ваш ход, образ может наносить 1d6 психического урона цели, если она находится в пределах 5 футов от него, и если иллюзия представляет собой существо или объект, который может наносить урон. Цель воспринимает урон в виде того типа, который подходит иллюзии. @@ -6213,7 +6213,7 @@ I Чародей - В, С, M + В, С, M 2 Конц-я, до 1 мин (кусочек овечьей шерсти) Вы создаете иллюзию в разуме существа, которого вы можете видеть в пределах дальности заклинания. Цель должна сделать спасбросок по Интеллекту. В случае провала вы создаете призрачный объект, существо или другое видимое явление на ваш выбор, размером не превышающее куб со стороной 10 футов. Образ виден только цели и существует до тех пор, пока действует заклинание. Заклинание не действует на нежить и големов. Образ включает в себя звук, температуру и другие эффекты, которые воспринимает только цель. Цель может изучить образ, совершив в качестве действия проверку Интеллекта (Анализ) против вашего КС заклинаний. При успехе цель понимает, что это иллюзия, и заклинание заканчивается. Пока цель находится под воздействием заклинания, она расценивает образ реальным. Она находит рациональное объяснение любым нелогичным событиям, которые происходят при взаимодействии с образом. Например, цель попыталась перейти пропасть по призрачному мосту и упала, ступив на него. Если цель выжила после падения, она будет продолжать верить, что мост существует, и объяснит падение каким-нибудь образом: возможно ее столкнули, она поскользнулась, или сильный ветер столкнул ее. Цель настолько убеждена в реальности образа, что может даже получить урон от него. Если вы создали образ существа, то оно может атаковать цель. Аналогично, образ, выглядящий как огонь, лужа кислоты или лава, могут обжечь цель. Каждый раунд в ваш ход, образ может наносить 1d6 психического урона цели, если она находится в пределах 5 футов от него, и если иллюзия представляет собой существо или объект, который может наносить урон. Цель воспринимает урон в виде того типа, который подходит иллюзии. @@ -6224,7 +6224,7 @@ I Бард - В, С, М + В, С, М 2 Конц-я, до 1 мин (кусочек овечьей шерсти) Вы создаете иллюзию в разуме существа, которого вы можете видеть в пределах дальности заклинания. Цель должна сделать спасбросок по Интеллекту. В случае провала вы создаете призрачный объект, существо или другое видимое явление на ваш выбор, размером не превышающее куб со стороной 10 футов. Образ виден только цели и существует до тех пор, пока действует заклинание. Заклинание не действует на нежить и големов. Образ включает в себя звук, температуру и другие эффекты, которые воспринимает только цель. Цель может изучить образ, совершив в качестве действия проверку Интеллекта (Анализ) против вашего КС заклинаний. При успехе цель понимает, что это иллюзия, и заклинание заканчивается. Пока цель находится под воздействием заклинания, она расценивает образ реальным. Она находит рациональное объяснение любым нелогичным событиям, которые происходят при взаимодействии с образом. Например, цель попыталась перейти пропасть по призрачному мосту и упала, ступив на него. Если цель выжила после падения, она будет продолжать верить, что мост существует, и объяснит падение каким-нибудь образом: возможно ее столкнули, она поскользнулась, или сильный ветер столкнул ее. Цель настолько убеждена в реальности образа, что может даже получить урон от него. Если вы создали образ существа, то оно может атаковать цель. Аналогично, образ, выглядящий как огонь, лужа кислоты или лава, могут обжечь цель. Каждый раунд в ваш ход, образ может наносить 1d6 психического урона цели, если она находится в пределах 5 футов от него, и если иллюзия представляет собой существо или объект, который может наносить урон. Цель воспринимает урон в виде того типа, который подходит иллюзии. @@ -6234,7 +6234,7 @@ I - В, С, М + В, С, М 2 конц-я, до 1 мин (кусочек овечьей шерсти) Вы создаете иллюзию в разуме существа. Цель должна сделать спасбросок по Интеллекту. В случае провала вы создаете призрачный объект, существо или другое видимое явление на ваш выбор, размером не превышающее куб со стороной 10 футов. Образ виден только цели и существует до тех пор, пока действует заклинание. Образ включает в себя звук, температуру и другие эффекты, которые воспринимает только цель. Цель может изучить образ, совершив в качестве действия проверку Интеллекта (Анализ) против вашего КС заклинаний. Цель расценивает образ реальным. Она находит рациональное объяснение любым нелогичным событиям, которые происходят при взаимодействии с образом. Цель настолько убеждена в реальности образа, что может даже получить урон от него. Каждый раунд в ваш ход, образ может наносить 1d6 психического урона цели, если она находится в пределах 5 футов от него, и если иллюзия представляет собой существо или объект, который может наносить урон. Цель воспринимает урон в виде того типа, который подходит иллюзии. @@ -6245,7 +6245,7 @@ I - В, С, М + В, С, М 2 конц-я, до 1 мин (кусочек овечьей шерсти) Вы создаете иллюзию в разуме существа. Цель должна сделать спасбросок по Интеллекту. В случае провала вы создаете призрачный объект, существо или другое видимое явление на ваш выбор, размером не превышающее куб со стороной 10 футов. Образ виден только цели и существует до тех пор, пока действует заклинание. Образ включает в себя звук, температуру и другие эффекты, которые воспринимает только цель. Цель может изучить образ, совершив в качестве действия проверку Интеллекта (Анализ) против вашего КС заклинаний. Цель расценивает образ реальным. Она находит рациональное объяснение любым нелогичным событиям, которые происходят при взаимодействии с образом. Цель настолько убеждена в реальности образа, что может даже получить урон от него. Каждый раунд в ваш ход, образ может наносить 1d6 психического урона цели, если она находится в пределах 5 футов от него, и если иллюзия представляет собой существо или объект, который может наносить урон. Цель воспринимает урон в виде того типа, который подходит иллюзии. @@ -6256,7 +6256,7 @@ I - В, С, М + В, С, М 2 конц-я, до 1 мин (кусочек овечьей шерсти) Вы создаете иллюзию в разуме существа. Цель должна сделать спасбросок по Интеллекту. В случае провала вы создаете призрачный объект, существо или другое видимое явление на ваш выбор, размером не превышающее куб со стороной 10 футов. Образ виден только цели и существует до тех пор, пока действует заклинание. Образ включает в себя звук, температуру и другие эффекты, которые воспринимает только цель. Цель может изучить образ, совершив в качестве действия проверку Интеллекта (Анализ) против вашего КС заклинаний. Цель расценивает образ реальным. Она находит рациональное объяснение любым нелогичным событиям, которые происходят при взаимодействии с образом. Цель настолько убеждена в реальности образа, что может даже получить урон от него. Каждый раунд в ваш ход, образ может наносить 1d6 психического урона цели, если она находится в пределах 5 футов от него, и если иллюзия представляет собой существо или объект, который может наносить урон. Цель воспринимает урон в виде того типа, который подходит иллюзии. @@ -6323,7 +6323,7 @@ T Волшебник - В, С, М + В, С, М 7 До рассеивания (смесь алмазного, изумрудного, рубинового и сапфирового порошка стоимостью не менее 5000 зм, которая расходуется при произнесении) При помощи этого заклинания, вы можете скрыть согласное существо или объект от обнаружения. Коснувшись цели и произнеся заклинание, вы делаете её невидимой и невосприимчивой к заклинаниям прорицания. Если цель - существо, то она впадает в приостановленное состояние. Время для нее останавливается, и она не стареет. Вы можете установить условие, которое позволит отменить заклинание. Условие может быть любым, но должно произойти в пределах 1 мили вокруг цели. Напримерспустя 1000 лет иликогда проснется Тарраска. Залинание также заканчивается, если цель получает какой-либо урон. @@ -6367,7 +6367,7 @@ A Жрец - В, С, M + В, С, M 7 Пока не рассеяно или не сработало (ртуть, фосфор, а также алмазный порошок и опал общей стоимостью не менее 1000 зм, которые расходуются при произнесении) Произнося это заклинание, вы наносите губительный знак на какую-либо поверхность (например участок пола, дверь или стол) или внутри объекта, который можно закрыть, чтобы спрятать знак (например книга, свиток или сундук). Если вы выбрали поверхность, то знак не должен превышать 10 футов в диаметре. Если вы выбрали объект, то он должен находиться на своем месте @@ -6378,7 +6378,7 @@ A Бард - В, С, M + В, С, M 7 Пока не рассеяно или не сработало (ртуть, фосфор, а также алмазный порошок и опал общей стоимостью не менее 1000 зм, которые расходуются при произнесении) Произнося это заклинание, вы наносите губительный знак на какую-либо поверхность (например участок пола, дверь или стол) или внутри объекта, который можно закрыть, чтобы спрятать знак (например книга, свиток или сундук). Если вы выбрали поверхность, то знак не должен превышать 10 футов в диаметре. Если вы выбрали объект, то он должен находиться на своем месте @@ -6389,7 +6389,7 @@ T Следопыт - В, С, М + В, С, М 2 8 часов (четыре или больше стрел или болтов) Вы помещаете четыре немагических стрелы или арбалетных болта в землю и накладываете на них магию для защиты территории. Пока действует заклинание, если другое существо оказывается в пределах 30 футов от стрел в первый раз за ход или заканчивает свой ход там, одна стрела взлетает и устремляется навстречу ему. Существо должно сделать спасбросок по Ловкости или получит 1d6 урона. Стрела при этом уничтожается. Заклинание заканчивается, если все стрелы потрачены. Когда вы произносите заклинание, вы можете выбрать любое количество существ, на которых заклинание не будет реагировать. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то вы можете зачаровать два дополнительных боеприпаса за каждый круг выше второго. @@ -6400,7 +6400,7 @@ C Волшебник - В, С, М + В, С, М 5 конц-я, до 10 мин (щепотка порошка, сделанного из измельченного чистого драгоценного камня. Невидимая силовая волна появляется в указанной вами точке в пределах дальности заклинания. Стена появляется в любом положении на ваш выбор: вертикально, горизонтально или под углом. Она может находиться в воздухе или на поверхности. Вы можете придать ей форму полусферы с радиусом 10 футов или плоской поверхности, состоящей из десяти панелей 10 х 10 футов. Каждая панель должна соприкасаться с другой. В любой форме толщина стены составляет 1/4 дюйма. Стена существует до тех пор, пока действует заклинание. Если она возникает в том месте, где находится существо, то его сдвигает в любую сторону от стены на ваш выбор. Никакой физический объект не может пройти сквозь стену. Она имунна к любому урону и не может быть развеяна при помощи заклинания развеять магию. Однако дезинтеграция разрушает стену мгновенно. Стена распространяется и на Эфирный План, блокируя перемещение сквозь стену и в нем. @@ -6411,7 +6411,7 @@ T Следопыт - В, С, M + В, С, M 1 Мгновенно (веточка омелы) В вашей руке появляется до десяти ягод, наделенных магией. Любое сущесво может съесть ягоду в качестве действия. Ягода восстанавливает 1 ОЗ и равна дневному запасу еды для 1 существа. Ягоды теряют свою силу, если их не съели в течение 24 часов после произнесения заклинания. @@ -6422,7 +6422,7 @@ T Друид - В, С, M + В, С, M 1 Мгновенно (веточка омелы) В вашей руке появляется до десяти ягод, наделенных магией. Любое сущесво может съесть ягоду в качестве действия. Ягода восстанавливает 1 ОЗ и равна дневному запасу еды для 1 существа. Ягоды теряют свою силу, если их не съели в течение 24 часов после произнесения заклинания. @@ -6444,7 +6444,7 @@ A Друид - В, С, M + В, С, M 5 24 часа (драгоценный камень, стоимостью не менее 1000 зм, который расходуется при произнесении) При помощи этого заклинания вы можете попытаться заставить божественно существо, элементаля или демона служить вам. На всем протяжении подготовки существо должно находиться в пределах дальности заклинания. После завершения заклинания, цель должна сделать спасбросок по Харизме. В случае провала, оно вынуждено служить вам, пока действует заклинание. Если существо было призвано или создано другим заклинанием, то длительность того заклинания увеличивается, чтобы совпадать с длительностью планарных уз. Контролируемое существо вынуждено следовать вашим приказам по мере своих возможностей. Вы можете приказать ему сопровождать вас в приключении, защищать место или доставить послание. Существо следует вашим инструкциям, но если оно враждебно вам, то будет стараться исказить смысл ваших слов, чтобы достичь своих целей.На более высоких кругах. Если вы произносите заклинание, используя ячейку более высокого круга, то его длительность увеличивается до 10 дней для ячейки 6 круга, 30 дней для ячейки 7 круга, 180 дней для ячейки 8 круга и год и один день для ячейки 9 круга.ончания заклинания, то оно отправляется к вам, чтобы сообщить об этом, если вы находитесь на одном плане существования. Если вы находитесь на разных планах, то оно возвращается к месту, где вы подчинили его, и ждет окончания заклинания. На более высоких кругах. Если вы произносите заклинание, используя ячейку более высокого круга, то его длительность увеличивается до 10 дней для ячейки 6 круга, 30 дней для ячейки 7 круга, 180 дней для ячейки 8 круга и год и один день для ячейки 9 круга. @@ -6455,7 +6455,7 @@ A Жрец - В, С, M + В, С, M 5 24 часа (драгоценный камень, стоимостью не менее 1000 зм, который расходуется при произнесении) При помощи этого заклинания вы можете попытаться заставить божественно существо, элементаля или демона служить вам. На всем протяжении подготовки существо должно находиться в пределах дальности заклинания. (Обычно существо призывается внутри обратного магического круга, чтобы не дать ему уйти.) После завершения заклинания, цель должна сделать спасбросок по Харизме. В случае провала, оно вынуждено служить вам, пока действует заклинание. Если существо было призвано или создано другим заклинанием, то длительность того заклинания увеличивается, чтобы совпадать с длительностью планарных уз. Контролируемое существо вынуждено следовать вашим приказам по мере своих возможностей. Вы можете приказать ему сопровождать вас в приключении, защищать место или доставить послание. Существо следует вашим инструкциям, но если оно враждебно вам, то будет стараться исказить смысл ваших слов, чтобы достичь своих целей. Если существо успешно выполняет указание до окончания заклинания, то оно отправляется к вам, чтобы сообщить об этом, если вы находитесь на одном плане существования. Если вы находитесь на разных планах, то оно возвращается к месту, где вы подчинили его, и ждет окончания заклинания. На более высоких кругах. Если вы произносите заклинание, используя ячейку более высокого круга, то его длительность увеличивается до 10 дней для ячейки 6 круга, 30 дней для ячейки 7 круга, 180 дней для ячейки 8 круга и год и один день для ячейки 9 круга. @@ -6466,7 +6466,7 @@ A Бард - В, С, M + В, С, M 5 24 часа (драгоценный камень, стоимостью не менее 1000 зм, который расходуется при произнесении) При помощи этого заклинания вы можете попытаться заставить божественно существо, элементаля или демона служить вам. На всем протяжении подготовки существо должно находиться в пределах дальности заклинания. (Обычно существо призывается внутри обратного магического круга, чтобы не дать ему уйти.) После завершения заклинания, цель должна сделать спасбросок по Харизме. В случае провала, оно вынуждено служить вам, пока действует заклинание. Если существо было призвано или создано другим заклинанием, то длительность того заклинания увеличивается, чтобы совпадать с длительностью планарных уз. Контролируемое существо вынуждено следовать вашим приказам по мере своих возможностей. Вы можете приказать ему сопровождать вас в приключении, защищать место или доставить послание. Существо следует вашим инструкциям, но если оно враждебно вам, то будет стараться исказить смысл ваших слов, чтобы достичь своих целей. Если существо успешно выполняет указание до окончания заклинания, то оно отправляется к вам, чтобы сообщить об этом, если вы находитесь на одном плане существования. Если вы находитесь на разных планах, то оно возвращается к месту, где вы подчинили его, и ждет окончания заклинания. На более высоких кругах. Если вы произносите заклинание, используя ячейку более высокого круга, то его длительность увеличивается до 10 дней для ячейки 6 круга, 30 дней для ячейки 7 круга, 180 дней для ячейки 8 круга и год и один день для ячейки 9 круга. @@ -6576,7 +6576,7 @@ T Чародей - В, С, M + В, С, M 2 Конц-я, до 1 часа (мех или перо животного) Вы касаетесь существа и усиляете его при помощи магии. Выберите один из следующих эффектов: цель получает этот эффект на время действия заклинания.- BМедвежья выносливость. Цель получает преимущество на проверки по Телосложению, а также 2d6 временных ОЗ, которые исчезают, когда заклинание заканчивается.- Бычья сила. Цель получает преимущество на проверки по Силе, а её грузоподъемность удваивается. Кошачья ловкость. Цель получает преимущество на проверки по Ловкости и не получает урона, если падает с высоты до 20 футов, будучи в сознании.- Орлиное великолепие. Цель получает преимущество на проверки по Харизме.- Лисья хитрость. Цель поулчает преимущество на проверки по Интеллекту.- Мудрость совы. Цель получает преимущество на проверки по Мудрости. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то можете использовать это заклинание на одну дополнительную цель за каждый круг выше второго. @@ -6587,7 +6587,7 @@ T Друид - В, С, M + В, С, M 2 Конц-я, до 1 часа (мех или перо животного) Вы касаетесь существа и усиляете его при помощи магии. Выберите один из следующих эффектов: - Медвежья выносливость. Цель получает преимущество на проверки по Телосложению, а также 2d6 временных ОЗ, которые исчезают, когда заклинание заканчивается.- Бычья сила. Цель получает преимущество на проверки по Силе, а её грузоподъемность удваивается. Кошачья ловкость. Цель получает преимущество на проверки по Ловкости и не получает урона, если падает с высоты до 20 футов, будучи в сознании.- Орлиное великолепие. Цель получает преимущество на проверки по Харизме.- Лисья хитрость. Цель поулчает преимущество на проверки по Интеллекту.- Мудрость совы. Цель получает преимущество на проверки по Мудрости. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то можете использовать это заклинание на одну дополнительную цель за каждый круг выше второго. @@ -6598,7 +6598,7 @@ T Жрец - В, С, M + В, С, M 2 Концентрация, до 1 часа (мех или перо животного) Вы касаетесь существа и усиляете его при помощи магии. Выберите один из следующих эффектов @@ -6609,7 +6609,7 @@ T Бард - В, С, M + В, С, M 2 Конц-я, до 1 часа (мех или перо животного) Вы касаетесь существа и усиляете его при помощи магии. Выберите один из следующих эффектов: цель получает этот эффект на время действия заклинания.- BМедвежья выносливость. Цель получает преимущество на проверки по Телосложению, а также 2d6 временных ОЗ, которые исчезают, когда заклинание заканчивается.- Бычья сила. Цель получает преимущество на проверки по Силе, а её грузоподъемность удваивается. Кошачья ловкость. Цель получает преимущество на проверки по Ловкости и не получает урона, если падает с высоты до 20 футов, будучи в сознании.- Орлиное великолепие. Цель получает преимущество на проверки по Харизме.- Лисья хитрость. Цель поулчает преимущество на проверки по Интеллекту.- Мудрость совы. Цель получает преимущество на проверки по Мудрости. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то можете использовать это заклинание на одну дополнительную цель за каждый круг выше второго. @@ -6653,7 +6653,7 @@ D Чародей - В, С, M + В, С, M 2 1 час (щепотка талька и серебряного порошка) Во время действия заклинания вы видите невидимых существ и объекты, слово они видимые. Кроме того вы можете видеть в Эфирном Плане. Эфирные существа и объекты кажутся вам призрачными и полупрозрачными. @@ -6664,7 +6664,7 @@ D Бард - В, С, M + В, С, M 2 1 час (щепотка талька и серебряного порошка) Во время действия заклинания вы видите невидимых существ и объекты, слово они видимые. Кроме того вы можете видеть в Эфирном Плане. Эфирные существа и объекты кажутся вам призрачными и полупрозрачными. @@ -6752,7 +6752,7 @@ D Колдун - В, С, M + В, С, M 1 1 час (щепотка сажи и соли) Пока действует заклинание, вы понимаете буквальное значение любого разговорного языка, который слышите. Вы также понимаете любую письменность, но для этого должны касаться поверхности, на которой написаны слова. На прочтение одной страницы текста уходит около 1 минуты. Это заклинание не позволяет расшифровывать секретные послания или магические знаки в текстах, поскольку они не являются частью письменного языка. @@ -6763,7 +6763,7 @@ D Чародей - В, С, M + В, С, M 1 1 час (щепотка сажи и соли) Пока действует заклинание, вы понимаете буквальное значение любого разговорного языка, который слышите. Вы также понимаете любую письменность, но для этого должны касаться поверхности, на которой написаны слова. На прочтение одной страницы текста уходит около 1 минуты. Это заклинание не позволяет расшифровывать секретные послания или магические знаки в текстах, поскольку они не являются частью письменного языка. @@ -6774,7 +6774,7 @@ D Бард - В, С, M + В, С, M 1 1 час (щепотка сажи и соли) Пока действует заклинание, вы понимаете буквальное значение любого разговорного языка, который слышите. Вы также понимаете любую письменность, но для этого должны касаться поверхности, на которой написаны слова. На прочтение одной страницы текста уходит около 1 минуты. Это заклинание не позволяет расшифровывать секретные послания или магические знаки в текстах, поскольку они не являются частью письменного языка. @@ -6906,7 +6906,7 @@ I Чародей - В, С, M + В, С, M 5 Особая (маленький кусочек той материи, из которой состоит созидаемый объект) Вы используете пряди темной материи из Царства Теней, чтобы создать неживой объект растительного происхождения: текстиль, веревку, древесину или что-либо подобное. Вы также можете создать минеральные объекты, например камень, кристалл или металл. Объект должен помещаться в куб со стороной 5 футов и состоять из вещества, которое вы встречали прежде. Длительность существования объекта звисит от вещества. Если объект сделан из нескольких веществ, то используйте кратчайшую длительность. Вещество -- Длительность Растительного происхождения -- 1 день Камень или кристалл -- 12 часов Драгоценные металлы -- 1 час Драгоценные камни -- 10 минут Адамантит или мифрил -- 1 минута Если вы используете любой материал, созданный при помощи этого заклинания в качестве компонента для другого заклинания, то оно не сработает. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то размер куба, в котором должен поместиться создаваемый объект, увеличивается на 5 футов за каждый круг выше пятого. @@ -6939,7 +6939,7 @@ T Чародей - В, С, M + В, С, M 2 Конц-я, до 10 мин (маленькая кожаная петля или золотая проволока, согнутая в форме чашки) Одно существо или объект на ваш выбор в пределах дальности заклинания взлетает вертикально на высоту до 20 футов и остается висеть пока действует заклинание. Это заклинание способно поднять до 500 фунтов веса. Цель может передвигаться только отталкиваясь или притягиваясь к неподвижным объектам или поверхностям, до которых может дотянуться (например стены или потолок), в этом случае вы передвигаетесь так, слово лазаете. В свой ход вы можете изменять высоту цели до 20 футов в любом направлении. Если вы являетесь целью заклинания, то можете подниматься или опускаться в качестве части своего передвижения. В противном случае вы должны тратить действие, чтобы передвигать цель, которая должна находиться в пределах дальности заклинания. Когда заклинание заканчивается, цель медленно опускается на землю. @@ -6983,7 +6983,7 @@ C Волшебник - В, С, М + В, С, М 7 1 час (рубиновый порошок стоимостью до 1500 зм) Вы выбранном вами месте в пределах дальности заклинания появляется неподвижная, невидимая тюрьма в форме куба, созданная из магической энергии. Размер клетки может достигать 20 футов. Тюрьма в форме ящика имеет размер до 10 футов и представляет собой твердый барьер, который не пропускает никакое вещество и блокирует заклинания, произнесенные как изнутри, так и снаружи. Когда вы произносите заклинание, любое существо, которое полностью находилось в зоне появления тюрьмы, оказывается поймано в ней. Существа, только частично находившиеся в этой области или слишком крупные, чтобы уместиться в ней, выталкиваются из зоны действия. Существа, находящиеся внутри тюрьмы, не могут покинуть ее немагическими способами. Если существо пытается применить телепортацию или межпланарное перемещение, оно должно сначала сделать спасбросок по Харизме. Клетка распространяется на Эфирный План и блокирует эфирные перемещения. Заклинание развеять магию не действует на тюрьму. @@ -6994,7 +6994,7 @@ C Колдун - В, С, М + В, С, М 7 1 час (рубиновый порошок стоимостью до 1500 зм) Вы выбранном вами месте в пределах дальности заклинания появляется неподвижная, невидимая тюрьма в форме куба, созданная из магической энергии. Тюрьма может принять форму клетки или просто ящика на ваш выбор. Размер клетки может достигать 20 футов, а состоит она из прутьев толщиной 1/2 дюйма, расположенных на расстоянии 1/2 дюйма друг от друга. Тюрьма в форме ящика имеет размер до 10 футов и представляет собой твердый барьер, который не пропускает никакое вещество и блокирует заклинания, произнесенные как изнутри, так и снаружи. Когда вы произносите заклинание, любое существо, которое полностью находилось в зоне появления тюрьмы, оказывается поймано в ней. Существа, только частично находившиеся в этой области или слишком крупные, чтобы уместиться в ней, выталкиваются из зоны действия. Существа, находящиеся внутри тюрьмы, не могут покинуть ее немагическими способами. Если существо пытается применить телепортацию или межпланарное перемещение, оно должно сначала сделать спасбросок по Харизме. При успехе существо может использовать магию, чтобы выбраться из клетки. В случае провала существо не может выбраться и расходует заклинание. Клетка распространяется на Эфирный План и блокирует эфирные перемещения. Заклинание развеять магию не действует на тюрьму. @@ -7005,7 +7005,7 @@ C Бард - В, С, М + В, С, М 7 1 час (рубиновый порошок стоимостью до 1500 зм) Вы выбранном вами месте в пределах дальности заклинания появляется неподвижная, невидимая тюрьма в форме куба, созданная из магической энергии. Тюрьма может принять форму клетки или просто ящика на ваш выбор. Размер клетки может достигать 20 футов, а состоит она из прутьев толщиной 1/2 дюйма, расположенных на расстоянии 1/2 дюйма друг от друга. Тюрьма в форме ящика имеет размер до 10 футов и представляет собой твердый барьер, который не пропускает никакое вещество и блокирует заклинания, произнесенные как изнутри, так и снаружи. Когда вы произносите заклинание, любое существо, которое полностью находилось в зоне появления тюрьмы, оказывается поймано в ней. Существа, только частично находившиеся в этой области или слишком крупные, чтобы уместиться в ней, выталкиваются из зоны действия. Существа, находящиеся внутри тюрьмы, не могут покинуть ее немагическими способами. Если существо пытается применить телепортацию или межпланарное перемещение, оно должно сначала сделать спасбросок по Харизме. При успехе существо может использовать магию, чтобы выбраться из клетки. В случае провала существо не может выбраться и расходует заклинание. Клетка распространяется на Эфирный План и блокирует эфирные перемещения. Заклинание развеять магию не действует на тюрьму. @@ -7027,7 +7027,7 @@ EN Чародей - В, С, M + В, С, M 4 Конц-я, до 1 мин (три ореховых скорлупки) Это заклинание атакует и искажает разум существ, создавая галлюцинации и вызывая неконтролируемые действия. Каждое существо в сфере радиусом 10 футов вокруг указанной вами точки в пределах дальности заклинания должно сделать успешный спасбросок по Мудрости или окажется под действием заклинания. Находясь под воздействием заклинания, существо не может реагировать и должно бросать d10 в начале каждого своего хода, чтобы определить свое поведение на этот ход. d10 Поведение 1 Существо двигается случайном направлении используя всю свою скорость. Направление определяется кубиком d8. Существо не совершает действий в этот ход. 2-6 Существо не двигается и действует в этом ходу. 7-8 Существо в ближнем бою атакует случайную цель в пределах досягаемости. Если целей нет, то существо не делает ничего. 9-10 Существо может двигаться и действовать нормально. В конце каждого своего хода существо может совершить спасбросок по Мудрости. В случае успеха заклинание заканчивается для этой цели. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, радиус сферы увеличивается на 5 футов за каждый круг выше четвертого. @@ -7038,7 +7038,7 @@ EN Друид - В, С, M + В, С, M 4 Конц-я, до 1 мин (три ореховых скорлупки) Это заклинание атакует и искажает разум существ, создавая галлюцинации и вызывая неконтролируемые действия. Каждое существо в сфере радиусом 10 футов должно сделать успешный спасбросок по Мудрости. Находясь под воздействием заклинания, существо не может реагировать и должно бросать d10 в начале хода. 1 Существо двигается случайном направлении используя всю свою скорость. Направление определяется кубиком d8. Существо не совершает действий в этот ход. 2-6 Существо не двигается и действует в этом ходу. 7-8 Существо в ближнем бою атакует случайную цель в пределах досягаемости. Если целей нет, то существо не делает ничего. 9-10 Существо может двигаться и действовать нормально. В конце каждого своего хода существо может совершить спасбросок по Мудрости. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, радиус сферы увеличивается на 5 футов за каждый круг выше четвертого. футов за каждый круг выше четвертого.х кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, радиус сферы увеличивается на 5 футов за каждый круг выше четвертого. @@ -7049,7 +7049,7 @@ EN Бард - В, С, M + В, С, M 4 Конц-я, до 1 мин (три ореховых скорлупки) Это заклинание атакует и искажает разум существ, создавая галлюцинации и вызывая неконтролируемые действия. Каждое существо в сфере радиусом 10 футов вокруг указанной вами точки в пределах дальности заклинания должно сделать успешный спасбросок по Мудрости или окажется под действием заклинания. Находясь под воздействием заклинания, существо не может реагировать и должно бросать d10 в начале каждого своего хода, чтобы определить свое поведение на этот ход. d10 Поведение 1 Существо двигается случайном направлении используя всю свою скорость. Направление определяется кубиком d8. Существо не совершает действий в этот ход. 2-6 Существо не двигается и действует в этом ходу. 7-8 Существо в ближнем бою атакует случайную цель в пределах досягаемости. Если целей нет, то существо не делает ничего. 9-10 Существо может двигаться и действовать нормально. В конце каждого своего хода существо может совершить спасбросок по Мудрости. В случае успеха заклинание заканчивается для этой цели. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, радиус сферы увеличивается на 5 футов за каждый круг выше четвертого. @@ -7346,7 +7346,7 @@ D Друид - В, С, M + В, С, M 6 Конц-я, до 1 дня (набор инструментов для прорицания: косточки, палочки из слоновой кости, карты, зубы или резные руны стоимостью 100 зм, а также объект из того места, куда вы хотите найти путь) Это заклинание позволяет вам найти кратчайший и наиболее прямой физический путь к определенному месту, которое вы знаете и которое находится на этом плане существования. Если вы назовете место на другом плане, место, которое передвигается (например двигающаяся крепость) или обобщенное место (например логово зеленого дракона), то заклинание не сработает. Пока действует заклинание, и пока вы находитесь на одном плане с местом назначения, вы знаете на каком расстоянии и в каком направлении находится цель. Если во время путешествия вам приходится выбирать путь, то вы сразу определяете кратчайший путь до цели (но это не значит, что он самый безопасный). @@ -7357,7 +7357,7 @@ D Жрец - В, С, M + В, С, M 6 Концентрация, до 1 дня (набор инструментов для прорицания: косточки, палочки из слоновой кости, карты, зубы или резные руны стоимостью 100 зм, а также объект из того места, куда вы хотите найти путь) Это заклинание позволяет вам найти кратчайший и наиболее прямой физический путь к определенному месту, которое вы знаете и которое находится на этом плане существования. Если вы назовете место на другом плане, место, которое передвигается (например двигающаяся крепость) или обобщенное место (например логово зеленого дракона), то заклинание не сработает. Пока действует заклинание, и пока вы находитесь на одном плане с местом назначения, вы знаете на каком расстоянии и в каком направлении находится цель. Если во время путешествия вам приходится выбирать путь, то вы сразу определяете кратчайший путь до цели (но это не значит, что он самый безопасный). @@ -7368,7 +7368,7 @@ D Бард - В, С, M + В, С, M 6 Конц-я, до 1 дня (набор инструментов для прорицания: косточки, палочки из слоновой кости, карты, зубы или резные руны стоимостью 100 зм, а также объект из того места, куда вы хотите найти путь) Это заклинание позволяет вам найти кратчайший и наиболее прямой физический путь к определенному месту, которое вы знаете и которое находится на этом плане существования. Если вы назовете место на другом плане, место, которое передвигается (например двигающаяся крепость) или обобщенное место (например логово зеленого дракона), то заклинание не сработает. Пока действует заклинание, и пока вы находитесь на одном плане с местом назначения, вы знаете на каком расстоянии и в каком направлении находится цель. Если во время путешествия вам приходится выбирать путь, то вы сразу определяете кратчайший путь до цели (но это не значит, что он самый безопасный). @@ -7379,7 +7379,7 @@ I Бард - С, М + С, М 1 10 дней (чернила с содержанием свинца, стоимостью не менее 10 зм, которые расходуются при произнесении) Вы пишете на пергаменте, бумаге или другом подходящем материале и создаете на нем иллюзию, которая длится до тех пор, пока действует заклинание. Для вас и существ, которых вы выбрали при произнесении заклинания, текст выглядит обычным, написанным вашей рукой. Для всех остальных текст написан на неизвестном и непонятном языке. Альтернативно, вы можете сделать так, чтобы текст выглядел как абсолютно другое сообщение, написанное другой рукой и на другом языке, но вы должны знать этот язык. Если заклинание развеяно, то исчезает как оригинальный текст, так и иллюзия. Существо с истинным зрением может прочитать скрытое сообщение. @@ -7389,7 +7389,7 @@ I - С, М + С, М 1 10 дней (чернила с содержанием свинца, стоимостью не менее 10 зм, которые расходуются при произнесении) Вы пишете на пергаменте, бумаге или другом подходящем материале и создаете на нем иллюзию, которая длится до тех пор, пока действует заклинание. Для вас и существ, которых вы выбрали при произнесении заклинания, текст выглядит обычным, написанным вашей рукой. Для всех остальных текст написан на неизвестном и непонятном языке. Альтернативно, вы можете сделать так, чтобы текст выглядел как абсолютно другое сообщение, написанное другой рукой и на другом языке, но вы должны знать этот язык. Если заклинание развеяно, то исчезает как оригинальный текст, так и иллюзия. Существо с истинным зрением может прочитать скрытое сообщение. @@ -7400,7 +7400,7 @@ I - С, М + С, М 1 10 дней (чернила с содержанием свинца, стоимостью не менее 10 зм, которые расходуются при произнесении) Вы пишете на пергаменте, бумаге или другом подходящем материале и создаете на нем иллюзию, которая длится до тех пор, пока действует заклинание. Для вас и существ, которых вы выбрали при произнесении заклинания, текст выглядит обычным, написанным вашей рукой. Для всех остальных текст написан на неизвестном и непонятном языке. Альтернативно, вы можете сделать так, чтобы текст выглядел как абсолютно другое сообщение, написанное другой рукой и на другом языке, но вы должны знать этот язык. Если заклинание развеяно, то исчезает как оригинальный текст, так и иллюзия. Существо с истинным зрением может прочитать скрытое сообщение. @@ -7411,7 +7411,7 @@ I - С, М + С, М 1 10 дней (чернила с содержанием свинца, стоимостью не менее 10 зм, которые расходуются при произнесении) Вы пишете на пергаменте, бумаге или другом подходящем материале и создаете на нем иллюзию, которая длится до тех пор, пока действует заклинание. Для вас и существ, которых вы выбрали при произнесении заклинания, текст выглядит обычным, написанным вашей рукой. Для всех остальных текст написан на неизвестном и непонятном языке. Альтернативно, вы можете сделать так, чтобы текст выглядел как абсолютно другое сообщение, написанное другой рукой и на другом языке, но вы должны знать этот язык. Если заклинание развеяно, то исчезает как оригинальный текст, так и иллюзия. Существо с истинным зрением может прочитать скрытое сообщение. @@ -7434,7 +7434,7 @@ I Чародей - В, С, M + В, С, M 1 Конц-я, до 10 мин (кусочек овечьей шерсти) Вы создаете образ объекта, существа или другого видимого явления размером не более куба со стороной 15 футов. Образ появляется в любом месте в пределах дальности заклинания и длится указанное время. Образ является сугубо визуальным, он не сопровождается звуком, запахом или другими эффектами. В качестве действия вы можете переместить образ в пределах дальности заклинания. По мере предвижения вы можете изменять его вид, чтобы его передвижения казались естественными. Например, вы можете создать существо, и передвигая его, вы можете изменять образ так, чтобы казалось что оно идет. Физическое взаимодействие с образом выявляет, что это иллюзия, поскольку вещи проходят сквозь него. Существо может исследовать образ в качестве действия, чтобы определить, что это иллюзия. Для этого оно должно сделать успешную проверку Интеллекта (Анализ) против вашего КС для заклинаний. Если существо распознало иллюзию, то оно может видеть сквозь образ. @@ -7445,7 +7445,7 @@ I Бард - В, С, M + В, С, M 1 Конц-я, до 10 мин (кусочек овечьей шерсти) Вы создаете образ объекта, существа или другого видимого явления размером не более куба со стороной 15 футов. Образ появляется в любом месте в пределах дальности заклинания и длится указанное время. Образ является сугубо визуальным, он не сопровождается звуком, запахом или другими эффектами. В качестве действия вы можете переместить образ в пределах дальности заклинания. По мере предвижения вы можете изменять его вид, чтобы его передвижения казались естественными. Например, вы можете создать существо, и передвигая его, вы можете изменять образ так, чтобы казалось что оно идет. Физическое взаимодействие с образом выявляет, что это иллюзия, поскольку вещи проходят сквозь него. Существо может исследовать образ в качестве действия, чтобы определить, что это иллюзия. Для этого оно должно сделать успешную проверку Интеллекта (Анализ) против вашего КС для заклинаний. Если существо распознало иллюзию, то оно может видеть сквозь образ. @@ -7467,7 +7467,7 @@ T Друид - В, С, M + В, С, M 0 1 минута (омела, лист клевера, а также дубинка или короткий посох) Дерево дубинки или короткого посоха в вашей руке наделяется силой природы. На время действия заклинания вы можете использовать ваш параметр заклинаний вместо Силы, когда совершаете броски атаки и урона этим оружием. Кроме того, оружие кубик урона оружия меняется на d8. Оружие становится магическим, если оно уже не является таковым. Заклинание заканчивается, если вы произносите его снова или выпускаете оружие из рук. @@ -7478,7 +7478,7 @@ T Друид - В, С, M + В, С, M 7 1 час (молитвенный барабан и святая вода) Вы касаетесь существа и стимулируете его врожденные способности к исцелению. Цель восстанавливает 4d8 +15 ОЗ. Пока действует заклинание действует, в начале каждого своего хода цель восстанавливает 1 ОЗ (10 ОЗ в минуту). Если у цели недостает каких либо конечностей (пальцев, ног, хвоста и так далее), то она восстанавливает их спустя 2 минуты. Если у вас осталась отрубленная конечность и вы приложили ее к обрубку, то она мгновенно прирастает. @@ -7489,7 +7489,7 @@ T Жрец - В, С, M + В, С, M 7 1 час (молитвенный барабан и святая вода) Вы касаетесь существа и стимулируете его врожденные способности к исцелению. Цель восстанавливает 4d8 +15 ОЗ. Пока действует заклинание действует, в начале каждого своего хода цель восстанавливает 1 ОЗ (10 ОЗ в минуту). Если у цели недостает каких либо конечностей (пальцев, ног, хвоста и так далее), то она восстанавливает их спустя 2 минуты. Если у вас осталась отрубленная конечность и вы приложили ее к обрубку, то она мгновенно прирастает. @@ -7500,7 +7500,7 @@ T Бард - В, С, M + В, С, M 7 1 час (молитвенный барабан и святая вода) Вы касаетесь существа и стимулируете его врожденные способности к исцелению. Цель восстанавливает 4d8 +15 ОЗ. Пока действует заклинание действует, в начале каждого своего хода цель восстанавливает 1 ОЗ (10 ОЗ в минуту). Если у цели недостает каких либо конечностей (пальцев, ног, хвоста и так далее), то она восстанавливает их спустя 2 минуты. Если у вас осталась отрубленная конечность и вы приложили ее к обрубку, то она мгновенно прирастает. @@ -7522,7 +7522,7 @@ EV Друид - В, С, M + В, С, M 5 Конц-я, до 1 часа (горящий фимиам для воздушного, мягкая глина для земляного, сера и фосфор для огненного, вода и песок для водного) Вы призываете служителя стихий. Выберите область воздуха, земли, огня или воды в пределах дальности заклинания, которая заполняет куб со стороной 10 футов. Элементаль соответствующего типа с уровнем опасности 5 или ниже появляется в незанятом месте в пределах 10 футов от этой области. Например, огненный элементаль может появиться из большого костра, а земляной - из земли. Элементаль исчезает, когда его ОЗ падают до 0, или когда заклинание заканчивается. Элементаль дружественен по отношению к вам и вашим компаньонам. Элементаль ходит отдельно, поэтому требует отдельного броска инициативы в бою. Он подчиняется вашим вербальным приказам (действия не требуется), если они не противоречат его мировоззрению. Если вы не отдаете никаких приказов, то элементаль только защищает себя от враждебных существ, но не совершает других действий. Если ваша Конц-я нарушена, то элементаль не исчезает, вместо этого вы теряете свой контроль над ним, он становится враждебным по отношению к вам и вашим компаньонам и может атаковать. Неконтролируемого элементаля нельзя отозвать и он исчезает через час после призыва. МП знает параметры этих существ. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то уровень опасности увеличивается на 1 за каждый круг выше пятого. @@ -7544,7 +7544,7 @@ A Следопыт - В, С, M + В, С, M 2 Концентрация, до 1 часа (пепел от сожженного листа омелы и веточка ели) Вы испускаете завесу из теней и тишины, которая маскирует вас и ваших компаньонов. Пока действует заклинание, каждое выбранное вами существо в пределах 30 футов от вас (включая вас) получает бонус +10 к проверкам Ловкости (Скрытность), и его нельзя выследить без использования магии. Находясь под воздействием этого заклинания, существо не оставляет за собой никаких следов. @@ -7555,7 +7555,7 @@ A Друид - В, С, M + В, С, M 2 Конц-я, до 1 часа (пепел от сожженного листа омелы и веточка ели) Вы испускаете завесу из теней и тишины, которая маскирует вас и ваших компаньонов. Пока действует заклинание, каждое выбранное вами существо в пределах 30 футов от вас (включая вас) получает бонус +10 к проверкам Ловкости (Скрытность), и его нельзя выследить без использования магии. Находясь под воздействием этого заклинания, существо не оставляет за собой никаких следов. @@ -7565,7 +7565,7 @@ A - В, С, M + В, С, M 2 Концентрация, до 1 часа (пепел от сожженного листа омелы и веточка ели) Вы испускаете завесу из теней и тишины, которая маскирует вас и ваших компаньонов. Пока действует заклинание, каждое выбранное вами существо в пределах 30 футов от вас (включая вас) получает бонус +10 к проверкам Ловкости (Скрытность), и его нельзя выследить без использования магии. Находясь под воздействием этого заклинания, существо не оставляет за собой никаких следов. @@ -7576,7 +7576,7 @@ A - В, С, M + В, С, M 2 Концентрация, до 1 часа (пепел от сожженного листа омелы и веточка ели) Вы испускаете завесу из теней и тишины, которая маскирует вас и ваших компаньонов. Пока действует заклинание, каждое выбранное вами существо в пределах 30 футов от вас (включая вас) получает бонус +10 к проверкам Ловкости (Скрытность), и его нельзя выследить без использования магии. Находясь под воздействием этого заклинания, существо не оставляет за собой никаких следов. @@ -7654,7 +7654,7 @@ D Жрец - В, С, M + В, С, M 5 Мгновенно (фимиам стоимостью не менее 250 зм, который расходуется при произнесении, а также четыре палочки из слоновой кости, стоимостью не менее 50 зм каждая) Назовите или опишите существо, место или объект. Это заклинание позволяет вам вкратце узнать важные знания о названной вами вещи. Эти знания могут включать известные сказки, забытые истории или даже тайную информацию, которая никогда не получала огласки. Если названная вами вещи не имеет легендарного значения, то вы не получаете никакой информации. Чем больше информации вы уже знаете о вещи, тем более точной и подробной будет новая информация. Информация, которую вы узнаете, точна, но может быть подана довольно образно. Например, если у вас в руке есть магический топор, то знаклинание может дать вам такую информацию: Горе тому злодею, чья рука коснется этого топора, ведь даже его рукоять способна разрубить руку грешника. Только истинное Дитя Камня, любимое Морадином, может пробудить истинную силу этого топора, произнеся священное слово Рудногг. @@ -7665,7 +7665,7 @@ D Бард - В, С, M + В, С, M 5 Мгновенно (фимиам стоимостью не менее 250 зм, который расходуется при произнесении, а также четыре палочки из слоновой кости, стоимостью не менее 50 зм каждая) Назовите или опишите существо, место или объект. Это заклинание позволяет вам вкратце узнать важные знания о названной вами вещи. Эти знания могут включать известные сказки, забытые истории или даже тайную информацию, которая никогда не получала огласки. Если названная вами вещи не имеет легендарного значения, то вы не получаете никакой информации. Чем больше информации вы уже знаете о вещи, тем более точной и подробной будет новая информация. Информация, которую вы узнаете, точна, но может быть подана довольно образно. Например, если у вас в руке есть магический топор, то знаклинание может дать вам такую информацию: Горе тому злодею, чья рука коснется этого топора, ведь даже его рукоять способна разрубить руку грешника. Только истинное Дитя Камня, любимое Морадином, может пробудить истинную силу этого топора, произнеся священное слово Рудногг. @@ -7687,7 +7687,7 @@ T Друид - В, С, M + В, С, M 5 Мгновенно (редкие масла и мази стоимостью не менее 1000 зм, которые расходуются при произнесении) Вы касаетесь мертвого гуманоида или его части. Если это существо умерло в пределах 10 дней, то заклинание создает новое зрелое тело для него, а затем призывает его душу. Если душа не свободна или не желает вернуться, то заклинание не срабатывает. Заклинание случайным образом определяет новое тело для существа, что чаще всего влечет за собой смену расы. МП бросает d100 и определяет по таблице новую расу существа, либо он может выбрать её сам. Возрожденное существо помнит свою прошлую жизнь. Оно сохраняет все способности, которыми обладала прошлая форма, за исключением расовых черт, которые меняются на новые. @@ -7731,7 +7731,7 @@ T Следопыт - В, С, M + В, С, M 2 Концентрация, до 1 часа (горсть дубовой коры) Вы касаетесь согласного существа. Пока заклинание не закончится, кожа цели становится грубой и похожей на кору. КБ существа не может опуститься ниже 16, независимо от одетых на нем доспехов. @@ -7742,7 +7742,7 @@ T Друид - В, С, M + В, С, M 2 Конц-я, до 1 часа (горсть дубовой коры) Вы касаетесь согласного существа. Пока заклинание не закончится, кожа цели становится грубой и похожей на кору. КБ существа не может опуститься ниже 16, независимо от одетых на нем доспехов. @@ -7752,7 +7752,7 @@ T - В, С, M + В, С, M 2 Концентрация, до 1 часа (горсть дубовой коры) Вы касаетесь согласного существа. Пока заклинание не закончится, кожа цели становится грубой и похожей на кору. КБ существа не может опуститься ниже 16, независимо от одетых на нем доспехов. @@ -7763,7 +7763,7 @@ T - В, С, M + В, С, M 2 Концентрация, до 1 часа (горсть дубовой коры) Вы касаетесь согласного существа. Пока заклинание не закончится, кожа цели становится грубой и похожей на кору. КБ существа не может опуститься ниже 16, независимо от одетых на нем доспехов. @@ -7896,7 +7896,7 @@ A Волшебник - В, С, М + В, С, М 1 8 часов (маленький колокольчик и кусочек тонкой серебряной проволоки) Вы устанавливаете сигнализацию, которая предупреждает о нежеланном вторжении. Выберите дверь, окно или область, которая умещается в куб со стороной 20 футов. До тех пор, пока действует заклинание, сигнализация срабатывает всякий раз, когда существо Крошечного размера или крупнее, касается или входит в зону действия заклинания. Произнося заклинание, вы можете определить существ, которые не будут активировать сигнал тревоги. Вы также можете определить тип сигнала: ментальный или звуковой. Ментальный сигнал раздается в вашей голове, если вы находитесь в пределах 1 мили от зоны действия заклинания. Сигнал будит вас, если вы спите. Звуковой сигнал представляет собой звук колокольчика, который раздается в радиусе 60 футов в течение 10 секунд. @@ -7907,7 +7907,7 @@ A Следопыт - В, С, М + В, С, М 1 8 часов (маленький колокольчик и кусочек тонкой серебряной проволоки) Вы устанавливаете сигнализацию, которая предупреждает о нежеланном вторжении. Выберите дверь, окно или область, которая умещается в куб со стороной 20 футов. До тех пор, пока действует заклинание, сигнализация срабатывает всякий раз, когда существо Крошечного размера или крупнее, касается или входит в зону действия заклинания. Произнося заклинание, вы можете определить существ, которые не будут активировать сигнал тревоги. Вы также можете определить тип сигнала: ментальный или звуковой. Ментальный сигнал раздается в вашей голове, если вы находитесь в пределах 1 мили от зоны действия заклинания. Сигнал будит вас, если вы спите. Звуковой сигнал представляет собой звук колокольчика, который раздается в радиусе 60 футов в течение 10 секунд. @@ -7917,7 +7917,7 @@ A - В, С, М + В, С, М 1 8 часов (маленький колокольчик и кусочек тонкой серебряной проволоки) Вы устанавливаете сигнализацию, которая предупреждает о нежеланном вторжении. Выберите дверь, окно или область, которая умещается в куб со стороной 20 футов. До тех пор, пока действует заклинание, сигнализация срабатывает всякий раз, когда существо Крошечного размера или крупнее, касается или входит в зону действия заклинания. Произнося заклинание, вы можете определить существ, которые не будут активировать сигнал тревоги. Вы также можете определить тип сигнала: ментальный или звуковой. Ментальный сигнал раздается в вашей голове, если вы находитесь в пределах 1 мили от зоны действия заклинания. Сигнал будит вас, если вы спите. Звуковой сигнал представляет собой звук колокольчика, который раздается в радиусе 60 футов в течение 10 секунд. @@ -7929,7 +7929,7 @@ A Волшебник - В, С, М + В, С, М 2 До рассеивания (золотой порошок стоимостью не менее 25 зм, расходуется при произнесении) Вы касаетесь закрытой двери, окна, врат, сундука или чего-то подобного, и объект становится запертым. Вы и выбранные в момент произнесения существа могут нормально открывать этот объект. Вы можете также установить пароль, который нужно произнести в 5 футах от объекта, чтобы приостановить действие заклинания на 1 минуту. В противном случае объект нельзя открыть, не сломав или не развеяв заклинание. Если применить на объект заклинание стук, то волшебный замок подавляется на 10 минут. Когда объект находится под воздействием заклинания, его сложней сломать или открыть силой @@ -7939,7 +7939,7 @@ A - В, С, М + В, С, М 2 До рассеивания (золотой порошок стоимостью не менее 25 зм, расходуется при произнесении) Вы касаетесь закрытой двери, окна, врат, сундука или чего-то подобного, и объект становится запертым. Вы и выбранные в момент произнесения существа могут нормально открывать этот объект. Вы можете также установить пароль, который нужно произнести в 5 футах от объекта, чтобы приостановить действие заклинания на 1 минуту. В противном случае объект нельзя открыть, не сломав или не развеяв заклинание. Если применить на объект заклинание стук, то волшебный замок подавляется на 10 минут. Когда объект находится под воздействием заклинания, его сложней сломать или открыть силой @@ -8061,7 +8061,7 @@ C Чародей - В, С, M + В, С, M 0 Конц-я, до 1 мин (кусочек фосфора, ведьминого дерева или личинка светляка) Вы создаете четыре огонька размером с огонь факела в пределах дальности заклинания, делая их похожими на свет фонарей, факелов или сияющих шариков, которые парят в воздухе, пока действует заклинание. Кроме того, вы можете соединить четыре огонька в один огонь, по форме отдаленно напоминающий гуманоида Среднего размера. Независимо от формы, огонек излучает тусклый свет в радиусе 10 футов. В качестве дополнительного действия в свой ход вы можете передвинуть огоньки на расстояние до 60 футов в пределах дальности заклинания. Огонек должен находиться в пределах 20 футов от другого огонька, созданного этим заклинанием. Они мгновенно гаснут, оказавшись за пределами действия заклинания. @@ -8072,7 +8072,7 @@ C Бард - В, С, M + В, С, M 0 Конц-я, до 1 мин (кусочек фосфора, ведьминого дерева или личинка светляка) Вы создаете четыре огонька размером с огонь факела в пределах дальности заклинания, делая их похожими на свет фонарей, факелов или сияющих шариков, которые парят в воздухе, пока действует заклинание. Кроме того, вы можете соединить четыре огонька в один огонь, по форме отдаленно напоминающий гуманоида Среднего размера. Независимо от формы, огонек излучает тусклый свет в радиусе 10 футов. В качестве дополнительного действия в свой ход вы можете передвинуть огоньки на расстояние до 60 футов в пределах дальности заклинания. Огонек должен находиться в пределах 20 футов от другого огонька, созданного этим заклинанием. Они мгновенно гаснут, оказавшись за пределами действия заклинания. @@ -8116,7 +8116,7 @@ I Чародей - В, С, M + В, С, M 1 1 раунд (щепотка порошка или песка красного, желтого или голубого цвета) Ослепительный шквал сверкающих, разноцветных брызг вылетает из вашей руки. Бросьте 6d10 @@ -8138,7 +8138,7 @@ A Жрец - В, С, M + В, С, M 6 1 день (брызги святой воды, редкий фимиам и рубиновый порошок стоимостью не менее 1000 зм) Вы создаете область, которая запрещает магическое перемещение, площадью до 40000 квадратных футов и высотой до 30 футов. Пока действует заклинание, существа не могут телепортироваться в эту область используя порталы, например заклинанием врата. Заклинание защищает область от любых межпланарных перемещений, поэтому в нее нельзя попасть с Астрального Плана, Эфирного Плана, Царства Фей, Царства Теней или при помощи заклинания перемещение между планами. Кроме того, заклинание наносит урон определенным типам существ, которых вы указали в момент произнесения. Выберите один или несколько типов из следующих: божественные существа, элементали, феи, демоны и нежить.) Когда существа выбранного типа впервые входят в область действия заклинания или начинают свой ход в ней, они получают 5d10 светового или некротического урона (вы выбираете в момент произнесения заклинания). Когда вы произносите заклинание, вы можете задать пароль. Если существо произносит пароль, заходя в область действия заклинания, то оно не получает урона от него. Область действия заклинания не может совпадать с другим заклинанием запрет. Если вы произносите запрет каждый день в течение 30 дней в одном и том же месте, заклинание становится перманентным до тех пор, пока его не развеят. При этом материальные компоненты тратятся при последнем произношении. @@ -8226,7 +8226,7 @@ C Чародей - В, С, M + В, С, M 3 мгновенно (маленький шарик из гуано летучей мыши и серы) Вы указываете пальцем на место в пределах дальности заклинания, и с него слетает яркая вспышка, которая прочерчивает воздух, а затем с глухим ревом расцветает огненным взрывом. Каждое существо в сфере радиусом 20 футов вокруг выбранной точки должно сделать спасбросок по Ловкости. В случае провала цель получает 8d6 огненного урона, а в случае успеха - половину этого урона. Огонь огибает углы и поджигает любые воспламеняющиеся объекты, которые не находятся во владении существ. На более высоких кругах. Если вы произносите заклинание, используя ячейку 4 круга или выше, то урон увеличивается на 1d6 за каждый круг выше третьего. @@ -8303,7 +8303,7 @@ T Друид - В, С, М + В, С, М 1 Мгновенно (капля воды для создания или несколько песчинок для уничтожения) Вы можете создать или уничтожить воду. Создание воды. Вы создаете до 10 галлонов чистой воды в открытой ёмкости в пределах дальности заклинания. Или же призванная вода проливается дождем в кубе со стороной 30 футов, гася при этом любое незащищенное пламя. Уничтожение воды. Вы уничтожаете до 10 галлонов воды в открытой ёмкости в пределах дальности заклинания. Или же уничтожаете туман в кубе со стороной 30 футов. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, объем созданной или уничтоженной воды увеличивается на 10 галлонов, а размер куба на 5 футов, за каждый круг выше первого. @@ -8314,7 +8314,7 @@ T Жрец - В, С, М + В, С, М 1 Мгновенно (капля воды для создания или несколько песчинок для уничтожения) Вы можете создать или уничтожить воду. Создание воды. Вы создаете до 10 галлонов чистой воды в открытой ёмкости в пределах дальности заклинания. Или же призванная вода проливается дождем в кубе со стороной 30 футов, гася при этом любое незащищенное пламя. Уничтожение воды. Вы уничтожаете до 10 галлонов воды в открытой ёмкости в пределах дальности заклинания. Или же уничтожаете туман в кубе со стороной 30 футов. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, объем созданной или уничтоженной воды увеличивается на 10 галлонов, а размер куба на 5 футов, за каждый круг выше первого. @@ -8347,7 +8347,7 @@ EN Следопыт - В, С, М + В, С, М 2 24 часа (кусочек пищи) Благодаря этому заклинанию вы можете использовать животное, чтобы доставить послание. Выберите крошечное животное, которое видите в пределах дальности заклинания, например белку, сойку или летучую мышь. Укажите место назначения, в котором вы должны были побывать, и получателя, который походит под общее описание, например: мужчина или женщина в униформе городской стражи или рыжий дворф в остроконечной шляпе. Затем скажите послание, которое не превышает 25 слов. Пока действует заклинание, животное будет двигаться в назаченное место. Летающие животные пролетают пример 50 миль за 24 часа, а наземные пробегают 25 миль. Когда посланник прибывает на место, он передает послание назначенному существу, воспроизводя ваш голос. Посланник сообщит послание только тому существу, чье описание вы дали ему. Если посланник не успевает добраться до назначенного места за время действия заклинания, то сообщение теряется, а животное пытается вернуться туда, где вы произнесли заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то длительность заклинания увеличивается на 48 часов за каждый круг выше второго. @@ -8358,7 +8358,7 @@ EN Бард - В, С, М + В, С, М 2 24 часа (кусочек пищи) Благодаря этому заклинанию вы можете использовать животное, чтобы доставить послание. Выберите крошечное животное, которое видите в пределах дальности заклинания, например белку, сойку или летучую мышь. Укажите место назначения, в котором вы должны были побывать, и получателя, который походит под общее описание, например: мужчина или женщина в униформе городской стражи или рыжий дворф в остроконечной шляпе. Затем скажите послание, которое не превышает 25 слов. Пока действует заклинание, животное будет двигаться в назаченное место. Летающие животные пролетают пример 50 миль за 24 часа, а наземные пробегают 25 миль. Когда посланник прибывает на место, он передает послание назначенному существу, воспроизводя ваш голос. Посланник сообщит послание только тому существу, чье описание вы дали ему. Если посланник не успевает добраться до назначенного места за время действия заклинания, то сообщение теряется, а животное пытается вернуться туда, где вы произнесли заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то длительность заклинания увеличивается на 48 часов за каждый круг выше второго. @@ -8368,7 +8368,7 @@ EN - В, С, М + В, С, М 2 24 часа (кусочек пищи) Благодаря этому заклинанию вы можете использовать животное, чтобы доставить послание. Выберите крошечное животное, которое видите в пределах дальности заклинания, например белку, сойку или летучую мышь. Укажите место назначения, в котором вы должны были побывать, и получателя, который походит под общее описание, например: мужчина или женщина в униформе городской стражи или рыжий дворф в остроконечной шляпе. Затем скажите послание, которое не превышает 25 слов. Пока действует заклинание, животное будет двигаться в назаченное место. Летающие животные пролетают пример 50 миль за 24 часа, а наземные пробегают 25 миль. Когда посланник прибывает на место, он передает послание назначенному существу, воспроизводя ваш голос. Посланник сообщит послание только тому существу, чье описание вы дали ему. Если посланник не успевает добраться до назначенного места за время действия заклинания, то сообщение теряется, а животное пытается вернуться туда, где вы произнесли заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то длительность заклинания увеличивается на 48 часов за каждый круг выше второго. @@ -8490,7 +8490,7 @@ I Колдун - В, С, M + В, С, M 2 конц-я, до 1 часа (ресница, покрытая гуммиарабиком) Существо, которого вы коснулись, становится невидимым на время действия заклинания. Все снаряжение персонажа также становится невидимым до тех пор, пока оно на нем. Заклинание заканчивается, если цель атакует или произносит заклинание. На более высоких уровнях. Если вы произносите заклинание, используя ячейку 3 круга или выше, вы можете использовать его на одну дополнительную цель за каждый круг выше второго. @@ -8501,7 +8501,7 @@ I Чародей - В, С, M + В, С, M 2 Конц-я, до 1 часа (ресница, покрытая гуммиарабиком) Существо, которого вы коснулись, становится невидимым на время действия заклинания. Все снаряжение персонажа также становится невидимым до тех пор, пока оно на нем. Заклинание заканчивается, если цель атакует или произносит заклинание. На более высоких уровнях. Если вы произносите заклинание, используя ячейку 3 круга или выше, вы можете использовать его на одну дополнительную цель за каждый круг выше второго. @@ -8512,7 +8512,7 @@ I Бард - В, С, M + В, С, M 2 Конц-я, до 1 часа (ресница, покрытая гуммиарабиком) Существо, которого вы коснулись, становится невидимым на время действия заклинания. Все снаряжение персонажа также становится невидимым до тех пор, пока оно на нем. Заклинание заканчивается, если цель атакует или произносит заклинание. На более высоких уровнях. Если вы произносите заклинание, используя ячейку 3 круга или выше, вы можете использовать его на одну дополнительную цель за каждый круг выше второго. @@ -8545,7 +8545,7 @@ EN Жрец - В, С, М + В, С, М 1 Концентрация, до 1 минуты (капля крови) До трех существ на ваш выбор из тех, что вы можете видеть в пределах дальности заклинания, должны сделать спасбросок по Харизме. Пока дейстевует заклинание, каждый раз, когда существо, провалившее этот спасбросок, делает бросок атаки ли спасбросок, оно должно бросить d4 и вычесть результат из результата своего броска атаки или спасброска. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то можете использовать это заклинание на одно дополнительное существо за каждый круг выше первого. @@ -8556,7 +8556,7 @@ EN Бард - В, С, М + В, С, М 1 Конц-я, до 1 мин (капля крови) До трех существ на ваш выбор из тех, что вы можете видеть в пределах дальности заклинания, должны сделать спасбросок по Харизме. Пока дейстевует заклинание, каждый раз, когда существо, провалившее этот спасбросок, делает бросок атаки ли спасбросок, оно должно бросить d4 и вычесть результат из результата своего броска атаки или спасброска. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то можете использовать это заклинание на одно дополнительное существо за каждый круг выше первого. @@ -8566,7 +8566,7 @@ EN - В, С, М + В, С, М 1 Концентрация, до 1 минуты (капля крови) До трех существ на ваш выбор из тех, что вы можете видеть в пределах дальности заклинания, должны сделать спасбросок по Харизме. Пока дейстевует заклинание, каждый раз, когда существо, провалившее этот спасбросок, делает бросок атаки ли спасбросок, оно должно бросить d4 и вычесть результат из результата своего броска атаки или спасброска. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то можете использовать это заклинание на одно дополнительное существо за каждый круг выше первого. @@ -8721,7 +8721,7 @@ T Следопыт - В, С, M + В, С, M 2 Концентрация, до 10 минут (семь шипов или маленьких веточек, заостренных с одного конца) Из земли в радиусе 20 футов вокруг выбранной вами точки в пределах дальности заклинания вырастают твердые шипы. Область становится труднопроходимой на время действия заклинания. Каждое существо, которое заходит в область, получает 2d4 колющего урона через каждые 5 футов. Это преобразование замаскировано так, чтобы казаться естественным. Любое существо, которое не видело область в момент произнесения заклинания, должно сделать проверку по Мудрости (Восприятие) против вашего КС заклинаний, чтобы определить, что эта область опасна. @@ -8732,7 +8732,7 @@ T Друид - В, С, M + В, С, M 2 Конц-я, до 10 мин (семь шипов или маленьких веточек, заостренных с одного конца) Из земли в радиусе 20 футов вокруг выбранной вами точки в пределах дальности заклинания вырастают твердые шипы. Область становится труднопроходимой на время действия заклинания. Каждое существо, которое заходит в область, получает 2d4 колющего урона через каждые 5 футов. Это преобразование замаскировано так, чтобы казаться естественным. Любое существо, которое не видело область в момент произнесения заклинания, должно сделать проверку по Мудрости (Восприятие) против вашего КС заклинаний, чтобы определить, что эта область опасна. @@ -8742,7 +8742,7 @@ T - В, С, M + В, С, M 2 Концентрация, до 10 минут (семь шипов или маленьких веточек, заостренных с одного конца) Из земли в радиусе 20 футов вокруг выбранной вами точки в пределах дальности заклинания вырастают твердые шипы. Область становится труднопроходимой на время действия заклинания. Каждое существо, которое заходит в область, получает 2d4 колющего урона через каждые 5 футов. Это преобразование замаскировано так, чтобы казаться естественным. Любое существо, которое не видело область в момент произнесения заклинания, должно сделать проверку по Мудрости (Восприятие) против вашего КС заклинаний, чтобы определить, что эта область опасна. @@ -8753,7 +8753,7 @@ T - В, С, M + В, С, M 2 Концентрация, до 10 минут (семь шипов или маленьких веточек, заостренных с одного конца) Из земли в радиусе 20 футов вокруг выбранной вами точки в пределах дальности заклинания вырастают твердые шипы. Область становится труднопроходимой на время действия заклинания. Каждое существо, которое заходит в область, получает 2d4 колющего урона через каждые 5 футов. Это преобразование замаскировано так, чтобы казаться естественным. Любое существо, которое не видело область в момент произнесения заклинания, должно сделать проверку по Мудрости (Восприятие) против вашего КС заклинаний, чтобы определить, что эта область опасна. @@ -8764,7 +8764,7 @@ T - В, С, M + В, С, M 2 Концентрация, до 10 минут (семь шипов или маленьких веточек, заостренных с одного конца) Из земли в радиусе 20 футов вокруг выбранной вами точки в пределах дальности заклинания вырастают твердые шипы. Область становится труднопроходимой на время действия заклинания. Каждое существо, которое заходит в область, получает 2d4 колющего урона через каждые 5 футов. Это преобразование замаскировано так, чтобы казаться естественным. Любое существо, которое не видело область в момент произнесения заклинания, должно сделать проверку по Мудрости (Восприятие) против вашего КС заклинаний, чтобы определить, что эта область опасна. @@ -8787,7 +8787,7 @@ A Колдун - В, С, M + В, С, M 3 1 час (святая вода или смесь серебряного и железного порошка стоимостью не менее 100 зм, которые расходуются при произнесении) Вы создаете цилиндр радиусом 10 футов и высотой 20 футов в указанной точке, которую вы можете видеть в пределах дальности заклинания. Там, где цилиндр пересекается с полом или другой поверхностью, появляются светящиеся руны. Выберите один или несколько из следующих типов существ: божественные существа, элементали, феи, демоны или нежить. Круг влияет на существ выбранного типа следующим образом: Существо не может по своей воле войти в цилиндр, не используя магию. Если существо пытается попасть в него при помощи телепортации или межпланарного перемещения, оно должно сделать спасбросок по Харизме. Существо получает помеху на броски атаки против существ, находящихся в цилиндре. Цели внутри цилиндра не могут быть очарованы, напуганы или одержимы существом. Когда вы произносите заклинание, вы можете сделать так чтобы оно работало в обратном направлении, не давая существу выбранного типа покинуть цилиндр и защищая цели вокруг него. На более высоких кругах. Если вы произносите заклинание, используя ячейку 4 круга или выше, длительность заклинания увеличивается на 1 час за каждый круг выше третьего. @@ -8798,7 +8798,7 @@ A Паладин - В, С, M + В, С, M 3 1 час (святая вода или смесь серебряного и железного порошка стоимостью не менее 100 зм, которые расходуются при произнесении) Вы создаете цилиндр радиусом 10 футов и высотой 20 футов в указанной точке, которую вы можете видеть в пределах дальности заклинания. Там, где цилиндр пересекается с полом или другой поверхностью, появляются светящиеся руны. Выберите один или несколько из следующих типов существ: божественные существа, элементали, феи, демоны или нежить. Круг влияет на существ выбранного типа следующим образом: Существо не может по своей воле войти в цилиндр, не используя магию. Если существо пытается попасть в него при помощи телепортации или межпланарного перемещения, оно должно сделать спасбросок по Харизме. Существо получает помеху на броски атаки против существ, находящихся в цилиндре. Цели внутри цилиндра не могут быть очарованы, напуганы или одержимы существом. Когда вы произносите заклинание, вы можете сделать так чтобы оно работало в обратном направлении, не давая существу выбранного типа покинуть цилиндр и защищая цели вокруг него. На более высоких кругах. Если вы произносите заклинание, используя ячейку 4 круга или выше, длительность заклинания увеличивается на 1 час за каждый круг выше третьего. @@ -8809,7 +8809,7 @@ A Жрец - В, С, M + В, С, M 3 1 час (святая вода или смесь серебряного и железного порошка стоимостью не менее 100 зм, которые расходуются при произнесении) Вы создаете цилиндр радиусом 10 футов и высотой 20 футов в указанной точке, которую вы можете видеть в пределах дальности заклинания. Там, где цилиндр пересекается с полом или другой поверхностью, появляются светящиеся руны. Выберите один или несколько из следующих типов существ: божественные существа, элементали, феи, демоны или нежить. Круг влияет на существ выбранного типа следующим образом: Существо не может по своей воле войти в цилиндр, не используя магию. Если существо пытается попасть в него при помощи телепортации или межпланарного перемещения, оно должно сделать спасбросок по Харизме. Существо получает помеху на броски атаки против существ, находящихся в цилиндре. Цели внутри цилиндра не могут быть очарованы, напуганы или одержимы существом. Когда вы произносите заклинание, вы можете сделать так чтобы оно работало в обратном направлении, не давая существу выбранного типа покинуть цилиндр и защищая цели вокруг него. На более высоких кругах. Если вы произносите заклинание, используя ячейку 4 круга или выше, длительность заклинания увеличивается на 1 час за каждый круг выше третьего. @@ -8831,7 +8831,7 @@ C Волшебник - В, С, М + В, С, М 6 конц-я, до 10 мин (маленький кусочек кварца) Вы создаете стену льда на любой твердой поверхности в пределах дальности заклинания. Вы можете придать ей форму куполам или шара с радиусом до 10 футов, или создать плоскую поверхность, состоящую из десяти панелей площадью в 10 квадратных футов. Каждая панель должна соприкасаться с другой панелью. В любой форме стена имеет толщину 1 фут и существует на протяжении действия заклинания. Если стена возникает на месте, где стоит существо, то оно сдвигается в одну из сторон и должно сделать спасбросок по Ловкости. В случае неудачи, существо получает 10d6 урона холодом, в случае успеха - половину этого урона. Стена - это объект, который можно повредить и разрушить. Она имеет 12 КБ и 30 ОЗ у каждой секции, и уязвима к урону огнем. Если ОЗ панели падает до 0, она разрушается и оставляет за собой слой холодного воздуха. Существо, которое пытается пройти через этот слой впервые в ход, должно сделать спасбросок по Телосложению. При провале это существо получает 5d6 урона холодом, а при успехе - половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга или выше, то урон от появления стены увеличивается на 2d6, а урон от холодного воздуха на 1d6 за каждый круг выше шестого. @@ -8853,7 +8853,7 @@ D Колдун - В, С, M + В, С, M 6 1 час (лекарство для глаз стоимостью не менее 25 зм, оно изготовлено из грибного порошка, шафрана и жира, расходуется при произнесении) Вы касаете согласного существа и даруете ему способность видеть вещи такими, какие они есть. Пока действует заклинание, существо получает истинное зрение, оно видит любые двери и предметы, скрытые магией, и может видеть Эфирный План на расстоянии 120 футов. @@ -8864,7 +8864,7 @@ D Чародей - В, С, M + В, С, M 6 1 час (лекарство для глаз стоимостью не менее 25 зм, расходуется при произнесении) Вы касаете согласного существа и даруете ему способность видеть вещи такими, какие они есть. Пока действует заклинание, существо получает истинное зрение, оно видит любые двери и предметы, скрытые магией, и может видеть Эфирный План на расстоянии 120 футов. @@ -8875,7 +8875,7 @@ D Жрец - В, С, M + В, С, M 6 1 час (лекарство для глаз стоимостью не менее 25 зм, расходуется при произнесении) Вы касаете согласного существа и даруете ему способность видеть вещи такими, какие они есть. Пока действует заклинание, существо получает истинное зрение, оно видит любые двери и предметы, скрытые магией, и может видеть Эфирный План на расстоянии 120 футов. @@ -8886,7 +8886,7 @@ D Бард - В, С, M + В, С, M 6 1 час (лекарство для глаз стоимостью не менее 25 зм, расходуется при произнесении) Вы касаете согласного существа и даруете ему способность видеть вещи такими, какие они есть. Пока действует заклинание, существо получает истинное зрение, оно видит любые двери и предметы, скрытые магией, и может видеть Эфирный План на расстоянии 120 футов. @@ -8897,7 +8897,7 @@ N Жрец - В, С, M + В, С, M 7 Мгновенно (Алмаз, стоимостью не менее 1000 зм, который расходуется при произнесении заклинания) Вы касаетесь мертвого существа, которое умерло не более века назад. Оно не должно умереть от старости и не быть нежитью. Если его душа свободна и желает вернуться, то цель возвращается к жизни, полностью восстанавливая ОЗ. Это заклинание неитрализует все яды и болезни, которые действовали на существо в момент смерти. Однако оно не снимает магические болезни, проклятья и тому подобное @@ -8908,7 +8908,7 @@ N Бард - В, С, M + В, С, M 7 Мгновенно (Алмаз, стоимостью не менее 1000 зм, который расходуется при произнесении заклинания) Вы касаетесь мертвого существа, которое умерло не более века назад. Оно не должно умереть от старости и не быть нежитью. Если его душа свободна и желает вернуться, то цель возвращается к жизни, полностью восстанавливая ОЗ. Это заклинание неитрализует все яды и болезни, которые действовали на существо в момент смерти. Однако оно не снимает магические болезни, проклятья и тому подобное @@ -8974,7 +8974,7 @@ EV Чародей - В, С, M + В, С, M 5 Конц-я, до 10 мин (несколько песчинок сахара, зерен и мазок жира) Рой саранчи заполняет сферу радиусом 20 футов вокруг выбранной вами точки в пределах дальности заклинания. Сфера огибает углы. Она остается до тех пор, пока действует заклинание. Область действия считается слегка затемненной и труднопроходимой. В момент появления сферы, каждое существо внутри должно сделать спасбросок по Телосложению. При провале оно получает 4d10 колющего урона, а при успехе - половину этого урона. Существо также должно сделать аналогичный спасбросок, если первый раз за ход оказывается в области действия заклинания или заканчивает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, урон увеличивается на 1d10 за каждый круг выше пятого. @@ -8985,7 +8985,7 @@ EV Жрец - В, С, M + В, С, M 5 Концентрация, до 10 минут (несколько песчинок сахара, зерен и мазок жира) Рой саранчи заполняет сферу радиусом 20 футов вокруг выбранной вами точки в пределах дальности заклинания. Сфера огибает углы. Она остается до тех пор, пока действует заклинание. Область действия считается слегка затемненной и труднопроходимой. В момент появления сферы, каждое существо внутри должно сделать спасбросок по Телосложению. При провале оно получает 4d10 колющего урона, а при успехе - половину этого урона. Существо также должно сделать аналогичный спасбросок, если первый раз за ход оказывается в области действия заклинания или заканчивает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, урон увеличивается на 1d10 за каждый круг выше пятого. @@ -8996,7 +8996,7 @@ C Друид - В, С, M + В, С, M 5 Конц-я, до 10 мин (несколько песчинок сахара, зерен и мазок жира) Рой саранчи заполняет сферу радиусом 20 футов вокруг выбранной вами точки в пределах дальности заклинания. Сфера огибает углы. Она остается до тех пор, пока действует заклинание. Область действия считается слегка затемненной и труднопроходимой. В момент появления сферы, каждое существо внутри должно сделать спасбросок по Телосложению. При провале оно получает 4d10 колющего урона, а при успехе - половину этого урона. Существо также должно сделать аналогичный спасбросок, если первый раз за ход оказывается в области действия заклинания или заканчивает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, урон увеличивается на 1d10 за каждый круг выше пятого. @@ -9006,7 +9006,7 @@ EV - В, С, M + В, С, M 5 Конц-я, до 10 мин (несколько песчинок сахара, зерен и мазок жира) Рой саранчи заполняет сферу радиусом 20 футов вокруг выбранной вами точки в пределах дальности заклинания. Сфера огибает углы. Она остается до тех пор, пока действует заклинание. Область действия считается слегка затемненной и труднопроходимой. В момент появления сферы, каждое существо внутри должно сделать спасбросок по Телосложению. При провале оно получает 4d10 колющего урона, а при успехе - половину этого урона. Существо также должно сделать аналогичный спасбросок, если первый раз за ход оказывается в области действия заклинания или заканчивает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, урон увеличивается на 1d10 за каждый круг выше пятого. @@ -9017,7 +9017,7 @@ EV - В, С, M + В, С, M 5 Конц-я, до 10 мин (несколько песчинок сахара, зерен и мазок жира) Рой саранчи заполняет сферу радиусом 20 футов вокруг выбранной вами точки в пределах дальности заклинания. Сфера огибает углы. Она остается до тех пор, пока действует заклинание. Область действия считается слегка затемненной и труднопроходимой. В момент появления сферы, каждое существо внутри должно сделать спасбросок по Телосложению. При провале оно получает 4d10 колющего урона, а при успехе - половину этого урона. Существо также должно сделать аналогичный спасбросок, если первый раз за ход оказывается в области действия заклинания или заканчивает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, урон увеличивается на 1d10 за каждый круг выше пятого. @@ -9028,7 +9028,7 @@ EV - В, С, M + В, С, M 5 Конц-я, до 10 мин (несколько песчинок сахара, зерен и мазок жира) Рой саранчи заполняет сферу радиусом 20 футов вокруг выбранной вами точки в пределах дальности заклинания. Сфера огибает углы. Она остается до тех пор, пока действует заклинание. Область действия считается слегка затемненной и труднопроходимой. В момент появления сферы, каждое существо внутри должно сделать спасбросок по Телосложению. При провале оно получает 4d10 колющего урона, а при успехе - половину этого урона. Существо также должно сделать аналогичный спасбросок, если первый раз за ход оказывается в области действия заклинания или заканчивает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, урон увеличивается на 1d10 за каждый круг выше пятого. @@ -9039,7 +9039,7 @@ EV - В, С, M + В, С, M 5 Конц-я, до 10 мин (несколько песчинок сахара, зерен и мазок жира) Рой саранчи заполняет сферу радиусом 20 футов вокруг выбранной вами точки в пределах дальности заклинания. Сфера огибает углы. Она остается до тех пор, пока действует заклинание. Область действия считается слегка затемненной и труднопроходимой. В момент появления сферы, каждое существо внутри должно сделать спасбросок по Телосложению. При провале оно получает 4d10 колющего урона, а при успехе - половину этого урона. Существо также должно сделать аналогичный спасбросок, если первый раз за ход оказывается в области действия заклинания или заканчивает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, урон увеличивается на 1d10 за каждый круг выше пятого. @@ -9050,7 +9050,7 @@ EV - В, С, M + В, С, M 5 Конц-я, до 10 мин (несколько песчинок сахара, зерен и мазок жира) Рой саранчи заполняет сферу радиусом 20 футов вокруг выбранной вами точки в пределах дальности заклинания. Сфера огибает углы. Она остается до тех пор, пока действует заклинание. Область действия считается слегка затемненной и труднопроходимой. В момент появления сферы, каждое существо внутри должно сделать спасбросок по Телосложению. При провале оно получает 4d10 колющего урона, а при успехе - половину этого урона. Существо также должно сделать аналогичный спасбросок, если первый раз за ход оказывается в области действия заклинания или заканчивает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, урон увеличивается на 1d10 за каждый круг выше пятого. @@ -9061,7 +9061,7 @@ EV - В, С, M + В, С, M 5 Конц-я, до 10 мин (несколько песчинок сахара, зерен и мазок жира) Рой саранчи заполняет сферу радиусом 20 футов вокруг выбранной вами точки в пределах дальности заклинания. Сфера огибает углы. Она остается до тех пор, пока действует заклинание. Область действия считается слегка затемненной и труднопроходимой. В момент появления сферы, каждое существо внутри должно сделать спасбросок по Телосложению. При провале оно получает 4d10 колющего урона, а при успехе - половину этого урона. Существо также должно сделать аналогичный спасбросок, если первый раз за ход оказывается в области действия заклинания или заканчивает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, урон увеличивается на 1d10 за каждый круг выше пятого. @@ -9150,7 +9150,7 @@ C Колдун - В, С, M + В, С, M 1 конц-я, до 1 мин (веточка дерева, в которое попала молния) Сверкающий голубой луч энергии устремляется к выбранной цели в пределах дальности заклинания, формируя непрерывную электрическую дугу между вами и целью. Совершите против этой цели заклинательную атаку дальнего боя. При попадании цель получает 1d12 урона молнией. Пока действует заклинание, каждый свой ход в качестве действия вы можете автоматически нанести цели 1d12 урона молнией. Заклинание заканчивается, если вы совершаете любое другое действие. Оно также заканчивается, если цель оказывается за пределами дальности заклинания или получает полное укрытие от вас. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то начальный урон увеличивается на 1d12 за каждый круг выше первого. @@ -9161,7 +9161,7 @@ C Чародей - В, С, M + В, С, M 1 Конц-я, до 1 мин (веточка дерева, в которое попала молния) Сверкающий голубой луч энергии устремляется к выбранной цели в пределах дальности заклинания, формируя непрерывную электрическую дугу между вами и целью. Совершите против этой цели Выную атаку дальнего боя. При попадании цель получает 1d12 урона молнией. Пока действует заклинание, каждый свой ход в качестве действия вы можете автоматически нанести цели 1d12 урона молнией. Заклинание заканчивается, если вы совершаете любое другое действие. Оно также заканчивается, если цель оказывается за пределами дальности заклинания или получает полное укрытие от вас. На более высоких кругах. Если вы произносите заклинание, используя ячейку 2 круга или выше, то начальный урон увеличивается на 1d12 за каждый круг выше первого. @@ -9183,7 +9183,7 @@ D Волшебник - В, С, М + В, С, М 5 1 час (кусочки скорлупы от яиц двух разных видов существ) Вы создаете телепатическую связь между восемью согласными существами в пределах дальности заклинания, психически соединяя каждое существо с остальными. Связь существует до тех пор, пока действует заклинание. Существа, чей Интеллект равен 2 или ниже, не восприимчивы к этому заклинанию. Пока заклинание действует, существа могут телепатически общаться, используя эту связь, даже если они не знают общего языка. Связь действует на любом расстоянии в пределах одного плана существования. @@ -9194,7 +9194,7 @@ C Бард - В, С, М + В, С, М 3 8 часов (маленький хрустальный шарик) Неподвижный купол радиусом 10 футов появляется вокруг вас и остается на время действия заклинания. Он исчезает, если вы покидаете эту область. Девять существ Среднего или меньшего размера могут поместиться под куполом вместе с вами. Заклинание не срабатывает, если под куполом оказываются более крупные существа или более девяти существ. Существа, которые оказались под куполом в момент произнесения заклинания, могут свободно проходить сквозь него. Остальные существа не могут пройти сквозь него. Заклинания и другие магические эффекты не распространяются внутри купола и не проходят сквозь него. Внутри купола сухая и уютная атмосфера, независимо от погоды снаружи. Пока действует заклинание, вы можете включать тусклое освещение внутри купола. Купол непрозрачен снаружи и имеет любой цвет на ваш выбор, однако прозрачен изнутри. @@ -9204,7 +9204,7 @@ C - В, С, М + В, С, М 3 8 часов (маленький хрустальный шарик) Неподвижный купол радиусом 10 футов появляется вокруг вас и остается на время действия заклинания. Он исчезает, если вы покидаете эту область. Девять существ Среднего или меньшего размера могут поместиться под куполом вместе с вами. Заклинание не срабатывает, если под куполом оказываются более крупные существа или более девяти существ. Существа, которые оказались под куполом в момент произнесения заклинания, могут свободно проходить сквозь него. Остальные существа не могут пройти сквозь него. Заклинания и другие магические эффекты не распространяются внутри купола и не проходят сквозь него. Внутри купола сухая и уютная атмосфера, независимо от погоды снаружи. Пока действует заклинание, вы можете включать тусклое освещение внутри купола. Купол непрозрачен снаружи и имеет любой цвет на ваш выбор, однако прозрачен изнутри. @@ -9215,7 +9215,7 @@ C - В, С, М + В, С, М 3 8 часов (маленький хрустальный шарик) Неподвижный купол радиусом 10 футов появляется вокруг вас и остается на время действия заклинания. Он исчезает, если вы покидаете эту область. Девять существ Среднего или меньшего размера могут поместиться под куполом вместе с вами. Заклинание не срабатывает, если под куполом оказываются более крупные существа или более девяти существ. Существа, которые оказались под куполом в момент произнесения заклинания, могут свободно проходить сквозь него. Остальные существа не могут пройти сквозь него. Заклинания и другие магические эффекты не распространяются внутри купола и не проходят сквозь него. Внутри купола сухая и уютная атмосфера, независимо от погоды снаружи. Пока действует заклинание, вы можете включать тусклое освещение внутри купола. Купол непрозрачен снаружи и имеет любой цвет на ваш выбор, однако прозрачен изнутри. @@ -9458,7 +9458,7 @@ N Друид - В, С, M + В, С, M 9 Мгновенно (брызги святой воды и алмазы стоимостью не менее 25000 зм, которые расходуются при произнесении) Вы касаетесь существа, которое умерло не более 200 лет назад по любой причине кроме старости. Если душа существа свобода и согласна вернуться, то существо возвращается к жизни с полными ОЗ. Заклинание исцеляет все раны, неитрализует любые яды и болезни, снимает любые проклятия, от которых страдала цель в момент смерти. Заклинание заменяет все поврежденные или отсутствующие органы и конечности. Заклинание может даже создать новое тело, если оригинал более не существует, в этом случае вы должны произнести имя существа. Существо полявляется в любом незанятом месте в пределах 10 футов от вас. @@ -9469,7 +9469,7 @@ N Жрец - В, С, M + В, С, M 9 Мгновенно (брызги святой воды и алмазы стоимостью не менее 25000 зм, которые расходуются при произнесении) Вы касаетесь существа, которое умерло не более 200 лет назад по любой причине кроме старости. Если душа существа свобода и согласна вернуться, то существо возвращается к жизни с полными ОЗ. Заклинание исцеляет все раны, неитрализует любые яды и болезни, снимает любые проклятия, от которых страдала цель в момент смерти. Заклинание заменяет все поврежденные или отсутствующие органы и конечности. Заклинание может даже создать новое тело, если оригинал более не существует, в этом случае вы должны произнести имя существа. Существо полявляется в любом незанятом месте в пределах 10 футов от вас. @@ -9491,7 +9491,7 @@ T Чародей - В, С, M + В, С, M 3 Конц-я, до 1 мин (стружка корня лакричника) Выберите согласное существо, которое вы можете видеть в пределах дальности заклинания. Пока заклинание действует, скорость цели удваивается, она получает преимущество на спасброски по Ловкости, бонус +2 к КБ и одно добавочное действие каждый ход. Это действие можно потратить только на Атаку (только одна атака оружием), Рывок, Выход из Боя, Скрытность или Использование объекта. Когда заклинание заканчивается, цель не может двигаться или совершать действия до конца следующего хода, чувствуя бессилие. @@ -9524,7 +9524,7 @@ A Друид - В, С, М + В, С, М 0 Конц-я, до 1 мин (миниатюрный плащ) Вы касаетесь одного существа. Один раз, пока действует это заклинание, цель может бросить d4 и добавить результат к одному спасброску на свой выбор. Оно может бросить кубик до или после совершения спасброска. После этого заклинание заканчивается. @@ -9535,7 +9535,7 @@ A Жрец - В, С, М + В, С, М 0 Концентрация, до 1 минуты (миниатюрный плащ) Вы касаетесь одного существа. Один раз, пока действует это заклинание, цель может бросить d4 и добавить результат к одному спасброску на свой выбор. Оно может бросить кубик до или после совершения спасброска. После этого заклинание заканчивается. @@ -9623,7 +9623,7 @@ N Колдун - В, С, M + В, С, M 6 мгновенно (порошок черной жемчужины стоимостью не менее 500 зм) Шар отрицательной энергии радиусом 60 футов появляется в указанной вами точке в пределах дальности заклинания. Каждое существо в этой области должно сделать спасбросок по Телосложению. В случае провала оно получает 8d6 некротического урона, а в случае успеха - половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга или выше, урон увеличивается на 2d6 за каждый круг выше шестого. @@ -9634,7 +9634,7 @@ N Чародей - В, С, M + В, С, M 6 мгновенно (порошок черной жемчужины стоимостью не менее 500 зм) Шар отрицательной энергии радиусом 60 футов появляется в указанной вами точке в пределах дальности заклинания. Каждое существо в этой области должно сделать спасбросок по Телосложению. В случае провала оно получает 8d6 некротического урона, а в случае успеха - половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга или выше, урон увеличивается на 2d6 за каждый круг выше шестого. @@ -9656,7 +9656,7 @@ A Колдун - В, С, М + В, С, М 9 До рассеивания (изображение цели на веленовой бумаге или статуэтка, напоминающая её, специальный компонент зависит от выбранного подтипа заклинания, его стоимость должна быть не менее 500 зм за каждый КЗ цели) Вы создаете магическим способом ограничиваете существо, которое можете видеть в пределах дальности заклинания. Цель должна сделать успешный спасбросок по Мудрости или окажется под воздействием заклинания, в случае успеха, оно получает иммунитет к этому заклинанию, если вы произнесете его снова. Находясь под воздействием этого заклинания, существо не нуждается в воздухе, пище или воде и не стареет. Заклинания прорицания не могут обнаружить существо или воспринимать его. Произнося заклинание, вы выбираете один из следующих типов заточения. Погребение. Цель заточается глубоко под землей в магической сфере достаточно большого размера, чтобы вмещать цель. Ничто не может пройти сквозь сферу, а существо не может телепортироваться или использовать межпланарное перемещение, чтобы выбраться из нее. Специальным компонентом для этого типа заклинания является маленький мифриловый шар. Оковы. Тяжелые цепи, прочно закрепленные в замке, удерживают цель на месте. Цель закована до тех пор, пока действует заклинание. Она не может двигаться, и ее нельзя передвинуть никаким образом. Специальным компонентом для этого типа заклинания является изящная цепь из драгоценного металла. Огражденная тюрьма. Заклинание перемещает цель в маленькое подпространство, которое защищено от телепортации или межпланарных путешествий. Созданное подпространство может быть лабиринтом, клеткой, башней или любым другим сооружением на ваш выбор. Специальным компонентом для этого типа заклинания является маленькое изображение тюрьмы, сделанное из нефрита. Крохотное узилище. Цель уменьшается до размером 1 дюйма и помещается внутри драгоценного камня или другого подобного объекта. Свет может свободно проходить сквозь камень (позволяя цели видеть, что происходит снаружи, а другим видеть существо внутри камня), но больше ничто не может проникнуть внутрь, даже при помощи телепортации или межпланарных перемещений. Камень нельзя разрубить или сломать, пока действует заклинание. Специальным компонентом для этого типа заклинания является большой, прозрачный драгоценный камень, например корунд, алмаз или рубин. Глубокий сон. Цель засыпает, и ее нельзя разбудить никаким образом. Специальный компонент для этого типа заклинания состоит из редких усыпляющих трав. Вы касаетесь немагического оружия. Пока заклинание действует, это оружие становится волшебным и получает +1 к броскам атаки и урона. Окончание заклинания. Во время произношение заклинания, вы можете указать условие, при котором оно закончится и освободит цель. Условие может быть настолько специфичным и замысловатым, насколько вы хотите этого, но МП должен согласиться, что это условие приемлемо и его возможно выполнить. Условия могут использовать имя существа, его личность или божество, но в остальном должны основываться на наблюдаемых действиях или качествах, и не должны использовать неосязаемые параметры, такие как класс, уровень или ОЗ. Заклинание развеять магию может развеять это заклинание, только если оно произнесено в качестве заклинания 9 круга, а в качестве цели выбрана тюрьма или специальный компонент, использованый для ее создания. Вы можете использовать конкретный специальный компонент для создания только одной тюрьмы за раз. Если вы используете это заклинание снова, используя тот же самый специальный компонент, то первый пленник будет немедленно освобожден из заточения. @@ -9722,7 +9722,7 @@ T Волшебник - В, С, М + В, С, М 9 конц-я, до 1 часа (капля ртути, ложка гуммиарабика и струйка дыма) Выберите одно существо или немагический объект. Вы превращаете это существо в другое существо, существо в объект или объект в существо (он не должен быть во владении другого существа). Если вы концентрируетесь на заклинании до самого конца, то превращение становится постоянным. Существо в существо. Если вы превращаете в существо другого вида, то новая форма должна иметь уровень опасности, не превышающий уровень опасности цели. Действия существа ограничены возможностями новой формы. Снаряжение цели сливается с новой формой. Существо не может активировать, использовать или получать какие-то преимущества от своего снаряжения.Объект в существо. Вы можете превратить объект в любой вид существа. Существо дружелюбно к вам и вашим компаньонам. Оно действует каждый ваш ход. Существо в объект. Если вы превращаете существо в объект, оно превращается вместе со всем снаряжением и имуществом. @@ -9733,7 +9733,7 @@ T Колдун - В, С, М + В, С, М 9 конц-я, до 1 часа (капля ртути, ложка гуммиарабика и струйка дыма) Выберите одно существо или немагический объект, который вы можете видеть в пределах дальности заклинания. Вы превращаете это существо в другое существо, существо в объект или объект в существо (он не должен быть во владении другого существа). Превращение длится до окончания заклинания, пока ОЗ цели не упадут до 0 или пока оно не умрет. Если вы концентрируетесь на заклинании до самого конца, то превращение становится постоянным. Оборотни не подвержены воздействию этого заклинания. Несогласное существо может сделать успешный спасбросок по Мудрости, чтобы избежать превращения. Существо в существо. Если вы превращаете в существо другого вида, то новая форма должна иметь уровень опасности, не превышающий уровень опасности цели (или её уровень, если цель не имеет уровня опасности). Игровые характеристики цели, включая её умственные параметры, заменяются характеристиками новой формы. Однако цель сохраняет мировоззрение и личность. Цель получает ОЗ новой формы, а когда возвращается к своей обычной форме, то получает те ОЗ, которые были у нее до превращения. Если она превращается обратно из-за того, что ОЗ упали до 0, то весь остаточный урон наносится обычной форме. Если остаточный урон не опускает ОЗ обычной формы до 0, то цель остается в сознании. Действия существа ограничены возможностями новой формы, вы не можете говорить, произносить заклинания или совершать другие действия, требующие руки и речь, если новая форма не имеет таких возможностей. Снаряжение цели сливается с новой формой. Существо не может активировать, использовать или получать какие-то преимущества от своего снаряжения. Объект в существо. Вы можете превратить объект в любой вид существа, при условии, что оно не больше размера самого объекта и не имеет уровень опасности выше 9. Существо дружелюбно к вам и вашим компаньонам. Оно действует каждый ваш ход. Вы определяете его действия и передвижение. МП знает параметры существа и выполняет его действия и движения. Если заклинание становится постоянным, то вы теряете контроль над существом. Оно может остаться дружелюбным, в зависимости от того, как вы с ним обращались. Существо в объект. Если вы превращаете существо в объект, оно превращается вместе со всем снаряжением и имуществом. Существо получает параметры объекта и не запоминает то, что произошло, пока оно было в этом облике, после возвращения в нормальную форму. @@ -9744,7 +9744,7 @@ T Бард - В, С, М + В, С, М 9 Конц-я, до 1 часа (капля ртути, ложка гуммиарабика и струйка дыма) Выберите одно существо или немагический объект, который вы можете видеть в пределах дальности заклинания. Вы превращаете это существо в другое существо, существо в объект или объект в существо (он не должен быть во владении другого существа). Превращение длится до окончания заклинания, пока ОЗ цели не упадут до 0 или пока оно не умрет. Если вы концентрируетесь на заклинании до самого конца, то превращение становится постоянным. Оборотни не подвержены воздействию этого заклинания. Несогласное существо может сделать успешный спасбросок по Мудрости, чтобы избежать превращения. Существо в существо. Если вы превращаете в существо другого вида, то новая форма должна иметь уровень опасности, не превышающий уровень опасности цели (или её уровень, если цель не имеет уровня опасности). Игровые характеристики цели, включая её умственные параметры, заменяются характеристиками новой формы. Однако цель сохраняет мировоззрение и личность. Цель получает ОЗ новой формы, а когда возвращается к своей обычной форме, то получает те ОЗ, которые были у нее до превращения. Если она превращается обратно из-за того, что ОЗ упали до 0, то весь остаточный урон наносится обычной форме. Если остаточный урон не опускает ОЗ обычной формы до 0, то цель остается в сознании. Действия существа ограничены возможностями новой формы, вы не можете говорить, произносить заклинания или совершать другие действия, требующие руки и речь, если новая форма не имеет таких возможностей. Снаряжение цели сливается с новой формой. Существо не может активировать, использовать или получать какие-то преимущества от своего снаряжения. Объект в существо. Вы можете превратить объект в любой вид существа, при условии, что оно не больше размера самого объекта и не имеет уровень опасности выше 9. Существо дружелюбно к вам и вашим компаньонам. Оно действует каждый ваш ход. Вы определяете его действия и передвижение. МП знает параметры существа и выполняет его действия и движения. Если заклинание становится постоянным, то вы теряете контроль над существом. Оно может остаться дружелюбным, в зависимости от того, как вы с ним обращались. Существо в объект. Если вы превращаете существо в объект, оно превращается вместе со всем снаряжением и имуществом. Существо получает параметры объекта и не запоминает то, что произошло, пока оно было в этом облике, после возвращения в нормальную форму. @@ -9755,7 +9755,7 @@ EN Паладин - В, С, М + В, С, М 1 Концентрация, до 1 минуты (немного святой воды) Вы благословляете до трех существ на ваш выбор в пределах дальности заклинания. Каждый раз, когда цель совершает бросок атаки или спасбросок во время действия заклинания, она может бросить d4 и добавить результат к броску атаки или спасброску. На более высоких кругах. Когда вы произносите заклинание, используя ячейку 2 круга или выше, вы можете выбрать одно дополнительное существо за каждый круг выше 1. @@ -9766,7 +9766,7 @@ EN Жрец - В, С, М + В, С, М 1 Концентрация, до 1 минуты (немного святой воды) Вы благословляете до трех существ на ваш выбор в пределах дальности заклинания. Каждый раз, когда цель совершает бросок атаки или спасбросок во время действия заклинания, она может бросить d4 и добавить результат к броску атаки или спасброску. На более высоких кругах. Когда вы произносите заклинание, используя ячейку 2 круга или выше, вы можете выбрать одно дополнительное существо за каждый круг выше 1. @@ -9776,7 +9776,7 @@ EN - В, С, М + В, С, М 1 Концентрация, до 1 минуты (немного святой воды) Вы благословляете до трех существ на ваш выбор в пределах дальности заклинания. Каждый раз, когда цель совершает бросок атаки или спасбросок во время действия заклинания, она может бросить d4 и добавить результат к броску атаки или спасброску. На более высоких кругах. Когда вы произносите заклинание, используя ячейку 2 круга или выше, вы можете выбрать одно дополнительное существо за каждый круг выше 1. @@ -9788,7 +9788,7 @@ I Волшебник - В, С, М + В, С, М 7 конц-я, до 1 дня (маленькая копия вас, сделанная из материалов стоимостью не менее 5 зм) Вы создаете иллюзорную копию самого себя, которая существует, пока действует заклинание. Она появляется в любом месте в пределах дальности заклинание, которое вы видели раньше, независимо от мешающих препятствий. Иллюзия выглядит и издает звуки в точности как вы, но является нематериальной. Если иллюзия получает любой урон, то она исчезает, а заклинание заканчивается. В качестве действия вы можете перемещать иллюзию на расстояние, равное двукратной вашей скорости, а также заставить ее говорить, жестикулировать и совершать иные действия. Иллюзия идеально повторяет ваши поведенческие манеры. Вы можете видеть глазами иллюзии и слышать ее ушами так, словно вы находитесь на ее месте. В свой ход, в качестве дополнительного действия вы можете переключиться между своими чувствами и чувствами иллюзии. Пока вы используете чувства иллюзии, вы не можете воспринимать окружение через свои органы чувств. Физическое взаимодействие с образом позволяет понять, что это иллюзия, поскольку вещи проходят сквозь нее. В качестве действия существо может обследовать образ и определить, что это иллюзия, сделав успешную проверку Интеллекта (Анализ) против вашего КС заклинаний. Если существо узнает, что это иллюзия, то оно может видеть сквозь нее, а её звуки становятся глухими. @@ -9799,7 +9799,7 @@ I Бард - В, С, М + В, С, М 7 Конц-я, до 1 дня (маленькая копия вас, сделанная из материалов стоимостью не менее 5 зм) Вы создаете иллюзорную копию самого себя, которая существует, пока действует заклинание. Она появляется в любом месте в пределах дальности заклинание, которое вы видели раньше, независимо от мешающих препятствий. Иллюзия выглядит и издает звуки в точности как вы, но является нематериальной. Если иллюзия получает любой урон, то она исчезает, а заклинание заканчивается. В качестве действия вы можете перемещать иллюзию на расстояние, равное двукратной вашей скорости, а также заставить ее говорить, жестикулировать и совершать иные действия. Иллюзия идеально повторяет ваши поведенческие манеры. Вы можете видеть глазами иллюзии и слышать ее ушами так, словно вы находитесь на ее месте. В свой ход, в качестве дополнительного действия вы можете переключиться между своими чувствами и чувствами иллюзии. Пока вы используете чувства иллюзии, вы не можете воспринимать окружение через свои органы чувств. Физическое взаимодействие с образом позволяет понять, что это иллюзия, поскольку вещи проходят сквозь нее. В качестве действия существо может обследовать образ и определить, что это иллюзия, сделав успешную проверку Интеллекта (Анализ) против вашего КС заклинаний. Если существо узнает, что это иллюзия, то оно может видеть сквозь нее, а её звуки становятся глухими. @@ -9809,7 +9809,7 @@ I - В, С, М + В, С, М 7 конц-я, до 1 дня (маленькая копия вас, сделанная из материалов стоимостью не менее 5 зм) Вы создаете иллюзорную копию самого себя, которая существует, пока действует заклинание. Она появляется в любом месте в пределах дальности заклинание, которое вы видели раньше, независимо от мешающих препятствий. Иллюзия выглядит и издает звуки в точности как вы, но является нематериальной. Если иллюзия получает любой урон, то она исчезает, а заклинание заканчивается. В качестве действия вы можете перемещать иллюзию на расстояние, равное двукратной вашей скорости, а также заставить ее говорить, жестикулировать и совершать иные действия. Иллюзия идеально повторяет ваши поведенческие манеры. Вы можете видеть глазами иллюзии и слышать ее ушами так, словно вы находитесь на ее месте. В свой ход, в качестве дополнительного действия вы можете переключиться между своими чувствами и чувствами иллюзии. Пока вы используете чувства иллюзии, вы не можете воспринимать окружение через свои органы чувств. Физическое взаимодействие с образом позволяет понять, что это иллюзия, поскольку вещи проходят сквозь нее. В качестве действия существо может обследовать образ и определить, что это иллюзия, сделав успешную проверку Интеллекта (Анализ) против вашего КС заклинаний. Если существо узнает, что это иллюзия, то оно может видеть сквозь нее, а её звуки становятся глухими. @@ -9832,7 +9832,7 @@ T Чародей - В, С, M + В, С, M 0 1 раунд (короткий отрезок медной проволоки) Вы направляете палец на существо в пределах дальности заклинания и шепчете послание. Цель (и только она) слышит это послание и может ответить шепотом, который услышите только вы. Вы можете использовать это заклинание сквозь твердые объекты, если вы знакомы с целью и знаете, что она находится по другую сторону объекта. Магическая тишина, 1 фут камня, 1 дюйм обычного металла, тонкий слой свинца или 3 фута дерева блокируют заклинание. Заклинание может распространяться не только по прямой линии, но и свободно огибать углы и проникать в проемы. @@ -9843,7 +9843,7 @@ T Бард - В, С, M + В, С, M 0 1 раунд (короткий отрезок медной проволоки) Вы направляете палец на существо в пределах дальности заклинания и шепчете послание. Цель (и только она) слышит это послание и может ответить шепотом, который услышите только вы. Вы можете использовать это заклинание сквозь твердые объекты, если вы знакомы с целью и знаете, что она находится по другую сторону объекта. Магическая тишина, 1 фут камня, 1 дюйм обычного металла, тонкий слой свинца или 3 фута дерева блокируют заклинание. Заклинание может распространяться не только по прямой линии, но и свободно огибать углы и проникать в проемы. @@ -9887,7 +9887,7 @@ C Чародей - В, М + В, М 0 1 час (светлячок или фосфоресцирующий мох) Вы касаетесь одного объекта, размер которого не превышает 10 футов в любой из размерностей. Пока заклинание действует, объект излучает яркий свет на 20 футов от него и тусклый свет еще на 20 футов дальше. Окраска света может быть любой. Его можно заблокировать, накрыв объект чем-то непрозрачным. Действие заклинания заканчивается, если вы произносите его снова или отменяете в качестве действия. Если вы используете заклинание на объект, который одет или находится в руках враждебного существа, то это существо должно сделать спасбросок по Ловкости, чтобы избежать заклинания. @@ -9898,7 +9898,7 @@ C Жрец - В, М + В, М 0 1 час (светлячок или фосфоресцирующий мох) Вы касаетесь одного объекта, размер которого не превышает 10 футов в любой из размерностей. Пока заклинание действует, объект излучает яркий свет на 20 футов от него и тусклый свет еще на 20 футов дальше. Окраска света может быть любой. Его можно заблокировать, накрыв объект чем-то непрозрачным. Действие заклинания заканчивается, если вы произносите его снова или отменяете в качестве действия. Если вы используете заклинание на объект, который одет или находится в руках враждебного существа, то это существо должно сделать спасбросок по Ловкости, чтобы избежать заклинания. @@ -9909,7 +9909,7 @@ C Бард - В, М + В, М 0 1 час (светлячок или фосфоресцирующий мох) Вы касаетесь одного объекта, размер которого не превышает 10 футов в любой из размерностей. Пока заклинание действует, объект излучает яркий свет на 20 футов от него и тусклый свет еще на 20 футов дальше. Окраска света может быть любой. Его можно заблокировать, накрыв объект чем-то непрозрачным. Действие заклинания заканчивается, если вы произносите его снова или отменяете в качестве действия. Если вы используете заклинание на объект, который одет или находится в руках враждебного существа, то это существо должно сделать спасбросок по Ловкости, чтобы избежать заклинания. @@ -9975,7 +9975,7 @@ C Чародей - В, С, M + В, С, M 8 мгновенно (огонь и кусочек солнечного камня) Яркий солнечный свет вспыхивает в выбранной вами точке в пределах дальности заклинания, заполняя сферу радиусом 60 футов. Каждое существо, которое оказалось в этой сфере, должно сделать спасбросок по Телосложению. При провале существо получает 12d6 урона светом и ослепляется на одну минуту. При успехе существо получает половину этого урона и не ослепляется. Нежить и слизни получают помеху на этот спасбросок. Ослепленное этим заклинанием существо делает еще один спасбросок по Телосложению в конце каждого своего хода. В случае успеха слепота проходит. Данное заклинание рассеивает любую тьму магического происхождения в области действия. @@ -9986,7 +9986,7 @@ C Друид - В, С, M + В, С, M 8 мгновенно (огонь и кусочек солнечного камня) Яркий солнечный свет вспыхивает в выбранной вами точке в пределах дальности заклинания, заполняя сферу радиусом 60 футов. Каждое существо, которое оказалось в этой сфере, должно сделать спасбросок по Телосложению. При провале существо получает 12d6 урона светом и ослепляется на одну минуту. При успехе существо получает половину этого урона и не ослепляется. Нежить и слизни получают помеху на этот спасбросок. Ослепленное этим заклинанием существо делает еще один спасбросок по Телосложению в конце каждого своего хода. В случае успеха слепота проходит. Данное заклинание рассеивает любую тьму магического происхождения в области действия. @@ -10008,7 +10008,7 @@ EN Колдун - С, М + С, М 0 конц-я, до 1 мин (немного косметики на лице в момент произнесения заклинания) На время действия заклинания вы получаете преимущество при всех проверках Харизмы, направленных на одно, выбранное вами невраждебное существо. Когда заклинание заканчивается, существо осознает, что вы использовали магию, чтобы воздействовать на него, и становится враждебным. Существо, склонное к насилию, может атаковать вас. Другие могут искать другой способ наказать вас (по усмотрению МП), в зависимости от того, как вы с ним взаимодействовали. @@ -10019,7 +10019,7 @@ EN Чародей - С, М + С, М 0 Конц-я, до 1 мин (немного косметики на лице в момент произнесения заклинания) На время действия заклинания вы получаете преимущество при всех проверках Харизмы, направленных на одно, выбранное вами невраждебное существо. Когда заклинание заканчивается, существо осознает, что вы использовали магию, чтобы воздействовать на него, и становится враждебным. Существо, склонное к насилию, может атаковать вас. Другие могут искать другой способ наказать вас (по усмотрению МП), в зависимости от того, как вы с ним взаимодействовали. @@ -10030,7 +10030,7 @@ EN Бард - С, М + С, М 0 Конц-я, до 1 мин (немного косметики на лице в момент произнесения заклинания) На время действия заклинания вы получаете преимущество при всех проверках Харизмы, направленных на одно, выбранное вами невраждебное существо. Когда заклинание заканчивается, существо осознает, что вы использовали магию, чтобы воздействовать на него, и становится враждебным. Существо, склонное к насилию, может атаковать вас. Другие могут искать другой способ наказать вас (по усмотрению МП), в зависимости от того, как вы с ним взаимодействовали. @@ -10074,7 +10074,7 @@ T Чародей - В, С, M + В, С, M 2 8 часов (щепотка сушеной моркови или агат) Вы касаетесь согласного существа, даруя ему способность видеть в темноте. Пока действует заклинание, существо имеет темновидение в радиусе 60 футов. @@ -10085,7 +10085,7 @@ T Следопыт - В, С, M + В, С, M 2 8 часов (щепотка сушеной моркови или агат) Вы касаетесь согласного существа, даруя ему способность видеть в темноте. Пока действует заклинание, существо имеет темновидение в радиусе 60 футов. @@ -10096,7 +10096,7 @@ T Друид - В, С, M + В, С, M 2 8 часов (щепотка сушеной моркови или агат) Вы касаетесь согласного существа, даруя ему способность видеть в темноте. Пока действует заклинание, существо имеет темновидение в радиусе 60 футов. @@ -10118,7 +10118,7 @@ C Чародей - В, С, M + В, С, M 6 Конц-я, до 1 мин (увеличительное стекло) Луч яркого света шириной 5 футов и длиной 60 футов исходит из вашей руки. Каждое существо в этой линии должно сделать спасбросок по Телосложению. В случае провала существо получает 6d8 урона и ослепляется до вашего следующего хода. При успехе оно получает половину этого урона и не ослепляется. Нежить и слизни получают помеху на данный спасбросок. Пока действует заклинание, каждый ход в качестве действия вы можете создать новую линию света. Пока действует заклинание, в вашей руке сияет частица света, она излучает яркий свет в радиусе 30 футов и тусклый свет еще на 30 футов дальше. Этот свет считается солнечным. @@ -10129,7 +10129,7 @@ C Друид - В, С, M + В, С, M 6 Конц-я, до 1 мин (увеличительное стекло) Луч яркого света шириной 5 футов и длиной 60 футов исходит из вашей руки. Каждое существо в этой линии должно сделать спасбросок по Телосложению. В случае провала существо получает 6d8 урона и ослепляется до вашего следующего хода. При успехе оно получает половину этого урона и не ослепляется. Нежить и слизни получают помеху на данный спасбросок. Пока действует заклинание, каждый ход в качестве действия вы можете создать новую линию света. Пока действует заклинание, в вашей руке сияет частица света, она излучает яркий свет в радиусе 30 футов и тусклый свет еще на 30 футов дальше. Этот свет считается солнечным. @@ -10184,7 +10184,7 @@ C Жрец - В, С, M + В, С, M 2 Пока не рассеяно (рубиновая крошка стоимостью 50 зм, расходуется при произнесении) Пламя, равное по яркости факелу, возникает из объекта, которого вы коснулись. Эффект выглядит как обычное пламя, но оно не производит тепла и не расходует кислород. Вечный огонь можно закрыть или спрятать, но его нельзя ни погасить, ни потушить. @@ -10205,7 +10205,7 @@ C - В, С, M + В, С, M 2 Пока не рассеяно (рубиновая крошка стоимостью 50 зм, расходуется при произнесении) Пламя, равное по яркости факелу, возникает из объекта, которого вы коснулись. Эффект выглядит как обычное пламя, но оно не производит тепла и не расходует кислород. Вечный огонь можно закрыть или спрятать, но его нельзя ни погасить, ни потушить. @@ -10217,7 +10217,7 @@ N Жрец - В, С, M + В, С, M 3 10 минут (горящий фимиам) Вы даруете подобие жизни и разума выбранному вами трупу в пределах дальности заклилания, позволяя ему отвечать на ваши вопросы. Труп должен иметь рот и не быть нежитью. Заклинание не срабатывает, если труп был целью этого заклинания менее 10 дней назад. Пока действует заклинание, вы можете задать трупу до пяти вопросов. Труп знает только то, что он знал при жизни, включая языки. Ответы обычно краткие, загадочные и повторяющиеся, а труп не обязан давать вам правдивые ответы, если вы враждебны к нему или он считает вас врагом. Заклинание не возвращает душу существа в тело, лишь оживляет его сущность. Поэтому труп не может узнать новую информацию, не осознает то, что произошло с момента его смерти и не может размышлять о том, что произойдет. @@ -10228,7 +10228,7 @@ N Бард - В, С, M + В, С, M 3 10 минут (горящий фимиам) Вы даруете подобие жизни и разума выбранному вами трупу в пределах дальности заклилания, позволяя ему отвечать на ваши вопросы. Труп должен иметь рот и не быть нежитью. Заклинание не срабатывает, если труп был целью этого заклинания менее 10 дней назад. Пока действует заклинание, вы можете задать трупу до пяти вопросов. Труп знает только то, что он знал при жизни, включая языки. Ответы обычно краткие, загадочные и повторяющиеся, а труп не обязан давать вам правдивые ответы, если вы враждебны к нему или он считает вас врагом. Заклинание не возвращает душу существа в тело, лишь оживляет его сущность. Поэтому труп не может узнать новую информацию, не осознает то, что произошло с момента его смерти и не может размышлять о том, что произойдет. @@ -10238,7 +10238,7 @@ N - В, С, M + В, С, M 3 10 минут (горящий фимиам) Вы даруете подобие жизни и разума выбранному вами трупу в пределах дальности заклилания, позволяя ему отвечать на ваши вопросы. Труп должен иметь рот и не быть нежитью. Заклинание не срабатывает, если труп был целью этого заклинания менее 10 дней назад. Пока действует заклинание, вы можете задать трупу до пяти вопросов. Труп знает только то, что он знал при жизни, включая языки. Ответы обычно краткие, загадочные и повторяющиеся, а труп не обязан давать вам правдивые ответы, если вы враждебны к нему или он считает вас врагом. Заклинание не возвращает душу существа в тело, лишь оживляет его сущность. Поэтому труп не может узнать новую информацию, не осознает то, что произошло с момента его смерти и не может размышлять о том, что произойдет. @@ -10294,7 +10294,7 @@ EV Друид - В, С, M + В, С, M 6 Мгновенно (чаша, инкрустированная драгоценными камнями, стоимостью не менее 1000 зм, которая расходуется при произнесении) Вы призываете роскошный пир, состоящий из восхитительных блюд и напитков. Необходим 1 час, чтобы насытиться ним и получить даруемые им эффекты. В пире могут принимать участие до 12 существ. После участия в пире, существо получает ряд эффектов. Оно исцеляется от всех ядов и болезней, становится имунно к ядам и страху и получает преимущество на всех спасброски по Мудрости. Его максимальные ОЗ увеличивается на 2d10 и оно получает это количество ОЗ. Эти эффекты действуют в течение 24 часов. @@ -10305,7 +10305,7 @@ EV Жрец - В, С, M + В, С, M 6 Мгновенно (чаша, инкрустированная драгоценными камнями, стоимостью не менее 1000 зм, которая расходуется при произнесении) Вы призываете роскошный пир, состоящий из восхитительных блюд и напитков. Необходим 1 час, чтобы насытиться ним и получить даруемые им эффекты. В пире могут принимать участие до 12 существ. После участия в пире, существо получает ряд эффектов. Оно исцеляется от всех ядов и болезней, становится имунно к ядам и страху и получает преимущество на всех спасброски по Мудрости. Его максимальные ОЗ увеличивается на 2d10 и оно получает это количество ОЗ. Эти эффекты действуют в течение 24 часов. @@ -10338,7 +10338,7 @@ D Волшебник - В, С, М + В, С, М 9 8 часов (перо колибри) Касаясь согласного существа, вы даруете ему ограниченную способность заглядывать в недалекое будущее. До тех пор, пока действует заклинание, цель нельзя застать врасплох, и она получает преимущество на броски атаки, спасброски и проверки параметров. Другие существа получают помеху на броски атаки против этой цели. Заклинание сразу заканчивается, если вы произносите его снова до того, как оно закончилось. @@ -10349,7 +10349,7 @@ D Колдун - В, С, М + В, С, М 9 8 часов (перо колибри) Касаясь согласного существа, вы даруете ему ограниченную способность заглядывать в недалекое будущее. До тех пор, пока действует заклинание, цель нельзя застать врасплох, и она получает преимущество на броски атаки, спасброски и проверки параметров. Другие существа получают помеху на броски атаки против этой цели. Заклинание сразу заканчивается, если вы произносите его снова до того, как оно закончилось. @@ -10360,7 +10360,7 @@ D Друид - В, С, М + В, С, М 9 8 часов (перо колибри) Касаясь согласного существа, вы даруете ему ограниченную способность заглядывать в недалекое будущее. До тех пор, пока действует заклинание, цель нельзя застать врасплох, и она получает преимущество на броски атаки, спасброски и проверки параметров. Другие существа получают помеху на броски атаки против этой цели. Заклинание сразу заканчивается, если вы произносите его снова до того, как оно закончилось. @@ -10371,7 +10371,7 @@ D Бард - В, С, М + В, С, М 9 8 часов (перо колибри) Касаясь согласного существа, вы даруете ему ограниченную способность заглядывать в недалекое будущее. До тех пор, пока действует заклинание, цель нельзя застать врасплох, и она получает преимущество на броски атаки, спасброски и проверки параметров. Другие существа получают помеху на броски атаки против этой цели. Заклинание сразу заканчивается, если вы произносите его снова до того, как оно закончилось. @@ -10382,7 +10382,7 @@ N Волшебник - В, С, М + В, С, М 6 До рассеивания (драгоценный камень, кристалл, реликварий или другая украшенная емкость стоимостью не менее 500 золотых) Ваше тело впадает в кататоническое состояние, поскольку душа покидает его и входит в сосуд, который вы использовали в качестве материального компонента. Пока ваша душа находится в сосуде, вы осознаете всё, что происходит вокруг, слово вы сами находитесь на месте сосуда. Вы не можете двигаться или реагировать. Единственное действие, которое вам доступно, это процекция вашей души на расстояние до 100 футов от сосуда, либо чтобы вернуться в свое тело, либо чтобы попытаться овладеть телом другого гуманоида. Вы может овладеть телом любого гуманоида, которого вы можете видеть в пределах 100 футов (существа, находящиеся под воздействием заклинаний защита от зла и добра или магический круг, имунны к этому заклинанию). Цель должна сделать спасбросок по Харизме. В случае неудачи ваша душа перемещается в тело цели, а цель оказывается заперта в сосуде. В случае удачи цель сопротивляется вашей попытке, и вы не можете пытаться повторно овладеть ей в течение 24 часов. Овладев телом, вы можете управлять им. Ваши игровые характеристики заменяются характеристиками существа, но вы сохраняете мировоззрение, а также параметры Интеллекта, Мудрости и Харизмы. Если цель имеет уровни каких-либо классов, то вы не можете использовать его классовые способности. Тем временем, душа существа может воспринимать окружающий мир из сосуда, однако не может двигаться или совершать какие-либо действия. Находясь в теле, вы можете вернуться в сосуд в качестве действия, если он находится в пределах 100 футов от вас. Душа существа возвращается в свое тело. Если тело существа умирает, когда вы находитесь в нем, то существо умирает, а вы должны сделать спасбросок по Харизме против своего же КС заклинаний. В случае успеха, вы возвращаетесь в сосуд, если он находится в пределах 100 футов от вас. В противном случае вы умираете. Если сосуд уничтожен или заклинание заканчивается, то ваша душа немедленно возвращается в свое тело. Если ваше тело находится более чем в 100 футах от сосуда или оно мертво, то вы умираете. Если в момент уничтожения сосуда в нем находится душа другого существа, то она возвращается в свое тело, если оно находится в пределах 100 футов и живо. В противном случае существо умирает. Когда заклинание заканчивается, сосуд уничтожается. @@ -10393,7 +10393,7 @@ C Волшебник - В, С, М + В, С, М 4 10 минут (немного фосфора или светлячок) Тонкие и легкие языки пламени окружают ваше тело, пока действует заклинание, излучая яркий свет в радиусе 10 футов и тусклый свет еще на 10 футов дальше. В качестве действия вы можете досрочно прекратить заклинание. Пламя дает вам щит тепла или щит холода на ваш выбор. Щит тепла дает вам сопротивление к урону холодом, а щит холода - сопротивление к огненному урону. Кроме того, каждый раз, когда существо в 5 футах от вас попадает по вам атакой ближнего боя, щит извергает пламя. Атакующий получает 2d8 урона огнем от щита тепла и 2d8 урона холодом от щита холода. @@ -10403,7 +10403,7 @@ C - В, С, М + В, С, М 4 10 минут (немного фосфора или светлячок) Тонкие и легкие языки пламени окружают ваше тело, пока действует заклинание, излучая яркий свет в радиусе 10 футов и тусклый свет еще на 10 футов дальше. В качестве действия вы можете досрочно прекратить заклинание. Пламя дает вам щит тепла или щит холода на ваш выбор. Щит тепла дает вам сопротивление к урону холодом, а щит холода - сопротивление к огненному урону. Кроме того, каждый раз, когда существо в 5 футах от вас попадает по вам атакой ближнего боя, щит извергает пламя. Атакующий получает 2d8 урона огнем от щита тепла и 2d8 урона холодом от щита холода. @@ -10414,7 +10414,7 @@ C - В, С, М + В, С, М 4 10 минут (немного фосфора или светлячок) Тонкие и легкие языки пламени окружают ваше тело, пока действует заклинание, излучая яркий свет в радиусе 10 футов и тусклый свет еще на 10 футов дальше. В качестве действия вы можете досрочно прекратить заклинание. Пламя дает вам щит тепла или щит холода на ваш выбор. Щит тепла дает вам сопротивление к урону холодом, а щит холода - сопротивление к огненному урону. Кроме того, каждый раз, когда существо в 5 футах от вас попадает по вам атакой ближнего боя, щит извергает пламя. Атакующий получает 2d8 урона огнем от щита тепла и 2d8 урона холодом от щита холода. @@ -10583,7 +10583,7 @@ С 2 Концентрация, до 1 часа - Вы касаетесь согласного животного. В качестве действия вы можете видеть глазами животного и слышать его ушами. Вы можете продолжать это делать, пока не вернетесь к своим нормальным чувствам в качестве действия, или пока время заклинания не истечет. Воспринимая мир через чувства животного, вы получаете все преимущества от его особых способностей связанных с чувствами, но слепы и глухи к вашему собственному окружению. + Вы касаетесь согласного животного. В качестве действия вы можете видеть глазами животного и слышать его ушами. Вы можете продолжать это делать, пока не вернетесь к своим нормальным чувствам в качестве действия, или пока время заклинания не истечет. Воспринимая мир через чувства животного, вы получаете все преимущества от его особых способностей связанных с чувствами, но слепы и глухи к вашему собственному окружению. Касание Звериные чувства (Ритуал) (Beast Sense) @@ -10594,7 +10594,7 @@ С 2 Конц-я, до 1 часа - Вы касаетесь согласного животного. В качестве действия вы можете видеть глазами животного и слышать его ушами. Вы можете продолжать это делать, пока не вернетесь к своим нормальным чувствам в качестве действия, или пока время заклинания не истечет. Воспринимая мир через чувства животного, вы получаете все преимущества от его особых способностей связанных с чувствами, но слепы и глухи к вашему собственному окружению. + Вы касаетесь согласного животного. В качестве действия вы можете видеть глазами животного и слышать его ушами. Вы можете продолжать это делать, пока не вернетесь к своим нормальным чувствам в качестве действия, или пока время заклинания не истечет. Воспринимая мир через чувства животного, вы получаете все преимущества от его особых способностей связанных с чувствами, но слепы и глухи к вашему собственному окружению. Касание Звериные чувства (Ритуал) (Beast Sense) @@ -10613,7 +10613,7 @@ C Чародей - В, С, M + В, С, M 4 Конц-я, до 1 мин (маленький кусочек фосфора) Вы создаете стену огня на твердой поверхности в пределах дальности заклинания. Вы можете сделать стену длиной до 60 футов, высотой до 20 футов и 1 фут толщиной, или кольцо 20 футов в диаметре, 20 футов высотой и 1 фут толщиной. Стена непрозрачна и исчезает после окончания заклинания. Когда стена появляется, каждое существо в пределах ее области должно сделать спасбросок по Ловкости. В случае провала оно получает 5d8 урона огнем, а в случае успеха - половину этого урона. Одна сторона стены, которую вы выбираете в момент произнесения, наносит 5d8 урона огнем каждому существу, которое заканчивает свой ход в пределах 10 футов от этой стороны или внутри нее. Существо также получает этот урон, если первый раз за ход входит в стену или заканчивает свой ход в ней. Другая сторона стены не наносит урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то урон увеличивается на 1d8 за каждый круг выше четвертого. @@ -10624,7 +10624,7 @@ C Друид - В, С, M + В, С, M 4 Конц-я, до 1 мин (маленький кусочек фосфора) Вы создаете стену огня на твердой поверхности в пределах дальности заклинания. Вы можете сделать стену длиной до 60 футов, высотой до 20 футов и 1 фут толщиной, или кольцо 20 футов в диаметре, 20 футов высотой и 1 фут толщиной. Стена непрозрачна и исчезает после окончания заклинания. Когда стена появляется, каждое существо в пределах ее области должно сделать спасбросок по Ловкости. В случае провала оно получает 5d8 урона огнем, а в случае успеха - половину этого урона. Одна сторона стены, которую вы выбираете в момент произнесения, наносит 5d8 урона огнем каждому существу, которое заканчивает свой ход в пределах 10 футов от этой стороны или внутри нее. Существо также получает этот урон, если первый раз за ход входит в стену или заканчивает свой ход в ней. Другая сторона стены не наносит урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то урон увеличивается на 1d8 за каждый круг выше четвертого. @@ -10668,7 +10668,7 @@ C Волшебник - В, С, М + В, С, М 6 10 дней (ваша статуэтка, вырезанная из слоновой кости и украшенная камнями, стоимостью не менее 1500 зм) Выберите заклинание 5 круга ил ниже, которое вы можете произносить, которое применяется на вас и готовится одно действие. Вы произносите его, в качестве части заклинания предосторожность, однако его эффект не проявляется. Вместо этого, оно срабатывает в определенных условиях. Вы определяете это условие при произнесении заклинания. Например, вы произносите предосторожность и подводное дыхание, и задаете условие, что подводное дыхание сработает, если вы окажетесь в воде или другой подобной жидкости. Заклинание срабатывает сразу после того, как заданное условие соблюдено в первый раз, независимо от того, хотите вы этого или нет. Затем предосторожность заканчивается. Заклинание действует только на вас, даже если обычно его можно применять на других. Вы можете использовать лишь одно заклинание предосторожность за раз. Если вы произносите его снова, то предыдущее заканчивается. Оно также заканчивается, если вы лишаетесь материального компонента, который был использован для произнесения. @@ -10866,7 +10866,7 @@ EN Колдун - В, С, M + В, С, M 2 конц-я, до 1 мин (маленький, ровный кусочек железа) Выберите гуманоида, которого вы можете видеть в пределах дальности заклинания. Цель должна сделать спасбросок по Мудрости или будет парализована на время действия заклинания. В конце каждого своего хода цель может сделать новый спасбросок по Мудрости. В случае успеха заклинание заканчивается для этой цели. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то можете использовать его на однго дополнительного гуманоида за каждый круг выше второго. Существа должны находиться в пределах 30 футов друг от друга, когда вы произносите заклинание. @@ -10877,7 +10877,7 @@ EN Чародей - В, С, M + В, С, M 2 Конц-я, до 1 мин (маленький, ровный кусочек железа) Выберите гуманоида, которого вы можете видеть в пределах дальности заклинания. Цель должна сделать спасбросок по Мудрости или будет парализована на время действия заклинания. В конце каждого своего хода цель может сделать новый спасбросок по Мудрости. В случае успеха заклинание заканчивается для этой цели. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то можете использовать его на однго дополнительного гуманоида за каждый круг выше второго. Существа должны находиться в пределах 30 футов друг от друга, когда вы произносите заклинание. @@ -10888,7 +10888,7 @@ EN Друид - В, С, M + В, С, M 2 Конц-я, до 1 мин (маленький, ровный кусочек железа) Выберите гуманоида, которого вы можете видеть в пределах дальности заклинания. Цель должна сделать спасбросок по Мудрости или будет парализована на время действия заклинания. В конце каждого своего хода цель может сделать новый спасбросок по Мудрости. В случае успеха заклинание заканчивается для этой цели. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то можете использовать его на однго дополнительного гуманоида за каждый круг выше второго. Существа должны находиться в пределах 30 футов друг от друга, когда вы произносите заклинание. @@ -10899,7 +10899,7 @@ EN Жрец - В, С, M + В, С, M 2 Концентрация, до 1 минуты (маленький, ровный кусочек железа) Выберите гуманоида, которого вы можете видеть в пределах дальности заклинания. Цель должна сделать спасбросок по Мудрости или будет парализована на время действия заклинания. В конце каждого своего хода цель может сделать новый спасбросок по Мудрости. В случае успеха заклинание заканчивается для этой цели. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то можете использовать его на однго дополнительного гуманоида за каждый круг выше второго. Существа должны находиться в пределах 30 футов друг от друга, когда вы произносите заклинание. @@ -10910,7 +10910,7 @@ EN Бард - В, С, M + В, С, M 2 Конц-я, до 1 мин (маленький, ровный кусочек железа) Выберите гуманоида, которого вы можете видеть в пределах дальности заклинания. Цель должна сделать спасбросок по Мудрости или будет парализована на время действия заклинания. В конце каждого своего хода цель может сделать новый спасбросок по Мудрости. В случае успеха заклинание заканчивается для этой цели. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то можете использовать его на однго дополнительного гуманоида за каждый круг выше второго. Существа должны находиться в пределах 30 футов друг от друга, когда вы произносите заклинание. @@ -10954,7 +10954,7 @@ EV Колдун - В, С, М + В, С, М 3 конц-я, до 1 мин (маринованное щупальце осьминога) Вы открываете врата в межзвездную темноту, область, которую населяют лишь неведомые ужасы. В указанном вами месте в пределах дальности появляется черная сфера радиусом 20 футов, от которой исходит сильный холод. Оттуда доносится какофония мягких шепотов и хлюпающих звуков, которые слышно на расстоянии 30 футов. Никакой свет, магический или нет, не может осветить эту область. Все существа в ней полностью ослеплены. Пустота искривляет ткань пространства и поэтому область считается труднопроходимой местностью. Каждое существо, которое начинает свой ход в этой области, получает 2d6 урона холодом. Любое существо, которое заканчивает свой ход в этой области, должно сделать успешный спасбросок по Ловкости или получит 2d6 урона кислотой, поскольку его задевают потусторонние щупальца. @@ -10965,7 +10965,7 @@ D Бард - В, С, М + В, С, М 1 Мгновенно (жемчужина стоимостью не менее 100 зм и перо совы) Вы выбираете один объект, которого вы должны касаться, пока произносите заклинание. Если это магический предмет или другой объект, наделенный магией, то вы узнааете свойства этого предмета и способ его использования, требования и количество зарядов, если они есть. Вы узнаете, какие заклинания действуют на предмет. Если сам предмет был создан заклинанием, то вы узнаете каким. Если вместо этого вы прикоснетесь к существу, то вы узнаете, какие заклинания действуют на него в этот момент. @@ -10975,7 +10975,7 @@ D - В, С, М + В, С, М 1 Мгновенно (жемчужина стоимостью не менее 100 зм и перо совы) Вы выбираете один объект, которого вы должны касаться, пока произносите заклинание. Если это магический предмет или другой объект, наделенный магией, то вы узнааете свойства этого предмета и способ его использования, требования и количество зарядов, если они есть. Вы узнаете, какие заклинания действуют на предмет. Если сам предмет был создан заклинанием, то вы узнаете каким. Если вместо этого вы прикоснетесь к существу, то вы узнаете, какие заклинания действуют на него в этот момент. @@ -10986,7 +10986,7 @@ D - В, С, М + В, С, М 1 Мгновенно (жемчужина стоимостью не менее 100 зм и перо совы) Вы выбираете один объект, которого вы должны касаться, пока произносите заклинание. Если это магический предмет или другой объект, наделенный магией, то вы узнааете свойства этого предмета и способ его использования, требования и количество зарядов, если они есть. Вы узнаете, какие заклинания действуют на предмет. Если сам предмет был создан заклинанием, то вы узнаете каким. Если вместо этого вы прикоснетесь к существу, то вы узнаете, какие заклинания действуют на него в этот момент. @@ -11009,7 +11009,7 @@ C Друид - В, С, M + В, С, M 4 мгновенно (щепотка пыли и несколько капель воды) Град из очень твердого льда начинает идти в цилиндре с радиусом 20 футов и высотой 40 футов в указанной вами точке в пределах дальности заклинания. Каждое существо в цилиндре должно сделать спасбросок по Ловкости. В случае провала существо получает 2d8 дробящего урона и 4d6 урона холодом, а при успехе - половину этого урона. Градины превращают область действия заклинания в труднопроходимую местность. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то дробящий урон увеличивается на 1d8 за каждый круг выше четвертого. @@ -11020,7 +11020,7 @@ C Чародей - В, С, M + В, С, M 4 мгновенно (щепотка пыли и несколько капель воды) Град из очень твердого льда начинает идти в цилиндре с радиусом 20 футов и высотой 40 футов в указанной вами точке в пределах дальности заклинания. Каждое существо в цилиндре должно сделать спасбросок по Ловкости. В случае провала существо получает 2d8 дробящего урона и 4d6 урона холодом, а при успехе - половину этого урона. Градины превращают область действия заклинания в труднопроходимую местность. На более высоких кругах. Если вы произносите заклинание, используя ячейку 5 круга или выше, то дробящий урон увеличивается на 1d8 за каждый круг выше четвертого. @@ -11119,7 +11119,7 @@ A Жрец - В, С, M + В, С, M 1 1 минута (маленькое серебряное зеркальце) Вы защищаете существо в пределах дальности заклинания от атаки. Пока заклинание действует, любое существо, которое атакует защищенную цель или использует на нее вредоносное заклинание, должно сделать спасбросок по Мудрости. При провале существо должно выбрать другую цель или потерять эту атаку или заклинание. Заклинание не защищает цель от эффектов, действующих на область, например от взрыва огненного шара. Если защищенная цель атакует или произносит заклинание, которое воздействует на враждебное существо, то заклинание заканчивается. @@ -11129,7 +11129,7 @@ A - В, С, M + В, С, M 1 1 минута (маленькое серебряное зеркальце) Вы защищаете существо в пределах дальности заклинания от атаки. Пока заклинание действует, любое существо, которое атакует защищенную цель или использует на нее вредоносное заклинание, должно сделать спасбросок по Мудрости. При провале существо должно выбрать другую цель или потерять эту атаку или заклинание. Заклинание не защищает цель от эффектов, действующих на область, например от взрыва огненного шара. Если защищенная цель атакует или произносит заклинание, которое воздействует на враждебное существо, то заклинание заканчивается. @@ -11141,7 +11141,7 @@ C Друид - В, С, M + В, С, M 2 Конц-я, до 1 мин (несколько семян луносемянника и кусочек матового шпата) Серебряный луч бледного света появляется в указанной вами точке в пределах дальности заклинания и освещает цилиндр радиусом 5 футов и высотой 40 футов. Пока действует это заклинание, тусклый свет заполняет этот цилиндр. Когда существо заходит в область действия в первый раз за ход или начинает свой ход в ней, его охватывают призрачные языки пламени, обжигающие тело. Существо должно сделать спасбросок по Телосложению. При провале оно получает 2d10 урона светом, а при успехе - половину этого урона. Оборотень получает помеху на этот спасбросок. В случае провала он мгновенно возращается в обычную форму и не может изменять ее, пока не покинет область заклинания. Каждый ход, после произнесения заклинания, вы в качестве действия можете перемещать луч на 60 футов в любом направлении. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то урон увеличивается на 1d10 за каждый круг выше второго. @@ -11151,7 +11151,7 @@ C - В, С, M + В, С, M 2 Конц-я, до 1 мин (несколько семян луносемянника и кусочек матового шпата) Серебряный луч бледного света появляется в указанной вами точке в пределах дальности заклинания и освещает цилиндр радиусом 5 футов и высотой 40 футов. Пока действует это заклинание, тусклый свет заполняет этот цилиндр. Когда существо заходит в область действия в первый раз за ход или начинает свой ход в ней, его охватывают призрачные языки пламени, обжигающие тело. Существо должно сделать спасбросок по Телосложению. При провале оно получает 2d10 урона светом, а при успехе - половину этого урона. Оборотень получает помеху на этот спасбросок. В случае провала он мгновенно возращается в обычную форму и не может изменять ее, пока не покинет область заклинания. Каждый ход, после произнесения заклинания, вы в качестве действия можете перемещать луч на 60 футов в любом направлении. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то урон увеличивается на 1d10 за каждый круг выше второго. @@ -11163,7 +11163,7 @@ EN Волшебник - В, С, М + В, С, М 8 мгновенно (горсть глины, хрустальные, стеклянные или минеральные сферы) Вы поражаете разум существа, которое вы можете видеть в пределах дальности заклинания, пытаясь разрушить его личность и интеллект. Существо получает 4d6 психического урона и должно сделать спасбросок по Интеллекту. При провале Интеллект и Харизма существа падает до 1. Оно не может произносить заклинания, активировать магические предметы, понимать языки или общаться любым понятным способом. Однако оно может распознавать своих товарищей, следовать за ними и даже защищать их. По истечении 30 дней, существо может повторить спасбросок против этого заклинания. В случае успеха заклинание кончается. Его также можно развеять, используя такие заклинания как улучшенное восстановление, лечение или исполнение желаний. @@ -11174,7 +11174,7 @@ EN Колдун - В, С, М + В, С, М 8 мгновенно (горсть глины, хрустальные, стеклянные или минеральные сферы) Вы поражаете разум существа, которое вы можете видеть в пределах дальности заклинания, пытаясь разрушить его личность и интеллект. Существо получает 4d6 психического урона и должно сделать спасбросок по Интеллекту. При провале Интеллект и Харизма существа падает до 1. Оно не может произносить заклинания, активировать магические предметы, понимать языки или общаться любым понятным способом. Однако оно может распознавать своих товарищей, следовать за ними и даже защищать их. По истечении 30 дней, существо может повторить спасбросок против этого заклинания. В случае успеха заклинание кончается. Его также можно развеять, используя такие заклинания как улучшенное восстановление, лечение или исполнение желаний. @@ -11185,7 +11185,7 @@ EN Друид - В, С, М + В, С, М 8 Мгновенно (горсть глины, хрустальные, стеклянные или минеральные сферы) Вы поражаете разум существа, которое вы можете видеть в пределах дальности заклинания, пытаясь разрушить его личность и интеллект. Существо получает 4d6 психического урона и должно сделать спасбросок по Интеллекту. При провале Интеллект и Харизма существа падает до 1. Оно не может произносить заклинания, активировать магические предметы, понимать языки или общаться любым понятным способом. Однако оно может распознавать своих товарищей, следовать за ними и даже защищать их. По истечении 30 дней, существо может повторить спасбросок против этого заклинания. В случае успеха заклинание кончается. Его также можно развеять, используя такие заклинания как улучшенное восстановление, лечение или исполнение желаний. @@ -11196,7 +11196,7 @@ EN Бард - В, С, М + В, С, М 8 Мгновенно (горсть глины, хрустальные, стеклянные или минеральные сферы) Вы поражаете разум существа, которое вы можете видеть в пределах дальности заклинания, пытаясь разрушить его личность и интеллект. Существо получает 4d6 психического урона и должно сделать спасбросок по Интеллекту. При провале Интеллект и Харизма существа падает до 1. Оно не может произносить заклинания, активировать магические предметы, понимать языки или общаться любым понятным способом. Однако оно может распознавать своих товарищей, следовать за ними и даже защищать их. По истечении 30 дней, существо может повторить спасбросок против этого заклинания. В случае успеха заклинание кончается. Его также можно развеять, используя такие заклинания как улучшенное восстановление, лечение или исполнение желаний. @@ -11206,7 +11206,7 @@ EN - В, С, М + В, С, М 8 мгновенно (горсть глины, хрустальные, стеклянные или минеральные сферы) Вы поражаете разум существа, которое вы можете видеть в пределах дальности заклинания, пытаясь разрушить его личность и интеллект. Существо получает 4d6 психического урона и должно сделать спасбросок по Интеллекту. При провале Интеллект и Харизма существа падает до 1. Оно не может произносить заклинания, активировать магические предметы, понимать языки или общаться любым понятным способом. Однако оно может распознавать своих товарищей, следовать за ними и даже защищать их. По истечении 30 дней, существо может повторить спасбросок против этого заклинания. В случае успеха заклинание кончается. Его также можно развеять, используя такие заклинания как улучшенное восстановление, лечение или исполнение желаний. @@ -11218,7 +11218,7 @@ C Друид - В, С, M + В, С, M 2 Конц-я, до 10 мин (лист сумаха) В вашей свободной руке появляется огненный клинок. По форме и размеру он похож на скимитар. Клинок исчезает, если вы выпускаете его из руки, но вы можете призвать его снова в качестве дополнительного действия. В качестве действия вы можете сделать Выную атаку ближнего боя. При попадании цель получает 3d6 урона огнем. Клинок пламени излучает яркий свет в радиусе 10 футов и тусклый свет еще на 10 футов дальше. На более высоких кругах. Если вы произносите заклинание, используя ячейку 4 круга или выше, то урон увеличивается на 1d6 за каждые 2 круга выше второго. @@ -11383,7 +11383,7 @@ C Чародей - В, С, M + В, С, M 5 мгновенно (маленький хрустальный или стеклянный конус) Волна холода вылетает из ваших рук. Каждое существо в 60 футовом конусе должно сделать спасбросок по Телосложению. В случае провала существо получает 8d8 урона холодом, в случае успеха - половину этого урона. Существо, убитое этим заклинанием, превращается в замороженную статую, пока не оттает. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то урон увеличивается на 1d8 за каждый круг выше пятого. @@ -11405,7 +11405,7 @@ T Друид - В, С, М + В, С, М 2 Конц-я, до 1 мин (кусочек железа и огонь) Выберите рукотворный металлический объект, например оружие или доспехи, который вы можете видеть в пределах дальности заклинания. Вы раскаляете этот объект докрасна. Любое существо, находящееся в физическом контакте с этим объектом, получает 2d8 урона огнем, в момент, когда вы произносите это заклинание. Пока заклинание действует, каждый последующий ход вы можете нанести этот урон в качестве дополнительного действия. Если существо держит или носит на себе объект и получает от него урон, то оно должно сделать успешный спасбросок по Телосложению или бросить объект, если может. Если оно не бросает объект, то получает помеху на броски атаки и проверки параметров до начала вашего следующего хода. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то урон увеличивается на 1d8 за каждый круг выше второго. @@ -11416,7 +11416,7 @@ T Бард - В, С, М + В, С, М 2 Конц-я, до 1 мин (кусочек железа и огонь) Выберите рукотворный металлический объект, например оружие или доспехи, который вы можете видеть в пределах дальности заклинания. Вы раскаляете этот объект докрасна. Любое существо, находящееся в физическом контакте с этим объектом, получает 2d8 урона огнем, в момент, когда вы произносите это заклинание. Пока заклинание действует, каждый последующий ход вы можете нанести этот урон в качестве дополнительного действия. Если существо держит или носит на себе объект и получает от него урон, то оно должно сделать успешный спасбросок по Телосложению или бросить объект, если может. Если оно не бросает объект, то получает помеху на броски атаки и проверки параметров до начала вашего следующего хода. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то урон увеличивается на 1d8 за каждый круг выше второго. @@ -11427,7 +11427,7 @@ D Волшебник - В, С, М + В, С, М 4 конц-я, до 1 часа (немного меха летучей мыши) Вы создаете невидимый, магический глаз, который парит в воздухе, пока действует заклинание. Вы телепатически получает визуальную информацию от глаза, который имеет нормальное зрение и темновидение на 30 футов. Глаз может видеть во всех направлениях. В качестве действия вы можете передвинуть глаз на 30 футов в любом направлении. Глаз может двигаться куда угодно без ограничений, однако не может перейти на другой план существования. Твердые поверхности блокируют движение глаза, но он может протиснуться в промежуток диаметром в 1 дюйм. @@ -11437,7 +11437,7 @@ D - В, С, М + В, С, М 4 конц-я, до 1 часа (немного меха летучей мыши) Вы создаете невидимый, магический глаз, который парит в воздухе, пока действует заклинание. Вы телепатически получает визуальную информацию от глаза, который имеет нормальное зрение и темновидение на 30 футов. Глаз может видеть во всех направлениях. В качестве действия вы можете передвинуть глаз на 30 футов в любом направлении. Глаз может двигаться куда угодно без ограничений, однако не может перейти на другой план существования. Твердые поверхности блокируют движение глаза, но он может протиснуться в промежуток диаметром в 1 дюйм. @@ -11449,7 +11449,7 @@ EV Следопыт - В, С, М + В, С, М 3 Мгновенно (один боеприпас или метательное оружие) Вы выстреливаете из оружия дальнего боя немагическим боеприпасом или бросаете немагическое метательное оружие в воздух, чтобы создать конус одинаковых оружий, которые выстреливают вперед, а затем исчезают. Каждое существо в конусе 60 футов должно сделать спасбросок по Ловкости. В случае провала существо получает 3d8 урона, а в случае успеха - половину этого урона. Тип урона зависит от использованного оружия или боеприпаса. @@ -11471,7 +11471,7 @@ D Следопыт - В, С, M + В, С, M 4 Концентрация, до 1 часа (кусочек шерсти ищейки) Опишите или назовите существо, которое вам знакомо. Вы чувствуете, в каком направлении оно находится, если оно в пределах 1000 футов от вас. Если существо перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретное существо, известное вам, если вы видели его вблизи (30 футов) хотя бы раз. Если описанное или названное вами существо, находится под воздействием заклинания перевоплощение, то заклинание не сможет его обнаружить. Оно также не может обнаружить существо, если прямой путь до него блокируется 10 футами текущей воды. @@ -11482,7 +11482,7 @@ D Паладин - В, С, M + В, С, M 4 Концентрация, до 1 часа (кусочек шерсти ищейки) Опишите или назовите существо, которое вам знакомо. Вы чувствуете, в каком направлении оно находится, если оно в пределах 1000 футов от вас. Если существо перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретное существо, известное вам, если вы видели его вблизи (30 футов) хотя бы раз. Если описанное или названное вами существо, находится под воздействием заклинания перевоплощение, то заклинание не сможет его обнаружить. Оно также не может обнаружить существо, если прямой путь до него блокируется 10 футами текущей воды. @@ -11493,7 +11493,7 @@ D Друид - В, С, M + В, С, M 4 Конц-я, до 1 часа (кусочек шерсти ищейки) Опишите или назовите существо, которое вам знакомо. Вы чувствуете, в каком направлении оно находится, если оно в пределах 1000 футов от вас. Если существо перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретное существо, известное вам, если вы видели его вблизи (30 футов) хотя бы раз. Если описанное или названное вами существо, находится под воздействием заклинания перевоплощение, то заклинание не сможет его обнаружить. Оно также не может обнаружить существо, если прямой путь до него блокируется 10 футами текущей воды. @@ -11504,7 +11504,7 @@ D Жрец - В, С, M + В, С, M 4 Концентрация, до 1 часа (кусочек шерсти ищейки) Опишите или назовите существо, которое вам знакомо. Вы чувствуете, в каком направлении оно находится, если оно в пределах 1000 футов от вас. Если существо перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретное существо, известное вам, если вы видели его вблизи (30 футов) хотя бы раз. Если описанное или названное вами существо, находится под воздействием заклинания перевоплощение, то заклинание не сможет его обнаружить. Оно также не может обнаружить существо, если прямой путь до него блокируется 10 футами текущей воды. @@ -11515,7 +11515,7 @@ D Бард - В, С, M + В, С, M 4 Конц-я, до 1 часа (кусочек шерсти ищейки) Опишите или назовите существо, которое вам знакомо. Вы чувствуете, в каком направлении оно находится, если оно в пределах 1000 футов от вас. Если существо перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретное существо, известное вам, если вы видели его вблизи (30 футов) хотя бы раз. Если описанное или названное вами существо, находится под воздействием заклинания перевоплощение, то заклинание не сможет его обнаружить. Оно также не может обнаружить существо, если прямой путь до него блокируется 10 футами текущей воды. @@ -11526,7 +11526,7 @@ D Друид (Болото) - В, С, M + В, С, M 4 Конц-я, до 1 часа (кусочек шерсти ищейки) Опишите или назовите существо, которое вам знакомо. Вы чувствуете, в каком направлении оно находится, если оно в пределах 1000 футов от вас. Если существо перемещается, то вы узнаете направление движения. Заклинание может обнаружить конкретное существо, известное вам, если вы видели его вблизи (30 футов) хотя бы раз. Если описанное или названное вами существо, находится под воздействием заклинания перевоплощение, то заклинание не сможет его обнаружить. Оно также не может обнаружить существо, если прямой путь до него блокируется 10 футами текущей воды. @@ -11548,7 +11548,7 @@ T Колдун - В, С, M + В, С, M 2 конц-я, до 1 часа (капля битума и паук) Вы касаетесь одного согласного существа, и пока действует заклинание, оно получает способность передвигаться вверх и вниз по вертикальных поверхностям или вверх ногами по потолку, не используя руки. Существо также получает скорость лазания, равную его наземной скорости. @@ -11559,7 +11559,7 @@ T Чародей - В, С, M + В, С, M 2 Конц-я, до 1 часа (капля битума и паук) Вы касаетесь одного согласного существа, и пока действует заклинание, оно получает способность передвигаться вверх и вниз по вертикальных поверхностям или вверх ногами по потолку, не используя руки. Существо также получает скорость лазания, равную его наземной скорости. @@ -11625,7 +11625,7 @@ T Чародей - В, С, M + В, С, M 3 Конц-я, до 1 мин (капля мелассы) Вы изменяете течение времени вокруг 6 существ на ваш выбор в кубе со стороной 40 футов в пределах дальности заклинания. Каждая цель должна сделать спасбросок по Мудрости или будет подвержена действию заклинания до его окончания. Под воздействием заклинания скорость существа снижается вдвое, оно также получает штраф -2 к КБ и спасброскам по Ловкости и не может реагировать. В свой ход, оно может совершать либо действие, либо дополнительное действие, но не оба. Независимо от способностей существа и артефактов, оно не может делать более одной атаки ближнего или дальнего боя за ход. Если существо пытается произнести заклинание, которое готовится 1 действие, то бросьте d20. Если результате 11 или выше, то заклинание сработает только в следующий ход этого существа, и существо должно потратить действие в тот ход, чтобы завершить заклинание. В противном случае заклинание не срабатывает и расходуется. Находясь под воздействием заклинания, существо делает дополнительный спасбросок по Мудрости в конце каждого своего хода. В случае успеха заклинание кончается для него. @@ -11647,7 +11647,7 @@ T Волшебник - В, С, М + В, С, М 5 1 час (a pinch of sesame seeds)В точке, которую вы видите в пределах дистанции на деревянной, оштукатуренной или каменной поверхности (такой как стена, потолок или пол) появляется проход, существующий, пока активно заклинание. Вы сами определяете габариты прохода: до 5 футов в ширину, до 8 футов в высоту и до 20 футов в глубину. Этот проход не дестабилизирует само строение. @@ -11658,7 +11658,7 @@ T - В, С, М + В, С, М 5 1 час (a pinch of sesame seeds)В точке, которую вы видите в пределах дистанции на деревянной, оштукатуренной или каменной поверхности (такой как стена, потолок или пол) появляется проход, существующий, пока активно заклинание. Вы сами определяете габариты прохода: до 5 футов в ширину, до 8 футов в высоту и до 20 футов в глубину. Этот проход не дестабилизирует само строение. @@ -11891,7 +11891,7 @@ C Чародей - В, С, M + В, С, M 6 мгновенно (кусочек меха, три серебряных шпильки) Вы создаете разряд молнии, которая устремляется к выбранной вами цели, которую вы можете видеть в пределах дальности заклинания. От нее отскакивает до трех разрядов, ударяющих в соседние цели, находящиеся в пределах 30 футов от первой. Целью может быть как существо, так и объект. В цель может ударить лишь один разряд. Каждая цель должна сделать спасбросок по Ловкости. При провале цель получает 10d8 урона молнией, а при успехе - половину этого урона. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга или выше, то один дополнительный разряд отскакивает от первой цели за каждый круг выше шестого. @@ -11902,7 +11902,7 @@ EV Следопыт - В, С, М + В, С, М 5 Мгновенно (один боеприпас или метательное оружие) Вы выстреливаете один немагический боеприпас из оружия дальнего боя или запускаете немагическое метательное оружие в воздух и выбираете точку в пределах дальности заклинания. Сотни двойников этого боеприпаса или оружия дождем падают на землю и затем исчезают. Каждое существо в цилиндре с радиусом 40 футов и высотой 20 футов вокруг выбранной точки должно сделать спасбросок по Ловкости. При провале существо получает 8d8 урона, а при успехе - половину этого урона. Тип урона зависит от использованного боеприпаса или оружия. @@ -11957,7 +11957,7 @@ T Колдун - В, С, М + В, С, М 6 конц-я, до 1 мин (немного извести, воды и земли) Вы пытаетесь превратить одно существо, которое видите в пределах дальности заклинания, в камень. Если тело цели состоит из плоти, то оно должно сделать спасбросок по Телосложению. В случае провала оно обездвижено, а его плоть начинает твердеть. В случае успеха, заклинание не действует. Находясь под воздействием этого заклинания, существо должно делать спасбросок по Телосложению в конце каждого своего хода. Сделав три успешных спасброска, оно освобождается от заклинания. Сделав три неудачных - оно превращается в камень и считается окаменевшим до тех пор, пока действует заклинание. Успехи и провалы не должны быть последовательными, отслеживайте те и другие, пока цель не сделает три одного типа. Если существо получает физические повреждения, будучи окаменевшим, то сохраняет эти повреждения, возвращаясь в нормальное состояние. Если вы поддерживаете концентрацию на этом заклинании до самого конца, то существо превращается в камень до тех пор, пока заклинание не будет развеяно. @@ -11979,7 +11979,7 @@ N Жрец - В, С, М + В, С, М 2 10 дней (щепотка соли и кусочек меди, которые помещаются на глаза трупа и должны оставаться на всем протяжении заклинания) Вы касаетесь трупа или других останков. Пока действует заклинание, цель защищена от разложения и не может стать нежитью. Заклинание также эффективно увеличивает ограничение по времени на воскрешение цели, поскольку время, проведенное под воздействием этого заклинания, не учитывается временным ограничением таких заклинаний, как поднять мертвого. @@ -12023,7 +12023,7 @@ EN Колдун - В, С, M + В, С, M 5 конц-я, до 1 мин (маленький, ровный кусочек железа) Выберите существо, которое вы можете видеть в пределах дальности заклинание. Цель должна сделать спасбросок по Мудрости или будет парализована на время действия заклинания. Заклинание не действует на нежить. В конце каждого своего хода цель может сделать новый спасбросок по Мудрости. В случае успеха заклинание заканчивается для этой цели. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то можете использовать его на одну дополнительную цель за каждый круг выше пятого. Существа должны находиться в пределах 30 футов друг от друга, когда вы произносите заклинание. @@ -12034,7 +12034,7 @@ EN Чародей - В, С, M + В, С, M 5 Конц-я, до 1 мин (маленький, ровный кусочек железа) Выберите существо, которое вы можете видеть в пределах дальности заклинание. Цель должна сделать спасбросок по Мудрости или будет парализована на время действия заклинания. Заклинание не действует на нежить. В конце каждого своего хода цель может сделать новый спасбросок по Мудрости. В случае успеха заклинание заканчивается для этой цели. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то можете использовать его на одну дополнительную цель за каждый круг выше пятого. Существа должны находиться в пределах 30 футов друг от друга, когда вы произносите заклинание. @@ -12045,7 +12045,7 @@ EN Бард - В, С, M + В, С, M 5 Конц-я, до 1 мин (маленький, ровный кусочек железа) Выберите существо, которое вы можете видеть в пределах дальности заклинание. Цель должна сделать спасбросок по Мудрости или будет парализована на время действия заклинания. Заклинание не действует на нежить. В конце каждого своего хода цель может сделать новый спасбросок по Мудрости. В случае успеха заклинание заканчивается для этой цели. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то можете использовать его на одну дополнительную цель за каждый круг выше пятого. Существа должны находиться в пределах 30 футов друг от друга, когда вы произносите заклинание. @@ -12100,7 +12100,7 @@ EV Друид - В, С, M + В, С, M 2 Конц-я, до 1 мин (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 футов of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 футов. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 футов tall and jump it across pits up to 10 футов wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 футов. At Higher Levels. When you cast this spell using a spell slot of 3 круг or higher, the damage increases by 1d6 for each slot level above 2nd. @@ -12133,7 +12133,7 @@ EV Колдун - В, С, M + В, С, M 2 конц-я, до 1 мин (осколок стекла) Куб со стороной 5 футов вокруг выбранного вами места в пределах дальности заклинания заполняется крутящимися кинжалами. Существо получает 4d4 режущего урона, когда впервые за ход входит в область действия заклинания или начинает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то урон увеличивается на 2d4 за каждый круг выше второго. @@ -12144,7 +12144,7 @@ EV Чародей - В, С, M + В, С, M 2 Конц-я, до 1 мин (осколок стекла) Куб со стороной 5 футов вокруг выбранного вами места в пределах дальности заклинания заполняется крутящимися кинжалами. Существо получает 4d4 режущего урона, когда впервые за ход входит в область действия заклинания или начинает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то урон увеличивается на 2d4 за каждый круг выше второго. @@ -12155,7 +12155,7 @@ EV Бард - В, С, M + В, С, M 2 Конц-я, до 1 мин (осколок стекла) Куб со стороной 5 футов вокруг выбранного вами места в пределах дальности заклинания заполняется крутящимися кинжалами. Существо получает 4d4 режущего урона, когда впервые за ход входит в область действия заклинания или начинает свой ход в ней. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 круга или выше, то урон увеличивается на 2d4 за каждый круг выше второго. @@ -12265,7 +12265,7 @@ T Чародей - В, С, M + В, С, M 2 Конц-я, до 1 мин (щепотка железного порошка) Вы уменьшаете или увеличиваете существо или объект, который можете видеть в пределах дальности заклинания на время его действия. Выберите существо или объект, который не находится во владении другого существа. Если цель не согласна, она может сделать спасбросок по Телосложению. В случае успеха заклинание не срабатывает. Если целью является существо, то все его снаряжение также изменяет размер. Любой предмет, выброшенный существом мгновенно возвращает свой прежний размер. Увеличение. Размер цели удваивается, а вес увеличивается в 8 раз. Таким образом размер существа увеличивается на одну категорию, например Среднее существо становится Большим. Если для увеличения цели вдвое не достаточно свободного пространства, то существо или объект увеличиваются насколько это возможно в данных условиях. Пока заклинание действует, цель также получает преимущество при проверках по Силе и спасбросках по Силе. Оружие цели также увеличивается в размерах. Атаки этим оружием наносят дополнительные 1d4 урона. Уменьшение. Размер цели уменьшается вдвое, а её вес - в восемь раз. Таким образом размер существа уменьшается на одну категорию, например Среднее существо становится Маленьким. Пока заклинание действует, цель также получает помеху на проверки и спасброски по Силе. Оружие цели также уменьшается в размерах. Атаки этим оружием наносят на 1d4 меньше урона (урон нельзя опустить ниже 1). @@ -12276,7 +12276,7 @@ EN Колдун - В, С, М + В, С, М 1 конц-я, до 1 часа (окаменевший глаз тритона) Вы проиклинаете существо, которое можете видеть в пределах дальности заклинания. Пока оно действует, вы наносите 1d6 дополнительного некротического урона цели всякий раз, когда вы атакуете ее. Произнеся заклинание также выберите один из параметров. Цель поулчает помеху при проверках выбранного вами параметра. Если ОЗ цели падают до 0, пока действует заклинание, то вы можете наложить проклятие на новое существо в качестве дополнительного действия в следующем ходу. Снятие проклятия может развеять это заклинание. На более высоких кругах. Если вы произносите заклинание, используя ячейку 3 или 4 круга, максимальная длительность концентрации на заклинании увеличивается до 8 часов. Если вы используете ячейку 5 круга или выше, то можете поддерживать концентрацию на заклинании до 24 часов. @@ -12375,7 +12375,7 @@ C Следопыт - В, С, M + В, С, M 3 Концентрация, до 1 минуты (маленький веер и экзотическое перо) Стена сильного ветра поднимается от земли в указанном вами месте в пределах дальности заклинания. Вы можете создать стену длиной до 50 футов, высотой до 15 футов и толщиной 1 фут. Вы можете придать стене любую форму, однако она должна быть непрерывной и касаться земли. Стена существует до тех пор, пока действует заклинание. Когда стена появляется, каждое существо на ее пути должно сделать спасбросок по Силе. В случае провала существо получает 3d8 дробящего урона, а при успехе - половину этого урона. Сильный ветер не подпускает туман, дым и другие газы. Летающие существа Маленького размера или меньше не могут пролететь сквозь стену. Назакрепленные, легкие объекты взлетают вверх. Стрелы, болты и другие снаряды, запущенные в цели за стеной, отражаются вверх и автоматически мажут. (Валуны, запущенные великанами или осадными машинами, и другие подобные снаряды не подвержены воздействию ветра). Существа в газообразной форме не могут пройти сквозь стену. @@ -12386,7 +12386,7 @@ C Друид - В, С, M + В, С, M 3 Конц-я, до 1 мин (маленький веер и экзотическое перо) Стена сильного ветра поднимается от земли в указанном вами месте в пределах дальности заклинания. Вы можете создать стену длиной до 50 футов, высотой до 15 футов и толщиной 1 фут. Вы можете придать стене любую форму, однако она должна быть непрерывной и касаться земли. Стена существует до тех пор, пока действует заклинание. Когда стена появляется, каждое существо на ее пути должно сделать спасбросок по Силе. В случае провала существо получает 3d8 дробящего урона, а при успехе - половину этого урона. Сильный ветер не подпускает туман, дым и другие газы. Летающие существа Маленького размера или меньше не могут пролететь сквозь стену. Назакрепленные, легкие объекты взлетают вверх. Стрелы, болты и другие снаряды, запущенные в цели за стеной, отражаются вверх и автоматически мажут. (Валуны, запущенные великанами или осадными машинами, и другие подобные снаряды не подвержены воздействию ветра). Существа в газообразной форме не могут пройти сквозь стену. @@ -12396,7 +12396,7 @@ C - В, С, M + В, С, M 3 Концентрация, до 1 минуты (маленький веер и экзотическое перо) Стена сильного ветра поднимается от земли в указанном вами месте в пределах дальности заклинания. Вы можете создать стену длиной до 50 футов, высотой до 15 футов и толщиной 1 фут. Вы можете придать стене любую форму, однако она должна быть непрерывной и касаться земли. Стена существует до тех пор, пока действует заклинание. Когда стена появляется, каждое существо на ее пути должно сделать спасбросок по Силе. В случае провала существо получает 3d8 дробящего урона, а при успехе - половину этого урона. Сильный ветер не подпускает туман, дым и другие газы. Летающие существа Маленького размера или меньше не могут пролететь сквозь стену. Назакрепленные, легкие объекты взлетают вверх. Стрелы, болты и другие снаряды, запущенные в цели за стеной, отражаются вверх и автоматически мажут. (Валуны, запущенные великанами или осадными машинами, и другие подобные снаряды не подвержены воздействию ветра). Существа в газообразной форме не могут пройти сквозь стену. @@ -12419,7 +12419,7 @@ EV Чародей - В, С, M + В, С, M 3 Конц-я, до 1 мин (щепотка пыли и несколько капель воды) Пока действует заклинание, в цилиндре высотой 20 футов и радиусом 40 футов, в указаной вами точке в пределах дальности заклинания, идет дождь со снегом. Область сильно затемняется, а любой незащищенный огонь в ней тухнет. Земля в этой области покрывается скользким льдом, делая ее труднопроходимой. Когда существо впервые входит в зону действия заклинания или начинает свой ход в ней, оно должно сделать спасбросок по Ловкости. В случае провала оно падает навзничь. Если существо концентрируется, находясь в области действия заклинания, то оно должно сделать успешный спасбросок по Телосложению против КС ваших заклинаний, или Конц-я будет нарушена. @@ -12430,7 +12430,7 @@ EV Друид - В, С, M + В, С, M 3 Конц-я, до 1 мин (щепотка пыли и несколько капель воды) Пока действует заклинание, в цилиндре высотой 20 футов и радиусом 40 футов, в указаной вами точке в пределах дальности заклинания, идет дождь со снегом. Область сильно затемняется, а любой незащищенный огонь в ней тухнет. Земля в этой области покрывается скользким льдом, делая ее труднопроходимой. Когда существо впервые входит в зону действия заклинания или начинает свой ход в ней, оно должно сделать спасбросок по Ловкости. В случае провала оно падает навзничь. Если существо концентрируется, находясь в области действия заклинания, то оно должно сделать успешный спасбросок по Телосложению против КС ваших заклинаний, или Конц-я будет нарушена. @@ -12474,7 +12474,7 @@ T Чародей - В, С, M + В, С, M 6 мгновенно (магнетит и щепотка пыли) Тонкий зеленый луч вылетает из вашего указательного пальца в выбранную цель, которую вы можете видеть в пределах дальности заклинания. Целью может быть существо, объект или проявление магической силы, например стена, созданная заклинанием силовая стена. Цель должна сделать спасбросок по Ловкости. При провале цель получает 10d6 + 40 урона силой. Если этот урон снижает ОЗ существа до 0, то оно дезинтегрируется. Дезинтегрированное существо и всё его снаряжение, за исключением магических предметов, превращается в кучку серой пыли. Такое существо можно вернуть к жизни только заклинаниями истинное воскрешение или исполнение желаний. Заклинание автоматически дезинтегрирует объект Большого или меньшего размера, или проявление магической силы. Если объект или проявление магической силы Огромного или еще более крупного размера, то заклинание дезинтегрирует участок объемом 10 кубических футов. Магические предметы невосприимчивы к этому заклинанию. На более высоких кругах. Если вы произносите заклинание, используя ячейку 7 круга или выше, то урон увеличивается на 3d6 за каждый круг выше шестого. @@ -12507,7 +12507,7 @@ A Колдун - В, С, M + В, С, M 1 конц-я, до 10 мин (святая вода или смесь серебряного и железного порошка, которые расходуются при произношении) Пока действует заклинание, одно согласное существо, к которому вы прикоснулись, получает защиту от определенных типов существ: аберраций, божественных существ, демонов, фей, элементалей и нежити. Защита дает следующие преимущества. Существа этих типов получают помеху на броски атаки против цели. Эти существа не могут очаровать, напугать или овладеть целью. Если цель уже очарована, напугана или одержима существом такого типа, то она получает преимущество на все дальнейшие спасброски против эти эффектов. @@ -12518,7 +12518,7 @@ A Паладин - В, С, M + В, С, M 1 Концентрация, до 10 минут (святая вода или смесь серебряного и железного порошка, которые расходуются при произношении) Пока действует заклинание, одно согласное существо, к которому вы прикоснулись, получает защиту от определенных типов существ: аберраций, божественных существ, демонов, фей, элементалей и нежити. Защита дает следующие преимущества. Существа этих типов получают помеху на броски атаки против цели. Эти существа не могут очаровать, напугать или овладеть целью. Если цель уже очарована, напугана или одержима существом такого типа, то она получает преимущество на все дальнейшие спасброски против эти эффектов. @@ -12529,7 +12529,7 @@ A Жрец - В, С, M + В, С, M 1 Концентрация, до 10 минут (святая вода или смесь серебряного и железного порошка, которые расходуются при произношении) Пока действует заклинание, одно согласное существо, к которому вы прикоснулись, получает защиту от определенных типов существ: аберраций, божественных существ, демонов, фей, элементалей и нежити. Защита дает следующие преимущества. Существа этих типов получают помеху на броски атаки против цели. Эти существа не могут очаровать, напугать или овладеть целью. Если цель уже очарована, напугана или одержима существом такого типа, то она получает преимущество на все дальнейшие спасброски против эти эффектов. @@ -12562,7 +12562,7 @@ N Паладин - В, С, M + В, С, M 5 Мгновенно (алмаз стоимостью не менее 500 зм, который расходуется при произнесении) Ваше прикосновение возвращает мертвое существо к жизни, если оно погибло не более 10 дней назад. Если душа существа свобода и желает вернуться, то существо оживает с 1 ОЗ. Это заклинание также неитрализует яды и исцеляет болезни, от которых страдало существо в момент смерти. Однако оно не снимает магические болезни, проклятия и тому подобные эффекты @@ -12573,7 +12573,7 @@ N Жрец - В, С, M + В, С, M 5 Мгновенно (алмаз стоимостью не менее 500 зм, который расходуется при произнесении) Ваше прикосновение возвращает мертвое существо к жизни, если оно погибло не более 10 дней назад. Если душа существа свобода и желает вернуться, то существо оживает с 1 ОЗ. Это заклинание также неитрализует яды и исцеляет болезни, от которых страдало существо в момент смерти. Однако оно не снимает магические болезни, проклятия и тому подобные эффекты @@ -12584,7 +12584,7 @@ N Бард - В, С, M + В, С, M 5 Мгновенно (алмаз стоимостью не менее 500 зм, который расходуется при произнесении) Ваше прикосновение возвращает мертвое существо к жизни, если оно погибло не более 10 дней назад. Если душа существа свобода и желает вернуться, то существо оживает с 1 ОЗ. Это заклинание также неитрализует яды и исцеляет болезни, от которых страдало существо в момент смерти. Однако оно не снимает магические болезни, проклятия и тому подобные эффекты @@ -12594,7 +12594,7 @@ N - В, С, M + В, С, M 5 Мгновенно (алмаз стоимостью не менее 500 зм, который расходуется при произнесении) Ваше прикосновение возвращает мертвое существо к жизни, если оно погибло не более 10 дней назад. Если душа существа свобода и желает вернуться, то существо оживает с 1 ОЗ. Это заклинание также неитрализует яды и исцеляет болезни, от которых страдало существо в момент смерти. Однако оно не снимает магические болезни, проклятия и тому подобные эффекты @@ -12672,7 +12672,7 @@ I Колдун - В, С, M + В, С, M 3 конц-я, до 10 мин (кусочек овечьей шерсти) Вы создаете образ объекта, существа или другого видимого явления, которое помещается в куб со стороной 20 футов. Образ выглядит абсолютно реальным, включая звуки, запахи и температуру, соответствующие выбранной вами вещи. До тех пор, пока вы находитесь в пределах дальности иллюзии, вы можете перемещать ее в качестве действия в любое другое место в пределах дальности заклинания. Когда иллюзия перемещается, вы можете изменять ее внешний вид так, чтобы ее передвижение казалось естественным. В качестве действия существо может обследовать образ и определить, что это иллюзия, сделав успешную проверку Интеллекта (Анализ) против вашего КС заклинаний. Если существо узнает, что это иллюзия, то оно может видеть сквозь нее, а другие сенсорные качества иллюзии становятся слабее. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то заклинание существует до тех пор, пока его не развеют, не требуя концентрации.. Физическое взаимодействие с образом позволяет понять, что это иллюзия, поскольку вещи проходят сквозь нее. В качестве действия существо может обследовать образ и определить, что это иллюзия, сделав успешную проверку Интеллекта (Анализ) против вашего КС заклинаний. Если существо узнает, что это иллюзия, то оно может видеть сквозь нее, а другие сенсорные качества иллюзии становятся слабее. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то заклинание существует до тех пор, пока его не развеют, не требуя концентрации. @@ -12683,7 +12683,7 @@ I Чародей - В, С, M + В, С, M 3 Конц-я, до 10 мин (кусочек овечьей шерсти) Вы создаете образ объекта, существа или другого видимого явления, которое помещается в куб со стороной 20 футов. Образ появляется в выбранном вами месте в пределах дальности заклинания и существует до тех пор, пока оно действует. Образ выглядит абсолютно реальным, включая звуки, запахи и температуру, соответствующие выбранной вами вещи. Однако вы не можете создать достаточный жар или холод, чтобы нанести урон, достаточно громкий звук, чтобы нанести урон звуком или оглушить цель, или запах, который может вызвать тошноту (например вонь троглодита). До тех пор, пока вы находитесь в пределах дальности иллюзии, вы можете перемещать ее в качестве действия в любое другое место в пределах дальности заклинания. Когда иллюзия перемещается, вы можете изменять ее внешний вид так, чтобы ее передвижение казалось естественным. Например, если вы создали образ существа, вы можете сделать так, чтобы казалось, будто оно идет. Аналогично, вы можете сделать так, чтобы иллюзия издавала различные звуки, вплоть до поддержания разговора. Физическое взаимодействие с образом позволяет понять, что это иллюзия, поскольку вещи проходят сквозь нее. В качестве действия существо может обследовать образ и определить, что это иллюзия, сделав успешную проверку Интеллекта (Анализ) против вашего КС заклинаний. Если существо узнает, что это иллюзия, то оно может видеть сквозь нее, а другие сенсорные качества иллюзии становятся слабее. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то заклинание существует до тех пор, пока его не развеют, не требуя концентрации. @@ -12694,7 +12694,7 @@ I Бард - В, С, M + В, С, M 3 Конц-я, до 10 мин (кусочек овечьей шерсти) Вы создаете образ объекта, существа или другого видимого явления, которое помещается в куб со стороной 20 футов. Образ появляется в выбранном вами месте в пределах дальности заклинания и существует до тех пор, пока оно действует. Образ выглядит абсолютно реальным, включая звуки, запахи и температуру, соответствующие выбранной вами вещи. Однако вы не можете создать достаточный жар или холод, чтобы нанести урон, достаточно громкий звук, чтобы нанести урон звуком или оглушить цель, или запах, который может вызвать тошноту (например вонь троглодита). До тех пор, пока вы находитесь в пределах дальности иллюзии, вы можете перемещать ее в качестве действия в любое другое место в пределах дальности заклинания. Когда иллюзия перемещается, вы можете изменять ее внешний вид так, чтобы ее передвижение казалось естественным. Например, если вы создали образ существа, вы можете сделать так, чтобы казалось, будто оно идет. Аналогично, вы можете сделать так, чтобы иллюзия издавала различные звуки, вплоть до поддержания разговора. Физическое взаимодействие с образом позволяет понять, что это иллюзия, поскольку вещи проходят сквозь нее. В качестве действия существо может обследовать образ и определить, что это иллюзия, сделав успешную проверку Интеллекта (Анализ) против вашего КС заклинаний. Если существо узнает, что это иллюзия, то оно может видеть сквозь нее, а другие сенсорные качества иллюзии становятся слабее. На более высоких кругах. Если вы произносите заклинание, используя ячейку 6 круга или выше, то заклинание существует до тех пор, пока его не развеют, не требуя концентрации. diff --git a/Spells/Xanathar's Guide to Everything.xml b/Spells/Xanathar's Guide to Everything.xml index 8e782476..78e3e9e4 100644 --- a/Spells/Xanathar's Guide to Everything.xml +++ b/Spells/Xanathar's Guide to Everything.xml @@ -135,7 +135,7 @@ Touch V, S, M (25 gp worth of powdered silver, which the spell consumes) - Instantaneous + Instantaneous Cleric, Paladin You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. @@ -456,7 +456,7 @@ EN 120 feet - V, S + V, S Concentration, up to 1 minute Bard, Sorcerer, Warlock, Wizard You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. @@ -1580,7 +1580,7 @@ If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. - Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. + Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. This spell can be found in Xanathar's Guide to Everything 4d8 diff --git a/Templates.xml b/Templates.xml index 71c8414e..cae5fa32 100644 --- a/Templates.xml +++ b/Templates.xml @@ -30,15 +30,15 @@ - Armor: + Armor: - Weapons: + Weapons: - Tools: + Tools: - Saving Throws: + Saving Throws: - Skills: + Skills: Starting Equipment @@ -47,11 +47,11 @@ You start with the following equipment, in addition to the equipment granted by your background. - + - + - + @@ -61,11 +61,11 @@ - - - - - + + + + + diff --git a/Unearthed Arcana/Demon Summoning.xml b/Unearthed Arcana/Demon Summoning.xml index ce6f44ce..44c59b5e 100644 --- a/Unearthed Arcana/Demon Summoning.xml +++ b/Unearthed Arcana/Demon Summoning.xml @@ -33,7 +33,7 @@ As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts. - Conjure Lesser Demon + Conjure Lesser Demon 3 C @@ -55,7 +55,7 @@ C 60 feet - V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) + V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) Concentration, up to 1 hour Wizard, Sorcerer You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends. @@ -65,7 +65,7 @@ As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts. - Conjure Vrock + Conjure Vrock 5 C diff --git a/Unearthed Arcana/Modern Spells.xml b/Unearthed Arcana/Modern Spells.xml index 19ed3792..ea609304 100644 --- a/Unearthed Arcana/Modern Spells.xml +++ b/Unearthed Arcana/Modern Spells.xml @@ -27,13 +27,13 @@ You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - • Terrain and bodies of water + • Terrain and bodies of water • Prevalent buildings, plants, animals, or intelligent creatures • Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead - • Influences from other planes of existence + • Influences from other planes of existence • Electrical currents, wireless signals, and active transit lines and tracks diff --git a/Unearthed Arcana/Starter Spells.xml b/Unearthed Arcana/Starter Spells.xml index ceac68ff..e817fa64 100644 --- a/Unearthed Arcana/Starter Spells.xml +++ b/Unearthed Arcana/Starter Spells.xml @@ -144,7 +144,7 @@ 120 feet S Instantaneous - Bard, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster) + Bard, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster) Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed. From b9efc5d8c5ab84c030f5a60b6769aa72486146e1 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Sun, 26 May 2019 16:34:14 +0200 Subject: [PATCH 45/50] Remove empty text blocks inside spellcasting blocks --- Bestiary/Curse of Strahd Bestiary.xml | 3 +- Bestiary/Dragon Heist.xml | 2 +- Bestiary/Monster Manual Bestiary.xml | 20 --- .../Mordenkainen's Tome of Foes Bestiary.xml | 120 ------------------ 4 files changed, 2 insertions(+), 143 deletions(-) diff --git a/Bestiary/Curse of Strahd Bestiary.xml b/Bestiary/Curse of Strahd Bestiary.xml index b9f59644..d582f766 100644 --- a/Bestiary/Curse of Strahd Bestiary.xml +++ b/Bestiary/Curse of Strahd Bestiary.xml @@ -314,8 +314,7 @@ Innate Spellcasting The portrait's innate spellcasting ability os Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components: - - 3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis + 3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis False Appearance diff --git a/Bestiary/Dragon Heist.xml b/Bestiary/Dragon Heist.xml index b122ef84..6b910fd5 100644 --- a/Bestiary/Dragon Heist.xml +++ b/Bestiary/Dragon Heist.xml @@ -622,7 +622,7 @@ Innate Spellcasting - The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) diff --git a/Bestiary/Monster Manual Bestiary.xml b/Bestiary/Monster Manual Bestiary.xml index fe86e52c..c876a5c6 100644 --- a/Bestiary/Monster Manual Bestiary.xml +++ b/Bestiary/Monster Manual Bestiary.xml @@ -1937,7 +1937,6 @@ Innate Spellcasting The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: - At will: alter self, darkness, heat metal, invisibility (self only), magic missile @@ -4123,7 +4122,6 @@ Innate Spellcasting The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: - At will: detect magic, fog cloud, light 3/day each: feather fall, fly, misty step, telekinesis 1/day each: control weather, gaseous form @@ -4284,7 +4282,6 @@ Innate Spellcasting The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: - At will: detect evil and good, detect magic, detect thoughts 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield 1/day each: dream, greater restoration, scrying @@ -4729,7 +4726,6 @@ Innate Spellcasting The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: - At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image 2/day each: fear, fireball, fly, tongues 1/day each: cloudkill, plane shift @@ -5101,7 +5097,6 @@ Innate Spellcasting The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift @@ -5696,7 +5691,6 @@ Innate Spellcasting The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: - At will: druidcraft 3/day each: entangle, goodberry 1/day each: barkskin, pass without trace, shillelagh @@ -5956,7 +5950,6 @@ Innate Spellcasting The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - At will: detect magic 3/day: enlarge/reduce, tongues 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire @@ -9125,7 +9118,6 @@ Innate Spellcasting The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: - At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image 2/day each: fear, fly, fireball, tongues 1/day: plane shift (self only) @@ -9233,7 +9225,6 @@ Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: - At will: dancing lights, minor illusion, vicious mockery @@ -9305,7 +9296,6 @@ Innate Spellcasting The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: - At will: detect magic, detect thoughts, mage hand 2/day each: fear, invisibility (self only) 1/day: fireball @@ -11887,7 +11877,6 @@ Innate Spellcasting The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink 3/day each: tongues, water breathing, water walk 1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift @@ -12879,7 +12868,6 @@ Innate Spellcasting The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: - At will: detect magic, magic missile 2/day each: plane shift (self only), ray of enfeeblement, sleep @@ -13065,7 +13053,6 @@ Innate Spellcasting The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: - At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image @@ -13263,7 +13250,6 @@ Innate Spellcasting The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: - At will: darkness, invisibility 1/day each: charm person, cone of cold, gaseous form, sleep @@ -13878,7 +13864,6 @@ Innate Spellcasting The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: - At will: druidcraft 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep @@ -14505,7 +14490,6 @@ Innate Spellcasting The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: - At will: detect thoughts, disguise self, mage hand, minor illusion 3/day each: charm person, detect magic, invisibility, major image, suggestion 1/day each: dominate person, fly, plane shift, true seeing @@ -16357,7 +16341,6 @@ Innate Spellcasting The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: - At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing @@ -17374,7 +17357,6 @@ Innate Spellcasting The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: - At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion 3/day each: dimension door, fear, wall of fire 1/day each: fire storm, mass suggestion @@ -17484,7 +17466,6 @@ Innate Spellcasting The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: - At will: detect evil and good, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangle @@ -19738,7 +19719,6 @@ Innate Spellcasting The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: - At will: animal friendship (snakes only) 3/day each: poison spray, suggestion diff --git a/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml b/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml index f14dbe07..438e8a29 100644 --- a/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml +++ b/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml @@ -125,7 +125,6 @@ Innate Spellcasting The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: - 3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell). @@ -352,11 +351,8 @@ Innate Spellcasting The amnizu's innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: - At will: charm person, command - 3/day each: dominate person, fireball - 1/day each: dominate monster, feeblemind. @@ -593,11 +589,8 @@ Innate Spellcasting The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: calm emotions, sleep - 3/day each: cure wounds (as a 5th-level spell), lesser restoration - 1/day each: greater restoration, heal, raise dead. @@ -658,11 +651,8 @@ Innate Spellcasting Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image - 3/day each: counterspell, dispel magic, fly, suggestion, wall of fire - 1/day each: dominate monster, symbol (stunning only). @@ -843,7 +833,6 @@ Innate Spellcasting Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: - At will: detect magic 3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone 1/day each: teleport @@ -966,9 +955,7 @@ Innate Spellcasting The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components: - At will: speak with dead - 1/day each: plane shift (self only) @@ -1619,7 +1606,6 @@ Innate Spellcasting The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: - At will: detect magic, disguise self, mage armor. @@ -1682,7 +1668,6 @@ Innate Spellcasting The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: - At will: detect magic, disguise self, mage armor. @@ -1757,9 +1742,7 @@ Innate Spellcasting The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: - At will: detect magic, disguise self, mage armor - 1/day each:fear, hold person, misty step @@ -1811,7 +1794,6 @@ Innate Spellcasting Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components: - At will: detect magic, major image 3/day each: dispel magic, fear, telekinesis 1/day each: feeblemind, project image @@ -2019,9 +2001,7 @@ Innate Spellcasting The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components: - At will: darkness, fear - 3/day each: sleep @@ -2140,14 +2120,12 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only). Spellcasting The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray 1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt @@ -2237,9 +2215,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: - At will: dancing lights - 1/day each: darkness, faerie fire, levitate (self only). @@ -2247,17 +2223,11 @@ The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost - 1st level (4 slots): burning hands, mage armor, magic missile, shield - 2nd level (3 slots): gust of wind, invisibility, misty step, shatter - 3rd level (3 slots): counterspell, fireball, haste - 4th level (3 slots): dimension door, Otiluke's resilient sphere - 5th level (2 slots): cone of cold - 6th level (1 slot): chain lightning. @@ -2334,9 +2304,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: - At will: dancing lights - 1/day each: darkness, faerie fire, levitate (self only). @@ -2419,9 +2387,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: - At will: dancing lights, detect magic - 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion. @@ -2497,9 +2463,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: - At will: dancing lights, detect magic - 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion. @@ -2513,25 +2477,15 @@ Spellcasting The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared: - Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy - 1st level (4 slots): bane, command, cure wounds, guiding bolt - 2nd level (3 slots): hold person, silence, spiritual weapon - 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians - 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith - 5th level (3 slots): contagion, flame strike, geas, mass cure wounds - 6th level (2 slots): blade barrier, harm - 7th level (2 slots): divine word, plane shift - 8th level (1 slot): holy aura - 9th level (1 slot): gate. @@ -2611,9 +2565,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: - At will: dancing lights - 1/day each: darkness, faerie fire, levitate (self only). @@ -2686,9 +2638,7 @@ Innate Spellcasting (Psionics) The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: - At will: mage hand, minor illusion - 1/day each: counterspell, misty step, stinking cloud. @@ -3000,7 +2950,6 @@ Innate Spellcasting (Psionics) The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components: - At will: blade ward, true strike 1/day each: jump, hunter's mark @@ -3255,9 +3204,7 @@ Innate Spellcasting The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: - At will: dimension door - 3/day each: fear, phantasmal force. @@ -3437,9 +3384,7 @@ Innate Spellcasting The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: - At will: charm person (as 5th-level spell), detect thoughts, hold person - 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis. @@ -3639,7 +3584,6 @@ Innate Spellcasting Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force 3/day each: confusion, dream, mislead, programmed illusion, seeming 1/day each: mirage arcane, modify memory, project image @@ -3776,9 +3720,7 @@ Innate Spellcasting Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice - 1/day each: divine word, symbol (pain only) @@ -3964,11 +3906,8 @@ Innate Spellcasting (Psionics) The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: - At will: mage hand (the hand is invisible) - 3/day each: jump, misty step, nondetection (self only) - 1/day each: plane shift, telekinesis. @@ -4028,11 +3967,8 @@ Innate Spellcasting (Psionics) The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: - At will: mage hand (the hand is invisible) - 3/day each: blur, jump, misty step, nondetection (self only) - 1/day each: plane shift, telekinesis. @@ -4083,11 +4019,8 @@ Innate Spellcasting (Psionics) The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: - At will: mage hand (the hand is invisible) - 3/day each: jump, levitate (self only), misty step, nondetection (self only) - 1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis @@ -4150,11 +4083,8 @@ Innate Spellcasting (Psionics) The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components: - At will: mage hand (the hand is invisible) - 3/day each: feather fall, jump, see invisibility, shield, telekinesis - 1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force. @@ -4231,11 +4161,8 @@ Innate Spellcasting (Psionics) The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: - At will: mage hand (the hand is invisible) - 3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield - 1/day each: haste, plane shift, teleport. @@ -4294,9 +4221,7 @@ Innate Spellcasting The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - At will: arcane eye, mage armor, speak with dead - 1/day each: arcane gate, bane, compulsion, confusion, true seeing. @@ -4408,7 +4333,6 @@ Innate Spellcasting Graz'zt's spellcasting ability is Charisma (spell save DC 23). Graz'zt can innately cast the following spells, requiring no material components: - At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers 3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport 1/day each: dominate monster, greater invisibility @@ -4501,11 +4425,8 @@ Innate Spellcasting The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: - At will: alter self, major image - 3/day each: charm person, detect thoughts, fear - 1/day each: confusion, dominate person, mass suggestion. @@ -4683,11 +4604,8 @@ Innate Spellcasting Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire - 3/day each: dispel magic - 1/day each: heal, symbol (hopelessness only). @@ -4792,9 +4710,7 @@ Innate Spellcasting The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: darkness, detect magic, dispel magic, invisibility (self only), water walk - 3/day each: control water, crown of madness, fear, phantasmal killer, suggestion. @@ -4975,7 +4891,6 @@ Innate Spellcasting Juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components: - At will: acid splash (17th level), detect magic 3/day each: blight, contagion, gaseous form @@ -5229,7 +5144,6 @@ Innate Spellcasting The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components. - At will: plane shift (self only). @@ -5457,11 +5371,8 @@ Innate Spellcasting The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: - At will: charm person, darkness, detect magic, dispel magic, gust of wind - 3/day each: control water - 1/day each: control weather @@ -5541,9 +5452,7 @@ Innate Spellcasting Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire - 1/day each: flame strike, symbol (stunning only) @@ -5640,11 +5549,8 @@ Innate Spellcasting The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: - At will: dispel magic, polymorph, telekinesis, teleport - 3/day each: lightning bolt - 1/day each: imprisonment @@ -6372,9 +6278,7 @@ Innate Spellcasting The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: darkness, detect magic, dispel magic, invisibility (self only) - 1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice. @@ -6469,7 +6373,6 @@ Innate Spellcasting Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: - At will: chill touch (17th level), detect magic 3/day each: create undead, dispel magic 1/day: time stop @@ -6825,7 +6728,6 @@ Innate Spellcasting The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components. - 3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web @@ -7109,9 +7011,7 @@ Innate Spellcasting The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: - At will: charm person, command, dispel magic, hold monster - 3/day each: feeblemind. @@ -7390,9 +7290,7 @@ Innate Spellcasting The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - At will: chill touch (3d8 damage), poison spray (3d12 damage) - 1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming. @@ -7526,11 +7424,8 @@ Innate Spellcasting The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: charm person, Tasha's tasha's hideous laughter - 3/day each: confusion, enthrall, suggestion - 1/day each: hallucinatory terrain, Otto's irresistible dance. @@ -7685,11 +7580,8 @@ Innate Spellcasting The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion - 3/day each: dominate monster - 1/day each: circle of death @@ -7986,7 +7878,6 @@ Innate Spellcasting The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components: - 3/day each: dimension door (self only), plane shift (self only) @@ -8640,11 +8531,8 @@ Innate Spellcasting Titivilus's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: - At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion - 3/day each: greater invisibility (self only), mislead - 1/day each: feeblemind, symbol (discord or sleep only) @@ -9160,9 +9048,7 @@ Innate Spellcasting The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: fog cloud, gust of wind - 1/day each: cone of cold, ice storm. @@ -9224,9 +9110,7 @@ Innate Spellcasting The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: - At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion - 3/day each: lightning bolt @@ -9300,7 +9184,6 @@ Innate Spellcasting Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: - At will: detect magic, spiritual weapon (8th-level spell, 4d8+2 force damage on a hit, appears as a flail) 3/day each: dispel magic, fear, invisibility 1/day: teleport @@ -9569,9 +9452,7 @@ Innate Spellcasting Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: - At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire - 3/day each: blade barrier, dispel evil and good, finger of death. @@ -9675,7 +9556,6 @@ Innate Spellcasting Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components: - At will: detect magic, locate animals or plants, ray of sickness 3/day each: dispel magic, ensnaring strike, entangle, plant growth 1/day: etherealness, teleport From b837528f89fa2524fb014b7f7fc2a22a4cc4a8c1 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Mon, 27 May 2019 07:30:56 +0200 Subject: [PATCH 46/50] Remove more blank lines in spellcasting blocks Also remove periods at the end of spellcasting blocks. --- .../Mordenkainen's Tome of Foes Bestiary.xml | 110 ++++++------------ ...ales From the Yawining Portal Bestiary.xml | 6 +- Russian/Monster Manual Bestiary.xml | 14 --- Spells/Xanathar's Guide to Everything.xml | 7 -- 4 files changed, 37 insertions(+), 100 deletions(-) diff --git a/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml b/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml index 438e8a29..c7ab8d8e 100644 --- a/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml +++ b/Bestiary/Mordenkainen's Tome of Foes Bestiary.xml @@ -125,7 +125,7 @@ Innate Spellcasting The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: - 3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell). + 3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell) Sulfurous Impersonation @@ -353,7 +353,7 @@ The amnizu's innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: At will: charm person, command 3/day each: dominate person, fireball - 1/day each: dominate monster, feeblemind. + 1/day each: dominate monster, feeblemind Magic Resistance @@ -591,7 +591,7 @@ The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: calm emotions, sleep 3/day each: cure wounds (as a 5th-level spell), lesser restoration - 1/day each: greater restoration, heal, raise dead. + 1/day each: greater restoration, heal, raise dead Magic Resistance @@ -653,7 +653,7 @@ Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image 3/day each: counterspell, dispel magic, fly, suggestion, wall of fire - 1/day each: dominate monster, symbol (stunning only). + 1/day each: dominate monster, symbol (stunning only) Legendary Resistance (3/Day) @@ -1075,21 +1075,13 @@ Spellcasting The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared: - Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp - 1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave - 2nd level (3 slots): darkness, mirror image, misty step - 3rd level (3 slots): dispel magic, fear, lightning bolt - 4th level (3 slots): dimension door, greater invisibility, ice storm - 5th level (2 slots): cone of cold, wall of force - 6th level (1 slot): chain lightning - 7th level (1 slot): teleport @@ -1613,7 +1605,7 @@ The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand - 1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb. + 1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb Turn Resistance @@ -1675,7 +1667,7 @@ The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, mage hand, minor illusion, poison spray - 1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility. + 1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility Turn Resistance @@ -2121,7 +2113,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: dancing lights - 1/day each: darkness, faerie fire, levitate (self only). + 1/day each: darkness, faerie fire, levitate (self only) Spellcasting @@ -2129,7 +2121,7 @@ Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray 1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt - 1/day each: dominate monster, etherealness, eyebite. + 1/day each: dominate monster, etherealness, eyebite Spider Climb @@ -2216,7 +2208,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: At will: dancing lights - 1/day each: darkness, faerie fire, levitate (self only). + 1/day each: darkness, faerie fire, levitate (self only) Spellcasting @@ -2228,7 +2220,7 @@ 3rd level (3 slots): counterspell, fireball, haste 4th level (3 slots): dimension door, Otiluke's resilient sphere 5th level (2 slots): cone of cold - 6th level (1 slot): chain lightning. + 6th level (1 slot): chain lightning Sunlight Sensitivity @@ -2305,7 +2297,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: At will: dancing lights - 1/day each: darkness, faerie fire, levitate (self only). + 1/day each: darkness, faerie fire, levitate (self only) Sunlight Sensitivity @@ -2388,7 +2380,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic - 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion. + 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion Magic Resistance @@ -2397,20 +2389,13 @@ Spellcasting The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: - Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy - 1st level (4 slots): bane, cure wounds, inflict wounds - 2nd level (3 slots): blindness/deafness, silence, spiritual weapon - 3rd level (3 slots): bestow curse, dispel magic, magic circle - 4th level (3 slots): banishment, divination, freedom of movement - 5th level (2 slots): contagion, dispel evil and good, insect plague - - 6th level (1 slot): harm, true seeing. + 6th level (1 slot): harm, true seeing Sunlight Sensitivity @@ -2464,7 +2449,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic - 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion. + 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion Lolth's Fickle Favor @@ -2486,7 +2471,7 @@ 6th level (2 slots): blade barrier, harm 7th level (2 slots): divine word, plane shift 8th level (1 slot): holy aura - 9th level (1 slot): gate. + 9th level (1 slot): gate Sunlight Sensitivity @@ -2566,7 +2551,7 @@ Innate Spellcasting The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: At will: dancing lights - 1/day each: darkness, faerie fire, levitate (self only). + 1/day each: darkness, faerie fire, levitate (self only) Shadow Step @@ -2639,7 +2624,7 @@ Innate Spellcasting (Psionics) The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: At will: mage hand, minor illusion - 1/day each: counterspell, misty step, stinking cloud. + 1/day each: counterspell, misty step, stinking cloud Magic Resistance @@ -3205,7 +3190,7 @@ Innate Spellcasting The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dimension door - 3/day each: fear, phantasmal force. + 3/day each: fear, phantasmal force Magic Resistance @@ -3385,7 +3370,7 @@ Innate Spellcasting The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: charm person (as 5th-level spell), detect thoughts, hold person - 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis. + 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis Sulfurous Impersonation @@ -3908,21 +3893,16 @@ The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: jump, misty step, nondetection (self only) - 1/day each: plane shift, telekinesis. + 1/day each: plane shift, telekinesis Spellcasting The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared: - Cantrips (at will): blade ward, light, message, true strike - 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave - 2nd level (3 slots): blur, invisibility, levitate - 3rd level (3 slots): counterspell, fireball, haste - - 4th level (2 slots): dimension door. + 4th level (2 slots): dimension door War Magic @@ -3969,7 +3949,7 @@ The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: blur, jump, misty step, nondetection (self only) - 1/day each: plane shift, telekinesis. + 1/day each: plane shift, telekinesis Rally the Troops @@ -4085,7 +4065,7 @@ The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: feather fall, jump, see invisibility, shield, telekinesis - 1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force. + 1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force Psychic Defense @@ -4163,7 +4143,7 @@ The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield - 1/day each: haste, plane shift, teleport. + 1/day each: haste, plane shift, teleport Psychic Defense @@ -4222,14 +4202,12 @@ Innate Spellcasting The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: arcane eye, mage armor, speak with dead - 1/day each: arcane gate, bane, compulsion, confusion, true seeing. + 1/day each: arcane gate, bane, compulsion, confusion, true seeing Spellcasting The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: - Cantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation 1st_ - 5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt @@ -4427,7 +4405,7 @@ The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self, major image 3/day each: charm person, detect thoughts, fear - 1/day each: confusion, dominate person, mass suggestion. + 1/day each: confusion, dominate person, mass suggestion Magic Resistance @@ -4606,7 +4584,7 @@ Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire 3/day each: dispel magic - 1/day each: heal, symbol (hopelessness only). + 1/day each: heal, symbol (hopelessness only) Legendary Resistance (3/Day) @@ -4711,7 +4689,7 @@ Innate Spellcasting The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic, invisibility (self only), water walk - 3/day each: control water, crown of madness, fear, phantasmal killer, suggestion. + 3/day each: control water, crown of madness, fear, phantasmal killer, suggestion Magic Resistance @@ -5717,23 +5695,14 @@ Spellcasting The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared: - Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion - 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt - 2nd level (3 slots): hold person, ray of enfeeblement, suggestion - 3rd level (3 slots): counterspell, fireball, fly - 4th level (3 slots): confusion, hallucinatory terrain, wall of fire - 5th level (2 slots): dominate person, dream, geas - 6th level (1 slot): circle of death, disintegrate - 7th level (1 slot): etherealness, prismatic spray - 8th level (1 slot): feeblemind @@ -6279,7 +6248,7 @@ Innate Spellcasting The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic, invisibility (self only) - 1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice. + 1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice Magic Resistance @@ -7012,7 +6981,7 @@ Innate Spellcasting The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: charm person, command, dispel magic, hold monster - 3/day each: feeblemind. + 3/day each: feeblemind Legendary Resistance (3/Day) @@ -7210,21 +7179,13 @@ Spellcasting The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells: - Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp - 1st level (4 slots): magic missile, expeditious retreat, thunderwave - 2nd level (3 slots): mirror image, scorching ray - 3rd level (3 slots): fear, haste - 4th level (3 slots): dimension door, ice storm - 5th level (2 slots): cloudkill, cone of cold - 6th level (1 slot): eyebite - 7th level (1 slot): finger of death @@ -7291,7 +7252,7 @@ Innate Spellcasting The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: chill touch (3d8 damage), poison spray (3d12 damage) - 1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming. + 1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming Magic Resistance @@ -7426,7 +7387,7 @@ The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: charm person, Tasha's tasha's hideous laughter 3/day each: confusion, enthrall, suggestion - 1/day each: hallucinatory terrain, Otto's irresistible dance. + 1/day each: hallucinatory terrain, Otto's irresistible dance Joyful Presence @@ -8693,11 +8654,8 @@ Spellcasting The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: - Cantrips (at will): druidcraft, guidance, produce flame - 1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave - 2nd level (3 slots): darkvision, hold person @@ -9049,7 +9007,7 @@ Innate Spellcasting The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: fog cloud, gust of wind - 1/day each: cone of cold, ice storm. + 1/day each: cone of cold, ice storm Magic Resistance @@ -9453,7 +9411,7 @@ Innate Spellcasting Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire - 3/day each: blade barrier, dispel evil and good, finger of death. + 3/day each: blade barrier, dispel evil and good, finger of death Legendary Resistance (3/Day) diff --git a/Bestiary/Tales From the Yawining Portal Bestiary.xml b/Bestiary/Tales From the Yawining Portal Bestiary.xml index 1efa55eb..fce04a92 100644 --- a/Bestiary/Tales From the Yawining Portal Bestiary.xml +++ b/Bestiary/Tales From the Yawining Portal Bestiary.xml @@ -775,7 +775,7 @@ 2nd level (3 slots): detect thoughts, Melf's acid arrow, suggestion 3rd level (3 slots): fear, slow, stinking cloud 4th level (3 slots): confusion, Evard's black tentacles - 5th level (1 slot): cloudkill. + 5th level (1 slot): cloudkill Spider Climb @@ -895,7 +895,7 @@ Spellcasting Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): light, prestidigitation, ray of frost - 1st level (2 slots): color spray, magic missile, shield, sleep. + 1st level (2 slots): color spray, magic missile, shield, sleep Tree Thrall @@ -998,7 +998,7 @@ Innate Spellcasting Siren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components: - 1/day each: charm person, fog cloud, greater invisibility, polymorph (self only). + 1/day each: charm person, fog cloud, greater invisibility, polymorph (self only) Magic Resistance diff --git a/Russian/Monster Manual Bestiary.xml b/Russian/Monster Manual Bestiary.xml index b1beb8bc..11559894 100644 --- a/Russian/Monster Manual Bestiary.xml +++ b/Russian/Monster Manual Bestiary.xml @@ -6902,7 +6902,6 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний фейского дракона - Харизма (сложность спасброска 13). Он с рождения может использовать определенное количество заклинаний, без использования материальных компонентов. По мере взросления и изменения цвета, ему добавляются новые заклинания. - 1 раз в день каждое: Разноцветные брызги (Color Spray), Танцующие огоньки (Dancing Lights), Волшебная рука (Mage Hand), Образ (Major Image), Малая иллюзия (Minor Illusion), Зеркальное отражение (Mirror Image), Внушение (Suggestion) @@ -6970,7 +6969,6 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний фейского дракона - Харизма (сложность спасброска 13). Он с рождения может использовать определенное количество заклинаний, без использования материальных компонентов. По мере взросления и изменения цвета, ему добавляются новые заклинания. - 1 раз в день каждое: Разноцветные брызги (Color Spray), Танцующие огоньки (Dancing Lights), Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Зеркальное отражение (Mirror Image), Внушение (Suggestion) @@ -7038,7 +7036,6 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний фейского дракона - Харизма (сложность спасброска 13). Он с рождения может использовать определенное количество заклинаний, без использования материальных компонентов. По мере взросления и изменения цвета, ему добавляются новые заклинания. - 1 раз в день каждое: Разноцветные брызги (Color Spray), Танцующие огоньки (Dancing Lights), Таинственный мираж (Mirage Arcane), Волшебная рука (Mage Hand), Образ (Major Image), Малая иллюзия (Minor Illusion), Зеркальное отражение (Mirror Image), Внушение (Suggestion) @@ -7106,7 +7103,6 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний фейского дракона - Харизма (сложность спасброска 13). Он с рождения может использовать определенное количество заклинаний, без использования материальных компонентов. По мере взросления и изменения цвета, ему добавляются новые заклинания. - 1 раз в день каждое: Разноцветные брызги (Color Spray), Танцующие огоньки (Dancing Lights), Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion) @@ -7174,7 +7170,6 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний фейского дракона - Харизма (сложность спасброска 13). Он с рождения может использовать определенное количество заклинаний, без использования материальных компонентов. По мере взросления и изменения цвета, ему добавляются новые заклинания. - 1 раз в день каждое: Танцующие огоньки (Dancing Lights), Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion) @@ -7242,7 +7237,6 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний фейского дракона - Харизма (сложность спасброска 13). Он с рождения может использовать определенное количество заклинаний, без использования материальных компонентов. По мере взросления и изменения цвета, ему добавляются новые заклинания. - 1 раз в день каждое: Разноцветные брызги (Color Spray), Танцующие огоньки (Dancing Lights), Таинственный мираж (Mirage Arcane), Волшебная рука (Mage Hand), Образ (Major Image), Малая иллюзия (Minor Illusion), Зеркальное отражение (Mirror Image), Перевоплощение (Polymorph), Внушение (Suggestion) @@ -7310,7 +7304,6 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний фейского дракона - Харизма (сложность спасброска 13). Он с рождения может использовать определенное количество заклинаний, без использования материальных компонентов. По мере взросления и изменения цвета, ему добавляются новые заклинания. - 1 раз в день каждое: Разноцветные брызги (Color Spray), Танцующие огоньки (Dancing Lights), Волшебная рука (Mage Hand), Малая иллюзия (Minor Illusion), Зеркальное отражение (Mirror Image) @@ -10238,14 +10231,12 @@ Совместное колдовство (Только для шабаша) Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: - 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) 3ий круг (3 слота): Проклятие (Bestow Curse), Контрзаклятье (Counterspell), Молния (Lightning Bolt) 4ый круг (3 слота): Воображаемый убийца (Phantasmal Killer), Перевоплощение (Polymorph) 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Наблюдение (Scrying) 6ой круг (1 слот): Разящее око (Eyebite) - При использовании этих заклинания каждая ведьма считается заклинателем 12-го уровня с Характеристика для заклинаний - Интеллектом. The сложность спасброска is 12 + Модификатор Интеллекта, бонус к атаке: 4 + Модификатор Интеллекта. @@ -13443,7 +13434,6 @@ Прирожденный Заклинатель Врожденная характеристика для заклнинаний - Харизма (сложность спасброска 11). Меззолот может врожденно колдовать следующие заклинания, без использования материальных компонентов: - 2 раза в день каждое: Тьма (Darkness), Развеять магию (Dispel Magic) 1 раз в день: Облако смерти (Cloudkill) @@ -14269,14 +14259,12 @@ Совместное колдовство (Только для шабаша) Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: - 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) 3ий круг (3 слота): Проклятие (Bestow Curse), Контрзаклятье (Counterspell), Молния (Lightning Bolt) 4ый круг (3 слота): Воображаемый убийца (Phantasmal Killer), Перевоплощение (Polymorph) 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Наблюдение (Scrying) 6ой круг (1 слот): Разящее око (Eyebite) - При использовании этих заклинания каждая ведьма считается заклинателем 12-го уровня с Характеристика для заклинаний - Интеллектом. The сложность спасброска is 12 + Модификатор Интеллекта, бонус к атаке: 4 + Модификатор Интеллекта. @@ -17081,14 +17069,12 @@ Совместное колдовство (Только для шабаша) Пока все 3 ведьмы находятся на расстоянии до 6 клеток друг от друга, каждая может колдовать следующие заклинания из списка Волшебника, но при этом все три тратят свои слоты заклинаний: - 1ый круг (4 слота): Оценка (Ритуал) (Identify), Луч болезни (Ray of Sickness) 2ой круг (3 слота): Удержание персоны (Hold Person), Обнаружение предметов (Locate Object) 3ий круг (3 слота): Проклятие (Bestow Curse), Контрзаклятье (Counterspell), Молния (Lightning Bolt) 4ый круг (3 слота): Воображаемый убийца (Phantasmal Killer), Перевоплощение (Polymorph) 5ый круг (2 слота): Связь с иным планом (Ритуал) (Contact Other Plane), Наблюдение (Scrying) 6ой круг (1 слот): Разящее око (Eyebite) - При использовании этих заклинания каждая ведьма считается заклинателем 12-го уровня с Характеристика для заклинаний - Интеллектом. The сложность спасброска is 12 + Модификатор Интеллекта, бонус к атаке: 4 + Модификатор Интеллекта. diff --git a/Spells/Xanathar's Guide to Everything.xml b/Spells/Xanathar's Guide to Everything.xml index 78e3e9e4..906326b2 100644 --- a/Spells/Xanathar's Guide to Everything.xml +++ b/Spells/Xanathar's Guide to Everything.xml @@ -165,19 +165,12 @@ You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. 1: Acid - 2: Cold - 3: Fire - 4: Force - 5: Lightning - 6: Poison - 7: Psychic - 8: Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. From 3ba07b6d04abaec9e5e2250eb4f89f10e0878ca3 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Mon, 27 May 2019 22:10:03 +0200 Subject: [PATCH 47/50] Fix indentation of some spell related tags --- Homebrew/Monsters/Strongholds and Followers.xml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Homebrew/Monsters/Strongholds and Followers.xml b/Homebrew/Monsters/Strongholds and Followers.xml index dd8481cb..557e5ab2 100644 --- a/Homebrew/Monsters/Strongholds and Followers.xml +++ b/Homebrew/Monsters/Strongholds and Followers.xml @@ -413,10 +413,10 @@ At will: acid splash, eldritch blast (3 beams), minor illusion, hellish rebuke 5/day: branding smite, black tentacles, counterspell, dimension door, hold person 1/day each: cone of cold, eyebite, mass suggestion - Wisdom - 0,0,0,0,0,0,0,0,0 - Acid Splash, Eldritch Blast, Minor Illusion, Hellish Rebuke, Branding Smite, Black Tentacles, Counterspell, Dimension Door, Hold Person, Cone of Cold, Eyebite, Mass Suggestion + Wisdom + 0,0,0,0,0,0,0,0,0 + Acid Splash, Eldritch Blast, Minor Illusion, Hellish Rebuke, Branding Smite, Black Tentacles, Counterspell, Dimension Door, Hold Person, Cone of Cold, Eyebite, Mass Suggestion Multiattack Sir Pelliton makes three melee attacks or makes two melee attacks and casts eldritch blast. From 4640006a1424bd0299ab8df21f15382123b791c7 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Mon, 27 May 2019 22:59:35 +0200 Subject: [PATCH 48/50] Add tags to Artificer items. --- Unearthed Arcana/Artificer items.xml | 33 ++++++++++++++++++++++++++++ 1 file changed, 33 insertions(+) diff --git a/Unearthed Arcana/Artificer items.xml b/Unearthed Arcana/Artificer items.xml index 867f7cd0..0f3ca9e1 100644 --- a/Unearthed Arcana/Artificer items.xml +++ b/Unearthed Arcana/Artificer items.xml @@ -6,6 +6,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Bag of Holding W 15 + Uncommon Rarity: Uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. @@ -16,6 +17,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Cap of Water Breathing W + Uncommon Rarity: Uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. @@ -25,6 +27,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Driftglobe W 1 + Uncommon Rarity: Uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. @@ -34,6 +37,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Goggles of Night W + Uncommon Rarity: Uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. @@ -42,6 +46,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Sending Stones W + Uncommon Rarity: Uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. @@ -52,6 +57,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Alchemy Jug W 12 + Uncommon Rarity: Uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. @@ -74,6 +80,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Helm of Comprehending Languages W + Uncommon Rarity: Uncommon While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. @@ -83,6 +90,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Lantern of Revealing W 2 + Uncommon Rarity: Uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. @@ -91,6 +99,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Ring of Swimming RG + Uncommon Rarity: Uncommon You have a swimming speed of 40 feet while wearing this ring. @@ -99,6 +108,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Robe of Useful Items W + Uncommon Rarity: Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: @@ -131,6 +141,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Rope of Climbing W 3 + Uncommon Rarity: Uncommon This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. @@ -142,6 +153,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Wand of Magic Detection WD 1 + Uncommon Rarity: Uncommon This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. @@ -152,6 +164,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Wand of Secrets WD 1 + Uncommon Rarity: Uncommon The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. @@ -162,6 +175,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Bag of Beans W 0.5 + Rare Rarity: Rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. @@ -189,6 +203,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Chime of Opening W 1 + Rare Rarity: Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. @@ -199,6 +214,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Decanter of Endless Water W 2 + Uncommon Rarity: Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: @@ -212,6 +228,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Eyes of Minute Seeing W + Uncommon Rarity: Uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. @@ -221,6 +238,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Folding Boat W 4 + Rare Rarity: Rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. @@ -234,6 +252,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Heward's Handy Haversack W 5 + Rare Rarity: Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. @@ -245,6 +264,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Boots of Striding and Springing W + Uncommon Rarity: Uncommon Requires Attunement @@ -255,6 +275,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Bracers of Archery W + Uncommon Rarity: Uncommon Requires Attunement @@ -265,6 +286,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Brooch of Shielding W + Uncommon Rarity: Uncommon Requires Attunement @@ -276,6 +298,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Broom of Flying W 3 + Uncommon Rarity: Uncommon This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. @@ -285,6 +308,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Hat of Disguise W + Uncommon Rarity: Uncommon Requires Attunement @@ -295,6 +319,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Slippers of Spider Climbing W + Uncommon Rarity: Uncommon Requires Attunement @@ -305,6 +330,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Eyes of the Eagle W + Uncommon Rarity: Uncommon Requires Attunement @@ -316,6 +342,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Gem of Brightness W 1 + Uncommon Rarity: Uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. @@ -328,6 +355,8 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Gloves of Missile Snaring W + 1 + Uncommon Rarity: Uncommon Requires Attunement @@ -339,6 +368,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Gloves of Swimming and Climbing W + Uncommon Rarity: Uncommon Requires Attunement @@ -349,6 +379,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Ring of Jumping RG + Uncommon Rarity: Uncommon Requires Attunement @@ -359,6 +390,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Ring of Mind Shielding RG + Uncommon Rarity: Uncommon Requires Attunement @@ -371,6 +403,7 @@ but this project doesn't have a good solution to PC Monster and Magic Item compe Wings of Flying W + Rare Rarity: Rare Requires Attunement From 9b51a6a4f55bf7f9131095f8a107a326b8568e76 Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Mon, 27 May 2019 23:18:11 +0200 Subject: [PATCH 49/50] Fix sorting elements Prevent unicode/ascii issues. --- create_compendiums.py | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/create_compendiums.py b/create_compendiums.py index 77a5b171..b593c37a 100644 --- a/create_compendiums.py +++ b/create_compendiums.py @@ -81,7 +81,7 @@ def combine_templates(self, output_path): elements = [element for categories in items.values() for element in categories.values()] # for element in elements: # print(u"|{0}/{1}|".format(element.tag, element.findtext('name') or element.get('class'))) - elements.sort(key=lambda el: "{0}/{1}".format(el.tag, el.findtext('name') or el.get('class'))) + elements.sort(key=lambda element: (element.tag, element.findtext('name') or element.get('class'))) # drop elements etc, FC5 doesn't recognize them and will treat s in them as s self.roots[0][:] = [element for element in elements From b68eca574c8b717f571b2740b96a2fa79dff294c Mon Sep 17 00:00:00 2001 From: Arne de Laat Date: Tue, 28 May 2019 06:41:57 +0200 Subject: [PATCH 50/50] Fix accidentally removed line --- Homebrew/Feats/Book of the Righteous.xml | 1 + 1 file changed, 1 insertion(+) diff --git a/Homebrew/Feats/Book of the Righteous.xml b/Homebrew/Feats/Book of the Righteous.xml index e216e5b4..8f292bcf 100644 --- a/Homebrew/Feats/Book of the Righteous.xml +++ b/Homebrew/Feats/Book of the Righteous.xml @@ -26,6 +26,7 @@ The Breath speaks for the Unity, learning to understand and influence people as a leader and lawmaker, and to comprehend the world for her sisters, just as Naryne did on the Journey to the East. You can only select this feat at the same time as other characters take the feats for The Arm and The Eye, and you can never take either of those feats. You and those characters form your Unity. You gain the following benefits: • Increase your Wisdom or Charisma by 1, to a maximum of 20. • You can communicate with the members of your Unity telepathically, even if you are not on the same plane. + • When you cast a spell with a range of touch, another member of your Unity can deliver the spell as if they had cast the spell. That member of the Unity must be within 100 feet of you, and they must use their reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. • When you cast a spell of 1st level or higher on another member of your Unity that targets only one creature and doesn't have a range of self, you can also target the other member of your Unity, provided he or she is within the range of the spell. To be eligible, the spell must be incapable of targeting more than one creature at the spell's current level.